I've seen the performance of the game decrease more than half since launch, without any apparent improvements to the game that would explain it.Lava_Croft wrote: »QFT and please stop whining about the lighting causing problems. My bottom spec potato of a PC clearly shows it's not the lighting.Darnathian wrote: »Actually he is right. These are the bones we get thrown once in a blue moon. Nothing changes. Those that have been here no it was the lighting patch and AOE caps. They won't even acknowledge those questions. Look in this thread. He is in this thread.
Did he acknowledge these suggestions. NO
Don't be fooled any longer. I think this is what we can expect for the rest of this game. Best case.
You know, the AOE caps may have nothing to do with it. The lag could be purely a result of the lighting changes. If I were them, I'd test just removing that first, and see what happens.
If a 25men group spam aoes on top of nothing in front of another 25men group doing the same, there is no latency issues.
If a 25men group spam aoes on top of another group spamming aoes, there are latency issues.
Lightning has nothing to do with latency performance issues, aoe and los calculations do.
FPS issues still exist in the game. My computer drops to 10-15 FPS in the "Lobby" area of Maelstrom Arena because of lighting or some effects in the area. Poorly optimized code can bring even the fastest machine to its knees and my computer is pretty bleeding edge.
Mojomonkeyman wrote: »ZOS_BrianWheeler wrote: »Since most of this information is scattered about the forums here's a nice condensed "short answer" list:
- Reintroducing forward camps with smaller radius', restrictive respawning within radius only and global cooldown.
- Refactoring Siege damage (again)
- Removing alliance campaign restrictions on your account
- Allowing you to unassign yourself with cooldowns
- Redo'ing the guards at the Scroll gates and putting them on the ground
- More things to spend your AP on and updating current sets to higher levels
Most, if not all, of these changes should be in the next major update (barring issues with testing).
We are also staying vigilant about improving performance in Cyrodiil. There were a few ability changes made earlier this week and we're watching the performance after those changes, but we're still digging into getting the performance better.
Honest question, Brian:
That all is stuff that you tried before (sieges, forward camps, npcs). Sieges in particular never stopped ball groups, instead they used it. Purge is just too mighty.
Why not focus on the roots of the problems instead of bandaids that have proven to not work or relocate problems from one front to another? A lot of the things you brought up above do not affect a solo player or smaller group (the ones spreading out, according to you not influencing performance negatively) in any positive way or promote smaller groups.
I mean, isn`t there a saying that it isn`t necessarily the smartest thinking to try the same thing over and over and expect different outcomes?!
The list above is a list catering to ballgroups more than to smaller ones... again.
Buffing sieges promote smaller groups alot. Just imagine any siege defense situation where a balling group pvedoor a keep without proper defense already there. Smaller numbers need to be able to hold the large assaulting group with sieges. When the outter wall goes down, properly placed siege weapons such as oil catapults (if it was not purgable), meatbags (with the old healing debuff reduction), fire balistas while purges cooldown on players at 4seconds would actually give a chance to stop the 25men barrier and purge spam group going in. It would convince them to either spread out in smaller group while going in or open an additional wall, while giving time to reinforcements to ride to the keep and defend it with even numbers.
We've been through this before, buffing siege benefits the zerg far more than any bonus it provides to a small group. You want siege buffed to help you defend? All you're going to be doing is defending because the moment you step outside the keep walls you're being bombarded with siege in the open field while being swarmed by a zerg.
And through all the discussions we have had over the past 1year and a half regarding sieges, yet you have not understood that NO ONE CARE about openfield battles. Openfield battles don't win the war. Keep battles win the war. And I'm tired to see people rolling over keeps in a 2mins 32seconds timer just because they have a 4barriers rotation and 6 efficient purge spammers. I want large groups to be be forced to time their movements into breaches between each siege volley and to spread out into smaller groups OR to bring an additional wall down if defenders properly deployed their counter siege weapons firing at the breach.
I could care less about a large group of players who want to deploy sieges on the field between Alessia and Faregyl. I will just go around and flag the keep from behind while they waste their time firing at the grass.Also, what you described as changes for siege is not just buffing, it's basically an I-Win button. The point of siege is to supplement the PvP, not be the main focus. How can people still not realize this? I can agree with a slight damage buff for siege, but everyone I've seen is going way overboard with the "why can't I 1shot that group of people with my meatbag?" type of arguments.
