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Long Live the Blobs!

  • Talcyndl
    Talcyndl
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    driosketch wrote: »
    Am I reading inevitable's note right? It will now go off early if you purge it?

    With the other combined changes, I don't think it will be worth it to slot purge at all. Going to have to teach people to hit x on purifying ritual instead.

    This is one change that might have a positive impact.
    Tal'gro Bol
    PvP Vice Officer [Retired] and Huscarl of Vokundein
    http://www.legend-gaming.net/vokundein/
  • Talcyndl
    Talcyndl
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    Sanct16 wrote: »
    No way a 24 man group will be able to keep up in Ap gains with a good 6 man after the patch.

    But that's not necessarily the choice for a lot of members of the blob groups. They might theoretically get more AP if they had a balanced group of 6 players fighting in a good spot. But it's easier to simply blob up, spam some AoEs, stick on crown and watch the AP numbers scroll by.
    Tal'gro Bol
    PvP Vice Officer [Retired] and Huscarl of Vokundein
    http://www.legend-gaming.net/vokundein/
  • Talcyndl
    Talcyndl
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    One of the things I realized tonight is why there might be a disconnect about the blob groups and lag. For a lot of folks running in a medium to large sized group relying mostly on AoEs the lag can be annoying, but can often be played through. For me, relying on mostly single target skills and charge, while having to swap bars a good bit, the lag makes playing impossible.

    I logged on tonight and, despite having a nice 10-12 person guild group running, I couldn't play and just quit group and logged out. It was too frustrating. I tried to fight a bow user and couldn't reliably switch to my defensive bar to reflect. For about 20 seconds I couldn't even target him because 'Tab' selected a section of the keep wall. When I finally could select the guy, my charge sent me into a rubber banding loop. Meantime, I watched a group of EP roll into the breach all spamming AoEs just fine.

    Maybe ZOS is just trying to tell me something. :/
    Tal'gro Bol
    PvP Vice Officer [Retired] and Huscarl of Vokundein
    http://www.legend-gaming.net/vokundein/
  • frozywozy
    frozywozy
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    I think the steel tornado damage buff was to even out the buff to prox det so people don't all reroll magicka. But I still think it was the wrong approach. Steel Tornado and Prox det (on lot of players) damage overall is fine as it is. Prox det damage just needs to get nerfed against 5 players or less and then scale off 6 targets to a higher amount of players (up to 10-15) to deal maximum damage.

    I am really digging the new changes to inevitable det and rapid maneuvers though. I am also happy that they changed the ressource damage from oil catapult / lightning balistas to a percentage instead of a flat amount.
    Edited by frozywozy on February 4, 2016 5:47PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • God_flakes
    God_flakes
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    Talcyndl wrote: »
    One of the things I realized tonight is why there might be a disconnect about the blob groups and lag. For a lot of folks running in a medium to large sized group relying mostly on AoEs the lag can be annoying, but can often be played through. For me, relying on mostly single target skills and charge, while having to swap bars a good bit, the lag makes playing impossible.

    I logged on tonight and, despite having a nice 10-12 person guild group running, I couldn't play and just quit group and logged out. It was too frustrating. I tried to fight a bow user and couldn't reliably switch to my defensive bar to reflect. For about 20 seconds I couldn't even target him because 'Tab' selected a section of the keep wall. When I finally could select the guy, my charge sent me into a rubber banding loop. Meantime, I watched a group of EP roll into the breach all spamming AoEs just fine.

    Maybe ZOS is just trying to tell me something. :/

    Yup. I'm in the same boat. I swap bars a lot and with the current lag it's darn near impossible prime time to ever swap once I am targeted and nearly 100% of the time I die because I can't swap to my utility bar and mitigate. It's amazing my keyboard and mouse are intact after 20 months of this chit.
  • Talcyndl
    Talcyndl
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    frozywozy wrote: »
    I think the steel tornado damage buff was to even out the buff to prox det so people don't all reroll magicka. But I still think it was the wrong approach. Steel Tornado and Prox det (on lot of players) damage overall is fine as it is. Prox det damage just needs to get nerfed against 5 players or less and then scale off 6 targets to a higher amount of players (up to 10-15) to deal maximum damage.

    I am really digging the new changes to inevitable det and rapid maneuvers though. I am also happy that they changed the ressource damage from oil catapult / lightning balistas to a percentage instead of a flat amount.

    I think they should have done an overall AoE damage nerf - at least for Cyrodiil (Battle Spirit for AoEs). AoE damage is currently much too powerful. It has the inherent advantage of not requiring any targeting. So it works much better through lag. In contrast, single target abilities, especially ones that require a cast time, are inconsistent at best during lag.

    I do like the inevitable detonation change. Maybe it will indirectly be the nerf to purge we hoped for.

    I don't think the resource damage is going to have much effect. Players simply have too much regen at this point for it to matter much. We'll see though.
    Tal'gro Bol
    PvP Vice Officer [Retired] and Huscarl of Vokundein
    http://www.legend-gaming.net/vokundein/
  • Satiar
    Satiar
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    Steel tornado irrelevant now. Meta is burst or die. prox bombs.
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Rune_Relic
    Rune_Relic
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    Yep... 6 target + Group only.

    If you had 2x 24 man groups on the flag on that last emp keep both groups, would be taking care of 6/48+ and any PUGs that happened to join in.
    Guaranteeing that the weakest of all 48+ in range would stay alive.
    Now at best you will only protect 6/24.
    So where Group 1 could cover group 2 + any other pugs in range...now they are on there own.

    There is no mutual leeching anymore.
    The weakest will die quick.
    The total numbers will drop quick.

    You cant hide in a sea of pugs and use them as a meatshield anymore.
    Edited by Rune_Relic on February 4, 2016 10:37PM
    Anything that can be exploited will be exploited
  • MLRPZ
    MLRPZ
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    Well, since you still can rez in less than a second, I guess we're just gonna have to kill them 5 times each instead of 3
    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



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