I'm going to say this once again.
Nerfing rewards etc. will not stop zerging.
Groups zerg because there is safety in numbers and bringing more numbers will eventually turn any battle to your favour. This has been the same in every MMO which has had open world style PvP.
I have no problems with changes which mean a quality group of players can beat a larger group, however to keep the game fair larger numbers should eventually be able to overcome this. It's on the smaller groups to realise when they're skill is finally outmatched by numbers and disengage.
I run a PvP guild with around 90 members, on a planned guild raid night which we hold once a week I normally have 40-50 members online wanting to play together, should I now be turning members away or saying people can't play with some of their friends because we have to break up the raid?
Look at this video which ZOS advertised the game as, this is the PvP myself and many others were excited to come here for.https://www.youtube.com/watch?v=KxJTsq2XeKY
Cyrodiil should be treated like a sandbox, PvP should be of all types at all times and part of the nights play should be hunting/avoiding groups you do/don't want to tangle with.
UHmmmm... I know this is purely anecdotal but 80% of the zergs I see and join are pve players rushing from base to centre (molag + stone farm) then back to base again. There is no real pvp intent. Give it 1 month or so and when everyone has their v16 crafter gear ic will be so empty you will be lucky to run into anyone. Also before anyone says oh zergs = no stones let me remind u that 100 people smacking a portal will still net a chest with around 80-160 tv stones so the centre will net you around 800-1000 stones very very easily and in a short amount of time. the remaining 20% of zergs are the pvp greifers that camp outside trophy vaults and steam roll surface but hey.... 5 people killing 20 is kinda not supposed to happen. 12 killing 20 is easily doable unless u run into a group of similarly skilled players in which caSe you are supposed to lose.
Ok, so let me get this straight. You want people to go from wrecking blow spamspamityspam to AoE spamspammityspam and that will solve the problems? It just turns from one problem to another, but it still remains a problem. 12 people spamming unlimited target steel tornado and flame ring does not equal skill, it just means you are an AoE spammer, and puts you in the same category as a wrecking blow spammer or snipe spammer etc.
Or there is a different solution. Keep the unlimited AoE targets but reduce damage for each target it hits by 3%, that way it's balanced between damage and massive AoE.
BAHAHAHAHAAHA. nailed it man. Sometimes people QQ without knowing what thyre really asking for.
I'm going to say this once again.
Nerfing rewards etc. will not stop zerging.
Groups zerg because there is safety in numbers and bringing more numbers will eventually turn any battle to your favour. This has been the same in every MMO which has had open world style PvP.
I have no problems with changes which mean a quality group of players can beat a larger group, however to keep the game fair larger numbers should eventually be able to overcome this. It's on the smaller groups to realise when they're skill is finally outmatched by numbers and disengage.
I run a PvP guild with around 90 members, on a planned guild raid night which we hold once a week I normally have 40-50 members online wanting to play together, should I now be turning members away or saying people can't play with some of their friends because we have to break up the raid?
Look at this video which ZOS advertised the game as, this is the PvP myself and many others were excited to come here for.https://www.youtube.com/watch?v=KxJTsq2XeKY
Cyrodiil should be treated like a sandbox, PvP should be of all types at all times and part of the nights play should be hunting/avoiding groups you do/don't want to tangle with.
We are so off from what that video is showing,if what we have now was in that video I'd have never given this game is second glance.
johan.danielsson1994b16_ESO wrote: »I dont see how further benefiting large raids that abuse turteling would help solving the issue?.. What messed large groups up pre 1.6 was not AoE caps but dynamic ultimate regen. More enemies hit = more ultimate. Combine this with the strong negate magic and stacking healdebuffs togheter with purge bug and large raids actually had to put effort in how they made their engagements beyond spamming steel tornado.
If you wanted to purge the stacked healdebuffs you had to do so inside negates in order to be safe agasint the bugged wall of elements spam. It might have been horribly broken but PvP havent been as tactical as then ever since. I know about EU guilds that just forced everyone to put 100 CP in quick recovery and slot barrier as their ultimate in 1.6, rofl.
Dynamic ultimate regen needs to comeback togheter with a full removal of AoE caps (besides for healing, should remain at 6.) I strongly believe this is the way to combat turteling groups.