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zergblobs flipping flags without killing defenders

xylena
xylena
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flags should take the same amount of time to flip whether it's 1 person or 100 people on them, and they shouldn't flip at all if there's even a single defender within the radius

thanks to purge negating siege damage, all you need to do is outnumber the defending force and you have a 100% chance of flipping the keep through attrition, it will not matter how well the defending force plays, the flags flip so quickly simply from throwing waves of zergling meat shields at them

AvA balance was at its BEST when purge was "broken" aka there was actually a way to counter it using ground aoe

ps... RIP ground oil
Edited by xylena on April 6, 2015 8:30AM
Retired until we break the Tank Meta
  • Rylana
    Rylana
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    A flag should be locked from flipping so long as even ONE person is on or near it from the faction that controls it.

    Only by actually clearing it should it then unlock and be available to flip (this includes players and NPCs)

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  • xylena
    xylena
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    playing on chillrend NA tonight, it's apparent the organized group metagame remains the same as it always has... blob on crown, spam heal purge CC, you can't be damaged by siege and anyone that comes near you to defend the flags gets instantly stun-locked... groups on all factions do this
    Retired until we break the Tank Meta
  • IxSTALKERxI
    IxSTALKERxI
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    I agree 10,000%!

    I got dethroned on thornblade last year because of this. I was on the back flag of my final emp keep with 30 red, another 30 on the front. It wasn't until after they flipped the keep with their zerg and took away my emp powers that they were able to get close to killing my tank build.

    If it wasn't for this stupid flag mechanic I'd still be emperor alive on that back flag today. #nightblade op
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  • Rylana
    Rylana
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    I agree 10,000%!

    I got dethroned on thornblade last year because of this. I was on the back flag of my final emp keep with 30 red, another 30 on the front. It wasn't until after they flipped the keep with their zerg and took away my emp powers that they were able to get close to killing my tank build.

    If it wasn't for this stupid flag mechanic I'd still be emperor alive on that back flag today. #nightblade op

    Similar thing happened to Zazeer last week on Chill. 50+ AD swarmed the final keep vs us and even with ALL OF US ALIVE and fighting on the flag, it flipped and deposed him. The group wiped like 3 minutes after deposition. Someone even posted a vid of it.
    Edited by Rylana on April 6, 2015 8:03AM
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  • Turelus
    Turelus
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    Came to the thread thinking it was about the player Blobs... oops :blush:
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  • Soris
    Soris
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    lol same
    Welkynd [Templar/AD/EU]
  • xylena
    xylena
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    fixed title to avoid confusion for EU players
    Retired until we break the Tank Meta
  • ThyIronFist
    ThyIronFist
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    Agreed 100%.
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  • Oughash
    Oughash
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    xylena wrote: »
    AvA balance was at its BEST when purge was "broken" aka there was actually a way to counter it using ground aoe

    ps... RIP ground oil

    This is quite an astute observation. Purge does so much these days its remarkable to remember how tactics were different when it was bugged. With siege doing the dmg it does now though, changing purge would be catastrophic.
  • Valnas
    Valnas
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    I agree 10,000%!

    I got dethroned on thornblade last year because of this. I was on the back flag of my final emp keep with 30 red, another 30 on the front. It wasn't until after they flipped the keep with their zerg and took away my emp powers that they were able to get close to killing my tank build.

    If it wasn't for this stupid flag mechanic I'd still be emperor alive on that back flag today. #nightblade op

    signed. There were some legit dethrones, i don't wanna dimish what was some good times in the game, but my first two dethrones on thorn 2.0, i was alive on the flag and died mortal, the third i got dc'd and came back to the popup (there was also a crash where 100 dc got slaughtered, the megaserver was a different and much more whimisical god back then.. It's not the most exciting way for it to go down and now this has become THE TACTIC.

    Edited by Valnas on April 6, 2015 12:41PM
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  • WarrioroftheWind_ESO
    WarrioroftheWind_ESO
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    The zerg is always going to win no matter what. There's absolutely no consequences to running in a blob and all 'zergbuster' options are null and void. Oh you want to set up countersiege inside your own keep? Well we'll just set up 20/20 fire trebs and target every square inch of the floor INSIDE your own keep to stop you. Oh you want to set up caltrops and oil cats? Maneuveeeers. Don't get me started on Magicka detonation either. I haven't been in a defensive siege recently that hasn't been resolved in less than 20 minutes, OR an offensive siege. Doesn't matter how many defenders are inside and how well your siege placement is, there's always going to be that large grp that breezes on past your defensive barrier thanks to the cap on aoe snare targets as well as lag.
  • cozmon3c_ESO
    cozmon3c_ESO
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    i think the less people on the flag the faster it should flip, that way if your small group, or solo are skilled enough to own everyone you shouldnt be punished by how long it takes for a damn flag to flip and end up getting zerged. this will cause zergs to try and spread out on flags a bit (maybe, but they are mindless peons) the more people on the flags the slower it flips.

    hows that for backwards awesomeness. i guess you can see im sick of getting zerged after fighting through 20 enemies and npcs everywhere just to have a zerg roll up behind our 3 man group to not have the damn thing flip for 10 damn minutes.
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  • Garion
    Garion
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    Guys it's okay! Siege changes will fix the zergblobbing.


