POLL - CYRODIIL TESTS, WHICH WEEK WORKS BEST?

  • Joy_Division
    Joy_Division
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    Moonsorrow wrote: »
    Week 5 by far the best functionally, made Cyrodiil feel like that's how it always should have been.

    Non-grouped people spamming heals on each others in a alliance stack sized blob is what makes combat laggy and on top of that feel pointless often, unless you put another alliance stack against them.. and that creates the most laggy battles with disconnects. Week 5 was a good solution/test on that and imo (and to most i know in game) it was the best week in Cyrodiil playing in ages!

    ZOS, please do not let the week 1 result fool you, due to the nearly everything being in cooldown most (and IC thingy) of the biggest pvp "farming" groups were not at Cyrodiil taking part to the test thus giving a false result on week 1 test. If you would implement Week 1 to be the new standard, i think it would kill whole pvp in this game, and the rest few staying would just play pretty much 2 classes only to be efficient. Not the way to go.

    Coming from someone who has played Cyrodiil since the beginning of time, daily more than i sleep or do anything else - Please implement Week 5 if you gonna choose something out of these. Game still functions the same for individual player no matter what class you play, but works better. Only limits group size and heal spam to outside of group, thus rewarding smarter play, yet not punish those who play alone. (One should always slot self-heal anyways if you go in solo and not expect some random in a zerg to carry you with their Radiant Regen spam, i am sure you agree).

    I know your angle on how you wanna make Cyrodiil feel. Also, the 12 limit for group is NATURAL since it already is on Trials too. I think people can "live" with this week 5 solution the most (and after adjusting to it, even for those who been parts of huge raids, will have more fun when they see what the benefits are as a good side to them also, this makes also enemies more killable when not so much healing that GvG does not end in anything else than a stalemate unless someones healers lag/disconnect). Week 5 also makes you not have to do complete class re-works.. that would make the whole audit pointless and having to start from the beginning if went with week 1.

    Please, listen to the ones who been here for ages and actually know who all played during all these weeks, please choose WEEK 5 if one of these is to be the new standard. @ZOS_RichLambert @ZOS_BrianWheeler @ZOS_Gilliam

    Week 5 <3<--choose it and be awesome if gotta choose one of these, do not trust in raw data this time, week 1 gave false info due to farm groups being at IC event.

    I've been here for ages and disagree.
    • Game does not function the same for an individual player. If I + random meet up with two players who are grouped up, I am screwed under week 5 format.
    • Simply joining a group to get heals does not = "smarter play."
    • I get punished playing solo if my skills that have a heal component that do not function with people who are on the same team. I also get punished in first bullet point scenario listed above.
    • I don't need a random in a zerg to carry me. If I go to Drake to defend to keep vs said zerg that happened to be grouped together, it's incredibly unfair that they can heal themselves but we ungrouped defenders cant.
    • Sure, the grouped players can live with the solution because they can heal and buff themselves, meanwhile the PuGs, randoms, and solos fighting them can't. Of course the enemies are more killable! What a true sacrifice they are making for the greater good.
    • Week 5 means rework the Templar because the majority of its skills which are suppose to have beneficial effects for allies, now now longer do so and are thus nerfed
    • What makes the game laggy is: servers suck, faction stacks, cheap developers, bad coding, and ball groups. If you make it so the Pugs and randoms can;t heal or buff themselves, guess what sort of gameplay is going to be encouraged: faction stacks, which will be necessary to take defended keeps under week 5 system (have you seen what happens to randoms and PuGs under oil/siege even when they can heal themselves?) and the ball groups who will be relatively stronger since they are unaffected by these changes.

    The only desirable change from the entire month and a half of tests is lowering the number of players in a group. This is something that should have been done years ago when ZOS dramatically lowered the pop caps in cyrodiil.
    Edited by Joy_Division on October 16, 2020 9:50PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Moonsorrow
    Moonsorrow
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    WEEK 5 October 5-12: Group size is limited to 12 in Cyrodiil, and any ally-targeted abilities are only applied to group members
    Rexy18 wrote: »
    This was the only test that actually had any effect. Maybe it's different on NA but on EU weeks 5-6 made absolutely no difference (3 second dizzies aren't an improvement).

