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Want to know why it seems PvP design and balancing is asinine?

Lava_Croft
Lava_Croft
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Edited by Lava_Croft on May 21, 2016 5:48PM
  • khele23eb17_ESO
    khele23eb17_ESO
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    Lava_Croft wrote: »

    Is it Wrobel saying locking loot behind absurd RNG is fun and exciting?
    P2P offered you 'hell yeah!' moments. F2P offers you 'thank god its over' moments.
  • Ser Lobo
    Ser Lobo
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    We won't be able to enjoy a real pass at balance until we get skirmishes. Hopefully not too small, but in the 12v12v12 to 20v20v20 range would be great by me. It can still be counted as a zerg, it's definetely not a solo experience, but if done right it should result in more numerically equal teams in narrower encounters.
    Ruze Aulus. Mayor of Dhalmora. Archer, hunter, assassin. Nightblade.
    Gral. Mountain Terror. Barbarian, marauder, murderer. Nightblade.
    Na'Djin. Knight-Blade. Knight, vanguard, defender. Nightblade.

    XBOX NA
    Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.

    He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.

    This is an multiplayer game. I should be able to log in, join a dungeon, join a battleground, queue for a dolmen or world boss or delve, teleport in, play for 20 minutes, and not worry about getting kicked, failing to join, having perfect voice coms, or being unable to complete content because someone's lagging behind. Group Finder and matchmaking is broken. Take a note from Destiny and build a system that allows from drop-in/drop-out functionality and quick play.
  • GreenSoup2HoT
    GreenSoup2HoT
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    Ser Lobo wrote: »
    We won't be able to enjoy a real pass at balance until we get skirmishes. Hopefully not too small, but in the 12v12v12 to 20v20v20 range would be great by me. It can still be counted as a zerg, it's definetely not a solo experience, but if done right it should result in more numerically equal teams in narrower encounters.

    Skirmishes that size won't be fun as long as Vicious Death exist's. All pvp is now is magicka nightblade's griefing group's of player's with soul tether prox det VD combo's.

    We all wanted something to help stop Zerg's and Ball Group's. The simple solution would be to get rid of AoE cap's at least in pvp. This would mean small group's if played right could Ultimate bomb and kill off a large amount of player's.

    There's no point in strategic play when 1 person can do it yourself and cheese your way though the AP rank's. I for one won't ever use Magicka Detonation or Vicious Death. These two thing's in my opinion are ruining cryodill.
    Edited by GreenSoup2HoT on May 21, 2016 9:56PM
    PS4 NA DC
  • Ser Lobo
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    Clarify for me: Vicious death explodes when you die, hitting nearby allies, right? What's the range?

    And why are we all standing on each other when we die?
    Ruze Aulus. Mayor of Dhalmora. Archer, hunter, assassin. Nightblade.
    Gral. Mountain Terror. Barbarian, marauder, murderer. Nightblade.
    Na'Djin. Knight-Blade. Knight, vanguard, defender. Nightblade.

    XBOX NA
    Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.

    He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.

    This is an multiplayer game. I should be able to log in, join a dungeon, join a battleground, queue for a dolmen or world boss or delve, teleport in, play for 20 minutes, and not worry about getting kicked, failing to join, having perfect voice coms, or being unable to complete content because someone's lagging behind. Group Finder and matchmaking is broken. Take a note from Destiny and build a system that allows from drop-in/drop-out functionality and quick play.
  • dpencil
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    I'm usually pretty forgiving of devs, assuming that their decisions have the backing of data not accessible to the general player and that they have in depth discussions considering the various ramifications of their decisions. And maybe some of that is true, but I have to admit, even as optimistic as I try to be, Wrobel's responses during ESO live were very unsatisfactory.

    - Saying a RNG box system for PVP gear was more "fun and exciting" ...no. Frustrating is the appropriate word.
    - Saying that since a poison has a 10% chance that "you need to hit them 10 times to get it to proc" is classic gambler's falacy. No wonder he thinks RNG is a fine idea.
    - Talking about Sorcs and never mentioning the constant cries for a spamable dps ability for stam/mag.
    - Saying the Surge change puts it on par with other class heals...suggesting a crit tank sorc build?? Really? How in the world is building your gear for crit going to help you be a good tank? How is Surge ever even going to proc when everyone in PVP gets to run shields that can't be crit? How is this not obvious???
    - Completely side stepping a direct question "what is your vision for Sorceres?" to just say we want all classes to be able to tank, heal, dps.

