Solo play is now becoming almost impossible In cyrodil
lol no.
Basically nerf mag, so you can have an easier time pretending you are any good in PvP when all builds but your own gets nerfed.
What's funny is that over the years, I have not seen any real difference in the outcomes of a larger group vs. a smaller one, and when I have it was due to SETS or the exact kind of changes that "small mans" and "soloers" begged for that wound up buffing ball groups to the state they are in.
What needs to happen before a heal reduction is actually a damage reduction cap and a nerf to BRP Resto and DW. Then a nerf to sets that heal and then next some of these sets that allow you to tank and push massive damage also need to be adjusted.
What's funny is that if that really happens, guess what will happen to your solo ability? It will diminish drastically because your ability to solo hinges on the exact same powercreep that makes a ball group impossible to kill.
Yet the forums are filled with smoke being blown under the guise of fixing the tank meta, when it's really just a bunch of stam players looking for a nerf to mag, despite stam having every single advantage this patch and the patches before it. It's mind numbing.
TL;DR: NO.
lol no.
Basically nerf mag, so you can have an easier time pretending you are any good in PvP when all builds but your own gets nerfed.
What's funny is that over the years, I have not seen any real difference in the outcomes of a larger group vs. a smaller one, and when I have it was due to SETS or the exact kind of changes that "small mans" and "soloers" begged for that wound up buffing ball groups to the state they are in.
What needs to happen before a heal reduction is actually a damage reduction cap and a nerf to BRP Resto and DW. Then a nerf to sets that heal and then next some of these sets that allow you to tank and push massive damage also need to be adjusted.
What's funny is that if that really happens, guess what will happen to your solo ability? It will diminish drastically because your ability to solo hinges on the exact same powercreep that makes a ball group impossible to kill.
Yet the forums are filled with smoke being blown under the guise of fixing the tank meta, when it's really just a bunch of stam players looking for a nerf to mag, despite stam having every single advantage this patch and the patches before it. It's mind numbing.
TL;DR: NO.
Actually ur ability to solo hinges on the premise that gameplay revolves mostly around player skill. That's why over the years the ability to play solo is diminishing. Because combat has been dumbed down to a level of stupidity.
Carespanker wrote: »But soloing is viable? I've been doing it since beta.1 v xing, soloing rss and outposts, soloing ball groups, soloing barely defended keeps, and even soloing emperor- it's all possible with the right build. What you want is for soloing to be a casual easily accessible experience and it's not. You are choosing the hard life of not teaming in a team game. It's like queing solo squads in pubg, if you're not shroud ofc it's going to seem next to impossible. You just have to get good enough to pull it off.
Take my friend here for example: https://www.youtube.com/watch?v=lzfTrQgyTKM
Squidgaurd wrote: »man them off heals defenitely need to be nerfed you search and search and evntually you find a group of bad pugs and you cant kill them because their off heals are keeping each other topped off. players that can be litterally be 2 tapped just being kept alive by each others heals its aids.
UppGRAYxDD wrote: »I think dynamic ultimate generation should be given to all solo players(not emp or artifact wielder) on each server via battle spirit. With possibly a dmg mitigation buff like 5-10%.
Solo play is now becoming almost impossible In cyrodil thanks to the sheer number of tanks, healers and harmony bombers but I think a few changes can fix that before is forced to do the same.
1.Using battle spirit, butcher off heals, healing as a solo and in 1v1 scenarios is fine and fairly balanced, however many people have realised that a healer in group vs group play is worth 10 Mediocre zerg dps And healers are more prevalent that ever, most abilities should heal 50% less to other targets.
2.change ulti gain so that 1 target can only produce x amount of ulti per second, meaning 20 people attacking 1 person don’t generate a total of 500 ultimate for each person getting 1 light attack on a target and healers having targets walk through their aoes should work in the same manor.
3.Change negate to be an alliance war ultimate, since most sorcs don’t run it anyway change negate with a more stamina centred ultimate and give the option of negate to everyone .
4. Introduce snare immunity like CC immunity, since most sources of snare immunity don’t work properly anyway.
5.Remove the self synergy from graveyard, this will make harmony actually need to be used with others how synergises are intended to be used, rather than how it is currently used to self synergise ones own ability.
6. Remove or severely nerf forward camps, forward camps are one of the main causes of game crashing at huge keeps fights, with a group finally being wiped to only have them return instantly and in the same number thanks to 1 forward camp, which allows groups to relentlessly attack a keep, until the game crashes or they take it.
