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Rofl at the Vicious Death Set..

  • 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.

    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.

    This is not how aoe dmg works, the 11k dmg is not the total dmg done but the dmg done to each target in the area.

    For example, Pulsar dealing 3k dmg to 5 targets will deal 3k x 5 = 15k total dmg per cast.
    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.

    This is not how aoe dmg works, the 11k dmg is not the total dmg done but the dmg done to each target in the area.

    For example, Pulsar dealing 3k dmg to 5 targets will deal 3k x 5 = 15k total dmg per cast.

    Even if this is true for the new skill its still less than half the average player's health. I dont know its true tho. Just because one skill works that way doesnt mean every skill works that way. Again its a non issue. With all the problems facing pvp this seems silly to focus on.
  • Zheg
    Zheg
    ✭✭✭✭✭
    ✭✭✭✭
    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.

    This is not how aoe dmg works, the 11k dmg is not the total dmg done but the dmg done to each target in the area.

    For example, Pulsar dealing 3k dmg to 5 targets will deal 3k x 5 = 15k total dmg per cast.

    Even if this is true for the new skill its still less than half the average player's health. I dont know its true tho. Just because one skill works that way doesnt mean every skill works that way. Again its a non issue. With all the problems facing pvp this seems silly to focus on.

    It most certainly is true, and most green players to the game quickly realize this. Testing confirms it if you're still in conspiracy theory mode. Furthermore, the damage from the set can crit. In most cases it will do more than half the health of nearby players.

    To fix your words, with all the problems facing pvp it just seems silly to add yet another means to do massive aoe damage and obliterate people instead of increasing the TTK when multiple people are fighting each other.

    I can confirm it does not cause friendly fire, does not proc off sorc pets (though we didn't test guards), and it does not cause a chain reaction. If the 2nd player dies directly from vicious death, they will not create their own vicious death explosion, you must kill them with a regular player ability before they die to have another proc.

    Either way, it will still be possible to troll allies. Run into a group and spell sym and you're g2g. Haven't tested, but you could maybe wear phoenix set to do so, which may allow you to blow up the people you want to troll but still live. I still say the set is stupid, though at the very least chain reactions aren't a thing.
    Edited by Zheg on February 8, 2016 2:57PM
  • EnOeZ
    EnOeZ
    ✭✭✭✭
    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.

    In fact I am very happy to see viable ways to blow entire raids solo.
    I only wish there would have been a stamina ability for that too (Proximity and this set are for Magicka users sadly).

    And yes I love playing solo.
    And this will be so good to lessen the lag.
  • EnOeZ
    EnOeZ
    ✭✭✭✭
    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.

    In e-sport, skill is always how to exploit and abuse game mechanics.
    The question is how fair and accessible to everyone those mechanics are and it is called "balance".
  • 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.

    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.

    This is not how aoe dmg works, the 11k dmg is not the total dmg done but the dmg done to each target in the area.

    For example, Pulsar dealing 3k dmg to 5 targets will deal 3k x 5 = 15k total dmg per cast.

    Even if this is true for the new skill its still less than half the average player's health. I dont know its true tho. Just because one skill works that way doesnt mean every skill works that way. Again its a non issue. With all the problems facing pvp this seems silly to focus on.

    Haha, and half a players health is low dmg or something?
    This will not be the only dmg you will receive when people next to you are dying.

    It will be a zerg burster for sure, multiple Proxy Dets + Meteors with Vicious 5pc will be very hard to mitigate for stacked groups. As soon a someone dies it becomes harder for everyone in the explosion area to survive, which increases the chance for more death and explosions etc. Its a simple chain-reaction effect.
    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.

    This is not how aoe dmg works, the 11k dmg is not the total dmg done but the dmg done to each target in the area.

    For example, Pulsar dealing 3k dmg to 5 targets will deal 3k x 5 = 15k total dmg per cast.

    Even if this is true for the new skill its still less than half the average player's health. I dont know its true tho. Just because one skill works that way doesnt mean every skill works that way. Again its a non issue. With all the problems facing pvp this seems silly to focus on.

    Haha, and half a players health is low dmg or something?
    This will not be the only dmg you will receive when people next to you are dying.

    It will be a zerg burster for sure, multiple Proxy Dets + Meteors with Vicious 5pc will be very hard to mitigate for stacked groups. As soon a someone dies it becomes harder for everyone in the explosion area to survive, which increases the chance for more death and explosions etc. Its a simple chain-reaction effect.

    Less than half before mitigations. Its called a challenge too. Its not supposed to be easy in cyrodill.
  • Nafirian
    Nafirian
    ✭✭✭✭✭
    So many sets look nice on paper, when put into practise they are garbage.

    Well this one actually shows some promise ye it wont be effective of certain trains because of their size cough cough elite cough cough but bombing like 12-18 pugs it will do well and a few people running this in a bomb grp will cause chains explosions everywhere so its good.
  • Scamandros
    Scamandros
    ✭✭✭✭✭
    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.

    This is not how aoe dmg works, the 11k dmg is not the total dmg done but the dmg done to each target in the area.

    For example, Pulsar dealing 3k dmg to 5 targets will deal 3k x 5 = 15k total dmg per cast.

    Even if this is true for the new skill its still less than half the average player's health. I dont know its true tho. Just because one skill works that way doesnt mean every skill works that way. Again its a non issue. With all the problems facing pvp this seems silly to focus on.

    Haha, and half a players health is low dmg or something?
    This will not be the only dmg you will receive when people next to you are dying.

    It will be a zerg burster for sure, multiple Proxy Dets + Meteors with Vicious 5pc will be very hard to mitigate for stacked groups. As soon a someone dies it becomes harder for everyone in the explosion area to survive, which increases the chance for more death and explosions etc. Its a simple chain-reaction effect.

    Less than half before mitigations. Its called a challenge too. Its not supposed to be easy in cyrodill.

    Our of curiosity I nosied onto your profile to look at your post history. I now ask if you actually pvp, and if you do, do you have more kills or fingers.

    Any damage thats going to be applied passively while you are able to continue doing whatever you normally do, is a free spike of burst damage. Alone its not going to kill you. But combine it on top of regular rotations/combos and it will open alot more opportunities for killing blows. Its partly why prox is so strong even for small scale, its also what makes the sorc curse, frag, execute combo so deadly: All the damage goes off at once
    Aeryj
    Fantasia
    Blades of Vengeance


    Mighty Eagle by serjustin19 for your viewing convenience.
    Mighty Eagle
    Mighty Eagle.
    I fell out of my nest

    Mighty Eagle
    Mighty Eagle
    I screech I screech
    but no one hears me

    Mighty Eagle
    Mighty Eagle
    I started to wonder off
    I want to come back but lost my way.

    Mighty Eagle
    Mighty Eagle
    I came face to face
    Of Mighty Lion

    Mighty Eagle
    Mighty Eagle
    I came to fall in love with Mighty Lion
    Who's claws is sharp and just

    Mighty Eagle
    Mighty Eagle
    Then suddenly
    Mighty Dragon Came

    Mighty Eagle
    Mighty Eagle
    Mighty Dragon roared aloud
    Who's mighty paws make earthquake
    that quivers underneath our feet

    Mighty Eagle
    Mighty Eagle
    Soon battle rages
    Between the Mighty Lion and Mighty Dragon

    Mighty Eagle
    Mighty Eagle
    My heart grows heavy
    For who do I belong in Scourge PS4 EU

    Mighty Eagle
    Mighty Eagle
    I continue to battle.
    But Battle I must do within myself

    Mighty Eagle
    Mighty Eagle
    I screech, I screech
    Long and hard. I made a fuss

    Mighty Eagle
    Mighty Eagle
    Then suddenly
    As if I was dreaming

    Mighty Eagle
    Mighty Eagle
    I heard a screech
    But suddenly, I attack Mighty Eagle
    Mighty Eagle had to defend

    Mighty Eagle
    Mighty Eagle
    I know I was fighting for Mighty Lion
    So I fought back.

