People that complain that they can't take on groups of people baffle me. Its called balance, get used to it.
If the game mechanic is largest team wins, skill and tactics is not a requirement, in my opinion this is not a balance. Also the op is on about picking on the stragglers of a large group and pulling them away from the hoard not to go 1v10People that complain that they can't take on groups of people baffle me. Its called balance, get used to it.
One of the reasons why mist form is such a joke - because half the time you spend gap close rooted.
This is just another zerg tool designed to make it even harder to 1vX.
I have generally supported a lot of design changes, many of which many people felt were bad designs. But this one is just really bad. I'm even using maneuvers and immovable it is impossible to change positions in a battle where you are outnumbered now - you just get drilled by like 10 people and thats it.
It's boring and it is not fun. It completely deminishes the need for and use of actual skill in PvP.
It's just another change that favours large groups, and its just another nail in the coffin for PvP and for me. I almost quit after yesterday, and after playing tonight again, I can't see why I would continue to play with the current state of PvP favouring groups so heavily. With the root it is impossible to engage groups with lesser numbers unless you blatantly outperform them in build or stats. Now I know I might be biased; running a stamina sorcerer requires using high mobility to survive - this root is making mobility based survival impossible. Some may say "well you shouldn't be running" but thats not how sorcerers work. I run a very tanky build. I do stay and fight, but I'm not a dk or a temp - sorcs dont have the capacity to stand in a hailstorm of players. Moving around is a critical component, even running a heavy tank build in pvp. I might give it a few more days, but unless this change goes, I think this game is over for me.
(No trolls you can't have my stuff.)
@ZOS_GinaBruno
@ZOS_BrianWheeler
From this point forward I will be editing my replies into my original post for everyone I reply to.
@Yolokin_Swagonborn I agree with you entirely, it is fixing something that isn't broken. At all.
@Tonnopesceb16_ESO Why though, prior to these changes I was 1vZerging all the time, it is an incredible fun play style. No that does not mean I am running into an entire army and killing them. What it means is being able to skirt the zerg and pick off stragglers, seige users, etc. Very rarely can you actually pick a zerg appart solo to such an extent that you can defeat the entire group - and in that situation you are almost always being assisted by pugs. Prior to these changes, it was possible, but now the second I charge into a group, all they have to do is gap close and suddenly I go from offensive status to emergency evac. But look at it from the flip side, the zerg already has far superior numbers, damage, healing, and coordination of skills. Why are we giving the zerg more advantages when there is already such an extremely superior benefit to running in numbers.
@Malmai I have to strongly disagree with you in this case. I have been tolerating the lag for two years. Nothing has made me more disheartened to play my main character than this gap closer root change.
@Wing until this change I had no problem with zergs I love to play solo I'm still not having problems with zergs - the gap closing root just makes them impossible to engage on your own anymore. The situations you describe, while they may be annoying situations to encounter, are players exercising skills which allow them to evade attacks. As such, those skills should allow them to avoid being attacked.
Being able to root someone down with a gap closer because they have strategies to avoid your attacks completely guts combat dynamics. It once again deminishes combat to "who can hit who the hardest, who can hit who first" and completely eliminates any need for class roles or build diversity.
@Cinnamon_Spider Exactly. It is really stupid, "oh someone is charging at me, so I should stand still and not move while 10 people hit me at once." If players are that bad that they can't handle hitting a target and they need everyone who gets gap closed to be rooted down, I don't want to play this game anymore because it is lame.
@MikeB Explain to me how it is balanced that one player can be perma-rooted to the ground with an unbreakable root while getting gang beaten on by 10+ players. That isn't balanced at all, the solo player has absolutely 0% chance of survival. BEING IN A GROUP =/= GOD MODE, NOR IS THAT AN ACCEPTABLE STANCE TO TAKE ON BALANCE. This isn't just about "taking on the zerg" man. If you actually go out and fight in cyrodiil you will find that basically any match where you are outnumbered even by a ratio of one extra player is basically a loss for the team with lower numbers between evenly matched players. Why even bother fighting at all when the outcome is fixed??
This is just another zerg tool designed to make it even harder to 1vX.
I have generally supported a lot of design changes, many of which many people felt were bad designs. But this one is just really bad. I'm even using maneuvers and immovable it is impossible to change positions in a battle where you are outnumbered now - you just get drilled by like 10 people and thats it.
It's boring and it is not fun. It completely deminishes the need for and use of actual skill in PvP.
