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The New Damage Shield Sets are A Disgusting and Unacceptable Buff to Ballgroups

  • LadyLavina
    LadyLavina
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    That is insane. Cyro will be ballgroups only...

    said as if it hasn't always been zerg heavy lol
    PC - NA @LadyLavina 1800+ CP PvP Tank and PvP Healer
  • ArchMikem
    ArchMikem
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    fizl101 wrote: »
    ArchMikem wrote: »
    There should be a "Barrier Detonation" ability that causes a spell feedback, making the Target take as much damage as the shield blocks. Using a dmg shield in PvP should be a risk, of the chance it'll blow up in your face.

    Have enemy shields touching each other go boom like the shields on the first boss in dreadsail reef

    I'm kinda imagining a curse type ability you place on someone. If the target casts a damage shield within a certain time it instead explodes on them.
    CP2,000 Master Explorer - AvA One Star General - Console Peasant - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • Necrotech_Master
    Necrotech_Master
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    ArchMikem wrote: »
    fizl101 wrote: »
    ArchMikem wrote: »
    There should be a "Barrier Detonation" ability that causes a spell feedback, making the Target take as much damage as the shield blocks. Using a dmg shield in PvP should be a risk, of the chance it'll blow up in your face.

    Have enemy shields touching each other go boom like the shields on the first boss in dreadsail reef

    I'm kinda imagining a curse type ability you place on someone. If the target casts a damage shield within a certain time it instead explodes on them.

    like snake in the stars but for dmg shields? (except you know a more functional set)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

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  • Dyngrin
    Dyngrin
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    Agree completely with original poster. The single biggest issue in PVP (besides the years long in-combat bug), is the amount of excessive DAMAGE MITIGATION. Even before these items, there were builds allowing players to approach INVULNERABILITY. It's bad enough that ball groups are rampant because of the simplistic and over-powered combat mechanics of spamming AOEs. They were tough enough to kill and were effectively immune to CC, but for them now to approach INVULNERABILITY too is ridiculous!

    Even cold harbor siege barely moves their health, and oil siege which is supposed to snare and be unpurgeable, is ineffective.

    Combat play with actual combat skill including selecting your target, choosing the best skill to use, and positioning yourself is being replaced by circling players and ball groups.

    PVP is now BVB. What a shame.

    --Dyn
    Grand Overlord Dyngrin, Templar, Daggerfall Covenant (PC/NA)
  • dk_dunkirk
    dk_dunkirk
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    It seems to me that there are 2 ways to build your PVP system in an MMO. 1) Make it so it works something like a medieval war, where numbers basically define the outcome. This is lore-friendly to ESO, in the context of a war for the capital city with siege engines and farms and logging camps and castles and the like. 2) Make it so that one person who really, really knows how to exploit every combination of every passive, stat, skill, set, trait, boon, poison, buff, CP ability, and curse -- and has practiced your combat system's unique quirk (with weaving and cancellation) to perfection over thousands of hours -- to be able to take on a dozen or more people, and still win.

    We all know which system we have. Thanks. I hate it.

    So I love these changes. Anything that pushes PVP into such an untenable situation so as to cause all the casuals to just forget about it and stay away, leaving no one for the pros to beat up on is great. I joined a PVP guild to run in IC. There's been several times when I've run in the pack of 2 full groups together, and watch us still get steamrolled by bombers and doorhumpers over and over. It's so frustrating that I've quit trying. Hopefully, these sets push the whole thing over, and force significant reworking of the entire system.
  • Iriidius
    Iriidius
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    dk_dunkirk wrote: »
    It seems to me that there are 2 ways to build your PVP system in an MMO. 1) Make it so it works something like a medieval war, where numbers basically define the outcome. This is lore-friendly to ESO, in the context of a war for the capital city with siege engines and farms and logging camps and castles and the like. 2) Make it so that one person who really, really knows how to exploit every combination of every passive, stat, skill, set, trait, boon, poison, buff, CP ability, and curse -- and has practiced your combat system's unique quirk (with weaving and cancellation) to perfection over thousands of hours -- to be able to take on a dozen or more people, and still win.

    We all know which system we have. Thanks. I hate it.

    So I love these changes. Anything that pushes PVP into such an untenable situation so as to cause all the casuals to just forget about it and stay away, leaving no one for the pros to beat up on is great. I joined a PVP guild to run in IC. There's been several times when I've run in the pack of 2 full groups together, and watch us still get steamrolled by bombers and doorhumpers over and over. It's so frustrating that I've quit trying. Hopefully, these sets push the whole thing over, and force significant reworking of the entire system.
    Maybe a few years ago a few 1vXers made it look like we are in system 2, but now we are clearly in system 1 where numbers define the outcome and most 1vXer either enter Cyrodiil only in group or not at all now and as a solo player you are usually doomed as soon as you only see a group, because they see you too and will immediately attack and chase you until you‘re dead. Nobody can win against a dozen or more people in open fight and to win against even half of that they must be incredible bad and even a few Years ago it wasn‘t possible.
    Even „In medieval war, where numbers basically define the outcome, people don’t strike harder and get harder to kill surviving otherwise deadly injuries for beeing in a group unlike in ESO where group buffs allow you to survive damage that would kill every solo player multiple time. But you have knight in armor who can 1vX multiple pawns.
    Running in 2 full groups shouldn’t protect against
    getting bombed because bombers are counterplay against zergs and usually die after bomb and are useless 1v1 against solo players. If bombers are your worst fear than you are lucky. IRL beeing in a group also doesn’t protect against bombers but rather makes you a target, they can also kill groups of people IRL.

    1vX in ESO is possible because of skill gap and 1vXers using build options existing for everyone more effektive and not because they get any buffs for playing solo. Groupbuff(sets) are also used much more efficient by ballgroups than by zergguilds like yours, but unlike solobuffs/sets not everyone or to be more precise noone except organized group can use them to full effektiveness, because you need a group to share and receive groupbuffs from multiple players and you need to organize to make everyone use different buffs.
    Ballgroups „ exploit every combination of every passive, stat, skill, set, trait, boon, poison, buff, CP ability, and curse“ even more effektive than solo players and „steamroll“ zergs even worse, but because they also farm/zerg solo players, you support them.
    How is it fun and fair that numbers always win? Maybe it is democratic, but that is not the sense of a game. Why do people deserve to always loose for playing on an outnumbered faction. It makes loosers tired of getting zerged and change to winning faction until everyone is on biggest faction and nobody to fight on the other factions.
    It is not always the players fault that their faction is outnumbered, often players play on weaker faction despite it beeing harder to restore balance between factions and improve PvP. It is not a strategy game where every faction has equal numbers at start and a leader controlling them and outnumbered fights are the result of bad leader decisions.
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