PosternHouse wrote: »
So you're upset about people who told you to suck it up who were like OP but who weren't actually the same person as OP. Yeah, sounds totally reasonable. Your NaCl consumption is approaching dangerous quantities.
God_flakes wrote: »
Irrelevant. Appreciated but irrelevant. Ya'll enjoyed over pop status for a looooooong time and got yo killz on for a looooooooong time before deciding to try to balance the scales. Let DC have their moment in the sun. I like that so much I'm gonna make it my signature.
God_flakes wrote: »
Bulby came here plenty of times and defended the ep Zerg trains. It's just, delicious tears and irony are delicious. Let DC have their moment in the sun.
x99Needles wrote: »...It is no secret that Cyrodiil is in a poor state. Between the constant lag issues, the stale “how many can I stack and who’s got barrier” Meta, and the discouraged or tired out leaving Cyrodiil at a frightening rate leaves Cyrodiil feeling just a little emptier than it was before. I can agree as I think most all of us can that something needs to change. I mean we all wish the lag would be “fixed” or just go away but the reality of the situation is that the game cannot currently operate as was intended...
...The mentality that has evolved inside this game is almost unbelievable. You are playing an RvR Game. We are all playing a game designed around taking objectives inside Cyrodiil that revolve around at the very least 18 man groups. This game does not support dueling or arenas (yet as they say.) And here we are shaming players and groups for playing the way it was intended…
What I am more concerned about further each day I watch this game is where we are currently headed. The upcoming changes to Alliance War Skills and Siege Weapons inside Cyrodiil are excellent examples. We are reducing the effectiveness of skills meant to be used inside the alliance war and increasing the effectiveness of siege damage. Why? What’s the problem?
Sometimes it works okay, sometimes it really sucks. It is not our fault, nor the players we are going up against that the game’s performance is poor.
You think I run 24 members so I can chase down 3 or 4 people in a field and exclaim, “Get rekt! We are so good!” That's it, I've been compiling footage for my Xv1 video for the past year and a half guys. No.
If you didn’t have large groups in Cyrodiil what a sad place it would be.
The removal of Prox Det as a skill entirely. No matter how you look at this skill or how many times you want to change it, it favors the group. It will never favor the smaller force enough to justify it. This is by far the best group AoE ever given to group players.
Was not expecting a Bulb thread, but a lot in there I agree with.
I love the idea of fixing Steel Tornado, bringing it in line with other AoEs. I'd love a meta where burst is not King, where purge isn't so strong that CCs, debuffs, and roots were something that mattered. Longer fights, more strategy. But alas, we seem to simply being going towards more burst, less sustain, more dumbed down gameplay...
It gives me a sad
Only it is PvP....
Unless the PvP no longer means Player Vs Player.
Poodle vs Poodle?
As for siege changes... let's look at what actually happened the last time we buffed siege.
Good times good times.
- Campaigns need a lower population cap
- We need dynamic ult regen, for obvious reasons
- Group size needs to be reduced to 16 or 20
- Seige damage should be roughly doubled from now, but the other new ideas are ridiculous and poorly thoughtout
- Delete one inactive campaign to condense populations on PC
- Remove AOE caps totally
- Increase AP gains for solo/small teamers, to encourage more groups (A change I now support, after thoroughly thinking about it and assessing campaign health through a solo player's eyes)
- Finish IC, make it so you can capture districts
- Make the PvP quest hubs so you can capture them
- Lock any faction out of IC who does not own all of their home keeps and make all campaigns lockable
- Add a cool down for cloak, reflect & Breathe of Life JUST like you did for streak (balance, since you want to derp one classes 'special' ability, all classes should have theirs on a cost cool down too)
- Add an execute to impulse or remove the execute from nado
- Remove proxy all together
I think Vulvasair is a jabroni, but I can't argue with his logic. Maybe the devs should listen JUST ONCE to the people who actually play the game, more than casually.