    Week 1 had IC event going on, most efficient farming groups were at IC farming people. You know, the groups that you can feel coming near because of screen freeze/lag even when not see them yet, but know they have entered the same keep/outpost area you are on.

    And cannot blame them, they come where the action (alliance stacks) is, to get action.. and thus the skills just stop working, slowmo bug hits and so on.

    Same as in being at Cyro at 5am is different than primetime when farm groups are there. Do the math and know why Week 1 seemed to "work" for you, but IF the same groups had been there, it would have been the same as other weeks.

    To me and most i know Week 5 worked nicely, battles ended also quicker so not always full alliance stacks on same keeps. Well, outside the usual pop locked EP at PC/EU Greyhost after midnight doing their thing when others at 1 bar going from keep to keep in a blob. But yeah..
  • MasterSpatula
    MasterSpatula
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    OPTION 7 Just go back to the way it was
    I see Week 5 is currently winning by a large margin. Hardly surprising the people who think Ball Groups should have even more advantages... stick together.

    Heeeyyyyyaaaaoooooooow

    ClumsyWellwornAmericancreamdraft-size_restricted.gif
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • Incursion
    Incursion
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    WEEK 5 October 5-12: Group size is limited to 12 in Cyrodiil, and any ally-targeted abilities are only applied to group members
    Week 5 had the only noticeable difference in lag. If they decide to put cooldowns they need to make all skills have them not just AOE abilities. They screwed over templar pretty bad with these "tests".
  • AuraStorm43
    AuraStorm43
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    Find it funny everyone wanting aoe cooldowns also wants ball groups dead

    There’ll always be a gap between ball groups and pug groups no matter what zos does
  • Rexy18
    Rexy18
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    WEEK 1 September 8-14: Shared global AoE cooldown, 3 second timer
    Moonsorrow wrote: »
    Rexy18 wrote: »
    This was the only test that actually had any effect. Maybe it's different on NA but on EU weeks 5-6 made absolutely no difference (3 second dizzies aren't an improvement).

    Week 1 had IC event going on, most efficient farming groups were at IC farming people. You know, the groups that you can feel coming near because of screen freeze/lag even when not see them yet, but know they have entered the same keep/outpost area you are on.

    And cannot blame them, they come where the action (alliance stacks) is, to get action.. and thus the skills just stop working, slowmo bug hits and so on.

    Same as in being at Cyro at 5am is different than primetime when farm groups are there. Do the math and know why Week 1 seemed to "work" for you, but IF the same groups had been there, it would have been the same as other weeks.

    To me and most i know Week 5 worked nicely, battles ended also quicker so not always full alliance stacks on same keeps. Well, outside the usual pop locked EP at PC/EU Greyhost after midnight doing their thing when others at 1 bar going from keep to keep in a blob. But yeah..

    True, then in my personal experience none of the tests made any difference. I'm a solo player anyway, so if week 5 really helped others then I wouldn't mind seeing it introduced
  • idk
    idk
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    OPTION 8 Other, I will elaborate in the comments
    We do not get enough information to know what works best. This should be obvious with the conflicting reports from what players experienced during the same test.
  • LightYagami
    LightYagami
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    WEEK 5 October 5-12: Group size is limited to 12 in Cyrodiil, and any ally-targeted abilities are only applied to group members
    Group size. It also slightly makes zerg ball groups less annoying.
    No improvement on Cyrodill servers -> no ESO plus renewal.
  • master_vanargand
    master_vanargand
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    WEEK 1 September 8-14: Shared global AoE cooldown, 3 second timer
    Moonsorrow wrote: »
    Week 5 by far the best functionally, made Cyrodiil feel like that's how it always should have been.

    Non-grouped people spamming heals on each others in a alliance stack sized blob is what makes combat laggy and on top of that feel pointless often, unless you put another alliance stack against them.. and that creates the most laggy battles with disconnects. Week 5 was a good solution/test on that and imo (and to most i know in game) it was the best week in Cyrodiil playing in ages!

