timidobserver wrote: »Idea: Banish Soul is the inverse of ressuection. Enemy players can channel it on your body just like a ressurection by an ally. You go to the nearest wayshrine if someone banishes your soul. Only players that have died 2+ times in X minutes can be banished.
Izanagi.Xiiib16_ESO wrote: »timidobserver wrote: »Idea: Banish Soul is the inverse of ressuection. Enemy players can channel it on your body just like a ressurection by an ally. You go to the nearest wayshrine if someone banishes your soul. Only players that have died 2+ times in X minutes can be banished.
Feel like it's too complex a debut which prevents the player from resurrecting their ally is likely easier to implement. Hesse the caltrops like idea (if the player has stood in them then they cannot res)
Alternatively have res be interrupted by damage would be interesting but would harm small groups a lot.
Izanagi.Xiiib16_ESO wrote: »I would prefer a ground effect ability like caltrops that prevents resurrection of players in its area. This should last around 30s
I don't care whether it's a cooldown or rez sickness or kag's nerf, but something needs to be done, the current state of battle rezzing is a bit ridiculous.
Rez and spawn mechanic is fine.
Interupt enemies if you see them rezzing. Go stealth around bodies if you see a bunch of them not porting.
Remove Kag rez bonus. (Not needed tbh).
I don't care whether it's a cooldown or rez sickness or kag's nerf, but something needs to be done, the current state of battle rezzing is a bit ridiculous.
Rez and spawn mechanic is fine.
Interupt enemies if you see them rezzing. Go stealth around bodies if you see a bunch of them not porting.
Remove Kag rez bonus. (Not needed tbh).
During actual combat, if a ball-grouping is rezzing, there is not much you can do since they have purge/heal spam protecting them.
Lets see how the seige changes and reintegration of forward camps adjusts pvp play before calling a change to how we rezz/revive.
This was a hot topic when camp spam and having to kill defenders / attackers 20X over before you could break a siege was real.
However, if the talk of bringing forward camps back is real one of two things needs to be implemented to prevent the ole "Out-resource them by camp spamming and throwing yourselves at them over and over till we win" theme comes back to keep sieges / fights.
1) Using a forward camp gives 60 seconds of "recovery" which lowers damage and health by 50%.
OR
2) Forward camps have 1 "hook point" per keep and resource and HAVE to be placed at these hook points. This would allow attackers / defenders a chance to "camp the camp" or "camp stomp" without having to chase camp spawn all over a keep / resource.
Making FWC's REALLY expensive is not a solution and in reality does nothing to stop the old camp spam all over a map.
Either of these issues is greatly increased if forward camps come back - which personally - I hope they do. It seems now that you either 1) zerg a keep or 2) surprise attack a keep and that's pretty much it. Defended keeps are too hard to capture with run backs from nearby owned keeps - and back capping is sort of a thing of the past without the ability to utilize FWC's as a secondary rez point.
The current situation of having to personally rez is only an issue when it's a small organized group taking out larger numbers of relatively un-organized defenders. The small organized group has too much to do in too short a time span to effectively capture a keep and prevent rezzers from bringing back defenders in a timely manner and utilizing the small groups resources and time. I think it works to a degree and has pluses for defenders built in that work and creates stress on attackers - both good things - especially since keep guards and walls are basically a minor (if any) blockade to capturing a keep.
Rez and spawn mechanic is fine.
Interupt enemies if you see them rezzing. Go stealth around bodies if you see a bunch of them not porting.
Remove Kag rez bonus. (Not needed tbh).
No one has a problem with that.
It's:I don't care whether it's a cooldown or rez sickness or kag's nerf, but something needs to be done, the current state of battle rezzing is a bit ridiculous.
If you die you should have a chance to be ressed at least once. Problems arise when you're facing huge groups that will literally just stand there and res people faster than you can kill them because of AOE caps, or they're so spread out in a keep you can run circles in the keep for 10+ minutes killing them a dozen times but unable to flip the flags because there's simply too many of them. IMO res sickness isn't enough. A cooldown similar to the new Forward Camp cooldown would be great. Don't punish people for dying (you can't avoid random game bug stuff), but punish them for dying multiple times over a short duration of time. I'll only take res sickness if it means they also can't res other players as well. I've gone on Haderus the last two nights and faced Tiberius's zerg where all they do is res each other. If they have more than twice the number of players I do and they can't kill me that's their fault. They shouldn't be given a 10th chance let alone a 3rd.
timidobserver wrote: »Idea: Banish Soul is the inverse of ressuection. Enemy players can channel it on your body just like a ressurection by an ally. You go to the nearest wayshrine if someone banishes your soul.
