fastolfv_ESO wrote: »were the clips edited to remove the zerg behind you guys you stacked with all night? lol you find the nearest ad swarm and cling to them like life depended on it
I didn't cut out other groups. I try and show the fights. You can see the numbers we are running and that's about all I can do. Lets not drag any of this into the gutter, This is True Flame. If you don't run deep you just don't run.
Plenty of groups have been able to currently and, moreso in the past, play with 12 or less players and be significant players on the map.
I'm curious as to who. If by effective you mean "can PvDoor a keep or farm a resource/gate", sure. But I don't know of a single group that size that pushes the map on their own or is even interested in doing so. Mostly because at a certain point you're bumping up against content you're group simply isn't made for. Brute forcing a defended keep is not the job for 12 people. I've even watched some of the better EP guilds crown a morning emp and run around with 16ish farming their hearts out, but struggle to actually take a defended keep without serious faction backup.
I know when I'm running light (10-12ish), in terms of map play I'm pretty much confined to defending, or taking an I defended keep and then defending that. Which is why groups that size tend to roll around looking for farms and fights instead of pushing map objectives.
This one must repeat an earlier word.
"Ahem?"
To which I must reply:
"Eh?"
fastolfv_ESO wrote: »were the clips edited to remove the zerg behind you guys you stacked with all night? lol you find the nearest ad swarm and cling to them like life depended on it
I didn't cut out other groups. I try and show the fights. You can see the numbers we are running and that's about all I can do. Lets not drag any of this into the gutter, This is True Flame. If you don't run deep you just don't run.
Plenty of groups have been able to currently and, moreso in the past, play with 12 or less players and be significant players on the map.
I'm curious as to who. If by effective you mean "can PvDoor a keep or farm a resource/gate", sure. But I don't know of a single group that size that pushes the map on their own or is even interested in doing so. Mostly because at a certain point you're bumping up against content you're group simply isn't made for. Brute forcing a defended keep is not the job for 12 people. I've even watched some of the better EP guilds crown a morning emp and run around with 16ish farming their hearts out, but struggle to actually take a defended keep without serious faction backup.
I know when I'm running light (10-12ish), in terms of map play I'm pretty much confined to defending, or taking an I defended keep and then defending that. Which is why groups that size tend to roll around looking for farms and fights instead of pushing map objectives.
This one must repeat an earlier word.
"Ahem?"
To which I must reply:
"Eh?"
fastolfv_ESO wrote: »were the clips edited to remove the zerg behind you guys you stacked with all night? lol you find the nearest ad swarm and cling to them like life depended on it
I didn't cut out other groups. I try and show the fights. You can see the numbers we are running and that's about all I can do. Lets not drag any of this into the gutter, This is True Flame. If you don't run deep you just don't run.
Plenty of groups have been able to currently and, moreso in the past, play with 12 or less players and be significant players on the map.
I'm curious as to who. If by effective you mean "can PvDoor a keep or farm a resource/gate", sure. But I don't know of a single group that size that pushes the map on their own or is even interested in doing so. Mostly because at a certain point you're bumping up against content you're group simply isn't made for. Brute forcing a defended keep is not the job for 12 people. I've even watched some of the better EP guilds crown a morning emp and run around with 16ish farming their hearts out, but struggle to actually take a defended keep without serious faction backup.
I know when I'm running light (10-12ish), in terms of map play I'm pretty much confined to defending, or taking an I defended keep and then defending that. Which is why groups that size tend to roll around looking for farms and fights instead of pushing map objectives.
This one must repeat an earlier word.
"Ahem?"
To which I must reply:
"Eh?"
To which khajiit then goes.
Notice me sempai-domo-blooper-kun...chan.
Or at least that group of five to eight werewolves who try their darndest to take keeps even when the only other AD are the EP alts hiding on the bridge.
fastolfv_ESO wrote: »were the clips edited to remove the zerg behind you guys you stacked with all night? lol you find the nearest ad swarm and cling to them like life depended on it
I didn't cut out other groups. I try and show the fights. You can see the numbers we are running and that's about all I can do. Lets not drag any of this into the gutter, This is True Flame. If you don't run deep you just don't run.
Plenty of groups have been able to currently and, moreso in the past, play with 12 or less players and be significant players on the map.