It's just another change that favours large groups, and its just another nail in the coffin for PvP and for me. I almost quit after yesterday, and after playing tonight again, I can't see why I would continue to play with the current state of PvP favouring groups so heavily. With the root it is impossible to engage groups with lesser numbers unless you blatantly outperform them in build or stats. Now I know I might be biased; running a stamina sorcerer requires using high mobility to survive - this root is making mobility based survival impossible. Some may say "well you shouldn't be running" but thats not how sorcerers work. I run a very tanky build. I do stay and fight, but I'm not a dk or a temp - sorcs dont have the capacity to stand in a hailstorm of players. Moving around is a critical component, even running a heavy tank build in pvp. I might give it a few more days, but unless this change goes, I think this game is over for me.
(No trolls you can't have my stuff.)
@ZOS_GinaBruno
@ZOS_BrianWheeler
From this point forward I will be editing my replies into my original post for everyone I reply to.
@Yolokin_Swagonborn I agree with you entirely, it is fixing something that isn't broken. At all.
@Tonnopesceb16_ESO Why though, prior to these changes I was 1vZerging all the time, it is an incredible fun play style. No that does not mean I am running into an entire army and killing them. What it means is being able to skirt the zerg and pick off stragglers, seige users, etc. Very rarely can you actually pick a zerg appart solo to such an extent that you can defeat the entire group - and in that situation you are almost always being assisted by pugs. Prior to these changes, it was possible, but now the second I charge into a group, all they have to do is gap close and suddenly I go from offensive status to emergency evac. But look at it from the flip side, the zerg already has far superior numbers, damage, healing, and coordination of skills. Why are we giving the zerg more advantages when there is already such an extremely superior benefit to running in numbers.
@Malmai I have to strongly disagree with you in this case. I have been tolerating the lag for two years. Nothing has made me more disheartened to play my main character than this gap closer root change.
@Wing until this change I had no problem with zergs I love to play solo I'm still not having problems with zergs - the gap closing root just makes them impossible to engage on your own anymore. The situations you describe, while they may be annoying situations to encounter, are players exercising skills which allow them to evade attacks. As such, those skills should allow them to avoid being attacked.
Being able to root someone down with a gap closer because they have strategies to avoid your attacks completely guts combat dynamics. It once again deminishes combat to "who can hit who the hardest, who can hit who first" and completely eliminates any need for class roles or build diversity.
@Cinnamon_Spider Exactly. It is really stupid, "oh someone is charging at me, so I should stand still and not move while 10 people hit me at once." If players are that bad that they can't handle hitting a target and they need everyone who gets gap closed to be rooted down, I don't want to play this game anymore because it is lame.
@MikeB Explain to me how it is balanced that one player can be perma-rooted to the ground with an unbreakable root while getting gang beaten on by 10+ players. That isn't balanced at all, the solo player has absolutely 0% chance of survival. BEING IN A GROUP =/= GOD MODE, NOR IS THAT AN ACCEPTABLE STANCE TO TAKE ON BALANCE. This isn't just about "taking on the zerg" man. If you actually go out and fight in cyrodiil you will find that basically any match where you are outnumbered even by a ratio of one extra player is basically a loss for the team with lower numbers between evenly matched players. Why even bother fighting at all when the outcome is fixed??
because it was designed and marketed this way. just because you prefer small scale doesn't mean it should be build around that. want small scale go IC
It is a poorly designed mechanic plain and simple. It basically ensures that in a 1v10 or 9v10 situation the 1 or 9 always dies. Period. There is no chance to resist AT ALL. All the 10 has to do is continually gap closer spam. Thats it - there is no dynamic combat or any use of tactics.
Yolokin_Swagonborn wrote: »The strangest thing about this change is that NO ONE ASKED FOR IT.This was an unwanted, uncalled for, and totally unreported ninja change. Ninja nerfs really hurt the morale of the community. They make it seem like ZOS doesn't care enough about what we think to even notify us when a huge game changing mechanic is added. This is an example of fixing things that aren't broken. There is plenty that actually is broken that should have been addressed instead.
ontheleftcoast wrote: »It is a poorly designed mechanic plain and simple. It basically ensures that in a 1v10 or 9v10 situation the 1 or 9 always dies. Period. There is no chance to resist AT ALL. All the 10 has to do is continually gap closer spam. Thats it - there is no dynamic combat or any use of tactics.
What game are you talking about? Because I've seen 2 and 3 man squads take out 12 people. I regularly run with a group where our 12 players can easily take out 24 man zergs. There are tactics involved, even with group play. They're very different tactics than 1v1 or 1vX but it's not all about the size of the group.
Yolokin_Swagonborn wrote: »The strangest thing about this change is that NO ONE ASKED FOR IT.
- Where were all the threads complaining about missing gap closers?
- Where were the patch notes that documented this change.
This was an unwanted, uncalled for, and totally unreported ninja change.
Ninja nerfs really hurt the morale of the community. They make it seem like ZOS doesn't care enough about what we think to even notify us when a huge game changing mechanic is added.
This is an example of fixing things that aren't broken. There is plenty that actually is broken that should have been addressed instead.
