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pvp=lol

riverdragon72
riverdragon72
✭✭✭✭✭
:smiley: omg when I didn't think it could get any worse than when I quit five months ago. What a disaster. There is no hope anymore for the small group vs the zerg blobs, time to kills are nearly instant, CC and stealth are completely broken. I ran halfway back from fare to blackboot and was parked behind a tree still trying to get my eye closed and was ambushed as I watched the two people just head right at me. GG ZoS GG. >.<
Meh...**** it..
  • Cody
    Cody
    ✭✭✭✭✭
    ✭✭✭
    Well, according to the elite of PvP, not playing in that crap means one sucks so.....

    bah, yes PvP sucks nowadays:( I was close to quitting multiple times the past few months over it.
  • Teargrants
    Teargrants
    ✭✭✭✭✭
    ✭✭✭✭
    What I take away from this is, someone died in PvP...
    POST EQVITEM SEDET ATRA CVRA
    ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
    EP ※ Teargrants ※
    EP ※ Kissgrants ※
    DC ※ Kirsi ※
    Vehemence Council
    #JustOutOfRenderRange
    ~Teargrants YouTube~
    ┬┴┬┴┤(・_├┬┴┬┴
  • riverdragon72
    riverdragon72
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    I got my shots in just fine, but it is so f-d up now balance and performance wise. Like some chaotic/schizo slide show/slow motion movie. Non vet is so much more fun.
    Meh...**** it..
  • xaraan
    xaraan
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    ✭✭✭✭✭
    It's mostly the same as it always has been. Many won't roll in groups smaller than 20 or more. Our group usually runs 8-12 and reds especially seem to have problems fighting us with less than 30 people at a time. The game just doesn't penalize people for grouping up that much, if they got zero AP, then they might not do it. But, they also have failed with everything they've added to "fight zergs" - seige doing more damage is like anything else that does damage - it helps those with the bigger numbers - zergs have the people to send guys aside to set that stuff up, but smaller groups don't (or get swarmed if they do). Prox det is used by big groups, they all arm it and run through smaller groups and went 20 of them go off, everyone insta-dies. There isn't any way to really stop zerging by adding damage powers since zergs can use them as well, only thing that will stop it (maybe) will be huge groups getting zero AP.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • Fatalyis
    Fatalyis
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    Let's all be honest....the performance in this game is utter garbage. The lag/latency spikes, abilities not working, weapon swap not working, insane TTK, etc. The list goes on and on. We get zero response from ZOS on the matter...unless you count the random mod coming along to quiet the dissent and assure us that they are well aware of the issue.
  • Dru1076
    Dru1076
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    I am no longer confused by the zerg. Seeing that Cyrodil is so focused on groups, it simply makes good tactical sense to run with as big a group as possible. It was inevitable that the whole alliance would hinge on numbers, not personal skill, because the war is group focused. If it was possible for players to do more for their alliance as an individual zerging wouldn't be the best way to fight the war. But, since the alliance war is designed for groups, zergs are just the smartest and most sensible way to go, from a tactical standpoint. And while that is the case, you are going to get them a lot...and that seems to mean lag.
    Ask not what your sweetroll can do for you....
  • Draxys
    Draxys
    ✭✭✭✭✭
    ✭✭
    we need dynamic ulti regen and ground oils back
    2013

    rip decibel
  • TBois
    TBois
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    And group caps at 16. Once you get past that I start to lose my vision on what I contribute. Once that is gone I'm just running keep laps and firing 2 ballistas.
    PC/NA
    T-Bois (Stam Sorc since 1.4) - AD
    An Unsettling Snowball (Templar) - AD
    Bosquecito (Stam Sorc) - DC
    Peti-T-Bois (Stamden) - AD
  • Jauriel
    Jauriel
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    Rollback 1.6. It ruined everything.
  • Jitterbug
    Jitterbug
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    ✭✭
    Teargrants wrote: »
    What I take away from this is, someone died in PvP...

    The horror
  • Lorkhan
    Lorkhan
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    Teargrants wrote: »
    What I take away from this is, someone died in PvP...

    maybe teabagged
  • Kupoking
    Kupoking
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    Remember people bitching about getting killed by pk in UO. You would lose all your gear, gold, spells and house keys.

