RinaldoGandolphi wrote: »See here is the deal:
Right now keeps are too easy to take, just bring a large group and zerg them with Purge + Barrier and AOE/Negate/Ice Comet spam. if numbers are equal it just comes down to "luck of the lag"
Un-purgable siege means you will need more then 1 breech to get in against competent defenders. if there is 30 of you outside and only 10 inside, charging in with your numbers over the breech won't be viable and thats what these folks are against...un-purgable siege dots ends pvdoor all together. as @frozywozy alluded to.
The biggest benefit and change to un-purgable siege DOTS is:
The map will remain more static and keeps will change hands less often because defenders will actually get the benefit of defensive advantage and keeps will actually be defendable.
The days of needing an equal sized zerg to defend a keep will be over, more fighting will take place outside of keeps, the map will remain more static, lag will be less, overall it will be great for the game...taking a keep will require much more teamwork and coordination and multiple breeches, sounds much more fun to me.
RinaldoGandolphi wrote: »See here is the deal:
Right now keeps are too easy to take, just bring a large group and zerg them with Purge + Barrier and AOE/Negate/Ice Comet spam. if numbers are equal it just comes down to "luck of the lag"
Un-purgable siege means you will need more then 1 breech to get in against competent defenders. if there is 30 of you outside and only 10 inside, charging in with your numbers over the breech won't be viable and thats what these folks are against...un-purgable siege dots ends pvdoor all together. as @frozywozy alluded to.
The biggest benefit and change to un-purgable siege DOTS is:
The map will remain more static and keeps will change hands less often because defenders will actually get the benefit of defensive advantage and keeps will actually be defendable.
The days of needing an equal sized zerg to defend a keep will be over, more fighting will take place outside of keeps, the map will remain more static, lag will be less, overall it will be great for the game...taking a keep will require much more teamwork and coordination and multiple breeches, sounds much more fun to me.
maybe it'd translate to more AP too since the fights could last longer if players rezzed etc... bigger d-ticks maybe. I hate nerf threads but this one is compelling.
Rook_Master wrote: »It would also help if people didn't conform to the self-destructive meta that the "elite" and "hardcore" guilds have established, which is sticking your nose up crown's butt and mindlessly spamming Impulse and Steel Tornado. With a few people purging, barriers etc, of course.
Cervanteseric85ub17_ESO wrote: »A little devils advocate here;
People don't seem to realize that alliance versus alliance or as us old timers call it, realm vs realm, has always been down at its core a numbers game, realm versus realm is not suppose to be fair, it's not suppose to a medieval war simulator where superior artillery trumps group synergy and coordination, hell it's not suppose to be fun all the time. By nature realm vs realm is an unfair roller coaster filled with frustrating, exhilarating, angry and awesome moments all at the same time. I think the years of arena and battlegrounds accustomed people to always have a fair fight in pvp, to always be on equal ground with their enemy, none of these characteristic translate into the pvp type we have here which is Realm VS Realm. I believe a lot of the frustration people experience is because they enter cyrodil and are under the impression it is one giant battleground and therefore must behave in such a manner.
The few against the many :
Do you all want to know what the counter to a Zerg is ? It's been around since before ESO existed, the guild I play with uses it on a daily basis, we wipe blobs of reds and blues while under siege fire and grossly outnumbered. Drum Roll......................The Stealth Bomb. If you surprise an enemy Zerg/organized group with a bomb group setup no amount of purge, heals or barriers will save them. The key is timing and high damage spikes. If you spike the damage high enough quick enough you can kill many before healers can respond with their BoL or barriers. Being able to have unrestricted mobility and to be able to flank and bomb are all you really need to wipe superior numbers. Now the stealth bomb is just one tactic you can use to thin out the enemy ranks there are others that savvy groups know how to implement but the stealth bomb is the easiest to pull off. I can guarantee you that making siege dots un-purgable will completely destroy 1-12 man groups because more often then not, when you are fighting superior enemy numbers they will have siege on you. So creating an un-purgable slow alone would destroy one of the cornerstones of what smaller groups need to take on larger forces which is unrestricted mobility. So this change would empower the larger force because they are capable of maintaining siege pressure and still have the luxury of superior numbers.