You say that what I ask is an "I-Win button" but strangely, I see your suggestion about buffing siege damage as the "I-Win button". Damage is perfectly fine as it is. What we need is to give more utility to the siege to counter people stacking on each other. We need to force them to spread out in strategic times when engaging in a keep area. I never said that a meatbag should one shot people, I asked for the healing reduction debuff be increased slightly (let say 10%). It could still be purged by the 25man ballgroup with 6players spamming purges.Everyone talks about the fun days of 1.5 and before when things were balanced. Guess what we didn't have back then? Broken siege. There was a point where oil cata wasn't able to be purged and ZOS rightly saw that as ruining the PvP experience because you completely lost control of your character if you were hit just one time.
Unpurgable oil catapult is probably the most needed buff at the moment because of how retreating maneuver is broken. And this has been discussed and approved alot in these forums. I don't care if you put an AOE cap on oil catapults to hit 6players only, but make it unpurgable. Dodge roll a lil bit and learn how to relay on your self defense instead of others from time to time won't hurt.Other than that the only thing you could say was OP were ground oils, but that's only if you're stupid enough to stand in all of them or not bash the person setting them down. The siege people didn't use back then are the same siege people don't use now. Simply buffing the siege damage to insane amounts is not fixing ***.
I have always been in favor of ground oils. My best moments into this game have been standing inside the cobby next to an outter breach pouring oils on my magicka DK with @Aegon or defending ressources with @xylena with 4oils on the flag.
Yeah, and I could care less about someone completely ignoring a part of PvP in this game. It doesn't matter what you think if you can't put aside your own bias and instead realize you have to look at the whole of PvP. You're only going to ruin the game further that way.
Dude I'm not ignoring a part of PvP in this game. I actually enjoy openfield battles when they do happen. What I'm saying is that openfield battles don't win campaigns. So I don't care if large groups are favored by using sieges during such situations. What matters is that smaller groups are favored by using sieges during keep battles.I ask for a "slight" buff to siege damage. In each and every post about siege damage you see me saying to not make it ridiculous like how it was before. I'm talking like a 10% increase if anything. Other than getting hit by a stone treb I don't mind being hit by siege at all right now, and that's wrong. Siege is fine right now, but something like that isn't going to make it crazy. Also, you cannot increase the meatbag healing reduction without increasing all healing reduction. If you want that why don't you spec for it? It's in the champ tree bro.
I'm not sure to understand your refference here. You're telling me that I should put points in Befouled champoint point if I want to increase my own disease damage with meatbags? If I would have 501 cps, sure. I just hit 360 yesterday and all my green cps are used in stamina recovery and stamina cost reduction, obviously, since i'm playing a Stam DK.Retreating is not broken. What's broken is that you can spam snares and roots with 0 diminishing returns. That's why retreating is still the way it is, and why it stops the user from attacking if they want to keep the buff on themselves. That's a pretty significant negative to the skill. Here's a little story for you. A group of 12 goes to Glademist Mine thinking we're going to siege the keep right? We set up some siege, and lo and behold a bajillion blues pour out of the keep. This is going to be a good farm right, because they're all terrible pugs? Wrong. You've got 6 oil catapults hitting your group and you're completely stationary while the the blues that significantly outnumber you can do whatever the *** they want because ZOS decided they could have control of their characters. Oh? Only 6 members of your group were hit this time giving the other 6 the chance to get LOS. Too bad you only have 6 group members left because the other 6 are dead.* The same thing happens inside a keep outer and inner.
There are two different flaws in your scenario. First of all, the fight is happening in a ressource with no choke point (unlike keeps with outter and inner breach). Second, if you get caught by 6 players using oil catapults, that means that you entirely screwed up your assault on the keep and you should be ashamed. If you give the time to defenders to rally themselves inside the keep and to push you all the way up to the ressource, you wasted alot of time. People right now can capture a keep in 2mins 30seconds if done properly.
The point to make oil catapults unpurgable is to encourage players in a ball group to spread out. It is an anti-zerg tool which would do what proximity detonation should have done in the first time if the increased damage would not stop at 5players.
