DisgracefulMind wrote: »****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.
I was interested in your opinions until you decided to insult my guild again. You may have issues with some of our members, but quit insulting my guild every chance you get. You don't see most of our members on here talking down to anyone. You say we don't care about campaign health, but that's not true at all. You will see us defending keeps and going out in the middle of nowhere to draw aggro from our side of the map often enough. While I can't control what groups do on off nights, our raid nights (which are limited, mind you, people have lives) are focused on finding good fights while defending our map. If you have issues with that, I still don't know what to tell you.
As for the point here, don't think anyone is asking for an extreme swing in the meta, I personally stated that I just feel like this particular meta has no diversity in it, and that is why people come to the forums discussing things like destro ult. We've seen this countless of times. I feel that limiting diversity has and will still be a cause of loss of interest to many players. I'm not saying ZoS needs to follow the pattern that they always have, I'm saying the opposite of that. I don't just speak from a PvP perspective either. It happens across the board to every aspect of end-game content in ESO. There will always be a "meta", but we could have a meta with more options in it. That, I know for a fact, would attract more players.
And, yes, we have experienced quite a "power creep" after the Morrowind nerfs. This should be looked at. But it is also something that needs to be carefully looked at because there's more than just PvP that this would affect. ZoS has stated that they will not balance PvE and PvP separately. This is why I don't think anything extreme should be changed, would just like to see some more thought and effort put into making more than just a few ults and skills overbearingly strong.
IMO, this is the reason we have the Destro, Resto and 1HS ults. Perhaps it can be argued all weapon ults were designed to raise the floor. I believe most combat and itemization changes since 2.3 have had this goal and it has ruined PVP.Lol no. Earthgore was added to allow mediocre raids to perform like the good ones without...you know...getting good. Precise coordination of layered heals and ultimates? Nah just slot this monster set and you’re good fam.
It’s the same philosophy as the old heavy armor and proc sets, but in a group context. Dumbing the game down to allow ppl to artificially perform at a higher level. Earthgore mindlessly carries players. Just like the old heavy armor and proc sets did. And it will meet the same fate eventually. We can only hope.
Agrippa_Invisus wrote: »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.
Exactly. That's what I wanted to see and was the ultimate goal of making this thread.
I want to see Novas and Banners and Veils and Magma Armors and Remembrances and Destro and Pooh Bear and Storm Atros and Negates and all the other flavors of the rainbow be at least somewhat viable in PVP. There was a time they used to be, and that time is long past.
A big part of that is Earthgore. Earthgore was key to further calcifying an already sedentary meta.
Addendum:
@Anazasi
Taran - You make it really hard to engage in constructive conversation with you when you're repeatedly insulting my guild.
That we're here, talking about this, is proof enough we give a hoot about what's going on in game and want a healthy environment that solos, small men, mid size, and full size groups can enjoy. That makes the game better for everyone.
DisgracefulMind wrote: »****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.
I was interested in your opinions until you decided to insult my guild again. You may have issues with some of our members, but quit insulting my guild every chance you get. You don't see most of our members on here talking down to anyone. You say we don't care about campaign health, but that's not true at all. You will see us defending keeps and going out in the middle of nowhere to draw aggro from our side of the map often enough. While I can't control what groups do on off nights, our raid nights (which are limited, mind you, people have lives) are focused on finding good fights while defending our map. If you have issues with that, I still don't know what to tell you.
As for the point here, don't think anyone is asking for an extreme swing in the meta, I personally stated that I just feel like this particular meta has no diversity in it, and that is why people come to the forums discussing things like destro ult. We've seen this countless of times. I feel that limiting diversity has and will still be a cause of loss of interest to many players. I'm not saying ZoS needs to follow the pattern that they always have, I'm saying the opposite of that. I don't just speak from a PvP perspective either. It happens across the board to every aspect of end-game content in ESO. There will always be a "meta", but we could have a meta with more options in it. That, I know for a fact, would attract more players.
And, yes, we have experienced quite a "power creep" after the Morrowind nerfs. This should be looked at. But it is also something that needs to be carefully looked at because there's more than just PvP that this would affect. ZoS has stated that they will not balance PvE and PvP separately. This is why I don't think anything extreme should be changed, would just like to see some more thought and effort put into making more than just a few ults and skills overbearingly strong.
