Septimus_Magna wrote: »HoloYoitsu wrote: »Do I need to draw a diagram of a keep inner for you?HoloYoitsu wrote: »Why are we arguing about this?
The way the set is, that's basically a 1 shot on anyone who isn't full health or stacking shields. God forbid if you're a vampire. Such mechanics just aren't healthy for a PvP game. It's basically going to reduce GvG meta to just hide in stealth with your raid, then dump 20 unreflectable meteors and watch the fire works.
Healing is already going to be severely gimped because every group will run a couple tanks in Fasalla's Guile for the 50% heal debuff on anyone who touches them. Tell me how you like your small mans when your Templars are stuck healing 1 less target, and everyone has 50% heal debuffs on them almost constantly.
The solution to 'fighting against bigger numbers' shouldn't be in the form of a gear set. It should be in the form of tweaking the base game mechanics - things like AoE caps. I mean, let's just play devil's advocate here: where does this leave stam builds in competitive group play? HAHAAHAHAHAHAHAHAH, "Vicious Death or gtfo", that's where.
Don't stack within 5 meters of a bunch of people?
You might want to draw it, study it, and then learn how not to stack up on a bunch of people.. Then maybe you won't die like a fool
Yeah, just go in 1 by 1, its not like there will be 20 guys all hitting the exact same person while other poor oil on them.
Solid strategy mate
well if there are 20man in the breach waiting for you - you made two mistakes:
mindlessly run into it and
not clearing the breach with your siege
so do not blame others for your failures.
Because it's not like the raid will sit in the cubby to the side safe from siege.Septimus_Magna wrote: »HoloYoitsu wrote: »Do I need to draw a diagram of a keep inner for you?HoloYoitsu wrote: »Why are we arguing about this?
The way the set is, that's basically a 1 shot on anyone who isn't full health or stacking shields. God forbid if you're a vampire. Such mechanics just aren't healthy for a PvP game. It's basically going to reduce GvG meta to just hide in stealth with your raid, then dump 20 unreflectable meteors and watch the fire works.
Healing is already going to be severely gimped because every group will run a couple tanks in Fasalla's Guile for the 50% heal debuff on anyone who touches them. Tell me how you like your small mans when your Templars are stuck healing 1 less target, and everyone has 50% heal debuffs on them almost constantly.
The solution to 'fighting against bigger numbers' shouldn't be in the form of a gear set. It should be in the form of tweaking the base game mechanics - things like AoE caps. I mean, let's just play devil's advocate here: where does this leave stam builds in competitive group play? HAHAAHAHAHAHAHAHAH, "Vicious Death or gtfo", that's where.
Don't stack within 5 meters of a bunch of people?
You might want to draw it, study it, and then learn how not to stack up on a bunch of people.. Then maybe you won't die like a fool
Yeah, just go in 1 by 1, its not like there will be 20 guys all hitting the exact same person while other poor oil on them.
Solid strategy mate
well if there are 20man in the breach waiting for you - you made two mistakes:
mindlessly run into it and
not clearing the breach with your siege
so do not blame others for your failures.
HoloYoitsu wrote: »Thank you for demonstrating that you have literally no idea what you're talking about.One person can cap a flag. Adding more speeds up the process, but only up to six people, anything over that has no effect.HoloYoitsu wrote: »Ok, I'll break it down r-e-a-l simple. People are forced to stack to flip flags.
Hypothetical Scenario 1:
- Your happy 8 man is capping front flag. You are forced to stack for this, even if it's just measured in seconds.
I am sorry, who was the one who came in here and made the completely erroneous claim that flag flipping only speeds up for up to 6 people and more than that does nothing? It sure wasn't me.HoloYoitsu wrote: »Thank you for demonstrating that you have literally no idea what you're talking about.One person can cap a flag. Adding more speeds up the process, but only up to six people, anything over that has no effect.HoloYoitsu wrote: »Ok, I'll break it down r-e-a-l simple. People are forced to stack to flip flags.
Hypothetical Scenario 1:
- Your happy 8 man is capping front flag. You are forced to stack for this, even if it's just measured in seconds.
If you disagree with something i said, state what exactly you do not agree with, and how it is according to you, so i can react.
