Shaun98ca2 wrote: »Here's the thing though IF a faction is taking ALL their numbers and rolling a keep......attack a DIFFERENT keep and do it in say 25 man groups attempting to take out several different keeps at once.
Their 200+ whatever group is completely useless taking one keep versus divided forces attacking multiple keeps at once.
skwornub18_ESO wrote: »I agree there should be a death penalty, something simple like 1 minute reduced stats and unable to use siege. As far as player collision, I think it would only work if only opposite factions collide with you, as collision with your own faction opens up a giant door for trolls.
I keep seeing this from a few and I hope this NEVER happens.
Seriously a death penalty is the worst idea. Why is anyone suggesting a game mechanic that stops you from playing for 30 to 60 seconds?
Shaun98ca2 wrote: »I cant see this game become better removing FCs. I imagine it being much much worse with a whole new world of problems.
Shaun98ca2 wrote: »I cant see this game become better removing FCs. I imagine it being much much worse with a whole new world of problems.
I personally don't think they should remove FC's ... but they definitely need to do something. Just making it to where you can only res at an FC if you die within it's radius would do wonders.
-M
skwornub18_ESO wrote: »I agree there should be a death penalty, something simple like 1 minute reduced stats and unable to use siege. As far as player collision, I think it would only work if only opposite factions collide with you, as collision with your own faction opens up a giant door for trolls.
I keep seeing this from a few and I hope this NEVER happens.
Seriously a death penalty is the worst idea. Why is anyone suggesting a game mechanic that stops you from playing for 30 to 60 seconds?
@skwornub18_ESO
I have not seen anyone, in any thread, suggest a lock out on playing.(1) Even the post you replied to suggests a "reduced stats" penalty.
So, fine, rush in, die... Have all Max stats/recovery cut by 50% for 30sec to 1minute (or whatever) if you res at an FC. That's the price you pay for using the FC. Don't like that, don't rush in; be careful on how you're attacking.
You're still going to die eventually, and you're going to use an FC eventually, but you know what. So are others.
Why do people see "death penalty" and automatically think... "No! No keeping us from playing!" ... A death penalty doesn't have to keep you from playing, only make death matter, where right now it can be a benefit if you die (i.e. suiciding). That should not be the case.
-M
(1) - I haven't read every thread on the topic, so I'm sure there could be some. But that is not what I have seen.
skwornub18_ESO wrote: »skwornub18_ESO wrote: »I agree there should be a death penalty, something simple like 1 minute reduced stats and unable to use siege. As far as player collision, I think it would only work if only opposite factions collide with you, as collision with your own faction opens up a giant door for trolls.
I keep seeing this from a few and I hope this NEVER happens.
Seriously a death penalty is the worst idea. Why is anyone suggesting a game mechanic that stops you from playing for 30 to 60 seconds?
@skwornub18_ESO
I have not seen anyone, in any thread, suggest a lock out on playing.(1) Even the post you replied to suggests a "reduced stats" penalty.
So, fine, rush in, die... Have all Max stats/recovery cut by 50% for 30sec to 1minute (or whatever) if you res at an FC. That's the price you pay for using the FC. Don't like that, don't rush in; be careful on how you're attacking.
You're still going to die eventually, and you're going to use an FC eventually, but you know what. So are others.
Why do people see "death penalty" and automatically think... "No! No keeping us from playing!" ... A death penalty doesn't have to keep you from playing, only make death matter, where right now it can be a benefit if you die (i.e. suiciding). That should not be the case.
-M
(1) - I haven't read every thread on the topic, so I'm sure there could be some. But that is not what I have seen.
Putting the kind of reduced stats some have asked for after death is effectively a lockout. Also see my post on other recommendations that do not impose restrictions on a players effectiveness in the game.
This isn't a FPS where every class is equally balanced, these death penalties only serve to further cripple classes that are not as effective as other classes at surviving and killing. As long as such exists death penalties only make it worse for those classes.
