dwemer_paleologist wrote: »please keep in mind that imperial city is not the size of cryodiil. much smaller and probably alot less build area, this will give us a better chance. ( i hope ) only way to see it in action is on monday when its live and we all are in there.
just my 2 septims.
bosmern_ESO wrote: »newtinmpls wrote: »dwemer_paleologist wrote: »please keep in mind that imperial city is not the size of cryodiil. much smaller and probably alot less build area,.
More characters in a smaller area?
Sounds like it will be much much worse.
IC isn't a single area. It is 16 separate areas(with zone transitions between them), and the same amount of players that originally all played in a single zone will now be split over 17, because the population cap hasn't been changed and applies to both cyrodiil and imperial city.
All districts are not separate zones, IC is its own zone and Cyrodiil is its own, those are the only two.
bosmern_ESO wrote: »newtinmpls wrote: »dwemer_paleologist wrote: »please keep in mind that imperial city is not the size of cryodiil. much smaller and probably alot less build area,.
More characters in a smaller area?
Sounds like it will be much much worse.
IC isn't a single area. It is 16 separate areas(with zone transitions between them), and the same amount of players that originally all played in a single zone will now be split over 17, because the population cap hasn't been changed and applies to both cyrodiil and imperial city.
All districts are not separate zones, IC is its own zone and Cyrodiil is its own, those are the only two.
You have to zone to move from one district to another, it is not seamless. Thus they are separate zones.
That the lag in one of the zones won't affect others is actually from the dev's mouth (said during some eso live IIRC).
dwemer_paleologist wrote: »bosmern_ESO wrote: »newtinmpls wrote: »dwemer_paleologist wrote: »please keep in mind that imperial city is not the size of cryodiil. much smaller and probably alot less build area,.
More characters in a smaller area?
Sounds like it will be much much worse.
IC isn't a single area. It is 16 separate areas(with zone transitions between them), and the same amount of players that originally all played in a single zone will now be split over 17, because the population cap hasn't been changed and applies to both cyrodiil and imperial city.
All districts are not separate zones, IC is its own zone and Cyrodiil is its own, those are the only two.
You have to zone to move from one district to another, it is not seamless. Thus they are separate zones.
That the lag in one of the zones won't affect others is actually from the dev's mouth (said during some eso live IIRC).
well, then thats excelent news
this means we might see almost zero lagg, i hope
bosmern_ESO wrote: »And with all the buffs zergs are getting(blanket damage nerf) it will take even longer for zerg-clusters to die... which means more purge and barrier spam, and more lag.
Which is the exact reason why AoE damage needs to increase in damage based on targets hit instead of reduce. ZoS said "we dont want to increase AoE damage based on targets hit because that will negatively effect PvE". That is probably the dumbest thing I've heard, they are afraid of changing something which will greatly benefit PvP because of PvE. Its simple Make AoE attacks increase in damage based on targets hit in PvP, leave it as is for PvE it doesnt take away from PvE and it would help PvP a lot.
If AoE increased in damage on targets in PvP everyone would spread out because if they balled up they would get destroyed, the reason why we see zerg trains of 40+ people is because if they all stack they take literally no damage. If ZoS ever wanted to fix or give a damn about PvP they would start changing how abilities work in PvP and PvE, because its obviously not working how it is currently.
And I sure am tired of playing an unplayable game.
dwemer_paleologist wrote: »please keep in mind that imperial city is not the size of cryodiil. much smaller and probably alot less build area, this will give us a better chance. ( i hope ) only way to see it in action is on monday when its live and we all are in there.
just my 2 septims.
It's not the size of the zone. As ZOS has admitted, it's the server load caused by calculating spammable AoE spells for large number of players packed in close proximity. There is little reason to think ZOS has fixed that issue.
I will be amazed if IC isn't consistently and horribly laggy.
bosmern_ESO wrote: »bosmern_ESO wrote: »Here's whats going to happen in IC, and its not happy so I hope no one has their hopes up (I usually try and look forward to this stuff, but IC is going to put the nail in the coffin for pvp).
