A 10 man group doesn't lag the server.
rdbrown1987 wrote: »see i don't think it's the devs fault i think they want this game to good but they've the fatcats behind them saying make this game more zergy, more zergs = more people, more people = more money to line my pockets.
The money people would happily see all the PvP focused players leave if that's the price of not annoying the PvE population. The subscriber/paying player numbers are HEAVILY skewed toward PvE.
johan.danielsson1994b16_ESO wrote: »johan.danielsson1994b16_ESO wrote: »bowmanz607 wrote: »johan.danielsson1994b16_ESO wrote: »"All side effects from siege weapons (snare, healing taken reduction, siege damage increase taken) are no longer purgable."
This is NOT the way to go at all... compare a group of 12 and a group of 24, guess three times which group gets affected the most from healing reduction.
WHY DO YOU LOVE NUMBERS SO MUCH, WHY!?
one we dont know what other balances are coming that will compliment these change.
Second, even on its own, this change gives tools to smaller groups to fight those larger groups. also, instead of one blob fighting another blob on one pin for 20 min while the server lags out will no longer be the most effective way to fight. No the side defending the resource or keep will have the advantage of seige be it 6 v 24 or 24 v 60 or even 40 v 40 etc. Moreover, this will change the strategy used by the groups on the offensive because it will no longer be advisable to just stick on crown and move in would big blob. Although not gone completely it will be minimized.
Wrong, the larger group is always the one that can spare people to place sieges, a smaller one can NOT!
Zerger arguing for the small group. This is rich.
No idea who you are for starters, but judgeing by your forum post you have absolutely no clue about what you are talking about or you didnt play the game before 1.6.
Better ask somebody.
What's small to you? 10? 12? 16? anything short of 24? Group up? Purge purge purge? Maneuvers? Purge purge purge? If this is you "squad". This is intended to affect you adversely.
kkravaritieb17_ESO wrote: »“The general who wins the battle makes many calculations in his temple before the battle is fought. The general who loses makes but few calculations beforehand.” Sun Tsu
"The group who loses the battle in eso is the one without the zerg and siege. The group who wins in eso is the group who is the zerg and has sieges" ZOS 2015
rdbrown1987 wrote: »bowmanz607 wrote: »rdbrown1987 wrote: »bowmanz607 wrote: »rdbrown1987 wrote: »Really? All side effects from siege weapons (snare, healing taken reduction, siege damage increase taken) are no longer purgable.
this is just going to make the zergs more stronger, smaller groups won't have a chance to anything.
seriously who comes up with these ideas and thinks they'd be great because there is no thought into this at all you just haven't got a clue, you want to be splitting the zergs up not making them get bigger and win every time with a meatbag in this dumb down pvp because that's exactly what's going to happen.
the underpopulated side will never take a keep if this goes through.
what are you talking about. guess who uses seige when defending a keep. typically it is the smaller groups and the underpopulated groups. that means when you only have 10 people defending a keep and 30 running in the seige may actually flip the fight in the smaller groups favor. As it stands right now seige does not allow this.bowmanz607 wrote: »rdbrown1987 wrote: »Really? All side effects from siege weapons (snare, healing taken reduction, siege damage increase taken) are no longer purgable.
this is just going to make the zergs more stronger, smaller groups won't have a chance to anything.
seriously who comes up with these ideas and thinks they'd be great because there is no thought into this at all you just haven't got a clue, you want to be splitting the zergs up not making them get bigger and win every time with a meatbag in this dumb down pvp because that's exactly what's going to happen.
the underpopulated side will never take a keep if this goes through.
what are you talking about. guess who uses seige when defending a keep. typically it is the smaller groups and the underpopulated groups. that means when you only have 10 people defending a keep and 30 running in the seige may actually flip the fight in the smaller groups favor. As it stands right now seige does not allow this.
Image that you fight a 24 man group as a 12 man group. 4 of these 24 put up a siege and you are still outnumbered 20 to 12 or even less if you've got some on siege as well, so who do you think will win the 24 people or the 12 with the healing reduction that is unpurgeable with the current aoe caps? I said take a keep not defend.
Yes taking a keep should be very difficult for a smaller group. As i stated in another comment, A keep is meant to be defended by small numbers against large numbers. This is how it was sold and how it works in real life. So, having more numbers on top of being in the defensive position should be a gimme win. I mean it is only logical.
so my point from my first comment is that the smaller number then have to turn into larger numbers which generates a zerg and where does it stop? does it not favor the zerg mentality?
rdbrown1987 wrote: »Image that you fight a 24 man group as a 12 man group. 4 of these 24 put up a siege and you are still outnumbered 20 to 12 or even less if you've got some on siege as well, so who do you think will win the 24 people or the 12 with the healing reduction that is unpurgeable with the current aoe caps? I said take a keep not defend.
