VaranisArano wrote: »themaddaedra wrote: »Well, well explained. The problem i bring is fully survival-based trains with 24m each dealing like 1k damage. As for the choice of play, sure it's up to them. But truly there are no counters to these groups unless you want to waste 2 hours of your pvp time and get another fully optimized group to fight them meanwhile. It takes so long that pvp doesn't seem fun anymore.
My nb? Yes it doesn't kill these groups anymore. And i'm uncomfy about it. But it's more about the survival being too op. I have sorc, templar, dk, stam and mag ones, so i can play them as well. Pointing nb is because bomber nightblades are the best counters to these groups and it doesn't work anymore.
I think i have a clue when you say they are counterable but as i said it would take tremendous time, enough to feel grumpy about pvp.
I do love how cyrodiil was designed, despite the majority of pvpers. But seriously i can't be the only one who gets bored seeing same people doing these trains for 4 years now without being good players or without putting much effort to gameplay. I have been in some of these groups, most invited me to their guilds but it was so boring i couldn't relate how it feels good to them.
Without going further from the issue, it's just making pvp less fun when people don't die.
Okay, thanks for clarifying that you mean organized raids that built for survival - which I usually see having a bunch of healers (or earthgore sets, right now) with tactics that center around running and healing while they regen their ultimates, until they rush out ultis blazing, and then return to the running and healing tactics if they didn't wipe their foes - because they have very little damage outside of their ultimates.
Which from the perspective of an organized raider whose raid isn't built around those tactics/builds, yeah, those guys are annoying. Effective, I can't deny that. But annoying. Which really means they are using good tactics and their organization effectively to make themselves a tough nut to crack and I can't really complain too much about that. (Though as an aside, I'm sure Earthgore will be up for some nerfing after Horns of the Reach is less of a new DLC.) For objective based PVP, which is what most organized raids do, this set-up works pretty well.
Tactics for dealing with these guys:
- Paulsimonps already listed a great one in his comment
- This one takes time, yes, and another semi-organized to organized raid.
In the run & heal phase, spread them out and find the healers. Focus fire the healers and you wear down the raid.
In the ulti drop phase, don't be where they dropped their ultimates. Just you don't want to stand in the middle of the incoming destro ulti train.
Rinse repeat until your superior damage wears them down.- Now, if your raid has negates, this gets a lot easier. Negates give you a window where you don't have as much healing, because the magicka healers have to get out. Negate these raids, and they melt a lot quick and you'll take out more healers.
So I understand that groups like this make PVP less enjoyable simply because they take a lot of effort to kill. But I don't think there's a way to disincentivize running half the group as healers (or whatever method they use) in order to have a very survivable group. Adding more means of incoming damage only makes them invest more heavily into tankiness and healing.
However consider the impact of removing damage reduction. Now, those coordinated heals, purges, earthgore procs are all still going to be present, though the group will take more damage. However, the small amount of damage that group can do have now doubled and their opponents have less coordinated defenses. Removing damage reduction makes it easier for that group to win, not harder.
Ultimately, you'll have to decide what you like doing and if dealing with these groups isn't your thing, that's fine. But there's nothing actually wrong with that playstyle, even though I personally think it sounds terribly boring. (I don't PVP with an organized raid to run after my leader and heal in between bombing people with ultimates). But it is making effective use of the tools ZOS gave them to play the map and objective based PVP, so there's nothing wrong with it. Nor do I think that ZOS needs to fundamentally change the way Cyrodiil works in order to address these groups. I suspect ZOS will first try to nerf the items they use, like the Earthgore Set.
themaddaedra wrote: »Loading screens, lags, disconnections aside, damage reduction is the worst thing that makes pvp unplayable. Because it made organized trains totally unkillable. And organized trains are the first cause to incredible pings in Cyrodiil.
The thing is, they don't truly care how much damage they do. Either 1k or 5k, all they will do is running around killing people just by surviving. This is pure cancer and without curing it you can't cure pvp at all.
I know it's sometimes frustrating for others to die easily, but it will also mean that you can kill easily too. Everybody complain about zergs but it's complete nonsense that you also complain about damage you get and cry for reduction all the time.
