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PVP Update, June 2015

  • Hypertionb14_ESO
    Hypertionb14_ESO
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    WRX 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.

    make it like Taunt.

    more than 3 times in 15 seconds and you cannot be purged again for the full 15 seconds. or something close to this...

    anything shorter than 5s will be pointless pointless. the dots need to be able to tick at least once if you hit a target that has just been purged.

    unless your "small group" is standing in seige this makes purge fine, but makes it pointless for blobs who do NOTHING but spam it.
    Edited by Hypertionb14_ESO on June 18, 2015 11:31PM
    I play every class in every situation. I love them all.
  • WRX
    WRX
    ✭✭✭✭✭
    What happens when one pug spams purge on you?
    Edited by WRX on June 18, 2015 11:30PM
    Decibel GM

    GLUB GLUB
  • FENGRUSH
    FENGRUSH
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    WRX wrote: »
    What happens when one pug spams purge on you?

    You report him for botting.
  • Takllin
    Takllin
    ✭✭✭✭✭
    WRX wrote: »
    What happens when one pug spams purge on you?

    Make it so that the purge only works if you actually have negative effects removed.
    Jadokis - AD Redguard DK v16 AR 18
    Jàsènn - AD Orc Templar 47 AR 10
    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
    Tekklin - AD Bosmer Nightblade v16 AR 12 (Ret.)
    Jasenn - DC Imperial Templar v16 AR 18 (Ret.)
    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
  • Hypertionb14_ESO
    Hypertionb14_ESO
    ✭✭✭✭✭
    WRX wrote: »
    What happens when one pug spams purge on you?

    There are other ways to remove bad ***.. Mutegen, Ritual Synergy etc... those abilitys have innate restrictions that make them good for a few people but pointless in blobs (cooldown and the various requirements for mutegen to trigger)

    Purge needs a built in cooldown on the inital removal, and only affecting that skill... its the most important key ability to keeping a zerg up..

    other options only affect 1 or 2 people or require a synergy that has a builtin cooldown itself...

    can you i really see Mutegen being as useful for a blob as it is for a small group?

    Either the 3 in 15 like Taunt, or total immunity to the skill for 5s after one cast (as long as the Debuff duration reduction buff lasts) i actually prefer the 5s cooldown.

    purge will still be useful but be ineffective for totally immunizing blobs like it currently is...

    Cast times would have no real effect on how its used save by small groups who dont have the numbers to hide the purger so that actually works against anything but the BLOB and therefore is the worst idea..

    Making it totally unable to remove seige debuffs renders the skill nearly worthless and thats just not a option..

    so a cooldown on the skills effect is the best comprimise, and it has to be at least 5s to be effective as thats rounghtly just enough time for 2 dot ticks from a siege. tbh you will probably mostly get just 1 tick, but that one tick is enough to make a massive difference.
    I play every class in every situation. I love them all.
  • WRX
    WRX
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    FENGRUSH wrote: »
    WRX wrote: »
    What happens when one pug spams purge on you?

    You report him for botting.

    Haha I'm sure that'll help (cough.. blink blink... cough)
    Takllin wrote: »
    WRX wrote: »
    What happens when one pug spams purge on you?

    Make it so that the purge only works if you actually have negative effects removed.

    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
    Decibel GM

    GLUB GLUB
  • Hypertionb14_ESO
    Hypertionb14_ESO
    ✭✭✭✭✭
    WRX wrote: »
    FENGRUSH wrote: »
    WRX wrote: »
    What happens when one pug spams purge on you?

    You report him for botting.

    Haha I'm sure that'll help (cough.. blink blink... cough)
    Takllin wrote: »
    WRX wrote: »
    What happens when one pug spams purge on you?

    Make it so that the purge only works if you actually have negative effects removed.

    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.
    Edited by Hypertionb14_ESO on June 18, 2015 11:59PM
    I play every class in every situation. I love them all.
  • Attorneyatlawl
    Attorneyatlawl
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    Cogo 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.

    This, no game is going to be better at being WOW than WOW.

