Nah...it's ok how it is. You can interrupt the rezzing player at any time, so it's no big deal
UndeniablyAVG wrote: »while in combat
Izanagi.Xiiib16_ESO wrote: »I would rather see a res charge system.
Players for example would have 2 charges with a certain rolling recharge rate. (Let's say 45s).
Resing or being interrupted would deplete a charge and when res'd you would have no charges.
UndeniablyAVG wrote: »while in combat
90% of the time in cyrodiil you're in combat, bug or not, imagine the people going enrage for not beeing able to get people up.
I get your point, but thats actually one thing that's working as intended so I would leave it alone
Didn't ZOS try restricting resurrection in Elsweyr PTS? It was up for one week and was swiftly removed after as far as I remember.
Naah leave it alone as it is! Think about when u have 10 people defending against 40... at least those 10 people have a chance to slow enemy down or hold it till more help arrives (if it arrives).
Messing with the rez system would just forfeit that little defense chance 10v40 have. Those large attacking groups will guard doors, burn camps.
I know people were thinking about large groups rezzing...but think about smaller defending numbers all the same > they would be at a bad disadvantage. Keeps would fall within minutes... battles would be just simply: "short". Probably would encourage even more zerging. Just sayin
Naah leave it alone as it is! Think about when u have 10 people defending against 40... at least those 10 people have a chance to slow enemy down or hold it till more help arrives (if it arrives).
Messing with the rez system would just forfeit that little defense chance 10v40 have. Those large attacking groups will guard doors, burn camps.
I know people were thinking about large groups rezzing...but think about smaller defending numbers all the same > they would be at a bad disadvantage. Keeps would fall within minutes... battles would be just simply: "short". Probably would encourage even more zerging. Just sayin
The current system favours those 40, because they have a much easier time stopping those 10 from rezzing each other, while those 10 can't do anything to prevent the zerglings from picking anyone up, who somehow managed to die. If resurrection would be more limited, those 10 would actually have a chance to decimate those 40 if they are good enough. But as it is, killing some players in a zerg is futile.
Imo the worst thing about rezzing is that there is zero penalty for getting interrupted. You can just go for the rez over and over again while your friends keep you alive/pressure the enemy. But someone who is outnumbered can't afford to spend all his time and resources on bashing some reztard.
Naah leave it alone as it is! Think about when u have 10 people defending against 40... at least those 10 people have a chance to slow enemy down or hold it till more help arrives (if it arrives).
Messing with the rez system would just forfeit that little defense chance 10v40 have. Those large attacking groups will guard doors, burn camps.
I know people were thinking about large groups rezzing...but think about smaller defending numbers all the same > they would be at a bad disadvantage. Keeps would fall within minutes... battles would be just simply: "short". Probably would encourage even more zerging. Just sayin
The current system favours those 40, because they have a much easier time stopping those 10 from rezzing each other, while those 10 can't do anything to prevent the zerglings from picking anyone up, who somehow managed to die. If resurrection would be more limited, those 10 would actually have a chance to decimate those 40 if they are good enough. But as it is, killing some players in a zerg is futile.
Imo the worst thing about rezzing is that there is zero penalty for getting interrupted. You can just go for the rez over and over again while your friends keep you alive/pressure the enemy. But someone who is outnumbered can't afford to spend all his time and resources on bashing some reztard.
2. at high pop times it results in stupid faction stacks that lag everything out and make the game unplayable.
VaranisArano wrote: »I don't see the problem.
For one, death comes quickly and easily in PVP. When you add extra penalties to dying (and an extra time-out or a longer rez is a penalty), what you do is encourage players not to die. Aka, build tanky and play very cautiously.
Second, some of these complaints seem aimed at the ability of organized groups to rez their members. Um, duh? The benefit of running with a team instead of zergsurfing is that your teammates might actually rez you. Since Cyrodiil is largely designed for groups of 2 to 24 players, it should come as no surprise that groups are better at rezzing their players.
Quick and Easy rezzes benefit the majority of players. I'm far more likely to stop and rez a random player if its quick and easy. Small groups can pull off combat rezzes much easier when they are quick. Moreover, players have some incentive to get out and fight since they know their allies can quickly get them back in the fight if they go down.
If you make rezzing harder or have it take longer, the only people who can do it reliably are going to be the large organized raids who can afford to protect their players while they stop and rez - and that's the opposite impact the OP seems to want. Not to mention that the incentive will be for players to Not Die since they effectively won't get rezzed, so you'll see even more emphasis on tanky builds, and probably even more cautious fighting with siege weapons from keep walls.
I thought healers were supposed to heal people and prevent them from dieing. That's why they are called healer after all, no?
There is nothing about a healer's package that makes them the primary rezzers.
And i have already explained why i'd like to see changes. Dieing should matter - at least a little bit - regardless of numbers.
Your only argument was that limiting rezzing "will kill a lot of incentive for healers" but when it isn't a healer's job to rez, how does it matter for them?
Those players that i usually see rezzing in large scale fights, aren't actual healers. They are rezbots that failed to do anything else useful. Would limiting rezzing put those off? Definitely. But again, this has nothing to do with healers. They would only become more important.
UndeniablyAVG wrote: »I see considerably more 50k health tanks ressing than healers.
UndeniablyAVG wrote: »Also, what is the point of debate about something if the aim is not to change the other persons mind?
UndeniablyAVG wrote: »Also back to the point mentioned about it 'working as intended', plenty of things that are working as intended are changed all the time it's such a weak argument. Soul gem resurrections are overperforming in imbalanced population campaigns, giving whichever faction has the highest population a free pass to just steam through everyone else. It should be looked into just as an overpowered set is looked into, despite the fact that it is working as intended.
My experience seems to differ from everyone elses as everyone i fight is already built tanky with over 40k health, so I'm not really worried about that.
Ofc more numbers will always have an advantage. That's exactly why they shouldn't need additional benefits such as unlimited rezzing.
Your second paragraph doesn't make sense at all. The current system clearly favours numbers and i have also explained why.
And this whole "just bring more numbers" isn't always a good option, because 1. populations aren't balanced, and 2. at high pop times it results in stupid faction stacks that lag everything out and make the game unplayable.
VaranisArano wrote: »So lets break this down. Right now, anyone can rez if they get a couple seconds break in the battle. Obviously, this benefits the larger group, because duh, Cyrodiil favors larger groups. The smaller group might pull off a rez if they are lucky, so cheap, quick rezzes are pretty good for them.
But lets make battle rezzes harder, longer, or impossible. Dead players are dead. The group with more players still has more players. The group with less is still getting whittled down and those players are dead, dead. The largest group still benefits! The smaller group is even more screwed because anyone who goes down is dead, dead (and has zero chance of riding back to the fight, to boot).
VaranisArano wrote: »[...]Cheap, quick rezzes give smaller groups the chance to get their members back in the fight. Without that, every battle becomes a war of attrition and one side has a lot more players.
VaranisArano wrote: »[...]Its that Cyrodiil is designed for large scale combat over objectives, and your group simply isnt large enough or effective enough to finish off the enemy. [...]
VaranisArano wrote: »Oh, and did I mention that players want to have fun and not sit in "You died" time out? So like I've said, players will build tankier and play more cautiously. [...]