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Do you think we need Resurrection Sickness?

SmalltalkJava
SmalltalkJava
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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.

  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    I would prefer a ground effect ability like caltrops that prevents resurrection of players in its area. This should last around 30s
    Edited by Izanagi.Xiiib16_ESO on January 28, 2016 4:29PM
    @Solar_Breeze
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  • timidobserver
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    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.
    Edited by timidobserver on January 28, 2016 4:36PM
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  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    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 debuff 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.
    Edited by Izanagi.Xiiib16_ESO on January 28, 2016 4:51PM
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  • Kwivur
    Kwivur
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    I don't think a cool down would be called for, but maybe increase the time per rez by 20% or so would work for me.
  • timidobserver
    timidobserver
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    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.

    I like the idea of having the option to eject bodies from an area, but yeah your approach works to.
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  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    @Wrobel does resing come under combat or is it considered @ZOS_BrianWheeler‌ 's turf?
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  • Nestor
    Nestor
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    We already have reduced stats, hence reduced damage if another player resurrect us. We only come back with full stats if we resurrect ourselves.

    I don't think adding a mechanic to have less stats if we resurrect ourselves is going to make all that much a difference, as outside of Cyrodiil, we could just choose the Waysrhine Option. By the time we made it back to the mobs, we would be at full stats again. If we choose the wayshrine option in a delve, we are just sent back to the beginning, so we have to fight through the mobs again to get back to where we were. This would be almost like punishing people for dieing (sp?) in a Delve, and we already have reduced armor condition to cover that. Then again, we could resurrect ourselves, and since we come back not in aggro, just wait for the stats to regen again and engage the mobs. So, the mechanic is too easy to bypass, or at worst, just tedious to bypass.
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  • Turelus
    Turelus
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    Have we found a use for the scatter catapult at last? :tongue:
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  • frozywozy
    frozywozy
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    I personally would like resurrection sickness to be added instead of any other solution to manage the actual problems with people getting ressed but there are plenty of other solutions aswell. Here is my personal preference :

    RESURRECTION SICKNESS

    - First time you die and you get resurrected, you stand back up with a resurrection sickness that have the following effects : 20% less damage and health for 5 minutes.
    - Second time you get resurrected into a 5minutes period since you last died, it takes 50% more time to resurrect you and you stand back up with resurrection sickness.
    - Third time you get resurrected into a 5minutes period since you last died, it takes 100% more time to resurrect you and you stand back up with resurrection sickness.
    Additional times work the same way as third time until your res sickness is gone.
    Edited by frozywozy on January 28, 2016 5:20PM
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  • Minno
    Minno
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    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).
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  • FMonk
    FMonk
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    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.
  • WRX
    WRX
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    I would prefer a ground effect ability like caltrops that prevents resurrection of players in its area. This should last around 30s

    HEY, BRILLIANT IDEAR!


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  • Minno
    Minno
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    FMonk wrote: »
    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.

    It's just kags causing an inflated issue.

    The obvious counter to rezzing is to stick around if you think enemies are there.

    When they start rezzing, interrupt the rez (crushing shock, arrow, bash, etc.)

    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.
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  • Manoekin
    Manoekin
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    Minno wrote: »
    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:
    FMonk wrote: »
    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.
  • Glory
    Glory
    Class Representative
    Minno wrote: »
    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).
    Minno wrote: »
    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.

    I'm fine with waiting to see how siege and forward camps adjust PvP play, but there is definitely an issue with the current state of resurrection in the current state of the game. Extremely short rezz times (due to Kag as you said) make it so that if a group kills half of a large enemy squad, their progress can literally be reset due to rezzes in less than a few seconds.

    Wiping half an enemy group when your group is significantly outnumbered only to have them stack heals and barriers like you mentioned and get a full group reset is extremely unbalanced in my opinion.
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  • bitaken
    bitaken
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    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.
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  • ToRelax
    ToRelax
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    bitaken wrote: »
    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.

    ZOS already stated the camps have a smaller radius, in that you now need to be inside to rez, and a cooldown per player to rez at a camp. They'll also be more expensive.
    Of course, maybe we shouldn't trust ZOS with their promised PvP content... :sunglasses:
    Manoekin wrote: »
    Minno wrote: »
    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:
    FMonk wrote: »
    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.

    Exactly my thoughts.
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  • Manoekin
    Manoekin
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    @bitaken you will only be able to resurrect at a FC once every 2 minutes.
  • Solariken
    Solariken
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    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.

    I LOVE this idea. Freaking love it.
  • Lirkin
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    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.

