RinaldoGandolphi wrote: »Zers are an issue in PVP for two reasons:
1. Grossly Overpowered Player Based Area of Effect Skills(PBAOE) - This one speaks for itself. I told them in the Beta's Impulse was OP,. and it would be used by stacked groups, and it was. I told them Steel Tornado was OP in the 1.6 PTs and it would be used by stacked groups and it was. I told them Eye of the Storm was way OP in my feedback on the PTS, and it was.
Liquid Lighting, Eruption, Wall of Elements, Arrow Barrage, etc...why would you sue these skills in PVP they SUCK compared to their PBAOE counterparts....hmm...push a button 1 time and deal 4-5k instant damage to everyone in a radius around me, or cast one of the woefully sucky ground based AOE that someone would have to stand inside its tiny radius for 3-4 seconds to get daamge comparable to the PBAOE....don't take a genius to figure out why zergs are a problem.
PBAOE need to goo...ALL OF THEM removed from the game completed, and replaced with Ground Targeted AOE...Liquid Lighting, Wall of Elements, Eruption, Arrow Barrage...those are actually balanced and what AOE should be, not these grossly OP PBAOE we have in this game now...Steel Tornado does more damage then over 70% of the single target skills in the game...thats broken....EOTS speaks for itself...why would anyone use anything else?
2. Woefully Underpowered Siege - Again, this one speaks for itselfs. I remember when Agrippa, myself and a few others successfully convinced ZOS to up siege damage, and we had a month where lag was minimal...but then all the zerg balls started whining because 1 Siege shot would kill half their group(As it should, don't want to die move) and they nerfed the damge and the lag came back to the game.
There are player skills that do more damage then siege and thats simply stupid. My Sorc can just shield though siege like it doesn't even matter.
Siege is the equivalent of this:
in what world does any reasonable person think a machine gun should do more damage then that?(It won't)
You can be insta-killed in this game with a dagger(Incapacitating Strike), but can be shot with a 70 pound piece of flaming rock traveling close to the speed of sound and simply shrug it off like it does;t matter. and we wonder why there are ball groups and lag.
When we had powerful siege for a few weeks, these ball groups died...and they died quickly...the server didn't lag all the time...the last Emp keep was over quickly because 1 Fire Ballista Bolt could kill 10-12 people in a single hit....and thats how it should be.
Siege is mostly ineffective for obvious reasons such as champ points, etc.
"Change siege where it gets a 5% increase in damage for each target hit with no cap on targets that can be hit and scaling damage up to 300%. Also, damage shielding effects such as Barrier and Hardened Ward no longer mitigate or absorb damage from siege artillery, and siege damage is no longer reduced by the Battle Spirit nerf, and Oil Catapault Snare is no longer Purgable"
This means:
if you hit 10 targets the siege does 50% more damage to everyone hit.
If you hit 20 targets it does 100% more damage to everyone hit.
If you hit 30 targets it does 150% more damage to everyone hit.
if you hit 40 targets its does 200% more damage to everyone hit.
if you hit 50 targets it does 250% more damage to everyone hit.
if you hit 60 targets it does 300% more damage to everyone hit.
Zergs will continue to be a problem as long as these game mechanics of too PBAOE exist and ground AOE suck. You look at every pain train from Havoc to present ALL OF them use whatever OP PBAOE skill was around at the time to make it work...EOTS just happens to be the one now. Ineffeitve siege and terrible ground target AOE make the situation worse.
Observing groups like Havoc, IR, etc for many many months i know full well what the strategies were(they were good at it too, not dissing them) im no fool, im a very good learner by observation. I don't like to run in large groups, its not fun to me...4-5 is really pushing it for me...im just not a big fan of numbers = victory 99.8% of the time...the game wasn't always like this, and its a shame that it is now.
IxSTALKERxI wrote: »I think people commenting in this thread have very different opinions on what they consider a 'zerg'. The comments in this thread lack consistency because of it.
What exactly is it you are wanting nerfed?
- 60x 'solo' (ungrouped) players running together to an objective.
- 24x organised ball group
- Multiple organised 16 man groups stacking at the same objective.
- 8-12 organised group with enough AoE damage to take out the organised 24 man if caught off guard.
- 3x grouped players with hard hitting destro ults at the ready to suicide bomb the 24 man.
