Celas_Dranacea wrote: »
Lol kinda true about clubbing seals @minalan though if No CP stuck around I hope more people would adapt.
I was having a great time but understand how the experience could maybe suck for folks who are not prepared.
I really enjoy the quicker pace of fights (I.e. People die faster). The lag is much better for me and it totally makes sense why ... I'm a lot more thoughtful about when I cast abilities versus spamming the crap out of certain things. Probably way fewer calculations.
I think Im in line with you, 2-4 I consider small, 4-8 medium, 8-12 large group/raid. I dont really believe groups should go beyond 12, nor heals/buffs function outside if they really want to fix server calculations and reduce the benefit of stacking up. It depends though if were on CP or noCP though what we would target though. On nonCP, theres a lot of damage dealers we will focus first, like stamblades and some sorc builds, they can go easily. But a healer can be targeted legitimately with another DPS. On a CP campaign, the healers go last, and thats kind of the problem. I wouldnt bother targeting those templars, youre just begging for them to heal to full and have all efforts wasted.
Theres a lot broken on nonCP. Medium is mostly useless of ganking or being in a group as a follow up DPS. Try to solo with it and it quickly becomes apparent why heavy is so damn good. Theres a lot of sets that shine way more there. But again, its not really balanced for it, but I prefer the flow of battles there. I hate having to ignore so many targets that are built to be tanky. I see those guys trying that on nonCP and you know you can wear down their stam before another ult is up.
Yesterday was the first time I ran a full group, but with every campaign having a que, I think we knew what we were getting into. Cyro isnt perfect, but I find myself having to ignore and walk away from so many battles on a CP campaign. I dont like that, I just cant even live like that. I like to take any battle, and on no CP even when I know our chances are virtually 0 of winning, I know we can bang in on the enemy for a good hit.
Id hope if they want to reduce calculations theyd seriously consider reducing group sizes, removing AOE caps entirely, and limiting effects of party buffs and AOE friendly skills to the group. They need to add some incentive for new players to find a group and make it clear, but itd go a long way to 'fixing' performance and behavior if that is the real end goal here than any CP changes would.
This paragraph is a good recap on the changes we need to see for pvp. Completely agree.
What exactly do you expect a group size limit of 12 to achieve? For the guild-raids it won't make a difference and the pugzerg is mostly ungroup anyway.
More people that have no shame in Xv1ing you to the edges of the map? No thanks. I'd like to keep Cyrodiil populated with people who enjoy PvP.
Moglijuana wrote: »
100 into ele defender, 50 into hardy, 50 into resistant in heavy impen. I do not take much damage in general. And I'm not even a tank =0.
To reiterate my point. Said CP placements above allow me to do tons of stupid things while getting frags to the face, sitting in destro ulti's etc. Move into no CP. A little level CP 100 can destro ulti into me, and If i don't react quick enough or am low on resources, I die. Resulting in a faster TTK. End of story and the entire point of me commenting.
IcyDeadPeople wrote: »
What is your concept of a healthy PVP population?
It is currently a fraction of what it used to be. At launch we had 10 campaigns, each of them with much higher pop lock, all kinds of battles all over the map 24/7, even weeknights.
Now on PC NA we have one high pop campaign, two that are usually kind of dead with not much going and I have no idea about BWB. Trueflame which has the highest population, is sometimes dead late at night Pacific time.
This week suddenly we have a lot of players all over the place again, all night long on multiple campaigns. It's fun! Have you never played on a dead campaign where you have to run around trying to find somebody to fight?
What exactly do you expect a group size limit of 12 to achieve? For the guild-raids it won't make a difference and the pugzerg is mostly ungroup anyway.
Instead of the server checking how many of your 24+ players were hit by a buff, it would cap it to 12 and thus, reducing the need of the server to keep checking on players outside of this.
Also limiting the group size means you need to organize your builds around 12 people not 24 player stacks.
Instead of the server checking how many of your 24+ players were hit by a buff, it would cap it to 12 and thus, reducing the need of the server to keep checking on players outside of this.
Also limiting the group size means you need to organize your builds around 12 people not 24 player stacks.
I just realized you´re a magDK - we ignore those entirelyi´m sorry for what zos did to your class.
Limiting group size alone won't stop the zerg guilds from just stacking more multiple groups of 12 instead of multiple groups of 24. And will have no effect on the ungrouped PUG zergs and zerg surfers. There were a good 150 players at one BRK battle on Haderus last night. At that point, "groups" are totally irrelevant other than coordinating specific maneuvers.
