Wreuntzylla wrote: »Elembeebee wrote: »I would start with:
1. Ultimate should degenerate outside combat
2. Purge and Morphs should be caster only and have their costs reduced
3. Healing Springs should have its radius reduced
4. Large Group size should be limited to 12.
I like a bit of tension in the mix.
Give negate the EotS treatment. Centered on and moves with caster, and pulses over 7sec. Make negates impervious to negates. Increase the radius to 10m.
PenguinInACan wrote: »PenguinInACan wrote: »PenguinInACan wrote: »PenguinInACan wrote: »Newton's_bane wrote: »
Just because you put some thought and made a build it doenst mean that the whole server needs to suffer for it and that you should get carried by bs mechanics.
Solo players put lots of thought into making their builds as well. A lot more thought than you do i should add and thats not even a debate. They dont feel entitled to bs mechanics to carry them and wreck everyone in their path.
I assume you never ran in a PvP train. If you had you would never make that comment. Most of the week I play solo or smallscale and have made countless builds by now and I know it takes a while to come up with something new and get used to it. I must admit that the majority of time doesn't go into making a build for a train but the majority goes into training. It takes months to work together as one train group and as much as becoming a good leader. I think I can for sure say that making a good solo build is just a fraction of what goes into making a good train.
But that's not the point the thing is that trains target zergs not solo players or smallscalers. They are not even effective against them. So solo players have not much to worry about unless they are zerg surfing ofc. I mean what do you want else: absolutely no counterplay to massive zergs of another faction while your faction struggles to put 10 players together?
You are comparing the leader of an entire organised train to a solo player just to justify that overall every member of an organised train has to think a lot more than a solo player. You are comparing apples with oranges. Ive played in a train. But if u have actually ever played solo small scale you would never even attempt to compare it with a random member of trains in terms of skill. Come on now. You cant possibly be serious about that. Its not even funny.
You are talking about not having counterplay against unorganized zergs. But do you know what the irony is about counterplay? That those solo/small scale player or anyone else for that matter have no counterplay against you. There is literally less counterplay against you than to an unorganized group with double the size of ur group. The only way to counter you is with another similar group like urs or even bigger crutching on the exact same stupid mechanics. Everything is about numbers which leads to the zerg fest that you actually dont like.
You are arguing for the same thing that you dont like and you dont even know it. I understand that you may like that playstyle but you seriously need to open ur eyes and realise what the f is going on.
I'm really confused as to what you are trying to advocate for here. Should everyone just run around solo? This thread wasn't created to bash on organized play, it was created to discuss the current organized meta. You're just bashing general organized play and stating your opinions as fact.
Yes solo players cannot counter an organized group. They shouldn't. They are outnumbered and fighting something that is designed to work together with synergy. If a solo player had the tools to wipe an organized group then those in that group would be using the same tools but more efficiently with more people. This shouldn't be an argument. If you are outnumbered and your opponent is organized you should lose the majority of the time.
Yes ball groups exist as a result of the large mindless zergs. The mindless zergs do not exist as a result of the ball groups. There are giant 50 man zergs running around regardless if there is a organized ball group to fight them. How do you propose people counter that? Another mindless 50 man zerg? How is that a challenge for player skill and growth? Not to mention the servers would crash nightly trying to support this.
If you want to run solo and fight small groups of unorganized players by all means do it. It's fun. But there shouldn't be an expectation of "I should be able to win any fight I want" in open world PvP with no regard for numbers or organization.
If the game people are pushing for is one where group skill is irrelevant and individual killing potential is the priority, you're going to have a much much worse meta with everyone frontloading nothing but pure heals or pure damage and zero counterplay.
I never at any point advocated for cyrodiil to become a small scale skirmish. You are just putting words in my mouth that i never said. I actually said in previous posts that i dont want to kill those groups, i dont even expect to kill them and i dont want to make cyrodiil designed for small groups. If you didnt understand what i said you should ask for further clarification. Jumping to stupid conclusions like i somehow want to get rid of grouping in general is very stupid and i never said that.
The very fact that we associate "organised" with ball groups is actually a big issue. We ended up just accepting that orgainsed means abuse people with no counterplay. Im sorry for not accepting that and instead advocating for a gameplay that actually requires skill and its not based on who has the most numbers. Im not advocating for a solo cyrodiil. Im advocating for a cyrodiil where every playstyle should exist. Right now its either ball up or gtfo.
