
Your sarcasm detector must be off. I am in one of the biggest PvP guilds of EP on the EU server and I am well aware of the strategies, skills, and gear that make good players and groups, thank you. My rhetorical sarcasm was intended to imply that your assertion that spamming one or two skills in a stacked group is not the reason for their effectiveness is, in fact, utter nonsense. Do you understand that or are you going to attempt to patronise me some more?I used to share my strategies but I won't do it anymore.... blah blah blah
So this is what those of us with some understanding of game mechanics said when the update released.
Today each and every zerg (I'm sure they call themselves something like bomb squads - lol btw) I've seen has converted to Stamina. The yellow 20+ zerg all spamming vigor and steel tornado, the red 60+ zerg spamming vigor and steel tornado. Every single one.
It has a MASSIVE radius, it does great damage, it isn't affected by the broken nirn trait (that has been broken for months and will continue, I'm sure, for months more) and here's the most fantastic thing about it: it still works once these groups have *** the servers so bad our weapons aren't even swapping.
GG ZOS, GG lagballs. I'm glad it took you two months to figure out so we could get just a little more laggy pvp before it all ended.
Sorry Zenimax, but when you wonder why your pvp players are in mass exodus - you better take a long hard look at what you did to deserve it.
WTB: ESO PvP - Pre lighting patch
So... even if they nerf steel tornado, will that change what these groups are doing? Won't they just pick up the next best AOE and continue doing what they're doing? Steel tornado, impulse, vigor, these are not the problems, it's the stacking a bunch of players together and using purge to negate everything that is the real problem. The AOE increase, the siege buff, these were both supposed to encourage groups to spread out, but purge makes both ineffective.
Nerf purge, not the AOEs.
Well, I'll say this - the lag from the groups using tornado is about 100x worse than the impulse groups, I was at bleakers with 999+ when they were fighting at chalman, and the groups weren't even that big. Plus it ignores lag, so when everything else doesn't work.. It still wins fights for you.
I'm not even gonna bother talking about balance anymore, until all this crap is fixed - what does it matter? I was merely commenting that it took so long to figure out when it's so obvious that ST Zerg > Impulse Zerg.
You're too concerned with the effects of the problem. The problem isn't spamming ST, it's that grouping up is still not only viable, but probably the safest strategy, therefore the smart strategy, albeit a boring one in my opinion.
My point is, until they make their counters to tight groups effective, this will always be a problem. They could remove every AOE in the game and players would just run around in large tight groups and focus individuals, as a group.
These zerg groups don't really care to implement the best skills and builds as soon as they come out, because anything they use works.
First of all, people play in groups because this is a multi-player game and that they are having more fun sharing their playtime with other fellow guildies. Whoever doesn't agree with this should go back to Skyrim.
Secondly, if you still think that any large group of 16+ can spam any ability to be successful in group VS group play, you have alot to learn still. Most people who complain about "trains" and "zerg" have never experienced a successful one themselves to comment about it.
VagabondAngel wrote: »Your sarcasm detector must be off. I am in one of the biggest PvP guilds of EP on the EU server and I am well aware of the strategies, skills, and gear that make good players and groups, thank you. My rhetorical sarcasm was intended to imply that your assertion that spamming one or two skills in a stacked group is not the reason for their effectiveness is, in fact, utter nonsense. Do you understand that or are you going to attempt to patronise me some more?I used to share my strategies but I won't do it anymore.... blah blah blah
VagabondAngel wrote: »Your sarcasm detector must be off. I am in one of the biggest PvP guilds of EP on the EU server and I am well aware of the strategies, skills, and gear that make good players and groups, thank you. My rhetorical sarcasm was intended to imply that your assertion that spamming one or two skills in a stacked group is not the reason for their effectiveness is, in fact, utter nonsense. Do you understand that or are you going to attempt to patronise me some more?I used to share my strategies but I won't do it anymore.... blah blah blah
You are the one who asked me to explain which strategies I was reffering to and after I took the time to explain a lil bit more what my point was, you defend yourself stating that you are part of a big guild and that you already know all of that.
Make up your mind and stop wasting my time.
Educate yourself.VagabondAngel wrote: »Your sarcasm detector must be off. I am in one of the biggest PvP guilds of EP on the EU server and I am well aware of the strategies, skills, and gear that make good players and groups, thank you. My rhetorical sarcasm was intended to imply that your assertion that spamming one or two skills in a stacked group is not the reason for their effectiveness is, in fact, utter nonsense. Do you understand that or are you going to attempt to patronise me some more?I used to share my strategies but I won't do it anymore.... blah blah blah
You are the one who asked me to explain which strategies I was reffering to and after I took the time to explain a lil bit more what my point was, you defend yourself stating that you are part of a big guild and that you already know all of that.
Make up your mind and stop wasting my time.
I'm still curious about these 50 other factors to successful zerging. All you really explained was that you can't just slot steel tornado in soul shriven robes and expect to win. So....what are the other 49 factors?
