Hypertionb14_ESO wrote: »steel tornado was alway better than impulse, it was the first stamina skill worth anything. always had better damage, always had better radius.
its only now that the sudden rise in Stamina builds and the Nirned Defenses that suddenly the idoit masses realized "wow steel tornado is good" and started using it in droves..
Had some decent fights on Azura yesterday with the reds who aren't vigorlagnadoballing and some yellows.
But didn't make the slightest difference to the map. My group (4 people) were constantly calling in TS "Ash under siege, ales under attack, rayles etc." and I'm like .. *** it, guaranteed to be the yellow lagnado ball.. let them just have it. Meanwhile we were fighting at bleakers and the gates where we owned nothing just so we could at least have some pvp action..
So from now on take whatever you want - soon you'll be PvDing in prime time because there's no point.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_BrianWheeler
Are you aware that every one of your changes to PvP since 1.6 has served to simply strengthen the people who stack and spam AOEs?
Are you aware that your game extremely heavily favours the largest possible groups?
Are you aware that the "unbalanced ultimate regen" of 1.5 was one of the only ways these large groups could be countered by smaller groups?
Are you aware that fire siege, magicka detonation, oil, meatbags and oil catapults are completely useless against large groups who have 20k+ shields from barriers and 4 people spamming purges?
Are you aware that average time to kill nowadays is nothing more than a few seconds, and that this is further driving people to hide in enormous groups?
Are you aware of the massive unbalance between Stamina and Magicka right now - where you can use traits to put your spell resistance massively above hardcap, use champion points to reduce both magic and elemental damage - where there are 0 such options for reducing physical damage?
And most importantly, are you going to actually do something about it or can I relay the message to all pvpers I know that are still hoping, that they might as well stop waiting and uninstall ESO already? I mean, as a leader of one of the largest EU guilds, honestly it sucks to see us lose such a massive amount of players every day - but I can't blame them and I will be following them soon enough if this continues.
I think all PvPers deserve a response to these questions. Thanks.
Agrippa_Invisus wrote: »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?
In my book, a zerg = 30players or more. Like I said plenty of times in my last posts, I run between 12-16players group during offhours and a full group during primetime. I also discourage people who stack 30-40men together and I will be the first to spread out some place else when I see too many EPs next to me.
Once we get along with the signification of zerging, we can talk about strategies used in organized groups.
Good day.
Seen you make this comment before. However, when people are complaining about zergs they aren't talking about the 50 undisciplined players running en masse. Those are easy enough to kill. What they really hate are the 15 to 24 man group at the core that is healing, purging, steel tornadoing and meteoring through everything, including tower siege. Those are the groups farming keeps and towers. They are always a problem because they lock groups of people into trying to kill them while the rest of the map is lost.
We need a separate term for this type of thing as people always conflate this type of group with a fifty man force just running to an objective.
"Organized Pain Train".
The strategy goes back quite a ways, and 'Pain Train" has always been what it's called. It's a locomotive of hurt bearing down on you and is aiming to kill anything it runs through or over with PBAoE.
Agrippa_Invisus wrote: »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?
In my book, a zerg = 30players or more. Like I said plenty of times in my last posts, I run between 12-16players group during offhours and a full group during primetime. I also discourage people who stack 30-40men together and I will be the first to spread out some place else when I see too many EPs next to me.
Once we get along with the signification of zerging, we can talk about strategies used in organized groups.
Good day.
Seen you make this comment before. However, when people are complaining about zergs they aren't talking about the 50 undisciplined players running en masse. Those are easy enough to kill. What they really hate are the 15 to 24 man group at the core that is healing, purging, steel tornadoing and meteoring through everything, including tower siege. Those are the groups farming keeps and towers. They are always a problem because they lock groups of people into trying to kill them while the rest of the map is lost.
We need a separate term for this type of thing as people always conflate this type of group with a fifty man force just running to an objective.
"Organized Pain Train".
The strategy goes back quite a ways, and 'Pain Train" has always been what it's called. It's a locomotive of hurt bearing down on you and is aiming to kill anything it runs through or over with PBAoE.
"FENGRUSH"
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_BrianWheeler
Are you aware that every one of your changes to PvP since 1.6 has served to simply strengthen the people who stack and spam AOEs?
Are you aware that your game extremely heavily favours the largest possible groups?
Are you aware that the "unbalanced ultimate regen" of 1.5 was one of the only ways these large groups could be countered by smaller groups?
Are you aware that fire siege, magicka detonation, oil, meatbags and oil catapults are completely useless against large groups who have 20k+ shields from barriers and 4 people spamming purges?
Are you aware that average time to kill nowadays is nothing more than a few seconds, and that this is further driving people to hide in enormous groups?
Are you aware of the massive unbalance between Stamina and Magicka right now - where you can use traits to put your spell resistance massively above hardcap, use champion points to reduce both magic and elemental damage - where there are 0 such options for reducing physical damage?
