Ghost-Shot wrote: »As much as I want to continue the salt farm, I may have reached the limit of my patience for this game. Gonna go renew the wow sub.
Ghost-Shot wrote: »As much as I want to continue the salt farm, I may have reached the limit of my patience for this game. Gonna go renew the wow sub.
You won't enjoy it much better there, Its on the tale end up Legion and damage is like instant death right now for in PvP in some cases.
Granted the PVP is *** in WoW anyway.
Ghost-Shot wrote: »Ghost-Shot wrote: »As much as I want to continue the salt farm, I may have reached the limit of my patience for this game. Gonna go renew the wow sub.
You won't enjoy it much better there, Its on the tale end up Legion and damage is like instant death right now for in PvP in some cases.
Granted the PVP is *** in WoW anyway.
I played most of Legion actually, just canceled it like a month ago and already regret it. It was a much better expansion than WoD. Might try SWTOR or FF14 too.
Should add, I main fury warrior so nothing is instant death lol.
In west Philadelphia born and raised
On the playground was where I spent most of my days
IcyDeadPeople wrote: »Agrippa_Invisus wrote: »Shaggygaming wrote: »I personally think anything more than 8 is a zerg but I am an old DAOC fan. DAOC competitive 8 mans were the most fun I've ever had in MMO PVP.
It was always a point of pride how much our Alb melee masher group could wipe in one go. Our biggest number was 47 in the Lord room of Caer Hurbury (in RVR 1.0, back when the keeps were static things).
1 Paladin (me)
2 Mercs
1 Reaver / Polearmsman
1 Sorc
1 Minstrel
2 Clerics
But that's a digression.
This game is different and built for different things. It's also much faster paced than DAoC.
Pfft, you're not an alb group till you ran 3 Theurgist/1 Sorc/2 Clerics/1 Minstrel/1 Cabby
You wanna ruin the lives of everyone you run across, run that setup lol
That game had cab drivers?
Yea, Minstrel ;o)
But Cabby is Cabalist.
Ghost-Shot wrote: »Its just embarrassing at this point, if the ZOS engineers haven't figured out after 3 years how to make this game run, maybe its time for new engineers.
Ghost-Shot wrote: »Agrippa_Invisus wrote: »Ghost-Shot wrote: »As much as I want to continue the salt farm, I may have reached the limit of my patience for this game. Gonna go renew the wow sub.
TBH, after how terrible the performance was tonight, I don't blame you.
Sadly, I only got to play because of the crashing, and had been stuck in a 350+ person queue which vanished immediately.
Its just embarrassing at this point, if the ZOS engineers haven't figured out after 3 years how to make this game run, maybe its time for new engineers.
Ghost-Shot wrote: »Ghost-Shot wrote: »As much as I want to continue the salt farm, I may have reached the limit of my patience for this game. Gonna go renew the wow sub.
You won't enjoy it much better there, Its on the tale end up Legion and damage is like instant death right now for in PvP in some cases.
Granted the PVP is *** in WoW anyway.
I played most of Legion actually, just canceled it like a month ago and already regret it. It was a much better expansion than WoD. Might try SWTOR or FF14 too.
Should add, I main fury warrior so nothing is instant death lol.
Agrippa_Invisus wrote: »Ghost-Shot wrote: »Ghost-Shot wrote: »As much as I want to continue the salt farm, I may have reached the limit of my patience for this game. Gonna go renew the wow sub.
You won't enjoy it much better there, Its on the tale end up Legion and damage is like instant death right now for in PvP in some cases.
Granted the PVP is *** in WoW anyway.
I played most of Legion actually, just canceled it like a month ago and already regret it. It was a much better expansion than WoD. Might try SWTOR or FF14 too.
Should add, I main fury warrior so nothing is instant death lol.
Don't go to SWTOR. It has consistently gotten buggier and sloppier as the years go by and the dev team is drained of resources by Bioware/EA. Cut scenes that used to work perfectly in former xpacks leave phantom characters on the screen, character animations stick constantly, there's more instability and less content than ever. This game has one foot in maintenance mode.
It's a shame, too.
Ghost-Shot wrote: »
Ghost-Shot wrote: »Its just embarrassing at this point, if the ZOS engineers haven't figured out after 3 years how to make this game run, maybe its time for new engineers.
It's not really an engineering problem. I doubt anyone is capable of creating a client-server architecture capable of smoothly handling the ZvZvZ fights we have in this game as gameplay is currently designed.
All servers have limitations. It is up to the game designers to design gameplay according to those limitations. The problem here is that ESO gameplay is fundamentally designed for 12 player instances. AvA is an afterthought and has been for years.