SmalltalkJava wrote: »Dark Age of Camelot had resurrection sickness. If you die you suffer from a damage reduction for x amount of time.
In your opinion would it benefit ESO?
I'm a bit split, I think it would add more "fear" of dying in pvp, it might make keep sieges more attrition based. People would have to be more careful, and maybe spec a bit more defensive.
On the other hand it mike make pvp more slow as people would wait after rezing be fore leaving their keep to get back into battle.
Rez and spawn mechanic is fine.
Interupt enemies if you see them rezzing. Go stealth around bodies if you see a bunch of them not porting.
Remove Kag rez bonus. (Not needed tbh).
No one has a problem with that.
It's:I don't care whether it's a cooldown or rez sickness or kag's nerf, but something needs to be done, the current state of battle rezzing is a bit ridiculous.
If you die you should have a chance to be ressed at least once. Problems arise when you're facing huge groups that will literally just stand there and res people faster than you can kill them because of AOE caps, or they're so spread out in a keep you can run circles in the keep for 10+ minutes killing them a dozen times but unable to flip the flags because there's simply too many of them. IMO res sickness isn't enough. A cooldown similar to the new Forward Camp cooldown would be great. Don't punish people for dying (you can't avoid random game bug stuff), but punish them for dying multiple times over a short duration of time. I'll only take res sickness if it means they also can't res other players as well. I've gone on Haderus the last two nights and faced Tiberius's zerg where all they do is res each other. If they have more than twice the number of players I do and they can't kill me that's their fault. They shouldn't be given a 10th chance let alone a 3rd.
Rez and spawn mechanic is fine.
Interupt enemies if you see them rezzing. Go stealth around bodies if you see a bunch of them not porting.
Remove Kag rez bonus. (Not needed tbh).
No one has a problem with that.
It's:I don't care whether it's a cooldown or rez sickness or kag's nerf, but something needs to be done, the current state of battle rezzing is a bit ridiculous.
If you die you should have a chance to be ressed at least once. Problems arise when you're facing huge groups that will literally just stand there and res people faster than you can kill them because of AOE caps, or they're so spread out in a keep you can run circles in the keep for 10+ minutes killing them a dozen times but unable to flip the flags because there's simply too many of them. IMO res sickness isn't enough. A cooldown similar to the new Forward Camp cooldown would be great. Don't punish people for dying (you can't avoid random game bug stuff), but punish them for dying multiple times over a short duration of time. I'll only take res sickness if it means they also can't res other players as well. I've gone on Haderus the last two nights and faced Tiberius's zerg where all they do is res each other. If they have more than twice the number of players I do and they can't kill me that's their fault. They shouldn't be given a 10th chance let alone a 3rd.
Yea its an AOE caps issue, not a rez issue. (Just kag rez speed is too much) remove Templar passive and give it something useful (stam/mag regen) so all players have flat rate.
Let's wait for seige changes and forward camps to see their impact to make a better assessment.
If groups are still OP enough to ignore red circles/dmg to fully rez group, then we go full community push for AOE cap revisions.
timidobserver wrote: »Idea: Banish Soul is the inverse of ressuection. Enemy players can channel it on your body just like a ressurection by an ally. You go to the nearest wayshrine if someone banishes your soul. Only players that have died 2+ times in X minutes can be banished.
*Not sure on the last line.
Rez and spawn mechanic is fine.
Interupt enemies if you see them rezzing. Go stealth around bodies if you see a bunch of them not porting.
Remove Kag rez bonus. (Not needed tbh).
No one has a problem with that.
It's:I don't care whether it's a cooldown or rez sickness or kag's nerf, but something needs to be done, the current state of battle rezzing is a bit ridiculous.
