Let’s discuss combat resing

  • Grimlok_S
    Grimlok_S
    ✭✭✭✭✭
    Interrupt should also grant full CC immunity if a rez is cancelled - infinite rez denial is absolutely unfair. Let people play how they want!!
    Light Attack Hero

    Class context
    Stamplar
    StamDK
    Stamsorc
    MagDK
    StamMAGStamden
    Magplar
    Stam NB
    Bomb NB
  • RighteousBacon
    RighteousBacon
    ✭✭✭✭
    idk wrote: »
    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.

    I think you and I could have a really long conversation about this. It may be easier to discuss this on some other platform.

    First of all, this is not the same as the guy who wanted healing springs changed. If someone dies in this game it is because they were unable to avoid or out heal the enemiy’s damage. If a member of a large group dies to a lesser sized group...they deserve to stay dead XD.

    I think the problem with us arguing about this is that you think the game should be balanced as a larger group should always defeat a smaller group, despite coordination or skill factoring into the equation.

    Here in lies the problem I see with combat rezzing: a player can completely negate the hard work put in by a smaller group to kill members of a larger group, simply by staying buffed up and repeatedly holding down the Rez button.

    I don’t run around in a group with a dedicated healer, I carry my own wait, as does my partner. We know the odds are against us as a group of 2-3.

    Lastly, and most importantly, I don’t want the game balanced specifically around a two man group. I like how you’re just jumping to conclusion like I want everyone to be a two man team or something. Look, I want the game to support player skill, the current Rez mechanic does not support player skill. It allows a brain dead playstyle to carry serious weight in combat
  • Rikumaru
    Rikumaru
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    It makes me sad when people on the forums say "oh if your outnumbered you should lose". Such a stupid mentality. You want it just to be a numbers game then?
    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.
  • p00tx
    p00tx
    ✭✭✭✭✭
    ✭✭
    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

    Unstoppable potions and Heavy Kags. I do it all of the time. My healer isn't really much of a healer these days and is more of a dps with off-heals, but I used to have a build centered around combat rezzing and healing, and I could get people up in the middle of a battle with people beating on me. It just takes careful planning and good timing. I don't really understand why other small groups don't invest into having someone who can pop teammates up quickly, especially when they're almost always going to be outnumbered. I know it's not "cool" or "bad-a$$" to rez people and that "good players don't die", but in this zerg-blob meta, we all have to figure out a way to adjust, and that means investing in a support role.
    PC/Xbox NA
    Unchained | Unstoppable | Mindmender | Swashbuckler Supreme | Planes Breaker | Dawnbringer | Godslayer | Immortal Redeemer | Gryphon Heart | Tick-tock Tormentor | Dro-m'Athra Destroyer | Stormproof | Grand Overlord | Grand Mastercrafter | Master Grappler | Tamriel Hero
  • Bosov
    Bosov
    ✭✭✭✭✭
    Rikumaru wrote: »
    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.

    That would be great. You die and you have to use a camp or keep. Fair too and might also help out in reducing the lag by having less people at one spot!

    Zos is never going to change this though.. they dont make changes which are bad for big groups. They prefer to add things to make it easier for the big groups.
    Xbox One - EU - GT : Bosov
    PC - EU - @Bosov91

    ESO Highight :
    https://twitter.com/SlashLurk/status/895068339273310208

  • Haashhtaag
    Haashhtaag
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    There needs to be some kind of resurrection sickness that isn’t tied to a forward camp or other keep Rez. I think if you are rezzed by a player once and then killed again within a minute of said rez you should not be able to be rezzed for another 30-60 seconds. It would reduce long combats thus freeing up server calculations as well.


