Bfish22090 wrote: »wheels of steel isn't the problem here.
you just need to play with more players so you can kill them.
I hope 1 player cant solo a 16 man group
Because it's totally realistic for people to set up siege engines in underground sewer tunnels.
We need AoE caps removed. Fengrush knows that's the point of this post, not to get siege enabled in the sewers. He's drawing us in with the drama he's gotten himself known for.
Get yourself some pocket proxidetors dude. Join the zerg. Beeee the zeeerrrg.
Because it's totally realistic for people to set up siege engines in underground sewer tunnels.
We need AoE caps removed. Fengrush knows that's the point of this post, not to get siege enabled in the sewers. He's drawing us in with the drama he's gotten himself known for.
Get yourself some pocket proxidetors dude. Join the zerg. Beeee the zeeerrrg.
Pretty much (and I cant just make another remove AOE caps thread, theyd be directed to Wrobels forum which has a total of like 3 posts ever from him) - its just the whole 'siege is the answer' logic doesnt work in the only PVP DLC which often has the same issue you can face out in cyro.need to go!
Because it's totally realistic for people to set up siege engines in underground sewer tunnels.
We need AoE caps removed. Fengrush knows that's the point of this post, not to get siege enabled in the sewers. He's drawing us in with the drama he's gotten himself known for.
Get yourself some pocket proxidetors dude. Join the zerg. Beeee the zeeerrrg.
Pretty much (and I cant just make another remove AOE caps thread, theyd be directed to Wrobels forum which has a total of like 3 posts ever from him) - its just the whole 'siege is the answer' logic doesnt work in the only PVP DLC which often has the same issue you can face out in cyro.need to go!
Siege is and always has been a dumb answer. I'd get on board for removing aoe caps since it's a weird artificial mechanic, but the caveat I'd want implemented would still probably be just as frustrating to you. If you remove aoe caps and allow a situation where 2-3 can wipe 16+ (even if they're bad, and I know there are a lot of groups like that), that doesn't just apply to your small man group. It really would just melt everyone trying to siege a keep and have larger scale fights, which is and always has been the emphasis for cyrodiil. So, the caveat I'd want in tandem with an aoe cap removal is a better balancing of the meta to stop some of the ridiculous damage numbers that are possible with a simple prox det + ult dump (and if that were implemented properly, you still wouldn't be able to wipe that group of 16 with 2-3 any easier, which has been your main gripe to begin with).
Just seems like a never-ending strawman argument to me. You want aoe caps removed, but doing that without also addressing the damage numbers would be moronic, and if they were addressed, you'd be back to square one and still struggling to wipe that many with so few.
On a side note, people still go to the sewers? o.O
Because it's totally realistic for people to set up siege engines in underground sewer tunnels.
We need AoE caps removed. Fengrush knows that's the point of this post, not to get siege enabled in the sewers. He's drawing us in with the drama he's gotten himself known for.
Get yourself some pocket proxidetors dude. Join the zerg. Beeee the zeeerrrg.
Because it's totally realistic for people to set up siege engines in underground sewer tunnels.
We need AoE caps removed. Fengrush knows that's the point of this post, not to get siege enabled in the sewers. He's drawing us in with the drama he's gotten himself known for.
Get yourself some pocket proxidetors dude. Join the zerg. Beeee the zeeerrrg.
Pretty much (and I cant just make another remove AOE caps thread, theyd be directed to Wrobels forum which has a total of like 3 posts ever from him) - its just the whole 'siege is the answer' logic doesnt work in the only PVP DLC which often has the same issue you can face out in cyro.need to go!
Because it's totally realistic for people to set up siege engines in underground sewer tunnels.
We need AoE caps removed. Fengrush knows that's the point of this post, not to get siege enabled in the sewers. He's drawing us in with the drama he's gotten himself known for.
Get yourself some pocket proxidetors dude. Join the zerg. Beeee the zeeerrrg.
Because it's totally realistic for people to set up siege engines in underground sewer tunnels.
We need AoE caps removed. Fengrush knows that's the point of this post, not to get siege enabled in the sewers. He's drawing us in with the drama he's gotten himself known for.
Get yourself some pocket proxidetors dude. Join the zerg. Beeee the zeeerrrg.
Pretty much (and I cant just make another remove AOE caps thread, theyd be directed to Wrobels forum which has a total of like 3 posts ever from him) - its just the whole 'siege is the answer' logic doesnt work in the only PVP DLC which often has the same issue you can face out in cyro.need to go!
Siege is and always has been a dumb answer. I'd get on board for removing aoe caps since it's a weird artificial mechanic, but the caveat I'd want implemented would still probably be just as frustrating to you. If you remove aoe caps and allow a situation where 2-3 can wipe 16+ (even if they're bad, and I know there are a lot of groups like that), that doesn't just apply to your small man group. It really would just melt everyone trying to siege a keep and have larger scale fights, which is and always has been the emphasis for cyrodiil. So, the caveat I'd want in tandem with an aoe cap removal is a better balancing of the meta to stop some of the ridiculous damage numbers that are possible with a simple prox det + ult dump (and if that were implemented properly, you still wouldn't be able to wipe that group of 16 with 2-3 any easier, which has been your main gripe to begin with).
Just seems like a never-ending strawman argument to me. You want aoe caps removed, but doing that without also addressing the damage numbers would be moronic, and if they were addressed, you'd be back to square one and still struggling to wipe that many with so few.
