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Let’s discuss combat resing

RighteousBacon
RighteousBacon
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Am I the only one that gets fed up by the amount of people who devote their entire existence in a Zerg to resurrecting their fallen teammates? Especially when those previously mentioned teammates just died while outnumbering their opponent and getting completely packed up none the less.

So while the one who killed the downed players is playing line of sight on the massive Zerg chasing him, the dead boys are getting right back up and return to spamming snares, major defile, and stuns on the outnumbered player(s). There is no penalty to being resurrected in combat...some Templars can resurrect players in like 2 seconds too. I don’t understand how this hasn’t been addressed.

And don’t get me started on the new resurrection ultimate coming with necromancer. That’s gonna be aids no matter how they go about it.
Edited by RighteousBacon on February 4, 2019 7:41PM
  • codestripper
    codestripper
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    I think that's pretty smart utility really. devoting a whole loadout to resing, kind of like having a combat medic. then again, I don't PvP
    Since everyone seems to be doing this,
    DPS Builds:
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    - Magicka Classless [Flawless Conqueror @ 810CP] - 540k
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  • RighteousBacon
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    I think that's pretty smart utility really. devoting a whole loadout to resing, kind of like having a combat medic. then again, I don't PvP

    I mean, don’t get me wrong. It’s effective. I just personally think it’s too effective when you outnumber your opponent specifically. A change to this could really benefit small scale. If it’s done right that is. We don’t want another prox det situation where the “nerf” to zergs just gets used by the zergs.
  • geonsocal
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    the major issue I have with resurrecting allies in pvp is that there are no quests or achievements tied to it...

    I rez a lot of people, a lot of people...and, I'm primarily a solo player...

    focusing on keeping your allies in the fight is one of the few support techniques a no cp, non vet character can really excel at in vivec during open field AvA melees and during sieges...

    unless you are dumb enough to constantly stand by the door while the enemy above pours flaming oil on your head...

    after the first, maybe second time rezzing someone in that situation - you're on your own...

    what necromancer resurrection ultimate?
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • CatchMeTrolling
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    Whatever change they make will probably hurt small scale more like usual. It’ll be a double edge sword.
  • RighteousBacon
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    Whatever change they make will probably hurt small scale more like usual. It’ll be a double edge sword.

    Would a 30 second wait time on rez do that? I feel like that would be the best one to kind of ease into it
  • RighteousBacon
    RighteousBacon
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    geonsocal wrote: »
    the major issue I have with resurrecting allies in pvp is that there are no quests or achievements tied to it...

    I rez a lot of people, a lot of people...and, I'm primarily a solo player...

    focusing on keeping your allies in the fight is one of the few support techniques a no cp, non vet character can really excel at in vivec during open field AvA melees and during sieges...

    unless you are dumb enough to constantly stand by the door while the enemy above pours flaming oil on your head...

    after the first, maybe second time rezzing someone in that situation - you're on your own...

    what necromancer resurrection ultimate?

    Hmmmm, suspicious
  • CatchMeTrolling
    CatchMeTrolling
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    Whatever change they make will probably hurt small scale more like usual. It’ll be a double edge sword.

    Would a 30 second wait time on rez do that? I feel like that would be the best one to kind of ease into it

    30 secs is too long, there’s multiple times where I or someone else had a few seconds to get the rez off. And not getting that person back up was most likely a wipe.

    Probably could make it longer for each consecutive rez in a certain amount of time. 30 seconds could probably work for something like that.

  • idk
    idk
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    It is smart to resurrect fallen players and it smart for some people in the group to build for a faster resurrection.

    BTW Zos long ago took care of the speed resurrections by making skills that speed up resurrections additive instead of multiplicative. In other words they slowed it down.

    Pretty simple for a Templar to wear Kags and have points in to the Support passive to speed up res. It works fine as it is.

    BTW, hindering this harms small groups, Probably even more than large groups since very member in a small groups is more significant. Slow their resurrection down and small groups will wipe more and possibly push them into larger groups.
    Edited by idk on February 4, 2019 9:17PM
  • RighteousBacon
    RighteousBacon
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    idk wrote: »
    It is smart to resurrect fallen players and it smart for some people in the group to build for a faster resurrection.

