spenc_cathb16_ESO wrote: »spenc_cathb16_ESO wrote: »spenc_cathb16_ESO wrote: »They only end quickly if you put all your eggs in one basket and get blown away. That type of gameplay should be discouraged if anything (due to the fact its killing performance if nothing else). But today it is encouraged in multiple ways.
I think it's the opposite. They only end quickly when you're not stacked up tight.
Why reward groups that spread out? Why have a group if you're not grouped up? Stacking tight is a feat in itself and shouldn't be punished for being able to condense/expand on command.
Stacking isnt really a feat, youre just piling on a guy and focusing on following him more than whats around you.
The crown looks around and makes decisions. This works because of the design of a ball group. It is not a feat whatsoever. Today groups that split up a bit will die quicker than one stacked up if that one stacked up cannot heal and take the damage. Stacking altogether should be done in moderation when <X> players need heals/ raids buff they would come together to do so then break apart to combat / avoid being focused by heavy AOE/ult burst.
Nobody needs to coordinate like that today, its just single track - same thing all the time.
Tightrope walking is just walking in a straight line too, right?
PS. the good guilds actually do expand and contract when necessary, this just goes to show how incompetent you are for voicing the competitive PVP guilds real issues.
Haha, FENGRUSH is incompetant for voicing competitive PVP guilds real issues? Try putting that one up in a poll.
Its fine to disagree with my last post, but unfortunately theres so little reason to do so in the games design you pretty much cant even prove it to be wrong.spenc_cathb16_ESO wrote: »
Just going to quote this one again for emphasis. This is what Im arguing with. Its clear youre in love with the ball group meta and will be vitriolic to anyone who opposes your method of PvP. I have no problems if thats how people want to play, just as they shouldnt have a problem if I want to 1vX or 4vX. But they shouldnt have a problem with the way Im playing.
I dont advocate the 'easy fixes' to ball groups that some people post where we just ramp up damage against people that are grouped. I advocate for actual equality - where ball groups dont get artificial mitigation. This isnt helping the game or the players to make it fun or interesting. The groups it helps the most are people those that stick with the crown while they PvP.
I loved solo'ing/1vX until I changed factions and made a Magicka DK, but that's a separate issue. No one has an issue with that. Sure when nothing is going on it's easy to stack crown, but there's more to it than just cuddling up beside someone. And that's what I'm refuting.
You're talking as if you just stack on crown and spam an ability, not taking into account the where, when, and why part of the 5 W's. and that is a big issue if you're going to be representing the PVP population. Quit over-generalizing everything, and I won't have any issues with you being our voice. You're damn good for mechanics, but have sub-par knowledge of large combat situationalization (no, that's not a real word.)
Stacking altogether should be done in moderation when <X> players need heals/ raids buff they would come together to do so then break apart to combat / avoid being focused by heavy AOE/ult burst.
spenc_cathb16_ESO wrote: »spenc_cathb16_ESO wrote: »spenc_cathb16_ESO wrote: »They only end quickly if you put all your eggs in one basket and get blown away. That type of gameplay should be discouraged if anything (due to the fact its killing performance if nothing else). But today it is encouraged in multiple ways.
I think it's the opposite. They only end quickly when you're not stacked up tight.
Why reward groups that spread out? Why have a group if you're not grouped up? Stacking tight is a feat in itself and shouldn't be punished for being able to condense/expand on command.
Stacking isnt really a feat, youre just piling on a guy and focusing on following him more than whats around you.
The crown looks around and makes decisions. This works because of the design of a ball group. It is not a feat whatsoever. Today groups that split up a bit will die quicker than one stacked up if that one stacked up cannot heal and take the damage. Stacking altogether should be done in moderation when <X> players need heals/ raids buff they would come together to do so then break apart to combat / avoid being focused by heavy AOE/ult burst.
Nobody needs to coordinate like that today, its just single track - same thing all the time.
Tightrope walking is just walking in a straight line too, right?
PS. the good guilds actually do expand and contract when necessary, this just goes to show how incompetent you are for voicing the competitive PVP guilds real issues.
Haha, FENGRUSH is incompetant for voicing competitive PVP guilds real issues? Try putting that one up in a poll.
