The problem is ganking (as basically every non zerg encounter in cyrodiil is a gank bc every class is allowed to hide for unlimited amounts of time) makes the game highly unattractive for small grps and solo players. The only fights you will get nowadays in cyro are fights where you´re heavily outnumbered or people fleeing from you.
The stealth system of eso has created a mentality of only striking when the kill is safe in eso that is ultimately unhealthy for pvp in general (just as much as the blobs/ballgrps are for objective pvp).
Teargrants wrote: »ZOS response:
"Hahahahaha, you actually believed our quakecon demo!? Never happening! ....Pls buy our new DLC..."
The problem is ganking (as basically every non zerg encounter in cyrodiil is a gank bc every class is allowed to hide for unlimited amounts of time) makes the game highly unattractive for small grps and solo players. The only fights you will get nowadays in cyro are fights where you´re heavily outnumbered or people fleeing from you.
The stealth system of eso has created a mentality of only striking when the kill is safe in eso that is ultimately unhealthy for pvp in general (just as much as the blobs/ballgrps are for objective pvp).
So the problem is the small groups of 2-3 who choose to gank Vs the groups who stack up to 24 and more?
So the problem is the small groups of 2-3 who choose to gank Vs the groups who stack up to 24 and more?
both of these scenarios try their hardest to avoid any actual interaction with opposing players
The problem is ganking (as basically every non zerg encounter in cyrodiil is a gank bc every class is allowed to hide for unlimited amounts of time) makes the game highly unattractive for small grps and solo players. The only fights you will get nowadays in cyro are fights where you´re heavily outnumbered or people fleeing from you.
The stealth system of eso has created a mentality of only striking when the kill is safe in eso that is ultimately unhealthy for pvp in general (just as much as the blobs/ballgrps are for objective pvp).
So the problem is the small groups of 2-3 who choose to gank Vs the groups who stack up to 24 and more?
The problem is ganking (as basically every non zerg encounter in cyrodiil is a gank bc every class is allowed to hide for unlimited amounts of time) makes the game highly unattractive for small grps and solo players. The only fights you will get nowadays in cyro are fights where you´re heavily outnumbered or people fleeing from you.
The stealth system of eso has created a mentality of only striking when the kill is safe in eso that is ultimately unhealthy for pvp in general (just as much as the blobs/ballgrps are for objective pvp).
So the problem is the small groups of 2-3 who choose to gank Vs the groups who stack up to 24 and more?
No. But the fact that these playstyles(zerging or ganking) is the only thing you see, that's the consequence of a dysfunctional and toxic PvP environment.
Only way to solo or duo successfully now is ganking. Even more noticeable after they nerfed every single individual defence in the game, while buffing stealth mechanics and cloak.
Try roam without sneaky and escape, you get swallowed. Try kill someone solo without using stamina build + stealth, there's no time for a longer upfront fights. You get run over, unless you can burst a guy down and than escape.
But with gankers behind every rock that can potentially kill you before you even manage to break the cc, you bet people stick to the zerg even harder and more desperately. More zergs leads to more gankers leads to more zergs.
This while a vast majority of PvP'ers would prefer it if other playstyles where viable to. I think the PvP that people enjoy the most is actually smaller scaled upfront fights, without instakills from sneak, without lag, without AoE blobs. But that option doesn't exist.
Master_Kas wrote: »The problem is ganking (as basically every non zerg encounter in cyrodiil is a gank bc every class is allowed to hide for unlimited amounts of time) makes the game highly unattractive for small grps and solo players. The only fights you will get nowadays in cyro are fights where you´re heavily outnumbered or people fleeing from you.
The stealth system of eso has created a mentality of only striking when the kill is safe in eso that is ultimately unhealthy for pvp in general (just as much as the blobs/ballgrps are for objective pvp).
So the problem is the small groups of 2-3 who choose to gank Vs the groups who stack up to 24 and more?