    In my experiences the resurrections favor larger groups even though they are being out played. It would make good game play more beneficial rather than just stacking numbers.
    Edited by Haashhtaag on February 7, 2019 3:53PM
  • Nutshotz
    Nutshotz
    ✭✭✭✭
    A numbers game is the dumbest thing to even consider. I for one enjoy solo and small scale 1-16. So as for OP this is what I would do:

    1. Increase camp timer to 7 min
    2. 1st death no penalty, 2nd death, 10% stat reduction for 1 min, 3rd death 25%. That's all with a 10 min window. Each death after the 2nd death caps at 35% stat reduction for 1 min. timer resets after no deaths in a 10 min window. (This should help thin out zergs)
    3. Let's say EP has all emp keeps, DC takes back alesw. You die at alesw you spawn at bleaks you can't spawn at bleaks for 10 min. This doesn't affect for porting keep to keep. Only if you have died and rezzed at that keep or outpost.
    4. Dying in the field, after you've been rezzed should have a affect on you, like a glowing affect, indicating that you've just been rezzed and that you've started your 10min window.
    5. These affects should ONLY be implemented for PVP and not for pve.


    These should help out small scale vs zergs
  • p00tx
    p00tx
    ✭✭✭✭✭
    ✭✭
    Nutshotz wrote: »
    A numbers game is the dumbest thing to even consider. I for one enjoy solo and small scale 1-16. So as for OP this is what I would do:

    1. Increase camp timer to 7 min
    2. 1st death no penalty, 2nd death, 10% stat reduction for 1 min, 3rd death 25%. That's all with a 10 min window. Each death after the 2nd death caps at 35% stat reduction for 1 min. timer resets after no deaths in a 10 min window. (This should help thin out zergs)
    3. Let's say EP has all emp keeps, DC takes back alesw. You die at alesw you spawn at bleaks you can't spawn at bleaks for 10 min. This doesn't affect for porting keep to keep. Only if you have died and rezzed at that keep or outpost.
    4. Dying in the field, after you've been rezzed should have a affect on you, like a glowing affect, indicating that you've just been rezzed and that you've started your 10min window.
    5. These affects should ONLY be implemented for PVP and not for pve.


    These should help out small scale vs zergs


    We already have this via overly-long load screens and subsequent DCs. It doesn't need to be any worse than it already is. This solution would only benefit the zergs even more because their presence already 100% ensures multiple DCs for the small scale groups while they were trying to fight, and by the time you relogged, their (the zerger's) rez timer would already be over, and they have the benefit of numbers to make this a non-issue.

    It also leaves room for exploitation. Maybe you die at Bleaks just before the keep is popped by the zerg. You hit rez, wait out the 10 minute timer, the zerg manages to take that keep during those ten minutes because it's likely 29,783,487,658,734 EP taking it, then you guys get to rez right into the enemy keep and retake it without breaking through the door. Boom, inst-cheese.
    PC/Xbox NA
    Unchained | Unstoppable | Mindmender | Swashbuckler Supreme | Planes Breaker | Dawnbringer | Godslayer | Immortal Redeemer | Gryphon Heart | Tick-tock Tormentor | Dro-m'Athra Destroyer | Stormproof | Grand Overlord | Grand Mastercrafter | Master Grappler | Tamriel Hero
  • Nutshotz
    Nutshotz
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    It's not like we don't do that already. Rez wait inside keeps till the enemy faction takes keep/outpost and retake it without them even knowing.
  • Miriel
    Miriel
    ✭✭✭✭
    idk wrote: »
    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.

    I think you and I could have a really long conversation about this. It may be easier to discuss this on some other platform.

    First of all, this is not the same as the guy who wanted healing springs changed. If someone dies in this game it is because they were unable to avoid or out heal the enemiy’s damage. If a member of a large group dies to a lesser sized group...they deserve to stay dead XD.

    I think the problem with us arguing about this is that you think the game should be balanced as a larger group should always defeat a smaller group, despite coordination or skill factoring into the equation.

    Here in lies the problem I see with combat rezzing: a player can completely negate the hard work put in by a smaller group to kill members of a larger group, simply by staying buffed up and repeatedly holding down the Rez button.

    I don’t run around in a group with a dedicated healer, I carry my own wait, as does my partner. We know the odds are against us as a group of 2-3.

