Hypertionb14_ESO wrote: »Please *** nerf Purge... im sick of blobs being completely impossible to kill when defending a keep.
the average blob is getting purged every half to a quarter of a second.
Maybe add a .5-1sec immunity. Anything more completely ruins the game for small groups as well. Purge helps them more.
What happens when one pug spams purge on you?
What happens when one pug spams purge on you?
Haha I'm sure that'll help (cough.. blink blink... cough)
What if they purge a burning from fire staffs or any other effect not worthy of being purged with that solution?
Most groups/people would have issues choosing when to purge and when not, so it would mess up better guilds.
Best option Ive seen is make it like power surge (or whatever morph heals) and have it only effect you X amount of seconds. .5 - 1.0 would be nice
lottasay_ESO wrote: »ZOS_BrianWheeler wrote: »We have no plans for Battlegrounds or Arenas at this time with "flag matches" or death-match mechanics, however our play-tests of a certain zone that resides in the center of Cyrodiil has scratched a very specific itch...
@ZOS_BrianWheeler Why? This should be a top priority if you want to appeal to the World of Warcraft fanbase.... I myself played WoW for 6 years and play it very much on PC. I feel that ESO can become the premier console MMO if they include all the expectations that come with ex-PC MMO players.
If you want to appeal to the World of Warcraft fanbase? Why on earth would they do a silly thing like that? Every game that tried to be an WoW copy failed. ESO is ESO. Unique.
Keep arenas out of ESO, please.
Soul_Demon wrote: »Publius_Scipio wrote: »Being emperor was designed to be special and a great achievement. Having former emperor buffs was a terrible idea from the outset. Why would you have residual powers from emperorship? You aren't emperor anymore. Removing these ridiculous buffs restores the true meaning of the title of emperor. All the players that no longer have an incentive to become emperor because there aren't any buffs to chase, good, don't invest time in chasing emperor title if you don't feel like it.
The new system has a good chance of cultivating true emperors that will fight hard to make it and will fight hard alongside their alliance in order to stay emperor (if they really care about having emperor powers).
I can understand certain players with the buffs feel annoyed, but by taking away the buffs are you worse off really? A lot of you argue the buffs are insignificant and that ZOS should keep them. So if they are insignificant and ZOS takes them away what's all the uproar about?
You can argue that the change maybe won't stop "emp farming" (no one has a crystal ball). What I think no one on either side of the aisle can argue is that being emperor was intended to be the single greatest warrior in cyrodiil. Unique and all powerful. So why all these half/mini emperors running around with former emp buffs?
I will repeat myself, former emp buffs were a mistake since the idea was hatched in development. Counterintuitive to what being emperor is all about (when you can walk away with residual powers). But I do know ZOS included the buffs with good intentions for the game and players. But we know how things ended up and change is needed.
To some of the points you listed- Most of the posts that are disavowing the former emp buffs are from players who also seem to think it is not worth pursuing. (did not pursue and will never pursue) In your own post you seem to elude to this, not to mention it is also followed by saying 'not significant' as to the buffs- This is not what I see posted in this thread. I see players who support the idea of not having the buffs saying they are not significant and it seems to me those who do have them (not all) seem to support keeping them and are asking ZOS_BrianWheeler to answer basic questions regarding taking them from players.
How will taking away the buff stop emp trading? What is the removal of buff intended to do for the game? His answer so far is it will stop CP grinding in PvE areas....laughable really and not so funny if the reason why isn't obvious to someone. Going with this logic apparently the fix for exploiters in the game will be to address animations. Nirnhorned will be fixed with taking 140,000 gold from all accounts, the issues with fear will be fixed by making your screen go black . See how that makes perfect sense? Don't fix the actual issue, take something loosely related and hope that enough support it and never stop to ask "how does that fix it?".
Why residual powers? Because it is extremely difficult to get and there should be a reward associated with it beyond a title or color. If you have a reward for something that requires a lot of effort to get- you don't just take it away after someone invests the time to get it.
