KingShocker wrote: »Rune_Relic wrote: »Lava_Croft wrote: »It's pretty safe to say that if you don't like running in a big group of pugs or a lag inducing train of proxdet spamming purgebots, ESO's PvP wants you gone.
Haven´t you heared - if you´re outnumbered you´re going to die anyway. So why not implement a mechanic that makes sure the struggle won´t last too long and you get a nice and fast respawn
Agree
So when the campaign is outnumbered 10:1
What is the point of even showing up..let alone fighting ?
By ZOS interpretation of outnumbered people must die.....there is no point.
Personally I like to feel I am makin gmore of a contribution than being a source of guaranteed AP for the largest population.
I wish I could click on "agree" and "awesome" for this.
Already some of the main campaigns are so dominated by one faction that the others just give up. Why keep fighting when the enemy outnumbers you significantly, and has emp buff, and has scroll buffs... and has so many poisons that you melt when their zerg looks at you?
So, to see if i get this straight, BEFORE poisons it is already the case that others give up due to one faction dominance and outnumbering no chsnce etc... but POISONS will let zergs melt you?
What is the diff between the death of a thousand jesus beams and poisons?
Really, the new more powerful more frequent enchantments seem the better choice for way outnumbered meltdown. Why use expendables for over time effects when its a squash?
Maybe it has to do with the ones who still fight ounumbered, and now get another huge disadvantage... I know it must be hard to believe for you, but not everyone dies as soon as he is being attacked by a half dozen players at once. At least so far.
Nice little graph but has ZERO to do with my comments you quot.
If as the poster said its already pre-poisons one side dominant buffed numbered etc crushing with emp buff blah blah so that they "just give up" how do poisons become the new boogeyman end of days cats and dogs sleeping together scapegoat?
Like i said, when outnumbering and looking for a squash down, the long cooldown overtime poisons arent the best option. The new 3-4x enchants arent expended and have much faster cooldown. The poisons will serve more for longer fights.
For outnumbered scenarios ANY offensive buff everyone can use or defensive nerf shifts the odds to the group.
Adjusting the balance place for one-v-many isnt going to be achieved by ostriching any and every new thing but by actual direct rules change deliberatelt adjusting for one-v-many. For instance "if damage from 3 or more hits within 10 seconds all damage is reduced by 90% for 60 seconds" wpuld pretty much stop gangs from quickly burning down solo or pairs.
It would let solo or pairs of experienced elite players in superior gear lay into groups of weaker players with impunity, as god intended. New pvp players would learn grouping for safety did not work out as well and since they know they wont beat the elite-w-gesr 2-on-2 they would likely stay awsy more often leaving pvp the dueling ground of the elite with less roafkill essy picking slow meat.
Get the rules to favor your preferred outcome directly and then you dont have to be afraid everytime something new is added.
KingShocker wrote: »Rune_Relic wrote: »Lava_Croft wrote: »It's pretty safe to say that if you don't like running in a big group of pugs or a lag inducing train of proxdet spamming purgebots, ESO's PvP wants you gone.
Haven´t you heared - if you´re outnumbered you´re going to die anyway. So why not implement a mechanic that makes sure the struggle won´t last too long and you get a nice and fast respawn
Agree
So when the campaign is outnumbered 10:1
What is the point of even showing up..let alone fighting ?
By ZOS interpretation of outnumbered people must die.....there is no point.
Personally I like to feel I am makin gmore of a contribution than being a source of guaranteed AP for the largest population.
I wish I could click on "agree" and "awesome" for this.
Already some of the main campaigns are so dominated by one faction that the others just give up. Why keep fighting when the enemy outnumbers you significantly, and has emp buff, and has scroll buffs... and has so many poisons that you melt when their zerg looks at you?
So, to see if i get this straight, BEFORE poisons it is already the case that others give up due to one faction dominance and outnumbering no chsnce etc... but POISONS will let zergs melt you?
What is the diff between the death of a thousand jesus beams and poisons?
Really, the new more powerful more frequent enchantments seem the better choice for way outnumbered meltdown. Why use expendables for over time effects when its a squash?
Maybe it has to do with the ones who still fight ounumbered, and now get another huge disadvantage... I know it must be hard to believe for you, but not everyone dies as soon as he is being attacked by a half dozen players at once. At least so far.
Nice little graph but has ZERO to do with my comments you quot.
If as the poster said its already pre-poisons one side dominant buffed numbered etc crushing with emp buff blah blah so that they "just give up" how do poisons become the new boogeyman end of days cats and dogs sleeping together scapegoat?
Like i said, when outnumbering and looking for a squash down, the long cooldown overtime poisons arent the best option. The new 3-4x enchants arent expended and have much faster cooldown. The poisons will serve more for longer fights.
For outnumbered scenarios ANY offensive buff everyone can use or defensive nerf shifts the odds to the group.
Adjusting the balance place for one-v-many isnt going to be achieved by ostriching any and every new thing but by actual direct rules change deliberatelt adjusting for one-v-many. For instance "if damage from 3 or more hits within 10 seconds all damage is reduced by 90% for 60 seconds" wpuld pretty much stop gangs from quickly burning down solo or pairs.
It would let solo or pairs of experienced elite players in superior gear lay into groups of weaker players with impunity, as god intended. New pvp players would learn grouping for safety did not work out as well and since they know they wont beat the elite-w-gesr 2-on-2 they would likely stay awsy more often leaving pvp the dueling ground of the elite with less roafkill essy picking slow meat.
Get the rules to favor your preferred outcome directly and then you dont have to be afraid everytime something new is added.
Actually my post fits perfectly well because I specifically spoke about the players who still do fight outnumbered - not the ones who give up.
As for balancing the game to favor the smaller group, that is just as stupid as favoring the larger one. Mechanics designed to help the smaller group should at best scale proportional with the number of enemies.