    Oh wait
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  • frozywozy
    frozywozy
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    Also lost emp fighting zillions of DCs on the flag at Chal until I lost my powers. lol
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  • Jakx
    Jakx
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    Good suggestions. Brian Wheeler would do well to read this since you're doing his job for him.
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  • Observant
    Observant
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    xylena wrote: »
    playing on chillrend NA tonight, it's apparent the organized group metagame remains the same as it always has... blob on crown, spam heal purge CC, you can't be damaged by siege and anyone that comes near you to defend the flags gets instantly stun-locked... groups on all factions do this

    https://www.youtube.com/watch?v=l1ARHLXW0iA

    Damn right we stack on crown and heal. If they don't want so many people in one spot fighting for legit objectives, they should think smaller scale . Because they've clearly stated it's not a hardware issue, yet they've had over a year to fine-tune the code.

    Why bother getting good at a game and it's tactics if the dev's discourage it?

    I was with GoS when Zazeer was being deposed, and that was a load of cow-dung. I agree with you that it shouldn't be able to flip if there's a friendly Player Character within flag radius.
    Edited by Observant on April 6, 2015 7:10PM
    Vehemence
  • Tripwyr
    Tripwyr
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    Rylana wrote: »
    I agree 10,000%!

    I got dethroned on thornblade last year because of this. I was on the back flag of my final emp keep with 30 red, another 30 on the front. It wasn't until after they flipped the keep with their zerg and took away my emp powers that they were able to get close to killing my tank build.

    If it wasn't for this stupid flag mechanic I'd still be emperor alive on that back flag today. #nightblade op

    Similar thing happened to Zazeer last week on Chill. 50+ AD swarmed the final keep vs us and even with ALL OF US ALIVE and fighting on the flag, it flipped and deposed him. The group wiped like 3 minutes after deposition. Someone even posted a vid of it.

    Probably not a big deal, Fire Shot would have just killed him anyway.
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  • xylena
    xylena
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    hows that for backwards awesomeness

    suggestion for more backwards awesomeness: AoE damage should amplify based on targets hit

    example: hit 1 guy with a ballista? only 1k dmg... but hit 10 guys with a ballista shot? 10k dmg each

    imagine the cool stuff organized groups would come up with if blobbing was punished, as opposed to remaining the "optimal" strategy for capping keeps
    Retired until we break the Tank Meta
  • Agrippa_Invisus
    Agrippa_Invisus
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    xylena wrote: »
    hows that for backwards awesomeness

    suggestion for more backwards awesomeness: AoE damage should amplify based on targets hit

    example: hit 1 guy with a ballista? only 1k dmg... but hit 10 guys with a ballista shot? 10k dmg each

    imagine the cool stuff organized groups would come up with if blobbing was punished, as opposed to remaining the "optimal" strategy for capping keeps

    The siege is already hurting stacks. It's when the lag shows up that prevents siege from working that makes it a problem. Over this last week I've already seen some very good guilds eat wipes due to proper siege placement and them failing to disperse/recognize what was going on quickly enough.

    It really works. And dedicated, high quality healers can counter it to a degree, but enough of it will bring down any group. A stack of pugs, for example, will melt quickly.
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  • xylena
    xylena
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    Over this last week I've already seen some very good guilds eat wipes due to proper siege placement and them failing to disperse/recognize what was going on quickly enough.

    that's good to hear, now we just need a way to counter purge spam... outnumbered forces have little to no chance against an organized zergball spamming purge every half second, since they've taken away every way we could counter it (oilcat snare, ground aoe explosions, negate ultimate)

    at least if they fixed the flag flipping mechanism, we'd be able to try a few more oil dumps before NPCs spawn on top of us
    Retired until we break the Tank Meta
  • Manoekin
    Manoekin
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    xylena wrote: »
    flags should take the same amount of time to flip whether it's 1 person or 100 people on them, and they shouldn't flip at all if there's even a single defender within the radius

    thanks to purge negating siege damage, all you need to do is outnumber the defending force and you have a 100% chance of flipping the keep through attrition, it will not matter how well the defending force plays, the flags flip so quickly simply from throwing waves of zergling meat shields at them

    AvA balance was at its BEST when purge was "broken" aka there was actually a way to counter it using ground aoe

    ps... RIP ground oil

    It's almost like someone should tell ZOS this... oh wait, it was one of the main issues we had in PvP 8 or 9 months ago when we had our first meeting with Brian. They didn't think it was an issue, and to this date I think that's still their stance on it.

