I have 2 rings and a neck, plus two swords and even a shield I'm not using. The jewelry seems to always be arcane, but the armor/weapons come in random traits (though I haven't seen a single piece of sturdy/well-fitted).These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
That's what's frustrating to me. There are so many games that cater to small teams, little elite groups of 4-8. There are so few quality games like this where you can have a big team.
This patch, I get the picture. ZoS doesn't want big groups. Message received, not welcome. Ok. It's sickening, though. There are so few games that had the promise this one did, and to me this really feels like the end as far as large group gameplay. I don't doubt I'll stick around for a while, but the moment CU beta drops or hell BDO, I'm done. Time to find a game that actually wants me in it.
As far as I'm concerned, they are so tangled up in amateur coding and lag problems they can't fix they've decided to turn on the player base they advertised to in the first place in a last ditch effort to make thier game halfway playable. And to all the players like me that hung on and convinced their guild and friends to hope for an eventual light at the end of the tunnel...well, there's the door. Goddammit
I sympathize with this line of thinking more than people may think I do. However, I don't necessarily see it the same way. IMO there's nothing in this patch that says don't play as a large group. All I see is them telling us not to pack everyone into super tight balls. The only issue I have is one you've brought up before, and that's assaulting defended keeps. The camp radius is so small it won't reach the outer wall of the keep from a resource. The only people who will be able to use camps are defenders which is a huge advantage to the players that already have the advantage of defending. Disregarding that though, I want to see how it will work. All these new sets work just as well for the people attacking a keep as they do the people defending. I'm sure there's something that can be done about it, but just the camp issue for me is enough to make me not siege any keeps anymore.
These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
That's what's frustrating to me. There are so many games that cater to small teams, little elite groups of 4-8. There are so few quality games like this where you can have a big team.
This patch, I get the picture. ZoS doesn't want big groups. Message received, not welcome. Ok. It's sickening, though. There are so few games that had the promise this one did, and to me this really feels like the end as far as large group gameplay. I don't doubt I'll stick around for a while, but the moment CU beta drops or hell BDO, I'm done. Time to find a game that actually wants me in it.
As far as I'm concerned, they are so tangled up in amateur coding and lag problems they can't fix they've decided to turn on the player base they advertised to in the first place in a last ditch effort to make thier game halfway playable. And to all the players like me that hung on and convinced their guild and friends to hope for an eventual light at the end of the tunnel...well, there's the door. Goddammit
Rofl....
You think CU is going to cater to your large group?
.......
First of all..The game is going to end up with around 6-8 people as its group cap
Second of allhttps://www.youtube.com/watch?v=mI250gU4Ct8
yea...don't get your hopes up on that.
Ghost-Shot wrote: »These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
That's what's frustrating to me. There are so many games that cater to small teams, little elite groups of 4-8. There are so few quality games like this where you can have a big team.
This patch, I get the picture. ZoS doesn't want big groups. Message received, not welcome. Ok. It's sickening, though. There are so few games that had the promise this one did, and to me this really feels like the end as far as large group gameplay. I don't doubt I'll stick around for a while, but the moment CU beta drops or hell BDO, I'm done. Time to find a game that actually wants me in it.
As far as I'm concerned, they are so tangled up in amateur coding and lag problems they can't fix they've decided to turn on the player base they advertised to in the first place in a last ditch effort to make thier game halfway playable. And to all the players like me that hung on and convinced their guild and friends to hope for an eventual light at the end of the tunnel...well, there's the door. Goddammit
Rofl....
You think CU is going to cater to your large group?
.......
First of all..The game is going to end up with around 6-8 people as its group cap
Second of allhttps://www.youtube.com/watch?v=mI250gU4Ct8
yea...don't get your hopes up on that.
Oh good, I was anxiously holding my breath waiting for you to turn this into a DaoC thread. Also until you have factual evidence that the group cap in CU will be 6-8, you may want to avoid getting you're hopes up there and remember how many times Mark Jacobs has stated that CU is not a reboot of DaoC. Now do you have anything relevant to add to this discussion?
Ghost-Shot wrote: »These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
That's what's frustrating to me. There are so many games that cater to small teams, little elite groups of 4-8. There are so few quality games like this where you can have a big team.
This patch, I get the picture. ZoS doesn't want big groups. Message received, not welcome. Ok. It's sickening, though. There are so few games that had the promise this one did, and to me this really feels like the end as far as large group gameplay. I don't doubt I'll stick around for a while, but the moment CU beta drops or hell BDO, I'm done. Time to find a game that actually wants me in it.
As far as I'm concerned, they are so tangled up in amateur coding and lag problems they can't fix they've decided to turn on the player base they advertised to in the first place in a last ditch effort to make thier game halfway playable. And to all the players like me that hung on and convinced their guild and friends to hope for an eventual light at the end of the tunnel...well, there's the door. Goddammit
Rofl....
You think CU is going to cater to your large group?
.......
First of all..The game is going to end up with around 6-8 people as its group cap
Second of allhttps://www.youtube.com/watch?v=mI250gU4Ct8
yea...don't get your hopes up on that.
Oh good, I was anxiously holding my breath waiting for you to turn this into a DaoC thread. Also until you have factual evidence that the group cap in CU will be 6-8, you may want to avoid getting you're hopes up there and remember how many times Mark Jacobs has stated that CU is not a reboot of DaoC. Now do you have anything relevant to add to this discussion?
While he stated multiple times it´s not a reboot of daoc - i highly doubt they will provide and environment where numbers trump brains or coordination in the same way GW2 or ESO did.
It was announced to be developed with the ideas present in daoc in mind - that´s why it made it through kickstarter in the first place.
Darnathian wrote: »God_flakes wrote: »God_flakes wrote: »Of course I understand it's implication in group play.Joy_Division wrote: »CatchMeTrolling wrote: »Still no help for Templars, more like nerfs. As a long time Templar I honestly prefer the knock back to sweeps rather than a snare. I also liked purifying projectiles too, didn't see the issue with it. And why is blazing shield scaled off health? BOL got nerfed too but who didn't see that coming. The only buff is to flare which didn't need it though I'm pretty sure there will be nerf threads coming for it.
Currently templars are doing the best at doing on the PTS. Mag dk is excellent too, just a lot different than since I played last.
That was said in 1.6. Offensively they are better but purify was huge for their defense and that's gone with nothing to replace it.
The purify change will take a lot of getting used to. At least in 1v1 from my perspective we're able to deal with a lot of incoming damage really well though still. We'll see how it affects group play soon probably. IMO Templar healers are going to change quite a bit this patch, but probably be even more effective. Thanks for all of the complaining everyone
My take so far is that our normal way to deal with dmg will change slightly. DOTs now a deal breaker in fights, but templars can still purge. Removal of NB purge means they must rely on a Templar or use expensive alliance war skill, or use CP to compensate.
I can see a few morphs of skills no one used before will make a comeback or be used.
All things said, I think we may have a viable patch in terms of overall balance. Might need some tweaking prior to Dark Brotherhood, but it seems viable.
Some of the reflect changes might mean a return to builds that incorporate all stats. Could be Zose's way of forcing hybridization and eventually more gear choices once we see which sets are now vr16 to confirm.
This ASSUMES NB's want a Templar up their buttocks constantly. Part of the fun of playing a NB is the solo aspect of it, the creeping and hiding in the shadows. So now Nb's are required to stick close to a Templar to get dat dot purge? Come on. This is stupid beyond belief. This whole patch appears to me to be nothing more than more encouraged large group or medium size group play. Not less. We asked for help making smaller or solo more viable. Not more dependent on zergs and heal balls. I predict a mass exodus from the game after this patch, to add to the already slow bleed of players from the game.
Or you can slot purge or keep dark cloak up until the DoT is gone, and you get a 8% damage mitigation buff for 5 seconds after you become invisible.
I certainly can slot purge. I don't like purge for many reasons, it's noisy (petty I know) and it takes up valuable slots from my preferred game play style. Limited slots, yanno? In all reality I would probably have to swap mass hysteria out for it-which is the best cc for magblades. I think given NB limited defenses they need to leave cloak alone. Allowing it to purge wasn't affecting a darn thing.
But its okay for non nbs to have to slot caltrops or magelight to counter nbs?
God_flakes wrote: »
I actually see the changes to cloak as a buff, as shadowy (100% crit morph that I used already) now gets immunity to dots while invis.
I haven't played the Pts but Minno is and he claims cloak is breaking A LOT. That certainly doesn't indicate it's a buff.
because of:What bothers me is the fact that anyone in an enemy group could spam mage light and make it completely impossible for me to even use cloak.
Before the change Mage Light user were able to see me, but now it´s them AND everyone else.
I can´t even use it between my rotations to stun people since it´s grayed out.
It´s worse than mark and on top of that available to everyone.
Zenimax want me to switch to the 24/7 shield spam group.
NB's still have crazy damage and sustain, but the no cloak thing is gimping them hard from the duels I've had. I've noticed a few moving to shield stack and it making a huge difference like you say. I don't think magelight/inner light should have this bonus. It should just be a radiant thing. I'd rather the active effect from inner light be something that boosts damage or defenses in general.
And I noticed NB use cloak to their advantage moving around DK's. Yea I can see them but the ability to negate DOTs is obviously a nice counter to the DK's increased power. They still have good dmg and sustain. But on the pts I saw maybe 3 NB's, one of whom was a stam I fought and died multiple times to; surprise attack is still a beast and as it should be!
I agree inner magelight should not grant the ability to see NB. I'm not sure how that gets recoded, but it should provide extra magicka and spell boost instead of ability to see Nightblades.
Radiant magelight is fine. Could be the issue NB have now is that the invisible mechanic works in that if one person sees you everyone sees you (pve and pvp). For pvp, they should implement a different shade around the NB so that you can see him if you dont have magelight on your bar while someone in your group is using it but make the NB look hazy (like a predator cloak looking graphic).
I would like to see more NB on PTS testing their class out. And not in dueling situations. PTS battles tonight?
These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
That's what's frustrating to me. There are so many games that cater to small teams, little elite groups of 4-8. There are so few quality games like this where you can have a big team.
This patch, I get the picture. ZoS doesn't want big groups. Message received, not welcome. Ok. It's sickening, though. There are so few games that had the promise this one did, and to me this really feels like the end as far as large group gameplay. I don't doubt I'll stick around for a while, but the moment CU beta drops or hell BDO, I'm done. Time to find a game that actually wants me in it.
