Inconveniencing? What did they do to you? They are mostly harmess for zergs and living habitat between alesia and drake.
Agrippa_Invisus wrote: »Also, I suspect that this wasn't advertised ahead of time due to the fact they didn't want players to try to hoard camps in preparation of the patch.
stop trolling me please
Agrippa_Invisus wrote: »Also, I suspect that this wasn't advertised ahead of time due to the fact they didn't want players to try to hoard camps in preparation of the patch.
It is advertised ahead of the patch for us Europeans though!!
Agrippa_Invisus wrote: »Nox_Aeterna wrote: »You have seen farming simulator , digger simulator , goat simulator...
Now ESO presents the walking simulator.
Incorrect. Horse riding simulator.
Except for those of us without imperial edition and lowbie toons.
Man I need to get to grinding gold and buying horses for my other alts that dont have one yet -.-
Agrippa_Invisus wrote: »stop trolling me please
You call that response trolling?
That's an honest response. Trolling would involve images and mockery, neither of which that last post contained.Agrippa_Invisus wrote: »Also, I suspect that this wasn't advertised ahead of time due to the fact they didn't want players to try to hoard camps in preparation of the patch.
It is advertised ahead of the patch for us Europeans though!!
Yup. Kinda unfair, actually.
Spent 400k.on.em.got 1.5 mill to go lolwell I can tell you the EU players are stacking up on camps as we speak
well I can tell you the EU players are stacking up on camps as we speak
Aoe_Barbecue wrote: »This seems like a hasty change. I suppose we will have to see how it affects Cyrodiil to pass further judgment, however. Fights will have higher risks, but winning them will have more of a sense of permanency I suppose.
Aoe_Barbecue wrote: »This seems like a hasty change. I suppose we will have to see how it affects Cyrodiil to pass further judgment, however. Fights will have higher risks, but winning them will have more of a sense of permanency I suppose.
Agree with hasty -- people are very used to FC-based gameplay in Cyrodil. There will be much angst. Fights will be extremely risky, yes.
Perhaps they may consider in the future allowing respawns at resources around the keeps. That would add another strategic element to sieges.
Finally, combined with the oil-pot nerf, AP-earning speed has just been dramatically reduced.
Agrippa_Invisus wrote: »Aoe_Barbecue wrote: »This seems like a hasty change. I suppose we will have to see how it affects Cyrodiil to pass further judgment, however. Fights will have higher risks, but winning them will have more of a sense of permanency I suppose.
Agree with hasty -- people are very used to FC-based gameplay in Cyrodil. There will be much angst. Fights will be extremely risky, yes.
Perhaps they may consider in the future allowing respawns at resources around the keeps. That would add another strategic element to sieges.
Finally, combined with the oil-pot nerf, AP-earning speed has just been dramatically reduced.
I wouldn't be opposed to a 20 respawn limit at each resource per hour. This would give value to defenders reclaiming resources before a siege ends, so they could get some reinforcements.
Agrippa_Invisus wrote: »Aoe_Barbecue wrote: »This seems like a hasty change. I suppose we will have to see how it affects Cyrodiil to pass further judgment, however. Fights will have higher risks, but winning them will have more of a sense of permanency I suppose.
Agree with hasty -- people are very used to FC-based gameplay in Cyrodil. There will be much angst. Fights will be extremely risky, yes.
Perhaps they may consider in the future allowing respawns at resources around the keeps. That would add another strategic element to sieges.
Finally, combined with the oil-pot nerf, AP-earning speed has just been dramatically reduced.
I wouldn't be opposed to a 20 respawn limit at each resource per hour. This would give value to defenders reclaiming resources before a siege ends, so they could get some reinforcements.
Yeah that is a good idea. Also, like @Aoe_Barbecue said, increasing the HP of walls by at least x2 is probably necessary to allow dead defenders to try to run back to the siege (which would, in turn, force the attackers to consider assigning a force to patrol the possible overland return routes).
Agrippa_Invisus wrote: »Agrippa_Invisus wrote: »Aoe_Barbecue wrote: »This seems like a hasty change. I suppose we will have to see how it affects Cyrodiil to pass further judgment, however. Fights will have higher risks, but winning them will have more of a sense of permanency I suppose.
Agree with hasty -- people are very used to FC-based gameplay in Cyrodil. There will be much angst. Fights will be extremely risky, yes.
Perhaps they may consider in the future allowing respawns at resources around the keeps. That would add another strategic element to sieges.
Finally, combined with the oil-pot nerf, AP-earning speed has just been dramatically reduced.
I wouldn't be opposed to a 20 respawn limit at each resource per hour. This would give value to defenders reclaiming resources before a siege ends, so they could get some reinforcements.
Yeah that is a good idea. Also, like @Aoe_Barbecue said, increasing the HP of walls by at least x2 is probably necessary to allow dead defenders to try to run back to the siege (which would, in turn, force the attackers to consider assigning a force to patrol the possible overland return routes).
There are things I'm definitely looking forward to with this change --
Milegates/Bridges: No more dropping an FC on one side of it and then pounding it down as the defenders have further to run back from the keep.