    Mighty Eagle
    Mighty Eagle
    I attack I attack
    But to no avail

    Mighty Eagle
    Mighty Eagle
    The Mighty claws who's mighty claws
    Felt unnatural to me and very clumsy to me

    Mighty Eagle
    Mighty Eagle
    Why I have chosen to not stay with you
    I do not know. I am complicated at that.

    Mighty Eagle
    Mighty Eagle
    I have destroyed Mighty Eagle
    My own kin in Scourge PS4 EU

    Mighty Eagle
    Mighty Eagle
    I crawled into a ball
    Weep to no avail

    Mighty Eagle
    Mighty Eagle
    Lost in my whirling thoughts
    My heart and mind is clouded

    Mighty Eagle
    Mighty Eagle
    I have served Mighty Lion over a year
    I thought Mighty Lion is were I belong anew

    Mighty Eagle
    Mighty Eagle
    I finally contacted
    Mighty Eagle

    Mighty Eagle
    Mighty Eagle
    Mighty Eagle says they love me
    In reality I love them also.

    Mighty Eagle
    Mighty Eagle
    I continued to clash
    At Mighty Eagle however

    Mighty Eagle
    Mighty Eagle
    But clashing with Mighty Eagle
    Just not feel right


    Mighty Eagle
    Mighty Eagle
    I have made a wrong choice I now believe
    Terrible and unjust of what I did

    Mighty Eagle
    Mighty Eagle
    For am I not a monster
    For attacking a faction who loves me instead

    Mighty Eagle
    Mighty Eagle
    I was wrong
    Mighty Eagle was right

    Mighty Eagle
    Mighty Eagle
    Come. Please take me back Mighty Eagle
    For I believe I now know

    Mighty Eagle
    Mighty Eagle
    Were I truly belong
    For indeed I thought

    Mighty Eagle
    Mighty Eagle
    That Mighty Lion
    Is were I belong.

    Mighty Eagle
    Mighty Eagle
    O how I was so wrong Mighty Eagle
    I was gravely wrong and such a fool I was.

    Mighty Eagle
    Mighty Eagle
    You have met
    Princess Justine

    Mighty Eagle
    Mighty Eagle
    Princess Justine who attacked
    Mighty Eagle

    Mighty Eagle
    Mighty Eagle
    I know this was wrong
    And so to does Princess Justine

    Mighty Eagle
    Mighty Eagle
    With our clashing together
    I now know were I truly belong in Scourge PS4 EU I believe.

    Mighty Eagle
    Mighty Eagle
    Have you all not heard
    The famous saying. That is very wise and so very true?

    Mighty Eagle
    Mighty Eagle
    Let me repeat the famous saying
    that is very wise and so true

    Mighty Eagle
    Mighty Eagle
    It is
    My Enemy, Enemy's, Enemy's
    Is my friend

    Mighty Eagle
    Mighty Eagle
    I come to thee Mighty Eagle
    And so to Princess Justine.

    Mighty Eagle
    Mighty Eagle
    Who used to serve Mighty Lion
    But Now serve Mighty Eagle
    For the very first time in her career.

    Mighty Eagle
    Mighty Eagle
    Princess Justine and are one in the same
    Were I go. She will go to. For she believes it is right choice

    Mighty Eagle
    Mighty Eagle
    We are all yours
    O Mighty Eagle

    Mighty Eagle
    Mighty Eagle
    No one else but you
    I feel peaceful. Unafraid

    Mighty Eagle
    Mighty Eagle
    I belong to you O mighty Eagle
    I am so relieved to hear myself to say that

    Mighty Eagle
    Mighty Eagle
    Princess Justine and I


    Mighty Eagle
    Mighty Eagle
    Now flies and fights alongside with Mighty Eagle
    Who's Mighty talons stand for sacred Freedom

    Written by Serjustin19
    Written on this day
    September 27. The day when My troubled mind is not clouded no longer.
    In the year of my troubles end
  • r.jan_emailb16_ESO
    r.jan_emailb16_ESO
    ✭✭✭✭✭
    Everyone talking about chain explosions, is this just a wet dream of yours or does the set actually trigger itself?
    Lairgren | DC Dragonknight - August Palatine
    playing for eXile


    I'm done, CU somewhere else.
  • Sanct16
    Sanct16
    ✭✭✭✭✭
    ✭✭
    @Satiar

    I think the biggest problem with the game at the moment is how strong numbers are in group play. It doesn't really require a lot of effort to be effective with a train at the moment; you need a good group setup, a good raidlead, everyone running optimal gear/builds and people following the leaders calls and numbers. The more people the better. There is basically no drawback to increasing your group size.

    The reason why we see those huge 60+ zergs is because people prefer to win even if it means to outnumber the opponent instead of actually trying to improve as a group. No doubt that there is times when running groups of 20+ might be reasonable, however most guilds don't run with a certain amount of people because they actually HAVE to but for various other reasons. Usually it is either "Its the easiest way to get AP", "we want to play largescale, thats why we bought the game", "we don't want to exclude anyone", etc. As a result we see the zergs get bigger and bigger. If you wipe just get some more people or go together with another guild. People "justify" their own group size (or even adding more people to it) by pointing out that the other side has even more people.

    Pretty sure everyone remembers the wall of elements bug in 1.5 where your whole group would blow up if you purged at the wrong time. I think it was one of the best mechanics in the game ever together with dynamic ultimate.
    As a reminder: In order to not die while purging on wall of elements you had to (A) move out of the walls (really slow) (B) Use the purify synergy (C) cast a negate and purge within it as it removed wall of elements.
    With a big group you were always threatend to die because a moron in your group *** up or you lost people that didnt use the purify. Basically you had more damage but were "slower".

    This is what we need atm: A drawback to adding more people to your group. I don't agree with every single change ZOS is making in the next patch but overall I think PvP will move in a better direction. With a bigger group you will still have more damage, but it comes with some drawbacks:
    1. You become slower: With the changes to barrier it will be quite hard to just tank an opposing group rushing you by simply rotating barriers. Movement will be more important in order to avoid damage but if you have *** guys that lose maneuver and get stuck in the back your group will start falling apart. Especially with the change to maneuver individual movement will be even more important and if your group consists of *** you will get punished for it.
      With purge being capped to 6 people you will have to recognize when you got sieged and have more people purging or you will certainly lose a bunch.
    2. You are easier to burst: Kinda related to the first point as you wont be able to easily avoid the burst. But you also take more damage from detonations as the group rushing you will most likely hit always at least 10 people. Moreover for everyone who dies the survivors take a lot of damage because of Vicious Death.
    3. You will get less AP: With the changed AP gain ratios I am quite sure that smaller groups will be easily able to outfarm bigger ones.

    The changes won't destroy big organised groups, it will hopefully just increase the effort needed to make it work and result in people running smaller groups.
    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.
    Let's assume the patch goes to live without any significant changes to what it is now.

    You shouldn't look at spreading out as in everyone running into a different direction but more like splitting the raid into smaller groups when needed. Instead of balling on the same flag with 20 people you could split into 2 10 man groups with one group clearing upstairs while the other flips the flags. This is just an example of course, not saying it is the optimal way to take a keep but I can definetly see it being a superior approach to balling on a flag. Would require a lot of effort to coordinate properly etc tho.

    In general I think there is always a way, you just have to find it. To be honest I don't really see why fighting 20v70 should get way harder with those changes. You might need to fight differently but it should definelty be possible.
    Everyone talking about chain explosions, is this just a wet dream of yours or does the set actually trigger itself?
    It doesn't proc itself but people getting hit by it are very likely to die aswell if you damage them enough with regular skills.

    Imagine a 20 man raid getting bombed by lets say 8 people with VD set. On first impact like 6-7 guys die, killing another 4-5 with the VD explosion. The ones that survived the first burst + the explosions will most likely at least drop low health and might end up getting killed by the 8 man group. And so on.

