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Two Years of ESO PvP - Rylana's comments for ZOS

  • Lava_Croft
    Lava_Croft
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    Ezareth wrote: »
    Lava_Croft wrote: »
    frozywozy wrote: »
    Starshadw wrote: »
    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.
    QFT and please stop whining about the lighting causing problems. My bottom spec potato of a PC clearly shows it's not the lighting.

    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.
    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.
  • frozywozy
    frozywozy
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    Manoekin wrote: »
    frozywozy wrote: »
    Manoekin wrote: »
    frozywozy wrote: »
    Manoekin wrote: »
    frozywozy 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.

    You have your opinion and I have mine. I'm not going to discuss this any further with you. I said what I had to say and what had to be heard by Zenimax. They can make their own opinion on this.
    Edited by frozywozy on November 14, 2015 2:24AM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • xylena
    xylena
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    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
    Retired until we break the Tank Meta
  • ShadoPanauin
    ShadoPanauin
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    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.
    R.I.P. Million Reasons to Bomb, he triggered ZOS

    Characters:
    Million Reasons to Rename - AD Magicka Nightblade
    Lúcio C - AD Stamina Sorcerer
    slaughterfishlivesmatter - AD Stamina Nightblade
    Million Reasons to Rake - DC Stamina Sorcerer
    Shadopandauin - EP Magicka DK
    Million Reasons to Lag - EP Magicka Sorcerer
  • xylena
    xylena
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    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
    Retired until we break the Tank Meta
  • Manoekin
    Manoekin
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    xylena 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 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

    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.
  • Galalin
    Galalin
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    Manoekin wrote: »
    xylena 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
  • Manoekin
    Manoekin
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    Galalin wrote: »
    Manoekin wrote: »
    xylena 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'm sorry that I can't help myself when I see people saying idiotic things. People want to repeat past mistakes? Do it in some other game.
  • Anazasi
    Anazasi
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    I think we all can agree that siege is weaker now than it has ever been. With the 50% decreased damage siege is against players is laughable. So to make siege worth using against player it should be increase dramatically. Now lets talk keep walls. If ZOS wanted to effectively stop the rapid map movement and make the fights more strategic and last longer all they need to do is increase the health on the walls. Triple the health make capturing a keep take longer than 6 min. Increasing the wall total health will only make the fight longer give defenders more opportunity to rally and respond. There is no need to up the number of NPC or even the level of them, just make the walls stronger. This would be an easy solution for countering increase siege damage as well. Just double the siege damage and triple wall health. Easy fix one problem solved.
  • ShadoPanauin
    ShadoPanauin
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    xylena 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.

    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

    Never said to nerf it. I only said to address the fact that it dwarfs any magicka build AOE.
    R.I.P. Million Reasons to Bomb, he triggered ZOS

    Characters:
    Million Reasons to Rename - AD Magicka Nightblade
    Lúcio C - AD Stamina Sorcerer
    slaughterfishlivesmatter - AD Stamina Nightblade
    Million Reasons to Rake - DC Stamina Sorcerer
    Shadopandauin - EP Magicka DK
    Million Reasons to Lag - EP Magicka Sorcerer
  • Starshadw
    Starshadw
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    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
    ShadoPanauin
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    Starshadw 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.

    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.
    R.I.P. Million Reasons to Bomb, he triggered ZOS

    Characters:
    Million Reasons to Rename - AD Magicka Nightblade
    Lúcio C - AD Stamina Sorcerer
    slaughterfishlivesmatter - AD Stamina Nightblade
    Million Reasons to Rake - DC Stamina Sorcerer
    Shadopandauin - EP Magicka DK
    Million Reasons to Lag - EP Magicka Sorcerer
  • SoulScream
    SoulScream
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    More siege damage on players, check! I agree.

    More keep wall strength I like the idea of but it would hurt small scale. It's already boring and long to siege a wall down in a small group even running two or three siege, I wouldn't want it to last longer. So.. :(
  • Starshadw
    Starshadw
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    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.

    I frequently see single hits from proxy det of 13,000+ That's easily comparable to Steel Tornado

  • BigTone
    BigTone
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    Starshadw 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
    Big'Tone-V16 DC Sorc AR31
    Sneaky'Tone-V16 DC NB AR22
    Holy'Tone-V12 DC Temp
    Chunky'Tone-33 DC DK (BWB beast)

    Worst NB NA
    Roll dodging magicka sorc


    "Do you know why they call him Big'Tone?"
  • Lava_Croft
    Lava_Croft
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    People comparing Steel Tornado to Proximity Detonation should remember that well-timed Proxies do large amounts of instant damage that Steel Tornado does not do. Both skills are equally stupid.

  • manny254
    manny254
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    BigTone wrote: »
    Starshadw 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

    Steel tornado is op if the user outnumbers the opponent. If you are drastically outnumbered a group based on steel tornado is the weaker dps option. Proxy dets timed together have the power to actually burst through a larger group, and open up the rest of a groups steel tornados to finish them off. In a group composition the tornado is important, but the proxy is the real star of the show.

