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.
TequilaFire wrote: »I am ashamed at how selfish some of my fellow PvP players are who can't cope with the idea of alternative modes of play.
As long as there is a death match queue what is the problem?
Not enough PvP players? Well ZOS should be looking in the mirror on that one.
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.
Now explain to me how that should actually work. You got 2 or 3 teams of 4 on the flag, nobody can capture it, but since nobody can kill each other without doing damage, it won't change too.
As long as the teams know how to interrupt and at least one person stays behind, nobody would be able to pick up a relic as well.
Chaos Ball might work, since one player will be the first to get the ball and if they can keep it long enough in their team after that, they'll obviously win.
For the other modes though, I don't think that 100% builds would do anything but cause a stand still.
CameraBeardThePirate wrote: »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.
Now explain to me how that should actually work. You got 2 or 3 teams of 4 on the flag, nobody can capture it, but since nobody can kill each other without doing damage, it won't change too.
As long as the teams know how to interrupt and at least one person stays behind, nobody would be able to pick up a relic as well.
Chaos Ball might work, since one player will be the first to get the ball and if they can keep it long enough in their team after that, they'll obviously win.
For the other modes though, I don't think that 100% builds would do anything but cause a stand still.
That's the thing though, if you're smart, you exploit the fact that you can just run to an unguarded flag. There's 4 flags and three teams; there will always be an extra unguarded flag, or at least a flag that has fewer people on it than your team. You can win flag games without ever having to kill anyone, which should not be the case in a player versus player environment. You should be encouraged to play smarter not harder, but the extent to which the objective battlegrounds promote this kind of play is too far.
Franchise408 wrote: »CameraBeardThePirate wrote: »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.
Now explain to me how that should actually work. You got 2 or 3 teams of 4 on the flag, nobody can capture it, but since nobody can kill each other without doing damage, it won't change too.
As long as the teams know how to interrupt and at least one person stays behind, nobody would be able to pick up a relic as well.
Chaos Ball might work, since one player will be the first to get the ball and if they can keep it long enough in their team after that, they'll obviously win.
For the other modes though, I don't think that 100% builds would do anything but cause a stand still.
That's the thing though, if you're smart, you exploit the fact that you can just run to an unguarded flag. There's 4 flags and three teams; there will always be an extra unguarded flag, or at least a flag that has fewer people on it than your team. You can win flag games without ever having to kill anyone, which should not be the case in a player versus player environment. You should be encouraged to play smarter not harder, but the extent to which the objective battlegrounds promote this kind of play is too far.
You keep saying this, but I have never been a part of a capture or flag game that was won without anybody fighting anyone else and nobody getting killed.
I really think this is all a theoretical "IT COULD HAPPEN" that actually doesn't play out in reality all that often, if at all, but is being made the poster boy to demonize alternate styles of play.
The question then becomes: why are you so against having various options of gameplay which - if ZOS did things how they SHOULD and just make separate queues for the different match types, like they used to have - you'd never even have to play?
CameraBeardThePirate wrote: »Franchise408 wrote: »CameraBeardThePirate wrote: »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.
Now explain to me how that should actually work. You got 2 or 3 teams of 4 on the flag, nobody can capture it, but since nobody can kill each other without doing damage, it won't change too.
As long as the teams know how to interrupt and at least one person stays behind, nobody would be able to pick up a relic as well.
Chaos Ball might work, since one player will be the first to get the ball and if they can keep it long enough in their team after that, they'll obviously win.
For the other modes though, I don't think that 100% builds would do anything but cause a stand still.
That's the thing though, if you're smart, you exploit the fact that you can just run to an unguarded flag. There's 4 flags and three teams; there will always be an extra unguarded flag, or at least a flag that has fewer people on it than your team. You can win flag games without ever having to kill anyone, which should not be the case in a player versus player environment. You should be encouraged to play smarter not harder, but the extent to which the objective battlegrounds promote this kind of play is too far.
You keep saying this, but I have never been a part of a capture or flag game that was won without anybody fighting anyone else and nobody getting killed.
I really think this is all a theoretical "IT COULD HAPPEN" that actually doesn't play out in reality all that often, if at all, but is being made the poster boy to demonize alternate styles of play.
The question then becomes: why are you so against having various options of gameplay which - if ZOS did things how they SHOULD and just make separate queues for the different match types, like they used to have - you'd never even have to play?
I'm not disagreeing that there should be separate queues at all.
To your point that you've never seen this happen, well of course. Most people want to fight. But there are a select few players that I'm sure you've seen (who I will not name because pretty sure that's against forum rules) that routinely win the objective modes singlehandedly for their entire team by avoiding any and all fights and getting very few, if any, kills. If anything, this is even worse than my hypothetical scenario, because a single player can ruin the rest of the player's experience because the modes are designed so poorly that they can end the match quickly and relatively easily without ever even fighting.
ITT: self-proclaimed PvEers stating that they hate this change because they're bad at PvP, have no interest in trying to get better at PvP, but were still rewarded as if they were better at PvP...
