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I believe the time is nigh.

dRudE
dRudE
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Small premade teams mean nothing in cyrodiil anymore, skill means nothing, only stacking numbers and spamming abilities that ignore all defensive stats/abilities do anything. Don't want to be pigeon holed into this.

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. I want to be able to log on with only a small amount of friends on my buddy list and do something valuable in pvp, something where we can be doing whatever it is we do from cyrodiil, IC, mat farming, quest grinding, alt leveling, dungeon helm farming, dailies, whatever wherever just be grouped up and have a que running for PVP arena's where all the work that goes into our premade is worth something.

I really do enjoy the 24v100, 10v50, 50v50, 100v100 stuff in cyrodiil, the gank farming in IC, it's really good fun. I even enjoy to siege down the walls... Safety in numbers is cool, practical and means something in cyrodiil, but not everyone wants or likes to run around with a zerg 24/7. 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.

With the CP caps in place I don't see any reason not to have this style of gameplay, when people could have 1500cp and fight people with under 100cp it would not have been fair, but now it is. Now is the time to have set team premade arena battles, no mobs, no PVE, just straight up PVP set in a fair environment that we can trust no zerg lag shall ruin our immersion!
~Necrow
  • Stikato
    Stikato
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    Please this. Then we can all leave the mess that is Cyrodiil, and the ball groups can run around prox detting each other.
    Mordimus - Stam Sorc
  • Derra
    Derra
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    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).
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Ernest145
    Ernest145
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    Derra 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).

    BUT I WANT TO BE AN ASSASSIN AND ONE SHOT PEOPLE!!!

    But yes I completely agree it is amazing how many people run from fights and only attack when they think they can burst you down in one second. Imo the gauraunteed proc from stealth on camo hunter should be removed, if you attack someone from stealth your advantage is your opponent being stunned and you already doing damage. There is no reason why a person should be able to do a combo from stealth that kill you in less than a second.
    Edited by Ernest145 on November 15, 2015 10:11PM
    Invictus

    Big Ernie - Templar - EP Grand Overlord
  • Teargrants
    Teargrants
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    ZOS response:
    dh7GjhX.jpg
    "Hahahahaha, you actually believed our quakecon demo!? Never happening! ....Pls buy our new DLC..."
    POST EQVITEM SEDET ATRA CVRA
    ▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
    EP ※ Teargrants ※
    EP ※ Kissgrants ※
    DC ※ Kirsi ※
    Vehemence Council
    #JustOutOfRenderRange
    ~Teargrants YouTube~
    ┬┴┬┴┤(・_├┬┴┬┴
  • Raizin
    Raizin
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    Teargrants wrote: »
    ZOS response:
    dh7GjhX.jpg
    "Hahahahaha, you actually believed our quakecon demo!? Never happening! ....Pls buy our new DLC..."

    ofc we didnt, we knew right from the start it was just bait... but good bait, cuz we all bought the shjtty dlc called IC and got rekt by its stupidity.. all hail PVE area!
    HellSeesYou = v16/AD/Rank 37-Former emp/EU TB-AZura(Old Auriels Bow badass) ___ Vampire Templar/Resto/Destro staff user from Banana squad
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  • LazyLewis
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    Derra 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?
    DC - Chunky Nurse - Chunky Ninja - Chunky Dragon - Fabulously Chunky
    AD - Chunky Nurse - Ashenn - Yorkshire Pudding
  • xylena
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    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
    Retired until we break the Tank Meta
  • Derra
    Derra
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    xylena wrote: »
    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

    This. ^
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • eliisra
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    LazyLewis wrote: »
    Derra 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.
  • Master_Kas
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    eliisra wrote: »
    LazyLewis wrote: »
    Derra 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
    Edited by Master_Kas on November 16, 2015 1:58PM
    EU | PC
  • Derra
    Derra
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    Master_Kas wrote: »
    eliisra wrote: »
    LazyLewis wrote: »
    Derra 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.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Docmandu
    Docmandu
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    dRudE wrote: »
    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.

  • Alcast
    Alcast
    Class Representative
    Master_Kas wrote: »
    eliisra wrote: »
    LazyLewis wrote: »
    Derra 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.
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  • Master_Kas
    Master_Kas
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    Derra wrote: »
    Master_Kas wrote: »
    eliisra wrote: »
    LazyLewis wrote: »
    Derra 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.

    Surley it happens but it's not common that ONE player bursts you down in 1-2 seconds unless its one person built for very high damage. (Unless someone is vamp ofc, then forget walking around without sneaking)

    Since I've dropped vampire, and starting to use the new food which gives me 24.5k hp and radiant magelight on both bars I haven't been instakilled except when there is 2 or more players ambushing me at the same time (or a zerg pops out of nowhere xD ).

    The TTK isn't anywhere near 1.6 unless you're a vampire getting hit by camo hunter (weapon doesn't really matter tbh) or get run over by a zerg.

