Reducing the AP or adding more objectives, is not going to make people lose the interest in playing in zerg blob.
I think that making group size max is 4, is more better then reducing the AP.Reducing the AP or adding more objectives, is not going to make people lose the interest in playing in zerg blob.
Reducing AP will.
Most the Zerg blobs do it just because it's the fastest way to farm AP.
I can pretty much guarantee if they were getting low AP from blobbing, they'd stop 90% of the time and only blob to take Emp.
I think that making group size max is 4, is more better then reducing the AP.Reducing the AP or adding more objectives, is not going to make people lose the interest in playing in zerg blob.
Reducing AP will.
Most the Zerg blobs do it just because it's the fastest way to farm AP.
I can pretty much guarantee if they were getting low AP from blobbing, they'd stop 90% of the time and only blob to take Emp.
They don't have barriers, purge only affect the caster and impulse is disabled.I think that making group size max is 4, is more better then reducing the AP.Reducing the AP or adding more objectives, is not going to make people lose the interest in playing in zerg blob.
Reducing AP will.
Most the Zerg blobs do it just because it's the fastest way to farm AP.
I can pretty much guarantee if they were getting low AP from blobbing, they'd stop 90% of the time and only blob to take Emp.
Ya, but then you'll just get 6 groups of 4 coordinating on TS.
How does that really break up the blob?
They don't have barriers, purge only affect the caster and impulse is disabled.I think that making group size max is 4, is more better then reducing the AP.Reducing the AP or adding more objectives, is not going to make people lose the interest in playing in zerg blob.
Reducing AP will.
Most the Zerg blobs do it just because it's the fastest way to farm AP.
I can pretty much guarantee if they were getting low AP from blobbing, they'd stop 90% of the time and only blob to take Emp.
Ya, but then you'll just get 6 groups of 4 coordinating on TS.
How does that really break up the blob?
They don't have barriers, purge only affect the caster and impulse is disabled.I think that making group size max is 4, is more better then reducing the AP.Reducing the AP or adding more objectives, is not going to make people lose the interest in playing in zerg blob.
Reducing AP will.
Most the Zerg blobs do it just because it's the fastest way to farm AP.
I can pretty much guarantee if they were getting low AP from blobbing, they'd stop 90% of the time and only blob to take Emp.
Ya, but then you'll just get 6 groups of 4 coordinating on TS.
How does that really break up the blob?
Got it. Along with max group size:
- Restrict any healing or CC removal to group members only
But.. you can still get 6 groups of 4 spamming Proximity Detonation and Steel Tornado.
Are you also recommending disabling all AoE?
Pvp right now is just zerg fest that cause lag in each campaign.We need a campaign that don't encourage zerging,how? I have some ideas :
-No scoring.
-Group size max is 4.
-Disable barrier.
-Disable impulse.
-Purge affect only the caster.
Because stacking on crown become useless.
Because stacking on crown become useless.
Gaining a damage shield, and applying some AoE is still useful to have regardless of a group following the 'Blob-Crown' principle.
I could be running solo and may need Impulse if I'm going against three players. What I don't understand is the targeting of 'Impulse', considering there are other, potentially stronger abused AoEs (by large groups) out there.
Even with valid arguments, since you are proposing group sizes to be capped to 4, I don't see any benefits to disabling any ability.
Everyone get yer Nirn out and slot 5 tornadoes.
Because stacking on crown become useless.
Gaining a damage shield, and applying some AoE is still useful to have regardless of a group following the 'Blob-Crown' principle.
I could be running solo and may need Impulse if I'm going against three players. What I don't understand is the targeting of 'Impulse', considering there are other, potentially stronger abused AoEs (by large groups) out there.
Even with valid arguments, since you are proposing group sizes to be capped to 4, I don't see any benefits to disabling any ability.
Everyone get yer Nirn out and slot 5 tornadoes.
Totally agreed with you, i made some changes in my post.
Why? Most of the organized groups don't care about scoring and just want to farm ap.-No scoring.
How would you handle groups where not everyone is in Cyrodiil? I often do pvp while being in a trial group and waiting for everyone to get ready.-Group size max is 4.
So dks get a 20k+ hp shield (+ aoe damage + stun) for half of the ulti costs compared to other classes.-Barrier affect only the caster.
