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Rofl at the Vicious Death Set..

  • Lexxypwns
    Lexxypwns
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    Satiar wrote: »
    @Lexxypwns

    I'll make sure to spread out the next time I'm inside a keep trying to take it with 20 people vs 70. Thanks for the advice :/

    you can put more than 1 hole in it and also, if there's 70 people there's a much higher chance of a weak link in the chain which you can take advantage of using the same det+vicious death setup.

    It isn't my fault EP won't fight Vehemence without an overwhelming defensive position brother, but its not an unfamiliar concept, I saw it all the time when I was running with you guys.

    The reality is, taking keeps has always been sorta clunky against groups that chose to be a pain in the ass (panic swapping flags, stair meteors, stacking 10000 people on a flag, etc) and the change to rapids is a much bigger detriment to assaulting keeps than any of the new sets imo
    Edited by Lexxypwns on February 6, 2016 8:54PM
  • Lexxypwns
    Lexxypwns
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    Elong wrote: »
    Zheg wrote: »
    So bad... Like there needed to be another reason to make you wonder what the hell ZoS is thinking. Do they really think this won't be exploitable? People already gushing about how they'll be able to solo entire raids now... "Now there's finally balance! How dare that group of 24 streamroll my 3-man gank group!" What? Good grief...

    Just reading all the giggity-goos from certain players in this thread should be enough to push them make some changes, or at least some clarifications.

    That's the level of player they're catering to though. Pretty much the entire patch demonstrates that, it's not just this one set. If it's true that it procs off npcs, guess we won't be seeing people running engine guardian any more.

    Hadn't thought of that. Surely when your engine dies it doesn't blow up??? Anyone tested that?

    engine guardian pet isn't a "player" don't worry
  • Elong
    Elong
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    Lexxypwns wrote: »
    Elong wrote: »
    Zheg wrote: »
    So bad... Like there needed to be another reason to make you wonder what the hell ZoS is thinking. Do they really think this won't be exploitable? People already gushing about how they'll be able to solo entire raids now... "Now there's finally balance! How dare that group of 24 streamroll my 3-man gank group!" What? Good grief...

    Just reading all the giggity-goos from certain players in this thread should be enough to push them make some changes, or at least some clarifications.

    That's the level of player they're catering to though. Pretty much the entire patch demonstrates that, it's not just this one set. If it's true that it procs off npcs, guess we won't be seeing people running engine guardian any more.

    Hadn't thought of that. Surely when your engine dies it doesn't blow up??? Anyone tested that?

    engine guardian pet isn't a "player" don't worry

    Ta. Same will apply to NPCs in keeps then surely. If they are currently getting hit then it will be a bug.
  • Xsorus
    Xsorus
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    Vicious death is 5 meter radius... If you can't avoid that it's
    Because you are stacked to much...

    It's really the simplest tactic in the game.. Don't stack and spread on inc
  • Satiar
    Satiar
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    Lexxypwns wrote: »
    Satiar wrote: »
    @Lexxypwns

    I'll make sure to spread out the next time I'm inside a keep trying to take it with 20 people vs 70. Thanks for the advice :/

    you can put more than 1 hole in it and also, if there's 70 people there's a much higher chance of a weak link in the chain which you can take advantage of using the same det+vicious death setup.

    It isn't my fault EP won't fight Vehemence without an overwhelming defensive position brother, but its not an unfamiliar concept, I saw it all the time when I was running with you guys.

    The reality is, taking keeps has always been sorta clunky against groups that chose to be a pain in the ass (panic swapping flags, stair meteors, stacking 10000 people on a flag, etc) and the change to rapids is a much bigger detriment to assaulting keeps than any of the new sets imo

    The call to spread out is what bothers me, because I know you know better. The places you need to capture in this game are tight spaces, filled with oil, enemy siege and enemy players. You win as a team, focusing damage and heals against bigger numbers. Spreading out gets you killed because you get swarmed because one player alone vs a horde can't do anything.

    There's a keep take I'll post if I can ever get Books to upload it of us taking Chal vs literally 70+ EP. There's several points where we get caught in heavy oil and damage and manage to retreat to cover with only a few losses, get our feet back under us and continue the fight. This set would make fights like that impossible. Rwcovering from losses is fun, it's skilled play... Having those losses chain reaction into an automatic group wipe is a horrible mechanic.

    It's a great idea, but with the current state of the game it's a LOLWAT mechanic.
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Xsorus
    Xsorus
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    Satiar wrote: »
    Lexxypwns wrote: »
    Satiar wrote: »
    @Lexxypwns

    I'll make sure to spread out the next time I'm inside a keep trying to take it with 20 people vs 70. Thanks for the advice :/

    you can put more than 1 hole in it and also, if there's 70 people there's a much higher chance of a weak link in the chain which you can take advantage of using the same det+vicious death setup.

    It isn't my fault EP won't fight Vehemence without an overwhelming defensive position brother, but its not an unfamiliar concept, I saw it all the time when I was running with you guys.

    The reality is, taking keeps has always been sorta clunky against groups that chose to be a pain in the ass (panic swapping flags, stair meteors, stacking 10000 people on a flag, etc) and the change to rapids is a much bigger detriment to assaulting keeps than any of the new sets imo

    The call to spread out is what bothers me, because I know you know better. The places you need to capture in this game are tight spaces, filled with oil, enemy siege and enemy players. You win as a team, focusing damage and heals against bigger numbers. Spreading out gets you killed because you get swarmed because one player alone vs a horde can't do anything.

