Your opinion does not fit with the intended design Zos has for the game. That skill would be considered a gap closer just like DK chains.
Gap closers are intended to not be able to put someone on top of the wall nor pull someone from it. There have been times Zos has messed things up, yes, they do make mistakes, and gap closers could put the user on the wall or pull players from it, but it was not intended by Zos.
That is why your idea should not be so. It does not matter if you are fine with all gap closers working the way you suggest or not and you really have not provided any justification for your idea other than you want it that way. Basically, I doubt you have convinced Zos.
Your opinion does not fit with the intended design Zos has for the game. That skill would be considered a gap closer just like DK chains.
Gap closers are intended to not be able to put someone on top of the wall nor pull someone from it. There have been times Zos has messed things up, yes, they do make mistakes, and gap closers could put the user on the wall or pull players from it, but it was not intended by Zos.
That is why your idea should not be so. It does not matter if you are fine with all gap closers working the way you suggest or not and you really have not provided any justification for your idea other than you want it that way. Basically, I doubt you have convinced Zos.
I'm interested in a discussion with the players. You stated ZOS' opinion and stance, but what's yours?
Your suggestions make walls pointless. We might as well just have flags in open fields if people can bypass the wall.
Your suggestions make walls pointless. We might as well just have flags in open fields if people can bypass the wall.
Pretty much this. But remember, some players feel they need an advantage in order to be able to compete in Cyrodiil and being the idea presented above is that type of advantage.
To make it clear, what I really want is to motivate players to push out to defend their keeps. Grow [snip] and help your poor fellow player who got pulled into the enemy mob.
[Edit for bait.]
Your suggestions make walls pointless. We might as well just have flags in open fields if people can bypass the wall.
Pretty much this. But remember, some players feel they need an advantage in order to be able to compete in Cyrodiil and being the idea presented above is that type of advantage.
That did hurt a bit.
To make it clear, what I really want is to motivate players to push out to defend their keeps. Grow some balls (figuratively) and help your poor fellow player who got pulled into the enemy mob.
Your suggestions make walls pointless. We might as well just have flags in open fields if people can bypass the wall.
Pretty much this. But remember, some players feel they need an advantage in order to be able to compete in Cyrodiil and being the idea presented above is that type of advantage.
Your suggestions make walls pointless. We might as well just have flags in open fields if people can bypass the wall.
Toc de Malsvi wrote: »Your suggestions make walls pointless. We might as well just have flags in open fields if people can bypass the wall.
No, not really at all.
This would mean that you would actually need a target near the edge to get up or get them down. It would also mean they would have to be visible(no cloak) and not have immovability active(for pull down case). While it would be possible for someone to troll their own alliance, that would be true for all sides.
If a group is organized it wont matter if they can jump up the wall or not, they will still roll over any keep defense that is not either equally organized or have superior numbers.
As far as NPC placement, that can easily be adjusted or accounted for to prevent jumping into keeps through NPC's.
All that will truly change is the keep fights will be a bit more dynamic than stack on the door and you can have more spread out fights away from the breach.
no one should be able to force others to play the way they want you to.
freedom of how we play or what we do with our character (including ranged players on the walls) is a choice we have, and we are allowed to control our character.
please stop trying to force us to play the way you want us to play and accept we have the right and inteligence to make our own decisions on how we play.
nvm, I have said my peace and OP has yet to try to counter.
NordSwordnBoard wrote: »LOL see Volendrunng - the new Daedric weapon coming to PvP will take down keep walls in seconds. It is designed to be a powerful counter to Emperor.
TriangularChicken wrote: »To make it clear, what I really want is to motivate players to push out to defend their keeps. Grow [snip] and help your poor fellow player who got pulled into the enemy mob.
[Edit for bait.]
I agree, Cyro is too much sieging and zerging nowadays. Why do people like their sieges? - because it's easy, it hits hard in no cp. Why do they zerg? - simply because they are too bad to fight. Both needs to be reduced.
Keep sieges are absolutely stupid, there is no actual fighting involved, it's only clicking the left mouse button. This is why BGs have the potential to be a good place (if they ever fix the queue and give incentives + serious leaderboard), noobs can't hide (behind walls) there.
I'm to lazy to look it up, but you probably have read about the Necromancer's skill wich gives the major armor buffs for twenty seconds and will pull ranged attackers while active.
This skill should be able to pull players, including siege users, from keep walls. I'm of the opinion, and I know many will disagree, that we need a mechanic like this to make the siege phase of keep battles more exciting.
I would be fine with also DK Chains and Silver Leash pulling enemies from walls, but the Necro skill, wich cannot be aimed by the pulling player, is kind of a middle way.
There should be no pulling into the keep to avoid exploiting. Alternatively, the rules could be changed such that pulling into a keep is not considered exploiting anymore (not sure this is a good idea).
You might guess by now that I'm not a fan of the wallhuging playstyle. I don't want to destroy it completely, but there should be a bit more risk. Similar to how you can get pulled when defending / attacking an open breach or gate.
Please discuss, stay civil, and let me tag the man in charge @ZOS_BrianWheeler.