If you die you should have a chance to be ressed at least once. Problems arise when you're facing huge groups that will literally just stand there and res people faster than you can kill them because of AOE caps, or they're so spread out in a keep you can run circles in the keep for 10+ minutes killing them a dozen times but unable to flip the flags because there's simply too many of them. IMO res sickness isn't enough. A cooldown similar to the new Forward Camp cooldown would be great. Don't punish people for dying (you can't avoid random game bug stuff), but punish them for dying multiple times over a short duration of time. I'll only take res sickness if it means they also can't res other players as well. I've gone on Haderus the last two nights and faced Tiberius's zerg where all they do is res each other. If they have more than twice the number of players I do and they can't kill me that's their fault. They shouldn't be given a 10th chance let alone a 3rd.
Yea its an AOE caps issue, not a rez issue. (Just kag rez speed is too much) remove Templar passive and give it something useful (stam/mag regen) so all players have flat rate.
Let's wait for seige changes and forward camps to see their impact to make a better assessment.
If groups are still OP enough to ignore red circles/dmg to fully rez group, then we go full community push for AOE cap revisions.
AOE cap removal will not prevent enemies from having enough players inside of a keep that you simply can't have enough people in a single group to cover all of their bodies. The only way to stop that is to prevent them from resurrecting multiple times in the span of just a couple of minutes.
Rez and spawn mechanic is fine.
Interupt enemies if you see them rezzing. Go stealth around bodies if you see a bunch of them not porting.
Remove Kag rez bonus. (Not needed tbh).
No one has a problem with that.
It's:I don't care whether it's a cooldown or rez sickness or kag's nerf, but something needs to be done, the current state of battle rezzing is a bit ridiculous.
If you die you should have a chance to be ressed at least once. Problems arise when you're facing huge groups that will literally just stand there and res people faster than you can kill them because of AOE caps, or they're so spread out in a keep you can run circles in the keep for 10+ minutes killing them a dozen times but unable to flip the flags because there's simply too many of them. IMO res sickness isn't enough. A cooldown similar to the new Forward Camp cooldown would be great. Don't punish people for dying (you can't avoid random game bug stuff), but punish them for dying multiple times over a short duration of time. I'll only take res sickness if it means they also can't res other players as well. I've gone on Haderus the last two nights and faced Tiberius's zerg where all they do is res each other. If they have more than twice the number of players I do and they can't kill me that's their fault. They shouldn't be given a 10th chance let alone a 3rd.
Yea its an AOE caps issue, not a rez issue. (Just kag rez speed is too much) remove Templar passive and give it something useful (stam/mag regen) so all players have flat rate.
Let's wait for seige changes and forward camps to see their impact to make a better assessment.
If groups are still OP enough to ignore red circles/dmg to fully rez group, then we go full community push for AOE cap revisions.
AOE cap removal will not prevent enemies from having enough players inside of a keep that you simply can't have enough people in a single group to cover all of their bodies. The only way to stop that is to prevent them from resurrecting multiple times in the span of just a couple of minutes.
The AOE caps revisions solves the fake dmg mitigation allowing groups to take proper dmg during, before and after they initiate rez tactics.
It doesn't remove players from their job to interrupt rezzing when it starts to happen.
I understand the need to review rez in context of piling into a keep. But until we know the full maturity of seige change/revised FC integration, we run the risk of introducing rez changes that will harm both large group and small group play. Better to see how the new changes play out before deciding rezzing is out of control.
Rez and spawn mechanic is fine.
Interupt enemies if you see them rezzing. Go stealth around bodies if you see a bunch of them not porting.
Remove Kag rez bonus. (Not needed tbh).
No one has a problem with that.
It's:I don't care whether it's a cooldown or rez sickness or kag's nerf, but something needs to be done, the current state of battle rezzing is a bit ridiculous.
If you die you should have a chance to be ressed at least once. Problems arise when you're facing huge groups that will literally just stand there and res people faster than you can kill them because of AOE caps, or they're so spread out in a keep you can run circles in the keep for 10+ minutes killing them a dozen times but unable to flip the flags because there's simply too many of them. IMO res sickness isn't enough. A cooldown similar to the new Forward Camp cooldown would be great. Don't punish people for dying (you can't avoid random game bug stuff), but punish them for dying multiple times over a short duration of time. I'll only take res sickness if it means they also can't res other players as well. I've gone on Haderus the last two nights and faced Tiberius's zerg where all they do is res each other. If they have more than twice the number of players I do and they can't kill me that's their fault. They shouldn't be given a 10th chance let alone a 3rd.