As far as I'm concerned, they are so tangled up in amateur coding and lag problems they can't fix they've decided to turn on the player base they advertised to in the first place in a last ditch effort to make thier game halfway playable. And to all the players like me that hung on and convinced their guild and friends to hope for an eventual light at the end of the tunnel...well, there's the door. Goddammit
Rofl....
You think CU is going to cater to your large group?
.......
First of all..The game is going to end up with around 6-8 people as its group cap
Second of allhttps://www.youtube.com/watch?v=mI250gU4Ct8
yea...don't get your hopes up on that.
Ghost-Shot wrote: »These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
That's what's frustrating to me. There are so many games that cater to small teams, little elite groups of 4-8. There are so few quality games like this where you can have a big team.
This patch, I get the picture. ZoS doesn't want big groups. Message received, not welcome. Ok. It's sickening, though. There are so few games that had the promise this one did, and to me this really feels like the end as far as large group gameplay. I don't doubt I'll stick around for a while, but the moment CU beta drops or hell BDO, I'm done. Time to find a game that actually wants me in it.
As far as I'm concerned, they are so tangled up in amateur coding and lag problems they can't fix they've decided to turn on the player base they advertised to in the first place in a last ditch effort to make thier game halfway playable. And to all the players like me that hung on and convinced their guild and friends to hope for an eventual light at the end of the tunnel...well, there's the door. Goddammit
Rofl....
You think CU is going to cater to your large group?
.......
First of all..The game is going to end up with around 6-8 people as its group cap
Second of allhttps://www.youtube.com/watch?v=mI250gU4Ct8
yea...don't get your hopes up on that.
Oh good, I was anxiously holding my breath waiting for you to turn this into a DaoC thread. Also until you have factual evidence that the group cap in CU will be 6-8, you may want to avoid getting you're hopes up there and remember how many times Mark Jacobs has stated that CU is not a reboot of DaoC. Now do you have anything relevant to add to this discussion?
While he stated multiple times it´s not a reboot of daoc - i highly doubt they will provide and environment where numbers trump brains or coordination in the same way GW2 or ESO did.
It was announced to be developed with the ideas present in daoc in mind - that´s why it made it through kickstarter in the first place.
Yeah, CU will absolutely not be 24+ man groups, and stacking will be crazy bad. Just from a CC and healing perspective, that'd be a no go.
I will say, at least in a duel setting, nightblades are still really having issues. I don't think I have lost a duel to one yet, magicka ones feel alot more tanky and and their dps is on par with magicka because of the cp trees.
Yeah, CU will absolutely not be 24+ man groups, and stacking will be crazy bad. Just from a CC and healing perspective, that'd be a no go.
I will say, at least in a duel setting, nightblades are still really having issues. I don't think I have lost a duel to one yet, magicka ones feel alot more tanky and and their dps is on par with magicka because of the cp trees.
Lots of great changes, but unreflectable meteor? Barrier only hitting 6? Both terrible ideas. Other ultimates have a way to avoid them, but Meteor is just gonna happen, no matter what? With its buggy CC, high initial damage, DoT component, etc., I'm incredibly skeptical that this is going to be a positive change. And barrier only hitting 6 is a nerf too far, I think. I'm all for it hitting fewer people, but 12 would have been a better balance point, I think.
Meteor did have a counter and viable rotation for it to hit. Unexpected buff tbh.
@Minno
Not sure what you mean by a "viable rotation for it to hit." Meteor is not currently guaranteed to hit specifically because it is reflectable. It might hit the target, it might hit the caster, it really depends on who has a reflect and who has ranged attacks to eat through an enemy's reflect pool so that they still get hit by the meteor. It's way too strong if it's unreflectable.
Tell that sorcs templars and NBs who had no reliable way of countering a DKs meteor. You´ll eventually learn to block it too.
@Derra I already do block it when I'm out of magical, I'm not an idiot. And people used to be able to re-reflect it back, which was cool and kept me on my toes. NB and Sorc can slot shield for the reflect. Not to mentioned if you see them flap you can just get off some other reflectable ranged attacks to seat through the reflect pool.
With the change to pts so projectiles can no longer be re-reflected it´s only logical to make meteor not reflectable. It´s a mandatory change because slotting a shield and reflecting that meteor back where it was intended to go is no longer an option (kind of sad bc with the changes on pts sorcs would finally have been able to run vaible 1h + shield builds).
But lets not make it a build discussion. I´m sure people will adapt eventually. A change they could do is increase dot dmg and reduce initial hit dmg.
@Derra I agree regarding the lamentable changes to number of reflects, but it still stands that neither reflect is guaranteed, provided you have other ranged abilities on your bar to soak up the opponent's reflect pool. In any case, though, the fact that it isn't reflectable now indicates to me that it needs some other counter, such as the initial hit being dodgeable. Having only block as an option is pretty terrible.
I´ve only ever blocked meteor on my chars - too much of a risk to reflect it back and get doublereflected for more dmg.
I don´t think an ultimate should be easily counterable when it comes with a cost of 200 ultimate. Maybe they should reduce the initial hit dmg a little bit and increase the dot but dodging a one time use ultimate with that much of a cost investment is pretty much unacceptable.
I can't think of another ultimate that is completely unavoidable (unless you're a nightblade since you can still cloak meteor apparently).The ones you could make an argument for require placement by the player instead of just fire and forget. Someone really just did not think this through at all.
The ones requiring placement by the player are not blockable, offer secondary effects and have a larger aoe radius on most of them though.
Also dawnbreaker of smiting is completely unavoidable and dirtcheap while doing the same burstdmg without the option to avoid the damage over time by walking out of it (the only time i´m gonna slot meteor over dawnbreaker in the next patch is when fighting a large organized force -for everything else dawnbreaker is superior simply bc it does not have a giant >>blocknow<< around the enemies feet with some sound effect).
Lots of great changes, but unreflectable meteor? Barrier only hitting 6? Both terrible ideas. Other ultimates have a way to avoid them, but Meteor is just gonna happen, no matter what? With its buggy CC, high initial damage, DoT component, etc., I'm incredibly skeptical that this is going to be a positive change. And barrier only hitting 6 is a nerf too far, I think. I'm all for it hitting fewer people, but 12 would have been a better balance point, I think.
Meteor did have a counter and viable rotation for it to hit. Unexpected buff tbh.
@Minno
Not sure what you mean by a "viable rotation for it to hit." Meteor is not currently guaranteed to hit specifically because it is reflectable. It might hit the target, it might hit the caster, it really depends on who has a reflect and who has ranged attacks to eat through an enemy's reflect pool so that they still get hit by the meteor. It's way too strong if it's unreflectable.
Tell that sorcs templars and NBs who had no reliable way of countering a DKs meteor. You´ll eventually learn to block it too.
@Derra I already do block it when I'm out of magical, I'm not an idiot. And people used to be able to re-reflect it back, which was cool and kept me on my toes. NB and Sorc can slot shield for the reflect. Not to mentioned if you see them flap you can just get off some other reflectable ranged attacks to seat through the reflect pool.
With the change to pts so projectiles can no longer be re-reflected it´s only logical to make meteor not reflectable. It´s a mandatory change because slotting a shield and reflecting that meteor back where it was intended to go is no longer an option (kind of sad bc with the changes on pts sorcs would finally have been able to run vaible 1h + shield builds).
But lets not make it a build discussion. I´m sure people will adapt eventually. A change they could do is increase dot dmg and reduce initial hit dmg.
@Derra I agree regarding the lamentable changes to number of reflects, but it still stands that neither reflect is guaranteed, provided you have other ranged abilities on your bar to soak up the opponent's reflect pool. In any case, though, the fact that it isn't reflectable now indicates to me that it needs some other counter, such as the initial hit being dodgeable. Having only block as an option is pretty terrible.
I´ve only ever blocked meteor on my chars - too much of a risk to reflect it back and get doublereflected for more dmg.
I don´t think an ultimate should be easily counterable when it comes with a cost of 200 ultimate. Maybe they should reduce the initial hit dmg a little bit and increase the dot but dodging a one time use ultimate with that much of a cost investment is pretty much unacceptable.
I can't think of another ultimate that is completely unavoidable (unless you're a nightblade since you can still cloak meteor apparently).The ones you could make an argument for require placement by the player instead of just fire and forget. Someone really just did not think this through at all.
The ones requiring placement by the player are not blockable, offer secondary effects and have a larger aoe radius on most of them though.
Also dawnbreaker of smiting is completely unavoidable and dirtcheap while doing the same burstdmg without the option to avoid the damage over time by walking out of it.
Its conal at least. Meteor still shouldn't be reflected:
- most spells with an object dropping from sky with AOE are not reflectable (standard, nova,).
- meteor's AOE is easily avoidable.
- 15k average dmg, that can be negated by entirely block (which costs around roughly 4k stam)
- costs 200 ultimate (Templar price is 190ish)
- take flight is not reflectable, and now targets. Does equal if not more dmg.
Ghost-Shot wrote: »These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
That's what's frustrating to me. There are so many games that cater to small teams, little elite groups of 4-8. There are so few quality games like this where you can have a big team.
This patch, I get the picture. ZoS doesn't want big groups. Message received, not welcome. Ok. It's sickening, though. There are so few games that had the promise this one did, and to me this really feels like the end as far as large group gameplay. I don't doubt I'll stick around for a while, but the moment CU beta drops or hell BDO, I'm done. Time to find a game that actually wants me in it.
As far as I'm concerned, they are so tangled up in amateur coding and lag problems they can't fix they've decided to turn on the player base they advertised to in the first place in a last ditch effort to make thier game halfway playable. And to all the players like me that hung on and convinced their guild and friends to hope for an eventual light at the end of the tunnel...well, there's the door. Goddammit
Rofl....
You think CU is going to cater to your large group?
.......
First of all..The game is going to end up with around 6-8 people as its group cap
Second of allhttps://www.youtube.com/watch?v=mI250gU4Ct8
yea...don't get your hopes up on that.
Oh good, I was anxiously holding my breath waiting for you to turn this into a DaoC thread. Also until you have factual evidence that the group cap in CU will be 6-8, you may want to avoid getting you're hopes up there and remember how many times Mark Jacobs has stated that CU is not a reboot of DaoC. Now do you have anything relevant to add to this discussion?
