GuildedLilly wrote: »I'm finding it rather comical when certain PVPers in this thread are acting like PVErs should have no say in how we're able to level and access skill lines that ZOS chose to lock behind the Alliance War (while allowing BGs to level Alliance war), or that PVErs shouldn't have a say in what happens in PVP zones period--especially considering complaints from the PVP community are CONSTANTLY affecting PVE players in PVE zones.
*Earthgore was nerfed into the ground because of PVP
*Dragonknight Wings were killed because of PVP
*Breath of Life was nerfed because of PVP
*Proximity Detonation was nerfed because of PVP
*Sorc shield/ward skills were nerfed because of PVP
...and that's just off the top of my head.
PVPers upset with how they died, or upset with NOT causing other players to die fast enough for their egos cause no end of grief for PVE players. Instead of giving sets & skills separate or dampened effects in PVP zones like they do with chain, gate, and healing skills, ZOS took the complaints from a few whiny players and gankblades upset that they got killed with their own reflected arrows, and wreck sets & skills that were fabulous in vet dungeons and trials because a few players or guilds were exploiting them in PVP--or they were too effective at countering PVPers who got used to easy kills with no risk. I LOVED popping DK wings to take out stealthed NBs sniping my team from inaccessible areas.
Stop pretending that what happens in PVP doesn't effect PVE, and is none of our business. The day ZOS brings Warhorn, Barrier, Rapid Maneuvers, Major Gallop, Magicka Detonation, and Caltrops (the only readily accessible aoe CC skill available to Templars) out from behind the Alliance War lock, and the moment they stop screwing with set effects and skills that affect PVE to appease PVPers, is the day I will acknowledge you have a point. Until then--everything that happens in PVP affects us. PVErs have no choice but to participate in PVP to some extent. We should have a voice in it, and your opinion is NOT the only one that matters.
You wanted the DM BG queue back? Congrats, you got it.
There is no reason why Objective BG queues needed to be removed.
There is no reason why ZOS continues to cater to greifers when it comes to PVP events requiring IC (not Cyrodil), or the elimination of all objective BG match queues in favor of forcing all players into DM BG matches only....other that for whatever reason, ZOS has decided it likes feeding trolls.
It's just one more insult in a loooooong line of ways in which a small, toxic fraction of the already small PVP community manages to screw over the majority of players with ZOS's full complicity and support.
Franchise408 wrote: »Baitless version:
The more PvE oriented players worried about now having to do PvP to earn the skills locked behind PvP might want to look at it from the PvPer perspective: we have had to farm dungeons for 7 years now to get BiS gear for PvP builds, and there is no end in sight.
I would also look at the fact that no new PvP content has been added in years (no, a trebuchet emote doesn't count), while PvErs get 4 dungeons and 1-2 trials/arenas each year.
This is the PvPer point of view.
Having a bit more PvP when queueing for a PvP game mode is a very welcome change, with this point of view in mind.
They can add back the objective game modes when PvP isn't actively discouraged in those.
As a reminder, PVP =/= "killing". It simply means "player versus player". What that "versus" is, can entail many things.
Franchise408 wrote: »This is also a PVE centric game, in a PVE centric IP, with a PVE centric audience, so it only makes sense that PVP'ers would have more of a PVE load to carry than vice versa. It's not outside the norm in the genre either.
You also have your pure killing modes of PVP with Cyrodiil and Imperial City, so removing the only element of PVP diversity in this game remains an invalid decision to make.
I will concede tho that more PVP content would be a positive.
Franchise408 wrote: »But then you have to think, if the game continues to push 4 dungeons and a trial + the numerous overland content year in and year out, with 0 PVP content to match up with it, it's probably due to the fact that this is a PVE centered game where PVE is what is most in demand. This is not Call Of Duty: Tamriel
Franchise408 wrote: »Baitless version:
The more PvE oriented players worried about now having to do PvP to earn the skills locked behind PvP might want to look at it from the PvPer perspective: we have had to farm dungeons for 7 years now to get BiS gear for PvP builds, and there is no end in sight.
I would also look at the fact that no new PvP content has been added in years (no, a trebuchet emote doesn't count), while PvErs get 4 dungeons and 1-2 trials/arenas each year.
This is the PvPer point of view.
Having a bit more PvP when queueing for a PvP game mode is a very welcome change, with this point of view in mind.
They can add back the objective game modes when PvP isn't actively discouraged in those.