The reason that there are so many zergs is that the gameplay is general is a joke with no counterplay. Which is the exact same idea that ball groups are based on. No counterplay. And also u seriously got to understand one thing. Just because there are big zergs, it doesnt mean that u are entitled to kill them. You are telling me that i shouldnt be able to kill an organised group but you somehow believe that trains should be able to kill zergs with 3 times their size. Thats not how this works mate. You cant have it both ways.
I never once indicated that you said cyrodiil should be a small scale skirmish. I just took the context of your consistent posting about how people in solo builds took more effort and skill to create those builds than those in a group, and about how you believe people should be able to run solo builds in a group and not have to ball up, to form my opinion that you just want cyrodiil to be solo friendly and thats it. If you have an actual constructive opinion about how to fix the destro meta then please let me hear it. But so far all I've been hearing is "ball groups are terrible, solo players have more skill".
Maybe you need to ask for further clarification, because I never said anyone was entitled to kill anyone outnumbered. I specifically said you should lose to a larger force when the enemy is organized. I also used the term "mindless" when referring to the giant zerg, which is why the organized groups can kill them. It's no different than the hundreds of 1vX videos out there of good players fighting multiple bad players, not organized groups.
You also never really answered my question. What are you advocating for? And this time please try and keep it to the context of the thread OP, because "no more ball groups", while apparently a popular buzz-phrase, is not constructive and only leads to this kind of back and forth.
I already answered you what im advocating for. A gameplay that actually requires skill and its not based on who has the most numbers. Im advocating for a cyrodiil where every playstyle should exist. The question is what are you advocating for?
I compared solo vs a member of trains in terms of skill cause the person i was responding to also compared it. You seem to have an issue only when im comparing it but not when he does.
3 good players playing together can also be organized and better players. You dont have to take my word on this. Many people that play in ball groups admitted that even in this thread. Go back a couple of pages and ull find someone admitting that people in his group are not good at 1vX. 1vX is mostly based on player skill. So they are organised and better players and yet according to you they shouldnt be able to take out trains but trains should be able to take out larger and worse groups than them. Like i said, you cant have it both ways.
And its absolutely different the 1vX scenario from the ball vs zerg scenario. You can kill that guy by outplaying him. You cannot kill ball groups by outplaying them cause there is no counterplay. You can only take them out by abusing the same mechanics they abuse. No counterplay and abusing mechanics does not equal with player skill. You somehow believe that they are the same.
Which brings me to this. I dont want to make cyro solo friendly. Solo play is dependant on player skill. Its basically skill vs numbers. Solo play comes naturally with skilled gameplay. That doesnt mean solo friendly. That just means healthy PVP and not mindless zergs which ironically is what you dont like. You basically dont like mindless no counterplay zerging and instead of advocating for addressing the issue at its root which is bad gameplay, you are advocating for an equally bad gameplay if not worse to fix it. You do not fix one bad thing with another bad thing. You just make things worse. And they are worse. They've never been worse than now. I really dont understand what there is to talk about that. PVP health and population is at an all time low. What more do u need to realise that things need to change drastically?
I have many problems with the current meta. I've never said otherwise. It is stale and relies on overperforming item sets and game mechanics. But I don't have a reasonable idea as to how to fix it in the confines of the current game. Which is why I didn't voice my opinion about how to fix the destro meta. You are suggesting an entire re-work of game mechanics when it's obvious ZOS doesn't even know how to fix lag, which is entirely unrealistic and just sounds like someone is mad they can't have what they want.
I specifically responded to you because it seems like you are of the opinion that a group that is running a playstyle in the current meta has no skill. I have read the entire thread, which is why I decided to start this debate with you, who is very vocal about thinking the current organized meta requires no skill. Any organized playstyle is going to need skilled players. Why is it that when players decide to use the tools that ZOS provide, which incidentally give them the largest advantage, do you decide that it is now without skill? When did "skill" and "meta" become antonyms?
And again, this is a thread talking about the current destro meta, not about small 3 man groups. (or whatever arbitrary number you pick). Anyone can beat anyone in this game, but you shouldn't expect to be able to beat everyone. I don't understand why you keep trying to turn me into a hypocrite about this. I never said less numbers means you always lose. Organized groups lose to mega zergs all the time. Smaller organized groups can and do beat the current meta trains. There are counters to everything in this game. But just because something "counters" something else, it doesn't mean that's the only way to fight it. That's not how balance works. And "abusing mechanics" is just a cop-out on the same level as "they use CE because I lost". If one organized group beats another, its because they played better, and were more skillful.
