vortexman11 wrote: »You know, I'm going to start a thing. Whenever I see someone mention a zerg I'm just going to post:
Dynamic Ultimate Generation.
Then I wont even add onto it, I'll just post it and leave.
Diamond_10 wrote: »First time ive actually been out of the game and on the forums since IC hit, and thats only because you forced me to with this maintenance, so i just wanted to come here and say THANK YOU for the PvP damage reduction.
Before IC, i simply did not PvP in ESO, because being killed without being able to react was not PvP for me. With the changes since IC, i have done non stop PvP and im loving it. When a ganker jumps me, i actually get to fight him and not just die, its great changes all around.
Thank you once again ZOS for making PvP enjoyable to me in ESO once again.
Diamond_10 wrote: »First time ive actually been out of the game and on the forums since IC hit, and thats only because you forced me to with this maintenance, so i just wanted to come here and say THANK YOU for the PvP damage reduction.
Before IC, i simply did not PvP in ESO, because being killed without being able to react was not PvP for me. With the changes since IC, i have done non stop PvP and im loving it. When a ganker jumps me, i actually get to fight him and not just die, its great changes all around.
Thank you once again ZOS for making PvP enjoyable to me in ESO once again.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
RinaldoGandolphi wrote: »Prior to 1.6 The following was true:
1. The Snare from the Oil Catapults was NOT purgable
2. The Heal Debuff from the Meatbag Catapults was NOT purgable (Only because Purge was bugged and would kill your group)
Bring these two options back (Well just make Oil Cata Snares and Meatbag Heal Debuff not Purgable) and small groups will have a chance to kill larger ones, Zerg blobs will no longer be invincible to smaller groups or coordinated efforts of groups of smaller size...
Diamond_10 wrote: »First time ive actually been out of the game and on the forums since IC hit, and thats only because you forced me to with this maintenance, so i just wanted to come here and say THANK YOU for the PvP damage reduction.
Before IC, i simply did not PvP in ESO, because being killed without being able to react was not PvP for me. With the changes since IC, i have done non stop PvP and im loving it. When a ganker jumps me, i actually get to fight him and not just die, its great changes all around.
Thank you once again ZOS for making PvP enjoyable to me in ESO once again.
You're basically the casual / non-PvPer that ZoS is catering to at this point. Thanks for making PvP worse for those of us who actually enjoyed it since launch.
Diamond_10 wrote: »First time ive actually been out of the game and on the forums since IC hit, and thats only because you forced me to with this maintenance, so i just wanted to come here and say THANK YOU for the PvP damage reduction.
Before IC, i simply did not PvP in ESO, because being killed without being able to react was not PvP for me. With the changes since IC, i have done non stop PvP and im loving it. When a ganker jumps me, i actually get to fight him and not just die, its great changes all around.
Thank you once again ZOS for making PvP enjoyable to me in ESO once again.
You're basically the casual / non-PvPer that ZoS is catering to at this point. Thanks for making PvP worse for those of us who actually enjoyed it since launch.
Diamond_10 wrote: »First time ive actually been out of the game and on the forums since IC hit, and thats only because you forced me to with this maintenance, so i just wanted to come here and say THANK YOU for the PvP damage reduction.
Before IC, i simply did not PvP in ESO, because being killed without being able to react was not PvP for me. With the changes since IC, i have done non stop PvP and im loving it. When a ganker jumps me, i actually get to fight him and not just die, its great changes all around.
Thank you once again ZOS for making PvP enjoyable to me in ESO once again.
You're basically the casual / non-PvPer that ZoS is catering to at this point. Thanks for making PvP worse for those of us who actually enjoyed it since launch.
That's a really spoiled childish attitude. Someone else is enjoying the game and you're trying to shame them because you are not any more, like it's their fault. Guess whose fault I think it is that you are not having fun?
There is no such thing as a bad party. They are what you make of them.
AbraXuSeXile wrote: »Laughed at saying nerfed damage is good then complaining about zergs. And we are suppose to kill them... how?