    BTW Zos long ago took care of the speed resurrections by making skills that speed up resurrections additive instead of multiplicative. In other words they slowed it down.

    Pretty simple for a Templar to wear Kags and have points in to the Support passive to speed up res. It works fine as it is.

    BTW, hindering this harms small groups, Probably even more than large groups since very member in a small groups is more significant. Slow their resurrection down and small groups will wipe more and possibly push them into larger groups.

    I’m sorry but I can’t remember a single time I was able to get up my buddy in a 2vX situation after he died. There’s gonna be at least 3 people focused on stopping that rez. I think that perhaps the best change would to be adding a longer cooldown to someone being able to Rez someone else after they’ve been interrupted. That way they can’t just sit there and try OVER and OVER
  • idk
    idk
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    idk wrote: »
    It is smart to resurrect fallen players and it smart for some people in the group to build for a faster resurrection.

    BTW Zos long ago took care of the speed resurrections by making skills that speed up resurrections additive instead of multiplicative. In other words they slowed it down.

    Pretty simple for a Templar to wear Kags and have points in to the Support passive to speed up res. It works fine as it is.

    BTW, hindering this harms small groups, Probably even more than large groups since very member in a small groups is more significant. Slow their resurrection down and small groups will wipe more and possibly push them into larger groups.

    I’m sorry but I can’t remember a single time I was able to get up my buddy in a 2vX situation after he died. There’s gonna be at least 3 people focused on stopping that rez. I think that perhaps the best change would to be adding a longer cooldown to someone being able to Rez someone else after they’ve been interrupted. That way they can’t just sit there and try OVER and OVER

    So you are upset because a group larger than 2 can resurrect someone when they are fighting only one person (since your buddy died).

    That makes the OP in this thread even more absurd. Your logic is totally flawed and your example makes that clear. Next we will balance the game for the solo player.

    Edit: However, in the end we are all entitled to our opinion.
    Edited by idk on February 4, 2019 10:11PM
  • montiferus
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    I think a delay or some kind of res sickness with each successive res would be good. The first res could be exactly as it is on live and then progressively increase in delay or some adverse affect applied to the player. This way if you are small scaling you are not penalized. From my experience if you need to get a second res on someone its going to be a wipe anyway.
  • BoraxFlux
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    Totally would like to rez my buddy under the enemy alliance nose if we would be outnumbered and they aren't fast enough.
    It works both ways.
  • redspecter23
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    Maybe add a new ability.

    Daedric Tainted Corpse

    Curse an corpse with a vile daedric affliction. For the next 30 seconds any completed resurrection attempt on that corpse will instead obliterate the caster and the corpse completely, sending them back to the closest wayshrine (or the front gates if in Cyrodiil).

    If rezbots are incorporated into zergballs, then anti rezbots should be able to be incorporated into small scale counter zerg groups.
  • CompM4s
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    You can already interrupt someone rezing, rezing adds another layer of combat.
  • geonsocal
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    there's already a rez timer in both imperial city and battlegrounds...

    oh yeah, since you asked for it - power to the X :p
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • RighteousBacon
    RighteousBacon
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    idk wrote: »
    idk wrote: »
    It is smart to resurrect fallen players and it smart for some people in the group to build for a faster resurrection.

    BTW Zos long ago took care of the speed resurrections by making skills that speed up resurrections additive instead of multiplicative. In other words they slowed it down.

    Pretty simple for a Templar to wear Kags and have points in to the Support passive to speed up res. It works fine as it is.

    BTW, hindering this harms small groups, Probably even more than large groups since very member in a small groups is more significant. Slow their resurrection down and small groups will wipe more and possibly push them into larger groups.

    I’m sorry but I can’t remember a single time I was able to get up my buddy in a 2vX situation after he died. There’s gonna be at least 3 people focused on stopping that rez. I think that perhaps the best change would to be adding a longer cooldown to someone being able to Rez someone else after they’ve been interrupted. That way they can’t just sit there and try OVER and OVER

    So you are upset because a group larger than 2 can resurrect someone when they are fighting only one person (since your buddy died).

    That makes the OP in this thread even more absurd. Your logic is totally flawed and your example makes that clear. Next we will balance the game for the solo player.

