VaranisArano wrote: »you´re taking the wrong approach to deal with this. your treating symptoms but ignore the root of the problem. cyrodiil zone design is complete trash. objective based pvp is trash. get rid of all those keeps or make them completely irrelevant to pvp. change group cap to 8 ppl max and make anyone beeing hit by more than 8 ppl automatically be worth 0 ap.
the way an open world pvp zone is meant to work is a ton of small groups roaming around looking for competitive fights between each other while respecting each others fights and not add on each other when a fight is already in progress.
instead we get a giant cluster**** cos every single person on the map gets tunnelled into the same location cos some clueless amateur at ZOS thought objective based pvp would be great. its not. it never was. it never will be. just get rid of it completely finally and turn cyrodiil into a highly competitive pvp arena as it should have been from the very beginning.
This sounds like an excellent new zone to add to the game, a free-for all PVP zone.
However, just because you don't enjoy objective based PVP in a zone designed for groups of 8-24 players but supporting everything from solo players, small groups, organized raids, gankers, bombers, zergs, faction stacks, AP farming, Alessia bridge farming, remember the Chalamo, scroll runs, and emp pushes, doesn't mean there aren't players who do.
Don't destroy Cyrodiil. Make something new and if players like it better, they'll come.
TheDoomsdayMonster wrote: »Waffennacht wrote: »If the Zergs had no one to fight, would they stay a Zerg?
Imo, if you wanna do something about Zergs, just play BGs, we need numbers
Or do Imperial City (as I do) when you are not in the mood to deal with zergs...
CatchMeTrolling wrote: »Most of the things that helped against zergs ironically got nerfed because small scale players complained about the zergers also using them.
deepseamk20b14_ESO wrote: »Make up your mind, you want people in pvp or not? Take the good with the bad, war isn't supposed to be fair.
Making the game fairer will kill PvP?
No, maybe people not getting zerged down constantly and playing horse sim would have more people in PvP. To those like you saying oh well, irl wars are like this. We aren't in real life, we are in a game where people are throwing fire balls and can resurrect.deepseamk20b14_ESO wrote: »VaranisArano wrote: »deepseamk20b14_ESO wrote: »if you’re not in an organized group using discord or TS yeah, you’re going to lose then subsequently complain that you are getting steam rolled by zergs. Even though there is a clear cut difference between a Zerg of disorganized players and a full raid of organized players. I’m not talking “put x in chat, TS required” groups. That’s not organized. It’s randoms. A real organized group isn’t a “bunch of idiots” as you say, it’s quite the opposite. Specialized roles and required builds, tactics and strategy that leads to victory 9/10 times against an enemy force twice the size. I know some people don’t like having to build how someone else tells them too but that order and discipline is key to success. It’s an AvAvA large scale war. Battlegrounds should of been a good answer for small scale but they ruined it with CP...
This. A raid that trains together, runs close together, and has a mixture of roles for support, healing, and damage is going to dominate the battlefield because of superior organization and execution of tactics. Gear sets and meta skills will come and go, organization and training carries the day.
Organized raid v PUGs is a slaughter, 9 times out of 10. Organized raid v organized raid has been some of the best PVP I've ever experienced. But then, I enjoy group combat and playing support roles. I certainly understand the people who prefer 1v1 or small group or PUGing it, and I've done all of those, but my preferred playstyle is definitely playing with a trained, organized, raid.
And what’s funny is even though I run with a organized guild I still actually prefer solo or small group lol. It’s a great sight to see when we roll through twice the enemy numbers but there is something more fun about running solo to me. Maybe more gratification from victories as I achieve them all by myself? Either way, both play styles are fun and people need to learn to adapt to any given situation.
Adapt to getting mowed down by multiple players who themselves don't need to adapt or manage resources/health/buffs because they have numbers carrying them without any drawback. Hell, for some reason AoE caps exist. There is no reason an NB shouldn't be able to fear everyone within the cone, or a DK talonsing everyone in the vicinity, since an entire group could do that to a single player with full damage and effects.
Your logic is incredibly flawed.
Get into an actual good group and go against another good organized group. It isn’t “mindless spamming of skills”.