I think some damage reduction was needed, but it feels too high now. It's about numbers and not about skill anymore except for maybe a long 1v1 I suppose. I think they should have just given more health, but maybe if they lowered it to 40% it would feel in a better place.
mike.gaziotisb16_ESO wrote: »Diamond_10 wrote: »mike.gaziotisb16_ESO wrote: »
Reducing overall damage however means that you can never create enough burst to kill a person sitting inside 10 Healing Springs. Which is why zergs reign supreme even more than before
Steel Tornado does need a nerf. I created the biggest motherflipping thread on the subject (Clicky this), trust me I know. But that alone won't fix things.
See thats the old mentality. Things change. Ive seen especially 1 good group running a werewolf or 2 at the front, howling their healers all over the place and stomping them. That = no healing springs spam, and they won that fight.
The game has changed, you gotta change with it. Cant just let healers freely heal away, jeez its been like that since DAOC day 1 or even games earlier than that.
Lol, ok.
The game has changed and I am changing with it. Running in a 24 man blob for the first time in over a year because that's all that's left in this game.
The sewers are actually a really good place to avoid the zerg trains. I have seen and been a part of small man groups that have wiped much larger groups because of the tight corridors in the sewers. That is why they mostly stay in the districts.
I actually find it strange that people are zerging so much seeing as how it is a terribly inefficient way of getting TV and CP. Especially without the ticks from keeps etc...
Diamond_10 wrote: »
Diamond_10 wrote: »
ultra lol
so according to you, the game is designed so that anyone with a healer around should not be able to die?
Diamond_10 wrote: »
ultra lol
so according to you, the game is designed so that anyone with a healer around should not be able to die?
Diamond_10 wrote: »
Joy_Division wrote: »mike.gaziotisb16_ESO wrote: »Diamond_10 wrote: »mike.gaziotisb16_ESO wrote: »
Reducing overall damage however means that you can never create enough burst to kill a person sitting inside 10 Healing Springs. Which is why zergs reign supreme even more than before
Steel Tornado does need a nerf. I created the biggest motherflipping thread on the subject (Clicky this), trust me I know. But that alone won't fix things.
See thats the old mentality. Things change. Ive seen especially 1 good group running a werewolf or 2 at the front, howling their healers all over the place and stomping them. That = no healing springs spam, and they won that fight.
The game has changed, you gotta change with it. Cant just let healers freely heal away, jeez its been like that since DAOC day 1 or even games earlier than that.
Lol, ok.
The game has changed and I am changing with it. Running in a 24 man blob for the first time in over a year because that's all that's left in this game.
The sewers are actually a really good place to avoid the zerg trains. I have seen and been a part of small man groups that have wiped much larger groups because of the tight corridors in the sewers. That is why they mostly stay in the districts.
I actually find it strange that people are zerging so much seeing as how it is a terribly inefficient way of getting TV and CP. Especially without the ticks from keeps etc...
Hi ZoS. Please do not much stock in this inaccurate post. By *far* the fastest rate of accumulation of Tel Var stones I have got was through zerging. My zerg has never been wiped in tunnel to a small group.
Rev Rielle wrote: »I believe the damage reduction is probably the single best thing that has happened to AvA in this game.
Diamond_10 wrote: »mike.gaziotisb16_ESO wrote: »mike.gaziotisb16_ESO wrote: »Bring back the lol button
So we can use it for useless posts like this.
Sure, you can be the judge of where to use it
I find it funny how the OP says he loves the damage reduction and then 3 posts down talks about how there are zergs everywhere. Completely failing to see the correlation between the burst damage reduction and the increased blob survivability.
I also love how the creates a thread about general damage reduction and then talks about getting jumped by a ganker. As if stealth damage does not have it's own mechanics in this game and you have to nerf all damage to stop the snipe / proxy det instagibs.
Your post doesnt even make sense. Theres obviously going to be people like you who prefer the game to be like counterstrike killing people in 1 hit, but you could at least make a valid argument as to why you think killing someone before they know they are under attack is the way to go.
Overall, the damage reduction is great. A ganker will always have an advantage as he can pick his fight, his moment, and get the opening couple of attacks off (which would kill someone in 1.6), but now we can actually recover and fight back. If the ganker loses, he is just a baddie like yourself who cant play the game after 3 seconds of combat wondering why his target isnt dead and not knowing what to do next. A good ganker will usually still win, but at least we get the option to do something now when he does jump you.
The blob thing you talk about, yeah no changes to damage reduction will change that, only a change to steel tornado or aoe in general will change that