not sure, as I am only PVEer, but in my opinion, bomber builds are a regular tactics, why not? the same as stealth ganker builds or sniper builds
I mentioned this in other related post.
We need a skill or siege or trap that works as Shrouded Daggers(hidden blade morph) but with much more loops. And it would inta-kill players after the 10th loop for example.
The ball groups meta would instantly disappear.
There were a few posts about this recently... And yes, this meta needs to die.
It is completely killing the fun out of PvP.
It is not uncommon now to be killed instantly by 5, 6, 7 Destro ultis layered by big groups...
I'd love for the Destro ulti to get the old Caltrops treatment and not be stackable. It would still be powerful enough to spread groups, and to finish people already damaged in a big fight, but it would be the end-all-be-all-so-far-ahead-of-anything-else that it currently is.
starlizard70ub17_ESO wrote: »The problem in Cryodiil is not because of a certain meta players are using, ie. VD bomber, desto train, etc. The problem is with the attitude a lot, and I mean A LOT of people in Cryodiil have. The are there for the AP, and could not care less about the out come of the campaign. Many people just stay in Cryodiil long enough to grind out vigor and caltrops skills and then they're gone. Others are there to farm AP so they can buy motifs and popular armor sets to turn around and sell them on guild vendors for profit. So while many of the annoying metas people are using may not be the fastest way to earn AP, they certainly are the brain dead easiest. Unfortunately I don't see it changing unless ZOS decided you only get AP for winning a campaign. And then Cryodiil would become even more of an empty barren wasteland then it already is.
I see a lot more meteors, soul assaults, dawnbreakers, incaps, bow ultis and dk leaps than destro ults. Maybe because the latter isn't as good for Xvs1 ...
EotS is only really good in organized groups in combination with other skills and against a large amount of (not so organized) enemies. On its own it doesn't do much. Even multiple Storms cast at once aren't much of an issue if those players don't have coordination and support from other players.
VD is a great anti zerg tool. Yes, it can and is used by zergs too, but it is still only useful if those zergs are fighting other zergs.
Both EotS and VD aren't the main reason, why organized ball groups are hard to deal with for unorganized zergs (which seems to be your main issue - and no, snipe spamming is certainly not the best way to counter those). It has more something to do with - surprise - their organisation. And a lot of different skills. EotS is just the most obvious one. Visually.
I mentioned this in other related post.
We need a skill or siege or trap that works as Shrouded Daggers(hidden blade morph) but with much more loops. And it would inta-kill players after the 10th loop for example.
The ball groups meta would instantly disappear.
I'm sure that would work, and I'm sure people would find a way to exploit that too, in a similar fashion. It kind of saddens me, that people who really are good players stick to these kind of builds and strategies. I used to love seeing their names, and engage them. These days I'm like "Hmmm, let's see if there's some other fight at the other side of the map?" instead. But people are people, if there's a way of doing things like these - they will. So something needs to be done, it's really killing PVP right now.
Ragnarock41 wrote: »An AOE as strong as EOTS shouldn't be moving around. Simple as that.
Why does it exist then? because PvE focused game.
It came to the point that being a coordinated group means you have %90 of your raid magNB bombers, occasional magsorc for negate, a stam toon for spamming rapid non stop, and a few healers.
This is what ''coordinated raids'' are all about now.
I see a lot more meteors, soul assaults, dawnbreakers, incaps, bow ultis and dk leaps than destro ults. Maybe because the latter isn't as good for Xvs1 ...
EotS is only really good in organized groups in combination with other skills and against a large amount of (not so organized) enemies. On its own it doesn't do much. Even multiple Storms cast at once aren't much of an issue if those players don't have coordination and support from other players.
VD is a great anti zerg tool. Yes, it can and is used by zergs too, but it is still only useful if those zergs are fighting other zergs.
Both EotS and VD aren't the main reason, why organized ball groups are hard to deal with for unorganized zergs (which seems to be your main issue - and no, snipe spamming is certainly not the best way to counter those). It has more something to do with - surprise - their organisation. And a lot of different skills. EotS is just the most obvious one. Visually.
I don't really understand what your issue is.
Ball groups turtle up inside a tower? Ignore them. They farm AP? Why care? YOU dont need to donate them AP ... Their playstyle is boring? YOU don't have to play like this ... Players get ressed after dieing? Well, that will always happen if you face multiple players and can't wipe them all at once. Take away EotS and VD and nothing of those points will change.
Ragnarock41 wrote: »An AOE as strong as EOTS shouldn't be moving around. Simple as that.
Why does it exist then? because PvE focused game.
It came to the point that being a coordinated group means you have %90 of your raid magNB bombers, occasional magsorc for negate, a stam toon for spamming rapid non stop, and a few healers.
This is what ''coordinated raids'' are all about now.
