Izanagi.Xiiib16_ESO wrote: »Tbh groups should be made stronger in order to encourage more groups to form.
Nah. No advantages or disadvantages should be conferred based on group status or size. The extra numbers, ultis, ability to accommodate dedicated roles, etc are more than enough of an advantage. Not to mention, lack of groups isn’t an issue rn in PvP, nor is a lack of willingness to participate in zerg play.
Crispen_Longbow wrote: »
To paraphrase: In my experience, destro ults are tools of the dim-witted.
It is boring now to face off against them, because you know what to do and your build is always the same.
It is boring now to be a part of them, because they're the only way your group can do damage, so after they ult they get wrecked by stamDKs with 2-handers.
COUNTERS Part the FIRST: PLACED AOE STACKING:COUNTERS Part the SECOND: SPAMMABLE KNOCKBACK:
- Manifestation of Terror
- Volcanic Rune
- Cinder Storm
- Daedric Mines
- Veil of Blades
- Beast Trap
- Razor Caltrops
COUNTERS Part the THIRD: RANGED SLOWDOWN:
- Aurora Javelin
- Draining Shot
- Destructive Reach
COUNTERS Part the FOURTH: HEALING ULTS:
- Shrouded Daggers
- Crippling Grasp
- Choking Talons
- Acid Spray/Bombard
- Encase
COUNTERS Part the FIFTH: REPOSITION TO TANK:
- Remembrance
- Reviving Barrier
- Warden Trees
- Unrelenting Grip
- Warden Teleport
All of the above counters neatly highlight a salient point: Not only do builds converge to support these magblades, but also builds further homogenize to counter them.
Most of Cyrodiil now is either structured to run, to support, or to counter one rotation: the destro ult bomb push.
It is boring, and has only served to further increase zergstacking on crown to maximize support build efficacy both in making, and countering, a push.
The only silver lining, per the paraphrase above, is that destro ult users can be annihilated by a competent stam build once the ulti is over.
Izanagi.Xiiib16_ESO wrote: »I disagree with you, the game was far far more interesting when there were multiple groups running around at different objectives on the map. There are far to few groups on the map and it makes gameplay stale and repetitive because of this. Also groups now are generally larger because they are harder to run in successfully.
One other problem is the inability of players to distinguish coordinated groups from their concept of 'zerg play'.
The benefit of being in a group is exactly the fact you are playing with extra players in order to take on additional challenge in your fights and fight in more situations. Why is it not a 2 way street when it comes to appreciation of good play?
The constant efforts to 'nerf' groups have lead the game down the path which its currently reached today and I think players were a lot happier in the past as all sides had their purpose and benefit.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Tbh groups should be made stronger in order to encourage more groups to form.
Nah. No advantages or disadvantages should be conferred based on group status or size. The extra numbers, ultis, ability to accommodate dedicated roles, etc are more than enough of an advantage. Not to mention, lack of groups isn’t an issue rn in PvP, nor is a lack of willingness to participate in zerg play.
I disagree with you, the game was far far more interesting when there were multiple groups running around at different objectives on the map. There are far to few groups on the map and it makes gameplay stale and repetitive because of this. Also groups now are generally larger because they are harder to run in successfully.
One other problem is the inability of players to distinguish coordinated groups from their concept of 'zerg play'.
The benefit of being in a group is exactly the fact you are playing with extra players in order to take on additional challenge in your fights and fight in more situations. Why is it not a 2 way street when it comes to appreciation of good play?
The constant efforts to 'nerf' groups have lead the game down the path which its currently reached today and I think players were a lot happier in the past as all sides had their purpose and benefit.
Izanagi.Xiiib16_ESO wrote: »I disagree with you, the game was far far more interesting when there were multiple groups running around at different objectives on the map. There are far to few groups on the map and it makes gameplay stale and repetitive because of this. Also groups now are generally larger because they are harder to run in successfully.
One other problem is the inability of players to distinguish coordinated groups from their concept of 'zerg play'.
