Joy_Division wrote: »Not quite "all the reasons why zergs have their filthy way with everyone."
7. Elimination of the tank role in Cyrodiil - remember when some people actually stood their ground as opposed to running around in glass cannon gear and blinking, cloaking, or mistforming away at the slightest hint of danger?
8. The Futility of Breech Defense - Remember when castle defenders did not concede the outer and inner breeches? No unpurgable oil cats, no tanks, AoE caps, no way to stop a barriered+rapid manuever attacker force = retreat to inside the castle.
9. The functionality of Ground Oils has no been replaced - I hope all of you whose immersion or whatever was broken are happy that ZoS took away the best anti-zerg tool in the game and replaced it with the pain train's favorite skill, proximity detonation.
10. The ESO combat team does not log in to Cyrodiil. - If they did, half the messed up stuff that goes on there would have been addressed in 2014.
11. The lack of halfway decent ranged AoE/disruption skills. I once cast lightning flood against a yellow bombgroup. I'm pretty sure they gained more ultimate than damage I inflicted.
Etc, etc.
You hear a lot about zergs in ESO. Everyone has their own independent definition of a zerg, and we're not all going to agree on the specifics of what that magic number is. However, it's important to at least recognize that there are irrefutable facts that lean in favor of the larger group, all across ESO PVP. Everything that once supported outnumbered combat has been removed from the game. Whether it be 4v16 or 24v80, the outnumbered few seem to almost always fall desperately to the many; regardless of skill or tactic. (Of course excluding the slaughter of people who just stand there.)
This imbalance is extremely problematic because large groups (24+ for the purpose of this argument) are already favored because they have sheer numbers. More people, more eyes for call outs, more damage, more heals. With these advantages alone, it's easy to overwhelm smaller groups. However, they have game mechanics that support this playstyle as well.
Below is a compilation of reasons why zergs have their filthy way with everyone, and everything in ESO.
1. Uncapped Barriers 1000s of points in a damage shield for the entire group. Rotating these on cooldown makes large groups all but infallible
2. **AOE Caps on damage** Only 6 people are hit with max damage of an AOE. This encourages balling up and insulates the individual inside large groups from any real danger
3. Battle Spirit Damage Nerfs This, in conjuncture with AOE caps makes the damage to achieve the kill seem insurmountable
4. Pitiful siege damage Easily purged/purified, easily healed through, easily walked out of.
5. Static Ulti Gain / Non Dynamic Ulti Everyone gains ultis at static rate so whoever has more numbers, has more ultis. In the days of dynamic ulti, groups with smaller numbers could hit more targets. More targets = more crits = more ultis. A significant advantage that was taken from the outnumbered group.
6. Lack of forward camps It is all but impossible to get back to a fight in time before a keep is taken. The only saving grace is if the other group is too slow to repair and a tag is possible. For the smaller group that wipes in these conditions, fights are usually just over.
What do these underlying issues cause?
- Entire factions taking objectives together, Opposing factions stacking their numbers in defense to counteract
- FPS Drops, Serious lag and distorted gameplay for everyone
- Lack of individual gameplay and accountability
- Groups increasing in size exponentially over time to counteract opposing groups
I'm not saying that everyone should strictly solo, or that anything of that nature is realistic. I like fights with lots of people, and I do run in medium sized groups (8-16) most days. However, I enjoy challenging and engaging combat, where I have to think about what skills are ideal and react properly to my opponents. This just isn't possible in a meta that demands numbers over skill. And realistically, numbers over everything. All too often, I watch groups of skilled players on all factions get mindlessly ran over by 40 steel tornadoes and it's incredibly discouraging.
I wish there were smart mechanics in this game that gave the skilled outnumbered groups some edge over the mindless zerg. This meta has gone on far too long and is simply strengthened in current times. We must do something to breathe life back into the small man pvp in this game. Between the zerg meta and the lag, we've lost thousands of great players already. Thoughts welcome.
-Jules
You hear a lot about zergs in ESO. Everyone has their own independent definition of a zerg, and we're not all going to agree on the specifics of what that magic number is. However, it's important to at least recognize that there are irrefutable facts that lean in favor of the larger group, all across ESO PVP. Everything that once supported outnumbered combat has been removed from the game. Whether it be 4v16 or 24v80, the outnumbered few seem to almost always fall desperately to the many; regardless of skill or tactic. (Of course excluding the slaughter of people who just stand there.)
This imbalance is extremely problematic because large groups (24+ for the purpose of this argument) are already favored because they have sheer numbers. More people, more eyes for call outs, more damage, more heals. With these advantages alone, it's easy to overwhelm smaller groups. However, they have game mechanics that support this playstyle as well.
