Proxmity Detonation is supposed to be the big zerg buster I thought.
Except.. the zergs are now doing Proxy Bombs, where everyone casts it, and they obliterate anything they run through.
Quite funny how all the "zerg busting" tactics are actually enable zergs.
If ESO wants to bust zergs, they need to make AP fall off exponentially by number of people in group. Because the motivaation for zergs isn't beating other players.. it's beating other players and getting lots of AP for doing so.
1 - 4 People = Full AP
5 - 8 = 50% AP
9 - 12 = 15% AP
13 - 24 = 5% AP
24+ (in area, grouped or not) = 1% AP.
DROP THE AP ZERGS GET AND THE ZERGS WILL BREAK UP.
The only reason we see all the zergs now is its the fastest way to farm ap. Remove the AP CARROT and zergs will disperse.
I can't believe no one sees the true issue here after all this time...
RadioheadSh0t wrote: »So... If there are more than 24 people in an area, not even in group, you want AP to reduced to near zero? How in any way does that make sense? So, I can either choose to just sit in a four man group between Nikel and Roe or else gain no AP? If I want to be in a group capable of making a significant impact on the map, I have to surrender AP? Group size already comes with diminishing returns.
I'm sick of all the QQ from people who want to only roll in small groups, want to force everyone else to play the same why, and constantly complain on the forums. Can you imagine how little would get done if everyone ran around in four man groups? If that's how you want to play, fine, but i don't see any usefulness is destroying the game just to appease your preferred playstyle.
News flash: your four man group will never beat a larger group of equal skill, nor should it be able to. Your four man group isn't going to roll the map, or cap scrolls, so quit asking for the whole dynamic of the game to be destroyed because it doesn't fit what you want to do. It's open world PVP, deal with it.
Wreuntzylla wrote: »RadioheadSh0t wrote: »So... If there are more than 24 people in an area, not even in group, you want AP to reduced to near zero? How in any way does that make sense? So, I can either choose to just sit in a four man group between Nikel and Roe or else gain no AP? If I want to be in a group capable of making a significant impact on the map, I have to surrender AP? Group size already comes with diminishing returns.
I'm sick of all the QQ from people who want to only roll in small groups, want to force everyone else to play the same why, and constantly complain on the forums. Can you imagine how little would get done if everyone ran around in four man groups? If that's how you want to play, fine, but i don't see any usefulness is destroying the game just to appease your preferred playstyle.
News flash: your four man group will never beat a larger group of equal skill, nor should it be able to. Your four man group isn't going to roll the map, or cap scrolls, so quit asking for the whole dynamic of the game to be destroyed because it doesn't fit what you want to do. It's open world PVP, deal with it.
The other poster's reasoning aside, ZoS has stated that they want to break up the larger groups as part of lag control. Changing AP incentives is probably the best method to do that.
RadioheadSh0t wrote: »
I actually think the best way to do that is to add objectives outside of keeps.
The difference between non vet and vet campaigns is pretty easy to figure out. None (as far as I'm concerned) made a huge organized guild strictly for the BWB campaign to roll a 24men raid using aoe abilities all together.
RadioheadSh0t wrote: »
I actually think the best way to do that is to add objectives outside of keeps.
They lag ball will just roll around and take those objectives.
Kinda like they roll between Fare and Nickel/Sej
RadioheadSh0t wrote: »News flash: your four man group will never beat a larger group of equal skill, nor should it be able to. Your four man group isn't going to roll the map, or cap scrolls, so quit asking for the whole dynamic of the game to be destroyed because it doesn't fit what you want to do. It's open world PVP, deal with it.
Proxmity Detonation is supposed to be the big zerg buster I thought.
Except.. the zergs are now doing Proxy Bombs, where everyone casts it, and they obliterate anything they run through.
Quite funny how all the "zerg busting" tactics are actually enable zergs.
If ESO wants to bust zergs, they need to make AP fall off exponentially by number of people in group. Because the motivaation for zergs isn't beating other players.. it's beating other players and getting lots of AP for doing so.
1 - 4 People = Full AP
5 - 8 = 50% AP
9 - 12 = 15% AP
13 - 24 = 5% AP
24+ (in area, grouped or not) = 1% AP.
DROP THE AP ZERGS GET AND THE ZERGS WILL BREAK UP.
The only reason we see all the zergs now is its the fastest way to farm ap. Remove the AP CARROT and zergs will disperse.
I can't believe no one sees the true issue here after all this time...
Joy_Division wrote: »Proxmity Detonation is supposed to be the big zerg buster I thought.
Except.. the zergs are now doing Proxy Bombs, where everyone casts it, and they obliterate anything they run through.
