Current PvP Issues after 1.3.3 Patch (Updated for 1.3.4)

  • david.haypreub18_ESO
    david.haypreub18_ESO
    ✭✭✭✭✭
    Got an unbreakable stun last night. It did not happen often, but it did clearly happen once. Got hit by something that forced me to kneel. Hit break free, and nothing happened. Checked stamina, and it was at about 80%. Tried three more times. Got the sound feedback each time but nothing happened; I kept kneeling. After three or four seconds of trying vainly to break free, I was dead.
    Edited by david.haypreub18_ESO on August 10, 2014 7:10PM
    Templars are 'just slower... by design'
    Yes, Gina actually said that (at least regarding Rushed Ceremony) right here:
    http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p24
    VR 16 Templar (retired until Templars get fixed)
    VR 16 Sorcerer
    38 Nightblade
    24 DK
  • Amserauq
    Amserauq
    Soul Shriven
    I wonder if Brian Wheeler sleeps sound at night knowing that players are frustrated with lack of content and a CC system that has not worked as intended since pre-launch? We pay, we play, we don't have fun. Not even a single small instance for PvP.

    They made the king of the hill battle strictly to please a bunch of fan bois at quake con then just leave it out of the game. Yes Cyrodil is big, but it's extremely flawed and extremely frustrating to play in over 50% of the time now.

    I used to love this game. Now I can't play for more then 30 minutes at a time. Who cares though I'm just one hardcore PvPer who isn't happy with the continuous decline in the integrity of the PvP system. Nothing to see here.
  • OccultOverload
    OccultOverload
    ✭✭✭✭
    You forgot to mention that PvP is unplayable with the constant crashes.
    @OccultOverload
    Aerilon Starsider - Best Sorcerer NA
    World Record Trial Team Member & Game Breaker of Days Past
  • Krinaman
    Krinaman
    ✭✭✭
    Lag, lag, and more lag.

    FPS still not fixed.

    Did I mention lag.

    Population imbalances making most of the campaigns uncompetitive.

    Lag, did I mention that yet?

    instant deaths via not seeing that you are taking damage or skills hitting for absurd amounts of damage

    Lag

    crashes

    lag

    memory leak - leading to crash

    lag

    broken CC

    lag

    lag

    lag

    lag

    lag

    lag

    lag

    lag

    lag

    lag

  • Armitas
    Armitas
    ✭✭✭✭✭
    ✭✭✭✭
    53476793_zpscd8ca20a.jpg
    Retired.
    Nord mDK
  • Antirob
    Antirob
    ✭✭✭
    4. The ults doing more damage then intended is tied to them scaling off of weapon damage.
    Vehemence
    Antirob - Dragonknight
  • Xsorus
    Xsorus
    ✭✭✭✭✭
    ✭✭✭✭✭
  • kijima
    kijima
    ✭✭✭✭✭
    Invisible horse riders...

    They are everywhere!
    Been here since Feb 2014 - You'd think I'd be half reasonable at this game by now...
  • Nermy
    Nermy
    ✭✭✭✭✭
    I have to say I hardly ever experience lag In Cyrodiil. I've experienced a few server crashes, a few bugs and exploits but I still enjoy it... Oh yeah... :)
    @Nermy
    Ex-Leader of The Wabbajack [EU EP PvP guild - Now stood down from active duty]
    BLOOD FOR THE PACT!!!

    Nermden - EP Warden, Nerm-in'a'tor - EP Dragon Knight, N'erm - EP Sorcerer, D'arkness - EP Nightblade, Nermy - EP Templar

    “Always forgive your enemies; nothing annoys them so much.” ― Oscar Wilde

    "An Army is a team; lives, sleeps, eats, fights as a team. This individual heroic stuff is a lot of crap." -General George S. Patton
  • Kungfu
    Kungfu
    ✭✭✭✭
    IMO - 2, 5, and 8 from OP should be high priority still.

    Rez tents were a nice idea but they are absolutely destroying supply lines and the viability of gank groups.

    C'mon Matt Firor - you know DAOC... part of what made it amazing was the amount of foot-traffic required.


    Remove tents completely. They will ultimately be the end of Cyrodiil.
    If that can't pass a proof-of-concept meeting, try these ideas:
    • Change them to be group \ raid specific. This would require the following:
      • Lessen the radius restriction on other tents - "cannot place because a friendly tent is nearby" - to facilitate multiple raids being able to drop their own tents.
      • Tents should no longer count as siege equipment or they will need to be accounted for as their own "defensive siege equipment" counts. Something such that only 3-5 tents are able to exist per side in a siege.
    • Worst case scenario: increase the price of tents even more. Like... triple or quadruple what they are now. Make them so valuable that people save them.



    Honestly -- just REMOVE THEM!
    With Tents,

    Reasons to remove them completely:
    1. The mere existence of tents is a hindrance to players learning how to zerg together, how to operate as large teams.
    2. Your "supply lines" of keeps are completely fabricated now and pointless.
    3. Nobody rezzes anyone... ever. They just stomp over dead players with a passing thought of "oh, hope we have a tent up somewhere for that poor sap".
    4. Group play is limited to "zerg or be zerged". I personally don't mind zerging... and I HATE it when a good gank group is doing flybys on a mile-gate. But SURELY you guys all understand how forcing players to travel more makes small groups worth running / it makes mindless players wake up and group together out of fear for their own safety / it ADDS to the tactical experience in Cyrodiil...
    5. With tents, you have turned the traditional "assassin" class into "burn tent and run". Can't even sneak and camp an enemy tent respawn route due to the absolutely unpredictable spawn rate coming out of it.



