I feel disappointed of the fight when I kill an AD August Palatine who has no idea how to fight me 1v1 (uses Resto staff, has healing ward but no idea when to use it and just panicks). I dueled my alliance's Overlord who uses vigor, rally, cleave, dizzy and execute. He did no light attacks or any damage except for his sets. Each duel took less than 15 sec. Is that what PvP is should be? Casual trade of time for sense of thrill and accomplishment with max rewards for least or no effort?
kyle.wilson wrote: »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.
"Do your jobs without speaking" that sounds like an incredibly boring way of playing.
Btw, the game better PvP guilds could easily wipe a 24 man pug with 6-8.
The thing that bothers me is the absolute skill-less-ness playstyle of a zerg (they learn very little in the process) and the amount of reward they can get for that.
And, as for rewards, in 30-day campaign, running solo, I can easily hit leaderboard 60s. I know solo players getting upto leaderboard 5.
I now understand it's a part of Cyro and it isn't going away, but in zergs today, all I see is no effort is put by the individual player to kill or defend. The have little knowledge of what they play. They purely depend on numbers and have no regard for any of resources management, stats, sets or any similar thing. This is the case of majority of Cyro population. I feel disappointed of the fight when I kill an AD August Palatine who has no idea how to fight me 1v1 (uses Resto staff, has healing ward but no idea when to use it and just panicks). I dueled my alliance's Overlord who uses vigor, rally, cleave, dizzy and execute. He did no light attacks or any damage except for his sets. Each duel took less than 15 sec. Is that what PvP is should be? Casual trade of time for sense of thrill and accomplishment with max rewards for least or no effort?
"After a hard week of farming, or a long night of being nagged by your wife, there is nothing better than going out for a bit of a fish."
Here is the real issue, the pvp gameplay changed drastically with the boost in keep take AP. It is no longer about the fighting and killing, it is about getting that tick. This has also helped usher in the age of" unkillable but can't kill *** tank builds "
Kuramas9tails wrote: »Think about the concept of Cyrodiil.
Now think why Zergs exist.
Interesting.
Its more to do with this:
VaranisArano wrote: »Here is the real issue, the pvp gameplay changed drastically with the boost in keep take AP. It is no longer about the fighting and killing, it is about getting that tick. This has also helped usher in the age of" unkillable but can't kill *** tank builds "
Or, to put this another way, its less about open field fighting and more about playing the map and capturing or defending objectives that give AP.
Which makes a certain amount of sense. The solution to an unkillable tank who can't kill you in the open field is to ignore that tank and continue towards the objective.
However, I don't see the shift towards rewarding playing the map and capturing objectives to be a bad shift. It just rewards a certain playstyle that focuses on capturing or defending objectives more than open field fighting.
"After a hard week of farming, or a long night of being nagged by your wife, there is nothing better than going out for a bit of a fish."
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.
but deer in headlights when caught in a fair fight kind.
The mount up and chase your group of 2 with 12 people kind.
But it encourages pvdoor. It does not encourage defending, as taking a keep gives, more times than not, much more than defending.
You see people with high pvp ranks who cannot win a 1v1, because they have earned it the easy way, taking keeps, mostly empty keeps.
SydneyGrey wrote: »?????? If it's not done by players, then who would it be done by?Keep capture/defense shouldn't be done by players. It shouldn't be done by 30 players who just die, rez and repeat till one side dominates other in a numbers game. Right now, all I see is that happening in prime time.
I agree it's not realistic for people to be able to resurrect and re-join the fight, though.
Yolokin_Swagonborn wrote: »Zergs will stop when ZOS stops encouraging zerging with nerfs and changes that encourage people to group together.
Kuramas9tails wrote: »Think about the concept of Cyrodiil.
Now think why Zergs exist.
Interesting.
Its more to do with this:
The new sorcerer ultimate who replace the storm atronach?OpponentSmile66 wrote: »Here's an answer to all your problems.
OpponentSmile66 wrote: »Here's an answer to all your problems.
Still removing the reduced damage if hitting many target with AoE would help
Problem is that an large group has an obvious benefit. An tight formation also make lots of sense.
Real world the american civil war was the end of tight formations as firepower was to large.
Still an large group has an benefit even if having to spread out.
Coordination is more important, you can rip zergs apart pretty easy, has been in them
The end of your thread is more likely that the beginning. Knowing what to do and doing it right wins the day.

i see what you did! nice!You must construct additional pylons to beat the zerg.
this is imperial city? right? ;-)Girl_Number8 wrote: »Don't worry Op, soon it will just be stamyblades poking each other in stealth.
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
You do realise that the majority of the player base don’t give two *** what Youtubers think right? A lot of players that visit the forums might but the forums represent a small part of the gaming community.
VaranisArano wrote: »Here is the real issue, the pvp gameplay changed drastically with the boost in keep take AP. It is no longer about the fighting and killing, it is about getting that tick. This has also helped usher in the age of" unkillable but can't kill *** tank builds "
Or, to put this another way, its less about open field fighting and more about playing the map and capturing or defending objectives that give AP.
Which makes a certain amount of sense. The solution to an unkillable tank who can't kill you in the open field is to ignore that tank and continue towards the objective.
However, I don't see the shift towards rewarding playing the map and capturing objectives to be a bad shift. It just rewards a certain playstyle that focuses on capturing or defending objectives more than open field fighting.