    @ZOS_BrianWheeler will we see pvp exp earnings raised towards what pve grinding can earn? It's currently around one fifth at best, and therefore is not a viable way to gain champion ranks. The low xp also makes leveling through pvp a slow method of doing so :(.
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • Attorneyatlawl
    Attorneyatlawl
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    Soul_Demon 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 :).
    Edited by Attorneyatlawl on June 19, 2015 12:14AM
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
    -In-game mains abound with "Nerf" in their name. As I am asked occasionally, I do not play on anything but the PC NA Megaserver at this time.
  • WRX
    WRX
    ✭✭✭✭✭
    WRX wrote: »
    FENGRUSH wrote: »
    WRX wrote: »
    What happens when one pug spams purge on you?

    You report him for botting.

    Haha I'm sure that'll help (cough.. blink blink... cough)
    Takllin wrote: »
    WRX wrote: »
    What happens when one pug spams purge on you?

    Make it so that the purge only works if you actually have negative effects removed.

    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.
    Decibel GM

    GLUB GLUB
  • StihlReign
    StihlReign
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    Dump the Emp passives. Thus far the consensus is they don't matter. Most believe they were farmed/gained due to exploits for the most part anyway.

    Even the most stalwart supporters insist they don't do much and CP is more beneficial to their build.

    For those who worked hard to eventually get Emp, there's always the Emp title to ensure everyone knows how hard you worked to become a former Emperor.

    There are tons of folks who'll still want the title and position of Emperor if for no other reason than the power gained during the time they have it....which is probably as it should be.

    Edited by StihlReign on June 19, 2015 12:13AM
    "O divine art of subtlety and secrecy!

    Through you we learn to be invisible, through you inaudible; and hence we can hold the enemy’s fate in our hands.” – Ch. VI, v. 8-9. — Master Sun Tzu

    "You haven't beaten me you've sacrificed sure footing for a killing stroke." — Ra's al Ghul

    He who is prudent and lies in wait for an enemy who is not, will be victorious — Master Sun Tzu

    LoS
  • maxjapank
    maxjapank
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    ✭✭
    Crown wrote: »
    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.

    I'm fine with good players representing me as Emperor. I'm fine with them unlocking skills at the time to lead my faction in battle. But I'm not okay with players who exploit the system to get ahead. I'm not okay with people thinking it's okay to feed the entire defense tick to one player so they can shoot up to 1st place on the leaderboard...to then become Emperor...to then get undeserved passives. All games and competitions have rules to keep gameplay fair. And when there aren't rules, we have what's called "sportsmanship."

    In the end, I will accept what the Devs decide to do. And I truly feel bad for those players who are losing something that they honestly earned. It really bites when things are spoiled by those who exploit the system. So I will put my trust in the Devs to find a solution since some are unable to hold themselves accountable.

  • Manoekin
    Manoekin
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    WRX wrote: »
    WRX wrote: »
    FENGRUSH wrote: »
    WRX wrote: »
    What happens when one pug spams purge on you?

    You report him for botting.

    Haha I'm sure that'll help (cough.. blink blink... cough)
    Takllin wrote: »
    WRX wrote: »
    What happens when one pug spams purge on you?

    Make it so that the purge only works if you actually have negative effects removed.

    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.

    Problem with cooldown on purge is then you can't purge snares. Good luck with that plan, though!

    Unless they put a CC immunity on snares I don't see any way you can do something like that to purge. If you can spam every other ability why can't you spam purge?
  • StihlReign
    StihlReign
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    Soul_Demon 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 :).

    lol...I was one of the earliest in-game to hit Master level enchanter. In part because I was a part of one of the largest guilds in game at the time and won a contest from PTS pre-launch ( or was it Beta?), which gifted me with a large stock of enchanting mats.

    Anyway, I'm happy to see I wasn't the only one severely burned by Zos' updates to glyphs (only because misery loves company - not that I wish anything bad on anyone).

    I was absolutely livid at the amount of legendary mats that were downgraded each time. And of course there was no recourse nor the slightest bit of concern from customer service.