That's exactly right. It's not only about negate, the death is so fast that you can't even use Vigor either. It's too slow. It's quite a thing to take down such a "flame train". At least on my server, these doesnI see a lot more meteors, soul assaults, dawnbreakers, incaps, bow ultis and dk leaps than destro ults. Maybe because the latter isn't as good for Xvs1 ...
EotS is only really good in organized groups in combination with other skills and against a large amount of (not so organized) enemies. On its own it doesn't do much. Even multiple Storms cast at once aren't much of an issue if those players don't have coordination and support from other players.
VD is a great anti zerg tool. Yes, it can and is used by zergs too, but it is still only useful if those zergs are fighting other zergs.
Both EotS and VD aren't the main reason, why organized ball groups are hard to deal with for unorganized zergs (which seems to be your main issue - and no, snipe spamming is certainly not the best way to counter those). It has more something to do with - surprise - their organisation. And a lot of different skills. EotS is just the most obvious one. Visually.
I run with a couple of the strongest groups on XBOX EU server, but to be fair - we don't have much discipline or strategy. Everyone does their own thing, those who are "in the know" stick to some certain other players for better group dynamics. We have healers, and a natural occurrence of everything necessary.I don't really understand what your issue is.
Ball groups turtle up inside a tower? Ignore them. They farm AP? Why care? YOU dont need to donate them AP ... Their playstyle is boring? YOU don't have to play like this ... Players get ressed after dieing? Well, that will always happen if you face multiple players and can't wipe them all at once. Take away EotS and VD and nothing of those points will change.
Most often, it seems that they are being ignored nowadays. But as they realize that their "you-can't-catch-me" games are becoming less popular, they start to turtle up in strategic locations too. Most often some final emp keep, of course. Only thing that matters, is that a certain color doesn't get emp. No matter if they don't even have their own home keeps anymore. Farming ap seems more interesting.
I came to think of a solution for this, and most other bad player behavior: Put a time limit on resurrects. Same as for spawning at a forward camps. After one resurrect, you'd be forced to spawn in a keep (or forward camp), or wait until the time has passed.
For example "tower farmers" these destro ulti/vd groups would be gone overnight. I'd rather see that than these constant nerfs all the time. It's frustrating when really good sets are destroyed one after another, just because of things like these.
Ragnarock41 wrote: »An AOE as strong as EOTS shouldn't be moving around. Simple as that.
Why does it exist then? because PvE focused game.
It came to the point that being a coordinated group means you have %90 of your raid magNB bombers, occasional magsorc for negate, a stam toon for spamming rapid non stop, and a few healers.
This is what ''coordinated raids'' are all about now.
That's exactly right. It's not only about negate, the death is so fast that you can't even use Vigor either. It's too slow. It's quite a thing to take down such a "flame train". At least on my server, these doesnI see a lot more meteors, soul assaults, dawnbreakers, incaps, bow ultis and dk leaps than destro ults. Maybe because the latter isn't as good for Xvs1 ...
EotS is only really good in organized groups in combination with other skills and against a large amount of (not so organized) enemies. On its own it doesn't do much. Even multiple Storms cast at once aren't much of an issue if those players don't have coordination and support from other players.
VD is a great anti zerg tool. Yes, it can and is used by zergs too, but it is still only useful if those zergs are fighting other zergs.
Both EotS and VD aren't the main reason, why organized ball groups are hard to deal with for unorganized zergs (which seems to be your main issue - and no, snipe spamming is certainly not the best way to counter those). It has more something to do with - surprise - their organisation. And a lot of different skills. EotS is just the most obvious one. Visually.
I run with a couple of the strongest groups on XBOX EU server, but to be fair - we don't have much discipline or strategy. Everyone does their own thing, those who are "in the know" stick to some certain other players for better group dynamics. We have healers, and a natural occurrence of everything necessary.I don't really understand what your issue is.
Ball groups turtle up inside a tower? Ignore them. They farm AP? Why care? YOU dont need to donate them AP ... Their playstyle is boring? YOU don't have to play like this ... Players get ressed after dieing? Well, that will always happen if you face multiple players and can't wipe them all at once. Take away EotS and VD and nothing of those points will change.
Most often, it seems that they are being ignored nowadays. But as they realize that their "you-can't-catch-me" games are becoming less popular, they start to turtle up in strategic locations too. Most often some final emp keep, of course. Only thing that matters, is that a certain color doesn't get emp. No matter if they don't even have their own home keeps anymore. Farming ap seems more interesting.
I came to think of a solution for this, and most other bad player behavior: Put a time limit on resurrects. Same as for spawning at a forward camps. After one resurrect, you'd be forced to spawn in a keep (or forward camp), or wait until the time has passed.
For example "tower farmers" these destro ulti/vd groups would be gone overnight. I'd rather see that than these constant nerfs all the time. It's frustrating when really good sets are destroyed one after another, just because of things like these.