I'm curious as to who. If by effective you mean "can PvDoor a keep or farm a resource/gate", sure. But I don't know of a single group that size that pushes the map on their own or is even interested in doing so. Mostly because at a certain point you're bumping up against content you're group simply isn't made for. Brute forcing a defended keep is not the job for 12 people. I've even watched some of the better EP guilds crown a morning emp and run around with 16ish farming their hearts out, but struggle to actually take a defended keep without serious faction backup.
I know when I'm running light (10-12ish), in terms of map play I'm pretty much confined to defending, or taking an I defended keep and then defending that. Which is why groups that size tend to roll around looking for farms and fights instead of pushing map objectives.
Takllin, I'm not going to disagree with you because there certainly are several groups that size running effectively. Let me tell a story. The Grand Army of Virginia was massive, slow at times, and chased repeatedly by the Army of the Potomac. Lee utilized his Calvary in such a way that it acted as both the eyes of the Army and the brute force where needed. If we take this concept and look at ESO we find this. (just an example so no one get mad or upset.) EP likes to ball up, we know this and they are not any different than AD or DC. Haxus, a guild that I have repeatedly complimented and admired, likes to surf inside that ball. Haxus is acting like a small Calvary group inside a larger army. We see this all the time and many players simply cry out faction stacking as if its a bad thing to play the objectives on the map. It is not at all. It's a very strong group meta and we see it all the time.
Just as Crispen identified each guild group in an early post we can see how this all plays out. Small groups that are good like VE, Haxus, Fantasia, are all playing to the strengths of there group comp. Everyone else is playing to the strengths of there groups as well and we all should be happy, holding hands, and passing around that flask; because this is an awesome game that gives us the opportunity to play as you like.
CPs are a crutch. Come to azura and prepare yourself for battlegrounds and real pvp.
fastolfv_ESO wrote: »were the clips edited to remove the zerg behind you guys you stacked with all night? lol you find the nearest ad swarm and cling to them like life depended on it
I didn't cut out other groups. I try and show the fights. You can see the numbers we are running and that's about all I can do. Lets not drag any of this into the gutter, This is True Flame. If you don't run deep you just don't run.
Plenty of groups have been able to currently and, moreso in the past, play with 12 or less players and be significant players on the map.
I'm curious as to who. If by effective you mean "can PvDoor a keep or farm a resource/gate", sure. But I don't know of a single group that size that pushes the map on their own or is even interested in doing so. Mostly because at a certain point you're bumping up against content you're group simply isn't made for. Brute forcing a defended keep is not the job for 12 people. I've even watched some of the better EP guilds crown a morning emp and run around with 16ish farming their hearts out, but struggle to actually take a defended keep without serious faction backup.
I know when I'm running light (10-12ish), in terms of map play I'm pretty much confined to defending, or taking an I defended keep and then defending that. Which is why groups that size tend to roll around looking for farms and fights instead of pushing map objectives.
This one must repeat an earlier word.
"Ahem?"
To which I must reply:
"Eh?"
To which khajiit then goes.
Notice me sempai-domo-blooper-kun...chan.
Or at least that group of five to eight werewolves who try their darndest to take keeps even when the only other AD are the EP alts hiding on the bridge.
fastolfv_ESO wrote: »were the clips edited to remove the zerg behind you guys you stacked with all night? lol you find the nearest ad swarm and cling to them like life depended on it
I didn't cut out other groups. I try and show the fights. You can see the numbers we are running and that's about all I can do. Lets not drag any of this into the gutter, This is True Flame. If you don't run deep you just don't run.
Plenty of groups have been able to currently and, moreso in the past, play with 12 or less players and be significant players on the map.
I'm curious as to who. If by effective you mean "can PvDoor a keep or farm a resource/gate", sure. But I don't know of a single group that size that pushes the map on their own or is even interested in doing so. Mostly because at a certain point you're bumping up against content you're group simply isn't made for. Brute forcing a defended keep is not the job for 12 people. I've even watched some of the better EP guilds crown a morning emp and run around with 16ish farming their hearts out, but struggle to actually take a defended keep without serious faction backup.
I know when I'm running light (10-12ish), in terms of map play I'm pretty much confined to defending, or taking an I defended keep and then defending that. Which is why groups that size tend to roll around looking for farms and fights instead of pushing map objectives.
This one must repeat an earlier word.
"Ahem?"
To which I must reply:
"Eh?"
To which khajiit then goes.
Notice me sempai-domo-blooper-kun...chan.
Or at least that group of five to eight werewolves who try their darndest to take keeps even when the only other AD are the EP alts hiding on the bridge.