    So its not exactly a chainreaction but still somewhat close to it.
    Edited by Sanct16 on February 9, 2016 10:45AM
    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
    EP | AR 50 | Sanctosaurus | Mana NB
    AD | AR 44 | rekt ya | Mana NB
    AD | AR 41 | Sanct Thunderstorm | Mana Sorc
    EP | AR 36 | S'na'ct | Mana NB {NA}
    AD | AR 29 | Captain Full Fist| Stam DK
    AD | AR 29 | Sanct The Dark Phoenix| Stam Sorc
    EP | AR 16 | Horny Sanct | Stam Warden
    EP | AR 16 | Sánct Bánáná Sláyér | Mana DK
    DC | AR 13 | ad worst faction eu | Stam Sorc
    DC | AR 13 | Lagendary Sanct | Mana NB

    >320.000.000 AP
  • jamesharv2005ub17_ESO
    jamesharv2005ub17_ESO
    ✭✭✭✭✭
    ✭✭✭
    Scamandros wrote: »
    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.

    This is not how aoe dmg works, the 11k dmg is not the total dmg done but the dmg done to each target in the area.

    For example, Pulsar dealing 3k dmg to 5 targets will deal 3k x 5 = 15k total dmg per cast.

    Even if this is true for the new skill its still less than half the average player's health. I dont know its true tho. Just because one skill works that way doesnt mean every skill works that way. Again its a non issue. With all the problems facing pvp this seems silly to focus on.

    Haha, and half a players health is low dmg or something?
    This will not be the only dmg you will receive when people next to you are dying.

    It will be a zerg burster for sure, multiple Proxy Dets + Meteors with Vicious 5pc will be very hard to mitigate for stacked groups. As soon a someone dies it becomes harder for everyone in the explosion area to survive, which increases the chance for more death and explosions etc. Its a simple chain-reaction effect.

    Less than half before mitigations. Its called a challenge too. Its not supposed to be easy in cyrodill.

    Our of curiosity I nosied onto your profile to look at your post history. I now ask if you actually pvp, and if you do, do you have more kills or fingers.

    Any damage thats going to be applied passively while you are able to continue doing whatever you normally do, is a free spike of burst damage. Alone its not going to kill you. But combine it on top of regular rotations/combos and it will open alot more opportunities for killing blows. Its partly why prox is so strong even for small scale, its also what makes the sorc curse, frag, execute combo so deadly: All the damage goes off at once

    Well your insults aside I dont spend the majority of my time on the forums no. Mainly because its full of people like you who instead of looking at how to mitigate this damage scream for ZOS to hand hold them.
  • Soulac
    Soulac
    ✭✭✭✭✭
    ✭✭
    Sanct16 wrote: »
    @Satiar

    I think the biggest problem with the game at the moment is how strong numbers are in group play. It doesn't really require a lot of effort to be effective with a train at the moment; you need a good group setup, a good raidlead, everyone running optimal gear/builds and people following the leaders calls and numbers. The more people the better. There is basically no drawback to increasing your group size.

    The reason why we see those huge 60+ zergs is because people prefer to win even if it means to outnumber the opponent instead of actually trying to improve as a group. No doubt that there is times when running groups of 20+ might be reasonable, however most guilds don't run with a certain amount of people because they actually HAVE to but for various other reasons. Usually it is either "Its the easiest way to get AP", "we want to play largescale, thats why we bought the game", "we don't want to exclude anyone", etc. As a result we see the zergs get bigger and bigger. If you wipe just get some more people or go together with another guild. People "justify" their own group size (or even adding more people to it) by pointing out that the other side has even more people.

    Pretty sure everyone remembers the wall of elements bug in 1.5 where your whole group would blow up if you purged at the wrong time. I think it was one of the best mechanics in the game ever together with dynamic ultimate.
    As a reminder: In order to not die while purging on wall of elements you had to (A) move out of the walls (really slow) (B) Use the purify synergy (C) cast a negate and purge within it as it removed wall of elements.
    With a big group you were always threatend to die because a moron in your group *** up or you lost people that didnt use the purify. Basically you had more damage but were "slower".

    This is what we need atm: A drawback to adding more people to your group. I don't agree with every single change ZOS is making in the next patch but overall I think PvP will move in a better direction. With a bigger group you will still have more damage, but it comes with some drawbacks:
    1. You become slower: With the changes to barrier it will be quite hard to just tank an opposing group rushing you by simply rotating barriers. Movement will be more important in order to avoid damage but if you have *** guys that lose maneuver and get stuck in the back your group will start falling apart. Especially with the change to maneuver individual movement will be even more important and if your group consists of *** you will get punished for it.
      With purge being capped to 6 people you will have to recognize when you got sieged and have more people purging or you will certainly lose a bunch.
    2. You are easier to burst: Kinda related to the first point as you wont be able to easily avoid the burst. But you also take more damage from detonations as the group rushing you will most likely hit always at least 10 people. Moreover for everyone who dies the survivors take a lot of damage because of Vicious Death.
    3. You will get less AP: With the changed AP gain ratios I am quite sure that smaller groups will be easily able to outfarm bigger ones.

    The changes won't destroy big organised groups, it will hopefully just increase the effort needed to make it work and result in people running smaller groups.
    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.
    Let's assume the patch goes to live without any significant changes to what it is now.

    You shouldn't look at spreading out as in everyone running into a different direction but more like splitting the raid into smaller groups when needed. Instead of balling on the same flag with 20 people you could split into 2 10 man groups with one group clearing upstairs while the other flips the flags. This is just an example of course, not saying it is the optimal way to take a keep but I can definetly see it being a superior approach to balling on a flag. Would require a lot of effort to coordinate properly etc tho.

    In general I think there is always a way, you just have to find it. To be honest I don't really see why fighting 20v70 should get way harder with those changes. You might need to fight differently but it should definelty be possible.
    Everyone talking about chain explosions, is this just a wet dream of yours or does the set actually trigger itself?
    It doesn't proc itself but people getting hit by it are very likely to die aswell if you damage them enough with regular skills.

    Imagine a 20 man raid getting bombed by lets say 8 people with VD set. On first impact like 6-7 guys die, killing another 4-5 with the VD explosion. The ones that survived the first burst + the explosions will most likely at least drop low health and might end up getting killed by the 8 man group. And so on.

    So its not exactly a chainreaction but still somewhat close to it.

    Holy wall of text.
    hqdefault.jpg
    Edited by Soulac on February 9, 2016 11:40AM
    R.I.P Dawnbreaker / Auriel´s Bow
    Member of the Arena Guild and the overpowered Banana Squad.
    Nathaerizh aka Cat - Nightblade V16 - EU

    - Meow -
  • r.jan_emailb16_ESO
    r.jan_emailb16_ESO
    ✭✭✭✭✭
    Sanct16 wrote: »
    Everyone talking about chain explosions, is this just a wet dream of yours or does the set actually trigger itself?
    It doesn't proc itself but people getting hit by it are very likely to die aswell if you damage them enough with regular skills.

    Imagine a 20 man raid getting bombed by lets say 8 people with VD set. On first impact like 6-7 guys die, killing another 4-5 with the VD explosion. The ones that survived the first burst + the explosions will most likely at least drop low health and might end up getting killed by the 8 man group. And so on.

    So its not exactly a chainreaction but still somewhat close to it.

    Thanks, that's how I expected it to be. I've read somewhere that the radius is rather small, so it's really a punishment for stacking up and having weak players in there that got used to being carried by AoE caps (with the other changes that are coming now).

    Pretty sure big groups will use it as well, but
    a) if you played in small groups, loosing one or two players was a problem on its own before (not so much for the big group), and
    b) people dying in my small-to-medium groups are rarely with the group, instead they *** up and died a million meters away.

    Sounds quite balanced after all.
    Lairgren | DC Dragonknight - August Palatine
    playing for eXile


    I'm done, CU somewhere else.
  • Sanct16
    Sanct16
    ✭✭✭✭✭
    ✭✭
    Sanct16 wrote: »
    Everyone talking about chain explosions, is this just a wet dream of yours or does the set actually trigger itself?
    It doesn't proc itself but people getting hit by it are very likely to die aswell if you damage them enough with regular skills.

    Imagine a 20 man raid getting bombed by lets say 8 people with VD set. On first impact like 6-7 guys die, killing another 4-5 with the VD explosion. The ones that survived the first burst + the explosions will most likely at least drop low health and might end up getting killed by the 8 man group. And so on.

    So its not exactly a chainreaction but still somewhat close to it.

