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https://forums.elderscrollsonline.com/en/discussion/683901

Keeping zergs away from IC

  • hammayolettuce
    hammayolettuce
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    manny254 wrote: »
    There's already an incentive not to have larger groups: diminishing returns.

    The stones are shared amongst the group, the more players the smaller your slice of the pie. You may very well be safe in a 10, 15, 20, 9001+ group, but you'll have jack shite to show for it.

    No need to limit group sizes, the devs have done the work already.

    Except bad players will get there sh*t kicked in when and loose all there stones. So they will blob up because something is better then nothing.

    This.

    You can spend an hour solo and lets say make 100 stones and lose it all shortly after ..

    Or you can spend that hour killing those players with 100 stones and come out close to that with your 24 man group.
    Snü (Magicka DK) ♥ Thnu (Stamplar) ♥ Pizza for Breakfast (Magplar) ♥ Sparklefingers (Magicka Sorc) ♥
    Bean and Cheese Burrito (Magicka DK) ♥ Snurrito (Stamplar) ♥
    DARFAL COVANT
  • IxSTALKERxI
    IxSTALKERxI
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    ✭✭
    We'll have to wait and see how prox scales. 24 man group might not be a safe option >:) Stack moar in the narrow corridors pl0x.
    NA | PC | Aldmeri Dominion
    Laser Eyes AR 26 Arcanist | Stalker V AR 41 Warden | I Stalker I AR 42 NB | Stalkersaurus AR 31 Templar | Stalker Ill AR 31 Sorc | Nigel the Great of Blackwater
    Former Emperor x11 campaign cycles
    Venatus Officer | RIP RÁGE | YouTube Channel
  • Sausage
    Sausage
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    You and your mates are ready to make the Elite Gank Squad with high CP and IC gears I see. New and casuals needs big raid I think.
    Edited by Sausage on July 20, 2015 7:15AM
  •  Jules
    Jules
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    ✭✭
    We'll have to wait and see how prox scales. 24 man group might not be a safe option >:) Stack moar in the narrow corridors pl0x.

    Agreed. Prox scaling may be a fine solution, and a strength for small man/solo players.
    JULES | PC NA | ADAMANT

    IGN- @Juies || Youtube || Twitch
    EP - Julianos . Jules . Family Jules . Jules of Misrule. Joy
    DC - Julsie . Jules . Jukes . Jojuji . Juliet . Jaded
    AD - Juice . Jubaited . Joules . Julmanji . Julogy . Jubroni . Ju Jitsu



    Rest in Peace G & Yi
    Viva La Aristocracy
  •  Jules
    Jules
    ✭✭✭✭✭
    ✭✭
    Ahzek wrote: »
    Sure leading a huge group of players is definetly a challenge @Jules, but what challenging is there for the standard player in that huge group ? Spam purge when some1 shouts PURGE! (or simply all the time), spam steeltornado/impluse everywhere you go ? or healing springs for that matter ? Press the ARRRR button when you are asked to do so ? or maybe
    *read in desperate, mocking voice* manage your resources ?, that hasnt been an issue since months now and it wont get harder ... (thank you CS for all your gifts <3 ).

    I cant see the challenge and requirement for any skill at the game whatsoever in that, and that assumption holds true 95% of the time I fight a player i usually only see in a zerg. Maybe he knows how to hold the block button or is very ambitious with his healing maybe he even uses crushing shock instead of impulse, but unless he has brought some friends such a playersnever pose a threat and it doesnt matter that his alliance rank is over 9000.
    (note: this is purely my anedoctal experience and holds no actual value on its own whatsoever, i know it can very well be that every other "large group player" is an incredibly skilled bada$$ that i simply havent fought solo before, but i highly doubt it)

    I understand your point of view, but I do not agree with it. I don't hold it against you, as you expressed that you have not run in large groups at all.

    Despite popular opinion, playing in group pvp also requires a skill set. You cannot simply hope to stack the largest numbers, faceroll around and win if your group is full of unskilled players. Any group that does this, likely gets farmed by smaller and more skilled guilds. So I think the distinction you made is necessary between a zerg and a raid. Imo, a zerg is 24+ players with little skill and direction running in vaguely the same direction, potatoing into whatever is in front of them. A raid is guild based, players that coordinate through TS and follow a lead with a specific objective, generally 16-24 players and no more.

    If you break down individual skill, you break it down into a few different aspects which I've listed below. Each player in a coordinated and successful group exhibits similar skills to those who play solo.