You see people dropping oil catapults aiming at you ? get out of the area or spread out, simple.
You're saying that fighting people using oil catapults at Glademist mine would bring same results as fighting people inside a keep ? You must be kidding. There are almost no fences, rocks, trees or walls to LoS sieges on a ressource. However, inside keep coutyard, there are cobbies, towers, pillars, stairs and walls to LoS easily.
Your inability to comprehend the situation in my post only proves your own PvP inexperience. I know you've played long enough to understand. You must either be blind to what's going on around you, or have some sort of memory problem. Make oil catapults unpurgeable and I'll have 2-3 hitting every breach in a fully breached inner keep. It's not a matter of LoS. If you have more people you can put siege up wherever you want and you can hit any target. There's no spot in a keep you can't hit. Spreading out doesn't work when you're vastly outnumbered. Even if you do the problem is that some of your group members are going to get hit regardless because of any number of possibilities. Those players are dead. Not because they aren't good players, they just happened to get hit by an i-win button siege. You can't just simply "get out of the area" inside a keep either, so don't know what the *** you are talking about there.
Spreading out doesn't work when you're vastly outnumbered. Even if you do the problem is that some of your group members are going to get hit regardless because of any number of possibilities. Those players are dead. Not because they aren't good players, they just happened to get hit by an i-win button siege.
ZOS_BrianWheeler wrote: »Since most of this information is scattered about the forums here's a nice condensed "short answer" list:
- Reintroducing forward camps with smaller radius', restrictive respawning within radius only and global cooldown.
- Refactoring Siege damage (again)
- Removing alliance campaign restrictions on your account
- Allowing you to unassign yourself with cooldowns
- Redo'ing the guards at the Scroll gates and putting them on the ground
- More things to spend your AP on and updating current sets to higher levels
Most, if not all, of these changes should be in the next major update (barring issues with testing).
We are also staying vigilant about improving performance in Cyrodiil. There were a few ability changes made earlier this week and we're watching the performance after those changes, but we're still digging into getting the performance better.
Any chance you're considering doing something about steel tornado? It's absolutely stupid that the skill is FAR better than any AOE available to a magicka build.
Spreading out doesn't work when you're vastly outnumbered. Even if you do the problem is that some of your group members are going to get hit regardless because of any number of possibilities. Those players are dead. Not because they aren't good players, they just happened to get hit by an i-win button siege.
i've run a small group guerilla pvp guild for over a year now and we've never had an issue being wiped by siege when spreading out to attack blobs from multiple angles... killing a larger force's siege operators (then striking with our own siege from all over) has been something we've had a lot of success with
there used to be a lot more ways to contribute to keep battles when siege was a big factor, but without the kind of siege that scatters blobs, it's "zerg or die" out there... no point using siege or even killing enemy siege operators right now, i can stand there as a vampire and eat an entire fire ballista bolt for 6 seconds without even dropping into execute range
Spreading out doesn't work when you're vastly outnumbered. Even if you do the problem is that some of your group members are going to get hit regardless because of any number of possibilities. Those players and. Not because they aren't good players, they just happened to get hit by an i-win button siege.
i've run a small group guerilla pvp guild for over a year now and we've never had an issue being wiped by siege when spreading out to attack blobs from multiple angles... killing a larger force's siege operators (then striking with our own siege from all over) has been something we've had a lot of success with
there used to be a lot more ways to contribute to keep battles when siege was a big factor, but without the kind of siege that scatters blobs, it's "zerg or die" out there... no point using siege or even killing enemy siege operators right now, i can stand there as a vampire and eat an entire fire ballista bolt for 6 seconds without even dropping into execute range
Again, ignoring the scenario I put forth. You're describing another group, not a zerg. Maybe it's your playstyle that doesn't allow you to see things on a larger scale. you're not going to spread out and take out siege operators when you're surrounded by 40+ people all spread out. Please stop trying to twist what I've put forth by relating it to your small scale skirmishes.