    - Mojican
  • Draxys
    Draxys
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    Starshadw 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.

    they're two completely different skills with different uses, not really comparable imo
    Edited by Draxys on November 15, 2015 7:53AM
    2013

    rip decibel
  • AllPlayAndNoWork
    AllPlayAndNoWork
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    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.

    Steel tornado, the AoE used by far too many for single target use. Make it more expensive, its far to cheap to spam spam spam.
  • LegendaryChef
    LegendaryChef
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    Galalin wrote: »
    Manoekin wrote: »
    xylena 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 :cry:

    RIP Manoekin
    Zzoro/Elliot Brown/Baldy ~Kitesquad/Noricum~
    PC EU.
    Spider mount was the only good part about morrowind release.
  • Manoekin
    Manoekin
    ✭✭✭✭✭
    ✭✭
    Galalin wrote: »
    Manoekin wrote: »
    xylena 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 :cry:

    RIP Manoekin

    RIP

    I didn't realize that. I think that's a victory for me. \o/
  • Alcast
    Alcast
    Class Representative
    The new changes in the next major update will fix ALL lag issues!
    https://alcasthq.com - Alcasthq.com Builds & Guides
    https://eso-hub.com - ESO-Hub.com Sets, Skills, Guides & News
    https://dwemerautomaton.com - Discord, Telegram & Twitch Command Bot



  • Raizin
    Raizin
    ✭✭✭✭
    Alcast wrote: »
    The new changes in the next major update will fix ALL lag issues!

    sureeee :D

    200.gif
    HellSeesYou = v16/AD/Rank 37-Former emp/EU TB-AZura(Old Auriels Bow badass) ___ Vampire Templar/Resto/Destro staff user from Banana squad
    HellSeesAll - v16/EP/Rank 19 Magicka NB/Necrotic Lag member
    HellSeesUs - v16/AD/Rank 18 Stamina Templar
  • helediron
    helediron
    ✭✭✭✭✭
    As mostly a PvE player, the IC lockouts should not happen until essential PvE features are moved away or duplicated elsewhere.
    - Move crafting tables away from IC districts. When i make a set, i can't order any armies nor switch campaigns. I am just needing the table.
    - Let vr16 runestones and hakeijo drop in Orsinium (patch notes falsely say vr16 potencies drop there - they don't)

    After those changes, feel free to remake IC to a pure PvP DLC, as it should always have been. Drop away all PvE crap.
    On hiatus. PC,EU,AD - crafting completionist - @helediron 900+ cp, @helestor 1000+ cp, @helestar 800+ cp, @helester 700+ cp - Dragonborn Z Suomikilta, Harrods, Master Crafter. - Blog - Crafthouse: all stations, all munduses, all dummies, open to everyone
  • Galalin
    Galalin
    ✭✭✭✭✭
    Galalin wrote: »
    Manoekin wrote: »
    xylena 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 :cry:

    RIP Manoekin


    Manoekin wrote: »
    Galalin wrote: »
    Manoekin wrote: »
    xylena 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 :cry:

    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
  • Manoekin
    Manoekin
    ✭✭✭✭✭
    ✭✭
    Galalin wrote: »
    Galalin wrote: »
    Manoekin wrote: »
    xylena 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 :cry:

    RIP Manoekin


    Manoekin wrote: »
    Galalin wrote: »
    Manoekin wrote: »
    xylena 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 :cry:

    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!
    Edited by Manoekin on November 15, 2015 9:23PM
  • Ishammael
    Ishammael
    ✭✭✭✭✭
    ✭✭
    This is ESO PvP right now. Awful. Braidas' comment about sums it up.

    rTvFvgU.png

    PQ9lwrZ.png
  • Galalin
    Galalin
    ✭✭✭✭✭
    Manoekin wrote: »
    Galalin wrote: »
    Galalin wrote: »
    Manoekin wrote: »
    xylena 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 :cry:

    RIP Manoekin


    Manoekin wrote: »
    Galalin wrote: »
    Manoekin wrote: »
    xylena 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 :cry:

    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!

    Point noted and taken

    DK SCRUB OUT
  • xylena
    xylena
    ✭✭✭✭✭
    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
    Retired until we break the Tank Meta
  • Galalin
    Galalin
    ✭✭✭✭✭
    xylena wrote: »
    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

    Very very very good point... this game has been dumbed down so low its rediculous... i mean skill used to set a nice big gap between players and you could easily see who are the skilled players with the use of dynamic ult gain wiping small grps solo and now its like smash your face on the keyboard with a couple friends and you can beat any highly skilled player. Thank god CU should be in beta just around the corner cause the PvP in this game is no more hard core than my little pony

    DK SCRUB OUT
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