    1) Knowing Your Class: Understanding all of the tools that are available to you. IE: Which morphs are preferable, which ST /AOE/ shield abilities can create the desired effect, which passives make you strong and how to use your CP to make up for your class' weaknesses.
    2) Comfort With Your Class: This means knowing how class and weapon abilities synergize and being comfortable with a rotation that optimizes these synergies. IE: igneous shield and coagulating blood. I wouldn't pop coag blood first, I because my igneous will give me increase % to heals done. So that will always be used first.
    3) Reaction Time: Being able to quickly and accurately assess situations in which you are in danger. Being able to throw up wings before that frag or meteor hits you. Being able to cc break that fear or negate before you're slaughtered. Being able dodge, block, reflect incoming damage in an appropriate amount of time.
    4) Maneuverability: The ability to be mobile, actively keeping yourself un-cc'd and in an adventitious position over your opponent. Though running in a large group, there are often times you are following lead but environment/players/ect stand in between you and your objective location. Knowing when to dodge/streak/speed/charge/sneak are all based on the knowledge base of that individual player.
    5) Resource Management: As you stated, it is much easier with the use of CP but there is still a method to preserving your resource pools when in combat. Being aware as a magicka DK that you cannot dodge out of every attack for instance. It is more resource-effective to reflect or block as you have block cost reductions on s&s and your magicka pool should be fine with the use of wings.
    6) Optimized Gear: Everyone has different methods to how they do this, but all skilled players are aware of their stats and how to min/max them. Preferences vary, but generally you want the highest possible damage with the best sustain. Awareness of cp allocations and different gear sets allow you to accomplish this in a variety of ways. Running in a large group does not mean running the strength in numbers spec in just soul shrivel gear. Now I can only speak for my own guild, but I presume most good guilds theorycraft all of their players builds to be completely optimized for group play.
    7) Survivability: Again, the ability to assess situations. Knowing the right moment to attack and when to retreat. Though crown is groups rally point, there are often many players, often enemies that stand between you and them. You will be attacked, prox bombed from side, ganked from behind, ect ect. You HAVE be survivable as an individual even when running in group. Just because you have a healer does not mean you are instantly infallible. Each members' individual survivability is what distinguishes groups that are successful from groups that get rolled.
    8) Willingness to Adapt: The meta is constantly changing. People who are skilled are able to see 3 steps ahead, theorycraft new builds, try out alternative play styles and be willing to change. Whether that be changing the way they play or simply the gear they wear, skilled players are always eager for improvement.

    I hope this list clarifies for you that those playing in raids or large groups are not always plebs with no concept of game mechanics or skill. It is indeed a challenging and exciting gameplay. It may not be for everyone, but it is important to value and respect players with alternative styles of play. That is what makes Cyrodiil and the open-world theme so great. Players of varying skill and size can coexist, and there is a place for all styles.
    JULES | PC NA | ADAMANT

    IGN- @Juies || Youtube || Twitch
    EP - Julianos . Jules . Family Jules . Jules of Misrule. Joy
    DC - Julsie . Jules . Jukes . Jojuji . Juliet . Jaded
    AD - Juice . Jubaited . Joules . Julmanji . Julogy . Jubroni . Ju Jitsu



    Rest in Peace G & Yi
    Viva La Aristocracy
  • Satiar
    Satiar
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    People say those running in zergs or organized guild groups are bad, but if I had to recruit for a 4v4 I know exactly where I go. Best players I've ever played with or seen in game are in those groups of "X spamming baddies" as they get called here.
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • FENGRUSH
    FENGRUSH
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    ✭✭✭✭
    Satiar wrote: »
    People say those running in zergs or organized guild groups are bad, but if I had to recruit for a 4v4 I know exactly where I go. Best players I've ever played with or seen in game are in those groups of "X spamming baddies" as they get called here.

    FENGRUSH isnt in those groups so your statement is a falsehood.
  • helediron
    helediron
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    I think the bombsquads will be a problem because of 100% loot. It will be ugly harvesting because a squad can sweep through the whole sewers and harvest all available stones, and get that way good loot very quickly without risk. Then they return back to Cyro proper, until sewers fill up.

    If the loot percent is ten, then they would have to spend so long time "down under" that it is not worth to do as zerg. That is why i think low loot percentage will actually turn IC more fun, more small scale and much better experience overall. There will be much more farming and more stones to loot.

    So instead of forcing small groups, i believe it's better to make large groups useless.
    Edited by helediron on July 21, 2015 12:28AM
    On hiatus. PC,EU,AD - crafting completionist - @helediron 900+ cp, @helestor 1000+ cp, @helestar 800+ cp, @helester 700+ cp - Dragonborn Z Suomikilta, Harrods, Master Crafter. - Blog - Crafthouse: all stations, all munduses, all dummies, open to everyone
  • Satiar
    Satiar
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    FENGRUSH wrote: »
    Satiar wrote: »
    People say those running in zergs or organized guild groups are bad, but if I had to recruit for a 4v4 I know exactly where I go. Best players I've ever played with or seen in game are in those groups of "X spamming baddies" as they get called here.

    FENGRUSH isnt in those groups so your statement is a falsehood.

    You are correct in that I would not choose you for an ideal 4v4 team :wink:

    If I need a stam sorc id have to roll with Koni.
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Ahzek
    Ahzek
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    @Jules I can see what you are saying an i find myself agreeing with you to a certain extent. Those attributes you mention are definetly a part of being a contributing member of a group and are a determining factor to the raids success.

    However i feel like all these attributes are needed more when trying to successfully play solo/small scale, since you cant rely on other players to make up for your mistakes as it definetly is the case in larger groups.

    Also while that is still the case sadly those huge unorganized zergs, which I fear we will also see in IC, are equally dangerous to the solo/small scale player as the organized guild groups, since they leave him no room to retaliate and these zergs require about as much skill as cooking water and provide the perfect refuge for those players that are not willing to learn or improve but instead keep playing their perfectly safe minigame where the only thing that threatens them are other zergs and organized groups. This of course annoys me, when i die to them, since I always have the feeling that i could have taken them apart one by one, but in cyro that is usually no an issue to me and quickly forgotten.