When new changes come out to PvE sets, encounters, or skills that are changed in the PvE environment, I keep my opinions to myself because I know I don't really identify as someone who PvEs. I do a decent amount of it and I'll be happy when the stars align and I finally get unchained, but my knowledge on the subject is vastly lower than others.
You know what happens when 3 of the 4 players in a random vet are bad at PvE? The group disbands and they "lose". There are no mechs that can get a poor dps team past the 2nd boss of vMGF. There are no amount of sigils that will get you past vet Vateshran if you suck at target management. The strategy is to "get better" (if you care to complete it).
Why must that not be the case in a PvP environment? Why have modes that cater at all to people who specifically have stated that they have no intention of progressing their skill with this play style?
Franchise408 wrote: »CameraBeardThePirate wrote: »Franchise408 wrote: »CameraBeardThePirate wrote: »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.
Now explain to me how that should actually work. You got 2 or 3 teams of 4 on the flag, nobody can capture it, but since nobody can kill each other without doing damage, it won't change too.
As long as the teams know how to interrupt and at least one person stays behind, nobody would be able to pick up a relic as well.
Chaos Ball might work, since one player will be the first to get the ball and if they can keep it long enough in their team after that, they'll obviously win.
For the other modes though, I don't think that 100% builds would do anything but cause a stand still.
That's the thing though, if you're smart, you exploit the fact that you can just run to an unguarded flag. There's 4 flags and three teams; there will always be an extra unguarded flag, or at least a flag that has fewer people on it than your team. You can win flag games without ever having to kill anyone, which should not be the case in a player versus player environment. You should be encouraged to play smarter not harder, but the extent to which the objective battlegrounds promote this kind of play is too far.
You keep saying this, but I have never been a part of a capture or flag game that was won without anybody fighting anyone else and nobody getting killed.
I really think this is all a theoretical "IT COULD HAPPEN" that actually doesn't play out in reality all that often, if at all, but is being made the poster boy to demonize alternate styles of play.
The question then becomes: why are you so against having various options of gameplay which - if ZOS did things how they SHOULD and just make separate queues for the different match types, like they used to have - you'd never even have to play?
I'm not disagreeing that there should be separate queues at all.
To your point that you've never seen this happen, well of course. Most people want to fight. But there are a select few players that I'm sure you've seen (who I will not name because pretty sure that's against forum rules) that routinely win the objective modes singlehandedly for their entire team by avoiding any and all fights and getting very few, if any, kills. If anything, this is even worse than my hypothetical scenario, because a single player can ruin the rest of the player's experience because the modes are designed so poorly that they can end the match quickly and relatively easily without ever even fighting.
If you're not disagreeing with separate queues, then what happens in those alternate game modes should be no issue, just as what happens in Cyrodiil or Imperial City is not my issue, since I'm not particularly a fan of PVP in this game.
I don't like mindless killing of other players. It has nothing to do with how good or bad I am, it has to do with my preferences of how I like to play. I like games that have a bit more objective and strategy to them, so I prefer the capture and flag games. From what I see, the problem isn't so much that people can avoid fighting, because I've never seen that in a battleground, but that a segment of the player base disagrees with the methods of fighting being done. I see a lot of people who love their super burst insta-death builds, while saying "learn to protect against it", but then when people learn to protect against it, with say... high health and high resistance builds that can withstand such bursts and not die, then people complain about "perma-block tanks". It is said that perma-block tanks make PVP no fun, but on the flip side, I don't find that super-burst insta-death DPS builds to be any fun either, but in an RPG with such wide build variety, it is bound to happen.
It is not an invalid strategy to have your super burst insta-death builds, it is not invalid strategy to tank up to defend against it, deathmatch is not void of strategy, as there can be teamwork and collaboration used to gain an upper hand, and non-deathmatch games that reward people for attacking unguarded objectives is not an invalid strategy either.
But as has been said in this thread by myself and others, I have never once entered an objective battleground where there was no fighting or death, and not just from the people who treat it like deathmatch, just as when I have entered deathmatch games, it's never been an experience of 3 coordinated teams trying to strategize against each other, rather than a bunch of people just crashing into each other, with the super burst insta-kill builds dominating over everyone else.
PhoenixGrey wrote: »This change will force players to PVP in a PVP game mode. Will work as intended now
Woozywyvern wrote: »PhoenixGrey wrote: »This change will force players to PVP in a PVP game mode. Will work as intended now
Which is fine, let the PVP players have PVP modes. As long as ZOS move the skill lines from being AP advancement I have no issues with PVP players having whatever floats their boat.
Woozywyvern wrote: »PhoenixGrey wrote: »This change will force players to PVP in a PVP game mode. Will work as intended now
Which is fine, let the PVP players have PVP modes. As long as ZOS move the skill lines from being AP advancement I have no issues with PVP players having whatever floats their boat.
But the skill lines are PVP skills lines. Their usefulness in PVE play is mostly irrelevant. You should HAVE to do PVP to earn them.
Franchise408 wrote: »
If you're not disagreeing with separate queues, then what happens in those alternate game modes should be no issue, just as what happens in Cyrodiil or Imperial City is not my issue, since I'm not particularly a fan of PVP in this game.