While he stated multiple times it´s not a reboot of daoc - i highly doubt they will provide and environment where numbers trump brains or coordination in the same way GW2 or ESO did.
It was announced to be developed with the ideas present in daoc in mind - that´s why it made it through kickstarter in the first place.
Lots of great changes, but unreflectable meteor? Barrier only hitting 6? Both terrible ideas. Other ultimates have a way to avoid them, but Meteor is just gonna happen, no matter what? With its buggy CC, high initial damage, DoT component, etc., I'm incredibly skeptical that this is going to be a positive change. And barrier only hitting 6 is a nerf too far, I think. I'm all for it hitting fewer people, but 12 would have been a better balance point, I think.
Meteor did have a counter and viable rotation for it to hit. Unexpected buff tbh.
@Minno
Not sure what you mean by a "viable rotation for it to hit." Meteor is not currently guaranteed to hit specifically because it is reflectable. It might hit the target, it might hit the caster, it really depends on who has a reflect and who has ranged attacks to eat through an enemy's reflect pool so that they still get hit by the meteor. It's way too strong if it's unreflectable.
Tell that sorcs templars and NBs who had no reliable way of countering a DKs meteor. You´ll eventually learn to block it too.
@Derra I already do block it when I'm out of magical, I'm not an idiot. And people used to be able to re-reflect it back, which was cool and kept me on my toes. NB and Sorc can slot shield for the reflect. Not to mentioned if you see them flap you can just get off some other reflectable ranged attacks to seat through the reflect pool.
With the change to pts so projectiles can no longer be re-reflected it´s only logical to make meteor not reflectable. It´s a mandatory change because slotting a shield and reflecting that meteor back where it was intended to go is no longer an option (kind of sad bc with the changes on pts sorcs would finally have been able to run vaible 1h + shield builds).
But lets not make it a build discussion. I´m sure people will adapt eventually. A change they could do is increase dot dmg and reduce initial hit dmg.
@Derra I agree regarding the lamentable changes to number of reflects, but it still stands that neither reflect is guaranteed, provided you have other ranged abilities on your bar to soak up the opponent's reflect pool. In any case, though, the fact that it isn't reflectable now indicates to me that it needs some other counter, such as the initial hit being dodgeable. Having only block as an option is pretty terrible.
I´ve only ever blocked meteor on my chars - too much of a risk to reflect it back and get doublereflected for more dmg.
I don´t think an ultimate should be easily counterable when it comes with a cost of 200 ultimate. Maybe they should reduce the initial hit dmg a little bit and increase the dot but dodging a one time use ultimate with that much of a cost investment is pretty much unacceptable.
I can't think of another ultimate that is completely unavoidable (unless you're a nightblade since you can still cloak meteor apparently).The ones you could make an argument for require placement by the player instead of just fire and forget. Someone really just did not think this through at all.
The ones requiring placement by the player are not blockable, offer secondary effects and have a larger aoe radius on most of them though.
Also dawnbreaker of smiting is completely unavoidable and dirtcheap while doing the same burstdmg without the option to avoid the damage over time by walking out of it (the only time i´m gonna slot meteor over dawnbreaker in the next patch is when fighting a large organized force -for everything else dawnbreaker is superior simply bc it does not have a giant >>blocknow<< around the enemies feet with some sound effect).
You can miss your dawnbreaker. I see it happen a lot. The other person can dodge it if they know it's coming. It's just a cone ability, not a guaranteed hit.Lots of great changes, but unreflectable meteor? Barrier only hitting 6? Both terrible ideas. Other ultimates have a way to avoid them, but Meteor is just gonna happen, no matter what? With its buggy CC, high initial damage, DoT component, etc., I'm incredibly skeptical that this is going to be a positive change. And barrier only hitting 6 is a nerf too far, I think. I'm all for it hitting fewer people, but 12 would have been a better balance point, I think.
Meteor did have a counter and viable rotation for it to hit. Unexpected buff tbh.
@Minno
Not sure what you mean by a "viable rotation for it to hit." Meteor is not currently guaranteed to hit specifically because it is reflectable. It might hit the target, it might hit the caster, it really depends on who has a reflect and who has ranged attacks to eat through an enemy's reflect pool so that they still get hit by the meteor. It's way too strong if it's unreflectable.
Tell that sorcs templars and NBs who had no reliable way of countering a DKs meteor. You´ll eventually learn to block it too.
@Derra I already do block it when I'm out of magical, I'm not an idiot. And people used to be able to re-reflect it back, which was cool and kept me on my toes. NB and Sorc can slot shield for the reflect. Not to mentioned if you see them flap you can just get off some other reflectable ranged attacks to seat through the reflect pool.
With the change to pts so projectiles can no longer be re-reflected it´s only logical to make meteor not reflectable. It´s a mandatory change because slotting a shield and reflecting that meteor back where it was intended to go is no longer an option (kind of sad bc with the changes on pts sorcs would finally have been able to run vaible 1h + shield builds).
But lets not make it a build discussion. I´m sure people will adapt eventually. A change they could do is increase dot dmg and reduce initial hit dmg.
@Derra I agree regarding the lamentable changes to number of reflects, but it still stands that neither reflect is guaranteed, provided you have other ranged abilities on your bar to soak up the opponent's reflect pool. In any case, though, the fact that it isn't reflectable now indicates to me that it needs some other counter, such as the initial hit being dodgeable. Having only block as an option is pretty terrible.
I´ve only ever blocked meteor on my chars - too much of a risk to reflect it back and get doublereflected for more dmg.
I don´t think an ultimate should be easily counterable when it comes with a cost of 200 ultimate. Maybe they should reduce the initial hit dmg a little bit and increase the dot but dodging a one time use ultimate with that much of a cost investment is pretty much unacceptable.
I can't think of another ultimate that is completely unavoidable (unless you're a nightblade since you can still cloak meteor apparently).The ones you could make an argument for require placement by the player instead of just fire and forget. Someone really just did not think this through at all.
The ones requiring placement by the player are not blockable, offer secondary effects and have a larger aoe radius on most of them though.
Also dawnbreaker of smiting is completely unavoidable and dirtcheap while doing the same burstdmg without the option to avoid the damage over time by walking out of it.
Its conal at least. Meteor still shouldn't be reflected:
- most spells with an object dropping from sky with AOE are not reflectable (standard, nova,).
- meteor's AOE is easily avoidable.
- 15k average dmg, that can be negated by entirely block (which costs around roughly 4k stam)
- costs 200 ultimate (Templar price is 190ish)
- take flight is not reflectable, and now targets. Does equal if not more dmg.
-Standard and Nova are ground target abilities, and I'm almost 100% sure you can block the synergies which for Nova is the main damaging part/stun. You're not guaranteed to hit anything because the other player can just choose not to stand/move there.
-The dot is not the issue.
-Still more than Nova (for more damage and now a guaranteed hit)
-Take Flight is not a spell projectile, it's a gap closer and ZOS sees it that way too which is why they added the slow to it.
Lots of great changes, but unreflectable meteor? Barrier only hitting 6? Both terrible ideas. Other ultimates have a way to avoid them, but Meteor is just gonna happen, no matter what? With its buggy CC, high initial damage, DoT component, etc., I'm incredibly skeptical that this is going to be a positive change. And barrier only hitting 6 is a nerf too far, I think. I'm all for it hitting fewer people, but 12 would have been a better balance point, I think.
Meteor did have a counter and viable rotation for it to hit. Unexpected buff tbh.
@Minno
Not sure what you mean by a "viable rotation for it to hit." Meteor is not currently guaranteed to hit specifically because it is reflectable. It might hit the target, it might hit the caster, it really depends on who has a reflect and who has ranged attacks to eat through an enemy's reflect pool so that they still get hit by the meteor. It's way too strong if it's unreflectable.
Tell that sorcs templars and NBs who had no reliable way of countering a DKs meteor. You´ll eventually learn to block it too.
@Derra I already do block it when I'm out of magical, I'm not an idiot. And people used to be able to re-reflect it back, which was cool and kept me on my toes. NB and Sorc can slot shield for the reflect. Not to mentioned if you see them flap you can just get off some other reflectable ranged attacks to seat through the reflect pool.
With the change to pts so projectiles can no longer be re-reflected it´s only logical to make meteor not reflectable. It´s a mandatory change because slotting a shield and reflecting that meteor back where it was intended to go is no longer an option (kind of sad bc with the changes on pts sorcs would finally have been able to run vaible 1h + shield builds).
But lets not make it a build discussion. I´m sure people will adapt eventually. A change they could do is increase dot dmg and reduce initial hit dmg.
@Derra I agree regarding the lamentable changes to number of reflects, but it still stands that neither reflect is guaranteed, provided you have other ranged abilities on your bar to soak up the opponent's reflect pool. In any case, though, the fact that it isn't reflectable now indicates to me that it needs some other counter, such as the initial hit being dodgeable. Having only block as an option is pretty terrible.
I´ve only ever blocked meteor on my chars - too much of a risk to reflect it back and get doublereflected for more dmg.
I don´t think an ultimate should be easily counterable when it comes with a cost of 200 ultimate. Maybe they should reduce the initial hit dmg a little bit and increase the dot but dodging a one time use ultimate with that much of a cost investment is pretty much unacceptable.
I can't think of another ultimate that is completely unavoidable (unless you're a nightblade since you can still cloak meteor apparently).The ones you could make an argument for require placement by the player instead of just fire and forget. Someone really just did not think this through at all.
The ones requiring placement by the player are not blockable, offer secondary effects and have a larger aoe radius on most of them though.
Also dawnbreaker of smiting is completely unavoidable and dirtcheap while doing the same burstdmg without the option to avoid the damage over time by walking out of it (the only time i´m gonna slot meteor over dawnbreaker in the next patch is when fighting a large organized force -for everything else dawnbreaker is superior simply bc it does not have a giant >>blocknow<< around the enemies feet with some sound effect).
You can miss your dawnbreaker. I see it happen a lot. The other person can dodge it if they know it's coming. It's just a cone ability, not a guaranteed hit.Lots of great changes, but unreflectable meteor? Barrier only hitting 6? Both terrible ideas. Other ultimates have a way to avoid them, but Meteor is just gonna happen, no matter what? With its buggy CC, high initial damage, DoT component, etc., I'm incredibly skeptical that this is going to be a positive change. And barrier only hitting 6 is a nerf too far, I think. I'm all for it hitting fewer people, but 12 would have been a better balance point, I think.
