AhPook_Is_Here wrote: »Agrippa_Invisus wrote: »Game is poorly balanced.
Funny you say that, since they did just about everything you asked for concerning armor, block, nerfing caster DKs tanks, making ranged ranged and melee melee. I guess you have to be careful what you wish for.
Agrippa_Invisus wrote: »AhPook_Is_Here wrote: »Agrippa_Invisus wrote: »Game is poorly balanced.
Funny you say that, since they did just about everything you asked for concerning armor, block, nerfing caster DKs tanks, making ranged ranged and melee melee. I guess you have to be careful what you wish for.
I never asked for soft caps to be removed.
I never asked for Nirnhoned to work as it does.
I never asked for HP totals to not scale in the same way as other resource pools.
It's the lack of softcaps on damage stacking, the lack of softcaps on regent, and the poor scaling of HP pools that lead to very, very squishy players who die in moments -- regardless of type of armor -- to physical damage types. The only defenses that are truly effective are the dodge roll spammers (due to the huge resource regen rates) or the shield stackers.
That is a crap salad of ZOS's own making.
AhPook_Is_Here wrote: »Agrippa_Invisus wrote: »AhPook_Is_Here wrote: »Agrippa_Invisus wrote: »Game is poorly balanced.
Funny you say that, since they did just about everything you asked for concerning armor, block, nerfing caster DKs tanks, making ranged ranged and melee melee. I guess you have to be careful what you wish for.
I never asked for soft caps to be removed.
I never asked for Nirnhoned to work as it does.
I never asked for HP totals to not scale in the same way as other resource pools.
It's the lack of softcaps on damage stacking, the lack of softcaps on regent, and the poor scaling of HP pools that lead to very, very squishy players who die in moments -- regardless of type of armor -- to physical damage types. The only defenses that are truly effective are the dodge roll spammers (due to the huge resource regen rates) or the shield stackers.
That is a crap salad of ZOS's own making.
Ya, I don't know about all that other stuff, because I don't think anybody asked for any of that, at least not that I can recall from my limited time reading the forums. However the game has become what you'd expect from the absence of any pushing or defensive roles, two blobs of ranged v.s. ranged, and I'm not at all interested in that.
Agrippa_Invisus wrote: »Game is poorly balanced.
Population disparity issues on every single server.
Lag is godawful bad.
And everyone knows it's going to be months before anything's done due to the code mostly being locked for console release.
1.6/2.0 is an utter, complete failure for the PVP community.
OtarTheMad wrote: »If they don't do something VERY SOON... a lot more people are going to walk away from PVP.
My take is that there are two things people sometimes conflate: organized large scale combat and zerging.I know everyone knocks on the large organized groups and says that playing with a small 10 man is much better due to the "No lag" scenario.
However that is what brought me to this game anyways. I started with The Crimson Order on launch and we had a ball- back then on SkullCrusher !
...
I know a lot of you players just call the "Zergs" mindless groups of numbers but we are actually decent players with careers that like to group up and have an ARMY in a WAR GAME. as it were intended not this 10 man vs 10 man bull crap most of you are touting about. Put that in arenas not cryodiil - why not fix the game so large numbers vs large numbers - like advertised.
tinythinker wrote: »My take is that there are two things people sometimes conflate: organized large scale combat and zerging.I know everyone knocks on the large organized groups and says that playing with a small 10 man is much better due to the "No lag" scenario.
However that is what brought me to this game anyways. I started with The Crimson Order on launch and we had a ball- back then on SkullCrusher !
...
I know a lot of you players just call the "Zergs" mindless groups of numbers but we are actually decent players with careers that like to group up and have an ARMY in a WAR GAME. as it were intended not this 10 man vs 10 man bull crap most of you are touting about. Put that in arenas not cryodiil - why not fix the game so large numbers vs large numbers - like advertised.
How I see those two things:
Large scale combat may be what you are talking about, and true, the server craps out when players try this. Maybe because of increased server-side checks to reduce exploiting, maybe because of too many complex calculations, maybe because of server coding bugs, etc. No one seems to know (or they aren't telling).
Zerging is an amplified "pain train" kind of swarming en masse, in which players are always tight on the leader in a giant blob and swarm over everything using AoE. It is a particular type of organized large scale combat, so everything else in large scale battles would by definition be the "non-zerg" form. In zergs there is little need for coordination or skill other than follow the leader and having someone in voice chat calling for ultimates at certain times. Otherwise just spam heals and AoE damage (impulse last summer, whirlwind now). A group of ~10-20 people doing this kind of swarm can be annoying/challenging but I wouldn't call it a zerg. When the numbers head toward 25-50+, we are looking at the process of transformation into a ("mindless") zerg.
A couple of the major issues people have associated with zerging: 1) it amplifies the current server problems with large scale combat and 2) the anti-zerging tools ZOS replaced "ground oil" with are either not effective or can be used just as/even more effectively by the zerg versus smaller groups of opponents.
I personally have no problem with large scale combat, as it can be very fun, but massive zerg v massive zerg in a lagfest? No so much. Not unless/until the the lag improves and only if the zergs split apart into smaller packets of players in open field combat after meeting each other. Especially given the current situation with miniscule TTK and the extreme variation in ability to deal/resist damage among different classes/builds.