Whatever set you bring, whatever events, pvp gives zero fun when everybody is being slaughtered by meat grinders.
I don't know how everyone else think about this, but i used to enjoy pvp despite the lags and bugs but now i only go there when i need AP. ***, boring, undying snb users all over the map.
Have you played before the 50% damage reduction?. I did, and I'm not missing that 25K+ snipe (where did you go Mr Torture?).
I agree with you that HA SnB builds are overperforming a bit now, but removing the damage reduction is not the solution in my opinion.
Alexandrious wrote: »This is all sounding like a l2p issue.....
*Reads some more*
Yea its a l2p issue.
All The Kek
Um. . . adapt or die?
paulsimonps wrote: »themaddaedra wrote: »VaranisArano wrote: »themaddaedra wrote: »VaranisArano wrote: »There are counters to zergs. Organized groups do it all the time. Coordinated small groups do it too.
There are counters to organized groups. Organized groups do it all the time.
But for a small group or a solo player vs an organized group? Yeah, superior organization, tactics, and yes, numbers are going to win. What else did you expect to happen?
Sorry, big LOL to that. Zergs very barely fight each other and even if they did, it'd take tremendous time for a side to win. I haven't seen any zerg groups wiping before grinding everyone for at least 1 hour for more than 1 year now. Most of the time they just leave when they get bored killing the same people and getting less and less AP.
I don't even know anymore, either we call different things "zergs" or you are kind of trolling. It's now been a long time since there are no counters to zergs in this game.
I'm not trolling. We might be talking about different definitions of zergs, as you say.
To me, large groups in Cyrodiil fall into a couple of categories:
- Organized raid: these groups probably train together, have certain builds they run, and move and fight together as a coordinated unit following the calls of their leader. Depending on the raid, they may have a good mix of skills or overly rely on certain skills, like CCs or earthgore procs to carry them through. The mix of players often varies, you'll see some raids with tons of healers and some with tons of negates/destro ultis. Raids use different tactics, but again, the key is the organization and tactics.
- PUG raid: these are a loosely organized bunch of players who grouped up in order to be more effective in large numbers. These PUGs might go for AP farming or keep captures, but they are typically spread out and usually not following the calls of their leader in anything more than a "point them in the right direction" sort of way. This is a pretty good way for new players to learn the ropes in Cyrodiil.
- Loose PUGs: often referred to as "potatoes", these are the loose players that aren't attached to a group but are doing their own thing. Some might be small groups, others might be good solo players, but its really hard to distinguish in a large group. These players are very much doing their own thing, chasing the fights across the map. This ranges from "doesn't have a clue" to "knows exactly what they are doing".
Now a zerg forms when, due to certain objectives being more important than others and players being able to identify those important objectives, many players converge on the same objective. A zerg other includes both organized raid(s) and PUGs. Keep in mind that the PUGs and the organized raid are rarely acting quite in tandem, as the raid is following their leader, and the PUGs are (by and large) doing their own thing or hanging on the coattails of the organized raid. A PUG raid can serve this function for a bunch of loose PUGs, but its rarely as effective.
So there's a lot of confusion as to what exactly is the problem here.
Is it organized raids owning everyone because they have superior organization and tactics?
Is it organized raids making use of stuff like purges and dedicated healers to outmatch any sort of incoming damage short of another raid bringing the negates/eye of the storms?
Is it PUG raids who band together in numbers despite individual members not being that great?
Is it potatoes in large groups mowing down people in their path?
Is it zergs, which happen when important objectives bring lots of players together in the same location?
Each of those situations has a counter(s). I'm familiar with a lot of the tactics that are used to counter each of those situations, but its really hard to give a comprehensive answer unless I know what exactly we're talking about. Furthermore, my answers are going to keep in mind that Cyrodiil is designed for groups of 8 to 24 players, while supporting everything from solo players, small groups, zergs, and faction stacks. So many of my answers are going to be "this is a good counter for this situation" but that may not solve your "my nightblade can't kill groups anymore" problem.
Well, well explained. The problem i bring is fully survival-based trains with 24m each dealing like 1k damage. As for the choice of play, sure it's up to them. But truly there are no counters to these groups unless you want to waste 2 hours of your pvp time and get another fully optimized group to fight them meanwhile. It takes so long that pvp doesn't seem fun anymore.