Not only that, but there are also some keep-types that have areas where you can not mount counter siege properly against siegers. If they're in one corner, 2-3 siege, you can not setup ballista or catapults to accurately target them no matter what. If they know what they're doing they'll break inner with little trouble short of you dropping down to fight them, which isn't always possible.RinaldoGandolphi wrote: »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
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...
The goal is not to discourage people from grouping in in a large raid. The goal is to give us a possibility to kill them.
eh, no. It's an alliance war skill and as most alliance war skills they have niche uses outside of pvp but are mostly useful in pvp - the reason purge is so useful is b/c of seige. Nobody runs purge to get rid of a little dot from this or that weapon (maybe for something like the poison arrow snipe). But that is what the power is essentially for. It doesn't need to be changed. Players can coordinate seige strikes to hit an area and take people out before they purge/heal if they work together.
But I'd bet money that if anything was causing lag, it's not seige dots being purgable. That doesn't even make sense.
IxSTALKERxI wrote: »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.
TTK is a lot higher so smaller groups can wipe larger groups unlike vet campaign. Also emperor's are overpowered in terms of survivability, an emperor could stand in the middle of your 24 players solo and his health, magicka and stamina wouldn't fall below 90% lol. Until you get 10 players to set up siege on him ofcourse.
Edit: Also just curious, why would you wanna run a 24 man in BWB? 24 is overkill, you are going to ruin what is a really fun campaign. The majority of players there are new to the game so running them over with a 24 man just seems a little cruel.
RinaldoGandolphi wrote: »RinaldoGandolphi wrote: »See here is the deal:
Right now keeps are too easy to take, just bring a large group and zerg them with Purge + Barrier and AOE/Negate/Ice Comet spam. if numbers are equal it just comes down to "luck of the lag"
Un-purgable siege means you will need more then 1 breech to get in against competent defenders. if there is 30 of you outside and only 10 inside, charging in with your numbers over the breech won't be viable and thats what these folks are against...un-purgable siege dots ends pvdoor all together. as @frozywozy alluded to.
The biggest benefit and change to un-purgable siege DOTS is:
The map will remain more static and keeps will change hands less often because defenders will actually get the benefit of defensive advantage and keeps will actually be defendable.
The days of needing an equal sized zerg to defend a keep will be over, more fighting will take place outside of keeps, the map will remain more static, lag will be less, overall it will be great for the game...taking a keep will require much more teamwork and coordination and multiple breeches, sounds much more fun to me.
maybe it'd translate to more AP too since the fights could last longer if players rezzed etc... bigger d-ticks maybe. I hate nerf threads but this one is compelling.
Im telling ya, keep battles would be epic...defenders would be forced to defend multiple breeches, attackers would be forced to breech more then 1 side....you would need to probably breech both sides of the inner to take it..god it would be awesome!!!!!
it would be a fry cry away from what we got now. in a good way!
RinaldoGandolphi wrote: »RinaldoGandolphi wrote: »See here is the deal:
Right now keeps are too easy to take, just bring a large group and zerg them with Purge + Barrier and AOE/Negate/Ice Comet spam. if numbers are equal it just comes down to "luck of the lag"
Un-purgable siege means you will need more then 1 breech to get in against competent defenders. if there is 30 of you outside and only 10 inside, charging in with your numbers over the breech won't be viable and thats what these folks are against...un-purgable siege dots ends pvdoor all together. as @frozywozy alluded to.
The biggest benefit and change to un-purgable siege DOTS is:
The map will remain more static and keeps will change hands less often because defenders will actually get the benefit of defensive advantage and keeps will actually be defendable.
The days of needing an equal sized zerg to defend a keep will be over, more fighting will take place outside of keeps, the map will remain more static, lag will be less, overall it will be great for the game...taking a keep will require much more teamwork and coordination and multiple breeches, sounds much more fun to me.
maybe it'd translate to more AP too since the fights could last longer if players rezzed etc... bigger d-ticks maybe. I hate nerf threads but this one is compelling.