    There's a keep take I'll post if I can ever get Books to upload it of us taking Chal vs literally 70+ EP. There's several points where we get caught in heavy oil and damage and manage to retreat to cover with only a few losses, get our feet back under us and continue the fight. This set would make fights like that impossible. Rwcovering from losses is fun, it's skilled play... Having those losses chain reaction into an automatic group wipe is a horrible mechanic.

    It's a great idea, but with the current state of the game it's a LOLWAT mechanic.

    Might I suggest 4 man teams when spreading out. Basically the goal is to avoid your whole team of 24 bloody people from dying.
  • Satiar
    Satiar
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    Xsorus wrote: »
    Satiar wrote: »
    Lexxypwns wrote: »
    Satiar wrote: »
    @Lexxypwns

    I'll make sure to spread out the next time I'm inside a keep trying to take it with 20 people vs 70. Thanks for the advice :/

    you can put more than 1 hole in it and also, if there's 70 people there's a much higher chance of a weak link in the chain which you can take advantage of using the same det+vicious death setup.

    It isn't my fault EP won't fight Vehemence without an overwhelming defensive position brother, but its not an unfamiliar concept, I saw it all the time when I was running with you guys.

    The reality is, taking keeps has always been sorta clunky against groups that chose to be a pain in the ass (panic swapping flags, stair meteors, stacking 10000 people on a flag, etc) and the change to rapids is a much bigger detriment to assaulting keeps than any of the new sets imo

    The call to spread out is what bothers me, because I know you know better. The places you need to capture in this game are tight spaces, filled with oil, enemy siege and enemy players. You win as a team, focusing damage and heals against bigger numbers. Spreading out gets you killed because you get swarmed because one player alone vs a horde can't do anything.

    There's a keep take I'll post if I can ever get Books to upload it of us taking Chal vs literally 70+ EP. There's several points where we get caught in heavy oil and damage and manage to retreat to cover with only a few losses, get our feet back under us and continue the fight. This set would make fights like that impossible. Rwcovering from losses is fun, it's skilled play... Having those losses chain reaction into an automatic group wipe is a horrible mechanic.

    It's a great idea, but with the current state of the game it's a LOLWAT mechanic.

    Might I suggest 4 man teams when spreading out. Basically the goal is to avoid your whole team of 24 bloody people from dying.

    Still waiting to hear how spreading out is supposed to work inside a hostile keep flooded with enemy players. Spreading out open field is simple, though again, against huge numbers you're just splitting yourselves into bite-sized pieces
    Edited by Satiar on February 6, 2016 9:56PM
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Elong
    Elong
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    Satiar wrote: »
    Xsorus wrote: »
    Satiar wrote: »
    Lexxypwns wrote: »
    Satiar wrote: »
    @Lexxypwns

    I'll make sure to spread out the next time I'm inside a keep trying to take it with 20 people vs 70. Thanks for the advice :/

    you can put more than 1 hole in it and also, if there's 70 people there's a much higher chance of a weak link in the chain which you can take advantage of using the same det+vicious death setup.

    It isn't my fault EP won't fight Vehemence without an overwhelming defensive position brother, but its not an unfamiliar concept, I saw it all the time when I was running with you guys.

    The reality is, taking keeps has always been sorta clunky against groups that chose to be a pain in the ass (panic swapping flags, stair meteors, stacking 10000 people on a flag, etc) and the change to rapids is a much bigger detriment to assaulting keeps than any of the new sets imo

    The call to spread out is what bothers me, because I know you know better. The places you need to capture in this game are tight spaces, filled with oil, enemy siege and enemy players. You win as a team, focusing damage and heals against bigger numbers. Spreading out gets you killed because you get swarmed because one player alone vs a horde can't do anything.

    There's a keep take I'll post if I can ever get Books to upload it of us taking Chal vs literally 70+ EP. There's several points where we get caught in heavy oil and damage and manage to retreat to cover with only a few losses, get our feet back under us and continue the fight. This set would make fights like that impossible. Rwcovering from losses is fun, it's skilled play... Having those losses chain reaction into an automatic group wipe is a horrible mechanic.

    It's a great idea, but with the current state of the game it's a LOLWAT mechanic.

    Might I suggest 4 man teams when spreading out. Basically the goal is to avoid your whole team of 24 bloody people from dying.

    Still waiting to hear how spreading out is supposed to work inside a hostile keep flooded with enemy players. Spreading out open field is simple, though again, against huge numbers you're just splitting yourselves into bite-sized pieces

    Open up more holes into keeps? Chokepoints on inners are still going to be tough though.
  • Satiar
    Satiar
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    Elong wrote: »
    Satiar wrote: »
    Xsorus wrote: »
    Satiar wrote: »
    Lexxypwns wrote: »
    Satiar wrote: »
    @Lexxypwns

    I'll make sure to spread out the next time I'm inside a keep trying to take it with 20 people vs 70. Thanks for the advice :/

    you can put more than 1 hole in it and also, if there's 70 people there's a much higher chance of a weak link in the chain which you can take advantage of using the same det+vicious death setup.

    It isn't my fault EP won't fight Vehemence without an overwhelming defensive position brother, but its not an unfamiliar concept, I saw it all the time when I was running with you guys.

    The reality is, taking keeps has always been sorta clunky against groups that chose to be a pain in the ass (panic swapping flags, stair meteors, stacking 10000 people on a flag, etc) and the change to rapids is a much bigger detriment to assaulting keeps than any of the new sets imo

    The call to spread out is what bothers me, because I know you know better. The places you need to capture in this game are tight spaces, filled with oil, enemy siege and enemy players. You win as a team, focusing damage and heals against bigger numbers. Spreading out gets you killed because you get swarmed because one player alone vs a horde can't do anything.