Desdemonte wrote: »Agrippa_Invisus wrote: »
Rush in -> Expend all resources -> Die -> Repeat
That's not good gameplay. That's zerging.
It's Zerging when an entire faction is at one keep and crawling on the walls to cover for forward camps, and still has enough to send 50+ to the front and back flags. The issue is not zerging per se - it's the fact that the 100 people charging flags and dying to 30 defenders using oils, ultimate drops and synergy based group abilities to defeat the 100 people - can re-stack the flag with all 100 without a death penalty in basically zero time. While the defenders are recovering mana/stam and constantly taking damage from enemy siege and having to tightly manage their resources the 100 just keep dying rinse and repeat until they wear down the defenders.
And you're right my friend, that's not good game play.
That's how AD finally got Emp last night on Thorn.....
riverdragon72 wrote: »Desdemonte wrote: »Agrippa_Invisus wrote: »
Rush in -> Expend all resources -> Die -> Repeat
That's not good gameplay. That's zerging.
It's Zerging when an entire faction is at one keep and crawling on the walls to cover for forward camps, and still has enough to send 50+ to the front and back flags. The issue is not zerging per se - it's the fact that the 100 people charging flags and dying to 30 defenders using oils, ultimate drops and synergy based group abilities to defeat the 100 people - can re-stack the flag with all 100 without a death penalty in basically zero time. While the defenders are recovering mana/stam and constantly taking damage from enemy siege and having to tightly manage their resources the 100 just keep dying rinse and repeat until they wear down the defenders.
And you're right my friend, that's not good game play.
That's how AD finally got Emp last night on Thorn.....
And red and blue have never (constantly) used this technique!.....lmao.
riverdragon72 wrote: »Desdemonte wrote: »Agrippa_Invisus wrote: »
Rush in -> Expend all resources -> Die -> Repeat
That's not good gameplay. That's zerging.
It's Zerging when an entire faction is at one keep and crawling on the walls to cover for forward camps, and still has enough to send 50+ to the front and back flags. The issue is not zerging per se - it's the fact that the 100 people charging flags and dying to 30 defenders using oils, ultimate drops and synergy based group abilities to defeat the 100 people - can re-stack the flag with all 100 without a death penalty in basically zero time. While the defenders are recovering mana/stam and constantly taking damage from enemy siege and having to tightly manage their resources the 100 just keep dying rinse and repeat until they wear down the defenders.
And you're right my friend, that's not good game play.
That's how AD finally got Emp last night on Thorn.....
And red and blue have never (constantly) used this technique!.....lmao.
Agrippa_Invisus wrote: »skwornub18_ESO wrote: »skwornub18_ESO wrote: »I agree there should be a death penalty, something simple like 1 minute reduced stats and unable to use siege. As far as player collision, I think it would only work if only opposite factions collide with you, as collision with your own faction opens up a giant door for trolls.
I keep seeing this from a few and I hope this NEVER happens.
Seriously a death penalty is the worst idea. Why is anyone suggesting a game mechanic that stops you from playing for 30 to 60 seconds?
@skwornub18_ESO
I have not seen anyone, in any thread, suggest a lock out on playing.(1) Even the post you replied to suggests a "reduced stats" penalty.
So, fine, rush in, die... Have all Max stats/recovery cut by 50% for 30sec to 1minute (or whatever) if you res at an FC. That's the price you pay for using the FC. Don't like that, don't rush in; be careful on how you're attacking.
You're still going to die eventually, and you're going to use an FC eventually, but you know what. So are others.
Why do people see "death penalty" and automatically think... "No! No keeping us from playing!" ... A death penalty doesn't have to keep you from playing, only make death matter, where right now it can be a benefit if you die (i.e. suiciding). That should not be the case.
-M
(1) - I haven't read every thread on the topic, so I'm sure there could be some. But that is not what I have seen.
Putting the kind of reduced stats some have asked for after death is effectively a lockout. Also see my post on other recommendations that do not impose restrictions on a players effectiveness in the game.