Think of it this way, if they took away all rare loot drops from the PvE dungeons, do you think the players would still put the effort into the tougher more lengthy ones just for the 'content' of those beyond one run? Now extrapolate that to what it would do for the players who do that content- do you think they will gain players or loose players over that? Now take it one step further, suggest you simply take all rare drop items from everyone's account. Maybe some players think that is a good idea too.....personally I don't see how anyone could support taking something away to 'fix' a flawed game function-
If I could make a suggestion, take this thread and start by seeing what posters have the buffs and achievement you are thinking of taking away, then take the number of hours played by those people and compare that to those who still subscribe and financially support the game- That would take all of 20 minutes to do. Read those posts and consider how this decision may play out. If you think it is a good idea and will help the game, by all means hit that button and don't look back.....
Hypertionb14_ESO wrote: »
Haha I'm sure that'll help (cough.. blink blink... cough)
What if they purge a burning from fire staffs or any other effect not worthy of being purged with that solution?
Most groups/people would have issues choosing when to purge and when not, so it would mess up better guilds.
Best option Ive seen is make it like power surge (or whatever morph heals) and have it only effect you X amount of seconds. .5 - 1.0 would be nice
Make purge 5s cooldown on the purify but make it a total clearing of all statuses. is that enough? If you dont have a status there is no cooldown is a given. and whats so *** bad about making a group have to think before they purge? that's part of the goal. better than mindlessly spamming. make it like casting barrier, important but requiring timing to make full use out of it
the average blob is purged about ever 0.5 seconds currently... a 0.5 cooldown would do literally nothing for that, and 1s would be almost no improvement since you cast at that rate anyways.. untill you hit 2s there is virtually no point in the cooldown.
So tell me, how will removing the former emperor buffs change anything for you? ... The only thing that will change is you'll have a select few people who keep emperor to themselves all the time as opposed to helping other good people to get it and achieve one more little thing in the game. Right now, the passives make me WANT to help everyone who has not gotten it achieve it. Without the passives, there's no value in it, and no incentive for more people to come into PvP with that as a goal.
Hypertionb14_ESO wrote: »
Haha I'm sure that'll help (cough.. blink blink... cough)
What if they purge a burning from fire staffs or any other effect not worthy of being purged with that solution?
Most groups/people would have issues choosing when to purge and when not, so it would mess up better guilds.
Best option Ive seen is make it like power surge (or whatever morph heals) and have it only effect you X amount of seconds. .5 - 1.0 would be nice
Make purge 5s cooldown on the purify but make it a total clearing of all statuses. is that enough? If you dont have a status there is no cooldown is a given. and whats so *** bad about making a group have to think before they purge? that's part of the goal. better than mindlessly spamming. make it like casting barrier, important but requiring timing to make full use out of it
the average blob is purged about ever 0.5 seconds currently... a 0.5 cooldown would do literally nothing for that, and 1s would be almost no improvement since you cast at that rate anyways.. untill you hit 2s there is virtually no point in the cooldown.
I have to completely disagree with your past 2 statements.
A second cooldown on all players hit will still create the same issue. Other groups/pugs purge you and now you are screwed for 5 seconds? This is not fair to the competent players who would use it correctly.
Other option is make purging siege a different alliance skill that operates similar to purge but give it some restriction like every 2-3 seconds.
Assuming you are a solo player just trying to gun down people with siege though, thats the sort of gameplay I find very discouraging. Good group of coordinating people should have the proper defenses to live through siege. And we do.
Attorneyatlawl wrote: »Soul_Demon wrote: »Publius_Scipio wrote: »Being emperor was designed to be special and a great achievement. Having former emperor buffs was a terrible idea from the outset. Why would you have residual powers from emperorship? You aren't emperor anymore. Removing these ridiculous buffs restores the true meaning of the title of emperor. All the players that no longer have an incentive to become emperor because there aren't any buffs to chase, good, don't invest time in chasing emperor title if you don't feel like it.
The new system has a good chance of cultivating true emperors that will fight hard to make it and will fight hard alongside their alliance in order to stay emperor (if they really care about having emperor powers).
I can understand certain players with the buffs feel annoyed, but by taking away the buffs are you worse off really? A lot of you argue the buffs are insignificant and that ZOS should keep them. So if they are insignificant and ZOS takes them away what's all the uproar about?