Meteor did have a counter and viable rotation for it to hit. Unexpected buff tbh.
@Minno
Not sure what you mean by a "viable rotation for it to hit." Meteor is not currently guaranteed to hit specifically because it is reflectable. It might hit the target, it might hit the caster, it really depends on who has a reflect and who has ranged attacks to eat through an enemy's reflect pool so that they still get hit by the meteor. It's way too strong if it's unreflectable.
Tell that sorcs templars and NBs who had no reliable way of countering a DKs meteor. You´ll eventually learn to block it too.
@Derra I already do block it when I'm out of magical, I'm not an idiot. And people used to be able to re-reflect it back, which was cool and kept me on my toes. NB and Sorc can slot shield for the reflect. Not to mentioned if you see them flap you can just get off some other reflectable ranged attacks to seat through the reflect pool.
With the change to pts so projectiles can no longer be re-reflected it´s only logical to make meteor not reflectable. It´s a mandatory change because slotting a shield and reflecting that meteor back where it was intended to go is no longer an option (kind of sad bc with the changes on pts sorcs would finally have been able to run vaible 1h + shield builds).
But lets not make it a build discussion. I´m sure people will adapt eventually. A change they could do is increase dot dmg and reduce initial hit dmg.
@Derra I agree regarding the lamentable changes to number of reflects, but it still stands that neither reflect is guaranteed, provided you have other ranged abilities on your bar to soak up the opponent's reflect pool. In any case, though, the fact that it isn't reflectable now indicates to me that it needs some other counter, such as the initial hit being dodgeable. Having only block as an option is pretty terrible.
I´ve only ever blocked meteor on my chars - too much of a risk to reflect it back and get doublereflected for more dmg.
I don´t think an ultimate should be easily counterable when it comes with a cost of 200 ultimate. Maybe they should reduce the initial hit dmg a little bit and increase the dot but dodging a one time use ultimate with that much of a cost investment is pretty much unacceptable.
I can't think of another ultimate that is completely unavoidable (unless you're a nightblade since you can still cloak meteor apparently).The ones you could make an argument for require placement by the player instead of just fire and forget. Someone really just did not think this through at all.
The ones requiring placement by the player are not blockable, offer secondary effects and have a larger aoe radius on most of them though.
Also dawnbreaker of smiting is completely unavoidable and dirtcheap while doing the same burstdmg without the option to avoid the damage over time by walking out of it.
Its conal at least. Meteor still shouldn't be reflected:
- most spells with an object dropping from sky with AOE are not reflectable (standard, nova,).
- meteor's AOE is easily avoidable.
- 15k average dmg, that can be negated by entirely block (which costs around roughly 4k stam)
- costs 200 ultimate (Templar price is 190ish)
- take flight is not reflectable, and now targets. Does equal if not more dmg.
-Standard and Nova are ground target abilities, and I'm almost 100% sure you can block the synergies which for Nova is the main damaging part/stun. You're not guaranteed to hit anything because the other player can just choose not to stand/move there.
-The dot is not the issue.
-Still more than Nova (for more damage and now a guaranteed hit)
-Take Flight is not a spell projectile, it's a gap closer and ZOS sees it that way too which is why they added the slow to it.
- nova/standard offer a dmg mitigation, hence the ground target and massive AOE. If meteor offered a strong dmg mitigation I'm very sure it would also be ground target based. Nova's synergy being blocked but not reflectable means meteor aligns with these spells. Hence meteor must not be reflected.
- I mention AOE because it has after effect dots dawnbreaker has a similar situation. Both skills are dmg oriented and DB is non reflectable. Therefore meteor not reflectable.
- nova dmg should be more, a comment on Templar balance not meteor.
- your correct, I'll take back take flight.
Lots of great changes, but unreflectable meteor? Barrier only hitting 6? Both terrible ideas. Other ultimates have a way to avoid them, but Meteor is just gonna happen, no matter what? With its buggy CC, high initial damage, DoT component, etc., I'm incredibly skeptical that this is going to be a positive change. And barrier only hitting 6 is a nerf too far, I think. I'm all for it hitting fewer people, but 12 would have been a better balance point, I think.
Meteor did have a counter and viable rotation for it to hit. Unexpected buff tbh.
@Minno
Not sure what you mean by a "viable rotation for it to hit." Meteor is not currently guaranteed to hit specifically because it is reflectable. It might hit the target, it might hit the caster, it really depends on who has a reflect and who has ranged attacks to eat through an enemy's reflect pool so that they still get hit by the meteor. It's way too strong if it's unreflectable.
Tell that sorcs templars and NBs who had no reliable way of countering a DKs meteor. You´ll eventually learn to block it too.
@Derra I already do block it when I'm out of magical, I'm not an idiot. And people used to be able to re-reflect it back, which was cool and kept me on my toes. NB and Sorc can slot shield for the reflect. Not to mentioned if you see them flap you can just get off some other reflectable ranged attacks to seat through the reflect pool.
With the change to pts so projectiles can no longer be re-reflected it´s only logical to make meteor not reflectable. It´s a mandatory change because slotting a shield and reflecting that meteor back where it was intended to go is no longer an option (kind of sad bc with the changes on pts sorcs would finally have been able to run vaible 1h + shield builds).
But lets not make it a build discussion. I´m sure people will adapt eventually. A change they could do is increase dot dmg and reduce initial hit dmg.
@Derra I agree regarding the lamentable changes to number of reflects, but it still stands that neither reflect is guaranteed, provided you have other ranged abilities on your bar to soak up the opponent's reflect pool. In any case, though, the fact that it isn't reflectable now indicates to me that it needs some other counter, such as the initial hit being dodgeable. Having only block as an option is pretty terrible.
I´ve only ever blocked meteor on my chars - too much of a risk to reflect it back and get doublereflected for more dmg.
I don´t think an ultimate should be easily counterable when it comes with a cost of 200 ultimate. Maybe they should reduce the initial hit dmg a little bit and increase the dot but dodging a one time use ultimate with that much of a cost investment is pretty much unacceptable.
I can't think of another ultimate that is completely unavoidable (unless you're a nightblade since you can still cloak meteor apparently).The ones you could make an argument for require placement by the player instead of just fire and forget. Someone really just did not think this through at all.
The ones requiring placement by the player are not blockable, offer secondary effects and have a larger aoe radius on most of them though.
Also dawnbreaker of smiting is completely unavoidable and dirtcheap while doing the same burstdmg without the option to avoid the damage over time by walking out of it (the only time i´m gonna slot meteor over dawnbreaker in the next patch is when fighting a large organized force -for everything else dawnbreaker is superior simply bc it does not have a giant >>blocknow<< around the enemies feet with some sound effect).
You can miss your dawnbreaker. I see it happen a lot. The other person can dodge it if they know it's coming. It's just a cone ability, not a guaranteed hit.Lots of great changes, but unreflectable meteor? Barrier only hitting 6? Both terrible ideas. Other ultimates have a way to avoid them, but Meteor is just gonna happen, no matter what? With its buggy CC, high initial damage, DoT component, etc., I'm incredibly skeptical that this is going to be a positive change. And barrier only hitting 6 is a nerf too far, I think. I'm all for it hitting fewer people, but 12 would have been a better balance point, I think.
Meteor did have a counter and viable rotation for it to hit. Unexpected buff tbh.
@Minno
Not sure what you mean by a "viable rotation for it to hit." Meteor is not currently guaranteed to hit specifically because it is reflectable. It might hit the target, it might hit the caster, it really depends on who has a reflect and who has ranged attacks to eat through an enemy's reflect pool so that they still get hit by the meteor. It's way too strong if it's unreflectable.
Tell that sorcs templars and NBs who had no reliable way of countering a DKs meteor. You´ll eventually learn to block it too.
@Derra I already do block it when I'm out of magical, I'm not an idiot. And people used to be able to re-reflect it back, which was cool and kept me on my toes. NB and Sorc can slot shield for the reflect. Not to mentioned if you see them flap you can just get off some other reflectable ranged attacks to seat through the reflect pool.
With the change to pts so projectiles can no longer be re-reflected it´s only logical to make meteor not reflectable. It´s a mandatory change because slotting a shield and reflecting that meteor back where it was intended to go is no longer an option (kind of sad bc with the changes on pts sorcs would finally have been able to run vaible 1h + shield builds).
But lets not make it a build discussion. I´m sure people will adapt eventually. A change they could do is increase dot dmg and reduce initial hit dmg.
@Derra I agree regarding the lamentable changes to number of reflects, but it still stands that neither reflect is guaranteed, provided you have other ranged abilities on your bar to soak up the opponent's reflect pool. In any case, though, the fact that it isn't reflectable now indicates to me that it needs some other counter, such as the initial hit being dodgeable. Having only block as an option is pretty terrible.
I´ve only ever blocked meteor on my chars - too much of a risk to reflect it back and get doublereflected for more dmg.
I don´t think an ultimate should be easily counterable when it comes with a cost of 200 ultimate. Maybe they should reduce the initial hit dmg a little bit and increase the dot but dodging a one time use ultimate with that much of a cost investment is pretty much unacceptable.
I can't think of another ultimate that is completely unavoidable (unless you're a nightblade since you can still cloak meteor apparently).The ones you could make an argument for require placement by the player instead of just fire and forget. Someone really just did not think this through at all.
The ones requiring placement by the player are not blockable, offer secondary effects and have a larger aoe radius on most of them though.
Also dawnbreaker of smiting is completely unavoidable and dirtcheap while doing the same burstdmg without the option to avoid the damage over time by walking out of it.
Its conal at least. Meteor still shouldn't be reflected:
- most spells with an object dropping from sky with AOE are not reflectable (standard, nova,).
- meteor's AOE is easily avoidable.
- 15k average dmg, that can be negated by entirely block (which costs around roughly 4k stam)
- costs 200 ultimate (Templar price is 190ish)
- take flight is not reflectable, and now targets. Does equal if not more dmg.
-Standard and Nova are ground target abilities, and I'm almost 100% sure you can block the synergies which for Nova is the main damaging part/stun. You're not guaranteed to hit anything because the other player can just choose not to stand/move there.