In Imperial city districts, when you die you can instantly spawn, jump out of the spawn zone and be right back in the fight. Which is amazing, its constant pvp and its really fun. But that is in a perfect world, well, the un-populated pts where there was no where near enough people to lag the server.
In reality, there will be a massive amount of players constantly spawning and running to fight, which will probably be 5x the amount of players for each faction. Every seasoned PvPers knows what I'm about to say/type next... With the massive amount of players constantly running into a fight, the latency is going to be a complete sh*t show, even worse then how it is now. It doesn't matter if there are zergs there, it doesnt matter if everyone is solo. All the players + all the NPC's + close quarters combat = you paid money to play an unplayable expansion.
Imperial city is going to be a complete mess, I hope everyone enjoyed it on the PTS because its going to be nothing, and I mean nothing like how it is on the PTS. The only good thing about this is that the lag in IC and Cyrodiil wont effect each other, though I'm sure ZoS will find a way to mess that up.
I completely agree with you except for the fact that you think instant respawn is amazing in a perfect world. Instant respawn is crap and Call of DUty like. Instant access from home base to each district is also crap.
Should have been, respawn in your base, and go through the sewers to get back to the districts
I, and many others enjoyed it because its instant combat, and its never horse riding (or stuck in combat) simulator.
imredneckson wrote: »I hope you're wrong buddy I really do
bosmern_ESO wrote: »bosmern_ESO wrote: »Here's whats going to happen in IC, and its not happy so I hope no one has their hopes up (I usually try and look forward to this stuff, but IC is going to put the nail in the coffin for pvp).
In Imperial city districts, when you die you can instantly spawn, jump out of the spawn zone and be right back in the fight. Which is amazing, its constant pvp and its really fun. But that is in a perfect world, well, the un-populated pts where there was no where near enough people to lag the server.
In reality, there will be a massive amount of players constantly spawning and running to fight, which will probably be 5x the amount of players for each faction. Every seasoned PvPers knows what I'm about to say/type next... With the massive amount of players constantly running into a fight, the latency is going to be a complete sh*t show, even worse then how it is now. It doesn't matter if there are zergs there, it doesnt matter if everyone is solo. All the players + all the NPC's + close quarters combat = you paid money to play an unplayable expansion.
Imperial city is going to be a complete mess, I hope everyone enjoyed it on the PTS because its going to be nothing, and I mean nothing like how it is on the PTS. The only good thing about this is that the lag in IC and Cyrodiil wont effect each other, though I'm sure ZoS will find a way to mess that up.
I completely agree with you except for the fact that you think instant respawn is amazing in a perfect world. Instant respawn is crap and Call of DUty like. Instant access from home base to each district is also crap.
Should have been, respawn in your base, and go through the sewers to get back to the districts
I, and many others enjoyed it because its instant combat, and its never horse riding (or stuck in combat) simulator.
It's not instant combat, it's instant "I killed you but you're back in 5 sec wow your death is meaningless"
bosmern_ESO wrote: »And with all the buffs zergs are getting(blanket damage nerf) it will take even longer for zerg-clusters to die... which means more purge and barrier spam, and more lag.
Which is the exact reason why AoE damage needs to increase in damage based on targets hit instead of reduce. ZoS said "we dont want to increase AoE damage based on targets hit because that will negatively effect PvE". That is probably the dumbest thing I've heard, they are afraid of changing something which will greatly benefit PvP because of PvE. Its simple Make AoE attacks increase in damage based on targets hit in PvP, leave it as is for PvE it doesnt take away from PvE and it would help PvP a lot.
If AoE increased in damage on targets in PvP everyone would spread out because if they balled up they would get destroyed, the reason why we see zerg trains of 40+ people is because if they all stack they take literally no damage. If ZoS ever wanted to fix or give a damn about PvP they would start changing how abilities work in PvP and PvE, because its obviously not working how it is currently.