No. But the fact that these playstyles(zerging or ganking) is the only thing you see, that's the consequence of a dysfunctional and toxic PvP environment.
Only way to solo or duo successfully now is ganking. Even more noticeable after they nerfed every single individual defence in the game, while buffing stealth mechanics and cloak.
Try roam without sneaky and escape, you get swallowed. Try kill someone solo without using stamina build + stealth, there's no time for a longer upfront fights. You get run over, unless you can burst a guy down and than escape.
But with gankers behind every rock that can potentially kill you before you even manage to break the cc, you bet people stick to the zerg even harder and more desperately. More zergs leads to more gankers leads to more zergs.
This while a vast majority of PvP'ers would prefer it if other playstyles where viable to. I think the PvP that people enjoy the most is actually smaller scaled upfront fights, without instakills from sneak, without lag, without AoE blobs. But that option doesn't exist.
To be fair, you can only get instagibbed if you are a vampire (camo hunter silvershards pewpew) or have very very low health.
But you make a good point, game is basiclly: gank, raid/zerg or die while trying to 1vX lol
Sometimes we want to kick back with a small team of good friends and do something fun, and running into 100 people with 5 really isn't.
Master_Kas wrote: »The problem is ganking (as basically every non zerg encounter in cyrodiil is a gank bc every class is allowed to hide for unlimited amounts of time) makes the game highly unattractive for small grps and solo players. The only fights you will get nowadays in cyro are fights where you´re heavily outnumbered or people fleeing from you.
The stealth system of eso has created a mentality of only striking when the kill is safe in eso that is ultimately unhealthy for pvp in general (just as much as the blobs/ballgrps are for objective pvp).
So the problem is the small groups of 2-3 who choose to gank Vs the groups who stack up to 24 and more?
No. But the fact that these playstyles(zerging or ganking) is the only thing you see, that's the consequence of a dysfunctional and toxic PvP environment.
Only way to solo or duo successfully now is ganking. Even more noticeable after they nerfed every single individual defence in the game, while buffing stealth mechanics and cloak.
Try roam without sneaky and escape, you get swallowed. Try kill someone solo without using stamina build + stealth, there's no time for a longer upfront fights. You get run over, unless you can burst a guy down and than escape.
But with gankers behind every rock that can potentially kill you before you even manage to break the cc, you bet people stick to the zerg even harder and more desperately. More zergs leads to more gankers leads to more zergs.
This while a vast majority of PvP'ers would prefer it if other playstyles where viable to. I think the PvP that people enjoy the most is actually smaller scaled upfront fights, without instakills from sneak, without lag, without AoE blobs. But that option doesn't exist.
To be fair, you can only get instagibbed if you are a vampire (camo hunter silvershards pewpew) or have very very low health.
But you make a good point, game is basiclly: gank, raid/zerg or die while trying to 1vX lol
Master_Kas wrote: »The problem is ganking (as basically every non zerg encounter in cyrodiil is a gank bc every class is allowed to hide for unlimited amounts of time) makes the game highly unattractive for small grps and solo players. The only fights you will get nowadays in cyro are fights where you´re heavily outnumbered or people fleeing from you.
The stealth system of eso has created a mentality of only striking when the kill is safe in eso that is ultimately unhealthy for pvp in general (just as much as the blobs/ballgrps are for objective pvp).
So the problem is the small groups of 2-3 who choose to gank Vs the groups who stack up to 24 and more?
No. But the fact that these playstyles(zerging or ganking) is the only thing you see, that's the consequence of a dysfunctional and toxic PvP environment.
Only way to solo or duo successfully now is ganking. Even more noticeable after they nerfed every single individual defence in the game, while buffing stealth mechanics and cloak.
Try roam without sneaky and escape, you get swallowed. Try kill someone solo without using stamina build + stealth, there's no time for a longer upfront fights. You get run over, unless you can burst a guy down and than escape.