My organized group will steam roll you and 50 others. If it’s so mindless, why is it that 50 unorganized players, can’t beat 24 organized players? If 24 “mindless people (as you call them)” best you and 49 others....man....what does that make you? Worse than mindless? By all means it must.
Why in the hell should one NB be able to fear anyone in a cone, which could literally be a dozen people or more if they were in this imaginary cone. Why the hell should one DK be able to talon everyone in their immediate vicinity? While you’re at it, make surprise attack hit everyone in a cone. While we’re at it, let’s double leaps radius and make flame lash 360 degrees. Any other silly ideas?
I don’t think you have the greatest situational awareness if you’re getting destroyed by zergs. Rarely do I die to zergs because I pick where I fight and if i see a Zerg coming I don’t just stand there dumb founded. 90% of my gameplay is solo as well.
Did you not read the rest of my posts, you know, the things that organised groups wont be affected since they look after themselves too. Just breaking the extra defense players get from being a group for no reason. And that it will only affect the bad ones.
If the nb/dk is fighting a dozen people, they are out matched in damage, combined health, and healing power. Why should their abilities have some arbitrary limit to people if all those people could affect the NB/Dk. (same with encase, warden spikes and the like too, basically total removal of aoe caps)
On escaping zerg. As a dk/templar/some wardens. If you see a zerg coming your generally ***. Also why should they have to. Hey, you. Either group up, run from half the fights or die.
Is there any reason things to limit mindless zerging or buff solo/smaller players is bad, or would you like anyone below a certain amount of players just to be steamrolled? I play mainly solo, (mainly bgs atm since time Constraints) and used to play haderus because it was smaller. Unfortunately it's now more of the same but less ever since updates made it more and more punishing to run solo.
CatchMeTrolling wrote: »It's funny that a game like this, how its played, the way Cyrodiil is designed, people still complain about zergs.
Great battles of war such as Cyrodiil don't happen between small groups. They're fight to the death between armies.
I wouldn't say that the best fights I've had in cyrodiil was outnumbered but I can agree that complaining about zergs is pointless, it's the way of the game. Albeit the real issue isn't the zergs is how those zergs decide to play like a 24 man raid shouldn't be mounting up chasing down one player or ult bombing them.
CatchMeTrolling wrote: »Most of the things that helped against zergs ironically got nerfed because small scale players complained about the zergers also using them.
Could you elaborate what specific skills or mechanics you mean?
the problem with that is that when you spread the population out over too many zones you just end up with low activity in all of them till all but one die and everyone flocking over to the one active zone regardless wether they agree with the ruleset or not. a similar thing is already happening with campaigns.
it doesnt have anything to do with wether i like or dont like objective based pvp. it doesnt work. thats an undenyable fact and its been proven over and over in ESO for the last 3 years. unless you think 300 ping pvp cos 98% of the population is using 2% of the map at the time is enjoyable that is. note how i dont even need to mention the fact that zergs are *** and boring to make my point. it simply doesnt work from a technical point of view.
CoJaxDeBrujah wrote: »I keep seeing people say to limit healing based on a fixed number of people or lower the healing done outside of groups. I don't think these would work for reasons that have already been stated by others. I pose an alternative though. Realistically, someone who would be healing a large group of people shouldn't be able to do its as efficiently as they would a smaller group. I think instead of capping it, they make it so that the more people you are healing the less healing is done. Essentially making the healing less effective or more effective proportionate to the number of people being healed. Another alternative would be to increase the magika cost proportionately to the number of people being healed.
Also I don't believe that the ago cap should be necessarily removed entirely. I think that instead maybe employ the same ideas as with the healing. For each additional person effected by it the cost increases until you run out of mag/stam. Or each additional person is effected less and less by it until it doesn't work. A third option is to limit it based on how big your mag/stam pool is. The more you have the more people it effects.
To remove the cap completely would just tip the scales too far into the solo players favor. You want to keep it as realistically as possible. That way it is more about skill and strategy than just sheer numbers.
If you want to solo god wreck a large group of enemies, Bethesda has game for you. It's called skyrim. Go play that instead.