-The dot is not the issue.
-Still more than Nova (for more damage and now a guaranteed hit)
-Take Flight is not a spell projectile, it's a gap closer and ZOS sees it that way too which is why they added the slow to it.
- nova/standard offer a dmg mitigation, hence the ground target and massive AOE. If meteor offered a strong dmg mitigation I'm very sure it would also be ground target based. Nova's synergy being blocked but not reflectable means meteor aligns with these spells. Hence meteor must not be reflected.
- I mention AOE because it has after effect dots dawnbreaker has a similar situation. Both skills are dmg oriented and DB is non reflectable. Therefore meteor not reflectable.
- nova dmg should be more, a comment on Templar balance not meteor.
- your correct, I'll take back take flight.
- Only if they stand in it, which they won't. In which case they do full damage. Synergies are just not reflectable. They're not spell projectiles and don't have a source from where it was casted. It's not the same classification. In fact, even if it were it is even more justifiable that it can't be reflected because it is a synergy. It takes two people to use that ultimate whereas meteor just takes a random cheese puff falling on your ult key with enough force to push the button.
-Again, not a projectile and the dots are applied in different places. One is on the ground and the other is able to be purged off because it's applied to the player(BUFF DAWNBREAKER DOT).
-I agree, though there are other ultimates that cost more that don't/won't get used as much as Meteor. People wouldn't use it if it wasn't worth the cost. Especially with the Shooting Star morph, the cost is really minimal for what you get out of the skill (and that's my opinion on live not even PTS).
Ghost-Shot wrote: »Ghost-Shot wrote: »These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
That's what's frustrating to me. There are so many games that cater to small teams, little elite groups of 4-8. There are so few quality games like this where you can have a big team.
This patch, I get the picture. ZoS doesn't want big groups. Message received, not welcome. Ok. It's sickening, though. There are so few games that had the promise this one did, and to me this really feels like the end as far as large group gameplay. I don't doubt I'll stick around for a while, but the moment CU beta drops or hell BDO, I'm done. Time to find a game that actually wants me in it.
As far as I'm concerned, they are so tangled up in amateur coding and lag problems they can't fix they've decided to turn on the player base they advertised to in the first place in a last ditch effort to make thier game halfway playable. And to all the players like me that hung on and convinced their guild and friends to hope for an eventual light at the end of the tunnel...well, there's the door. Goddammit
Rofl....
You think CU is going to cater to your large group?
.......
First of all..The game is going to end up with around 6-8 people as its group cap
Second of allhttps://www.youtube.com/watch?v=mI250gU4Ct8
yea...don't get your hopes up on that.
Oh good, I was anxiously holding my breath waiting for you to turn this into a DaoC thread. Also until you have factual evidence that the group cap in CU will be 6-8, you may want to avoid getting you're hopes up there and remember how many times Mark Jacobs has stated that CU is not a reboot of DaoC. Now do you have anything relevant to add to this discussion?
While he stated multiple times it´s not a reboot of daoc - i highly doubt they will provide and environment where numbers trump brains or coordination in the same way GW2 or ESO did.
It was announced to be developed with the ideas present in daoc in mind - that´s why it made it through kickstarter in the first place.
I don't think anyone wants a game where numbers matter more than anything, if we did we wouldn't be anxiously awaiting CU and we would continue playing this. I'm an officer in a guild that runs 24 man groups every night and balls up as tight as possible and I can honestly say that the meta of balling up is stupid but its effective, that's why we do it.
I have no doubt that the group size will be smaller than ESO but I HIGHLY doubt it will be 6-8, that doesn't make any sense for a game where a major selling point is hundreds pf players on screen at once. I'm guessing the cap will be around 16 but lets be honest, anytime we throw those numbers out we are just talking out of our asses.
I think it's very apparent from this patch that ESO has no idea how to fix mass pvp, hence forcing players into smaller groups.
I sympathise with people wanting to play in huge raids, hell that's what we signed up for originally.
But this is forcing people away from that. It's a massive bandaid on a broken game.
Ghost-Shot wrote: »Ghost-Shot wrote: »These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
That's what's frustrating to me. There are so many games that cater to small teams, little elite groups of 4-8. There are so few quality games like this where you can have a big team.
This patch, I get the picture. ZoS doesn't want big groups. Message received, not welcome. Ok. It's sickening, though. There are so few games that had the promise this one did, and to me this really feels like the end as far as large group gameplay. I don't doubt I'll stick around for a while, but the moment CU beta drops or hell BDO, I'm done. Time to find a game that actually wants me in it.
As far as I'm concerned, they are so tangled up in amateur coding and lag problems they can't fix they've decided to turn on the player base they advertised to in the first place in a last ditch effort to make thier game halfway playable. And to all the players like me that hung on and convinced their guild and friends to hope for an eventual light at the end of the tunnel...well, there's the door. Goddammit
Rofl....
You think CU is going to cater to your large group?
.......
First of all..The game is going to end up with around 6-8 people as its group cap
Second of allhttps://www.youtube.com/watch?v=mI250gU4Ct8
yea...don't get your hopes up on that.
Oh good, I was anxiously holding my breath waiting for you to turn this into a DaoC thread. Also until you have factual evidence that the group cap in CU will be 6-8, you may want to avoid getting you're hopes up there and remember how many times Mark Jacobs has stated that CU is not a reboot of DaoC. Now do you have anything relevant to add to this discussion?
While he stated multiple times it´s not a reboot of daoc - i highly doubt they will provide and environment where numbers trump brains or coordination in the same way GW2 or ESO did.
It was announced to be developed with the ideas present in daoc in mind - that´s why it made it through kickstarter in the first place.
I don't think anyone wants a game where numbers matter more than anything, if we did we wouldn't be anxiously awaiting CU and we would continue playing this. I'm an officer in a guild that runs 24 man groups every night and balls up as tight as possible and I can honestly say that the meta of balling up is stupid but its effective, that's why we do it.
I have no doubt that the group size will be smaller than ESO but I HIGHLY doubt it will be 6-8, that doesn't make any sense for a game where a major selling point is hundreds pf players on screen at once. I'm guessing the cap will be around 16 but lets be honest, anytime we throw those numbers out we are just talking out of our asses.
I´m gonna be honest: I´ve played daoc with my guild since EU launch and we´ve all backed CU because of that on the first kickstarter day.
Most of those people will never ever touch that game if they implement grp sizes bigger than 8 into the games pvp. It was one of daocs defining rvr features to be balanced around the max grpsize and creating vaible synergies in that grp. This feeling is only generated if the grps are small enough to NOT have redundant positions to fill. If you made the decision to run a third healer it was sth. that significantly impacted grp performance.
I can´t see that happening in grps with more slots than there are classes and from the bottom of my heart hope there will be less slots in a grp than there are classes to choose from (because that´s what creates interesting theorycrafting - having to choose because you can´t fit in all available options).
Lots of great changes, but unreflectable meteor? Barrier only hitting 6? Both terrible ideas. Other ultimates have a way to avoid them, but Meteor is just gonna happen, no matter what? With its buggy CC, high initial damage, DoT component, etc., I'm incredibly skeptical that this is going to be a positive change. And barrier only hitting 6 is a nerf too far, I think. I'm all for it hitting fewer people, but 12 would have been a better balance point, I think.
Meteor did have a counter and viable rotation for it to hit. Unexpected buff tbh.
@Minno
Not sure what you mean by a "viable rotation for it to hit." Meteor is not currently guaranteed to hit specifically because it is reflectable. It might hit the target, it might hit the caster, it really depends on who has a reflect and who has ranged attacks to eat through an enemy's reflect pool so that they still get hit by the meteor. It's way too strong if it's unreflectable.
Tell that sorcs templars and NBs who had no reliable way of countering a DKs meteor. You´ll eventually learn to block it too.
@Derra I already do block it when I'm out of magical, I'm not an idiot. And people used to be able to re-reflect it back, which was cool and kept me on my toes. NB and Sorc can slot shield for the reflect. Not to mentioned if you see them flap you can just get off some other reflectable ranged attacks to seat through the reflect pool.
With the change to pts so projectiles can no longer be re-reflected it´s only logical to make meteor not reflectable. It´s a mandatory change because slotting a shield and reflecting that meteor back where it was intended to go is no longer an option (kind of sad bc with the changes on pts sorcs would finally have been able to run vaible 1h + shield builds).
But lets not make it a build discussion. I´m sure people will adapt eventually. A change they could do is increase dot dmg and reduce initial hit dmg.
@Derra I agree regarding the lamentable changes to number of reflects, but it still stands that neither reflect is guaranteed, provided you have other ranged abilities on your bar to soak up the opponent's reflect pool. In any case, though, the fact that it isn't reflectable now indicates to me that it needs some other counter, such as the initial hit being dodgeable. Having only block as an option is pretty terrible.
I´ve only ever blocked meteor on my chars - too much of a risk to reflect it back and get doublereflected for more dmg.
I don´t think an ultimate should be easily counterable when it comes with a cost of 200 ultimate. Maybe they should reduce the initial hit dmg a little bit and increase the dot but dodging a one time use ultimate with that much of a cost investment is pretty much unacceptable.
Lots of great changes, but unreflectable meteor? Barrier only hitting 6? Both terrible ideas. Other ultimates have a way to avoid them, but Meteor is just gonna happen, no matter what? With its buggy CC, high initial damage, DoT component, etc., I'm incredibly skeptical that this is going to be a positive change. And barrier only hitting 6 is a nerf too far, I think. I'm all for it hitting fewer people, but 12 would have been a better balance point, I think.
Meteor did have a counter and viable rotation for it to hit. Unexpected buff tbh.
@Minno
Not sure what you mean by a "viable rotation for it to hit." Meteor is not currently guaranteed to hit specifically because it is reflectable. It might hit the target, it might hit the caster, it really depends on who has a reflect and who has ranged attacks to eat through an enemy's reflect pool so that they still get hit by the meteor. It's way too strong if it's unreflectable.
Tell that sorcs templars and NBs who had no reliable way of countering a DKs meteor. You´ll eventually learn to block it too.
@Derra I already do block it when I'm out of magical, I'm not an idiot. And people used to be able to re-reflect it back, which was cool and kept me on my toes. NB and Sorc can slot shield for the reflect. Not to mentioned if you see them flap you can just get off some other reflectable ranged attacks to seat through the reflect pool.