The benefit of being in a group is exactly the fact you are playing with extra players in order to take on additional challenge in your fights and fight in more situations. Why is it not a 2 way street when it comes to appreciation of good play?
The constant efforts to 'nerf' groups have lead the game down the path which its currently reached today and I think players were a lot happier in the past as all sides had their purpose and benefit.
All I am saying is that no benefits or handicaps should be given based on whether or not you are grouped, or the size of your group. Not advocating buffs or nerfs to any playstyle, I'm neutral to the current status quo sans AoE Caps.
alephthiago wrote: »I do run in an organized destro train group but agree with this wholeheartedly, just keep in mind that bats, meteor and proxy det are still out there and a magblade built for destro bombs can still deal a good amount of damage with these tools.
DisgracefulMind wrote: »I think a common problem that plagues not just the PvP world but also the PvE world is diversity. Sure, you can go out and solo/small scale on pretty much anything and have some sort of fun, whether super successful or not. In PvE different content requires different group comps. But the issue with PvP group play is that, yes, only 2-3 ults reign supreme and leave little options for the necessity of much else. This is also an issue in PvE.
I don't think anyone here is trying to insult anyone else in any way, and I think we can all agree that we'd like to see ESO move in a better direction. People have called out for more diversity in group comps, ultimates, gear, etc. for a long time, yet ZoS seems to go the opposite direction and narrows down out selection each patch. I think this is really the deep issue here. It does get stale, people tend to drift away after some time, and we're left with less teams and such getting together.
I don't have the solution, I can just say as a long-time player, and as someone who knows both sides of this game on a competitive level, having something extremely OP for so long and being pigeonholed into it to stay competitive does get old. And, to clarify, EOTS is OP; if it wasn't, why else would we all be using it?
EDIT: Further thinking about it, honestly, I think EOTS wouldn't be so bad and hated if it wasn't for VD. That set honestly is one of my most hated sets. It can't crit anymore, which, I can't say enough how much I love that proc sets can't crit, but when it's used in combination with EOTS, multiple ones at that, and certain gear on certain classes, well, we all know the results.
Vilestride wrote: »DisgracefulMind wrote: »I think a common problem that plagues not just the PvP world but also the PvE world is diversity. Sure, you can go out and solo/small scale on pretty much anything and have some sort of fun, whether super successful or not. In PvE different content requires different group comps. But the issue with PvP group play is that, yes, only 2-3 ults reign supreme and leave little options for the necessity of much else. This is also an issue in PvE.
I don't think anyone here is trying to insult anyone else in any way, and I think we can all agree that we'd like to see ESO move in a better direction. People have called out for more diversity in group comps, ultimates, gear, etc. for a long time, yet ZoS seems to go the opposite direction and narrows down out selection each patch. I think this is really the deep issue here. It does get stale, people tend to drift away after some time, and we're left with less teams and such getting together.
I don't have the solution, I can just say as a long-time player, and as someone who knows both sides of this game on a competitive level, having something extremely OP for so long and being pigeonholed into it to stay competitive does get old. And, to clarify, EOTS is OP; if it wasn't, why else would we all be using it?
EDIT: Further thinking about it, honestly, I think EOTS wouldn't be so bad and hated if it wasn't for VD. That set honestly is one of my most hated sets. It can't crit anymore, which, I can't say enough how much I love that proc sets can't crit, but when it's used in combination with EOTS, multiple ones at that, and certain gear on certain classes, well, we all know the results.
I want to add to this. I agree, and I think viable build diversity and group composition is important and ultimately what we all want. What I want to discuss further, and I have seen it quoted here and in many other threads, is the point of "play how you want".
Now, I honestly think this is where we have all gone wrong the developers most of all, because in pursuing this philosophy I think they have actually caused the opposite. It was never the intent but definitely the effect. I believe in play how you want, but I think we are trying to do it in the wrong way, because what has happened is all classes have become too equalised and generally well rounded. The result of this is minute differences becoming all important and now you no longer need a variety of classes, you just need the ones that are minutely better at achieving the same results.