This isn't that hard to grasp. The playstyle isn't unbeatable. Is it annoying to fight? Sure. So were the past dozen metas. So what is it that makes this one so lacking in skill in your opinion? I'll answer the typical responses now so you can think a little harder.
"One button easymode" - 5 skils per bar, 1 ult, 2 bars, each role in a "meta group" rotates through 3-4 skills per 2-3 seconds regardless of how "rapids spam" or "purgebot" sounds. I've played all the roles, some are boring, but definitely not because you are only pushing one button.
"Stack on crown" - this one shouldn't even be a criticism of group play. If you want people to move in the same direction with coordination, it makes sense to start at the same point. And ZOS helps by giving everyone a nice crown image on the compass to move to.
"Destro spam" - current best large group PBAoE. Complain about destro, not the people using it.
"No skill" - this is 100% opinionated, seeing as there is literally no metric for player skill in the game (no group leaderboards or instanced group bgs), and I already know your opinion on this
"abusing mechanics" - otherwise known as "exploiting", which if it were the case 60% of the PvP pop would be banned. Again, just because you don't like it, doesn't mean it's inherently wrong.
"lazy" - *see one button easymore
To be clear, I haven't advocated for anything here. I never once said I liked the current meta. All I asked was what you were trying to contribute to the discussion about how to fix the current meta instead of repeated comments about how those that play it have no skill.
Just because ZOS cant fix lag it doenst mean that we should just sit and accept this trash that we have now. Ironically you are talking about lag when lag can be caused by ball groups.
Yeah you say anyone can beat anyone but this is the whole thing. No, you cant outplay ball groups. You must abuse them. This is the whole point of fighting a ball group with another ball group. Again, you are confusing abusing mechanics to kill people with counterplay.
You keep on associating the word "organised" with ball groups and moving like a train. No, organised doesnt have to be like that. I really dont understand why u are so narrow minded. If im in a large group and i send for example two nightblades to go and gank reinforcements or i have my tanks in the middle of the fight controlling the battlefield or if i have my heavy ranged sorc cannons on the back we are not organised because we are not moving like a train? This is utterly ridiculous. I am advocating for a skilled gameplay. A gameplay in which u can counter ur opponents. Running in a train and being immune to more than half of game's mechanics is the exact opposite, which again is why u need another similar group to fight that in the first place.
This is what kena said some time ago. "I too love unorganized large scale PvP -- "unorganized" meaning no ball groups present, just a big siege with mostly small groups and pugs and maybe a few large groups who don't ball up on each other and roll over everyone else, with several skirmishes happening at the same time all over and around the keep". You see, this is also a large scale fight. Large scale does not have to involve ball groups rolling over everyone. Just a large scale fight in which every kind of playstyle solo- organised small/large groups can be present.
There have been many suggestions actually about possible ways to make the game better in this thread. I talked about it as well. Feel free to go back and read. You just conveniently chose to ignore everything and picked the comment that u liked to start this argument.
I haven't ignored anything. And I definitely don't accept the game as it is. I'm also not the one labeling a playstyle. When I say organized, I don't refer to the number of players in the group, or the way that group chooses to organize its players. I completely agree with you that meta groups aren't the definition of an organized group. But what you keep seeming to avoid saying is why that playstyle is skill-less. Just because something doesn't have counterplay (the meta does have counterplay, and you don't need to run meta to beat it) doesn't make it without skill.
In regards to large scale fights where every playstyle can be present, why does that have to discriminate against a "ball group". It's a playstyle. If the ball didn't run destro and prox but still ran as tight would you still have a problem with it? If they used zero aoe abilities, but still moved as a tight ball/train and killed as efficiently, would it still be without skill? If you eliminate what makes a ball group effective (PBAoE, support abilities/group synergy, etc) I can promise you the game will turn into zerg simulator with a gank dlc.
This whole debate of "the meta is easy and without skill" is pointless. There are no facts to back it up, it's all your opinion, and so far you haven't said anything to prove why there is no skill in the meta. Show me how it takes no skill to run in that style of organized group and I will agree with you. But until then, just saying skill = counterplay is not good enough for me.
Like you said "skill" is a very subjective word. I consider it skilless compared to solo for example unless you are the leader of the train. The rest are just following one guy doing what they are told to do and maybe keeping their buffs up. Doesnt mean that all players are bad in those groups. Just saying that imo, the skill required is very limited. Anw thats not even the point.