    Remove tents...

    I beg of you.

  • Tankqull
    Tankqull
    ✭✭✭✭✭
    i´m not sure if its a templar only bug but i regularily die because my stamina and magica are depleted by the frist enemy attack, beeing unable to fight back with anything but light attacks is bull poo...
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • LonePirate
    LonePirate
    ✭✭✭✭✭
    ✭✭✭
    I wouldn't mind if the price of tents was increased, even if it requires better AP management from lower level players with little AP.

    However, I don't want tents removed, certainly not because cowardly gankers feel deprived of their livelihood. If you are going to gank people who cannot even fire off a defensive shot sometimes, then you need to sit and wait for roaming players who travel without them, even if that stream of players is more like a trickle than a gusher. Tents help keep the fights going for both offensive and defensive teams near keeps, resources and scrolls. To me that is preferable to increasing the frequency of one-sided gank opportunities in the middle of nowhere.
  • Jaxom
    Jaxom
    ✭✭✭✭
    i´m not sure if its a templar only bug but i regularily die because my stamina and magica are depleted by the frist enemy attack, beeing unable to fight back with anything but light attacks is bull poo...

    This happens to me as well on random occasions. I'm a NB.
  • smee_z
    smee_z
    ✭✭✭
    Jaxom wrote: »
    i´m not sure if its a templar only bug but i regularily die because my stamina and magica are depleted by the frist enemy attack, beeing unable to fight back with anything but light attacks is bull poo...

    This happens to me as well on random occasions. I'm a NB.

    Happens to me too which can only mean that I have already died and just waiting for its death animation to kick in then blue screen. Sort of a lagged death. The damages have caught up and the game pronounced you as already dead.
    PC NA

    Games are meant to be played.

    Back in Auriel's Bow 1.0, I have thought that the best way to handicap a faction with the HUGE pop advantage is to temporarily disable their grouping functionality and their ability to fight in 3rd person point of view! Let's see if these do not even up the odds.
  • Grim13
    Grim13
    ✭✭✭✭✭
    Kungfu wrote: »
    IMO - 2, 5, and 8 from OP should be high priority still.

    Rez tents were a nice idea but they are absolutely destroying supply lines and the viability of gank groups.

    C'mon Matt Firor - you know DAOC... part of what made it amazing was the amount of foot-traffic required.


    Remove tents completely. They will ultimately be the end of Cyrodiil.
    If that can't pass a proof-of-concept meeting, try these ideas:
    • Change them to be group \ raid specific. This would require the following:
      • Lessen the radius restriction on other tents - "cannot place because a friendly tent is nearby" - to facilitate multiple raids being able to drop their own tents.
      • Tents should no longer count as siege equipment or they will need to be accounted for as their own "defensive siege equipment" counts. Something such that only 3-5 tents are able to exist per side in a siege.
    • Worst case scenario: increase the price of tents even more. Like... triple or quadruple what they are now. Make them so valuable that people save them.



    Honestly -- just REMOVE THEM!
    With Tents,

    Reasons to remove them completely:
    1. The mere existence of tents is a hindrance to players learning how to zerg together, how to operate as large teams.
    2. Your "supply lines" of keeps are completely fabricated now and pointless.
    3. Nobody rezzes anyone... ever. They just stomp over dead players with a passing thought of "oh, hope we have a tent up somewhere for that poor sap".
    4. Group play is limited to "zerg or be zerged". I personally don't mind zerging... and I HATE it when a good gank group is doing flybys on a mile-gate. But SURELY you guys all understand how forcing players to travel more makes small groups worth running / it makes mindless players wake up and group together out of fear for their own safety / it ADDS to the tactical experience in Cyrodiil...
    5. With tents, you have turned the traditional "assassin" class into "burn tent and run". Can't even sneak and camp an enemy tent respawn route due to the absolutely unpredictable spawn rate coming out of it.



    Remove tents...

    I beg of you.

    I have to disagree. The easy fix for the misuse of Forward Camps is to only allow players within their radius to resurrect at them.

    Eh voila, supply lines are kept AND FCs are tactically viable.
  • Tankqull
    Tankqull
    ✭✭✭✭✭
    smee_z wrote: »
    Jaxom wrote: »
    i´m not sure if its a templar only bug but i regularily die because my stamina and magica are depleted by the frist enemy attack, beeing unable to fight back with anything but light attacks is bull poo...

    This happens to me as well on random occasions. I'm a NB.

    Happens to me too which can only mean that I have already died and just waiting for its death animation to kick in then blue screen. Sort of a lagged death. The damages have caught up and the game pronounced you as already dead.

    i would agree if i havent had a won such a fight actually.
    was attacked by a nb stam end magicka depletet but he than was attacked by hi cat, fell from his chair no idea but i´ve won that fight.
    so it can´t be (only) lag issues while allready beeing dead.

    regarding camps
    they have an area where it is impossible to build a second one, use this area as rezzrestriction, only players within that radius can release to a forward camp every one else is forced to use suppliement lines.
    Edited by Tankqull on September 4, 2014 2:10PM
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • frosth.darkomenb16_ESO
    frosth.darkomenb16_ESO
    ✭✭✭✭
    We should call this "reztrictions radius", ama right? heh? guys?
Sign In or Register to comment.