With the change to pts so projectiles can no longer be re-reflected it´s only logical to make meteor not reflectable. It´s a mandatory change because slotting a shield and reflecting that meteor back where it was intended to go is no longer an option (kind of sad bc with the changes on pts sorcs would finally have been able to run vaible 1h + shield builds).
But lets not make it a build discussion. I´m sure people will adapt eventually. A change they could do is increase dot dmg and reduce initial hit dmg.
@Derra I agree regarding the lamentable changes to number of reflects, but it still stands that neither reflect is guaranteed, provided you have other ranged abilities on your bar to soak up the opponent's reflect pool. In any case, though, the fact that it isn't reflectable now indicates to me that it needs some other counter, such as the initial hit being dodgeable. Having only block as an option is pretty terrible.
I´ve only ever blocked meteor on my chars - too much of a risk to reflect it back and get doublereflected for more dmg.
I don´t think an ultimate should be easily counterable when it comes with a cost of 200 ultimate. Maybe they should reduce the initial hit dmg a little bit and increase the dot but dodging a one time use ultimate with that much of a cost investment is pretty much unacceptable.
I don't mean dodge it such that it doesn't hit the area it's supposed to land on, I mean dodge it so that you, the target, don't get the CC, don't stand in the DoT, and don't get the initial burst damage, same as for any other ultimate. It just occupies such a unique space in combat due to its instant CC, high damage, DoT, and ability to fire from the safety of range. Every other ultimate does only a couple of those things.
Nova hits from a range but you have to activate its synergy to do burst damage and CC component, for which you need to be standing in it. That gives opponents plenty of time to escape unless you're already right inside them and dropping it on yourself. Costs 50 more ultimate than Meteor and can be pretty much completely avoided beyond a couple ticks from the DoT.
Negate is ranged but does no damage, it only stops spells from going off, and it can be broken free from, granting actual CC immunity. Costs 25 more ultimate than Meteor.
DK Standard: DoT damage, caster-centered so you're at risk if you're using it, synergy allows immobilize, way different from a stun. 50 more ultimate than Meteor.
DK Leap: single-target AoE like Meteor is now, great damage, AoE knockup like Meteor, but is completely avoidable by dodging, doesn't hit if you try to use it against moving enemies from far away, no DoT component, literally takes you from the safety of range and lands you in the center of everything bad. Cheap as hell to compensate for some of those drawbacks, maybe too cheap but that could be adjusted.
Dawnbreaker: cone AoE damage, to be fair the most unavoidable one unless you preempt it, but cones are terrible, it has no CC unless you're a vampire and your opponent chose the morph that CC's undead, really only "strong" in niche circumstances that require the other player to be a vampire. Reliable burst I guess?
Meteor: Good AoE initial damage which is unavoidable, AoE CC on hit, follows target so it will always hit, AoE DoT, use from the complete safety of range for all components including the damage and the CC, no need for someone to synergize anything, lamentations of the fallen, probably global warming, idk.
It's pretty easy to see that it's overpowered in its current form.
I think it's very apparent from this patch that ESO has no idea how to fix mass pvp, hence forcing players into smaller groups.
I sympathise with people wanting to play in huge raids, hell that's what we signed up for originally.
But this is forcing people away from that. It's a massive bandaid on a broken game.
Yup.
Ghost-Shot wrote: »Ghost-Shot wrote: »Ghost-Shot wrote: »These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
That's what's frustrating to me. There are so many games that cater to small teams, little elite groups of 4-8. There are so few quality games like this where you can have a big team.
This patch, I get the picture. ZoS doesn't want big groups. Message received, not welcome. Ok. It's sickening, though. There are so few games that had the promise this one did, and to me this really feels like the end as far as large group gameplay. I don't doubt I'll stick around for a while, but the moment CU beta drops or hell BDO, I'm done. Time to find a game that actually wants me in it.
As far as I'm concerned, they are so tangled up in amateur coding and lag problems they can't fix they've decided to turn on the player base they advertised to in the first place in a last ditch effort to make thier game halfway playable. And to all the players like me that hung on and convinced their guild and friends to hope for an eventual light at the end of the tunnel...well, there's the door. Goddammit
Rofl....
You think CU is going to cater to your large group?
.......
First of all..The game is going to end up with around 6-8 people as its group cap
Second of allhttps://www.youtube.com/watch?v=mI250gU4Ct8
yea...don't get your hopes up on that.
Oh good, I was anxiously holding my breath waiting for you to turn this into a DaoC thread. Also until you have factual evidence that the group cap in CU will be 6-8, you may want to avoid getting you're hopes up there and remember how many times Mark Jacobs has stated that CU is not a reboot of DaoC. Now do you have anything relevant to add to this discussion?
While he stated multiple times it´s not a reboot of daoc - i highly doubt they will provide and environment where numbers trump brains or coordination in the same way GW2 or ESO did.
It was announced to be developed with the ideas present in daoc in mind - that´s why it made it through kickstarter in the first place.
I don't think anyone wants a game where numbers matter more than anything, if we did we wouldn't be anxiously awaiting CU and we would continue playing this. I'm an officer in a guild that runs 24 man groups every night and balls up as tight as possible and I can honestly say that the meta of balling up is stupid but its effective, that's why we do it.
I have no doubt that the group size will be smaller than ESO but I HIGHLY doubt it will be 6-8, that doesn't make any sense for a game where a major selling point is hundreds pf players on screen at once. I'm guessing the cap will be around 16 but lets be honest, anytime we throw those numbers out we are just talking out of our asses.
I´m gonna be honest: I´ve played daoc with my guild since EU launch and we´ve all backed CU because of that on the first kickstarter day.
Most of those people will never ever touch that game if they implement grp sizes bigger than 8 into the games pvp. It was one of daocs defining rvr features to be balanced around the max grpsize and creating vaible synergies in that grp. This feeling is only generated if the grps are small enough to NOT have redundant positions to fill. If you made the decision to run a third healer it was sth. that significantly impacted grp performance.
I can´t see that happening in grps with more slots than there are classes and from the bottom of my heart hope there will be less slots in a grp than there are classes to choose from (because that´s what creates interesting theorycrafting - having to choose because you can´t fit in all available options).
I understand what you're saying and personally I love doing small man stuff, fighting outnumbered is a fun challenge, but i think the "zerg problem" that you all talk about here, is evidence to me that there are more people who prefer large group play than small group. It seems completely illogical to take a game that you build a custom engine for to handle 500+ people on screen at a time, then say you can only group with 8. I find it very hard to believe they will cap groups that low however I think they will provide tools to allow SKILLED small groups to counter big groups. I think Mark Jacobs is a smart enough guy to realize that group caps are the dumbest way combat the zerg.
Ghost-Shot wrote: »Ghost-Shot wrote: »Ghost-Shot wrote: »These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
That's what's frustrating to me. There are so many games that cater to small teams, little elite groups of 4-8. There are so few quality games like this where you can have a big team.
This patch, I get the picture. ZoS doesn't want big groups. Message received, not welcome. Ok. It's sickening, though. There are so few games that had the promise this one did, and to me this really feels like the end as far as large group gameplay. I don't doubt I'll stick around for a while, but the moment CU beta drops or hell BDO, I'm done. Time to find a game that actually wants me in it.
As far as I'm concerned, they are so tangled up in amateur coding and lag problems they can't fix they've decided to turn on the player base they advertised to in the first place in a last ditch effort to make thier game halfway playable. And to all the players like me that hung on and convinced their guild and friends to hope for an eventual light at the end of the tunnel...well, there's the door. Goddammit
Rofl....
You think CU is going to cater to your large group?
.......
First of all..The game is going to end up with around 6-8 people as its group cap
Second of allhttps://www.youtube.com/watch?v=mI250gU4Ct8
yea...don't get your hopes up on that.
Oh good, I was anxiously holding my breath waiting for you to turn this into a DaoC thread. Also until you have factual evidence that the group cap in CU will be 6-8, you may want to avoid getting you're hopes up there and remember how many times Mark Jacobs has stated that CU is not a reboot of DaoC. Now do you have anything relevant to add to this discussion?
While he stated multiple times it´s not a reboot of daoc - i highly doubt they will provide and environment where numbers trump brains or coordination in the same way GW2 or ESO did.
It was announced to be developed with the ideas present in daoc in mind - that´s why it made it through kickstarter in the first place.
I don't think anyone wants a game where numbers matter more than anything, if we did we wouldn't be anxiously awaiting CU and we would continue playing this. I'm an officer in a guild that runs 24 man groups every night and balls up as tight as possible and I can honestly say that the meta of balling up is stupid but its effective, that's why we do it.
I have no doubt that the group size will be smaller than ESO but I HIGHLY doubt it will be 6-8, that doesn't make any sense for a game where a major selling point is hundreds pf players on screen at once. I'm guessing the cap will be around 16 but lets be honest, anytime we throw those numbers out we are just talking out of our asses.
I´m gonna be honest: I´ve played daoc with my guild since EU launch and we´ve all backed CU because of that on the first kickstarter day.
Most of those people will never ever touch that game if they implement grp sizes bigger than 8 into the games pvp. It was one of daocs defining rvr features to be balanced around the max grpsize and creating vaible synergies in that grp. This feeling is only generated if the grps are small enough to NOT have redundant positions to fill. If you made the decision to run a third healer it was sth. that significantly impacted grp performance.
I can´t see that happening in grps with more slots than there are classes and from the bottom of my heart hope there will be less slots in a grp than there are classes to choose from (because that´s what creates interesting theorycrafting - having to choose because you can´t fit in all available options).
I understand what you're saying and personally I love doing small man stuff, fighting outnumbered is a fun challenge, but i think the "zerg problem" that you all talk about here, is evidence to me that there are more people who prefer large group play than small group. It seems completely illogical to take a game that you build a custom engine for to handle 500+ people on screen at a time, then say you can only group with 8. I find it very hard to believe they will cap groups that low however I think they will provide tools to allow SKILLED small groups to counter big groups. I think Mark Jacobs is a smart enough guy to realize that group caps are the dumbest way combat the zerg.
Could be they want 500 people spread all over the map fighting, instead of large groups balled up together.
You guys talk about large scale PvP like it has to be ball groups versus ball groups and that's how ESO was marketed, but I don't agree.
