Actually I'm one of the guys in the front line. Stealth play bores me to tears and I have no idea how people manage it. And no, I'm not an AP farmer. I usually run solo or in very small groups and just enjoy PVP. Thanks for assuming the worst though. Appreciated!Typical mindset of an AP farmer who play to kill and who doesn't care for objectives. Thanks for being honest, I guess! You must be one of those who sit in stealth with 20 others while one guy is sieging the wall for 30mins.
Agree with Hek and Mano. With these two things working in tandem. If the range is that small (too small), why bother limiting the amount to 10?
The opportunity for troll camping is unreal. As Mano mentioned in the podcast, what's to stop someone from dropping 10 camps in the middle of nowhere on EP. And if no one dies there and they don't degrade over time, that faction is locked out for camps if they lay all 10.
Also on the subject of camps, I think the range makes it way too hard to use them strategically. If the camps are right on top of you, the meat grinder smashing into each other will never stop. Lay burn lay burn lay burn. I doubt with that range 20 people will rarely ever be able to get thru them. I'd much rather see a larger range with same mechanics, but see groups able to hit from different side or use different strats upon re-engage.
Dont see usefullness of Kagrenac when you fight 4vs12. If teammates are dead it either means that templar is dead or too much incoming damage. It any of those situations Kagrenac won't help nad only decreasing wearer sustain.I always thought I'd be pumped to see camps return, but now I just don't care. Like with everything else in this game. Templar Kag's res is much better anyway.
Dont see usefullness of Kagrenac when you fight 4vs12. If teammates are dead it either means that templar is dead or too much incoming damage. It any of those situations Kagrenac won't help nad only decreasing wearer sustain.I always thought I'd be pumped to see camps return, but now I just don't care. Like with everything else in this game. Templar Kag's res is much better anyway.
Well, fighting the pugs is different than fight vs people with brains. If they allowed even non-templar to res.. they are confirmed pugs. I saying about fights where each member of group is constantly pressured by 2-4 enemies.Dont see usefullness of Kagrenac when you fight 4vs12. If teammates are dead it either means that templar is dead or too much incoming damage. It any of those situations Kagrenac won't help nad only decreasing wearer sustain.I always thought I'd be pumped to see camps return, but now I just don't care. Like with everything else in this game. Templar Kag's res is much better anyway.
That's actually where it's most useful. I'm not even a Templar and the Kag's bonus plus support passives allowed me to battle rez 3 ppl in a row when outnumbered about 3/4 to 1.
Agree with Hek and Mano. With these two things working in tandem. If the range is that small (too small), why bother limiting the amount to 10?
The opportunity for troll camping is unreal. As Mano mentioned in the podcast, what's to stop someone from dropping 10 camps in the middle of nowhere on EP. And if no one dies there and they don't degrade over time, that faction is locked out for camps if they lay all 10.
Also on the subject of camps, I think the range makes it way too hard to use them strategically. If the camps are right on top of you, the meat grinder smashing into each other will never stop. Lay burn lay burn lay burn. I doubt with that range 20 people will rarely ever be able to get thru them. I'd much rather see a larger range with same mechanics, but see groups able to hit from different side or use different strats upon re-engage.
The radius of these new improved camps according to wheeler in the last ESo Live video is about the size of the alessia footprint. That's pretty small if you ask me. But what really bits is you have to be in the camp zone to use it. Now are you really going to drop a camp point blank and actually be able to cover your group? Seriously this is a bone being tossed to the pvp community in hopes they will shut up and play nice. save your AP 20k a pop would be better spent on 12 fire trebs.
Look at Planetside two for my opinions on forward camps...they would make the fights last a LONG time, which is good...also if they increased the keep wall hit points to ten fold would be pretty cool, also not allow repairing for at least one minute to wall taking damage. Forward camps would allow a continuous flow of enemies. U would have to push outside of the keep to destroy the tent (which destroying siege should have a ten-twenty cast time). Also to stop siege from unjustly being dropped in the middle of a field between keeps, make it so they have a cast time of ten-twenty seconds.
Meh...i just think these fights should be more realistic in scale, don't see a problem with hour long battles for a keep once again, go play planetside 2...amazing game, only reason I'm not there now is I like the elder scroll theme better than FPS/ future halo type game
The game's population has taken such a hit that this won't change anything.
Lord-Stien wrote: »Did they even touch on the topic of FC trolling ?
There for a while they were giving 48 hour bann's on people for FC trolling ..
tinythinker wrote: »Current plan:
1. Limit of 20 rezzes per camp
2. Cost of 20K AP per camp
3. Radius is only the size of a keep
4. Can only rez from inside the radius
5. A 2 minute cool-down before using one again
6. Still a limit of 10 active camps per Alliance
7. Nothing about marking them as "group locked"
Are you glad forward camps are coming back?
Do the new values sound good to you?
I thought the old map radius would have been good for a "can only rez inside this circle" change. Twenty rezzes per camp seems low, but it's hard to say how it will work without seeing it in action.
Lord-Stien wrote: »Did they even touch on the topic of FC trolling ?
There for a while they were giving 48 hour bann's on people for FC trolling ..
No, they made it easier to troll is all.
Lord-Stien wrote: »Lord-Stien wrote: »Did they even touch on the topic of FC trolling ?
There for a while they were giving 48 hour bann's on people for FC trolling ..
No, they made it easier to troll is all.
Well that suck...
SO shall we all keep a Google Doc, List of names that do it ?
Name and shame em i say ... all over Reddit and ESO Facebook lol .
Lord-Stien wrote: »Lord-Stien wrote: »Did they even touch on the topic of FC trolling ?
There for a while they were giving 48 hour bann's on people for FC trolling ..
No, they made it easier to troll is all.
Well that suck...
SO shall we all keep a Google Doc, List of names that do it ?
Name and shame em i say ... all over Reddit and ESO Facebook lol .
Well, since you can't respawn at a troll camp anymore since you're not going to be dying within the radius, it will be impossible to tell who is doing it. By the time anyone rides out to the camp it will be abandoned. Maybe you catch someone repairing it, but they would have to be really dumb to get caught doing that.
With PVE gear coming to PVP for AP, the ability to res fallen comrades and level 60 riding training, I can't imagine TOO many people would bother buying them for 20k a pop anyway.
Don't think it's going to make much of a difference tbh. I'm probably not going to bother. Would rather save my AP for gear and akaviri motifs.
Typical mindset of an AP farmer who play to kill and who doesn't care for objectives. Thanks for being honest, I guess! You must be one of those who sit in stealth with 20 others while one guy is sieging the wall for 30mins.
Yes of course! Because all the AP farmers are union. One guy works, 20 others watch...
More seriously though, I miss AP farming. Had a ton of fun setting up and watching the AP roll in with my guild. If that concerns you, then just don't bother going there and getting killed. Leave the resource be, and 1 of 2 things will happen. The farmers will get bored or eventually try to start sieging the associated keep. All you gotta do is sit inside and wait for them to come in. Your choice!
dodgehopper_ESO wrote: »I like not having forward camps, it makes travel more meaningful. It makes being sneaky more meaningful. I say this as someone who has gone on sneaky missions with a Templar from bloodmayne all the way to dragonclaw before. It is fun sneaking from keep to keep, weakening walls where they are least expected, prepping everything so you can have multiple invasion forces flag multiple keeps simultaneously. Forward camps have a way of killing a lot of strategy and just making everything a big zerg fest. I was sad when they were removed, but it didn't take me long to be happy that they were gone.