VaranisArano wrote: »So like the ball groups of Cyrodiil?
You know, those large groups playing together and using their skills in an organized fashion to play pretty much how ZOS intended all those skiill to work, but its done by an organized group so it's totally OP in combination against any group less coordinated than themselves?
You can nerf all those skills and all their classes, but their secret weapon is organization and you can't nerf that. You can balance it, maybe, with a separate queue for premades, but you cant need it.
How does it work if a 3/4 group queues? Do they go into the "ungrouped" or the "grouped" and force a random player into a grouped environment.TelvanniWizard wrote: »VaranisArano wrote: »So like the ball groups of Cyrodiil?
You know, those large groups playing together and using their skills in an organized fashion to play pretty much how ZOS intended all those skiill to work, but its done by an organized group so it's totally OP in combination against any group less coordinated than themselves?
You can nerf all those skills and all their classes, but their secret weapon is organization and you can't nerf that. You can balance it, maybe, with a separate queue for premades, but you cant need it.
Separate queues for BG´s would be a really nice and useful addition.
How does it work if a 3/4 group queues? Do they go into the "ungrouped" or the "grouped" and force a random player into a grouped environment.TelvanniWizard wrote: »VaranisArano wrote: »So like the ball groups of Cyrodiil?
You know, those large groups playing together and using their skills in an organized fashion to play pretty much how ZOS intended all those skiill to work, but its done by an organized group so it's totally OP in combination against any group less coordinated than themselves?
You can nerf all those skills and all their classes, but their secret weapon is organization and you can't nerf that. You can balance it, maybe, with a separate queue for premades, but you cant need it.
Separate queues for BG´s would be a really nice and useful addition.
So under your system if me and two of my friends want to do BG as a group, but don't have a 4th available we have to fight 3v4v4?datoliteb16_ESO wrote: »How does it work if a 3/4 group queues? Do they go into the "ungrouped" or the "grouped" and force a random player into a grouped environment.TelvanniWizard wrote: »VaranisArano wrote: »So like the ball groups of Cyrodiil?
You know, those large groups playing together and using their skills in an organized fashion to play pretty much how ZOS intended all those skiill to work, but its done by an organized group so it's totally OP in combination against any group less coordinated than themselves?
You can nerf all those skills and all their classes, but their secret weapon is organization and you can't nerf that. You can balance it, maybe, with a separate queue for premades, but you cant need it.
Separate queues for BG´s would be a really nice and useful addition.
They get set up with 4 man groups alone. Like the rest of the game, if you wanna do 4-man content as a smaller group go for it, just don't expect an easy time.
The thing is, right now it's a few premades here and there ruining the experience for 80% of the BG crowd. If there were separate ques, there would be premade guilds dedicated to them out of necessity (just like with Cyro), and therefore all players would have a much easier time filling up 4 man groups.
Win win.
So under your system if me and two of my friends want to do BG as a group, but don't have a 4th available we have to fight 3v4v4?datoliteb16_ESO wrote: »How does it work if a 3/4 group queues? Do they go into the "ungrouped" or the "grouped" and force a random player into a grouped environment.TelvanniWizard wrote: »VaranisArano wrote: »So like the ball groups of Cyrodiil?
You know, those large groups playing together and using their skills in an organized fashion to play pretty much how ZOS intended all those skiill to work, but its done by an organized group so it's totally OP in combination against any group less coordinated than themselves?
You can nerf all those skills and all their classes, but their secret weapon is organization and you can't nerf that. You can balance it, maybe, with a separate queue for premades, but you cant need it.
Separate queues for BG´s would be a really nice and useful addition.
They get set up with 4 man groups alone. Like the rest of the game, if you wanna do 4-man content as a smaller group go for it, just don't expect an easy time.
The thing is, right now it's a few premades here and there ruining the experience for 80% of the BG crowd. If there were separate ques, there would be premade guilds dedicated to them out of necessity (just like with Cyro), and therefore all players would have a much easier time filling up 4 man groups.
Win win.
That seems like a great way to discourage trios of friends from partaking in them. I agree premades vs total PUGs is a fairness issue but your system seems to be unfair on trio groups.
Assuming you're allowing duo groups to be matched together to make a full team doesn't that still add in an element where non-full groups get placed against entirely grouped teams and suffer unfairly?
datoliteb16_ESO wrote: »How does it work if a 3/4 group queues? Do they go into the "ungrouped" or the "grouped" and force a random player into a grouped environment.TelvanniWizard wrote: »VaranisArano wrote: »So like the ball groups of Cyrodiil?