    There's a keep take I'll post if I can ever get Books to upload it of us taking Chal vs literally 70+ EP. There's several points where we get caught in heavy oil and damage and manage to retreat to cover with only a few losses, get our feet back under us and continue the fight. This set would make fights like that impossible. Rwcovering from losses is fun, it's skilled play... Having those losses chain reaction into an automatic group wipe is a horrible mechanic.

    It's a great idea, but with the current state of the game it's a LOLWAT mechanic.

    Might I suggest 4 man teams when spreading out. Basically the goal is to avoid your whole team of 24 bloody people from dying.

    Still waiting to hear how spreading out is supposed to work inside a hostile keep flooded with enemy players. Spreading out open field is simple, though again, against huge numbers you're just splitting yourselves into bite-sized pieces

    Open up more holes into keeps? Chokepoints on inners are still going to be tough though.

    I mean *inside* a keep.

    Also that's a BS solution. If you're fighting outnumbered why does opening two breaches help? Why does splitting yourself into two smaller, easier to kill groups help anything when fighting outnumbered.

    And when I'm inside the inner, trying to clear out 60 players, how does "spreading out" do anything but make it harder to kill them and easier for us to die?

    Someone please explain this concept for the love of God. "Spreading out" in the context of this games keep mechanics and objectives is just so so stupid.
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    Elong wrote: »
    Satiar wrote: »
    Xsorus wrote: »
    Satiar wrote: »
    Lexxypwns wrote: »
    Satiar wrote: »
    @Lexxypwns

    I'll make sure to spread out the next time I'm inside a keep trying to take it with 20 people vs 70. Thanks for the advice :/

    you can put more than 1 hole in it and also, if there's 70 people there's a much higher chance of a weak link in the chain which you can take advantage of using the same det+vicious death setup.

    It isn't my fault EP won't fight Vehemence without an overwhelming defensive position brother, but its not an unfamiliar concept, I saw it all the time when I was running with you guys.

    The reality is, taking keeps has always been sorta clunky against groups that chose to be a pain in the ass (panic swapping flags, stair meteors, stacking 10000 people on a flag, etc) and the change to rapids is a much bigger detriment to assaulting keeps than any of the new sets imo

    The call to spread out is what bothers me, because I know you know better. The places you need to capture in this game are tight spaces, filled with oil, enemy siege and enemy players. You win as a team, focusing damage and heals against bigger numbers. Spreading out gets you killed because you get swarmed because one player alone vs a horde can't do anything.

    There's a keep take I'll post if I can ever get Books to upload it of us taking Chal vs literally 70+ EP. There's several points where we get caught in heavy oil and damage and manage to retreat to cover with only a few losses, get our feet back under us and continue the fight. This set would make fights like that impossible. Rwcovering from losses is fun, it's skilled play... Having those losses chain reaction into an automatic group wipe is a horrible mechanic.

    It's a great idea, but with the current state of the game it's a LOLWAT mechanic.

    Might I suggest 4 man teams when spreading out. Basically the goal is to avoid your whole team of 24 bloody people from dying.

    Still waiting to hear how spreading out is supposed to work inside a hostile keep flooded with enemy players. Spreading out open field is simple, though again, against huge numbers you're just splitting yourselves into bite-sized pieces

    Open up more holes into keeps? Chokepoints on inners are still going to be tough though.

    Our favorite blobspammers are already hard at work testing these theories so they can be ahead in the meta before patch even goes live.
  • Satiar
    Satiar
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    Elong wrote: »
    Satiar wrote: »
    Xsorus wrote: »
    Satiar wrote: »
    Lexxypwns wrote: »
    Satiar wrote: »
    @Lexxypwns

    I'll make sure to spread out the next time I'm inside a keep trying to take it with 20 people vs 70. Thanks for the advice :/

    you can put more than 1 hole in it and also, if there's 70 people there's a much higher chance of a weak link in the chain which you can take advantage of using the same det+vicious death setup.

    It isn't my fault EP won't fight Vehemence without an overwhelming defensive position brother, but its not an unfamiliar concept, I saw it all the time when I was running with you guys.

    The reality is, taking keeps has always been sorta clunky against groups that chose to be a pain in the ass (panic swapping flags, stair meteors, stacking 10000 people on a flag, etc) and the change to rapids is a much bigger detriment to assaulting keeps than any of the new sets imo

    The call to spread out is what bothers me, because I know you know better. The places you need to capture in this game are tight spaces, filled with oil, enemy siege and enemy players. You win as a team, focusing damage and heals against bigger numbers. Spreading out gets you killed because you get swarmed because one player alone vs a horde can't do anything.

    There's a keep take I'll post if I can ever get Books to upload it of us taking Chal vs literally 70+ EP. There's several points where we get caught in heavy oil and damage and manage to retreat to cover with only a few losses, get our feet back under us and continue the fight. This set would make fights like that impossible. Rwcovering from losses is fun, it's skilled play... Having those losses chain reaction into an automatic group wipe is a horrible mechanic.

    It's a great idea, but with the current state of the game it's a LOLWAT mechanic.

    Might I suggest 4 man teams when spreading out. Basically the goal is to avoid your whole team of 24 bloody people from dying.

    Still waiting to hear how spreading out is supposed to work inside a hostile keep flooded with enemy players. Spreading out open field is simple, though again, against huge numbers you're just splitting yourselves into bite-sized pieces

    Open up more holes into keeps? Chokepoints on inners are still going to be tough though.

    Our favorite blobspammers are already hard at work testing these theories so they can be ahead in the meta before patch even goes live.

