Joy_Division wrote: »IxSTALKERxI wrote: »The current system is one of the worst I'm aware of.
Together with being able to place camps nearly everywhere, everyone is able to using an unlimited amount of soul gems, so it's close to impossible to clear an area if your own group is significantly smaller compared to the enemy one.
Rezzing in this game is way too fast and comes without any penalty.
Imagine you clear the top of a keep, and while you're on the way down they already start rezzing each other. They got enough people to do so. You cleared the flag just to see the group you recently killed standing on top. You go to the top and story repeats itself. As a small group you simply don't got the manpower to block them permanently from rezzing.
Don't see any reason why people are against a penalty or at least a limitation.
Something like:
- after you use a soul gem you can't use an another one for a minute, just like a cooldown
- this cooldown should also start for the person who got rezzed
This prevents that a single survivor is able to bring back his whole raid in the middle of a keep.
Yep I agree. It would be a change that actually benefits the outnumbered side for once. Here are examples of what a fight is like with and without a cooldown systems:
Sad story without a cooldown system.
Let's say i'm in an 8 man group with Mojican and we are alone defending a keep against 40 EP. We manage to kill 20 of the 40 EP, but in the process Mojican dies for some reason or another, but no need to worry, because there is no rez penalty we are able to rez him again. We then go to the other side of the keep and wipe the remaining 20 players. When we turn around we see the first 20 we killed are alive again, so we go and kill them again, we turn around and the other 20 are alive again and another 20 reinforcements have arrived from nikel. Now there are 3 different groups of 20 that keep rezzing... etc. Eventually the whole group gets overwhelmed as we are unable to kill faster then they can rez and don't have the man power to camp bodies and we all die.
Same story with a cooldown system.
Let's say i'm in an 8 man group with Mojican and we are a lone defending a keep against 40 EP.
Mojican dies for some reason or another and I am unable to rez him for a whole minute. What a tragedy! Despite this huge loss to our group, we still managed to kill 10 of the 30 EP, which will be unable to rez for a whole minute either. Not needing to camp bodies, we continue to push on and defeat another 10 EP on the other side of the keep. One minute has now passed and we go back and rez Mojican but the first initial 10 EP have rezed, bringing the total back to 20. With our added strength we are able to wipe the remaining 20 EP and the battle is won!
TL;DR: It's more beneficial to sacrifice a Mojican for a whole minute than have a large enemy force continually rez with no penalty. @manny254
I think the rezzing system actually helps outnumbered keep defenders more times than you think.
If the 8 of you are defending bleakers, the only way you can possibly get back into the fight is if you rez. I'm not exactly sure why these 40 EP only are managing to kill Mojican while the other 7 of you manage to kill all of them, but let's assume some of the EP there are halfway decent players and manage to kill 5 of you while you kill 30 of them. Now instead of you 7 vs. 0 EP (your scenario) it's more like there are 3 of you vs 10 EP. The only way you are keeping that keep is if you rez and you are going to have to rez multiple times. Those EP, or at least some of them, are going to get a camp up and come immediately back.
When defending outposts against hordes of enemies, sometimes fast rezes are the only opportunity for an isolated and outnumbered force to hold onto them because the attackers are in a much better position to get reinforcements without relying on rezzing. If I can only rez 1 person a minute, and there are 10 dead defenders around me in an already surrounded keep with a horde of angry attackers outside, then the battle is already lost.
It might be cool to give a resurrected player a "resurrection sickness" debuff for maybe 30 seconds, where ALL stats/regen and healing received are reduced by 50%. This could be added into the Battle Spirit package while in Cyrodiil.
Edit: killing a person with rez sickness should obviously be worth 0 AP.
IxSTALKERxI wrote: »The current system is one of the worst I'm aware of.
Together with being able to place camps nearly everywhere, everyone is able to using an unlimited amount of soul gems, so it's close to impossible to clear an area if your own group is significantly smaller compared to the enemy one.
Rezzing in this game is way too fast and comes without any penalty.
Imagine you clear the top of a keep, and while you're on the way down they already start rezzing each other. They got enough people to do so. You cleared the flag just to see the group you recently killed standing on top. You go to the top and story repeats itself. As a small group you simply don't got the manpower to block them permanently from rezzing.
Don't see any reason why people are against a penalty or at least a limitation.
Something like:
- after you use a soul gem you can't use an another one for a minute, just like a cooldown
- this cooldown should also start for the person who got rezzed
This prevents that a single survivor is able to bring back his whole raid in the middle of a keep.
Yep I agree. It would be a change that actually benefits the outnumbered side for once. Here are examples of what a fight is like with and without a cooldown systems:
Sad story without a cooldown system.
Let's say i'm in an 8 man group with Mojican and we are alone defending a keep against 40 EP. We manage to kill 20 of the 40 EP, but in the process Mojican dies for some reason or another, but no need to worry, because there is no rez penalty we are able to rez him again. We then go to the other side of the keep and wipe the remaining 20 players. When we turn around we see the first 20 we killed are alive again, so we go and kill them again, we turn around and the other 20 are alive again and another 20 reinforcements have arrived from nikel. Now there are 3 different groups of 20 that keep rezzing... etc. Eventually the whole group gets overwhelmed as we are unable to kill faster then they can rez and don't have the man power to camp bodies and we all die.
Same story with a cooldown system.
Let's say i'm in an 8 man group with Mojican and we are a lone defending a keep against 40 EP.
Mojican dies for some reason or another and I am unable to rez him for a whole minute. What a tragedy! Despite this huge loss to our group, we still managed to kill 10 of the 30 EP, which will be unable to rez for a whole minute either. Not needing to camp bodies, we continue to push on and defeat another 10 EP on the other side of the keep. One minute has now passed and we go back and rez Mojican but the first initial 10 EP have rezed, bringing the total back to 20. With our added strength we are able to wipe the remaining 20 EP and the battle is won!
TL;DR: It's more beneficial to sacrifice a Mojican for a whole minute than have a large enemy force continually rez with no penalty. @manny254
Hey !
Actually, there's absolutly no penalty for dying since rezing is quite fast and there's no cooldown on soulgems, what would be a good option in your opinion ?
The whole point seems to be so eight people can wipe out forty people. Never mind that it would wreck PvE group content and make battles between near equal forces tedious and tiresome even more so than now.
The answer is already in place. When you drop ten from that group of forty do not give chase to the thirty. Make them come to you where their dead kinsmen lay and whomp em again. If they set up siege divide your group of eight drop enough to end the siege in a quick attack then get back to the dead. Mix tactics a bit. After hitting the survivors just feign going back to the original dead ten. Sneak back in (again divided) and whomp two or three more as they try to rez the siege line. Keep them guessing what bodies you are watching and it won't take long for them to get frustrated and do something that leads to their final doom. Eight killing forty shouldn't be a walk in the park.