AhPook_Is_Here wrote: »
Making walls weaker might not be a bad idea. This way if one zerg of 100+ is blobbing from keep to keep, 2 16 man groups could take 2 keeps away from their blob for every 1 keep they took forcing them to split if they were trying to crown.
What promise? Their post just says that "here's an information update for June on what we think the remaining problems are right now, and what we might or might not try to do about them some time in the future". They didn't give a date for any future update, and no promises were made.Just a quick reminder Zenimax ... June is almost over. Or are you again not keeping your promises?
CavalierKing wrote: »AhPook_Is_Here wrote: »
I don't think most of what you said actually reflects the PC experience of veteran players on competitive campaigns. FCs were removed to reduce lag, guards aren't tough to vet players, nor are walls. People love to repair walls for easy AP, even though you spend it to earn it at a net loss, it advances your alliance rank.
Making walls weaker might not be a bad idea. This way if one zerg of 100+ is blobbing from keep to keep, 2 16 man groups could take 2 keeps away from their blob for every 1 keep they took forcing them to split if they were trying to crown.
So first of all, you contradicted yourself by saying that walls aren't tough for vets and then saying that it would be good if walls were weaker. If 16 players coordinating together to attack a keep, without any human resistance, can't take it in under 30 minutes, then it's too difficult. However, it shouldn't be possible for even 20 stone trebuchets to take down two fully repaired walls in 10. Therefore, the solution is to weaken NPCs and strengthen the walls.
Secondly, this isn't a game merely for vets. It should be accessible to causal players also. A casual player with no guild and no group should be able to jump into PvP for an hour and have some fun, not just spend all their time looking for a good battle and then trying to constantly run back to it after dying. They'd be lucky to get 3 respawns and 1 battle in an hour.
CavalierKing wrote: »
So, suggestion #2 is make guards weaker and walls stronger.
Speaking of weak walls, many groups don't repair them because they are so weak. They know that a zerg could come through and quickly destroy them anyways, so there isn't much point in wasting the time and alliance points to repair it.
So, suggestion #3 is do #2 and repair kits need to repair more and be cheaper so that people have incentives to repair it. This way, players will spend time after taking a keep repairing it.
Zergs also happen because spawn control is extremely easy. It's easy to send one player with a siege weapon to the keep nearest your real target and have them make it under attack so that they can't spawn there. This is a huge problem as not only is it super easy to control your opponent while the rest of the army zergs, it exacerbates the problem of too much running.
I don't have a specific suggestion #4, but this needs to be fixed. Either the cool down from shots fired and under attack to no longer under attack and spawnable needs to be shorter, or there needs to be more siege weapons attacking than just 1, or it needs to be considered under attack when enough opposing players are in the area. This would balance defense vs. offense, and encourage medium sized groups to just attack. Particularly in conjunction with other suggestions.
A final way to reduce zerging is to have quests outside keeps that give alliance points. Perhaps questing in Cyrodiil gives points. Perhaps there are quests for collecting materials for the alliance, or killing creatures and making the place safe. Perhaps killing imperials helps. Who knows? Whatever the case, people need to be rewarded for doing things other than during.
tharri29ub17_ESO wrote: »Battle Leveling: The Battle Leveling system has been updated to include Veteran Ranks. Players that opt into Battle Leveling will be roughly equivalent in power to a VR14 player in moderate-quality gear.
this is trash so not only do my VR14 player not mean any thing, im gonna be competeing with vr1-13 characters because now they are effectively higher then me gear wise. like really its not enough watching lvl 10 players run around with 28k health and 18k mana and stam pool. but now the vr ranks as well. come on now son this is just ridiculous let these kids grind like i had to.
and i may not have worded that all correctly in rage but this is plain annoying bruh. [snip]
Septimus_Magna wrote: »
That 28k heal pool is easy do burst down if you have all skills and passives with purple or gold gear, the lvl10 only have a handful of skills and passives unlocked usually with green or blue gear. I have never felt threatened by anyone below vr5 tbh.
tharri29ub17_ESO wrote: »Septimus_Magna wrote: »
That 28k heal pool is easy do burst down if you have all skills and passives with purple or gold gear, the lvl10 only have a handful of skills and passives unlocked usually with green or blue gear. I have never felt threatened by anyone below vr5 tbh.
its not about bursting down one person because one person is easy to kill vr1-10 im not really worried about that granted you rarely get a 1v1 fight. its when they get strength in numbers. like now i run into a group of vr1-5 and its a fight but 9/10 im going to come out the victor but now that effectively they are all my lvl now how is that fight gonna fair. i mean i know im prematurely complaining but i know they gonna [snip] it up and fights like these are gonna be stupid.