I can pull footage of your guild members tea-bagging constantly. You say you can't control your members when you don't lead well maybe they should remove the tabards and their childish tea bagging behavior won't reflect on your guild. You want to be civil and have legitimate conversations fine, I enjoy that more than anything, but until your ingame behavior reflects your sentiment on the forums there's actually not much diplomacy left to work with. I have seen and heard what you all think of me and I'm ok with most of it because i understand we all have opinions based on perceptions. But until you work out your guild's behavior, what incentive do i have to even care about trying to work with you on a problem that we all face. The ball is in your court make an effort to fix the perception.
DisgracefulMind wrote: »****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.
I was interested in your opinions until you decided to insult my guild again. You may have issues with some of our members, but quit insulting my guild every chance you get. You don't see most of our members on here talking down to anyone. You say we don't care about campaign health, but that's not true at all. You will see us defending keeps and going out in the middle of nowhere to draw aggro from our side of the map often enough. While I can't control what groups do on off nights, our raid nights (which are limited, mind you, people have lives) are focused on finding good fights while defending our map. If you have issues with that, I still don't know what to tell you.
As for the point here, don't think anyone is asking for an extreme swing in the meta, I personally stated that I just feel like this particular meta has no diversity in it, and that is why people come to the forums discussing things like destro ult. We've seen this countless of times. I feel that limiting diversity has and will still be a cause of loss of interest to many players. I'm not saying ZoS needs to follow the pattern that they always have, I'm saying the opposite of that. I don't just speak from a PvP perspective either. It happens across the board to every aspect of end-game content in ESO. There will always be a "meta", but we could have a meta with more options in it. That, I know for a fact, would attract more players.
And, yes, we have experienced quite a "power creep" after the Morrowind nerfs. This should be looked at. But it is also something that needs to be carefully looked at because there's more than just PvP that this would affect. ZoS has stated that they will not balance PvE and PvP separately. This is why I don't think anything extreme should be changed, would just like to see some more thought and effort put into making more than just a few ults and skills overbearingly strong.
I can pull footage of your guild members tea-bagging constantly. You say you can't control your members when you don't lead well maybe they should remove the tabards and their childish tea bagging behavior won't reflect on your guild. You want to be civil and have legitimate conversations fine, I enjoy that more than anything, but until your ingame behavior reflects your sentiment on the forums there's actually not much diplomacy left to work with. I have seen and heard what you all think of me and I'm ok with most of it because i understand we all have opinions based on perceptions. But until you work out your guild's behavior, what incentive do i have to even care about trying to work with you on a problem that we all face. The ball is in your court make an effort to fix the perception.
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.
. While others like Invictus, who have no regard for campaign health tend to surf along with other causal raids feeding off the zergs.
Taran, please keep this post on topic; bringing up lies is only going to incite players and get a good thread locked. I can tell you from experience that Invictus is very much not a toxic guild at all; never has been and never will be in the future.
Anyway...
Being a player who prefers stamina over magicka; I really dislike this meta. Playing StamDK/StamSorc is a lot of fun, but this meta relegated me to a life of rapid spamming and negating. I think at one point I had two attack abilities on my bar; Blade Cloak and Hurricane. Got so bored of the meta that I have quit ESO PvP; I still login, but I just do dailies and logout.
It would be nice if other ultimates were brought up to be made useful enough that groups would need members to slot them.
DisgracefulMind wrote: »****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.
I was interested in your opinions until you decided to insult my guild again. You may have issues with some of our members, but quit insulting my guild every chance you get. You don't see most of our members on here talking down to anyone. You say we don't care about campaign health, but that's not true at all. You will see us defending keeps and going out in the middle of nowhere to draw aggro from our side of the map often enough. While I can't control what groups do on off nights, our raid nights (which are limited, mind you, people have lives) are focused on finding good fights while defending our map. If you have issues with that, I still don't know what to tell you.
As for the point here, don't think anyone is asking for an extreme swing in the meta, I personally stated that I just feel like this particular meta has no diversity in it, and that is why people come to the forums discussing things like destro ult. We've seen this countless of times. I feel that limiting diversity has and will still be a cause of loss of interest to many players. I'm not saying ZoS needs to follow the pattern that they always have, I'm saying the opposite of that. I don't just speak from a PvP perspective either. It happens across the board to every aspect of end-game content in ESO. There will always be a "meta", but we could have a meta with more options in it. That, I know for a fact, would attract more players.