Im telling ya, keep battles would be epic...defenders would be forced to defend multiple breeches, attackers would be forced to breech more then 1 side....you would need to probably breech both sides of the inner to take it..god it would be awesome!!!!!
it would be a fry cry away from what we got now. in a good way!
lmao, it's easy to turn your argument around... making more breaches means needing more people to attack, means bigger zergs at every attacking keep, meaning more lag, meaning however strong your siege is, it won't matter because you either can't place it or can't shoot it or better yet it doesn't do damage.
I'm sure if purge is nerfed, they'll just stack even more players to go through the breach this way even if you oneshot half of them they are followed by anoher 30 which can go through while you are reloading your siege.
Cervanteseric85ub17_ESO wrote: »A little devils advocate here;
People don't seem to realize that alliance versus alliance or as us old timers call it, realm vs realm, has always been down at its core a numbers game, realm versus realm is not suppose to be fair, it's not suppose to a medieval war simulator where superior artillery trumps group synergy and coordination, hell it's not suppose to be fun all the time. By nature realm vs realm is an unfair roller coaster filled with frustrating, exhilarating, angry and awesome moments all at the same time. I think the years of arena and battlegrounds accustomed people to always have a fair fight in pvp, to always be on equal ground with their enemy, none of these characteristic translate into the pvp type we have here which is Realm VS Realm. I believe a lot of the frustration people experience is because they enter cyrodil and are under the impression it is one giant battleground and therefore must behave in such a manner.
The few against the many :
Do you all want to know what the counter to a Zerg is ? It's been around since before ESO existed, the guild I play with uses it on a daily basis, we wipe blobs of reds and blues while under siege fire and grossly outnumbered. Drum Roll......................The Stealth Bomb. If you surprise an enemy Zerg/organized group with a bomb group setup no amount of purge, heals or barriers will save them. The key is timing and high damage spikes. If you spike the damage high enough quick enough you can kill many before healers can respond with their BoL or barriers. Being able to have unrestricted mobility and to be able to flank and bomb are all you really need to wipe superior numbers. Now the stealth bomb is just one tactic you can use to thin out the enemy ranks there are others that savvy groups know how to implement but the stealth bomb is the easiest to pull off. I can guarantee you that making siege dots un-purgable will completely destroy 1-12 man groups because more often then not, when you are fighting superior enemy numbers they will have siege on you. So creating an un-purgable slow alone would destroy one of the cornerstones of what smaller groups need to take on larger forces which is unrestricted mobility. So this change would empower the larger force because they are capable of maintaining siege pressure and still have the luxury of superior numbers.
Looks like you haven't read anything from this thread.
Cervanteseric85ub17_ESO wrote: »Cervanteseric85ub17_ESO wrote: »A little devils advocate here;
People don't seem to realize that alliance versus alliance or as us old timers call it, realm vs realm, has always been down at its core a numbers game, realm versus realm is not suppose to be fair, it's not suppose to a medieval war simulator where superior artillery trumps group synergy and coordination, hell it's not suppose to be fun all the time. By nature realm vs realm is an unfair roller coaster filled with frustrating, exhilarating, angry and awesome moments all at the same time. I think the years of arena and battlegrounds accustomed people to always have a fair fight in pvp, to always be on equal ground with their enemy, none of these characteristic translate into the pvp type we have here which is Realm VS Realm. I believe a lot of the frustration people experience is because they enter cyrodil and are under the impression it is one giant battleground and therefore must behave in such a manner.