This isn't a FPS where every class is equally balanced, these death penalties only serve to further cripple classes that are not as effective as other classes at surviving and killing. As long as such exists death penalties only make it worse for those classes.
Meaningless death is bad. Having to face wave after wave after wave of fresh opponent when in a defensive situation only leads to frustration and anger on the part of those who have to handle it.
Best to impose the penalty, such as reduced stats, so that players are more careful with their own character's lives.
Even games like Diablo have item repair and durability to penalize death.
xsorusb14_ESO wrote: »The fact that people now a days are arguing that a Death Penalty is bad because it makes dying mean something is a little sad.
I mean..I can't even say its the WoW generation at this point....
Ya they're certainly within reason at this point. Every class is pretty much necessary for a group. NB's can still use some more love tho.skwornub18_ESO wrote: »xsorusb14_ESO wrote: »The fact that people now a days are arguing that a Death Penalty is bad because it makes dying mean something is a little sad.
I mean..I can't even say its the WoW generation at this point....
I will agree with the death penalty when most of us can agree the classes are at least reasonably balanced.
Brandeospeedwagon wrote: »Ya they're certainly within reason at this point. Every class is pretty much necessary for a group. NB's can still use some more love tho.skwornub18_ESO wrote: »xsorusb14_ESO wrote: »The fact that people now a days are arguing that a Death Penalty is bad because it makes dying mean something is a little sad.
I mean..I can't even say its the WoW generation at this point....
I will agree with the death penalty when most of us can agree the classes are at least reasonably balanced.
Really? I've found DK's, Sorcs, Temps, and NB's who can tank large groups for quite awhile. DPS is prob a lot closer than you think.skwornub18_ESO wrote: »Brandeospeedwagon wrote: »Ya they're certainly within reason at this point. Every class is pretty much necessary for a group. NB's can still use some more love tho.skwornub18_ESO wrote: »xsorusb14_ESO wrote: »The fact that people now a days are arguing that a Death Penalty is bad because it makes dying mean something is a little sad.
I mean..I can't even say its the WoW generation at this point....
I will agree with the death penalty when most of us can agree the classes are at least reasonably balanced.
I strongly disagree the classes are no where even close to balanced, classes are not need in equal numbers and they definitely are not even close in survivability nor ability to dps
I don't like the way things are heading. I prefer a skill oriented - teamwork oriented - game. Right now the keep capture strategy is basically - get your whole faction on the flag and spam AE. In the last two iterations of this I have witnessed - the ability lag and bugged out abilities have cost us keeps.
It appears that the "stack everyone on flag" strategy employed by some guilds has struck a note of success in that all that meat - Plus the AOE cap - makes defending a keep with a smaller force just not possible. We stack oils and ultis and kill at least half - but the other half are costing too many resources - and the half that died are pouring right back into the keep with the way the forward camps work and no death penalty.
Is this the way the game is going? Whoever has more people wins? I know it has been heading this way but it appears that it's all about numbers now in keep sieges. No matter how many oils - or anti personnel siege - or sorcerers ripping out negates (which has been difficult with the streak lag and sometimes actually bouncing backwards, and will be impossible with the upcoming gutting of the ability to stop zergs) we can't do enough damage fast enough to 50+ players all stacking on a flag. We may wipe them out once or twice but eventually with no death penalty they wear us down.
Something needs to change. I'm not sure what it is at this point. The AOE cap is part of the problem - forward camps and no death penalty are a part of the problem - server lag is a big part of the problem - and population balances are part of the problem. I do not believe there is an "easy fix" and have no proposal for what a fix may be. However, this is not a "fun experience" where the team with more people auto win. There needs to be some possible solution that allows for the lower population to have a chance to defend keeps from a vastly superior force in numbers only.