Eh? I explicitly distinguished between organized large scale combat and zerging. The range where "zerging" potentially begins in terms of numbers is up for grabs, but I placed it somewhere between 35-50*, and definitely over 50. But I didn't define zerging based strictly on having some suitably large number of players. I personally don't count staying tight on the crown and mashing the same button repeatedly as skilled play, but everyone has their own definitions. I don't expect everyone to agree with me.Being coordinated and relying more on player skill than overall numbers to win is zerging now?
Doesn't have to be 50. I gave a range wherein the transformation to zerg can occur, not an exact number. When I see 35-45 people swarm out of a stronghold in tight formation spamming AoE attacks, run over 5 players, and run back in, I call it zerging. When 40+ players of a different faction swarm out in the same type of formation and use the same simplistic tactics in order to take a resource, also zerging. Why people need or want to "zerg" for such things I cannot say.No one stacks 50 people on the same ground unless it's a flag.
tinythinker wrote: »My take is that there are two things people sometimes conflate: organized large scale combat and zerging.I know everyone knocks on the large organized groups and says that playing with a small 10 man is much better due to the "No lag" scenario.
However that is what brought me to this game anyways. I started with The Crimson Order on launch and we had a ball- back then on SkullCrusher !
...
I know a lot of you players just call the "Zergs" mindless groups of numbers but we are actually decent players with careers that like to group up and have an ARMY in a WAR GAME. as it were intended not this 10 man vs 10 man bull crap most of you are touting about. Put that in arenas not cryodiil - why not fix the game so large numbers vs large numbers - like advertised.
How I see those two things:
Large scale combat may be what you are talking about, and true, the server craps out when players try this. Maybe because of increased server-side checks to reduce exploiting, maybe because of too many complex calculations, maybe because of server coding bugs, etc. No one seems to know (or they aren't telling).
Zerging is an amplified "pain train" kind of swarming en masse, in which players are always tight on the leader in a giant blob and swarm over everything using AoE. It is a particular type of organized large scale combat, so everything else in large scale battles would by definition be the "non-zerg" form. In zergs there is little need for coordination or skill other than follow the leader and having someone in voice chat calling for ultimates at certain times. Otherwise just spam heals and AoE damage (impulse last summer, whirlwind now). A group of ~10-20 people doing this kind of swarm can be annoying/challenging but I wouldn't call it a zerg. When the numbers head toward 35-50+, we are looking at the process of transformation into a ("mindless") zerg.
A couple of the major issues people have associated with zerging: 1) it amplifies the current server problems with large scale combat and 2) the anti-zerging tools ZOS replaced "ground oil" with are either not effective or can be used just as/even more effectively by the zerg versus smaller groups of opponents.
I personally have no problem with large scale combat, as it can be very fun, but massive zerg v massive zerg in a lagfest? No so much. Not unless/until the the lag improves and only if the zergs split apart into smaller packets of players in open field combat after meeting each other. Especially given the current situation with miniscule TTK and the extreme variation in ability to deal/resist damage among different classes/builds.
Definitely how many people use the term.AhPook_Is_Here wrote: »Zerging is when a large group rolls over your group. Organized group play is when your large group rolls over another group.
tinythinker wrote: »Definitely how many people use the term.AhPook_Is_Here wrote: »Zerging is when a large group rolls over your group. Organized group play is when your large group rolls over another group.
Agreed in principle, but the use of terminology that goes with mis(perception) can obscure the problematic mechanics and shift the focus of the discussion ("That other Alliance is a bunch of zerging poopy-headsAhPook_Is_Here wrote: »The real problem isn't the syntax, but the broken boring game-play that the designers have put before us and left there as a finished product.
OtarTheMad wrote: »If they don't do something VERY SOON... a lot more people are going to walk away from PVP.
Already seeing it happen. I have already retreated back to leveling my alts at my own pace, playing on black water blade, and playing skyrim. With most of my time in PvP spent yelling at the game, complaining in TS or listening to the copious amounts of complaints from other player I pretty much have to pull out of PvP some or it will drive me from the game entirely.
Agrippa_Invisus wrote: »Game is poorly balanced.
Population disparity issues on every single server.
Lag is godawful bad.
And everyone knows it's going to be months before anything's done due to the code mostly being locked for console release.
1.6/2.0 is an utter, complete failure for the PVP community.
i do not know if i have the patience to wait until after console launch for PvP fixes. I cannot stand the PvE. I have already done most of it!:(
If PvP remains this broken for the next few months, I am gone. I have had it. everyone has their breaking point, and I have reached mine.
perhaps I will take a break and play something else. Maybe I will get Skyrim for the PC and play it for the next few months.
something.
...
A few weeks after 1.6 we had great population in nearly all NA camps besides Azuras Star, now everything but Non-Vet seems dead.
Rapid Maneuvers is really the main thing holding groups together. I don't think raids could function without it.
Something like that would cure zergball play, but it would also annihilate small group play of any kind. All you'd have to do is hit people with snares and that's that, they're either a sorc or they get run over. And you'd have nothing capable of actually breaking up a large pug zerg.
People complaining about Vigor don't know how raids work. Vigor is not a make or break, in any way. It's a pillow, a luxury. Raids still run on their Templars, or their dedicated healers. Vigor helps in the same way any splash healing helps, but take it or leave it, it's not going to change how groups function.
Group V Group combat is still amazingly fun in this game, though. Hitting, disengaging, circling, trying to get the enemy in a spot where you can annihilate the bulk of their force without losing your own... it's a lot of strategy and it's a blast.