    Edit: However, in the end we are all entitled to our opinion.

    Not sure what makes my logic absurd and flawed here...but as you said, we’re each entitled to an opinion
  • RighteousBacon
    RighteousBacon
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    CompM4s wrote: »
    You can already interrupt someone rezing, rezing adds another layer of combat.

    I would hardly call it combat
  • DivineFirstYOLO
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    We had this topic before, sadly ZOS did not react to it nor change anything.
    Here a suggestion from a different thread:

    1. Battlespirit buff - the time it takes an ally to rez you is doubled for each death you have in a 2min window, with the window resetting on every new death.

    (Source: https://forums.elderscrollsonline.com/en/discussion/438977/small-scaler-s-wishlist/p1 )

    This would be a nerf to unorganized brainless zerging and a buff to everybody else.
    Zerg Squad

    Godslayer x 4


    Pro questing fees for RPers in Cyrodiil, pay your taxes!
    PC - EU

  • Irylia
    Irylia
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    Battle sickness.
    Get up weaker (do less dmg) or more susceptible to dmg after a rez. Compounding 3x

    If one of my guys dies that’s fine by me so long as the people we are killing can’t be rewarded even more for already swamping us with numbers.
    Kill 10
    10 still on us
    4 spam rez.
    6 on siege.

    Nice.
  • idk
    idk
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    idk wrote: »
    idk wrote: »
    It is smart to resurrect fallen players and it smart for some people in the group to build for a faster resurrection.

    BTW Zos long ago took care of the speed resurrections by making skills that speed up resurrections additive instead of multiplicative. In other words they slowed it down.

    Pretty simple for a Templar to wear Kags and have points in to the Support passive to speed up res. It works fine as it is.

    BTW, hindering this harms small groups, Probably even more than large groups since very member in a small groups is more significant. Slow their resurrection down and small groups will wipe more and possibly push them into larger groups.

    I’m sorry but I can’t remember a single time I was able to get up my buddy in a 2vX situation after he died. There’s gonna be at least 3 people focused on stopping that rez. I think that perhaps the best change would to be adding a longer cooldown to someone being able to Rez someone else after they’ve been interrupted. That way they can’t just sit there and try OVER and OVER

    So you are upset because a group larger than 2 can resurrect someone when they are fighting only one person (since your buddy died).

    That makes the OP in this thread even more absurd. Your logic is totally flawed and your example makes that clear. Next we will balance the game for the solo player.

    Edit: However, in the end we are all entitled to our opinion.

    Not sure what makes my logic absurd and flawed here...but as you said, we’re each entitled to an opinion
    You clearly stated you want things balanced for a group of two against a larger group. That is the basis you offered for your idea. It is clearly patently absurd and illogical, to have any part of a PvP system designed for masses of players so it is balanced to a two person group.

    And that is what you are asking for in a nutshell. So you are entitled to your opinion but it lacks logic in the picture of how Cyrodiil is designed.

    Not to mention you can interrupt that rez at anytime. I would suggest adapting your playstyle, pick better targets or run with at least a few more players. That makes so much more sense than asking Cyrodiil to be nerfed to your playstyle.

    Edit: This is really no different than the person who wanted healing springs nerfed because it heals up to 6 people. He ran with an extra small group and probably did not have a healer so they found it a challenge.

    It does not make sense to balance the game to extremes and a 2 person group in Cyrodiil is extremely small. I tend to run in small groups or run solo. I find it great when we have 6-8 people and clear out a group twice our size but do not complain when we all get killed by a group twice our size. Oh, btw, when in a small group I am that Templar healer running Kags and of course have all the AvA passives. It just a smart build. When solo I do not run a magplar at all but still do not complain when I get killed by a large group of players and have no one to rez me.
    Edited by idk on February 5, 2019 11:15PM
  • Rikumaru
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    Ressing is stupid, you are fighting 1-3vX and you just have 2-3 of the enemies perma ressing. The fights just end up with you killing the same people over and over again until you eventually run out of resources and die. Imo, if you die in cyrodill you should have to either respawn at a forward camp or at a keep. Theres just no penalty to dying with 3 second resses.
    Overload rework. Power Overload now does physical damage and grants you the power of a tornado: You throw a brick at the target with a light attack, and you hammer your head into that brick with every heavy attack. We have decreased its Ultimate cost, but increased the chance that you get stuck in the animation.
  • Get_Packed
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    Only ones defending current rez mechanic are people in giant groups. Those in support are probably small scale/solo players.