    Your favorite blob spammers will be waiting inside keeps, laughing at anyone who tries to take them. I will collect some huge defense ticks I have literally no need for :/

    Like, I'm trying to play the game and attack and do the things that make the game fun. But apparently this is a bad idea and I should sit in highly defensible positions and farm people. That is what ZoS wants, apparently.
    Edited by Satiar on February 6, 2016 11:02PM
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Elong
    Elong
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    Satiar wrote: »
    Elong wrote: »
    Satiar wrote: »
    Xsorus wrote: »
    Satiar wrote: »
    Lexxypwns wrote: »
    Satiar wrote: »
    @Lexxypwns

    I'll make sure to spread out the next time I'm inside a keep trying to take it with 20 people vs 70. Thanks for the advice :/

    you can put more than 1 hole in it and also, if there's 70 people there's a much higher chance of a weak link in the chain which you can take advantage of using the same det+vicious death setup.

    It isn't my fault EP won't fight Vehemence without an overwhelming defensive position brother, but its not an unfamiliar concept, I saw it all the time when I was running with you guys.

    The reality is, taking keeps has always been sorta clunky against groups that chose to be a pain in the ass (panic swapping flags, stair meteors, stacking 10000 people on a flag, etc) and the change to rapids is a much bigger detriment to assaulting keeps than any of the new sets imo

    The call to spread out is what bothers me, because I know you know better. The places you need to capture in this game are tight spaces, filled with oil, enemy siege and enemy players. You win as a team, focusing damage and heals against bigger numbers. Spreading out gets you killed because you get swarmed because one player alone vs a horde can't do anything.

    There's a keep take I'll post if I can ever get Books to upload it of us taking Chal vs literally 70+ EP. There's several points where we get caught in heavy oil and damage and manage to retreat to cover with only a few losses, get our feet back under us and continue the fight. This set would make fights like that impossible. Rwcovering from losses is fun, it's skilled play... Having those losses chain reaction into an automatic group wipe is a horrible mechanic.

    It's a great idea, but with the current state of the game it's a LOLWAT mechanic.

    Might I suggest 4 man teams when spreading out. Basically the goal is to avoid your whole team of 24 bloody people from dying.

    Still waiting to hear how spreading out is supposed to work inside a hostile keep flooded with enemy players. Spreading out open field is simple, though again, against huge numbers you're just splitting yourselves into bite-sized pieces

    Open up more holes into keeps? Chokepoints on inners are still going to be tough though.

    I mean *inside* a keep.

    Also that's a BS solution. If you're fighting outnumbered why does opening two breaches help? Why does splitting yourself into two smaller, easier to kill groups help anything when fighting outnumbered.

    And when I'm inside the inner, trying to clear out 60 players, how does "spreading out" do anything but make it harder to kill them and easier for us to die?

    Someone please explain this concept for the love of God. "Spreading out" in the context of this games keep mechanics and objectives is just so so stupid.


    I don't think you should be able to take a keep with smaller numbers. Sadly the game won't support that viewpoint because it can't handle it.

    It's not a BS solution, it helps to spread the defence at an outer choke point. An inner one though is different entirely.

    Players are going to find the easiest solution to win, as always, and in this new patch defending will be a lot easier. Could be a lot of Mexican standoffs on the map.
  • Satiar
    Satiar
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    Elong wrote: »
    Satiar wrote: »
    Elong wrote: »
    Satiar wrote: »
    Xsorus wrote: »
    Satiar wrote: »
    Lexxypwns wrote: »
    Satiar wrote: »
    @Lexxypwns

    I'll make sure to spread out the next time I'm inside a keep trying to take it with 20 people vs 70. Thanks for the advice :/

    you can put more than 1 hole in it and also, if there's 70 people there's a much higher chance of a weak link in the chain which you can take advantage of using the same det+vicious death setup.

    It isn't my fault EP won't fight Vehemence without an overwhelming defensive position brother, but its not an unfamiliar concept, I saw it all the time when I was running with you guys.

    The reality is, taking keeps has always been sorta clunky against groups that chose to be a pain in the ass (panic swapping flags, stair meteors, stacking 10000 people on a flag, etc) and the change to rapids is a much bigger detriment to assaulting keeps than any of the new sets imo

    The call to spread out is what bothers me, because I know you know better. The places you need to capture in this game are tight spaces, filled with oil, enemy siege and enemy players. You win as a team, focusing damage and heals against bigger numbers. Spreading out gets you killed because you get swarmed because one player alone vs a horde can't do anything.

    There's a keep take I'll post if I can ever get Books to upload it of us taking Chal vs literally 70+ EP. There's several points where we get caught in heavy oil and damage and manage to retreat to cover with only a few losses, get our feet back under us and continue the fight. This set would make fights like that impossible. Rwcovering from losses is fun, it's skilled play... Having those losses chain reaction into an automatic group wipe is a horrible mechanic.

    It's a great idea, but with the current state of the game it's a LOLWAT mechanic.

    Might I suggest 4 man teams when spreading out. Basically the goal is to avoid your whole team of 24 bloody people from dying.

    Still waiting to hear how spreading out is supposed to work inside a hostile keep flooded with enemy players. Spreading out open field is simple, though again, against huge numbers you're just splitting yourselves into bite-sized pieces

    Open up more holes into keeps? Chokepoints on inners are still going to be tough though.

    I mean *inside* a keep.

    Also that's a BS solution. If you're fighting outnumbered why does opening two breaches help? Why does splitting yourself into two smaller, easier to kill groups help anything when fighting outnumbered.

    And when I'm inside the inner, trying to clear out 60 players, how does "spreading out" do anything but make it harder to kill them and easier for us to die?

