ZOS_BrianWheeler wrote: »Each NPC is using the appropriate abilities as earned via the upgrade system and are not cross wired as they were during the initial launch of Morrowind several months ago. This was fixed on PC and Console platforms, and remains intact from that initial fix. This has been verified in code and in game by our QA department as well as Devs hopping online to verify.
That being said, with recent balance changes and adjustments to item sets, the guards may put forth more of a challenge. As a reminder, Resources are intended to be captured by a group of 2-4 players and while some players can take them solo, that is not the norm, nor what we balance guard abilities and difficulty around.
People aren't just running on to the flag trying to 1v8 all the NPCs are they?
The way you take resources is to run into the tower, kill the mage, kill the stragglers that wander in after you, and then deal with the four flag defenders.
If there is an enemy player there, then yes you are going to have a tough time. As it should be.
Breton Magicka Sorcerer, Breton Magicka Templar, Dunmer Magicka DK, Bosmer Stamina NB, Nord Stamina Warden, Redguard Stamina Necro
Dunmer Magicka DK, Argonian Magicka Templar, Altmer Magicka NB, Breton Magicka Sorcerer, Orc Stamina Warden
Dunmer Magicka DK, Argonian Magicka Templar, Altmer Magicka Sorcerer
Even with 2-4 people you can get slaughtered at a resource.
@ZOS_BrianWheeler any word on this?
Retaking resources solo takes a lot of time...
Even with 2-4 people you can get slaughtered at a resource.@ZOS_BrianWheeler any word on this?
Retaking resources solo takes a lot of time...
Solo players can no longer quickly roflstomp NPCs? *gasps!*
What a horrible outburst of challenge! Brian, resource flip scrolls needs to be introduced to the crown store ASAP, or else honour guards will slaughter 2-4 players and bring about 2014!!!
Are guards supposed to be able to use every skill set in the game(including siege merchants)?
Are they meant to be able to go to full health from 5%?
I was just wondering if these features since Morrowind were addressed in the patch or are they not a bug at all.
ZOS_GinaBruno wrote: »Hey all, just a heads up that we're looking into this, but would love to get some additional information including your platform and megaserver, which campaign you're in, the approximate location, and which abilities the guards are casting. Thanks!
But to be fair, should we really be able to take a resource alone? Just because we can (not even a pvper but if I'm on the way by, I snag resources back for my faction) There are only 3 per keep with guards and a Mage above and other stuff, I don't honestly think we should be able to solo the whole place so easily.
ZOS_BrianWheeler wrote: »Each NPC is using the appropriate abilities as earned via the upgrade system and are not cross wired as they were during the initial launch of Morrowind several months ago. This was fixed on PC and Console platforms, and remains intact from that initial fix. This has been verified in code and in game by our QA department as well as Devs hopping online to verify.
That being said, with recent balance changes and adjustments to item sets, the guards may put forth more of a challenge. As a reminder, Resources are intended to be captured by a group of 2-4 players and while some players can take them solo, that is not the norm, nor what we balance guard abilities and difficulty around.
ZOS_BrianWheeler wrote: »Each NPC is using the appropriate abilities as earned via the upgrade system and are not cross wired as they were during the initial launch of Morrowind several months ago. This was fixed on PC and Console platforms, and remains intact from that initial fix. This has been verified in code and in game by our QA department as well as Devs hopping online to verify.
That being said, with recent balance changes and adjustments to item sets, the guards may put forth more of a challenge. As a reminder, Resources are intended to be captured by a group of 2-4 players and while some players can take them solo, that is not the norm, nor what we balance guard abilities and difficulty around.
Constantly losing control over your character isn't fun or enjoyable for anyone on any platform playing any class in any type of content.
ZOS_BrianWheeler wrote: »Each NPC is using the appropriate abilities as earned via the upgrade system and are not cross wired as they were during the initial launch of Morrowind several months ago. This was fixed on PC and Console platforms, and remains intact from that initial fix. This has been verified in code and in game by our QA department as well as Devs hopping online to verify.
That being said, with recent balance changes and adjustments to item sets, the guards may put forth more of a challenge. As a reminder, Resources are intended to be captured by a group of 2-4 players and while some players can take them solo, that is not the norm, nor what we balance guard abilities and difficulty around.
For now, here's how you cap it.
Ride with horse into tower, bottom floor. Make sure horsey has enough stam to not get knocked down. You should drag the entrance guard and mender. Deal with them. Root the guard and kill the mender first.
Get upstairs, kill mage guard.
Look down from mage position. There's two menders and two honour guards on flag. Spam menders to death with whatever. Step back a bit to break LoS and recover resources. If you get Eclipsed, use unreflectable attacks.
Kill the honour guards slowly afterwards. Get one to 25%. If you get eclipsed now, use a reflectable CC and get CC immunity. Now stun the weak guard with ranged CC and burst him. If you fail to kill while stunned, he'll heal to 100%. Try again. Kill second afterwards.
Jump down and cap. Might have to kill the roaming guard if you haven't already. If you took five minutes and are in no CP, consider switching to the real campaign. Also consider switching to an MMO that doesn't center around broken stun abuse that calls itself CC but only works 1v1 or Xv1. Be sure to grab a motif for 60 bucks or a house for 120 beforehand, though!
Enjoy!
GreenSoup2HoT wrote: »In my opinion there isn't enough guards on the flags . We could use 5 more placed around the thing.
Drakkdjinn wrote: »For now, here's how you cap it.
Ride with horse into tower, bottom floor. Make sure horsey has enough stam to not get knocked down. You should drag the entrance guard and mender. Deal with them. Root the guard and kill the mender first.
Get upstairs, kill mage guard.
Look down from mage position. There's two menders and two honour guards on flag. Spam menders to death with whatever. Step back a bit to break LoS and recover resources. If you get Eclipsed, use unreflectable attacks.
Kill the honour guards slowly afterwards. Get one to 25%. If you get eclipsed now, use a reflectable CC and get CC immunity. Now stun the weak guard with ranged CC and burst him. If you fail to kill while stunned, he'll heal to 100%. Try again. Kill second afterwards.
Jump down and cap. Might have to kill the roaming guard if you haven't already. If you took five minutes and are in no CP, consider switching to the real campaign. Also consider switching to an MMO that doesn't center around broken stun abuse that calls itself CC but only works 1v1 or Xv1. Be sure to grab a motif for 60 bucks or a house for 120 beforehand, though!
Enjoy!
Just wanted to add: If you play on a CP campaign, disregard the above, run in face first and mash your two favorite buttons = win!
[I also think that people who stand in siege fire should be rekt. It's obvious and it's meant to wreck walls and doors. We shouldn't be able to withstand a siege hit.
That would be nice. But maybe give it a stacking effect instead. Get hit once, you live. Get hit twice, health regen drops until OUT of aoe. Get hit 3 times, health goes to a hard 10% with a nasty tick. 4 times = death.
As it stands now, people just shrug off 3k to 15k ticks whether it's a ranged siege or molten pots...
ZOS_BrianWheeler wrote: »Each NPC is using the appropriate abilities as earned via the upgrade system and are not cross wired as they were during the initial launch of Morrowind several months ago. This was fixed on PC and Console platforms, and remains intact from that initial fix. This has been verified in code and in game by our QA department as well as Devs hopping online to verify.
That being said, with recent balance changes and adjustments to item sets, the guards may put forth more of a challenge. As a reminder, Resources are intended to be captured by a group of 2-4 players and while some players can take them solo, that is not the norm, nor what we balance guard abilities and difficulty around.