As long as ZoS and the community are advocating for play as you want, in the sense of all classes are just as good at all roles, then we are always going to see some kind of tunnel visioning in the meta. What we need to be aiming for is for all classes and roles to be vastly unique from one another. In this way you would require the multiple benefits added from each type of player and class to be successful. If this philosophy was balanced and pursued, not only would build variety be viable, it would be optimal.
So when I think play as you want, I don't expect to be able to play My Stam DK as a healer....I expect nothing more than if I want to play a healer, I can create a templar who will then have an uncompromising value to raids and group within PVP because I offer something unique. This is just one example, I hope you understand the point I am trying to make. This is the conversation I want to be having regarding meta.
For one more controversial cherry on top, I would love to see Rock paper scissors type counter play and in my opinion, there is nothing to freshen up metas more than this fundamental principle. I want the game to go in the direction where it is clear that X type of build will beat Y built But Z will beat X and loose to Y so on.
To paraphrase: In my experience, destro ults are tools of the dim-witted.
It is boring now to face off against them, because you know what to do and your build is always the same.
It is boring now to be a part of them, because they're the only way your group can do damage, so after they ult they get wrecked by stamDKs with 2-handers.
COUNTERS Part the THIRD: RANGED SLOWDOWN:
- Shrouded Daggers
- Crippling Grasp
- Choking Talons
- Acid Spray/Bombard
- Encase
All of the above counters neatly highlight a salient point: Not only do builds converge to support these magblades, but also builds further homogenize to counter them.
Most of Cyrodiil now is either structured to run, to support, or to counter one rotation: the destro ult bomb push.
It is boring, and has only served to further increase zergstacking on crown to maximize support build efficacy both in making, and countering, a push.
The only silver lining, per the paraphrase above, is that destro ult users can be annihilated by a competent stam build once the ulti is over.
I wonder what would happen if collision dynamics were added to one of the campaigns. This would be in effect for both friendly and non-friendly forces.
****Caution wall of text incoming*****
Well this is turning into a nice philosophical debate on changing meta. It's rather interesting to see this happening now as if there is some hidden time clock that says if the meta doesn't change by x days, developers will have to nerf the meta in order to save the population from itself. However, everyone needs to remember, you can't say lets versify; toss in several classes doing dps and then slap a meta label on it. I had a very interesting night last night and while the "New Meta" was very strong there's nothing new about it. So you toss in the regular splatter of rapid sorcs and purge sorcs, toss in a few stam warden healers and then round up a bunch of stam dps and call it the "New Meta" just because you're tired of the old "meta"? The old meta really being about support roles and what classes fill them for optimal performance, not the fact that it was 1 particular over performing ability or DPS class. I can make that call because all the "new meta" is doing is changing DPS roles and still has all the elements of the old destro meta mixed in. So groups are going to swing back to stam groups which makes the entire meta trail just one big circle jerk: who's providing the towels cause I can make a pretty big mess. I think everyone aside from IZY is totally overthinking this "hype". The community does not need another meta like the steel tornado days; and you recall how fast that was nerfed especially after the long period of the Impulse and then the shorter period of proxi balls. What it needs are more organized groups with better play mechanics. Actual fixes to broken abilities, lag fixes, and of course population balances. I should point out that Meta groups when used at map objectives only serve to create lag, genuinely make for bad player experiences, and cause unnecessary stress on both players and server. The average player does not care about meta's. They care about objective play and having fun. The so called meta groups like Dracarys, strategically place themselves in locations in order to draw in the other groups which is often in more remote places limiting the lag and attention they draw (a very good thing for the entire health of a server and campaign). While others like Invictus, who have no regard for campaign health tend to surf along with other causal raids feeding off the zergs. This type of change, a meta shift is going to cause more players to leave either the game entirely or the campaign. Why you ask? The skill level gap between these players who naturally gravitate towards each other and the casual gamer who just likes to play is already too wide (indicator of incoming nerfs). It is easier, to reroll to another faction so you can be on the winning side than to learn how to be a better player thus a population imbalance exists. It's not about "play as you like" or even about cross faction play. It's about human nature and the culture of winning.