But with gankers behind every rock that can potentially kill you before you even manage to break the cc, you bet people stick to the zerg even harder and more desperately. More zergs leads to more gankers leads to more zergs.
This while a vast majority of PvP'ers would prefer it if other playstyles where viable to. I think the PvP that people enjoy the most is actually smaller scaled upfront fights, without instakills from sneak, without lag, without AoE blobs. But that option doesn't exist.
To be fair, you can only get instagibbed if you are a vampire (camo hunter silvershards pewpew) or have very very low health.
But you make a good point, game is basiclly: gank, raid/zerg or die while trying to 1vX lol
I get instagibbed on my magica NB with 26k hp when i try to run around not utilizing stealth/cloak. It has nothing to do with low HP or vamp really. The only thing vamp changes is people can then do it with a bow instead of DW.
Master_Kas wrote: »The problem is ganking (as basically every non zerg encounter in cyrodiil is a gank bc every class is allowed to hide for unlimited amounts of time) makes the game highly unattractive for small grps and solo players. The only fights you will get nowadays in cyro are fights where you´re heavily outnumbered or people fleeing from you.
The stealth system of eso has created a mentality of only striking when the kill is safe in eso that is ultimately unhealthy for pvp in general (just as much as the blobs/ballgrps are for objective pvp).
So the problem is the small groups of 2-3 who choose to gank Vs the groups who stack up to 24 and more?
No. But the fact that these playstyles(zerging or ganking) is the only thing you see, that's the consequence of a dysfunctional and toxic PvP environment.
Only way to solo or duo successfully now is ganking. Even more noticeable after they nerfed every single individual defence in the game, while buffing stealth mechanics and cloak.
Try roam without sneaky and escape, you get swallowed. Try kill someone solo without using stamina build + stealth, there's no time for a longer upfront fights. You get run over, unless you can burst a guy down and than escape.
But with gankers behind every rock that can potentially kill you before you even manage to break the cc, you bet people stick to the zerg even harder and more desperately. More zergs leads to more gankers leads to more zergs.
This while a vast majority of PvP'ers would prefer it if other playstyles where viable to. I think the PvP that people enjoy the most is actually smaller scaled upfront fights, without instakills from sneak, without lag, without AoE blobs. But that option doesn't exist.
To be fair, you can only get instagibbed if you are a vampire (camo hunter silvershards pewpew) or have very very low health.
But you make a good point, game is basiclly: gank, raid/zerg or die while trying to 1vX lol
1vx is a story of the past, not happening vs any decent players because of the amazing 50% dmg mitigation.
I'd like to see set team arena's that have objectives, and by set teams I mean 4v4, 8v8, 12v12 etc. I don't want to choose who is on the opposing team, I don't want to know anything about them, just who's on my team, what skills we are running to try to combat any other team that is thrown at us. I don't want any contact with them before the match is set up, just want the trust that it will be the same number of players without having to do it ourselves. I want these battles to mean something both for the game of cyrodiil and personal victories.
Sometimes we want to kick back with a small team of good friends and do something fun, and running into 100 people with 5 really isn't.
Then you're doing it wrong.. game isn't going to adjust to your problem in finding smaller scale action, you should adapt in creating smaller scale encounters and develop the battle sense to know when to fall back and GTFO.
Will you always get your "perfect" equal X vs X?! nope.. but will you get zerged down every time? nope!
Also nothing is stopping you to find like minded people and indicate an area you will be roaming with your small team.
Lava_Croft wrote: »I think the stupid zerging would be a lot less of a problem if basic game mechanics actually worked. If I could actually escape without being locked in place due to gap closers, if breaking from CC actually worked, if the CC swirl actually meant I was CC immune, if health bars actually displayed my current health. In short, if pressing a button actually did something and if the UI actually displayed the correct information.
