PhoenixGrey wrote: »PhoenixGrey wrote: »PhoenixGrey wrote: »Cross healing should be minimal or non existent. You are already at an advantage being in some group.
Not everyone is in a group. Also, it makes complete sense that we can aid our alliance members as we are part of the same army.
You want me to able to receive heals from someone who is Cringey, spamming zone chat, interrupting my fights and on top of that they cannot be targeted or take damage from me ?
Thanks for the offer but i need to take a pass on that !
Being able to heal someone in your own alliance makes complete sense. Being able to aid friends and allies in the fight to retake Cyrodiil is a good thing. That is the most basic premise behind Cyrodiil's design and the intentions of the developers.
I have no idea who Cringey is or how the rest relates to alliance members working together to fight the enemy alliances.
The most basic premise behind Cyrodiil's design is PVP. Having friends or alliances in Cyrodil prevents PVP as I need to play horse simulator to find a fight with some other faction
Able to aid friends or allies is something I recommend IRL and not in Cyrodil.
Tip: Try healing, zerging or spamming zone chat to find cringey.
Having an alliance part of the core design of Cyrodiil. It is Alliance vs Alliance vs Alliance. It does nothing to prevent PvP. That is an indisputable fact that no one can play in Cyrodiil without being in an alliance.
Further, Cyhrodiil was designed for group PvP, not solo. As such most play with friends or guildmates. I run solo sometimes and with a small group PvP guild sometimes. It does nothing to hinder PvP as the games base design forbids me from attacking those same characters anyhow.
It really sounds like you are talking about something over than ESO's Cyrodiil.
BaiterOfZergs wrote: »Would have too much of an impact on no cp pvp and bgs. The best decision would be to simply remove cp from pvp and balance around no cp.
BaiterOfZergs wrote: »Would have too much of an impact on no cp pvp and bgs. The best decision would be to simply remove cp from pvp and balance around no cp.
No thanks triple proc set dot meta CP PvP died a long time ago, BGs is literally battle of the proc set dot builds, theres a reason no CP campaigns are dead lmao
FrancisCrawford wrote: »
Great video.
What in it actually came true?
Even the graphics aren't as good as the demo suggested.
ItsJustHashtag wrote: »Name a change in the last two years that has CP in mind and why it was changed?BaiterOfZergs wrote: »ItsJustHashtag wrote: »Lmao no cp has just as many problems as cp.BaiterOfZergs wrote: »Would have too much of an impact on no cp pvp and bgs. The best decision would be to simply remove cp from pvp and balance around no cp.
CP hasn’t been increased in a few years now but healing and damage has gone up. CP isn’t the issue bud, hate to break the news to ya.
[snip] realize the game is balanced around cp pvp, therefore the issues in no cp stem from that. You don’t need to raise cp to balance the game around it so that makes no sense btw, the same way you don’t have to directly buff or nerf a class for it to get buffed or nerfed.
Of course damage and heals can still go up because there’s more to balance than raising cp, that doesn’t negate the fact changes are made with cp in mind.
BaiterOfZergs wrote: »Would have too much of an impact on no cp pvp and bgs. The best decision would be to simply remove cp from pvp and balance around no cp.
No thanks triple proc set dot meta CP PvP died a long time ago, BGs is literally battle of the proc set dot builds, theres a reason no CP campaigns are dead lmao
BaiterOfZergs wrote: »Would have too much of an impact on no cp pvp and bgs. The best decision would be to simply remove cp from pvp and balance around no cp.
Most cp just cancels each other out anyways in pvp...
this will have NO EFFECT on solo players, obviously, at all.
and will only slightly impact small scale, ramping up in effectiveness the bigger the group spamming heals.
this will effect, the aoe lingering healing group heal spam the most
if you cannot be bothered to come up with real systemic changes to fix the problems of pvp, this is a pretty easy band aid for the group heal spam.
I played another MMO at a point in time that did the inverse to promote grouping in high end content, self heals were reduced but group heals were left alone, guess what, it worked, people started grouping more as they could not heal by themselves.
PhoenixGrey wrote: »PhoenixGrey wrote: »PhoenixGrey wrote: »Cross healing should be minimal or non existent. You are already at an advantage being in some group.
Not everyone is in a group. Also, it makes complete sense that we can aid our alliance members as we are part of the same army.
You want me to able to receive heals from someone who is Cringey, spamming zone chat, interrupting my fights and on top of that they cannot be targeted or take damage from me ?
Thanks for the offer but i need to take a pass on that !
Being able to heal someone in your own alliance makes complete sense. Being able to aid friends and allies in the fight to retake Cyrodiil is a good thing. That is the most basic premise behind Cyrodiil's design and the intentions of the developers.
I have no idea who Cringey is or how the rest relates to alliance members working together to fight the enemy alliances.
The most basic premise behind Cyrodiil's design is PVP. Having friends or alliances in Cyrodil prevents PVP as I need to play horse simulator to find a fight with some other faction
Able to aid friends or allies is something I recommend IRL and not in Cyrodil.
Tip: Try healing, zerging or spamming zone chat to find cringey.
Having an alliance part of the core design of Cyrodiil. It is Alliance vs Alliance vs Alliance. It does nothing to prevent PvP. That is an indisputable fact that no one can play in Cyrodiil without being in an alliance.
Further, Cyhrodiil was designed for group PvP, not solo. As such most play with friends or guildmates. I run solo sometimes and with a small group PvP guild sometimes. It does nothing to hinder PvP as the games base design forbids me from attacking those same characters anyhow.
It really sounds like you are talking about something over than ESO's Cyrodiil.
I would argue that it was designed around zerg surfing, and not ball groups.
in all of the gameplay trailers siege combat was shown as maybe 50v50 all spread out in and around a breach fighting in small 1v1 up to 3v3 group sizes with minimal movement. and to be fair, current pug sieges can be fun, when individual players skill can actually have an effect on the outcome of the siege.
what time has created is 24 man ball groups clustered in a space of 3 feet spamming AoE's with dedicated skill spammers (purge, rapids, bombard, etc.) that can only stack on a crown and Roomba around the battlefield chasing down poor *** unlucky enough to get into the crowns field of view.
and once one of those balls shows up and decides its taking a keep there is nothing anyone can do about it, unless a friendly and equally competent ball group shows up and they chase each other around.
but then camps are a thing.
and so given enough time a ball group might never F off unless they want to go somewhere else.
That is not PvP. That is either animation (likely) or choreographed for purposes of the video. The fact the attackers all patiently wait by their siege until the big moment they all start to attack should be a major clue. If not then the fact they all draw their weapons at the same moment should be as well. Random players in a group are not that coordinated. Organized players in a group do not worry about choreographing when they draw their weapons.
ItsJustHashtag wrote: »Name a change in the last two years that has CP in mind and why it was changed?BaiterOfZergs wrote: »ItsJustHashtag wrote: »Lmao no cp has just as many problems as cp.BaiterOfZergs wrote: »Would have too much of an impact on no cp pvp and bgs. The best decision would be to simply remove cp from pvp and balance around no cp.
CP hasn’t been increased in a few years now but healing and damage has gone up. CP isn’t the issue bud, hate to break the news to ya.
[snip] realize the game is balanced around cp pvp, therefore the issues in no cp stem from that. You don’t need to raise cp to balance the game around it so that makes no sense btw, the same way you don’t have to directly buff or nerf a class for it to get buffed or nerfed.
Of course damage and heals can still go up because there’s more to balance than raising cp, that doesn’t negate the fact changes are made with cp in mind.
Healing nerf