Its fine to disagree with my last post, but unfortunately theres so little reason to do so in the games design you pretty much cant even prove it to be wrong.spenc_cathb16_ESO wrote: »
Just going to quote this one again for emphasis. This is what Im arguing with. Its clear youre in love with the ball group meta and will be vitriolic to anyone who opposes your method of PvP. I have no problems if thats how people want to play, just as they shouldnt have a problem if I want to 1vX or 4vX. But they shouldnt have a problem with the way Im playing.
I dont advocate the 'easy fixes' to ball groups that some people post where we just ramp up damage against people that are grouped. I advocate for actual equality - where ball groups dont get artificial mitigation. This isnt helping the game or the players to make it fun or interesting. The groups it helps the most are people those that stick with the crown while they PvP.
I loved solo'ing/1vX until I changed factions and made a Magicka DK, but that's a separate issue. No one has an issue with that. Sure when nothing is going on it's easy to stack crown, but there's more to it than just cuddling up beside someone. And that's what I'm refuting.
You're talking as if you just stack on crown and spam an ability, not taking into account the where, when, and why part of the 5 W's. and that is a big issue if you're going to be representing the PVP population. Quit over-generalizing everything, and I won't have any issues with you being our voice. You're damn good for mechanics, but have sub-par knowledge of large combat situationalization (no, that's not a real word.)
Ultimately it doesnt matter how oversimplified I may make it or how complex you may make it - those are our opinions on it. People often come at me with 'why dont you do it' - my reasons are there pretty much, I just dont like it for what I feel it is. But despite all of that, Im really just here to put forward what the deal is with caps and whats wrong with Cyro.
I hold my tongue more than I would on stream or more than I used to. Its not really for me, its for all the people that agree something needs to get done and to promote some kind of change. If something doesnt get rolling for change soon, Cyro will get significantly worse. Its not a threat or some grabass statement, its a reality that theres a lot of options people will veer to in the near future for other games and Orsinium is the only thing coming between now and end of year for content. We dont need content update in Cyro to provide 1) hope and 2) change. Literally, asking #ZOSE to be our obama.
Stacking altogether should be done in moderation when <X> players need heals/ raids buff they would come together to do so then break apart to combat / avoid being focused by heavy AOE/ult burst.
They will not have it harder against organized groups...
They will die instant just the same against organised aoe warbands... the situation would only improve eventually for small groups against unorganized pugs. So it would not solve the issue of organized multi warbands zergs (these organized aoe warbands which are causing real lag issues on eu servers now... when they die, the lag dies... while we don't face lag with 50 pu vs warband).
vamp_emily wrote: »I think the solution to PvP is to give players what they have been crying about, "1v1", instead of nerfing everything because someone can't win a fight.
The only saving grace in those situations were aoe caps (we´d drop 3 to 6 people while the rest survives due to dmg reduction). 1.6 was better in that regard as dmg was just very high in general and multiple dawnbreakers would just melt about everything.
spenc_cathb16_ESO wrote: »They only end quickly if you put all your eggs in one basket and get blown away. That type of gameplay should be discouraged if anything (due to the fact its killing performance if nothing else). But today it is encouraged in multiple ways.
I think it's the opposite. They only end quickly when you're not stacked up tight.
Why reward groups that spread out? Why have a group if you're not grouped up? Stacking tight is a feat in itself and shouldn't be punished for being able to condense/expand on command.
Because many players don't like that playstyle. It's okay if some do and use it, they just shouldn't be rewarded, because that forces others to either do the same or leave the scene.
spenc_cathb16_ESO wrote: »spenc_cathb16_ESO wrote: »spenc_cathb16_ESO wrote: »They only end quickly if you put all your eggs in one basket and get blown away. That type of gameplay should be discouraged if anything (due to the fact its killing performance if nothing else). But today it is encouraged in multiple ways.
I think it's the opposite. They only end quickly when you're not stacked up tight.
Why reward groups that spread out? Why have a group if you're not grouped up? Stacking tight is a feat in itself and shouldn't be punished for being able to condense/expand on command.
Stacking isnt really a feat, youre just piling on a guy and focusing on following him more than whats around you.