    ZOS, please do not let the week 1 result fool you, due to the nearly everything being in cooldown most (and IC thingy) of the biggest pvp "farming" groups were not at Cyrodiil taking part to the test thus giving a false result on week 1 test. If you would implement Week 1 to be the new standard, i think it would kill whole pvp in this game, and the rest few staying would just play pretty much 2 classes only to be efficient. Not the way to go.

    Coming from someone who has played Cyrodiil since the beginning of time, daily more than i sleep or do anything else - Please implement Week 5 if you gonna choose something out of these. Game still functions the same for individual player no matter what class you play, but works better. Only limits group size and heal spam to outside of group, thus rewarding smarter play, yet not punish those who play alone. (One should always slot self-heal anyways if you go in solo and not expect some random in a zerg to carry you with their Radiant Regen spam, i am sure you agree).

    I know your angle on how you wanna make Cyrodiil feel. Also, the 12 limit for group is NATURAL since it already is on Trials too. I think people can "live" with this week 5 solution the most (and after adjusting to it, even for those who been parts of huge raids, will have more fun when they see what the benefits are as a good side to them also, this makes also enemies more killable when not so much healing that GvG does not end in anything else than a stalemate unless someones healers lag/disconnect). Week 5 also makes you not have to do complete class re-works.. that would make the whole audit pointless and having to start from the beginning if went with week 1.

    Please, listen to the ones who been here for ages and actually know who all played during all these weeks, please choose WEEK 5 if one of these is to be the new standard. @ZOS_RichLambert @ZOS_BrianWheeler @ZOS_Gilliam

    Week 5 <3<--choose it and be awesome if gotta choose one of these, do not trust in raw data this time, week 1 gave false info due to farm groups being at IC event.

    I've been here for ages and disagree.
    • Game does not function the same for an individual player. If I + random meet up with two players who are grouped up, I am screwed under week 5 format.
    • Simply joining a group to get heals does not = "smarter play."
    • I get punished playing solo if my skills that have a heal component that do not function with people who are on the same team. I also get punished in first bullet point scenario listed above.
    • I don't need a random in a zerg to carry me. If I go to Drake to defend to keep vs said zerg that happened to be grouped together, it's incredibly unfair that they can heal themselves but we ungrouped defenders cant.
    • Sure, the grouped players can live with the solution because they can heal and buff themselves, meanwhile the PuGs, randoms, and solos fighting them can't. Of course the enemies are more killable! What a true sacrifice they are making for the greater good.
    • Week 5 means rework the Templar because the majority of its skills which are suppose to have beneficial effects for allies, now now longer do so and are thus nerfed
    • What makes the game laggy is: servers suck, faction stacks, cheap developers, bad coding, and ball groups. If you make it so the Pugs and randoms can;t heal or buff themselves, guess what sort of gameplay is going to be encouraged: faction stacks, which will be necessary to take defended keeps under week 5 system (have you seen what happens to randoms and PuGs under oil/siege even when they can heal themselves?) and the ball groups who will be relatively stronger since they are unaffected by these changes.

    The only desirable change from the entire month and a half of tests is lowering the number of players in a group. This is something that should have been done years ago when ZOS dramatically lowered the pop caps in cyrodiil.

    You're right.
    The 5th test makes the ball group stronger and weakens solos and PUGs.
    And the 5th test doesn't fix the lag. This is true.
    Stop trying to make Cyrodiil even more hell.
  • vamp_emily
    vamp_emily
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    I think they should have removed grouping for a week and see if grouping causes any kind of problem.


    If you want a friend, get a dog.
    AW Rank: Grand Warlord 1 ( level 49)

  • Casul
    Casul
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    No groups and OP siege. It's the only way.
    PvP needs more love.
  • TineaCruris
    TineaCruris
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    Moonsorrow wrote: »
    Week 5 by far the best functionally, made Cyrodiil feel like that's how it always should have been.

    Non-grouped people spamming heals on each others in a alliance stack sized blob is what makes combat laggy and on top of that feel pointless often, unless you put another alliance stack against them.. and that creates the most laggy battles with disconnects. Week 5 was a good solution/test on that and imo (and to most i know in game) it was the best week in Cyrodiil playing in ages!