CatchMeTrolling wrote: »CoJaxDeBrujah wrote: »I keep seeing people say to limit healing based on a fixed number of people or lower the healing done outside of groups. I don't think these would work for reasons that have already been stated by others. I pose an alternative though. Realistically, someone who would be healing a large group of people shouldn't be able to do its as efficiently as they would a smaller group. I think instead of capping it, they make it so that the more people you are healing the less healing is done. Essentially making the healing less effective or more effective proportionate to the number of people being healed. Another alternative would be to increase the magika cost proportionately to the number of people being healed.
Also I don't believe that the ago cap should be necessarily removed entirely. I think that instead maybe employ the same ideas as with the healing. For each additional person effected by it the cost increases until you run out of mag/stam. Or each additional person is effected less and less by it until it doesn't work. A third option is to limit it based on how big your mag/stam pool is. The more you have the more people it effects.
To remove the cap completely would just tip the scales too far into the solo players favor. You want to keep it as realistically as possible. That way it is more about skill and strategy than just sheer numbers.
If you want to solo god wreck a large group of enemies, Bethesda has game for you. It's called skyrim. Go play that instead.
This part is a contradiction. You say it’s more about skill and not sheer numbers but it’s already set up for numbers to come out on top. You also say it would swing in the favor of solo players to remove the cap but why should people with more numbers get a damage reduction, if anything it would be a learn to not stack situation. Sound like you have no problem with large groups getting an advantage just because , doesn’t sound skillful to me but bias. Keeping it as “realistic” as possible would actually swing in the favor of removing aoe caps, especially considering Elder Scrolls lore.
CoJaxDeBrujah wrote: »CatchMeTrolling wrote: »CoJaxDeBrujah wrote: »I keep seeing people say to limit healing based on a fixed number of people or lower the healing done outside of groups. I don't think these would work for reasons that have already been stated by others. I pose an alternative though. Realistically, someone who would be healing a large group of people shouldn't be able to do its as efficiently as they would a smaller group. I think instead of capping it, they make it so that the more people you are healing the less healing is done. Essentially making the healing less effective or more effective proportionate to the number of people being healed. Another alternative would be to increase the magika cost proportionately to the number of people being healed.
Also I don't believe that the ago cap should be necessarily removed entirely. I think that instead maybe employ the same ideas as with the healing. For each additional person effected by it the cost increases until you run out of mag/stam. Or each additional person is effected less and less by it until it doesn't work. A third option is to limit it based on how big your mag/stam pool is. The more you have the more people it effects.
To remove the cap completely would just tip the scales too far into the solo players favor. You want to keep it as realistically as possible. That way it is more about skill and strategy than just sheer numbers.
If you want to solo god wreck a large group of enemies, Bethesda has game for you. It's called skyrim. Go play that instead.
This part is a contradiction. You say it’s more about skill and not sheer numbers but it’s already set up for numbers to come out on top. You also say it would swing in the favor of solo players to remove the cap but why should people with more numbers get a damage reduction, if anything it would be a learn to not stack situation. Sound like you have no problem with large groups getting an advantage just because , doesn’t sound skillful to me but bias. Keeping it as “realistic” as possible would actually swing in the favor of removing aoe caps, especially considering Elder Scrolls lore.
What I was implying is that if you remove the cap completely the one person could completely manhandle entire groups of people which would not be balanced at all.
If you read the part before hand I did propose lifting the cap in a way that will give solos more of a chance to win without shifting all the power to them.
I would prefer a situation where both sides are fairly balanced and the outcome is decided on how you approach it.
No matter what a larger force is more likely to win in a toe to toe fight. But if you approach it strategically you can win.
You mention elderscrolls lore like it some how validates your point, when past games have had limits to who the spells can effect. Skyrim had it where lower level spells couldn't effect higher level opponents.
CatchMeTrolling wrote: »CoJaxDeBrujah wrote: »CatchMeTrolling wrote: »CoJaxDeBrujah wrote: »I keep seeing people say to limit healing based on a fixed number of people or lower the healing done outside of groups. I don't think these would work for reasons that have already been stated by others. I pose an alternative though. Realistically, someone who would be healing a large group of people shouldn't be able to do its as efficiently as they would a smaller group. I think instead of capping it, they make it so that the more people you are healing the less healing is done. Essentially making the healing less effective or more effective proportionate to the number of people being healed. Another alternative would be to increase the magika cost proportionately to the number of people being healed.