You can argue that the change maybe won't stop "emp farming" (no one has a crystal ball). What I think no one on either side of the aisle can argue is that being emperor was intended to be the single greatest warrior in cyrodiil. Unique and all powerful. So why all these half/mini emperors running around with former emp buffs?
I will repeat myself, former emp buffs were a mistake since the idea was hatched in development. Counterintuitive to what being emperor is all about (when you can walk away with residual powers). But I do know ZOS included the buffs with good intentions for the game and players. But we know how things ended up and change is needed.
To some of the points you listed- Most of the posts that are disavowing the former emp buffs are from players who also seem to think it is not worth pursuing. (did not pursue and will never pursue) In your own post you seem to elude to this, not to mention it is also followed by saying 'not significant' as to the buffs- This is not what I see posted in this thread. I see players who support the idea of not having the buffs saying they are not significant and it seems to me those who do have them (not all) seem to support keeping them and are asking ZOS_BrianWheeler to answer basic questions regarding taking them from players.
How will taking away the buff stop emp trading? What is the removal of buff intended to do for the game? His answer so far is it will stop CP grinding in PvE areas....laughable really and not so funny if the reason why isn't obvious to someone. Going with this logic apparently the fix for exploiters in the game will be to address animations. Nirnhorned will be fixed with taking 140,000 gold from all accounts, the issues with fear will be fixed by making your screen go black . See how that makes perfect sense? Don't fix the actual issue, take something loosely related and hope that enough support it and never stop to ask "how does that fix it?".
Why residual powers? Because it is extremely difficult to get and there should be a reward associated with it beyond a title or color. If you have a reward for something that requires a lot of effort to get- you don't just take it away after someone invests the time to get it.
Think of it this way, if they took away all rare loot drops from the PvE dungeons, do you think the players would still put the effort into the tougher more lengthy ones just for the 'content' of those beyond one run? Now extrapolate that to what it would do for the players who do that content- do you think they will gain players or loose players over that? Now take it one step further, suggest you simply take all rare drop items from everyone's account. Maybe some players think that is a good idea too.....personally I don't see how anyone could support taking something away to 'fix' a flawed game function-
If I could make a suggestion, take this thread and start by seeing what posters have the buffs and achievement you are thinking of taking away, then take the number of hours played by those people and compare that to those who still subscribe and financially support the game- That would take all of 20 minutes to do. Read those posts and consider how this decision may play out. If you think it is a good idea and will help the game, by all means hit that button and don't look back.....
Lol. The benefit from being emperor was meant to be, and now will be, to be a force on the field for your faction. This directly rewards you by giving huge buffs while emperor enabling you to earn more AP, helping hold onto the title/power and giving you valuable currency to boot. The intention was never for certain guilds to make emperor succession lines and pass it off several times a night to get everyone their 5% ult cost reduction.
And take away 140,000 gold in a patch? I had that happen to me multiple times when each new vr came out and they scaled glyphs incorrectly, REDUCING their level range even though they used the same top tier materials and were top rank when made, as after the patch. This happened when vr12 came, 14, and I had some legendary v10-14 glyphs even get nuked when patch 1.6 went live and got scaled to epic instead of legendary stats despite even being legendary colored still! The first time I lost over 200,000 gold worth of legendary v10 (cap) glyphs that became v7-9 instead of 10-12. The second time I lost around 85,000 worth that did the same thing, thankfully I had kept a lower stock because of the bug the first time around. The 1.6 patch lost me around 10 legendary 10-14 glyphs that had their stats magically dialed back to epic, to boot.
No outrage was made on the forums about that and I'm sure I was hardly the only guy to take those kinds of losses as it was a game related patch issue. The 5% ult cost reduction that shouldn't have been there in the first place? I truly couldn't care less.
Go play WoW or whatever interchangeable MMO with instanced battlegrounds.pecheckler wrote: »The game needs a much smaller/condensed PvP map with no big open spaces to promote melee combat and reduce instances of the current tug-o-war flee/chase mentality. It should have two competing sides in a structured setting with objectives, clear victory conditions, clear start and finish, between 30 minutes to 3 hours length, and between 20 and 50 players on each side.