The crown looks around and makes decisions. This works because of the design of a ball group. It is not a feat whatsoever. Today groups that split up a bit will die quicker than one stacked up if that one stacked up cannot heal and take the damage. Stacking altogether should be done in moderation when <X> players need heals/ raids buff they would come together to do so then break apart to combat / avoid being focused by heavy AOE/ult burst.
Nobody needs to coordinate like that today, its just single track - same thing all the time.
Tightrope walking is just walking in a straight line too, right?
PS. the good guilds actually do expand and contract when necessary, this just goes to show how incompetent you are for voicing the competitive PVP guilds real issues.
Haha, FENGRUSH is incompetant for voicing competitive PVP guilds real issues? Try putting that one up in a poll.
Its fine to disagree with my last post, but unfortunately theres so little reason to do so in the games design you pretty much cant even prove it to be wrong.spenc_cathb16_ESO wrote: »
Just going to quote this one again for emphasis. This is what Im arguing with. Its clear youre in love with the ball group meta and will be vitriolic to anyone who opposes your method of PvP. I have no problems if thats how people want to play, just as they shouldnt have a problem if I want to 1vX or 4vX. But they shouldnt have a problem with the way Im playing.
I dont advocate the 'easy fixes' to ball groups that some people post where we just ramp up damage against people that are grouped. I advocate for actual equality - where ball groups dont get artificial mitigation. This isnt helping the game or the players to make it fun or interesting. The groups it helps the most are people those that stick with the crown while they PvP.
I loved solo'ing/1vX until I changed factions and made a Magicka DK, but that's a separate issue. No one has an issue with that. Sure when nothing is going on it's easy to stack crown, but there's more to it than just cuddling up beside someone. And that's what I'm refuting.
You're talking as if you just stack on crown and spam an ability, not taking into account the where, when, and why part of the 5 W's. and that is a big issue if you're going to be representing the PVP population. Quit over-generalizing everything, and I won't have any issues with you being our voice. You're damn good for mechanics, but have sub-par knowledge of large combat situationalization (no, that's not a real word.)
Ultimately it doesnt matter how oversimplified I may make it or how complex you may make it - those are our opinions on it. People often come at me with 'why dont you do it' - my reasons are there pretty much, I just dont like it for what I feel it is. But despite all of that, Im really just here to put forward what the deal is with caps and whats wrong with Cyro.
I hold my tongue more than I would on stream or more than I used to. Its not really for me, its for all the people that agree something needs to get done and to promote some kind of change. If something doesnt get rolling for change soon, Cyro will get significantly worse. Its not a threat or some grabass statement, its a reality that theres a lot of options people will veer to in the near future for other games and Orsinium is the only thing coming between now and end of year for content. We dont need content update in Cyro to provide 1) hope and 2) change. Literally, asking #ZOSE to be our obama.
I somehow have to agree with both sides of this issue, but maybe I have to incline to one side:
- it pretty much sucks, when I walk in the imperial city severs, even with a smaller group and then suddenly from a corner comes a group of 20 - 30 enemy players and kill us all. It would be really great to be able to just walk trough the imperial city lightly, gain a lot of experience in small scale fighting arenas or small group encounters.....this should be maybe created in some other DLC, other locations, where only small fights would be present
- but, in cyrodiil, to the contrary, it is civil war, and not a small local conflict, but a great civil war (watch the Three fates trailer, when the elf wizardes unwillingly cracks the keep wall, how many warriors are there present!!).
what do the people expect it to look like? small groups? organized battle arenas? nope! but a nightmare difficulty hard stuff war going on there guys!! you better accept that and think it one more time over, before posting more post about how difficult zerg encounters are!!
it is a huge war going on there!! you better deal with it or leave that location...
Darnathian wrote: »spenc_cathb16_ESO wrote: »spenc_cathb16_ESO wrote: »spenc_cathb16_ESO wrote: »They only end quickly if you put all your eggs in one basket and get blown away. That type of gameplay should be discouraged if anything (due to the fact its killing performance if nothing else). But today it is encouraged in multiple ways.
I think it's the opposite. They only end quickly when you're not stacked up tight.
Why reward groups that spread out? Why have a group if you're not grouped up? Stacking tight is a feat in itself and shouldn't be punished for being able to condense/expand on command.
Stacking isnt really a feat, youre just piling on a guy and focusing on following him more than whats around you.