Ghost-Shot wrote: »Agrippa_Invisus wrote: »Ghost-Shot wrote: »As much as I want to continue the salt farm, I may have reached the limit of my patience for this game. Gonna go renew the wow sub.
TBH, after how terrible the performance was tonight, I don't blame you.
Sadly, I only got to play because of the crashing, and had been stuck in a 350+ person queue which vanished immediately.
Its just embarrassing at this point, if the ZOS engineers haven't figured out after 3 years how to make this game run, maybe its time for new engineers.
Its time for something. Not only are the servers awful but then when we get back in, we can't kick offline people, disband the group or invite new people to the group. Was very frustrating and lonely not being in group for 1 1/2 hours today..
Sandman929 wrote: »Have the representatives from Guinness World Records shown up yet to verify the results of the measuring contest? Whose was longest?
Sandman929 wrote: »Have the representatives from Guinness World Records shown up yet to verify the results of the measuring contest? Whose was longest?
Yes, and it was a clear victory.
IxSTALKERxI wrote: »Not sure what this thread was meant to be about but I can give some insight on groups and group sizes since I've been doing group pvp for a long time in eso now.
Ever since launch it has felt like a group size of 16 is the magic number. Once you reach 16 you feel unstoppable. Going from 16 up to 24 usually feels like overkill and almost a waste combat wise but useful if you are playing keep objectives with siege etc. A group size as low as 12 can have the same 'unstoppable feeling' as a 16 man if you min max the *snip* out of every member slot, especially with the introduction of VD and destro ults. Group sizes of 6-11 can be fun but require an experienced group lead who can carefully pick fights and understands the capabilities of the group dps/ heals wise and can adapt accordingly and each member needs to be able to handle themselves (some experience in small scale/ duelling helps).
As for the rest of this thread - thanks for the entertaining read lol.
Imo in normal games for good group pvp there has to be a balance between roles in a group - which is obviously an easier feat for games that have classes with dedicated roles such as rangeDD healer buffsupport or tank.
In eso it somewhat acts the opposite way. I feel that once you´re building for very specific roles the quality gameplay in a group suffers.
Thus i prefer groups that can not afford to have a dedicated rapids spammer. A dedicated root + negate sorc with maximum ult gain or magblades only optimised for vd maximum dmg.
Same goes for HP stacking to the point where you´re only able to kill stuff with multiple layered eots + negates.
I think groups up to 6 people provide the best quality combat for all participants of a fight (meaning for the groups players and the people they fight) - if it´s not lagging.
Edit: I also prefer smaller groups for pvp as they lower the requirements for participation. Getting 4 people to play together is easier than getting 12 or 16 or 24.
If you want pvp to thrive you have to enable casualgamers to form an environment where they can participate with low to medium effort on any level they desire. This is basically impossible with the groupsize eso has as a requirement for participation in objective fights.
In my opinion having groups as large as eso has is harming the game in the long run because the effort of maintaining them is too high for the majority of players.
Vilestride wrote: »IxSTALKERxI wrote: »Not sure what this thread was meant to be about but I can give some insight on groups and group sizes since I've been doing group pvp for a long time in eso now.
Ever since launch it has felt like a group size of 16 is the magic number. Once you reach 16 you feel unstoppable. Going from 16 up to 24 usually feels like overkill and almost a waste combat wise but useful if you are playing keep objectives with siege etc. A group size as low as 12 can have the same 'unstoppable feeling' as a 16 man if you min max the *snip* out of every member slot, especially with the introduction of VD and destro ults. Group sizes of 6-11 can be fun but require an experienced group lead who can carefully pick fights and understands the capabilities of the group dps/ heals wise and can adapt accordingly and each member needs to be able to handle themselves (some experience in small scale/ duelling helps).
As for the rest of this thread - thanks for the entertaining read lol.
I agree with this. I will not judge raids that max out their group to the full 24. Its game intended, do what you gotta do. Personally though I am having the most fun with your 'magic' numbers stalker. The 2 biggest issues I see when playing in a full raid is:
1) Finding challenging fights is a challenge of its own.
2) I find that I cannot feel my own personal impact on the group. I have healed groups this large when I played DC and compared to healing smaller groups, I was not able to distinguish my contribution to the group. Again, its personally preference of play style but that is something that I think is particularly important.
Vilestride wrote: »IxSTALKERxI wrote: »Not sure what this thread was meant to be about but I can give some insight on groups and group sizes since I've been doing group pvp for a long time in eso now.