@ZOS_BrianWheeler
Please consider adding the removal of proximity detonation to your plans. This ability in its current form is the zergs strongest weapon and not the much anticipated zerg-buster.
Add instead an instantly cast but purgeable variant or a stamina based inevitable morph.
Then you have not seen a good blob. I have watched one yesterday. Mobility is the key. You can see it quite nicely due to the red circle popping around them.Septimus_Magna wrote: »@ZOS_BrianWheeler
Please consider adding the removal of proximity detonation to your plans. This ability in its current form is the zergs strongest weapon and not the much anticipated zerg-buster.
Add instead an instantly cast but purgeable variant or a stamina based inevitable morph.
If you fight in groups its usually impossible to cast this multiple times because most DKs spam Draw Essence to interrupt anyone who's casting Prox Detonation.
I think its a great skill because it allows small organized groups to wipe bigger un-organized groups if the small group gets the timing of the Prox Detonation just right. Its a skill that cannot be spammed mindlessly so I think its not overpowered in any way. Furthermore, its really easy to get high spell resist so its easy to mitigate the damage of this ability.
AllPlayAndNoWork wrote: »Scoring system is a bit off as you could end up with everyone going to the same server if they don't like a certain set of rules.
It would be more beneficial to change the map style / layout to suit the rule-set of that particular server.
If servers have no points for keeps / outposts and resources then each faction will only go for the keeps needed to open the scroll gates. So whats the point of the rest of the map ?
Everything else is spot on though....
Lava_Croft wrote: »The Magicka bombs need their damage scaled off of the amount of people they actually hit.
SturgeHammer wrote: »@ZOS_BrianWheeler will the Campaigns have different end of campaign reward structures corresponding to the new scoring systems? For example, will Thornblade (Keeps matter) have different end of campaign rewards than Chillrend (scrolls matter)?
timidobserver wrote: »ThatNeonZebraAgain wrote: »timidobserver wrote: »Good stuff though I expect to see fewer people's in PvP now that pvers have no reason to participate. Pvers defending their buffs accounts for at least 50% of the activity on some servers.
The Alliance War skill line abilities are still very useful in PvE though.
Yes, but no one needs to defend their alliance war skills and it has already been announced that the requirements for those are being nerfed. I expect servers like azura star to die without pvers scrambling to defend their buffs.
Since you can get Sanctum Ophidia sets and master's weapons if you manage to be in the top 2% I fail to see what can make these more attractive...AssaultLemming wrote: »timidobserver wrote: »ThatNeonZebraAgain wrote: »timidobserver wrote: »Good stuff though I expect to see fewer people's in PvP now that pvers have no reason to participate. Pvers defending their buffs accounts for at least 50% of the activity on some servers.
The Alliance War skill line abilities are still very useful in PvE though.
Yes, but no one needs to defend their alliance war skills and it has already been announced that the requirements for those are being nerfed. I expect servers like azura star to die without pvers scrambling to defend their buffs.
The solution is to make end of campaign rewards attractive to pvers.
Yes. Currently the damage it does is just silly.Septimus_Magna wrote: »Lava_Croft wrote: »The Magicka bombs need their damage scaled off of the amount of people they actually hit.
More hits = more damage or the other way around?
Septimus_Magna wrote: »CavalierKing wrote: »
So, suggestion #2 is make guards weaker and walls stronger.
Speaking of weak walls, many groups don't repair them because they are so weak. They know that a zerg could come through and quickly destroy them anyways, so there isn't much point in wasting the time and alliance points to repair it.
So, suggestion #3 is do #2 and repair kits need to repair more and be cheaper so that people have incentives to repair it. This way, players will spend time after taking a keep repairing it.
Zergs also happen because spawn control is extremely easy. It's easy to send one player with a siege weapon to the keep nearest your real target and have them make it under attack so that they can't spawn there. This is a huge problem as not only is it super easy to control your opponent while the rest of the army zergs, it exacerbates the problem of too much running.