VaranisArano wrote: »Ragnarock41 wrote: »An AOE as strong as EOTS shouldn't be moving around. Simple as that.
Why does it exist then? because PvE focused game.
It came to the point that being a coordinated group means you have %90 of your raid magNB bombers, occasional magsorc for negate, a stam toon for spamming rapid non stop, and a few healers.
This is what ''coordinated raids'' are all about now.
That's exactly right. It's not only about negate, the death is so fast that you can't even use Vigor either. It's too slow. It's quite a thing to take down such a "flame train". At least on my server, these doesnI see a lot more meteors, soul assaults, dawnbreakers, incaps, bow ultis and dk leaps than destro ults. Maybe because the latter isn't as good for Xvs1 ...
EotS is only really good in organized groups in combination with other skills and against a large amount of (not so organized) enemies. On its own it doesn't do much. Even multiple Storms cast at once aren't much of an issue if those players don't have coordination and support from other players.
VD is a great anti zerg tool. Yes, it can and is used by zergs too, but it is still only useful if those zergs are fighting other zergs.
Both EotS and VD aren't the main reason, why organized ball groups are hard to deal with for unorganized zergs (which seems to be your main issue - and no, snipe spamming is certainly not the best way to counter those). It has more something to do with - surprise - their organisation. And a lot of different skills. EotS is just the most obvious one. Visually.
I run with a couple of the strongest groups on XBOX EU server, but to be fair - we don't have much discipline or strategy. Everyone does their own thing, those who are "in the know" stick to some certain other players for better group dynamics. We have healers, and a natural occurrence of everything necessary.I don't really understand what your issue is.
Ball groups turtle up inside a tower? Ignore them. They farm AP? Why care? YOU dont need to donate them AP ... Their playstyle is boring? YOU don't have to play like this ... Players get ressed after dieing? Well, that will always happen if you face multiple players and can't wipe them all at once. Take away EotS and VD and nothing of those points will change.
Most often, it seems that they are being ignored nowadays. But as they realize that their "you-can't-catch-me" games are becoming less popular, they start to turtle up in strategic locations too. Most often some final emp keep, of course. Only thing that matters, is that a certain color doesn't get emp. No matter if they don't even have their own home keeps anymore. Farming ap seems more interesting.
I came to think of a solution for this, and most other bad player behavior: Put a time limit on resurrects. Same as for spawning at a forward camps. After one resurrect, you'd be forced to spawn in a keep (or forward camp), or wait until the time has passed.
For example "tower farmers" these destro ulti/vd groups would be gone overnight. I'd rather see that than these constant nerfs all the time. It's frustrating when really good sets are destroyed one after another, just because of things like these.
Uh, there already is a time limit on forward camps. The first one is free. After that, you are on a five minute timer. If the nearby keep is flagged (one wall below 50%) you can't rez up inside the keep either. That's a pretty integral part of Cyrodiil strategy right there.
If you want to make that more difficult by having the timer start right away or limit rezzing and getting back to the fight, you'll remove a lot of the fluidity of the combat in Cyrodiil and make the horse riding simulator worse. I don't like the ball groups anymore than the rest of you, but I'm not willing to shoot my gameplay in the foot to do it.
VaranisArano wrote: »Ragnarock41 wrote: »An AOE as strong as EOTS shouldn't be moving around. Simple as that.
Why does it exist then? because PvE focused game.
It came to the point that being a coordinated group means you have %90 of your raid magNB bombers, occasional magsorc for negate, a stam toon for spamming rapid non stop, and a few healers.
This is what ''coordinated raids'' are all about now.
That's exactly right. It's not only about negate, the death is so fast that you can't even use Vigor either. It's too slow. It's quite a thing to take down such a "flame train". At least on my server, these doesnI see a lot more meteors, soul assaults, dawnbreakers, incaps, bow ultis and dk leaps than destro ults. Maybe because the latter isn't as good for Xvs1 ...
EotS is only really good in organized groups in combination with other skills and against a large amount of (not so organized) enemies. On its own it doesn't do much. Even multiple Storms cast at once aren't much of an issue if those players don't have coordination and support from other players.
VD is a great anti zerg tool. Yes, it can and is used by zergs too, but it is still only useful if those zergs are fighting other zergs.
Both EotS and VD aren't the main reason, why organized ball groups are hard to deal with for unorganized zergs (which seems to be your main issue - and no, snipe spamming is certainly not the best way to counter those). It has more something to do with - surprise - their organisation. And a lot of different skills. EotS is just the most obvious one. Visually.
I run with a couple of the strongest groups on XBOX EU server, but to be fair - we don't have much discipline or strategy. Everyone does their own thing, those who are "in the know" stick to some certain other players for better group dynamics. We have healers, and a natural occurrence of everything necessary.I don't really understand what your issue is.