    Thanks, that's how I expected it to be. I've read somewhere that the radius is rather small, so it's really a punishment for stacking up and having weak players in there that got used to being carried by AoE caps (with the other changes that are coming now).

    Pretty sure big groups will use it as well, but
    a) if you played in small groups, loosing one or two players was a problem on its own before (not so much for the big group), and
    b) people dying in my small-to-medium groups are rarely with the group, instead they *** up and died a million meters away.

    Sounds quite balanced after all.
    The thing is, in a small group you usually wipe anyway if you lose a couple (unless you are zergsurfing, but then you aren't really a "small" group).
    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
    EP | AR 50 | Sanctosaurus | Mana NB
    AD | AR 44 | rekt ya | Mana NB
    AD | AR 41 | Sanct Thunderstorm | Mana Sorc
    EP | AR 36 | S'na'ct | Mana NB {NA}
    AD | AR 29 | Captain Full Fist| Stam DK
    AD | AR 29 | Sanct The Dark Phoenix| Stam Sorc
    EP | AR 16 | Horny Sanct | Stam Warden
    EP | AR 16 | Sánct Bánáná Sláyér | Mana DK
    DC | AR 13 | ad worst faction eu | Stam Sorc
    DC | AR 13 | Lagendary Sanct | Mana NB

    >320.000.000 AP
  • r.jan_emailb16_ESO
    r.jan_emailb16_ESO
    ✭✭✭✭✭
    Sanct16 wrote: »
    Sanct16 wrote: »
    Everyone talking about chain explosions, is this just a wet dream of yours or does the set actually trigger itself?
    It doesn't proc itself but people getting hit by it are very likely to die aswell if you damage them enough with regular skills.

    Imagine a 20 man raid getting bombed by lets say 8 people with VD set. On first impact like 6-7 guys die, killing another 4-5 with the VD explosion. The ones that survived the first burst + the explosions will most likely at least drop low health and might end up getting killed by the 8 man group. And so on.

    So its not exactly a chainreaction but still somewhat close to it.

    Thanks, that's how I expected it to be. I've read somewhere that the radius is rather small, so it's really a punishment for stacking up and having weak players in there that got used to being carried by AoE caps (with the other changes that are coming now).

    Pretty sure big groups will use it as well, but
    a) if you played in small groups, loosing one or two players was a problem on its own before (not so much for the big group), and
    b) people dying in my small-to-medium groups are rarely with the group, instead they *** up and died a million meters away.

    Sounds quite balanced after all.
    The thing is, in a small group you usually wipe anyway if you lose a couple (unless you are zergsurfing, but then you aren't really a "small" group).

    That's what I meant, Vicious Death won't cause additional troubles for smaller groups, only for big ones. Let's see how it works on live :)
    Lairgren | DC Dragonknight - August Palatine
    playing for eXile


    I'm done, CU somewhere else.
  • Zheg
    Zheg
    ✭✭✭✭✭
    ✭✭✭✭
    Sanct16 wrote: »
    @Satiar

    I think the biggest problem with the game at the moment is how strong numbers are in group play. It doesn't really require a lot of effort to be effective with a train at the moment; you need a good group setup, a good raidlead, everyone running optimal gear/builds and people following the leaders calls and numbers. The more people the better. There is basically no drawback to increasing your group size.

    The reason why we see those huge 60+ zergs is because people prefer to win even if it means to outnumber the opponent instead of actually trying to improve as a group. No doubt that there is times when running groups of 20+ might be reasonable, however most guilds don't run with a certain amount of people because they actually HAVE to but for various other reasons. Usually it is either "Its the easiest way to get AP", "we want to play largescale, thats why we bought the game", "we don't want to exclude anyone", etc. As a result we see the zergs get bigger and bigger. If you wipe just get some more people or go together with another guild. People "justify" their own group size (or even adding more people to it) by pointing out that the other side has even more people.

    Pretty sure everyone remembers the wall of elements bug in 1.5 where your whole group would blow up if you purged at the wrong time. I think it was one of the best mechanics in the game ever together with dynamic ultimate.
    As a reminder: In order to not die while purging on wall of elements you had to (A) move out of the walls (really slow) (B) Use the purify synergy (C) cast a negate and purge within it as it removed wall of elements.
    With a big group you were always threatend to die because a moron in your group *** up or you lost people that didnt use the purify. Basically you had more damage but were "slower".

    This is what we need atm: A drawback to adding more people to your group. I don't agree with every single change ZOS is making in the next patch but overall I think PvP will move in a better direction. With a bigger group you will still have more damage, but it comes with some drawbacks:
    1. You become slower: With the changes to barrier it will be quite hard to just tank an opposing group rushing you by simply rotating barriers. Movement will be more important in order to avoid damage but if you have *** guys that lose maneuver and get stuck in the back your group will start falling apart. Especially with the change to maneuver individual movement will be even more important and if your group consists of *** you will get punished for it.
      With purge being capped to 6 people you will have to recognize when you got sieged and have more people purging or you will certainly lose a bunch.
    2. You are easier to burst: Kinda related to the first point as you wont be able to easily avoid the burst. But you also take more damage from detonations as the group rushing you will most likely hit always at least 10 people. Moreover for everyone who dies the survivors take a lot of damage because of Vicious Death.
    3. You will get less AP: With the changed AP gain ratios I am quite sure that smaller groups will be easily able to outfarm bigger ones.

    The changes won't destroy big organised groups, it will hopefully just increase the effort needed to make it work and result in people running smaller groups.
    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.
    Let's assume the patch goes to live without any significant changes to what it is now.

    You shouldn't look at spreading out as in everyone running into a different direction but more like splitting the raid into smaller groups when needed. Instead of balling on the same flag with 20 people you could split into 2 10 man groups with one group clearing upstairs while the other flips the flags. This is just an example of course, not saying it is the optimal way to take a keep but I can definetly see it being a superior approach to balling on a flag. Would require a lot of effort to coordinate properly etc tho.

    In general I think there is always a way, you just have to find it. To be honest I don't really see why fighting 20v70 should get way harder with those changes. You might need to fight differently but it should definelty be possible.
    Everyone talking about chain explosions, is this just a wet dream of yours or does the set actually trigger itself?
    It doesn't proc itself but people getting hit by it are very likely to die aswell if you damage them enough with regular skills.

    Imagine a 20 man raid getting bombed by lets say 8 people with VD set. On first impact like 6-7 guys die, killing another 4-5 with the VD explosion. The ones that survived the first burst + the explosions will most likely at least drop low health and might end up getting killed by the 8 man group. And so on.

    So its not exactly a chainreaction but still somewhat close to it.

    Your wall of text skills rival even my own. I didn't see much in the patch notes that gives benefits to the 20 man in the 20 v 70 fight you talk about that are not equal or greater benefits to the 70 man side. In those situations it's already a zombie horde rez issue as they have enough to instantly rez up anyone that died, and you can't afford to constantly leave people behind to slow down rezzes (notice I didn't say stop, it rarely if ever works that way) and still have enough to continue to contest the main force that still outnumbers you 2 to 1 if not more. Furthermore, when the patch drops, literally everyone will be a rank 10 rez templar if they play the class, so we'll just end up seeing more of that, and with magicka being the new meta we'll see even more people in kags across all classes. Honestly, in these patch notes I see advantages for the smaller group fighting a raid of 20ish, and I see advantages for a giant zerg. Barrier, purge, prox det, vicious death, rapids nerf, forward camps/free rank 10 to every templar, reduced effectiveness of ground control like nova/negate/veil as mitigation tools because of siege and high dmg numbers - frankly these are all things that will benefit gigantic zergs in a 20v70 situation. The damage numbers let smaller groups bomb the 20ish man raid, but they do not translate the same way to the 20ish man raid fighting the 60/70 man zerg. I can bomb one raid worth of the 70, but then our ults are done and the mitigation tools to keep your raid alive no longer function against the remaining 50 that can just meteor you and be done with it. Damage numbers are way too high, mitigation tools are way too few. A meta like this just promotes stealth bombs and dumping as many ults and aoe dps as you can to blow up another group, as they no longer have the tools to counter bomb because they just blew up in < 1 second.

