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PvP Podcast (Episode 7 Uploaded)

  • Darnathian
    Darnathian
    ✭✭✭✭✭
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Satiar wrote: »
    This will be short and sweet.. or not

    First of, if you except to take a keep with 40players inside, you should die. You took too much time, you didn't cover the posterns as you sieged the inner and you let people reinforced the keep.

    Some of us don't like PvDooring empty keeps. Some of us like having a good fight.

    Like I said multiple times already, this is not about pvedooring an empty keep. This is about using strategies to hit where the enemy does't expect you to hit. If you want to hit a keep well defended, you should have a really hard time to get it.
    But this really kind of hits home for me where you're coming from. I can take a keep right now from 50 people. You don't like that, you don't think i should be able to. Not sure how to argue you off that.

    I'm not saying that I don't like the fact that you can take a keep from 50 people. I'm saying that I don't like the fact that you can take it even though there is massive sieges deployed and even though you don't even have to actually focus siege operators down, you simply have to push in, spam purges, aoes, smart heals and barriers.
    Secondly, I know you cannot spread out when you get inside an inner breach, the reason why my whole explanation was reffering to the outter breach. If people are properly setted up inside an inner, you should have to take other walls down to clear it. The way people go right now, they push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path because of the power of a 24men group, of massive barriers, purges, smart healing and aoe cap. This should not be a thing.

    Ball groups should have to slowly make their way up the stairs, killing a few at a time, and timing their movements between each siege volley. They should assign specific roles into their group to assasinate and focus on siege operators. This is not what's happening right now. Ball groups push like a bull and no matter what's in front of them, they will destroy it. This is going to stop now. Ball groups will have to be careful before pushing inside an inner.

    Firstly, people don't just "push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path". Good groups do this against randoms or bad groups. Groups get MELTED doing this all the time. Hell, even my dreaded "24-boogyman group" gets melted doing this sometimes. Why? Because when a ton of siege is going off on you and you're getting bombed and trying to sustain and push through it all, it really hurts and can completely wipe you out.

    Second, Assassinating doesn't work. It's a stupid idea in today's game. It is, Frozn. Say i get one guy, who *somehow* manages to get past Caltrops, mines, oils, unpurgable snares and heal debuffs, alllllllll the way up to the top and manages to kill ONE guy on ONE siege. What than? He's dead at that point, and the man on siege is instantly replaced or instantly rezzed. Nothign was accomplished. It is a stupid idea and you should know better.

    I feel like in the end, you're just too far behind on the current meta to understand how a group works or how to stop it. If you think a group can just push into anything and win, you're flat out blind. Perhaps willfully so. Because I know you've been there when VE runs, I've seen you there some of those times we push at a keep, wipe in a keep maybe 6-7 times before we take it. We can't just run into it and mindlessly crush everything, it takes A LOT of work to take a well-defended keep, and often we will fail if resistance is that strong. Why don't you go talk to people from Haxus or GoS, groups that have successfully defended keeps from me with fewer or even numbers? Go see what they've got going on that you're missing instead of just throwing your hands up, calling ball groups invincible and doubling down on that siege spec.

    When I reffer to people focusing on siege operators, there is two approaches and you mixed them both in your explanations. First one is when you send vampire nightblades to deal with people dropping oil on the catwalk. Ask Oniric if you don't believe me, we've done it plenty of times and it works like a charm. Second approach is to have one hand shield tanks in your setup who charge siege operators as you push them and distract them to make sure they don't use their siege again. Talcyndl can talk to you about it. He has always been great at doing such a role.

    Again, if there is 40 inside, you simply screwed your siege and let too many reinforced the inner. If you push that inner anyway and expect to survive, you're the one to blame.

    Btw and just to make it clear for everybody else, because I know you're aware of my intentions and my opinion on the siege buffs. I don't agree about the changes as they proposed them. I would like oil catapult debuff to be removed with charging maneuver. I would like meatbag healing debuff to be purged but only with synergies and player interraction. Finally and not the least, I would like oil catapult and lightning balista stamina/magicka damage to be tuned down to 2k.

    And again with this silly thing about how I shouldn't be able to take a keep against 40 people.

    If my group, one of the best in the game, can't take a keep against 40 people how do you think a faction is going to react, Frozn? I'll tell you what happens next, they'll bring a BIGGER ZERG. They're not going to just throw up their hands and go "well they got 40 people in there, call it a day," they'll pound zone and bring the entire faction there because THAT IS HOW YOU WANT IT. You want to be invincible in your keep, safe from the dreaded "ball group" and so you're going to get bigger and bigger zergs piling up. And I though that was what we wanted to avoid, I didn't realize we were trying to create bigger incentives to zerg.

    So at the end of it, for all your talk of getting better or spreading out, the core of it comes down to that you think once you have a well-defended inner you're good. You're done, I'm screwed. That's your balance. So this isn't about groups "learning to spread out" or "getting better at avoiding red" or (my favorite) "sending in the vampire assassins!" it's just about you not dying because a good group showed up to take your keep.

    That's just silly, man.

    If you decide to push a well defended keep, you should have near of no chance to win the fight. This also incentive people to spread out and to hit deeper in enemy territory to unstack people from the defending posture. New forward camps are going to help that alot and I'm looking forward into it.

    Once again and as alot of people have been telling you. It's not because people disagree with you that they are ignorant. Your arrogance is aggravating so I'm simply gonna let it go, once again.

    How about final emp keeps? I mean if that's the case then we should still have the 1st emperors of the campaigns still seating firmly as emperor.

    I saw that one coming and I almost answered it in my last post. You should have to make the faction pick between defending his final emp keep or their scrolls by pushing and opening their gates.

    Ok......they choose the final emp keep and fortify.....every other keep/scroll is lost. Now what? They are dug in and never coming out......guess we still have the original emps then in your view?

    Exactly. And the original emps sit on their final emp keep while the two other factions win the war. I'm satisfied.

    Oh now I see.....you still think people care about scores. Most folks I know haven't cared about the scoreboard since Wabbajack. Objectives...yes. Scoreboard....no. Also, you never win the war....it's eternal until the servers go offline.

    No wonder you guys can't understand that I spend my APs to actually buy sieges :) since you don't care about winning the campaign.. and the scoreboard. Well most of EP guilds remaining do care to play the game the way it was intended.

    If you don't like it, you're free to do whatever you like. But in the end the designers are going to put changes to favor people who wanna win the war. Not people who want to simply kill CoD style.

    rofl. You arent saying that with a straight face are you? the MAJORITY of Ep organized groups prefer AP farming. you can see it every night. Faragyl farm anyone? lol. you can see it everynight.

    once Meth gets empororship the only thing they care about is Emp group AP farming.
  •  Jules
    Jules
    ✭✭✭✭✭
    ✭✭
    Darnathian wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Satiar wrote: »
    This will be short and sweet.. or not

    First of, if you except to take a keep with 40players inside, you should die. You took too much time, you didn't cover the posterns as you sieged the inner and you let people reinforced the keep.

    Some of us don't like PvDooring empty keeps. Some of us like having a good fight.

    Like I said multiple times already, this is not about pvedooring an empty keep. This is about using strategies to hit where the enemy does't expect you to hit. If you want to hit a keep well defended, you should have a really hard time to get it.
    But this really kind of hits home for me where you're coming from. I can take a keep right now from 50 people. You don't like that, you don't think i should be able to. Not sure how to argue you off that.

    I'm not saying that I don't like the fact that you can take a keep from 50 people. I'm saying that I don't like the fact that you can take it even though there is massive sieges deployed and even though you don't even have to actually focus siege operators down, you simply have to push in, spam purges, aoes, smart heals and barriers.
    Secondly, I know you cannot spread out when you get inside an inner breach, the reason why my whole explanation was reffering to the outter breach. If people are properly setted up inside an inner, you should have to take other walls down to clear it. The way people go right now, they push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path because of the power of a 24men group, of massive barriers, purges, smart healing and aoe cap. This should not be a thing.

    Ball groups should have to slowly make their way up the stairs, killing a few at a time, and timing their movements between each siege volley. They should assign specific roles into their group to assasinate and focus on siege operators. This is not what's happening right now. Ball groups push like a bull and no matter what's in front of them, they will destroy it. This is going to stop now. Ball groups will have to be careful before pushing inside an inner.

    Firstly, people don't just "push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path". Good groups do this against randoms or bad groups. Groups get MELTED doing this all the time. Hell, even my dreaded "24-boogyman group" gets melted doing this sometimes. Why? Because when a ton of siege is going off on you and you're getting bombed and trying to sustain and push through it all, it really hurts and can completely wipe you out.

    Second, Assassinating doesn't work. It's a stupid idea in today's game. It is, Frozn. Say i get one guy, who *somehow* manages to get past Caltrops, mines, oils, unpurgable snares and heal debuffs, alllllllll the way up to the top and manages to kill ONE guy on ONE siege. What than? He's dead at that point, and the man on siege is instantly replaced or instantly rezzed. Nothign was accomplished. It is a stupid idea and you should know better.

    I feel like in the end, you're just too far behind on the current meta to understand how a group works or how to stop it. If you think a group can just push into anything and win, you're flat out blind. Perhaps willfully so. Because I know you've been there when VE runs, I've seen you there some of those times we push at a keep, wipe in a keep maybe 6-7 times before we take it. We can't just run into it and mindlessly crush everything, it takes A LOT of work to take a well-defended keep, and often we will fail if resistance is that strong. Why don't you go talk to people from Haxus or GoS, groups that have successfully defended keeps from me with fewer or even numbers? Go see what they've got going on that you're missing instead of just throwing your hands up, calling ball groups invincible and doubling down on that siege spec.

    When I reffer to people focusing on siege operators, there is two approaches and you mixed them both in your explanations. First one is when you send vampire nightblades to deal with people dropping oil on the catwalk. Ask Oniric if you don't believe me, we've done it plenty of times and it works like a charm. Second approach is to have one hand shield tanks in your setup who charge siege operators as you push them and distract them to make sure they don't use their siege again. Talcyndl can talk to you about it. He has always been great at doing such a role.

    Again, if there is 40 inside, you simply screwed your siege and let too many reinforced the inner. If you push that inner anyway and expect to survive, you're the one to blame.

    Btw and just to make it clear for everybody else, because I know you're aware of my intentions and my opinion on the siege buffs. I don't agree about the changes as they proposed them. I would like oil catapult debuff to be removed with charging maneuver. I would like meatbag healing debuff to be purged but only with synergies and player interraction. Finally and not the least, I would like oil catapult and lightning balista stamina/magicka damage to be tuned down to 2k.

    And again with this silly thing about how I shouldn't be able to take a keep against 40 people.

    If my group, one of the best in the game, can't take a keep against 40 people how do you think a faction is going to react, Frozn? I'll tell you what happens next, they'll bring a BIGGER ZERG. They're not going to just throw up their hands and go "well they got 40 people in there, call it a day," they'll pound zone and bring the entire faction there because THAT IS HOW YOU WANT IT. You want to be invincible in your keep, safe from the dreaded "ball group" and so you're going to get bigger and bigger zergs piling up. And I though that was what we wanted to avoid, I didn't realize we were trying to create bigger incentives to zerg.

    So at the end of it, for all your talk of getting better or spreading out, the core of it comes down to that you think once you have a well-defended inner you're good. You're done, I'm screwed. That's your balance. So this isn't about groups "learning to spread out" or "getting better at avoiding red" or (my favorite) "sending in the vampire assassins!" it's just about you not dying because a good group showed up to take your keep.

    That's just silly, man.

    If you decide to push a well defended keep, you should have near of no chance to win the fight. This also incentive people to spread out and to hit deeper in enemy territory to unstack people from the defending posture. New forward camps are going to help that alot and I'm looking forward into it.

    Once again and as alot of people have been telling you. It's not because people disagree with you that they are ignorant. Your arrogance is aggravating so I'm simply gonna let it go, once again.

    How about final emp keeps? I mean if that's the case then we should still have the 1st emperors of the campaigns still seating firmly as emperor.

    I saw that one coming and I almost answered it in my last post. You should have to make the faction pick between defending his final emp keep or their scrolls by pushing and opening their gates.

    Ok......they choose the final emp keep and fortify.....every other keep/scroll is lost. Now what? They are dug in and never coming out......guess we still have the original emps then in your view?