    Today people *** about getting killed and having to walk for 60 seconds.
    Edited by Kupoking on May 6, 2015 1:13PM
  • Observant
    Observant
    ✭✭✭✭
    xaraan wrote: »
    It's mostly the same as it always has been. Many won't roll in groups smaller than 20 or more. Our group usually runs 8-12 and reds especially seem to have problems fighting us with less than 30 people at a time. The game just doesn't penalize people for grouping up that much, if they got zero AP, then they might not do it. But, they also have failed with everything they've added to "fight zergs" - seige doing more damage is like anything else that does damage - it helps those with the bigger numbers - zergs have the people to send guys aside to set that stuff up, but smaller groups don't (or get swarmed if they do). Prox det is used by big groups, they all arm it and run through smaller groups and went 20 of them go off, everyone insta-dies. There isn't any way to really stop zerging by adding damage powers since zergs can use them as well, only thing that will stop it (maybe) will be huge groups getting zero AP.

    Really?

    Siege damage increase isn't good for busting up zergs? lol.
    Unless you're talking about open field combat w/ smaller groups that don't know how to pick their battles.

    Vehemence
  • starlizard70ub17_ESO
    starlizard70ub17_ESO
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    ✭✭
    Remember people bitching about getting killed by pk in UO. You would lose all your gear, gold, spells and house keys.

    Today people *** about getting killed and having to walk for 60 seconds.

    I played UO back when there was only 1 shard, all PvP all the time. If ESO started letting pkers being able to loot their victims of all their stuff, you'd never hear the end of the QQing.
    "We have found a cave, but I don't think there are warm fires and friendly faces inside."
  • Juraigr
    Juraigr
    ✭✭✭✭
    Rollback to 1.1 anything is better than 1.6
    EU Worst DK , Best DK Singapore and NA also known as 'Special Snowflake'

    Jurra - V14 Dragonknight Rank 38 August Palatine
    Jurra Hex - V14 Sorcerer Rank 25 Colonel [SEMI-RETIRED until Zos fix this BS sorc nonsense]

    LA DK Still OP :P

    One of the Three Light Armor DK's

    #200StandardOfMightFFS
    #RevertAshCloud
    #RevertNewAnimations
    #RevertUltiGain

    #FixMoltenWhip

    Grinding my way to August Palatine finally made it, still holding a torch for eso so now imma filthy casual
  • Cogo
    Cogo
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    The game got lots of problems. So my posts is not about that

    However,
    Update 6 made player SKILL the most important skill! I still have not seen a single good player who complains about 1.6. They get better!

    1.6 made your choices, reactions and skill in "reading" the situation, even more powerful then block.

    I LOVE IT!

    Keep to your addons, guides and press buttons. I gain skill every day. Do you?
    Edited by Cogo on May 6, 2015 2:23PM
    Oghur Hatemachine, Guild leader of The Nephilim - EU Megaserver
    Orc Weapon Specialist and Warchief of the Ebonheart Pact - Trueflame Cyrodiil War Campaign
    Guildsite: The Nephilim

    "I don't agree with what you are saying, but I'll defend to the death your right to say it"
    -Voltaire

    "My build? Improvise, overcome and adapt!"
  • Snit
    Snit
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    ...time to kills are nearly instant...

    Their times to kill on you are nearly instant, but that's natural if they have twice your number. To me, the issue is that your times to kill on them stretch to infinity.

    A decent zerg has a constant spam of Purge and Rapid Maneuver, with a Barrier rotation beginning anytime they're in serious trouble. Unless their group composition is off, a well-organized zerg is nearly invulnerable to anything less than a mirror of itself. If you want to change that, you probably have to change how Purge, Rapid or Barrier work.

    The challenge is making those changes so they affect large groups more than they do small groups. Most easy nerfs to those abilities can be circumvented simply by assigning more people to slot them.
    Snit AD Sorc
    Ratbag AD Warden Tank
    Goblins AD Stamblade

  • Draxys
    Draxys
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    ✭✭
    Snit wrote: »
    ...time to kills are nearly instant...

    Their times to kill on you are nearly instant, but that's natural if they have twice your number. To me, the issue is that your times to kill on them stretch to infinity.

    A decent zerg has a constant spam of Purge and Rapid Maneuver, with a Barrier rotation beginning anytime they're in serious trouble. Unless their group composition is off, a well-organized zerg is nearly invulnerable to anything less than a mirror of itself. If you want to change that, you probably have to change how Purge, Rapid or Barrier work.

    The challenge is making those changes so they affect large groups more than they do small groups. Most easy nerfs to those abilities can be circumvented simply by assigning more people to slot them.

    no one is talking about TTK in terms of fighting masses of enemies, we mean getting one shot by frags or snipe, etc...