    The disconnect between customer service and the changes in game are at times unfathomable. This was definitely one of those times.

    "O divine art of subtlety and secrecy!

    Through you we learn to be invisible, through you inaudible; and hence we can hold the enemy’s fate in our hands.” – Ch. VI, v. 8-9. — Master Sun Tzu

    "You haven't beaten me you've sacrificed sure footing for a killing stroke." — Ra's al Ghul

    He who is prudent and lies in wait for an enemy who is not, will be victorious — Master Sun Tzu

    LoS
  • pecheckler
    pecheckler
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    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.
    End the tedious inventory management game.
  • Lava_Croft
    Lava_Croft
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    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.
    Go play WoW or whatever interchangeable MMO with instanced battlegrounds.
  • Hypertionb14_ESO
    Hypertionb14_ESO
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    if you dont take some bad you will get no good..

    this is a major issue,
    WRX wrote: »
    WRX wrote: »
    FENGRUSH wrote: »
    WRX wrote: »
    What happens when one pug spams purge on you?

    You report him for botting.

    Haha I'm sure that'll help (cough.. blink blink... cough)
    Takllin wrote: »
    WRX wrote: »
    What happens when one pug spams purge on you?

    Make it so that the purge only works if you actually have negative effects removed.

    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.
    Edited by Hypertionb14_ESO on June 19, 2015 3:48AM
    I play every class in every situation. I love them all.
  • lottasay_ESO
    Please add Dueling, Arena Mode and Instanced Battlegrounds.

    That's all i want and you got three more monthly subscriptions from my PS4's in your income.
  • Molsondry
    Molsondry
    ✭✭✭
    @ZOS_BrianWheeler

    You are talking about PVP healthy and I think you guys are moving towards a good way. Removing former emperor buff is really a good way towards fairness. And we all know fairness is required for PVP healthy.

    So my question is do you have plan for champions points unfairness in pvp? Could we have them disable when we enter pvp?

    I dont care if some guy have more dps in a dungeon but for PVP we all know somone with maxed out champions points is over 35% stronger , 35% more resistant and regen 35% more being naked then a same level character who is also naked. This is a big flaw for PVP fairness.

    Also wanted to know when do you plan to fix nirnhorned? It should only be on par with the armor resisttrait and the mats drop should be increased . Right now its a huge Gold/grinding time wall for that gear wich is also not fair or healthy for PVP.

    Edit : Look at WoW they removed the 2.2k gear 2 year ago . Those weapon where only giving about 7% increased dmg/heal but it was creating a huge cap in order to break the 2.2k. If ou didnt have the weapons you had to be a 2.5k team to be able to beat a 2.2k team with those weapons . Simply because 7%increased burst (1st dps)+ a 7 % increased burst (2th dps) on same target (overall about 15% increased burst on the same target )+ the 7% healing buff is actualy extremely huge at those skill levels. (talking about 3v3 arena, if you look at eso its just multiplicatly stacking the more player with alot of champs points in your group making the gap ever worse ... alot worse)

    . A 2.2k team simply didnt stand a chance agaisnt 2.2k team with 2.2k weapons itmade a huge wall into acquiring those 2.2k weapon if you didnt get carried by the top players . 2x 7% dmg buff on a single target makes a difference between death and alive , so does a 7% healing buff at high ends plays make the different between live and die.

    Ive acheived 2.2k in every bracket in Wow after they actualy removed the 2.2k wall. and it made a huge difference for me being a 2.2k mmr player . that 7% change made the difference between achieving 2.2k and being stuck at 2.1k.

    Those are the reason I really want those champions points removed from pvp. And is also the reason im saying removing the former 2% buff is a good way towards fairness.

    But i would go farther the control keep PvP buff should be removed and instead changed into a DEBUFF yes a debuff . Why?? Having a whole map shall not give an advantage It should give disadvantage thinking you have such a huge place to defend .

    Removing the buff to make more fairness like I explained equal skill, equal gear 9% buff is a HUGE difference. Why do you want to help the ALREADY WINNING faction.