    Exactly. And the original emps sit on their final emp keep while the two other factions win the war. I'm satisfied.

    Oh now I see.....you still think people care about scores. Most folks I know haven't cared about the scoreboard since Wabbajack. Objectives...yes. Scoreboard....no. Also, you never win the war....it's eternal until the servers go offline.

    No wonder you guys can't understand that I spend my APs to actually buy sieges :) since you don't care about winning the campaign.. and the scoreboard. Well most of EP guilds remaining do care to play the game the way it was intended.

    If you don't like it, you're free to do whatever you like. But in the end the designers are going to put changes to favor people who wanna win the war. Not people who want to simply kill CoD style.

    rofl. You arent saying that with a straight face are you? the MAJORITY of Ep organized groups prefer AP farming. you can see it every night. Faragyl farm anyone? lol. you can see it everynight.

    once Meth gets empororship the only thing they care about is Emp group AP farming.

    Weren't you in nexus? What's with all the hate now that you moved AD?
    Edited by Jules on December 7, 2015 6:24PM
    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
  • Ghost-Shot
    Ghost-Shot
    ✭✭✭✭✭
    ✭✭
    Jules wrote: »
    Darnathian wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Satiar wrote: »
    This will be short and sweet.. or not

    First of, if you except to take a keep with 40players inside, you should die. You took too much time, you didn't cover the posterns as you sieged the inner and you let people reinforced the keep.

    Some of us don't like PvDooring empty keeps. Some of us like having a good fight.

    Like I said multiple times already, this is not about pvedooring an empty keep. This is about using strategies to hit where the enemy does't expect you to hit. If you want to hit a keep well defended, you should have a really hard time to get it.
    But this really kind of hits home for me where you're coming from. I can take a keep right now from 50 people. You don't like that, you don't think i should be able to. Not sure how to argue you off that.

    I'm not saying that I don't like the fact that you can take a keep from 50 people. I'm saying that I don't like the fact that you can take it even though there is massive sieges deployed and even though you don't even have to actually focus siege operators down, you simply have to push in, spam purges, aoes, smart heals and barriers.
    Secondly, I know you cannot spread out when you get inside an inner breach, the reason why my whole explanation was reffering to the outter breach. If people are properly setted up inside an inner, you should have to take other walls down to clear it. The way people go right now, they push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path because of the power of a 24men group, of massive barriers, purges, smart healing and aoe cap. This should not be a thing.

    Ball groups should have to slowly make their way up the stairs, killing a few at a time, and timing their movements between each siege volley. They should assign specific roles into their group to assasinate and focus on siege operators. This is not what's happening right now. Ball groups push like a bull and no matter what's in front of them, they will destroy it. This is going to stop now. Ball groups will have to be careful before pushing inside an inner.

    Firstly, people don't just "push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path". Good groups do this against randoms or bad groups. Groups get MELTED doing this all the time. Hell, even my dreaded "24-boogyman group" gets melted doing this sometimes. Why? Because when a ton of siege is going off on you and you're getting bombed and trying to sustain and push through it all, it really hurts and can completely wipe you out.

    Second, Assassinating doesn't work. It's a stupid idea in today's game. It is, Frozn. Say i get one guy, who *somehow* manages to get past Caltrops, mines, oils, unpurgable snares and heal debuffs, alllllllll the way up to the top and manages to kill ONE guy on ONE siege. What than? He's dead at that point, and the man on siege is instantly replaced or instantly rezzed. Nothign was accomplished. It is a stupid idea and you should know better.

    I feel like in the end, you're just too far behind on the current meta to understand how a group works or how to stop it. If you think a group can just push into anything and win, you're flat out blind. Perhaps willfully so. Because I know you've been there when VE runs, I've seen you there some of those times we push at a keep, wipe in a keep maybe 6-7 times before we take it. We can't just run into it and mindlessly crush everything, it takes A LOT of work to take a well-defended keep, and often we will fail if resistance is that strong. Why don't you go talk to people from Haxus or GoS, groups that have successfully defended keeps from me with fewer or even numbers? Go see what they've got going on that you're missing instead of just throwing your hands up, calling ball groups invincible and doubling down on that siege spec.

    When I reffer to people focusing on siege operators, there is two approaches and you mixed them both in your explanations. First one is when you send vampire nightblades to deal with people dropping oil on the catwalk. Ask Oniric if you don't believe me, we've done it plenty of times and it works like a charm. Second approach is to have one hand shield tanks in your setup who charge siege operators as you push them and distract them to make sure they don't use their siege again. Talcyndl can talk to you about it. He has always been great at doing such a role.

    Again, if there is 40 inside, you simply screwed your siege and let too many reinforced the inner. If you push that inner anyway and expect to survive, you're the one to blame.

    Btw and just to make it clear for everybody else, because I know you're aware of my intentions and my opinion on the siege buffs. I don't agree about the changes as they proposed them. I would like oil catapult debuff to be removed with charging maneuver. I would like meatbag healing debuff to be purged but only with synergies and player interraction. Finally and not the least, I would like oil catapult and lightning balista stamina/magicka damage to be tuned down to 2k.

    And again with this silly thing about how I shouldn't be able to take a keep against 40 people.

    If my group, one of the best in the game, can't take a keep against 40 people how do you think a faction is going to react, Frozn? I'll tell you what happens next, they'll bring a BIGGER ZERG. They're not going to just throw up their hands and go "well they got 40 people in there, call it a day," they'll pound zone and bring the entire faction there because THAT IS HOW YOU WANT IT. You want to be invincible in your keep, safe from the dreaded "ball group" and so you're going to get bigger and bigger zergs piling up. And I though that was what we wanted to avoid, I didn't realize we were trying to create bigger incentives to zerg.

    So at the end of it, for all your talk of getting better or spreading out, the core of it comes down to that you think once you have a well-defended inner you're good. You're done, I'm screwed. That's your balance. So this isn't about groups "learning to spread out" or "getting better at avoiding red" or (my favorite) "sending in the vampire assassins!" it's just about you not dying because a good group showed up to take your keep.

    That's just silly, man.

    If you decide to push a well defended keep, you should have near of no chance to win the fight. This also incentive people to spread out and to hit deeper in enemy territory to unstack people from the defending posture. New forward camps are going to help that alot and I'm looking forward into it.

    Once again and as alot of people have been telling you. It's not because people disagree with you that they are ignorant. Your arrogance is aggravating so I'm simply gonna let it go, once again.

    How about final emp keeps? I mean if that's the case then we should still have the 1st emperors of the campaigns still seating firmly as emperor.

    I saw that one coming and I almost answered it in my last post. You should have to make the faction pick between defending his final emp keep or their scrolls by pushing and opening their gates.

    Ok......they choose the final emp keep and fortify.....every other keep/scroll is lost. Now what? They are dug in and never coming out......guess we still have the original emps then in your view?

    Exactly. And the original emps sit on their final emp keep while the two other factions win the war. I'm satisfied.

    Oh now I see.....you still think people care about scores. Most folks I know haven't cared about the scoreboard since Wabbajack. Objectives...yes. Scoreboard....no. Also, you never win the war....it's eternal until the servers go offline.

    No wonder you guys can't understand that I spend my APs to actually buy sieges :) since you don't care about winning the campaign.. and the scoreboard. Well most of EP guilds remaining do care to play the game the way it was intended.

    If you don't like it, you're free to do whatever you like. But in the end the designers are going to put changes to favor people who wanna win the war. Not people who want to simply kill CoD style.

    rofl. You arent saying that with a straight face are you? the MAJORITY of Ep organized groups prefer AP farming. you can see it every night. Faragyl farm anyone? lol. you can see it everynight.

    once Meth gets empororship the only thing they care about is Emp group AP farming.

    Weren't you in nexus? What's with all the hate now that you moved AD?

    Lol Nexus were like the most OP farmers, do you remember when we were still red having to race Zavus to pick up scrolls?
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    Darnathian wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Satiar wrote: »
    This will be short and sweet.. or not

    First of, if you except to take a keep with 40players inside, you should die. You took too much time, you didn't cover the posterns as you sieged the inner and you let people reinforced the keep.

    Some of us don't like PvDooring empty keeps. Some of us like having a good fight.

    Like I said multiple times already, this is not about pvedooring an empty keep. This is about using strategies to hit where the enemy does't expect you to hit. If you want to hit a keep well defended, you should have a really hard time to get it.
    But this really kind of hits home for me where you're coming from. I can take a keep right now from 50 people. You don't like that, you don't think i should be able to. Not sure how to argue you off that.

    I'm not saying that I don't like the fact that you can take a keep from 50 people. I'm saying that I don't like the fact that you can take it even though there is massive sieges deployed and even though you don't even have to actually focus siege operators down, you simply have to push in, spam purges, aoes, smart heals and barriers.
    Secondly, I know you cannot spread out when you get inside an inner breach, the reason why my whole explanation was reffering to the outter breach. If people are properly setted up inside an inner, you should have to take other walls down to clear it. The way people go right now, they push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path because of the power of a 24men group, of massive barriers, purges, smart healing and aoe cap. This should not be a thing.

    Ball groups should have to slowly make their way up the stairs, killing a few at a time, and timing their movements between each siege volley. They should assign specific roles into their group to assasinate and focus on siege operators. This is not what's happening right now. Ball groups push like a bull and no matter what's in front of them, they will destroy it. This is going to stop now. Ball groups will have to be careful before pushing inside an inner.

    Firstly, people don't just "push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path". Good groups do this against randoms or bad groups. Groups get MELTED doing this all the time. Hell, even my dreaded "24-boogyman group" gets melted doing this sometimes. Why? Because when a ton of siege is going off on you and you're getting bombed and trying to sustain and push through it all, it really hurts and can completely wipe you out.

    Second, Assassinating doesn't work. It's a stupid idea in today's game. It is, Frozn. Say i get one guy, who *somehow* manages to get past Caltrops, mines, oils, unpurgable snares and heal debuffs, alllllllll the way up to the top and manages to kill ONE guy on ONE siege. What than? He's dead at that point, and the man on siege is instantly replaced or instantly rezzed. Nothign was accomplished. It is a stupid idea and you should know better.

    I feel like in the end, you're just too far behind on the current meta to understand how a group works or how to stop it. If you think a group can just push into anything and win, you're flat out blind. Perhaps willfully so. Because I know you've been there when VE runs, I've seen you there some of those times we push at a keep, wipe in a keep maybe 6-7 times before we take it. We can't just run into it and mindlessly crush everything, it takes A LOT of work to take a well-defended keep, and often we will fail if resistance is that strong. Why don't you go talk to people from Haxus or GoS, groups that have successfully defended keeps from me with fewer or even numbers? Go see what they've got going on that you're missing instead of just throwing your hands up, calling ball groups invincible and doubling down on that siege spec.

    When I reffer to people focusing on siege operators, there is two approaches and you mixed them both in your explanations. First one is when you send vampire nightblades to deal with people dropping oil on the catwalk. Ask Oniric if you don't believe me, we've done it plenty of times and it works like a charm. Second approach is to have one hand shield tanks in your setup who charge siege operators as you push them and distract them to make sure they don't use their siege again. Talcyndl can talk to you about it. He has always been great at doing such a role.

    Again, if there is 40 inside, you simply screwed your siege and let too many reinforced the inner. If you push that inner anyway and expect to survive, you're the one to blame.

    Btw and just to make it clear for everybody else, because I know you're aware of my intentions and my opinion on the siege buffs. I don't agree about the changes as they proposed them. I would like oil catapult debuff to be removed with charging maneuver. I would like meatbag healing debuff to be purged but only with synergies and player interraction. Finally and not the least, I would like oil catapult and lightning balista stamina/magicka damage to be tuned down to 2k.

    And again with this silly thing about how I shouldn't be able to take a keep against 40 people.

    If my group, one of the best in the game, can't take a keep against 40 people how do you think a faction is going to react, Frozn? I'll tell you what happens next, they'll bring a BIGGER ZERG. They're not going to just throw up their hands and go "well they got 40 people in there, call it a day," they'll pound zone and bring the entire faction there because THAT IS HOW YOU WANT IT. You want to be invincible in your keep, safe from the dreaded "ball group" and so you're going to get bigger and bigger zergs piling up. And I though that was what we wanted to avoid, I didn't realize we were trying to create bigger incentives to zerg.