Spreading out doesn't work when you're vastly outnumbered. Even if you do the problem is that some of your group members are going to get hit regardless because of any number of possibilities. Those players and. Not because they aren't good players, they just happened to get hit by an i-win button siege.
i've run a small group guerilla pvp guild for over a year now and we've never had an issue being wiped by siege when spreading out to attack blobs from multiple angles... killing a larger force's siege operators (then striking with our own siege from all over) has been something we've had a lot of success with
there used to be a lot more ways to contribute to keep battles when siege was a big factor, but without the kind of siege that scatters blobs, it's "zerg or die" out there... no point using siege or even killing enemy siege operators right now, i can stand there as a vampire and eat an entire fire ballista bolt for 6 seconds without even dropping into execute range
Again, ignoring the scenario I put forth. You're describing another group, not a zerg. Maybe it's your playstyle that doesn't allow you to see things on a larger scale. you're not going to spread out and take out siege operators when you're surrounded by 40+ people all spread out. Please stop trying to twist what I've put forth by relating it to your small scale skirmishes.
Question.... who the ..... are you that you think evey post revolves around you? And that you for some reason assume you are the judge of ppls opinions? I read you posts and the condescending crap in them makes you look like an ass clown... ppl have thier opinions whether you agree or not degrading ppl just shows what an idiot you are
Any chance you're considering doing something about steel tornado? It's absolutely stupid that the skill is FAR better than any AOE available to a magicka build.
please don't nerf steelnado! we need that for outnumbered stam builds to have any chance of doing damage to a larger group... if anything, buff impulse by restoring it to its former 8m radius glory
ShadoPanauin wrote: »Any chance you're considering doing something about steel tornado? It's absolutely stupid that the skill is FAR better than any AOE available to a magicka build.
ShadoPanauin wrote: »Any chance you're considering doing something about steel tornado? It's absolutely stupid that the skill is FAR better than any AOE available to a magicka build.
Ummmm.... proxy det is a hell of a magicka based AOE. Comparable, if not superior, to Steel Tornado.
ShadoPanauin wrote: »I don't agree.
Proximity detonation has a smaller radius and takes eight seconds to explode. You can do much more damage than prox det with steel tornado in that time.
ShadoPanauin wrote: »Any chance you're considering doing something about steel tornado? It's absolutely stupid that the skill is FAR better than any AOE available to a magicka build.
Ummmm.... proxy det is a hell of a magicka based AOE. Comparable, if not superior, to Steel Tornado.
ShadoPanauin wrote: »Any chance you're considering doing something about steel tornado? It's absolutely stupid that the skill is FAR better than any AOE available to a magicka build.
Ummmm.... proxy det is a hell of a magicka based AOE. Comparable, if not superior, to Steel Tornado.
Its not even close. Nado is spammable with a larger range
ShadoPanauin wrote: »Any chance you're considering doing something about steel tornado? It's absolutely stupid that the skill is FAR better than any AOE available to a magicka build.
Ummmm.... proxy det is a hell of a magicka based AOE. Comparable, if not superior, to Steel Tornado.
ShadoPanauin wrote: »ZOS_BrianWheeler wrote: »Since most of this information is scattered about the forums here's a nice condensed "short answer" list:
- Reintroducing forward camps with smaller radius', restrictive respawning within radius only and global cooldown.
- Refactoring Siege damage (again)
- Removing alliance campaign restrictions on your account
- Allowing you to unassign yourself with cooldowns
- Redo'ing the guards at the Scroll gates and putting them on the ground
- More things to spend your AP on and updating current sets to higher levels
Most, if not all, of these changes should be in the next major update (barring issues with testing).
We are also staying vigilant about improving performance in Cyrodiil. There were a few ability changes made earlier this week and we're watching the performance after those changes, but we're still digging into getting the performance better.
Any chance you're considering doing something about steel tornado? It's absolutely stupid that the skill is FAR better than any AOE available to a magicka build.