    And when saying a debuff its not a player debuff but a wall /npc debuff. Thinking you have less effective to defend all those keep.

    The more you control, the more the npc /wall should be weak. Its simple logic and help balance out the weak faction.

    Any one saying 2% buff does nothing havent played High end pvp . And anyone saying champions point is ok doesnt want any kind of competitve pvp in this game. my 2 cent.

    Im playing this game for the pvp and the AvAvA part And pvp is about FAIRNESS. there is already a gap with the gear grind and lvl grind why add more gaps into it?

    plz @ZOS_BrianWheeler I want this game to succed pvp wise and all those changes are required for healthy pvp.

    Edited by Molsondry on June 19, 2015 7:24AM
    v9 Sorcerer
  • Quantine
    Quantine
    ✭✭✭
    I can't believe how many people keep on whining about champion points, AvA ranks for skills, etc. Many people invested a lot of time and effort to get CPs or an AvA rank... Why should you be investing less?????

    This game already has so many catch-up mechanics, the PvE has been nerfed to a ridiculous level, so that any naked char can go through it without even moving out of red circles, let alone such "advanced" stuff like break-free (no wonder why people get killed so fast when they first enter PvP...). And yes, they are going to make a catch-up mechanism for CPs without any compensation for the ones who got their CPs normally. So, please stop whining and get informed.
    Edited by Quantine on June 19, 2015 9:38AM
    EU | AD | Banana Squad Inc | Arena | The Pariah | Keepers of Cyrodiil

    Arulash, DK, rank 33
    Eledwhen Elmwoods, NB, rank 30
    Lil Aru, OP Templar healer, rank 23
    Aru on Flames, DK, rank 17

    NA | EP | Banana Squad Inc
    Aru's Sis, DK
  • WRX
    WRX
    ✭✭✭✭✭
    if you dont take some bad you will get no good..

    this is a major issue,
    WRX wrote: »
    WRX wrote: »
    FENGRUSH wrote: »
    WRX wrote: »
    What happens when one pug spams purge on you?

    You report him for botting.

    Haha I'm sure that'll help (cough.. blink blink... cough)
    Takllin wrote: »
    WRX wrote: »
    What happens when one pug spams purge on you?

    Make it so that the purge only works if you actually have negative effects removed.

    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.
    Edited by WRX on June 19, 2015 9:57AM
    Decibel GM

    GLUB GLUB
  • Raizin
    Raizin
    ✭✭✭✭
    i ll be little autistic kid here and...

    hey @ZOS_BrianWheeler ... first fix this:

    https://www.youtube.com/watch?v=FvrbN6XfXzA

    https://www.youtube.com/watch?v=51dX2rVByc0

    THEN and only then u can worry about silly stuff like some buff campaigns, that essentialy dont influence this game as much as this amazing stuff (lags)
    HellSeesYou = v16/AD/Rank 37-Former emp/EU TB-AZura(Old Auriels Bow badass) ___ Vampire Templar/Resto/Destro staff user from Banana squad
    HellSeesAll - v16/EP/Rank 19 Magicka NB/Necrotic Lag member
    HellSeesUs - v16/AD/Rank 18 Stamina Templar
  • RinaldoGandolphi
    RinaldoGandolphi
    ✭✭✭✭✭
    ✭✭✭✭
    if you dont take some bad you will get no good..

    this is a major issue,
    WRX wrote: »
    WRX wrote: »
    FENGRUSH wrote: »
    WRX wrote: »
    What happens when one pug spams purge on you?

    You report him for botting.

    Haha I'm sure that'll help (cough.. blink blink... cough)
    Takllin wrote: »
    WRX wrote: »
    What happens when one pug spams purge on you?

    Make it so that the purge only works if you actually have negative effects removed.

    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.

    Im telling you the solution is:

    Oil Catapualts and Meatbags no longer Purgeable, Meatbag Heal Debuff can stack twice Leave the base Purge Skill alone.

    If you die to a Catapult itself that, that does very little damage, then you should probably quit playing the game.