Great video man! Thanks for demonstrating what siege damage should do when people refuse to bring down an additional wall with a proper defense already deployed aiming at the breach.
I'm not sure everyone recalls that siege was actually significantly nerfed at the start of 1.6. That is why it was later buffed. When I started playing ESO PVP in 1.3 through 1.5, oil and siege were extremely effective.
Players certainly did not yawn at it.
Sometimes you make me wonder if you really believe the ridiculous things you say, or if you're just playing all of us. You keep harping on 'bringing down multiple walls hurr hurr'. Do you know what makes pvp a clustereff? When a keep is burst twice as long as it needs to be so that more and more people can pile up and flock to the shiny. Keep sieges (last emp keeps aside, which are an entirely different PITA that need to be addressed by ZOS) should be as fast and efficient as possible if you're hoping to keep lag down. If I want to take roebeck, I try to keep my group's movements under wraps as much as possible and get down as much siege as quickly as possible to burst the keep as quickly as possible. Once it's burst, you have a ticking clock before more and more and yet more enemy reinforcements show up (because the keep wasn't being well scouted and responded to in the first place) and the ping shoots up to obscene levels because now there are 3+ raids worth of pugs there to defend. The same applies for ally reinforcements. No one (except a select few) like to pvdoor, but fighting so that a keep is burst 2-5 times as long as it should be is just asking for the entire campaign to show up and crash the servers. Your insistence on the baseline for keep assaults being long sieges and multiple breaches is fundamentally flawed. If you want to defend a keep, post defenders, or at the very least keep a scout to run the walls and give a call out quickly enough for defenders to port in. A good defending group is what should make enemies pause and be reluctant to push through a breach, not a bunch of pugs left clicking overpowered siege. Siege should be a compliment to the group of defenders (and already is) that deters enemies from pushing breaches, it shouldn't be the main deterrent.
Your whole paragraph, calling out my "stupidity" again because you can literally not write without insulting people in every single of your posts, illustrates the extreme opposite of what pvedoor is. You try to prove that buffing sieges is going to make every keep capture a struggle and a 2hours fight with the whole faction stacked there.
Here is how the new siege meta should works exactly in a couple scenarios :
Scenario #1 (Undefended keep a.k.a pvedoor)
1) 16men group assaults an undefended keep after scouting it properly
2) 99% of the time they end up capturing it and even with the new siege meta, it will probably be the same if they know how to 50/50 properly with the right siege placements
Scenario #2 (Relatively well defended keep)
1) 16men group assaults a relatively well defended keep
2) Outter wall goes down
3) 16men group stacking up getting ready to pop barrier and go in
4)The defenders (group of 6-12men ?pugs) inside knows how to deploy sieges properly aiming at the breach (mix of oil catapult, meatbag, fire balista)
5) 16men group scout the proper siege defense but decide to go in anyway
6) Defenders manage to get a good volley at the right timing on the attackers (the attackers could easily fake their mouvements in to bait a siege volley, and then have plenty of time to run inside)
Let's be honest, chances that the attackers wipe are still pretty low. Why? Because they decided to go inside without bringing down an additional wall after scouting proper siege defense or without baiting the sieges properly.
Scenario #3 (Very well defended keep)
As I've said multiple times in other siege threads, if the keep gets overwhelmed and too many defenders are present, that means you screwed up and didn't scout properly before you went in in the first time. If the servers could handle it, I would tell you to bring as many walls down as possible, but with the actual game state, you should just accept the fact that u messed up and let the defenders have their d tick and go hit some place else.
Also, before you complain about the new siege meta, try having some of your healers running siege shield. When I run on wednesday, I usually have 3 templars running it and practicing for the patch coming up.
Where? Instead of 4 people spamming purge in a 24 man there will be 8 now that siege is purgable again. Where does this lead? Right were we are now.
The whole point of the siege meta is to force ballgroups purge spammers to stop being invulnerable as they push inside a breach. This is ridiculous. Really tired to see that happening every single time.