And, yes, we have experienced quite a "power creep" after the Morrowind nerfs. This should be looked at. But it is also something that needs to be carefully looked at because there's more than just PvP that this would affect. ZoS has stated that they will not balance PvE and PvP separately. This is why I don't think anything extreme should be changed, would just like to see some more thought and effort put into making more than just a few ults and skills overbearingly strong.
I can pull footage of your guild members tea-bagging constantly. You say you can't control your members when you don't lead well maybe they should remove the tabards and their childish tea bagging behavior won't reflect on your guild. You want to be civil and have legitimate conversations fine, I enjoy that more than anything, but until your ingame behavior reflects your sentiment on the forums there's actually not much diplomacy left to work with. I have seen and heard what you all think of me and I'm ok with most of it because i understand we all have opinions based on perceptions. But until you work out your guild's behavior, what incentive do i have to even care about trying to work with you on a problem that we all face. The ball is in your court make an effort to fix the perception.
Taran, I doubt anyone in our guild tbags you constantly. It may have happened once or twice before, and it may happen once or twice in the future, but Taran, if we're being honest, no one in Invictus either likes you enough to tbag or dislikes you enough to tbag.
DisgracefulMind wrote: »****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.
I was interested in your opinions until you decided to insult my guild again. You may have issues with some of our members, but quit insulting my guild every chance you get. You don't see most of our members on here talking down to anyone. You say we don't care about campaign health, but that's not true at all. You will see us defending keeps and going out in the middle of nowhere to draw aggro from our side of the map often enough. While I can't control what groups do on off nights, our raid nights (which are limited, mind you, people have lives) are focused on finding good fights while defending our map. If you have issues with that, I still don't know what to tell you.
As for the point here, don't think anyone is asking for an extreme swing in the meta, I personally stated that I just feel like this particular meta has no diversity in it, and that is why people come to the forums discussing things like destro ult. We've seen this countless of times. I feel that limiting diversity has and will still be a cause of loss of interest to many players. I'm not saying ZoS needs to follow the pattern that they always have, I'm saying the opposite of that. I don't just speak from a PvP perspective either. It happens across the board to every aspect of end-game content in ESO. There will always be a "meta", but we could have a meta with more options in it. That, I know for a fact, would attract more players.
And, yes, we have experienced quite a "power creep" after the Morrowind nerfs. This should be looked at. But it is also something that needs to be carefully looked at because there's more than just PvP that this would affect. ZoS has stated that they will not balance PvE and PvP separately. This is why I don't think anything extreme should be changed, would just like to see some more thought and effort put into making more than just a few ults and skills overbearingly strong.
I can pull footage of your guild members tea-bagging constantly. You say you can't control your members when you don't lead well maybe they should remove the tabards and their childish tea bagging behavior won't reflect on your guild. You want to be civil and have legitimate conversations fine, I enjoy that more than anything, but until your ingame behavior reflects your sentiment on the forums there's actually not much diplomacy left to work with. I have seen and heard what you all think of me and I'm ok with most of it because i understand we all have opinions based on perceptions. But until you work out your guild's behavior, what incentive do i have to even care about trying to work with you on a problem that we all face. The ball is in your court make an effort to fix the perception.
Taran, I doubt anyone in our guild tbags you constantly. It may have happened once or twice before, and it may happen once or twice in the future, but Taran, if we're being honest, no one in Invictus either likes you enough to tbag or dislikes you enough to tbag.
yeah ok frodn wasn't in your group tonight he was surfing along with you. You know what just forget it, I offered an apology several posts back, something i probably shouldn't have done but did. You continue your path and I'll continue mine and we can all leave it in Cryodiil. But just remember, everyone here wants to make a better community and having players that choose to be disrespectable only hurts what is trying to be built.
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: »DisgracefulMind wrote: »****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.
I was interested in your opinions until you decided to insult my guild again. You may have issues with some of our members, but quit insulting my guild every chance you get. You don't see most of our members on here talking down to anyone. You say we don't care about campaign health, but that's not true at all. You will see us defending keeps and going out in the middle of nowhere to draw aggro from our side of the map often enough. While I can't control what groups do on off nights, our raid nights (which are limited, mind you, people have lives) are focused on finding good fights while defending our map. If you have issues with that, I still don't know what to tell you.