    Someone please explain this concept for the love of God. "Spreading out" in the context of this games keep mechanics and objectives is just so so stupid.


    I don't think you should be able to take a keep with smaller numbers. Sadly the game won't support that viewpoint because it can't handle it.

    What.

    Numbers win every time?

    I can play that game on a calculator. It's not very fun.

    Oh god and the server strain at keeps because the only way to take it is to being a bigger Zerg...
    Edited by Satiar on February 6, 2016 11:13PM
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Elong
    Elong
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    ✭✭
    Satiar wrote: »
    Elong wrote: »
    Satiar wrote: »
    Elong wrote: »
    Satiar wrote: »
    Xsorus wrote: »
    Satiar wrote: »
    Lexxypwns wrote: »
    Satiar wrote: »
    @Lexxypwns

    I'll make sure to spread out the next time I'm inside a keep trying to take it with 20 people vs 70. Thanks for the advice :/

    you can put more than 1 hole in it and also, if there's 70 people there's a much higher chance of a weak link in the chain which you can take advantage of using the same det+vicious death setup.

    It isn't my fault EP won't fight Vehemence without an overwhelming defensive position brother, but its not an unfamiliar concept, I saw it all the time when I was running with you guys.

    The reality is, taking keeps has always been sorta clunky against groups that chose to be a pain in the ass (panic swapping flags, stair meteors, stacking 10000 people on a flag, etc) and the change to rapids is a much bigger detriment to assaulting keeps than any of the new sets imo

    The call to spread out is what bothers me, because I know you know better. The places you need to capture in this game are tight spaces, filled with oil, enemy siege and enemy players. You win as a team, focusing damage and heals against bigger numbers. Spreading out gets you killed because you get swarmed because one player alone vs a horde can't do anything.

    There's a keep take I'll post if I can ever get Books to upload it of us taking Chal vs literally 70+ EP. There's several points where we get caught in heavy oil and damage and manage to retreat to cover with only a few losses, get our feet back under us and continue the fight. This set would make fights like that impossible. Rwcovering from losses is fun, it's skilled play... Having those losses chain reaction into an automatic group wipe is a horrible mechanic.

    It's a great idea, but with the current state of the game it's a LOLWAT mechanic.

    Might I suggest 4 man teams when spreading out. Basically the goal is to avoid your whole team of 24 bloody people from dying.

    Still waiting to hear how spreading out is supposed to work inside a hostile keep flooded with enemy players. Spreading out open field is simple, though again, against huge numbers you're just splitting yourselves into bite-sized pieces

    Open up more holes into keeps? Chokepoints on inners are still going to be tough though.

    I mean *inside* a keep.

    Also that's a BS solution. If you're fighting outnumbered why does opening two breaches help? Why does splitting yourself into two smaller, easier to kill groups help anything when fighting outnumbered.

    And when I'm inside the inner, trying to clear out 60 players, how does "spreading out" do anything but make it harder to kill them and easier for us to die?

    Someone please explain this concept for the love of God. "Spreading out" in the context of this games keep mechanics and objectives is just so so stupid.


    I don't think you should be able to take a keep with smaller numbers. Sadly the game won't support that viewpoint because it can't handle it.

    What.

    Numbers win every time?

    I can play that game on a calculator. It's not very fun.


    In general, of course skill factors come into play, but being vastly outnumbered should make your chances of survival incredibly hard. The fact that you guys win as many as you do is a testament to the coordination and skill you have.
  • asneakybanana
    asneakybanana
    ✭✭✭✭✭
    Scamandros wrote: »
    Why gank one player when now you gank 20 at a time!

    As soon as I read this set I thought of you and cried a little on the inside
    Asneakybanana AD DK Former emperor of Chrysamere and Chillrend. World first hardmode Hel'ra and Quake con winner (Alliance rank 25)
    Asneakyhabenero EP DK Former emperor of Thornblade, Haderus. World first vMA Dk clear (Alliance rank 39)
    Asneakycucumber EP Sorc Former empress of Blackwater Bay and Trueflame (Alliance rank 32)
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    Asneakypickle EP NB Former empress of Trueflame (Alliance rank 47)
    Sweat Squad
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    609k Mag Sorc vMA
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    2x Tick Tock Tormentor
  • Rainingblood
    Rainingblood
    ✭✭✭
    In general, of course skill factors come into play, but being vastly outnumbered should make your chances of survival incredibly hard. The fact that you guys win as many as you do is a testament to the coordination and skill you have.

    Actually, there is no skill when it comes to PvP in this game. Unless the skill is knowing how to exploit game mechanics.
    Phoebe Anderson
  • zyk
    zyk
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    Elong wrote: »
    I don't think you should be able to take a keep with smaller numbers. Sadly the game won't support that viewpoint because it can't handle it.

    This is untrue. The game can totally handle it. BWB is often cited as an example of the game handling it. The problem is that the game designers have designed PVP gameplay their servers cannot handle. This is a design flaw as much as it may be a technical flaw.

    The true problem is we're playing large scale AvAvA with game systems designed for 4-12 player PVE instances. ZOS refuses to address the actual issue. Instead of new objectives and game design tailored for the limitations of the server, we get cheesy sets like this.
    Edited by zyk on February 7, 2016 4:57AM
  • Elong
    Elong
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    zyk wrote: »
    Elong wrote: »
    I don't think you should be able to take a keep with smaller numbers. Sadly the game won't support that viewpoint because it can't handle it.

    This is untrue. The game can totally handle it. BWB is often cited as an example of the game handling it. The problem is that the game designers have designed PVP gameplay their servers cannot handle. This is a design flaw as much as it may be a technical flaw.