And I sure am tired of playing an unplayable game.
bosmern_ESO wrote: »And with all the buffs zergs are getting(blanket damage nerf) it will take even longer for zerg-clusters to die... which means more purge and barrier spam, and more lag.
Which is the exact reason why AoE damage needs to increase in damage based on targets hit instead of reduce. ZoS said "we dont want to increase AoE damage based on targets hit because that will negatively effect PvE". That is probably the dumbest thing I've heard, they are afraid of changing something which will greatly benefit PvP because of PvE. Its simple Make AoE attacks increase in damage based on targets hit in PvP, leave it as is for PvE it doesnt take away from PvE and it would help PvP a lot.
If AoE increased in damage on targets in PvP everyone would spread out because if they balled up they would get destroyed, the reason why we see zerg trains of 40+ people is because if they all stack they take literally no damage. If ZoS ever wanted to fix or give a damn about PvP they would start changing how abilities work in PvP and PvE, because its obviously not working how it is currently.
And I sure am tired of playing an unplayable game.
Agreed & bolded for truth. Large group pvp is hands down, the most efficient way to
1) Earn AP
2) Not die
For the good of the game, there needs to be some hazard/some counter to this kind of play. Because people in large groups need a challenge and because people in small groups need a chance. Right now zergs are all but infallible to anything but larger zergs. Unless they're just really bad and stand there and get murdered.
Its been clear that there are two separate versions of skills needed, PVP vs PVE, for a while now. However they keep trying to maintain that tipping the balance of one will somehow not negatively affect the other. (IE: ending permablocking in cyrodiil = fu PVE tanks). In PVP, AoE's should definitely scale in a way similarly to what you said instead of the complex ways they do now. And sure, they did this with prox det, but it only scales up to 5 people for an additional 25% damage. So this did nothing to help small man overcome zerg.
bosmern_ESO wrote: »And with all the buffs zergs are getting(blanket damage nerf) it will take even longer for zerg-clusters to die... which means more purge and barrier spam, and more lag.
Which is the exact reason why AoE damage needs to increase in damage based on targets hit instead of reduce. ZoS said "we dont want to increase AoE damage based on targets hit because that will negatively effect PvE". That is probably the dumbest thing I've heard, they are afraid of changing something which will greatly benefit PvP because of PvE. Its simple Make AoE attacks increase in damage based on targets hit in PvP, leave it as is for PvE it doesnt take away from PvE and it would help PvP a lot.
If AoE increased in damage on targets in PvP everyone would spread out because if they balled up they would get destroyed, the reason why we see zerg trains of 40+ people is because if they all stack they take literally no damage. If ZoS ever wanted to fix or give a damn about PvP they would start changing how abilities work in PvP and PvE, because its obviously not working how it is currently.
And I sure am tired of playing an unplayable game.
Agreed & bolded for truth. Large group pvp is hands down, the most efficient way to
1) Earn AP
2) Not die
For the good of the game, there needs to be some hazard/some counter to this kind of play. Because people in large groups need a challenge and because people in small groups need a chance. Right now zergs are all but infallible to anything but larger zergs. Unless they're just really bad and stand there and get murdered.
Its been clear that there are two separate versions of skills needed, PVP vs PVE, for a while now. However they keep trying to maintain that tipping the balance of one will somehow not negatively affect the other. (IE: ending permablocking in cyrodiil = fu PVE tanks). In PVP, AoE's should definitely scale in a way similarly to what you said instead of the complex ways they do now. And sure, they did this with prox det, but it only scales up to 5 people for an additional 25% damage. So this did nothing to help small man overcome zerg.
Bring back dynamic ulti gain.
Make AoE scale with targets hit.
Revert Proxy Det or make it scale higher than it does now to deal more damage. Currently they are nerfing it by ~3% before Battle Spirit.
bosmern_ESO wrote: »And with all the buffs zergs are getting(blanket damage nerf) it will take even longer for zerg-clusters to die... which means more purge and barrier spam, and more lag.
