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Hireable mages, menders and knights from siege store in PvP Restricted to guild members only.

  • FlounderOG
    FlounderOG
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    No, this is a bad idea.
    No. No no no.

    I am not ready for the rage train where me and my group are charging through keeps and some filthy casuals put their fake people there to wreck us even though we have the numbers to override them.

    The current NPCs are already too much, Lets not throw more in. You really underestimate how strong mage guards actually are.
    -Daggerfall Covenant (Xbox NA)-
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    Tavia Guest
  • bertenburnyb16_ESO
    bertenburnyb16_ESO
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    Yes, this is a good idea and I would like to see it implemented.
    imagine 500man guild all buying the npc
    that would be one big army huhhuhhuh xd
    some extra restrictions would be needed
    Haze Ramoran Dunmer Dragonknight Tank/Dps – Smoked-Da-Herb Saxheel Templar Tank/Healer

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  • Mr_Bubbely
    Mr_Bubbely
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    Yes, this is a good idea and I would like to see it implemented.
    Lionxoft wrote: »
    Mr_Bubbely wrote: »
    Lionxoft wrote: »
    Terrible idea. We've already been there with ESO via merc contracts. I remember walking into an outpost that had maybe 20 mages in it. Thankfully, DK was incredibly OP at the time and they killed themselves really.

    Did you even read the OP? I suggested 1 per person, only available to guild members of controlling keeps.
    I didnt re suggest we bring back the unlimited mercenaries, which is what you are essentially saying I did.
    Everyone is bringing up the mercs while I'm suggesting an alternative to the old way that would stop the spam and limit their strength to that of an average guard at a keep, and if thats too strong, make them half as strong as a keep guard.

    Yes, I did read it. Your solution, or rather suggestion as I can't call it a solution, would still end up with multiple players in a guild or rather zerg adding an intense amount of enemies into a keep.

    Your suggestion falls short in more ways than one.

    Lol, I seriously have yet to find a guild coordinated enough to do anything like that in the last month, not that they dont exist just pointing that out. Unless an entire faction was in the same guild, bought and placed all their guards down you wouldn't have much to worry about, the guards have half as much health as the regular keep guard they could be cut through like butter when facing a siege crew. The amount of players per faction per campaign isnt high enough to result in your zerg of NPCS.
    The restrictions I suggested would prevent your zerg. Only very coordinated guilds could do anything with this ability to make it useful, and thats the entire purpose of my suggestion.
    Guildmaster of The Royal Imperial Legion
  • Ghostbane
    Ghostbane
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    The public cried Nerf Sorcs!

    And so ZoS waved their large hand, and behold, mercs were no more

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  • SturgeHammer
    SturgeHammer
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    I've seen the old merc contracts deployed on BWB back when the NPCs were really hard to kill on non-vet (<50 vs Vet5). The resulting carnage of a single Mage contract was enough to convince me that they were a bad idea.

    EDIT: Guess my point is that even the contracts the OP suggest would be too strong in non-vet. They would have to be restricted there.
    Edited by SturgeHammer on July 13, 2015 5:53PM
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  • Reverb
    Reverb
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    No, this is a bad idea.
    I would love it if you could staff and manage a keep and actually make it defensible instead of just ticking off the seconds before the enemy breaks your wall because they have a bigger zerg than you and purge beats coldharbour siege to the face any day of the week. Maybe have additional units unlockable with AP that everyone can pitch in for, because keeps get taken way too fast for the 'NPC bonuses' from controlling resources to have any bearing on the battle, and most of the time keeps are taken with all resources up anywho. NPCs most of the time hit like wet noodles on a fully coordinated zerg, and alot of times the guards that could turn the tide (mages and archers) spend so much of their time boot scoot boogie on a target out of LOS to do anything worth mentioning.

    You're not taking into account that the large group you're facng would also have mercs. And because the large guilds and groups have a lot of disposable AP, they will usually have more mercs.

    Seeing things only from the perspective of the underdog is how you end up with zergblobs that are mobile prox det machines.

    Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you. ~Friedrich Nietzsche
  • ItsRejectz
    ItsRejectz
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    No, this is a bad idea.
    No! They were removed for a reason, it didn't work.
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