You know, for some reason I'm not entirely opposed to that idea...either a sorc or they get run over.
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.
I believe lag is the largest to blame for scant populations. ZOS got what they wanted with spreading out... people spread so far out they changed campaigns so that there is no competition left.
You dont want to leave a laggy campaign for one thats getting destroyed because your faction is underpopulated. So everybody has taken home to faction dominate campaigns. The effects from that begin to trickle down. Why play when theres nobody to play against or you lag on Chill?
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.
This is a good summary. I would only add that its Maneuvers, Purge, Caltrops, and Barrier which hold the group together. Although I will concede that maneuvers is absolutely the most important. Vigor and Detonation are pure icing.
Also agreed that Group vs Group combat is really fun. With some careful tweaks (most of which have already been identified) it will get better.
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.
This is a good summary. I would only add that its Maneuvers, Purge, Caltrops, and Barrier which hold the group together. Although I will concede that maneuvers is absolutely the most important. Vigor and Detonation are pure icing.
Also agreed that Group vs Group combat is really fun. With some careful tweaks (most of which have already been identified) it will get better.
Why caltrops? So like em but they always felt like icing to me. Enemy caltrops don't mess with us, can't imgaine ours are the deciding factor.
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.
This is a good summary. I would only add that its Maneuvers, Purge, Caltrops, and Barrier which hold the group together. Although I will concede that maneuvers is absolutely the most important. Vigor and Detonation are pure icing.
Also agreed that Group vs Group combat is really fun. With some careful tweaks (most of which have already been identified) it will get better.
Why caltrops? So like em but they always felt like icing to me. Enemy caltrops don't mess with us, can't imgaine ours are the deciding factor.
caltrops are completely negated by rapid...they are not an issue at all
Do they still proc every melee proc ability though? :P
Do they still proc every melee proc ability though? :P
This.
Second: they have they largest AoE radius of any ability. With weapon dmg stacking they do strong damage, espcially when 4-6 people drop them together.
Third: If you're using maneuvers you're not attacking. Hence, caltrops.
Fourth: they burn stamina on blockers.
Do they still proc every melee proc ability though? :P
This.
Second: they have they largest AoE radius of any ability. With weapon dmg stacking they do strong damage, espcially when 4-6 people drop them together.
Third: If you're using maneuvers you're not attacking. Hence, caltrops.
Fourth: they burn stamina on blockers.
Still just icing. Not going to make or break a strong group. Not in the way Purge or Rapid Maneuvers would.
Like I stated in another thread before it was locked: PvP is on the way out w/o some significant work. Last night each faction was just PvE'ing on their buff server. Barely any fights anywhere except in non-vet. AD poplocked chill with an emp and took every keep. DC did the same on Haderus AND Azuras, stangely. Thorn has been red since 1.6 dropped.
I want a map pop-locked 100% of the time so that fights are everywhere. Unfortunately, when that happens the server lags out and everyone knows this. I suggest we all play something else for a few months.
EDIT: I think the number of threads on this topic over the last few weeks is telling. Sure, PvPers always have some axe to grind. But there has been absolutely zero response from ZOS. Not in a good state right now.
Do they still proc every melee proc ability though? :P
This.
Second: they have they largest AoE radius of any ability. With weapon dmg stacking they do strong damage, espcially when 4-6 people drop them together.
Third: If you're using maneuvers you're not attacking. Hence, caltrops.
Fourth: they burn stamina on blockers.
Still just icing. Not going to make or break a strong group. Not in the way Purge or Rapid Maneuvers would.
Fair enough. Just a strong ability always employed.