As for the point here, don't think anyone is asking for an extreme swing in the meta, I personally stated that I just feel like this particular meta has no diversity in it, and that is why people come to the forums discussing things like destro ult. We've seen this countless of times. I feel that limiting diversity has and will still be a cause of loss of interest to many players. I'm not saying ZoS needs to follow the pattern that they always have, I'm saying the opposite of that. I don't just speak from a PvP perspective either. It happens across the board to every aspect of end-game content in ESO. There will always be a "meta", but we could have a meta with more options in it. That, I know for a fact, would attract more players.
And, yes, we have experienced quite a "power creep" after the Morrowind nerfs. This should be looked at. But it is also something that needs to be carefully looked at because there's more than just PvP that this would affect. ZoS has stated that they will not balance PvE and PvP separately. This is why I don't think anything extreme should be changed, would just like to see some more thought and effort put into making more than just a few ults and skills overbearingly strong.
I can pull footage of your guild members tea-bagging constantly. You say you can't control your members when you don't lead well maybe they should remove the tabards and their childish tea bagging behavior won't reflect on your guild. You want to be civil and have legitimate conversations fine, I enjoy that more than anything, but until your ingame behavior reflects your sentiment on the forums there's actually not much diplomacy left to work with. I have seen and heard what you all think of me and I'm ok with most of it because i understand we all have opinions based on perceptions. But until you work out your guild's behavior, what incentive do i have to even care about trying to work with you on a problem that we all face. The ball is in your court make an effort to fix the perception.
Can you please stop? You're the one who made this personal. Leave that crap in Cyrodiil and settle it at the Alessia Bridge.
We all do crap in Cyrodiil that I at least hope that some of us in retrospect kind of wish we didn't. Doesn't belong in this thread.
I so much wanted and was hoping for Wheeler, who might as well be on a missing person bulletin, to finally chime in here. But I can see why he never shows up on these forums. No conversation can ever be production and worth trying when egos, accusations, salt, blaming, etc., come in and derail what is an important topic..
I really want to hear what ZoS has to say about their vision. But if I were them I wouldn't come into these forums, which have become a pissing match between rival opposing guilds/players, so I don't blame them for staying away.
Impulse Trains
Wall of Element Trains
Steel Tornado Trains
Standard Trains
Destro Trains
etc
One goes away, another rises.
UnversedNumber3 wrote: »Impulse Trains
Wall of Element Trains
Steel Tornado Trains
Standard Trains
Destro Trains
etc
One goes away, another rises.
Train A, traveling 70 miles per hour (mph), leaves Westford heading toward Eastford, 260 miles away. At the same time Train B, traveling 60 mph, leaves Eastford heading toward Westford. When do the two trains meet? How far from each city do they meet?
Vilestride wrote: »UnversedNumber3 wrote: »Impulse Trains
Wall of Element Trains
Steel Tornado Trains
Standard Trains
Destro Trains
etc
One goes away, another rises.
Train A, traveling 70 miles per hour (mph), leaves Westford heading toward Eastford, 260 miles away. At the same time Train B, traveling 60 mph, leaves Eastford heading toward Westford. When do the two trains meet? How far from each city do they meet?
Trick question, Train B got stealth bombed leaving the postern door. it didn't have earthgore equipped and wiped. They will never meet. Train A proceeded to zerg down the nearest resource with 24 passengers on board.
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.
Tommy_The_Gun wrote: »I agree with OP - at least to some point. ZOS seems to acknowledge that the problem exists as they nerfed destro ulti in a previous patch. However - it did not solved the problem. Why ? Well, that is because a destro ulti itself is not a problem. Sure, you might say that destro ulti has very little counter-play. And that is true. You can not dodge it or block it. The only way is to simply try to stay out of its range and/or out-heal it or (in a 1 v 1 scenario) - kill the caster fast.
The real poblem is a combination of some aspects & factors. Usually destro ulti groups run cc immunity potions and Rapid Maneuver. Add some healers and cc spaming tanks to that group and - there is maybe like... 0.5% counter-play against that. Sorcs have neagate and a well cordinated negates might do the trick. But what if you are not a sorc and dont have a negate magic skill ? Running away is your only option ?!
The point is that people are lazy and will simply always use things that give the best results with least input effort. As far as I remember it was always like this. Before destro ulti there was a meteor spam. There will be always "something" that will be used that way - with the least possible amount of counter-play.