    Lastly, and most importantly, I don’t want the game balanced specifically around a two man group. I like how you’re just jumping to conclusion like I want everyone to be a two man team or something. Look, I want the game to support player skill, the current Rez mechanic does not support player skill. It allows a brain dead playstyle to carry serious weight in combat

    The main issue with your argument is, what is skill, now, being a dedicated healer on AD side, i know that most small teams 2-3 people that roam the resource flags and fight bigger groups, mostly pugs of often not the most experienced players... The problem when you state you skill is, i have seen groups like you running into a tower a exploit the LoS, i dont call that skill, and there lies your problem, for you to stay alive you have to keep moving to get the advantage of LoS, build ulti and dump... now ask yourself if you cant hold the battlefield, since you need to run around like a idiot LoS exploiting, are you seriously, complaining about that people ress others, how about you stop LoS exploiting and guard the dead, and stop the people trying to ress, since your skilled ?... oooh wait, you cant use LoS then... :smirk:
    Edited by Miriel on February 8, 2019 8:05PM
  • RighteousBacon
    RighteousBacon
    ✭✭✭✭
    Miriel wrote: »
    idk wrote: »
    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.

    I think you and I could have a really long conversation about this. It may be easier to discuss this on some other platform.

    First of all, this is not the same as the guy who wanted healing springs changed. If someone dies in this game it is because they were unable to avoid or out heal the enemiy’s damage. If a member of a large group dies to a lesser sized group...they deserve to stay dead XD.

    I think the problem with us arguing about this is that you think the game should be balanced as a larger group should always defeat a smaller group, despite coordination or skill factoring into the equation.

    Here in lies the problem I see with combat rezzing: a player can completely negate the hard work put in by a smaller group to kill members of a larger group, simply by staying buffed up and repeatedly holding down the Rez button.

    I don’t run around in a group with a dedicated healer, I carry my own wait, as does my partner. We know the odds are against us as a group of 2-3.

    Lastly, and most importantly, I don’t want the game balanced specifically around a two man group. I like how you’re just jumping to conclusion like I want everyone to be a two man team or something. Look, I want the game to support player skill, the current Rez mechanic does not support player skill. It allows a brain dead playstyle to carry serious weight in combat

    The main issue with your argument is, what is skill, now, being a dedicated healer on AD side, i know that most small teams 2-3 people that roam the resource flags and fight bigger groups, mostly pugs of often not the most experienced players... The problem when you state you skill is, i have seen groups like you running into a tower a exploit the LoS, i dont call that skill, and there lies your problem, for you to stay alive you have to keep moving to get the advantage of LoS, build ulti and dump... now ask yourself if you cant hold the battlefield, since you need to run around like a idiot LoS exploiting, are you seriously, complaining about that people ress others, how about you stop LoS exploiting and guard the dead, and stop the people trying to ress, since your skilled ?... oooh wait, you cant use LoS then... :smirk:

    Ohhhhhhhh it all makes sense now! You think using LoS is an “exploit!” XD XD XD. Ok, yah, dude you’re a lost cause. If you took LoS out of this game it would be all about stats (which don’t require skill in any sense of the term...) and spell / skill rotations. Sure roations are a form of skill, but being able to move your character around the battlefield, position yourself, funnel your enemies to burst them with cc + AOE damage, that’s certainly a form of skill. It takes practice and knowledge to learn how to kite opponents. I guess you just don’t understand that since you run around in a group of 6+ spamming heals and relying on your “crown” to do all the skillful thinking.

    Now to really drive this home, I’m gonna use your own logic to explain this. You say that for me to stay alive I have to keep moving to get the advantage of LoS. I have to do this because you outnumber me, and much like I use LoS to get an advantage (here it come buddy are you ready?) YOU have to use a dedicated healer and a larger number of players to stay alive and gain the advantage. The difference between you and me is that I can carry my own weight, you are solely for one purpose. You don’t have to worry about the other parts of survival, all you have to do is heal. My lonely butt has to manage my health, Deal the damage required to kill, avoid incoming damage from my opponents who certainly outnumber me, and stop those zerglings from rezzing...all at the same time
  • ZarkingFrued
    ZarkingFrued
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    Already wanting necro nerfs and it isnt even out
  • Bosov
    Bosov
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    Calling LoS an exploit... i think it is time to delete your account. :(