    So at the end of it, for all your talk of getting better or spreading out, the core of it comes down to that you think once you have a well-defended inner you're good. You're done, I'm screwed. That's your balance. So this isn't about groups "learning to spread out" or "getting better at avoiding red" or (my favorite) "sending in the vampire assassins!" it's just about you not dying because a good group showed up to take your keep.

    That's just silly, man.

    If you decide to push a well defended keep, you should have near of no chance to win the fight. This also incentive people to spread out and to hit deeper in enemy territory to unstack people from the defending posture. New forward camps are going to help that alot and I'm looking forward into it.

    Once again and as alot of people have been telling you. It's not because people disagree with you that they are ignorant. Your arrogance is aggravating so I'm simply gonna let it go, once again.

    How about final emp keeps? I mean if that's the case then we should still have the 1st emperors of the campaigns still seating firmly as emperor.

    I saw that one coming and I almost answered it in my last post. You should have to make the faction pick between defending his final emp keep or their scrolls by pushing and opening their gates.

    Ok......they choose the final emp keep and fortify.....every other keep/scroll is lost. Now what? They are dug in and never coming out......guess we still have the original emps then in your view?

    Exactly. And the original emps sit on their final emp keep while the two other factions win the war. I'm satisfied.

    Oh now I see.....you still think people care about scores. Most folks I know haven't cared about the scoreboard since Wabbajack. Objectives...yes. Scoreboard....no. Also, you never win the war....it's eternal until the servers go offline.

    No wonder you guys can't understand that I spend my APs to actually buy sieges :) since you don't care about winning the campaign.. and the scoreboard. Well most of EP guilds remaining do care to play the game the way it was intended.

    If you don't like it, you're free to do whatever you like. But in the end the designers are going to put changes to favor people who wanna win the war. Not people who want to simply kill CoD style.

    rofl. You arent saying that with a straight face are you? the MAJORITY of Ep organized groups prefer AP farming. you can see it every night. Faragyl farm anyone? lol. you can see it everynight.

    once Meth gets empororship the only thing they care about is Emp group AP farming.

    The guilds you are reffering to, even though they are the most experienced ones, are only a minority. The guilds with who I coordinate with have no pleasure to AP farm and to camp a location with the only goal to kill the same people repeatidly.
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Darnathian
    Darnathian
    ✭✭✭✭✭
    Jules wrote: »
    Darnathian wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Satiar wrote: »
    This will be short and sweet.. or not

    First of, if you except to take a keep with 40players inside, you should die. You took too much time, you didn't cover the posterns as you sieged the inner and you let people reinforced the keep.

    Some of us don't like PvDooring empty keeps. Some of us like having a good fight.

    Like I said multiple times already, this is not about pvedooring an empty keep. This is about using strategies to hit where the enemy does't expect you to hit. If you want to hit a keep well defended, you should have a really hard time to get it.
    But this really kind of hits home for me where you're coming from. I can take a keep right now from 50 people. You don't like that, you don't think i should be able to. Not sure how to argue you off that.

    I'm not saying that I don't like the fact that you can take a keep from 50 people. I'm saying that I don't like the fact that you can take it even though there is massive sieges deployed and even though you don't even have to actually focus siege operators down, you simply have to push in, spam purges, aoes, smart heals and barriers.
    Secondly, I know you cannot spread out when you get inside an inner breach, the reason why my whole explanation was reffering to the outter breach. If people are properly setted up inside an inner, you should have to take other walls down to clear it. The way people go right now, they push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path because of the power of a 24men group, of massive barriers, purges, smart healing and aoe cap. This should not be a thing.

    Ball groups should have to slowly make their way up the stairs, killing a few at a time, and timing their movements between each siege volley. They should assign specific roles into their group to assasinate and focus on siege operators. This is not what's happening right now. Ball groups push like a bull and no matter what's in front of them, they will destroy it. This is going to stop now. Ball groups will have to be careful before pushing inside an inner.

    Firstly, people don't just "push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path". Good groups do this against randoms or bad groups. Groups get MELTED doing this all the time. Hell, even my dreaded "24-boogyman group" gets melted doing this sometimes. Why? Because when a ton of siege is going off on you and you're getting bombed and trying to sustain and push through it all, it really hurts and can completely wipe you out.

    Second, Assassinating doesn't work. It's a stupid idea in today's game. It is, Frozn. Say i get one guy, who *somehow* manages to get past Caltrops, mines, oils, unpurgable snares and heal debuffs, alllllllll the way up to the top and manages to kill ONE guy on ONE siege. What than? He's dead at that point, and the man on siege is instantly replaced or instantly rezzed. Nothign was accomplished. It is a stupid idea and you should know better.

    I feel like in the end, you're just too far behind on the current meta to understand how a group works or how to stop it. If you think a group can just push into anything and win, you're flat out blind. Perhaps willfully so. Because I know you've been there when VE runs, I've seen you there some of those times we push at a keep, wipe in a keep maybe 6-7 times before we take it. We can't just run into it and mindlessly crush everything, it takes A LOT of work to take a well-defended keep, and often we will fail if resistance is that strong. Why don't you go talk to people from Haxus or GoS, groups that have successfully defended keeps from me with fewer or even numbers? Go see what they've got going on that you're missing instead of just throwing your hands up, calling ball groups invincible and doubling down on that siege spec.

    When I reffer to people focusing on siege operators, there is two approaches and you mixed them both in your explanations. First one is when you send vampire nightblades to deal with people dropping oil on the catwalk. Ask Oniric if you don't believe me, we've done it plenty of times and it works like a charm. Second approach is to have one hand shield tanks in your setup who charge siege operators as you push them and distract them to make sure they don't use their siege again. Talcyndl can talk to you about it. He has always been great at doing such a role.

    Again, if there is 40 inside, you simply screwed your siege and let too many reinforced the inner. If you push that inner anyway and expect to survive, you're the one to blame.

    Btw and just to make it clear for everybody else, because I know you're aware of my intentions and my opinion on the siege buffs. I don't agree about the changes as they proposed them. I would like oil catapult debuff to be removed with charging maneuver. I would like meatbag healing debuff to be purged but only with synergies and player interraction. Finally and not the least, I would like oil catapult and lightning balista stamina/magicka damage to be tuned down to 2k.

    And again with this silly thing about how I shouldn't be able to take a keep against 40 people.

    If my group, one of the best in the game, can't take a keep against 40 people how do you think a faction is going to react, Frozn? I'll tell you what happens next, they'll bring a BIGGER ZERG. They're not going to just throw up their hands and go "well they got 40 people in there, call it a day," they'll pound zone and bring the entire faction there because THAT IS HOW YOU WANT IT. You want to be invincible in your keep, safe from the dreaded "ball group" and so you're going to get bigger and bigger zergs piling up. And I though that was what we wanted to avoid, I didn't realize we were trying to create bigger incentives to zerg.

    So at the end of it, for all your talk of getting better or spreading out, the core of it comes down to that you think once you have a well-defended inner you're good. You're done, I'm screwed. That's your balance. So this isn't about groups "learning to spread out" or "getting better at avoiding red" or (my favorite) "sending in the vampire assassins!" it's just about you not dying because a good group showed up to take your keep.

    That's just silly, man.

    If you decide to push a well defended keep, you should have near of no chance to win the fight. This also incentive people to spread out and to hit deeper in enemy territory to unstack people from the defending posture. New forward camps are going to help that alot and I'm looking forward into it.

    Once again and as alot of people have been telling you. It's not because people disagree with you that they are ignorant. Your arrogance is aggravating so I'm simply gonna let it go, once again.

    How about final emp keeps? I mean if that's the case then we should still have the 1st emperors of the campaigns still seating firmly as emperor.

    I saw that one coming and I almost answered it in my last post. You should have to make the faction pick between defending his final emp keep or their scrolls by pushing and opening their gates.

    Ok......they choose the final emp keep and fortify.....every other keep/scroll is lost. Now what? They are dug in and never coming out......guess we still have the original emps then in your view?

    Exactly. And the original emps sit on their final emp keep while the two other factions win the war. I'm satisfied.

    Oh now I see.....you still think people care about scores. Most folks I know haven't cared about the scoreboard since Wabbajack. Objectives...yes. Scoreboard....no. Also, you never win the war....it's eternal until the servers go offline.

    No wonder you guys can't understand that I spend my APs to actually buy sieges :) since you don't care about winning the campaign.. and the scoreboard. Well most of EP guilds remaining do care to play the game the way it was intended.

    If you don't like it, you're free to do whatever you like. But in the end the designers are going to put changes to favor people who wanna win the war. Not people who want to simply kill CoD style.

    rofl. You arent saying that with a straight face are you? the MAJORITY of Ep organized groups prefer AP farming. you can see it every night. Faragyl farm anyone? lol. you can see it everynight.

    once Meth gets empororship the only thing they care about is Emp group AP farming.

    Weren't you in nexus? What's with all the hate now that you moved AD?

    thats easy. AP Farming noobs. I hate it. worse than that i hate people that do it and make videos of it.

    i miss Crystalized the most. i switched to AD because i became friends with Crown and respect what he is trying to do on AD. similar to what Frozn tries most of the time. lol

    and it was well worth the grind because i got to meet Slaxus through Crown. i have a lot of respect for them. playing the game the way it is suppose to be. you wont find any videos of Victorem farming noobs.
    Edited by Darnathian on December 7, 2015 8:04PM
  • Darnathian
    Darnathian
    ✭✭✭✭✭
    Ghost-Shot wrote: »
    Jules wrote: »
    Darnathian wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Satiar wrote: »
    This will be short and sweet.. or not

    First of, if you except to take a keep with 40players inside, you should die. You took too much time, you didn't cover the posterns as you sieged the inner and you let people reinforced the keep.

    Some of us don't like PvDooring empty keeps. Some of us like having a good fight.

    Like I said multiple times already, this is not about pvedooring an empty keep. This is about using strategies to hit where the enemy does't expect you to hit. If you want to hit a keep well defended, you should have a really hard time to get it.
    But this really kind of hits home for me where you're coming from. I can take a keep right now from 50 people. You don't like that, you don't think i should be able to. Not sure how to argue you off that.

    I'm not saying that I don't like the fact that you can take a keep from 50 people. I'm saying that I don't like the fact that you can take it even though there is massive sieges deployed and even though you don't even have to actually focus siege operators down, you simply have to push in, spam purges, aoes, smart heals and barriers.
    Secondly, I know you cannot spread out when you get inside an inner breach, the reason why my whole explanation was reffering to the outter breach. If people are properly setted up inside an inner, you should have to take other walls down to clear it. The way people go right now, they push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path because of the power of a 24men group, of massive barriers, purges, smart healing and aoe cap. This should not be a thing.

    Ball groups should have to slowly make their way up the stairs, killing a few at a time, and timing their movements between each siege volley. They should assign specific roles into their group to assasinate and focus on siege operators. This is not what's happening right now. Ball groups push like a bull and no matter what's in front of them, they will destroy it. This is going to stop now. Ball groups will have to be careful before pushing inside an inner.

    Firstly, people don't just "push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path". Good groups do this against randoms or bad groups. Groups get MELTED doing this all the time. Hell, even my dreaded "24-boogyman group" gets melted doing this sometimes. Why? Because when a ton of siege is going off on you and you're getting bombed and trying to sustain and push through it all, it really hurts and can completely wipe you out.

    Second, Assassinating doesn't work. It's a stupid idea in today's game. It is, Frozn. Say i get one guy, who *somehow* manages to get past Caltrops, mines, oils, unpurgable snares and heal debuffs, alllllllll the way up to the top and manages to kill ONE guy on ONE siege. What than? He's dead at that point, and the man on siege is instantly replaced or instantly rezzed. Nothign was accomplished. It is a stupid idea and you should know better.

    I feel like in the end, you're just too far behind on the current meta to understand how a group works or how to stop it. If you think a group can just push into anything and win, you're flat out blind. Perhaps willfully so. Because I know you've been there when VE runs, I've seen you there some of those times we push at a keep, wipe in a keep maybe 6-7 times before we take it. We can't just run into it and mindlessly crush everything, it takes A LOT of work to take a well-defended keep, and often we will fail if resistance is that strong. Why don't you go talk to people from Haxus or GoS, groups that have successfully defended keeps from me with fewer or even numbers? Go see what they've got going on that you're missing instead of just throwing your hands up, calling ball groups invincible and doubling down on that siege spec.

