There was a time when you could have several hundred players in the same spot/fight with no lag.Actually_Goku wrote: »Has this game ever been more zerg-friendly?


Darkenarlol wrote: »zerg friendly ceiling lowering and floor whatever pleases the zerg
but disappoints 1vXers... who can potentially bring more profit?
20+ happy carebear potatoes who can pwn ex-top player and not be punished for their overal scrubness
or 1 (ok let's say 2-4 as smallscale) uber skilled lads who roflstomping those potatoes again and again
making them cry that ESO is broken and full of cheaters ( yep game mechanics knowledge an using skills instead
of just lighy attacks = cheat. and dare you even mention AC)
again - who can potentially bring more profit? skilled players(1-5% playerbase) or carebear potato scrubs (95%)??
that's your anwer about all changes in ESO.
Cyrodiil is an army zone, as far as I'm concerned. Small groups and solo players do so at their own risk, knowing full well that armies roam the battlefield.
It's disingenuous to think that Cyrodiil should be gimped to support small groups or solo players. Adapt to the battlefield, or try BGs and dueling.
There was a time when you could have several hundred players in the same spot/fight with no lag.Actually_Goku wrote: »Has this game ever been more zerg-friendly?
Those battles were glorious!
But them days are long gone ...
Actually_Goku wrote: »Looking at the live PTS on Nerfmire, it seems as though what some have been saying for a couple of years is finally true - solo and small group play is dead.
The last year of PVP in ESO has been a snipe-fest, and/or a steel tornado fest with some Zaan and Sload’s throw in for good measure.
This isn’t a matter of git gud anymore. It’s group up and spam, or die.
Very close to moving on, though not yet. I am planning on seeing what actually transpired with Murkmire and beyond. Anyone else feel the same frustrations?
Most of the people who do the “cyrodiil is meant for large scale zerg fights” are most likely people who go into cyro every day and type “LFG” in zone and wait at the gate until they’re in a zerg where they can be safe in numbers and are those who likely complain about gettin 1vX’d by better players.
Cyrodiil is clearly intended for large-scale combat. There are base camps, faction zones, strategic choke points, structures that can be captured and held, a rapid deployment network (i.e. transitus), supply stations (farm, mill, mine), and so on. I find it curious that people demand small-scale combat in Cyro when the map isn't setup that way. But whatever.
Cyrodiil is clearly intended for large-scale combat. There are base camps, faction zones, strategic choke points, structures that can be captured and held, a rapid deployment network (i.e. transitus), supply stations (farm, mill, mine), and so on. I find it curious that people demand small-scale combat in Cyro when the map isn't setup that way. But whatever.
Because the devs have repeatedly said Cyro is supposed to be for all size groups.
That's not what they are doing with combat balance, but that's what they say they want. When the game is 100% who has the bigger group, who will still play? Because if you can't out-skill, out-build, out-maneuver or out-think your opponent, only outnumber, there is no winning. Only showing up on the bigger side.
VaranisArano wrote: »I suspect we'll still see plenty of gankers and tower farming small-man groups.
But if you were wanting to 1vX or take your small man and win against larger organized groups, no, I don't think thats going to work out that well.
Mind you, I'm sure that 1vPotatoes and organized small man vs disorganized mob still works okay, within limits, as long as the lag doesnt strike too hard.
Drummerx04 wrote: »VaranisArano wrote: »I suspect we'll still see plenty of gankers and tower farming small-man groups.
But if you were wanting to 1vX or take your small man and win against larger organized groups, no, I don't think thats going to work out that well.
Mind you, I'm sure that 1vPotatoes and organized small man vs disorganized mob still works okay, within limits, as long as the lag doesnt strike too hard.
It's not that small scalers expect to "win" against an entire enemy faction, but we do expect to have the ability to harass a siege line of inexperienced players and not have set procs completely negate all healing or deal more damage than the actual enemy player does.
We just expect to be able to hold off an unorganized blob of players for more than 2 seconds with kiting, healing, defensive measures, LoS etc... and maybe kill a few that get to far ahead of the mob before getting overwhelmed.
If a zerg spots you they spam rapids and charge at you like crazy, and there is more than a good chance of being outnumered if your solo. Now the cons are that you can no longer survive because you move like a snail while the large groups move at full speed still.I personally love running with my group of 40 people. Especially when we meet another group of 40. Even better when the last group of 40 comes in as the cleanup crew. Best pvp I’ve had in a long time.
All in all if you want to run solo or small group you should understand the positives and negatives associated.
Example.
Pro would be you have less of a battlefield presence, so you will be able to navigate the battlefield more freely.
Cons. You need to plan your attacks accordingly because there is a good chance you will be outnumbered.
Drummerx04 wrote: »VaranisArano wrote: »I suspect we'll still see plenty of gankers and tower farming small-man groups.
But if you were wanting to 1vX or take your small man and win against larger organized groups, no, I don't think thats going to work out that well.
Mind you, I'm sure that 1vPotatoes and organized small man vs disorganized mob still works okay, within limits, as long as the lag doesnt strike too hard.
It's not that small scalers expect to "win" against an entire enemy faction, but we do expect to have the ability to harass a siege line of inexperienced players and not have set procs completely negate all healing or deal more damage than the actual enemy player does.
We just expect to be able to hold off an unorganized blob of players for more than 2 seconds with kiting, healing, defensive measures, LoS etc... and maybe kill a few that get to far ahead of the mob before getting overwhelmed.
Cyrodiil is clearly intended for large-scale combat. There are base camps, faction zones, strategic choke points, structures that can be captured and held, a rapid deployment network (i.e. transitus), supply stations (farm, mill, mine), and so on. I find it curious that people demand small-scale combat in Cyro when the map isn't setup that way. But whatever.
Jjitsuboy98 wrote: »I see what they are doing killing solo PVP. Nerfmire may be the moment I quit and look for something else to play. I don't see why they are supporting Zerg play because even if I wanted to the damn game is to laggy to get near a dang Zerg. They can't argue that. So what in the heck are they doing to cyrodil?
Haashhtaag wrote: »Jjitsuboy98 wrote: »I see what they are doing killing solo PVP. Nerfmire may be the moment I quit and look for something else to play. I don't see why they are supporting Zerg play because even if I wanted to the damn game is to laggy to get near a dang Zerg. They can't argue that. So what in the heck are they doing to cyrodil?
Because zerg play and zerglings are casuals. ZOS caters to casuals, it's obvious. Just look at rapids not getting the blanket major expedition nerf.
VaranisArano wrote: »I just want to clarify that, because sometimes people get sloppy with defining a zerg.
VaranisArano wrote: »I just want to clarify that, because sometimes people get sloppy with defining a zerg.
That's easy, it's any group of opponents larger than 8.
Especially if they kill me.
 Any group larger than mine is a zerg. Unless I'm in a raid, and then it takes the whole faction to bring me down!
 Any group larger than mine is a zerg. Unless I'm in a raid, and then it takes the whole faction to bring me down! 