    And thats all fine for me in the long run, people prefer different playstyles and they definetly all take a certain extent of skill to pull off. Some just simply demand more of the player than others.
    Nonetheless i dont want these large groups in the Imperial City. In open PvP I can avoid them (if not the lag they sometimes bring), I circle around them, pick of the randoms on the edge, etc.. In IC that simply wont be possible. The place is too small and filled with Daedra that there is not enough room to efficiently manouver around a huge group of players sticking together and chasing down all in sight.

    In the end it comes down how IC at the moment seems to favor those large groups even more than it is the case usually.
    If nothing is done against them the safest and thus most reliable way to gain stones will be clumping up in a tight ball. Unless you truly get wiped by a more skilled/bigger group you run into virtually no risk, and such encounters between big groups leave the small scale players in the dirt, fighting about scratches and getting casually blown apart by the bigger mob steamrolling through.
    Thats not something i want to spend my time with. I wish ( and I think thats what ZOS envisioned to a certain extent, though noone can be sure ), that I can go to IC to find small and engaging fights with the constant risk of being attacked by enemy forces throught the tight layout of the city. And i believe that that will not be possible with 24 man zergs rolling through the capital.
    In fact even a 8 man group limit would still be fine by me, allowing somewhat larger groups to work for a common goal, but still excluding the zerglings from mindlessly farming their stones without any risk involved.

    Jo'Khaljor
  • FENGRUSH
    FENGRUSH
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    Satiar wrote: »
    FENGRUSH wrote: »
    Satiar wrote: »
    People say those running in zergs or organized guild groups are bad, but if I had to recruit for a 4v4 I know exactly where I go. Best players I've ever played with or seen in game are in those groups of "X spamming baddies" as they get called here.

    FENGRUSH isnt in those groups so your statement is a falsehood.

    You are correct in that I would not choose you for an ideal 4v4 team :wink:

    If I need a stam sorc id have to roll with Koni.

    Trying to insult The Lord by considering FENGRUSH less than one of His most respected and friendly adversaries ever discovered in His journey through Tamriel. Koni and FENGRUSH are cut from the same cloth. FENGRUSH doesnt measure Himself against those worthy of a Lords title. You are likely unaware of the bond these two great warriors have shared.

    But please continue to attempt insulting The Lord FENGRUSH. It is a natural state for those struck down by FENGRUSH to attempt slandering Him through words. The more formidable warriors of Cyrodiil show respect where it is due, but there may still be time for you to repent.
    Edited by FENGRUSH on July 21, 2015 3:38AM
  • Master_Kas
    Master_Kas
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    We'll have to wait and see how prox scales. 24 man group might not be a safe option >:) Stack moar in the narrow corridors pl0x.

    Can't wait to test this out. Maybe we should ask a couple of people stack up on PTS ? :D
    EU | PC
  • Satiar
    Satiar
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    ✭✭✭
    FENGRUSH wrote: »
    Satiar wrote: »
    FENGRUSH wrote: »
    Satiar wrote: »
    People say those running in zergs or organized guild groups are bad, but if I had to recruit for a 4v4 I know exactly where I go. Best players I've ever played with or seen in game are in those groups of "X spamming baddies" as they get called here.

    FENGRUSH isnt in those groups so your statement is a falsehood.

    You are correct in that I would not choose you for an ideal 4v4 team :wink:

    If I need a stam sorc id have to roll with Koni.

    Trying to insult The Lord by considering FENGRUSH less than one of His most respected and friendly adversaries ever discovered in His journey through Tamriel. Koni and FENGRUSH are cut from the same cloth. FENGRUSH doesnt measure Himself against those worthy of a Lords title. You are likely unaware of the bond these two great warriors have shared.

    But please continue to attempt insulting The Lord FENGRUSH. It is a natural state for those struck down by FENGRUSH to attempt slandering Him through words. The more formidable warriors of Cyrodiil show respect where it is due, but there may still be time for you to repent.

    I'm afraid I have no love left to give. Argonian Sorcs and Khajit NBs have taken all that I could offer.
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  •  Jules
    Jules
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    ✭✭
    Satiar wrote: »
    FENGRUSH wrote: »
    Satiar wrote: »
    FENGRUSH wrote: »
    Satiar wrote: »
    People say those running in zergs or organized guild groups are bad, but if I had to recruit for a 4v4 I know exactly where I go. Best players I've ever played with or seen in game are in those groups of "X spamming baddies" as they get called here.

    FENGRUSH isnt in those groups so your statement is a falsehood.

    You are correct in that I would not choose you for an ideal 4v4 team :wink:

    If I need a stam sorc id have to roll with Koni.

    Trying to insult The Lord by considering FENGRUSH less than one of His most respected and friendly adversaries ever discovered in His journey through Tamriel. Koni and FENGRUSH are cut from the same cloth. FENGRUSH doesnt measure Himself against those worthy of a Lords title. You are likely unaware of the bond these two great warriors have shared.

    But please continue to attempt insulting The Lord FENGRUSH. It is a natural state for those struck down by FENGRUSH to attempt slandering Him through words. The more formidable warriors of Cyrodiil show respect where it is due, but there may still be time for you to repent.