    Cogo wrote: »
    The game got lots of problems. So my posts is not about that

    However,
    Update 6 made player SKILL the most important skill! I still have not seen a single good player who complains about 1.6. They get better!

    1.6 made your choices, reactions and skill in "reading" the situation, even more powerful then block.

    I LOVE IT!

    Keep to your addons, guides and press buttons. I gain skill every day. Do you?

    you must not know many good players.... or you're just talking about gankers. 1.6 is gankers paradise without softcaps
    Edited by Draxys on May 6, 2015 2:27PM
    2013

    rip decibel
  • klink012
    klink012
    ✭✭✭
    Teargrants wrote: »
    What I take away from this is, someone died in PvP...

    Someone who PvP's as much as you, should know better, shame on you. There are sooooo many exploits, bugs, broken, and not working as intended skills / features in PvP.
  • Teargrants
    Teargrants
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    ✭✭✭✭
    klink012 wrote: »
    Teargrants wrote: »
    What I take away from this is, someone died in PvP...

    Someone who PvP's as much as you, should know better, shame on you. There are sooooo many exploits, bugs, broken, and not working as intended skills / features in PvP.
    There are no bugs, only features. You have much to learn, young padawan.
    POST EQVITEM SEDET ATRA CVRA
    ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
    EP ※ Teargrants ※
    EP ※ Kissgrants ※
    DC ※ Kirsi ※
    Vehemence Council
    #JustOutOfRenderRange
    ~Teargrants YouTube~
    ┬┴┬┴┤(・_├┬┴┬┴
  • Cervanteseric85ub17_ESO
    :smiley: omg when I didn't think it could get any worse than when I quit five months ago. What a disaster. There is no hope anymore for the small group vs the zerg blobs, time to kills are nearly instant, CC and stealth are completely broken. I ran halfway back from fare to blackboot and was parked behind a tree still trying to get my eye closed and was ambushed as I watched the two people just head right at me. GG ZoS GG. >.<

    My group of max 16 players has no problem wiping twice our numbers or even three times our numbers when fighting unorganized groups. The key to success of small groups is movement and flanking, you have to always get the jump on your enemy when fighting superior numbers. Another key to success is to have an adequate group composition, heals, DPS, and support players are all cornerstones to success.
    Edited by Cervanteseric85ub17_ESO on May 6, 2015 6:49PM
  • Darklord_Tiberius
    Darklord_Tiberius
    ✭✭✭✭
    xaraan wrote: »
    It's mostly the same as it always has been. Many won't roll in groups smaller than 20 or more. Our group usually runs 8-12 and reds especially seem to have problems fighting us with less than 30 people at a time. The game just doesn't penalize people for grouping up that much, if they got zero AP, then they might not do it. But, they also have failed with everything they've added to "fight zergs" - seige doing more damage is like anything else that does damage - it helps those with the bigger numbers - zergs have the people to send guys aside to set that stuff up, but smaller groups don't (or get swarmed if they do). Prox det is used by big groups, they all arm it and run through smaller groups and went 20 of them go off, everyone insta-dies. There isn't any way to really stop zerging by adding damage powers since zergs can use them as well, only thing that will stop it (maybe) will be huge groups getting zero AP.

    LOL.

    So you want any PvP guilds larger than you, to only play in 8-12 man group? Sounds like you guys need to do some recruiting.

    Tuesday night.
    Alessia Bridge.
    Phoenix Rising 24 man raid.
    Against AD zerg.
    We won.
    Over 400+ kills.
    We dont use Prox Det.
    We dont use Meteor.

    Its a matter of skill and tactics, if you cannot handle the heat; get out of the kitchen.
  • TheBull
    TheBull
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    I think you should ask for help OP/
  • Bouvin
    Bouvin
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    We dont use Prox Det.
    We dont use Meteor.

    Its a matter of skill and tactics, if you cannot handle the heat; get out of the kitchen.

    Gotta call BS on that lol.
  • Cervanteseric85ub17_ESO
    xaraan wrote: »
    It's mostly the same as it always has been. Many won't roll in groups smaller than 20 or more. Our group usually runs 8-12 and reds especially seem to have problems fighting us with less than 30 people at a time. The game just doesn't penalize people for grouping up that much, if they got zero AP, then they might not do it. But, they also have failed with everything they've added to "fight zergs" - seige doing more damage is like anything else that does damage - it helps those with the bigger numbers - zergs have the people to send guys aside to set that stuff up, but smaller groups don't (or get swarmed if they do). Prox det is used by big groups, they all arm it and run through smaller groups and went 20 of them go off, everyone insta-dies. There isn't any way to really stop zerging by adding damage powers since zergs can use them as well, only thing that will stop it (maybe) will be huge groups getting zero AP.