    Now, have we been theorycrafting ways to still obliterate people as a 20ish man raid and take on 2-3 times our numbers and salute both @ZOS_BrianWheeler and @Wrobel with a particular finger? Sure have (I'll use both hands if I ever get the opportunity). Is it clear that the target of the patch was to obliterate 20ish man raids? It should be. If the theorycrafting doesn't work out, we'll just end up at keeps like everyone else defending with 60+ to take on the other horde of 60+ that's needed to assault a defended keep. Hopefully the changes they've done for performance are actually impactful, because in those situations it's just going to be last emp keep lag all of the time. We'll wait to the sides like pugs with our meteors and left click siege and pvp will be thrilling /sarcasm. Oh and when you die, you can just instantly be rezzed back up or take a forward camp and suffer zero penalties, hooray.
    Edited by Zheg on February 9, 2016 3:42PM
  •  Jules
    Jules
    ✭✭✭✭✭
    ✭✭
    Sanct16 wrote: »
    @Satiar

    I think the biggest problem with the game at the moment is how strong numbers are in group play. It doesn't really require a lot of effort to be effective with a train at the moment; you need a good group setup, a good raidlead, everyone running optimal gear/builds and people following the leaders calls and numbers. The more people the better. There is basically no drawback to increasing your group size.

    The reason why we see those huge 60+ zergs is because people prefer to win even if it means to outnumber the opponent instead of actually trying to improve as a group. No doubt that there is times when running groups of 20+ might be reasonable, however most guilds don't run with a certain amount of people because they actually HAVE to but for various other reasons. Usually it is either "Its the easiest way to get AP", "we want to play largescale, thats why we bought the game", "we don't want to exclude anyone", etc. As a result we see the zergs get bigger and bigger. If you wipe just get some more people or go together with another guild. People "justify" their own group size (or even adding more people to it) by pointing out that the other side has even more people.

    Pretty sure everyone remembers the wall of elements bug in 1.5 where your whole group would blow up if you purged at the wrong time. I think it was one of the best mechanics in the game ever together with dynamic ultimate.
    As a reminder: In order to not die while purging on wall of elements you had to (A) move out of the walls (really slow) (B) Use the purify synergy (C) cast a negate and purge within it as it removed wall of elements.
    With a big group you were always threatend to die because a moron in your group *** up or you lost people that didnt use the purify. Basically you had more damage but were "slower".

    This is what we need atm: A drawback to adding more people to your group. I don't agree with every single change ZOS is making in the next patch but overall I think PvP will move in a better direction. With a bigger group you will still have more damage, but it comes with some drawbacks:
    1. You become slower: With the changes to barrier it will be quite hard to just tank an opposing group rushing you by simply rotating barriers. Movement will be more important in order to avoid damage but if you have *** guys that lose maneuver and get stuck in the back your group will start falling apart. Especially with the change to maneuver individual movement will be even more important and if your group consists of *** you will get punished for it.
      With purge being capped to 6 people you will have to recognize when you got sieged and have more people purging or you will certainly lose a bunch.
    2. You are easier to burst: Kinda related to the first point as you wont be able to easily avoid the burst. But you also take more damage from detonations as the group rushing you will most likely hit always at least 10 people. Moreover for everyone who dies the survivors take a lot of damage because of Vicious Death.
    3. You will get less AP: With the changed AP gain ratios I am quite sure that smaller groups will be easily able to outfarm bigger ones.

    The changes won't destroy big organised groups, it will hopefully just increase the effort needed to make it work and result in people running smaller groups.
    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.
    Let's assume the patch goes to live without any significant changes to what it is now.

    You shouldn't look at spreading out as in everyone running into a different direction but more like splitting the raid into smaller groups when needed. Instead of balling on the same flag with 20 people you could split into 2 10 man groups with one group clearing upstairs while the other flips the flags. This is just an example of course, not saying it is the optimal way to take a keep but I can definetly see it being a superior approach to balling on a flag. Would require a lot of effort to coordinate properly etc tho.

    In general I think there is always a way, you just have to find it. To be honest I don't really see why fighting 20v70 should get way harder with those changes. You might need to fight differently but it should definelty be possible.
    Everyone talking about chain explosions, is this just a wet dream of yours or does the set actually trigger itself?
    It doesn't proc itself but people getting hit by it are very likely to die aswell if you damage them enough with regular skills.

    Imagine a 20 man raid getting bombed by lets say 8 people with VD set. On first impact like 6-7 guys die, killing another 4-5 with the VD explosion. The ones that survived the first burst + the explosions will most likely at least drop low health and might end up getting killed by the 8 man group. And so on.

    So its not exactly a chainreaction but still somewhat close to it.

    Was going to say many of these same things but Sanct seems to have it covered. Props on a well written post.
    JULES | PC NA | ADAMANT

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    Rest in Peace G & Yi
    Viva La Aristocracy
  • Zheg
    Zheg
    ✭✭✭✭✭
    ✭✭✭✭
    Jules wrote: »
    Sanct16 wrote: »
    @Satiar

    I think the biggest problem with the game at the moment is how strong numbers are in group play. It doesn't really require a lot of effort to be effective with a train at the moment; you need a good group setup, a good raidlead, everyone running optimal gear/builds and people following the leaders calls and numbers. The more people the better. There is basically no drawback to increasing your group size.

    The reason why we see those huge 60+ zergs is because people prefer to win even if it means to outnumber the opponent instead of actually trying to improve as a group. No doubt that there is times when running groups of 20+ might be reasonable, however most guilds don't run with a certain amount of people because they actually HAVE to but for various other reasons. Usually it is either "Its the easiest way to get AP", "we want to play largescale, thats why we bought the game", "we don't want to exclude anyone", etc. As a result we see the zergs get bigger and bigger. If you wipe just get some more people or go together with another guild. People "justify" their own group size (or even adding more people to it) by pointing out that the other side has even more people.

    Pretty sure everyone remembers the wall of elements bug in 1.5 where your whole group would blow up if you purged at the wrong time. I think it was one of the best mechanics in the game ever together with dynamic ultimate.
    As a reminder: In order to not die while purging on wall of elements you had to (A) move out of the walls (really slow) (B) Use the purify synergy (C) cast a negate and purge within it as it removed wall of elements.
    With a big group you were always threatend to die because a moron in your group *** up or you lost people that didnt use the purify. Basically you had more damage but were "slower".

    This is what we need atm: A drawback to adding more people to your group. I don't agree with every single change ZOS is making in the next patch but overall I think PvP will move in a better direction. With a bigger group you will still have more damage, but it comes with some drawbacks:
    1. You become slower: With the changes to barrier it will be quite hard to just tank an opposing group rushing you by simply rotating barriers. Movement will be more important in order to avoid damage but if you have *** guys that lose maneuver and get stuck in the back your group will start falling apart. Especially with the change to maneuver individual movement will be even more important and if your group consists of *** you will get punished for it.
      With purge being capped to 6 people you will have to recognize when you got sieged and have more people purging or you will certainly lose a bunch.
    2. You are easier to burst: Kinda related to the first point as you wont be able to easily avoid the burst. But you also take more damage from detonations as the group rushing you will most likely hit always at least 10 people. Moreover for everyone who dies the survivors take a lot of damage because of Vicious Death.
    3. You will get less AP: With the changed AP gain ratios I am quite sure that smaller groups will be easily able to outfarm bigger ones.

    The changes won't destroy big organised groups, it will hopefully just increase the effort needed to make it work and result in people running smaller groups.
    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.
    Let's assume the patch goes to live without any significant changes to what it is now.

    You shouldn't look at spreading out as in everyone running into a different direction but more like splitting the raid into smaller groups when needed. Instead of balling on the same flag with 20 people you could split into 2 10 man groups with one group clearing upstairs while the other flips the flags. This is just an example of course, not saying it is the optimal way to take a keep but I can definetly see it being a superior approach to balling on a flag. Would require a lot of effort to coordinate properly etc tho.

    In general I think there is always a way, you just have to find it. To be honest I don't really see why fighting 20v70 should get way harder with those changes. You might need to fight differently but it should definelty be possible.
    Everyone talking about chain explosions, is this just a wet dream of yours or does the set actually trigger itself?
    It doesn't proc itself but people getting hit by it are very likely to die aswell if you damage them enough with regular skills.