As a reminder, PVP =/= "killing". It simply means "player versus player". What that "versus" is, can entail many things.
There is no versus anything in walking to empty flags and avoiding the "versus" - that is just a walking simulator.
I'm all for fighting on flags, capturing relics & holding the chaosball - it just shouldn't be conflict free because then you take away the "versus".Franchise408 wrote: »This is also a PVE centric game, in a PVE centric IP, with a PVE centric audience, so it only makes sense that PVP'ers would have more of a PVE load to carry than vice versa. It's not outside the norm in the genre either.
You also have your pure killing modes of PVP with Cyrodiil and Imperial City, so removing the only element of PVP diversity in this game remains an invalid decision to make.
I will concede tho that more PVP content would be a positive.
No, it's not outside the norm - but almost every MMO out there has more PvP game modes than ESO does (whether it's open world PvP or competitive arenas, more PvP zones and types of PvP game modes in BGs etc).
And it's not for the lack of PvPers asking for more PvP content. Year after year after year.
And it's why almost every PvPer I've talked to (including myself) is moving on to New World in a couple of weeks.
Doesn't mean they won't come back to ESO some day, but it's very unlikely unless a lot of changes happen in PvP.Franchise408 wrote: »But then you have to think, if the game continues to push 4 dungeons and a trial + the numerous overland content year in and year out, with 0 PVP content to match up with it, it's probably due to the fact that this is a PVE centered game where PVE is what is most in demand. This is not Call Of Duty: Tamriel
Yes, hence what I wrote above... and this also is why people are also very defensive when ZOS (for once) tries to promote PvP a little bit.
I sincerely hope we can fight for the objectives some time in the future.
Franchise408 wrote: »Franchise408 wrote: »Baitless version:
The more PvE oriented players worried about now having to do PvP to earn the skills locked behind PvP might want to look at it from the PvPer perspective: we have had to farm dungeons for 7 years now to get BiS gear for PvP builds, and there is no end in sight.
I would also look at the fact that no new PvP content has been added in years (no, a trebuchet emote doesn't count), while PvErs get 4 dungeons and 1-2 trials/arenas each year.
This is the PvPer point of view.
Having a bit more PvP when queueing for a PvP game mode is a very welcome change, with this point of view in mind.
They can add back the objective game modes when PvP isn't actively discouraged in those.
As a reminder, PVP =/= "killing". It simply means "player versus player". What that "versus" is, can entail many things.
There is no versus anything in walking to empty flags and avoiding the "versus" - that is just a walking simulator.
I'm all for fighting on flags, capturing relics & holding the chaosball - it just shouldn't be conflict free because then you take away the "versus".Franchise408 wrote: »This is also a PVE centric game, in a PVE centric IP, with a PVE centric audience, so it only makes sense that PVP'ers would have more of a PVE load to carry than vice versa. It's not outside the norm in the genre either.
You also have your pure killing modes of PVP with Cyrodiil and Imperial City, so removing the only element of PVP diversity in this game remains an invalid decision to make.
I will concede tho that more PVP content would be a positive.
No, it's not outside the norm - but almost every MMO out there has more PvP game modes than ESO does (whether it's open world PvP or competitive arenas, more PvP zones and types of PvP game modes in BGs etc).
And it's not for the lack of PvPers asking for more PvP content. Year after year after year.
And it's why almost every PvPer I've talked to (including myself) is moving on to New World in a couple of weeks.
Doesn't mean they won't come back to ESO some day, but it's very unlikely unless a lot of changes happen in PvP.Franchise408 wrote: »But then you have to think, if the game continues to push 4 dungeons and a trial + the numerous overland content year in and year out, with 0 PVP content to match up with it, it's probably due to the fact that this is a PVE centered game where PVE is what is most in demand. This is not Call Of Duty: Tamriel
Yes, hence what I wrote above... and this also is why people are also very defensive when ZOS (for once) tries to promote PvP a little bit.
I sincerely hope we can fight for the objectives some time in the future.
What you call a "walking simulator" has been a staple of objective based PVP for as long as there have been objective based PVP.
It has been going on in games like CounterStrike, Battlefield, even Call of Duty, all sorts of these types of games. Teams going where the enemy isn't, taking objectives that are undefended, and know when to fight or retreat. That's why a game like CounterStrike has multiple bomb plant locations. I can log into the most recent Call Of Duty right now, log into a match, and an organized and coordinated team will be implementing tactics like this.