Quite funny how all the "zerg busting" tactics are actually enable zergs.
If ESO wants to bust zergs, they need to make AP fall off exponentially by number of people in group. Because the motivaation for zergs isn't beating other players.. it's beating other players and getting lots of AP for doing so.
1 - 4 People = Full AP
5 - 8 = 50% AP
9 - 12 = 15% AP
13 - 24 = 5% AP
24+ (in area, grouped or not) = 1% AP.
DROP THE AP ZERGS GET AND THE ZERGS WILL BREAK UP.
The only reason we see all the zergs now is its the fastest way to farm ap. Remove the AP CARROT and zergs will disperse.
I can't believe no one sees the true issue here after all this time...
I know a lot of people are convinced this is the answer, but it is super easy to circumvent. Instead of 1 group of 24, a raid will just make 6 groups of 4.
Hypertionb14_ESO wrote: »i said as much not long ago, tho my suggestion is simply making a cooldown of the "purge" effect.
if you can only be purged every 5 seconds, seige is much more effective but still somewhat manageable.
but ya, making seige totally unpurgable would be to the same effect.
one noticeable thing, Zergs that run around like a single entity would be at severe risk once seige was a risk to them, but would be unable to seige themselves to respond as that would literally make them sitting ducks...
ever see a group run around the outer walls of a keep while inner keep seige hammered them? the only and i mean ONLY reason that works is because of purge... when a group of 24 stacks and then rushes in all at once through oils and catapuls and ballistas on a single breech, that only suceeds because they can purge the dots. if they couldnt, the dot would be enough to out preform the healing in most situations unless literally everyone in that group is running Springs/illustrious
i have seen a havoc group run around the outer wall while 10+ seige were hitting them dead on, to no effect because of purge and heals. If you couldnt purge seige effects, a meatbag and lots of fire would wreck a group like that slowly but surely. and it becomes possible to defend a breech by setting up lots of seige on the hole..
of course once that happens we will start seeing where groups must actually make multiple breeches to sucessfully make it inside and where sneak attacks are that much more important.
but it will spread out players as the current meta allows them to almost freely stack in seige.
there are rare times when a group will get hit by 3 ballistas at once and some people actually try and pull this off now. but those are such an exception its not funny...
oh and not to mention the calculations from purge are quite high since it doesnt follow the 6 target rule.
Hypertionb14_ESO wrote: »i said as much not long ago, tho my suggestion is simply making a cooldown of the "purge" effect.
if you can only be purged every 5 seconds, seige is much more effective but still somewhat manageable.
but ya, making seige totally unpurgable would be to the same effect.
one noticeable thing, Zergs that run around like a single entity would be at severe risk once seige was a risk to them, but would be unable to seige themselves to respond as that would literally make them sitting ducks...
ever see a group run around the outer walls of a keep while inner keep seige hammered them? the only and i mean ONLY reason that works is because of purge... when a group of 24 stacks and then rushes in all at once through oils and catapuls and ballistas on a single breech, that only suceeds because they can purge the dots. if they couldnt, the dot would be enough to out preform the healing in most situations unless literally everyone in that group is running Springs/illustrious
i have seen a havoc group run around the outer wall while 10+ seige were hitting them dead on, to no effect because of purge and heals. If you couldnt purge seige effects, a meatbag and lots of fire would wreck a group like that slowly but surely. and it becomes possible to defend a breech by setting up lots of seige on the hole..
of course once that happens we will start seeing where groups must actually make multiple breeches to sucessfully make it inside and where sneak attacks are that much more important.
but it will spread out players as the current meta allows them to almost freely stack in seige.
there are rare times when a group will get hit by 3 ballistas at once and some people actually try and pull this off now. but those are such an exception its not funny...
oh and not to mention the calculations from purge are quite high since it doesnt follow the 6 target rule.
RinaldoGandolphi wrote: »Siege was DESIGNED TO BE AN ANTI-INFANTY/ANTI-PERSONAL WEAPON
The Barbarian Tribes of Europe tried and most of their battle strategy was over running everyone with larger numbers (See Boudica)
the Roman's countered this non-sense with siege and Ballista's while funnelling their larger numbers into tight valley's and walls and killing them with the artillery at the time(siege) and finishing off the rest with their Legions.
the point of this thread is there is ZERO defensive advantage in ESO PVP whatsoever...it matters not if you have:
High ground
Walls
Chokepoint
etc
None of that matters, they will just zerg you down and spam barrier and purge spam rendering it useless.
