HoloYoitsu wrote: »@Elong Yeah, pretty much the only way to be successful small manning anymore seems to be just be a bunch of stamblades rolling around in eternal hunt, or have 1-2 Templars for the heals.
The most frustrating part is just trying to find anysmallscale fights. Fighting in transit lines or trying to pull ppl off of a siege line will just end up with 3-4x your numbers of potatos deciding to run you down spamming pew pew. Basically, it's near impossible to actually get any evenly matched smallman fights anymore.
-Group Captain Sir Douglas Robert Steuart Bader CBE DSO DFC FRAeS DLRules are for the guidance of wise men and the obedience of fools.
-The Lun YuIf a man is correct in his own person, then there will be obedience without orders being given; but if he is not correct in his own person, there will not be obedience even though orders are given.
HoloYoitsu wrote: »@Elong Yeah, pretty much the only way to be successful small manning anymore seems to be just be a bunch of stamblades rolling around in eternal hunt, or have 1-2 Templars for the heals.
The most frustrating part is just trying to find anysmallscale fights. Fighting in transit lines or trying to pull ppl off of a siege line will just end up with 3-4x your numbers of potatos deciding to run you down spamming pew pew. Basically, it's near impossible to actually get any evenly matched smallman fights anymore.
Zerg is a slang term for a group of low-level gamers who depend on overwhelming numbers to achieve victory, rather than relying on technique or strategy. The term is most often used in the context of online role-playing and strategy games, but it also applies to multiplayer first-person shooters.
If the screen is full of players and there is a warlike feel to it, that to me is a zerg. 1v5 or 1v9 isn't a zerg just a small group really. When you see multiple players spamming breathe of life from the front/back/middle of a fight that's a zerg lmao..
melloni_aleb16_ESO wrote: »If the screen is full of players and there is a warlike feel to it, that to me is a zerg. 1v5 or 1v9 isn't a zerg just a small group really. When you see multiple players spamming breathe of life from the front/back/middle of a fight that's a zerg lmao..
in this game ; a group is composed by 4 people ...then...a " small party " is less than 4 .
olivesforge wrote: »1vXers and gankers are simply irrelevant, in that they do not meaningfully impact the actual game. They are discrete from farmers, who by the amount of AP they gain and by distracting full groups of the enemy effect the campaign, and small resource/town groups, which have a significant impact on final score.
NightbladeMechanics wrote: »olivesforge wrote: »1vXers and gankers are simply irrelevant, in that they do not meaningfully impact the actual game. They are discrete from farmers, who by the amount of AP they gain and by distracting full groups of the enemy effect the campaign, and small resource/town groups, which have a significant impact on final score.
Excuse me, but this is not accurate. If your friendly neighborhood 1vXer places himself behind Ales farm while EP sieges DC, wipes 6 or 7 pugs a couple times as they chase him about, kills the quartermaster, and sneakily burns a few camps on the flag while being chased by and killing enemies, I'd call that plenty relevant to the siege at hand. This convenient example comes to mind because I was doing this on my stamblade a couple nights ago and took some joy in DC winning while I did my thing in the back. Would you rather I have logged off and made room for another zone chat LFG if I'm so irrelevant since I'm not in a group?
Gankers can also make themselves relevant by delaying troops getting to objectives or being chased by groups trying to kill them.
And the ally to enemy ratio for a good soloer is generally greater than any AP farming group or large guild group. What's that imply about their relevance?
TLDR: good solo players can make an impact on the campaign by placing their fights near larger conflicts.
NightbladeMechanics wrote: »olivesforge wrote: »1vXers and gankers are simply irrelevant, in that they do not meaningfully impact the actual game. They are discrete from farmers, who by the amount of AP they gain and by distracting full groups of the enemy effect the campaign, and small resource/town groups, which have a significant impact on final score.
Excuse me, but this is not accurate. If your friendly neighborhood 1vXer places himself behind Ales farm while EP sieges DC, wipes 6 or 7 pugs a couple times as they chase him about, kills the quartermaster, and sneakily burns a few camps on the flag while being chased by and killing enemies, I'd call that plenty relevant to the siege at hand. This convenient example comes to mind because I was doing this on my stamblade a couple nights ago and took some joy in DC winning while I did my thing in the back. Would you rather I have logged off and made room for another zone chat LFG if I'm so irrelevant since I'm not in a group?
Gankers can also make themselves relevant by delaying troops getting to objectives or being chased by groups trying to kill them.