Spreading out doesn't work when you're vastly outnumbered. Even if you do the problem is that some of your group members are going to get hit regardless because of any number of possibilities. Those players and. Not because they aren't good players, they just happened to get hit by an i-win button siege.
i've run a small group guerilla pvp guild for over a year now and we've never had an issue being wiped by siege when spreading out to attack blobs from multiple angles... killing a larger force's siege operators (then striking with our own siege from all over) has been something we've had a lot of success with
there used to be a lot more ways to contribute to keep battles when siege was a big factor, but without the kind of siege that scatters blobs, it's "zerg or die" out there... no point using siege or even killing enemy siege operators right now, i can stand there as a vampire and eat an entire fire ballista bolt for 6 seconds without even dropping into execute range
Again, ignoring the scenario I put forth. You're describing another group, not a zerg. Maybe it's your playstyle that doesn't allow you to see things on a larger scale. you're not going to spread out and take out siege operators when you're surrounded by 40+ people all spread out. Please stop trying to twist what I've put forth by relating it to your small scale skirmishes.
Question.... who the ..... are you that you think evey post revolves around you? And that you for some reason assume you are the judge of ppls opinions? I read you posts and the condescending crap in them makes you look like an ass clown... ppl have thier opinions whether you agree or not degrading ppl just shows what an idiot you are
LegendaryChef wrote: »Spreading out doesn't work when you're vastly outnumbered. Even if you do the problem is that some of your group members are going to get hit regardless because of any number of possibilities. Those players and. Not because they aren't good players, they just happened to get hit by an i-win button siege.
i've run a small group guerilla pvp guild for over a year now and we've never had an issue being wiped by siege when spreading out to attack blobs from multiple angles... killing a larger force's siege operators (then striking with our own siege from all over) has been something we've had a lot of success with
there used to be a lot more ways to contribute to keep battles when siege was a big factor, but without the kind of siege that scatters blobs, it's "zerg or die" out there... no point using siege or even killing enemy siege operators right now, i can stand there as a vampire and eat an entire fire ballista bolt for 6 seconds without even dropping into execute range
Again, ignoring the scenario I put forth. You're describing another group, not a zerg. Maybe it's your playstyle that doesn't allow you to see things on a larger scale. you're not going to spread out and take out siege operators when you're surrounded by 40+ people all spread out. Please stop trying to twist what I've put forth by relating it to your small scale skirmishes.
Question.... who the ..... are you that you think evey post revolves around you? And that you for some reason assume you are the judge of ppls opinions? I read you posts and the condescending crap in them makes you look like an ass clown... ppl have thier opinions whether you agree or not degrading ppl just shows what an idiot you are
I think.... Ohhh... It happened! You forgot your sign off! Even when it would have fitted perfect at the end there
RIP Manoekin
LegendaryChef wrote: »Spreading out doesn't work when you're vastly outnumbered. Even if you do the problem is that some of your group members are going to get hit regardless because of any number of possibilities. Those players and. Not because they aren't good players, they just happened to get hit by an i-win button siege.
i've run a small group guerilla pvp guild for over a year now and we've never had an issue being wiped by siege when spreading out to attack blobs from multiple angles... killing a larger force's siege operators (then striking with our own siege from all over) has been something we've had a lot of success with
there used to be a lot more ways to contribute to keep battles when siege was a big factor, but without the kind of siege that scatters blobs, it's "zerg or die" out there... no point using siege or even killing enemy siege operators right now, i can stand there as a vampire and eat an entire fire ballista bolt for 6 seconds without even dropping into execute range
Again, ignoring the scenario I put forth. You're describing another group, not a zerg. Maybe it's your playstyle that doesn't allow you to see things on a larger scale. you're not going to spread out and take out siege operators when you're surrounded by 40+ people all spread out. Please stop trying to twist what I've put forth by relating it to your small scale skirmishes.
Question.... who the ..... are you that you think evey post revolves around you? And that you for some reason assume you are the judge of ppls opinions? I read you posts and the condescending crap in them makes you look like an ass clown... ppl have thier opinions whether you agree or not degrading ppl just shows what an idiot you are
I think.... Ohhh... It happened! You forgot your sign off! Even when it would have fitted perfect at the end there
RIP Manoekin
LegendaryChef wrote: »Spreading out doesn't work when you're vastly outnumbered. Even if you do the problem is that some of your group members are going to get hit regardless because of any number of possibilities. Those players and. Not because they aren't good players, they just happened to get hit by an i-win button siege.