    I'm afraid I have no love left to give. Argonian Sorcs and Khajit NBs have taken all that I could offer.

    Ewwwwwww.
    JULES | PC NA | ADAMANT

    IGN- @Juies || Youtube || Twitch
    EP - Julianos . Jules . Family Jules . Jules of Misrule. Joy
    DC - Julsie . Jules . Jukes . Jojuji . Juliet . Jaded
    AD - Juice . Jubaited . Joules . Julmanji . Julogy . Jubroni . Ju Jitsu



    Rest in Peace G & Yi
    Viva La Aristocracy
  • Aunatar
    Aunatar
    ✭✭✭
    Jules wrote: »
    Ahzek wrote: »
    Sure leading a huge group of players is definetly a challenge @Jules, but what challenging is there for the standard player in that huge group ? Spam purge when some1 shouts PURGE! (or simply all the time), spam steeltornado/impluse everywhere you go ? or healing springs for that matter ? Press the ARRRR button when you are asked to do so ? or maybe
    *read in desperate, mocking voice* manage your resources ?, that hasnt been an issue since months now and it wont get harder ... (thank you CS for all your gifts <3 ).

    I cant see the challenge and requirement for any skill at the game whatsoever in that, and that assumption holds true 95% of the time I fight a player i usually only see in a zerg. Maybe he knows how to hold the block button or is very ambitious with his healing maybe he even uses crushing shock instead of impulse, but unless he has brought some friends such a playersnever pose a threat and it doesnt matter that his alliance rank is over 9000.
    (note: this is purely my anedoctal experience and holds no actual value on its own whatsoever, i know it can very well be that every other "large group player" is an incredibly skilled bada$$ that i simply havent fought solo before, but i highly doubt it)

    I understand your point of view, but I do not agree with it. I don't hold it against you, as you expressed that you have not run in large groups at all.

    Despite popular opinion, playing in group pvp also requires a skill set. You cannot simply hope to stack the largest numbers, faceroll around and win if your group is full of unskilled players. Any group that does this, likely gets farmed by smaller and more skilled guilds. So I think the distinction you made is necessary between a zerg and a raid. Imo, a zerg is 24+ players with little skill and direction running in vaguely the same direction, potatoing into whatever is in front of them. A raid is guild based, players that coordinate through TS and follow a lead with a specific objective, generally 16-24 players and no more.

    If you break down individual skill, you break it down into a few different aspects which I've listed below. Each player in a coordinated and successful group exhibits similar skills to those who play solo.


    1) Knowing Your Class: Understanding all of the tools that are available to you. IE: Which morphs are preferable, which ST /AOE/ shield abilities can create the desired effect, which passives make you strong and how to use your CP to make up for your class' weaknesses.
    2) Comfort With Your Class: This means knowing how class and weapon abilities synergize and being comfortable with a rotation that optimizes these synergies. IE: igneous shield and coagulating blood. I wouldn't pop coag blood first, I because my igneous will give me increase % to heals done. So that will always be used first.
    3) Reaction Time: Being able to quickly and accurately assess situations in which you are in danger. Being able to throw up wings before that frag or meteor hits you. Being able to cc break that fear or negate before you're slaughtered. Being able dodge, block, reflect incoming damage in an appropriate amount of time.
    4) Maneuverability: The ability to be mobile, actively keeping yourself un-cc'd and in an adventitious position over your opponent. Though running in a large group, there are often times you are following lead but environment/players/ect stand in between you and your objective location. Knowing when to dodge/streak/speed/charge/sneak are all based on the knowledge base of that individual player.
    5) Resource Management: As you stated, it is much easier with the use of CP but there is still a method to preserving your resource pools when in combat. Being aware as a magicka DK that you cannot dodge out of every attack for instance. It is more resource-effective to reflect or block as you have block cost reductions on s&s and your magicka pool should be fine with the use of wings.
    6) Optimized Gear: Everyone has different methods to how they do this, but all skilled players are aware of their stats and how to min/max them. Preferences vary, but generally you want the highest possible damage with the best sustain. Awareness of cp allocations and different gear sets allow you to accomplish this in a variety of ways. Running in a large group does not mean running the strength in numbers spec in just soul shrivel gear. Now I can only speak for my own guild, but I presume most good guilds theorycraft all of their players builds to be completely optimized for group play.
    7) Survivability: Again, the ability to assess situations. Knowing the right moment to attack and when to retreat. Though crown is groups rally point, there are often many players, often enemies that stand between you and them. You will be attacked, prox bombed from side, ganked from behind, ect ect. You HAVE be survivable as an individual even when running in group. Just because you have a healer does not mean you are instantly infallible. Each members' individual survivability is what distinguishes groups that are successful from groups that get rolled.
    8) Willingness to Adapt: The meta is constantly changing. People who are skilled are able to see 3 steps ahead, theorycraft new builds, try out alternative play styles and be willing to change. Whether that be changing the way they play or simply the gear they wear, skilled players are always eager for improvement.

    I hope this list clarifies for you that those playing in raids or large groups are not always plebs with no concept of game mechanics or skill. It is indeed a challenging and exciting gameplay. It may not be for everyone, but it is important to value and respect players with alternative styles of play. That is what makes Cyrodiil and the open-world theme so great. Players of varying skill and size can coexist, and there is a place for all styles.