    I know zos already nerfed a lot of mobility and loves to add snares to everything BUT at this moment you ARE still allowed to move and LoS. Maybe one day zos will add a set/skill which freezes you in place and which cant be avoided or counterplayed but that set or skill does not excist (yet).
    Xbox One - EU - GT : Bosov
    PC - EU - @Bosov91

    ESO Highight :
    https://twitter.com/SlashLurk/status/895068339273310208

  • Custos91
    Custos91
    ✭✭✭
    Miriel wrote: »
    idk wrote: »
    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.

    I think you and I could have a really long conversation about this. It may be easier to discuss this on some other platform.

    First of all, this is not the same as the guy who wanted healing springs changed. If someone dies in this game it is because they were unable to avoid or out heal the enemiy’s damage. If a member of a large group dies to a lesser sized group...they deserve to stay dead XD.

    I think the problem with us arguing about this is that you think the game should be balanced as a larger group should always defeat a smaller group, despite coordination or skill factoring into the equation.

    Here in lies the problem I see with combat rezzing: a player can completely negate the hard work put in by a smaller group to kill members of a larger group, simply by staying buffed up and repeatedly holding down the Rez button.

    I don’t run around in a group with a dedicated healer, I carry my own wait, as does my partner. We know the odds are against us as a group of 2-3.

    Lastly, and most importantly, I don’t want the game balanced specifically around a two man group. I like how you’re just jumping to conclusion like I want everyone to be a two man team or something. Look, I want the game to support player skill, the current Rez mechanic does not support player skill. It allows a brain dead playstyle to carry serious weight in combat

    The main issue with your argument is, what is skill, now, being a dedicated healer on AD side, i know that most small teams 2-3 people that roam the resource flags and fight bigger groups, mostly pugs of often not the most experienced players... The problem when you state you skill is, i have seen groups like you running into a tower a exploit the LoS, i dont call that skill, and there lies your problem, for you to stay alive you have to keep moving to get the advantage of LoS, build ulti and dump... now ask yourself if you cant hold the battlefield, since you need to run around like a idiot LoS exploiting, are you seriously, complaining about that people ress others, how about you stop LoS exploiting and guard the dead, and stop the people trying to ress, since your skilled ?... oooh wait, you cant use LoS then... :smirk:

    Ohhhhhhhh it all makes sense now! You think using LoS is an “exploit!” XD XD XD. Ok, yah, dude you’re a lost cause. If you took LoS out of this game it would be all about stats (which don’t require skill in any sense of the term...) and spell / skill rotations. Sure roations are a form of skill, but being able to move your character around the battlefield, position yourself, funnel your enemies to burst them with cc + AOE damage, that’s certainly a form of skill. It takes practice and knowledge to learn how to kite opponents. I guess you just don’t understand that since you run around in a group of 6+ spamming heals and relying on your “crown” to do all the skillful thinking.

    Now to really drive this home, I’m gonna use your own logic to explain this. You say that for me to stay alive I have to keep moving to get the advantage of LoS. I have to do this because you outnumber me, and much like I use LoS to get an advantage (here it come buddy are you ready?) YOU have to use a dedicated healer and a larger number of players to stay alive and gain the advantage. The difference between you and me is that I can carry my own weight, you are solely for one purpose. You don’t have to worry about the other parts of survival, all you have to do is heal. My lonely butt has to manage my health, Deal the damage required to kill, avoid incoming damage from my opponents who certainly outnumber me, and stop those zerglings from rezzing...all at the same time

    Why USING a dedicated healer, some of us WANT to be dedicated healers?
    In pvp that is a fast paced reactive playstyle that needs a lot of situational awareness if you don't just spam springs into a ballgroup.
    I can carry my weight as well, but I have more fun HELPING others, because that is who I am...That is what makes me enjoy the game.
    I don't want to destroy, I don't want to conquer, I am not even fighting you or your alliance.
    My enemy is death itself and the struggle is eternal, I can never be save, I can't build a 5 heavy brawler build as well and >>>most<<< healer builds will leave me at the mercy of whatever gets close to me.
    Positioning you say? try that on a healer, you have to constantly move to get everybody in range, when did your tower or rock get moved again the last time.
    I am not saying your playstyle is worse or better, I am saying it is completely different.
    You work strategically, you have to or you are dead.
    I have to adapt constantly, I have no chance to work on that strategic level, not the slightest.
    Plans do not survive the contact with the enemy, as you might know...
    I have to make up things on the fly, constantly.