The crown looks around and makes decisions. This works because of the design of a ball group. It is not a feat whatsoever. Today groups that split up a bit will die quicker than one stacked up if that one stacked up cannot heal and take the damage. Stacking altogether should be done in moderation when <X> players need heals/ raids buff they would come together to do so then break apart to combat / avoid being focused by heavy AOE/ult burst.
Nobody needs to coordinate like that today, its just single track - same thing all the time.
Tightrope walking is just walking in a straight line too, right?
PS. the good guilds actually do expand and contract when necessary, this just goes to show how incompetent you are for voicing the competitive PVP guilds real issues.
Haha, FENGRUSH is incompetant for voicing competitive PVP guilds real issues? Try putting that one up in a poll.
Its fine to disagree with my last post, but unfortunately theres so little reason to do so in the games design you pretty much cant even prove it to be wrong.spenc_cathb16_ESO wrote: »
Just going to quote this one again for emphasis. This is what Im arguing with. Its clear youre in love with the ball group meta and will be vitriolic to anyone who opposes your method of PvP. I have no problems if thats how people want to play, just as they shouldnt have a problem if I want to 1vX or 4vX. But they shouldnt have a problem with the way Im playing.
I dont advocate the 'easy fixes' to ball groups that some people post where we just ramp up damage against people that are grouped. I advocate for actual equality - where ball groups dont get artificial mitigation. This isnt helping the game or the players to make it fun or interesting. The groups it helps the most are people those that stick with the crown while they PvP.
I loved solo'ing/1vX until I changed factions and made a Magicka DK, but that's a separate issue. No one has an issue with that. Sure when nothing is going on it's easy to stack crown, but there's more to it than just cuddling up beside someone. And that's what I'm refuting.
You're talking as if you just stack on crown and spam an ability, not taking into account the where, when, and why part of the 5 W's. and that is a big issue if you're going to be representing the PVP population. Quit over-generalizing everything, and I won't have any issues with you being our voice. You're damn good for mechanics, but have sub-par knowledge of large combat situationalization (no, that's not a real word.)
Ultimately it doesnt matter how oversimplified I may make it or how complex you may make it - those are our opinions on it. People often come at me with 'why dont you do it' - my reasons are there pretty much, I just dont like it for what I feel it is. But despite all of that, Im really just here to put forward what the deal is with caps and whats wrong with Cyro.
I hold my tongue more than I would on stream or more than I used to. Its not really for me, its for all the people that agree something needs to get done and to promote some kind of change. If something doesnt get rolling for change soon, Cyro will get significantly worse. Its not a threat or some grabass statement, its a reality that theres a lot of options people will veer to in the near future for other games and Orsinium is the only thing coming between now and end of year for content. We dont need content update in Cyro to provide 1) hope and 2) change. Literally, asking #ZOSE to be our obama.
They are being Obama.
Ignoring everyone when they say overwhelmingly that something is a bad idea (Obamacare vs Necro'd AoE Cap thread), and making something worse with every passing day (our economy vs Cyrodil performance). lol
Now, about this AoE cap argument. It's a decent one in itself, but............the people suggesting that lifting it will remedy zergs are apparently of the opinion that it should be possible for a few people to AoE blast a zerg to death. I don't know about you, but I find that a terrible prospect. AoE's just should not be that powerful ever. On the contrary. To make PvP AvA interesting, single target abilities should rule the battlefield. Then you might get engagements more similar to what we were promised, which is basically medieval warfare with some magic thrown in.
RatedChaotic wrote: »5 vs 5 defending/attacking a keep doesn't sound fun to me. When its zerg vs zerg. Now thats where the fun is. Just my thoughts.
Change inevitable detonation into the specialized anti-zerg tool it was meant to be:
- does no damage to less than six targets
- does normal (current) damage to groups of six
- for every player beyond six caught in the explosion radius, the damage is increased by X% against all targets
- has no cap on number of targets it can affect
X% should be a value high enough(up to 100% if needed) to force a stacked group of players to scatter within 4 seconds or die.
Cyrodiil should be about masses of players - just not all of them standing on a dime.