7.Change the hammer and emperor system, this is basically a reward for the faction with the most active players, which actually should work in reverse if anything with buffs going to the faction with the least players on, or the hammer allowing gated factions reclaim a centre keep, its hard to believe how little forward thinking has gone in to this system and how much it rewards the most popular faction.
Squidgaurd wrote: »man them off heals defenitely need to be nerfed you search and search and evntually you find a group of bad pugs and you cant kill them because their off heals are keeping each other topped off. players that can be litterally be 2 tapped just being kept alive by each others heals its aids.
Commandment wrote: »"Solo play is impossible In cyrodil"
As it should be, since it's a faction based war event.
JumpmanLane wrote: »Solo play is now becoming almost impossible In cyrodil thanks to the sheer number of tanks, healers and harmony bombers but I think a few changes can fix that before is forced to do the same.
1.Using battle spirit, butcher off heals, healing as a solo and in 1v1 scenarios is fine and fairly balanced, however many people have realised that a healer in group vs group play is worth 10 Mediocre zerg dps And healers are more prevalent that ever, most abilities should heal 50% less to other targets.
2.change ulti gain so that 1 target can only produce x amount of ulti per second, meaning 20 people attacking 1 person don’t generate a total of 500 ultimate for each person getting 1 light attack on a target and healers having targets walk through their aoes should work in the same manor.
3.Change negate to be an alliance war ultimate, since most sorcs don’t run it anyway change negate with a more stamina centred ultimate and give the option of negate to everyone .
4. Introduce snare immunity like CC immunity, since most sources of snare immunity don’t work properly anyway.
5.Remove the self synergy from graveyard, this will make harmony actually need to be used with others how synergises are intended to be used, rather than how it is currently used to self synergise ones own ability.
6. Remove or severely nerf forward camps, forward camps are one of the main causes of game crashing at huge keeps fights, with a group finally being wiped to only have them return instantly and in the same number thanks to 1 forward camp, which allows groups to relentlessly attack a keep, until the game crashes or they take it.
7.Change the hammer and emperor system, this is basically a reward for the faction with the most active players, which actually should work in reverse if anything with buffs going to the faction with the least players on, or the hammer allowing gated factions reclaim a centre keep, its hard to believe how little forward thinking has gone in to this system and how much it rewards the most popular faction.
Man, you’re supposed to be 1vXing pugs, not organized ball groups or tanked-up, small man, farming kill squads.
Maybe your target selection is a bit off...
Then again, I’d like ZOS to fix Cyro before they change anything else lol.
UppGRAYxDD wrote: »I think dynamic ultimate generation should be given to all solo players(not emp or artifact wielder) on each server via battle spirit. With possibly a dmg mitigation buff like 5-10%.
No. Why do people always think they should be entitled to some kind of special buff or treatment just cause they want to play solo. Cyro is for AvAvA fighting. If you want to run around solo, more power to you but you shouldn't be entitled to anything more or less than every other player gets whether in a group or not.
ManwithBeard9 wrote: »When the dev's introduced dueling, they stayed they would never focus any balance on solo, dueling, or anything smaller than a battleground group size.
lol no.
Basically nerf mag, so you can have an easier time pretending you are any good in PvP when all builds but your own gets nerfed.
What's funny is that over the years, I have not seen any real difference in the outcomes of a larger group vs. a smaller one, and when I have it was due to SETS or the exact kind of changes that "small mans" and "soloers" begged for that wound up buffing ball groups to the state they are in.
What needs to happen before a heal reduction is actually a damage reduction cap and a nerf to BRP Resto and DW. Then a nerf to sets that heal and then next some of these sets that allow you to tank and push massive damage also need to be adjusted.
What's funny is that if that really happens, guess what will happen to your solo ability? It will diminish drastically because your ability to solo hinges on the exact same powercreep that makes a ball group impossible to kill.
Yet the forums are filled with smoke being blown under the guise of fixing the tank meta, when it's really just a bunch of stam players looking for a nerf to mag, despite stam having every single advantage this patch and the patches before it. It's mind numbing.
TL;DR: NO.
Actually ur ability to solo hinges on the premise that gameplay revolves mostly around player skill. That's why over the years the ability to play solo is diminishing. Because combat has been dumbed down to a level of stupidity.
Not really. Not even close. Granted, a large number of the best players have left the game so our targets are not as skilled.