    What does this do?

    It means that zergblob can be keep 70% snared 100% of the time. it also means a very substantial healing debuff can be kept on them 100% of the time....now your Fire Ballista's and other siege will be capable of countering/killing them without making siege a one shot cannon. as now their groups healers healing effectiveness has been substaintailly weakened.

    Nerfing or messing with the base Purge skill will make the skill useless. any kind of cool down or cast time, and its simply not feasible to use it...


    Oil Catapualts and Meatbags no longer Purgeable, Meatbag Heal Debuff can stack twice. You are not giving just anyone a one shot cannon, but what you are doing is giving a smaller organized group, any organized group for that matter, a chance to defend against a zerg and actually make defending a keep viable without a zerg of equal size.
    Edited by RinaldoGandolphi on June 19, 2015 11:20AM
    Rinaldo Gandolphi-Breton Sorcerer Daggerfall Covenant
    Juste Gandolphi Dark Elf Templar Daggerfall Covenant
    Richter Gandolphi - Dark Elf Dragonknight Daggerfall Covenant
    Mathias Gandolphi - Breton Nightblade Daggerfall Covenant
    RinaldoGandolphi - High Elf Sorcerer Aldmeri Dominion
    Officer Fire and Ice
    Co-GM - MVP



    Sorcerer's - The ONLY class in the game that is punished for using its class defining skill (Bolt Escape)

    "Here in his shrine, that they have forgotten. Here do we toil, that we might remember. By night we reclaim, what by day was stolen. Far from ourselves, he grows ever near to us. Our eyes once were blinded, now through him do we see. Our hands once were idle, now through them does he speak. And when the world shall listen, and when the world shall see, and when the world remembers, that world will cease to be. - Miraak

  • Sanct16
    Sanct16
    ✭✭✭✭✭
    ✭✭
    meatbags should be purgeable as it would simply destroy every kind of small to medium size group but I agree on oil catapults.
    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
    EP | AR 50 | Sanctosaurus | Mana NB
    AD | AR 44 | rekt ya | Mana NB
    AD | AR 41 | Sanct Thunderstorm | Mana Sorc
    EP | AR 36 | S'na'ct | Mana NB {NA}
    AD | AR 29 | Captain Full Fist| Stam DK
    AD | AR 29 | Sanct The Dark Phoenix| Stam Sorc
    EP | AR 16 | Horny Sanct | Stam Warden
    EP | AR 16 | Sánct Bánáná Sláyér | Mana DK
    DC | AR 13 | ad worst faction eu | Stam Sorc
    DC | AR 13 | Lagendary Sanct | Mana NB

    >320.000.000 AP
  • Kloud
    Kloud
    ✭✭✭
    I could care less about battle grounds but I think arenas and dueling should be apart of this game it was I'm alot of the other elder scroll games and I'm not talking a arena like wows there arena and whole arena system was trash I'm talking like an arena that was in imperial city and mechanics like the arena in Ultima online
  • krobin021
    krobin021
    The whole thing about being locked into a campaign with no action, is a simple solution. If you have 2 toons that vet level, assign 1 a home like thorn on 1 a different quest like chill. Take the 2nd toon and do different quest and home campaigns like AZ and Quest Had, this way you can have access to all 4 vet campaigns. If you did that you could make sure you can always find a fight.
  • Manoekin
    Manoekin
    ✭✭✭✭✭
    ✭✭
    Sanct16 wrote: »
    meatbags should be purgeable as it would simply destroy every kind of small to medium size group but I agree on oil catapults.

    Hell no. Not being able to purge oil catas is way up there on my list of game destroying bugs. However, should it ever come back I will enjoy defending a keep with 3 people vs 100.
  • Valnas
    Valnas
    ✭✭✭✭
    How about they make an ae siege like piercing mark target (which imparts 3 individual status effects and requires 2 purges to remove)
    Fluph Head EP sorc dank magus
    valnäs EP nb
    opHotterslol AD dk
  • FENGRUSH
    FENGRUSH
    ✭✭✭✭✭
    ✭✭✭✭
    WRX wrote: »
    if you dont take some bad you will get no good..

    this is a major issue,
    WRX wrote: »
    WRX wrote: »
    FENGRUSH wrote: »
    WRX wrote: »
    What happens when one pug spams purge on you?