Give us this and I gaurentee it will be crazy popular. Especially for players who don't have maxed mount speed which is like the worst thing ever in Cyrodiil.
Hypertionb14_ESO wrote: »
Haha I'm sure that'll help (cough.. blink blink... cough)
What if they purge a burning from fire staffs or any other effect not worthy of being purged with that solution?
Most groups/people would have issues choosing when to purge and when not, so it would mess up better guilds.
Best option Ive seen is make it like power surge (or whatever morph heals) and have it only effect you X amount of seconds. .5 - 1.0 would be nice
Make purge 5s cooldown on the purify but make it a total clearing of all statuses. is that enough? If you dont have a status there is no cooldown is a given. and whats so *** bad about making a group have to think before they purge? that's part of the goal. better than mindlessly spamming. make it like casting barrier, important but requiring timing to make full use out of it
the average blob is purged about ever 0.5 seconds currently... a 0.5 cooldown would do literally nothing for that, and 1s would be almost no improvement since you cast at that rate anyways.. untill you hit 2s there is virtually no point in the cooldown.
I have to completely disagree with your past 2 statements.
A second cooldown on all players hit will still create the same issue. Other groups/pugs purge you and now you are screwed for 5 seconds? This is not fair to the competent players who would use it correctly.
Other option is make purging siege a different alliance skill that operates similar to purge but give it some restriction like every 2-3 seconds.
Assuming you are a solo player just trying to gun down people with siege though, thats the sort of gameplay I find very discouraging. Good group of coordinating people should have the proper defenses to live through siege. And we do.
Hypertionb14_ESO wrote: »if you dont take some bad you will get no good..
this is a major issue,Hypertionb14_ESO wrote: »
Haha I'm sure that'll help (cough.. blink blink... cough)
What if they purge a burning from fire staffs or any other effect not worthy of being purged with that solution?
Most groups/people would have issues choosing when to purge and when not, so it would mess up better guilds.
Best option Ive seen is make it like power surge (or whatever morph heals) and have it only effect you X amount of seconds. .5 - 1.0 would be nice
Make purge 5s cooldown on the purify but make it a total clearing of all statuses. is that enough? If you dont have a status there is no cooldown is a given. and whats so *** bad about making a group have to think before they purge? that's part of the goal. better than mindlessly spamming. make it like casting barrier, important but requiring timing to make full use out of it
the average blob is purged about ever 0.5 seconds currently... a 0.5 cooldown would do literally nothing for that, and 1s would be almost no improvement since you cast at that rate anyways.. untill you hit 2s there is virtually no point in the cooldown.
I have to completely disagree with your past 2 statements.
A second cooldown on all players hit will still create the same issue. Other groups/pugs purge you and now you are screwed for 5 seconds? This is not fair to the competent players who would use it correctly.
Other option is make purging siege a different alliance skill that operates similar to purge but give it some restriction like every 2-3 seconds.
Assuming you are a solo player just trying to gun down people with siege though, thats the sort of gameplay I find very discouraging. Good group of coordinating people should have the proper defenses to live through siege. And we do.
because Barrier, Rapid Maneuver requring careful use makes them totally worthless... 5s cooldown on the purge effect of purge would just add it to that camp... if some random purges you of one ability thats something you have to deal with just like if you were trying to move in stealth when a random comes and starts spamming springs on you..
5s is barely any time... only slightly longer than a Treb reloading, which is why im suggesting 5s.... if you start getting hammered by siege then you need to move out of the way... blobs can move but seige cant... this is proven any time seige appears to fight a blob in openworld PvP.. it ends up utterly worthless not because of purge but because it doesnt hit anything due to the blobs manuvering.
Purge is most commonly used by those blobs that are attacking a keep, and it enables them to so easily run rampant against any odds that it borders on unfairness to the defenders, rendering nearly any attempt by anything other than another blob pointless.. thats Not healthy for the game AT ALL.