    When I reffer to people focusing on siege operators, there is two approaches and you mixed them both in your explanations. First one is when you send vampire nightblades to deal with people dropping oil on the catwalk. Ask Oniric if you don't believe me, we've done it plenty of times and it works like a charm. Second approach is to have one hand shield tanks in your setup who charge siege operators as you push them and distract them to make sure they don't use their siege again. Talcyndl can talk to you about it. He has always been great at doing such a role.

    Again, if there is 40 inside, you simply screwed your siege and let too many reinforced the inner. If you push that inner anyway and expect to survive, you're the one to blame.

    Btw and just to make it clear for everybody else, because I know you're aware of my intentions and my opinion on the siege buffs. I don't agree about the changes as they proposed them. I would like oil catapult debuff to be removed with charging maneuver. I would like meatbag healing debuff to be purged but only with synergies and player interraction. Finally and not the least, I would like oil catapult and lightning balista stamina/magicka damage to be tuned down to 2k.

    And again with this silly thing about how I shouldn't be able to take a keep against 40 people.

    If my group, one of the best in the game, can't take a keep against 40 people how do you think a faction is going to react, Frozn? I'll tell you what happens next, they'll bring a BIGGER ZERG. They're not going to just throw up their hands and go "well they got 40 people in there, call it a day," they'll pound zone and bring the entire faction there because THAT IS HOW YOU WANT IT. You want to be invincible in your keep, safe from the dreaded "ball group" and so you're going to get bigger and bigger zergs piling up. And I though that was what we wanted to avoid, I didn't realize we were trying to create bigger incentives to zerg.

    So at the end of it, for all your talk of getting better or spreading out, the core of it comes down to that you think once you have a well-defended inner you're good. You're done, I'm screwed. That's your balance. So this isn't about groups "learning to spread out" or "getting better at avoiding red" or (my favorite) "sending in the vampire assassins!" it's just about you not dying because a good group showed up to take your keep.

    That's just silly, man.

    If you decide to push a well defended keep, you should have near of no chance to win the fight. This also incentive people to spread out and to hit deeper in enemy territory to unstack people from the defending posture. New forward camps are going to help that alot and I'm looking forward into it.

    Once again and as alot of people have been telling you. It's not because people disagree with you that they are ignorant. Your arrogance is aggravating so I'm simply gonna let it go, once again.

    How about final emp keeps? I mean if that's the case then we should still have the 1st emperors of the campaigns still seating firmly as emperor.

    I saw that one coming and I almost answered it in my last post. You should have to make the faction pick between defending his final emp keep or their scrolls by pushing and opening their gates.

    Ok......they choose the final emp keep and fortify.....every other keep/scroll is lost. Now what? They are dug in and never coming out......guess we still have the original emps then in your view?

    Exactly. And the original emps sit on their final emp keep while the two other factions win the war. I'm satisfied.

    Oh now I see.....you still think people care about scores. Most folks I know haven't cared about the scoreboard since Wabbajack. Objectives...yes. Scoreboard....no. Also, you never win the war....it's eternal until the servers go offline.

    No wonder you guys can't understand that I spend my APs to actually buy sieges :) since you don't care about winning the campaign.. and the scoreboard. Well most of EP guilds remaining do care to play the game the way it was intended.

    If you don't like it, you're free to do whatever you like. But in the end the designers are going to put changes to favor people who wanna win the war. Not people who want to simply kill CoD style.

    rofl. You arent saying that with a straight face are you? the MAJORITY of Ep organized groups prefer AP farming. you can see it every night. Faragyl farm anyone? lol. you can see it everynight.

    once Meth gets empororship the only thing they care about is Emp group AP farming.

    Weren't you in nexus? What's with all the hate now that you moved AD?

    Lol Nexus were like the most OP farmers, do you remember when we were still red having to race Zavus to pick up scrolls?

    i do. i left EP right after Zavus left. he was a great raid caller and most of the time cared about objectives. until towards the end when he wanted to get Overlord.
    Edited by Darnathian on December 7, 2015 8:02PM
  •  Jules
    Jules
    ✭✭✭✭✭
    ✭✭
    Darnathian wrote: »
    Jules wrote: »
    Darnathian wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Satiar wrote: »
    This will be short and sweet.. or not

    First of, if you except to take a keep with 40players inside, you should die. You took too much time, you didn't cover the posterns as you sieged the inner and you let people reinforced the keep.

    Some of us don't like PvDooring empty keeps. Some of us like having a good fight.

    Like I said multiple times already, this is not about pvedooring an empty keep. This is about using strategies to hit where the enemy does't expect you to hit. If you want to hit a keep well defended, you should have a really hard time to get it.
    But this really kind of hits home for me where you're coming from. I can take a keep right now from 50 people. You don't like that, you don't think i should be able to. Not sure how to argue you off that.

    I'm not saying that I don't like the fact that you can take a keep from 50 people. I'm saying that I don't like the fact that you can take it even though there is massive sieges deployed and even though you don't even have to actually focus siege operators down, you simply have to push in, spam purges, aoes, smart heals and barriers.
    Secondly, I know you cannot spread out when you get inside an inner breach, the reason why my whole explanation was reffering to the outter breach. If people are properly setted up inside an inner, you should have to take other walls down to clear it. The way people go right now, they push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path because of the power of a 24men group, of massive barriers, purges, smart healing and aoe cap. This should not be a thing.

    Ball groups should have to slowly make their way up the stairs, killing a few at a time, and timing their movements between each siege volley. They should assign specific roles into their group to assasinate and focus on siege operators. This is not what's happening right now. Ball groups push like a bull and no matter what's in front of them, they will destroy it. This is going to stop now. Ball groups will have to be careful before pushing inside an inner.

    Firstly, people don't just "push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path". Good groups do this against randoms or bad groups. Groups get MELTED doing this all the time. Hell, even my dreaded "24-boogyman group" gets melted doing this sometimes. Why? Because when a ton of siege is going off on you and you're getting bombed and trying to sustain and push through it all, it really hurts and can completely wipe you out.

    Second, Assassinating doesn't work. It's a stupid idea in today's game. It is, Frozn. Say i get one guy, who *somehow* manages to get past Caltrops, mines, oils, unpurgable snares and heal debuffs, alllllllll the way up to the top and manages to kill ONE guy on ONE siege. What than? He's dead at that point, and the man on siege is instantly replaced or instantly rezzed. Nothign was accomplished. It is a stupid idea and you should know better.

    I feel like in the end, you're just too far behind on the current meta to understand how a group works or how to stop it. If you think a group can just push into anything and win, you're flat out blind. Perhaps willfully so. Because I know you've been there when VE runs, I've seen you there some of those times we push at a keep, wipe in a keep maybe 6-7 times before we take it. We can't just run into it and mindlessly crush everything, it takes A LOT of work to take a well-defended keep, and often we will fail if resistance is that strong. Why don't you go talk to people from Haxus or GoS, groups that have successfully defended keeps from me with fewer or even numbers? Go see what they've got going on that you're missing instead of just throwing your hands up, calling ball groups invincible and doubling down on that siege spec.

    When I reffer to people focusing on siege operators, there is two approaches and you mixed them both in your explanations. First one is when you send vampire nightblades to deal with people dropping oil on the catwalk. Ask Oniric if you don't believe me, we've done it plenty of times and it works like a charm. Second approach is to have one hand shield tanks in your setup who charge siege operators as you push them and distract them to make sure they don't use their siege again. Talcyndl can talk to you about it. He has always been great at doing such a role.

    Again, if there is 40 inside, you simply screwed your siege and let too many reinforced the inner. If you push that inner anyway and expect to survive, you're the one to blame.

    Btw and just to make it clear for everybody else, because I know you're aware of my intentions and my opinion on the siege buffs. I don't agree about the changes as they proposed them. I would like oil catapult debuff to be removed with charging maneuver. I would like meatbag healing debuff to be purged but only with synergies and player interraction. Finally and not the least, I would like oil catapult and lightning balista stamina/magicka damage to be tuned down to 2k.

    And again with this silly thing about how I shouldn't be able to take a keep against 40 people.

    If my group, one of the best in the game, can't take a keep against 40 people how do you think a faction is going to react, Frozn? I'll tell you what happens next, they'll bring a BIGGER ZERG. They're not going to just throw up their hands and go "well they got 40 people in there, call it a day," they'll pound zone and bring the entire faction there because THAT IS HOW YOU WANT IT. You want to be invincible in your keep, safe from the dreaded "ball group" and so you're going to get bigger and bigger zergs piling up. And I though that was what we wanted to avoid, I didn't realize we were trying to create bigger incentives to zerg.

    So at the end of it, for all your talk of getting better or spreading out, the core of it comes down to that you think once you have a well-defended inner you're good. You're done, I'm screwed. That's your balance. So this isn't about groups "learning to spread out" or "getting better at avoiding red" or (my favorite) "sending in the vampire assassins!" it's just about you not dying because a good group showed up to take your keep.

    That's just silly, man.

    If you decide to push a well defended keep, you should have near of no chance to win the fight. This also incentive people to spread out and to hit deeper in enemy territory to unstack people from the defending posture. New forward camps are going to help that alot and I'm looking forward into it.

    Once again and as alot of people have been telling you. It's not because people disagree with you that they are ignorant. Your arrogance is aggravating so I'm simply gonna let it go, once again.

    How about final emp keeps? I mean if that's the case then we should still have the 1st emperors of the campaigns still seating firmly as emperor.

    I saw that one coming and I almost answered it in my last post. You should have to make the faction pick between defending his final emp keep or their scrolls by pushing and opening their gates.

    Ok......they choose the final emp keep and fortify.....every other keep/scroll is lost. Now what? They are dug in and never coming out......guess we still have the original emps then in your view?

    Exactly. And the original emps sit on their final emp keep while the two other factions win the war. I'm satisfied.

    Oh now I see.....you still think people care about scores. Most folks I know haven't cared about the scoreboard since Wabbajack. Objectives...yes. Scoreboard....no. Also, you never win the war....it's eternal until the servers go offline.

    No wonder you guys can't understand that I spend my APs to actually buy sieges :) since you don't care about winning the campaign.. and the scoreboard. Well most of EP guilds remaining do care to play the game the way it was intended.

    If you don't like it, you're free to do whatever you like. But in the end the designers are going to put changes to favor people who wanna win the war. Not people who want to simply kill CoD style.

    rofl. You arent saying that with a straight face are you? the MAJORITY of Ep organized groups prefer AP farming. you can see it every night. Faragyl farm anyone? lol. you can see it everynight.

    once Meth gets empororship the only thing they care about is Emp group AP farming.

    Weren't you in nexus? What's with all the hate now that you moved AD?

    thats easy. AP Farming noobs. I hate it. worse than that i hate people that do it and make videos of it.

    i miss Crystalized the most. i switched to AD because i became friends with Crown and respect what he is trying to do on AD. similar to what Frozn tries most of the time. lol

    and it was well worth the grind because i got to meet Slaxus through Crown. i have a lot of respect for them. playing the game the way it is suppose to be. you wont find any videos of Victorem farming noobs.

    Grats on finding your eso soul mates, I guess.
    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
  • Darnathian
    Darnathian
    ✭✭✭✭✭
    Jules wrote: »
    Darnathian wrote: »
    Jules wrote: »
    Darnathian wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Satiar wrote: »
    This will be short and sweet.. or not

    First of, if you except to take a keep with 40players inside, you should die. You took too much time, you didn't cover the posterns as you sieged the inner and you let people reinforced the keep.

    Some of us don't like PvDooring empty keeps. Some of us like having a good fight.

    Like I said multiple times already, this is not about pvedooring an empty keep. This is about using strategies to hit where the enemy does't expect you to hit. If you want to hit a keep well defended, you should have a really hard time to get it.
    But this really kind of hits home for me where you're coming from. I can take a keep right now from 50 people. You don't like that, you don't think i should be able to. Not sure how to argue you off that.

    I'm not saying that I don't like the fact that you can take a keep from 50 people. I'm saying that I don't like the fact that you can take it even though there is massive sieges deployed and even though you don't even have to actually focus siege operators down, you simply have to push in, spam purges, aoes, smart heals and barriers.
    Secondly, I know you cannot spread out when you get inside an inner breach, the reason why my whole explanation was reffering to the outter breach. If people are properly setted up inside an inner, you should have to take other walls down to clear it. The way people go right now, they push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path because of the power of a 24men group, of massive barriers, purges, smart healing and aoe cap. This should not be a thing.