Firstly, with overpowered siege comes a reduction in a 16 man group's ability to take a partially defended keep - this means they're going to need to bring more people, and/or stack with other groups.
For a majority of the night, everyone and their mother can guess where the next push is going to be as the objectives funnel you from one spot to the next. In those cases, a single group has no real chance of taking the obvious next objective with your idealized pvp and will need to stack with other raids to take the keep.
Really what you need is another force to meet them at the breach or where ever. Then what you need is all those people who arent contributing effectively because they are either low lvl, or use single target builds to get on siege and assist the group who is fighting said ball group.
Heres a good example. You have a 5 man alacrity group fighting a crystalized group. You see one fire balista and 15 people just standing around using weak single target skills on people who fight 1vx? Dont be brain dead.https://www.youtube.com/watch?v=2wxqqe_ooMU
If you can bring me the same video in 2.2.9 instead of 1.5 with dynamic ulti gen I promise to give it a try. Until that happens, I will gladly take the siege changes coming up, even if I just learned that it will only promote more purge spam and more calculations to the server.
Thanks Zenimax.
Can you be more contradictory ?
Siege damage is increased because with the state of the game right now, ballgroups can too easily get inside a keep without breaking an additional wall no matter the amount of defense inside. Bring me the argument that a proper bomb group staying on the other side of the breach can counter anything as much as you want, thruth is, we rarely see people dropping more than one single wall before getting inside a keep. This need to change.
No it's definitely not your fault, but after near 2years of playing in poor conditions, maybe it's time for you to realize that running in multiple 12-16men groups and hitting different objectives make the game much more enjoyable for everybody. I have fought CN 16men groups several times the past 2weeks at Dragon and we had a blast. No lag 16vs16. On Azura Star. At Primetime. With 3 factions max pop. I challenge you to give it a try only once. I know it's really hard for you to do it but I beg you to try it once even if you believe that the only cause of lag is having too many players on the screen at once.
I see you guys chasing 1 and 2's with a full raid on a regular basis. It's obviously not the same people as the ones with different opinions in the forums amiright?
Actually, if every guild would run groups of 16 of less and hit objectives intelligently, I'm almost guaranteed that the server ping would never spike above 800ms in the exception of dethrones. By playing intelligently, I mean by that to communicate with other guilds constantly and hit different objectives. Keep thinking that 8 more players barely change anything though.
Earlier you were complaining that they need to add another counter to ballgroups other than sieges which look like a lack of skills for you. Zenimax plans to redesign Prox Det in the next major update to deal minimal damage to few players and lot more than before to several players. This is how it should have worked since the beginning. It will still be a tool for large group against large group play and it will help smaller groups/solo players against larger groups. Why are you asking for it's total remove is a mistery. Oh wait, it is going to force you to spread out and once again, like the siege changes, you cannot conceive how to lead a group while asking your members to spread out from time to time. Gotta keep the ball tight gents.
I agree about the rest of your suggestions for the most part. I also hope that the siege changes are going to be tweaked around a little bit. In my opinion, the damage is fine but the ressource damage should be reduced by half. If they decide to keep the unpurgable effect by purge/cleanse, it should be at least purgable by Cleansing ritual or any synergy to Purge/Cleanse they could add and players using those abilities should be purged aswell but the aoe purge definitely needs to be removed.
One of the main reason why 24men ballgroups are that successful right now is because people can't cc break in lag. Not sure what the problem is with CCs to be honest with you. Before they add more ccs, they need to fix performance issues.
God_flakes wrote: »I was unsure what to make for dinner tonight but then came here and was reminded how delicious Bulb's salty tears are.
When DC was complaining about alllllll this a year ago we were told to suck it up. By people like Bulb. So my sympathy meter is at an all time low. Peace.