Below is a compilation of reasons why zergs have their filthy way with everyone, and everything in ESO.
1. Uncapped Barriers 1000s of points in a damage shield for the entire group. Rotating these on cooldown makes large groups all but infallible
2. **AOE Caps on damage** Only 6 people are hit with max damage of an AOE. This encourages balling up and insulates the individual inside large groups from any real danger
3. Battle Spirit Damage Nerfs This, in conjuncture with AOE caps makes the damage to achieve the kill seem insurmountable
4. Pitiful siege damage Easily purged/purified, easily healed through, easily walked out of.
5. Static Ulti Gain / Non Dynamic Ulti Everyone gains ultis at static rate so whoever has more numbers, has more ultis. In the days of dynamic ulti, groups with smaller numbers could hit more targets. More targets = more crits = more ultis. A significant advantage that was taken from the outnumbered group.
6. Lack of forward camps It is all but impossible to get back to a fight in time before a keep is taken. The only saving grace is if the other group is too slow to repair and a tag is possible. For the smaller group that wipes in these conditions, fights are usually just over.
What do these underlying issues cause?
- Entire factions taking objectives together, Opposing factions stacking their numbers in defense to counteract
- FPS Drops, Serious lag and distorted gameplay for everyone
- Lack of individual gameplay and accountability
- Groups increasing in size exponentially over time to counteract opposing groups
I'm not saying that everyone should strictly solo, or that anything of that nature is realistic. I like fights with lots of people, and I do run in medium sized groups (8-16) most days. However, I enjoy challenging and engaging combat, where I have to think about what skills are ideal and react properly to my opponents. This just isn't possible in a meta that demands numbers over skill. And realistically, numbers over everything. All too often, I watch groups of skilled players on all factions get mindlessly ran over by 40 steel tornadoes and it's incredibly discouraging.
I wish there were smart mechanics in this game that gave the skilled outnumbered groups some edge over the mindless zerg. This meta has gone on far too long and is simply strengthened in current times. We must do something to breathe life back into the small man pvp in this game. Between the zerg meta and the lag, we've lost thousands of great players already. Thoughts welcome.
-Jules
Firstly this things wont be change or wont be change much and if there's guilds that prefer not to zerg , they wont zerg. There are always guilds that said they dont zerg but they always run back to thier zerg or go with the zerg most of the times. 1) They will say i only got 6 people but behind them is like 20-40 people so they claimed thier victory after they zerged down people. With those kind of mentality for some of the people , i doubt zerging going to be prevented. For those small scale / guild vs guild fight , it rarely happens since people are scared of dying / losing. No matter what changes that is going to be done on uncapped barrier or purge or whatever , i seriously doubt it will be any help.
Joy_Division wrote: »Not quite "all the reasons why zergs have their filthy way with everyone."
7. Elimination of the tank role in Cyrodiil - remember when some people actually stood their ground as opposed to running around in glass cannon gear and blinking, cloaking, or mistforming away at the slightest hint of danger?
8. The Futility of Breech Defense - Remember when castle defenders did not concede the outer and inner breeches? No unpurgable oil cats, no tanks, AoE caps, no way to stop a barriered+rapid manuever attacker force = retreat to inside the castle.
9. The functionality of Ground Oils has no been replaced - I hope all of you whose immersion or whatever was broken are happy that ZoS took away the best anti-zerg tool in the game and replaced it with the pain train's favorite skill, proximity detonation.
10. The ESO combat team does not log in to Cyrodiil. - If they did, half the messed up stuff that goes on there would have been addressed in 2014.
11. The lack of halfway decent ranged AoE/disruption skills. I once cast lightning flood against a yellow bombgroup. I'm pretty sure they gained more ultimate than damage I inflicted.
Etc, etc.
You hear a lot about zergs in ESO. Everyone has their own independent definition of a zerg, and we're not all going to agree on the specifics of what that magic number is. However, it's important to at least recognize that there are irrefutable facts that lean in favor of the larger group, all across ESO PVP. Everything that once supported outnumbered combat has been removed from the game. Whether it be 4v16 or 24v80, the outnumbered few seem to almost always fall desperately to the many; regardless of skill or tactic. (Of course excluding the slaughter of people who just stand there.)
This imbalance is extremely problematic because large groups (24+ for the purpose of this argument) are already favored because they have sheer numbers. More people, more eyes for call outs, more damage, more heals. With these advantages alone, it's easy to overwhelm smaller groups. However, they have game mechanics that support this playstyle as well.