The only way to stop those groups is to simply... Idk discourage zergs in some way instead of rewarding them ? Something like decreased AP gain while grouped ? Idk... on the other hand this might couse a sudden increase of gankers in cyro.. So it is not the best solution.... and I fear that there might be simply - no good solution at all.
Izanagi.Xiiib16_ESO wrote: »
Also not in response to your comment but the sentiment that players in groups are there to only support the nbs is funny. For my eyes it's not like this at all. Especially for rapids.
Wait a second...Izanagi.Xiiib16_ESO wrote: »Tommy_The_Gun wrote: »I agree with OP - at least to some point. ZOS seems to acknowledge that the problem exists as they nerfed destro ulti in a previous patch. However - it did not solved the problem. Why ? Well, that is because a destro ulti itself is not a problem. Sure, you might say that destro ulti has very little counter-play. And that is true. You can not dodge it or block it. The only way is to simply try to stay out of its range and/or out-heal it or (in a 1 v 1 scenario) - kill the caster fast.
The real poblem is a combination of some aspects & factors. Usually destro ulti groups run cc immunity potions and Rapid Maneuver. Add some healers and cc spaming tanks to that group and - there is maybe like... 0.5% counter-play against that. Sorcs have neagate and a well cordinated negates might do the trick. But what if you are not a sorc and dont have a negate magic skill ? Running away is your only option ?!
The point is that people are lazy and will simply always use things that give the best results with least input effort. As far as I remember it was always like this. Before destro ulti there was a meteor spam. There will be always "something" that will be used that way - with the least possible amount of counter-play.
The only way to stop those groups is to simply... Idk discourage zergs in some way instead of rewarding them ? Something like decreased AP gain while grouped ? Idk... on the other hand this might couse a sudden increase of gankers in cyro.. So it is not the best solution.... and I fear that there might be simply - no good solution at all.
Yet again another example of the inability by a large proportion of the player base to separate organised groups in their minds from faction zergs. What do you think will happen if groups are completely removed? I can tell you that if you remove the dangers to stacking I.e coordinated groups ability to take on 3-4x their number cyro will finally become one big train from alessia to BRK and chal to aleswell.
And you will see a huge drop in the proportion of interest in pvp.
Also not in response to your comment but the sentiment that players in groups are there to only support the nbs is funny. For my eyes it's not like this at all. Especially for rapids.
UnversedNumber3 wrote: »Impulse Trains
Wall of Element Trains
Steel Tornado Trains
Standard Trains
Destro Trains
etc
One goes away, another rises.
Train A, traveling 70 miles per hour (mph), leaves Westford heading toward Eastford, 260 miles away. At the same time Train B, traveling 60 mph, leaves Eastford heading toward Westford. When do the two trains meet? How far from each city do they meet?
Nerfing rapids is the worst Idea so far in here. That just force us into some kind of small scale build zerg meta with oil and fire ballistas that allready is run by most players in cyrodil. Players complain about no skill destro blobs and run solo on a small scale build inside the 40 man faction pug zerg.
Tommy_The_Gun wrote: »Wait a second...Izanagi.Xiiib16_ESO wrote: »Tommy_The_Gun wrote: »I agree with OP - at least to some point. ZOS seems to acknowledge that the problem exists as they nerfed destro ulti in a previous patch. However - it did not solved the problem. Why ? Well, that is because a destro ulti itself is not a problem. Sure, you might say that destro ulti has very little counter-play. And that is true. You can not dodge it or block it. The only way is to simply try to stay out of its range and/or out-heal it or (in a 1 v 1 scenario) - kill the caster fast.
The real poblem is a combination of some aspects & factors. Usually destro ulti groups run cc immunity potions and Rapid Maneuver. Add some healers and cc spaming tanks to that group and - there is maybe like... 0.5% counter-play against that. Sorcs have neagate and a well cordinated negates might do the trick. But what if you are not a sorc and dont have a negate magic skill ? Running away is your only option ?!
The point is that people are lazy and will simply always use things that give the best results with least input effort. As far as I remember it was always like this. Before destro ulti there was a meteor spam. There will be always "something" that will be used that way - with the least possible amount of counter-play.