I don't have a specific suggestion #4, but this needs to be fixed. Either the cool down from shots fired and under attack to no longer under attack and spawnable needs to be shorter, or there needs to be more siege weapons attacking than just 1, or it needs to be considered under attack when enough opposing players are in the area. This would balance defense vs. offense, and encourage medium sized groups to just attack. Particularly in conjunction with other suggestions.
A final way to reduce zerging is to have quests outside keeps that give alliance points. Perhaps questing in Cyrodiil gives points. Perhaps there are quests for collecting materials for the alliance, or killing creatures and making the place safe. Perhaps killing imperials helps. Who knows? Whatever the case, people need to be rewarded for doing things other than during.
Suggestion 1: forward camp were causing more lag because it allowed large numbers of players to get back to the fight instantly after dying. Forward camps are still around btw, some pvpers have saved them and they still can be use.
Suggestion 2: guards damage is fine but their health is too low. When I solo a resource with my sorc for example, I start with the healers and they die with 2x crystal frags and a cuse. Only the S&B guards are a little thougher but their damage feel like tickles.
If the walls get stronger the enemies have more time to respond, this will make it harder for smaller groups to take keeps. The big zerg just places scouts in every keep and travels when its being sieged.
Suggestion 3: repairing can be pretty cheap if your entire group helps, if only 2-3 guys repairs it costs a lot of AP and time to get the walls up.
Suggestion 4: a keep is under attack if either the outer or inner wall is below 50% health, if one guy is sieging this takes quite a while and you have enough time to react. You can hear when a keep is being sieged so players should respond and let their faction now.
Then you have not seen a good blob. I have watched one yesterday. Mobility is the key. You can see it quite nicely due to the red circle popping around them.Septimus_Magna wrote: »@ZOS_BrianWheeler
Please consider adding the removal of proximity detonation to your plans. This ability in its current form is the zergs strongest weapon and not the much anticipated zerg-buster.
Add instead an instantly cast but purgeable variant or a stamina based inevitable morph.
If you fight in groups its usually impossible to cast this multiple times because most DKs spam Draw Essence to interrupt anyone who's casting Prox Detonation.
I think its a great skill because it allows small organized groups to wipe bigger un-organized groups if the small group gets the timing of the Prox Detonation just right. Its a skill that cannot be spammed mindlessly so I think its not overpowered in any way. Furthermore, its really easy to get high spell resist so its easy to mitigate the damage of this ability.
They rush in, the bombs are set, every one of them is charged (20 people) they run into the other zerg and boom. They never stop. They won't give you the chance to even try to deep breath them. Once the bombs have gone of, they disengage, circle around for two or three seconds, the same game happens again.
Nothing survives that. No chance at all of stopping it. You sometimes get a couple down and the next moment they get ressed by their mates. Yes that takes training. Yes, in a way this kind of coordination is impressive.
Nonetheless, this ability needs to DIAF asap.
Well, they exist. I have been following them around for two days in a row now. Theory < reality.
AssaultLemming wrote: »timidobserver wrote: »ThatNeonZebraAgain wrote: »timidobserver wrote: »Good stuff though I expect to see fewer people's in PvP now that pvers have no reason to participate. Pvers defending their buffs accounts for at least 50% of the activity on some servers.
The Alliance War skill line abilities are still very useful in PvE though.
Yes, but no one needs to defend their alliance war skills and it has already been announced that the requirements for those are being nerfed. I expect servers like azura star to die without pvers scrambling to defend their buffs.
The solution is to make end of campaign rewards attractive to pvers.
EU. They managed to dismantle them in the end, but that zerg blew up groups big and small here and there.
EU. They managed to dismantle them in the end, but that zerg blew up groups big and small here and there.
Actually, it was a mistake on their side in the end that spelled their doom. They got locked down in one of the first story oil rooms at chalman milegate with fire balistas front and back and our best small scale group blowing them to pieces. The counter to it is to lock them down and bomb them before they can recharge the proximities, but that is easier said than done with maneuvre and purge.
One of the factions that according to the forum never play anything but small scale PvP and never blob, of course. In this case, AD.Well... I guess mistakes always can get those groups if you use them to your advantage. Which faction are they?EU. They managed to dismantle them in the end, but that zerg blew up groups big and small here and there.
Actually, it was a mistake on their side in the end that spelled their doom. They got locked down in one of the first story oil rooms at chalman milegate with fire balistas front and back and our best small scale group blowing them to pieces. The counter to it is to lock them down and bomb them before they can recharge the proximities, but that is easier said than done with maneuvre and purge.