You know, those large groups playing together and using their skills in an organized fashion to play pretty much how ZOS intended all those skiill to work, but its done by an organized group so it's totally OP in combination against any group less coordinated than themselves?
You can nerf all those skills and all their classes, but their secret weapon is organization and you can't nerf that. You can balance it, maybe, with a separate queue for premades, but you cant need it.
Separate queues for BG´s would be a really nice and useful addition.
They get set up with 4 man groups alone. Like the rest of the game, if you wanna do 4-man content as a smaller group go for it, just don't expect an easy time.
The thing is, right now it's a few premades here and there ruining the experience for 80% of the BG crowd. If there were separate ques, there would be premade guilds dedicated to them out of necessity (just like with Cyro), and therefore all players would have a much easier time filling up 4 man groups.
Win win.
BANK_IT_HERE wrote: »datoliteb16_ESO wrote: »How does it work if a 3/4 group queues? Do they go into the "ungrouped" or the "grouped" and force a random player into a grouped environment.TelvanniWizard wrote: »VaranisArano wrote: »So like the ball groups of Cyrodiil?
You know, those large groups playing together and using their skills in an organized fashion to play pretty much how ZOS intended all those skiill to work, but its done by an organized group so it's totally OP in combination against any group less coordinated than themselves?
You can nerf all those skills and all their classes, but their secret weapon is organization and you can't nerf that. You can balance it, maybe, with a separate queue for premades, but you cant need it.
Separate queues for BG´s would be a really nice and useful addition.
They get set up with 4 man groups alone. Like the rest of the game, if you wanna do 4-man content as a smaller group go for it, just don't expect an easy time.
The thing is, right now it's a few premades here and there ruining the experience for 80% of the BG crowd. If there were separate ques, there would be premade guilds dedicated to them out of necessity (just like with Cyro), and therefore all players would have a much easier time filling up 4 man groups.
Win win.
There needs to be separate queues...just like Black Ops 2. Just finished an Under 50 Deathmatch where the premade won 510-45-15. Their team went 34-0 k/d. It was a combo of mag dk and stam wardens. So ridiculous. I am usually number 1 on my team in most game types with this character...but this was just stupid.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_Wrobel
BANK_IT_HERE wrote: »datoliteb16_ESO wrote: »How does it work if a 3/4 group queues? Do they go into the "ungrouped" or the "grouped" and force a random player into a grouped environment.TelvanniWizard wrote: »VaranisArano wrote: »So like the ball groups of Cyrodiil?
You know, those large groups playing together and using their skills in an organized fashion to play pretty much how ZOS intended all those skiill to work, but its done by an organized group so it's totally OP in combination against any group less coordinated than themselves?
You can nerf all those skills and all their classes, but their secret weapon is organization and you can't nerf that. You can balance it, maybe, with a separate queue for premades, but you cant need it.
Separate queues for BG´s would be a really nice and useful addition.
They get set up with 4 man groups alone. Like the rest of the game, if you wanna do 4-man content as a smaller group go for it, just don't expect an easy time.
The thing is, right now it's a few premades here and there ruining the experience for 80% of the BG crowd. If there were separate ques, there would be premade guilds dedicated to them out of necessity (just like with Cyro), and therefore all players would have a much easier time filling up 4 man groups.
Win win.
There needs to be separate queues...just like Black Ops 2. Just finished an Under 50 Deathmatch where the premade won 510-45-15. Their team went 34-0 k/d. It was a combo of mag dk and stam wardens. So ridiculous. I am usually number 1 on my team in most game types with this character...but this was just stupid.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_Wrobel
Chilly-McFreeze wrote: »How comes everybody complains about steel tornado lately? It was undodgeable before. It pulled you out of stealth before. Only thing that limited it was the aoe caps, but that should hardly matter in BGs.
So under your system if me and two of my friends want to do BG as a group, but don't have a 4th available we have to fight 3v4v4?datoliteb16_ESO wrote: »How does it work if a 3/4 group queues? Do they go into the "ungrouped" or the "grouped" and force a random player into a grouped environment.TelvanniWizard wrote: »VaranisArano wrote: »So like the ball groups of Cyrodiil?
You know, those large groups playing together and using their skills in an organized fashion to play pretty much how ZOS intended all those skiill to work, but its done by an organized group so it's totally OP in combination against any group less coordinated than themselves?
You can nerf all those skills and all their classes, but their secret weapon is organization and you can't nerf that. You can balance it, maybe, with a separate queue for premades, but you cant need it.
Separate queues for BG´s would be a really nice and useful addition.
They get set up with 4 man groups alone. Like the rest of the game, if you wanna do 4-man content as a smaller group go for it, just don't expect an easy time.