Ball groups turtle up inside a tower? Ignore them. They farm AP? Why care? YOU dont need to donate them AP ... Their playstyle is boring? YOU don't have to play like this ... Players get ressed after dieing? Well, that will always happen if you face multiple players and can't wipe them all at once. Take away EotS and VD and nothing of those points will change.
Most often, it seems that they are being ignored nowadays. But as they realize that their "you-can't-catch-me" games are becoming less popular, they start to turtle up in strategic locations too. Most often some final emp keep, of course. Only thing that matters, is that a certain color doesn't get emp. No matter if they don't even have their own home keeps anymore. Farming ap seems more interesting.
I came to think of a solution for this, and most other bad player behavior: Put a time limit on resurrects. Same as for spawning at a forward camps. After one resurrect, you'd be forced to spawn in a keep (or forward camp), or wait until the time has passed.
For example "tower farmers" these destro ulti/vd groups would be gone overnight. I'd rather see that than these constant nerfs all the time. It's frustrating when really good sets are destroyed one after another, just because of things like these.
Uh, there already is a time limit on forward camps. The first one is free. After that, you are on a five minute timer. If the nearby keep is flagged (one wall below 50%) you can't rez up inside the keep either. That's a pretty integral part of Cyrodiil strategy right there.
If you want to make that more difficult by having the timer start right away or limit rezzing and getting back to the fight, you'll remove a lot of the fluidity of the combat in Cyrodiil and make the horse riding simulator worse. I don't like the ball groups anymore than the rest of you, but I'm not willing to shoot my gameplay in the foot to do it.
You misunderstood me: Put the same time limit on being resurrected on other players, such as on forward camps. So, basically: You would be able to get resurrected once, and spawn at a forward camp once. I basically thought of that thing defending a keep against both the AD and DC at the same time (who as usual fought side by side), after more than an hour - they managed to breach both postern doors and the front door at the same time, and in they went with destro ulti/vd guys in front. So much for a fair fight.
Had there been such a time limit on resurrects, we would really have had a chance. But when everyone can be resurrected indefinitely, all you can hope for is another group to flank them and kill all of them at the same time. That's pretty flawed to say the least, especially with this new kind of destro kamikaze playstyle.
Edit:
And yes, I understand what you mean. I suppose this would lead to people being more careful, instead of rushing everyone and everything all the time. I.e. a more intelligent and strategic way of playing. They seem to try to take the steam out of the fighting by nerfing all kinds of sets, or by making sustain worse and what not - when what they really should do is, make people more careful of dying in the first place. I suppose it would also lead to a more defensive playstyle, these huge zergs riding around like a swarm of locusts would not be able to move around as freely as before. I dunno, but I really think it's worth considering.
VaranisArano wrote: »VaranisArano wrote: »Ragnarock41 wrote: »An AOE as strong as EOTS shouldn't be moving around. Simple as that.
Why does it exist then? because PvE focused game.
It came to the point that being a coordinated group means you have %90 of your raid magNB bombers, occasional magsorc for negate, a stam toon for spamming rapid non stop, and a few healers.
This is what ''coordinated raids'' are all about now.
That's exactly right. It's not only about negate, the death is so fast that you can't even use Vigor either. It's too slow. It's quite a thing to take down such a "flame train". At least on my server, these doesnI see a lot more meteors, soul assaults, dawnbreakers, incaps, bow ultis and dk leaps than destro ults. Maybe because the latter isn't as good for Xvs1 ...
EotS is only really good in organized groups in combination with other skills and against a large amount of (not so organized) enemies. On its own it doesn't do much. Even multiple Storms cast at once aren't much of an issue if those players don't have coordination and support from other players.
VD is a great anti zerg tool. Yes, it can and is used by zergs too, but it is still only useful if those zergs are fighting other zergs.
Both EotS and VD aren't the main reason, why organized ball groups are hard to deal with for unorganized zergs (which seems to be your main issue - and no, snipe spamming is certainly not the best way to counter those). It has more something to do with - surprise - their organisation. And a lot of different skills. EotS is just the most obvious one. Visually.
I run with a couple of the strongest groups on XBOX EU server, but to be fair - we don't have much discipline or strategy. Everyone does their own thing, those who are "in the know" stick to some certain other players for better group dynamics. We have healers, and a natural occurrence of everything necessary.I don't really understand what your issue is.
Ball groups turtle up inside a tower? Ignore them. They farm AP? Why care? YOU dont need to donate them AP ... Their playstyle is boring? YOU don't have to play like this ... Players get ressed after dieing? Well, that will always happen if you face multiple players and can't wipe them all at once. Take away EotS and VD and nothing of those points will change.
Most often, it seems that they are being ignored nowadays. But as they realize that their "you-can't-catch-me" games are becoming less popular, they start to turtle up in strategic locations too. Most often some final emp keep, of course. Only thing that matters, is that a certain color doesn't get emp. No matter if they don't even have their own home keeps anymore. Farming ap seems more interesting.