So how does any of this meta change actually help the obvious issues the community faces on a daily basis?
*you can argue about everything I have said here. You can complain about all the abilities you want. But the fact is all the issues the community faces is not 1 or 2 "new things" it's a culmination of it all. I believe IZY used the term power creep or health creep at one point and that perhaps is the real issue we should be looking at.
The-Baconator wrote: »I would rather see ZOS actually make changes to things like nova, standard, veil, etc to make them more appealing, by adding in things like "Extreme" tier buffs that exist outside the major\minor system and bring some uniqueness back to the classes.
DisgracefulMind wrote: »The-Baconator wrote: »I would rather see ZOS actually make changes to things like nova, standard, veil, etc to make them more appealing, by adding in things like "Extreme" tier buffs that exist outside the major\minor system and bring some uniqueness back to the classes.
This. Just bring some strength back to classes and ults. Bring some diversity back. Oh, and trash Earthgore, who thought that was a good idea ffs.
****Caution wall of text incoming*****
Well this is turning into a nice philosophical debate on changing meta. It's rather interesting to see this happening now as if there is some hidden time clock that says if the meta doesn't change by x days, developers will have to nerf the meta in order to save the population from itself. However, everyone needs to remember, you can't say lets versify; toss in several classes doing dps and then slap a meta label on it. I had a very interesting night last night and while the "New Meta" was very strong there's nothing new about it. So you toss in the regular splatter of rapid sorcs and purge sorcs, toss in a few stam warden healers and then round up a bunch of stam dps and call it the "New Meta" just because you're tired of the old "meta"? The old meta really being about support roles and what classes fill them for optimal performance, not the fact that it was 1 particular over performing ability or DPS class. I can make that call because all the "new meta" is doing is changing DPS roles and still has all the elements of the old destro meta mixed in. So groups are going to swing back to stam groups which makes the entire meta trail just one big circle jerk: who's providing the towels cause I can make a pretty big mess. I think everyone aside from IZY is totally overthinking this "hype". The community does not need another meta like the steel tornado days; and you recall how fast that was nerfed especially after the long period of the Impulse and then the shorter period of proxi balls. What it needs are more organized groups with better play mechanics. Actual fixes to broken abilities, lag fixes, and of course population balances. I should point out that Meta groups when used at map objectives only serve to create lag, genuinely make for bad player experiences, and cause unnecessary stress on both players and server. The average player does not care about meta's. They care about objective play and having fun. The so called meta groups like Dracarys, strategically place themselves in locations in order to draw in the other groups which is often in more remote places limiting the lag and attention they draw (a very good thing for the entire health of a server and campaign). While others like Invictus, who have no regard for campaign health tend to surf along with other causal raids feeding off the zergs. This type of change, a meta shift is going to cause more players to leave either the game entirely or the campaign. Why you ask? The skill level gap between these players who naturally gravitate towards each other and the casual gamer who just likes to play is already too wide (indicator of incoming nerfs). It is easier, to reroll to another faction so you can be on the winning side than to learn how to be a better player thus a population imbalance exists. It's not about "play as you like" or even about cross faction play. It's about human nature and the culture of winning.
So how does any of this meta change actually help the obvious issues the community faces on a daily basis?
*you can argue about everything I have said here. You can complain about all the abilities you want. But the fact is all the issues the community faces is not 1 or 2 "new things" it's a culmination of it all. I believe IZY used the term power creep or health creep at one point and that perhaps is the real issue we should be looking at.
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.
Joy_Division wrote: »@Anazasi
Was it necessary to insult and make (what I feel are baseless) accusations? You aren't in their Teamspeak, you have zero insight into their motivations. Just what you assume from an opponent and an outsider.
How would you like it is we took shots at your guild from this very same biased and problematic perspective? How would you like it if I screenshot what EP zone chats says about your guild and proclaim it to be factual and the truth? So cut the crap.