?? So you want small group stuff?? Isnt that what battlegrounds and dueling is for?
Is actually hard to find vids that or old enough.
pts before launch
shortly after launch
Have no clue how to embed, sry.
For me, that was what made pvp awesome and special, hadnt seen anything like that in a mmo before.
I enjoy crazy big battles for keeps, but I guess that is not called "zerging" per say. Yeah we see large groups get together just to aim and mow down much smaller ones, which I don't understand how that makes them feel accomplished or better about themselves.
By zergs I mean 24-player raids, formed via lfg in zone chat, follows the crown, is there for AP etc. Keeps can't be taken by small groups effectively unless its empty and the group size is 3+
I get good battles of 10 vs. 10 at keeps around 4 AM GMT in PC EU. those battles are purely skill based. No groups exist during that time. We port in, do our jobs without speaking anything, if we are better talented, we get to thin down and push the group as defenders. If we are sieging, its whole lot amazing when we win.
Why? Why are zergs a problem that need to be solved? It's something that never really gets explained in these threads, people make it seem like zergs being bad are a given, when that is simply an opinion.
I like zergs, I like Cyrodiil, I suspect many other players also enjoy it. Why should we accept your wish to dismantle what we have enjoyed for years?
Threads like this are akin to me asking for group dungeons to become solo instances... because I don't want to bother grouping up, but I want the drops. Doing so would ruin the enjoyment of many players for the sake of my own enjoyment.
Expecting a games design to be fundamentally changed in order to produce your desired gameplay will always leave you frustrated. Perhaps it's time to find a game more in line with your design philosophy? Or think of a way to encourage ZOS to implement new game modes that would produce what you desire, without destroying what other people enjoy.
DCanadianBacon wrote: »You want to know how to stop zergs? Get rid of AoE caps. AoE cap ONLY help zergs, since small 6 man groups don't get the benefits of AoE caps. All I see now a days are groups like Pact Militia and Kush running around with full tank builds with healers and Destro Ult/proxy builds in the middle of the groups, and all they do is stack neatly together for free AoE damage mitigation. It's disgusting.
VaranisArano wrote: »My MagDK healer has 28k health in Cyrodiil without her plague doctor on and wearing 5 light/2 heavy. With Plague doctor, she's at 40k health. Are you sure you aren't thinking about the various health buffs you get in Cyrodiil from battle spirit and faction buffs?
VaranisArano wrote: »My MagDK healer has 28k health in Cyrodiil without her plague doctor on and wearing 5 light/2 heavy. With Plague doctor, she's at 40k health. Are you sure you aren't thinking about the various health buffs you get in Cyrodiil from battle spirit and faction buffs?
I asked them. They said their entire group was trying Plague Doctor, Reactive armour etc. I meant that a casual magsorc who would be having 19K - 22K in light armour had 30K health when he stomped over my dead char. This was in non CP.
I love how you say "Players can't resurrect and rejoin the fight" and then go on to list a bunch of ways players can resurrect and rejoin the fight. LOL!VaranisArano wrote: »SydneyGrey wrote: »I agree it's not realistic for people to be able to resurrect and re-join the fight, though.
Players can't resurrect and rejoin the fight. At least not the same way you can in PVE.
They can:
A. Be resurrected by players of their faction. This encourages players on the faction supporting each other and organized raids using tatical resurrections. Pulled off, this can turn the tide of the fight. Not pulled off, this is where gorups die. I've been in both situations. Likewise, small groups can have a player hide and rez group members after the larger group has left and continue on to their objective.
B. Resurrect at a nearby or faraway keep as long as the keep is not flagged. This helps defenders, who can defend a keep without fear until it flags, but have to become very careful once it does flag. Porting to faraway keeps helps enable movement across the map in a zone that is huge. Porting to a nearby keep that isn't flagged requires players to ride back to the fight.
C. Resurrect at a nearby Forward Camp set down by members of their faction. These cost AP, have a limited range, and can be burned by the enemy. They also have a time limit of 5 minutes where if you die before your respawn timer is up, you can rez at a Forward camp until your timer is up. This prevents people from dying and rezzing, dying and rezzing once a keep is flagged. Small groups and farming groups will also use these when they expect to die and don't want to ride back from the nearest keep or outpost.
All of these methods are situational, not a guaranteed resurrection, and are absolutely necessary to deal with the dreaded Horse Riding Simulator 3000 that is Cyrodiil. Removing them would harm solo players, small groups, large groups, and zergs alike.
For a PVE equivalent, its similar to players being unable to rez themselves if they die during a boss fight during a group dungeon or trial. There is a penalty for dying, but not one that prevents them from being able to rejoin the fight after a period of time or when a player can help them.
generalmyrick wrote: »What if I started supplying my alliance zergs with resource poisons for free. Ask them to use it. Give them all cancer build advice in game. Ask them to run Destro and Resto ult etc.
This could lead to other alliance zergs using it too. In a few days or over time they might rage quit on each other and become toxic enough that they leave PvP altogether.
In the meantime, if players playing for love of PvP, keep up the etiquettes, we might later have an almost zerg free cyro.
Thoughts?
EDIT: Let me know if any other ideas to curb zerg groups exist.
a really popular person/youtuber/leader could destroy zerging as a strategic option = by advertising this
SydneyGrey wrote: »I love how you say "Players can't resurrect and rejoin the fight" and then go on to list a bunch of ways players can resurrect and rejoin the fight. LOL!
Zerg vs Zerg is fun. Maybe not so much when you die but for that 20-30 minutes where it pretty even, they are some of the best moments I've had in the game.
Zerg vs 1/2 - if the 2 are caught in the field by accdent and they get stomped, its harsh but its Cyrodiil. HOWEVER if the 2AD think they are 'all that' and decide to camp out at Arrius lumber and farm scrubs, don't be surprised if the zerg comes there purposely to get rid of them.
1 vs 1/2/3/4/5/X/Zerg - you're on your own, and best of luck to you , you big balled person (but don't cry if you die lots)
I love zerg vs zerg, so much chaos! Never understood why some folks don't seem to understand that cyrodiil is, in fact, designed and was advertised for large scale warfare. Why the unnecessary push to fix what isn't broken?
You want small scale? Battlegrounds are designed for just that. Enjoy.
I love zerg vs zerg, so much chaos! Never understood why some folks don't seem to understand that cyrodiil is, in fact, designed and was advertised for large scale warfare. Why the unnecessary push to fix what isn't broken?
You want small scale? Battlegrounds are designed for just that. Enjoy.