    And I don't have to use a large number of players, but duelling against any other player gets rather boring if you don't get bursted down in seconds... after all I have to build for sustain...
    Warden Main apparently... 7 Wardens currently, otherwise a healer of every class.
    Mostly active in No CP PVP on EU, blaming the buffbot meta in pve.
    I want to feel like I am saving somebodies life, not like I am carrying amunition for them...
  • Iskiab
    Iskiab
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    Is that what people mean by small scale pvp? Groups of 2-8 trying to fight large groups. I always asssumed it was something like the 12 man DAoC teams. Why would you want aid for doing something so dumb?

    What’s next, complaining it’s difficult soloing trial content and asking for changes to raid mechanics so it’s easier? Silly thread.
    Edited by Iskiab on February 11, 2019 3:38AM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • evoniee
    evoniee
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    Rikumaru wrote: »
    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.

    accurrate, mostly gonna kill the same target over and over. it is already hard to 1v3 competent players.
  • RighteousBacon
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    Custos91 wrote: »
    Miriel wrote: »
    idk wrote: »
    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.

    I think you and I could have a really long conversation about this. It may be easier to discuss this on some other platform.

    First of all, this is not the same as the guy who wanted healing springs changed. If someone dies in this game it is because they were unable to avoid or out heal the enemiy’s damage. If a member of a large group dies to a lesser sized group...they deserve to stay dead XD.

    I think the problem with us arguing about this is that you think the game should be balanced as a larger group should always defeat a smaller group, despite coordination or skill factoring into the equation.

    Here in lies the problem I see with combat rezzing: a player can completely negate the hard work put in by a smaller group to kill members of a larger group, simply by staying buffed up and repeatedly holding down the Rez button.

    I don’t run around in a group with a dedicated healer, I carry my own wait, as does my partner. We know the odds are against us as a group of 2-3.

    Lastly, and most importantly, I don’t want the game balanced specifically around a two man group. I like how you’re just jumping to conclusion like I want everyone to be a two man team or something. Look, I want the game to support player skill, the current Rez mechanic does not support player skill. It allows a brain dead playstyle to carry serious weight in combat

    The main issue with your argument is, what is skill, now, being a dedicated healer on AD side, i know that most small teams 2-3 people that roam the resource flags and fight bigger groups, mostly pugs of often not the most experienced players... The problem when you state you skill is, i have seen groups like you running into a tower a exploit the LoS, i dont call that skill, and there lies your problem, for you to stay alive you have to keep moving to get the advantage of LoS, build ulti and dump... now ask yourself if you cant hold the battlefield, since you need to run around like a idiot LoS exploiting, are you seriously, complaining about that people ress others, how about you stop LoS exploiting and guard the dead, and stop the people trying to ress, since your skilled ?... oooh wait, you cant use LoS then... :smirk:

    Ohhhhhhhh it all makes sense now! You think using LoS is an “exploit!” XD XD XD. Ok, yah, dude you’re a lost cause. If you took LoS out of this game it would be all about stats (which don’t require skill in any sense of the term...) and spell / skill rotations. Sure roations are a form of skill, but being able to move your character around the battlefield, position yourself, funnel your enemies to burst them with cc + AOE damage, that’s certainly a form of skill. It takes practice and knowledge to learn how to kite opponents. I guess you just don’t understand that since you run around in a group of 6+ spamming heals and relying on your “crown” to do all the skillful thinking.

