Yes of course you can solo resources even when they are level 5. It's not the point that it takes a while. Just wanted to see the abilities the NPCs use are applied correctly. Some skills, notably chains, Vampire's Bane, Eclipse and that green bubble CC skill don't observe LoS and hit through walls. Also CC itself is completely broken.
@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.
Solo players can no longer quickly roflstomp NPCs? *gasps!*
What a horrible outburst of challenge! Brian, resource flip scrolls need to be introduced to the crown store ASAP, or else honour guards will slaughter 2-4 players and bring about 2014!!!
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.
I don't have trouble taking resources solo no matter what build/class I play but I am concerned with this devs comment/attitude towards solo players!
Cyrodiil is designed for large scale combat. Simples.
ZoS endorses Zerging, confirmed.
Cyrodiil is designed for large scale combat. Simples.
If Cyrodiil is for large scale/grps then why are you not auto placed into a group when you queue solo into cyrodiil like other grp content?ZoS endorses Zerging, confirmed.
If Cyrodiil is designed for large scale content, why was the developers response to server lag/crashes for the players to spread out....
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.
I don't have trouble taking resources solo no matter what build/class I play but I am concerned with this devs comment/attitude towards solo players!
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.
I don't have trouble taking resources solo no matter what build/class I play but I am concerned with this devs comment/attitude towards solo players!
Why? It's a MMO.
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!
@ZOS_GinaBruno not sure if this is intentional or not but guards are casting multiple negates and unbreakable eclipse right after another. The only way to break them fully is with mist form. Also some guards going from 5%health to full when there are no guard healers around. PC NA Sotha sil approximate location, as far as i could tell main keeps in the ring.
@ZOS_GinaBruno not sure if this is intentional or not but guards are casting multiple negates and unbreakable eclipse right after another. The only way to break them fully is with mist form. Also some guards going from 5%health to full when there are no guard healers around. PC NA Sotha sil approximate location, as far as i could tell main keeps in the ring.
WaltherCarraway wrote: »@ZOS_GinaBruno not sure if this is intentional or not but guards are casting multiple negates and unbreakable eclipse right after another. The only way to break them fully is with mist form. Also some guards going from 5%health to full when there are no guard healers around. PC NA Sotha sil approximate location, as far as i could tell main keeps in the ring.
It's you own problem for not interrupting them.
By the way AoE abilities won't hurt yourself.
@ZOS_GinaBruno not sure if this is intentional or not but guards are casting multiple negates and unbreakable eclipse right after another. The only way to break them fully is with mist form. Also some guards going from 5%health to full when there are no guard healers around. PC NA Sotha sil approximate location, as far as i could tell main keeps in the ring.
Working as intended - ZOS_BrianWheeler
Apparently they see nothing wrong with an infinite train of eclipse/negate.
WaltherCarraway wrote: »@ZOS_GinaBruno not sure if this is intentional or not but guards are casting multiple negates and unbreakable eclipse right after another. The only way to break them fully is with mist form. Also some guards going from 5%health to full when there are no guard healers around. PC NA Sotha sil approximate location, as far as i could tell main keeps in the ring.
It's you own problem for not interrupting them.
By the way AoE abilities won't hurt yourself.
You're suggesting he interrupts multiple NPCs casting negates/eclipse/100% burst heals?
WaltherCarraway wrote: »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.
I don't have trouble taking resources solo no matter what build/class I play but I am concerned with this devs comment/attitude towards solo players!
Why? It's a MMO.
Show me how'd you solo Direfrost Keep. Thank you.

WaltherCarraway wrote: »@ZOS_GinaBruno not sure if this is intentional or not but guards are casting multiple negates and unbreakable eclipse right after another. The only way to break them fully is with mist form. Also some guards going from 5%health to full when there are no guard healers around. PC NA Sotha sil approximate location, as far as i could tell main keeps in the ring.
Working as intended - ZOS_BrianWheeler
Apparently they see nothing wrong with an infinite train of eclipse/negate.
It's your own problem for not interrputing them or not using an AoE ability.
Why i never had such problem when using deep breath and talon to solo a resource?
How about play some other classes, or join a group.
Just lol
WaltherCarraway wrote: »WaltherCarraway wrote: »@ZOS_GinaBruno not sure if this is intentional or not but guards are casting multiple negates and unbreakable eclipse right after another. The only way to break them fully is with mist form. Also some guards going from 5%health to full when there are no guard healers around. PC NA Sotha sil approximate location, as far as i could tell main keeps in the ring.
It's you own problem for not interrupting them.
By the way AoE abilities won't hurt yourself.
You're suggesting he interrupts multiple NPCs casting negates/eclipse/100% burst heals?
Exaggeration is real. I won't reply no more.
If you die to guards soloing an undefended resource with cp you are simply a bad player, in non-cp it can be a challenge but its do-able on any class type.
Eclipse getting buffed is a good thing coz it was useless before. The real problem is that we need our cc immunity back. players and guards constantly rooting with 'soft' cc is very annoying and resource draining.
I been begging for guards to be buffed back to their pre IC former glory when it was possible to solo defend vs 15 players and duo defend vs 30 because siege also got a buff. Now that fire balistas and guards just tickle (in CP) maybe guards need to be a bit stronger. Not enough use of meatbags though, they make all the difference. Cold fires should only be allowed in above lv50 campaigns tho, they too op in kyne and kinda unfair on new players.
Saying this it is possible to solo defend vs 12 bad players in kyne but in CP campaigns you just get mowed down, i would like to see a CP tree that buffs siege damage to compensate the negation of elemental damage, fire balistas critting again could be nice too.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
It is not a problem that they are "hard" it is that their abilities are broken and don't give cc immunity. Eclipse for example still reflects, in contrast to the player skill, randomly almost all skills(weapon enchants, whip, entropy, siege weapon dots.....) and with the great idea to make it not breakable it is just idiotic..
Who the hell thinks a unbreakable cc is a good idea?
Anyways you can still very easy take resources solo which has a lot to do with the limited AI of the npcs and taking resources in a group is just a joke and no challenge at all. Buff the guards: give them a better AI and skills (proxi det, meteor, roots, destro ulti ....)
But don't say broken/bugged skills are there to make it harder to take resources
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!
Every platform, every megaserver, hope this helps
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.