The thing is, right now it's a few premades here and there ruining the experience for 80% of the BG crowd. If there were separate ques, there would be premade guilds dedicated to them out of necessity (just like with Cyro), and therefore all players would have a much easier time filling up 4 man groups.
Win win.
That seems like a great way to discourage trios of friends from partaking in them. I agree premades vs total PUGs is a fairness issue but your system seems to be unfair on trio groups.
Assuming you're allowing duo groups to be matched together to make a full team doesn't that still add in an element where non-full groups get placed against entirely grouped teams and suffer unfairly?
I mean honestly it's the problem of pvp balance between CP and noncp. The CP system is the dumbest *** I've ever heard of in a game. It's so unbalanced against skills. So once you remove the defense and resource gains from CP your e left with an overbearing amount of incoming damage from builds. Fights literally only last seconds. Dumbest combat style ever. Pve content bosses take 5 to 10 minutes and pvp fights are 7 seconds.
You need a purify.
The optimal setup for 4v4 is closer to 2x stamden, 1x magden, 1x magplar
Can swap magplar for stamplar if magden is Tanky heals, but being a tanky healer is hard for a magden in no cp.
VaranisArano wrote: »I mean honestly it's the problem of pvp balance between CP and noncp. The CP system is the dumbest *** I've ever heard of in a game. It's so unbalanced against skills. So once you remove the defense and resource gains from CP your e left with an overbearing amount of incoming damage from builds. Fights literally only last seconds. Dumbest combat style ever. Pve content bosses take 5 to 10 minutes and pvp fights are 7 seconds.
Bosses also have 1.5 million+ health and the average player has considerable less than that, so...
Honestly, I can't quite figure out your point here. Battlegrounds are all No CP (because ZOS tried CP battlegrounds and realized that certain CP builds are harder to balance in a 4v4v4 environment but are completely fine in Cyrodiil where there are a lot more players and trying to balance those two things made ZOS go nope, nope, nope!), so therefore I'd expect no one to gain an advantage or be at a disadvantage because of their CP or lack thereof, unless they completely failed to take into account the build changes they need to make to be successful in No CP PVP.
You need a purify.
The optimal setup for 4v4 is closer to 2x stamden, 1x magden, 1x magplar
Can swap magplar for stamplar if magden is Tanky heals, but being a tanky healer is hard for a magden in no cp.
UppGRAYxDD wrote: »Lol....meta! Im guessing you have not run into the 4 deep high regen magplar groups yet. Theres a few on xbox and the are almost unkillable. One gets in trouble, the other three just wave the dmg away. Not to mention that purifying light is stacking atm.
UppGRAYxDD wrote: »Lol....meta! Im guessing you have not run into the 4 deep high regen magplar groups yet. Theres a few on xbox and the are almost unkillable. One gets in trouble, the other three just wave the dmg away. Not to mention that purifying light is stacking atm.
We've run into them. They are pretty tough, but we have beatt them. They just spam jabs. As stam users with deadly cloak on, their jabs do 20% less damage. Easy to deal with to be honest. You just cc the healer and one guy soul assaults him while you destroy the other templars. They cant spam heals forever in no CP.
UppGRAYxDD wrote: »UppGRAYxDD wrote: »Lol....meta! Im guessing you have not run into the 4 deep high regen magplar groups yet. Theres a few on xbox and the are almost unkillable. One gets in trouble, the other three just wave the dmg away. Not to mention that purifying light is stacking atm.
We've run into them. They are pretty tough, but we have beatt them. They just spam jabs. As stam users with deadly cloak on, their jabs do 20% less damage. Easy to deal with to be honest. You just cc the healer and one guy soul assaults him while you destroy the other templars. They cant spam heals forever in no CP.
Then you really haven't run into the groups Im talking about. Good team players all running a decent magicka pool, super regen(stam and magicka), and will all mistform out of any sticky situation. As for your proposed grouping, it will work. Any good composition or any group that plays well together can have massive success in BGs simply due to the asinine decision to lump all players into one que. They should rework the Que to allow players to choose between random queing and group queing. I.E: all solo players or groups of 2 will que together while groups of 3-4 will always que against groups of 3-4 and solos would fill in the gaps. This would eliminate the situations where 2 of the three teams are all randoms going up againts a prebuilt squad. Also, I would add a global ranking for team que and a keep the one already for solos and add the option to CHOOSE WHICH MODE TO QUE INTO!!! I still dont know why we are still forced to choose a grab bag... @ZOS_GinaBruno @ZOS_MichaelServotte @ZOS_JessicaFolsom @ZOS_GaryA @ZOS_BillE It's time already.