    Imagine a 20 man raid getting bombed by lets say 8 people with VD set. On first impact like 6-7 guys die, killing another 4-5 with the VD explosion. The ones that survived the first burst + the explosions will most likely at least drop low health and might end up getting killed by the 8 man group. And so on.

    So its not exactly a chainreaction but still somewhat close to it.

    Was going to say many of these same things but Sanct seems to have it covered. Props on a well written post.

    The disdain we have for eachother aside, would you ever split your group in half against us, particularly if you're outnumbered and there are other blues?

    When haxus does run large, can you see yourselves pushing ash when there are 40 somewhat competent blues defending? I can't. I see strong groups that can currently push objectives by themselves right now instead waiting for the horde in the next patch, or just doing something inconsequential by farming at a resource. Do you honestly not expect numbers to go up across the board for keep fights? Really?
    Edited by Zheg on February 9, 2016 5:21PM
  • Millerman34n
    Millerman34n
    ✭✭✭
    Honestly I think it should be like 20 to 30 thousand damage that would make me laugh!!!!
  • Huckdabuck
    Huckdabuck
    ✭✭✭✭✭
    Well *** *** died quickly....hmmmmmmm wonder why.
    Texashighelf - VR16 Sorcerer EP NA - FILTHY BARBARIAN
    Texasimperial - VR16 Dragonknight EP NA - How do you like your DK?
    Texas'Imperial - VR16 Dragonknight DC NA - How do you like your DK?
    Texas-Imperial - VR16 Templar DC NA - Queue Clogging Lagsploitter
    Texas Highelf - VR16 Sorcerer DC NA - Queue Clogging Lagsploitter
    Texas Imperial - VR16 Nightblade DC NA - Queue Clogging Lagsploitter
    It's a very grey area.
  • FENGRUSH
    FENGRUSH
    ✭✭✭✭✭
    ✭✭✭✭
    Zheg wrote: »
    Sanct16 wrote: »
    @Satiar

    I think the biggest problem with the game at the moment is how strong numbers are in group play. It doesn't really require a lot of effort to be effective with a train at the moment; you need a good group setup, a good raidlead, everyone running optimal gear/builds and people following the leaders calls and numbers. The more people the better. There is basically no drawback to increasing your group size.

    The reason why we see those huge 60+ zergs is because people prefer to win even if it means to outnumber the opponent instead of actually trying to improve as a group. No doubt that there is times when running groups of 20+ might be reasonable, however most guilds don't run with a certain amount of people because they actually HAVE to but for various other reasons. Usually it is either "Its the easiest way to get AP", "we want to play largescale, thats why we bought the game", "we don't want to exclude anyone", etc. As a result we see the zergs get bigger and bigger. If you wipe just get some more people or go together with another guild. People "justify" their own group size (or even adding more people to it) by pointing out that the other side has even more people.

    Pretty sure everyone remembers the wall of elements bug in 1.5 where your whole group would blow up if you purged at the wrong time. I think it was one of the best mechanics in the game ever together with dynamic ultimate.
    As a reminder: In order to not die while purging on wall of elements you had to (A) move out of the walls (really slow) (B) Use the purify synergy (C) cast a negate and purge within it as it removed wall of elements.
    With a big group you were always threatend to die because a moron in your group *** up or you lost people that didnt use the purify. Basically you had more damage but were "slower".

    This is what we need atm: A drawback to adding more people to your group. I don't agree with every single change ZOS is making in the next patch but overall I think PvP will move in a better direction. With a bigger group you will still have more damage, but it comes with some drawbacks:
    1. You become slower: With the changes to barrier it will be quite hard to just tank an opposing group rushing you by simply rotating barriers. Movement will be more important in order to avoid damage but if you have *** guys that lose maneuver and get stuck in the back your group will start falling apart. Especially with the change to maneuver individual movement will be even more important and if your group consists of *** you will get punished for it.
      With purge being capped to 6 people you will have to recognize when you got sieged and have more people purging or you will certainly lose a bunch.
    2. You are easier to burst: Kinda related to the first point as you wont be able to easily avoid the burst. But you also take more damage from detonations as the group rushing you will most likely hit always at least 10 people. Moreover for everyone who dies the survivors take a lot of damage because of Vicious Death.
    3. You will get less AP: With the changed AP gain ratios I am quite sure that smaller groups will be easily able to outfarm bigger ones.

    The changes won't destroy big organised groups, it will hopefully just increase the effort needed to make it work and result in people running smaller groups.
    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.
    Let's assume the patch goes to live without any significant changes to what it is now.

    You shouldn't look at spreading out as in everyone running into a different direction but more like splitting the raid into smaller groups when needed. Instead of balling on the same flag with 20 people you could split into 2 10 man groups with one group clearing upstairs while the other flips the flags. This is just an example of course, not saying it is the optimal way to take a keep but I can definetly see it being a superior approach to balling on a flag. Would require a lot of effort to coordinate properly etc tho.

    In general I think there is always a way, you just have to find it. To be honest I don't really see why fighting 20v70 should get way harder with those changes. You might need to fight differently but it should definelty be possible.
    Everyone talking about chain explosions, is this just a wet dream of yours or does the set actually trigger itself?
    It doesn't proc itself but people getting hit by it are very likely to die aswell if you damage them enough with regular skills.

    Imagine a 20 man raid getting bombed by lets say 8 people with VD set. On first impact like 6-7 guys die, killing another 4-5 with the VD explosion. The ones that survived the first burst + the explosions will most likely at least drop low health and might end up getting killed by the 8 man group. And so on.

    So its not exactly a chainreaction but still somewhat close to it.

    Your wall of text skills rival even my own. I didn't see much in the patch notes that gives benefits to the 20 man in the 20 v 70 fight you talk about that are not equal or greater benefits to the 70 man side. In those situations it's already a zombie horde rez issue as they have enough to instantly rez up anyone that died, and you can't afford to constantly leave people behind to slow down rezzes (notice I didn't say stop, it rarely if ever works that way) and still have enough to continue to contest the main force that still outnumbers you 2 to 1 if not more. Furthermore, when the patch drops, literally everyone will be a rank 10 rez templar if they play the class, so we'll just end up seeing more of that, and with magicka being the new meta we'll see even more people in kags across all classes. Honestly, in these patch notes I see advantages for the smaller group fighting a raid of 20ish, and I see advantages for a giant zerg. Barrier, purge, prox det, vicious death, rapids nerf, forward camps/free rank 10 to every templar, reduced effectiveness of ground control like nova/negate/veil as mitigation tools because of siege and high dmg numbers - frankly these are all things that will benefit gigantic zergs in a 20v70 situation. The damage numbers let smaller groups bomb the 20ish man raid, but they do not translate the same way to the 20ish man raid fighting the 60/70 man zerg. I can bomb one raid worth of the 70, but then our ults are done and the mitigation tools to keep your raid alive no longer function against the remaining 50 that can just meteor you and be done with it. Damage numbers are way too high, mitigation tools are way too few. A meta like this just promotes stealth bombs and dumping as many ults and aoe dps as you can to blow up another group, as they no longer have the tools to counter bomb because they just blew up in < 1 second.

    Now, have we been theorycrafting ways to still obliterate people as a 20ish man raid and take on 2-3 times our numbers and salute both @ZOS_BrianWheeler and @Wrobel with a particular finger? Sure have (I'll use both hands if I ever get the opportunity). Is it clear that the target of the patch was to obliterate 20ish man raids? It should be. If the theorycrafting doesn't work out, we'll just end up at keeps like everyone else defending with 60+ to take on the other horde of 60+ that's needed to assault a defended keep. Hopefully the changes they've done for performance are actually impactful, because in those situations it's just going to be last emp keep lag all of the time. We'll wait to the sides like pugs with our meteors and left click siege and pvp will be thrilling /sarcasm. Oh and when you die, you can just instantly be rezzed back up or take a forward camp and suffer zero penalties, hooray.