And no there is no counterplay, if u believe there is then share it. There is no discrimination or anything based on personal bias. There is just whats good for the game and what isnt. Ball groups are not. A group stacked up that can ignore half of game's mechanics and roll over everyone and lagging the server in the process isnt what i would call good. I still dont understand how you believe that removing ball groups will mean zerg simulator. The whole point of making the gameplay skilled is so that zergs start spreading and u dont need ball groups to fight large numbers of players. The whole point of skill is so that its not all about the numbers. The whole point of skill is so there is no zerg simulator. A place in which every playstyle is viable. Remember?
Building on that, there's another paradigm that I never really see explicitly brought up:Newton's_bane wrote: »I am really getting frustrated by these kind of posts... Organized groups with specialized roles came into existence because of the massive (random) zergs in Cyrodiil. We put lots of thought into making builds, having good combination of roles and leading the group in general. People just mindlessy running in zergs should not complain about getting wiped a few times cause well you are not doing anything to avoid that but just straight start to complain. You don't hear us complaining when we get wiped by 2 huge zergs we just think how we could avoid that and get better.
This doesn't take away that ZOS should keep on balancing (e.g. earthgore is too powerfull atm) but just stating that these organized groups need to end, well...
This is incorrect, When Zerg Balls started popping up right after they added the aoe caps they were mostly 12 players...The same 12 players my group of 6 were stomping on the previous patch with little issue. Zergs back then were even bigger that they are now....However over time everytime one of these groups lost to anyone (and not just people with more numbers, we're talking about people with less numbers) they'd stack more and more...Till you ended up with groups running 24 people in it
HoloYoitsu wrote: »As you recall, on launch the pop cap was on the order of something like 2000 players, and after constant reductions over the past 3 years I very much doubt it's even a third that anymore. However, as the server caps have been consistently reduced, the group cap has remained at 24. This means that individual groups begin to exhibit more and more impact on the overall 'gameplay experience' of the server by default.
HoloYoitsu wrote: »Once people can go out on their own with an expectation that they'll be able to escape when pug hordes spot them, you'll actually see people be more inclined to do that. Likewise, when the zerg surfers have a reasonable expectation that they may not be able to instantly chase down that one guy who just came into gap closer range, you'll see that fewer people will break off to engage and keep chasing that guy. This creates a feedback loop that encourages people to go out and not just run around mindlessly surfing the faction zerg.
Izanagi.Xiiib16_ESO wrote: »You have completely failed to grasp the clear point which was made in the post:
I'll try and make it easy for you:
"Since you no longer have one (Joy's old '24m' group) you have started a diatribe of complaints against them. That is what makes you a hypocrite, not the fact necessarily that you once played in them, although it is a factor, but now you no longer have the option you have stepped up your attacks on that style to try and get it removed."
Vilestride wrote: »usmcjdking wrote: »Vilestride wrote: »Joy_Division wrote: »@Rin_Senya
The only reason I posted in depth was because if there was one thread a ZoS developer would look at in this sub-forum, it would be this one.
It's the least of their problems.IcyDeadPeople wrote: »Stoney_McGeee wrote: »Buffing siege won’t fix anything , .
Why not? Siege is extremely weak currently on the CP campaigns.
.
Because the sentiment of this thread is to increase the depth and complexity of game-play, not devolve it further. If the consensus is that organised raids are "mindless" I can't imagine what we consider sitting on siege equipment as our primary state of PVP is.
It's mindless in the sense that carpet bombing Cambodia during the Vietnam War was mindless. Both took quite a bit of coordination, effort, time & training. But at the end of the day it amounted to absolutely nothing except a completely war torn population and uninhabitable terrain. There was zero foresight in the decision to bomb out Cambodia just like there is zero foresight in letting destro groups lawnmow through half a faction.
We have what appears to be an all-time low PVP population and all-time low amount of PVP campaigns with very few prospective players coming in to PVP. There are a lot of things at fault for that, and this thread is specifically focused on one aspect. I'd be interested in hearing why you think it's not detrimental though since your previous posts actually lend to some good perspective goggles to peer through to the other side.
I agree it's a problem. I just think it's the least of our problems. You're right population is at an all time low, but it would be naive to suggest that the current meta attributes to that more-so or even as equally as the other numerous issues. (not that you have suggested it, but there are some who have).
Arguably discussion of the other issues doesn't have relevance in a thread that was intended for this specific problem. I concede that, but at the same time I wouldn't want anyone to loose sight of those other things I consider to take priority.