    LOL.

    So you want any PvP guilds larger than you, to only play in 8-12 man group? Sounds like you guys need to do some recruiting.

    Tuesday night.
    Alessia Bridge.
    Phoenix Rising 24 man raid.
    Against AD zerg.
    We won.
    Over 400+ kills.
    We dont use Prox Det.
    We dont use Meteor.

    Its a matter of skill and tactics, if you cannot handle the heat; get out of the kitchen.

    Don't worry those 8-12 men we run have no problem wiping seas of reds and blues. No anecdote needed about us wiping the endless stream of pugs at the bridge, which btw is the easiest place to farm so not really anything to brag about. So instead of being passive aggressive because you got some sand in your clam try and comprehend what is actually being said. What Xaraan is saying is true, he didn't say he doesn't want full raid groups running he said that ever counter Zerg measure added by ZoS has had the opposite effect and only bolstered the zergs power. True story.
  • FENGRUSH
    FENGRUSH
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    ✭✭✭✭
    xaraan wrote: »
    It's mostly the same as it always has been. Many won't roll in groups smaller than 20 or more. Our group usually runs 8-12 and reds especially seem to have problems fighting us with less than 30 people at a time. The game just doesn't penalize people for grouping up that much, if they got zero AP, then they might not do it. But, they also have failed with everything they've added to "fight zergs" - seige doing more damage is like anything else that does damage - it helps those with the bigger numbers - zergs have the people to send guys aside to set that stuff up, but smaller groups don't (or get swarmed if they do). Prox det is used by big groups, they all arm it and run through smaller groups and went 20 of them go off, everyone insta-dies. There isn't any way to really stop zerging by adding damage powers since zergs can use them as well, only thing that will stop it (maybe) will be huge groups getting zero AP.

    LOL.

    So you want any PvP guilds larger than you, to only play in 8-12 man group? Sounds like you guys need to do some recruiting.

    Tuesday night.
    Alessia Bridge.
    Phoenix Rising 24 man raid.
    Against AD zerg.
    We won.
    Over 400+ kills.
    We dont use Prox Det.
    We dont use Meteor.

    Its a matter of skill and tactics, if you cannot handle the heat; get out of the kitchen.

    Not sure you really addressed any points in that guys post. Looks like you read the portion of reds having trouble with 8-12 and wanted to pound your chest a bit. FENGRUSH doesnt know who your irrelevant guild is other than one of the pug groups that ride behind EP zergs.

    FENGRUSH would advise that you spare yourself from embarrassment posting about (actually needing) a 24 man group to farm randoms on a bridge. You could have done the same thing with 1/5 the people and been a DC guild instead with a lot more AP.
  • Darklord_Tiberius
    Darklord_Tiberius
    ✭✭✭✭
    Bouvin wrote: »
    We dont use Prox Det.
    We dont use Meteor.

    Its a matter of skill and tactics, if you cannot handle the heat; get out of the kitchen.

    Gotta call BS on that lol.

    You obviously do not know how we roll which is fine. Our secrets are our own :)
  • Darklord_Tiberius
    Darklord_Tiberius
    ✭✭✭✭
    xaraan wrote: »
    It's mostly the same as it always has been. Many won't roll in groups smaller than 20 or more. Our group usually runs 8-12 and reds especially seem to have problems fighting us with less than 30 people at a time. The game just doesn't penalize people for grouping up that much, if they got zero AP, then they might not do it. But, they also have failed with everything they've added to "fight zergs" - seige doing more damage is like anything else that does damage - it helps those with the bigger numbers - zergs have the people to send guys aside to set that stuff up, but smaller groups don't (or get swarmed if they do). Prox det is used by big groups, they all arm it and run through smaller groups and went 20 of them go off, everyone insta-dies. There isn't any way to really stop zerging by adding damage powers since zergs can use them as well, only thing that will stop it (maybe) will be huge groups getting zero AP.

    LOL.

    So you want any PvP guilds larger than you, to only play in 8-12 man group? Sounds like you guys need to do some recruiting.

    Tuesday night.
    Alessia Bridge.
    Phoenix Rising 24 man raid.
    Against AD zerg.
    We won.
    Over 400+ kills.
    We dont use Prox Det.
    We dont use Meteor.

    Its a matter of skill and tactics, if you cannot handle the heat; get out of the kitchen.