Organized groups dont need to stack to avoid siege generally.. LOS tactics and more are generally enough unless seige gets past the 9+ count. past a certain point stacking needs to be punishable... you cannot have one tactic that so utterly outperforms any other tactic without serious loss in the long run.
people are acting like even a 5s cooldown would make purge pointless but it wouldnt... it would still allow you time to get out of the way of seige, or let you purge away the dots after making a breech attempt.
as long as the cooldown only affects you if you get cleared of an effect i see no problem with "pugs casting purge and screwing my timers"
if it lets blobs die then everyone is better off...
right now its like going bowling but having the pins able to instantly get back up unless you throw another lanes pins at them.
a game that is ONLY for the group is not much of a game... Grouping does need some disadvantages or else people will keep blobspamming
one last note... Purge is only a part of the problem that enables Blobbing.
Hypertionb14_ESO wrote: »if you dont take some bad you will get no good..
this is a major issue,Hypertionb14_ESO wrote: »
Haha I'm sure that'll help (cough.. blink blink... cough)
What if they purge a burning from fire staffs or any other effect not worthy of being purged with that solution?
Most groups/people would have issues choosing when to purge and when not, so it would mess up better guilds.
Best option Ive seen is make it like power surge (or whatever morph heals) and have it only effect you X amount of seconds. .5 - 1.0 would be nice
Make purge 5s cooldown on the purify but make it a total clearing of all statuses. is that enough? If you dont have a status there is no cooldown is a given. and whats so *** bad about making a group have to think before they purge? that's part of the goal. better than mindlessly spamming. make it like casting barrier, important but requiring timing to make full use out of it
the average blob is purged about ever 0.5 seconds currently... a 0.5 cooldown would do literally nothing for that, and 1s would be almost no improvement since you cast at that rate anyways.. untill you hit 2s there is virtually no point in the cooldown.
I have to completely disagree with your past 2 statements.
A second cooldown on all players hit will still create the same issue. Other groups/pugs purge you and now you are screwed for 5 seconds? This is not fair to the competent players who would use it correctly.
Other option is make purging siege a different alliance skill that operates similar to purge but give it some restriction like every 2-3 seconds.
Assuming you are a solo player just trying to gun down people with siege though, thats the sort of gameplay I find very discouraging. Good group of coordinating people should have the proper defenses to live through siege. And we do.
because Barrier, Rapid Maneuver requring careful use makes them totally worthless... 5s cooldown on the purge effect of purge would just add it to that camp... if some random purges you of one ability thats something you have to deal with just like if you were trying to move in stealth when a random comes and starts spamming springs on you..
5s is barely any time... only slightly longer than a Treb reloading, which is why im suggesting 5s.... if you start getting hammered by siege then you need to move out of the way... blobs can move but seige cant... this is proven any time seige appears to fight a blob in openworld PvP.. it ends up utterly worthless not because of purge but because it doesnt hit anything due to the blobs manuvering.
Purge is most commonly used by those blobs that are attacking a keep, and it enables them to so easily run rampant against any odds that it borders on unfairness to the defenders, rendering nearly any attempt by anything other than another blob pointless.. thats Not healthy for the game AT ALL.
Organized groups dont need to stack to avoid siege generally.. LOS tactics and more are generally enough unless seige gets past the 9+ count. past a certain point stacking needs to be punishable... you cannot have one tactic that so utterly outperforms any other tactic without serious loss in the long run.
people are acting like even a 5s cooldown would make purge pointless but it wouldnt... it would still allow you time to get out of the way of seige, or let you purge away the dots after making a breech attempt.
as long as the cooldown only affects you if you get cleared of an effect i see no problem with "pugs casting purge and screwing my timers"
if it lets blobs die then everyone is better off...
right now its like going bowling but having the pins able to instantly get back up unless you throw another lanes pins at them.
a game that is ONLY for the group is not much of a game... Grouping does need some disadvantages or else people will keep blobspamming
one last note... Purge is only a part of the problem that enables Blobbing.
meatbags should be purgeable as it would simply destroy every kind of small to medium size group but I agree on oil catapults.
Hypertionb14_ESO wrote: »if you dont take some bad you will get no good..
this is a major issue,Hypertionb14_ESO wrote: »
Haha I'm sure that'll help (cough.. blink blink... cough)
What if they purge a burning from fire staffs or any other effect not worthy of being purged with that solution?