Also I don't believe that the ago cap should be necessarily removed entirely. I think that instead maybe employ the same ideas as with the healing. For each additional person effected by it the cost increases until you run out of mag/stam. Or each additional person is effected less and less by it until it doesn't work. A third option is to limit it based on how big your mag/stam pool is. The more you have the more people it effects.
To remove the cap completely would just tip the scales too far into the solo players favor. You want to keep it as realistically as possible. That way it is more about skill and strategy than just sheer numbers.
If you want to solo god wreck a large group of enemies, Bethesda has game for you. It's called skyrim. Go play that instead.
This part is a contradiction. You say it’s more about skill and not sheer numbers but it’s already set up for numbers to come out on top. You also say it would swing in the favor of solo players to remove the cap but why should people with more numbers get a damage reduction, if anything it would be a learn to not stack situation. Sound like you have no problem with large groups getting an advantage just because , doesn’t sound skillful to me but bias. Keeping it as “realistic” as possible would actually swing in the favor of removing aoe caps, especially considering Elder Scrolls lore.
What I was implying is that if you remove the cap completely the one person could completely manhandle entire groups of people which would not be balanced at all.
If you read the part before hand I did propose lifting the cap in a way that will give solos more of a chance to win without shifting all the power to them.
I would prefer a situation where both sides are fairly balanced and the outcome is decided on how you approach it.
No matter what a larger force is more likely to win in a toe to toe fight. But if you approach it strategically you can win.
You mention elderscrolls lore like it some how validates your point, when past games have had limits to who the spells can effect. Skyrim had it where lower level spells couldn't effect higher level opponents.
Whatever you say, if one person wipes a large group they deserved to die, everyone is so scared to die and expect devs to hold their hands. It wouldn’t be the first game without aoe caps nor the first to go without it in large scale pvp.
Is Skyrim the only game you know? One person can wipe a group of people in the lore and what you mentioned has nothing to do with how many people you can kill at once or by yourself, stick to the point. Plus what you can and can’t do in all the games vary but lore doesn’t change, it’s a more accurate representation than a single game.
It’s okay to get outplayed, just respawn it’s a game. Large groups don’t need a cap to protect them they already have the numbers for that. Again you contradict yourself by saying the outcome should be decided based on how you approach it, so if a person approaches a fight & outplays a group then that’s that. Removing aoe caps wouldn’t make anyone God’s it’ll just make players that already had the potential to make you pay for bad play be able to do what they already could do without a cap saving someone.
You SHOULD get punished for bad play and you SHOULD get punished for making mistakes. That’s the problem with the game now the devs started catering to bad play and as a result removed counter play and added things with no counter play at all.
CoJaxDeBrujah wrote: »CatchMeTrolling wrote: »CoJaxDeBrujah wrote: »CatchMeTrolling wrote: »CoJaxDeBrujah wrote: »I keep seeing people say to limit healing based on a fixed number of people or lower the healing done outside of groups. I don't think these would work for reasons that have already been stated by others. I pose an alternative though. Realistically, someone who would be healing a large group of people shouldn't be able to do its as efficiently as they would a smaller group. I think instead of capping it, they make it so that the more people you are healing the less healing is done. Essentially making the healing less effective or more effective proportionate to the number of people being healed. Another alternative would be to increase the magika cost proportionately to the number of people being healed.
Also I don't believe that the ago cap should be necessarily removed entirely. I think that instead maybe employ the same ideas as with the healing. For each additional person effected by it the cost increases until you run out of mag/stam. Or each additional person is effected less and less by it until it doesn't work. A third option is to limit it based on how big your mag/stam pool is. The more you have the more people it effects.
To remove the cap completely would just tip the scales too far into the solo players favor. You want to keep it as realistically as possible. That way it is more about skill and strategy than just sheer numbers.
If you want to solo god wreck a large group of enemies, Bethesda has game for you. It's called skyrim. Go play that instead.