- Campaigns need a lower population cap
- We need dynamic ult regen, for obvious reasons
- Group size needs to be reduced to 16 or 20
- Seige damage should be roughly doubled from now, but the other new ideas are ridiculous and poorly thoughtout
- Delete one inactive campaign to condense populations on PC
- Remove AOE caps totally
- Increase AP gains for solo/small teamers, to encourage more groups (A change I now support, after thoroughly thinking about it and assessing campaign health through a solo player's eyes)
- Finish IC, make it so you can capture districts
- Make the PvP quest hubs so you can capture them
- Lock any faction out of IC who does not own all of their home keeps and make all campaigns lockable
- Add a cool down for cloak, reflect & Breathe of Life JUST like you did for streak (balance, since you want to derp one classes 'special' ability, all classes should have theirs on a cost cool down too)
- Add an execute to impulse or remove the execute from nado
- Remove proxy all together
I think [snip]OP[/snip] is a jabroni, but I can't argue with his logic. Maybe the devs should listen JUST ONCE to the people who actually play the game, more than casually.
I really believe the upcoming changes were not in the long term plans, but are reactions to a few vocal players demanding change because they want to play this game differently than it was designed.
My role is a support role and I wear a set designed for that role (it was not cheap attaining all of these pieces with the desired traits). That set will be almost worthless with the planned changes to the support line. Purge will be nerfed, barrier will be nerfed, that leaves me with guard and revealing flare. Oh wait, I still have siege shield...looks like we will be using that more.
Why create new sets (since IC) and then make them worthless in just a few months? Just stupid! The only up side is that these same vocal players that claim to play solo or small man (run alongside organised groups and leech the benefits) will no longer get the buff from the support sets.
I wish people would wake up...these super elite, we are so cool 1 v whatevers don't care about you, your play style,or the game..they care about making videos. Thanks for listening to these guys ZOS,and thanks for taking all of that spare gold that was weighing my toon down. Pfft!
A zerg is any group larger than is necessary to achieve its objective. I've been saying this for a long time, and I stand by my definition of the word. No one dislikes large groups existing. People dislike two things: uneven fights and lag.
The game was marketed as a "play how you want" sandbox within a RvRvR environment capable of supporting large scale battles. All group sizes should be accommodated, and big groups shouldn't "zerg" down little groups with unnecessarily large numbers.
But as for your suggestions, yes, more PvP objectives in Cyrodiil and IC, removal of AoE caps and Prox Det, implementation of mild dynamic ulti generation, free movement between campaigns + incentive to participate in all of them, reworked campaign victory rewards...
The list goes on an on, all things we've been calling for in the name of "fixing" PvP. >.<
Making a set useless is a small price to pay for fixing mechanics that directly favor large group gameplay over small. As Kena states below very eloquently, this game was intended to be a "play as you want" game. Numbers simply cannot continue to be the only determining factor in Cyrodiil. It makes for poor, dumbed down gameplay and servers that are unplayable. Large groups in and of themselves are already their own advantage because they have strength in numbers. They do not need incredibly powerful ultimates that are rotated between 9 healers and one ability to be spammed to cleanse 24 people of all negative effects. Capping these abilities is balance, it is not punishment. The removal of AOE caps is similar; it is not intended to be punishment to large group, but to balance the scales so that smaller groups have a chance. That's all anyone ever wants. Playing in large group should not be discouraged, but it should also not be the only method of survival in Cyrodiil.
Also, Bulb aside from this disdain toward the upcoming changes, I agree with you on the more PVP objectives to naturally spread people out as well as the dynamic ulti and removal of AOE caps. Well written post.
Making a set useless is a small price to pay for fixing mechanics that directly favor large group gameplay over small. As Kena states below very eloquently, this game was intended to be a "play as you want" game. Numbers simply cannot continue to be the only determining factor in Cyrodiil. It makes for poor, dumbed down gameplay and servers that are unplayable. Large groups in and of themselves are already their own advantage because they have strength in numbers. They do not need incredibly powerful ultimates that are rotated between 9 healers and one ability to be spammed to cleanse 24 people of all negative effects. Capping these abilities is balance, it is not punishment. The removal of AOE caps is similar; it is not intended to be punishment to large group, but to balance the scales so that smaller groups have a chance. That's all anyone ever wants. Playing in large group should not be discouraged, but it should also not be the only method of survival in Cyrodiil.
