They really should take a long hard look at what made the non-vet campaigns so popular pre-update.
Almost nobody has Efficient Purge there so people can't spam Purge forever to shake off endless siege and negative effects.
Barrier is very weak due to much lower resource pools. Result of all this? Trains just didn't work as well in non-vet. Any competent group could wipe them with clever siege placement and decent coordination.
And lo and behold, non-vet was probably the most lag free campaign we had for a long time, while it was still pop locked every evening at prime time. It's like they're trying so very hard to ignore the answer when it's right under their noses.
One thing I'd personally be interested in seeing is the Efficient Purge morph being replaced with a stamina morph (no reduced cost, just costing stamina instead of magicka). Need to get rid of the mindless spamming of purge and this would give stamina players an option for purging harmful effects too (I dont think any classes except for the templar have any affordable options).
Giving stamina players access to purge just increases the purge spamming... bad idea. Just cap it at six players max.
Wouldn't capping it encourage even more spamming? I can't affect my whole raid with one cast, so I'll cast 3 times instead? Trying to think in a zergling way
mike.gaziotisb16_ESO wrote: »They really should take a long hard look at what made the non-vet campaigns so popular pre-update.
Almost nobody has Efficient Purge there so people can't spam Purge forever to shake off endless siege and negative effects.
Barrier is very weak due to much lower resource pools. Result of all this? Trains just didn't work as well in non-vet. Any competent group could wipe them with clever siege placement and decent coordination.
And lo and behold, non-vet was probably the most lag free campaign we had for a long time, while it was still pop locked every evening at prime time. It's like they're trying so very hard to ignore the answer when it's right under their noses.
One thing I'd personally be interested in seeing is the Efficient Purge morph being replaced with a stamina morph (no reduced cost, just costing stamina instead of magicka). Need to get rid of the mindless spamming of purge and this would give stamina players an option for purging harmful effects too (I dont think any classes except for the templar have any affordable options).
Giving stamina players access to purge just increases the purge spamming... bad idea. Just cap it at six players max.
Wouldn't capping it encourage even more spamming? I can't affect my whole raid with one cast, so I'll cast 3 times instead? Trying to think in a zergling way
I know @Garion will jump on me for this, but I think along with a cap to 6 the cost for Efficient Purge needs to move up. IMO it is way way way too spammable for v16 501 CP builds and even a cap at 6 won't stop 24-man raids with 4-5 Healers going through breaches like there's nothing there.
I think for a small group (<8) if you are standing somewhere where you need more than 1 purge every 4"-5", you're probably taking too much heat. If your small group can out-heal and out-purge multiple sieges then a large group will do so with 100% certainty, every day of the week. So I think it's a bit naive to think that changes can happen to purge that will really and actually hurt big groups without small group survivability also being affected.
Another idea along those lines is Efficient Purge cap to 4, Cleanse cap to 12 which also matches the two sizes of PvE raids (who also use this skill). I think Cleanse is too expensive to be capped 6 personally.
I would surf that zerg (if you know what I mean).
I would surf that zerg (if you know what I mean).
Uncapped Inhale. Irresponsible idea, but..
johan.danielsson1994b16_ESO wrote: »,mike.gaziotisb16_ESO wrote: »They really should take a long hard look at what made the non-vet campaigns so popular pre-update.
Almost nobody has Efficient Purge there so people can't spam Purge forever to shake off endless siege and negative effects.
Barrier is very weak due to much lower resource pools. Result of all this? Trains just didn't work as well in non-vet. Any competent group could wipe them with clever siege placement and decent coordination.
And lo and behold, non-vet was probably the most lag free campaign we had for a long time, while it was still pop locked every evening at prime time. It's like they're trying so very hard to ignore the answer when it's right under their noses.
One thing I'd personally be interested in seeing is the Efficient Purge morph being replaced with a stamina morph (no reduced cost, just costing stamina instead of magicka). Need to get rid of the mindless spamming of purge and this would give stamina players an option for purging harmful effects too (I dont think any classes except for the templar have any affordable options).
Giving stamina players access to purge just increases the purge spamming... bad idea. Just cap it at six players max.
Wouldn't capping it encourage even more spamming? I can't affect my whole raid with one cast, so I'll cast 3 times instead? Trying to think in a zergling way
I know @Garion will jump on me for this, but I think along with a cap to 6 the cost for Efficient Purge needs to move up. IMO it is way way way too spammable for v16 501 CP builds and even a cap at 6 won't stop 24-man raids with 4-5 Healers going through breaches like there's nothing there.
I think for a small group (<8) if you are standing somewhere where you need more than 1 purge every 4"-5", you're probably taking too much heat. If your small group can out-heal and out-purge multiple sieges then a large group will do so with 100% certainty, every day of the week. So I think it's a bit naive to think that changes can happen to purge that will really and actually hurt big groups without small group survivability also being affected.