I somehow have to agree with both sides of this issue, but maybe I have to incline to one side:
- it pretty much sucks, when I walk in the imperial city severs, even with a smaller group and then suddenly from a corner comes a group of 20 - 30 enemy players and kill us all. It would be really great to be able to just walk trough the imperial city lightly, gain a lot of experience in small scale fighting arenas or small group encounters.....this should be maybe created in some other DLC, other locations, where only small fights would be present
- but, in cyrodiil, to the contrary, it is civil war, and not a small local conflict, but a great civil war (watch the Three fates trailer, when the elf wizardes unwillingly cracks the keep wall, how many warriors are there present!!).
what do the people expect it to look like? small groups? organized battle arenas? nope! but a nightmare difficulty hard stuff war going on there guys!! you better accept that and think it one more time over, before posting more post about how difficult zerg encounters are!!
it is a huge war going on there!! you better deal with it or leave that location...
You got it. The problem with zergs is not that they are big or powerful. There is nothing wrong with having strength in numbers. The problem is that as an individual or small group you cannot get away from a zerg because as a group they move as fast and flexible as an individual. When a zerg comes into view, you have about as much chance of escape as a blade of grass against a swarm of locusts. That is the problem that needs addressing before anything else.
Now, about this AoE cap argument. It's a decent one in itself, but............the people suggesting that lifting it will remedy zergs are apparently of the opinion that it should be possible for a few people to AoE blast a zerg to death. I don't know about you, but I find that a terrible prospect. AoE's just should not be that powerful ever. On the contrary. To make PvP AvA interesting, single target abilities should rule the battlefield. Then you might get engagements more similar to what we were promised, which is basically medieval warfare with some magic thrown in.
Change inevitable detonation into the specialized anti-zerg tool it was meant to be:
- does no damage to less than six targets
- does normal (current) damage to groups of six
- for every player beyond six caught in the explosion radius, the damage is increased by X% against all targets
- has no cap on number of targets it can affect
X% should be a value high enough(up to 100% if needed) to force a stacked group of players to scatter within 4 seconds or die.
Cyrodiil should be about masses of players - just not all of them standing on a dime.
Out of curiosity, how do you expect a group of say, 12 people to survive against 2-3x their numbers like this? The only way a group of 12+ or even 20+ is going to kill a zerg 2-3x their numbers is by stacking to obtain superior DPS and heals than the disorganized zerg. Buffing prox det to this extent makes zergs pretty much invincible, no one can coordinate enough focused aoe damage to kill them in that scenario.
Change inevitable detonation into the specialized anti-zerg tool it was meant to be:
- does no damage to less than six targets
- does normal (current) damage to groups of six
- for every player beyond six caught in the explosion radius, the damage is increased by X% against all targets
- has no cap on number of targets it can affect
X% should be a value high enough(up to 100% if needed) to force a stacked group of players to scatter within 4 seconds or die.
Cyrodiil should be about masses of players - just not all of them standing on a dime.
Out of curiosity, how do you expect a group of say, 12 people to survive against 2-3x their numbers like this? The only way a group of 12+ or even 20+ is going to kill a zerg 2-3x their numbers is by stacking to obtain superior DPS and heals than the disorganized zerg. Buffing prox det to this extent makes zergs pretty much invincible, no one can coordinate enough focused aoe damage to kill them in that scenario.
In the current implementation, it is your group of 12 that is pretty much invincible to anything but a similar group of 12 doing the same thing. Current cyrodiil is "either make a blob, or go home". That's exactly what needs to be changed.
If you are better players and better organized, you should be able to beat superior numbers even without resorting to making your whole group stand on a dime. Organized =/= blobbing.
Your group of 12 should not be able to roll through zergs 2-3x your numbers unless you are significantly more skilled than they are, as opposed to, we are a blob, and they are not, thus we win. Blobbing should not be the sole deciding factor in who wins and who does not. Currently, it is. They may be just as skilled as you, they may be just as organized as you - if you blob, and they don't, they lose. That's just wrong.
Korah_Eaglecry wrote: »You seriously arent trying to compare real world issues of militaries to in game where the primary goal is fun are you?
Well being overrun 24 vs 1 is not exactly fun either. And zergs also cause major lag.
spenc_cathb16_ESO wrote: »Change inevitable detonation into the specialized anti-zerg tool it was meant to be:
- does no damage to less than six targets
- does normal (current) damage to groups of six
- for every player beyond six caught in the explosion radius, the damage is increased by X% against all targets
- has no cap on number of targets it can affect
X% should be a value high enough(up to 100% if needed) to force a stacked group of players to scatter within 4 seconds or die.