    Should have supported FENGRUSHs removal of AOE caps instead!
  • Ghostbane
    Ghostbane
    ✭✭✭✭✭
    ✭✭✭
    Personally, I think ZoS is missing the bigger picture with this set.

    It should have the ability on its explosion of one player, to set up the explosion of another player when in range.

    Now the important bit, when this happens, this should play,

    https://www.youtube.com/watch?v=UaYHRx9-v2M

    The deer should come back broadway style with tophats.

    This game will fail if we do not adjust people.
    {★★★★★ · ★★★★★ · ★★ · ★★★★★}
    350m+ AP PC - EU
    AD :: Imported Waffles [37]EP :: Wee ee ee ee ee [16]DC :: Ghostbane's DK [16], Impending Loadscreen [12]PC - NA
    AD :: Ghostbane [50], yer ma [43], Sir Humphrey Winterbottom 2.0 [18], robotic baby legs [18]EP :: Wee Mad Arthur [50], avast ye buttcrackz [49], Sir Horace Foghorn [27], Brother Ballbag [24], Scatman John [16]DC :: W T B Waffles [36], Morale Boost [30], W T F Waffles [17], Ghostbanë [15]RIPAD :: Sir Humphrey Winterbottom 1.0 [20]
    Addons
  • MountainHound
    MountainHound
    ✭✭✭✭
    Can anyone answer me this.

    If there are 24 people on a flag, I bomb them and 3 die. Do all 3 proc Vicious death set or just 1? Would it be 1 x 15k damage or 3 x 15k damage to rest of group?
  • MountainHound
    MountainHound
    ✭✭✭✭
    I might troll flag and wear Phoenix set so I do double damage to my allies!
    Edited by MountainHound on February 10, 2016 3:23PM
  • Zheg
    Zheg
    ✭✭✭✭✭
    ✭✭✭✭
    FENGRUSH wrote: »
    Zheg wrote: »
    Sanct16 wrote: »
    @Satiar

    I think the biggest problem with the game at the moment is how strong numbers are in group play. It doesn't really require a lot of effort to be effective with a train at the moment; you need a good group setup, a good raidlead, everyone running optimal gear/builds and people following the leaders calls and numbers. The more people the better. There is basically no drawback to increasing your group size.

    The reason why we see those huge 60+ zergs is because people prefer to win even if it means to outnumber the opponent instead of actually trying to improve as a group. No doubt that there is times when running groups of 20+ might be reasonable, however most guilds don't run with a certain amount of people because they actually HAVE to but for various other reasons. Usually it is either "Its the easiest way to get AP", "we want to play largescale, thats why we bought the game", "we don't want to exclude anyone", etc. As a result we see the zergs get bigger and bigger. If you wipe just get some more people or go together with another guild. People "justify" their own group size (or even adding more people to it) by pointing out that the other side has even more people.

    Pretty sure everyone remembers the wall of elements bug in 1.5 where your whole group would blow up if you purged at the wrong time. I think it was one of the best mechanics in the game ever together with dynamic ultimate.
    As a reminder: In order to not die while purging on wall of elements you had to (A) move out of the walls (really slow) (B) Use the purify synergy (C) cast a negate and purge within it as it removed wall of elements.
    With a big group you were always threatend to die because a moron in your group *** up or you lost people that didnt use the purify. Basically you had more damage but were "slower".

    This is what we need atm: A drawback to adding more people to your group. I don't agree with every single change ZOS is making in the next patch but overall I think PvP will move in a better direction. With a bigger group you will still have more damage, but it comes with some drawbacks:
    1. You become slower: With the changes to barrier it will be quite hard to just tank an opposing group rushing you by simply rotating barriers. Movement will be more important in order to avoid damage but if you have *** guys that lose maneuver and get stuck in the back your group will start falling apart. Especially with the change to maneuver individual movement will be even more important and if your group consists of *** you will get punished for it.
      With purge being capped to 6 people you will have to recognize when you got sieged and have more people purging or you will certainly lose a bunch.
    2. You are easier to burst: Kinda related to the first point as you wont be able to easily avoid the burst. But you also take more damage from detonations as the group rushing you will most likely hit always at least 10 people. Moreover for everyone who dies the survivors take a lot of damage because of Vicious Death.
    3. You will get less AP: With the changed AP gain ratios I am quite sure that smaller groups will be easily able to outfarm bigger ones.

    The changes won't destroy big organised groups, it will hopefully just increase the effort needed to make it work and result in people running smaller groups.
    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.
    Let's assume the patch goes to live without any significant changes to what it is now.

    You shouldn't look at spreading out as in everyone running into a different direction but more like splitting the raid into smaller groups when needed. Instead of balling on the same flag with 20 people you could split into 2 10 man groups with one group clearing upstairs while the other flips the flags. This is just an example of course, not saying it is the optimal way to take a keep but I can definetly see it being a superior approach to balling on a flag. Would require a lot of effort to coordinate properly etc tho.

    In general I think there is always a way, you just have to find it. To be honest I don't really see why fighting 20v70 should get way harder with those changes. You might need to fight differently but it should definelty be possible.
    Everyone talking about chain explosions, is this just a wet dream of yours or does the set actually trigger itself?
    It doesn't proc itself but people getting hit by it are very likely to die aswell if you damage them enough with regular skills.

    Imagine a 20 man raid getting bombed by lets say 8 people with VD set. On first impact like 6-7 guys die, killing another 4-5 with the VD explosion. The ones that survived the first burst + the explosions will most likely at least drop low health and might end up getting killed by the 8 man group. And so on.

    So its not exactly a chainreaction but still somewhat close to it.

    Your wall of text skills rival even my own. I didn't see much in the patch notes that gives benefits to the 20 man in the 20 v 70 fight you talk about that are not equal or greater benefits to the 70 man side. In those situations it's already a zombie horde rez issue as they have enough to instantly rez up anyone that died, and you can't afford to constantly leave people behind to slow down rezzes (notice I didn't say stop, it rarely if ever works that way) and still have enough to continue to contest the main force that still outnumbers you 2 to 1 if not more. Furthermore, when the patch drops, literally everyone will be a rank 10 rez templar if they play the class, so we'll just end up seeing more of that, and with magicka being the new meta we'll see even more people in kags across all classes. Honestly, in these patch notes I see advantages for the smaller group fighting a raid of 20ish, and I see advantages for a giant zerg. Barrier, purge, prox det, vicious death, rapids nerf, forward camps/free rank 10 to every templar, reduced effectiveness of ground control like nova/negate/veil as mitigation tools because of siege and high dmg numbers - frankly these are all things that will benefit gigantic zergs in a 20v70 situation. The damage numbers let smaller groups bomb the 20ish man raid, but they do not translate the same way to the 20ish man raid fighting the 60/70 man zerg. I can bomb one raid worth of the 70, but then our ults are done and the mitigation tools to keep your raid alive no longer function against the remaining 50 that can just meteor you and be done with it. Damage numbers are way too high, mitigation tools are way too few. A meta like this just promotes stealth bombs and dumping as many ults and aoe dps as you can to blow up another group, as they no longer have the tools to counter bomb because they just blew up in < 1 second.

    Now, have we been theorycrafting ways to still obliterate people as a 20ish man raid and take on 2-3 times our numbers and salute both @ZOS_BrianWheeler and @Wrobel with a particular finger? Sure have (I'll use both hands if I ever get the opportunity). Is it clear that the target of the patch was to obliterate 20ish man raids? It should be. If the theorycrafting doesn't work out, we'll just end up at keeps like everyone else defending with 60+ to take on the other horde of 60+ that's needed to assault a defended keep. Hopefully the changes they've done for performance are actually impactful, because in those situations it's just going to be last emp keep lag all of the time. We'll wait to the sides like pugs with our meteors and left click siege and pvp will be thrilling /sarcasm. Oh and when you die, you can just instantly be rezzed back up or take a forward camp and suffer zero penalties, hooray.

    Should have supported FENGRUSHs removal of AOE caps instead!