It would only work if most buffs were limited to groups and possibly even healing prioritized group members.
Another option is to revise the emp requirements to include alternate ways of getting/losing emp other than just controlling the ring keeps. Spitballing here: but what if emp was controlling all your faction home keeps plus 3 other ring keeps? Or all your home keeps plus any 5 enemy keeps? If suddenly Brindle/Dragon/Drake was strategic for more than just transit and home keep bonuses, they would attract more steady action and there'd be less last emp keep stacking.
If you make a mistake in CP you will die because i deal enough dmg to kill you.
NoCP is a lot more forgiving in that regard.
But hey maybe it´s just NA/EU difference again.
Try to zergsurf out of group without any heals on your bar. See if you get any heals. Chances are - you will get *a lot*. This is the point. If youre missing it, I dont know what to say.
Instead of the server checking how many of your 24+ players were hit by a buff, it would cap it to 12 and thus, reducing the need of the server to keep checking on players outside of this.
Also limiting the group size means you need to organize your builds around 12 people not 24 player stacks.
Limiting group size alone won't stop the zerg guilds from just stacking more multiple groups of 12 instead of multiple groups of 24. And will have no effect on the ungrouped PUG zergs and zerg surfers. There were a good 150 players at one BRK battle on Haderus last night. At that point, "groups" are totally irrelevant other than coordinating specific maneuvers.
It would only work if most buffs were limited to groups and possibly even healing prioritized group members.
Another option is to revise the emp requirements to include alternate ways of getting/losing emp other than just controlling the ring keeps. Spitballing here: but what if emp was controlling all your faction home keeps plus 3 other ring keeps? Or all your home keeps plus any 5 enemy keeps? If suddenly Brindle/Dragon/Drake was strategic for more than just transit and home keep bonuses, they would attract more steady action and there'd be less last emp keep stacking.
That wasn't my point, I agree that it sucks having very few active campaigns. But I don't like it when the campaigns are filled with people who'se goal isn't to pvp, but just to unlock their vigor/caltrops etc and who have no respect for other players because they just see them as walking bags of AP.
A guild group of PvPers who have a bit of decency won't chase a solo to the edges of the map, while some PvErs new to Cyro might be inclined to follow the herd wherever.
Of course there's a place for everyone, and PvErs are welcome to join, but I don't want them to be the overwhelming majority of the Cyrodiil playerbase.
I just realized you´re a magDK - we ignore those entirelyi´m sorry for what zos did to your class.
I run the same build for 12 or 24. So does 99% of my raid.
I'd also be vastly more effective running two groups of 10-12 than 1 24man, only reason I don't is laziness and a sense of ESO tradition.
I agree you would. Good players with good builds that make good decisions will shine in that environment.
In environments like this though:
If your damage dealers died going through the doorway, you couldnt just run along with the rest of the other groups being a healer still. Today you can. You could pop a remembrance and be in no party there at that doorway and make a clutch play for pact militia raid party 1-3.
You're doing it wrong.
Princess_Asgari wrote: »Having zero CP just makes any issues with classes even more blatantly obvious. You dont have the cp to make up for it. Besides that i HATE that your gear choices are even further limited in no cp.
There are so many sets in this game but with no cp you are forced into using even less of them.
Princess_Asgari wrote: »Having zero CP just makes any issues with classes even more blatantly obvious. You dont have the cp to make up for it. Besides that i HATE that your gear choices are even further limited in no cp.
There are so many sets in this game but with no cp you are forced into using even less of them.
loved seeing everyone dropping like flies (myself included)...
on ps4/na last night we had some excellent AvAvA action at the aleswell farm (always appreciate AD making the trip north)...probably had somewhere in the range of 60 to 80 players in the area for at least a couple of hours...
it was kinda funny - not sure if it was "planned", but it definitely seems like we were all playing capture the flag...just taking turns at the flag and destroying the tower there...
so nice to see most folks not camping for d-ticks...at one point got 23k for taking the farm...
sure at times it can be hard to visually recognize the destro ult before it kills ya - but, if there is a group of players heading your way - chances are very good they're trying to bring the pain with their "eye of whatever"...
watch the flow of battle, do some quick back stepping when you see a surge, let them spend their ult - then return the favor and clean up