I don't like mindless killing of other players. It has nothing to do with how good or bad I am, it has to do with my preferences of how I like to play. I like games that have a bit more objective and strategy to them, so I prefer the capture and flag games. From what I see, the problem isn't so much that people can avoid fighting, because I've never seen that in a battleground, but that a segment of the player base disagrees with the methods of fighting being done. I see a lot of people who love their super burst insta-death builds, while saying "learn to protect against it", but then when people learn to protect against it, with say... high health and high resistance builds that can withstand such bursts and not die, then people complain about "perma-block tanks". It is said that perma-block tanks make PVP no fun, but on the flip side, I don't find that super-burst insta-death DPS builds to be any fun either, but in an RPG with such wide build variety, it is bound to happen.
It is not an invalid strategy to have your super burst insta-death builds, it is not invalid strategy to tank up to defend against it, deathmatch is not void of strategy, as there can be teamwork and collaboration used to gain an upper hand, and non-deathmatch games that reward people for attacking unguarded objectives is not an invalid strategy either.
But as has been said in this thread by myself and others, I have never once entered an objective battleground where there was no fighting or death, and not just from the people who treat it like deathmatch, just as when I have entered deathmatch games, it's never been an experience of 3 coordinated teams trying to strategize against each other, rather than a bunch of people just crashing into each other, with the super burst insta-kill builds dominating over everyone else.
But the skill lines are PVP skills lines. Their usefulness in PVE play is mostly irrelevant. You should HAVE to do PVP to earn them.
GuildedLilly wrote: »But the skill lines are PVP skills lines. Their usefulness in PVE play is mostly irrelevant. You should HAVE to do PVP to earn them.
You couldn't be more wrong on this. The skills locked behind Alliance War are INCREDIBLY relevant to PVE play, especially for tanks and healers-- which are 2 out of 3 battle roles.
Lets break this down, shall we?
Assault:
Ultimate: Warhorn --needed for tanks and healers
Vigor: Stamina heal-- needed in many stam builds so they can self heal while enjoying solo PVE content, occasionally picked up by tanks to help during challenging trials and vet dungeons, and nearly required for stam-based healers (yes, they exist)
Rapid manuevers: While strictly speaking not needed (anywhere, PVP or PVE) have you SEEN the size of PVE zones? If you think Cyrodil's map is big-- it's just 1 map. Try stacking another 15 or so zones worth.
Caltrops: Great aoe DOT & cc for stam builds, used in most of the PVE groups I've seen
Magicka Detonation: useful for magika builds, great when there are large mobs
Major Gallop (passive): For PVPers, this is only really useful in Cyrodil. For PVErs, it's useful in every single zone.
Support
Ultimate: Barrier-- extremely powerful & useful in PVE Vet content when damage would otherwise be capable of wiping the group. Tanks and healers often have this. Only mildly useful in PVP, current meta sets melt right through it
Seige shield: fine-- PVP can keep it, useless in PVE
Purge: Very useful in Vet trials and any combat where constant powerful debuffs and poisons are applied to the group--and yes, PVE has those fights.
Guard: Useful when tanks are protecting new or low level players in PVE during their first dungeon runs, but if you want to take it away, fine.
Revealing Flare: PVP can keep it
Magicka aid (passive): incredibly useful for PVE healers with Barrier slotted
So... out of all the skills locked behind Alliance War, only 3 are actually irrelevant to PVE, and several are basically required for endgame content if you play 2 out of 3 battle roles, and ALL of the Assault skills are useful & relevant in PVE.
For passives, Major Gallop (under continuous attack), and Magicka aid are the only ones that are useful for PVE
We will swap you. You take the alliance skill line to pve. You give us undaunted, psjic, mages, and fighters.
You are complaining about having to pvp to level skill lines. Complaining that you don't want to respect pve to pvp to level them. You have to level 2 skill lines that level at the same time. But pvpers have 3 or 4 or 5 pve based skill lines to level all via vastly different methods. Who is really getting the short end of the stick?
Also no one asked to have just dm. Zos will do their test. It won't last long. Not with the amount of noise being made. You would think someone had said "nerf cloak" or "removing procsets" with all the crying going on at the moment. All the objective lovers will be able to go back to their "tactical" gameplay soon.
You are complaining about having to pvp to level skill lines. Complaining that you don't want to respect pve to pvp to level them. You have to level 2 skill lines that level at the same time. But pvpers have 3 or 4 or 5 pve based skill lines to level all via vastly different methods. Who is really getting the short end of the stick?
Also no one asked to have just dm. Zos will do their test. It won't last long. Not with the amount of noise being made. You would think someone had said "nerf cloak" or "removing procsets" with all the crying going on at the moment. All the objective lovers will be able to go back to their "tactical" gameplay soon.
GuildedLilly wrote: »PVErs don't have the same crit resistance and burst builds as players built for PVP, but PVErs can actually do fairly well in BGs other than DM, because we PAY ATTENTION to the objective.