EVANWSEATHub17_ESO wrote: »I hope everyone enjoyed Transit between keeps, that will soon be a thing of the past when three people can simultaneously attack resources and cut transit.
Verdwhisper wrote: »well, will this make pvp exciting? Take resources and you win! You literally need to do nothing, sneak 1 guy or 2 near every resources and capture them 2-3min before every score round. Exciting! No large scale pvp and more about pve resources or fight with no more than 10 ppl all day! And running through the map all day! No transport line for u! Or u know wht, screw the scoreboard, eventually ppl will only care about ap farming.
ZOS_BrianWheeler wrote: »There have been other things being discussed for the guards regarding their ability ranges and upgrades. It was a known factor that the guards were going to be significantly weaker compared to the Siege damage changes going in. The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it.
In the overall scheme of things with the current focus on spreading people out as Paul mentioned, if more players can take resources requiring less players to do so with the aid of siege weaponry than could before, this can encourage players to do so.
All that being said, we are looking at the server performance and gameplay experience after these changes and will adjust them if needed
If resources can be taken by 1 person so easily, what is the purpose of the resource? What is the purpose of the guards? A time sink? Because it surely is no longer a deterrent against gankers or smaller numbers, it certainly isn't of strategic value or defensive benefit anymore. Its a liability to a keep if anything.
Verdwhisper wrote: »well, will this make pvp exciting? Take resources and you win! You literally need to do nothing, sneak 1 guy or 2 near every resources and capture them 2-3min before every score round. Exciting! No large scale pvp and more about pve resources or fight with no more than 10 ppl all day! And running through the map all day! No transport line for u! Or u know wht, screw the scoreboard, eventually ppl will only care about ap farming.
ZOS_BrianWheeler wrote: ».... The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it. ....
I may be in the minority, but I see this as a good thing.
Agree 100%
This should get some small scale action going. Have a quest to take X farm, grab a friend(or solo) and take it.
Agrippa_Invisus wrote: »EVANWSEATHub17_ESO wrote: »I hope everyone enjoyed Transit between keeps, that will soon be a thing of the past when three people can simultaneously attack resources and cut transit.
Guess players better spread out and guard those resources, neh?
If resources can be taken by 1 person so easily, what is the purpose of the resource? What is the purpose of the guards? A time sink? Because it surely is no longer a deterrent against gankers or smaller numbers, it certainly isn't of strategic value or defensive benefit anymore. Its a liability to a keep if anything.
@ZOS_BrianWheelerZOS_BrianWheeler wrote: »There have been other things being discussed for the guards regarding their ability ranges and upgrades. It was a known factor that the guards were going to be significantly weaker compared to the Siege damage changes going in. The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it.
In the overall scheme of things with the current focus on spreading people out as Paul mentioned, if more players can take resources requiring less players to do so with the aid of siege weaponry than could before, this can encourage players to do so.
All that being said, we are looking at the server performance and gameplay experience after these changes and will adjust them if needed
@ZOS_BrianWheelerZOS_BrianWheeler wrote: »There have been other things being discussed for the guards regarding their ability ranges and upgrades. It was a known factor that the guards were going to be significantly weaker compared to the Siege damage changes going in. The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it.
In the overall scheme of things with the current focus on spreading people out as Paul mentioned, if more players can take resources requiring less players to do so with the aid of siege weaponry than could before, this can encourage players to do so.
All that being said, we are looking at the server performance and gameplay experience after these changes and will adjust them if needed
I remember from April that we used fire ballistas to keep the guard's aggro at someone out of range, so the other players could take a resource (when we were all lowe levels). We were not able to kill the guards with just siege.
The problem with this change is that you can not defend a resource against larger then.
In the end people just won't even try defending resources anymore (but certainly tower farm a lot).
Please make it so siege does not kill NPCs and does reduced damage against them.
Ding ding ding. A large zerg doesn't even have to attempt to take on the smaller force in the defended area. Just siege the guards from range. GG, the smaller force can't push head on into the zerg. The defensive advantage of a resource was just removed completely, this benefits the zerg.
EVANWSEATHub17_ESO wrote: »I hope everyone enjoyed Transit between keeps, that will soon be a thing of the past when three people can simultaneously attack resources and cut transit.
EVANWSEATHub17_ESO wrote: »I hope everyone enjoyed Transit between keeps, that will soon be a thing of the past when three people can simultaneously attack resources and cut transit.
Really? two people could take a level 5 resources fairly easy before this change.
EVANWSEATHub17_ESO wrote: »I hope everyone enjoyed Transit between keeps, that will soon be a thing of the past when three people can simultaneously attack resources and cut transit.
CitraBenzoet_ESO wrote: »
EVANWSEATHub17_ESO wrote: »I hope everyone enjoyed Transit between keeps, that will soon be a thing of the past when three people can simultaneously attack resources and cut transit.
That's fine. Another 2 people can simply back cap. If anything it might make people spread out and defend.
The_Death_Princess wrote: »Frankly, all this boggles the mind.
1. Prior to 1.6, some lag issues, but rare, could be traced to specific battles against specific guilds.
2. Enter 1.6/2.x massive lag appears, probably from old code that fixes had been applied long ago.
3. Devs say they cant figure it out.
4. Why wasnt this predicted on PTS?
5. A change proposed to help - make all gaurds ~irrelevant and more points for camping gaurds.
6. Spread the gankers, but ignore the large guilds that run to avoid gankers.
Really?
As I have always suggested, ZOS, start listening to the experienced players that are pointing out where the lag is coming from and do something about it.
ZOS_BrianWheeler wrote: »There have been other things being discussed for the guards regarding their ability ranges and upgrades. It was a known factor that the guards were going to be significantly weaker compared to the Siege damage changes going in. The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it.
In the overall scheme of things with the current focus on spreading people out as Paul mentioned, if more players can take resources requiring less players to do so with the aid of siege weaponry than could before, this can encourage players to do so.
All that being said, we are looking at the server performance and gameplay experience after these changes and will adjust them if needed
Manufacturing artificial mechanics that force players to "spread out" because you guys can't/won't improve performance on your end will be the death of pvp. Enjoy the fiery train wreck that was once the highly anticipated pvp of ESO capable of having "hundreds of players on screen at once."
ZOS_BrianWheeler wrote: »There have been other things being discussed for the guards regarding their ability ranges and upgrades. It was a known factor that the guards were going to be significantly weaker compared to the Siege damage changes going in. The guards are currently intended to be a deterrent for players without siege weaponry but if you do have a weapon, have at it.
In the overall scheme of things with the current focus on spreading people out as Paul mentioned, if more players can take resources requiring less players to do so with the aid of siege weaponry than could before, this can encourage players to do so.
All that being said, we are looking at the server performance and gameplay experience after these changes and will adjust them if needed
Manufacturing artificial mechanics that force players to "spread out" because you guys can't/won't improve performance on your end will be the death of pvp. Enjoy the fiery train wreck that was once the highly anticipated pvp of ESO capable of having "hundreds of players on screen at once."
What is killing PVP in TESO is the constant negative attitude and whining from people like you who are never going to be satisfied no matter the hard work of Zenimax to address the issues.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.