And the ally to enemy ratio for a good soloer is generally greater than any AP farming group or large guild group. What's that imply about their relevance?
TLDR: good solo players can make an impact on the campaign by placing their fights near larger conflicts.
In before good solo player gets hunted down by a group for messing with the camps, hangs up his roll-dodging boots and takes on a full time job shouting "small scale is deaaaaaaad!" in zone.
I've seen it happen to so many young, promising 1vXers
NightbladeMechanics wrote: »NightbladeMechanics wrote: »olivesforge wrote: »1vXers and gankers are simply irrelevant, in that they do not meaningfully impact the actual game. They are discrete from farmers, who by the amount of AP they gain and by distracting full groups of the enemy effect the campaign, and small resource/town groups, which have a significant impact on final score.
Excuse me, but this is not accurate. If your friendly neighborhood 1vXer places himself behind Ales farm while EP sieges DC, wipes 6 or 7 pugs a couple times as they chase him about, kills the quartermaster, and sneakily burns a few camps on the flag while being chased by and killing enemies, I'd call that plenty relevant to the siege at hand. This convenient example comes to mind because I was doing this on my stamblade a couple nights ago and took some joy in DC winning while I did my thing in the back. Would you rather I have logged off and made room for another zone chat LFG if I'm so irrelevant since I'm not in a group?
Gankers can also make themselves relevant by delaying troops getting to objectives or being chased by groups trying to kill them.
And the ally to enemy ratio for a good soloer is generally greater than any AP farming group or large guild group. What's that imply about their relevance?
TLDR: good solo players can make an impact on the campaign by placing their fights near larger conflicts.
In before good solo player gets hunted down by a group for messing with the camps, hangs up his roll-dodging boots and takes on a full time job shouting "small scale is deaaaaaaad!" in zone.
I've seen it happen to so many young, promising 1vXers
loool That happens all the time when the 1vX isn't easy! I personally think that many people have been carried by classes or gear since DB patch, got inflated perceptions of their own skill levels, and expect to be able to continue performing at the same level as ZOS nerfs things.
Small scale is harder than ever, but it's definitely not dead. Anyone saying it's dead just hasn't L2ped enough. It's that simple.
Edit: I can't wait until the CP nerfs next chapter.
NightbladeMechanics wrote: »NightbladeMechanics wrote: »olivesforge wrote: »1vXers and gankers are simply irrelevant, in that they do not meaningfully impact the actual game. They are discrete from farmers, who by the amount of AP they gain and by distracting full groups of the enemy effect the campaign, and small resource/town groups, which have a significant impact on final score.
Excuse me, but this is not accurate. If your friendly neighborhood 1vXer places himself behind Ales farm while EP sieges DC, wipes 6 or 7 pugs a couple times as they chase him about, kills the quartermaster, and sneakily burns a few camps on the flag while being chased by and killing enemies, I'd call that plenty relevant to the siege at hand. This convenient example comes to mind because I was doing this on my stamblade a couple nights ago and took some joy in DC winning while I did my thing in the back. Would you rather I have logged off and made room for another zone chat LFG if I'm so irrelevant since I'm not in a group?
Gankers can also make themselves relevant by delaying troops getting to objectives or being chased by groups trying to kill them.
And the ally to enemy ratio for a good soloer is generally greater than any AP farming group or large guild group. What's that imply about their relevance?
TLDR: good solo players can make an impact on the campaign by placing their fights near larger conflicts.
In before good solo player gets hunted down by a group for messing with the camps, hangs up his roll-dodging boots and takes on a full time job shouting "small scale is deaaaaaaad!" in zone.
I've seen it happen to so many young, promising 1vXers
loool That happens all the time when the 1vX isn't easy! I personally think that many people have been carried by classes or gear since DB patch, got inflated perceptions of their own skill levels, and expect to be able to continue performing at the same level as ZOS nerfs things.
Small scale is harder than ever, but it's definitely not dead. Anyone saying it's dead just hasn't L2ped enough. It's that simple.
Edit: I can't wait until the CP nerfs next patch.
Ghost-Shot wrote: »NightbladeMechanics wrote: »NightbladeMechanics wrote: »olivesforge wrote: »1vXers and gankers are simply irrelevant, in that they do not meaningfully impact the actual game. They are discrete from farmers, who by the amount of AP they gain and by distracting full groups of the enemy effect the campaign, and small resource/town groups, which have a significant impact on final score.