Siege needs to be the equivalent of a trial boss...don't want to get hit by it, move.its easy to avoid in the open field. In PVE trials, Dungeons, etc..you stand in the red circle, you get bent...the same should be for pvp...you stand in the red circle, you get bent.
the Warrior in Hel Ra Citadel will hit you for over 50K if you stand in his cone for his Cleve or whatever...and rightfully so, move or die....spamming purge and heals shouldn't be an option to survive siege fire. PVE players are punished everyday for not moving out of the red circles by being 1 shotted, pvp players should be the same, if you stand in siege fire, you should die and enjoy your horse ride back or wait for a rez Don't want to die? move.
This will make keeps harder to take...i like the idea of having to have multiple-breeches to take a heavily fortified defensive structure., I like the idea of Barrier and Purge spam not saving me or anyone else from oil pots and siege fire on a breech. I like the idea this will nerf zerging, I like the idea defensive siege will actually matter, I like the idea this "buys time" so reinforcements can get there to give whichever faction a chance against the zerg.
For good measure, Siege damage as a whole needs its damage upped another 15%, on the initial hit and DOTS, ignores damage shields and barrier, and those DOTS made un-purgable....
Yup i expect to see siege everywhere, I expect to die to siege when shot by it, but i'd take that over the zerging we currently have.
It would also be nice to see 15 smart players wipe larger with tactical siege placement and smarts instead of just being run over by larger numbers all the time....this goes for all the factions, the stacking around and zerging has made this game staler then a loaf of bread left in the sun for a month....having this kinda siege will make for a better game.
I promise you, the lag will mostly disappear because 1 well placed siege shot will be capable of killing multiple people, zerging will go the wayside because it won't be feasible to do what is currently causing this game to lag because doing so will result in your death.
the only way ZOS will fix the lag is by making zerging a death sentence, and the only way to do that is with powerful un-purgeable siege.
Siege is slow, clunky, and leaves its user vulnerable...increase the pack and unpack times slightly, and reduce their HP in return for making them tougher and un-purgable, then a lot of the lag will go away. Yes we will have lots of QQ on the forums, but it needs to be done.
To those who say "Nothing in the game should be able to one shot me"
PVE'er deal with it all the time...go into AA or HRC, or even Santum and stand in the red circles and cones and see what happens, you get bent...if they can adapt, so can we.
RinaldoGandolphi wrote: »Siege was DESIGNED TO BE AN ANTI-INFANTY/ANTI-PERSONAL WEAPON
The Barbarian Tribes of Europe tried and most of their battle strategy was over running everyone with larger numbers (See Boudica)
the Roman's countered this non-sense with siege and Ballista's while funnelling their larger numbers into tight valley's and walls and killing them with the artillery at the time(siege) and finishing off the rest with their Legions.
the point of this thread is there is ZERO defensive advantage in ESO PVP whatsoever...it matters not if you have:
High ground
Walls
Chokepoint
etc
None of that matters, they will just zerg you down and spam barrier and purge spam rendering it useless.
Siege needs to be the equivalent of a trial boss...don't want to get hit by it, move.its easy to avoid in the open field. In PVE trials, Dungeons, etc..you stand in the red circle, you get bent...the same should be for pvp...you stand in the red circle, you get bent.
the Warrior in Hel Ra Citadel will hit you for over 50K if you stand in his cone for his Cleve or whatever...and rightfully so, move or die....spamming purge and heals shouldn't be an option to survive siege fire. PVE players are punished everyday for not moving out of the red circles by being 1 shotted, pvp players should be the same, if you stand in siege fire, you should die and enjoy your horse ride back or wait for a rez Don't want to die? move.
This will make keeps harder to take...i like the idea of having to have multiple-breeches to take a heavily fortified defensive structure., I like the idea of Barrier and Purge spam not saving me or anyone else from oil pots and siege fire on a breech. I like the idea this will nerf zerging, I like the idea defensive siege will actually matter, I like the idea this "buys time" so reinforcements can get there to give whichever faction a chance against the zerg.
For good measure, Siege damage as a whole needs its damage upped another 15%, on the initial hit and DOTS, ignores damage shields and barrier, and those DOTS made un-purgable....
Yup i expect to see siege everywhere, I expect to die to siege when shot by it, but i'd take that over the zerging we currently have.
It would also be nice to see 15 smart players wipe larger with tactical siege placement and smarts instead of just being run over by larger numbers all the time....this goes for all the factions, the stacking around and zerging has made this game staler then a loaf of bread left in the sun for a month....having this kinda siege will make for a better game.
I promise you, the lag will mostly disappear because 1 well placed siege shot will be capable of killing multiple people, zerging will go the wayside because it won't be feasible to do what is currently causing this game to lag because doing so will result in your death.
the only way ZOS will fix the lag is by making zerging a death sentence, and the only way to do that is with powerful un-purgeable siege.