    The true problem is we're playing large scale AvAvA with game systems designed for 4-12 player PVE instances. ZOS refuses to address the actual issue. Instead of new objectives and game design tailored for the limitations of the server, we get cheesy sets like this.

    That's a pretty indepth way of simply saying the game can't handle it.

    Fine, in it's present state, the game can't handle it on certain campaigns.
  • zyk
    zyk
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    Elong wrote: »
    That's a pretty indepth way of simply saying the game can't handle it.

    Fine, in it's present state, the game can't handle it on certain campaigns.

    Except we're talking about an upcoming patch which, if the designers chose, could include gameplay the server can handle. Can't implies it's not possible. It's totally possible. But ZOS lacks the will to significantly decouple PVE and PVP gameplay.
  • Elong
    Elong
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    ✭✭
    zyk wrote: »
    Elong wrote: »
    That's a pretty indepth way of simply saying the game can't handle it.

    Fine, in it's present state, the game can't handle it on certain campaigns.

    Except we're talking about an upcoming patch which, if the designers chose, could include gameplay the server can handle. Can't implies it's not possible. It's totally possible. But ZOS lacks the will to significantly decouple PVE and PVP gameplay.


    Please don't get me excited about the possibility of this game working.
  • Septimus_Magna
    Septimus_Magna
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    ✭✭
    In general, of course skill factors come into play, but being vastly outnumbered should make your chances of survival incredibly hard. The fact that you guys win as many as you do is a testament to the coordination and skill you have.

    Actually, there is no skill when it comes to PvP in this game. Unless the skill is knowing how to exploit game mechanics.

    Hahaha, go duel one of the streamers, you wont last 10 seconds. They dont exploit the game's mechanics, they know how these mechanics work and apply them correctly.

    Regarding the spreading out tactic, this only works if you have more numbers. The smaller group will have trouble killing everyone because the ones who survive can simply res their allies in 1-2 seconds. When fighting bigger groups the worst thing you can do is spread out, you dont want to get singled out and all the dmg/heals/ultities skills need to be coordinated to be as effective as possible.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
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    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • jamesharv2005ub17_ESO
    jamesharv2005ub17_ESO
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    Scamandros wrote: »
    Why gank one player when now you gank 20 at a time!

    20 at a time? Doing only 15k dmg total I dont see how this would take out 1 person much less 20.
  • Erynyes
    Erynyes
    ✭✭✭
    Scamandros wrote: »
    Why gank one player when now you gank 20 at a time!

    20 at a time? Doing only 15k dmg total I dont see how this would take out 1 person much less 20.

    you obviously, never been bomb by aeryj, thinking about what he's gonna do with the new det+vicious already gives me nightmare
    PC NA
    Sword Lhasa magplar
    Dinin Freth magDk
    Shri'Neerune magblade
  • Darnathian
    Darnathian
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    Rylana wrote: »
    Lexxypwns wrote: »
    @ZOS_GinaBruno

    I know this is off-topic, but thank you guys so much for making Magika DK relevant again, its by far my favorite class to play and I'm more excited for thieves guild update than I've been about ESO since launch

    Agreed. Magicka DK was my first serious class, my main character was my original magicka DK, and its going to be a blast to usher in the great return of Rylana Dionysis to magicka glory.

    The time has come. The character has been a Colonel since 1.5, hasnt been played at all for almost a year. Glorious days ahead.

    Me too. Although i am a dark elf. Why does everyone say dumner? wouldnt thr extra fire damage from dark elf be better for Skoria and This new set?
  • Darnathian
    Darnathian
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    Satiar wrote: »
    @Lexxypwns

    I'll make sure to spread out the next time I'm inside a keep trying to take it with 20 people vs 70. Thanks for the advice :/
    Satiar wrote: »
    @Lexxypwns

    I'll make sure to spread out the next time I'm inside a keep trying to take it with 20 people vs 70. Thanks for the advice :/

    Know whats funny? they think they have more skill since they are glass cannons ganking people whe we are transiting in group build set ups.

    i downloaded that add that lets you swap gear and skills at the touch of a button just for this. I have run into alot of these gankers and they just melt. lol

    Sti hVe trouble with the sorcs though. That damn overload is a pain.
  • Darnathian
    Darnathian
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    Satiar wrote: »
    Elong wrote: »
    Satiar wrote: »
    Xsorus wrote: »
    Satiar wrote: »
    Lexxypwns wrote: »
    Satiar wrote: »
    @Lexxypwns

    I'll make sure to spread out the next time I'm inside a keep trying to take it with 20 people vs 70. Thanks for the advice :/

    you can put more than 1 hole in it and also, if there's 70 people there's a much higher chance of a weak link in the chain which you can take advantage of using the same det+vicious death setup.

    It isn't my fault EP won't fight Vehemence without an overwhelming defensive position brother, but its not an unfamiliar concept, I saw it all the time when I was running with you guys.

    The reality is, taking keeps has always been sorta clunky against groups that chose to be a pain in the ass (panic swapping flags, stair meteors, stacking 10000 people on a flag, etc) and the change to rapids is a much bigger detriment to assaulting keeps than any of the new sets imo

    The call to spread out is what bothers me, because I know you know better. The places you need to capture in this game are tight spaces, filled with oil, enemy siege and enemy players. You win as a team, focusing damage and heals against bigger numbers. Spreading out gets you killed because you get swarmed because one player alone vs a horde can't do anything.

    There's a keep take I'll post if I can ever get Books to upload it of us taking Chal vs literally 70+ EP. There's several points where we get caught in heavy oil and damage and manage to retreat to cover with only a few losses, get our feet back under us and continue the fight. This set would make fights like that impossible. Rwcovering from losses is fun, it's skilled play... Having those losses chain reaction into an automatic group wipe is a horrible mechanic.

