I think PvE'ers are doing quite well in IC. I have had a lot of tough fights with them and while I certainly held my own and usually got the better of those less experienced in fighting human players, they proved a lot of PVE'ers fears unfounded.
I hope this DLC shows PVE'ers that it's not some kind of meat grinder with big bad old PvP'ers waiting to ruthlessly exploit and teabag/humiliate/demean innocent PVE sheep like some Randian dystopia. If you have PVE skills you can hang if you make smart adjustments and have good teamwork skills.
I think PvE'ers are doing quite well in IC. I have had a lot of tough fights with them and while I certainly held my own and usually got the better of those less experienced in fighting human players, they proved a lot of PVE'ers fears unfounded.
I hope this DLC shows PVE'ers that it's not some kind of meat grinder with big bad old PvP'ers waiting to ruthlessly exploit and teabag/humiliate/demean innocent PVE sheep like some Randian dystopia. If you have PVE skills you can hang if you make smart adjustments and have good teamwork skills.
Except it is. Because any decent PvP guild will roll over every PvE group, regardless of whether or not they're outnumbered, why? Practice, organization, practice, organization.
The system should be, when you kill a player you gain stones depending on how many stones they have, but they still get to keep theirs. 20% gain or something. Admittedly the numbers would have to be messed with, but I think it'd end up a lot better than the current system. Add a cooldown to it so you can't repeatedly kill someone with a gazillion stones and then buy everything.
Since IC started, I would log in to IC solo and travel in a circle through each district attempting to kill anyone in a group of 3 or less. I would usually end up in the district I started in with a thousand or more stones.
Now, the only people I see in the districts are deathmatchers with zero stones.
Since IC started, I would log in to IC solo and travel in a circle through each district attempting to kill anyone in a group of 3 or less. I would usually end up in the district I started in with a thousand or more stones.
Now, the only people I see in the districts are deathmatchers with zero stones.
johan.danielsson1994b16_ESO wrote: »Im just wondering who's actually suprised a "PvP" DLC actually was a PVE fest.. i know i'm not suprised.
johan.danielsson1994b16_ESO wrote: »Im just wondering who's actually suprised a "PvP" DLC actually was a PVE fest.. i know i'm not suprised.
r.jan_emailb16_ESO wrote: »johan.danielsson1994b16_ESO wrote: »Im just wondering who's actually suprised a "PvP" DLC actually was a PVE fest.. i know i'm not suprised.
I kinda had hopes for some small scale in the city/sewers, but... well, I was a little bit too optimistic here. You win a small scale battle and shortly after the zerg comes... you try to scape, and some stupid boss melts you with 10k aoe hits. gg
r.jan_emailb16_ESO wrote: »johan.danielsson1994b16_ESO wrote: »Im just wondering who's actually suprised a "PvP" DLC actually was a PVE fest.. i know i'm not suprised.
I kinda had hopes for some small scale in the city/sewers, but... well, I was a little bit too optimistic here. You win a small scale battle and shortly after the zerg comes... you try to scape, and some stupid boss melts you with 10k aoe hits. gg
Funnier is the fact that all bosses don't give a damn about cloak and mostly ignore dodge.
Sometimes I'm not even in visible range of the fire boss and he randomly places his AoE below me.
Undodgeable 13.5k dmg.
Melee against any of these bosses is like playing on hardcore mode and if you're lucky to have enemies with you they just have to stun you once..
The system should be, when you kill a player you gain stones depending on how many stones they have, but they still get to keep theirs. 20% gain or something. Admittedly the numbers would have to be messed with, but I think it'd end up a lot better than the current system. Add a cooldown to it so you can't repeatedly kill someone with a gazillion stones and then buy everything.
johan.danielsson1994b16_ESO wrote: »Im just wondering who's actually suprised a "PvP" DLC actually was a PVE fest.. i know i'm not suprised.
mike.gaziotisb16_ESO wrote: »
That said I really really wish they reduced the group size in IC to 12... or even 6. There is no part of the PvE content that cannot be done with 6 people and to be honest anything more than 3-4 decreases your stone accumulation speed anyway. And running blobs of more than 12 people is just ruining the fun for everyone else.
RDMyers65b14_ESO wrote: »mike.gaziotisb16_ESO wrote: »
That said I really really wish they reduced the group size in IC to 12... or even 6. There is no part of the PvE content that cannot be done with 6 people and to be honest anything more than 3-4 decreases your stone accumulation speed anyway. And running blobs of more than 12 people is just ruining the fun for everyone else.
You do realize that reducing the size has absolutely nothing to do with stopping the zerg? Even if it was limited to 4, you would have 10 groups of 4 roaming around together. That is what we have seen in Cyrodil... three groups of 24 plus stragglers fighting together side by side. A smaller group number doesn't mean smaller groups.
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