Yea its an AOE caps issue, not a rez issue. (Just kag rez speed is too much) remove Templar passive and give it something useful (stam/mag regen) so all players have flat rate.
Let's wait for seige changes and forward camps to see their impact to make a better assessment.
If groups are still OP enough to ignore red circles/dmg to fully rez group, then we go full community push for AOE cap revisions.
AOE cap removal will not prevent enemies from having enough players inside of a keep that you simply can't have enough people in a single group to cover all of their bodies. The only way to stop that is to prevent them from resurrecting multiple times in the span of just a couple of minutes.
The AOE caps revisions solves the fake dmg mitigation allowing groups to take proper dmg during, before and after they initiate rez tactics.
It doesn't remove players from their job to interrupt rezzing when it starts to happen.
I understand the need to review rez in context of piling into a keep. But until we know the full maturity of seige change/revised FC integration, we run the risk of introducing rez changes that will harm both large group and small group play. Better to see how the new changes play out before deciding rezzing is out of control.
Rez and spawn mechanic is fine.
Interupt enemies if you see them rezzing. Go stealth around bodies if you see a bunch of them not porting.
Remove Kag rez bonus. (Not needed tbh).
No one has a problem with that.
It's:I don't care whether it's a cooldown or rez sickness or kag's nerf, but something needs to be done, the current state of battle rezzing is a bit ridiculous.
If you die you should have a chance to be ressed at least once. Problems arise when you're facing huge groups that will literally just stand there and res people faster than you can kill them because of AOE caps, or they're so spread out in a keep you can run circles in the keep for 10+ minutes killing them a dozen times but unable to flip the flags because there's simply too many of them. IMO res sickness isn't enough. A cooldown similar to the new Forward Camp cooldown would be great. Don't punish people for dying (you can't avoid random game bug stuff), but punish them for dying multiple times over a short duration of time. I'll only take res sickness if it means they also can't res other players as well. I've gone on Haderus the last two nights and faced Tiberius's zerg where all they do is res each other. If they have more than twice the number of players I do and they can't kill me that's their fault. They shouldn't be given a 10th chance let alone a 3rd.
Yea its an AOE caps issue, not a rez issue. (Just kag rez speed is too much) remove Templar passive and give it something useful (stam/mag regen) so all players have flat rate.
Let's wait for seige changes and forward camps to see their impact to make a better assessment.
If groups are still OP enough to ignore red circles/dmg to fully rez group, then we go full community push for AOE cap revisions.
AOE cap removal will not prevent enemies from having enough players inside of a keep that you simply can't have enough people in a single group to cover all of their bodies. The only way to stop that is to prevent them from resurrecting multiple times in the span of just a couple of minutes.
The AOE caps revisions solves the fake dmg mitigation allowing groups to take proper dmg during, before and after they initiate rez tactics.
It doesn't remove players from their job to interrupt rezzing when it starts to happen.
I understand the need to review rez in context of piling into a keep. But until we know the full maturity of seige change/revised FC integration, we run the risk of introducing rez changes that will harm both large group and small group play. Better to see how the new changes play out before deciding rezzing is out of control.
IMO nothing I suggested harms small group play. The issue I'm presenting is unless you have an absurd amount of players inside a keep you can't expect to cover the entire area. When you go down to flip the flags, the entire top will get ressed because you can't leave 2-3 people to fight off 10 or so ressers, and you can't leave enough to stop those 10 because there's another 15+ waiting for you downstairs.
Playing in a small man means you usually have to wait for a res anyway since the enemies are capable of watching bodies to block resses. If not then you're getting away and a cooldown doesn't affect you, or your whole group is dead and this talk is pointless.
Interrupting resses is a great mechanic imo, but there comes a point when there's literally so many enemies or you have a limited amount of time to accomplish a task that you simply can not be there to interrupt the resses.