I came to think of a solution for this, and most other bad player behavior: Put a time limit on resurrects. Same as for spawning at a forward camps. After one resurrect, you'd be forced to spawn in a keep (or forward camp), or wait until the time has passed.
For example "tower farmers" these destro ulti/vd groups would be gone overnight. I'd rather see that than these constant nerfs all the time. It's frustrating when really good sets are destroyed one after another, just because of things like these.
Uh, there already is a time limit on forward camps. The first one is free. After that, you are on a five minute timer. If the nearby keep is flagged (one wall below 50%) you can't rez up inside the keep either. That's a pretty integral part of Cyrodiil strategy right there.
If you want to make that more difficult by having the timer start right away or limit rezzing and getting back to the fight, you'll remove a lot of the fluidity of the combat in Cyrodiil and make the horse riding simulator worse. I don't like the ball groups anymore than the rest of you, but I'm not willing to shoot my gameplay in the foot to do it.
You misunderstood me: Put the same time limit on being resurrected on other players, such as on forward camps. So, basically: You would be able to get resurrected once, and spawn at a forward camp once. I basically thought of that thing defending a keep against both the AD and DC at the same time (who as usual fought side by side), after more than an hour - they managed to breach both postern doors and the front door at the same time, and in they went with destro ulti/vd guys in front. So much for a fair fight.
Had there been such a time limit on resurrects, we would really have had a chance. But when everyone can be resurrected indefinitely, all you can hope for is another group to flank them and kill all of them at the same time. That's pretty flawed to say the least, especially with this new kind of destro kamikaze playstyle.
Edit:
And yes, I understand what you mean. I suppose this would lead to people being more careful, instead of rushing everyone and everything all the time. I.e. a more intelligent and strategic way of playing. They seem to try to take the steam out of the fighting by nerfing all kinds of sets, or by making sustain worse and what not - when what they really should do is, make people more careful of dying in the first place. I suppose it would also lead to a more defensive playstyle, these huge zergs riding around like a swarm of locusts would not be able to move around as freely as before. I dunno, but I really think it's worth considering.
Now imagine it from the other side. You're a bunch of beleagered defenders. You are whittling down their numbers but they are killing you too. Then a chunk of your players die on the top from siege. You could rez them and get them back up for the defense, but oh no! They're on rez timers. Guess you got screwed.
Access to rezzing as along as another player can get to you is something that works equally in favor of all players. Maybe one day you lose a keep because of it. Maybe one day you save a keep because of it
VaranisArano wrote: »VaranisArano wrote: »Ragnarock41 wrote: »An AOE as strong as EOTS shouldn't be moving around. Simple as that.
Why does it exist then? because PvE focused game.
It came to the point that being a coordinated group means you have %90 of your raid magNB bombers, occasional magsorc for negate, a stam toon for spamming rapid non stop, and a few healers.
This is what ''coordinated raids'' are all about now.
That's exactly right. It's not only about negate, the death is so fast that you can't even use Vigor either. It's too slow. It's quite a thing to take down such a "flame train". At least on my server, these doesnI see a lot more meteors, soul assaults, dawnbreakers, incaps, bow ultis and dk leaps than destro ults. Maybe because the latter isn't as good for Xvs1 ...
EotS is only really good in organized groups in combination with other skills and against a large amount of (not so organized) enemies. On its own it doesn't do much. Even multiple Storms cast at once aren't much of an issue if those players don't have coordination and support from other players.
VD is a great anti zerg tool. Yes, it can and is used by zergs too, but it is still only useful if those zergs are fighting other zergs.
Both EotS and VD aren't the main reason, why organized ball groups are hard to deal with for unorganized zergs (which seems to be your main issue - and no, snipe spamming is certainly not the best way to counter those). It has more something to do with - surprise - their organisation. And a lot of different skills. EotS is just the most obvious one. Visually.
I run with a couple of the strongest groups on XBOX EU server, but to be fair - we don't have much discipline or strategy. Everyone does their own thing, those who are "in the know" stick to some certain other players for better group dynamics. We have healers, and a natural occurrence of everything necessary.I don't really understand what your issue is.
Ball groups turtle up inside a tower? Ignore them. They farm AP? Why care? YOU dont need to donate them AP ... Their playstyle is boring? YOU don't have to play like this ... Players get ressed after dieing? Well, that will always happen if you face multiple players and can't wipe them all at once. Take away EotS and VD and nothing of those points will change.
Most often, it seems that they are being ignored nowadays. But as they realize that their "you-can't-catch-me" games are becoming less popular, they start to turtle up in strategic locations too. Most often some final emp keep, of course. Only thing that matters, is that a certain color doesn't get emp. No matter if they don't even have their own home keeps anymore. Farming ap seems more interesting.