Below is a compilation of reasons why zergs have their filthy way with everyone, and everything in ESO.
1. Uncapped Barriers 1000s of points in a damage shield for the entire group. Rotating these on cooldown makes large groups all but infallible
2. **AOE Caps on damage** Only 6 people are hit with max damage of an AOE. This encourages balling up and insulates the individual inside large groups from any real danger
3. Battle Spirit Damage Nerfs This, in conjuncture with AOE caps makes the damage to achieve the kill seem insurmountable
4. Pitiful siege damage Easily purged/purified, easily healed through, easily walked out of.
5. Static Ulti Gain / Non Dynamic Ulti Everyone gains ultis at static rate so whoever has more numbers, has more ultis. In the days of dynamic ulti, groups with smaller numbers could hit more targets. More targets = more crits = more ultis. A significant advantage that was taken from the outnumbered group.
6. Lack of forward camps It is all but impossible to get back to a fight in time before a keep is taken. The only saving grace is if the other group is too slow to repair and a tag is possible. For the smaller group that wipes in these conditions, fights are usually just over.
What do these underlying issues cause?
- Entire factions taking objectives together, Opposing factions stacking their numbers in defense to counteract
- FPS Drops, Serious lag and distorted gameplay for everyone
- Lack of individual gameplay and accountability
- Groups increasing in size exponentially over time to counteract opposing groups
I'm not saying that everyone should strictly solo, or that anything of that nature is realistic. I like fights with lots of people, and I do run in medium sized groups (8-16) most days. However, I enjoy challenging and engaging combat, where I have to think about what skills are ideal and react properly to my opponents. This just isn't possible in a meta that demands numbers over skill. And realistically, numbers over everything. All too often, I watch groups of skilled players on all factions get mindlessly ran over by 40 steel tornadoes and it's incredibly discouraging.
I wish there were smart mechanics in this game that gave the skilled outnumbered groups some edge over the mindless zerg. This meta has gone on far too long and is simply strengthened in current times. We must do something to breathe life back into the small man pvp in this game. Between the zerg meta and the lag, we've lost thousands of great players already. Thoughts welcome.
-Jules
Firstly this things wont be change or wont be change much and if there's guilds that prefer not to zerg , they wont zerg. There are always guilds that said they dont zerg but they always run back to thier zerg or go with the zerg most of the times. 1) They will say i only got 6 people but behind them is like 20-40 people so they claimed thier victory after they zerged down people. With those kind of mentality for some of the people , i doubt zerging going to be prevented. For those small scale / guild vs guild fight , it rarely happens since people are scared of dying / losing. No matter what changes that is going to be done on uncapped barrier or purge or whatever , i seriously doubt it will be any help.
IxSTALKERxI wrote: »I can think of some cool changes, for example:
Oil Catapult should remove retreating maneuvers off players. To counter this, players can simply recast retreating maneuvers on their group again. In the brief time they are effected they could potentially lose a couple of players if they don't reapply retreating maneuvers immediately.
IxSTALKERxI wrote: »I can think of some cool changes, for example:
Oil Catapult should remove retreating maneuvers off players. To counter this, players can simply recast retreating maneuvers on their group again. In the brief time they are effected they could potentially lose a couple of players if they don't reapply retreating maneuvers immediately.
That's like purge to any dot-applying siege..
Maneuver / Purge / Shuffle shouldn't remove the oil catapult snare, that's it.
Meatbag should be unpurgeable for a couple of seconds, but scale with the number of enemies hitted.
Bring back ground oil.
There are so many ways to make sieges actually useful..
IxSTALKERxI wrote: »IxSTALKERxI wrote: »I can think of some cool changes, for example:
Oil Catapult should remove retreating maneuvers off players. To counter this, players can simply recast retreating maneuvers on their group again. In the brief time they are effected they could potentially lose a couple of players if they don't reapply retreating maneuvers immediately.
That's like purge to any dot-applying siege..
Maneuver / Purge / Shuffle shouldn't remove the oil catapult snare, that's it.
Meatbag should be unpurgeable for a couple of seconds, but scale with the number of enemies hitted.
Bring back ground oil.
There are so many ways to make sieges actually useful..
Oil catapult snare would be kinda OP with no counter though.Back when it was unpurgaeble it was kinda over the top to the point that it made the game unenjoyable. Like pugs would set up 4 of them and shoot into scroll temples and it was like 'ermahgerdd i can't move anywhereeee'.
caeliusstarbreaker wrote: »The biggest proponents for the state of the game are...