    ZOS, please do not let the week 1 result fool you, due to the nearly everything being in cooldown most (and IC thingy) of the biggest pvp "farming" groups were not at Cyrodiil taking part to the test thus giving a false result on week 1 test. If you would implement Week 1 to be the new standard, i think it would kill whole pvp in this game, and the rest few staying would just play pretty much 2 classes only to be efficient. Not the way to go.

    Coming from someone who has played Cyrodiil since the beginning of time, daily more than i sleep or do anything else - Please implement Week 5 if you gonna choose something out of these. Game still functions the same for individual player no matter what class you play, but works better. Only limits group size and heal spam to outside of group, thus rewarding smarter play, yet not punish those who play alone. (One should always slot self-heal anyways if you go in solo and not expect some random in a zerg to carry you with their Radiant Regen spam, i am sure you agree).

    I know your angle on how you wanna make Cyrodiil feel. Also, the 12 limit for group is NATURAL since it already is on Trials too. I think people can "live" with this week 5 solution the most (and after adjusting to it, even for those who been parts of huge raids, will have more fun when they see what the benefits are as a good side to them also, this makes also enemies more killable when not so much healing that GvG does not end in anything else than a stalemate unless someones healers lag/disconnect). Week 5 also makes you not have to do complete class re-works.. that would make the whole audit pointless and having to start from the beginning if went with week 1.

    Please, listen to the ones who been here for ages and actually know who all played during all these weeks, please choose WEEK 5 if one of these is to be the new standard. @ZOS_RichLambert @ZOS_BrianWheeler @ZOS_Gilliam

    Week 5 <3<--choose it and be awesome if gotta choose one of these, do not trust in raw data this time, week 1 gave false info due to farm groups being at IC event.

    I've been here for ages and disagree.
    • Game does not function the same for an individual player. If I + random meet up with two players who are grouped up, I am screwed under week 5 format.
    • Simply joining a group to get heals does not = "smarter play."
    • I get punished playing solo if my skills that have a heal component that do not function with people who are on the same team. I also get punished in first bullet point scenario listed above.
    • I don't need a random in a zerg to carry me. If I go to Drake to defend to keep vs said zerg that happened to be grouped together, it's incredibly unfair that they can heal themselves but we ungrouped defenders cant.
    • Sure, the grouped players can live with the solution because they can heal and buff themselves, meanwhile the PuGs, randoms, and solos fighting them can't. Of course the enemies are more killable! What a true sacrifice they are making for the greater good.
    • Week 5 means rework the Templar because the majority of its skills which are suppose to have beneficial effects for allies, now now longer do so and are thus nerfed
    • What makes the game laggy is: servers suck, faction stacks, cheap developers, bad coding, and ball groups. If you make it so the Pugs and randoms can;t heal or buff themselves, guess what sort of gameplay is going to be encouraged: faction stacks, which will be necessary to take defended keeps under week 5 system (have you seen what happens to randoms and PuGs under oil/siege even when they can heal themselves?) and the ball groups who will be relatively stronger since they are unaffected by these changes.

    The only desirable change from the entire month and a half of tests is lowering the number of players in a group. This is something that should have been done years ago when ZOS dramatically lowered the pop caps in cyrodiil.

    ZOS needs to hire Joy_Division. (not the band, this poster) The best PR move at this time is to just tell us the truth. We all know it by now.
  • Miswar
    Miswar
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    OPTION 8 Other, I will elaborate in the comments
    These test proved that the lag got nothing to do with these things.

    The performance was simply crap each week.

    How about you start investing proper hardware for servers. After that is done hire people sorting out your game code.

    These test was just as an epic failure as your game performance improvement plans.
  • Incursion
    Incursion
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    WEEK 5 October 5-12: Group size is limited to 12 in Cyrodiil, and any ally-targeted abilities are only applied to group members
    Miswar wrote: »
    These test proved that the lag got nothing to do with these things.

    The performance was simply crap each week.

    How about you start investing proper hardware for servers. After that is done hire people sorting out your game code.

    These test was just as an epic failure as your game performance improvement plans.

