PenguinInACan wrote: »The "bleakers situation" is a pretty bad example of AD's "late night" guild presence. There were probably two 8-12 man guild groups and a bunch of solos that stayed at bleakers.
I was in one of the groups that was there when the farming was getting started and we left after seeing EP and DC start ignoring each other and pushing south. leaving 16-24 people (when we left) up north fighting however many EP/DC stayed.
Vilestride wrote: »Enlighten us zyk. How would not playing for EP suddenly lead to 'good fights' by your definition?
When there are only maybe 3 competitive guilds in the game statements like "top guilds mostly fight PUGs" only warrant the response "no sh#t"
if this is an issue in your group then you can look at things specifically to combat it as a group and leading style. For example maybe your health is too low and/or not enough healers. Maybe your leaders positioning could be improved. Perhaps you need more control of your enemies.PenguinInACan wrote: »First, you don't stay in pugs, pugs stay in you, no matter how hard you try shake them in a keep defense.
Time stop is just another CC, sure its a bit laggy to break free from but so are many CC's in the game. It doesn't increase the amount you can be CC'd from. I don't see too much of a problem with it.PenguinInACan wrote: »Second, "easily counter-able" is debatable IMO for time stop unless you have optimal group comp support.
Without the right group comp, in a keep where you don't want the flags to flip (so no upstairs runs for 20 minutes), fighting 10 (in your example) vs 30, after you set down siege on a breach and they inevitably breach anyway because they have basically unlimited respawns/camps with that many people, in the current meta of siege stacking, against 50% pugs and 50% ungrouped decent PvP-ers, what's the play?
Slowbromance wrote: »I think we lost one of our prime demoralizers from zone recently though, so that will help our newcomers' experiences. lol
It is a collective in the loosest sense of the word, perhaps, in the same sense we are both part of the human collective. But in a practical sense, no, AD is not truly a collective. There is no authority whatsoever outside of individual guilds and groups.Vilestride wrote: »
Who is this AD you speak of? AD isn't a sentient entity of any kind. It's not a collective. AD is the name of a team. AD can't make itself more or less appealing because it doesn't have that capability. No faction does. AD doesn't have an owner that can hire a new general manager who can hire a new coach and sign better players.
I have noted many times that the ultimate problem is that EP is the most attractive destination for competitive-minded players -- and even casuals who can't stand losing. Again, we basically agree here.
AD isn't unattractive because of a fault inherent to the faction. It's just the way the game evolved socially based on countless factors like who became friends, who became enemies, who quit and who stayed.
Yes, it is a collective, it's exactly that. AD IS its major guilds, its active and prominent players, its loud voices (on the forums and in game). AD is you, the OP, Iskra, Fantasia, Omni, DiG, Ruin, DomK so on so forth. As is the same for the other factions.
We all have a responsibility to do what we can to further our individual and mutual goals. If there are players truly concerned about competitive parity, then the onus is on them to do something about it because no one else will.Vilestride wrote: »
What responsibility do we have as players to correct the current imbalance? We have total responsibility because we can reasonably presume ZOS will not provide a solution. If we don't fix it, then who will?
No, players, by definition, have 0 responsibility here because we have no duty to, nor control over other players. The only party here that does have responsibility is ZoS. Is it reasonable to presume they will provide a solution? No, you're right, we can derive this from past action (or lack of). Is it reasonable to have expected them to? yes, because it's part of the service we pay for. The distinction is subtle but it's there.
IxSTALKERxI wrote: »I've been leadin a group of 3-7 ish from around 1-2am EST starting this week. About 50% venatus and then the rest friends of friends to fill the numbers. Nothing too serious though. Mainly just for fun with mag dk's. A few AD follow us around of course. Fights have been decent, havn't needed to reroll from the Mag DK's yet, hopefully it stays that way haha.
I wouldn't wanna be an inexperienced AD player playing this patch though, that's for sure... This meta is pretty bad lol.
Agrippa_Invisus wrote: »Slowbromance wrote: »I think we lost one of our prime demoralizers from zone recently though, so that will help our newcomers' experiences. lol
I hope, at the very least, it's a marginal improvement.
GlorphNoldorin wrote: »
Slowbromance wrote: »I'm just gonna say I play AD PC NA Vivec knowing daily when I log in that it will be a challenge. I've been playing a year now, and I'm still learning plenty and testing different play styles.
I'd say the biggest challenge for AD is rallying. The leaders we do have do it well, but it's burning them out. I've been trying to pick up and lead more in my own guild due to this and see what it's like for them in the driver seat.
A lot of group/guild leads on AD get scrutinized for their plays when things start to go sour on the map. Especially in zone. While facts are facts, morale suffers greatly on AD faction as well as respect. I think we lost one of our prime demoralizers from zone recently though, so that will help our newcomers' experiences. lol