    With that being said, im all for no rez’s period ⛱
  • GimpyPorcupine
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    Been running a Kag's Templar in 3-4 man groups in Sotha. As long as I can stay alive, then I can get the others back into the fight, even when we're outnumbered.
    8-hr/day casual on Xbox NA. 20 Characters, all DC, all Level 50. +2600CP
  • CP5
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    Just a quick question for those who like being in small groups vs large groups, what are you expecting? Do you think your opponents won't take advantage of the fact they outnumber you to do things like rez each other? PvP isn't an action movie where your enemies come in one at a time and then just stay down so you can look cool.
  • driosketch
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    idk wrote: »
    It is smart to resurrect fallen players and it smart for some people in the group to build for a faster resurrection.

    BTW Zos long ago took care of the speed resurrections by making skills that speed up resurrections additive instead of multiplicative. In other words they slowed it down.

    Pretty simple for a Templar to wear Kags and have points in to the Support passive to speed up res. It works fine as it is.

    BTW, hindering this harms small groups, Probably even more than large groups since very member in a small groups is more significant. Slow their resurrection down and small groups will wipe more and possibly push them into larger groups.

    I’m sorry but I can’t remember a single time I was able to get up my buddy in a 2vX situation after he died. There’s gonna be at least 3 people focused on stopping that rez. I think that perhaps the best change would to be adding a longer cooldown to someone being able to Rez someone else after they’ve been interrupted. That way they can’t just sit there and try OVER and OVER

    2vX is probably pushing it. I've seen a team of three keep a larger group occupied in a tower or along a keep wall and able to prolong the fight by rezzing their buddy.

    I've also had a single player take on a group, and whittle them down by interrupting those trying to rez. I can tell you right now players often get hung up on the raw numbers, but never factor in the cumulative skill across the players on both sides. You see a player who rezes, that's your priority target, just like healers. You take out the competent players, you can kite the zombies wherever you want to kill at your leisure.
    Main: Drio Azul ~ DC, Redguard, Healer/Magicka Templar ~ NA-PC
    ●The Psijic Order●The Sidekick Order●Great House Hlaalu●Bal-Busters●
  • Get_Packed
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    CP5 wrote: »
    Just a quick question for those who like being in small groups vs large groups, what are you expecting?


    When. They. Kill. You. They. Want. You. To. Stay. Dead.
  • Thogard
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    I’ve said it before and I’ll say it again - Resurrection sickness needs to be a thing. Let people get back into the fight, but they need to be less effective.

    IE. A second battle spirit (half dmg half healing) applies for 2 minutes after being rezzed.

    Only in PvP or the PvE folks will pitch a fit ;)
    PC NA - @dazkt - Dazk Ardoonkt / Sir Thogalot / Dask Dragoh’t / Dazk Dragoh’t / El Thogardo

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  • Get_Packed
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    Thogard wrote: »
    I’ve said it before and I’ll say it again - Resurrection sickness needs to be a thing. Let people get back into the fight, but they need to be less effective.

    IE. A second battle spirit (half dmg half healing) applies for 2 minutes after being rezzed.

    Only in PvP or the PvE folks will pitch a fit ;)

    This would be a great thing. Thats why we camps right?
  • ATomiX96
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    geonsocal wrote: »
    I rez a lot of people, a lot of people...and, I'm primarily a solo player...
    thats not how solo works.
    zergsurfing != solo
  • CatchMeTrolling
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    ATomiX96 wrote: »
    geonsocal wrote: »
    I rez a lot of people, a lot of people...and, I'm primarily a solo player...
    thats not how solo works.
    zergsurfing != solo

    This doesn’t necessarily mean someone is zerg surfing. A lot of small scale players venture off to the same places. So I can end up by roe and nickel between ad and dc but a small group of reds show up too. If someone drops I’ll rez them, even if that person doesn’t deserve it.

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