NoMoreChillies wrote: »You make it sound like because you pve you can't defend yourself against a player? Surely a dedicated pve player will have a certain setup, like dps and healing, and have experienced some of the hardest content in game.
Gankers are the single easiest targets for me, they all usually follow the same cookie cutter build, and have zero defence. Just have a little awareness and don't leave yourself widely open to attack, I see stupid things though, like players farming mobs and not waiting 5 secs in between to regen resources, so relying on heavy attack weaves etc.
how do you defend yourself vs 2-3 NB hiding in the corner who attacks you when you are low HP from fighting the mobs?
IC is nothing more than an NB ganker playground.. for other classes, there are way too many mobs in there and most of them do way too much damage.. I don't mind getting a mob add during a fight, but when that mob is 5x more dangerous than the PvP player you're fighting, something is wrong.
Fact that you can't do 3 steps without running into a pack of mobs, doesn't help.. or 2 steps and running into an NB, since that's all that's left down there.
We knew from a start that it was going to be NB heaven.. nothing was done to balance it out, so this is what we're left with.
ZOS_BrianWheeler wrote: »We are looking at Imperial City updates in the future but will give more details on those as they get on our Development server. Many suggestions here are being taken into account regarding any changes to IC.
I certainly would like to see new things added to Imperial City, because it is a big and gorgeosu area with nothing to do except collect TV Stones.
Brian Wheeler has now indicated they are looking into new things for it, so we shall see.
A district control/capture the flag mechanic seems fun, but there needs to be something in place to discourage zergs to control the districts.
Some more quests would be welcome, too. For shiny rewards!
I wish I could agree more than once. Small scale PVP really is needed. I've been in a few small scale resource fights that went on for an hour, and people were having an absolute blast. Nobody even cared about the actual resource itself, they were just having fun with open field, small scale PVP. It was the most fun I've had in ESO since I started, and I'm not even joking.Lefty_Lucy wrote: »...
You just don't get it, do you? Many of us enjoy PvE, and whilst we may join PvP in Cyrodil periodically, it's entirely elective. Placing fun PvE questing and sewer running in a ganker's paradise merely frustrated many of us PvE focused players.
I speak for my friends and myself when I say we were tired of losing our stones to tiresome kiddie NB's who wait for people fighting bosses etc. to be low on hits, then jump in, steal stones then DS off, or CP loaded untouchables/time-rich grinders who need an entire zerg to take down wander around slaughtering small groups etc.
The appearance of Orsinium was a blessed relief, and meant we could put the frustrations of IC behind us, and give two fingers to the gankers who are now QQ'ing here.
The increased mats supply means we can now craft v16 armour sets and not have to rely on running quests with ridiculous drop rates with mechanics that some players simply find too difficult to cope with, for whatever reason.
ZOS_BrianWheeler wrote: »We are looking at Imperial City updates in the future but will give more details on those as they get on our Development server. Many suggestions here are being taken into account regarding any changes to IC.
nordickittyhawk wrote: »have more players? your out matched? ... then try escape... or die to a sweeper? thats like saying oh im 2 people and zerg is coming in cyrodill... admit defeat
NoMoreChillies wrote: »You just don't get it, do you? Many of us enjoy PvE, and whilst we may join PvP in Cyrodil periodically, it's entirely elective. Placing fun PvE questing and sewer running in a ganker's paradise merely frustrated many of us PvE focused players.
I speak for my friends and myself when I say we were tired of losing our stones to tiresome kiddie NB's who wait for people fighting bosses etc. to be low on hits, then jump in, steal stones then DS off, or CP loaded untouchables/time-rich grinders who need an entire zerg to take down wander around slaughtering small groups etc.
The appearance of Orsinium was a blessed relief, and meant we could put the frustrations of IC behind us, and give two fingers to the gankers who are now QQ'ing here.
The increased mats supply means we can now craft v16 armour sets and not have to rely on running quests with ridiculous drop rates with mechanics that some players simply find too difficult to cope with, for whatever reason.
This pretty much sums it up
PVE players got farmed by Gankers = Gankers the only ones having fun.
Sandmanninja wrote: »If they removed PvP altogether, this game would be perfect.
Gankers complaining that there are no PvE'ers to prey upon.
Serves them right.
Just introduce a PvP Flag concept and then everyone wins.
Say, You can only change your flag status either at your base or outside IC (just like changing normal/vet mode in a dungeon).
That would keep people from removing their flagged status while in the city.
jamesharv2005ub17_ESO wrote: »IC should have been a regular PVE update. Everyone told them IC was a horrible idea. It only encourages grief play. Of course noone wants to go back there after they get whatever it was they wanted. Noone wants to be killed and looted by other players. Killed maybe but not looted. Its not fun hence why the place is deserted not even 3 months after launching basically.
Meanwhile Orsinium is packed with people. So hopefully Zenimax learns from this debacle and doesnt ignore its base to try and make itself into some uber pvp game.
IC is nothing more than an NB ganker playground.. for other classes, there are way too many mobs in there and most of them do way too much damage.. I don't mind getting a mob add during a fight, but when that mob is 5x more dangerous than the PvP player you're fighting, something is wrong.
Fact that you can't do 3 steps without running into a pack of mobs, doesn't help.. or 2 steps and running into an NB, since that's all that's left down there.
We knew from a start that it was going to be NB heaven.. nothing was done to balance it out, so this is what we're left with.
Wtf are you talking about? Mobs aren't difficult at all, I've got my vr7 templar in there atm and none of the mobs pose a relative threat bar the bannermen.
I normally do a big loop in areas pulling groups of 8-12 mobs at a time.