Khaos_Bane wrote: »No they make a lot of very good changes to the game. This game is FAR better than what it was. But they also make very puzzling changes as well. Like nerfing class skills for PvP then making these incredibly powerful poisons. It's just a WTF were they thinking moment.
Yolokin_Swagonborn wrote: »Khaos_Bane wrote: »No they make a lot of very good changes to the game. This game is FAR better than what it was. But they also make very puzzling changes as well. Like nerfing class skills for PvP then making these incredibly powerful poisons. It's just a WTF were they thinking moment.
Most of the class skill nerfs were predicted a long time ago as collateral damage from the champion system. When you remove softcaps and let people have infinite resources and 25% more damage, the controls have to go somewhere.
If you refuse to control the inputs (resources, regen, damage, and other stats), then you have to control the outputs (how often you can use a skill, how powerful the skill is, etc). This is why you keep seeing nerfs, and tiny cooldowns creep into the game. This game was originally designed with NO cooldowns and you could use skills as much as you wanted as long as you had the resources. That was the genius of the combat system. An MMO without cooldowns. Only possible if you limit and strictly control resources, if you don't, then you get vast skill unbalance and the need to continually nerf skills and gear over and over again till nothing is as fun as it was designed to be.
Khaos_Bane wrote: »Yolokin_Swagonborn wrote: »Khaos_Bane wrote: »No they make a lot of very good changes to the game. This game is FAR better than what it was. But they also make very puzzling changes as well. Like nerfing class skills for PvP then making these incredibly powerful poisons. It's just a WTF were they thinking moment.
Most of the class skill nerfs were predicted a long time ago as collateral damage from the champion system. When you remove softcaps and let people have infinite resources and 25% more damage, the controls have to go somewhere.
If you refuse to control the inputs (resources, regen, damage, and other stats), then you have to control the outputs (how often you can use a skill, how powerful the skill is, etc). This is why you keep seeing nerfs, and tiny cooldowns creep into the game. This game was originally designed with NO cooldowns and you could use skills as much as you wanted as long as you had the resources. That was the genius of the combat system. An MMO without cooldowns. Only possible if you limit and strictly control resources, if you don't, then you get vast skill unbalance and the need to continually nerf skills and gear over and over again till nothing is as fun as it was designed to be.
Or offer champion points that offset the damage, which they do. Right now people are primarily picking CP passives that improve their DPS. Once the cap is raised, people will be picking up more defensive passives which will offset the damage to a greater degree. So I see things fluctuating as they adjust CP max.
I PVE this is having a huge impact, as we simply roll thru content.
Well thats an overwhelming majority lol
After watching the last ESO live and seeing the pure amount of glee the dev in charge of creating this fiasco called poison making has for his creation, it is evident this is more about him creating this for HIM and much much less about an added feature that will enhance the game. I believe the ZOS devs has forgotten a few basic rules of game design.
1-Don't confuse interesting with fun.
2-Don't design something simply to prove you can do it.
3-Make the fun part also the correct strategy to win.
Like many changes over the past year or so this added *feature* will have more of a negative impact on the game then a positive one.
Yolokin_Swagonborn wrote: »Khaos_Bane wrote: »No they make a lot of very good changes to the game. This game is FAR better than what it was. But they also make very puzzling changes as well. Like nerfing class skills for PvP then making these incredibly powerful poisons. It's just a WTF were they thinking moment.
Most of the class skill nerfs were predicted a long time ago as collateral damage from the champion system. When you remove softcaps and let people have infinite resources and 25% more damage, the controls have to go somewhere.
If you refuse to control the inputs (resources, regen, damage, and other stats), then you have to control the outputs (how often you can use a skill, how powerful the skill is, etc). This is why you keep seeing nerfs, and tiny cooldowns creep into the game. This game was originally designed with NO cooldowns and you could use skills as much as you wanted as long as you had the resources. That was the genius of the combat system. An MMO without cooldowns. Only possible if you limit and strictly control resources, if you don't, then you get vast skill unbalance and the need to continually nerf skills and gear over and over again till nothing is as fun as it was designed to be.
nimander99 wrote: »I think poisons are a good idea... But we'll see what the actual impact is on live.
Yolokin_Swagonborn wrote: »nimander99 wrote: »I think poisons are a good idea... But we'll see what the actual impact is on live.
If only we had a way to TEST what their impact would be on live. Some sort of "test server." I know it sounds crazy but hear me out:
Maybe people who really care about this game would be willing to download another whole copy of the game and test certain features for fun and balance BEFORE they make it to live.
Then those players could report their findings on some sort of "test server forum" and if the response came back overwhelming negative, like say for example, 200 individual people compromising 80% of those that responded saying they would rather have NO POISONS then broken poisons, then perhaps ZOS could send the concept back to the drawing board and not push a broken exploitable system to live.
Sounds like a good idea doesn't it? If only.
It's about time they introduce an item in the game to reduces peoples resource management. Champ Points ruin resource management. I don't want to play a game with infinite ammo.
Yolokin_Swagonborn wrote: »nimander99 wrote: »I think poisons are a good idea... But we'll see what the actual impact is on live.
If only we had a way to TEST what their impact would be on live. Some sort of "test server." I know it sounds crazy but hear me out:
Maybe people who really care about this game would be willing to download another whole copy of the game and test certain features for fun and balance BEFORE they make it to live.
Then those players could report their findings on some sort of "test server forum" and if the response came back overwhelming negative, like say for example, 200 individual people compromising 80% of those that responded saying they would rather have NO POISONS then broken poisons, then perhaps ZOS could send the concept back to the drawing board and not push a broken exploitable system to live.
Sounds like a good idea doesn't it? If only.
shame no such thing exists