Excuse me, but this is not accurate. If your friendly neighborhood 1vXer places himself behind Ales farm while EP sieges DC, wipes 6 or 7 pugs a couple times as they chase him about, kills the quartermaster, and sneakily burns a few camps on the flag while being chased by and killing enemies, I'd call that plenty relevant to the siege at hand. This convenient example comes to mind because I was doing this on my stamblade a couple nights ago and took some joy in DC winning while I did my thing in the back. Would you rather I have logged off and made room for another zone chat LFG if I'm so irrelevant since I'm not in a group?
Gankers can also make themselves relevant by delaying troops getting to objectives or being chased by groups trying to kill them.
And the ally to enemy ratio for a good soloer is generally greater than any AP farming group or large guild group. What's that imply about their relevance?
TLDR: good solo players can make an impact on the campaign by placing their fights near larger conflicts.
In before good solo player gets hunted down by a group for messing with the camps, hangs up his roll-dodging boots and takes on a full time job shouting "small scale is deaaaaaaad!" in zone.
I've seen it happen to so many young, promising 1vXers
loool That happens all the time when the 1vX isn't easy! I personally think that many people have been carried by classes or gear since DB patch, got inflated perceptions of their own skill levels, and expect to be able to continue performing at the same level as ZOS nerfs things.
Small scale is harder than ever, but it's definitely not dead. Anyone saying it's dead just hasn't L2ped enough. It's that simple.
Edit: I can't wait until the CP nerfs next patch.
I wouldn't say its harder than ever, it's certainly not the easiest it's ever been (rip bats spam) but with the AoE cap adjustments and how high damage is wiping big groups with a few is pretty easy. When a small man comes across a well organized group and choose to engage it you will tend to have a bad time sure, but even the best groups can be caught off guard.
NightbladeMechanics wrote: »Ghost-Shot wrote: »NightbladeMechanics wrote: »NightbladeMechanics wrote: »olivesforge wrote: »1vXers and gankers are simply irrelevant, in that they do not meaningfully impact the actual game. They are discrete from farmers, who by the amount of AP they gain and by distracting full groups of the enemy effect the campaign, and small resource/town groups, which have a significant impact on final score.
Excuse me, but this is not accurate. If your friendly neighborhood 1vXer places himself behind Ales farm while EP sieges DC, wipes 6 or 7 pugs a couple times as they chase him about, kills the quartermaster, and sneakily burns a few camps on the flag while being chased by and killing enemies, I'd call that plenty relevant to the siege at hand. This convenient example comes to mind because I was doing this on my stamblade a couple nights ago and took some joy in DC winning while I did my thing in the back. Would you rather I have logged off and made room for another zone chat LFG if I'm so irrelevant since I'm not in a group?
Gankers can also make themselves relevant by delaying troops getting to objectives or being chased by groups trying to kill them.
And the ally to enemy ratio for a good soloer is generally greater than any AP farming group or large guild group. What's that imply about their relevance?
TLDR: good solo players can make an impact on the campaign by placing their fights near larger conflicts.
In before good solo player gets hunted down by a group for messing with the camps, hangs up his roll-dodging boots and takes on a full time job shouting "small scale is deaaaaaaad!" in zone.
I've seen it happen to so many young, promising 1vXers
loool That happens all the time when the 1vX isn't easy! I personally think that many people have been carried by classes or gear since DB patch, got inflated perceptions of their own skill levels, and expect to be able to continue performing at the same level as ZOS nerfs things.
Small scale is harder than ever, but it's definitely not dead. Anyone saying it's dead just hasn't L2ped enough. It's that simple.
Edit: I can't wait until the CP nerfs next patch.
I wouldn't say its harder than ever, it's certainly not the easiest it's ever been (rip bats spam) but with the AoE cap adjustments and how high damage is wiping big groups with a few is pretty easy. When a small man comes across a well organized group and choose to engage it you will tend to have a bad time sure, but even the best groups can be caught off guard.
Oh I'm not talking about bombing. Bombing has been very easy for a long time.
I'm talking about real small scale outnumbered brawls, which revolve around single target damage, chains of priority targets, and occasional small aoe bombs aimed at taking out a handful of enemies at a time.
But yea, you're right that this patch is better for small scale than last patch. I should say it's the second hardest patch ever!
NightbladeMechanics wrote: »TLDR: good solo players can make an impact on the campaign by placing their fights near larger conflicts.