Another idea along those lines is Efficient Purge cap to 4, Cleanse cap to 12 which also matches the two sizes of PvE raids (who also use this skill). I think Cleanse is too expensive to be capped 6 personally.
I know healers that heal their groups with cleanse rather then breath of life. (Bol Hits 3.. cleanse heals everyone.)
Honsestly though, dynamic ultimate and no aoe caps is more effective then changeing purge arround.. ANd id like to see something like the purgebug again but in a more.. controled and intended manner.. (This is how i thought the range morph of proxy det would work when it got announced.)
Minnesinger wrote: »After all the futile attempts at stopping zergs, it has become very clear that the level of dissatisfaction among smaller groups is at a high level. It is almost impossible to get a kill/ kills against a zerg running with multiple healers. During the fights they just heal all damage our AoE can inflict and start spamming their own AoE.
At least in the past , you were able to use surprise and chaos to kill bigger groups but nowadays the burst damage of small groups isn´t enough. It is like poking a bear with a stick and hope it dies of laughter. No wonder the pvp guilds lack any interest in large scale fights when they can´t kill any pug group using their numeral advantage.
We should voice our concern that PvP is getting very boring. The numbers shouldn´t be the decisive factor of the end result.
mike.gaziotisb16_ESO wrote: »johan.danielsson1994b16_ESO wrote: »,mike.gaziotisb16_ESO wrote: »They really should take a long hard look at what made the non-vet campaigns so popular pre-update.
Almost nobody has Efficient Purge there so people can't spam Purge forever to shake off endless siege and negative effects.
Barrier is very weak due to much lower resource pools. Result of all this? Trains just didn't work as well in non-vet. Any competent group could wipe them with clever siege placement and decent coordination.
And lo and behold, non-vet was probably the most lag free campaign we had for a long time, while it was still pop locked every evening at prime time. It's like they're trying so very hard to ignore the answer when it's right under their noses.
One thing I'd personally be interested in seeing is the Efficient Purge morph being replaced with a stamina morph (no reduced cost, just costing stamina instead of magicka). Need to get rid of the mindless spamming of purge and this would give stamina players an option for purging harmful effects too (I dont think any classes except for the templar have any affordable options).
Giving stamina players access to purge just increases the purge spamming... bad idea. Just cap it at six players max.
Wouldn't capping it encourage even more spamming? I can't affect my whole raid with one cast, so I'll cast 3 times instead? Trying to think in a zergling way
I know @Garion will jump on me for this, but I think along with a cap to 6 the cost for Efficient Purge needs to move up. IMO it is way way way too spammable for v16 501 CP builds and even a cap at 6 won't stop 24-man raids with 4-5 Healers going through breaches like there's nothing there.
I think for a small group (<8) if you are standing somewhere where you need more than 1 purge every 4"-5", you're probably taking too much heat. If your small group can out-heal and out-purge multiple sieges then a large group will do so with 100% certainty, every day of the week. So I think it's a bit naive to think that changes can happen to purge that will really and actually hurt big groups without small group survivability also being affected.
Another idea along those lines is Efficient Purge cap to 4, Cleanse cap to 12 which also matches the two sizes of PvE raids (who also use this skill). I think Cleanse is too expensive to be capped 6 personally.
I know healers that heal their groups with cleanse rather then breath of life. (Bol Hits 3.. cleanse heals everyone.)
Honsestly though, dynamic ultimate and no aoe caps is more effective then changeing purge arround.. ANd id like to see something like the purgebug again but in a more.. controled and intended manner.. (This is how i thought the range morph of proxy det would work when it got announced.)
Call me weird but I have actually liked the change to the ult generation. With uncapped Streak and dynamic ult-gen, every streak through a group was 150+ ult for me. Could be over 200 with lucky crits. Going Streak->Dawbreaker->Streak->Dawbreaker->cheese for eveyone
And if that ever happens, expect a rain of QQ about Battle Roar and Vamp DKs again.
I just want the Alliance War abilities adjusted. They should be group support abilities, not zerg support. They are too strong uncapped. Retreating Manoeuvres, Barrier, Purge...even Proximity Detonation is poorly designed.
Like I've said before, I want to try a campaign where the Alliance War skills are locked. Just try it. I have a feeling only Vigor will be missed and imo that is a poorly designed skill as in: it should be single person heal and under the Fighter's guild not an AoE heal.
mike.gaziotisb16_ESO wrote: »Minnesinger wrote: »After all the futile attempts at stopping zergs, it has become very clear that the level of dissatisfaction among smaller groups is at a high level. It is almost impossible to get a kill/ kills against a zerg running with multiple healers. During the fights they just heal all damage our AoE can inflict and start spamming their own AoE.