"five to eight"
LOL
Okay x
Taklin was, as I understood it, referring to those guilds that pride themselves on being elite and purposefully cap their numbers to remain small. Which is their choice and that's fine, I was merely taking exception to the idea that they're big players on the map like he suggests.
I don't think your group fits that description, unless you changed a lot without me noticing. You guys always seemed more focused on playing the map, training new players and worshipping Hicerne. All worthy past times, I indulge in several of them myself! It was less "small groups can't be useful" and more "under a certain size, you're going to be limited in what you can do". If you bring 8 young wolves to Ash with a DC force present, you can siege it; if you bring 20 wolves, perhaps you can take it.
fastolfv_ESO wrote: »were the clips edited to remove the zerg behind you guys you stacked with all night? lol you find the nearest ad swarm and cling to them like life depended on it
I didn't cut out other groups. I try and show the fights. You can see the numbers we are running and that's about all I can do. Lets not drag any of this into the gutter, This is True Flame. If you don't run deep you just don't run.
Plenty of groups have been able to currently and, moreso in the past, play with 12 or less players and be significant players on the map.
I'm curious as to who. If by effective you mean "can PvDoor a keep or farm a resource/gate", sure. But I don't know of a single group that size that pushes the map on their own or is even interested in doing so. Mostly because at a certain point you're bumping up against content you're group simply isn't made for. Brute forcing a defended keep is not the job for 12 people. I've even watched some of the better EP guilds crown a morning emp and run around with 16ish farming their hearts out, but struggle to actually take a defended keep without serious faction backup.
I know when I'm running light (10-12ish), in terms of map play I'm pretty much confined to defending, or taking an I defended keep and then defending that. Which is why groups that size tend to roll around looking for farms and fights instead of pushing map objectives.
This one must repeat an earlier word.
"Ahem?"
To which I must reply:
"Eh?"
To which khajiit then goes.
Notice me sempai-domo-blooper-kun...chan.
Or at least that group of five to eight werewolves who try their darndest to take keeps even when the only other AD are the EP alts hiding on the bridge.
"five to eight"
LOL
Okay x
Taklin was, as I understood it, referring to those guilds that pride themselves on being elite and purposefully cap their numbers to remain small. Which is their choice and that's fine, I was merely taking exception to the idea that they're big players on the map like he suggests.
I don't think your group fits that description, unless you changed a lot without me noticing. You guys always seemed more focused on playing the map, training new players and worshipping Hicerne. All worthy past times, I indulge in several of them myself! It was less "small groups can't be useful" and more "under a certain size, you're going to be limited in what you can do". If you bring 8 young wolves to Ash with a DC force present, you can siege it; if you bring 20 wolves, perhaps you can take it.
I'm not a wolf Steve!
fastolfv_ESO wrote: »were the clips edited to remove the zerg behind you guys you stacked with all night? lol you find the nearest ad swarm and cling to them like life depended on it
I didn't cut out other groups. I try and show the fights. You can see the numbers we are running and that's about all I can do. Lets not drag any of this into the gutter, This is True Flame. If you don't run deep you just don't run.
Plenty of groups have been able to currently and, moreso in the past, play with 12 or less players and be significant players on the map.
I'm curious as to who. If by effective you mean "can PvDoor a keep or farm a resource/gate", sure. But I don't know of a single group that size that pushes the map on their own or is even interested in doing so. Mostly because at a certain point you're bumping up against content you're group simply isn't made for. Brute forcing a defended keep is not the job for 12 people. I've even watched some of the better EP guilds crown a morning emp and run around with 16ish farming their hearts out, but struggle to actually take a defended keep without serious faction backup.
I know when I'm running light (10-12ish), in terms of map play I'm pretty much confined to defending, or taking an I defended keep and then defending that. Which is why groups that size tend to roll around looking for farms and fights instead of pushing map objectives.
This one must repeat an earlier word.
"Ahem?"
To which I must reply:
"Eh?"
To which khajiit then goes.
Notice me sempai-domo-blooper-kun...chan.
Or at least that group of five to eight werewolves who try their darndest to take keeps even when the only other AD are the EP alts hiding on the bridge.
"five to eight"
LOL
Okay x
Taklin was, as I understood it, referring to those guilds that pride themselves on being elite and purposefully cap their numbers to remain small. Which is their choice and that's fine, I was merely taking exception to the idea that they're big players on the map like he suggests.