Cambodia aside, I still don't think buffing siege is going to have a positive effect on the game. My raid already has specialised Rapids and purge roles. I would hate to see us start having to implement a dedicated siege engineer role or 2 just to keep up with this new siege meta.
usmcjdking wrote: »Oh, I'm well past Rin & Iz. Those type of people only learn another perspective in one way.Vilestride wrote: »usmcjdking wrote: »Vilestride wrote: »Joy_Division wrote: »@Rin_Senya
The only reason I posted in depth was because if there was one thread a ZoS developer would look at in this sub-forum, it would be this one.
It's the least of their problems.IcyDeadPeople wrote: »Stoney_McGeee wrote: »Buffing siege won’t fix anything , .
Why not? Siege is extremely weak currently on the CP campaigns.
.
Because the sentiment of this thread is to increase the depth and complexity of game-play, not devolve it further. If the consensus is that organised raids are "mindless" I can't imagine what we consider sitting on siege equipment as our primary state of PVP is.
It's mindless in the sense that carpet bombing Cambodia during the Vietnam War was mindless. Both took quite a bit of coordination, effort, time & training. But at the end of the day it amounted to absolutely nothing except a completely war torn population and uninhabitable terrain. There was zero foresight in the decision to bomb out Cambodia just like there is zero foresight in letting destro groups lawnmow through half a faction.
We have what appears to be an all-time low PVP population and all-time low amount of PVP campaigns with very few prospective players coming in to PVP. There are a lot of things at fault for that, and this thread is specifically focused on one aspect. I'd be interested in hearing why you think it's not detrimental though since your previous posts actually lend to some good perspective goggles to peer through to the other side.
I agree it's a problem. I just think it's the least of our problems. You're right population is at an all time low, but it would be naive to suggest that the current meta attributes to that more-so or even as equally as the other numerous issues. (not that you have suggested it, but there are some who have).
Arguably discussion of the other issues doesn't have relevance in a thread that was intended for this specific problem. I concede that, but at the same time I wouldn't want anyone to loose sight of those other things I consider to take priority.
Cambodia aside, I still don't think buffing siege is going to have a positive effect on the game. My raid already has specialised Rapids and purge roles. I would hate to see us start having to implement a dedicated siege engineer role or 2 just to keep up with this new siege meta.
@Vilestride
Here's the main takeaway I've gotten from this thread:
A vast majority of people here, solo, small scale, elite groups, casual groups all agree on one thing. Competition is stale in openworld ESO. Some are pining the developers to help smooth out the competitive edge while others are looking to the players to strive for a higher level of coordination and gameplay than they are currently partaking in.
Obviously a middle ground is completely reachable without breaking the game for multiple players in the process: here's some spitballed ideas. Let's see what catches.
- Group PVP, medium & large scale, needs to be highly incentivized. This is probably one of the harder linemen to tackle as they already earn boatloads of AP, the primary game reward for PVP. IMO a campaign-based guild registry where the top, most influential guilds (determined by some crazy mathematical solution) receive rewards based on their performance would be a start. Perhaps additional gold overland/dungeon jewelry at the EOC rewards?
- Groups need to be encouraged to fight each other and not pugfarm. Killing undergeared, ungrouped pugs should net piddly rewards for an elite group whereas wiping another group should be worth tons of AP. The AP a character is worth at any given time should be redesigned to support this. Consequently, good solo and small groups should seize an opportunity to combat a larger group due to the chance of significantly larger AP gain.
- A good solo build and a good team build should have the exact same concerns when their purpose is the same - to fight outnumbered. The group build, by virtue of getting group buffs, should be able to be more specialized in their role and have greater leeway, but they should not be absolved of their own defensive/offensive responsibilities by simply +1ing someone with that specific capability. This is obviously not a fan favorite amongst the large group players but it's the reality of balance. There are a lot of skills and specific sets that would be on the proverbial nerfing block for something of this magnitude.
As another poster stated - elite ball groups are greater than the sum of their parts. I honestly believe that statement is completely irrefutable - they benefit greatly from poor game design and foresight more than any other type of thing in Cyrodiil. The point of contention is whether it's necessary for them to be greater than the sum of their parts or not required to keep the game from devolving into giant faction stacks.
Have we established yet that we don't want organized groups to not happen? I mean; if any player has any ability at all; it will pay to be organized. I'd just like to do something against the automatic effects that grow exponentially in a tight group in Proc sets and smart heals/purges/buffs. The problem with this game is that there is so many buffs and debuffs flying around and most are un-targeted or secondary/tertiary effects. Its not the groups; it literally is the game design. I mean, BOL has been nerfed over and over but its weaker now for individuals yet still OP in groups where a target can get behind allies and out of damage yet be automatically healed regardless of friendly targets in the way.