At least in the past , you were able to use surprise and chaos to kill bigger groups but nowadays the burst damage of small groups isn´t enough. It is like poking a bear with a stick and hope it dies of laughter. No wonder the pvp guilds lack any interest in large scale fights when they can´t kill any pug group using their numeral advantage.
We should voice our concern that PvP is getting very boring. The numbers shouldn´t be the decisive factor of the end result.
It's not only that. It's also that big group survivability is linked to lag. The more these groups survive and stack on the crown spamming AoEs the more the servers crap themselves. So even if you try to avoid them on the map, you can't avoid the lag they bring campaign-wide.
It's in the interest of ZOS to disincentivise this kind of gameplay by making it more, not less, prone to wipes. Nothing makes a blob disband faster than the morale-sapping effect of 4-5 wipes in a row. As long as they steamroll everything with ease it attracts players to the play style, because everyone wants to be successful, and the situation deteriorates instead of improving.
mike.gaziotisb16_ESO wrote: »They really should take a long hard look at what made the non-vet campaigns so popular pre-update.
Almost nobody has Efficient Purge there so people can't spam Purge forever to shake off endless siege and negative effects.
Barrier is very weak due to much lower resource pools. Result of all this? Trains just didn't work as well in non-vet. Any competent group could wipe them with clever siege placement and decent coordination.
And lo and behold, non-vet was probably the most lag free campaign we had for a long time, while it was still pop locked every evening at prime time. It's like they're trying so very hard to ignore the answer when it's right under their noses.
One thing I'd personally be interested in seeing is the Efficient Purge morph being replaced with a stamina morph (no reduced cost, just costing stamina instead of magicka). Need to get rid of the mindless spamming of purge and this would give stamina players an option for purging harmful effects too (I dont think any classes except for the templar have any affordable options).
Giving stamina players access to purge just increases the purge spamming... bad idea. Just cap it at six players max.
Wouldn't capping it encourage even more spamming? I can't affect my whole raid with one cast, so I'll cast 3 times instead? Trying to think in a zergling way
I know @Garion will jump on me for this, but I think along with a cap to 6 the cost for Efficient Purge needs to move up. IMO it is way way way too spammable for v16 501 CP builds and even a cap at 6 won't stop 24-man raids with 4-5 Healers going through breaches like there's nothing there.
I think for a small group (<8) if you are standing somewhere where you need more than 1 purge every 4"-5", you're probably taking too much heat. If your small group can out-heal and out-purge multiple sieges then a large group will do so with 100% certainty, every day of the week. So I think it's a bit naive to think that changes can happen to purge that will really and actually hurt big groups without small group survivability also being affected.
Another idea along those lines is Efficient Purge cap to 4, Cleanse cap to 12 which also matches the two sizes of PvE raids (who also use this skill). I think Cleanse is too expensive to be capped 6 personally.
On barrier - I used to advocate a hard cap on this, but actually a more interesting mechanic would be to have shield effectiveness drop based on number of people hit (a reverse prox det, if you like). So I would slightly buff the base shield, but then reduce its effectiveness down 5% based on each person hit, to a maximum of 75%.
Simple I think, but effective.
Such a shame the ZOS combat team seem incapable of coming up with anything but blanket buffs / nerfs though.
spenc_cathb16_ESO wrote: »On barrier - I used to advocate a hard cap on this, but actually a more interesting mechanic would be to have shield effectiveness drop based on number of people hit (a reverse prox det, if you like). So I would slightly buff the base shield, but then reduce its effectiveness down 5% based on each person hit, to a maximum of 75%.
Simple I think, but effective.
Such a shame the ZOS combat team seem incapable of coming up with anything but blanket buffs / nerfs though.
Barrier is already a joke with the battle spirit changes and there's nothing wrong with it. We go through 3-4 barriers per engagement and it's an ultimate. What's so wrong with a 15k-20k shield as an ultimate?
spenc_cathb16_ESO wrote: »On barrier - I used to advocate a hard cap on this, but actually a more interesting mechanic would be to have shield effectiveness drop based on number of people hit (a reverse prox det, if you like). So I would slightly buff the base shield, but then reduce its effectiveness down 5% based on each person hit, to a maximum of 75%.
Simple I think, but effective.
Such a shame the ZOS combat team seem incapable of coming up with anything but blanket buffs / nerfs though.
Barrier is already a joke with the battle spirit changes and there's nothing wrong with it. We go through 3-4 barriers per engagement and it's an ultimate. What's so wrong with a 15k-20k shield as an ultimate?