Well said Kena.
Also, Bulb aside from this disdain toward the upcoming changes, I agree with you on the more PVP objectives to naturally spread people out as well as the dynamic ulti and removal of AOE caps. Well written post.
You know what else is a super strong ult? Bats. If ZOS were to nerf bats, the same crowd calling for nerfs to barrier would literally lose their ***. Your tactics tend to be prox up, run in with bats for a bomb, and then pull off until you re-condense with prox and/or until you have bats back. Bats ACTS as your barrier because it provides strong healing while doing large aoe dmg at the same time. You could run barrier rotations as well, you'd just lose part of your bomb. What do people think will be the replacement for barrier when it's nerfed to oblivion and literally made useless? Bats. Everyone who isn't running bats is just going to switch to that. The 'small price to pay for fixing mechanics' isn't actually fixing much, it's replacing one problem/meta with another. A smaller group won't be able to bomb much better when the larger group all pops a reactionary bats group-wide instead of a barrier rotation - you'll get blown up just the same.
An alternative to how they could have fixed barrier is make it group only and have diminishing returns on the shield strength if cast more than once every 5 seconds. That way it can still be used tactically as a reaction to a bomb, or to manuever to a location, but would make rotating in barriers less effective. Name a single nerf in ESO's history that is as large as going from 24 people to 6 people in a single jump. I don't see balance when I look at that, I see desperation.
FYI, there are literally a handful of groups that run large left in ESO, and I know of none that run 9 healers. You keep talking about how numbers can't continue being as strong as their currently are, and yet when I look at the changes and anticipate what the meta looks like, I see numbers being even MORE important than they currently are, which makes everyone lauding these changes all the more baffling.
Losing the IC sets harms who? Last I checked most build help threads had Kag or Morkulkin set as preferred. Pve pledge/trials will still have use of those sets and those wanting to explore outside the pvp build lines.
I like the barrier changes, but its along the lines of a CD. Shields should be back on CD, most OP skills should have a CD first instead of a direct nerf. But we have to accept the game in that direction first (I know people opposed cooldowns and we need to make sure we want it first)
Remove camo hunter stealth morph, add AOE component instead. There's your bat killer.
- Campaigns need a lower population cap
- We need dynamic ult regen, for obvious reasons
- Group size needs to be reduced to 16 or 20
- Seige damage should be roughly doubled from now, but the other new ideas are ridiculous and poorly thoughtout
- Delete one inactive campaign to condense populations on PC
- Remove AOE caps totally
- Increase AP gains for solo/small teamers, to encourage more groups (A change I now support, after thoroughly thinking about it and assessing campaign health through a solo player's eyes)
- Finish IC, make it so you can capture districts
- Make the PvP quest hubs so you can capture them
- Lock any faction out of IC who does not own all of their home keeps and make all campaigns lockable
- Add a cool down for cloak, reflect & Breathe of Life JUST like you did for streak (balance, since you want to derp one classes 'special' ability, all classes should have theirs on a cost cool down too)
- Add an execute to impulse or remove the execute from nado
- Remove proxy all together
I think [snip]OP[/snip] is a jabroni, but I can't argue with his logic. Maybe the devs should listen JUST ONCE to the people who actually play the game, more than casually.
Joy_Division wrote: »
While others might congratulate you for finding religion and getting away from your public praising of stacking multiple groups, this suggestion is moronic. Sorcerers and Nightblades can survive and fight just fine without streak and cloak, which, incidentally are selfish skills that only benefit the users. So now you want to force a class that has one-third of their skills devoted to healing to have to use a resto staff since their lack of mobility, shields, burst damage, etc., is all justified on the fact that "BoL is OP bro."