I saw it as lots smaller groups fighting against one another in a big battle together, not one large ball fighting another large ball.
Lots of great changes, but unreflectable meteor? Barrier only hitting 6? Both terrible ideas. Other ultimates have a way to avoid them, but Meteor is just gonna happen, no matter what? With its buggy CC, high initial damage, DoT component, etc., I'm incredibly skeptical that this is going to be a positive change. And barrier only hitting 6 is a nerf too far, I think. I'm all for it hitting fewer people, but 12 would have been a better balance point, I think.
Meteor did have a counter and viable rotation for it to hit. Unexpected buff tbh.
@Minno
Not sure what you mean by a "viable rotation for it to hit." Meteor is not currently guaranteed to hit specifically because it is reflectable. It might hit the target, it might hit the caster, it really depends on who has a reflect and who has ranged attacks to eat through an enemy's reflect pool so that they still get hit by the meteor. It's way too strong if it's unreflectable.
Tell that sorcs templars and NBs who had no reliable way of countering a DKs meteor. You´ll eventually learn to block it too.
@Derra I already do block it when I'm out of magical, I'm not an idiot. And people used to be able to re-reflect it back, which was cool and kept me on my toes. NB and Sorc can slot shield for the reflect. Not to mentioned if you see them flap you can just get off some other reflectable ranged attacks to seat through the reflect pool.
With the change to pts so projectiles can no longer be re-reflected it´s only logical to make meteor not reflectable. It´s a mandatory change because slotting a shield and reflecting that meteor back where it was intended to go is no longer an option (kind of sad bc with the changes on pts sorcs would finally have been able to run vaible 1h + shield builds).
But lets not make it a build discussion. I´m sure people will adapt eventually. A change they could do is increase dot dmg and reduce initial hit dmg.
@Derra I agree regarding the lamentable changes to number of reflects, but it still stands that neither reflect is guaranteed, provided you have other ranged abilities on your bar to soak up the opponent's reflect pool. In any case, though, the fact that it isn't reflectable now indicates to me that it needs some other counter, such as the initial hit being dodgeable. Having only block as an option is pretty terrible.
I´ve only ever blocked meteor on my chars - too much of a risk to reflect it back and get doublereflected for more dmg.
I don´t think an ultimate should be easily counterable when it comes with a cost of 200 ultimate. Maybe they should reduce the initial hit dmg a little bit and increase the dot but dodging a one time use ultimate with that much of a cost investment is pretty much unacceptable.
I don't mean dodge it such that it doesn't hit the area it's supposed to land on, I mean dodge it so that you, the target, don't get the CC, don't stand in the DoT, and don't get the initial burst damage, same as for any other ultimate. It just occupies such a unique space in combat due to its instant CC, high damage, DoT, and ability to fire from the safety of range. Every other ultimate does only a couple of those things.
Nova hits from a range but you have to activate its synergy to do burst damage and CC component, for which you need to be standing in it. That gives opponents plenty of time to escape unless you're already right inside them and dropping it on yourself. Costs 50 more ultimate than Meteor and can be pretty much completely avoided beyond a couple ticks from the DoT. PVE/group specific ulti
Negate is ranged but does no damage, it only stops spells from going off, and it can be broken free from, granting actual CC immunity. Costs 25 more ultimate than Meteor. PVE/group specific ulti
DK Standard: DoT damage, caster-centered so you're at risk if you're using it, synergy allows immobilize, way different from a stun. 50 more ultimate than Meteor. PVE/group specific ulti
DK Leap: single-target AoE like Meteor is now, great damage, AoE knockup like Meteor, but is completely avoidable by dodging, doesn't hit if you try to use it against moving enemies from far away, no DoT component, literally takes you from the safety of range and lands you in the center of everything bad. Cheap as hell to compensate for some of those drawbacks, maybe too cheap but that could be adjusted. PVP/DMG specific ulti
Dawnbreaker: cone AoE damage, to be fair the most unavoidable one unless you preempt it, but cones are terrible, it has no CC unless you're a vampire and your opponent chose the morph that CC's undead, really only "strong" in niche circumstances that require the other player to be a vampire. Reliable burst I guess? PVP/DMG specific ulti
Meteor: Good AoE initial damage which is unavoidable, AoE CC on hit, follows target so it will always hit, AoE DoT, use from the complete safety of range for all components including the damage and the CC, no need for someone to synergize anything, lamentations of the fallen, probably global warming, idk.PVP/DMG specific ulti
It's pretty easy to see that it's overpowered in its current form.
Ghost-Shot wrote: »Ghost-Shot wrote: »Ghost-Shot wrote: »These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
That's what's frustrating to me. There are so many games that cater to small teams, little elite groups of 4-8. There are so few quality games like this where you can have a big team.
This patch, I get the picture. ZoS doesn't want big groups. Message received, not welcome. Ok. It's sickening, though. There are so few games that had the promise this one did, and to me this really feels like the end as far as large group gameplay. I don't doubt I'll stick around for a while, but the moment CU beta drops or hell BDO, I'm done. Time to find a game that actually wants me in it.
As far as I'm concerned, they are so tangled up in amateur coding and lag problems they can't fix they've decided to turn on the player base they advertised to in the first place in a last ditch effort to make thier game halfway playable. And to all the players like me that hung on and convinced their guild and friends to hope for an eventual light at the end of the tunnel...well, there's the door. Goddammit
Rofl....
You think CU is going to cater to your large group?
.......
First of all..The game is going to end up with around 6-8 people as its group cap
Second of allhttps://www.youtube.com/watch?v=mI250gU4Ct8
yea...don't get your hopes up on that.
Oh good, I was anxiously holding my breath waiting for you to turn this into a DaoC thread. Also until you have factual evidence that the group cap in CU will be 6-8, you may want to avoid getting you're hopes up there and remember how many times Mark Jacobs has stated that CU is not a reboot of DaoC. Now do you have anything relevant to add to this discussion?
While he stated multiple times it´s not a reboot of daoc - i highly doubt they will provide and environment where numbers trump brains or coordination in the same way GW2 or ESO did.
It was announced to be developed with the ideas present in daoc in mind - that´s why it made it through kickstarter in the first place.
I don't think anyone wants a game where numbers matter more than anything, if we did we wouldn't be anxiously awaiting CU and we would continue playing this. I'm an officer in a guild that runs 24 man groups every night and balls up as tight as possible and I can honestly say that the meta of balling up is stupid but its effective, that's why we do it.
I have no doubt that the group size will be smaller than ESO but I HIGHLY doubt it will be 6-8, that doesn't make any sense for a game where a major selling point is hundreds pf players on screen at once. I'm guessing the cap will be around 16 but lets be honest, anytime we throw those numbers out we are just talking out of our asses.
I´m gonna be honest: I´ve played daoc with my guild since EU launch and we´ve all backed CU because of that on the first kickstarter day.
Most of those people will never ever touch that game if they implement grp sizes bigger than 8 into the games pvp. It was one of daocs defining rvr features to be balanced around the max grpsize and creating vaible synergies in that grp. This feeling is only generated if the grps are small enough to NOT have redundant positions to fill. If you made the decision to run a third healer it was sth. that significantly impacted grp performance.
I can´t see that happening in grps with more slots than there are classes and from the bottom of my heart hope there will be less slots in a grp than there are classes to choose from (because that´s what creates interesting theorycrafting - having to choose because you can´t fit in all available options).
I understand what you're saying and personally I love doing small man stuff, fighting outnumbered is a fun challenge, but i think the "zerg problem" that you all talk about here, is evidence to me that there are more people who prefer large group play than small group. It seems completely illogical to take a game that you build a custom engine for to handle 500+ people on screen at a time, then say you can only group with 8. I find it very hard to believe they will cap groups that low however I think they will provide tools to allow SKILLED small groups to counter big groups. I think Mark Jacobs is a smart enough guy to realize that group caps are the dumbest way combat the zerg.
Ghost-Shot wrote: »Ghost-Shot wrote: »Ghost-Shot wrote: »These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
That's what's frustrating to me. There are so many games that cater to small teams, little elite groups of 4-8. There are so few quality games like this where you can have a big team.
This patch, I get the picture. ZoS doesn't want big groups. Message received, not welcome. Ok. It's sickening, though. There are so few games that had the promise this one did, and to me this really feels like the end as far as large group gameplay. I don't doubt I'll stick around for a while, but the moment CU beta drops or hell BDO, I'm done. Time to find a game that actually wants me in it.
As far as I'm concerned, they are so tangled up in amateur coding and lag problems they can't fix they've decided to turn on the player base they advertised to in the first place in a last ditch effort to make thier game halfway playable. And to all the players like me that hung on and convinced their guild and friends to hope for an eventual light at the end of the tunnel...well, there's the door. Goddammit
Rofl....
You think CU is going to cater to your large group?
.......
First of all..The game is going to end up with around 6-8 people as its group cap
Second of allhttps://www.youtube.com/watch?v=mI250gU4Ct8
yea...don't get your hopes up on that.
Oh good, I was anxiously holding my breath waiting for you to turn this into a DaoC thread. Also until you have factual evidence that the group cap in CU will be 6-8, you may want to avoid getting you're hopes up there and remember how many times Mark Jacobs has stated that CU is not a reboot of DaoC. Now do you have anything relevant to add to this discussion?
While he stated multiple times it´s not a reboot of daoc - i highly doubt they will provide and environment where numbers trump brains or coordination in the same way GW2 or ESO did.
It was announced to be developed with the ideas present in daoc in mind - that´s why it made it through kickstarter in the first place.
I don't think anyone wants a game where numbers matter more than anything, if we did we wouldn't be anxiously awaiting CU and we would continue playing this. I'm an officer in a guild that runs 24 man groups every night and balls up as tight as possible and I can honestly say that the meta of balling up is stupid but its effective, that's why we do it.
I have no doubt that the group size will be smaller than ESO but I HIGHLY doubt it will be 6-8, that doesn't make any sense for a game where a major selling point is hundreds pf players on screen at once. I'm guessing the cap will be around 16 but lets be honest, anytime we throw those numbers out we are just talking out of our asses.
I´m gonna be honest: I´ve played daoc with my guild since EU launch and we´ve all backed CU because of that on the first kickstarter day.