Cyrodiil should be about masses of players - just not all of them standing on a dime.
Out of curiosity, how do you expect a group of say, 12 people to survive against 2-3x their numbers like this? The only way a group of 12+ or even 20+ is going to kill a zerg 2-3x their numbers is by stacking to obtain superior DPS and heals than the disorganized zerg. Buffing prox det to this extent makes zergs pretty much invincible, no one can coordinate enough focused aoe damage to kill them in that scenario.
In the current implementation, it is your group of 12 that is pretty much invincible to anything but a similar group of 12 doing the same thing. Current cyrodiil is "either make a blob, or go home". That's exactly what needs to be changed.
If you are better players and better organized, you should be able to beat superior numbers even without resorting to making your whole group stand on a dime. Organized =/= blobbing.
Your group of 12 should not be able to roll through zergs 2-3x your numbers unless you are significantly more skilled than they are, as opposed to, we are a blob, and they are not, thus we win. Blobbing should not be the sole deciding factor in who wins and who does not. Currently, it is. They may be just as skilled as you, they may be just as organized as you - if you blob, and they don't, they lose. That's just wrong.
You sir, are so far off the mark it's not even funny. Stacked groups are stacked because they have L2P'd and know that when not stacked, you get wiped by huge numbers. This rule of thumb has gone to a new extreme with the revamped battle spirit buff and people hitting like wet noodles. The reason 12 of them could wipe 2x-3x their numbers is solely due to the fact that they are stacked up, because now their focusing all damage and healing.
Blobbing is only an issue for zergs and the unorganized, they're still easily wipe-able to (good)guilds, and not nearly as immortal as most think. Adapt to your environment.
Organized = Stacking on a dime, expanding on a call, rinse & repeat
If you want to run around in a zerg type battle because you have zero situational awareness, that's cool too. Just don't blame anyone but yourselves.
How about this: as you start being outnumbered in a fight, your group (or just yourself if you are solo) gains extra damage resistance. The resistance will be proportional to how much outnumbered you are, and will cap out at some value.
Examples:
1v1 = no extra resistance
1v2 = 20% extra resistance
1v3 = 35% extra resistance
1v4 = 50% extra resistance, and caps there
1v10 = 50% extra resistance
5v10 = 20% extra resistance
9v10 = 2% extra resistance
etc. The actual values are just examples of course and can be adjusted up or down.
This would help being outnumbered to a certain extent, while not affecting even matchups.
spenc_cathb16_ESO wrote: »Change inevitable detonation into the specialized anti-zerg tool it was meant to be:
- does no damage to less than six targets
- does normal (current) damage to groups of six
- for every player beyond six caught in the explosion radius, the damage is increased by X% against all targets
- has no cap on number of targets it can affect
X% should be a value high enough(up to 100% if needed) to force a stacked group of players to scatter within 4 seconds or die.
Cyrodiil should be about masses of players - just not all of them standing on a dime.
Out of curiosity, how do you expect a group of say, 12 people to survive against 2-3x their numbers like this? The only way a group of 12+ or even 20+ is going to kill a zerg 2-3x their numbers is by stacking to obtain superior DPS and heals than the disorganized zerg. Buffing prox det to this extent makes zergs pretty much invincible, no one can coordinate enough focused aoe damage to kill them in that scenario.
In the current implementation, it is your group of 12 that is pretty much invincible to anything but a similar group of 12 doing the same thing. Current cyrodiil is "either make a blob, or go home". That's exactly what needs to be changed.
If you are better players and better organized, you should be able to beat superior numbers even without resorting to making your whole group stand on a dime. Organized =/= blobbing.
Your group of 12 should not be able to roll through zergs 2-3x your numbers unless you are significantly more skilled than they are, as opposed to, we are a blob, and they are not, thus we win. Blobbing should not be the sole deciding factor in who wins and who does not. Currently, it is. They may be just as skilled as you, they may be just as organized as you - if you blob, and they don't, they lose. That's just wrong.