    Do you even PvP, sir?
    @Aunatar
    V16 Sorcerer - Aunatar
    V16 DK - Aunatarans (Currently main)
    V16 DK - Aunatar Evereth
    V16 DK - Aunataran
    V16 NB - Aunatars
    V4 Templar - Lysindel
    Lvl 30 NB - Vile Aunataroni De Pipino
    Free spot, looking for suggestions
  • TequilaFire
    TequilaFire
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    I am with those that like the idea of smaller groups but think 4 is too small.
    More along the lines of an 8 player group would be good.
  • FENGRUSH
    FENGRUSH
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    FENGRUSH is more along the lines of ZOS doesnt give a single damn if a poll was made and 5000 votes came in for 95% to limit group size <12 players that they would simply push it in and 'see how it goes'.

    Theres no communication or consideration from ZOS especially in the PVP environment. Unfortunately, there isnt much experience or foresight there either.
  • Huckdabuck
    Huckdabuck
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    Aunatar wrote: »
    Jules wrote: »
    Ahzek wrote: »
    Sure leading a huge group of players is definetly a challenge @Jules, but what challenging is there for the standard player in that huge group ? Spam purge when some1 shouts PURGE! (or simply all the time), spam steeltornado/impluse everywhere you go ? or healing springs for that matter ? Press the ARRRR button when you are asked to do so ? or maybe
    *read in desperate, mocking voice* manage your resources ?, that hasnt been an issue since months now and it wont get harder ... (thank you CS for all your gifts <3 ).

    I cant see the challenge and requirement for any skill at the game whatsoever in that, and that assumption holds true 95% of the time I fight a player i usually only see in a zerg. Maybe he knows how to hold the block button or is very ambitious with his healing maybe he even uses crushing shock instead of impulse, but unless he has brought some friends such a playersnever pose a threat and it doesnt matter that his alliance rank is over 9000.
    (note: this is purely my anedoctal experience and holds no actual value on its own whatsoever, i know it can very well be that every other "large group player" is an incredibly skilled bada$$ that i simply havent fought solo before, but i highly doubt it)

    I understand your point of view, but I do not agree with it. I don't hold it against you, as you expressed that you have not run in large groups at all.

    Despite popular opinion, playing in group pvp also requires a skill set. You cannot simply hope to stack the largest numbers, faceroll around and win if your group is full of unskilled players. Any group that does this, likely gets farmed by smaller and more skilled guilds. So I think the distinction you made is necessary between a zerg and a raid. Imo, a zerg is 24+ players with little skill and direction running in vaguely the same direction, potatoing into whatever is in front of them. A raid is guild based, players that coordinate through TS and follow a lead with a specific objective, generally 16-24 players and no more.

    If you break down individual skill, you break it down into a few different aspects which I've listed below. Each player in a coordinated and successful group exhibits similar skills to those who play solo.


    1) Knowing Your Class: Understanding all of the tools that are available to you. IE: Which morphs are preferable, which ST /AOE/ shield abilities can create the desired effect, which passives make you strong and how to use your CP to make up for your class' weaknesses.
    2) Comfort With Your Class: This means knowing how class and weapon abilities synergize and being comfortable with a rotation that optimizes these synergies. IE: igneous shield and coagulating blood. I wouldn't pop coag blood first, I because my igneous will give me increase % to heals done. So that will always be used first.
    3) Reaction Time: Being able to quickly and accurately assess situations in which you are in danger. Being able to throw up wings before that frag or meteor hits you. Being able to cc break that fear or negate before you're slaughtered. Being able dodge, block, reflect incoming damage in an appropriate amount of time.
    4) Maneuverability: The ability to be mobile, actively keeping yourself un-cc'd and in an adventitious position over your opponent. Though running in a large group, there are often times you are following lead but environment/players/ect stand in between you and your objective location. Knowing when to dodge/streak/speed/charge/sneak are all based on the knowledge base of that individual player.
    5) Resource Management: As you stated, it is much easier with the use of CP but there is still a method to preserving your resource pools when in combat. Being aware as a magicka DK that you cannot dodge out of every attack for instance. It is more resource-effective to reflect or block as you have block cost reductions on s&s and your magicka pool should be fine with the use of wings.
    6) Optimized Gear: Everyone has different methods to how they do this, but all skilled players are aware of their stats and how to min/max them. Preferences vary, but generally you want the highest possible damage with the best sustain. Awareness of cp allocations and different gear sets allow you to accomplish this in a variety of ways. Running in a large group does not mean running the strength in numbers spec in just soul shrivel gear. Now I can only speak for my own guild, but I presume most good guilds theorycraft all of their players builds to be completely optimized for group play.
    7) Survivability: Again, the ability to assess situations. Knowing the right moment to attack and when to retreat. Though crown is groups rally point, there are often many players, often enemies that stand between you and them. You will be attacked, prox bombed from side, ganked from behind, ect ect. You HAVE be survivable as an individual even when running in group. Just because you have a healer does not mean you are instantly infallible. Each members' individual survivability is what distinguishes groups that are successful from groups that get rolled.
    8) Willingness to Adapt: The meta is constantly changing. People who are skilled are able to see 3 steps ahead, theorycraft new builds, try out alternative play styles and be willing to change. Whether that be changing the way they play or simply the gear they wear, skilled players are always eager for improvement.