I personally enjoy the 8-12 so my opinion will be biased towards that. If you take away our strong AoE damage we are just going to get run over by the 24 man or the 60 solo players.
I don't understand the problem with zergs, I'm a solo player, but zergs are a part of the game that many like.
You can't siege as a solo player and cyrodiil resolves around siege/keeps.
Massive battles is what some players like. Others like to get small scale pvp and you can find it all in cyrodiil.
The problem isn't the zergs, the problem is the try hard zergs who find satisfaction in chasing and killing 1 or 2 dudes with 40.
They are supposed to go after keeps, no small scalers.
IcyDeadPeople wrote: »IxSTALKERxI wrote: »I think people commenting in this thread have very different opinions on what they consider a 'zerg'. The comments in this thread lack consistency because of it.
What exactly is it you are wanting nerfed?
- 60x 'solo' (ungrouped) players running together to an objective.
- 24x organised ball group
- Multiple organised 16 man groups stacking at the same objective.
- 8-12 organised group with enough AoE damage to take out the organised 24 man if caught off guard.
- 3x grouped players with hard hitting destro ults at the ready to suicide bomb the 24 man.
I personally enjoy the 8-12 so my opinion will be biased towards that. If you take away our strong AoE damage we are just going to get run over by the 24 man or the 60 solo players.
It's rather simple. The formula for zerg = (n + 1), where n is the number of players in your party.
RinaldoGandolphi wrote: »Zers are an issue in PVP for two reasons:
1. Grossly Overpowered Player Based Area of Effect Skills(PBAOE) - This one speaks for itself. I told them in the Beta's Impulse was OP,. and it would be used by stacked groups, and it was. I told them Steel Tornado was OP in the 1.6 PTs and it would be used by stacked groups and it was. I told them Eye of the Storm was way OP in my feedback on the PTS, and it was.
Liquid Lighting, Eruption, Wall of Elements, Arrow Barrage, etc...why would you sue these skills in PVP they SUCK compared to their PBAOE counterparts....hmm...push a button 1 time and deal 4-5k instant damage to everyone in a radius around me, or cast one of the woefully sucky ground based AOE that someone would have to stand inside its tiny radius for 3-4 seconds to get daamge comparable to the PBAOE....don't take a genius to figure out why zergs are a problem.
PBAOE need to goo...ALL OF THEM removed from the game completed, and replaced with Ground Targeted AOE...Liquid Lighting, Wall of Elements, Eruption, Arrow Barrage...those are actually balanced and what AOE should be, not these grossly OP PBAOE we have in this game now...Steel Tornado does more damage then over 70% of the single target skills in the game...thats broken....EOTS speaks for itself...why would anyone use anything else?
2. Woefully Underpowered Siege - Again, this one speaks for itselfs. I remember when Agrippa, myself and a few others successfully convinced ZOS to up siege damage, and we had a month where lag was minimal...but then all the zerg balls started whining because 1 Siege shot would kill half their group(As it should, don't want to die move) and they nerfed the damge and the lag came back to the game.
There are player skills that do more damage then siege and thats simply stupid. My Sorc can just shield though siege like it doesn't even matter.
Siege is the equivalent of this:
in what world does any reasonable person think a machine gun should do more damage then that?(It won't)
You can be insta-killed in this game with a dagger(Incapacitating Strike), but can be shot with a 70 pound piece of flaming rock traveling close to the speed of sound and simply shrug it off like it does;t matter. and we wonder why there are ball groups and lag.
When we had powerful siege for a few weeks, these ball groups died...and they died quickly...the server didn't lag all the time...the last Emp keep was over quickly because 1 Fire Ballista Bolt could kill 10-12 people in a single hit....and thats how it should be.
Siege is mostly ineffective for obvious reasons such as champ points, etc.
"Change siege where it gets a 5% increase in damage for each target hit with no cap on targets that can be hit and scaling damage up to 300%. Also, damage shielding effects such as Barrier and Hardened Ward no longer mitigate or absorb damage from siege artillery, and siege damage is no longer reduced by the Battle Spirit nerf, and Oil Catapault Snare is no longer Purgable"
This means:
if you hit 10 targets the siege does 50% more damage to everyone hit.
If you hit 20 targets it does 100% more damage to everyone hit.