I came to think of a solution for this, and most other bad player behavior: Put a time limit on resurrects. Same as for spawning at a forward camps. After one resurrect, you'd be forced to spawn in a keep (or forward camp), or wait until the time has passed.
For example "tower farmers" these destro ulti/vd groups would be gone overnight. I'd rather see that than these constant nerfs all the time. It's frustrating when really good sets are destroyed one after another, just because of things like these.
Uh, there already is a time limit on forward camps. The first one is free. After that, you are on a five minute timer. If the nearby keep is flagged (one wall below 50%) you can't rez up inside the keep either. That's a pretty integral part of Cyrodiil strategy right there.
If you want to make that more difficult by having the timer start right away or limit rezzing and getting back to the fight, you'll remove a lot of the fluidity of the combat in Cyrodiil and make the horse riding simulator worse. I don't like the ball groups anymore than the rest of you, but I'm not willing to shoot my gameplay in the foot to do it.
You misunderstood me: Put the same time limit on being resurrected on other players, such as on forward camps. So, basically: You would be able to get resurrected once, and spawn at a forward camp once. I basically thought of that thing defending a keep against both the AD and DC at the same time (who as usual fought side by side), after more than an hour - they managed to breach both postern doors and the front door at the same time, and in they went with destro ulti/vd guys in front. So much for a fair fight.
Had there been such a time limit on resurrects, we would really have had a chance. But when everyone can be resurrected indefinitely, all you can hope for is another group to flank them and kill all of them at the same time. That's pretty flawed to say the least, especially with this new kind of destro kamikaze playstyle.
Edit:
And yes, I understand what you mean. I suppose this would lead to people being more careful, instead of rushing everyone and everything all the time. I.e. a more intelligent and strategic way of playing. They seem to try to take the steam out of the fighting by nerfing all kinds of sets, or by making sustain worse and what not - when what they really should do is, make people more careful of dying in the first place. I suppose it would also lead to a more defensive playstyle, these huge zergs riding around like a swarm of locusts would not be able to move around as freely as before. I dunno, but I really think it's worth considering.
Now imagine it from the other side. You're a bunch of beleagered defenders. You are whittling down their numbers but they are killing you too. Then a chunk of your players die on the top from siege. You could rez them and get them back up for the defense, but oh no! They're on rez timers. Guess you got screwed.
Access to rezzing as along as another player can get to you is something that works equally in favor of all players. Maybe one day you lose a keep because of it. Maybe one day you save a keep because of it
Yes, I'm fine with that. I really am. As long as it actually makes it POSSIBLE to defend against a faction merge mob, of like 2-4 full groups. As it is now, it's just a matter of time before you go down.
Ragnarock41 wrote: »An AOE as strong as EOTS shouldn't be moving around. Simple as that.
Why does it exist then? because PvE focused game.
It came to the point that being a coordinated group means you have %90 of your raid magNB bombers, occasional magsorc for negate, a stam toon for spamming rapid non stop, and a few healers.
This is what ''coordinated raids'' are all about now.
That's exactly right. It's not only about negate, the death is so fast that you can't even use Vigor either. It's too slow. It's quite a thing to take down such a "flame train". At least on my server, these doesnI see a lot more meteors, soul assaults, dawnbreakers, incaps, bow ultis and dk leaps than destro ults. Maybe because the latter isn't as good for Xvs1 ...
EotS is only really good in organized groups in combination with other skills and against a large amount of (not so organized) enemies. On its own it doesn't do much. Even multiple Storms cast at once aren't much of an issue if those players don't have coordination and support from other players.
VD is a great anti zerg tool. Yes, it can and is used by zergs too, but it is still only useful if those zergs are fighting other zergs.
Both EotS and VD aren't the main reason, why organized ball groups are hard to deal with for unorganized zergs (which seems to be your main issue - and no, snipe spamming is certainly not the best way to counter those). It has more something to do with - surprise - their organisation. And a lot of different skills. EotS is just the most obvious one. Visually.
I run with a couple of the strongest groups on XBOX EU server, but to be fair - we don't have much discipline or strategy. Everyone does their own thing, those who are "in the know" stick to some certain other players for better group dynamics. We have healers, and a natural occurrence of everything necessary.I don't really understand what your issue is.
Ball groups turtle up inside a tower? Ignore them. They farm AP? Why care? YOU dont need to donate them AP ... Their playstyle is boring? YOU don't have to play like this ... Players get ressed after dieing? Well, that will always happen if you face multiple players and can't wipe them all at once. Take away EotS and VD and nothing of those points will change.
Most often, it seems that they are being ignored nowadays. But as they realize that their "you-can't-catch-me" games are becoming less popular, they start to turtle up in strategic locations too. Most often some final emp keep, of course. Only thing that matters, is that a certain color doesn't get emp. No matter if they don't even have their own home keeps anymore. Farming ap seems more interesting.