This part is a contradiction. You say it’s more about skill and not sheer numbers but it’s already set up for numbers to come out on top. You also say it would swing in the favor of solo players to remove the cap but why should people with more numbers get a damage reduction, if anything it would be a learn to not stack situation. Sound like you have no problem with large groups getting an advantage just because , doesn’t sound skillful to me but bias. Keeping it as “realistic” as possible would actually swing in the favor of removing aoe caps, especially considering Elder Scrolls lore.
What I was implying is that if you remove the cap completely the one person could completely manhandle entire groups of people which would not be balanced at all.
If you read the part before hand I did propose lifting the cap in a way that will give solos more of a chance to win without shifting all the power to them.
I would prefer a situation where both sides are fairly balanced and the outcome is decided on how you approach it.
No matter what a larger force is more likely to win in a toe to toe fight. But if you approach it strategically you can win.
You mention elderscrolls lore like it some how validates your point, when past games have had limits to who the spells can effect. Skyrim had it where lower level spells couldn't effect higher level opponents.
Whatever you say, if one person wipes a large group they deserved to die, everyone is so scared to die and expect devs to hold their hands. It wouldn’t be the first game without aoe caps nor the first to go without it in large scale pvp.
Is Skyrim the only game you know? One person can wipe a group of people in the lore and what you mentioned has nothing to do with how many people you can kill at once or by yourself, stick to the point. Plus what you can and can’t do in all the games vary but lore doesn’t change, it’s a more accurate representation than a single game.
It’s okay to get outplayed, just respawn it’s a game. Large groups don’t need a cap to protect them they already have the numbers for that. Again you contradict yourself by saying the outcome should be decided based on how you approach it, so if a person approaches a fight & outplays a group then that’s that. Removing aoe caps wouldn’t make anyone God’s it’ll just make players that already had the potential to make you pay for bad play be able to do what they already could do without a cap saving someone.
You SHOULD get punished for bad play and you SHOULD get punished for making mistakes. That’s the problem with the game now the devs started catering to bad play and as a result removed counter play and added things with no counter play at all.
@CatchMeTrolling I thought about what you said here, and it occurred to me that you have a good point. My stance was about using strategy while trying to overcome your opponent. The thing is though my idea would only force solos to strategist while leaving the zergs to continue on with no strategy at all. So I thought about the merit of getting rid of the cap entirely. If you get rid of the cap then the zergs would have to approach situations differently to avoid being wiped by a solo, and the solos would still have to think of the best way to combat the zerg while not being overwhelmed by their sheer numbers. You were right I was contradicting myself when I held the two parties to a different standard without realizing I was doing so. Thankyou for pointing this out. You were also correct in the statement that if you are in a zerg and get wiped by a solo then you deserve to die.
Now how about my ideas about the healing and it being limited by how many people you are healing by either how much it heals or the cost of the heals? Do you think it is a valid idea to even the playing field a bit between solos and zergs?
CatchMeTrolling wrote: »I don’t think healers should be punished for being in a large group and even if they implement something like that healing in a 24 man group will still be silly. The problem with healing is the fact there’s no cool down for it like you would expect there to be, zos has already tried to tone down healing in multiple ways and it still remains powerful. A large part of that has to do with the cp system and the fact the power level kept rising.
CoJaxDeBrujah wrote: »I keep seeing people say to limit healing based on a fixed number of people or lower the healing done outside of groups. I don't think these would work for reasons that have already been stated by others. I pose an alternative though. Realistically, someone who would be healing a large group of people shouldn't be able to do its as efficiently as they would a smaller group. I think instead of capping it, they make it so that the more people you are healing the less healing is done. Essentially making the healing less effective or more effective proportionate to the number of people being healed. Another alternative would be to increase the magika cost proportionately to the number of people being healed.
CoJaxDeBrujah wrote: »CoJaxDeBrujah wrote: »I keep seeing people say to limit healing based on a fixed number of people or lower the healing done outside of groups. I don't think these would work for reasons that have already been stated by others. I pose an alternative though. Realistically, someone who would be healing a large group of people shouldn't be able to do its as efficiently as they would a smaller group. I think instead of capping it, they make it so that the more people you are healing the less healing is done. Essentially making the healing less effective or more effective proportionate to the number of people being healed. Another alternative would be to increase the magika cost proportionately to the number of people being healed.