Then it needs to be much cheeper. On a stamina dk / nb / sorc you need all your magicka to purge one single skill like piercing mark.-Purge affect only the caster.
Why only these 3 skills? There are other aoe skills that do similar damage and have a bigger range than impulse.-Disable impulse if you are grouped.
- Disable Proximity Detonation if you are grouped.
- Disable Steel Tornado if you are grouped.
lolo_01b16_ESO wrote: »Why? Most of the organized groups don't care about scoring and just want to farm ap.-No scoring.How would you handle groups where not everyone is in Cyrodiil? I often do pvp while being in a trial group and waiting for everyone to get ready.-Group size max is 4.So dks get a 20k+ hp shield (+ aoe damage + stun) for half of the ulti costs compared to other classes.-Barrier affect only the caster.Then it needs to be much cheeper. On a stamina dk / nb / sorc you need all your magicka to purge one single skill like piercing mark.-Purge affect only the caster.Why only these 3 skills? There are other aoe skills that do similar damage and have a bigger range than impulse.-Disable impulse if you are grouped.
- Disable Proximity Detonation if you are grouped.
- Disable Steel Tornado if you are grouped.
In all seriousness, @ZOS_BrianWheeler should probably respond to something like this. Whats the plan?
He already opened a thread about trying to make changes to campaigns. The community is in line with trying to change 'incentives' across campaigns. This is the changes that your team handles 100% Brian. Surely theres something of value you can provide on the topic.
More folks should @ZOS_BrianWheeler in their replies for these types of threads.
•everyone is in stealth all the time
•everyone plays with their eyes closed
•if you come within 10yards of someone in your faction, you die
•all regen stats are linked to the amount of qq'ing each player does on the forums
•no champion points
•only siege deals damage
•disable everything I don't like
•buff everything I do
•my way is the only way to play, everyone else is cheating/exploiting/zerging
Pvp right now is just zerg fest that cause lag in each campaign.We need a campaign that don't encourage zerging,how? I have some ideas :
-No scoring.
-Group size max is 4.
-Barrier affect only the caster.
-Disable impulse if you are grouped.
-Purge affect only the caster.
- Disable Proximity Detonation if you are grouped.
- Disable Steel Tornado if you are grouped.
Don't forget that they can get 6 groups of 4 coordinating on TS.olemanwinter wrote: »Pvp right now is just zerg fest that cause lag in each campaign.We need a campaign that don't encourage zerging,how? I have some ideas :
-No scoring.
-Group size max is 4.
-Barrier affect only the caster.
-Disable impulse if you are grouped.
-Purge affect only the caster.
- Disable Proximity Detonation if you are grouped.
- Disable Steel Tornado if you are grouped.
I think a lot of those changes are unneccessary. Once you change the max group size to 4, things like Impulse and Steel Tornado become less of a problem.
The problem with Caltrops, Impulse, Steel Tornado, Proximity Detonation, etc is that they DON'T REQUIRE TARGETING, which WHEN COMBINED WITH LAG INDUCING grouping mechanics makes them OP.
I was in a 2(me) vs 3(them) fight the other night against players using Steel Tornado and impulse. They got wrecked. Because AoE is not effective against very few targets.
AoE is for mobs and for combating lag. Limiting the group size will make AoE basically obsolete.
Don't forget that they can get 6 groups of 4 coordinating on TS.olemanwinter wrote: »Pvp right now is just zerg fest that cause lag in each campaign.We need a campaign that don't encourage zerging,how? I have some ideas :
-No scoring.
-Group size max is 4.
-Barrier affect only the caster.
-Disable impulse if you are grouped.
-Purge affect only the caster.
- Disable Proximity Detonation if you are grouped.
- Disable Steel Tornado if you are grouped.
I think a lot of those changes are unneccessary. Once you change the max group size to 4, things like Impulse and Steel Tornado become less of a problem.
The problem with Caltrops, Impulse, Steel Tornado, Proximity Detonation, etc is that they DON'T REQUIRE TARGETING, which WHEN COMBINED WITH LAG INDUCING grouping mechanics makes them OP.
I was in a 2(me) vs 3(them) fight the other night against players using Steel Tornado and impulse. They got wrecked. Because AoE is not effective against very few targets.
AoE is for mobs and for combating lag. Limiting the group size will make AoE basically obsolete.