    I hope this list clarifies for you that those playing in raids or large groups are not always plebs with no concept of game mechanics or skill. It is indeed a challenging and exciting gameplay. It may not be for everyone, but it is important to value and respect players with alternative styles of play. That is what makes Cyrodiil and the open-world theme so great. Players of varying skill and size can coexist, and there is a place for all styles.

    Do you even PvP, sir?

    She's a ma'am! She's a pvp noob but she has come a long way from her wayward PvE overlord days!
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    It's a very grey area.
  • FireCowCommando
    FireCowCommando
    ✭✭✭✭✭
    FENGRUSH wrote: »
    FENGRUSH is more along the lines of ZOS doesnt give a single damn if a poll was made and 5000 votes came in for 95% to limit group size <12 players that they would simply push it in and 'see how it goes'.

    Theres no communication or consideration from ZOS especially in the PVP environment. Unfortunately, there isnt much experience or foresight there either.

    QTF
  • Dyride
    Dyride
    ✭✭✭✭✭
    Aunatar wrote: »
    Jules wrote: »
    Ahzek wrote: »
    Sure leading a huge group of players is definetly a challenge @Jules, but what challenging is there for the standard player in that huge group ? Spam purge when some1 shouts PURGE! (or simply all the time), spam steeltornado/impluse everywhere you go ? or healing springs for that matter ? Press the ARRRR button when you are asked to do so ? or maybe
    *read in desperate, mocking voice* manage your resources ?, that hasnt been an issue since months now and it wont get harder ... (thank you CS for all your gifts <3 ).

    I cant see the challenge and requirement for any skill at the game whatsoever in that, and that assumption holds true 95% of the time I fight a player i usually only see in a zerg. Maybe he knows how to hold the block button or is very ambitious with his healing maybe he even uses crushing shock instead of impulse, but unless he has brought some friends such a playersnever pose a threat and it doesnt matter that his alliance rank is over 9000.
    (note: this is purely my anedoctal experience and holds no actual value on its own whatsoever, i know it can very well be that every other "large group player" is an incredibly skilled bada$$ that i simply havent fought solo before, but i highly doubt it)

    I understand your point of view, but I do not agree with it. I don't hold it against you, as you expressed that you have not run in large groups at all.

    Despite popular opinion, playing in group pvp also requires a skill set. You cannot simply hope to stack the largest numbers, faceroll around and win if your group is full of unskilled players. Any group that does this, likely gets farmed by smaller and more skilled guilds. So I think the distinction you made is necessary between a zerg and a raid. Imo, a zerg is 24+ players with little skill and direction running in vaguely the same direction, potatoing into whatever is in front of them. A raid is guild based, players that coordinate through TS and follow a lead with a specific objective, generally 16-24 players and no more.

    If you break down individual skill, you break it down into a few different aspects which I've listed below. Each player in a coordinated and successful group exhibits similar skills to those who play solo.


    1) Knowing Your Class: Understanding all of the tools that are available to you. IE: Which morphs are preferable, which ST /AOE/ shield abilities can create the desired effect, which passives make you strong and how to use your CP to make up for your class' weaknesses.
    2) Comfort With Your Class: This means knowing how class and weapon abilities synergize and being comfortable with a rotation that optimizes these synergies. IE: igneous shield and coagulating blood. I wouldn't pop coag blood first, I because my igneous will give me increase % to heals done. So that will always be used first.
    3) Reaction Time: Being able to quickly and accurately assess situations in which you are in danger. Being able to throw up wings before that frag or meteor hits you. Being able to cc break that fear or negate before you're slaughtered. Being able dodge, block, reflect incoming damage in an appropriate amount of time.
    4) Maneuverability: The ability to be mobile, actively keeping yourself un-cc'd and in an adventitious position over your opponent. Though running in a large group, there are often times you are following lead but environment/players/ect stand in between you and your objective location. Knowing when to dodge/streak/speed/charge/sneak are all based on the knowledge base of that individual player.
    5) Resource Management: As you stated, it is much easier with the use of CP but there is still a method to preserving your resource pools when in combat. Being aware as a magicka DK that you cannot dodge out of every attack for instance. It is more resource-effective to reflect or block as you have block cost reductions on s&s and your magicka pool should be fine with the use of wings.
    6) Optimized Gear: Everyone has different methods to how they do this, but all skilled players are aware of their stats and how to min/max them. Preferences vary, but generally you want the highest possible damage with the best sustain. Awareness of cp allocations and different gear sets allow you to accomplish this in a variety of ways. Running in a large group does not mean running the strength in numbers spec in just soul shrivel gear. Now I can only speak for my own guild, but I presume most good guilds theorycraft all of their players builds to be completely optimized for group play.
    7) Survivability: Again, the ability to assess situations. Knowing the right moment to attack and when to retreat. Though crown is groups rally point, there are often many players, often enemies that stand between you and them. You will be attacked, prox bombed from side, ganked from behind, ect ect. You HAVE be survivable as an individual even when running in group. Just because you have a healer does not mean you are instantly infallible. Each members' individual survivability is what distinguishes groups that are successful from groups that get rolled.
    8) Willingness to Adapt: The meta is constantly changing. People who are skilled are able to see 3 steps ahead, theorycraft new builds, try out alternative play styles and be willing to change. Whether that be changing the way they play or simply the gear they wear, skilled players are always eager for improvement.