    EDIT: There are some nasty combos tough which can kill you very fast still, for example WB + Leap, Assassins will + impale etc. But most of the times when you get instakilled as a non vamp its by multiple people. Atleast that's the case for me ^^
    Alcast wrote: »
    Master_Kas wrote: »
    eliisra wrote: »
    LazyLewis wrote: »
    Derra 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.

    Correct. Being solo facing any decent group = GG no re, if they have a healer somewhere you can forget it xD
    Edited by Master_Kas on November 16, 2015 3:46PM
    EU | PC
  • dRudE
    dRudE
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    dRudE wrote: »
    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.


    Docmandu wrote: »
    dRudE wrote: »
    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.

    Well yeah we CAN set this up for our selves, but it wont add any objective to it outside of fun. I'm asking for arena's to actually have cyrodiil objectives inside them to keep the players involved in both playing the map of cyrodiil AND having a safe means to access smaller scale PVP. Doing all that legwork and knowing the other team, even being in the same voiceover as them sometimes, absolutely kills the fun aspect for me. I want these small teams to really matter, like we have X zerg doing mappy type things while we go and secure the 'Throne Room' and vice versa, or have the arena's set inside the enemy factions capital and your job is to cut off supply to cyrodiil for a short time.
    ~Necrow
  • Lava_Croft
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    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.
  • dRudE
    dRudE
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    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.
    ~Necrow
  • Lava_Croft
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    I don't think I even know what ESO PvP is supposed to be like, since it's been broken in one way or the other since release. So far, looking at ZOS attempts to make PvP better, I'm not really sure I share their vision of what it should be.
  • FENGRUSH
    FENGRUSH
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    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.
    dRudE wrote: »
    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.

    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.
  • Lava_Croft
    Lava_Croft
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    FENGRUSH wrote: »
    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.
    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.


    Edited by Lava_Croft on November 16, 2015 4:27PM
  • FENGRUSH
    FENGRUSH
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    Lava_Croft wrote: »
    FENGRUSH wrote: »
    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.
    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.


    Its ok - Im not insinutating that or attacking you or anyone - I just post stuff on the forums!
  • Xeven
    Xeven
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    FENGRUSH wrote: »
    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.
  • Docmandu
    Docmandu
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    Xeven wrote: »
    FENGRUSH wrote: »
    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).

  • Xeven
    Xeven
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    Docmandu wrote: »
    Xeven wrote: »
    FENGRUSH wrote: »
    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).

    Yep, this in addition to the "old" wonky behavior.
  • Ezareth
    Ezareth
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    FENGRUSH wrote: »
    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.

    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.
    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
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  • Ezareth
    Ezareth
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    Xeven wrote: »
    FENGRUSH wrote: »
    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.
    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
    Ezareth-Ali VR16 DC NB - Rank 20 - Chillrend NA
    Ezareth PvP on Youtube
  • Derra
    Derra
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    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.

    Sadly in this games history everything for stamina and magica builds alike that enabled people to escape from an outnumbered situation has been nerfed to the ground by ZOS.

    Ezareth wrote: »
    Xeven wrote: »
    FENGRUSH wrote: »
    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.

    It´s still happening though less likely and without consistency.
    Edited by Derra on November 16, 2015 8:26PM
    <Noricum>
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    Derrah - EP - Sorc - AvA 50

  • Kutsuu
    Kutsuu
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    Ezareth wrote: »

    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.


    It's all part of the skill priority system. Basically, the game does have a hidden GCD that works based on priority of abilities that is roughly 1 second in length. Here is an example to explain: For clarity and simplicity, let's just group priorities into 3 groups (even though there are more) - Low (Such as light attack), Normal (Such as Surprise Attack), and High (Such as Bash). In each "GCD," you can choose to use a single ability or chain together some abilities (normally called animation canceling), such as doing a Low->Normal->High. In that 1 second period, you can only complete abilities of a higher priority until the next "GCD" ticks and you can again perform a low priority ability. So if I perform a Surprise Attack, I must wait a full second before I can perform an ability of equal or lower priority such as a light attack or another surprise attack, but I could go ahead and fire off an ultimate, dodge roll, or bash someone.

    Very early in the game, weapon swap had priority BELOW light attacks and just about anything would cancel your weapon swap animation before it could go off, and using ANY ability would mean a full second before you could weapon swap. Now they've moved the priority way up, I believe higher than dodge/bash at this point and it's very responsive.

    I guess what I am getting at with all this, is that maybe Overload isn't very high on the priority scale and it comes across as being unresponsive.
    Edited by Kutsuu on November 16, 2015 10:46PM
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  • Docmandu
    Docmandu
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    When it's laggy, weapon swapping is still pretty broken.. Yesterday in Azura EU, was standing at the spawn, just continuously doing weapon swaps.. Like 3 out of 10 swaps just failed to register due to lag.. Timing between swaps was identical, so it's not like I was doing it too fast.

    Game behaves horrendously when there's lag... Which is basically all the time on Azura EU these days.
  • Teargrants
    Teargrants
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    Ezareth wrote: »
    Xeven wrote: »
    FENGRUSH wrote: »
    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.
    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.
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