    I'm just really dissapointed in all of his responses. It doesn't make me feal there were eminently good reasons for the changes. They just...sounded good. *shudder*
    Edited by dpencil on May 21, 2016 11:57PM
  • KingYogi415
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    At 1:08:19 kyle gets ganked by a 16k ravege health poison proc.
    Is that right?
    Edited by KingYogi415 on May 21, 2016 11:21PM
  • ParaNostram
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    Ser Lobo wrote: »
    We won't be able to enjoy a real pass at balance until we get skirmishes. Hopefully not too small, but in the 12v12v12 to 20v20v20 range would be great by me. It can still be counted as a zerg, it's definetely not a solo experience, but if done right it should result in more numerically equal teams in narrower encounters.

    Skirmishes that size won't be fun as long as Vicious Death exist's. All pvp is now is magicka nightblade's griefing group's of player's with soul tether prox det VD combo's.

    We all wanted something to help stop Zerg's and Ball Group's. The simple solution would be to get rid of AoE cap's at least in pvp. This would mean small group's if played right could Ultimate bomb and kill off a large amount of player's.

    There's no point in strategic play when 1 person can do it yourself and cheese your way though the AP rank's. I for one won't ever use Magicka Detonation or Vicious Death. These two thing's in my opinion are ruining cryodill.

    If you're still dying to vicious death proxy det BS, you're pvping wrong and do not know how to adapt your play style. Congratulations, players like you who are unable to figure out how to counter things are the reason why absurd nerfs come every DLC
    "Your mistake is you begged for your life, not for mercy. I will show you there are many fates worse than death."

    Para Nostram
    Bosmer Sorceress
    Witch of Evermore

    "Death is a privilege that can be denied by it's learned scholars."
    Order of the Black Worm
  • GreenSoup2HoT
    GreenSoup2HoT
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    Ser Lobo wrote: »
    We won't be able to enjoy a real pass at balance until we get skirmishes. Hopefully not too small, but in the 12v12v12 to 20v20v20 range would be great by me. It can still be counted as a zerg, it's definetely not a solo experience, but if done right it should result in more numerically equal teams in narrower encounters.

    Skirmishes that size won't be fun as long as Vicious Death exist's. All pvp is now is magicka nightblade's griefing group's of player's with soul tether prox det VD combo's.

    We all wanted something to help stop Zerg's and Ball Group's. The simple solution would be to get rid of AoE cap's at least in pvp. This would mean small group's if played right could Ultimate bomb and kill off a large amount of player's.

    There's no point in strategic play when 1 person can do it yourself and cheese your way though the AP rank's. I for one won't ever use Magicka Detonation or Vicious Death. These two thing's in my opinion are ruining cryodill.

    If you're still dying to vicious death proxy det BS, you're pvping wrong and do not know how to adapt your play style. Congratulations, players like you who are unable to figure out how to counter things are the reason why absurd nerfs come every DLC

    Just because i'm hating on the combo does not mean i'm dying to it. Don't claim i need to adapt when i for one don't get killed by the combo often. It's all the poor soul's i watch getting killed by it because it's over-performing.

    It took month's for Zos to realize Magicka Detonation was over-tuned.. and is just now fixing the scaling in the DB DLC. So players in pvp had to deal with months worth of griefing created by Magicka Det and VD. Have you not seen all the latest mlg montages on youtube lately sponsored by Vicious Death?

    Look at the fact's and what pvp has become. It does not take a genius to realize pvp has gone downhill because of magicka det and VD. Thank's for assuming i'm oblivious to VD counter's and how to play. It's player's like me who actually care about the game and want a nice balanced competitive experience.

    Edited by GreenSoup2HoT on May 22, 2016 1:27AM
    PS4 NA DC
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