Most of those people will never ever touch that game if they implement grp sizes bigger than 8 into the games pvp. It was one of daocs defining rvr features to be balanced around the max grpsize and creating vaible synergies in that grp. This feeling is only generated if the grps are small enough to NOT have redundant positions to fill. If you made the decision to run a third healer it was sth. that significantly impacted grp performance.
I can´t see that happening in grps with more slots than there are classes and from the bottom of my heart hope there will be less slots in a grp than there are classes to choose from (because that´s what creates interesting theorycrafting - having to choose because you can´t fit in all available options).
I understand what you're saying and personally I love doing small man stuff, fighting outnumbered is a fun challenge, but i think the "zerg problem" that you all talk about here, is evidence to me that there are more people who prefer large group play than small group. It seems completely illogical to take a game that you build a custom engine for to handle 500+ people on screen at a time, then say you can only group with 8. I find it very hard to believe they will cap groups that low however I think they will provide tools to allow SKILLED small groups to counter big groups. I think Mark Jacobs is a smart enough guy to realize that group caps are the dumbest way combat the zerg.
I really hope they won´t simply because it eliminates the process of creating a working grp setup with great synergies if you don´t have to choose from the options presented.
If they go with big grpsizes this won´t happen as you´ll have multiple of each class not using their complete arsenal because it´s more efficient if one player uses spell a another uses spell b and the third of that class spell c.
Same with rotations for cooldown skills.
Having grps with a high amount of players in them (and as a result making it easier to organise them) lowers the quality of the gameplay. Largescale pvp is interesting when it´s not too well organised. You won´t achieve that with many players in a grp.
DAOC had gigantic pve raids btw (64 i think? - maybe 128). Thankfully they never implemented the raidframe into their frontier zone.
Ghost-Shot wrote: »Ghost-Shot wrote: »Ghost-Shot wrote: »Ghost-Shot wrote: »These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
That's what's frustrating to me. There are so many games that cater to small teams, little elite groups of 4-8. There are so few quality games like this where you can have a big team.
This patch, I get the picture. ZoS doesn't want big groups. Message received, not welcome. Ok. It's sickening, though. There are so few games that had the promise this one did, and to me this really feels like the end as far as large group gameplay. I don't doubt I'll stick around for a while, but the moment CU beta drops or hell BDO, I'm done. Time to find a game that actually wants me in it.
As far as I'm concerned, they are so tangled up in amateur coding and lag problems they can't fix they've decided to turn on the player base they advertised to in the first place in a last ditch effort to make thier game halfway playable. And to all the players like me that hung on and convinced their guild and friends to hope for an eventual light at the end of the tunnel...well, there's the door. Goddammit
Rofl....
You think CU is going to cater to your large group?
.......
First of all..The game is going to end up with around 6-8 people as its group cap
Second of allhttps://www.youtube.com/watch?v=mI250gU4Ct8
yea...don't get your hopes up on that.
Oh good, I was anxiously holding my breath waiting for you to turn this into a DaoC thread. Also until you have factual evidence that the group cap in CU will be 6-8, you may want to avoid getting you're hopes up there and remember how many times Mark Jacobs has stated that CU is not a reboot of DaoC. Now do you have anything relevant to add to this discussion?
While he stated multiple times it´s not a reboot of daoc - i highly doubt they will provide and environment where numbers trump brains or coordination in the same way GW2 or ESO did.
It was announced to be developed with the ideas present in daoc in mind - that´s why it made it through kickstarter in the first place.
I don't think anyone wants a game where numbers matter more than anything, if we did we wouldn't be anxiously awaiting CU and we would continue playing this. I'm an officer in a guild that runs 24 man groups every night and balls up as tight as possible and I can honestly say that the meta of balling up is stupid but its effective, that's why we do it.
I have no doubt that the group size will be smaller than ESO but I HIGHLY doubt it will be 6-8, that doesn't make any sense for a game where a major selling point is hundreds pf players on screen at once. I'm guessing the cap will be around 16 but lets be honest, anytime we throw those numbers out we are just talking out of our asses.
I´m gonna be honest: I´ve played daoc with my guild since EU launch and we´ve all backed CU because of that on the first kickstarter day.
Most of those people will never ever touch that game if they implement grp sizes bigger than 8 into the games pvp. It was one of daocs defining rvr features to be balanced around the max grpsize and creating vaible synergies in that grp. This feeling is only generated if the grps are small enough to NOT have redundant positions to fill. If you made the decision to run a third healer it was sth. that significantly impacted grp performance.
I can´t see that happening in grps with more slots than there are classes and from the bottom of my heart hope there will be less slots in a grp than there are classes to choose from (because that´s what creates interesting theorycrafting - having to choose because you can´t fit in all available options).
I understand what you're saying and personally I love doing small man stuff, fighting outnumbered is a fun challenge, but i think the "zerg problem" that you all talk about here, is evidence to me that there are more people who prefer large group play than small group. It seems completely illogical to take a game that you build a custom engine for to handle 500+ people on screen at a time, then say you can only group with 8. I find it very hard to believe they will cap groups that low however I think they will provide tools to allow SKILLED small groups to counter big groups. I think Mark Jacobs is a smart enough guy to realize that group caps are the dumbest way combat the zerg.
Could be they want 500 people spread all over the map fighting, instead of large groups balled up together.
You guys talk about large scale PvP like it has to be ball groups versus ball groups and that's how ESO was marketed, but I don't agree.
I saw it as lots smaller groups fighting against one another in a big battle together, not one large ball fighting another large ball.
When did I say balled up? In my opinion, large scale pvp is not players all over the map, its a lot of players in one area, this does not mean in a ball though like we have now. I can tell you guys right now that whatever group size gets implemented is irrelevant, groups that want to win will run the numbers needed, no matter what, it is very ignorant to think otherwise.
Ghost-Shot wrote: »Ghost-Shot wrote: »Ghost-Shot wrote: »These changes aren't random. Its targeted destruction of group play...........It is ZoS orienting thier game. I don't doubt certain people are going to be very happy about it. I hate it though.
@Satiar I agree - the social aspect of group play (such as doing a shot every time Sarenvog swears) is the most fun that a lot of us have. Since the last major patch, @Lightingale only comes on to play for a few hours during "Drunk Victorem Raid Night" as the rest of the time it's not as much fun. For me, while it is entertaining running 2-6 person groups for a couple hours, it gets old very quickly without the bantering among the groups of 15 odd old timers who have all been friends for years. You can't do that when multiple groups are making different calls and both need battle comms in the same TS channel.
That's what's frustrating to me. There are so many games that cater to small teams, little elite groups of 4-8. There are so few quality games like this where you can have a big team.
This patch, I get the picture. ZoS doesn't want big groups. Message received, not welcome. Ok. It's sickening, though. There are so few games that had the promise this one did, and to me this really feels like the end as far as large group gameplay. I don't doubt I'll stick around for a while, but the moment CU beta drops or hell BDO, I'm done. Time to find a game that actually wants me in it.
As far as I'm concerned, they are so tangled up in amateur coding and lag problems they can't fix they've decided to turn on the player base they advertised to in the first place in a last ditch effort to make thier game halfway playable. And to all the players like me that hung on and convinced their guild and friends to hope for an eventual light at the end of the tunnel...well, there's the door. Goddammit
Rofl....
You think CU is going to cater to your large group?
.......
First of all..The game is going to end up with around 6-8 people as its group cap
Second of allhttps://www.youtube.com/watch?v=mI250gU4Ct8
yea...don't get your hopes up on that.
Oh good, I was anxiously holding my breath waiting for you to turn this into a DaoC thread. Also until you have factual evidence that the group cap in CU will be 6-8, you may want to avoid getting you're hopes up there and remember how many times Mark Jacobs has stated that CU is not a reboot of DaoC. Now do you have anything relevant to add to this discussion?
While he stated multiple times it´s not a reboot of daoc - i highly doubt they will provide and environment where numbers trump brains or coordination in the same way GW2 or ESO did.
It was announced to be developed with the ideas present in daoc in mind - that´s why it made it through kickstarter in the first place.
I don't think anyone wants a game where numbers matter more than anything, if we did we wouldn't be anxiously awaiting CU and we would continue playing this. I'm an officer in a guild that runs 24 man groups every night and balls up as tight as possible and I can honestly say that the meta of balling up is stupid but its effective, that's why we do it.
I have no doubt that the group size will be smaller than ESO but I HIGHLY doubt it will be 6-8, that doesn't make any sense for a game where a major selling point is hundreds pf players on screen at once. I'm guessing the cap will be around 16 but lets be honest, anytime we throw those numbers out we are just talking out of our asses.
I´m gonna be honest: I´ve played daoc with my guild since EU launch and we´ve all backed CU because of that on the first kickstarter day.
Most of those people will never ever touch that game if they implement grp sizes bigger than 8 into the games pvp. It was one of daocs defining rvr features to be balanced around the max grpsize and creating vaible synergies in that grp. This feeling is only generated if the grps are small enough to NOT have redundant positions to fill. If you made the decision to run a third healer it was sth. that significantly impacted grp performance.
I can´t see that happening in grps with more slots than there are classes and from the bottom of my heart hope there will be less slots in a grp than there are classes to choose from (because that´s what creates interesting theorycrafting - having to choose because you can´t fit in all available options).
I understand what you're saying and personally I love doing small man stuff, fighting outnumbered is a fun challenge, but i think the "zerg problem" that you all talk about here, is evidence to me that there are more people who prefer large group play than small group. It seems completely illogical to take a game that you build a custom engine for to handle 500+ people on screen at a time, then say you can only group with 8. I find it very hard to believe they will cap groups that low however I think they will provide tools to allow SKILLED small groups to counter big groups. I think Mark Jacobs is a smart enough guy to realize that group caps are the dumbest way combat the zerg.
I really hope they won´t simply because it eliminates the process of creating a working grp setup with great synergies if you don´t have to choose from the options presented.
If they go with big grpsizes this won´t happen as you´ll have multiple of each class not using their complete arsenal because it´s more efficient if one player uses spell a another uses spell b and the third of that class spell c.
Same with rotations for cooldown skills.
Having grps with a high amount of players in them (and as a result making it easier to organise them) lowers the quality of the gameplay. Largescale pvp is interesting when it´s not too well organised. You won´t achieve that with many players in a grp.
DAOC had gigantic pve raids btw (64 i think? - maybe 128). Thankfully they never implemented the raidframe into their frontier zone.