The few against the many :
Do you all want to know what the counter to a Zerg is ? It's been around since before ESO existed, the guild I play with uses it on a daily basis, we wipe blobs of reds and blues while under siege fire and grossly outnumbered. Drum Roll......................The Stealth Bomb. If you surprise an enemy Zerg/organized group with a bomb group setup no amount of purge, heals or barriers will save them. The key is timing and high damage spikes. If you spike the damage high enough quick enough you can kill many before healers can respond with their BoL or barriers. Being able to have unrestricted mobility and to be able to flank and bomb are all you really need to wipe superior numbers. Now the stealth bomb is just one tactic you can use to thin out the enemy ranks there are others that savvy groups know how to implement but the stealth bomb is the easiest to pull off. I can guarantee you that making siege dots un-purgable will completely destroy 1-12 man groups because more often then not, when you are fighting superior enemy numbers they will have siege on you. So creating an un-purgable slow alone would destroy one of the cornerstones of what smaller groups need to take on larger forces which is unrestricted mobility. So this change would empower the larger force because they are capable of maintaining siege pressure and still have the luxury of superior numbers.
Looks like you haven't read anything from this thread.
Enlighten me then what did I miss ?
Are people not discussing how superior numbers always equal a win ?
Was there not talk of making siege DOTS un-purgable ?
Are people not discussing ways to break of the Zerg by reducing AP ?
Or increasing the damage of the Zerg buster skills the more players they hit ?
Did I not explain the nature of Realm versus Realm and where IMO player frustration stem from ?
So tell me master of reading comprehension what did I miss ?
Cervanteseric85ub17_ESO wrote: »Cervanteseric85ub17_ESO wrote: »A little devils advocate here;
People don't seem to realize that alliance versus alliance or as us old timers call it, realm vs realm, has always been down at its core a numbers game, realm versus realm is not suppose to be fair, it's not suppose to a medieval war simulator where superior artillery trumps group synergy and coordination, hell it's not suppose to be fun all the time. By nature realm vs realm is an unfair roller coaster filled with frustrating, exhilarating, angry and awesome moments all at the same time. I think the years of arena and battlegrounds accustomed people to always have a fair fight in pvp, to always be on equal ground with their enemy, none of these characteristic translate into the pvp type we have here which is Realm VS Realm. I believe a lot of the frustration people experience is because they enter cyrodil and are under the impression it is one giant battleground and therefore must behave in such a manner.
The few against the many :
Do you all want to know what the counter to a Zerg is ? It's been around since before ESO existed, the guild I play with uses it on a daily basis, we wipe blobs of reds and blues while under siege fire and grossly outnumbered. Drum Roll......................The Stealth Bomb. If you surprise an enemy Zerg/organized group with a bomb group setup no amount of purge, heals or barriers will save them. The key is timing and high damage spikes. If you spike the damage high enough quick enough you can kill many before healers can respond with their BoL or barriers. Being able to have unrestricted mobility and to be able to flank and bomb are all you really need to wipe superior numbers. Now the stealth bomb is just one tactic you can use to thin out the enemy ranks there are others that savvy groups know how to implement but the stealth bomb is the easiest to pull off. I can guarantee you that making siege dots un-purgable will completely destroy 1-12 man groups because more often then not, when you are fighting superior enemy numbers they will have siege on you. So creating an un-purgable slow alone would destroy one of the cornerstones of what smaller groups need to take on larger forces which is unrestricted mobility. So this change would empower the larger force because they are capable of maintaining siege pressure and still have the luxury of superior numbers.
Looks like you haven't read anything from this thread.
Enlighten me then what did I miss ?
Are people not discussing how superior numbers always equal a win ?
Was there not talk of making siege DOTS un-purgable ?
Are people not discussing ways to break of the Zerg by reducing AP ?
Or increasing the damage of the Zerg buster skills the more players they hit ?
Did I not explain the nature of Realm versus Realm and where IMO player frustration stem from ?
So tell me master of reading comprehension what did I miss ?
What you missed is that the discussion is geared more toward breaking up blobs than it is getting rid of zerg. Big groups are not a problem. Big groups that are virtually immune to siege or non-blob player skills is a problem.