@VaranisArano from reading your comment to @CatchMeTrolling I'm assuming you didn't read my comment that he was responding to. I've quoted it above, and in it I pose a few ideas on how to limit healing based on how many people are being effected. If done right, it would only really effect larger groups. That is why he said he didn't think healers should be punished for being in groups.
Thinking about it though, He has a good point. You make the choice to either run solo or in a group. If you run solo and you can't beat the zerg then you made the wrong choice.
Congratulations @CatchMeTrolling you've swayed my way of thinking. Lol
CoJaxDeBrujah wrote: »CoJaxDeBrujah wrote: »I keep seeing people say to limit healing based on a fixed number of people or lower the healing done outside of groups. I don't think these would work for reasons that have already been stated by others. I pose an alternative though. Realistically, someone who would be healing a large group of people shouldn't be able to do its as efficiently as they would a smaller group. I think instead of capping it, they make it so that the more people you are healing the less healing is done. Essentially making the healing less effective or more effective proportionate to the number of people being healed. Another alternative would be to increase the magika cost proportionately to the number of people being healed.
@VaranisArano from reading your comment to @CatchMeTrolling I'm assuming you didn't read my comment that he was responding to. I've quoted it above, and in it I pose a few ideas on how to limit healing based on how many people are being effected. If done right, it would only really effect larger groups. That is why he said he didn't think healers should be punished for being in groups.
Thinking about it though, He has a good point. You make the choice to either run solo or in a group. If you run solo and you can't beat the zerg then you made the wrong choice.
Congratulations @CatchMeTrolling you've swayed my way of thinking. Lol
OK, using the same logic. When something like the old godlike DKs. I guess players just made the wrong choice to not run it. You can't really say that you have to play an exact certain way or get ***. Zerging causes a majority of lag, and is one of the main reasons people don't PvP, some streamers have left due to it, and explained why in depth, denying the problem doesn't change anything.
Also, why do you think people want 1.5 back?
CoJaxDeBrujah wrote: »CoJaxDeBrujah wrote: »I keep seeing people say to limit healing based on a fixed number of people or lower the healing done outside of groups. I don't think these would work for reasons that have already been stated by others. I pose an alternative though. Realistically, someone who would be healing a large group of people shouldn't be able to do its as efficiently as they would a smaller group. I think instead of capping it, they make it so that the more people you are healing the less healing is done. Essentially making the healing less effective or more effective proportionate to the number of people being healed. Another alternative would be to increase the magika cost proportionately to the number of people being healed.
VaranisArano from reading your comment to CatchMeTrolling I'm assuming you didn't read my comment that he was responding to. I've quoted it above, and in it I pose a few ideas on how to limit healing based on how many people are being effected. If done right, it would only really effect larger groups. That is why he said he didn't think healers should be punished for being in groups.
Thinking about it though, He has a good point. You make the choice to either run solo or in a group. If you run solo and you can't beat the zerg then you made the wrong choice.
Congratulations CatchMeTrolling you've swayed my way of thinking. Lol
Siege has plenty of bite. Problem is that debuffs applied to zergs or organized raids get immediatly purged by a purge bot.
With the changes comming to the game with synergies, (as in they **should** be more reliable) they should make the purge from alliance line need to be synergized. It would need to be a conscious effort to get a purge if your not a magplar. Or free if you are a magplar XD.
Debuffs like AoE defile get removed instantly, where with this new set up they would not be, and would last until they synergized...balanced in my opinion.
As for siege? I laugh at it. Siege is a tool, would be a better tool without the instant purging on raids, and why do you think siege is too strong?
Lastly i want to emphasize...i do NOT want to see purge removed. As a matter of fact i like that other classes have a purge available to them, its not as strong as magplar purge but still decent. Even with my proposed changes. I also wouldnt mind seeing morph changes and both of them being the same cost at a reduced cost from efficient purge now. Its entirely too expensive.
If they want to keep it instant, fine, increase the cost dramatically to prevent non stop purge spamming.
Ragnarock41 wrote: »Problem is, game shouldn't favor big groups. having the numbers is an advantage by itself,