It happens in this very game in the alternate PVP modes. In Cyrodiil, I can't tell you how many times I've been a part of a coordinated group that attacks the other faction keeps where they aren't at and are undefended. Or attacking district flags in IC while the groups are busy and occupied in other districts, leaving flags open and undefended.
There is no strategic advantage to just crashing into the enemy and fighting just for the sake of fighting. The strategic advantage comes in attacking weaknesses in your opponent and attacking where you can do the most damage while taking the least amount of damage back.
For all this "walking simulator" talk, I can assure you I have never once been in an objective based battleground where there was 0 fighting amongst each other.
I feel like there's this false narrative being drawn up in an attempt to demonize people who don't prefer DM, to put them down as gamers to discredit their views, rather than making an argument against their points.
The *point* is, content was removed, and people now no longer have an option to partake in certain parts of the game. A deathmatch queue 100% should have been implemented (or more accurately, never should have been removed in the first place), but the option to play other battleground types should not have been removed.
Whether you actually like their style of play or not has nothing to do with the fact that it has been removed.
Franchise408 wrote: »There is no strategic advantage to just crashing into the enemy and fighting just for the sake of fighting. The strategic advantage comes in attacking weaknesses in your opponent and attacking where you can do the most damage while taking the least amount of damage back.
metabLast3r wrote: »Franchise408 wrote: »There is no strategic advantage to just crashing into the enemy and fighting just for the sake of fighting. The strategic advantage comes in attacking weaknesses in your opponent and attacking where you can do the most damage while taking the least amount of damage back.
So you're telling me that strategically pinpointing specific opponents, causing them to be on death cooldown to cause a flag capture not a play? Focusing Chaosball carriers teammate's leaving the carrier wide open? Having the battle sense on your team to figure out which team is the weakest to force points? From your build makeup, down to how good you are with making quick decisions to what skills you have on your bar to include movement. Its ALL strategic. The RNG of your team with little to no experience to ending up in high MMR games, makes the game mode. You can't just run into any PvP mode thinking you can just faceroll the keyboard and win something.
Hell I stopped trying for end game trials a long time ago because of the rotation requirement and repetition. End game PvP is dynamic, every outcome is different. This game will just end up making the skill cap lower and lower.
Franchise408 wrote: »Those things are all strategic, and are my point about objective games being strategic.
metabLast3r wrote: »Franchise408 wrote: »Those things are all strategic, and are my point about objective games being strategic.
Notice, they all require standard PvP is my point though, you still have to perform the art of deathmatch to accomplish those goals.
Obj gamers preordering New World? I doubt it. You have to actually PvP in that game lol.SimonThesis wrote: »This customer service is terrible! People who loved chaosball and capture the relic now preording new world because of this decision.
People still trying to convince PvP players that capture the flag takes strategy... please stop.
BalticBlues wrote: »
Looking for high IQ gamers to join my flag games premade. Must have a full setup with Coward's Gear, triple Swift jewelry, Wild Hunt mythic, and Steed mundus to be considered. If you try to fight the enemy teams instead of capping flags, you will be kicked. Applicants must be able to demonstrate a deep tactical understanding of running away and standing on uncontested points.
Baitless version:
The more PvE oriented players worried about now having to do PvP to earn the skills locked behind PvP might want to look at it from the PvPer perspective: we have had to farm dungeons for 7 years now to get BiS gear for PvP builds, and there is no end in sight.
I would also look at the fact that no new PvP content has been added in years (no, a trebuchet emote doesn't count), while PvErs get 4 dungeons and 1-2 trials/arenas each year.
This is the PvPer point of view.
Having a bit more PvP when queueing for a PvP game mode is a very welcome change, with this point of view in mind.
They can add back the objective game modes when PvP isn't actively discouraged in those.
GuildedLilly wrote: »One aspect I think hasn't been discussed yet on this thread is PVErs who want to tank or heal MUST do PVP to unlock Warhorn, Barrier, and to a lesser extent caltrops for additional tank CC (I don't hate dark convergence for this reason. Tanks have been begging for an aoe taunt for YEARS-- and not everyone wants to play as a perma-WW tank with tormentor. DC isn't a taunt, but it's an amazing CC without the massive resource drain of silver leashing & chaining everything, or running around stabbing everything with pierce armor/ ransack--it also helps us stack mobs nice and neat for our groups in dungeons and trials to melt them down)
The most efficient way to level Alliance skills lines is the daily bonus BGs--specifically, objective based BGs where we stand a chance of our teams placing 1st or 2nd.
