It would be preferable for the options to be edited if possible to remove the bias from the descriptions.
I get why the IC gankers hated being able to queue for Cyrodiil and escaping them with all those sweet, sweet Tel Var, but I suspect the end result is going to be that the Tel Var farmers are going to feel even more powerless to avoid being ganked and just not bother farming anymore, which will end up reducing the gankers take even more.
In the meantime trying to fix bugs and farm stuff in dungeons and trials has basically been broken.
Well done.
Necrotech_Master wrote: »this is only a quality of life downgrade for PVE
Necrotech_Master wrote: »this is only a quality of life downgrade for PVE
It was definitely being abused in unintended ways. For example, one strategy adopted by score-pushing groups in vHoF was to have the tank leave the instance when the Palm Strike mechanic starts. This cancels that mechanic--and the accompanying damage immunity--entirely, allowing for much faster kill times.
This is the kind of egregious abuse--where PTE was being used to bypass mechanics--that the change was targeting.
That having been said, PTE does have a lot of legitimate use cases, and this change is effectively throwing the baby out with the bathwater. A better solution would be for it to count as a death for score/achievement purposes, so that there would be no incentive to abuse it in those kinds of ways while preserving its utility for resetting and for working around stuck-in-combat bugs.
Necrotech_Master wrote: »I get why the IC gankers hated being able to queue for Cyrodiil and escaping them with all those sweet, sweet Tel Var, but I suspect the end result is going to be that the Tel Var farmers are going to feel even more powerless to avoid being ganked and just not bother farming anymore, which will end up reducing the gankers take even more.
In the meantime trying to fix bugs and farm stuff in dungeons and trials has basically been broken.
Well done.
you know the PTE change has nothing to with the queueing out of IC thing lol, this is only a quality of life downgrade for PVE
For FG2 and Volenfell, the answer is quite obvious: kill things as you go instead of running away and past them, it really is not difficult and it does not in fact add that much time to it. There's even an ACHIEVEMENT for killing Obsidian Warriors, this is the game telling you that you are SUPPOSED to fight your way through them and kill them.
kringled_1 wrote: »The enemies at the end of volenfell spawn infinitely. Killing them is not the solution.
Necrotech_Master wrote: »this is only a quality of life downgrade for PVE
It was definitely being abused in unintended ways. For example, one strategy adopted by score-pushing groups in vHoF was to have the tank leave the instance when the Palm Strike mechanic starts. This cancels that mechanic--and the accompanying damage immunity--entirely, allowing for much faster kill times.
This is the kind of egregious abuse--where PTE was being used to bypass mechanics--that the change was targeting.
That having been said, PTE does have a lot of legitimate use cases, and this change is effectively throwing the baby out with the bathwater. A better solution would be for it to count as a death for score/achievement purposes, so that there would be no incentive to abuse it in those kinds of ways while preserving its utility for resetting and for working around stuck-in-combat bugs.
Rasande_Robin wrote: »Leaving should count towards vitality loss... problem fixed and everyone is happy.
Did not think about that, but yes you are correct, If you need the quest you need to pass the door and if some start fighting you are stuck. Leaving group might work?kringled_1 wrote: »The enemies at the end of volenfell spawn infinitely. Killing them is not the solution.
Did not think about that, but yes you are correct, If you need the quest you need to pass the door and if some start fighting you are stuck. Leaving group might work?kringled_1 wrote: »The enemies at the end of volenfell spawn infinitely. Killing them is not the solution.
Necrotech_Master wrote: »Did not think about that, but yes you are correct, If you need the quest you need to pass the door and if some start fighting you are stuck. Leaving group might work?kringled_1 wrote: »The enemies at the end of volenfell spawn infinitely. Killing them is not the solution.
so the solution is disband and reform the group if you were running multiple dungeons with friends
so now we are reverted back to the old time consuming solution after having PTE method taken away