And most importantly, are you going to actually do something about it or can I relay the message to all pvpers I know that are still hoping, that they might as well stop waiting and uninstall ESO already? I mean, as a leader of one of the largest EU guilds, honestly it sucks to see us lose such a massive amount of players every day - but I can't blame them and I will be following them soon enough if this continues.
I think all PvPers deserve a response to these questions. Thanks.
Ifthir_ESO wrote: »so you feel 3 people should be able to wipe 50?
Hypertionb14_ESO wrote: »Ifthir_ESO wrote: »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.
the lag from those type of checks would be horrific
Not if you know how to program. Similar calculations are already being done (like CC check etc).
Lag would actually be reduced if you removed the calculation to reduce damage when 6 targets or more are hit. This check would no longer be needed.
i think we have established ZOS has issues with coding...
they could of just fixed negate first before throwing the game out the window. That was the real fuel to 'magicka zerg' imbalance in 1.5.
I still remember how NA peoples reacted months ago.
http://forums.elderscrollsonline.com/en/discussion/162918/steel-tornado-the-new-impulse
I still remember how NA peoples reacted months ago.
http://forums.elderscrollsonline.com/en/discussion/162918/steel-tornado-the-new-impulse
How is that any different than how people are reacting to it right now?
I still remember how NA peoples reacted months ago.
http://forums.elderscrollsonline.com/en/discussion/162918/steel-tornado-the-new-impulse
How is that any different than how people are reacting to it right now?
Well are people in this thread saying its weak?
Yes I didnt use the good words. They said it was perfectly balanced and far from being aqns good as the old impulse, and that it would be stupid to nerf it.I still remember how NA peoples reacted months ago.
http://forums.elderscrollsonline.com/en/discussion/162918/steel-tornado-the-new-impulse
How is that any different than how people are reacting to it right now?
Well are people in this thread saying its weak?
People in the other thread weren't saying its weak either....
Or do you mean "people" as in 1 person in over 140 posts?
This is and interesting idea. But then probably the AoE heals should work the same way. The bad part is that the number of the calculations will be increased and probably will bring more lag.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.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_BrianWheeler
Are you aware that every one of your changes to PvP since 1.6 has served to simply strengthen the people who stack and spam AOEs?
Are you aware that your game extremely heavily favours the largest possible groups?
Are you aware that the "unbalanced ultimate regen" of 1.5 was one of the only ways these large groups could be countered by smaller groups?
Are you aware that fire siege, magicka detonation, oil, meatbags and oil catapults are completely useless against large groups who have 20k+ shields from barriers and 4 people spamming purges?
Are you aware that average time to kill nowadays is nothing more than a few seconds, and that this is further driving people to hide in enormous groups?
Are you aware of the massive unbalance between Stamina and Magicka right now - where you can use traits to put your spell resistance massively above hardcap, use champion points to reduce both magic and elemental damage - where there are 0 such options for reducing physical damage?
AhPook_Is_Here wrote: »I would love to go back to the old ult generation system as long as it was stacked on top of the current one so tanks can still generate ult in PVE without having to tell a group to stand around while they healing springs them.
As to dps, i miss endless batswarm, and would love to have it back again.
Yes I didnt use the good words. They said it was perfectly balanced and far from being aqns good as the old impulse, and that it would be stupid to nerf it.I still remember how NA peoples reacted months ago.
http://forums.elderscrollsonline.com/en/discussion/162918/steel-tornado-the-new-impulse
How is that any different than how people are reacting to it right now?
Well are people in this thread saying its weak?
People in the other thread weren't saying its weak either....
Or do you mean "people" as in 1 person in over 140 posts?
Yes I didnt use the good words. They said it was perfectly balanced and far from being aqns good as the old impulse, and that it would be stupid to nerf it.I still remember how NA peoples reacted months ago.
http://forums.elderscrollsonline.com/en/discussion/162918/steel-tornado-the-new-impulse
How is that any different than how people are reacting to it right now?
Well are people in this thread saying its weak?
People in the other thread weren't saying its weak either....
Or do you mean "people" as in 1 person in over 140 posts?
Strange, I replied quite a bit to that thread, and the major consensus was that Steel Tornado was ALWAYS better than Impulse, and that the ONLY reason people used Impulse prior to 1.6 was that Impulse was unblockable, whereas every stam-based AoE was not.
So it made perfect sense to use the weaker AoE since it would end up doing more damage in the permablock meta that PvP was back then.
Now that ALL AoEs are blockable, it makes perfect sense to use Steel Tornado, the highest upfront damage AoE w/ the widest radius.
Impulse was NEVER a better AoE than Steel Tornado, it just went through block which made it more practical.
The 8.7k steel tornados through maim are my favorite. Nerf impulse, magikca too stronk.
Agrippa_Invisus wrote: »The 8.7k steel tornados through maim are my favorite. Nerf impulse, magikca too stronk.
While Steel Tornado is very powerful, will no one mention the Bombard + Fear spam?
That stuff's worse than Talons back in its heyday. Hard to see graphic, hard hitting, very large cone area that gets hit, AND frequently employed by NBs who fear spam (off a different resource pool).
Gotta love it!