As someone who has been around since day one, I find it humorous someone would suggest combat has been dumbed down to a level of stupidity. That literally suggest the lesser experienced players could so well against more skilled players. If someone is finding those newer players such a challenge in PvP it is not changes to the game that are the cause.
Deathlord92 wrote: »Solo pvp is viable I’m always playing solo and getting successful 1vxs only thing that causes me trouble is the horrendous lag that’s what needs fixing
UppGRAYxDD wrote: »I think dynamic ultimate generation should be given to all solo players(not emp or artifact wielder) on each server via battle spirit. With possibly a dmg mitigation buff like 5-10%.
No. Why do people always think they should be entitled to some kind of special buff or treatment just cause they want to play solo. Cyro is for AvAvA fighting. If you want to run around solo, more power to you but you shouldn't be entitled to anything more or less than every other player gets whether in a group or not.
*Cough* Pot calling the kettle black *cough* if you really think that maybe you should be the first to volunteer your overpowered group armors and aoe caps be removed.
If you want it to be even they should put in damage redux modifiers for ungrouped players getting hit by multiple targets and sets that give higher bonuses when ungrouped. Of course raids would just find some sort of add-on based ui workaround and stack with discord.
Which by the way, you honestly don't think discord is a wildly outrageous team advantage?
Please.
Cyrodiil is not explicitly for AvAvA it's an adventure and questing zone just like any other area of the game. This one just happens to be pvp enabled with large scale objectives.
Which by the way, you honestly don't think discord is a wildly outrageous team advantage?
Please
UppGRAYxDD wrote: »I think dynamic ultimate generation should be given to all solo players(not emp or artifact wielder) on each server via battle spirit. With possibly a dmg mitigation buff like 5-10%.
No. Why do people always think they should be entitled to some kind of special buff or treatment just cause they want to play solo. Cyro is for AvAvA fighting. If you want to run around solo, more power to you but you shouldn't be entitled to anything more or less than every other player gets whether in a group or not.
*Cough* Pot calling the kettle black *cough* if you really think that maybe you should be the first to volunteer your overpowered group armors and aoe caps be removed.
If you want it to be even they should put in damage redux modifiers for ungrouped players getting hit by multiple targets and sets that give higher bonuses when ungrouped. Of course raids would just find some sort of add-on based ui workaround and stack with discord.
Which by the way, you honestly don't think discord is a wildly outrageous team advantage?
Please.
Cyrodiil is not explicitly for AvAvA it's an adventure and questing zone just like any other area of the game. This one just happens to be pvp enabled with large scale objectives.
Again, no because that would be giving special treatment to people playing solo. It's not the pot calling the kettle black. There's nothing overpowered about you not being able to attack a group of 20 and win cause oh yeah, they are 20 people working together and your 1 person, in fact I'd argue the opposite, if you can take on a group of 20 people working together and beat them all, there's something seriously overpowered in your build that needs looked at. Everyone is free to group with others and take advantage of group buffs and what not, same as anyone else. Your also just a free to forgo said groups, along with the buffs, and strike out on your own but you shouldn't get special buffs or what not just cause you chose to play the game that way. What your asking for are buffs and bonuses just to make it easier for you to 1vX people, which again, no, you want to attack a whole group solo have fun, plenty of people do it, some quite successfully, but your no more entitled to a buff just cause you want to then anyone else. You know how you get a damage redux from getting hit by multiple targets while playing solo? Don't go trying to 1vX said targets, problem solved. Sorry but I see this too much, people want to attack a whole group but then not accept that your going to get hit with a ton of damage, even if they are all noobs, when said group all turns around and attacks you back.
Which by the way, you honestly don't think discord is a wildly outrageous team advantage?
Please
Forgot to comment on that part. I think streaming your location and actions to your whole faction so they can zerg along with you is an even bigger advantage as well but ZOS loves streamers so that's actually encouraged and I'm not even suppose to peak if I might use it against them.
Doesn't change my stance though. You don't have group comms when playing solo cause you gave up running with a group by choice.
Lag aside it’s all about choosing the right fights if there’s a group I can’t handle I get out of there..Deathlord92 wrote: »Solo pvp is viable I’m always playing solo and getting successful 1vxs only thing that causes me trouble is the horrendous lag that’s what needs fixing
Sans the comment about lag that is what I said earlier. However, I do agree with the lag comment as well.
I do only small groups and solo. Solo when my group is not running and I do not have any real issue. Granted, I sometimes bite off more than I can handle but our characters have to die sometime.