Neoakropolis wrote: »There is no reason to currently run in Cyro other then capping keeps for emp but its so last season. Watched a 20 man DC group cap emp on a FULL AD pop server with Alessia being the last keep. No defense. During the good ole days, they would not have gone with out a fight but now its not cool to defend keeps. So I go into IC and see like 5 people in the whole zone.. Where is everyone!? So all the blobs from Cyro just run in IC now because it's the new hot spot. Taking back their keeps means nothing since the gates are all open anyways.
There is a way to wipe them. Pull those sweeper mobs into their zergs. Make sure you tag them, the players, and then watch as your Tel'var counter goes up.
Correction: gated for DC on all but 2 campaigns.
AhPook_Is_Here wrote: »I think if they just removed healing from the game it would fix most of the problems. 1st healing stacks in large groups giving them a huge defensive advantage over small groups, and 2nd DPS also stacks in the same Venn diagram. Since nobody wants to entertain collision which is the only way to create a tactical disadvantage to standing inside each other, removing healing will make it so small groups can surround large groups and while overlapping the large groups circles of inclusion, have minimal exposure in the large groups circle.
You don't have to remove healing in PVE, just in PVP or nerf it down 75%+ more from where it is at now.
Gated Access is potentially coming in a campaign after the weekend according to Brian.
Gated Access is potentially coming in a campaign after the weekend according to Brian.
Gated Access is potentially coming in a campaign after the weekend according to Brian.
Even one campaign without gated access could be a problem, imo.
Who wouldn't just join the campaign where he gets access for free? Only those who already have access on the campaign with gated access, thus likely less risk. Provided they don't go to IC to PvP.
houimetub17_ESO wrote: »Define zerg in terms of numbers.
I though that prox det was anti zerg now.
houimetub17_ESO wrote: »Define zerg in terms of numbers.
I though that prox det was anti zerg now.
*cue hysterical laughter*
Not only is proxy det still not anti-zerg - the zergs (and we're talking 20-40 players here) are still using it themselves. I've never seen so many red proxy det circles in my life, and given how much the zergs used it up top, that's saying something. I've seen 10+ of those red circles at least, all at one time, used by these zergs. They run it non-stop while swarming around. No reason not to - quick cast, so they don't even have to slow down for the animation - and once it explodes, they just cast another one. Rinse, repeat ad nauseum.
I honestly don't know who on the dev team thought that the changes they made were going to make proxy det the anti-zerg skill it was supposed to be, but no - no, it never was, and still isn't. The thing is - a small group trying to use proxy det will be rolled over by these zergs before their own proxy dets ever go off.
And meteor is back, because people have figured out that tossing caltrops down - with the increase in snare nastiness plus the stamina regen issue - makes it nigh impossible for the person targeted to do what we were once able to do - block and then roll dodge out of the remaining meteor AOE.
Gated Access is potentially coming in a campaign after the weekend according to Brian.
Even one campaign without gated access could be a problem, imo.
Who wouldn't just join the campaign where he gets access for free? Only those who already have access on the campaign with gated access, thus likely less risk. Provided they don't go to IC to PvP.
houimetub17_ESO wrote: »Define zerg in terms of numbers.
I though that prox det was anti zerg now.
*cue hysterical laughter*
Not only is proxy det still not anti-zerg - the zergs (and we're talking 20-40 players here) are still using it themselves. I've never seen so many red proxy det circles in my life, and given how much the zergs used it up top, that's saying something. I've seen 10+ of those red circles at least, all at one time, used by these zergs. They run it non-stop while swarming around. No reason not to - quick cast, so they don't even have to slow down for the animation - and once it explodes, they just cast another one. Rinse, repeat ad nauseum.
I honestly don't know who on the dev team thought that the changes they made were going to make proxy det the anti-zerg skill it was supposed to be, but no - no, it never was, and still isn't. The thing is - a small group trying to use proxy det will be rolled over by these zergs before their own proxy dets ever go off.
And meteor is back, because people have figured out that tossing caltrops down - with the increase in snare nastiness plus the stamina regen issue - makes it nigh impossible for the person targeted to do what we were once able to do - block and then roll dodge out of the remaining meteor AOE.
Actually Meteor seems pretty bugged, as if it would lag everytime, you hear the sound but can not see nor block it at least most of the time.
I also don't think ZOS wanted to make Detonation an anti zerg tool anymore, there just is no reason to cap the number of targets increasing the damage at 5.
YOU STOP CLOAK AWAY NOW
https://youtu.be/vAkXPpBnSkM?t=2m32s Rune_Relic wrote: ».......
1 Man group 100% stats - 1.0x TV stones
2 Man group 95% stats - 1.3x TV stones
3 Man group 90% stats - 1.6x TV stones
4 Man group 85% stats - 1.9x TV stones
5 Man group 80% stats - 2.2x TV stones
6 Man group 75% stats - 2.5x TV stones
7 Man group 70% stats - 2.8x TV stones
8 Man group 65% stats - 3.1x TV stones
9 Man group 60% stats - 3.4x TV stones
10 Man group 55% stats - 3.7x TV stones
11+ Man group 50% stats - 4x TV stones
Nice fat juicy reward for zerging but with reduced combat effectiveness.
Nice fat 1vX opportunity for small groups to capitalise on.
The bigger the group the easier to kill.
Rune_Relic wrote: ».......
1 Man group 100% stats - 1.0x TV stones
2 Man group 95% stats - 1.3x TV stones
3 Man group 90% stats - 1.6x TV stones
4 Man group 85% stats - 1.9x TV stones
5 Man group 80% stats - 2.2x TV stones
6 Man group 75% stats - 2.5x TV stones
7 Man group 70% stats - 2.8x TV stones
8 Man group 65% stats - 3.1x TV stones
9 Man group 60% stats - 3.4x TV stones
10 Man group 55% stats - 3.7x TV stones
11+ Man group 50% stats - 4x TV stones
Nice fat juicy reward for zerging but with reduced combat effectiveness.
Nice fat 1vX opportunity for small groups to capitalise on.
The bigger the group the easier to kill.
Over complicated... I think one or the other, either it's reduced stats for being in a Zerg or less stones lost for getting killed by a Zerg. Having 2 different mechanics is overkill
houimetub17_ESO wrote: »Define zerg in terms of numbers.
I though that prox det was anti zerg now.
*cue hysterical laughter*
Not only is proxy det still not anti-zerg - the zergs (and we're talking 20-40 players here) are still using it themselves. I've never seen so many red proxy det circles in my life, and given how much the zergs used it up top, that's saying something. I've seen 10+ of those red circles at least, all at one time, used by these zergs. They run it non-stop while swarming around. No reason not to - quick cast, so they don't even have to slow down for the animation - and once it explodes, they just cast another one. Rinse, repeat ad nauseum.
I honestly don't know who on the dev team thought that the changes they made were going to make proxy det the anti-zerg skill it was supposed to be, but no - no, it never was, and still isn't. The thing is - a small group trying to use proxy det will be rolled over by these zergs before their own proxy dets ever go off.
And meteor is back, because people have figured out that tossing caltrops down - with the increase in snare nastiness plus the stamina regen issue - makes it nigh impossible for the person targeted to do what we were once able to do - block and then roll dodge out of the remaining meteor AOE.