    I hope this list clarifies for you that those playing in raids or large groups are not always plebs with no concept of game mechanics or skill. It is indeed a challenging and exciting gameplay. It may not be for everyone, but it is important to value and respect players with alternative styles of play. That is what makes Cyrodiil and the open-world theme so great. Players of varying skill and size can coexist, and there is a place for all styles.

    Do you even PvP, sir?

    Do you even AvA?
    V Є H Є M Є И C Є
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      #FreeArgonia
    1. Ahzek
      Ahzek
      ✭✭✭✭✭
      Aunatar wrote: »
      Jules wrote: »
      Ahzek wrote: »
      Sure leading a huge group of players is definetly a challenge @Jules, but what challenging is there for the standard player in that huge group ? Spam purge when some1 shouts PURGE! (or simply all the time), spam steeltornado/impluse everywhere you go ? or healing springs for that matter ? Press the ARRRR button when you are asked to do so ? or maybe
      *read in desperate, mocking voice* manage your resources ?, that hasnt been an issue since months now and it wont get harder ... (thank you CS for all your gifts <3 ).

      I cant see the challenge and requirement for any skill at the game whatsoever in that, and that assumption holds true 95% of the time I fight a player i usually only see in a zerg. Maybe he knows how to hold the block button or is very ambitious with his healing maybe he even uses crushing shock instead of impulse, but unless he has brought some friends such a playersnever pose a threat and it doesnt matter that his alliance rank is over 9000.
      (note: this is purely my anedoctal experience and holds no actual value on its own whatsoever, i know it can very well be that every other "large group player" is an incredibly skilled bada$$ that i simply havent fought solo before, but i highly doubt it)

      I understand your point of view, but I do not agree with it. I don't hold it against you, as you expressed that you have not run in large groups at all.

      Despite popular opinion, playing in group pvp also requires a skill set. You cannot simply hope to stack the largest numbers, faceroll around and win if your group is full of unskilled players. Any group that does this, likely gets farmed by smaller and more skilled guilds. So I think the distinction you made is necessary between a zerg and a raid. Imo, a zerg is 24+ players with little skill and direction running in vaguely the same direction, potatoing into whatever is in front of them. A raid is guild based, players that coordinate through TS and follow a lead with a specific objective, generally 16-24 players and no more.

      If you break down individual skill, you break it down into a few different aspects which I've listed below. Each player in a coordinated and successful group exhibits similar skills to those who play solo.


      1) Knowing Your Class: Understanding all of the tools that are available to you. IE: Which morphs are preferable, which ST /AOE/ shield abilities can create the desired effect, which passives make you strong and how to use your CP to make up for your class' weaknesses.
      2) Comfort With Your Class: This means knowing how class and weapon abilities synergize and being comfortable with a rotation that optimizes these synergies. IE: igneous shield and coagulating blood. I wouldn't pop coag blood first, I because my igneous will give me increase % to heals done. So that will always be used first.
      3) Reaction Time: Being able to quickly and accurately assess situations in which you are in danger. Being able to throw up wings before that frag or meteor hits you. Being able to cc break that fear or negate before you're slaughtered. Being able dodge, block, reflect incoming damage in an appropriate amount of time.
      4) Maneuverability: The ability to be mobile, actively keeping yourself un-cc'd and in an adventitious position over your opponent. Though running in a large group, there are often times you are following lead but environment/players/ect stand in between you and your objective location. Knowing when to dodge/streak/speed/charge/sneak are all based on the knowledge base of that individual player.
      5) Resource Management: As you stated, it is much easier with the use of CP but there is still a method to preserving your resource pools when in combat. Being aware as a magicka DK that you cannot dodge out of every attack for instance. It is more resource-effective to reflect or block as you have block cost reductions on s&s and your magicka pool should be fine with the use of wings.
      6) Optimized Gear: Everyone has different methods to how they do this, but all skilled players are aware of their stats and how to min/max them. Preferences vary, but generally you want the highest possible damage with the best sustain. Awareness of cp allocations and different gear sets allow you to accomplish this in a variety of ways. Running in a large group does not mean running the strength in numbers spec in just soul shrivel gear. Now I can only speak for my own guild, but I presume most good guilds theorycraft all of their players builds to be completely optimized for group play.
      7) Survivability: Again, the ability to assess situations. Knowing the right moment to attack and when to retreat. Though crown is groups rally point, there are often many players, often enemies that stand between you and them. You will be attacked, prox bombed from side, ganked from behind, ect ect. You HAVE be survivable as an individual even when running in group. Just because you have a healer does not mean you are instantly infallible. Each members' individual survivability is what distinguishes groups that are successful from groups that get rolled.
      8) Willingness to Adapt: The meta is constantly changing. People who are skilled are able to see 3 steps ahead, theorycraft new builds, try out alternative play styles and be willing to change. Whether that be changing the way they play or simply the gear they wear, skilled players are always eager for improvement.