The only way to stop those groups is to simply... Idk discourage zergs in some way instead of rewarding them ? Something like decreased AP gain while grouped ? Idk... on the other hand this might couse a sudden increase of gankers in cyro.. So it is not the best solution.... and I fear that there might be simply - no good solution at all.
Yet again another example of the inability by a large proportion of the player base to separate organised groups in their minds from faction zergs. What do you think will happen if groups are completely removed? I can tell you that if you remove the dangers to stacking I.e coordinated groups ability to take on 3-4x their number cyro will finally become one big train from alessia to BRK and chal to aleswell.
And you will see a huge drop in the proportion of interest in pvp.
Also not in response to your comment but the sentiment that players in groups are there to only support the nbs is funny. For my eyes it's not like this at all. Especially for rapids.
Are you saying that large number of unorganised players (15-20+) are zerg but somehow a large number of organised (grouped players following crown) are not a zerg ?!
Anyway I did not said anything about removing groups. I just pointed out that as far as I know there is simply no drawback in using a group. And as you have metioned well organised groups have ability to take down 3-4x of their numbers...
Tommy_The_Gun wrote: »I agree with OP - at least to some point. ZOS seems to acknowledge that the problem exists as they nerfed destro ulti in a previous patch. However - it did not solved the problem. Why ? Well, that is because a destro ulti itself is not a problem. Sure, you might say that destro ulti has very little counter-play. And that is true. You can not dodge it or block it. The only way is to simply try to stay out of its range and/or out-heal it or (in a 1 v 1 scenario) - kill the caster fast.
The real poblem is a combination of some aspects & factors. Usually destro ulti groups run cc immunity potions and Rapid Maneuver. Add some healers and cc spaming tanks to that group and - there is maybe like... 0.5% counter-play against that. Sorcs have neagate and a well cordinated negates might do the trick. But what if you are not a sorc and dont have a negate magic skill ? Running away is your only option ?!
The point is that people are lazy and will simply always use things that give the best results with least input effort. As far as I remember it was always like this. Before destro ulti there was a meteor spam. There will be always "something" that will be used that way - with the least possible amount of counter-play.
The only way to stop those groups is to simply... Idk discourage zergs in some way instead of rewarding them ? Something like decreased AP gain while grouped ? Idk... on the other hand this might couse a sudden increase of gankers in cyro.. So it is not the best solution.... and I fear that there might be simply - no good solution at all.
Nerf earthgore, remove group purge so siege DOTs can happen, add the proxy det damage multiplier to some siege like just DOT trebs and balistas but not oils. Then if people ball up to spam PBAOEs they are prime targets for this.
Izanagi.Xiiib16_ESO wrote: »Tommy_The_Gun wrote: »Wait a second...Izanagi.Xiiib16_ESO wrote: »Tommy_The_Gun wrote: »I agree with OP - at least to some point. ZOS seems to acknowledge that the problem exists as they nerfed destro ulti in a previous patch. However - it did not solved the problem. Why ? Well, that is because a destro ulti itself is not a problem. Sure, you might say that destro ulti has very little counter-play. And that is true. You can not dodge it or block it. The only way is to simply try to stay out of its range and/or out-heal it or (in a 1 v 1 scenario) - kill the caster fast.
The real poblem is a combination of some aspects & factors. Usually destro ulti groups run cc immunity potions and Rapid Maneuver. Add some healers and cc spaming tanks to that group and - there is maybe like... 0.5% counter-play against that. Sorcs have neagate and a well cordinated negates might do the trick. But what if you are not a sorc and dont have a negate magic skill ? Running away is your only option ?!
The point is that people are lazy and will simply always use things that give the best results with least input effort. As far as I remember it was always like this. Before destro ulti there was a meteor spam. There will be always "something" that will be used that way - with the least possible amount of counter-play.
The only way to stop those groups is to simply... Idk discourage zergs in some way instead of rewarding them ? Something like decreased AP gain while grouped ? Idk... on the other hand this might couse a sudden increase of gankers in cyro.. So it is not the best solution.... and I fear that there might be simply - no good solution at all.
Yet again another example of the inability by a large proportion of the player base to separate organised groups in their minds from faction zergs. What do you think will happen if groups are completely removed? I can tell you that if you remove the dangers to stacking I.e coordinated groups ability to take on 3-4x their number cyro will finally become one big train from alessia to BRK and chal to aleswell.
And you will see a huge drop in the proportion of interest in pvp.