    You report him for botting.

    Haha I'm sure that'll help (cough.. blink blink... cough)
    Takllin wrote: »
    WRX wrote: »
    What happens when one pug spams purge on you?

    Make it so that the purge only works if you actually have negative effects removed.

    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.

    Dont tell him he has no clue. Thats being insulting - and hes trying to put forth some effort to reduce ball groups for the sake of lag. Its more than can be said of Decibel currently.

    As he said, purge is used by all large groups. They use it while going from point A to point B. This is their way of negating all negative effects that might go through their barrier and cause any bit of harm, which is likely 0. Its negating most of the effect that siege has.

    If you think its good gameplay that people effortlessly spam purges without knowing/caring what theyre coming up against, then you are a fool and your opinion has been diminished on this topic. Performance takes a dive when people start purging, even before theyre in combat. Groups just kick it up before they even barrier and charge through a breach, like theyre starting up a godamn lawnmower. Whats the downside to queing up this great strength that kills server performance? None. This skill needs to be revisisted so large groups actually care about charging through siege and pick small windows when they can move from Point A to Point B.

    Decibel is what people are complaining about. They move around like a ball. They may not have a full 24 all the time (they have it sometimes), but with their general defensive posturing in group play, they dont need to. Any sense of balling can be done to the same effect past 12+ players, nobody is being a hero by running with 16. AOEs can impact your entire group, but thats ok, because healing is stronger. This style of gameplay is garbage - there is no downside to grouping up, you can automatically receive 50% or 75% damage mitigation from AOEs because you have a certain amount of people around you. The only non-mitigated damage we can use is siege, and then you have purge spam. If they didnt have these terrible AOE caps in, this style of play would go out the window and suddenly players couldnt rely on huge mitigations today that keep their groups alive.

    WRX: "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)."

    What groups dont have 9+ siege defending their keep? The groups FENGRUSH plays with dont have 9 extra people in his group with oil and others on ballista. In fact, theres a lot of people that dont have groups that big and theyre trying to voice their concerns here. Try playing DC on the average day and you will find plenty of groups that dont have adequate numbers to defend. Meanwhile theyre fighting low-talent players from your banana alliance that group up at 1:10 odds to push them in the afternoon - in ball group fashion, because this is how theyve been conditioned. And if they just so happen to even out the odds, you get guilds like yours that are fully commit to doubling up the faction numbers and bringing on the zerg with F-U numbers where you can throw strategy to the wayside, rally up, purge and barrier while flooding BoL.

    Keep posting in these threads about fixing zergs, FENGRUSH appreciates any voice of reason that will come out and help push ZOS into action on fixing their own game. But dont come and insult folks on the forums when youre playing the way you are today. Split up to groups of 8- people before you do that and by all means, tear into people about purge. At least we could say theres 1 less ball group killing cyrodiil performance.
  • Valnas
    Valnas
    ✭✭✭✭
    reiterating that 12 mans don't have the hands to place on 9 pieces of siege vs 24 mans that point siege at you and engage with the other 15. This is why siege doesn't address population or zergs.

    if you've ever seen a keep defended by <12 all spread out to man siege (say 3 up top ballista/meat,1 on breach opp postern, 1front flag), 6-8 oils. The opposing group moves together and instakills every person on siege spamming purge till they're dead then move on the flags. No amount of focus fire or placement will allow 12 solo players defending themselves to survive whats coming. Their best shot is 1-2 pieces of siege and a stealth bomb on the tail of the blob, in an unressable position and thats a losing gamble most of the time still.

    also, is this GvG friendly ? 11406729_10152878762207374_3598600822413073612_n.png?oh=4eb399a6671fb2c5867e375836719a45&oe=55EBCC8C
    Edited by Valnas on June 19, 2015 2:15PM
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