My nb? Yes it doesn't kill these groups anymore. And i'm uncomfy about it. But it's more about the survival being too op. I have sorc, templar, dk, stam and mag ones, so i can play them as well. Pointing nb is because bomber nightblades are the best counters to these groups and it doesn't work anymore.
I think i have a clue when you say they are counterable but as i said it would take tremendous time, enough to feel grumpy about pvp.
I do love how cyrodiil was designed, despite the majority of pvpers. But seriously i can't be the only one who gets bored seeing same people doing these trains for 4 years now without being good players or without putting much effort to gameplay. I have been in some of these groups, most invited me to their guilds but it was so boring i couldn't relate how it feels good to them.
Without going further from the issue, it's just making pvp less fun when people don't die.
Get a friend that is a sorc, have them use negate and Restraining Prison on them as you run in with Eye of the storm, Proxy Det and Sap essance with Vicious Death slotted. Will still kill a lot of the people in such groups. Small organized group can still beat those types of groups. But I actually think one single person should not be able to kill a 24man group on their own. Help should be needed. And what I mentioned is just one of several ways to do that.
paulsimonps wrote: »themaddaedra wrote: »VaranisArano wrote: »themaddaedra wrote: »VaranisArano wrote: »There are counters to zergs. Organized groups do it all the time. Coordinated small groups do it too.
There are counters to organized groups. Organized groups do it all the time.
But for a small group or a solo player vs an organized group? Yeah, superior organization, tactics, and yes, numbers are going to win. What else did you expect to happen?
Sorry, big LOL to that. Zergs very barely fight each other and even if they did, it'd take tremendous time for a side to win. I haven't seen any zerg groups wiping before grinding everyone for at least 1 hour for more than 1 year now. Most of the time they just leave when they get bored killing the same people and getting less and less AP.
I don't even know anymore, either we call different things "zergs" or you are kind of trolling. It's now been a long time since there are no counters to zergs in this game.
I'm not trolling. We might be talking about different definitions of zergs, as you say.
To me, large groups in Cyrodiil fall into a couple of categories:
- Organized raid: these groups probably train together, have certain builds they run, and move and fight together as a coordinated unit following the calls of their leader. Depending on the raid, they may have a good mix of skills or overly rely on certain skills, like CCs or earthgore procs to carry them through. The mix of players often varies, you'll see some raids with tons of healers and some with tons of negates/destro ultis. Raids use different tactics, but again, the key is the organization and tactics.
- PUG raid: these are a loosely organized bunch of players who grouped up in order to be more effective in large numbers. These PUGs might go for AP farming or keep captures, but they are typically spread out and usually not following the calls of their leader in anything more than a "point them in the right direction" sort of way. This is a pretty good way for new players to learn the ropes in Cyrodiil.
- Loose PUGs: often referred to as "potatoes", these are the loose players that aren't attached to a group but are doing their own thing. Some might be small groups, others might be good solo players, but its really hard to distinguish in a large group. These players are very much doing their own thing, chasing the fights across the map. This ranges from "doesn't have a clue" to "knows exactly what they are doing".
Now a zerg forms when, due to certain objectives being more important than others and players being able to identify those important objectives, many players converge on the same objective. A zerg other includes both organized raid(s) and PUGs. Keep in mind that the PUGs and the organized raid are rarely acting quite in tandem, as the raid is following their leader, and the PUGs are (by and large) doing their own thing or hanging on the coattails of the organized raid. A PUG raid can serve this function for a bunch of loose PUGs, but its rarely as effective.
So there's a lot of confusion as to what exactly is the problem here.
Is it organized raids owning everyone because they have superior organization and tactics?
Is it organized raids making use of stuff like purges and dedicated healers to outmatch any sort of incoming damage short of another raid bringing the negates/eye of the storms?
Is it PUG raids who band together in numbers despite individual members not being that great?
Is it potatoes in large groups mowing down people in their path?
Is it zergs, which happen when important objectives bring lots of players together in the same location?