    Ball groups should have to slowly make their way up the stairs, killing a few at a time, and timing their movements between each siege volley. They should assign specific roles into their group to assasinate and focus on siege operators. This is not what's happening right now. Ball groups push like a bull and no matter what's in front of them, they will destroy it. This is going to stop now. Ball groups will have to be careful before pushing inside an inner.

    Firstly, people don't just "push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path". Good groups do this against randoms or bad groups. Groups get MELTED doing this all the time. Hell, even my dreaded "24-boogyman group" gets melted doing this sometimes. Why? Because when a ton of siege is going off on you and you're getting bombed and trying to sustain and push through it all, it really hurts and can completely wipe you out.

    Second, Assassinating doesn't work. It's a stupid idea in today's game. It is, Frozn. Say i get one guy, who *somehow* manages to get past Caltrops, mines, oils, unpurgable snares and heal debuffs, alllllllll the way up to the top and manages to kill ONE guy on ONE siege. What than? He's dead at that point, and the man on siege is instantly replaced or instantly rezzed. Nothign was accomplished. It is a stupid idea and you should know better.

    I feel like in the end, you're just too far behind on the current meta to understand how a group works or how to stop it. If you think a group can just push into anything and win, you're flat out blind. Perhaps willfully so. Because I know you've been there when VE runs, I've seen you there some of those times we push at a keep, wipe in a keep maybe 6-7 times before we take it. We can't just run into it and mindlessly crush everything, it takes A LOT of work to take a well-defended keep, and often we will fail if resistance is that strong. Why don't you go talk to people from Haxus or GoS, groups that have successfully defended keeps from me with fewer or even numbers? Go see what they've got going on that you're missing instead of just throwing your hands up, calling ball groups invincible and doubling down on that siege spec.

    When I reffer to people focusing on siege operators, there is two approaches and you mixed them both in your explanations. First one is when you send vampire nightblades to deal with people dropping oil on the catwalk. Ask Oniric if you don't believe me, we've done it plenty of times and it works like a charm. Second approach is to have one hand shield tanks in your setup who charge siege operators as you push them and distract them to make sure they don't use their siege again. Talcyndl can talk to you about it. He has always been great at doing such a role.

    Again, if there is 40 inside, you simply screwed your siege and let too many reinforced the inner. If you push that inner anyway and expect to survive, you're the one to blame.

    Btw and just to make it clear for everybody else, because I know you're aware of my intentions and my opinion on the siege buffs. I don't agree about the changes as they proposed them. I would like oil catapult debuff to be removed with charging maneuver. I would like meatbag healing debuff to be purged but only with synergies and player interraction. Finally and not the least, I would like oil catapult and lightning balista stamina/magicka damage to be tuned down to 2k.

    And again with this silly thing about how I shouldn't be able to take a keep against 40 people.

    If my group, one of the best in the game, can't take a keep against 40 people how do you think a faction is going to react, Frozn? I'll tell you what happens next, they'll bring a BIGGER ZERG. They're not going to just throw up their hands and go "well they got 40 people in there, call it a day," they'll pound zone and bring the entire faction there because THAT IS HOW YOU WANT IT. You want to be invincible in your keep, safe from the dreaded "ball group" and so you're going to get bigger and bigger zergs piling up. And I though that was what we wanted to avoid, I didn't realize we were trying to create bigger incentives to zerg.

    So at the end of it, for all your talk of getting better or spreading out, the core of it comes down to that you think once you have a well-defended inner you're good. You're done, I'm screwed. That's your balance. So this isn't about groups "learning to spread out" or "getting better at avoiding red" or (my favorite) "sending in the vampire assassins!" it's just about you not dying because a good group showed up to take your keep.

    That's just silly, man.

    If you decide to push a well defended keep, you should have near of no chance to win the fight. This also incentive people to spread out and to hit deeper in enemy territory to unstack people from the defending posture. New forward camps are going to help that alot and I'm looking forward into it.

    Once again and as alot of people have been telling you. It's not because people disagree with you that they are ignorant. Your arrogance is aggravating so I'm simply gonna let it go, once again.

    How about final emp keeps? I mean if that's the case then we should still have the 1st emperors of the campaigns still seating firmly as emperor.

    I saw that one coming and I almost answered it in my last post. You should have to make the faction pick between defending his final emp keep or their scrolls by pushing and opening their gates.

    Ok......they choose the final emp keep and fortify.....every other keep/scroll is lost. Now what? They are dug in and never coming out......guess we still have the original emps then in your view?

    Exactly. And the original emps sit on their final emp keep while the two other factions win the war. I'm satisfied.

    Oh now I see.....you still think people care about scores. Most folks I know haven't cared about the scoreboard since Wabbajack. Objectives...yes. Scoreboard....no. Also, you never win the war....it's eternal until the servers go offline.

    No wonder you guys can't understand that I spend my APs to actually buy sieges :) since you don't care about winning the campaign.. and the scoreboard. Well most of EP guilds remaining do care to play the game the way it was intended.

    If you don't like it, you're free to do whatever you like. But in the end the designers are going to put changes to favor people who wanna win the war. Not people who want to simply kill CoD style.

    rofl. You arent saying that with a straight face are you? the MAJORITY of Ep organized groups prefer AP farming. you can see it every night. Faragyl farm anyone? lol. you can see it everynight.

    once Meth gets empororship the only thing they care about is Emp group AP farming.

    Weren't you in nexus? What's with all the hate now that you moved AD?

    thats easy. AP Farming noobs. I hate it. worse than that i hate people that do it and make videos of it.

    i miss Crystalized the most. i switched to AD because i became friends with Crown and respect what he is trying to do on AD. similar to what Frozn tries most of the time. lol

    and it was well worth the grind because i got to meet Slaxus through Crown. i have a lot of respect for them. playing the game the way it is suppose to be. you wont find any videos of Victorem farming noobs.

    Grats on finding your eso soul mates, I guess.

    i didnt say that. my eso soul mate left. please come back Crystal!
  • Manoekin
    Manoekin
    ✭✭✭✭✭
    ✭✭
    Darnathian wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Satiar wrote: »
    This will be short and sweet.. or not

    First of, if you except to take a keep with 40players inside, you should die. You took too much time, you didn't cover the posterns as you sieged the inner and you let people reinforced the keep.

    Some of us don't like PvDooring empty keeps. Some of us like having a good fight.

    Like I said multiple times already, this is not about pvedooring an empty keep. This is about using strategies to hit where the enemy does't expect you to hit. If you want to hit a keep well defended, you should have a really hard time to get it.
    But this really kind of hits home for me where you're coming from. I can take a keep right now from 50 people. You don't like that, you don't think i should be able to. Not sure how to argue you off that.

    I'm not saying that I don't like the fact that you can take a keep from 50 people. I'm saying that I don't like the fact that you can take it even though there is massive sieges deployed and even though you don't even have to actually focus siege operators down, you simply have to push in, spam purges, aoes, smart heals and barriers.
    Secondly, I know you cannot spread out when you get inside an inner breach, the reason why my whole explanation was reffering to the outter breach. If people are properly setted up inside an inner, you should have to take other walls down to clear it. The way people go right now, they push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path because of the power of a 24men group, of massive barriers, purges, smart healing and aoe cap. This should not be a thing.

    Ball groups should have to slowly make their way up the stairs, killing a few at a time, and timing their movements between each siege volley. They should assign specific roles into their group to assasinate and focus on siege operators. This is not what's happening right now. Ball groups push like a bull and no matter what's in front of them, they will destroy it. This is going to stop now. Ball groups will have to be careful before pushing inside an inner.

    Firstly, people don't just "push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path". Good groups do this against randoms or bad groups. Groups get MELTED doing this all the time. Hell, even my dreaded "24-boogyman group" gets melted doing this sometimes. Why? Because when a ton of siege is going off on you and you're getting bombed and trying to sustain and push through it all, it really hurts and can completely wipe you out.

    Second, Assassinating doesn't work. It's a stupid idea in today's game. It is, Frozn. Say i get one guy, who *somehow* manages to get past Caltrops, mines, oils, unpurgable snares and heal debuffs, alllllllll the way up to the top and manages to kill ONE guy on ONE siege. What than? He's dead at that point, and the man on siege is instantly replaced or instantly rezzed. Nothign was accomplished. It is a stupid idea and you should know better.

    I feel like in the end, you're just too far behind on the current meta to understand how a group works or how to stop it. If you think a group can just push into anything and win, you're flat out blind. Perhaps willfully so. Because I know you've been there when VE runs, I've seen you there some of those times we push at a keep, wipe in a keep maybe 6-7 times before we take it. We can't just run into it and mindlessly crush everything, it takes A LOT of work to take a well-defended keep, and often we will fail if resistance is that strong. Why don't you go talk to people from Haxus or GoS, groups that have successfully defended keeps from me with fewer or even numbers? Go see what they've got going on that you're missing instead of just throwing your hands up, calling ball groups invincible and doubling down on that siege spec.

    When I reffer to people focusing on siege operators, there is two approaches and you mixed them both in your explanations. First one is when you send vampire nightblades to deal with people dropping oil on the catwalk. Ask Oniric if you don't believe me, we've done it plenty of times and it works like a charm. Second approach is to have one hand shield tanks in your setup who charge siege operators as you push them and distract them to make sure they don't use their siege again. Talcyndl can talk to you about it. He has always been great at doing such a role.

    Again, if there is 40 inside, you simply screwed your siege and let too many reinforced the inner. If you push that inner anyway and expect to survive, you're the one to blame.

    Btw and just to make it clear for everybody else, because I know you're aware of my intentions and my opinion on the siege buffs. I don't agree about the changes as they proposed them. I would like oil catapult debuff to be removed with charging maneuver. I would like meatbag healing debuff to be purged but only with synergies and player interraction. Finally and not the least, I would like oil catapult and lightning balista stamina/magicka damage to be tuned down to 2k.

    And again with this silly thing about how I shouldn't be able to take a keep against 40 people.

    If my group, one of the best in the game, can't take a keep against 40 people how do you think a faction is going to react, Frozn? I'll tell you what happens next, they'll bring a BIGGER ZERG. They're not going to just throw up their hands and go "well they got 40 people in there, call it a day," they'll pound zone and bring the entire faction there because THAT IS HOW YOU WANT IT. You want to be invincible in your keep, safe from the dreaded "ball group" and so you're going to get bigger and bigger zergs piling up. And I though that was what we wanted to avoid, I didn't realize we were trying to create bigger incentives to zerg.

    So at the end of it, for all your talk of getting better or spreading out, the core of it comes down to that you think once you have a well-defended inner you're good. You're done, I'm screwed. That's your balance. So this isn't about groups "learning to spread out" or "getting better at avoiding red" or (my favorite) "sending in the vampire assassins!" it's just about you not dying because a good group showed up to take your keep.

    That's just silly, man.

    If you decide to push a well defended keep, you should have near of no chance to win the fight. This also incentive people to spread out and to hit deeper in enemy territory to unstack people from the defending posture. New forward camps are going to help that alot and I'm looking forward into it.

    Once again and as alot of people have been telling you. It's not because people disagree with you that they are ignorant. Your arrogance is aggravating so I'm simply gonna let it go, once again.

    How about final emp keeps? I mean if that's the case then we should still have the 1st emperors of the campaigns still seating firmly as emperor.

    I saw that one coming and I almost answered it in my last post. You should have to make the faction pick between defending his final emp keep or their scrolls by pushing and opening their gates.

    Ok......they choose the final emp keep and fortify.....every other keep/scroll is lost. Now what? They are dug in and never coming out......guess we still have the original emps then in your view?

    nope. you will have Haxus pvdooring like they do almost every undefended night. it is so hilarious getting killed and then tea bagged when its 16+ dudes on one. so much skill. i really wish their were population requirements to prevent this or something.

    Everyone PvDoors
  •  Jules
    Jules
    ✭✭✭✭✭
    ✭✭
    Darnathian wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Satiar wrote: »
    This will be short and sweet.. or not

    First of, if you except to take a keep with 40players inside, you should die. You took too much time, you didn't cover the posterns as you sieged the inner and you let people reinforced the keep.