    I completely agree none of the tests showed any "major" progress in performance. All these tests have done is make the game even more unplayable than it was before.
  • thisoneisdank
    thisoneisdank
    Soul Shriven
    WEEK 5 October 5-12: Group size is limited to 12 in Cyrodiil, and any ally-targeted abilities are only applied to group members
    played trough them all, week 5 had the biggest performance improvement
    also on top of that they should rework some of the skills to have less aoes when its not needed
    remove the pet shield from hardened ward, make rapid regeneration same as relentless vigor hot the caster only
    they can do some changes so we can have less aoes where it not needed
  • marius_buys
    marius_buys
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    WEEK 5 October 5-12: Group size is limited to 12 in Cyrodiil, and any ally-targeted abilities are only applied to group members
    Yes I have to chuckle when you clearly see the small scaler and solo player try-hards try to get group play to be nearly impossible and no restrictions on themselves lol :)
    (OP ducks for cover from the incoming salt)
    Edited by marius_buys on October 17, 2020 9:19AM
    Golden Clover AD PvP on PC EU (since 2017) Guildex https://eso.guildex.org/view-guild/17669 Facebook https://www.facebook.com/groups/131211320795196
  • Swordancer
    Swordancer
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    OPTION 8 Other, I will elaborate in the comments
    Tests were impacted by events. Results are false.
  • Zabagad
    Zabagad
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    WEEK 6 October 12-19: Group size is limited to 12 in Cyrodiil, groups of 6 or more players, everyone’s AoE abilities on individual cooldowns + escalating cost
    Week1 was good (but bc of Event it says nothing about the real value)
    Week2-4 bad as always
    Week5 better with drawbacks like Joy pointed out
    Week6 was (and still is! A bit to early this poll) the best for me.

    Interesting poll, bc I have the feeling, that different player and playstyles give different results.
    Not sure bc of the playstyle or biased interests? :)

    Whats about a test with 12 group member only + group heal only, but cost increase (or regen reduce), which is increasing more for every ppl in the group?
    So a group of 4 has less drawbacks then a full group, but 2 grouped player have a small penalty vs 2 ungrouped players?
    Edited by Zabagad on October 17, 2020 11:45AM
    As a non-pet sorc since 2016 the U46 Patch Notes sound like: "Those who do not wish to interact with the pet gameplay can now replace this skill line eso as a whole."
  • Eclipse0990
    Eclipse0990
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    WEEK 5 October 5-12: Group size is limited to 12 in Cyrodiil, and any ally-targeted abilities are only applied to group members
    All sides have pretty interesting arguments here. I personally feel week 5 was quite the best out of all weeks. I do understand that it made non group players really weak in terms of staying alive due to them not getting heals they generally could get by staying close to a group.
    What could be done here is to go with week 5 as implementation for a month or so but buff solo play or have a small penalty on group play. Like, if you're in a group of 6, your damage/heal is reduced by 3 percent and costs are increased by 3 percent. Make it 5% for a group of 12. It won't really replace the current situation but it'll give the solo players a bit of upper hand there, specially if 12 solo players go up against a group of 12 and have similar skills, they will have a higher burst. A group is meant for being organized and punishing that with a cooldown is not really a good solution in my opinion.
    Ofcourse, Zenimax can also look in other areas like proc sets which have ranged affect and have to poll every second to see who is in range and who gets the proc effect. Or they could get better hardware and sort out some of the issues.
    Raid leader for Undead Nuns (DC-EU-KaalWhaterveritscallednowdays)
  • Gorreck
    Gorreck
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    OPTION 7 Just go back to the way it was
    Unpopular opinion perhaps... I don't want cooldowns at all, but think aoe needs to be reduced by the same amount as the first week.

    I think primarily single targeted attacks promote healthier confrontations and are less taxing on the server. Generally my experience in other games, aoe's are controlled by some limiting factor, rather the damage is pathetic or they are as accessible as an ultimate. That is to say limited.

    The big problem with the first test was that it was run at the same time as the Imperial City event, making it worthless as a comparison.

    I've absolutely no idea why they did that.
  • relentless_turnip
    relentless_turnip
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    WEEK 1 September 8-14: Shared global AoE cooldown, 3 second timer
    Gorreck wrote: »
    Unpopular opinion perhaps... I don't want cooldowns at all, but think aoe needs to be reduced by the same amount as the first week.