Each of those situations has a counter(s). I'm familiar with a lot of the tactics that are used to counter each of those situations, but its really hard to give a comprehensive answer unless I know what exactly we're talking about. Furthermore, my answers are going to keep in mind that Cyrodiil is designed for groups of 8 to 24 players, while supporting everything from solo players, small groups, zergs, and faction stacks. So many of my answers are going to be "this is a good counter for this situation" but that may not solve your "my nightblade can't kill groups anymore" problem.
Well, well explained. The problem i bring is fully survival-based trains with 24m each dealing like 1k damage. As for the choice of play, sure it's up to them. But truly there are no counters to these groups unless you want to waste 2 hours of your pvp time and get another fully optimized group to fight them meanwhile. It takes so long that pvp doesn't seem fun anymore.
My nb? Yes it doesn't kill these groups anymore. And i'm uncomfy about it. But it's more about the survival being too op. I have sorc, templar, dk, stam and mag ones, so i can play them as well. Pointing nb is because bomber nightblades are the best counters to these groups and it doesn't work anymore.
I think i have a clue when you say they are counterable but as i said it would take tremendous time, enough to feel grumpy about pvp.
I do love how cyrodiil was designed, despite the majority of pvpers. But seriously i can't be the only one who gets bored seeing same people doing these trains for 4 years now without being good players or without putting much effort to gameplay. I have been in some of these groups, most invited me to their guilds but it was so boring i couldn't relate how it feels good to them.
Without going further from the issue, it's just making pvp less fun when people don't die.
Get a friend that is a sorc, have them use negate and Restraining Prison on them as you run in with Eye of the storm, Proxy Det and Sap essance with Vicious Death slotted. Will still kill a lot of the people in such groups. Small organized group can still beat those types of groups. But I actually think one single person should not be able to kill a 24man group on their own. Help should be needed. And what I mentioned is just one of several ways to do that.
Exactly on each point made. Really points out the premise this thread was created on is not an issue at all. We have said more than once there are tactics for handling Zergs already. No reason to call for a nerf that is not needed.
This was worthy of an insightful.
If you don't like zerg ball you should probably leave Vivec. To me if the players are more evenly spread in 30champ, 7champ, 30nonchamp, both lag and zerg issue will be smaller (I don't really understand why ppl all complain about these while insist staying in vivec)
themaddaedra wrote: »paulsimonps wrote: »themaddaedra wrote: »VaranisArano wrote: »themaddaedra wrote: »VaranisArano wrote: »There are counters to zergs. Organized groups do it all the time. Coordinated small groups do it too.
There are counters to organized groups. Organized groups do it all the time.
But for a small group or a solo player vs an organized group? Yeah, superior organization, tactics, and yes, numbers are going to win. What else did you expect to happen?
Sorry, big LOL to that. Zergs very barely fight each other and even if they did, it'd take tremendous time for a side to win. I haven't seen any zerg groups wiping before grinding everyone for at least 1 hour for more than 1 year now. Most of the time they just leave when they get bored killing the same people and getting less and less AP.
I don't even know anymore, either we call different things "zergs" or you are kind of trolling. It's now been a long time since there are no counters to zergs in this game.
I'm not trolling. We might be talking about different definitions of zergs, as you say.
To me, large groups in Cyrodiil fall into a couple of categories:
- Organized raid: these groups probably train together, have certain builds they run, and move and fight together as a coordinated unit following the calls of their leader. Depending on the raid, they may have a good mix of skills or overly rely on certain skills, like CCs or earthgore procs to carry them through. The mix of players often varies, you'll see some raids with tons of healers and some with tons of negates/destro ultis. Raids use different tactics, but again, the key is the organization and tactics.
- PUG raid: these are a loosely organized bunch of players who grouped up in order to be more effective in large numbers. These PUGs might go for AP farming or keep captures, but they are typically spread out and usually not following the calls of their leader in anything more than a "point them in the right direction" sort of way. This is a pretty good way for new players to learn the ropes in Cyrodiil.
- Loose PUGs: often referred to as "potatoes", these are the loose players that aren't attached to a group but are doing their own thing. Some might be small groups, others might be good solo players, but its really hard to distinguish in a large group. These players are very much doing their own thing, chasing the fights across the map. This ranges from "doesn't have a clue" to "knows exactly what they are doing".