    Now to really drive this home, I’m gonna use your own logic to explain this. You say that for me to stay alive I have to keep moving to get the advantage of LoS. I have to do this because you outnumber me, and much like I use LoS to get an advantage (here it come buddy are you ready?) YOU have to use a dedicated healer and a larger number of players to stay alive and gain the advantage. The difference between you and me is that I can carry my own weight, you are solely for one purpose. You don’t have to worry about the other parts of survival, all you have to do is heal. My lonely butt has to manage my health, Deal the damage required to kill, avoid incoming damage from my opponents who certainly outnumber me, and stop those zerglings from rezzing...all at the same time

    Why USING a dedicated healer, some of us WANT to be dedicated healers?
    In pvp that is a fast paced reactive playstyle that needs a lot of situational awareness if you don't just spam springs into a ballgroup.
    I can carry my weight as well, but I have more fun HELPING others, because that is who I am...That is what makes me enjoy the game.
    I don't want to destroy, I don't want to conquer, I am not even fighting you or your alliance.
    My enemy is death itself and the struggle is eternal, I can never be save, I can't build a 5 heavy brawler build as well and >>>most<<< healer builds will leave me at the mercy of whatever gets close to me.
    Positioning you say? try that on a healer, you have to constantly move to get everybody in range, when did your tower or rock get moved again the last time.
    I am not saying your playstyle is worse or better, I am saying it is completely different.
    You work strategically, you have to or you are dead.
    I have to adapt constantly, I have no chance to work on that strategic level, not the slightest.
    Plans do not survive the contact with the enemy, as you might know...
    I have to make up things on the fly, constantly.

    And I don't have to use a large number of players, but duelling against any other player gets rather boring if you don't get bursted down in seconds... after all I have to build for sustain...

    I think you raise a good point. I’d like to clarify that I don’t think being a healer is less skillful, or specifically easy, but your struggle is different than a player in a 2-3 man group. I should’ve linked this idea back to the point of rezzing. As a healer, in a “small” or “medium” sized group, enemy rezzing isn’t really a problem or struggle. For me, it is
  • Liww
    Liww
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    Is this a joke?

    I hope it is.
  • Girl_Number8
    Girl_Number8
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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.

    Those medic builds are weak. So get better and coordinated and target the medics and the healers. This thread reminds me of when people whine about bombers but not one selfish zergling will put on a counter or detect skill, lmao.

    With the relic coming I think this will be a nice counter and has a place. Especially in the few small scale groups that still fight overwhelming odds of the dolmen runners aka zerglings. :*
  • Girl_Number8
    Girl_Number8
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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? 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.

    Nah, they want to 2 shot everything like their weak copy paste builds, swiped from someones edited video killing everybody and barely dying, lol. Then get upset when they realize that PvP is more then gear and skills you select. I guess we will be seeing a nerf thread soon, saying it is unfair that a player has played the game for 3 more years then them and that earned skill shouldn't be an advantage.
    Edited by Girl_Number8 on February 12, 2019 3:38AM
  • DivineFirstYOLO
    DivineFirstYOLO
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    Nah, they want to 2 shot everything like their weak copy paste builds, swiped from someones edited video killing everybody and barely dying, lol. Then get upset when they realize that PvP is more then gear and skills you select. I guess we will be seeing a nerf thread soon, saying it is unfair that a player has played the game for 3 more years then them and that earned skill shouldn't be an advantage.

    You are twisting words. Nobody asked for a nerf to "skill". What is more "skillful", playing as few against many or as many against few? At least you are honest about being a zergling, noticing the problem is the first step of becoming better.


    Those medic builds are weak. So get better and coordinated and target the medics and the healers. This thread reminds me of when people whine about bombers but not one selfish zergling will put on a counter or detect skill, lmao.

    Yeah medics aka healers are super weak, especially when they are wearing earthgore. Please teach us how to play.
    much wow, so pro.
    Edited by DivineFirstYOLO on February 12, 2019 9:16AM
    Zerg Squad

    Godslayer x 4


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

  • RighteousBacon
    RighteousBacon
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    @Girl_Number8 I don’t think you know what you’re talking about
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