Which is the exact reason why AoE damage needs to increase in damage based on targets hit instead of reduce. ZoS said "we dont want to increase AoE damage based on targets hit because that will negatively effect PvE". That is probably the dumbest thing I've heard, they are afraid of changing something which will greatly benefit PvP because of PvE. Its simple Make AoE attacks increase in damage based on targets hit in PvP, leave it as is for PvE it doesnt take away from PvE and it would help PvP a lot.
If AoE increased in damage on targets in PvP everyone would spread out because if they balled up they would get destroyed, the reason why we see zerg trains of 40+ people is because if they all stack they take literally no damage. If ZoS ever wanted to fix or give a damn about PvP they would start changing how abilities work in PvP and PvE, because its obviously not working how it is currently.
And I sure am tired of playing an unplayable game.
Agreed & bolded for truth. Large group pvp is hands down, the most efficient way to
1) Earn AP
2) Not die
For the good of the game, there needs to be some hazard/some counter to this kind of play. Because people in large groups need a challenge and because people in small groups need a chance. Right now zergs are all but infallible to anything but larger zergs. Unless they're just really bad and stand there and get murdered.
Its been clear that there are two separate versions of skills needed, PVP vs PVE, for a while now. However they keep trying to maintain that tipping the balance of one will somehow not negatively affect the other. (IE: ending permablocking in cyrodiil = fu PVE tanks). In PVP, AoE's should definitely scale in a way similarly to what you said instead of the complex ways they do now. And sure, they did this with prox det, but it only scales up to 5 people for an additional 25% damage. So this did nothing to help small man overcome zerg.
Bring back dynamic ulti gain.
Make AoE scale with targets hit.
Revert Proxy Det or make it scale higher than it does now to deal more damage. Currently they are nerfing it by ~3% before Battle Spirit.
Also the permablocking was actually a PvE thing that spilled into PvP. They've said they didn't like that tanks could just permablock their way through dungeons.
Oh and fix dat lag.
I liked it better when the crutch to big groups was sorcs. They have 6 sorcs well we need 7!!!!!. I remember that one day I had like a 8 man group with 6 sorcs. I had 3 of them just anti negating. They could rework negate back into the game I think people forgot how crucial that ulti was.
I liked it better when the crutch to big groups was sorcs. They have 6 sorcs well we need 7!!!!!. I remember that one day I had like a 8 man group with 6 sorcs. I had 3 of them just anti negating. They could rework negate back into the game I think people forgot how crucial that ulti was.
I liked it better when the crutch to big groups was sorcs. They have 6 sorcs well we need 7!!!!!. I remember that one day I had like a 8 man group with 6 sorcs. I had 3 of them just anti negating. They could rework negate back into the game I think people forgot how crucial that ulti was.
A well placed negate can still destroy any group in a chokepoint or a stand still, such as on a flag. People were too dependant on it to win fights though imo, and it was way to spammable.
I liked it better when the crutch to big groups was sorcs. They have 6 sorcs well we need 7!!!!!. I remember that one day I had like a 8 man group with 6 sorcs. I had 3 of them just anti negating. They could rework negate back into the game I think people forgot how crucial that ulti was.
A well placed negate can still destroy any group in a chokepoint or a stand still, such as on a flag. People were too dependant on it to win fights though imo, and it was way to spammable.
I liked it better when the crutch to big groups was sorcs. They have 6 sorcs well we need 7!!!!!. I remember that one day I had like a 8 man group with 6 sorcs. I had 3 of them just anti negating. They could rework negate back into the game I think people forgot how crucial that ulti was.
A well placed negate can still destroy any group in a chokepoint or a stand still, such as on a flag. People were too dependant on it to win fights though imo, and it was way to spammable.
It needed to be toned down just a little bit -- agreed we were too dependent. But the meta has shifted to Barrier spam, which isn't a whole lot better. Basically the ultimates needed a balance pass, not huge nerfs, so that they all retain effectiveness.