I've noticed a lot of comments from PVPers who are happy DM queue is returning and mocking PVErs with the equivalent of 'git gud', or, if you're not a real PVPer, and don't want to PVP, GTFO. The fact is: many PVErs DON'T want to be in PVP areas to begin with-- We HAVE to be for 2 out of 3 battle roles, and during events, because otherwise needed skills are locked away, and we can't get event rewards--which AREN'T just for PVP events-- they're quarterly. We could be collecting fragments for MONTHS, only to get screwed on the final piece we need because yet again, ZOS is forcing us into IC instead of letting us go to Cyrodil, or converting all BGs to DM.
--BTW ZOS-- don't think I didn't notice the dates of the open ended BG experiment will most likely coicide with the next event and possibly the one after. If tickets are PVP, and tied to IC or BGs, you've effectively given your PVE players no way to avoid feeding trolls.
Look: I get PVP DM fans are happy the DM Queue is returning. Honestly, I'm happy for you. You deserve to have your DM queue back. I know this was something the death squads have been wanting for quite a while. There's just no good reason why ZOS chose to REMOVE the other battle modes as well.
Getting trolled by DM fans teabagging dead PVErs who just want to get Warhorn/Barrier, or event tickets doesn't encourage us to play PVP. It reminds us of all the reasons we HATE IT. Being taunted to 'git gud' at a game mode we despise and are FORCED to play to be effective in PVE as tanks and healers doesn't encourage us either.
I expect to die in PVP. Not all my characters are geared for it, and I hate it, so why bother wasting materials golding out new sets when I'm just there for Warhonr/Barrier, and event tickets? Why bother with the expense of re-speccing my entire character's attribute points, skill points, and CP just so that the 15min I spend in PVP that day won't suck *quite* as badly-- while I've effectively gimped myself for the play-style I actually enjoy and spend the most time with? I'm okay with dying--I try not to, and I go down swinging as best I can--but if someone good at & geared for PVP turns me into little gibblets, so be it.
What I can't stand is the constant teabagging from some BG teams, and the troll behavior. If it wasn't for the teababbing trolls and the teams who treat every BG like DM, PVP in BGs is actually kinda fun. My preference is the objective games, but even DM isn't too awful if no one's being a trolling, teabagging, toxic bully. Those players spoil it for the rest of us-- and now ZOS has effectively given them open season.
I won't be playing BGs for the duration of their experiment. When at all possible, I prefer not to feed the trolls.
We can't add any more PvP content as the population is already spread too thin across Bgs, Imp city and Cyrodiil, so upgrading and revamping BG's in a way like this seems like a logical step to me.
Looking for high IQ gamers to join my flag games premade. Must have a full setup with Coward's Gear, triple Swift jewelry, Wild Hunt mythic, and Steed mundus to be considered. If you try to fight the enemy teams instead of capping flags, you will be kicked. Applicants must be able to demonstrate a deep tactical understanding of running away and standing on uncontested points.
Is it though?
In each gamemode:
Relic: Players Deathmatching this mode would have to do it either at an enemy relic, at their own relic, or in between relics. So technically, they are playing the game mode by defending their relic, preventing another team from getting to their relic, or preventing another team from taking an opponents relic. They just aren't capturing relics themselves. But neither is that 50K health tank sitting on the relic for 15 minutes preventing everyone from taking it.
Chaos Ball: The objective is to kill other players. So DM players DMing here is the point. The problem with this mode, imo, is that it is horribly balanced in favor of unkillable builds, and one team will often hold for the entire match with almost no chance of actually getting the ball from them.
Domination/Crazy king: If DM players are fighting on flags, they are doing the game mode properly, or at least they are preventing teams from taking those flags with no resistance, as well as tying up a team in a fight, preventing them from capturing flags. Which is also kind of the point.
So players who left the game modes because other players were going for kills speaks volumes already. These are pvp zones and the intention is that things are contested and players kill each other. That isn't for everyone, and that is fine.
If you *really* wanted to win most of the objective modes, you would just make full 100% tank characters. You could have a team of 4 of them, and you'd be widely successful in every game mode. You can do no damage, pay no attention to whats coming, and just tank and heal yourself and walk towards the objective.