Cervanteseric85ub17_ESO wrote: »A little devils advocate here;
People don't seem to realize that alliance versus alliance or as us old timers call it, realm vs realm, has always been down at its core a numbers game, realm versus realm is not suppose to be fair, it's not suppose to a medieval war simulator where superior artillery trumps group synergy and coordination, hell it's not suppose to be fun all the time. By nature realm vs realm is an unfair roller coaster filled with frustrating, exhilarating, angry and awesome moments all at the same time. I think the years of arena and battlegrounds accustomed people to always have a fair fight in pvp, to always be on equal ground with their enemy, none of these characteristic translate into the pvp type we have here which is Realm VS Realm. I believe a lot of the frustration people experience is because they enter cyrodil and are under the impression it is one giant battleground and therefore must behave in such a manner.
The few against the many :
Do you all want to know what the counter to a Zerg is ? It's been around since before ESO existed, the guild I play with uses it on a daily basis, we wipe blobs of reds and blues while under siege fire and grossly outnumbered. Drum Roll......................The Stealth Bomb. If you surprise an enemy Zerg/organized group with a bomb group setup no amount of purge, heals or barriers will save them. The key is timing and high damage spikes. If you spike the damage high enough quick enough you can kill many before healers can respond with their BoL or barriers. Being able to have unrestricted mobility and to be able to flank and bomb are all you really need to wipe superior numbers. Now the stealth bomb is just one tactic you can use to thin out the enemy ranks there are others that savvy groups know how to implement but the stealth bomb is the easiest to pull off. I can guarantee you that making siege dots un-purgable will completely destroy 1-12 man groups because more often then not, when you are fighting superior enemy numbers they will have siege on you. So creating an un-purgable slow alone would destroy one of the cornerstones of what smaller groups need to take on larger forces which is unrestricted mobility. So this change would empower the larger force because they are capable of maintaining siege pressure and still have the luxury of superior numbers.
Cervanteseric85ub17_ESO wrote: »Cervanteseric85ub17_ESO wrote: »A little devils advocate here;
People don't seem to realize that alliance versus alliance or as us old timers call it, realm vs realm, has always been down at its core a numbers game, realm versus realm is not suppose to be fair, it's not suppose to a medieval war simulator where superior artillery trumps group synergy and coordination, hell it's not suppose to be fun all the time. By nature realm vs realm is an unfair roller coaster filled with frustrating, exhilarating, angry and awesome moments all at the same time. I think the years of arena and battlegrounds accustomed people to always have a fair fight in pvp, to always be on equal ground with their enemy, none of these characteristic translate into the pvp type we have here which is Realm VS Realm. I believe a lot of the frustration people experience is because they enter cyrodil and are under the impression it is one giant battleground and therefore must behave in such a manner.
The few against the many :
Do you all want to know what the counter to a Zerg is ? It's been around since before ESO existed, the guild I play with uses it on a daily basis, we wipe blobs of reds and blues while under siege fire and grossly outnumbered. Drum Roll......................The Stealth Bomb. If you surprise an enemy Zerg/organized group with a bomb group setup no amount of purge, heals or barriers will save them. The key is timing and high damage spikes. If you spike the damage high enough quick enough you can kill many before healers can respond with their BoL or barriers. Being able to have unrestricted mobility and to be able to flank and bomb are all you really need to wipe superior numbers. Now the stealth bomb is just one tactic you can use to thin out the enemy ranks there are others that savvy groups know how to implement but the stealth bomb is the easiest to pull off. I can guarantee you that making siege dots un-purgable will completely destroy 1-12 man groups because more often then not, when you are fighting superior enemy numbers they will have siege on you. So creating an un-purgable slow alone would destroy one of the cornerstones of what smaller groups need to take on larger forces which is unrestricted mobility. So this change would empower the larger force because they are capable of maintaining siege pressure and still have the luxury of superior numbers.
Looks like you haven't read anything from this thread.
Enlighten me then what did I miss ?
Are people not discussing how superior numbers always equal a win ?
Was there not talk of making siege DOTS un-purgable ?
Are people not discussing ways to break of the Zerg by reducing AP ?
Or increasing the damage of the Zerg buster skills the more players they hit ?
Did I not explain the nature of Realm versus Realm and where IMO player frustration stem from ?
So tell me master of reading comprehension what did I miss ?
