Well their aim is to make nuisance, and draw people to them while the main bulk can enter and kill the chasers.
Only way to win in that kind of cat mouse chase is not to play.
I also do that, ride into tower with my horsey draw some bloodthirsty fellas to my arse then keep playing with them in the walls until our zerg enters and kills them for me
if someone is too tanky or keeps doing LOS you don't have to chase them. If there were no towers, landforms and objects in the game, the side with the most numbers in the cyrodiil would always win. There are wars in history where smaller armies defeat large armies. I can't understand why it's considered something that shouldn't happen when it's adapted to the game.
So You want one of the last ways to play outnumbered removed because You can't zerg down a player whom You could just ignore and move on?
I can't understand why it's considered something that shouldn't happen when it's adapted to the game.
Dem_kitkats1 wrote: »The problem is that if they can do all of that on an individual level, imagine what you can do with min-maxed groups. And we see the results of that with many BGs. PvP is no longer fun when people become invincible and fights become long, drawn out stalemates.
MEBengalsFan2001 wrote: »Making roles matter in PVP would get ride of this play style.
For instance capping resistance for DPS and Healer roles would allow others to kill these roles faster.
Reducing healing output for DPS and Tanks would make it so that these classes are easier to kill faster.
Reducing the damage of tanks and healer roles wouldn't allow them to produce as high damage as a DPS role.
Making roles matter more in this game would greatly improve PVE and PVP. I've seen it implemented well in other games and it is about time ESO makes roles matter more in PVP and PVE group content.
MEBengalsFan2001 wrote: »Making roles matter in PVP would get ride of this play style.
For instance capping resistance for DPS and Healer roles would allow others to kill these roles faster.
Reducing healing output for DPS and Tanks would make it so that these classes are easier to kill faster.
Reducing the damage of tanks and healer roles wouldn't allow them to produce as high damage as a DPS role.
Making roles matter more in this game would greatly improve PVE and PVP. I've seen it implemented well in other games and it is about time ESO makes roles matter more in PVP and PVE group content.
Holycannoli wrote: »MEBengalsFan2001 wrote: »Making roles matter in PVP would get ride of this play style.
For instance capping resistance for DPS and Healer roles would allow others to kill these roles faster.
Reducing healing output for DPS and Tanks would make it so that these classes are easier to kill faster.
Reducing the damage of tanks and healer roles wouldn't allow them to produce as high damage as a DPS role.
Making roles matter more in this game would greatly improve PVE and PVP. I've seen it implemented well in other games and it is about time ESO makes roles matter more in PVP and PVE group content.
Yes they need to decouple the stats. DPS and healing should be based off completely separate stats.
If ESO was based on earlier Elder Scrolls titles we would have to choose what we specialized in (restoration, destruction, axes, bows, conjuration etc.) but it's based on Skyrim which dumbed-down everything and made the DPS stat the same as the healing stat. Fine for a single-player game where you're supposed to do it all but not so much for a MMORPG, as we can see every time we step into Cyrodiil.
Healing is the biggest problem. It's totally out of control. And not only that but damage has been nerfed, especially DoTs which used to give a considerable amount of pressure. If you don't build for the big burst you are gimping yourself. Damage every 2 seconds in a game where healing is out of control and purging is either easy or automated via sets? May as well be using a pea shooter.
Holycannoli wrote: »
It happens a lot in the gate keeps. An organized ball group gets in and just runs around up top for a while. They're not accomplishing anything they're just running around until they get bored.
Heals_With_Orbs wrote: »
I understand that correcting the general LOS is a huge task and something that will never happen due to the sheer amount of work required, but its also quite amusing in PVE where NPCS "exploit" this by firing magic arrows that not only bend around corners, but also pass through solid stone walls.....
Heals_With_Orbs wrote: »I'm sure this has been mentioned numerous times already, but I can't help notice that Cyrodiil is full of players who gallop into a fort, head for the towers and basically annoy people for the next 20 minutes with their over powered ridiculous cheese builds that take 30 people to get rid of them..
I'm not really sure that ZOS intended this style of play, but I understand that many share the opinion that they are just a complete nuisance
One of their traits is to run for the place where there's a wooden crate, move out of the LOS and back up the stairs and play cat and mouse.
I understand that correcting the general LOS is a huge task and something that will never happen due to the sheer amount of work required, but its also quite amusing in PVE where NPCS "exploit" this by firing magic arrows that not only bend around corners, but also pass through solid stone walls.....
ZOS - do us all a favour please, if you have no intention of ever fixing your LOS programming that should never have passed a quality control test as least hire your in house "decorating team" to remove those wooden crates in those fort towers to reduce the number of these 24/7 tower runnerZ, perhaps put down a nice carpet instead
Dem_kitkats1 wrote: »Holycannoli wrote: »
It happens a lot in the gate keeps. An organized ball group gets in and just runs around up top for a while. They're not accomplishing anything they're just running around until they get bored.
For real. Disengage with them, and they'll cap it and move on to the next to continue farming, or return as soon as you try to recover it.
Thecompton73 wrote: »Dem_kitkats1 wrote: »Holycannoli wrote: »
It happens a lot in the gate keeps. An organized ball group gets in and just runs around up top for a while. They're not accomplishing anything they're just running around until they get bored.
For real. Disengage with them, and they'll cap it and move on to the next to continue farming, or return as soon as you try to recover it.
When the best strategy in a PvP mode is NOT to fight the enemy and let them do as they please something is wrong.
disintegr8 wrote: »Thecompton73 wrote: »Dem_kitkats1 wrote: »Holycannoli wrote: »
It happens a lot in the gate keeps. An organized ball group gets in and just runs around up top for a while. They're not accomplishing anything they're just running around until they get bored.
For real. Disengage with them, and they'll cap it and move on to the next to continue farming, or return as soon as you try to recover it.
When the best strategy in a PvP mode is NOT to fight the enemy and let them do as they please something is wrong.
The truth is that you don't need to fight the enemy. PVP is such a wasteland these days, with limited campaign choices and a limited number of players.
The CP160 Non CP campaign on PS4 only has 1 day to go and only about 600 characters in total have played it (total of all factions), quite a few of them are just different toons of the same players.
Isn't the OP describing the exact reason mediaeval castle defences were built the way they were? Why is this a problem?? Because a keep actually functions as a keep??
Oreyn_Bearclaw wrote: »Healing is the biggest problem. It's totally out of control.
Holycannoli wrote: »I ignore them.
PvP moved too far into a tanky meta since last summer while nerfing DoTs to uselessness and it saps the fun out Cyrodiil. There are builds that are so tanky they can jump off a wall and burn down enemy siege while getting pummeled. It's no good. These same players love to run around keeps and towers. I don't blame them, they're playing the game as it's currently balanced. I blame the devs for U35.