i've run a small group guerilla pvp guild for over a year now and we've never had an issue being wiped by siege when spreading out to attack blobs from multiple angles... killing a larger force's siege operators (then striking with our own siege from all over) has been something we've had a lot of success with
there used to be a lot more ways to contribute to keep battles when siege was a big factor, but without the kind of siege that scatters blobs, it's "zerg or die" out there... no point using siege or even killing enemy siege operators right now, i can stand there as a vampire and eat an entire fire ballista bolt for 6 seconds without even dropping into execute range
Again, ignoring the scenario I put forth. You're describing another group, not a zerg. Maybe it's your playstyle that doesn't allow you to see things on a larger scale. you're not going to spread out and take out siege operators when you're surrounded by 40+ people all spread out. Please stop trying to twist what I've put forth by relating it to your small scale skirmishes.
Question.... who the ..... are you that you think evey post revolves around you? And that you for some reason assume you are the judge of ppls opinions? I read you posts and the condescending crap in them makes you look like an ass clown... ppl have thier opinions whether you agree or not degrading ppl just shows what an idiot you are
I think.... Ohhh... It happened! You forgot your sign off! Even when it would have fitted perfect at the end there
RIP Manoekin
RIP
I didn't realize that. I think that's a victory for me. \o/
LegendaryChef wrote: »Spreading out doesn't work when you're vastly outnumbered. Even if you do the problem is that some of your group members are going to get hit regardless because of any number of possibilities. Those players and. Not because they aren't good players, they just happened to get hit by an i-win button siege.
i've run a small group guerilla pvp guild for over a year now and we've never had an issue being wiped by siege when spreading out to attack blobs from multiple angles... killing a larger force's siege operators (then striking with our own siege from all over) has been something we've had a lot of success with
there used to be a lot more ways to contribute to keep battles when siege was a big factor, but without the kind of siege that scatters blobs, it's "zerg or die" out there... no point using siege or even killing enemy siege operators right now, i can stand there as a vampire and eat an entire fire ballista bolt for 6 seconds without even dropping into execute range
Again, ignoring the scenario I put forth. You're describing another group, not a zerg. Maybe it's your playstyle that doesn't allow you to see things on a larger scale. you're not going to spread out and take out siege operators when you're surrounded by 40+ people all spread out. Please stop trying to twist what I've put forth by relating it to your small scale skirmishes.
Question.... who the ..... are you that you think evey post revolves around you? And that you for some reason assume you are the judge of ppls opinions? I read you posts and the condescending crap in them makes you look like an ass clown... ppl have thier opinions whether you agree or not degrading ppl just shows what an idiot you are
I think.... Ohhh... It happened! You forgot your sign off! Even when it would have fitted perfect at the end there
RIP ManoekinLegendaryChef wrote: »Spreading out doesn't work when you're vastly outnumbered. Even if you do the problem is that some of your group members are going to get hit regardless because of any number of possibilities. Those players and. Not because they aren't good players, they just happened to get hit by an i-win button siege.
i've run a small group guerilla pvp guild for over a year now and we've never had an issue being wiped by siege when spreading out to attack blobs from multiple angles... killing a larger force's siege operators (then striking with our own siege from all over) has been something we've had a lot of success with
there used to be a lot more ways to contribute to keep battles when siege was a big factor, but without the kind of siege that scatters blobs, it's "zerg or die" out there... no point using siege or even killing enemy siege operators right now, i can stand there as a vampire and eat an entire fire ballista bolt for 6 seconds without even dropping into execute range
Again, ignoring the scenario I put forth. You're describing another group, not a zerg. Maybe it's your playstyle that doesn't allow you to see things on a larger scale. you're not going to spread out and take out siege operators when you're surrounded by 40+ people all spread out. Please stop trying to twist what I've put forth by relating it to your small scale skirmishes.
Question.... who the ..... are you that you think evey post revolves around you? And that you for some reason assume you are the judge of ppls opinions? I read you posts and the condescending crap in them makes you look like an ass clown... ppl have thier opinions whether you agree or not degrading ppl just shows what an idiot you are
I think.... Ohhh... It happened! You forgot your sign off! Even when it would have fitted perfect at the end there
RIP Manoekin
RIP
I didn't realize that. I think that's a victory for me. \o/
Agreed epic dk scrub fail.... however i blame rylanna! I had received a few comments stating i should put my DK SCRUB OUT in my sig... i thought i had but obviously being old is catching up to me.
