ezareth_ESO wrote: »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.
Yeah they have said that 6 people is the max number of people that count towards flipping a flag, but in my experience if this is true the the speed at 6 people is exponential over 1 person. It wouldn't surprise me if this is bugged because I've seen flags flip ridiculously fast.
Still the only way I can see a counter to flag-zerging is a no-flip while actively defended rule. I think 3 people will be suitable to prevent people from just sending in one guy at a time to stall while waiting for reinforcements. If 3 people are on a flag it is still being actively contested IMO.
Yeah, I'm a little confused about what causes the flag to flip for good - I had assumed that all player defenders would need to be wiped, but a couple of times lately there were a few of us still on the flag (had been there from the start, not just rushing in too late) and it flipped anyway, and of course once the NPCs reset to the other faction that's the end of us. It must have been happening all along, of course, but these instances really caught my notice.ezareth_ESO wrote: »ER and NM were doing this to my guild back on volendrung months ago. You don't need to kill anything to take a keep just clump up on the flag and zerg it down. We'd kill half but the other half left would finish capping and the keep is theirs.
They really just need to slow the flag flipping down or at very least not allow it to flip when 3 or more defenders are still on the flag.
SeltzerDuke wrote: »Yeah, I'm a little confused about what causes the flag to flip for good - I had assumed that all player defenders would need to be wiped, but a couple of times lately there were a few of us still on the flag (had been there from the start, not just rushing in too late) and it flipped anyway, and of course once the NPCs reset to the other faction that's the end of us. It must have been happening all along, of course, but these instances really caught my notice.ezareth_ESO wrote: »ER and NM were doing this to my guild back on volendrung months ago. You don't need to kill anything to take a keep just clump up on the flag and zerg it down. We'd kill half but the other half left would finish capping and the keep is theirs.
They really just need to slow the flag flipping down or at very least not allow it to flip when 3 or more defenders are still on the flag.
If even one player is still near the flag, whether sitting on oil, actively fighting, or just /danceredguard-ing, it shouldn't flip IMHO. I mean, it's a formality at that point for the zerg to wipe the player but you never know if it could buy enough time for reinforcements on the perimeter to reach the flags. I'm also a bit biased because my build atm is based on survivability (3500-3700 health and a ton of damage mitigation set bonuses/synergies) and soaking up a lot of attacks to drain attackers' resources while allies show up. :P
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....
Not necessarily.Death penalty is horrible as it hits the already outnumbered/outgunned side the hardest. I think we all want the opposite effect, don't we?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....
What?TESO skills aren't group oriented.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....
Brandeospeedwagon wrote: »Not necessarily.Death penalty is horrible as it hits the already outnumbered/outgunned side the hardest. I think we all want the opposite effect, don't we?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....What?TESO skills aren't group oriented.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....
...this a serious post?
Brandeospeedwagon wrote: »Not necessarily.Death penalty is horrible as it hits the already outnumbered/outgunned side the hardest. I think we all want the opposite effect, don't we?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....What?TESO skills aren't group oriented.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....
...this a serious post?
Troll or trying to be funny?
Just asking as you never know. ;-)
What I meant is that "skills" aren't group oriented because they don't affect only your group. (heals, buffs, cleanses, ...)
In TESO they opted for a faction wide skill system making AOE caps a must to avoid some very nasty side effects.
Also AOE caps avoid having multi-boxers wiping entire warbands on their own, but that's another aspect.
So you only played in beta? Please refrain from posting until you actually learn the game.I've been away from RvR for quite some time (6+ months)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 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.
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? I pay to play not be stuck in a "you cannot play lockout." We need to encourage more active play not less, any idea that recommends stopping play should be a non starter as a fix.
We just need FC's fixed to stop death porting, that will go a long way to solve the issues without a death "stop playing for a minute" penalty. Given how easy it is to die in this game plus the excessive amount of CC that already stops you from playing we do not need a hard 1 minute lockout on death.
skwornub18_ESO wrote: »...
I still think a 30 second res sickness would be enough of a penalty for the defense / offensive recovery window and make things a lot more interesting in keep battles. I don't think camps need to go away - but they are too instant back to fight as it is.
