@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
Rainingblood 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?
Rainingblood 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
@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
@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.
@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.
@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
@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.
@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.
Yolokin_Swagonborn 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.
@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.
@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.
@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.
Scamandros wrote: »Why gank one player when now you gank 20 at a time!
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.
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.
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.
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.
Rainingblood wrote: »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.
Scamandros wrote: »Why gank one player when now you gank 20 at a time!
jamesharv2005ub17_ESO 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.
@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.
@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
@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
Yolokin_Swagonborn 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.
jamesharv2005ub17_ESO 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
Darnathian wrote: »Yolokin_Swagonborn 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.
jamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO 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 wrote: »Darnathian wrote: »Yolokin_Swagonborn 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 towerjamesharv2005ub17_ESO wrote: »jamesharv2005ub17_ESO 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.