    Don't worry those 8-12 men we run have no problem wiping seas of reds and blues. No anecdote needed about us wiping the endless stream of pugs at the bridge, which btw is the easiest place to farm so not really anything to brag about. So instead of being passive aggressive because you got some sand in your clam try and comprehend what is actually being said. What Xaraan is saying is true, he didn't say he doesn't want full raid groups running he said that ever counter Zerg measure added by ZoS has had the opposite effect and only bolstered the zergs power. True story.

    I find this cute, ill post a vid because two very prominent AD guild were destroyed along with a horde of AD pugs. Seems like you are salty, think you are referring to your own clam, son. He is moaning about how reds dont fight unless we have more than 30, which I just proved him wrong. Looks like you need to learn how to comprehend.
  • Darklord_Tiberius
    Darklord_Tiberius
    ✭✭✭✭
    FENGRUSH wrote: »
    xaraan wrote: »
    It's mostly the same as it always has been. Many won't roll in groups smaller than 20 or more. Our group usually runs 8-12 and reds especially seem to have problems fighting us with less than 30 people at a time. The game just doesn't penalize people for grouping up that much, if they got zero AP, then they might not do it. But, they also have failed with everything they've added to "fight zergs" - seige doing more damage is like anything else that does damage - it helps those with the bigger numbers - zergs have the people to send guys aside to set that stuff up, but smaller groups don't (or get swarmed if they do). Prox det is used by big groups, they all arm it and run through smaller groups and went 20 of them go off, everyone insta-dies. There isn't any way to really stop zerging by adding damage powers since zergs can use them as well, only thing that will stop it (maybe) will be huge groups getting zero AP.

    LOL.

    So you want any PvP guilds larger than you, to only play in 8-12 man group? Sounds like you guys need to do some recruiting.

    Tuesday night.
    Alessia Bridge.
    Phoenix Rising 24 man raid.
    Against AD zerg.
    We won.
    Over 400+ kills.
    We dont use Prox Det.
    We dont use Meteor.

    Its a matter of skill and tactics, if you cannot handle the heat; get out of the kitchen.

    Not sure you really addressed any points in that guys post. Looks like you read the portion of reds having trouble with 8-12 and wanted to pound your chest a bit. FENGRUSH doesnt know who your irrelevant guild is other than one of the pug groups that ride behind EP zergs.

    FENGRUSH would advise that you spare yourself from embarrassment posting about (actually needing) a 24 man group to farm randoms on a bridge. You could have done the same thing with 1/5 the people and been a DC guild instead with a lot more AP.

    Another bad player lol come to Chillrend son, bring all your AD. Forum warriors the lot of you. Pathetic. Cant do anything in PvP so you come to the forums and moan, typical AD.
  • Draxys
    Draxys
    ✭✭✭✭✭
    ✭✭
    xaraan wrote: »
    It's mostly the same as it always has been. Many won't roll in groups smaller than 20 or more. Our group usually runs 8-12 and reds especially seem to have problems fighting us with less than 30 people at a time. The game just doesn't penalize people for grouping up that much, if they got zero AP, then they might not do it. But, they also have failed with everything they've added to "fight zergs" - seige doing more damage is like anything else that does damage - it helps those with the bigger numbers - zergs have the people to send guys aside to set that stuff up, but smaller groups don't (or get swarmed if they do). Prox det is used by big groups, they all arm it and run through smaller groups and went 20 of them go off, everyone insta-dies. There isn't any way to really stop zerging by adding damage powers since zergs can use them as well, only thing that will stop it (maybe) will be huge groups getting zero AP.

    LOL.

    So you want any PvP guilds larger than you, to only play in 8-12 man group? Sounds like you guys need to do some recruiting.

    Tuesday night.
    Alessia Bridge.
    Phoenix Rising 24 man raid.
    Against AD zerg.
    We won.
    Over 400+ kills.
    We dont use Prox Det.
    We dont use Meteor.

    Its a matter of skill and tactics, if you cannot handle the heat; get out of the kitchen.

    Don't worry those 8-12 men we run have no problem wiping seas of reds and blues. No anecdote needed about us wiping the endless stream of pugs at the bridge, which btw is the easiest place to farm so not really anything to brag about. So instead of being passive aggressive because you got some sand in your clam try and comprehend what is actually being said. What Xaraan is saying is true, he didn't say he doesn't want full raid groups running he said that ever counter Zerg measure added by ZoS has had the opposite effect and only bolstered the zergs power. True story.

    Looks like you need to learn how to comprehend.

    says the guy who typed something and claims it's proof....
    2013

    rip decibel
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