I came to think of a solution for this, and most other bad player behavior: Put a time limit on resurrects. Same as for spawning at a forward camps. After one resurrect, you'd be forced to spawn in a keep (or forward camp), or wait until the time has passed.
For example "tower farmers" these destro ulti/vd groups would be gone overnight. I'd rather see that than these constant nerfs all the time. It's frustrating when really good sets are destroyed one after another, just because of things like these.
Exactly this last part... They now stack on the last Emp keep, or they get the scroll and just keep it until it resets, or flag a keep but doesn't take it and just keep farming people there. Or they break the stairs inside keeps and stay there...
It is not like the old days of tower farming in a resource where you could just ignore them and keep doing the campaign objectives.
At least on Xbox NA it has become VERY common that there is a Destro bomb group in a vital place for those wanting to to the campaign objectives.
Ragnarock41 wrote: »An AOE as strong as EOTS shouldn't be moving around. Simple as that.
Why does it exist then? because PvE focused game.
It came to the point that being a coordinated group means you have %90 of your raid magNB bombers, occasional magsorc for negate, a stam toon for spamming rapid non stop, and a few healers.
This is what ''coordinated raids'' are all about now.
That's exactly right. It's not only about negate, the death is so fast that you can't even use Vigor either. It's too slow. It's quite a thing to take down such a "flame train". At least on my server, these doesnI see a lot more meteors, soul assaults, dawnbreakers, incaps, bow ultis and dk leaps than destro ults. Maybe because the latter isn't as good for Xvs1 ...
EotS is only really good in organized groups in combination with other skills and against a large amount of (not so organized) enemies. On its own it doesn't do much. Even multiple Storms cast at once aren't much of an issue if those players don't have coordination and support from other players.
VD is a great anti zerg tool. Yes, it can and is used by zergs too, but it is still only useful if those zergs are fighting other zergs.
Both EotS and VD aren't the main reason, why organized ball groups are hard to deal with for unorganized zergs (which seems to be your main issue - and no, snipe spamming is certainly not the best way to counter those). It has more something to do with - surprise - their organisation. And a lot of different skills. EotS is just the most obvious one. Visually.
I run with a couple of the strongest groups on XBOX EU server, but to be fair - we don't have much discipline or strategy. Everyone does their own thing, those who are "in the know" stick to some certain other players for better group dynamics. We have healers, and a natural occurrence of everything necessary.I don't really understand what your issue is.
Ball groups turtle up inside a tower? Ignore them. They farm AP? Why care? YOU dont need to donate them AP ... Their playstyle is boring? YOU don't have to play like this ... Players get ressed after dieing? Well, that will always happen if you face multiple players and can't wipe them all at once. Take away EotS and VD and nothing of those points will change.
Most often, it seems that they are being ignored nowadays. But as they realize that their "you-can't-catch-me" games are becoming less popular, they start to turtle up in strategic locations too. Most often some final emp keep, of course. Only thing that matters, is that a certain color doesn't get emp. No matter if they don't even have their own home keeps anymore. Farming ap seems more interesting.
I came to think of a solution for this, and most other bad player behavior: Put a time limit on resurrects. Same as for spawning at a forward camps. After one resurrect, you'd be forced to spawn in a keep (or forward camp), or wait until the time has passed.
For example "tower farmers" these destro ulti/vd groups would be gone overnight. I'd rather see that than these constant nerfs all the time. It's frustrating when really good sets are destroyed one after another, just because of things like these.
Exactly this last part... They now stack on the last Emp keep, or they get the scroll and just keep it until it resets, or flag a keep but doesn't take it and just keep farming people there. Or they break the stairs inside keeps and stay there...
It is not like the old days of tower farming in a resource where you could just ignore them and keep doing the campaign objectives.
At least on Xbox NA it has become VERY common that there is a Destro bomb group in a vital place for those wanting to to the campaign objectives.
Isn't stacking on the last Emp keep a strategy though. I mean, do you just expect them to go sit in another, unimportant keep, while they lose Emp because you want it to be easier to take the keep?
IDK, some of my favorite moments are breaking down the front door to the last Emp keep only to be met by 2 or 3 bombers and a ton of siege. And then needing to hit another wall to draw off defenders from the front door and make their defense more vulnerable.
VaranisArano wrote: »So the problem with dealing with these groups becomes that no skill added to the game is going to remove the organization that allows them to use those skills effectively. Whatever skills you add to the game to deal with them, an organized raid will use right back at you.
VaranisArano wrote: »So the problem with dealing with these groups becomes that no skill added to the game is going to remove the organization that allows them to use those skills effectively. Whatever skills you add to the game to deal with them, an organized raid will use right back at you.
The solution is doing something that only affects an organized group.
For example, a loose zerg of unorganized people who largely aren't even grouped won't be any less effective if you make purge and rapid maneuver skills self-only. But organized "ball groups" will suddenly become vulnerable to things like meatbag catapults, eruption, etc.