VaranisArano wrote: »I mean honestly it's the problem of pvp balance between CP and noncp. The CP system is the dumbest *** I've ever heard of in a game. It's so unbalanced against skills. So once you remove the defense and resource gains from CP your e left with an overbearing amount of incoming damage from builds. Fights literally only last seconds. Dumbest combat style ever. Pve content bosses take 5 to 10 minutes and pvp fights are 7 seconds.
Bosses also have 1.5 million+ health and the average player has considerable less than that, so...
Honestly, I can't quite figure out your point here. Battlegrounds are all No CP (because ZOS tried CP battlegrounds and realized that certain CP builds are harder to balance in a 4v4v4 environment but are completely fine in Cyrodiil where there are a lot more players and trying to balance those two things made ZOS go nope, nope, nope!), so therefore I'd expect no one to gain an advantage or be at a disadvantage because of their CP or lack thereof, unless they completely failed to take into account the build changes they need to make to be successful in No CP PVP.
The game operates 90% in a CP environment. Only things no CP are one pvp campaign and bgs. Therefore a reasonable assumption can be made that a no CP environment will have more imbalances because you can't have both. If you think certain classes don't have an advantage in a no CP environment we must be playing two different games. You cant figure out my point but I clearly explained it... read my post again. Here actually I'll spell it out for you.
When you remove CP defense bonuses and additional resource points, youre left with an exorbant amount of damage being dealt to players. That is, the damage is way higher than defenses can filter out. So you end up with 3 to 6 second fights instead of 20 to 45 second fights.
Make sense? I mean you want pvp fights to last seconds? They dont need to go 5 minutes, but I mean meet in the middle somewhere. In it's current state it's seriously ridiculous!
You need a purify.
The optimal setup for 4v4 is closer to 2x stamden, 1x magden, 1x magplar
Can swap magplar for stamplar if magden is Tanky heals, but being a tanky healer is hard for a magden in no cp.
You need a purify.
The optimal setup for 4v4 is closer to 2x stamden, 1x magden, 1x magplar
Can swap magplar for stamplar if magden is Tanky heals, but being a tanky healer is hard for a magden in no cp.
1 stamden+1stamplar+1magden+1magplar will provide more buffs, debuffs, more complicated to counter and damn broken
You need a purify.
The optimal setup for 4v4 is closer to 2x stamden, 1x magden, 1x magplar
Can swap magplar for stamplar if magden is Tanky heals, but being a tanky healer is hard for a magden in no cp.
1 stamden+1stamplar+1magden+1magplar will provide more buffs, debuffs, more complicated to counter and damn broken
I’ve run that before in organized 4v4 tourneys. The group comp I listed above is stronger.
3 shalks stacked onto dizzy / bird / force pulse is enough to trigger an earthgore without needing to dump ult, allowing you to ult bomb when the earthgore rain stops (which coincidentally lasts the same duration as your next round of syncd shalks). The stamplar does not contribute as much to that and is far squishier than stamdens to burst - he will die first every time and cannot be healed through focus ult dump from another team.
You need a purify.
The optimal setup for 4v4 is closer to 2x stamden, 1x magden, 1x magplar
Can swap magplar for stamplar if magden is Tanky heals, but being a tanky healer is hard for a magden in no cp.
1 stamden+1stamplar+1magden+1magplar will provide more buffs, debuffs, more complicated to counter and damn broken
You need a purify.
The optimal setup for 4v4 is closer to 2x stamden, 1x magden, 1x magplar
Can swap magplar for stamplar if magden is Tanky heals, but being a tanky healer is hard for a magden in no cp.
1 stamden+1stamplar+1magden+1magplar will provide more buffs, debuffs, more complicated to counter and damn broken
I’ve run that before in organized 4v4 tourneys. The group comp I listed above is stronger.
3 shalks stacked onto dizzy / bird / force pulse is enough to trigger an earthgore without needing to dump ult, allowing you to ult bomb when the earthgore rain stops (which coincidentally lasts the same duration as your next round of syncd shalks). The stamplar does not contribute as much to that and is far squishier than stamdens to burst - he will die first every time and cannot be healed through focus ult dump from another team.
For no CP DW > 2H. 2H is dodgable, takes 1 second to cast dizzy swing, and only hits 1 target. DW is instant cast, aoe, unavoidable damage. Steel tornado from 3 people plus 3 deadly cloaks plus 3 shalks is WAY more damage on multiple people than hitting 1 person with dizzyswings and killing them. And the stam sorc variation of that burst is insanity.