Joy_Division wrote: »It's worth pointing out that if ZOS has to actively step in put significant debuffs for players grouping up in a MMO, that's either a damning indictment of a company that just gave up on its intended purpose or a damning indictment on the player base that they just suck and can't avoid getting farmed.
alainjbrennanb16_ESO wrote: »if they go into a tower on say the wood or mine, and they have taken the flag dont retake the flag just take the tower down
To be honest, I cannot with good conscience discuss possible options here when I vehemently disagree with the whole premise.
Cyrodiil is about large groups fighting each other. If that is not possible, then the concept of Cyrodiil has failed. Period.
In that case, instead of limiting groups, we should discuss how to abandon Cyrodiil and rework it into something drastically different that is not geared towards large groups (including the basic layout, with large open spaces and huge fortresses that were designed for hundreds of players).
Or ZOS' focus should not be in restricting groups but in reworking their abilities and sets so that they are less taxing. If taken seriously, that will ultimately result in either completely changing the whole game, or in a separation between PvE and PvP. Once we're balancing PvP separately, I think tailoring combat to the needs of Cyrodiil PvP will result in much better performance.
Unfortunately, neither will happen.
But I have no interest in discussing options that will result in removing what Cyrodiil is meant to be.