Ever since launch it has felt like a group size of 16 is the magic number. Once you reach 16 you feel unstoppable. Going from 16 up to 24 usually feels like overkill and almost a waste combat wise but useful if you are playing keep objectives with siege etc. A group size as low as 12 can have the same 'unstoppable feeling' as a 16 man if you min max the *snip* out of every member slot, especially with the introduction of VD and destro ults. Group sizes of 6-11 can be fun but require an experienced group lead who can carefully pick fights and understands the capabilities of the group dps/ heals wise and can adapt accordingly and each member needs to be able to handle themselves (some experience in small scale/ duelling helps).
As for the rest of this thread - thanks for the entertaining read lol.
I agree with this. I will not judge raids that max out their group to the full 24. Its game intended, do what you gotta do. Personally though I am having the most fun with your 'magic' numbers stalker. The 2 biggest issues I see when playing in a full raid is:
1) Finding challenging fights is a challenge of its own.
2) I find that I cannot feel my own personal impact on the group. I have healed groups this large when I played DC and compared to healing smaller groups, I was not able to distinguish my contribution to the group. Again, its personally preference of play style but that is something that I think is particularly important.
And then there's those ppl who get in raid and you don't even know they're there until you see some poor pug get ambushed 16x in a row.Vilestride wrote: »IxSTALKERxI wrote: »Not sure what this thread was meant to be about but I can give some insight on groups and group sizes since I've been doing group pvp for a long time in eso now.
Ever since launch it has felt like a group size of 16 is the magic number. Once you reach 16 you feel unstoppable. Going from 16 up to 24 usually feels like overkill and almost a waste combat wise but useful if you are playing keep objectives with siege etc. A group size as low as 12 can have the same 'unstoppable feeling' as a 16 man if you min max the *snip* out of every member slot, especially with the introduction of VD and destro ults. Group sizes of 6-11 can be fun but require an experienced group lead who can carefully pick fights and understands the capabilities of the group dps/ heals wise and can adapt accordingly and each member needs to be able to handle themselves (some experience in small scale/ duelling helps).
As for the rest of this thread - thanks for the entertaining read lol.
I agree with this. I will not judge raids that max out their group to the full 24. Its game intended, do what you gotta do. Personally though I am having the most fun with your 'magic' numbers stalker. The 2 biggest issues I see when playing in a full raid is:
1) Finding challenging fights is a challenge of its own.
2) I find that I cannot feel my own personal impact on the group. I have healed groups this large when I played DC and compared to healing smaller groups, I was not able to distinguish my contribution to the group. Again, its personally preference of play style but that is something that I think is particularly important.
I gotta disagree. As a longtime raid lead I have to say you "know" when a certain person gets in raid. There are always people that get in group and make themselves felt immediately. There's always those healers that just somehow keep people alive, those dps that get in raid and start dropping people, those support players that get in and suddenly you're faster and tankier. The end result of this is sometimes you get a group of ppl mostly all on that level, and those are the raids that dominate a meta. That's always the goal
Vilestride wrote: »IxSTALKERxI wrote: »Not sure what this thread was meant to be about but I can give some insight on groups and group sizes since I've been doing group pvp for a long time in eso now.
Ever since launch it has felt like a group size of 16 is the magic number. Once you reach 16 you feel unstoppable. Going from 16 up to 24 usually feels like overkill and almost a waste combat wise but useful if you are playing keep objectives with siege etc. A group size as low as 12 can have the same 'unstoppable feeling' as a 16 man if you min max the *snip* out of every member slot, especially with the introduction of VD and destro ults. Group sizes of 6-11 can be fun but require an experienced group lead who can carefully pick fights and understands the capabilities of the group dps/ heals wise and can adapt accordingly and each member needs to be able to handle themselves (some experience in small scale/ duelling helps).
As for the rest of this thread - thanks for the entertaining read lol.
I agree with this. I will not judge raids that max out their group to the full 24. Its game intended, do what you gotta do. Personally though I am having the most fun with your 'magic' numbers stalker. The 2 biggest issues I see when playing in a full raid is:
1) Finding challenging fights is a challenge of its own.
2) I find that I cannot feel my own personal impact on the group. I have healed groups this large when I played DC and compared to healing smaller groups, I was not able to distinguish my contribution to the group. Again, its personally preference of play style but that is something that I think is particularly important.
I gotta disagree. As a longtime raid lead I have to say you "know" when a certain person gets in raid. There are always people that get in group and make themselves felt immediately. There's always those healers that just somehow keep people alive, those dps that get in raid and start dropping people, those support players that get in and suddenly you're faster and tankier. The end result of this is sometimes you get a group of ppl mostly all on that level, and those are the raids that dominate a meta. That's always the goal
Comment of the dayIts all good until your group frame looks like an Advent Calendar.
Joy_Division wrote: »Of course, it won't matter because the way the map is designed, factions will stack around the Emperor Ring and guilds will still argue about about getting stealth-bombed and getting Faction Vs. Guilded.