    Some of us don't like PvDooring empty keeps. Some of us like having a good fight.

    Like I said multiple times already, this is not about pvedooring an empty keep. This is about using strategies to hit where the enemy does't expect you to hit. If you want to hit a keep well defended, you should have a really hard time to get it.
    But this really kind of hits home for me where you're coming from. I can take a keep right now from 50 people. You don't like that, you don't think i should be able to. Not sure how to argue you off that.

    I'm not saying that I don't like the fact that you can take a keep from 50 people. I'm saying that I don't like the fact that you can take it even though there is massive sieges deployed and even though you don't even have to actually focus siege operators down, you simply have to push in, spam purges, aoes, smart heals and barriers.
    Secondly, I know you cannot spread out when you get inside an inner breach, the reason why my whole explanation was reffering to the outter breach. If people are properly setted up inside an inner, you should have to take other walls down to clear it. The way people go right now, they push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path because of the power of a 24men group, of massive barriers, purges, smart healing and aoe cap. This should not be a thing.

    Ball groups should have to slowly make their way up the stairs, killing a few at a time, and timing their movements between each siege volley. They should assign specific roles into their group to assasinate and focus on siege operators. This is not what's happening right now. Ball groups push like a bull and no matter what's in front of them, they will destroy it. This is going to stop now. Ball groups will have to be careful before pushing inside an inner.

    Firstly, people don't just "push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path". Good groups do this against randoms or bad groups. Groups get MELTED doing this all the time. Hell, even my dreaded "24-boogyman group" gets melted doing this sometimes. Why? Because when a ton of siege is going off on you and you're getting bombed and trying to sustain and push through it all, it really hurts and can completely wipe you out.

    Second, Assassinating doesn't work. It's a stupid idea in today's game. It is, Frozn. Say i get one guy, who *somehow* manages to get past Caltrops, mines, oils, unpurgable snares and heal debuffs, alllllllll the way up to the top and manages to kill ONE guy on ONE siege. What than? He's dead at that point, and the man on siege is instantly replaced or instantly rezzed. Nothign was accomplished. It is a stupid idea and you should know better.

    I feel like in the end, you're just too far behind on the current meta to understand how a group works or how to stop it. If you think a group can just push into anything and win, you're flat out blind. Perhaps willfully so. Because I know you've been there when VE runs, I've seen you there some of those times we push at a keep, wipe in a keep maybe 6-7 times before we take it. We can't just run into it and mindlessly crush everything, it takes A LOT of work to take a well-defended keep, and often we will fail if resistance is that strong. Why don't you go talk to people from Haxus or GoS, groups that have successfully defended keeps from me with fewer or even numbers? Go see what they've got going on that you're missing instead of just throwing your hands up, calling ball groups invincible and doubling down on that siege spec.

    When I reffer to people focusing on siege operators, there is two approaches and you mixed them both in your explanations. First one is when you send vampire nightblades to deal with people dropping oil on the catwalk. Ask Oniric if you don't believe me, we've done it plenty of times and it works like a charm. Second approach is to have one hand shield tanks in your setup who charge siege operators as you push them and distract them to make sure they don't use their siege again. Talcyndl can talk to you about it. He has always been great at doing such a role.

    Again, if there is 40 inside, you simply screwed your siege and let too many reinforced the inner. If you push that inner anyway and expect to survive, you're the one to blame.

    Btw and just to make it clear for everybody else, because I know you're aware of my intentions and my opinion on the siege buffs. I don't agree about the changes as they proposed them. I would like oil catapult debuff to be removed with charging maneuver. I would like meatbag healing debuff to be purged but only with synergies and player interraction. Finally and not the least, I would like oil catapult and lightning balista stamina/magicka damage to be tuned down to 2k.

    And again with this silly thing about how I shouldn't be able to take a keep against 40 people.

    If my group, one of the best in the game, can't take a keep against 40 people how do you think a faction is going to react, Frozn? I'll tell you what happens next, they'll bring a BIGGER ZERG. They're not going to just throw up their hands and go "well they got 40 people in there, call it a day," they'll pound zone and bring the entire faction there because THAT IS HOW YOU WANT IT. You want to be invincible in your keep, safe from the dreaded "ball group" and so you're going to get bigger and bigger zergs piling up. And I though that was what we wanted to avoid, I didn't realize we were trying to create bigger incentives to zerg.

    So at the end of it, for all your talk of getting better or spreading out, the core of it comes down to that you think once you have a well-defended inner you're good. You're done, I'm screwed. That's your balance. So this isn't about groups "learning to spread out" or "getting better at avoiding red" or (my favorite) "sending in the vampire assassins!" it's just about you not dying because a good group showed up to take your keep.

    That's just silly, man.

    If you decide to push a well defended keep, you should have near of no chance to win the fight. This also incentive people to spread out and to hit deeper in enemy territory to unstack people from the defending posture. New forward camps are going to help that alot and I'm looking forward into it.

    Once again and as alot of people have been telling you. It's not because people disagree with you that they are ignorant. Your arrogance is aggravating so I'm simply gonna let it go, once again.

    How about final emp keeps? I mean if that's the case then we should still have the 1st emperors of the campaigns still seating firmly as emperor.

    I saw that one coming and I almost answered it in my last post. You should have to make the faction pick between defending his final emp keep or their scrolls by pushing and opening their gates.

    Ok......they choose the final emp keep and fortify.....every other keep/scroll is lost. Now what? They are dug in and never coming out......guess we still have the original emps then in your view?

    nope. you will have Haxus pvdooring like they do almost every undefended night. it is so hilarious getting killed and then tea bagged when its 16+ dudes on one. so much skill. i really wish their were population requirements to prevent this or something.

    I thought we were just AP farming noobs who didn't care about objectives? If so, please explain why we would also care to finish objectives like pvdooring maps? Lol, so contradictory.
    Edited by Jules on December 7, 2015 9:27PM
    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
  • Manoekin
    Manoekin
    ✭✭✭✭✭
    ✭✭
    Jules wrote: »
    Manoekin wrote: »
    Darnathian wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Satiar wrote: »
    This will be short and sweet.. or not

    First of, if you except to take a keep with 40players inside, you should die. You took too much time, you didn't cover the posterns as you sieged the inner and you let people reinforced the keep.

    Some of us don't like PvDooring empty keeps. Some of us like having a good fight.

    Like I said multiple times already, this is not about pvedooring an empty keep. This is about using strategies to hit where the enemy does't expect you to hit. If you want to hit a keep well defended, you should have a really hard time to get it.
    But this really kind of hits home for me where you're coming from. I can take a keep right now from 50 people. You don't like that, you don't think i should be able to. Not sure how to argue you off that.

    I'm not saying that I don't like the fact that you can take a keep from 50 people. I'm saying that I don't like the fact that you can take it even though there is massive sieges deployed and even though you don't even have to actually focus siege operators down, you simply have to push in, spam purges, aoes, smart heals and barriers.
    Secondly, I know you cannot spread out when you get inside an inner breach, the reason why my whole explanation was reffering to the outter breach. If people are properly setted up inside an inner, you should have to take other walls down to clear it. The way people go right now, they push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path because of the power of a 24men group, of massive barriers, purges, smart healing and aoe cap. This should not be a thing.

    Ball groups should have to slowly make their way up the stairs, killing a few at a time, and timing their movements between each siege volley. They should assign specific roles into their group to assasinate and focus on siege operators. This is not what's happening right now. Ball groups push like a bull and no matter what's in front of them, they will destroy it. This is going to stop now. Ball groups will have to be careful before pushing inside an inner.

    Firstly, people don't just "push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path". Good groups do this against randoms or bad groups. Groups get MELTED doing this all the time. Hell, even my dreaded "24-boogyman group" gets melted doing this sometimes. Why? Because when a ton of siege is going off on you and you're getting bombed and trying to sustain and push through it all, it really hurts and can completely wipe you out.

    Second, Assassinating doesn't work. It's a stupid idea in today's game. It is, Frozn. Say i get one guy, who *somehow* manages to get past Caltrops, mines, oils, unpurgable snares and heal debuffs, alllllllll the way up to the top and manages to kill ONE guy on ONE siege. What than? He's dead at that point, and the man on siege is instantly replaced or instantly rezzed. Nothign was accomplished. It is a stupid idea and you should know better.

    I feel like in the end, you're just too far behind on the current meta to understand how a group works or how to stop it. If you think a group can just push into anything and win, you're flat out blind. Perhaps willfully so. Because I know you've been there when VE runs, I've seen you there some of those times we push at a keep, wipe in a keep maybe 6-7 times before we take it. We can't just run into it and mindlessly crush everything, it takes A LOT of work to take a well-defended keep, and often we will fail if resistance is that strong. Why don't you go talk to people from Haxus or GoS, groups that have successfully defended keeps from me with fewer or even numbers? Go see what they've got going on that you're missing instead of just throwing your hands up, calling ball groups invincible and doubling down on that siege spec.

    When I reffer to people focusing on siege operators, there is two approaches and you mixed them both in your explanations. First one is when you send vampire nightblades to deal with people dropping oil on the catwalk. Ask Oniric if you don't believe me, we've done it plenty of times and it works like a charm. Second approach is to have one hand shield tanks in your setup who charge siege operators as you push them and distract them to make sure they don't use their siege again. Talcyndl can talk to you about it. He has always been great at doing such a role.

    Again, if there is 40 inside, you simply screwed your siege and let too many reinforced the inner. If you push that inner anyway and expect to survive, you're the one to blame.

    Btw and just to make it clear for everybody else, because I know you're aware of my intentions and my opinion on the siege buffs. I don't agree about the changes as they proposed them. I would like oil catapult debuff to be removed with charging maneuver. I would like meatbag healing debuff to be purged but only with synergies and player interraction. Finally and not the least, I would like oil catapult and lightning balista stamina/magicka damage to be tuned down to 2k.

    And again with this silly thing about how I shouldn't be able to take a keep against 40 people.

    If my group, one of the best in the game, can't take a keep against 40 people how do you think a faction is going to react, Frozn? I'll tell you what happens next, they'll bring a BIGGER ZERG. They're not going to just throw up their hands and go "well they got 40 people in there, call it a day," they'll pound zone and bring the entire faction there because THAT IS HOW YOU WANT IT. You want to be invincible in your keep, safe from the dreaded "ball group" and so you're going to get bigger and bigger zergs piling up. And I though that was what we wanted to avoid, I didn't realize we were trying to create bigger incentives to zerg.

    So at the end of it, for all your talk of getting better or spreading out, the core of it comes down to that you think once you have a well-defended inner you're good. You're done, I'm screwed. That's your balance. So this isn't about groups "learning to spread out" or "getting better at avoiding red" or (my favorite) "sending in the vampire assassins!" it's just about you not dying because a good group showed up to take your keep.

    That's just silly, man.

    If you decide to push a well defended keep, you should have near of no chance to win the fight. This also incentive people to spread out and to hit deeper in enemy territory to unstack people from the defending posture. New forward camps are going to help that alot and I'm looking forward into it.

    Once again and as alot of people have been telling you. It's not because people disagree with you that they are ignorant. Your arrogance is aggravating so I'm simply gonna let it go, once again.

    How about final emp keeps? I mean if that's the case then we should still have the 1st emperors of the campaigns still seating firmly as emperor.

    I saw that one coming and I almost answered it in my last post. You should have to make the faction pick between defending his final emp keep or their scrolls by pushing and opening their gates.

    Ok......they choose the final emp keep and fortify.....every other keep/scroll is lost. Now what? They are dug in and never coming out......guess we still have the original emps then in your view?

    nope. you will have Haxus pvdooring like they do almost every undefended night. it is so hilarious getting killed and then tea bagged when its 16+ dudes on one. so much skill. i really wish their were population requirements to prevent this or something.

    Everyone PvDoors

    I thought we were just AP farming noobs who didn't care about objectives? If so, please explain why we would also care to finish objectives like pvdooring maps? Lol, so contradictory.

    <3
    Edited by Manoekin on December 7, 2015 9:33PM
  •  Jules
    Jules
    ✭✭✭✭✭
    ✭✭
    Manoekin wrote: »
    Jules wrote: »
    Manoekin wrote: »
    Darnathian wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Satiar wrote: »
    This will be short and sweet.. or not

    First of, if you except to take a keep with 40players inside, you should die. You took too much time, you didn't cover the posterns as you sieged the inner and you let people reinforced the keep.