    Also it's not like anyone could have predicted the siege change emphasizing the importance of having a zerg behind you or anything.

    People don't usually agree with my guild or myself when we have things to say. Then, a month or two down the line I want to post this all over the forums.
    472ecf32b6dfa1d7d5f6868fffce6786a6bb30d312401a5b4cfce04b60bf4378.jpg
  • Durham
    Durham
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    Observant wrote: »
    xylena wrote: »
    playing on chillrend NA tonight, it's apparent the organized group metagame remains the same as it always has... blob on crown, spam heal purge CC, you can't be damaged by siege and anyone that comes near you to defend the flags gets instantly stun-locked... groups on all factions do this

    https://www.youtube.com/watch?v=l1ARHLXW0iA

    Damn right we stack on crown and heal. If they don't want so many people in one spot fighting for legit objectives, they should think smaller scale . Because they've clearly stated it's not a hardware issue, yet they've had over a year to fine-tune the code.

    Why bother getting good at a game and it's tactics if the dev's discourage it?

    I was with GoS when Zazeer was being deposed, and that was a load of cow-dung. I agree with you that it shouldn't be able to flip if there's a friendly Player Character within flag radius.

    Thank you for ruining our server with lag... BTW they can't fix it with out seriously handicaping PVE... Its no so much the code as it is mechanics BTW...

    . Its not much skill or tactics to ball up and spam... BTW if you are stacking up intentionally to start the lag you should be banned... I'm all for people playing the way they want.... But if one style of play interferes with the performance of the game something should be done......
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  • Knootewoot
    Knootewoot
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    Another solution could be:

    Player collision. Then you cannot stack together so much again.

    Proposal:

    - Players cannot walk through enemy players
    - Players can walk through friendly players if they keep running into them for more then 3 seconds after collision (like what Ryzom did).
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  • Forumer-in-Prison
    Forumer-in-Prison
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    Knootewoot wrote: »
    Another solution could be:

    Player collision. Then you cannot stack together so much again.

    Proposal:

    - Players cannot walk through enemy players
    - Players can walk through friendly players if they keep running into them for more then 3 seconds after collision (like what Ryzom did).

    Wouldn't this just create a whole new zerg ball meta, Zergball of defenders blocking the keep breach, zergball of attackers forcing their way in, All spamming Aoe, CC, Heal, Purge...

    you see where i'm getting at?
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    • Observant
      Observant
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      Durham wrote: »
      Observant wrote: »
      xylena wrote: »
      playing on chillrend NA tonight, it's apparent the organized group metagame remains the same as it always has... blob on crown, spam heal purge CC, you can't be damaged by siege and anyone that comes near you to defend the flags gets instantly stun-locked... groups on all factions do this

      https://www.youtube.com/watch?v=l1ARHLXW0iA

      Damn right we stack on crown and heal. If they don't want so many people in one spot fighting for legit objectives, they should think smaller scale . Because they've clearly stated it's not a hardware issue, yet they've had over a year to fine-tune the code.

      Why bother getting good at a game and it's tactics if the dev's discourage it?

      I was with GoS when Zazeer was being deposed, and that was a load of cow-dung. I agree with you that it shouldn't be able to flip if there's a friendly Player Character within flag radius.

      Thank you for ruining our server with lag... BTW they can't fix it with out seriously handicaping PVE... Its no so much the code as it is mechanics BTW...

      . Its not much skill or tactics to ball up and spam... BTW if you are stacking up intentionally to start the lag you should be banned... I'm all for people playing the way they want.... But if one style of play interferes with the performance of the game something should be done......

      Are you really that ignorant? You think we enjoy lag AND intentionally create it?
      It's definitely skill and even more so tactics to stack up.

      Game Mechanics are written in Coding BTW.
      Vehemence
    • FireCowCommando
      FireCowCommando
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      1) If they are going to be able to fix the servers responsiveness in the next two weeks then this problem will go away

      2) More likely this is not going to happen, ZoS really should consider the suggestions here, force flipping against an entire group of 24 players who are still alive... pretty sad state to the guys trying to defend against 2-3x their force
    • vortexman11
      vortexman11
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      Knootewoot wrote: »
      Another solution could be:

      Player collision. Then you cannot stack together so much again.

      Proposal:

      - Players cannot walk through enemy players
      - Players can walk through friendly players if they keep running into them for more then 3 seconds after collision (like what Ryzom did).