    It's a great idea, but with the current state of the game it's a LOLWAT mechanic.

    Might I suggest 4 man teams when spreading out. Basically the goal is to avoid your whole team of 24 bloody people from dying.

    Still waiting to hear how spreading out is supposed to work inside a hostile keep flooded with enemy players. Spreading out open field is simple, though again, against huge numbers you're just splitting yourselves into bite-sized pieces

    Open up more holes into keeps? Chokepoints on inners are still going to be tough though.

    Our favorite blobspammers are already hard at work testing these theories so they can be ahead in the meta before patch even goes live.

    Your favorite blob spammers will be waiting inside keeps, laughing at anyone who tries to take them. I will collect some huge defense ticks I have literally no need for :/

    Like, I'm trying to play the game and attack and do the things that make the game fun. But apparently this is a bad idea and I should sit in highly defensible positions and farm people. That is what ZoS wants, apparently.

    This. How the heck will anyone take a tower farm now? Unfirtunately pugs cant stay off the damn flag to siege the tower down. they will simply continue to siege the keep from the top safely to force players to try to come in and get rekt.

    there are ap farming guilds out there, heck ap farming leet small mans, licking their chops at tower farming next patch.

    Zos i suggest making resource towers siegable regardless of who owns the flag.

    Also this is a major source of lag. It concentrates players real bad. Watch ping rate when their is a tower farm anywhere on map. gets rediculous.
    Edited by Darnathian on February 7, 2016 10:28AM
  • jamesharv2005ub17_ESO
    jamesharv2005ub17_ESO
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    ✭✭✭
    Erynyes wrote: »
    Scamandros wrote: »
    Why gank one player when now you gank 20 at a time!

    20 at a time? Doing only 15k dmg total I dont see how this would take out 1 person much less 20.

    you obviously, never been bomb by aeryj, thinking about what he's gonna do with the new det+vicious already gives me nightmare

    It says max it can do is 15k dmg. Probably not to one target right? So come on its not that bad.
  • Septimus_Magna
    Septimus_Magna
    ✭✭✭✭✭
    ✭✭
    Darnathian wrote: »
    Satiar wrote: »
    Elong wrote: »
    Satiar wrote: »
    Xsorus wrote: »
    Satiar wrote: »
    Lexxypwns wrote: »
    Satiar wrote: »
    @Lexxypwns

    I'll make sure to spread out the next time I'm inside a keep trying to take it with 20 people vs 70. Thanks for the advice :/

    you can put more than 1 hole in it and also, if there's 70 people there's a much higher chance of a weak link in the chain which you can take advantage of using the same det+vicious death setup.

    It isn't my fault EP won't fight Vehemence without an overwhelming defensive position brother, but its not an unfamiliar concept, I saw it all the time when I was running with you guys.

    The reality is, taking keeps has always been sorta clunky against groups that chose to be a pain in the ass (panic swapping flags, stair meteors, stacking 10000 people on a flag, etc) and the change to rapids is a much bigger detriment to assaulting keeps than any of the new sets imo

    The call to spread out is what bothers me, because I know you know better. The places you need to capture in this game are tight spaces, filled with oil, enemy siege and enemy players. You win as a team, focusing damage and heals against bigger numbers. Spreading out gets you killed because you get swarmed because one player alone vs a horde can't do anything.

    There's a keep take I'll post if I can ever get Books to upload it of us taking Chal vs literally 70+ EP. There's several points where we get caught in heavy oil and damage and manage to retreat to cover with only a few losses, get our feet back under us and continue the fight. This set would make fights like that impossible. Rwcovering from losses is fun, it's skilled play... Having those losses chain reaction into an automatic group wipe is a horrible mechanic.

    It's a great idea, but with the current state of the game it's a LOLWAT mechanic.

    Might I suggest 4 man teams when spreading out. Basically the goal is to avoid your whole team of 24 bloody people from dying.

    Still waiting to hear how spreading out is supposed to work inside a hostile keep flooded with enemy players. Spreading out open field is simple, though again, against huge numbers you're just splitting yourselves into bite-sized pieces

    Open up more holes into keeps? Chokepoints on inners are still going to be tough though.

    Our favorite blobspammers are already hard at work testing these theories so they can be ahead in the meta before patch even goes live.

    Your favorite blob spammers will be waiting inside keeps, laughing at anyone who tries to take them. I will collect some huge defense ticks I have literally no need for :/

    Like, I'm trying to play the game and attack and do the things that make the game fun. But apparently this is a bad idea and I should sit in highly defensible positions and farm people. That is what ZoS wants, apparently.

    This. How the heck will anyone take a tower farm now? Unfirtunately pugs cant stay off the damn flag to siege the tower down. they will simply continue to siege the keep from the top safely to force players to try to come in and get rekt.

    there are ap farming guilds out there, heck ap farming leet small mans, licking their chops at tower farming next patch.

    Zos i suggest making resource towers siegable regardless of who owns the flag.

    Also this is a major source of lag. It concentrates players real bad. Watch ping rate when their is a tower farm anywhere on map. gets rediculous.

    The best way to deal with tower farmers is not to go into the tower
    Erynyes wrote: »
    Scamandros wrote: »
    Why gank one player when now you gank 20 at a time!

    20 at a time? Doing only 15k dmg total I dont see how this would take out 1 person much less 20.

    you obviously, never been bomb by aeryj, thinking about what he's gonna do with the new det+vicious already gives me nightmare

    It says max it can do is 15k dmg. Probably not to one target right? So come on its not that bad.