VagabondAngel wrote: »Your sarcasm detector must be off. I am in one of the biggest PvP guilds of EP on the EU server and I am well aware of the strategies, skills, and gear that make good players and groups, thank you. My rhetorical sarcasm was intended to imply that your assertion that spamming one or two skills in a stacked group is not the reason for their effectiveness is, in fact, utter nonsense. Do you understand that or are you going to attempt to patronise me some more?I used to share my strategies but I won't do it anymore.... blah blah blah
You are the one who asked me to explain which strategies I was reffering to and after I took the time to explain a lil bit more what my point was, you defend yourself stating that you are part of a big guild and that you already know all of that.
Make up your mind and stop wasting my time.
I'm still curious about these 50 other factors to successful zerging. All you really explained was that you can't just slot steel tornado in soul shriven robes and expect to win. So....what are the other 49 factors?
So... even if they nerf steel tornado, will that change what these groups are doing? Won't they just pick up the next best AOE and continue doing what they're doing? Steel tornado, impulse, vigor, these are not the problems, it's the stacking a bunch of players together and using purge to negate everything that is the real problem. The AOE increase, the siege buff, these were both supposed to encourage groups to spread out, but purge makes both ineffective.
Nerf purge, not the AOEs.
Well, I'll say this - the lag from the groups using tornado is about 100x worse than the impulse groups, I was at bleakers with 999+ when they were fighting at chalman, and the groups weren't even that big. Plus it ignores lag, so when everything else doesn't work.. It still wins fights for you.
I'm not even gonna bother talking about balance anymore, until all this crap is fixed - what does it matter? I was merely commenting that it took so long to figure out when it's so obvious that ST Zerg > Impulse Zerg.
The problem is not coming from the skill itself (Steel tornado VS Impulse) but the new AOE cap system and other incremental patches which decrease performances even more once in a while.
Btw, I don't think that steel tornado is OP, nirnhoded is and will be fixed eventually.
Agrippa_Invisus wrote: »WTB: ESO PvP - Pre lighting patch
Game balance was just as terrible then, it was performance that was better.
When the devs decided to not increase HP pools commensurate to everything else, they really made a huge mistake in regards to TTK/TTL.
I'm also of the opinion that some of the damage calculations for some of the high damage attacks (like WB) really need revision.
i dont like this idea at all. What about weak aoes like boundless storm or wall of elements? Should it stop my impulse from hitting?Nivzruo_ESO wrote: »Remove Aoes from the game.. they are just a gateway to poorly skilled play anyway. Keep siege as the only form of aoe.
All they need to do is limit the number of AoE abilities that a player can be hit by in any given second to 1. This makes zergball stacking less effective and forces players to actually do focus targetting and use abilities other than AoEing down players like trash mobs.
very true. Do successfully nerf these groups damage has to scale with players hit so it might be safefor 10 players but risky for 50.IxSTALKERxI wrote: »FYI, all the nerfs suggested in this thread will only make zerging worse. You would also be nerfing solo players and small groups of players who are trying to kill zergs... The nerfs would make people zerg more to survive etc. Nerfing is not the answer.
https://www.youtube.com/watch?v=4fnZ9nJl_XYmike.gaziotisb16_ESO wrote: »Small groups are more loosely formed than big groups. They don't stack so much.
I think skills that deal exponentially more damage the more people that they hit *could* be part of the solution. That's how I envisaged Detonation would work before I saw it in PTS and was hugely disappointed. Chain Lightning is another suggestion.
Also i think some short duration siege effects should not be so easily purgeable. The fact oil catas became purgeable had a hugely negative effect in my opinion. Also meatbag healing debuff used to be 50%, but I think now it's basically a Major Defile so it's capped to 30%. I don't understand why that was cut by so much either, since now all effects are unified and they can't stack (not to mention that nothing I've seen grants Minor Defile, so I don't know how you stack Minor & Major Defile)
I think it might be worth an experimental try to have utility siege like oil & meatbag catapults have short duration (say 4 secs) but not be purgeable. The siege DoTs would still be purgeable ofc and perhaps they'll have to reduce siege damage by ~15% to balance it out.
At the moment a 24 man raid can just sit in the middle, purge and heal and be fine. That's not really acceptable at this stage, something needs to happen.
Its the passives that make DW pretty decent. As soon as you are injured Tornado does 100% increased dmg and when you are lower than 25% HP it does another 20% increased dmg.
But, if that stuff gets nerfed bc of PvP I go nuts. Most things these days got nerfed bc some ppl started QQ in PvP. Just get some Heavy armor and that wont be an issue anymore.
Also, might help to not stand in a enemy 50 man grp lol
Teargrants wrote: »Lagpulse: 6 M
Steel Lagnado: 12 M
Amount of time it took potatoes to realize 12 > 6: Priceless
Yesterday on EU Mega server.. 50man raid spamming barrier and steel tornado, gg.
Even if you come through the barrier spam they still got like 10+ healing Templar or better said I completed my kill quest instantly after wiping them once.
PvP is totally *** up, at least on EU.. Huge Zergs, lag and people making use of both.. Proud of you ppl.