RadioheadSh0t wrote: »The constant stream of people asking for a skill to allow 'unorganized' groups to wipe organized groups with more players is mind-baffling to me.
If you're less organized with inferior numbers, you should expect to lose. It isn't rocket science, it's open world PvP, stop asking for an 'I win' button.
Agrippa_Invisus wrote: »RadioheadSh0t wrote: »The constant stream of people asking for a skill to allow 'unorganized' groups wipe organized groups with more players is mind-baffling to me.
If you're less organized with inferior numbers, you should expect to lose. It isn't rocket science, it's open world PvP, stop asking for an 'I win' button.
Some of it really is just whining.
It wouldn't have the volume it did if the lag on the ZOS servers wasn't so awful that organized group and guild play was thoroughly vilified by anyone outside of those groups.
As I've said before, the lag has become such an overarching, persistent, and pervasive issue that the playerbase has turned on itself -- viciously so.
That leads to ridiculous requests such as insta win buttons vs organized teams. Because they're "bad" and anything that punishes them is "good" because "lag".
RadioheadSh0t wrote: »The constant stream of people asking for a skill to allow 'unorganized' groups to wipe organized groups with more players is mind-baffling to me.
If you're less organized with inferior numbers, you should expect to lose. It isn't rocket science, it's open world PvP, stop asking for an 'I win' button.
This. How does disorganization get to profit over organization? Answer: it doesn't.
RadioheadSh0t wrote: »The constant stream of people asking for a skill to allow 'unorganized' groups to wipe organized groups with more players is mind-baffling to me.
If you're less organized with inferior numbers, you should expect to lose. It isn't rocket science, it's open world PvP, stop asking for an 'I win' button.
This. How does disorganization get to profit over organization? Answer: it doesn't.
Smaller Groups =/= disorganization.
Actually, running multiple smaller groups taking multiple objectives at different places on the map, strategically, at once to effectively cripple the enemy takes MORE organization.
But right now, no one bothers with that, because the zerg blob train can roll keeps quickly and move to the next.
Also.. the zerg blob isn't just about map control. It's about AP farming. I'd argue it's actually about 90% AP farming 10% map control. And right now the incentive is to zerg because you gain AP at a much faster rate by zerging, than running in 8-man or less groups... which actually takes more skill to win fights than "Follow crown, spam Steel Tornado and Proximity Detonation".
Edit, addition:
To add to that. Yes, a group of 24 should be able to wipe a group of 8.
But what does the group of 24 have to sacrifice? NOTHING.
- They don't sacrifice AP
- They don't sacrifice Mobility
- They don't sacrifice Map Control
So there are ONLY incentive to zerg, and no incentives to run in small groups. Hence every one runs in large zergs BECAUSE THERE IS NO TRADE OFF.
What I've proposed again and again is simply, MAKE IT A TRADE OFF. Don't eliminate 24-man groups, but make them actually sacrifice something to run in the blob. The quickest way to break up the blobs is make them sacrifice AP.
RadioheadSh0t wrote: »
While you are right that 'Small groups =/= disorganization' in general that is exactly what OP was suggesting. A skill or mechanic for disorganized groups and players to have an advantage over groups with larger numbers and more organization. An asinine proposition.
RadioheadSh0t wrote: »
While you are right that 'Small groups =/= disorganization' in general that is exactly what OP was suggesting. A skill or mechanic for disorganized groups and players to have an advantage over groups with larger numbers and more organization. An asinine proposition.
But that's what I'm trying to communicate. ZoS needs to stop adding "Zerg Buster" skills and tactics. And people need to stop asking for them.
What we need to do is make it so that there is some trade-off for zerging, otherwise everyone will zerg (and I don't blame them). But adding skills or whatnot to "break zergs up" is just a band-aid fix and not a solution.
Right now there is no trade-off. I have played in larger groups, and the AP is 10x what it is in smaller groups, despite less AP per kill.
Also, right now small groups stand no chance vs. a zerg. So of course everyone zergs, but does that really take more skill? IMO no. It takes less tactics and skill because it gets simplified to "Stack on Crown, AoE". Smaller skirmishes IMO take a lot more skill.
I'm also not saying the players in the zerg are bad either. Please don't take it that way...
..
There's other siege that could be used, if there was no counter for oil.... then everyone would just melt. I wouldn't mind if purge had a max total number of effects removed.
RadioheadSh0t wrote: »There's other siege that could be used, if there was no counter for oil.... then everyone would just melt. I wouldn't mind if purge had a max total number of effects removed.
Purge already removes only 2 negative effects per player, unless you meant max total numbers for all players. Wasn't clear from your post.
RadioheadSh0t wrote: »There's other siege that could be used, if there was no counter for oil.... then everyone would just melt. I wouldn't mind if purge had a max total number of effects removed.
Purge already removes only 2 negative effects per player, unless you meant max total numbers for all players. Wasn't clear from your post.
Yes, for all players. Keep it 2 per player with a max of... whatever would be balanced. I'd say 8 or 10
Hypertionb14_ESO wrote: »RadioheadSh0t wrote: »There's other siege that could be used, if there was no counter for oil.... then everyone would just melt. I wouldn't mind if purge had a max total number of effects removed.
Purge already removes only 2 negative effects per player, unless you meant max total numbers for all players. Wasn't clear from your post.
Yes, for all players. Keep it 2 per player with a max of... whatever would be balanced. I'd say 8 or 10
6 should be already implemented, simply because thats the current intended cap for healing effects
it will not stop some pushes tho, as you can just have everyone off bar the spell and still be immune at least during pushes into keeps.
Hypertionb14_ESO wrote: »RadioheadSh0t wrote: »There's other siege that could be used, if there was no counter for oil.... then everyone would just melt. I wouldn't mind if purge had a max total number of effects removed.
Purge already removes only 2 negative effects per player, unless you meant max total numbers for all players. Wasn't clear from your post.
Yes, for all players. Keep it 2 per player with a max of... whatever would be balanced. I'd say 8 or 10
6 should be already implemented, simply because thats the current intended cap for healing effects
it will not stop some pushes tho, as you can just have everyone off bar the spell and still be immune at least during pushes into keeps.
Yeah.. but if everyone is spamming purge they're not doing something else, also you can't purge a stone treb.
Siege damage is at a pretty good balance I think. I wouldn't mind the lightning ballista/ ice treb, and oil catapult being made a little more useful. The snare siege should probably go back to being unpurgeable, and not ignored or cured by rapid maneuver. It would make these things more strategic than ball up and spam purge/rapid/barrier.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
They need to stop looking into ways for small groups to kill blobs.
Because the fact is, anything that enables a small group to kill blobs, just enables the blob to use the same thing, but at a larger scale.
And.. start looking into the reason BLOBS FORM IN THE FIRST PLACE and make changes there. Stop incentivizing players to blob up, and start incentivizing them to run smaller groups.