    NO. NO. NO. Really bad idea!
  • Minno
    Minno
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    Manoekin wrote: »
    Minno wrote: »
    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:
    FMonk wrote: »
    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.
    Minno - DC - Forum-plar Extraordinaire
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  • Manoekin
    Manoekin
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    Minno wrote: »
    Manoekin wrote: »
    Minno wrote: »
    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:
    FMonk wrote: »
    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.
  • dodgehopper_ESO
    dodgehopper_ESO
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    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.

    This is a pretty clever idea. It makes resuscitation actually useful, and at the same time requires something of the offense. I think its a pretty balanced idea, you have my vote.
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  • Minno
    Minno
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    Manoekin wrote: »
    Minno wrote: »
    Manoekin wrote: »
    Minno wrote: »
    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:
    FMonk wrote: »
    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.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Manoekin
    Manoekin
    ✭✭✭✭✭
    ✭✭
    Minno wrote: »
    Manoekin wrote: »
    Minno wrote: »
    Manoekin wrote: »
    Minno wrote: »
    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:
    FMonk wrote: »
    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.
  • ToRelax
    ToRelax
    ✭✭✭✭✭
    ✭✭
    Minno wrote: »
    Manoekin wrote: »
    Minno wrote: »
    Manoekin wrote: »
    Minno wrote: »
    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:
    FMonk wrote: »
    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.

    Rezzing is not more out of control than it every was. However, today it's way easier to get into keeps alive, as well as to survive after being rezzed (CP passives and high regen, also extremely weak NPCs).

    Let's say I am defending a keep with 10 players vs 30. And we actually manage to kill 10 of them upstairs, although scattered. Now we need everyone to defend the flags, but let's say we can do with 2 players less. then maybe it's 8v15 downstairs, but the other 2 can't interrupt all rezzes. It would be hard enough already if the bodies were close to each other, but they're not.
    So soon after it's 10v30 once again. Now let's say we manage to wipe 20 of them again, including the 10 who died the first time around. But now we have 10 players who need to 1.) keep 2 players from rezzing for every one of them, 2.) repair the walls and 3.) hunt down the last 10.

    I can't see how a cooldown would negatively affect outnumbered gameplay. But even if that was the case, when a team is keeping it's members alive by rezzing them once a minute, without looking at their enemies, that's not good gameplay.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    Manoekin wrote: »
    Minno wrote: »
    Manoekin wrote: »
    Minno wrote: »
    Manoekin wrote: »
    Minno wrote: »
    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:
    FMonk wrote: »
    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.

    I get the need to address that aspect of group play. Here's my issue with addressing a specific tactical moment with a blanket change:

    1) have all rez conditions and play mechanics been address? If not we need to so that neither playstyles are harmed unintentionally.

    2) the above condition shows a moment in a keep battle that has no bearing on the current status of rezxing. The problem is not rezzing, its the fact the map has no objective contingency in place to punish super long fights.

    A better fix would be to introduce a specific capture mechanic to target a flaw in the current objective target. I.e. place a flag capture on one of the four towers, that when flipped, will target the upper deck with cc seige. This way it can function as "scripted moment" that has a specific purpose without being OP.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • dodgehopper_ESO
    dodgehopper_ESO
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    ✭✭✭
    I'm not sure we want all the battles to be super short either, do we? That hardly seems very fun.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • MLRPZ
    MLRPZ
    ✭✭✭✭✭
    Well, Killing the same people 12 times in a row before the swarmed you is not exactly fun neither

    https://www.youtube.com/watch?v=JiVUpmFtRNg
    AD // Marc the Epic Goat // Templar // AR50
    EP // The Goatfather // Templar // AR44
    AD // Unforgoatable // Sorc // AR33
    EP // You Goat Rekt // NB // AR28
    EP // Bill Goats // Swarden // AR28
    AD // Goat Ya // NB // AR24
    AD // Unforgoatten // StamDK // AR 21
    DC // Egoatcentric // Stamsorc // AR16

    and many unused PVE chars

    REMOVE FACTION LOCK

    AoE Rats
    RIP Zerg Squad
    RIP Banana Squad Inc
    Not your typical goat



  • hammayolettuce
    hammayolettuce
    ✭✭✭✭✭
    Honestly if a resurrection sickness or something of the sort where to be added it would be best if there was a way for it to apply only to larger groups. Something like that would crush small scale pvp as they already are a dying play style in eso. With siege changes and the dynamic ult change it has made for example (8v16) something that is much more difficult than it should be if the 16 or mediocre and the 8 are superb.

    I am fully for some extra punishment for those large groups who band together and Rez each other in .5 sec and do not get penalized for dying.

    *
    Snü (Magicka DK) ♥ Thnu (Stamplar) ♥ Pizza for Breakfast (Magplar) ♥ Sparklefingers (Magicka Sorc) ♥
    Bean and Cheese Burrito (Magicka DK) ♥ Snurrito (Stamplar) ♥
    DARFAL COVANT
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