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.
In before 16men group rage posts about how they can use sieges to their advantage even more to wreck smaller groups..
I have said what you just explained times and times again and I'm glad that finally someone get it. Who cares about open field battles ? What matter is objective defenses. When your keep is under attacked by a pvedoor crew and you are out numbered, your only solution is sieging them but at the moment with the amount of purge spam, it does near to nothing. Don't tell me that when a large group rush inside a breach that they will benefit more from a nerf to purge (cannot purge siege dots).
Simply, no. Invaders, as they push in have no way to drop sieges and to be in any better position than every defender fireing at that breach. It can only benefit people defending the keeps from people who like to pvedoor and will force them, as mentioned in the post above, to open multiple breaches and spread out the counter siege to try to find the weakness. This is what a real warfare should look like. And as you also pointed, making siege dots not purgable would also reduce server calculations and reduce the latency.
Cervanteseric85ub17_ESO wrote: »Cervanteseric85ub17_ESO wrote: »Cervanteseric85ub17_ESO wrote: »A little devils advocate here;
People don't seem to realize that alliance versus alliance or as us old timers call it, realm vs realm, has always been down at its core a numbers game, realm versus realm is not suppose to be fair, it's not suppose to a medieval war simulator where superior artillery trumps group synergy and coordination, hell it's not suppose to be fun all the time. By nature realm vs realm is an unfair roller coaster filled with frustrating, exhilarating, angry and awesome moments all at the same time. I think the years of arena and battlegrounds accustomed people to always have a fair fight in pvp, to always be on equal ground with their enemy, none of these characteristic translate into the pvp type we have here which is Realm VS Realm. I believe a lot of the frustration people experience is because they enter cyrodil and are under the impression it is one giant battleground and therefore must behave in such a manner.
The few against the many :
Do you all want to know what the counter to a Zerg is ? It's been around since before ESO existed, the guild I play with uses it on a daily basis, we wipe blobs of reds and blues while under siege fire and grossly outnumbered. Drum Roll......................The Stealth Bomb. If you surprise an enemy Zerg/organized group with a bomb group setup no amount of purge, heals or barriers will save them. The key is timing and high damage spikes. If you spike the damage high enough quick enough you can kill many before healers can respond with their BoL or barriers. Being able to have unrestricted mobility and to be able to flank and bomb are all you really need to wipe superior numbers. Now the stealth bomb is just one tactic you can use to thin out the enemy ranks there are others that savvy groups know how to implement but the stealth bomb is the easiest to pull off. I can guarantee you that making siege dots un-purgable will completely destroy 1-12 man groups because more often then not, when you are fighting superior enemy numbers they will have siege on you. So creating an un-purgable slow alone would destroy one of the cornerstones of what smaller groups need to take on larger forces which is unrestricted mobility. So this change would empower the larger force because they are capable of maintaining siege pressure and still have the luxury of superior numbers.
Looks like you haven't read anything from this thread.
Enlighten me then what did I miss ?
Are people not discussing how superior numbers always equal a win ?
Was there not talk of making siege DOTS un-purgable ?
Are people not discussing ways to break of the Zerg by reducing AP ?
Or increasing the damage of the Zerg buster skills the more players they hit ?
Did I not explain the nature of Realm versus Realm and where IMO player frustration stem from ?
So tell me master of reading comprehension what did I miss ?
What you missed is that the discussion is geared more toward breaking up blobs than it is getting rid of zerg. Big groups are not a problem. Big groups that are virtually immune to siege or non-blob player skills is a problem.
I'm sorry that makes no sense, breaking up blobs but not getting rid of the Zerg ? The terms Zerg and blobs are synonymous.
I told you what the counter to a Zerg is, it is not siege, it's flanking and bombing, if you can get some friendly siege going then it's a plus, but it is the bomb group that will counter the Zerg. I also very clearly in the post you quoted said that people are taking about breaking up the Zerg by making siege dots un-purgable ? I think I am one of the few people that actually read EVERY post in the thread before posting anything at all.