Now a zerg forms when, due to certain objectives being more important than others and players being able to identify those important objectives, many players converge on the same objective. A zerg other includes both organized raid(s) and PUGs. Keep in mind that the PUGs and the organized raid are rarely acting quite in tandem, as the raid is following their leader, and the PUGs are (by and large) doing their own thing or hanging on the coattails of the organized raid. A PUG raid can serve this function for a bunch of loose PUGs, but its rarely as effective.
So there's a lot of confusion as to what exactly is the problem here.
Is it organized raids owning everyone because they have superior organization and tactics?
Is it organized raids making use of stuff like purges and dedicated healers to outmatch any sort of incoming damage short of another raid bringing the negates/eye of the storms?
Is it PUG raids who band together in numbers despite individual members not being that great?
Is it potatoes in large groups mowing down people in their path?
Is it zergs, which happen when important objectives bring lots of players together in the same location?
Each of those situations has a counter(s). I'm familiar with a lot of the tactics that are used to counter each of those situations, but its really hard to give a comprehensive answer unless I know what exactly we're talking about. Furthermore, my answers are going to keep in mind that Cyrodiil is designed for groups of 8 to 24 players, while supporting everything from solo players, small groups, zergs, and faction stacks. So many of my answers are going to be "this is a good counter for this situation" but that may not solve your "my nightblade can't kill groups anymore" problem.
Well, well explained. The problem i bring is fully survival-based trains with 24m each dealing like 1k damage. As for the choice of play, sure it's up to them. But truly there are no counters to these groups unless you want to waste 2 hours of your pvp time and get another fully optimized group to fight them meanwhile. It takes so long that pvp doesn't seem fun anymore.
My nb? Yes it doesn't kill these groups anymore. And i'm uncomfy about it. But it's more about the survival being too op. I have sorc, templar, dk, stam and mag ones, so i can play them as well. Pointing nb is because bomber nightblades are the best counters to these groups and it doesn't work anymore.
I think i have a clue when you say they are counterable but as i said it would take tremendous time, enough to feel grumpy about pvp.
I do love how cyrodiil was designed, despite the majority of pvpers. But seriously i can't be the only one who gets bored seeing same people doing these trains for 4 years now without being good players or without putting much effort to gameplay. I have been in some of these groups, most invited me to their guilds but it was so boring i couldn't relate how it feels good to them.
Without going further from the issue, it's just making pvp less fun when people don't die.
Get a friend that is a sorc, have them use negate and Restraining Prison on them as you run in with Eye of the storm, Proxy Det and Sap essance with Vicious Death slotted. Will still kill a lot of the people in such groups. Small organized group can still beat those types of groups. But I actually think one single person should not be able to kill a 24man group on their own. Help should be needed. And what I mentioned is just one of several ways to do that.
Exactly on each point made. Really points out the premise this thread was created on is not an issue at all. We have said more than once there are tactics for handling Zergs already. No reason to call for a nerf that is not needed.
This was worthy of an insightful.
You have said more than once and none made sense, i'd stop saying the same thing if i were you. Because the things u keep suggesting are neither very dark secrets nor they actually work.
God, zergs are more boring on forums than they are in the game.
themaddaedra wrote: »paulsimonps wrote: »themaddaedra wrote: »VaranisArano wrote: »themaddaedra wrote: »VaranisArano wrote: »There are counters to zergs. Organized groups do it all the time. Coordinated small groups do it too.
There are counters to organized groups. Organized groups do it all the time.
But for a small group or a solo player vs an organized group? Yeah, superior organization, tactics, and yes, numbers are going to win. What else did you expect to happen?
Sorry, big LOL to that. Zergs very barely fight each other and even if they did, it'd take tremendous time for a side to win. I haven't seen any zerg groups wiping before grinding everyone for at least 1 hour for more than 1 year now. Most of the time they just leave when they get bored killing the same people and getting less and less AP.
I don't even know anymore, either we call different things "zergs" or you are kind of trolling. It's now been a long time since there are no counters to zergs in this game.
I'm not trolling. We might be talking about different definitions of zergs, as you say.