I repliedJoy_Division wrote: »Yet you and Rin have zero problem using insulting language that is directed at me personally.
In fact I can freely quote your from your previous post: "That's garbage... You are all talk... You lecture me about being insulting and harp on... What a joke....so self-absorbed in your own bias".Izanagi.Xiiib16_ESO wrote: »Feel free to quote my insults towards you, you obviously consider them numerous.
Joy_Division wrote: »literal interpretation when it's crystal clear to everyone that it's a metaphor and not meant to be taken literally.
Why have you not taken issue with Texas for posting Monkey pictures when he didn't understand the phrase: https://en.wiktionary.org/wiki/the_organ_grinder,_not_the_monkey.Joy_Division wrote: »post a disparaging picture.
Izanagi.Xiiib16_ESO wrote: »You don't insult the tactics we use you insult the players. "mindless, bot like" have nothing to do with tactics.
It seems you are a little confused on what constitutes mechanics.
Joy_Division wrote: »a) strict ball-group stack on crown group that looks and play like bots
Joy_Division wrote: »b) The organized bot like pain trains
Joy_Division wrote: »c) a lot of people who play this game can't stand that bot like style.
Joy_Division wrote: »d) these ball-groups don't seem to have any intricate strategy other than just blobbing together.
Joy_Division wrote: »e) me as someone who used to ball-group with the best of them, I don't want to see them.
Joy_Division wrote: »f) ball-group is just going to have 1 member mindless spamming rapids <...> to have one person whose sole function is just to spam one button
Joy_Division wrote: »g) Purge-bot, rapids monkey, it just seems mindless.
Joy_Division wrote: »h) a bunch bots running around spamming PBAoE death.
Here are your own words:Joy_Division wrote: »@Izanagi.Xiiib16_ESO Stop misrepresenting me.
here you admit that you "misrepresent yourself. Yet you blame others for misrepresenting you.Joy_Division wrote: »I can see how you and others may have taken my insults to the tactics you use personally. Especially since they imply something I do not believe, namely it doesn't take skill to be a good destro-bomb group.
VSJoy_Division wrote: »A lot of people exhibited hate toward proc sets, ground oils, uncapped Champion Points, the overpowered DKs at launch, etc., and ZoS has done some good work in improving the game by addressing these.
Joy_Division wrote: »There was a time when there were tools in this game like dynamic ultimate, potent class abilities like Repentance and the old Battleroar, and even the ill-conceived ground oil made it such there were other means to fight even when badly outnumbered without having to be in a destro-pain train.
Here is an example of "how you have changed your mind since losing VE":Joy_Division wrote: »What bothers me the most is your (and Rin's) insistence in telling me how I felt about groups, how I felt about tactics, and whether or not I have changed my mind about either.
but now:Joy_Division wrote: »"The only time I ever wanted to fight or deal with a ball-group was being in another ball-group (which was odd because in that setting, I preferred fighting ball-groups over mindless masses because the competition was better)."
I'll quote myself again:Joy_Division wrote: »me as someone who used to ball-group with the best of them, I don't want to see them.
Izanagi.Xiiib16_ESO wrote: »We didn't assume how you felt about groups we quoted exactly your own words showing how you felt, there is a difference.
Vilestride wrote: »I am still confused. Before we go suggesting solutions willy nilly we should probably define the problem properly. Usually that is step one. I am still unclear on the general consensus so I imagine zos is to . Is the problem ball groups? Or is it zergs? Because for starters ball groups are literally the only thing effective against zergs.
Should we only make changes based on feelings or based on factual discussion?Joy_Division wrote: »I can't say I have any scientific evidence to support this, but I think "the masses" make a distinction between the sort of strict ball-group stack on crown group that looks and play like bots and a loose group of 24 players who don't run nearly as tight and don't look like ducklings following their mother.