    I think primarily single targeted attacks promote healthier confrontations and are less taxing on the server. Generally my experience in other games, aoe's are controlled by some limiting factor, rather the damage is pathetic or they are as accessible as an ultimate. That is to say limited.

    The big problem with the first test was that it was run at the same time as the Imperial City event, making it worthless as a comparison.

    I've absolutely no idea why they did that.

    PC EU ravenwatch was pop locked every night though. I would have to admit that most ball groups weren't participating and most likely couldn't if they wanted to. So that is a factor to consider.
  • techyeshic
    techyeshic
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    OPTION 8 Other, I will elaborate in the comments
    None of the above.
  • max_only
    max_only
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    WEEK 5 October 5-12: Group size is limited to 12 in Cyrodiil, and any ally-targeted abilities are only applied to group members
    I couldn’t tell you if the performance was better but this is the only change I’d accept lol
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • Gorreck
    Gorreck
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    OPTION 7 Just go back to the way it was
    vamp_emily wrote: »
    I think they should have removed grouping for a week and see if grouping causes any kind of problem.

    When they accidently broke grouping for a week or so, Cyrodiil worked as well as it had done in years. YMMV.
  • Grianasteri
    Grianasteri
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    OPTION 8 Other, I will elaborate in the comments
    Where is the week they are drastically increasing server capacity/power?
  • Aleinzzs
    Aleinzzs
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    OPTION 8 Other, I will elaborate in the comments
    None. But let's be honest doing a test during the last few days of a campaign where it's gonna be super laggy cause everyone wants their transmutes
  • Moonsorrow
    Moonsorrow
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    WEEK 5 October 5-12: Group size is limited to 12 in Cyrodiil, and any ally-targeted abilities are only applied to group members
    Moonsorrow wrote: »
    Week 5 by far the best functionally, made Cyrodiil feel like that's how it always should have been.

    Non-grouped people spamming heals on each others in a alliance stack sized blob is what makes combat laggy and on top of that feel pointless often, unless you put another alliance stack against them.. and that creates the most laggy battles with disconnects. Week 5 was a good solution/test on that and imo (and to most i know in game) it was the best week in Cyrodiil playing in ages!

    ZOS, please do not let the week 1 result fool you, due to the nearly everything being in cooldown most (and IC thingy) of the biggest pvp "farming" groups were not at Cyrodiil taking part to the test thus giving a false result on week 1 test. If you would implement Week 1 to be the new standard, i think it would kill whole pvp in this game, and the rest few staying would just play pretty much 2 classes only to be efficient. Not the way to go.

    Coming from someone who has played Cyrodiil since the beginning of time, daily more than i sleep or do anything else - Please implement Week 5 if you gonna choose something out of these. Game still functions the same for individual player no matter what class you play, but works better. Only limits group size and heal spam to outside of group, thus rewarding smarter play, yet not punish those who play alone. (One should always slot self-heal anyways if you go in solo and not expect some random in a zerg to carry you with their Radiant Regen spam, i am sure you agree).

    I know your angle on how you wanna make Cyrodiil feel. Also, the 12 limit for group is NATURAL since it already is on Trials too. I think people can "live" with this week 5 solution the most (and after adjusting to it, even for those who been parts of huge raids, will have more fun when they see what the benefits are as a good side to them also, this makes also enemies more killable when not so much healing that GvG does not end in anything else than a stalemate unless someones healers lag/disconnect). Week 5 also makes you not have to do complete class re-works.. that would make the whole audit pointless and having to start from the beginning if went with week 1.

    Please, listen to the ones who been here for ages and actually know who all played during all these weeks, please choose WEEK 5 if one of these is to be the new standard. @ZOS_RichLambert @ZOS_BrianWheeler @ZOS_Gilliam

    Week 5 <3<--choose it and be awesome if gotta choose one of these, do not trust in raw data this time, week 1 gave false info due to farm groups being at IC event.