      Ah, this is one of the things I've wanted from the beginning of this game, the ability to form shield walls to physically block people from entering, the ability for tanks to form defensive lines infront of the squishy ranged DPS behind them, if they put this in game successfully, I'd love them forever.
      Edited by vortexman11 on April 7, 2015 2:37PM
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    • iseko
      iseko
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      Knootewoot wrote: »
      Another solution could be:

      Player collision. Then you cannot stack together so much again.

      Proposal:

      - Players cannot walk through enemy players
      - Players can walk through friendly players if they keep running into them for more then 3 seconds after collision (like what Ryzom did).

      Ah, this is one of the things I've wanted from the beginning of this game, the ability to form shield walls to physically block people from entering, the ability for tanks to form defensive lines infront of the squishy ranged DPS behind them, if they put this in game successfully, I'd love them forever.

      Quite impossible in an mmo. The exact position of one player in respect to another is never 100%correct. If they implement this you will see people hit invisiblw walls all the time because that persons client thinks there is a player there. It was the same problem with directional blocking.
    • ToRelax
      ToRelax
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      Observant wrote: »
      Durham wrote: »
      Observant wrote: »
      xylena wrote: »
      playing on chillrend NA tonight, it's apparent the organized group metagame remains the same as it always has... blob on crown, spam heal purge CC, you can't be damaged by siege and anyone that comes near you to defend the flags gets instantly stun-locked... groups on all factions do this

      https://www.youtube.com/watch?v=l1ARHLXW0iA

      Damn right we stack on crown and heal. If they don't want so many people in one spot fighting for legit objectives, they should think smaller scale . Because they've clearly stated it's not a hardware issue, yet they've had over a year to fine-tune the code.

      Why bother getting good at a game and it's tactics if the dev's discourage it?

      I was with GoS when Zazeer was being deposed, and that was a load of cow-dung. I agree with you that it shouldn't be able to flip if there's a friendly Player Character within flag radius.

      Thank you for ruining our server with lag... BTW they can't fix it with out seriously handicaping PVE... Its no so much the code as it is mechanics BTW...

      . Its not much skill or tactics to ball up and spam... BTW if you are stacking up intentionally to start the lag you should be banned... I'm all for people playing the way they want.... But if one style of play interferes with the performance of the game something should be done......

      Are you really that ignorant? You think we enjoy lag AND intentionally create it?
      It's definitely skill and even more so tactics to stack up.

      Game Mechanics are written in Coding BTW.

      Are you serious :neutral: ?
      DAGON - ALTADOON - CHIM - GHARTOK
      The Covenant is broken. The Enemy has won...

      Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
    • frozywozy
      frozywozy
      ✭✭✭✭✭
      ✭✭
      Observant wrote: »
      xylena wrote: »
      playing on chillrend NA tonight, it's apparent the organized group metagame remains the same as it always has... blob on crown, spam heal purge CC, you can't be damaged by siege and anyone that comes near you to defend the flags gets instantly stun-locked... groups on all factions do this

      https://www.youtube.com/watch?v=l1ARHLXW0iA

      Damn right we stack on crown and heal. If they don't want so many people in one spot fighting for legit objectives, they should think smaller scale . Because they've clearly stated it's not a hardware issue, yet they've had over a year to fine-tune the code.

      Why bother getting good at a game and it's tactics if the dev's discourage it?

      I was with GoS when Zazeer was being deposed, and that was a load of cow-dung. I agree with you that it shouldn't be able to flip if there's a friendly Player Character within flag radius.

      Dem DC banners.
      Frozn - Stamdk - AR50
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      PvP Group Builds

      “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
      • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
      • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
      • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
      • Change emperorship to value faction score points and not alliance points - see this and this
      • Fix long loading screens (mostly caused by players joining group out of rendering range)
      • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
      • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
      • Release bigger battlegrounds with 8 to 16 players per team and only two teams
      • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
      • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
      • Add a function to ignore the Claiming system of useless rewards
      • Improve the Mailing System / Rewards of the Worthy stacking
      • Assign specific group sizes to specific campaigns (24-16-8)
      • Make forward camps impossible to place near objectives
      • Make snares only available from ground effects abilities
      • Change emperorship to last minimum 24hours
      • Fix body sliding after cc breaking too quickly
      • Remove Block Casting through Battle Spirit
      • Fix the speed drop while jumping - see video
      • Fix loading screens when keeps upgrade
      • Fix Rams going crazy (spinning around)
      • Bring back dynamic ulti regeneration
      • Fix speed bug (abilities locked)
      • Introduce dynamic population
      • Lower population cap by 20%
      • Add Snare Immunity potions
      • Bring resurrection sickness
      • Fix character desync
      • Fix cc breaking bug
      • Fix gap closer bug
      • Fix health desync
      • Fix combat bug
      • Fix streak bug
      • Fix server lag
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