This is just another zerg tool designed to make it even harder to 1vX.
I have generally supported a lot of design changes, many of which many people felt were bad designs. But this one is just really bad. I'm even using maneuvers and immovable it is impossible to change positions in a battle where you are outnumbered now - you just get drilled by like 10 people and thats it.
It's boring and it is not fun. It completely diminishes the need for and use of actual skill in PvP.
It's just another change that favours large groups, and its just another nail in the coffin for PvP and for me. I almost quit after yesterday, and after playing tonight again, I can't see why I would continue to play with the current state of PvP favouring groups so heavily. With the root it is impossible to engage groups with lesser numbers unless you blatantly outperform them in build or stats. Now I know I might be biased; running a stamina sorcerer requires using high mobility to survive - this root is making mobility based survival impossible. Some may say "well you shouldn't be running" but thats not how sorcerers work. I run a very tanky build. I do stay and fight, but I'm not a dk or a temp - sorcs dont have the capacity to stand in a hailstorm of players. Moving around is a critical component, even running a heavy tank build in pvp. I might give it a few more days, but unless this change goes, I think this game is over for me.
Edit; After giving it another night I've come to the same conclusion which is that it simply isn't worth playing this game anymore with the current state of pvp and this new gap closer debuff. It is basically easy mode, and completely ruins what was left of any fun dynamic between players in pvp.
(No trolls you can't have my stuff.)
@ZOS_GinaBruno
@ZOS_BrianWheeler
From this point forward I will be editing my replies into my original post for everyone I reply to.
@Yolokin_Swagonborn I agree with you entirely, it is fixing something that isn't broken. At all.
@Tonnopesceb16_ESO Why though, prior to these changes I was 1vZerging all the time, it is an incredible fun play style. No that does not mean I am running into an entire army and killing them. What it means is being able to skirt the zerg and pick off stragglers, seige users, etc. Very rarely can you actually pick a zerg appart solo to such an extent that you can defeat the entire group - and in that situation you are almost always being assisted by pugs. Prior to these changes, it was possible, but now the second I charge into a group, all they have to do is gap close and suddenly I go from offensive status to emergency evac. But look at it from the flip side, the zerg already has far superior numbers, damage, healing, and coordination of skills. Why are we giving the zerg more advantages when there is already such an extremely superior benefit to running in numbers.
@Malmai I have to strongly disagree with you in this case. I have been tolerating the lag for two years. Nothing has made me more disheartened to play my main character than this gap closer root change.
@Wing until this change I had no problem with zergs I love to play solo I'm still not having problems with zergs - the gap closing root just makes them impossible to engage on your own anymore. The situations you describe, while they may be annoying situations to encounter, are players exercising skills which allow them to evade attacks. As such, those skills should allow them to avoid being attacked.
Being able to root someone down with a gap closer because they have strategies to avoid your attacks completely guts combat dynamics. It once again deminishes combat to "who can hit who the hardest, who can hit who first" and completely eliminates any need for class roles or build diversity.
@Cinnamon_Spider Exactly. It is really stupid, "oh someone is charging at me, so I should stand still and not move while 10 people hit me at once." If players are that bad that they can't handle hitting a target and they need everyone who gets gap closed to be rooted down, I don't want to play this game anymore because it is lame.
@MikeB Explain to me how it is balanced that one player can be perma-rooted to the ground with an unbreakable root while getting gang beaten on by 10+ players. That isn't balanced at all, the solo player has absolutely 0% chance of survival. BEING IN A GROUP =/= GOD MODE, NOR IS THAT AN ACCEPTABLE STANCE TO TAKE ON BALANCE. This isn't just about "taking on the zerg" man. If you actually go out and fight in cyrodiil you will find that basically any match where you are outnumbered even by a ratio of one extra player is basically a loss for the team with lower numbers between evenly matched players. Why even bother fighting at all when the outcome is fixed??
@Artjuh90 This has nothing to do with "building the game around small scale." It is a poorly designed mechanic plain and simple. It basically ensures that in a 1v10 or 9v10 situation the 1 or 9 always dies. Period. There is no chance to resist AT ALL. All the 10 has to do is continually gap closer spam. Thats it - there is no dynamic combat or any use of tactics.
@Artjuh90 @CrowsDescend this is the problem with the game at present, everything caters to the zerg. Standing in a group in this game right now is basically typing in the god mode cheat. It is dumb. Smaller groups and solo players SHOULD have a chance to take on larger groups! Being in a larger group shouldnt just make you able to flatten everything in your path.
wait, what are you talkinga about? what is the meaning of gap closers? is that some new mechanics implemented? serious question.
iamnotweakrwb17_ESO wrote: »I wouldn't care about it except it goes through abilities like retreating maneuvers which is meant to provide root / snare immunity.