Also not in response to your comment but the sentiment that players in groups are there to only support the nbs is funny. For my eyes it's not like this at all. Especially for rapids.
Are you saying that large number of unorganised players (15-20+) are zerg but somehow a large number of organised (grouped players following crown) are not a zerg ?!
Anyway I did not said anything about removing groups. I just pointed out that as far as I know there is simply no drawback in using a group. And as you have metioned well organised groups have ability to take down 3-4x of their numbers...
I don't consider 15-20 players to be a zerg. What constitutes a zerg to me is behaviour not size. For example a faction moving from keep to keep in a line they are zerging towards that objective. An organised group going to another objective and separating from this faction push separates them from this definition imo.
Sure all groups can participate in zerging behaviour but I don't consider them by definition "A zerg" no.
Tommy_The_Gun wrote: »The point is that people are lazy and will simply always use things that give the best results with least input effort. As far as I remember it was always like this. Before destro ulti there was a meteor spam. There will be always "something" that will be used that way - with the least possible amount of counter-play.
Nerf earthgore, remove group purge so siege DOTs can happen, add the proxy det damage multiplier to some siege like just DOT trebs and balistas but not oils. Then if people ball up to spam PBAOEs they are prime targets for this.
I like parts of this idea. However, we have all seen what increased DOT damage is like from siege when ZOS messed it up. The short week of play that happened during this nightmare was Siege Wars. Groups never really were able to engage each other Siege simply melted everyone before they could breach a wall or door. Purge is probably not something anyone wants ZOS to mess with. We have seen them in the past mess this up pretty bad including the most recent patch where Efficient Purge was stacking. Purge comes at a cost and a very high cost perhaps re-visting the cost parameters might be in order. Earth Gore is working as intended. I doubt they will do anything to that set.
vortexman11 wrote: »Izanagi.Xiiib16_ESO wrote: »Tommy_The_Gun wrote: »Wait a second...Izanagi.Xiiib16_ESO wrote: »Tommy_The_Gun wrote: »I agree with OP - at least to some point. ZOS seems to acknowledge that the problem exists as they nerfed destro ulti in a previous patch. However - it did not solved the problem. Why ? Well, that is because a destro ulti itself is not a problem. Sure, you might say that destro ulti has very little counter-play. And that is true. You can not dodge it or block it. The only way is to simply try to stay out of its range and/or out-heal it or (in a 1 v 1 scenario) - kill the caster fast.
The real poblem is a combination of some aspects & factors. Usually destro ulti groups run cc immunity potions and Rapid Maneuver. Add some healers and cc spaming tanks to that group and - there is maybe like... 0.5% counter-play against that. Sorcs have neagate and a well cordinated negates might do the trick. But what if you are not a sorc and dont have a negate magic skill ? Running away is your only option ?!
The point is that people are lazy and will simply always use things that give the best results with least input effort. As far as I remember it was always like this. Before destro ulti there was a meteor spam. There will be always "something" that will be used that way - with the least possible amount of counter-play.
The only way to stop those groups is to simply... Idk discourage zergs in some way instead of rewarding them ? Something like decreased AP gain while grouped ? Idk... on the other hand this might couse a sudden increase of gankers in cyro.. So it is not the best solution.... and I fear that there might be simply - no good solution at all.
Yet again another example of the inability by a large proportion of the player base to separate organised groups in their minds from faction zergs. What do you think will happen if groups are completely removed? I can tell you that if you remove the dangers to stacking I.e coordinated groups ability to take on 3-4x their number cyro will finally become one big train from alessia to BRK and chal to aleswell.
And you will see a huge drop in the proportion of interest in pvp.
Also not in response to your comment but the sentiment that players in groups are there to only support the nbs is funny. For my eyes it's not like this at all. Especially for rapids.
Are you saying that large number of unorganised players (15-20+) are zerg but somehow a large number of organised (grouped players following crown) are not a zerg ?!
Anyway I did not said anything about removing groups. I just pointed out that as far as I know there is simply no drawback in using a group. And as you have metioned well organised groups have ability to take down 3-4x of their numbers...
I don't consider 15-20 players to be a zerg. What constitutes a zerg to me is behaviour not size. For example a faction moving from keep to keep in a line they are zerging towards that objective. An organised group going to another objective and separating from this faction push separates them from this definition imo.
