WillhelmBlack wrote: »FYI this doesn't stop zergs. Only removing the AoE cap can do that.
Until now.booksmcread wrote: »WillhelmBlack wrote: »FYI this doesn't stop zergs. Only removing the AoE cap can do that.
It's really effective at killing PUGs. A player group no one in Cyrodiil ever complained about.
Players are now going to have to make an effort to stay far away from anyone who *might* not be good enough to dodge or block incoming damage in fear of the vicious death procs that could hit them.
This is dumb.
[...]
My play is being affected because of others who end up in the same area and die to VD. There is something wrong with that.
ZOS_TFlemming wrote: »To clarify, this is a visual bug with death recap where it still counts the proc as a hit for death recap purposes even though you're already dead. The set is not actually dealing damage to the person who procs it before they die, sorry for the confusion.
I'd like to point out that I've been running solo all day, and I've died about 10 times throughout the day to vicious death procs on people who happened to be around me or responded to the same attack.
8 DC taking Roe mine, four of us (I'm guessing the other three were solo as well) show up to take it back, two of them get 5-6 meteors between them and I died to one snipe, one hit from a mage guard, and two vicious death procs.
I even died once because I was on the wall at Ash, and five people in front of me got double-hit with cold-fire that I moved out of! Apparently siege damage can proc VD.
Players are now going to have to make an effort to stay far away from anyone who *might* not be good enough to dodge or block incoming damage in fear of the vicious death procs that could hit them.
This is dumb.lol screw the QQers their faults for zergging and zergging and zergging and zergging.
@MrBM You want to blame people who run balled up, propose a solution. Most of them don't know how to play well on their own. Between the two 30-day campaigns on PC/NA, I have three toons in the top 10 of the leaderboard, where more than 90% of my AP was made playing alone or in a group of 2. My play is being affected because of others who end up in the same area and die to VD. There is something wrong with that.
Yolokin_Swagonborn wrote: »I'd like to point out that I've been running solo all day, and I've died about 10 times throughout the day to vicious death procs on people who happened to be around me or responded to the same attack.
8 DC taking Roe mine, four of us (I'm guessing the other three were solo as well) show up to take it back, two of them get 5-6 meteors between them and I died to one snipe, one hit from a mage guard, and two vicious death procs.
I even died once because I was on the wall at Ash, and five people in front of me got double-hit with cold-fire that I moved out of! Apparently siege damage can proc VD.
Players are now going to have to make an effort to stay far away from anyone who *might* not be good enough to dodge or block incoming damage in fear of the vicious death procs that could hit them.
This is dumb.lol screw the QQers their faults for zergging and zergging and zergging and zergging.
@MrBM You want to blame people who run balled up, propose a solution. Most of them don't know how to play well on their own. Between the two 30-day campaigns on PC/NA, I have three toons in the top 10 of the leaderboard, where more than 90% of my AP was made playing alone or in a group of 2. My play is being affected because of others who end up in the same area and die to VD. There is something wrong with that.
Inb4 someone takes a same-faction level 10 with no armor out to cyrodiil, gets intentionally lit with an enemy Inevitable det, then jumps naked into a group of friendlys.
I have seen dumber "spirit of the game" breaking trolls using friendly cross-alliance participation. It's only a matter of time.
And you though using cross faction help to get scrolls was a problem...
Whats weird is the entire time i pvped today...I didn't die to Vicious Death once...
I died to virtually everything else..but didn't have a single VD thing on my death recount.
Problem isn´t really VD - proxydet is way worse.
There is no place for detonation in this game. Rework it to a 10s buff that scales all your normal aoes for targets hit.
Evasion: Casting this ability and its morphs now requires that you wear 5 pieces of Medium Armor.
My complaint is that this set is another tool for Magicka users while Stam builds get the shaft. The original zerg solution, Prox Det, is magicka based, so now they added a set that only comes in light armor? Why didn't they make this a crafted set instead.
Problem isn´t really VD - proxydet is way worse.
There is no place for detonation in this game. Rework it to a 10s buff that scales all your normal aoes for targets hit.
I'd be fine with proxy leaving the game as long as they remove aoe caps along with it...problem is in this day and age of pvp sustained damage is garbage and you need high end burst to effectively kill people (not saying it's not possible to kill with sustained damage, but not many builds will succeed with it)...the entire game would need to be reworked or rolled all the way back to 1.4/1.5 (whichever had dynamic ult generation), plus all these new sets would need to be reworked, skills reworked...in essence a lot of stuff would have to be looked at and it's not as simple as people make it out to be
Hand_Bacon wrote: »If nothing else, this game's PvP makes me miss the glory days of DAOC.
Hand_Bacon wrote: »If nothing else, this game's PvP makes me miss the glory days of DAOC.
ALL OF THE DAOC @Ghostbane @Ghost-Shot @Zheg
I think a lot of the complaints regarding VD are related to people not having adapted yet. We are mostly running 8 man groups since the patch and for that group size I feel this patch is incredible.
What I like most about this patch is that numbers are a huge liability whereas until now a bigger group was always "better". Now the bigger your group is, the more damage you take from enemy burst and also the slower you get. There is actually a drawback to running big groups now. For me this is a great change - even tho I would have prefered some other solution.
Also there is no reason to be afraid of 24 man groups once they all have VD. The crucial part for groups is surving - not damaging. In a 24 man group you have enough damage to instantly kill everything in your way - as seen in previous patches. The biggest concern was always how to stay alive while trying to get as many opponents in your way as possible. In previous patches with maneuvers and barriers it wasn't too hard as you could outmaneuver enemy bombs and safe the slow guys in your raid with barriers. However with the changes, neither maneuver nor barrier are a reliable defense which leads stacked groups to be incredibly vulnerable to burst damage.
I really don't see any reason to play a 24 man raid this patch - you get worse AP, your group is slower, you will suffer embarassing wipes, etc. If I'd really want to play with 24 for some reason I'd honestly split them into 3 seperate 8 man groups and try to coordinate their movement. I'd be willing to bet a lot of money that this will be by far stronger. 8 man is enough to kill lot of *** on impact - and you will have another group to cover you while you retreat. Keep fights will be *** easy if you don't get all the attention on one grp but have several grps at different positions.
I think a lot of the complaints regarding VD are related to people not having adapted yet. We are mostly running 8 man groups since the patch and for that group size I feel this patch is incredible.
What I like most about this patch is that numbers are a huge liability whereas until now a bigger group was always "better". Now the bigger your group is, the more damage you take from enemy burst and also the slower you get. There is actually a drawback to running big groups now. For me this is a great change - even tho I would have prefered some other solution.
Also there is no reason to be afraid of 24 man groups once they all have VD. The crucial part for groups is surving - not damaging. In a 24 man group you have enough damage to instantly kill everything in your way - as seen in previous patches. The biggest concern was always how to stay alive while trying to get as many opponents in your way as possible. In previous patches with maneuvers and barriers it wasn't too hard as you could outmaneuver enemy bombs and safe the slow guys in your raid with barriers. However with the changes, neither maneuver nor barrier are a reliable defense which leads stacked groups to be incredibly vulnerable to burst damage.
I really don't see any reason to play a 24 man raid this patch - you get worse AP, your group is slower, you will suffer embarassing wipes, etc. If I'd really want to play with 24 for some reason I'd honestly split them into 3 seperate 8 man groups and try to coordinate their movement. I'd be willing to bet a lot of money that this will be by far stronger. 8 man is enough to kill lot of *** on impact - and you will have another group to cover you while you retreat. Keep fights will be *** easy if you don't get all the attention on one grp but have several grps at different positions.