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"Forward Camps will no longer be sold by Merchants in Cyrodiil."

  • Enodoc
    Enodoc
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    I'm surprised they would just get rid of them completely, considering how important they were to the way they wanted PvP to work; maybe they're doing a major revamp of them and will re-release them with the Imperial City?
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  • Agrippa_Invisus
    Agrippa_Invisus
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    faernaa wrote: »
    Inconveniencing? What did they do to you? They are mostly harmess for zergs and living habitat between alesia and drake.

    Who said they did anything to me?

    Does my pointing out that ZOS likely doesn't care about duelers make me a villain?

    Am I required to have any level of interest about their activity aside from the occasional reference on the forums?
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
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  • Soris
    Soris
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    stop trolling me please
    Welkynd [Templar/AD/EU]
  • Guppet
    Guppet
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    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
    Agrippa_Invisus
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    faernaa 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.
    Guppet 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.
    Edited by Agrippa_Invisus on November 3, 2014 5:03PM
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • timidobserver
    timidobserver
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    I am all for this. I was into Cyrodil for a while, but the performance problems drove me out of it. I am convinced that this change will ultimately result in better performance.

    -Large zerg battles will end quicker, which will reduce the amount of spike data being sent to the servers.
    -It is now an even worse strat to send your entire population to take one keep, so there should be fewer people fighting at one place at the same time now.
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  • Tripwyr
    Tripwyr
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    Rylana 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 -.-

    Ah now I see, this change was to increase Imperial Edition upgrades. Sneaky ZOS, sneaky.
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  • Aoe_Barbecue
    Aoe_Barbecue
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    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.
  • Guppet
    Guppet
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    faernaa 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.
    Guppet 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.

    Not in the slightest, we actually get messed over by all those hording them, so we cant play it properly till the stocks run out. Much better to have them just removed without warning.
  • Eucken
    Eucken
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    well I can tell you the EU players are stacking up on camps as we speak
  • Juraigr
    Juraigr
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    Eucken wrote: »
    well I can tell you the EU players are stacking up on camps as we speak
    Spent 400k.on.em.got 1.5 mill to go lol
    EU Worst DK , Best DK Singapore and NA also known as 'Special Snowflake'

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  • timidobserver
    timidobserver
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    Eucken wrote: »
    well I can tell you the EU players are stacking up on camps as we speak

    I am glad to be on NA. We had no warning, so we are quickly going to get to see the real impact of this change whether it be for the best or worst. It'll probably be December or January before EU runs out of Forward Camps lol.
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  • Oughash
    Oughash
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    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.
  • Sharee
    Sharee
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    Hmm... generally i welcome this as a step in the right direction. I just hope it won't stay as is without any further changes to keeps.

    Because with these changes, defending your keeps from capture will be impossible - the time from when a keep shows as under attack on map to when it is capped is less than the time a sprinting 75% horse takes to cross the distance between keeps, even with retreating maneuver.
  • Aoe_Barbecue
    Aoe_Barbecue
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    They should make walls and doors tougher I suppose.
  • Agrippa_Invisus
    Agrippa_Invisus
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    Ishammael 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 / Indominus / Inprimis / Inviolatus
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    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • Tintinabula
    Tintinabula
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    you know what?..I think this is an awful idea BUT..it serves those people who used troll camps right you &^%$#@!*&^%$%&*ers..Now..sit in your own ^%$#@$% and play the game. LMAO

    Once again the ZOS "dev team" is allowing the player base to dictate to them how to "develop the game". Ya'll just caved and gave in to the baddies who were using troll camps.
    Edited by Tintinabula on November 3, 2014 5:31PM
  • DisgracefulMind
    DisgracefulMind
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    While I don't think it's a bad idea for forward camps to be removed, and I am not opposed to it at all, I think they made this decision entirely too fast. They should have waited until AoE cap removal, in my opinion before removing them. I also think they should consider adding certain spawn points and such after death, as it is going to be the biggest headache riding a horse back and forth across a map. Though, I am hoping for some interesting battles between keeps, and I'm sure this will reduce some problems in keep battles with lag. I'm a bit torn on the removal, tbh. I guess we'll all see the effects it has on Cyrodiil, though.
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  • Oughash
    Oughash
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    Ishammael 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
    Agrippa_Invisus
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    Ishammael wrote: »
    Ishammael 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 / Indominus / Inprimis / Inviolatus
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    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • Oughash
    Oughash
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    Ishammael wrote: »
    Ishammael 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.

    All great things that I hope pan out.

    Would like to add:
    1. TTK will increase quite a bit. Because people will recognize the value of staying alive, they will choose much more defense sets. Watch for huge influx of Covenant/Dominion/Pact gear, Whitestrakes, Footmans, etc. This will be a good thing.

    1.5. Watch for many more defense skills on player bars.

    2. Bows will become VERY prevalent (queue bad Legolas references). Being able to stand-off in any fight is extremely important since the price for death is now much higher.

    edit: grammar.
    Edited by Oughash on November 3, 2014 6:15PM
  • Haxnschwammer
    Haxnschwammer
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    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...
    Once I was a healer. Then I took a Wrobel to the knee.

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  • frozywozy
    frozywozy
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    Ishammael wrote: »
    Ishammael 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.
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    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Sallington
    Sallington
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    Good. Blood porting always made me feel dirty.

    And now soul gems are actually useful.
    Edited by Sallington on November 3, 2014 6:32PM
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  • Antirob
    Antirob
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    Zos i love you. so who do i send the cakae to. @ZOS_TristanK‌ @ZOS_BrianWheeler‌
    Edited by Antirob on November 3, 2014 6:32PM
    Vehemence
    Antirob - Dragonknight
  • dzugarueb17_ESO
    dzugarueb17_ESO
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    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?
  • Sallington
    Sallington
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    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?

    Num Lock
    Get a beer
    ?
    Profit
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  • Agrippa_Invisus
    Agrippa_Invisus
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    frozywozy wrote: »
    Ishammael wrote: »
    Ishammael 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.

    We have the advantage at the Chalman milegate now.

    I'd mention the Ash milegate, but we all know no PVP happens in that corridor of the map.
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • Magdalina
    Magdalina
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    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...
    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 xD
  • Antirob
    Antirob
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    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.
    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.
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    Antirob - Dragonknight
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