    Some of us don't like PvDooring empty keeps. Some of us like having a good fight.

    Like I said multiple times already, this is not about pvedooring an empty keep. This is about using strategies to hit where the enemy does't expect you to hit. If you want to hit a keep well defended, you should have a really hard time to get it.
    But this really kind of hits home for me where you're coming from. I can take a keep right now from 50 people. You don't like that, you don't think i should be able to. Not sure how to argue you off that.

    I'm not saying that I don't like the fact that you can take a keep from 50 people. I'm saying that I don't like the fact that you can take it even though there is massive sieges deployed and even though you don't even have to actually focus siege operators down, you simply have to push in, spam purges, aoes, smart heals and barriers.
    Secondly, I know you cannot spread out when you get inside an inner breach, the reason why my whole explanation was reffering to the outter breach. If people are properly setted up inside an inner, you should have to take other walls down to clear it. The way people go right now, they push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path because of the power of a 24men group, of massive barriers, purges, smart healing and aoe cap. This should not be a thing.

    Ball groups should have to slowly make their way up the stairs, killing a few at a time, and timing their movements between each siege volley. They should assign specific roles into their group to assasinate and focus on siege operators. This is not what's happening right now. Ball groups push like a bull and no matter what's in front of them, they will destroy it. This is going to stop now. Ball groups will have to be careful before pushing inside an inner.

    Firstly, people don't just "push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path". Good groups do this against randoms or bad groups. Groups get MELTED doing this all the time. Hell, even my dreaded "24-boogyman group" gets melted doing this sometimes. Why? Because when a ton of siege is going off on you and you're getting bombed and trying to sustain and push through it all, it really hurts and can completely wipe you out.

    Second, Assassinating doesn't work. It's a stupid idea in today's game. It is, Frozn. Say i get one guy, who *somehow* manages to get past Caltrops, mines, oils, unpurgable snares and heal debuffs, alllllllll the way up to the top and manages to kill ONE guy on ONE siege. What than? He's dead at that point, and the man on siege is instantly replaced or instantly rezzed. Nothign was accomplished. It is a stupid idea and you should know better.

    I feel like in the end, you're just too far behind on the current meta to understand how a group works or how to stop it. If you think a group can just push into anything and win, you're flat out blind. Perhaps willfully so. Because I know you've been there when VE runs, I've seen you there some of those times we push at a keep, wipe in a keep maybe 6-7 times before we take it. We can't just run into it and mindlessly crush everything, it takes A LOT of work to take a well-defended keep, and often we will fail if resistance is that strong. Why don't you go talk to people from Haxus or GoS, groups that have successfully defended keeps from me with fewer or even numbers? Go see what they've got going on that you're missing instead of just throwing your hands up, calling ball groups invincible and doubling down on that siege spec.

    When I reffer to people focusing on siege operators, there is two approaches and you mixed them both in your explanations. First one is when you send vampire nightblades to deal with people dropping oil on the catwalk. Ask Oniric if you don't believe me, we've done it plenty of times and it works like a charm. Second approach is to have one hand shield tanks in your setup who charge siege operators as you push them and distract them to make sure they don't use their siege again. Talcyndl can talk to you about it. He has always been great at doing such a role.

    Again, if there is 40 inside, you simply screwed your siege and let too many reinforced the inner. If you push that inner anyway and expect to survive, you're the one to blame.

    Btw and just to make it clear for everybody else, because I know you're aware of my intentions and my opinion on the siege buffs. I don't agree about the changes as they proposed them. I would like oil catapult debuff to be removed with charging maneuver. I would like meatbag healing debuff to be purged but only with synergies and player interraction. Finally and not the least, I would like oil catapult and lightning balista stamina/magicka damage to be tuned down to 2k.

    And again with this silly thing about how I shouldn't be able to take a keep against 40 people.

    If my group, one of the best in the game, can't take a keep against 40 people how do you think a faction is going to react, Frozn? I'll tell you what happens next, they'll bring a BIGGER ZERG. They're not going to just throw up their hands and go "well they got 40 people in there, call it a day," they'll pound zone and bring the entire faction there because THAT IS HOW YOU WANT IT. You want to be invincible in your keep, safe from the dreaded "ball group" and so you're going to get bigger and bigger zergs piling up. And I though that was what we wanted to avoid, I didn't realize we were trying to create bigger incentives to zerg.

    So at the end of it, for all your talk of getting better or spreading out, the core of it comes down to that you think once you have a well-defended inner you're good. You're done, I'm screwed. That's your balance. So this isn't about groups "learning to spread out" or "getting better at avoiding red" or (my favorite) "sending in the vampire assassins!" it's just about you not dying because a good group showed up to take your keep.

    That's just silly, man.

    If you decide to push a well defended keep, you should have near of no chance to win the fight. This also incentive people to spread out and to hit deeper in enemy territory to unstack people from the defending posture. New forward camps are going to help that alot and I'm looking forward into it.

    Once again and as alot of people have been telling you. It's not because people disagree with you that they are ignorant. Your arrogance is aggravating so I'm simply gonna let it go, once again.

    How about final emp keeps? I mean if that's the case then we should still have the 1st emperors of the campaigns still seating firmly as emperor.

    I saw that one coming and I almost answered it in my last post. You should have to make the faction pick between defending his final emp keep or their scrolls by pushing and opening their gates.

    Ok......they choose the final emp keep and fortify.....every other keep/scroll is lost. Now what? They are dug in and never coming out......guess we still have the original emps then in your view?

    nope. you will have Haxus pvdooring like they do almost every undefended night. it is so hilarious getting killed and then tea bagged when its 16+ dudes on one. so much skill. i really wish their were population requirements to prevent this or something.

    Everyone PvDoors

    I thought we were just AP farming noobs who didn't care about objectives? If so, please explain why we would also care to finish objectives like pvdooring maps? Lol, so contradictory.

    wot

    Shush, manozerg
    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
  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    Derra wrote: »
    Nice podcast again!

    One point though: Why the hell would anyone duel on a no cp campaign? Like honestly if someone told me to come duel or have a tournament on a no cp campaign i would not participate because:

    It requires completely different builds. It requires completely different gear. It has no resemblance to "real" pvp encounters. You can´t test anything there. In my opinion it makes no sense at all - i would never join that personally.
    You´d have to pay me a million gold and i would consider it (because that´s what i would have to invest in the first place to get a working setup - crafting a complete sustain setup with seducer).

    Solution to low CP players should be cadwells silver + gold when completed putting you at 40% of the current cp cap (whatever amount you need for that).

    :(

    It´s sad but true. The game would have needed a completely revamped CP system with the first few hundred points basically being a giveaway to get competetive and a cap anywhere between 900 and 1200 cp (harder to reach than 3600 before caps).
    But playing without cp now would not be the same game anymore and I personally enjoy the cp system.

    They´ve chosen the casual unfriendly way to preserve their ownly reliable income of the crownstore.
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Manoekin
    Manoekin
    ✭✭✭✭✭
    ✭✭
    Derra wrote: »
    Derra wrote: »
    Nice podcast again!

    One point though: Why the hell would anyone duel on a no cp campaign? Like honestly if someone told me to come duel or have a tournament on a no cp campaign i would not participate because:

    It requires completely different builds. It requires completely different gear. It has no resemblance to "real" pvp encounters. You can´t test anything there. In my opinion it makes no sense at all - i would never join that personally.
    You´d have to pay me a million gold and i would consider it (because that´s what i would have to invest in the first place to get a working setup - crafting a complete sustain setup with seducer).

    Solution to low CP players should be cadwells silver + gold when completed putting you at 40% of the current cp cap (whatever amount you need for that).

    :(

    It´s sad but true. The game would have needed a completely revamped CP system with the first few hundred points basically being a giveaway to get competetive and a cap anywhere between 900 and 1200 cp (harder to reach than 3600 before caps).
    But playing without cp now would not be the same game anymore and I personally enjoy the cp system.

    They´ve chosen the casual unfriendly way to preserve their ownly reliable income of the crownstore.

    I wish we could just go back to softcaps, make more incremental CP passives instead of 10, 30, 75, 120, and then allow you to spec wherever you want in the tree, and wherever you spec the softcap on that stat and related stats gets higher. So you spec into the mage side, you get less severe softcaps on magicka, magicka recovery, spell damage etc. The effectiveness lessens the more you put in, so a hybrid build would be viable still.
  • Darnathian
    Darnathian
    ✭✭✭✭✭
    Jules wrote: »
    Darnathian wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Huckdabuck wrote: »
    frozywozy wrote: »
    Satiar wrote: »
    This will be short and sweet.. or not

    First of, if you except to take a keep with 40players inside, you should die. You took too much time, you didn't cover the posterns as you sieged the inner and you let people reinforced the keep.

    Some of us don't like PvDooring empty keeps. Some of us like having a good fight.

    Like I said multiple times already, this is not about pvedooring an empty keep. This is about using strategies to hit where the enemy does't expect you to hit. If you want to hit a keep well defended, you should have a really hard time to get it.
    But this really kind of hits home for me where you're coming from. I can take a keep right now from 50 people. You don't like that, you don't think i should be able to. Not sure how to argue you off that.

    I'm not saying that I don't like the fact that you can take a keep from 50 people. I'm saying that I don't like the fact that you can take it even though there is massive sieges deployed and even though you don't even have to actually focus siege operators down, you simply have to push in, spam purges, aoes, smart heals and barriers.
    Secondly, I know you cannot spread out when you get inside an inner breach, the reason why my whole explanation was reffering to the outter breach. If people are properly setted up inside an inner, you should have to take other walls down to clear it. The way people go right now, they push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path because of the power of a 24men group, of massive barriers, purges, smart healing and aoe cap. This should not be a thing.

    Ball groups should have to slowly make their way up the stairs, killing a few at a time, and timing their movements between each siege volley. They should assign specific roles into their group to assasinate and focus on siege operators. This is not what's happening right now. Ball groups push like a bull and no matter what's in front of them, they will destroy it. This is going to stop now. Ball groups will have to be careful before pushing inside an inner.

    Firstly, people don't just "push all the way up the stairs under oil showers, meatbags, fire balistas and as they come on top of the stairs, they get bombed, shotted by fire balistas, meatbags again, and yet they manage to totally destroy everything in their path". Good groups do this against randoms or bad groups. Groups get MELTED doing this all the time. Hell, even my dreaded "24-boogyman group" gets melted doing this sometimes. Why? Because when a ton of siege is going off on you and you're getting bombed and trying to sustain and push through it all, it really hurts and can completely wipe you out.

    Second, Assassinating doesn't work. It's a stupid idea in today's game. It is, Frozn. Say i get one guy, who *somehow* manages to get past Caltrops, mines, oils, unpurgable snares and heal debuffs, alllllllll the way up to the top and manages to kill ONE guy on ONE siege. What than? He's dead at that point, and the man on siege is instantly replaced or instantly rezzed. Nothign was accomplished. It is a stupid idea and you should know better.

    I feel like in the end, you're just too far behind on the current meta to understand how a group works or how to stop it. If you think a group can just push into anything and win, you're flat out blind. Perhaps willfully so. Because I know you've been there when VE runs, I've seen you there some of those times we push at a keep, wipe in a keep maybe 6-7 times before we take it. We can't just run into it and mindlessly crush everything, it takes A LOT of work to take a well-defended keep, and often we will fail if resistance is that strong. Why don't you go talk to people from Haxus or GoS, groups that have successfully defended keeps from me with fewer or even numbers? Go see what they've got going on that you're missing instead of just throwing your hands up, calling ball groups invincible and doubling down on that siege spec.

    When I reffer to people focusing on siege operators, there is two approaches and you mixed them both in your explanations. First one is when you send vampire nightblades to deal with people dropping oil on the catwalk. Ask Oniric if you don't believe me, we've done it plenty of times and it works like a charm. Second approach is to have one hand shield tanks in your setup who charge siege operators as you push them and distract them to make sure they don't use their siege again. Talcyndl can talk to you about it. He has always been great at doing such a role.

    Again, if there is 40 inside, you simply screwed your siege and let too many reinforced the inner. If you push that inner anyway and expect to survive, you're the one to blame.