Cervanteseric85ub17_ESO wrote: »Cervanteseric85ub17_ESO wrote: »Cervanteseric85ub17_ESO wrote: »A little devils advocate here;
People don't seem to realize that alliance versus alliance or as us old timers call it, realm vs realm, has always been down at its core a numbers game, realm versus realm is not suppose to be fair, it's not suppose to a medieval war simulator where superior artillery trumps group synergy and coordination, hell it's not suppose to be fun all the time. By nature realm vs realm is an unfair roller coaster filled with frustrating, exhilarating, angry and awesome moments all at the same time. I think the years of arena and battlegrounds accustomed people to always have a fair fight in pvp, to always be on equal ground with their enemy, none of these characteristic translate into the pvp type we have here which is Realm VS Realm. I believe a lot of the frustration people experience is because they enter cyrodil and are under the impression it is one giant battleground and therefore must behave in such a manner.
The few against the many :
Do you all want to know what the counter to a Zerg is ? It's been around since before ESO existed, the guild I play with uses it on a daily basis, we wipe blobs of reds and blues while under siege fire and grossly outnumbered. Drum Roll......................The Stealth Bomb. If you surprise an enemy Zerg/organized group with a bomb group setup no amount of purge, heals or barriers will save them. The key is timing and high damage spikes. If you spike the damage high enough quick enough you can kill many before healers can respond with their BoL or barriers. Being able to have unrestricted mobility and to be able to flank and bomb are all you really need to wipe superior numbers. Now the stealth bomb is just one tactic you can use to thin out the enemy ranks there are others that savvy groups know how to implement but the stealth bomb is the easiest to pull off. I can guarantee you that making siege dots un-purgable will completely destroy 1-12 man groups because more often then not, when you are fighting superior enemy numbers they will have siege on you. So creating an un-purgable slow alone would destroy one of the cornerstones of what smaller groups need to take on larger forces which is unrestricted mobility. So this change would empower the larger force because they are capable of maintaining siege pressure and still have the luxury of superior numbers.
Looks like you haven't read anything from this thread.
Enlighten me then what did I miss ?
Are people not discussing how superior numbers always equal a win ?
Was there not talk of making siege DOTS un-purgable ?
Are people not discussing ways to break of the Zerg by reducing AP ?
Or increasing the damage of the Zerg buster skills the more players they hit ?
Did I not explain the nature of Realm versus Realm and where IMO player frustration stem from ?
So tell me master of reading comprehension what did I miss ?
What you missed is that the discussion is geared more toward breaking up blobs than it is getting rid of zerg. Big groups are not a problem. Big groups that are virtually immune to siege or non-blob player skills is a problem.
I'm sorry that makes no sense, breaking up blobs but not getting rid of the Zerg ? The terms Zerg and blobs are synonymous.
Not quite. A zerg refers to a large group. They can be spread out, stacked, organized, disorganized, guild, random PUGs, whatever. "Blob" specifically refers to large organized groups where everyone is stacked on top of each other and the entire group moves as one compact entity spamming AoE, heals and purge.I told you what the counter to a Zerg is, it is not siege, it's flanking and bombing, if you can get some friendly siege going then it's a plus, but it is the bomb group that will counter the Zerg. I also very clearly in the post you quoted said that people are taking about breaking up the Zerg by making siege dots un-purgable ? I think I am one of the few people that actually read EVERY post in the thread before posting anything at all.
Siege should counter blobs and they were quite clearly intended to do so. I believe it was even stated outright that this was the intent when the damage was increased. If your group stacks up and gets hit with a flaming boulder or two, then your group should die. This would in turn force your group to spread out to avoid being one shot by the lone defender on the tower, having the side benefit of reducing lag. Defenders regain their position advantage and keeps once again become more than mere checkpoints for the migrating blob.
Don't like the idea of a lone defender one shotting your whole group? Then don't stack up to eat the flaming rock like a bunch of ***.