If you hit 30 targets it does 150% more damage to everyone hit.
if you hit 40 targets its does 200% more damage to everyone hit.
if you hit 50 targets it does 250% more damage to everyone hit.
if you hit 60 targets it does 300% more damage to everyone hit.
Zergs will continue to be a problem as long as these game mechanics of too PBAOE exist and ground AOE suck. You look at every pain train from Havoc to present ALL OF them use whatever OP PBAOE skill was around at the time to make it work...EOTS just happens to be the one now. Ineffeitve siege and terrible ground target AOE make the situation worse.
Observing groups like Havoc, IR, etc for many many months i know full well what the strategies were(they were good at it too, not dissing them) im no fool, im a very good learner by observation. I don't like to run in large groups, its not fun to me...4-5 is really pushing it for me...im just not a big fan of numbers = victory 99.8% of the time...the game wasn't always like this, and its a shame that it is now.
thankyourat wrote: »Siege weapons hit pretty hard in PvP the reason it doesn't seem that way when hitting a large group is because of how much healing they have. If you make them stronger it would only hurt small groups. The only way I feel like you can deal with zergs in this game is to give people a reason to spread out. Or make it to where if you stack your whole faction in one place is detrimental. Right now it's not enough penalty for fraction stacking players can travel so fast that they can always prevent you from back dooring a keep
Astanphaeus wrote: »I don't understand the problem with zergs, I'm a solo player, but zergs are a part of the game that many like.
You can't siege as a solo player and cyrodiil resolves around siege/keeps.
Massive battles is what some players like. Others like to get small scale pvp and you can find it all in cyrodiil.
The problem isn't the zergs, the problem is the try hard zergs who find satisfaction in chasing and killing 1 or 2 dudes with 40.
They are supposed to go after keeps, no small scalers.
The problem is "soloers" who attack someone in a large group and then get pissy when the group run them over.
Astanphaeus wrote: »I don't understand the problem with zergs, I'm a solo player, but zergs are a part of the game that many like.
You can't siege as a solo player and cyrodiil resolves around siege/keeps.
Massive battles is what some players like. Others like to get small scale pvp and you can find it all in cyrodiil.
The problem isn't the zergs, the problem is the try hard zergs who find satisfaction in chasing and killing 1 or 2 dudes with 40.
They are supposed to go after keeps, no small scalers.
The problem is "soloers" who attack someone in a large group and then get pissy when the group run them over.
Like when the group is in stealth ready to pounce on "solo players"?
RinaldoGandolphi wrote: »Astanphaeus wrote: »I don't understand the problem with zergs, I'm a solo player, but zergs are a part of the game that many like.
You can't siege as a solo player and cyrodiil resolves around siege/keeps.
Massive battles is what some players like. Others like to get small scale pvp and you can find it all in cyrodiil.
The problem isn't the zergs, the problem is the try hard zergs who find satisfaction in chasing and killing 1 or 2 dudes with 40.
They are supposed to go after keeps, no small scalers.
The problem is "soloers" who attack someone in a large group and then get pissy when the group run them over.
Like when the group is in stealth ready to pounce on "solo players"?
This happens to pretty much all solo or small group(4 or less)
You will always find 12-15 people in stealth to gank zerg you at some point during your playtime.
King of Thieves and Murdo used to duo and gank, today 10-12 in stealth hiding to gank you is common place...
kevlarto_ESO wrote: »I think no matter what they do zergs will always be here, and no one seems to even be able to agree on what a zerg is ? a small to medium group using tactics to me is not a zerg, a pain train running mindlessly around spamming one or two buttons is a zerg to me.
Seems like everything zos has tried to break up the zerg has backfired and the zergs end up using it on the rest of us LOL
I still think soft caps and hard caps would be one way to cut things back and help with balance, but that's just me speaking from playing mmo's since the 90's. /shrug
DannyLV702 wrote: »Zergs are not an issue. The game was meant for zerging. The issue is the fact that the servers can't handle the zergs.
I don't understand the problem with zergs, I'm a solo player, but zergs are a part of the game that many like.
You can't siege as a solo player and cyrodiil resolves around siege/keeps.
Massive battles is what some players like. Others like to get small scale pvp and you can find it all in cyrodiil.
The problem isn't the zergs, the problem is the try hard zergs who find satisfaction in chasing and killing 1 or 2 dudes with 40.