Siege is slow, clunky, and leaves its user vulnerable...increase the pack and unpack times slightly, and reduce their HP in return for making them tougher and un-purgable, then a lot of the lag will go away. Yes we will have lots of QQ on the forums, but it needs to be done.
To those who say "Nothing in the game should be able to one shot me"
PVE'er deal with it all the time...go into AA or HRC, or even Santum and stand in the red circles and cones and see what happens, you get bent...if they can adapt, so can we.
All of this makes so much sense.Don't want your 24 person group to get wiped by siege? Spread out. Don't think you could survive getting through a heavily guarded breach because of all the siege pointed at it? Make another breach. It will punish blob groups and add some more strategy to taking keeps. Both of which are healthy for the game.
I get so mad when I see people standing in siege circles and not moving. Roll dodge, streak, or use speed buffs to get out of the way.
I would also like to see CC be more effective against blob groups as well. As long as they are spamming purge and rapids, CC is useless against blobs. Any idea on how to fix that?
RinaldoGandolphi wrote: »Siege was DESIGNED TO BE AN ANTI-INFANTY/ANTI-PERSONAL WEAPON
The Barbarian Tribes of Europe tried and most of their battle strategy was over running everyone with larger numbers (See Boudica)
the Roman's countered this non-sense with siege and Ballista's while funnelling their larger numbers into tight valley's and walls and killing them with the artillery at the time(siege) and finishing off the rest with their Legions.
the point of this thread is there is ZERO defensive advantage in ESO PVP whatsoever...it matters not if you have:
High ground
Walls
Chokepoint
etc
None of that matters, they will just zerg you down and spam barrier and purge spam rendering it useless.
Siege needs to be the equivalent of a trial boss...don't want to get hit by it, move.its easy to avoid in the open field. In PVE trials, Dungeons, etc..you stand in the red circle, you get bent...the same should be for pvp...you stand in the red circle, you get bent.
the Warrior in Hel Ra Citadel will hit you for over 50K if you stand in his cone for his Cleve or whatever...and rightfully so, move or die....spamming purge and heals shouldn't be an option to survive siege fire. PVE players are punished everyday for not moving out of the red circles by being 1 shotted, pvp players should be the same, if you stand in siege fire, you should die and enjoy your horse ride back or wait for a rez Don't want to die? move.
This will make keeps harder to take...i like the idea of having to have multiple-breeches to take a heavily fortified defensive structure., I like the idea of Barrier and Purge spam not saving me or anyone else from oil pots and siege fire on a breech. I like the idea this will nerf zerging, I like the idea defensive siege will actually matter, I like the idea this "buys time" so reinforcements can get there to give whichever faction a chance against the zerg.
For good measure, Siege damage as a whole needs its damage upped another 15%, on the initial hit and DOTS, ignores damage shields and barrier, and those DOTS made un-purgable....
Yup i expect to see siege everywhere, I expect to die to siege when shot by it, but i'd take that over the zerging we currently have.
It would also be nice to see 15 smart players wipe larger with tactical siege placement and smarts instead of just being run over by larger numbers all the time....this goes for all the factions, the stacking around and zerging has made this game staler then a loaf of bread left in the sun for a month....having this kinda siege will make for a better game.
I promise you, the lag will mostly disappear because 1 well placed siege shot will be capable of killing multiple people, zerging will go the wayside because it won't be feasible to do what is currently causing this game to lag because doing so will result in your death.
the only way ZOS will fix the lag is by making zerging a death sentence, and the only way to do that is with powerful un-purgeable siege.
Siege is slow, clunky, and leaves its user vulnerable...increase the pack and unpack times slightly, and reduce their HP in return for making them tougher and un-purgable, then a lot of the lag will go away. Yes we will have lots of QQ on the forums, but it needs to be done.
To those who say "Nothing in the game should be able to one shot me"
PVE'er deal with it all the time...go into AA or HRC, or even Santum and stand in the red circles and cones and see what happens, you get bent...if they can adapt, so can we.
All of this makes so much sense.Don't want your 24 person group to get wiped by siege? Spread out. Don't think you could survive getting through a heavily guarded breach because of all the siege pointed at it? Make another breach. It will punish blob groups and add some more strategy to taking keeps. Both of which are healthy for the game.
I get so mad when I see people standing in siege circles and not moving. Roll dodge, streak, or use speed buffs to get out of the way.
I would also like to see CC be more effective against blob groups as well. As long as they are spamming purge and rapids, CC is useless against blobs. Any idea on how to fix that?
Yup make bad players good players with siege what a great idea!
/sarcasm
RinaldoGandolphi wrote: »