Flag/Breach Defense: There will now be breathers if you put a good, hard wipe on the opposing force when trying to enter the keep or hit the flags. This is a good thing. Having to sit there for hours at a time, playing perfectly, without failing once (in comparison to unlimited failure attempts for the zerg) was ridiculous. There has to be a failure state for offensive attempts, especially when one side has fewer players (like late at night, or before reinforcements can arrive). Previously attackers essentially had unlimited retries and defenders could not fail once.
Tentaporting/BloodGating: This needed to have never been a thing.
Resource Farming: Yup, as guilty of it as the next guild. At the same time, it's not a very high state of play. You're intentionally pug stomping and you know it. It's much, much harder to do now.
Zerg Rush: No more killing the enemy, then suddenly... TENT! and then they all slam you again with full resources while you have none. On Saturday near Arrius Farm, while DC was trying to hit the keep, we back capped the farm, destroyed their tent, and because there's a flat spot nearby that doesn't count as being on the resource, we took three full tents worth of opponents (they kept dropping them and they'd get used up) to dislodge us from the flag. Just throwing bodies into the meat grinder, but it was enough to eventually flip the resource back to DC. Utterly ridiculous play style.
Agrippa_Invisus wrote: »Agrippa_Invisus wrote: »Aoe_Barbecue wrote: »This seems like a hasty change. I suppose we will have to see how it affects Cyrodiil to pass further judgment, however. Fights will have higher risks, but winning them will have more of a sense of permanency I suppose.
Agree with hasty -- people are very used to FC-based gameplay in Cyrodil. There will be much angst. Fights will be extremely risky, yes.
Perhaps they may consider in the future allowing respawns at resources around the keeps. That would add another strategic element to sieges.
Finally, combined with the oil-pot nerf, AP-earning speed has just been dramatically reduced.
I wouldn't be opposed to a 20 respawn limit at each resource per hour. This would give value to defenders reclaiming resources before a siege ends, so they could get some reinforcements.
Yeah that is a good idea. Also, like @Aoe_Barbecue said, increasing the HP of walls by at least x2 is probably necessary to allow dead defenders to try to run back to the siege (which would, in turn, force the attackers to consider assigning a force to patrol the possible overland return routes).
Milegates/Bridges: No more dropping an FC on one side of it and then pounding it down as the defenders have further to run back from the keep.
dzugarueb17_ESO wrote: »Horrible change, just horrible. Melee - ruined. Glass cannons - ruined. PVPing without a guild/group - ruined (obv nobody will res you). Being in a full raid mindlessly following the crown and mashing 1 button - mandatory.
Why, why don't just add the timer to respawn? Go get a beer is not fun - riding through the same woods over and over and over and over and over IS?
Agrippa_Invisus wrote: »Agrippa_Invisus wrote: »Aoe_Barbecue wrote: »This seems like a hasty change. I suppose we will have to see how it affects Cyrodiil to pass further judgment, however. Fights will have higher risks, but winning them will have more of a sense of permanency I suppose.
Agree with hasty -- people are very used to FC-based gameplay in Cyrodil. There will be much angst. Fights will be extremely risky, yes.
Perhaps they may consider in the future allowing respawns at resources around the keeps. That would add another strategic element to sieges.
Finally, combined with the oil-pot nerf, AP-earning speed has just been dramatically reduced.
I wouldn't be opposed to a 20 respawn limit at each resource per hour. This would give value to defenders reclaiming resources before a siege ends, so they could get some reinforcements.
Yeah that is a good idea. Also, like @Aoe_Barbecue said, increasing the HP of walls by at least x2 is probably necessary to allow dead defenders to try to run back to the siege (which would, in turn, force the attackers to consider assigning a force to patrol the possible overland return routes).
Milegates/Bridges: No more dropping an FC on one side of it and then pounding it down as the defenders have further to run back from the keep.
This is definitely going to be an advantage for AD because it's alot faster to ride from Alessia to the bridge than it is to ride from Sejanus to the bridge.
Technically one as one soulgem is still consumed during the res, and it has 4 mins cooldown, iirc. But yeah, it's a nice set to use in Cyro, a friend of mine farms soulgems there xDHaxnschwammer wrote: »I Wonder if FC are gone now are Oblivions' Foe sets demanded more?
Templar have 50% chance to get a soul gem back after rez, and OF set gives 2 gems... need to test that tomorrow...
The forwards camps are a disease that has been lifted from ESO and will improve pvp. Dueling will be fine they just need to bring soul gems. Also small group and gank squads will be usefull again since they cant just respawn across the maps or near 100k times at a resource or something.RoamingRiverElk wrote: »I can't believe this change is happening. Incredibly bad news.
Even now, PvP is an expensive way to play because you need potions, equipment and soul gems. Now you will need even more soul gems.
Zergs and trains will benefit tremendously - it's easy for them to rezz each other, and relatively cheaper, too.
Small groups defending a keep from a big group will suffer greatly since they can't keep coming back - there was already punishment there for those who died since it still took time to get back inside the keep from the forward camp. Is it not more fun to be able to have 5 vs 25 fights, than not having them?
Dueling will be even harder now, trying to make it possible for members of all three factions.