Cervanteseric85ub17_ESO wrote: »Cervanteseric85ub17_ESO wrote: »Cervanteseric85ub17_ESO wrote: »A little devils advocate here;
People don't seem to realize that alliance versus alliance or as us old timers call it, realm vs realm, has always been down at its core a numbers game, realm versus realm is not suppose to be fair, it's not suppose to a medieval war simulator where superior artillery trumps group synergy and coordination, hell it's not suppose to be fun all the time. By nature realm vs realm is an unfair roller coaster filled with frustrating, exhilarating, angry and awesome moments all at the same time. I think the years of arena and battlegrounds accustomed people to always have a fair fight in pvp, to always be on equal ground with their enemy, none of these characteristic translate into the pvp type we have here which is Realm VS Realm. I believe a lot of the frustration people experience is because they enter cyrodil and are under the impression it is one giant battleground and therefore must behave in such a manner.
The few against the many :
Do you all want to know what the counter to a Zerg is ? It's been around since before ESO existed, the guild I play with uses it on a daily basis, we wipe blobs of reds and blues while under siege fire and grossly outnumbered. Drum Roll......................The Stealth Bomb. If you surprise an enemy Zerg/organized group with a bomb group setup no amount of purge, heals or barriers will save them. The key is timing and high damage spikes. If you spike the damage high enough quick enough you can kill many before healers can respond with their BoL or barriers. Being able to have unrestricted mobility and to be able to flank and bomb are all you really need to wipe superior numbers. Now the stealth bomb is just one tactic you can use to thin out the enemy ranks there are others that savvy groups know how to implement but the stealth bomb is the easiest to pull off. I can guarantee you that making siege dots un-purgable will completely destroy 1-12 man groups because more often then not, when you are fighting superior enemy numbers they will have siege on you. So creating an un-purgable slow alone would destroy one of the cornerstones of what smaller groups need to take on larger forces which is unrestricted mobility. So this change would empower the larger force because they are capable of maintaining siege pressure and still have the luxury of superior numbers.
Looks like you haven't read anything from this thread.
Enlighten me then what did I miss ?
Are people not discussing how superior numbers always equal a win ?
Was there not talk of making siege DOTS un-purgable ?
Are people not discussing ways to break of the Zerg by reducing AP ?
Or increasing the damage of the Zerg buster skills the more players they hit ?
Did I not explain the nature of Realm versus Realm and where IMO player frustration stem from ?
So tell me master of reading comprehension what did I miss ?
What you missed is that the discussion is geared more toward breaking up blobs than it is getting rid of zerg. Big groups are not a problem. Big groups that are virtually immune to siege or non-blob player skills is a problem.
I'm sorry that makes no sense, breaking up blobs but not getting rid of the Zerg ? The terms Zerg and blobs are synonymous.
Not quite. A zerg refers to a large group. They can be spread out, stacked, organized, disorganized, guild, random PUGs, whatever. "Blob" specifically refers to large organized groups where everyone is stacked on top of each other and the entire group moves as one compact entity spamming AoE, heals and purge.I told you what the counter to a Zerg is, it is not siege, it's flanking and bombing, if you can get some friendly siege going then it's a plus, but it is the bomb group that will counter the Zerg. I also very clearly in the post you quoted said that people are taking about breaking up the Zerg by making siege dots un-purgable ? I think I am one of the few people that actually read EVERY post in the thread before posting anything at all.
Siege should counter blobs and they were quite clearly intended to do so. I believe it was even stated outright that this was the intent when the damage was increased. If your group stacks up and gets hit with a flaming boulder or two, then your group should die. This would in turn force your group to spread out to avoid being one shot by the lone defender on the tower, having the side benefit of reducing lag. Defenders regain their position advantage and keeps once again become more than mere checkpoints for the migrating blob.
Don't like the idea of a lone defender one shotting your whole group? Then don't stack up to eat the flaming rock like a bunch of ***.
One of the least used siege in eso is the lightning, let the lightning siege damage scale to the number of enemies it hits. Example: base damage of lighting 2500 damage per target hit. Hitting 12 targets does 30000 damage burst. Hitting a blob is very rewarding. .. hitting a few not so much... I give you the zergbuster