VaranisArano wrote: »Ragnarock41 wrote: »An AOE as strong as EOTS shouldn't be moving around. Simple as that.
Why does it exist then? because PvE focused game.
It came to the point that being a coordinated group means you have %90 of your raid magNB bombers, occasional magsorc for negate, a stam toon for spamming rapid non stop, and a few healers.
This is what ''coordinated raids'' are all about now.
That's exactly right. It's not only about negate, the death is so fast that you can't even use Vigor either. It's too slow. It's quite a thing to take down such a "flame train". At least on my server, these doesnI see a lot more meteors, soul assaults, dawnbreakers, incaps, bow ultis and dk leaps than destro ults. Maybe because the latter isn't as good for Xvs1 ...
EotS is only really good in organized groups in combination with other skills and against a large amount of (not so organized) enemies. On its own it doesn't do much. Even multiple Storms cast at once aren't much of an issue if those players don't have coordination and support from other players.
VD is a great anti zerg tool. Yes, it can and is used by zergs too, but it is still only useful if those zergs are fighting other zergs.
Both EotS and VD aren't the main reason, why organized ball groups are hard to deal with for unorganized zergs (which seems to be your main issue - and no, snipe spamming is certainly not the best way to counter those). It has more something to do with - surprise - their organisation. And a lot of different skills. EotS is just the most obvious one. Visually.
I run with a couple of the strongest groups on XBOX EU server, but to be fair - we don't have much discipline or strategy. Everyone does their own thing, those who are "in the know" stick to some certain other players for better group dynamics. We have healers, and a natural occurrence of everything necessary.I don't really understand what your issue is.
Ball groups turtle up inside a tower? Ignore them. They farm AP? Why care? YOU dont need to donate them AP ... Their playstyle is boring? YOU don't have to play like this ... Players get ressed after dieing? Well, that will always happen if you face multiple players and can't wipe them all at once. Take away EotS and VD and nothing of those points will change.
Most often, it seems that they are being ignored nowadays. But as they realize that their "you-can't-catch-me" games are becoming less popular, they start to turtle up in strategic locations too. Most often some final emp keep, of course. Only thing that matters, is that a certain color doesn't get emp. No matter if they don't even have their own home keeps anymore. Farming ap seems more interesting.
I came to think of a solution for this, and most other bad player behavior: Put a time limit on resurrects. Same as for spawning at a forward camps. After one resurrect, you'd be forced to spawn in a keep (or forward camp), or wait until the time has passed.
For example "tower farmers" these destro ulti/vd groups would be gone overnight. I'd rather see that than these constant nerfs all the time. It's frustrating when really good sets are destroyed one after another, just because of things like these.
Exactly this last part... They now stack on the last Emp keep, or they get the scroll and just keep it until it resets, or flag a keep but doesn't take it and just keep farming people there. Or they break the stairs inside keeps and stay there...
It is not like the old days of tower farming in a resource where you could just ignore them and keep doing the campaign objectives.
At least on Xbox NA it has become VERY common that there is a Destro bomb group in a vital place for those wanting to to the campaign objectives.
Isn't stacking on the last Emp keep a strategy though. I mean, do you just expect them to go sit in another, unimportant keep, while they lose Emp because you want it to be easier to take the keep?
IDK, some of my favorite moments are breaking down the front door to the last Emp keep only to be met by 2 or 3 bombers and a ton of siege. And then needing to hit another wall to draw off defenders from the front door and make their defense more vulnerable.
Yeah, its a strategy. The easiest counter strategy is "Well, if you all want to faction-stack on the last emp keep, I'm going to take my raid and grab your home keeps and your scrolls and everything else you own on the map while the rest of your faction screams at you for losing them everything in a doomed attempt to hang onto your emperorship..."
And if for some reason you want to be fighting that faction stack, breaking down multiple walls is a great tactic.
VaranisArano wrote: »VaranisArano wrote: »So the problem with dealing with these groups becomes that no skill added to the game is going to remove the organization that allows them to use those skills effectively. Whatever skills you add to the game to deal with them, an organized raid will use right back at you.
The solution is doing something that only affects an organized group.
For example, a loose zerg of unorganized people who largely aren't even grouped won't be any less effective if you make purge and rapid maneuver skills self-only. But organized "ball groups" will suddenly become vulnerable to things like meatbag catapults, eruption, etc.
So, let's gut the Support and Assault parts of the Alliance War skill lines, huh? That'll teach those raids.
Those would have a big impact, sure. In the short term, anyway. I don't suspect it would be as bad as you think. Its not that difficult to slot those skills and with the rest of their heals and DPS spread out across the whole group, I think a raid could afford for its members to slot both skills for when they needed it. That would take away some resources fromtheir other damaging skills, but again, they can pump out a lot of damage in a small area anayway. You'd see a lot more ranged sieges on keep doors.