    Thats not max dmg, its tooltip dmg. The explosion can crit and the fire dmg can be increased with CPs or racial passives.

    My tooltip dmg for Nerienths is close to 8k but Ive hit players for 11k in the IC sewers, that was with only 30 CP into Thaumaturge.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • jamesharv2005ub17_ESO
    jamesharv2005ub17_ESO
    ✭✭✭✭✭
    ✭✭✭
    Darnathian wrote: »
    Satiar wrote: »
    Elong wrote: »
    Satiar wrote: »
    Xsorus wrote: »
    Satiar wrote: »
    Lexxypwns wrote: »
    Satiar wrote: »
    @Lexxypwns

    I'll make sure to spread out the next time I'm inside a keep trying to take it with 20 people vs 70. Thanks for the advice :/

    you can put more than 1 hole in it and also, if there's 70 people there's a much higher chance of a weak link in the chain which you can take advantage of using the same det+vicious death setup.

    It isn't my fault EP won't fight Vehemence without an overwhelming defensive position brother, but its not an unfamiliar concept, I saw it all the time when I was running with you guys.

    The reality is, taking keeps has always been sorta clunky against groups that chose to be a pain in the ass (panic swapping flags, stair meteors, stacking 10000 people on a flag, etc) and the change to rapids is a much bigger detriment to assaulting keeps than any of the new sets imo

    The call to spread out is what bothers me, because I know you know better. The places you need to capture in this game are tight spaces, filled with oil, enemy siege and enemy players. You win as a team, focusing damage and heals against bigger numbers. Spreading out gets you killed because you get swarmed because one player alone vs a horde can't do anything.

    There's a keep take I'll post if I can ever get Books to upload it of us taking Chal vs literally 70+ EP. There's several points where we get caught in heavy oil and damage and manage to retreat to cover with only a few losses, get our feet back under us and continue the fight. This set would make fights like that impossible. Rwcovering from losses is fun, it's skilled play... Having those losses chain reaction into an automatic group wipe is a horrible mechanic.

    It's a great idea, but with the current state of the game it's a LOLWAT mechanic.

    Might I suggest 4 man teams when spreading out. Basically the goal is to avoid your whole team of 24 bloody people from dying.

    Still waiting to hear how spreading out is supposed to work inside a hostile keep flooded with enemy players. Spreading out open field is simple, though again, against huge numbers you're just splitting yourselves into bite-sized pieces

    Open up more holes into keeps? Chokepoints on inners are still going to be tough though.

    Our favorite blobspammers are already hard at work testing these theories so they can be ahead in the meta before patch even goes live.

    Your favorite blob spammers will be waiting inside keeps, laughing at anyone who tries to take them. I will collect some huge defense ticks I have literally no need for :/

    Like, I'm trying to play the game and attack and do the things that make the game fun. But apparently this is a bad idea and I should sit in highly defensible positions and farm people. That is what ZoS wants, apparently.

    This. How the heck will anyone take a tower farm now? Unfirtunately pugs cant stay off the damn flag to siege the tower down. they will simply continue to siege the keep from the top safely to force players to try to come in and get rekt.

    there are ap farming guilds out there, heck ap farming leet small mans, licking their chops at tower farming next patch.

    Zos i suggest making resource towers siegable regardless of who owns the flag.

    Also this is a major source of lag. It concentrates players real bad. Watch ping rate when their is a tower farm anywhere on map. gets rediculous.

    The best way to deal with tower farmers is not to go into the tower
    Erynyes wrote: »
    Scamandros wrote: »
    Why gank one player when now you gank 20 at a time!

    20 at a time? Doing only 15k dmg total I dont see how this would take out 1 person much less 20.

    you obviously, never been bomb by aeryj, thinking about what he's gonna do with the new det+vicious already gives me nightmare

    It says max it can do is 15k dmg. Probably not to one target right? So come on its not that bad.

    Thats not max dmg, its tooltip dmg. The explosion can crit and the fire dmg can be increased with CPs or racial passives.

    My tooltip dmg for Nerienths is close to 8k but Ive hit players for 11k in the IC sewers, that was with only 30 CP into Thaumaturge.

    Im not even a hard core player and my character has over 20k health. Also this is damage to everyone not targetted to one person. So if there are 20 people there all sudden you did 11k divided by 20 dmg. I dont understand why people are freaking out about this. The dmg even if done to one person is not enough to remove half of the average players health.
  • Stoney_McGeee
    Stoney_McGeee
    ✭✭✭
    Reading these comments and I'm wondering are we playing the same game?

    1.Take multiple walls down? Sure if it didn't take so long already for 1 wall to go down.. someone needs to make a "how to siege properly " video on YouTube then maybe we could do that, but at this rate this game will be dead by then.
    2.Spread out? Maybe if there was enough room in a keep or outpost to do so..
    3.Don't stack on flag? When's the last time you're seiging a keep, and a horde of randoms came running in as soon as it flags? Maybe if I'm far up north Trying to farm they don't show up.

    Soooo pretty much In a scenario where a organized group is trying to defend, not only do you need to dodge the steel tornado proxy train, but you gotta dodge your friendly foes?
    We gotta dodge the new siege buff, and this new set?! Idk if I have enough stam to doge roll enough, Dammmmmmmmmmm bruh

    BUT L2P bruh.. Don't stand in the red.. Someone will say lol

    Guess I gotta start jumping in area chat telling the randoms to leave the keep. But will it actually happen though?

    Definitely adding that "move away from me" quick chat on that emoji bar.. Probably use that more then my push ups.
    Edited by Stoney_McGeee on February 7, 2016 1:44PM
    (Soulless Knights)
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