If your group is bigger than 6 members gain 75% damage reduction.
I have not read through all of this yet but in my opinion the real problem with pvp is that Cyrodiil is just too big for small scale pvp. It's possible to wander around for a very long time before you find any non zerg action and let's face it.. how many of us want to waste a couple of hours trying to find some small group action that has very little rewards (other than pride if you win). With this said most people are going to stick to watching the map to see where the action is and most likely join a group for the added protection against the opposite sides zerg when they get to where the action is.
Cyrodiil is fine for what it is and can be fun most times... heck to me it is like a larger version of Lotro monster play (although the keeps actually had keep lords) and I had fun playing that for years... but that zone was a lot smaller and easier to get into smaller skirmishes here and there. Cyrodiil is just too large and has too much open space where individuals can get lost in... maybe they could throw in some small scale objectives that matter to the overall score to give the solo/duo people something productive to do!!
I also think that ESO could benefit from some battle grounds.. say maybe something like Alterec Valley (sp?) (which just happens to be my favorite pvp battleground of all time)... but really they could just invent their own battlegrounds to support maybe 5v5 up to 40v40... but how do you make it work with 3 factions?
If your group is bigger than 6 members gain 75% damage reduction.
Agree with this too.
If your group is bigger than 6 members gain 75% damage reduction.
GreyPilgrim wrote: »
However, I am SUPER skeptical of the impact of the new 'zerg buster' skill that's supposed to be coming out. maybe its how overused AoE's already are, but another universally available AoE just doesn't seem like its going to help with build/gameplay diversity, which is one of the main issues of the Impulse zerg. I suspect bombs will just become the new zerg, in the sense of being the attack that's overly effective and everybody constantly uses it.
....
GreyPilgrim wrote: »Seriously, just going to say that this will either be a disaster, or completely ineffective... maybe both...
I mean really? You're going to fix a problem with everyone using the same overly effective AOE spamming tactic by...
Introducing a new AOE that everyone can spam...
....
@ZOS seriously the problem of zergs is not just that they're too effective, it's that EVERYONE has access to the weapons and armor that make it possible, so everyone ends up with the same build, no matter what class they are, and gameplay devolves into boring zerging where everyone all does the same thing. And your solution to that is to introduce yet another overpowered AOE that everyone can use? It might bust up zergs, but it will do nothing to diversify gameplay.
I can't even begin to describe how baffling that is. Maybe you should just figure out that you made AOE's in this game too cheap, powerful, and universally available, and think about how you're going to fix that so that diverse play-styles are actually worth using. Otherwise, I can't wait to see how this plays out... I'm guessing it will be a bomb that backfires...
GreyPilgrim wrote: »I've been lurking on these forums trying to see some sign that ZOS has finally gotten PvP back on track. Sadly, conversations like this lead me to believe they haven't.
If your group is bigger than 6 members gain 75% damage reduction.
If your group is bigger than 6 members gain 75% damage reduction.
Things I think should change/revert...
1. Damage Mitigation should have been about 35%, not 50%.
2. Bring back silent siege, Cold Stones.
3. Siege damage needs an overall buff.
4. Magicka Detonation needs to be redone.
5. Need incremental population caps to each campaign to help with balance!
6. Some of the IC districts should have hosted PvP arena type of games 5v5, 12v12, etc.
7. Unrelated to PvP, they need to update the DSA and trials to max level.
"IMO"
nimander99 wrote: »It's true, AOE caps need to be readdressed.
If your group is bigger than 6 members gain 75% damage reduction.
What we should do is get rid of PvP entirely and focus solely on PvE content. We need to work together to save Tamriel not against each other.
icontested wrote: »I think the reason some people feel pvp is lacking is because everyone wants to 1v1. That's fine, fun, and cool, but in a MMO that can't be the focus. The reason the game is this way is because a sorcerer doesn't need a Dk for overshields, he has his own. You don't need a templar, you need a restoration staff. When a mmo gives the players a way to become masters of their own universe it is no longer mmo. It is open world..
If your group is bigger than 6 members gain 75% damage reduction.
briandivisionb16_ESO wrote: »AOE sucks as it is.
50% damage reduction if you have more than 6 people in your group?
Been this way since last July. Was a much better PvP game before then.
If your group is bigger than 6 members gain 75% damage reduction.
briandivisionb16_ESO wrote: »*solutions*
- What mechanics can we change to make PvP competitive?
SpoilerPeople can still group up and enter campains where they are not homed to wreck face to the locals. This should stop.
Also the gated access could be implemented now, stimulating more people to leave the sewers and help defend keeps.
But i honestly dont know if this would fix the current problem...FireCowCommando wrote: »Spoilerbattlegrounds! elo system!- How can we penalise zergs?
I particularly like this but how about the skill just doesn't work if your group is larger?CaptainObvious wrote: »If your party is larger than the current opposition, then proximity detonation backfires.SpoilerHow about just buffs/debuffs based on group size?rfennell_ESO wrote: »SpoilerIf you were to reduce AP gains like XP gains, but go even further... like 50% reduction of AP total at a number and another 50% at another (and so on). Zerging would no longer be something you saw as often.SpoilerI actually wouldn't have a problem with these kinda groups if it wasn't for AoE-Caps protecting the zergs balling up on the crown which gives free damage mitigation. Lag and Steel Tornado = broken
Proxy Detonation: capped with 6 targets. WTF? AoE-caps are the most broken thing in this game.- How can we reward groups that aren't zerging?
SpoilerMake pvp specific maps for small scale action.- How can we encourage zergs to spread out?
CrowsDescend wrote: »SpoilerWe used to be able to use a sneaky Coldharbour siege weapon to make the zergs disperse, but now they hit like a wet noodle. I would (also) strongly suggest upping Siege Weapon damage because it's just dramatically low right now.DEATHquidox wrote: »SpoilerId say theres 4 morphs to magicka det for a stam version and with both on self and target to stop the zergs and dont have a damage cap for all the people in it.SpoilerI think removing certain AOE caps would allow smaller groups to tactically bust zergs.- How can we fix leaderboards so actually the top and best players are rewarded instead of the 'Jeremys' in the game?
firstdecan wrote: »Spoilerhaving an NPC spy or spotter network that would provide periodic heatmaps of opposing player populations. SpoilerThey can just storm into the hallway of the bridge without worrying about oil, or being snared and proxy'd. If there were a counter for them (siege/proxdet/something), smaller groups would at least have a fighting chance TO SLOW THEM DOWN- Other
SpoilerI believe that the best solution for competitive PvP would be Battlegrounds/Arenas of some sort which are instanced with dedicated leaderboards. SpoilerIf you want to get rid of Zergs, then the problems creating them must go away first. Otherwise people will continue to do what they must to survive.SpoilerThey should try removing AOE damaging spells as it is now ZOS can not balance or address Zerging Bomb squads
If your group is bigger than 6 members gain 75% damage reduction.