That a zerg of 40 man can have 8 people on a barrier rotation and have a constant 15k-20k shield up if they stack tight together (which is what they tend to do).
spenc_cathb16_ESO wrote: »On barrier - I used to advocate a hard cap on this, but actually a more interesting mechanic would be to have shield effectiveness drop based on number of people hit (a reverse prox det, if you like). So I would slightly buff the base shield, but then reduce its effectiveness down 5% based on each person hit, to a maximum of 75%.
Simple I think, but effective.
Such a shame the ZOS combat team seem incapable of coming up with anything but blanket buffs / nerfs though.
Barrier is already a joke with the battle spirit changes and there's nothing wrong with it. We go through 3-4 barriers per engagement and it's an ultimate. What's so wrong with a 15k-20k shield as an ultimate?
Let purge cost increase with number of people hit +20% cost per player purged. Still vaible for solo play oom in big grp
Let barrier loose effiencency by 5% for every player over 6 hit.
spenc_cathb16_ESO wrote: »On barrier - I used to advocate a hard cap on this, but actually a more interesting mechanic would be to have shield effectiveness drop based on number of people hit (a reverse prox det, if you like). So I would slightly buff the base shield, but then reduce its effectiveness down 5% based on each person hit, to a maximum of 75%.
Simple I think, but effective.
Such a shame the ZOS combat team seem incapable of coming up with anything but blanket buffs / nerfs though.
Barrier is already a joke with the battle spirit changes and there's nothing wrong with it. We go through 3-4 barriers per engagement and it's an ultimate. What's so wrong with a 15k-20k shield as an ultimate?
mike.gaziotisb16_ESO wrote: »Let purge cost increase with number of people hit +20% cost per player purged. Still vaible for solo play oom in big grp
Let barrier loose effiencency by 5% for every player over 6 hit.
That's a bad idea, because you want to purge yourself and if there's other people within radius they increase your cost and decrease your survivability.
I'd rather it was capped than have variable costs which can play havoc with your magicka management.
mike.gaziotisb16_ESO wrote: »Let purge cost increase with number of people hit +20% cost per player purged. Still vaible for solo play oom in big grp
Let barrier loose effiencency by 5% for every player over 6 hit.
That's a bad idea, because you want to purge yourself and if there's other people within radius they increase your cost and decrease your survivability.
I'd rather it was capped than have variable costs which can play havoc with your magicka management.
Then watch your positioning. I'd add a 30% cost reduction to single player cast though.
mike.gaziotisb16_ESO wrote: »mike.gaziotisb16_ESO wrote: »Let purge cost increase with number of people hit +20% cost per player purged. Still vaible for solo play oom in big grp
Let barrier loose effiencency by 5% for every player over 6 hit.
That's a bad idea, because you want to purge yourself and if there's other people within radius they increase your cost and decrease your survivability.
I'd rather it was capped than have variable costs which can play havoc with your magicka management.
Then watch your positioning. I'd add a 30% cost reduction to single player cast though.
What does that mean? I can't control where other players go can I? And what if I get oil catapult? How do I "watch my positioning" when I can't move until I purge?
If I had a self purge spell then I would understand, but only NBs and Templars have that priviledge.
mike.gaziotisb16_ESO wrote: »mike.gaziotisb16_ESO wrote: »Let purge cost increase with number of people hit +20% cost per player purged. Still vaible for solo play oom in big grp
Let barrier loose effiencency by 5% for every player over 6 hit.
That's a bad idea, because you want to purge yourself and if there's other people within radius they increase your cost and decrease your survivability.
I'd rather it was capped than have variable costs which can play havoc with your magicka management.
Then watch your positioning. I'd add a 30% cost reduction to single player cast though.
What does that mean? I can't control where other players go can I? And what if I get oil catapult? How do I "watch my positioning" when I can't move until I purge?
If I had a self purge spell then I would understand, but only NBs and Templars have that priviledge.
Oh and can we actually make prox det a zerg buster
Reduce the cost of Purge (base ability) and Cleanse (morph) to that of Efficient Purge, make them self purges only.
Cap Efficient Purge at six targets and let the cost increase for every negative effect removed.
Reduce the cost of Purge (base ability) and Cleanse (morph) to that of Efficient Purge, make them self purges only.
Cap Efficient Purge at six targets and let the cost increase for every negative effect removed.
The zergs already abuse Purge, and I don't think these changes would fix that, unless Purge became solely a self-only skill. Basically, the zergs organize themselves, with everyone ordered to run a very few, specific skills. Increasing cost isn't going to affect them much, because they aren't required to spend their resources on anything other than a very few skills. They simply use them over and over as the zerg moves around.
..can we get rid of AoE cap pls? <- yes
And uncapped Barrier and Purge? <- no
Thanks
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"