MurkyWetWolf198 wrote: »Look, I know some players enjoy it, but a group of enemy players sitting in the middle of a fully repaired enemy keep farming people and just doing nothing productive ruins the game for a lot of cyrodiil people.
I propose this as a counter; While a keep's walls (all of them) are above 50%, the guards ON THE INSIDE (not outside) turn into the overland guards that are impossible to kill and eventually one-shot players. They should be stationed plentifully throughout the keep so that enemy players camping inside a keep that IS NOT under siege cannot sit and farm traveler's going by. The guards will start one-shotting them to the point of unsustainability, and this would be completely fair because that ball group is not sieging the keep and thus actively ignoring the premise of Cyrodiil.
Thoughts?
Stop being farmed in a non-under attack keep is the best strategy against ball groups
Oreyn_Bearclaw wrote: »Stop being farmed in a non-under attack keep is the best strategy against ball groups
Seriously, if people ignore them, they will move on. Ball groups are just looking for chum in the waters, dont be the chum.
That said, I would not be terribly opposed to guards being a little more powerful inside a fully repaired keep to help deter ball groups and gankers (coming from a ganker that loves nothing more than slipping inside an enemy keep before the walls go up). One shots might be extreme, but some unblockable chains to pull players away from their group would certainly be entertaining. Perhaps some guards that have a large detect radius like in heist quests wouldnt hurt either.
MurkyWetWolf198 wrote: »Look, I know some players enjoy it, but a group of enemy players sitting in the middle of a fully repaired enemy keep farming people and just doing nothing productive ruins the game for a lot of cyrodiil people.
I propose this as a counter; While a keep's walls (all of them) are above 50%, the guards ON THE INSIDE (not outside) turn into the overland guards that are impossible to kill and eventually one-shot players. They should be stationed plentifully throughout the keep so that enemy players camping inside a keep that IS NOT under siege cannot sit and farm traveler's going by. The guards will start one-shotting them to the point of unsustainability, and this would be completely fair because that ball group is not sieging the keep and thus actively ignoring the premise of Cyrodiil.
Thoughts?
Flangdoodle wrote: »MurkyWetWolf198 wrote: »Look, I know some players enjoy it, but a group of enemy players sitting in the middle of a fully repaired enemy keep farming people and just doing nothing productive ruins the game for a lot of cyrodiil people.
I propose this as a counter; While a keep's walls (all of them) are above 50%, the guards ON THE INSIDE (not outside) turn into the overland guards that are impossible to kill and eventually one-shot players. They should be stationed plentifully throughout the keep so that enemy players camping inside a keep that IS NOT under siege cannot sit and farm traveler's going by. The guards will start one-shotting them to the point of unsustainability, and this would be completely fair because that ball group is not sieging the keep and thus actively ignoring the premise of Cyrodiil.
Thoughts?
Problem is - if it's based on w/r the walls are repaired or not, why wouldn't the ball groups just continually bomb anyone who tries to repair?
Necrotech_Master wrote: »Oreyn_Bearclaw wrote: »Stop being farmed in a non-under attack keep is the best strategy against ball groups
Seriously, if people ignore them, they will move on. Ball groups are just looking for chum in the waters, dont be the chum.
That said, I would not be terribly opposed to guards being a little more powerful inside a fully repaired keep to help deter ball groups and gankers (coming from a ganker that loves nothing more than slipping inside an enemy keep before the walls go up). One shots might be extreme, but some unblockable chains to pull players away from their group would certainly be entertaining. Perhaps some guards that have a large detect radius like in heist quests wouldnt hurt either.
cyrodiil guards technically already see through stealth up to around 28-30 meters
they DONT see through invisibility (such as cloak) or have full anti-stealth circles like in heists (which comparably are pretty small compared to the normal guards ability to see through invisibility only being like 6-8 meters)
now if guards could see through all forms of invisibility too or also have the anti-stealth circles like the ones in heists, it would make it much harder to hide inside of a keep
the guards also already have 2 states, normal and buffed (if the keep still has its farm), but even the buffed guards stand 0 chance against even a small group of players (i can even solo resources with buffed guards, its a harder fight, but certainly not impossible)
either the buffs for the guards need to be increased, or the guards straight up need more skills that they can use since most of them have like only a few attacks, and even fewer of those are even dangerous/annoying enough that the guard needs to be focused down
Oreyn_Bearclaw wrote: »Necrotech_Master wrote: »Oreyn_Bearclaw wrote: »Stop being farmed in a non-under attack keep is the best strategy against ball groups
Seriously, if people ignore them, they will move on. Ball groups are just looking for chum in the waters, dont be the chum.
That said, I would not be terribly opposed to guards being a little more powerful inside a fully repaired keep to help deter ball groups and gankers (coming from a ganker that loves nothing more than slipping inside an enemy keep before the walls go up). One shots might be extreme, but some unblockable chains to pull players away from their group would certainly be entertaining. Perhaps some guards that have a large detect radius like in heist quests wouldnt hurt either.
cyrodiil guards technically already see through stealth up to around 28-30 meters
they DONT see through invisibility (such as cloak) or have full anti-stealth circles like in heists (which comparably are pretty small compared to the normal guards ability to see through invisibility only being like 6-8 meters)
now if guards could see through all forms of invisibility too or also have the anti-stealth circles like the ones in heists, it would make it much harder to hide inside of a keep
the guards also already have 2 states, normal and buffed (if the keep still has its farm), but even the buffed guards stand 0 chance against even a small group of players (i can even solo resources with buffed guards, its a harder fight, but certainly not impossible)
either the buffs for the guards need to be increased, or the guards straight up need more skills that they can use since most of them have like only a few attacks, and even fewer of those are even dangerous/annoying enough that the guard needs to be focused down
@Necrotech_Master
I actually didn't know that about Cyro Guards. That seems like a big radius, but I trust you. Ultimately, I am not sure it matters, because most gankers that sneak into a keep once the walls go up are NBs that just spam cloak. You can certainly just spam cloak right next to a guard. I have ganked people literally standing between two guards. They will agro, but you can just cloak and disappear and the guards go about their business.
I still think the best thing that would at least be somewhat balanced from a ball group standpoint is to have the guards be very aggressive with some sort of chain/pull mechanic. As much as I dislike ball groups, I just dont like the idea of an automatic one shots or being completely unkillable. But you chain moist individual players 20 meters away from their ball group, they can be killed quickly.