It's far from 'established', the conversation is ongoing and its actually a big problem when people use disparaging language referring to either side and bias the discussion.Joy_Division wrote: »It's established.Have we established yet that we don't want organized groups to not happen? I mean; if any player has any ability at all; it will pay to be organized. I'd just like to do something against the automatic effects that grow exponentially in a tight group in Proc sets and smart heals/purges/buffs. The problem with this game is that there is so many buffs and debuffs flying around and most are un-targeted or secondary/tertiary effects. Its not the groups; it literally is the game design. I mean, BOL has been nerfed over and over but its weaker now for individuals yet still OP in groups where a target can get behind allies and out of damage yet be automatically healed regardless of friendly targets in the way.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Publius_Scipio wrote: »Have you all considered agreeing to simply not use destro ult and move on? Or are you all addicts and knowing that destro ult is no good for you, you still inject it into your veins?
@pieratsos when was before ballgroups? 1.1? They have almost allways been In the game starting with impulse trains.
Have we established yet that we don't want organized groups to not happen? I mean; if any player has any ability at all; it will pay to be organized. I'd just like to do something against the automatic effects that grow exponentially in a tight group in Proc sets and smart heals/purges/buffs. The problem with this game is that there is so many buffs and debuffs flying around and most are un-targeted or secondary/tertiary effects. Its not the groups; it literally is the game design. I mean, BOL has been nerfed over and over but its weaker now for individuals yet still OP in groups where a target can get behind allies and out of damage yet be automatically healed regardless of friendly targets in the way.
Publius_Scipio wrote: »Have you all considered agreeing to simply not use destro ult and move on? Or are you all addicts and knowing that destro ult is no good for you, you still inject it into your veins?
I could be mistaken - all the daggers and venom are distracting - but there seem to be some present who are perfectly fine with things just as they are.
So even that level of agreement is probably not going to happen.
Joy-Divison wrote:What I am typing is not hard to understand. I have fully supported removing this style of game from the very beginning, all the way back when I balled up in TSYM back in in summer 2014. Me being in or not in a guild has nothing to do with what I think makes for good PvP.
Izanagi.Xiiib16_ESO wrote: »The point, had you chosen to understand it (although I imagine you did and are just trying to deflect) was that you were happy (maybe you complained maybe you didn't haven't seen any quotes of yours back then) with running in such "zerg bot balls" back when you had a group to do it with.
Since you no longer have one you have started a diatribe of complaints against them. That is what makes you a hypocrite, not the fact necessarily that you once played in them, although it is a factor, but now you no longer have the option you have stepped up your attacks on that style to try and get it removed.
Izanagi.Xiiib16_ESO wrote: »Hypocrite is not an insult if its accurate
So now your group disbanded you don't want anyone else to experience this saying that groups are so cancerous for the game
There was no single problem for you guys doing it for years faction stacking with multiple guilds and the whole DC populations every single day.
Izanagi.Xiiib16_ESO wrote: »Anyone with a full brain understands what @Rin_Senya typed. I guess there is a lack of those left these days judging by this type of response.
The point in question is the written language used not the sentiment. The fact that post-VE @Joy_Division began to use a different set of language when referring to groups in what I would consider a hypocritical manor. This was explained 5+ times, yet still you fail to understand. Unfortunate really...
As for the rest of the cheerleader participation it constituted a circle of people patting each other on the back (as usual) and this is why its not worth the time to read it.
Izanagi.Xiiib16_ESO wrote: »"Your mission to remove tools to deal with faction stacks by trying to remove organised group play unfortunately will have a detrimental effect on the game.
Izanagi.Xiiib16_ESO wrote: »Feel free to quote my insults towards you, you obviously consider them numerous.
Izanagi.Xiiib16_ESO wrote: »Why have you not taken issue with Texas for posting Monkey pictures when he didn't understand the phrase: https://en.wiktionary.org/wiki/the_organ_grinder,_not_the_monkey.
Izanagi.Xiiib16_ESO wrote: »3. Tactics vs Player insults. We have quoted exactly your words nothing more nothing less when giving examples of your insults towards PLAYERS. Yet you still ignore your own words and insist that you were insulting tactics. See my quoted example:
Joy_Division wrote: »I can see how you and others may have taken my insults to the tactics you use personally. Especially since they imply something I do not believe, namely it doesn't take skill to be a good destro-bomb group. It does. I still think the tactics are overly simplified, that skill is being misused and wasted, those tactics are too predominate, and they drive people away from the game. It would have been more productive to air my grievances without the adjectives so commonly thrown around.
Izanagi.Xiiib16_ESO wrote: »You don't insult the tactics we use you insult the players. "mindless, bot like" have nothing to do with tactics.
It seems you are a little confused on what constitutes mechanics.