Brandeospeedwagon wrote: »Really? I've found DK's, Sorcs, Temps, and NB's who can tank large groups for quite awhile. DPS is prob a lot closer than you think.skwornub18_ESO wrote: »Brandeospeedwagon wrote: »Ya they're certainly within reason at this point. Every class is pretty much necessary for a group. NB's can still use some more love tho.skwornub18_ESO wrote: »xsorusb14_ESO wrote: »The fact that people now a days are arguing that a Death Penalty is bad because it makes dying mean something is a little sad.
I mean..I can't even say its the WoW generation at this point....
I will agree with the death penalty when most of us can agree the classes are at least reasonably balanced.
I strongly disagree the classes are no where even close to balanced, classes are not need in equal numbers and they definitely are not even close in survivability nor ability to dps
skwornub18_ESO wrote: »Brandeospeedwagon wrote: »Really? I've found DK's, Sorcs, Temps, and NB's who can tank large groups for quite awhile. DPS is prob a lot closer than you think.skwornub18_ESO wrote: »Brandeospeedwagon wrote: »Ya they're certainly within reason at this point. Every class is pretty much necessary for a group. NB's can still use some more love tho.skwornub18_ESO wrote: »xsorusb14_ESO wrote: »The fact that people now a days are arguing that a Death Penalty is bad because it makes dying mean something is a little sad.
I mean..I can't even say its the WoW generation at this point....
I will agree with the death penalty when most of us can agree the classes are at least reasonably balanced.
I strongly disagree the classes are no where even close to balanced, classes are not need in equal numbers and they definitely are not even close in survivability nor ability to dps
and I have seen DK's pull far away in tanking large groups over every other class. DKs by far are the most survivable.
DPS is definitely not even close but those conversations are not for here.
skwornub18_ESO wrote: »Brandeospeedwagon wrote: »Really? I've found DK's, Sorcs, Temps, and NB's who can tank large groups for quite awhile. DPS is prob a lot closer than you think.skwornub18_ESO wrote: »Brandeospeedwagon wrote: »Ya they're certainly within reason at this point. Every class is pretty much necessary for a group. NB's can still use some more love tho.skwornub18_ESO wrote: »xsorusb14_ESO wrote: »The fact that people now a days are arguing that a Death Penalty is bad because it makes dying mean something is a little sad.
I mean..I can't even say its the WoW generation at this point....
I will agree with the death penalty when most of us can agree the classes are at least reasonably balanced.
I strongly disagree the classes are no where even close to balanced, classes are not need in equal numbers and they definitely are not even close in survivability nor ability to dps
and I have seen DK's pull far away in tanking large groups over every other class. DKs by far are the most survivable.
DPS is definitely not even close but those conversations are not for here.
While I appreciate your feedback I would like to keep the thread on topic. If you would like to discuss class balance I would suggest you start a new thread on it.
This thread should be about a way to fix the "drop 50 people o a flag and spin it so fast we cap the keep" strategy being employed - BY ALL FACTIONS - and how it is bad for the health of the game.
I like the idea of making flags NOT flip if more than 3 defenders are on the flag...quite a bit.
skwornub18_ESO wrote: »Brandeospeedwagon wrote: »Really? I've found DK's, Sorcs, Temps, and NB's who can tank large groups for quite awhile. DPS is prob a lot closer than you think.skwornub18_ESO wrote: »Brandeospeedwagon wrote: »Ya they're certainly within reason at this point. Every class is pretty much necessary for a group. NB's can still use some more love tho.skwornub18_ESO wrote: »xsorusb14_ESO wrote: »The fact that people now a days are arguing that a Death Penalty is bad because it makes dying mean something is a little sad.
I mean..I can't even say its the WoW generation at this point....
I will agree with the death penalty when most of us can agree the classes are at least reasonably balanced.
I strongly disagree the classes are no where even close to balanced, classes are not need in equal numbers and they definitely are not even close in survivability nor ability to dps
and I have seen DK's pull far away in tanking large groups over every other class. DKs by far are the most survivable.
DPS is definitely not even close but those conversations are not for here.