Ye let's stack even more people in a keep. The servers can handle itbowmanz607 wrote: »Here is the thing taking a keep should be a task for the alliance. To properly take a keep you need numbers just like back in the days of cyrodill's prime. You have the players that like to run in large groups on siege. You have smaller groups doing things such as taking resources, watching the breach, defending choke holds such as bridges, messing around in the opponents backfield, and tagging other keeps as distractions. Then the solo players are fighting the reinforcements coming from other keeps. PLayers like Sypher and Fengrush can pull there 3 players and get thier 1vx which ultimately help the overall keep battle. That is pvp in cyrodill. That is what this game is. That is what this game was. This is what we bought. This is why many players have stuck around this long because we know that cyrodill can be that again!
Yay numbers gameYou're not supposed to be taking keeps defended by superior numbers, unless you outclass them by a large margin.
rdbrown1987 wrote: »Image that you fight a 24 man group as a 12 man group. 4 of these 24 put up a siege and you are still outnumbered 20 to 12 or even less if you've got some on siege as well, so who do you think will win the 24 people or the 12 with the healing reduction that is unpurgeable with the current aoe caps? I said take a keep not defend.
You're not supposed to be taking keeps defended by superior numbers, unless you outclass them by a large margin.
bowmanz607 wrote: »bowmanz607 wrote: »WTF IS THIS ***? HAHAHAHAHAAHAHAHAH
THIS IS RIP
So now a zerg can wipe anyone with 1 meatbag?
How u gonna defend a keep 10 man vs 30+?
only way I see this work is a group kiting a zerg in open world and use meatbag to initate - but good luck with the lag
[REMOVE AOE CAP WITH THIS AND IM GLAD] IF NOT - Q_Q
This makes no sense. A zerg just runs in a keep in a ball. Siege is not effective right now. They dont need to drop a meatbag o kill anyone THEY ARE ZERGING!. Moreover, when a zerg is taking a keep they are not using siege to charge up the stairs and all that. The defending team is the one using the siege and have their seige defense set up inside the keep. This gives tools to the smaller groups to actually kill the zergs as they try pushing up the stairs. as it stands, this is not possible. This forces groups to split up because they actually have a penalty for being hit with siege.
From my experience - those zergs we fight pop firebalista and meatbags @ the upper flag from breach.. which means, we cant push that flag since 30 stack + siege? which leaves us with the main gate flag, followed up by enemies runing upstairs and oiling? eeeh.. and they might just add a meatbag on the upper flag, shooting maingate flag, since they have the flag covered by 3-4 sieges from breachside + postern?
here you seem to be talking about a group taking a keep having problems taking the keep. If i am reading that correctly. And yes I think it should be hard for groups to take a keep. A keep is meant to be maintain and defended by small numbers against larger numbers. IN fact this is how it was back in the day. This is not only how they were designed in the game, but also in real life. Strongholds such as a keep are meant to allow small numbers to defend it which is currently not the case. So having a large number of players defending a keep should be even easier for them. Lastly, you seem to be commenting on the difficulty from breaching the door. The door is by far the worst place to breach when a keep is properly defended even currently exactly for the reason of the amount of oils present at a door.
Its the other way around - talking about defending a keep vs a zerg as 10-12-16 man
So as you didn't mention Flaming Oil, can it's dot not be purged?ZOS_BrianWheeler wrote: »Just to clarify, the DOT on Flame Trebs and Flame Ballista can still be purged....for now.
Ye let's stack even more people in a keep. The servers can handle itbowmanz607 wrote: »Here is the thing taking a keep should be a task for the alliance. To properly take a keep you need numbers just like back in the days of cyrodill's prime. You have the players that like to run in large groups on siege. You have smaller groups doing things such as taking resources, watching the breach, defending choke holds such as bridges, messing around in the opponents backfield, and tagging other keeps as distractions. Then the solo players are fighting the reinforcements coming from other keeps. PLayers like Sypher and Fengrush can pull there 3 players and get thier 1vx which ultimately help the overall keep battle. That is pvp in cyrodill. That is what this game is. That is what this game was. This is what we bought. This is why many players have stuck around this long because we know that cyrodill can be that again!Yay numbers gameYou're not supposed to be taking keeps defended by superior numbers, unless you outclass them by a large margin.
That is the issue aswell. Even with no organized +12-24 man groups, 50v50 pugs in a keep will lag the server aswell. We could have those fights long ago, yes, but I don't know if you've noticed but server capability is slowly and steadily getting more and more sh*it, to the point where 70 people just standing around doing NOTHING will cause the server to have problemsThe issue is not put a lot of players in a keep and around a keep. The issue is the two tiny balls of players clashing on each other. Spreading players out in the courtyard, along the walls, on siege in the inner, scattered on the outside of the keep is fine. That works. It has worked. We played it. So long as they adjust AoE caps which they likely will (we will see in what fashion) the blobs should end because they will no longer be the strongest way for large groups to pvp. Again, we have seen and played through the game like this.
zerosingularity wrote: »Y'all need to chill. These changes may not fix PvP, dunno if anything ever will. What they do add though is a lot more dynamic to siege, which was horribly lacking. Now you will see some siege engines that probably 90% of PvPers don't even know about. Increasing the damage is also very much needed, when someone can face-tank a trebuchet like it is nothing, you know siege is too weak. I look forward to seeing how these changes shake up the PvP META we have.