I don't think your group fits that description, unless you changed a lot without me noticing. You guys always seemed more focused on playing the map, training new players and worshipping Hicerne. All worthy past times, I indulge in several of them myself! It was less "small groups can't be useful" and more "under a certain size, you're going to be limited in what you can do". If you bring 8 young wolves to Ash with a DC force present, you can siege it; if you bring 20 wolves, perhaps you can take it.
I'm not a wolf Steve!
Dammit I meant to quote Telel
fastolfv_ESO wrote: »were the clips edited to remove the zerg behind you guys you stacked with all night? lol you find the nearest ad swarm and cling to them like life depended on it
I didn't cut out other groups. I try and show the fights. You can see the numbers we are running and that's about all I can do. Lets not drag any of this into the gutter, This is True Flame. If you don't run deep you just don't run.
Plenty of groups have been able to currently and, moreso in the past, play with 12 or less players and be significant players on the map.
I'm curious as to who. If by effective you mean "can PvDoor a keep or farm a resource/gate", sure. But I don't know of a single group that size that pushes the map on their own or is even interested in doing so. Mostly because at a certain point you're bumping up against content you're group simply isn't made for. Brute forcing a defended keep is not the job for 12 people. I've even watched some of the better EP guilds crown a morning emp and run around with 16ish farming their hearts out, but struggle to actually take a defended keep without serious faction backup.
I know when I'm running light (10-12ish), in terms of map play I'm pretty much confined to defending, or taking an I defended keep and then defending that. Which is why groups that size tend to roll around looking for farms and fights instead of pushing map objectives.
This one must repeat an earlier word.
"Ahem?"
To which I must reply:
"Eh?"
To which khajiit then goes.
Notice me sempai-domo-blooper-kun...chan.
Or at least that group of five to eight werewolves who try their darndest to take keeps even when the only other AD are the EP alts hiding on the bridge.
"five to eight"
LOL
Okay x
Taklin was, as I understood it, referring to those guilds that pride themselves on being elite and purposefully cap their numbers to remain small. Which is their choice and that's fine, I was merely taking exception to the idea that they're big players on the map like he suggests.
I don't think your group fits that description, unless you changed a lot without me noticing. You guys always seemed more focused on playing the map, training new players and worshipping Hicerne. All worthy past times, I indulge in several of them myself! It was less "small groups can't be useful" and more "under a certain size, you're going to be limited in what you can do". If you bring 8 young wolves to Ash with a DC force present, you can siege it; if you bring 20 wolves, perhaps you can take it.
I'm not a wolf Steve!
Dammit I meant to quote Telel
And yet for a brief moment of nirvana someone else got to be talked to like the most humble of khajiits.
For some this could be considered a highlight to an otherwise dreary day spent prancing along with their fellow herd members in a southwards journey that always ends in a respawn.
For Telel it was just something that happened five minutes ago.
Also. Why would this one go to Ash when they could instead go to Rayles, Glademist or Drakelowe for the salty buffets? Now with extra salt, and fatter orcs.
fastolfv_ESO wrote: »were the clips edited to remove the zerg behind you guys you stacked with all night? lol you find the nearest ad swarm and cling to them like life depended on it
I didn't cut out other groups. I try and show the fights. You can see the numbers we are running and that's about all I can do. Lets not drag any of this into the gutter, This is True Flame. If you don't run deep you just don't run.
Plenty of groups have been able to currently and, moreso in the past, play with 12 or less players and be significant players on the map.
I'm curious as to who. If by effective you mean "can PvDoor a keep or farm a resource/gate", sure. But I don't know of a single group that size that pushes the map on their own or is even interested in doing so. Mostly because at a certain point you're bumping up against content you're group simply isn't made for. Brute forcing a defended keep is not the job for 12 people. I've even watched some of the better EP guilds crown a morning emp and run around with 16ish farming their hearts out, but struggle to actually take a defended keep without serious faction backup.
I know when I'm running light (10-12ish), in terms of map play I'm pretty much confined to defending, or taking an I defended keep and then defending that. Which is why groups that size tend to roll around looking for farms and fights instead of pushing map objectives.
This one must repeat an earlier word.
"Ahem?"
To which I must reply:
"Eh?"
To which khajiit then goes.
Notice me sempai-domo-blooper-kun...chan.
Or at least that group of five to eight werewolves who try their darndest to take keeps even when the only other AD are the EP alts hiding on the bridge.
"five to eight"
LOL
Okay x
Taklin was, as I understood it, referring to those guilds that pride themselves on being elite and purposefully cap their numbers to remain small. Which is their choice and that's fine, I was merely taking exception to the idea that they're big players on the map like he suggests.