4. Perhaps you wish to explain what tactics you were criticising for each of these:
Joy_Division wrote: »[various insults I made about "bot like pain trains" that "just seems mindless"]
Izanagi.Xiiib16_ESO wrote: »5.Here are your own words:Joy_Division wrote: »@Izanagi.Xiiib16_ESO Stop misrepresenting me.here you admit that you "misrepresent yourself. Yet you blame others for misrepresenting you.Joy_Division wrote: »I can see how you and others may have taken my insults to the tactics you use personally. Especially since they imply something I do not believe, namely it doesn't take skill to be a good destro-bomb group.
Izanagi.Xiiib16_ESO wrote: »6. In addition when you post 2 completely opposite thoughts within the same post it further shows how you misrepresent yourself. Stop blaming others for "Misrepresenting" you and start reading your own posts:VSJoy_Division wrote: »A lot of people exhibited hate toward proc sets, ground oils, uncapped Champion Points, the overpowered DKs at launch, etc., and ZoS has done some good work in improving the game by addressing these.Joy_Division wrote: »There was a time when there were tools in this game like dynamic ultimate, potent class abilities like Repentance and the old Battleroar, and even the ill-conceived ground oil made it such there were other means to fight even when badly outnumbered without having to be in a destro-pain train.
Izanagi.Xiiib16_ESO wrote: »7.Here is an example of "how you have changed your mind since losing VE":Joy_Division wrote: »What bothers me the most is your (and Rin's) insistence in telling me how I felt about groups, how I felt about tactics, and whether or not I have changed my mind about either.but now:Joy_Division wrote: »"The only time I ever wanted to fight or deal with a ball-group was being in another ball-group (which was odd because in that setting, I preferred fighting ball-groups over mindless masses because the competition was better)."I'll quote myself again:Joy_Division wrote: »me as someone who used to ball-group with the best of them, I don't want to see them.Izanagi.Xiiib16_ESO wrote: »We didn't assume how you felt about groups we quoted exactly your own words showing how you felt, there is a difference.
Izanagi.Xiiib16_ESO wrote: »8. Facts vs FeelingsVilestride wrote: »I am still confused. Before we go suggesting solutions willy nilly we should probably define the problem properly. Usually that is step one. I am still unclear on the general consensus so I imagine zos is to . Is the problem ball groups? Or is it zergs? Because for starters ball groups are literally the only thing effective against zergs.Should we only make changes based on feelings or based on factual discussion?Joy_Division wrote: »I can't say I have any scientific evidence to support this, but I think "the masses" make a distinction between the sort of strict ball-group stack on crown group that looks and play like bots and a loose group of 24 players who don't run nearly as tight and don't look like ducklings following their mother.
Izanagi.Xiiib16_ESO wrote: »9. Have you read any of the continued discussion other than our back and forth.It's far from 'established', the conversation is ongoing and its actually a big problem when people use disparaging language referring to either side and bias the discussion.Joy_Division wrote: »It's established.Have we established yet that we don't want organized groups to not happen? I mean; if any player has any ability at all; it will pay to be organized. I'd just like to do something against the automatic effects that grow exponentially in a tight group in Proc sets and smart heals/purges/buffs. The problem with this game is that there is so many buffs and debuffs flying around and most are un-targeted or secondary/tertiary effects. Its not the groups; it literally is the game design. I mean, BOL has been nerfed over and over but its weaker now for individuals yet still OP in groups where a target can get behind allies and out of damage yet be automatically healed regardless of friendly targets in the way.
Perhaps you should take care not to misrepresent anyone's views here.
Izanagi.Xiiib16_ESO wrote: »Anyone with a full brain understands what @Rin_Senya typed. I guess there is a lack of those left these days judging by this type of response.
TheValar85 wrote: »well this whole theories about ultis were porbably killing teh aspect of the pve in teh game, cos strong ultis are manadtory in pve. The only solution i can think of the completly separate teh twoo of them, if you enter to cyrodiil your ulties damages will be reduced lats say to half. And costing more ulti points. or simply strip away from meles the Mages guilds skills, after all they are not sorcerers. it should be strickly for the sorces including staff usages. it probably kill alot of builds, but at this point i dont realy care. Mele should be a mele and not a dam sorc. i dont know to be honest what would help. But ultis needs to stay strong in pve, the only thing that could work is to sync down them in pvp zones to half szied damage and double their ulti costs in pvp zones. that could help while in pve no one will experiance the diferency who is just perer to play in pve content.
Equally cheerleaders isn't an insult, unless you take it as one
A good rule to live by would be: If you don't like being called out, don't flame in the first place.