    I've been here for ages and disagree.
    • Game does not function the same for an individual player. If I + random meet up with two players who are grouped up, I am screwed under week 5 format.
    • Simply joining a group to get heals does not = "smarter play."
    • I get punished playing solo if my skills that have a heal component that do not function with people who are on the same team. I also get punished in first bullet point scenario listed above.
    • I don't need a random in a zerg to carry me. If I go to Drake to defend to keep vs said zerg that happened to be grouped together, it's incredibly unfair that they can heal themselves but we ungrouped defenders cant.
    • Sure, the grouped players can live with the solution because they can heal and buff themselves, meanwhile the PuGs, randoms, and solos fighting them can't. Of course the enemies are more killable! What a true sacrifice they are making for the greater good.
    • Week 5 means rework the Templar because the majority of its skills which are suppose to have beneficial effects for allies, now now longer do so and are thus nerfed
    • What makes the game laggy is: servers suck, faction stacks, cheap developers, bad coding, and ball groups. If you make it so the Pugs and randoms can;t heal or buff themselves, guess what sort of gameplay is going to be encouraged: faction stacks, which will be necessary to take defended keeps under week 5 system (have you seen what happens to randoms and PuGs under oil/siege even when they can heal themselves?) and the ball groups who will be relatively stronger since they are unaffected by these changes.

    The only desirable change from the entire month and a half of tests is lowering the number of players in a group. This is something that should have been done years ago when ZOS dramatically lowered the pop caps in cyrodiil.

    Yeah well, sounds like you describe more of a "solo together" type of playing where even if not grouped a zerg that can heal others in a big blob is just.. a group without actually being in a group. Was easier to kill both actual groups AND zerg blobs on week 5.

    I also enjoyed on a scenario like you said (deffing a keep against a group with solos) the fact that my RR heal actually went to MYSELF instead of to some 60k hp no damage tank that did nothing and still melted, i actually do damage and kill enemies, thus enjoyed being healed by my OWN heals instead of them going to randoms. The nice defense ticks (one was 274k ap) were sweet against grouped enemies + zergs on top of that were nice.

    I understand some of your points and Templar as a class was meant to be a healer that can support others, i get it and as a one who plays all classes i do feel your pain points trust me.

    But, it just was so much easier to deal with alliance stacks than before, fights did end faster that was good for the performance for most i know.

    And as i said, IF something of these had to be done, week 5 does not demolish even Templar as other choices would - you must have understood me wrong on that. Just gotta exaggerate things a bit so ZOS understands that week 1 would if chose destroy the whole game pretty much.

    So out of all the bad options, week 5 imo worked the best and most people could learn to live with it way better than with other choices after some adapting.

    I liked playing in a duo, could demolish groups of sizes that was not possible with all the alliance being able to heal each others.. in the way that even sieging + bombs do nothing at them at most times.

    It did during week 5. Def ticks were yummy as a solo/duo player. I actually had fun. Almost forgot how it felt.

    But i do understand your view also.
  • marius_buys
    marius_buys
    ✭✭✭✭✭
    WEEK 5 October 5-12: Group size is limited to 12 in Cyrodiil, and any ally-targeted abilities are only applied to group members
    THIS from Moonsorrow

    Yeah well, sounds like you describe more of a "solo together" type of playing where even if not grouped a zerg that can heal others in a big blob is just.. a group without actually being in a group. Was easier to kill both actual groups AND zerg blobs on week 5.
    Golden Clover AD PvP on PC EU (since 2017) Guildex https://eso.guildex.org/view-guild/17669 Facebook https://www.facebook.com/groups/131211320795196
  • Ascarl
    Ascarl
    ✭✭✭✭✭
    WEEK 5 October 5-12: Group size is limited to 12 in Cyrodiil, and any ally-targeted abilities are only applied to group members
    I had the best experience in week 5 as a solo sniper.
  • Thraben
    Thraben
    ✭✭✭✭✭
    WEEK 1 September 8-14: Shared global AoE cooldown, 3 second timer
    1 and 5 were the best.
    Hauptmann der Dolche des Königs

    DDK ist die letzte Verteidigungslinie des Dolchsturz- Bündnisses auf der 30-Tage-No-CP- Kampagne(EU) mit dem Anspruch, in kleinen, anfängerfreundlichen Raid-Gruppen möglichst epische Schlachten auszufechten.

    DDK is the Daggerfall Covenant´s last line of defense on the 30 days no-cp campaign (EU). We intend to fight epic battles in small, casual player friendly raid groups.
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