To me, large groups in Cyrodiil fall into a couple of categories:
- Organized raid: these groups probably train together, have certain builds they run, and move and fight together as a coordinated unit following the calls of their leader. Depending on the raid, they may have a good mix of skills or overly rely on certain skills, like CCs or earthgore procs to carry them through. The mix of players often varies, you'll see some raids with tons of healers and some with tons of negates/destro ultis. Raids use different tactics, but again, the key is the organization and tactics.
- PUG raid: these are a loosely organized bunch of players who grouped up in order to be more effective in large numbers. These PUGs might go for AP farming or keep captures, but they are typically spread out and usually not following the calls of their leader in anything more than a "point them in the right direction" sort of way. This is a pretty good way for new players to learn the ropes in Cyrodiil.
- Loose PUGs: often referred to as "potatoes", these are the loose players that aren't attached to a group but are doing their own thing. Some might be small groups, others might be good solo players, but its really hard to distinguish in a large group. These players are very much doing their own thing, chasing the fights across the map. This ranges from "doesn't have a clue" to "knows exactly what they are doing".
Now a zerg forms when, due to certain objectives being more important than others and players being able to identify those important objectives, many players converge on the same objective. A zerg other includes both organized raid(s) and PUGs. Keep in mind that the PUGs and the organized raid are rarely acting quite in tandem, as the raid is following their leader, and the PUGs are (by and large) doing their own thing or hanging on the coattails of the organized raid. A PUG raid can serve this function for a bunch of loose PUGs, but its rarely as effective.
So there's a lot of confusion as to what exactly is the problem here.
Is it organized raids owning everyone because they have superior organization and tactics?
Is it organized raids making use of stuff like purges and dedicated healers to outmatch any sort of incoming damage short of another raid bringing the negates/eye of the storms?
Is it PUG raids who band together in numbers despite individual members not being that great?
Is it potatoes in large groups mowing down people in their path?
Is it zergs, which happen when important objectives bring lots of players together in the same location?
Each of those situations has a counter(s). I'm familiar with a lot of the tactics that are used to counter each of those situations, but its really hard to give a comprehensive answer unless I know what exactly we're talking about. Furthermore, my answers are going to keep in mind that Cyrodiil is designed for groups of 8 to 24 players, while supporting everything from solo players, small groups, zergs, and faction stacks. So many of my answers are going to be "this is a good counter for this situation" but that may not solve your "my nightblade can't kill groups anymore" problem.
Well, well explained. The problem i bring is fully survival-based trains with 24m each dealing like 1k damage. As for the choice of play, sure it's up to them. But truly there are no counters to these groups unless you want to waste 2 hours of your pvp time and get another fully optimized group to fight them meanwhile. It takes so long that pvp doesn't seem fun anymore.
My nb? Yes it doesn't kill these groups anymore. And i'm uncomfy about it. But it's more about the survival being too op. I have sorc, templar, dk, stam and mag ones, so i can play them as well. Pointing nb is because bomber nightblades are the best counters to these groups and it doesn't work anymore.
I think i have a clue when you say they are counterable but as i said it would take tremendous time, enough to feel grumpy about pvp.
I do love how cyrodiil was designed, despite the majority of pvpers. But seriously i can't be the only one who gets bored seeing same people doing these trains for 4 years now without being good players or without putting much effort to gameplay. I have been in some of these groups, most invited me to their guilds but it was so boring i couldn't relate how it feels good to them.
Without going further from the issue, it's just making pvp less fun when people don't die.
Get a friend that is a sorc, have them use negate and Restraining Prison on them as you run in with Eye of the storm, Proxy Det and Sap essance with Vicious Death slotted. Will still kill a lot of the people in such groups. Small organized group can still beat those types of groups. But I actually think one single person should not be able to kill a 24man group on their own. Help should be needed. And what I mentioned is just one of several ways to do that.
Exactly on each point made. Really points out the premise this thread was created on is not an issue at all. We have said more than once there are tactics for handling Zergs already. No reason to call for a nerf that is not needed.
This was worthy of an insightful.
You have said more than once and none made sense, i'd stop saying the same thing if i were you. Because the things u keep suggesting are neither very dark secrets nor they actually work.