    Again, I'd be ok with aoe caps removed, so long as they toned down some of the damage numbers in conjunction. My gripe in that thread was that people were calling for blanket removals WITHOUT changing the damage numbers, and I found that naive. Some also had grand delusions about how it would allow them to wipe obscene numbers solo, and the pie in the sky mentality was hardly being honest or realistic with the likely outcomes. Overall I'd like to see the baseline TTK remain about the same for solo and small group fights, and be increased for larger group fights (these almost always end in whoever gets their bomb off first). Wrobel even said in the aoe cap thread that the reduced TTK for group fights is a concern, and then he comes out with a patch like this that evaporates the mitigation tools you would use to preserve TTK AND ramps up damage numbers. It's still possible that he'll remove aoe caps eventually on top of all of this. These aren't just issues for group fights, I know you don't play a mag sorc, but with higher damage numbers and static HP pools, the meta shifts even more strongly to people that can put out strong shields. If your main defense is healing like a templar, you're far more screwed against the higher damage numbers and being able to recover than someone that's relying on shields, particularly with sets like fasallas and all of the meatbags and the general proliferation of heal debuffs coming in the next meta. A lot of people are giddy for high dmg numbers, but I have a feeling that will wear off eventually and people will realize that they're spending more time on their horse or using forward camps, particularly given how unresponsive things like CC break and combat is in general (especially in even slight lag). Sure, I spent maybe a day ganking people on siege with 1 shot stealth camo hunter hits, but that's not fun pvp and gets boring super quick, at least, I'd hope it does for most people. It's looking more and more like we're getting closer to that point with aoes, which is silly when you think about it.

    We're already thoroughly convinced our guys need to go mostly light armor mag builds for the next patch, one for the prox det damage, two for the fact that running harness magicka is going to be crucial for survival. As a stam sorc can you honestly say you don't gulp when you look at the increased dmg numbers on PTS and not have any inherent way to mitigate that besides block and dodge roll? If prox det numbers in 1v1s are averaging about 12-13k or so, what do you think those ramp up too when you have literally just a few other players in the vicinity? Oh, there are actually only a handful of players but you're standing next to a guard or a dwemer pet? Then take another 10% damage because reasons. I actually thought about turning my khajiit sorc into mag, it's silly.
    Edited by Zheg on February 10, 2016 3:41PM
  • 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.

    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.

    This is not how aoe dmg works, the 11k dmg is not the total dmg done but the dmg done to each target in the area.

    For example, Pulsar dealing 3k dmg to 5 targets will deal 3k x 5 = 15k total dmg per cast.

    Even if this is true for the new skill its still less than half the average player's health. I dont know its true tho. Just because one skill works that way doesnt mean every skill works that way. Again its a non issue. With all the problems facing pvp this seems silly to focus on.

    Haha, and half a players health is low dmg or something?
    This will not be the only dmg you will receive when people next to you are dying.

    It will be a zerg burster for sure, multiple Proxy Dets + Meteors with Vicious 5pc will be very hard to mitigate for stacked groups. As soon a someone dies it becomes harder for everyone in the explosion area to survive, which increases the chance for more death and explosions etc. Its a simple chain-reaction effect.

    Less than half before mitigations. Its called a challenge too. Its not supposed to be easy in cyrodill.

    Ive heard people speak of 12k hits on playes in cryodiil, which is roughly half of the average health pool after mitigation.

    The problem with the amount of dmg and dmg type is that stamina builds will die a lot quicker because they have limited healing options and cant shield themselves against magic dmg with Harness Magicka.

    People shouldnt be pushed to magicka builds just because this set introduced.
    The real problem is AOE caps, this is just a lazy fix for a complicated problem.

    The exact same happened with Shieldbreaker and shieldstacking sorcs, and how well did that work out?
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  • pmn100b16_ESO
    pmn100b16_ESO
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    Having come back to ESO for the first time in months a couple of days ago, I was pleasantly surprised to see 80ms ping in pve zones. However it turned into 150ms upon entering Cyrodiil (not great, but playable), and as soon as you come across a keep battle, 500ms+ slide show begins because there's a big blob of players stacked on top of one anotrher spamming AoEs.

    It would seem this is the source of all the server performance woes so why not just force these blobs to change up their play style. Not to deter big group play, but FORCE them to change up how they approach combat by making this set instantly incinerate some of them. Make the damage 30k, 50k, whatever to guarantee the death of 2 other persons nearby. I can't see a simpler way of solving the server lag than this. Again, not advocating destroying large group play, but just force their hand so they change tactics to spread out more, and end the stacking AoE spam.

    I'm pretty sure the amount of people that will stick around or even return to the game because the lag has gone will far outnumber those that will leave because they can't play stack on the crown anymore.
  • Zheg
    Zheg
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    Having come back to ESO for the first time in months a couple of days ago, I was pleasantly surprised to see 80ms ping in pve zones. However it turned into 150ms upon entering Cyrodiil (not great, but playable), and as soon as you come across a keep battle, 500ms+ slide show begins because there's a big blob of players stacked on top of one anotrher spamming AoEs.

    It would seem this is the source of all the server performance woes so why not just force these blobs to change up their play style. Not to deter big group play, but FORCE them to change up how they approach combat by making this set instantly incinerate some of them. Make the damage 30k, 50k, whatever to guarantee the death of 2 other persons nearby. I can't see a simpler way of solving the server lag than this. Again, not advocating destroying large group play, but just force their hand so they change tactics to spread out more, and end the stacking AoE spam.

    I'm pretty sure the amount of people that will stick around or even return to the game because the lag has gone will far outnumber those that will leave because they can't play stack on the crown anymore.

    Because the assumption you made is wholly inaccurate. Those keep fights lag because of total bodies, not because of a large group. This is a blatantly false narrative that's parroted by people on the forums, and then repeated enough times so people think it's true. If you roll up to a keep the ping is almost identical if 45 players are all spread out in the keep or if they're all condensed in a relative area. Patches like this PROMOTE people to bring more numbers, particularly for keep assaults, and will result in even more lag; how people don't realize that is beyond me. They said they're adding in performance adjustments behind the scenes, so hopefully that helps as a counterweight to the intentional mess they're causing. Toss in a few forward camps, everyone having rank 10 rez capabilities, and you're going to see your ping go even higher. But yay! I can blow someone up! hooray!
    Edited by Zheg on February 10, 2016 3:37PM
  • pmn100b16_ESO
    pmn100b16_ESO
    ✭✭✭✭✭
    Zheg wrote: »
    Having come back to ESO for the first time in months a couple of days ago, I was pleasantly surprised to see 80ms ping in pve zones. However it turned into 150ms upon entering Cyrodiil (not great, but playable), and as soon as you come across a keep battle, 500ms+ slide show begins because there's a big blob of players stacked on top of one anotrher spamming AoEs.

    It would seem this is the source of all the server performance woes so why not just force these blobs to change up their play style. Not to deter big group play, but FORCE them to change up how they approach combat by making this set instantly incinerate some of them. Make the damage 30k, 50k, whatever to guarantee the death of 2 other persons nearby. I can't see a simpler way of solving the server lag than this. Again, not advocating destroying large group play, but just force their hand so they change tactics to spread out more, and end the stacking AoE spam.

    I'm pretty sure the amount of people that will stick around or even return to the game because the lag has gone will far outnumber those that will leave because they can't play stack on the crown anymore.

    Because the assumption you made is wholly inaccurate. Those keep fights lag because of total bodies, not because of a large group. This is a blatantly false narrative that's parroted by people on the forums, and then repeated enough times so people think it's true. If you roll up to a keep the ping is almost identical if 45 players are all spread out in the keep or if they're all condensed in a relative area. Patches like this PROMOTE people to bring more numbers, particularly for keep assaults, and will result in even more lag; how people don't realize that is beyond me. They said they're adding in performance adjustments behind the scenes, so hopefully that helps as a counterweight to the intentional mess they're causing. Toss in a few forward camps, everyone having rank 10 rez capabilities, and you're going to see your ping go even higher. But yay! I can blow someone up! hooray!

    But blobs are generally unkillable, whereas people spread out result in quicker deaths, so the performance degradation isn't as persistent. What you're suggesting is that a blob of 20 players stacked spamming AoEs is causing no more stress on the server than 20 people spread out utilising less AoEs. If thats the case, I guess we agree to disagree.
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