I don't think your group fits that description, unless you changed a lot without me noticing. You guys always seemed more focused on playing the map, training new players and worshipping Hicerne. All worthy past times, I indulge in several of them myself! It was less "small groups can't be useful" and more "under a certain size, you're going to be limited in what you can do". If you bring 8 young wolves to Ash with a DC force present, you can siege it; if you bring 20 wolves, perhaps you can take it.
I'm not a wolf Steve!
Dammit I meant to quote Telel
And yet for a brief moment of nirvana someone else got to be talked to like the most humble of khajiits.
For some this could be considered a highlight to an otherwise dreary day spent prancing along with their fellow herd members in a southwards journey that always ends in a respawn.
For Telel it was just something that happened five minutes ago.
Also. Why would this one go to Ash when they could instead go to Rayles, Glademist or Drakelowe for the salty buffets? Now with extra salt, and fatter orcs.
edited for cannot be arsed.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Did Crispen just say that DC guilds try to avoid stacking? I just assumed VE and BoD and Shadowgrabber had all merged. Whoops.
Did Crispen just say that DC guilds try to avoid stacking? I just assumed VE and BoD and Shadowgrabber had all merged. Whoops.
No_True_Scotsman wrote: »
No_True_Scotsman wrote: »
Let's be perfectly honest, IR were a bigger zerg than most of the guilds people QQ about these days, me included.
Most people are just apathetic towards it now, and the gameplay has been made to cater to it. The population caps being decreased time and again by ZOS despite them denying it also makes these zergs smaller.
Still, it's always painful to see BOD/Arcadian/Pug Guild running around holding hands. They claim to dislike eachother, but it must be only at the top of the food chain, because it's been a common sight the last 2 weeks, and very hard to counter late at night.
No_True_Scotsman wrote: »
Most people are just apathetic towards it now, and the gameplay has been made to cater to it. The population caps being decreased time and again by ZOS despite them denying it also makes these zergs smaller.
Still, it's always painful to see BOD/Arcadian/Pug Guild running around holding hands. They claim to dislike eachother, but it must be only at the top of the food chain, because it's been a common sight the last 2 weeks, and very hard to counter late at night.
Cyrodiil is a giant game of connect-the-dots. Even if no one likes each other, and DC guilds certainly don't, people will end up in the same place regardless. It's why accusations of faction stacking are so dumb. No one does it on purpose. It just happens, and even the most anti-zerg of the remaining guilds are ambivalent about it.
The only people I've seen look at a faction zerg and actually walk away from it are KHole and Mojican & friends. VE will run passed a faction zerg, but if the faction shows up to our fight we're not going to just prance away for internet morality points. It's just gaem
Most people are just apathetic towards it now, and the gameplay has been made to cater to it. The population caps being decreased time and again by ZOS despite them denying it also makes these zergs smaller.
Still, it's always painful to see BOD/Arcadian/Pug Guild running around holding hands. They claim to dislike eachother, but it must be only at the top of the food chain, because it's been a common sight the last 2 weeks, and very hard to counter late at night.
Most people are just apathetic towards it now, and the gameplay has been made to cater to it. The population caps being decreased time and again by ZOS despite them denying it also makes these zergs smaller.
Still, it's always painful to see BOD/Arcadian/Pug Guild running around holding hands. They claim to dislike eachother, but it must be only at the top of the food chain, because it's been a common sight the last 2 weeks, and very hard to counter late at night.
I forgive most guilds for stacking, if only from a practical point of view. When we were first training zone pugs in VE back when, nights were damn frustrating. It got very old going to Chalman and then OH NO it's No Mercy and we're dead. Prance down to BRK or Arrius and it's Decibel layering us with more negates than we had people in raid. At a certain point it's just not fun, and I imagine that many groups are weary of running into the death machines that are the few top level guilds on the server.
I know Saramis, for example, will go to get Aleswell back; take bleakers, siege from north or front door a few times....and then will get frustrated and go somewhere else. And in an AvAvA game, why not go back with another group? What's the point of a faction if you're supposed to do it all yourself? The way I see it, as much as ZoS created the Zerg mindset, so did all us high level players and guilds that happily farmed people until the only reasonable options were "quit pvp" or "come back with more".
Anyways. There's only 3 or so guilds I don't like seeing as part of the faction stack, and that's only because they're loud and proud about Not doing it and happily call out others for doing so. No one likes a hypocrite.