Sure all groups can participate in zerging behaviour but I don't consider them by definition "A zerg" no.
Iza you're arguing against the masses here. You've gotta accept that in alot of people's eyes organized groups are the problem, the devs as well as the majority of the player base doesn't seem to think outnumbered PvP in any form should be possible. Reading the forums I often get the sense that people would prefer to see a mindless group of 50 players light attacking their way through a field than coordinated groups going against each other from every faction.
I mean honestly people, what is the thought process behind nerfing rapids? It already drops off of a player the moment a skill is cast forcing a dedicated player into specific builds if a group wants to have it maintained at all times. I agree with the point that a group should have no advantage other than the fact that they have more players, but does this really translate into removing all of the tools necessary to survive when you're getting run down with an entire faction on your tail?Tommy_The_Gun wrote: »The point is that people are lazy and will simply always use things that give the best results with least input effort. As far as I remember it was always like this. Before destro ulti there was a meteor spam. There will be always "something" that will be used that way - with the least possible amount of counter-play.
It's unfair to call people lazy just for running what is most effective. The whole idea behind organized PvP is to push yourself and your group to the limit of their capabilities. This is seen in solo, small scale, and large scale organized PvP. Any player who wants to be competitive will eventually gravitate towards the best tools the game has given them to do so, no matter the play style. It doesn't mean we enjoy it, I'd give anything to have meteor spam over this because the only real danger of meteor is how buggy it is. But by all means I'm going to get people to slot this ultimate with the "least input effort" if we're going up against groups of 40-50 people using the exact same thing.
vortexman11 wrote: »Izanagi.Xiiib16_ESO wrote: »Tommy_The_Gun wrote: »Wait a second...Izanagi.Xiiib16_ESO wrote: »Tommy_The_Gun wrote: »I agree with OP - at least to some point. ZOS seems to acknowledge that the problem exists as they nerfed destro ulti in a previous patch. However - it did not solved the problem. Why ? Well, that is because a destro ulti itself is not a problem. Sure, you might say that destro ulti has very little counter-play. And that is true. You can not dodge it or block it. The only way is to simply try to stay out of its range and/or out-heal it or (in a 1 v 1 scenario) - kill the caster fast.
The real poblem is a combination of some aspects & factors. Usually destro ulti groups run cc immunity potions and Rapid Maneuver. Add some healers and cc spaming tanks to that group and - there is maybe like... 0.5% counter-play against that. Sorcs have neagate and a well cordinated negates might do the trick. But what if you are not a sorc and dont have a negate magic skill ? Running away is your only option ?!
The point is that people are lazy and will simply always use things that give the best results with least input effort. As far as I remember it was always like this. Before destro ulti there was a meteor spam. There will be always "something" that will be used that way - with the least possible amount of counter-play.
The only way to stop those groups is to simply... Idk discourage zergs in some way instead of rewarding them ? Something like decreased AP gain while grouped ? Idk... on the other hand this might couse a sudden increase of gankers in cyro.. So it is not the best solution.... and I fear that there might be simply - no good solution at all.
Yet again another example of the inability by a large proportion of the player base to separate organised groups in their minds from faction zergs. What do you think will happen if groups are completely removed? I can tell you that if you remove the dangers to stacking I.e coordinated groups ability to take on 3-4x their number cyro will finally become one big train from alessia to BRK and chal to aleswell.
And you will see a huge drop in the proportion of interest in pvp.
Also not in response to your comment but the sentiment that players in groups are there to only support the nbs is funny. For my eyes it's not like this at all. Especially for rapids.
Are you saying that large number of unorganised players (15-20+) are zerg but somehow a large number of organised (grouped players following crown) are not a zerg ?!
Anyway I did not said anything about removing groups. I just pointed out that as far as I know there is simply no drawback in using a group. And as you have metioned well organised groups have ability to take down 3-4x of their numbers...
I don't consider 15-20 players to be a zerg. What constitutes a zerg to me is behaviour not size. For example a faction moving from keep to keep in a line they are zerging towards that objective. An organised group going to another objective and separating from this faction push separates them from this definition imo.
Sure all groups can participate in zerging behaviour but I don't consider them by definition "A zerg" no.
Iza you're arguing against the masses here. You've gotta accept that in alot of people's eyes organized groups are the problem, the devs as well as the majority of the player base don't seem to think outnumbered PvP in any form should be possible. .