whatever works. I was looking forward to this campaign, but its hard to have any fun when keep guards can kill you in one shot.Dleatherus wrote: »all i can say is this
they are aware of the issue - they agree it needs addressing - however all the 'basic' parts of campaigns are 'mirrored' on the other campaigns, including even the ones on the EU servers
so it's not as simple as just saying 'oh - we just need to take them back down to VR1 again on the non-VR campaign'
they are looking at increasing the 'battle-levelling' for the non-vet campaign players to try and balance it out better, and currently 'monitoring' how that affects other gameplay
hopefully it gets resolved for those of you playing on there soon
safe travels and much fun
D.
TheFamousMockingbird wrote: »Uber-NPC guards that will one shot you.
Do most of you have battle leveling turned on in your options menu? I would assume from Brian's response the best experience for players below vr5 is to have this turned on in your options mneu.
ZOS_BrianWheeler wrote: »We have increased the stats you are granted from Battle leveling and found that the expected combat results against guards at a resource and keep with a group or more are currently within reasonable boundaries. Assaulting a Resource or a Keep requires more than just a few players and will need siege weaponry as well.
I would say the number needed to take a resource may be double that. It can take four players just to bring down a single guard, though it does get easier using CC.ZOS_BrianWheeler wrote: »Towers/Resources are designed to be taken by a group of about 4-6 players and Keeps are for 12-16 players (undefended in both cases with Siege). Depending on gear, potions, morphs these numbers can change obviously but for the most part, this is the balance point we look for regarding PVP objectives.
As soon as you throw in Defenders, it then turns into a Ratio situation more so than how many attackers you throw at the keep/resource vs NPCs. Ideally if the numbers are even between attackers and defenders, the defenders will win but when the numbers go above a 2.5:1 or 3:1 ratio, the balance will shift.
driosketch wrote: »I would say the number needed to take a resource may be double that. It can take four players just to bring down a single guard, though it does get easier using CC.
Okay, but this thread is about the campaign that has no V6s or V9s to help out. That's kind of the point. And players basically drop all the ults and AoEs on the flag when they rush in to take it already. Personally I focus on the menders myself, but with the usual mass of players that gather to take a keep, prioritizing on resource flag guards is usually irrelevant.driosketch wrote: »I would say the number needed to take a resource may be double that. It can take four players just to bring down a single guard, though it does get easier using CC.
No, six should be more than enough. I've been in groups that have 3 man'd resources when I was in the mid 30's, and with a vr6 and vr9 (IIRC; I know I was in the 30's at the time at least). It's completely feasible. You just need to take it slow.
As you yourself pointed out the steps, you just need to take time and not rush it, and really try not to pull agro on anything not required to cap it. I'd also add in, having a Sorc with Negate ready (or other AOE Ults can work to varying effect) to drop on the four guards before you rush the flag is a plus. Then focus on the menders.
-M
driosketch wrote: »Okay, but this thread is about the campaign that has no V6s or V9s to help out. That's kind of the point. And players basically drop all the ults and AoEs on the flag when they rush in to take it already. Personally I focus on the menders myself, but with the usual mass of players that gather to take a keep, prioritizing on resource flag guards is usually irrelevant.
TheFamousMockingbird wrote: »Uber-NPC guards that will one shot you.
Though, the guard spawn rates seems increased to me. But that could just be that since it takes a non-vet group that much longer to work on a keep that it's cycling, even though it doesn't seem like it should yet. So a perception issue.
-M
ZOS_BrianWheeler wrote: »Towers/Resources are designed to be taken by a group of about 4-6 players and Keeps are for 12-16 players (undefended in both cases with Siege). Depending on gear, potions, morphs these numbers can change obviously but for the most part, this is the balance point we look for regarding PVP objectives.
As soon as you throw in Defenders, it then turns into a Ratio situation more so than how many attackers you throw at the keep/resource vs NPCs. Ideally if the numbers are even between attackers and defenders, the defenders will win but when the numbers go above a 2.5:1 or 3:1 ratio, the balance will shift.
It's not a ghost town though. It's probably the most active and balanced campaign I've ever seen with single bars.Hey, Brian, wanna know why it's a ghost town? It's unplayable as it stands now. No amount of math will make that an ok thing.
In all my time in the non-vet campaign I can't remember having seen a group of 4-6 people being able to take down that group of guards / mages around the flag at a resource.driosketch wrote: »Okay, but this thread is about the campaign that has no V6s or V9s to help out. That's kind of the point. And players basically drop all the ults and AoEs on the flag when they rush in to take it already. Personally I focus on the menders myself, but with the usual mass of players that gather to take a keep, prioritizing on resource flag guards is usually irrelevant.
Yeah, but I think the 4-6 mentioned is a generalization of the numbers across all campaigns. I've seen some folks solo resources, but... there's always exceptions.
And lucky you on seeing folks actually dropping AoE's on the flag... That's a rare occurrence in my experience on this campaign. I've been around multiple times where they small grouping just ran into the center and were wiped. It's getting much better now as folks get more experience.
-M
In all my time in the non-vet campaign I can't remember having seen a group of 4-6 people being able to take down that group of guards / mages around the flag at a resource.
The campaign is nice but I'm getting a tad sick of the resource / keep pve
Do most of you have battle leveling turned on in your options menu? I would assume from Brian's response the best experience for players below vr5 is to have this turned on in your options mneu.
Yes. Otherwise good luck.
IIRC, around level 12 I had ~1700 health with it on. Off it was maybe 300? I really don't remember the exact stats, but yeah... With it off, there would have been no chance even against someone of the same or lower level with it on.
-M
PS: If you're a masochist go for it. You think you get one shotted easily by NPC's with it on? You ain't seen nothin' ...
ZOS_BrianWheeler wrote: »We have increased the stats you are granted from Battle leveling and found that the expected combat results against guards at a resource and keep with a group or more are currently within reasonable boundaries. Assaulting a Resource or a Keep requires more than just a few players and will need siege weaponry as well.
ZOS_BrianWheeler wrote: »Towers/Resources are designed to be taken by a group of about 4-6 players and Keeps are for 12-16 players (undefended in both cases with Siege). Depending on gear, potions, morphs these numbers can change obviously but for the most part, this is the balance point we look for regarding PVP objectives.
As soon as you throw in Defenders, it then turns into a Ratio situation more so than how many attackers you throw at the keep/resource vs NPCs. Ideally if the numbers are even between attackers and defenders, the defenders will win but when the numbers go above a 2.5:1 or 3:1 ratio, the balance will shift.
But a reso in normal cyro can be solo'd and very easily 2-manned w/o seige. is it not supposed to be proportional?ZOS_BrianWheeler wrote: »We have increased the stats you are granted from Battle leveling and found that the expected combat results against guards at a resource and keep with a group or more are currently within reasonable boundaries. Assaulting a Resource or a Keep requires more than just a few players and will need siege weaponry as well.