ZoS doesn't play their game
No one is ever happy
Human beings will continue to Zerg in pvp for the same reasons they sit at a slot machine and keep hitting one button..... For the flashing lights and the feeling of "winning"
Joy_Division wrote: »Not quite "all the reasons why zergs have their filthy way with everyone."
7. Elimination of the tank role in Cyrodiil - remember when some people actually stood their ground as opposed to running around in glass cannon gear and blinking, cloaking, or mistforming away at the slightest hint of danger?
8. The Futility of Breech Defense - Remember when castle defenders did not concede the outer and inner breeches? No unpurgable oil cats, no tanks, AoE caps, no way to stop a barriered+rapid manuever attacker force = retreat to inside the castle.
9. The functionality of Ground Oils has no been replaced - I hope all of you whose immersion or whatever was broken are happy that ZoS took away the best anti-zerg tool in the game and replaced it with the pain train's favorite skill, proximity detonation.
10. The ESO combat team does not log in to Cyrodiil. - If they did, half the messed up stuff that goes on there would have been addressed in 2014.
11. The lack of halfway decent ranged AoE/disruption skills. I once cast lightning flood against a yellow bombgroup. I'm pretty sure they gained more ultimate than damage I inflicted.
Etc, etc.
Yo yo yo I take offense to 7 haha
10. The ESO combat team does not log in to Cyrodiil. - If they did, half the messed up stuff that goes on there would have been addressed in 2014.
Maybe they have logged in. It's been over a year. You would think that with all that's been said about Cyrodiil at some point they would have made a serious and prolonged effort to experience the problems themselves. Who knows. I commend you guys for keeping up the fight. Frankly after all this time I've just grown apathetic to the whole thing. They're not going to be open and honest about the whole thing so it is very much an exercise in futility.
You hear a lot about zergs in ESO. Everyone has their own independent definition of a zerg, and we're not all going to agree on the specifics of what that magic number is. However, it's important to at least recognize that there are irrefutable facts that lean in favor of the larger group, all across ESO PVP. Everything that once supported outnumbered combat has been removed from the game. Whether it be 4v16 or 24v80, the outnumbered few seem to almost always fall desperately to the many; regardless of skill or tactic. (Of course excluding the slaughter of people who just stand there.)
This imbalance is extremely problematic because large groups (24+ for the purpose of this argument) are already favored because they have sheer numbers. More people, more eyes for call outs, more damage, more heals. With these advantages alone, it's easy to overwhelm smaller groups. However, they have game mechanics that support this playstyle as well.
Below is a compilation of reasons why zergs have their filthy way with everyone, and everything in ESO.
1. Uncapped Barriers 1000s of points in a damage shield for the entire group. Rotating these on cooldown makes large groups all but infallible
2. **AOE Caps on damage** Only 6 people are hit with max damage of an AOE. This encourages balling up and insulates the individual inside large groups from any real danger
3. Battle Spirit Damage Nerfs This, in conjuncture with AOE caps makes the damage to achieve the kill seem insurmountable
4. Pitiful siege damage Easily purged/purified, easily healed through, easily walked out of.
5. Static Ulti Gain / Non Dynamic Ulti Everyone gains ultis at static rate so whoever has more numbers, has more ultis. In the days of dynamic ulti, groups with smaller numbers could hit more targets. More targets = more crits = more ultis. A significant advantage that was taken from the outnumbered group.
6. Lack of forward camps It is all but impossible to get back to a fight in time before a keep is taken. The only saving grace is if the other group is too slow to repair and a tag is possible. For the smaller group that wipes in these conditions, fights are usually just over.
What do these underlying issues cause?
- Entire factions taking objectives together, Opposing factions stacking their numbers in defense to counteract
- FPS Drops, Serious lag and distorted gameplay for everyone
- Lack of individual gameplay and accountability
- Groups increasing in size exponentially over time to counteract opposing groups
I'm not saying that everyone should strictly solo, or that anything of that nature is realistic. I like fights with lots of people, and I do run in medium sized groups (8-16) most days. However, I enjoy challenging and engaging combat, where I have to think about what skills are ideal and react properly to my opponents. This just isn't possible in a meta that demands numbers over skill. And realistically, numbers over everything. All too often, I watch groups of skilled players on all factions get mindlessly ran over by 40 steel tornadoes and it's incredibly discouraging.
I wish there were smart mechanics in this game that gave the skilled outnumbered groups some edge over the mindless zerg. This meta has gone on far too long and is simply strengthened in current times. We must do something to breathe life back into the small man pvp in this game. Between the zerg meta and the lag, we've lost thousands of great players already. Thoughts welcome.