Also,
#REMOVEAOECAPS
This thread is annoying.. It sounds like the ones complaining about more damage just refuse to adapt and the ones defending it want what they had in the beginning. To sum it up.. Some people are better at checkers than they are chess.
johan.danielsson1994b16_ESO wrote: »Siege never had aoe caps in the first place. Guess why they removed ground oil, it was a succesfull zergbuster and didnt benefit the masses as much.
That is the issue aswell. Even with no organized +12-24 man groups, 50v50 pugs in a keep will lag the server aswell. We could have those fights long ago, yes, but I don't know if you've noticed but server capability is slowly and steadily getting more and more sh*it, to the point where 70 people just standing around doing NOTHING will cause the server to have problemsThe issue is not put a lot of players in a keep and around a keep. The issue is the two tiny balls of players clashing on each other. Spreading players out in the courtyard, along the walls, on siege in the inner, scattered on the outside of the keep is fine. That works. It has worked. We played it. So long as they adjust AoE caps which they likely will (we will see in what fashion) the blobs should end because they will no longer be the strongest way for large groups to pvp. Again, we have seen and played through the game like this.
So, do we make some effects unpurge-able, or do we change Purge?
bowmanz607 wrote: »rdbrown1987 wrote: »bowmanz607 wrote: »rdbrown1987 wrote: »bowmanz607 wrote: »rdbrown1987 wrote: »Really? All side effects from siege weapons (snare, healing taken reduction, siege damage increase taken) are no longer purgable.
this is just going to make the zergs more stronger, smaller groups won't have a chance to anything.
seriously who comes up with these ideas and thinks they'd be great because there is no thought into this at all you just haven't got a clue, you want to be splitting the zergs up not making them get bigger and win every time with a meatbag in this dumb down pvp because that's exactly what's going to happen.
the underpopulated side will never take a keep if this goes through.
what are you talking about. guess who uses seige when defending a keep. typically it is the smaller groups and the underpopulated groups. that means when you only have 10 people defending a keep and 30 running in the seige may actually flip the fight in the smaller groups favor. As it stands right now seige does not allow this.bowmanz607 wrote: »rdbrown1987 wrote: »Really? All side effects from siege weapons (snare, healing taken reduction, siege damage increase taken) are no longer purgable.
this is just going to make the zergs more stronger, smaller groups won't have a chance to anything.
seriously who comes up with these ideas and thinks they'd be great because there is no thought into this at all you just haven't got a clue, you want to be splitting the zergs up not making them get bigger and win every time with a meatbag in this dumb down pvp because that's exactly what's going to happen.
the underpopulated side will never take a keep if this goes through.
what are you talking about. guess who uses seige when defending a keep. typically it is the smaller groups and the underpopulated groups. that means when you only have 10 people defending a keep and 30 running in the seige may actually flip the fight in the smaller groups favor. As it stands right now seige does not allow this.
Image that you fight a 24 man group as a 12 man group. 4 of these 24 put up a siege and you are still outnumbered 20 to 12 or even less if you've got some on siege as well, so who do you think will win the 24 people or the 12 with the healing reduction that is unpurgeable with the current aoe caps? I said take a keep not defend.
Yes taking a keep should be very difficult for a smaller group. As i stated in another comment, A keep is meant to be defended by small numbers against large numbers. This is how it was sold and how it works in real life. So, having more numbers on top of being in the defensive position should be a gimme win. I mean it is only logical.
so my point from my first comment is that the smaller number then have to turn into larger numbers which generates a zerg and where does it stop? does it not favor the zerg mentality?
Here is the thing taking a keep should be a task for the alliance. To properly take a keep you need numbers just like back in the days of cyrodill's prime. You have the players that like to run in large groups on siege. You have smaller groups doing things such as taking resources, watching the breach, defending choke holds such as bridges, messing around in the opponents backfield, and tagging other keeps as distractions. Then the solo players are fighting the reinforcements coming from other keeps. PLayers like Sypher and Fengrush can pull there 3 players and get thier 1vx which ultimately help the overall keep battle. That is pvp in cyrodill. That is what this game is. That is what this game was. This is what we bought. This is why many players have stuck around this long because we know that cyrodill can be that again!
This thread is annoying.. It sounds like the ones complaining about more damage just refuse to adapt and the ones defending it want what they had in the beginning. To sum it up.. Some people are better at checkers than they are chess.
rdbrown1987 wrote: »so you think the servers will handle the whole alliance taking a keep? they can't handle the minimal amount we've got on screen now.