They are supposed to go after keeps, no small scalers.
DannyLV702 wrote: »Zergs are not an issue. The game was meant for zerging. The issue is the fact that the servers can't handle the zergs.
Oh so seeing people run in 20-60, spamming one single button is fun? And meet well geared groups is so much fun as a new players! Yeah, no wonders new players leave after month of playing the game... I got whole friend list of such players... about 20-30 for sure.
I was taking part in such groups as well, it was fun for awhile, but after an hour of playing I was thinking to myself "is there any better game I can play?".
RinaldoGandolphi wrote: »Zers are an issue in PVP for two reasons:
1. Grossly Overpowered Player Based Area of Effect Skills(PBAOE) - This one speaks for itself. I told them in the Beta's Impulse was OP,. and it would be used by stacked groups, and it was. I told them Steel Tornado was OP in the 1.6 PTs and it would be used by stacked groups and it was. I told them Eye of the Storm was way OP in my feedback on the PTS, and it was.
Liquid Lighting, Eruption, Wall of Elements, Arrow Barrage, etc...why would you sue these skills in PVP they SUCK compared to their PBAOE counterparts....hmm...push a button 1 time and deal 4-5k instant damage to everyone in a radius around me, or cast one of the woefully sucky ground based AOE that someone would have to stand inside its tiny radius for 3-4 seconds to get daamge comparable to the PBAOE....don't take a genius to figure out why zergs are a problem.
PBAOE need to goo...ALL OF THEM removed from the game completed, and replaced with Ground Targeted AOE...Liquid Lighting, Wall of Elements, Eruption, Arrow Barrage...those are actually balanced and what AOE should be, not these grossly OP PBAOE we have in this game now...Steel Tornado does more damage then over 70% of the single target skills in the game...thats broken....EOTS speaks for itself...why would anyone use anything else?
2. Woefully Underpowered Siege - Again, this one speaks for itselfs. I remember when Agrippa, myself and a few others successfully convinced ZOS to up siege damage, and we had a month where lag was minimal...but then all the zerg balls started whining because 1 Siege shot would kill half their group(As it should, don't want to die move) and they nerfed the damge and the lag came back to the game.
There are player skills that do more damage then siege and thats simply stupid. My Sorc can just shield though siege like it doesn't even matter.
Siege is the equivalent of this:
in what world does any reasonable person think a machine gun should do more damage then that?(It won't)
You can be insta-killed in this game with a dagger(Incapacitating Strike), but can be shot with a 70 pound piece of flaming rock traveling close to the speed of sound and simply shrug it off like it does;t matter. and we wonder why there are ball groups and lag.
When we had powerful siege for a few weeks, these ball groups died...and they died quickly...the server didn't lag all the time...the last Emp keep was over quickly because 1 Fire Ballista Bolt could kill 10-12 people in a single hit....and thats how it should be.
Siege is mostly ineffective for obvious reasons such as champ points, etc.
"Change siege where it gets a 5% increase in damage for each target hit with no cap on targets that can be hit and scaling damage up to 300%. Also, damage shielding effects such as Barrier and Hardened Ward no longer mitigate or absorb damage from siege artillery, and siege damage is no longer reduced by the Battle Spirit nerf, and Oil Catapault Snare is no longer Purgable"
This means:
if you hit 10 targets the siege does 50% more damage to everyone hit.
If you hit 20 targets it does 100% more damage to everyone hit.
If you hit 30 targets it does 150% more damage to everyone hit.
if you hit 40 targets its does 200% more damage to everyone hit.
if you hit 50 targets it does 250% more damage to everyone hit.
if you hit 60 targets it does 300% more damage to everyone hit.
Zergs will continue to be a problem as long as these game mechanics of too PBAOE exist and ground AOE suck. You look at every pain train from Havoc to present ALL OF them use whatever OP PBAOE skill was around at the time to make it work...EOTS just happens to be the one now. Ineffeitve siege and terrible ground target AOE make the situation worse.
Observing groups like Havoc, IR, etc for many many months i know full well what the strategies were(they were good at it too, not dissing them) im no fool, im a very good learner by observation. I don't like to run in large groups, its not fun to me...4-5 is really pushing it for me...im just not a big fan of numbers = victory 99.8% of the time...the game wasn't always like this, and its a shame that it is now.