-Jules
Firstly this things wont be change or wont be change much and if there's guilds that prefer not to zerg , they wont zerg. There are always guilds that said they dont zerg but they always run back to thier zerg or go with the zerg most of the times. 1) They will say i only got 6 people but behind them is like 20-40 people so they claimed thier victory after they zerged down people. With those kind of mentality for some of the people , i doubt zerging going to be prevented. For those small scale / guild vs guild fight , it rarely happens since people are scared of dying / losing. No matter what changes that is going to be done on uncapped barrier or purge or whatever , i seriously doubt it will be any help.
This isn't about guilds, about factions, about "they Zerged me" so let me call them out on the forums. I'm assuming you're not-so-cleverly trying to insinuate Haxus here. I'm not even gonna bother with a retort bc it's just flat out off topic. I'm talking objectively, and about all outnumbered combat.

CJohnson81 wrote: »I love the idea of mass-scale sieges, but the advantage should go to the group with the best leaders. The Zerg should feel comfort in numbers, because the size of the group is the advantage, they don't need buffs on top of it.
I'm loving the idea of really powering the siege weapons against players so that you get some insta-kills and splash damage. The siegers won't want to be like fish in a barrel to be shot at - so the group will naturally spread out and the group leader will be tasked with strategically focusing efforts to breach a keep while also trying to keep players spread out.
This could benefit the small group players too, because they could pick off individuals along the outskirts of a battle or set up hidden mortar sites to take out the zerg from a safe distance.
You hear a lot about zergs in ESO. Everyone has their own independent definition of a zerg, and we're not all going to agree on the specifics of what that magic number is. However, it's important to at least recognize that there are irrefutable facts that lean in favor of the larger group, all across ESO PVP. Everything that once supported outnumbered combat has been removed from the game. Whether it be 4v16 or 24v80, the outnumbered few seem to almost always fall desperately to the many; regardless of skill or tactic. (Of course excluding the slaughter of people who just stand there.)
This imbalance is extremely problematic because large groups (24+ for the purpose of this argument) are already favored because they have sheer numbers. More people, more eyes for call outs, more damage, more heals. With these advantages alone, it's easy to overwhelm smaller groups. However, they have game mechanics that support this playstyle as well.
Below is a compilation of reasons why zergs have their filthy way with everyone, and everything in ESO.
1. Uncapped Barriers 1000s of points in a damage shield for the entire group. Rotating these on cooldown makes large groups all but infallible
2. **AOE Caps on damage** Only 6 people are hit with max damage of an AOE. This encourages balling up and insulates the individual inside large groups from any real danger
3. Battle Spirit Damage Nerfs This, in conjuncture with AOE caps makes the damage to achieve the kill seem insurmountable
4. Pitiful siege damage Easily purged/purified, easily healed through, easily walked out of.
5. Static Ulti Gain / Non Dynamic Ulti Everyone gains ultis at static rate so whoever has more numbers, has more ultis. In the days of dynamic ulti, groups with smaller numbers could hit more targets. More targets = more crits = more ultis. A significant advantage that was taken from the outnumbered group.
6. Lack of forward camps It is all but impossible to get back to a fight in time before a keep is taken. The only saving grace is if the other group is too slow to repair and a tag is possible. For the smaller group that wipes in these conditions, fights are usually just over.
What do these underlying issues cause?
- Entire factions taking objectives together, Opposing factions stacking their numbers in defense to counteract
- FPS Drops, Serious lag and distorted gameplay for everyone
- Lack of individual gameplay and accountability
- Groups increasing in size exponentially over time to counteract opposing groups
I'm not saying that everyone should strictly solo, or that anything of that nature is realistic. I like fights with lots of people, and I do run in medium sized groups (8-16) most days. However, I enjoy challenging and engaging combat, where I have to think about what skills are ideal and react properly to my opponents. This just isn't possible in a meta that demands numbers over skill. And realistically, numbers over everything. All too often, I watch groups of skilled players on all factions get mindlessly ran over by 40 steel tornadoes and it's incredibly discouraging.
I wish there were smart mechanics in this game that gave the skilled outnumbered groups some edge over the mindless zerg. This meta has gone on far too long and is simply strengthened in current times. We must do something to breathe life back into the small man pvp in this game. Between the zerg meta and the lag, we've lost thousands of great players already.
Goliath never received additional bonuses for being Goliath. His size, his power were advantages in their own right. Had he been, the story would've been a lot less like the story we know, and a lot more like ESO.
Thoughts welcome.
-Jules