Lava_Croft wrote: »I think the stupid zerging would be a lot less of a problem if basic game mechanics actually worked. If I could actually escape without being locked in place due to gap closers, if breaking from CC actually worked, if the CC swirl actually meant I was CC immune, if health bars actually displayed my current health. In short, if pressing a button actually did something and if the UI actually displayed the correct information.
Lava_Croft wrote: »I think the stupid zerging would be a lot less of a problem if basic game mechanics actually worked. If I could actually escape without being locked in place due to gap closers, if breaking from CC actually worked, if the CC swirl actually meant I was CC immune, if health bars actually displayed my current health. In short, if pressing a button actually did something and if the UI actually displayed the correct information.
These things worked flawlessly at launch, it was like a 0.001 millisecond reaction time. Yes this would help certain situations but I believe the lag is behind all of this and sorting that out would alleviate a lot of issues we are facing.
Was talking from the perspective of someone who doesn't play in zergs by choice and/or because computer is a potato. Inside the zerg it's more warm and fuzzy than it has ever been. So safe.Lava_Croft wrote: »I think the stupid zerging would be a lot less of a problem if basic game mechanics actually worked. If I could actually escape without being locked in place due to gap closers, if breaking from CC actually worked, if the CC swirl actually meant I was CC immune, if health bars actually displayed my current health. In short, if pressing a button actually did something and if the UI actually displayed the correct information.
All of these issues are minimized inside a blob of destruction. Grab your dual weild, perhaps a resto staff, and follow the crown into glorious siege combat.
Lava_Croft wrote: »Was talking from the perspective of someone who doesn't play in zergs by choice and/or because computer is a potato. Inside the zerg it's more warm and fuzzy than it has ever been. So safe.Lava_Croft wrote: »I think the stupid zerging would be a lot less of a problem if basic game mechanics actually worked. If I could actually escape without being locked in place due to gap closers, if breaking from CC actually worked, if the CC swirl actually meant I was CC immune, if health bars actually displayed my current health. In short, if pressing a button actually did something and if the UI actually displayed the correct information.
All of these issues are minimized inside a blob of destruction. Grab your dual weild, perhaps a resto staff, and follow the crown into glorious siege combat.
Instead of fixing this box, they handicapped the skill and said its fixed. Its these kinds of solutions that have put things where they are today. Gap closer is the same issue. Gap closers are missing people because theyre moving away from the location / getting stuck while traveling? Simple, make it lock the target in place so it wont miss! This isnt even a joke - this is literally the type of 'fixes' that are being implemented.
Instead of fixing this box, they handicapped the skill and said its fixed. Its these kinds of solutions that have put things where they are today. Gap closer is the same issue. Gap closers are missing people because theyre moving away from the location / getting stuck while traveling? Simple, make it lock the target in place so it wont miss! This isnt even a joke - this is literally the type of 'fixes' that are being implemented.
Additionally, Bolt Escape. If you use it over anything other than perfectly flat terrain, it becomes a mid-air self root that denies the laws of motion. Why is this ability all of the sudden working this way after 1.7? What the hell were they trying to "fix" when they added this absurd behavior? It's absolutely painful to use now.
Instead of fixing this box, they handicapped the skill and said its fixed. Its these kinds of solutions that have put things where they are today. Gap closer is the same issue. Gap closers are missing people because theyre moving away from the location / getting stuck while traveling? Simple, make it lock the target in place so it wont miss! This isnt even a joke - this is literally the type of 'fixes' that are being implemented.
Additionally, Bolt Escape. If you use it over anything other than perfectly flat terrain, it becomes a mid-air self root that denies the laws of motion. Why is this ability all of the sudden working this way after 1.7? What the hell were they trying to "fix" when they added this absurd behavior? It's absolutely painful to use now.
It's always been wonky... use the skill, do the animation, loose the magicka, but don't move an inch.. is/was also a frequent problem with the skill. (not sure if it's fixed yet.. been a while since I played FOTM).