Most groups/people would have issues choosing when to purge and when not, so it would mess up better guilds.
Best option Ive seen is make it like power surge (or whatever morph heals) and have it only effect you X amount of seconds. .5 - 1.0 would be nice
Make purge 5s cooldown on the purify but make it a total clearing of all statuses. is that enough? If you dont have a status there is no cooldown is a given. and whats so *** bad about making a group have to think before they purge? that's part of the goal. better than mindlessly spamming. make it like casting barrier, important but requiring timing to make full use out of it
the average blob is purged about ever 0.5 seconds currently... a 0.5 cooldown would do literally nothing for that, and 1s would be almost no improvement since you cast at that rate anyways.. untill you hit 2s there is virtually no point in the cooldown.
I have to completely disagree with your past 2 statements.
A second cooldown on all players hit will still create the same issue. Other groups/pugs purge you and now you are screwed for 5 seconds? This is not fair to the competent players who would use it correctly.
Other option is make purging siege a different alliance skill that operates similar to purge but give it some restriction like every 2-3 seconds.
Assuming you are a solo player just trying to gun down people with siege though, thats the sort of gameplay I find very discouraging. Good group of coordinating people should have the proper defenses to live through siege. And we do.
because Barrier, Rapid Maneuver requring careful use makes them totally worthless... 5s cooldown on the purge effect of purge would just add it to that camp... if some random purges you of one ability thats something you have to deal with just like if you were trying to move in stealth when a random comes and starts spamming springs on you..
5s is barely any time... only slightly longer than a Treb reloading, which is why im suggesting 5s.... if you start getting hammered by siege then you need to move out of the way... blobs can move but seige cant... this is proven any time seige appears to fight a blob in openworld PvP.. it ends up utterly worthless not because of purge but because it doesnt hit anything due to the blobs manuvering.
Purge is most commonly used by those blobs that are attacking a keep, and it enables them to so easily run rampant against any odds that it borders on unfairness to the defenders, rendering nearly any attempt by anything other than another blob pointless.. thats Not healthy for the game AT ALL.
Organized groups dont need to stack to avoid siege generally.. LOS tactics and more are generally enough unless seige gets past the 9+ count. past a certain point stacking needs to be punishable... you cannot have one tactic that so utterly outperforms any other tactic without serious loss in the long run.
people are acting like even a 5s cooldown would make purge pointless but it wouldnt... it would still allow you time to get out of the way of seige, or let you purge away the dots after making a breech attempt.
as long as the cooldown only affects you if you get cleared of an effect i see no problem with "pugs casting purge and screwing my timers"
if it lets blobs die then everyone is better off...
right now its like going bowling but having the pins able to instantly get back up unless you throw another lanes pins at them.
a game that is ONLY for the group is not much of a game... Grouping does need some disadvantages or else people will keep blobspamming
one last note... Purge is only a part of the problem that enables Blobbing.
Dude you just have no clue to be honest.
Purge is strong, not op, but strong. When purging you lose many things like dps, heals (depending) snares, ultis, etc..
There is not a single place in a keep you are not vulnerable to siege, not one. You can wipe all guards easily in an open keep.
You are mentioning keeps not being defended by 9+ siege, what groups are you fighting or playing with? An organized defense has 6 siege up top, 6-10 oils, maybe ballistas on the bottom, and maybe siege hitting the the entire keep from outside (depending on the numbers).
Two things to think about here, why do the best guilds use siege? And how the hell do you think we would get through 12-20 siege with a 5 second cooldown? If you think 5 seconds is short you are not even an occassional PvP player.
If you are one of those players that think siege, since its some big arrow on fire, should be indefensible then I don't know what to tell you. Its another tool to use, just like purge or steel tornado.
Tell you what, message me for my @ name, and we will meet up in game. Sit there for 5 seconds, heal your heart out, and lets see how long you live without purge. You won't
EDIT: And in this bowling scenario, even if 4 people would throw the ball together with some competency the pins would fall. Im going on a limb here, but Im assuming you are a solo player with little to zero organization.
Sorry but you should not stand a chance against 16-20 players who are better, more organized, and more prepared.