      I hope this list clarifies for you that those playing in raids or large groups are not always plebs with no concept of game mechanics or skill. It is indeed a challenging and exciting gameplay. It may not be for everyone, but it is important to value and respect players with alternative styles of play. That is what makes Cyrodiil and the open-world theme so great. Players of varying skill and size can coexist, and there is a place for all styles.

      Do you even PvP, sir?

      Do you even AvA?

      Do you even AvAvA ?

      Jo'Khaljor
    2. Leandor
      Leandor
      ✭✭✭✭✭
      ✭✭
      Choice is important. Battling zergs by making them "not allowed" is limiting choice and therefore I vehemently oppose it.

      Change the game mechanics so that zerging becomes the less desirable choice is the only way to go. Shamelessly highlighting what I agree with is the right way.
    3. ZOS_BrianWheeler
      ZOS_BrianWheeler
      PvP & Combat Lead
      images?q=tbn:ANd9GcQlNpkWsNA8zkQHsvIHBiD_HJdY1j50czgQEFuVgfo7-NjaMjNs
      Wheeler
      ESO PVP Lead & Combat Lead
      Staff Post
    4. Fecius
      Fecius
      ✭✭✭
      And I think that so far large groups have been a part of this game mech. No one preventing you to get own a large group to fight other one. But in any way it's up to ZOS. Buy the way so far we still have 24 man group cap and it's ok IMHO.
      Edited by Fecius on July 22, 2015 12:47PM
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    5. Defilted
      Defilted
      ✭✭✭✭✭
      In a real life scenario

      Large group running around tightly packed would get rolled by a ambush group with explosives.

      In ESO

      Large group running around gets bonus because AOE scales down by the number of targets hit and not scaled down by the area in which you are standing.

      Change AOE to range ring scale down and this fixes the zerg issue.
      Blast rad, then next ring , then next ring. so on and so on.

      This would allow a small group of players to affect a large group of players that are carelessly running around in a group and not spreading out to lessen AOE. Seems like the easiest way to fix this. I do not believe this would stop people from zerging but this would at least allow for ambushing and guerrilla warfare tactics. These 2 tactics are the best way to deal with a larger force.
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    6. P3ZZL3
      P3ZZL3
      ✭✭✭✭✭
      @ZOS_BrianWheeler You Sir, have just moved up a notch to this new Status:

      ve6mmh.png
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    7. Sykis
      Sykis
      I'm on the fence about Zerg vs. small scale. Again I won't criticize until I see the content. It will mostly depend on the scale of IC. If the place isn't relatively big enough to make two 24 man Zerg teams go at it in a functioning environment, then I see it will be an issue. If this is not the case, open the doors and let the fight begin. I do enjoy seeing the player ideas an won't presume my play style is the same as anybody's. lets try and be constructive about it and avoid arguing for the sake of just arguing. Don't just bash a player for being informative about their ideas. If you disagree, state that without attacking someone for thier opinion.
    8. Takllin
      Takllin
      ✭✭✭✭✭
      If they can't figure out a way to appropriately give smaller numbers a chance against larger numbers, then I kind of agree with this. I just can't see it being healthy for the game otherwise, and I've grown to appreciate large groups more with my time in Vehemence and I'd be sad that that kind of game play wouldn't exist, but I'm not sure it's good for the game to allow zerg trains to farm IC.

      That being said, if they cannot find a way to make small mans effective ala AoE cap removal, factions will have to work together. You want your faction to succeed in Cyrodil? Then you need to maintain the IC for your faction so that your fellow players can get their TV and in turn the loot and materials needed to strengthen their builds and groups. This could end up forcing us to work together more, which I know would be a huge undertaking as there is some deep hatred among guild leaders in all factions.

      That being said though, please, please do not farm the other factions at their respective gates...
      Edited by Takllin on July 22, 2015 1:17PM
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    9. strikeback1247
      strikeback1247
      ✭✭✭✭✭
      I say we should just wait for the IC on PTS. People are already complaining about all sorts of things while we haven't even seen and felt what the changes and the new content are really like in game. I myself am not a huge fan of zergs/large groups (I just don't see the fun of it, but that's just me). Although, if there is enough space for large groups to fight, and we have enough other places to go if the lagfest becomes too much, I think it's fine :)
      P.A.W.S. - Positively Against Wild Sasquatches - NO TO BIGFOOT!
    10. Weberda
      Weberda
      ✭✭✭✭✭
      In reference to the title of this thread I seriously doubt that the issue will arise.

      Players will migrate to the campaign where most of their faction is concentrated. This will promote "buff servers" in a way unmatched by the current keep bonus system because the ultimate goal will be control of the IC. Forget the new scoring systems etc. They won't matter.

      The IC will be just another faction-specific Upper Craglorn area used for farming VR15-16 mats. The single color map will preclude the presence of gankers/griefers due to the other factions having no access.

      If we are "lucky" we'll be left with a single competitive campaign that eventually be pop-locked the majority of the time and be referred to as "Lag City" since the people at ZOS refuse to do away or drastically modify the players skills that cause most of the problems.

      The IC will not end up being a PvP DLC. It will just be a high end PvE area and you don't need zergs for that.
      Fernwood, EP Haderus NA
      Lo Behold, AD Thornblade NA (formerly Haderus, inactive)
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