In some cases. Weapon swapping was dreadful early on for example. Its been made to be a lot better. Its current day equal is overload. Press the button and hope a second later it actually switches while you cant do anything. Overload was made to be worthless because people could put up magelight/bound armaments by quickly using it while swapping overload.
Instead of fixing this box, they handicapped the skill and said its fixed. Its these kinds of solutions that have put things where they are today. Gap closer is the same issue. Gap closers are missing people because theyre moving away from the location / getting stuck while traveling? Simple, make it lock the target in place so it wont miss! This isnt even a joke - this is literally the type of 'fixes' that are being implemented.
They create new problems, that will probably involve a long term solution that literally changes how the skill fundamentally works again and leaving us with a new problem. This isnt a creative or innovative way to make solutions. Its a short and cheap way that leaves you with an abundance of problems that shows no real progress.
Instead of fixing this box, they handicapped the skill and said its fixed. Its these kinds of solutions that have put things where they are today. Gap closer is the same issue. Gap closers are missing people because theyre moving away from the location / getting stuck while traveling? Simple, make it lock the target in place so it wont miss! This isnt even a joke - this is literally the type of 'fixes' that are being implemented.
Additionally, Bolt Escape. If you use it over anything other than perfectly flat terrain, it becomes a mid-air self root that denies the laws of motion. Why is this ability all of the sudden working this way after 1.7? What the hell were they trying to "fix" when they added this absurd behavior? It's absolutely painful to use now.
Lava_Croft wrote: »I think the stupid zerging would be a lot less of a problem if basic game mechanics actually worked. If I could actually escape without being locked in place due to gap closers, if breaking from CC actually worked, if the CC swirl actually meant I was CC immune, if health bars actually displayed my current health. In short, if pressing a button actually did something and if the UI actually displayed the correct information.
Instead of fixing this box, they handicapped the skill and said its fixed. Its these kinds of solutions that have put things where they are today. Gap closer is the same issue. Gap closers are missing people because theyre moving away from the location / getting stuck while traveling? Simple, make it lock the target in place so it wont miss! This isnt even a joke - this is literally the type of 'fixes' that are being implemented.
Additionally, Bolt Escape. If you use it over anything other than perfectly flat terrain, it becomes a mid-air self root that denies the laws of motion. Why is this ability all of the sudden working this way after 1.7? What the hell were they trying to "fix" when they added this absurd behavior? It's absolutely painful to use now.
I believe the bolt escape jerking we began experiencing in 1.7 was stealth fixed in the latest patch.
Overload was fixed the correct way. I asked the developer specifically (I think it was Ryan) if they fixed it by adding some kind of delay to the swap and he said they put in actual logic to cancel the abilities when it was toggled off.
The issue with overload, weapon swap and other abilities not firing the first time you press them is something else entirely in the engine. I do know that block and dodge and defensive abilities like defensive posture are 100% immune to these delays so there must be some sort of server side logic involved.
Don't forget the other stealth nerf introduced w/ IC. Instead of bolt escape going in the direction of your camera, now it only goes in the direction your character is facing. Meaning, any root forces you to blink in the same direction over and over, essentially making the skill useless in those circumstances.Instead of fixing this box, they handicapped the skill and said its fixed. Its these kinds of solutions that have put things where they are today. Gap closer is the same issue. Gap closers are missing people because theyre moving away from the location / getting stuck while traveling? Simple, make it lock the target in place so it wont miss! This isnt even a joke - this is literally the type of 'fixes' that are being implemented.
Additionally, Bolt Escape. If you use it over anything other than perfectly flat terrain, it becomes a mid-air self root that denies the laws of motion. Why is this ability all of the sudden working this way after 1.7? What the hell were they trying to "fix" when they added this absurd behavior? It's absolutely painful to use now.
I believe the bolt escape jerking we began experiencing in 1.7 was stealth fixed in the latest patch.