I will accept the loss graciously
DK SCRUB OUT
LegendaryChef wrote: »Spreading out doesn't work when you're vastly outnumbered. Even if you do the problem is that some of your group members are going to get hit regardless because of any number of possibilities. Those players and. Not because they aren't good players, they just happened to get hit by an i-win button siege.
i've run a small group guerilla pvp guild for over a year now and we've never had an issue being wiped by siege when spreading out to attack blobs from multiple angles... killing a larger force's siege operators (then striking with our own siege from all over) has been something we've had a lot of success with
there used to be a lot more ways to contribute to keep battles when siege was a big factor, but without the kind of siege that scatters blobs, it's "zerg or die" out there... no point using siege or even killing enemy siege operators right now, i can stand there as a vampire and eat an entire fire ballista bolt for 6 seconds without even dropping into execute range
Again, ignoring the scenario I put forth. You're describing another group, not a zerg. Maybe it's your playstyle that doesn't allow you to see things on a larger scale. you're not going to spread out and take out siege operators when you're surrounded by 40+ people all spread out. Please stop trying to twist what I've put forth by relating it to your small scale skirmishes.
Question.... who the ..... are you that you think evey post revolves around you? And that you for some reason assume you are the judge of ppls opinions? I read you posts and the condescending crap in them makes you look like an ass clown... ppl have thier opinions whether you agree or not degrading ppl just shows what an idiot you are
I think.... Ohhh... It happened! You forgot your sign off! Even when it would have fitted perfect at the end there
RIP ManoekinLegendaryChef wrote: »Spreading out doesn't work when you're vastly outnumbered. Even if you do the problem is that some of your group members are going to get hit regardless because of any number of possibilities. Those players and. Not because they aren't good players, they just happened to get hit by an i-win button siege.
i've run a small group guerilla pvp guild for over a year now and we've never had an issue being wiped by siege when spreading out to attack blobs from multiple angles... killing a larger force's siege operators (then striking with our own siege from all over) has been something we've had a lot of success with
there used to be a lot more ways to contribute to keep battles when siege was a big factor, but without the kind of siege that scatters blobs, it's "zerg or die" out there... no point using siege or even killing enemy siege operators right now, i can stand there as a vampire and eat an entire fire ballista bolt for 6 seconds without even dropping into execute range
Again, ignoring the scenario I put forth. You're describing another group, not a zerg. Maybe it's your playstyle that doesn't allow you to see things on a larger scale. you're not going to spread out and take out siege operators when you're surrounded by 40+ people all spread out. Please stop trying to twist what I've put forth by relating it to your small scale skirmishes.
Question.... who the ..... are you that you think evey post revolves around you? And that you for some reason assume you are the judge of ppls opinions? I read you posts and the condescending crap in them makes you look like an ass clown... ppl have thier opinions whether you agree or not degrading ppl just shows what an idiot you are
I think.... Ohhh... It happened! You forgot your sign off! Even when it would have fitted perfect at the end there
RIP Manoekin
RIP
I didn't realize that. I think that's a victory for me. \o/
Agreed epic dk scrub fail.... however i blame rylanna! I had received a few comments stating i should put my DK SCRUB OUT in my sig... i thought i had but obviously being old is catching up to me.
I will accept the loss graciously
DK SCRUB OUT
Don't let other people sway you from your principles!
Again, ignoring the scenario I put forth. You're describing another group, not a zerg.
Again, ignoring the scenario I put forth. You're describing another group, not a zerg.
i was describing zergs, you should actually try thinking outside the blob and running in a strong group of 4-6 sometime, with the right skillsets you can accomplish quite a bit running around and through zergs especially while they're trying to siege or are tunnel visionining something... not nearly as much as we used to though, weak siege and the overall damage nerf has really limited the options for small groups to contribute to large scale battles
i've run in "bomb groups" and zergs before too, gotta know what you're up against to develop tactical counters to it, but every patch dumbs down the gameplay more and more... "find a big blob of allies and faceroll" is just way too powerful