Ugh NO please, let's not stop people from playing, instead why don't we make camps much more easy to destroy and limit the re-spawn to the camp radius on the map.
BoL is not an AoE, it's a specific 3-target heal. Like I said, please learn the game before you post.@bitaken
I fully understand your point of view but it just doesn't work in practice.
1) If there wasn't an AOE cap it would hurt the lesser population even more. What you're thinking is that without AOE cap the lesser population would be able to hit a larger amount of players and get more kills. But it goes both ways and the only thing the dominating side has to do is stack Templar healing to become unbeatable. That's something the lesser population just can't do or handle.
With AOE caps a smaller, but better organized group/zerg can actually have a chance and impact.
2) If death penalties are too harsh, people will avoid fights they can't win, except hardcore folks of course. If they're what you suggest they'll just become an annoyance. If we, Templars, had a real 100ft rez skill on a 10seconds cooldown that would avoid a death penalty on resurection, may be, but how it's now I'm against any kind of death penalty in RvR.
I'm not saying a res sickness like in wow where you're worthless, just less efficient than normal. And I'm DC, we're generally outnumbered, and endless camp spawn is our only chance vs double faction sieges. I like to think we have better tactics and we would actually do better on defenses if there were some sort of short term debuff for camp res, vs our endless camp spawning enemies.
As for blood-gating, idk what side of the fence i'm on. On one hand blood-gating gives lower pops the ability to quickly defend against significantly larger groups that would otherwise flip a keep instantly. On the other hand it allows large zergs the opportunity to flip multiple places quickly. Getting rid of it kind of screws low pops that would otherwise have a chance at defending against larger forces 50/50ing keeps. And the numbers game is already a complaint, I think it would get much worse without blood-gates. Also, troll camps would be much more difficult to use up.
All things being equal, including populations, getting rid of blood-gating would be kind of irrelevant since it would equally change the game for everyone. And honestly, perhaps for the worse. Since if a faction wants to hold their keeps they would need a decent anti-siege force sitting at every keep of interest to ensure there's enough defense to hold until reinforcements arrive. Which means lots of people sitting around getting bored. Boredom would be the emotion of winners and the death of a game.
Desdemonte wrote: »
That's how AD finally got Emp last night on Thorn.....
Merlin13KAGL wrote: »@bitaken, you mean the one that happens anyway because you don't rez to full stats, like you were supposed to be able to several patches ago?
@Merlin13KAGL
What I'm pointing out is that during major population disadvantages such as the most common... locked AD vs 2 bar EP and 1 bar DC during Oceanic, AD could hit 3 keeps at the same time, 50/50, burst them all simultaneously, and take all or at least 2 of them without blood ports. With blood ports DC in that scenario would potentially be able to push off 1 or 2 of the sieges, of course all 3 is unlikely. Elimination of blood ports would ruin low pops. I agree that the fundamentals of blood porting are ridiculous, as are the population differences.
Death in ESO is a lot like death in Super Mario.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....
Brandeospeedwagon wrote: »BoL is not an AoE, it's a specific 3-target heal. Like I said, please learn the game before you post.
You've clearly never heard of negate, or healing debuffs of any sort. Pls go, you've no idea what you're talking about.Brandeospeedwagon wrote: »BoL is not an AoE, it's a specific 3-target heal. Like I said, please learn the game before you post.
Please, learn to read, to assimilate what you read and try to fully understand what you just have read.
Just saying.
It's about stacking heals, not about BoL not being AOE. BoL being a 3-target heal makes it even worse if AOE caps are removed. It's the side that can afford the most amount of healers that will always win any fight.
Anyway,
I'm out of this. It's just pointless it seems.
Brandeospeedwagon wrote: »You've clearly never heard of negate, or healing debuffs of any sort. Pls go, you've no idea what you're talking about.Brandeospeedwagon wrote: »BoL is not an AoE, it's a specific 3-target heal. Like I said, please learn the game before you post.
Please, learn to read, to assimilate what you read and try to fully understand what you just have read.
Just saying.
It's about stacking heals, not about BoL not being AOE. BoL being a 3-target heal makes it even worse if AOE caps are removed. It's the side that can afford the most amount of healers that will always win any fight.
Anyway,
I'm out of this. It's just pointless it seems.