You sir, are so far off the mark it's not even funny. Stacked groups are stacked because they have L2P'd and know that when not stacked, you get wiped by huge numbers. This rule of thumb has gone to a new extreme with the revamped battle spirit buff and people hitting like wet noodles. The reason 12 of them could wipe 2x-3x their numbers is solely due to the fact that they are stacked up, because now their focusing all damage and healing.
Blobbing is only an issue for zergs and the unorganized, they're still easily wipe-able to (good)guilds, and not nearly as immortal as most think. Adapt to your environment.
Organized = Stacking on a dime, expanding on a call, rinse & repeat
If you want to run around in a zerg type battle because you have zero situational awareness, that's cool too. Just don't blame anyone but yourselves.
The only time a good small group would have to stack up in a fight pre 1.6 was when a larger enemy force did that, so you had to stack up in order to stack your own AoE. Spread out forces could always be fought spread out.
Edit: This was not even true for WoE, wich was about the only competitive ranged AoE damage, so you could use it from short range outside the blob.
Darnathian wrote: »spenc_cathb16_ESO wrote: »Change inevitable detonation into the specialized anti-zerg tool it was meant to be:
- does no damage to less than six targets
- does normal (current) damage to groups of six
- for every player beyond six caught in the explosion radius, the damage is increased by X% against all targets
- has no cap on number of targets it can affect
X% should be a value high enough(up to 100% if needed) to force a stacked group of players to scatter within 4 seconds or die.
Cyrodiil should be about masses of players - just not all of them standing on a dime.
Out of curiosity, how do you expect a group of say, 12 people to survive against 2-3x their numbers like this? The only way a group of 12+ or even 20+ is going to kill a zerg 2-3x their numbers is by stacking to obtain superior DPS and heals than the disorganized zerg. Buffing prox det to this extent makes zergs pretty much invincible, no one can coordinate enough focused aoe damage to kill them in that scenario.
In the current implementation, it is your group of 12 that is pretty much invincible to anything but a similar group of 12 doing the same thing. Current cyrodiil is "either make a blob, or go home". That's exactly what needs to be changed.
If you are better players and better organized, you should be able to beat superior numbers even without resorting to making your whole group stand on a dime. Organized =/= blobbing.
Your group of 12 should not be able to roll through zergs 2-3x your numbers unless you are significantly more skilled than they are, as opposed to, we are a blob, and they are not, thus we win. Blobbing should not be the sole deciding factor in who wins and who does not. Currently, it is. They may be just as skilled as you, they may be just as organized as you - if you blob, and they don't, they lose. That's just wrong.
You sir, are so far off the mark it's not even funny. Stacked groups are stacked because they have L2P'd and know that when not stacked, you get wiped by huge numbers. This rule of thumb has gone to a new extreme with the revamped battle spirit buff and people hitting like wet noodles. The reason 12 of them could wipe 2x-3x their numbers is solely due to the fact that they are stacked up, because now their focusing all damage and healing.
Blobbing is only an issue for zergs and the unorganized, they're still easily wipe-able to (good)guilds, and not nearly as immortal as most think. Adapt to your environment.
Organized = Stacking on a dime, expanding on a call, rinse & repeat
If you want to run around in a zerg type battle because you have zero situational awareness, that's cool too. Just don't blame anyone but yourselves.
The only time a good small group would have to stack up in a fight pre 1.6 was when a larger enemy force did that, so you had to stack up in order to stack your own AoE. Spread out forces could always be fought spread out.
Edit: This was not even true for WoE, wich was about the only competitive ranged AoE damage, so you could use it from short range outside the blob.
Ah two wrongs making it right. Now I get it. Stupid mom. Didn't teach me anything. Lol
Using the tools that Zos gave you. But it's okay for small groups. Don't be hypocritical.
Korah_Eaglecry wrote: »Exactly. When I get to the walls of my Keep to defend against the players attacking. I want to see a large group out there. Whenever I see a handful of enemy players I cant help but think...This is a diversion the actual fight is somewhere else. I came to this game for the large scale PvP.
Korah_Eaglecry wrote: »All of these players demanding changes to the game to benefit smaller groups over larger ones completely miss the point of Cyrodiil. And instead of asking and waiting for ZOS to get around to small arenas they look to take gameplay away from other PvPers that actually enjoy the large scale PvP.