God, zergs are more boring on forums than they are in the game.
@themaddaedra i dont even post here anymore but the amount of nonsense in this thread is baffling, i understand yout point. Back before heavy was a thing you wore light or medium and thus noone could be extremely tanky without proper buff rotation ans/or Los. If some1 hit you with their full combo you could be killed even without ultimate. Now you drop your full combo with ultinate into someone and they can survive sometimes without making any defensive maneuvers. People run around on builds that are literally unkillable 1on1 if they go full defense but have plenty of dmg to kill some1 with help. The problem/difference from some previous patches is that offense has taken a backseat to defense. If you played defensive for too long before you would die quickly to pressure, now the player who is offensive usually is punished in the end because defensive play is smarter, more cost efficient, and simply easier. Idk if damage directly needs to be brought up but the defensive to offensive scales need to be tipped. My light armor plar can tank groups while my high damage stamblade build cant kill other "dps" players in some cases becuase of healing/blocking/overall damage/resource cost of defense v offense
There's been a damage reduction?
What?
themaddaedra wrote: »There is no counter to zergs. Bombers are perfect for this job but zerg survival is always overdoing. Because aoe damage, detonation, destro ulti they all got nerfed.
Will zergs always be? Yes. But there should be encounter to them as well.
Funkopotamus wrote: »Everything went to hell the day CP was introduced into this game. I argued with many players on these very forums about it.
This was a terrible idea and it has not only cause balance nightmares for the devs in PVE content, but it will always make PVP complete TRASH! Throw in this damage reduction you only reinforce players drive to form zergballs.
CP was/is/prolly will be the WORST idea to ever be implemented into a decent MMO.
Ragnarock41 wrote: »Try sotha sil, Its fun.
Ragnarock41 wrote: »Try sotha sil, Its fun.
EP zergfest 24/7 ruining the campaign.....rather go to the rigged Shor-campaign.....
Ragnarock41 wrote: »Ragnarock41 wrote: »Try sotha sil, Its fun.
EP zergfest 24/7 ruining the campaign.....rather go to the rigged Shor-campaign.....
Im always there, fighting the EP outbreak, and I will not fall untill my stamina bar is empty.
(WTB sustain,zos pls)
themaddaedra wrote: »Loading screens, lags, disconnections aside, damage reduction is the worst thing that makes pvp unplayable. Because it made organized trains totally unkillable. And organized trains are the first cause to incredible pings in Cyrodiil.
The thing is, they don't truly care how much damage they do. Either 1k or 5k, all they will do is running around killing people just by surviving. This is pure cancer and without curing it you can't cure pvp at all.
I know it's sometimes frustrating for others to die easily, but it will also mean that you can kill easily too. Everybody complain about zergs but it's complete nonsense that you also complain about damage you get and cry for reduction all the time.
Whatever set you bring, whatever events, pvp gives zero fun when everybody is being slaughtered by meat grinders.
I don't know how everyone else think about this, but i used to enjoy pvp despite the lags and bugs but now i only go there when i need AP. ***, boring, undying snb users all over the map.
How much mitigation does everyone think is being given by CP?
SaintSubwayy wrote: »themaddaedra wrote: »Loading screens, lags, disconnections aside, damage reduction is the worst thing that makes pvp unplayable. Because it made organized trains totally unkillable. And organized trains are the first cause to incredible pings in Cyrodiil.
I don't know how everyone else think about this, but i used to enjoy pvp despite the lags and bugs but now i only go there when i need AP. ***, boring, undying snb users all over the map.
SnB ppl arent rly a problem,Imo Elusive Mist is a much bigger problem. 75% dmg reduction is OP as hell.
not even Major Protection gives that much mitigation.
they just pop mag Det on them, EOTS and a Warden takes sleetstorm. Then Elusive mist on damagedealers and then zerg arround = they take like zero dmg, deal decent ammount of dmg but over time they'll kill nearly all ppl in a keep just by running arround.
maybe change elusive mist to give Major Protection, and minor Protection at the same time seems ok.
It's still both Buffs but they cannot use Elusive Mist + major Protection. Also this would kinda fit in to changes back in the day, when they started to "unify" buffs and debuffs.