On a side note, people still go to the sewers? o.O
Bfish22090 wrote: »wheels of steel isn't the problem here.
you just need to play with more players so you can kill them.
I hope 1 player cant solo a 16 man group
Not unless youre on Axe fighting AD PVErs. Its not even the point really.. its the matter of not having proper tools/mechanics in the game in that environment.
Bfish22090 wrote: »Bfish22090 wrote: »wheels of steel isn't the problem here.
you just need to play with more players so you can kill them.
I hope 1 player cant solo a 16 man group
Not unless youre on Axe fighting AD PVErs. Its not even the point really.. its the matter of not having proper tools/mechanics in the game in that environment.
aoe caps need to go i agree
but siege in the sewres is not a good idea
its too narrow and npcs would melt, especially with the new siege changes coming in thieves guild
Fengrush, I've stood by you and agreed with a lot of things you've said, but siege in the sewers? Come on man wtf. I go to the IC to get away from that crap. I know AOE caps are bad, but they be messing with your wiring.
P.S. The dishonourable duel made me laugh so hard I think I snorted.
Because it's totally realistic for people to set up siege engines in underground sewer tunnels.
We need AoE caps removed. Fengrush knows that's the point of this post, not to get siege enabled in the sewers. He's drawing us in with the drama he's gotten himself known for.
Get yourself some pocket proxidetors dude. Join the zerg. Beeee the zeeerrrg.
Pretty much (and I cant just make another remove AOE caps thread, theyd be directed to Wrobels forum which has a total of like 3 posts ever from him) - its just the whole 'siege is the answer' logic doesnt work in the only PVP DLC which often has the same issue you can face out in cyro.need to go!
Siege is and always has been a dumb answer. I'd get on board for removing aoe caps since it's a weird artificial mechanic, but the caveat I'd want implemented would still probably be just as frustrating to you. If you remove aoe caps and allow a situation where 2-3 can wipe 16+ (even if they're bad, and I know there are a lot of groups like that), that doesn't just apply to your small man group. It really would just melt everyone trying to siege a keep and have larger scale fights, which is and always has been the emphasis for cyrodiil. So, the caveat I'd want in tandem with an aoe cap removal is a better balancing of the meta to stop some of the ridiculous damage numbers that are possible with a simple prox det + ult dump (and if that were implemented properly, you still wouldn't be able to wipe that group of 16 with 2-3 any easier, which has been your main gripe to begin with).
Just seems like a never-ending strawman argument to me. You want aoe caps removed, but doing that without also addressing the damage numbers would be moronic, and if they were addressed, you'd be back to square one and still struggling to wipe that many with so few.
On a side note, people still go to the sewers? o.O
The numbers in a real war bring as many disadvantages as advantages.
If a group of 50 men will act dumb then my group of 4 men will take all of them down in seconds with no casualties.
If there is a group of 50 men there then they should be aware of their weaknesses and the commander should be a genius to be able effectively coordinate that group. That 50 man group has to have scouts, a small intervention team that will deal with small threats that can wipe the group (like @FENGRUSH for example) and so much more.
The ball group as you see it in Cyrodiil nowadays would be the weakest structure in a real war......but for some reason those ball groups are invincible.
Because it's totally realistic for people to set up siege engines in underground sewer tunnels.
We need AoE caps removed. Fengrush knows that's the point of this post, not to get siege enabled in the sewers. He's drawing us in with the drama he's gotten himself known for.
Get yourself some pocket proxidetors dude. Join the zerg. Beeee the zeeerrrg.
Pretty much (and I cant just make another remove AOE caps thread, theyd be directed to Wrobels forum which has a total of like 3 posts ever from him) - its just the whole 'siege is the answer' logic doesnt work in the only PVP DLC which often has the same issue you can face out in cyro.need to go!
Siege is and always has been a dumb answer. I'd get on board for removing aoe caps since it's a weird artificial mechanic, but the caveat I'd want implemented would still probably be just as frustrating to you. If you remove aoe caps and allow a situation where 2-3 can wipe 16+ (even if they're bad, and I know there are a lot of groups like that), that doesn't just apply to your small man group. It really would just melt everyone trying to siege a keep and have larger scale fights, which is and always has been the emphasis for cyrodiil. So, the caveat I'd want in tandem with an aoe cap removal is a better balancing of the meta to stop some of the ridiculous damage numbers that are possible with a simple prox det + ult dump (and if that were implemented properly, you still wouldn't be able to wipe that group of 16 with 2-3 any easier, which has been your main gripe to begin with).
Just seems like a never-ending strawman argument to me. You want aoe caps removed, but doing that without also addressing the damage numbers would be moronic, and if they were addressed, you'd be back to square one and still struggling to wipe that many with so few.
On a side note, people still go to the sewers? o.O
The numbers in a real war bring as many disadvantages as advantages.
If a group of 50 men will act dumb then my group of 4 men will take all of them down in seconds with no casualties.
If there is a group of 50 men there then they should be aware of their weaknesses and the commander should be a genius to be able effectively coordinate that group. That 50 man group has to have scouts, a small intervention team that will deal with small threats that can wipe the group (like @FENGRUSH for example) and so much more.
The ball group as you see it in Cyrodiil nowadays would be the weakest structure in a real war......but for some reason those ball groups are invincible.
My ball hit your ball....it lagged....