    Btw and just to make it clear for everybody else, because I know you're aware of my intentions and my opinion on the siege buffs. I don't agree about the changes as they proposed them. I would like oil catapult debuff to be removed with charging maneuver. I would like meatbag healing debuff to be purged but only with synergies and player interraction. Finally and not the least, I would like oil catapult and lightning balista stamina/magicka damage to be tuned down to 2k.

    And again with this silly thing about how I shouldn't be able to take a keep against 40 people.

    If my group, one of the best in the game, can't take a keep against 40 people how do you think a faction is going to react, Frozn? I'll tell you what happens next, they'll bring a BIGGER ZERG. They're not going to just throw up their hands and go "well they got 40 people in there, call it a day," they'll pound zone and bring the entire faction there because THAT IS HOW YOU WANT IT. You want to be invincible in your keep, safe from the dreaded "ball group" and so you're going to get bigger and bigger zergs piling up. And I though that was what we wanted to avoid, I didn't realize we were trying to create bigger incentives to zerg.

    So at the end of it, for all your talk of getting better or spreading out, the core of it comes down to that you think once you have a well-defended inner you're good. You're done, I'm screwed. That's your balance. So this isn't about groups "learning to spread out" or "getting better at avoiding red" or (my favorite) "sending in the vampire assassins!" it's just about you not dying because a good group showed up to take your keep.

    That's just silly, man.

    If you decide to push a well defended keep, you should have near of no chance to win the fight. This also incentive people to spread out and to hit deeper in enemy territory to unstack people from the defending posture. New forward camps are going to help that alot and I'm looking forward into it.

    Once again and as alot of people have been telling you. It's not because people disagree with you that they are ignorant. Your arrogance is aggravating so I'm simply gonna let it go, once again.

    How about final emp keeps? I mean if that's the case then we should still have the 1st emperors of the campaigns still seating firmly as emperor.

    I saw that one coming and I almost answered it in my last post. You should have to make the faction pick between defending his final emp keep or their scrolls by pushing and opening their gates.

    Ok......they choose the final emp keep and fortify.....every other keep/scroll is lost. Now what? They are dug in and never coming out......guess we still have the original emps then in your view?

    nope. you will have Haxus pvdooring like they do almost every undefended night. it is so hilarious getting killed and then tea bagged when its 16+ dudes on one. so much skill. i really wish their were population requirements to prevent this or something.

    I thought we were just AP farming noobs who didn't care about objectives? If so, please explain why we would also care to finish objectives like pvdooring maps? Lol, so contradictory.

    No. Sorry my wording was not clear. The videos your group posts are you guys farming noobs. Hope that was clearer
  • Mojomonkeyman
    Mojomonkeyman
    ✭✭✭✭✭
    Derra wrote: »
    Derra wrote: »
    Nice podcast again!

    One point though: Why the hell would anyone duel on a no cp campaign? Like honestly if someone told me to come duel or have a tournament on a no cp campaign i would not participate because:

    It requires completely different builds. It requires completely different gear. It has no resemblance to "real" pvp encounters. You can´t test anything there. In my opinion it makes no sense at all - i would never join that personally.
    You´d have to pay me a million gold and i would consider it (because that´s what i would have to invest in the first place to get a working setup - crafting a complete sustain setup with seducer).

    Solution to low CP players should be cadwells silver + gold when completed putting you at 40% of the current cp cap (whatever amount you need for that).

    :(

    It´s sad but true. The game would have needed a completely revamped CP system with the first few hundred points basically being a giveaway to get competetive and a cap anywhere between 900 and 1200 cp (harder to reach than 3600 before caps).
    But playing without cp now would not be the same game anymore and I personally enjoy the cp system.

    They´ve chosen the casual unfriendly way to preserve their ownly reliable income of the crownstore.

    Yeah, I couldn`t think of any argument convincing you otherwise, that made me sad. Because as PvPers we should embrace the chance to fight each other on equal footing. It would really show class balance issues that are not tied to cp.

    But you are completely right. It`s not feasible considering how much of an investment putting together a top setup is and how much we are forced to grind. We are invested in our cp and gear.

    And thats very sad to me.
    Koma Grey, Chocolate Thunder, Little Mojo, Dagoth Mojo & Mojomancy
  • Jura23
    Jura23
    ✭✭✭✭✭
    Hey Sypher, when can we expect new episode? There is plenty of stuff to talk about I think. B)
    Georgion - Bosmer/Templar - PC/EU
  • Sypher
    Sypher
    ✭✭✭✭✭
    ✭✭✭
    Jura23 wrote: »
    Hey Sypher, when can we expect new episode? There is plenty of stuff to talk about I think. B)

    Episode 6 is this Friday right after ESO live
    DC Dragonknight 'Sypher - AD Nightblade Sypher Ali - AD Sorcerer Sypher Sensei - EP Sorcerer Sypharian - DC Templar Ali Sypher

    Youtube: www.youtube.com/SypherPK
    Twitch: www.twitch.tv/SypherPK
  • Tacos
    Tacos
    ✭✭
    Sypher wrote: »
    Jura23 wrote: »
    Hey Sypher, when can we expect new episode? There is plenty of stuff to talk about I think. B)

    Episode 6 is this Friday right after ESO live

    Will you guys be addressing stamplar issues in episode 6?
    Tacös - Orc - Stamplar - DC
  • FENGRUSH
    FENGRUSH
    ✭✭✭✭✭
    ✭✭✭✭
    Tacos wrote: »
    Sypher wrote: »
    Jura23 wrote: »
    Hey Sypher, when can we expect new episode? There is plenty of stuff to talk about I think. B)

    Episode 6 is this Friday right after ESO live

    Will you guys be addressing stamplar issues in episode 6?

    Stamplars - proceed with caution!
  • Alcast
    Alcast
    Class Representative
    Tacos wrote: »
    Sypher wrote: »
    Jura23 wrote: »
    Hey Sypher, when can we expect new episode? There is plenty of stuff to talk about I think. B)

    Episode 6 is this Friday right after ESO live

    Will you guys be addressing stamplar issues in episode 6?

    None of those guys play stamplar iirc.
    https://alcasthq.com - Alcasthq.com Builds & Guides
    https://eso-hub.com - ESO-Hub.com Sets, Skills, Guides & News
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  • Takllin
    Takllin
    ✭✭✭✭✭
    Alcast wrote: »
    Tacos wrote: »
    Sypher wrote: »
    Jura23 wrote: »
    Hey Sypher, when can we expect new episode? There is plenty of stuff to talk about I think. B)

    Episode 6 is this Friday right after ESO live

    Will you guys be addressing stamplar issues in episode 6?

    None of those guys play stamplar iirc.

    Lefty does/has as of the past month or two.
    Jadokis - AD Redguard DK v16 AR 18
    Jàsènn - AD Orc Templar 47 AR 10
    Jessèn - AD Dunmer DK v16 AR 9 - Former Empress of Blackwater Blade

    Tekllin - AD Altmer Sorcerer v16 AR 18 (Ret.)
    Tekklin - AD Bosmer Nightblade v16 AR 12 (Ret.)
    Jasenn - DC Imperial Templar v16 AR 18 (Ret.)
    Jasènn - DC Orc Sorcerer v16 AR 15 (Ret.)
  • ssewallb14_ESO
    ssewallb14_ESO
    ✭✭✭✭✭
    Sypher also has a Stamplar.
  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    Takllin wrote: »
    Alcast wrote: »
    Tacos wrote: »
    Sypher wrote: »
    Jura23 wrote: »
    Hey Sypher, when can we expect new episode? There is plenty of stuff to talk about I think. B)

    Episode 6 is this Friday right after ESO live

    Will you guys be addressing stamplar issues in episode 6?

    None of those guys play stamplar iirc.

    Lefty does/has as of the past month or two.

    And from what I've seen briefly, very well.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • FENGRUSH
    FENGRUSH
    ✭✭✭✭✭
    ✭✭✭✭
    Alcast wrote: »
    Tacos wrote: »
    Sypher wrote: »
    Jura23 wrote: »
    Hey Sypher, when can we expect new episode? There is plenty of stuff to talk about I think. B)

    Episode 6 is this Friday right after ESO live

    Will you guys be addressing stamplar issues in episode 6?

    None of those guys play stamplar iirc.

    I play with Essa all the time - thats gotta count for something!
  • Uberkull
    Uberkull
    ✭✭✭✭✭
    .
    FENGRUSH wrote: »
    Alcast wrote: »
    Tacos wrote: »
    Sypher wrote: »
    Jura23 wrote: »
    Hey Sypher, when can we expect new episode? There is plenty of stuff to talk about I think. B)

    Episode 6 is this Friday right after ESO live

    Will you guys be addressing stamplar issues in episode 6?

    None of those guys play stamplar iirc.

    I play with Essa all the time - thats gotta count for something!

    Essa has no balls. He runs from sweepers in the sewers and chicks call him out for it.


    Edited by Uberkull on January 13, 2016 7:41PM
    ▬ஜ Seeds of War, Piles of Skulls ஜ▬
    ▬▬▬ஜ twitch.tv/uberkull ஜ▬▬▬
  • Kwivur
    Kwivur
    ✭✭✭✭
    I think you guys should address team orange in Axe.
  • Alcast
    Alcast
    Class Representative
    FENGRUSH wrote: »
    Alcast wrote: »
    Tacos wrote: »
    Sypher wrote: »
    Jura23 wrote: »
    Hey Sypher, when can we expect new episode? There is plenty of stuff to talk about I think. B)

    Episode 6 is this Friday right after ESO live

    Will you guys be addressing stamplar issues in episode 6?

    None of those guys play stamplar iirc.

    I play with Essa all the time - thats gotta count for something!

    Bring him into the discussion if possibru
    https://alcasthq.com - Alcasthq.com Builds & Guides
    https://eso-hub.com - ESO-Hub.com Sets, Skills, Guides & News
    https://dwemerautomaton.com - Discord, Telegram & Twitch Command Bot



  • FENGRUSH
    FENGRUSH
    ✭✭✭✭✭
    ✭✭✭✭
    uberkull wrote: »
    .
    FENGRUSH wrote: »
    Alcast wrote: »
    Tacos wrote: »
    Sypher wrote: »
    Jura23 wrote: »
    Hey Sypher, when can we expect new episode? There is plenty of stuff to talk about I think. B)

    Episode 6 is this Friday right after ESO live

    Will you guys be addressing stamplar issues in episode 6?

    None of those guys play stamplar iirc.

    I play with Essa all the time - thats gotta count for something!

    Essa has no balls. He runs from sweepers in the sewers and chicks call him out for it.


    Daaaaaaaaamn shots fired!

    Alcast wrote: »
    FENGRUSH wrote: »
    Alcast wrote: »
    Tacos wrote: »
    Sypher wrote: »
    Jura23 wrote: »
    Hey Sypher, when can we expect new episode? There is plenty of stuff to talk about I think. B)

    Episode 6 is this Friday right after ESO live

    Will you guys be addressing stamplar issues in episode 6?

    None of those guys play stamplar iirc.

    I play with Essa all the time - thats gotta count for something!

    Bring him into the discussion if possibru

    I could bring him in - I dont think we will be talking about anything class specific this go around.. maybe though some short bullet points on general things if they talk about it in ESO live.
  • hammayolettuce
    hammayolettuce
    ✭✭✭✭✭
    FENGRUSH wrote: »
    uberkull wrote: »
    .
    FENGRUSH wrote: »
    Alcast wrote: »
    Tacos wrote: »
    Sypher wrote: »
    Jura23 wrote: »
    Hey Sypher, when can we expect new episode? There is plenty of stuff to talk about I think. B)

    Episode 6 is this Friday right after ESO live

    Will you guys be addressing stamplar issues in episode 6?

    None of those guys play stamplar iirc.

    I play with Essa all the time - thats gotta count for something!

    Essa has no balls. He runs from sweepers in the sewers and chicks call him out for it.


    Daaaaaaaaamn shots fired!

    Its because he's not an OP Snuplar.


    Snü (Magicka DK) ♥ Thnu (Stamplar) ♥ Pizza for Breakfast (Magplar) ♥ Sparklefingers (Magicka Sorc) ♥
    Bean and Cheese Burrito (Magicka DK) ♥ Snurrito (Stamplar) ♥
    DARFAL COVANT
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