Posting just generic insults like you did above does not move the discussion forward in any way.
Thank god Xsorus is here. He never plays in a decent group but he's graciously decided to be an expert at it and tell us plebs how it's done.
Tells us more how you are going to quit because you can't Zerg around with 23 other people effectively. Because ya know... God forbid you can't play in a "decent" group.
So many reasons to quit this game at this point, but I'll still be trying out the patch and seeing how it goes. Still waiting to hear how you're anyone to speak on group play in the game
Other then the fact I actually ran in a group..unlike someone who ran in a zerg?
I think i'm way more qualified to speak on actual Group play
*grin*
After the game launched and well into the first year @Satiar ran one of the best small man groups on EP, so he is equally qualified to speak on "group" play.
Septimus_Magna wrote: »HoloYoitsu wrote: »Do I need to draw a diagram of a keep inner for you?HoloYoitsu wrote: »Why are we arguing about this?
The way the set is, that's basically a 1 shot on anyone who isn't full health or stacking shields. God forbid if you're a vampire. Such mechanics just aren't healthy for a PvP game. It's basically going to reduce GvG meta to just hide in stealth with your raid, then dump 20 unreflectable meteors and watch the fire works.
Healing is already going to be severely gimped because every group will run a couple tanks in Fasalla's Guile for the 50% heal debuff on anyone who touches them. Tell me how you like your small mans when your Templars are stuck healing 1 less target, and everyone has 50% heal debuffs on them almost constantly.
The solution to 'fighting against bigger numbers' shouldn't be in the form of a gear set. It should be in the form of tweaking the base game mechanics - things like AoE caps. I mean, let's just play devil's advocate here: where does this leave stam builds in competitive group play? HAHAAHAHAHAHAHAHAH, "Vicious Death or gtfo", that's where.
Don't stack within 5 meters of a bunch of people?
You might want to draw it, study it, and then learn how not to stack up on a bunch of people.. Then maybe you won't die like a fool
Yeah, just go in 1 by 1, its not like there will be 20 guys all hitting the exact same person while other poor oil on them.
Solid strategy mate
well if there are 20man in the breach waiting for you - you made two mistakes:
mindlessly run into it and
not clearing the breach with your siege
so do not blame others for your failures.
HoloYoitsu wrote: »I am sorry, who was the one who came in here and made the completely erroneous claim that flag flipping only speeds up for up to 6 people and more than that does nothing? It sure wasn't me.HoloYoitsu wrote: »Thank you for demonstrating that you have literally no idea what you're talking about.One person can cap a flag. Adding more speeds up the process, but only up to six people, anything over that has no effect.HoloYoitsu wrote: »Ok, I'll break it down r-e-a-l simple. People are forced to stack to flip flags.
Hypothetical Scenario 1:
- Your happy 8 man is capping front flag. You are forced to stack for this, even if it's just measured in seconds.
If you disagree with something i said, state what exactly you do not agree with, and how it is according to you, so i can react.
Posting just generic insults like you did above does not move the discussion forward in any way.
Literally anyone who has ever partaken in a keep fight without being a mindless pugling could point out how you are wrong.
I am not the one making absurd claims here, the burden of proof lies with you. Go record flipping a flag with 6 people and then record again taking a flag with 24.
http://forums.elderscrollsonline.com/en/discussion/comment/1181085#Comment_1181085ZOS_BrianWheeler wrote: »A lot of these points should also be mentioned in the new combat threadsWe are aware of the crashing issues and the team of engineers are working on fixes for them as fast as they can. Also note we have a cap of the amount of players that can influence a flag at 6 players since launch but that could always be adjusted if the rate of capture is seemingly too fast/slow.
HoloYoitsu wrote: »I am sorry, who was the one who came in here and made the completely erroneous claim that flag flipping only speeds up for up to 6 people and more than that does nothing? It sure wasn't me.HoloYoitsu wrote: »Thank you for demonstrating that you have literally no idea what you're talking about.One person can cap a flag. Adding more speeds up the process, but only up to six people, anything over that has no effect.HoloYoitsu wrote: »Ok, I'll break it down r-e-a-l simple. People are forced to stack to flip flags.
Hypothetical Scenario 1:
- Your happy 8 man is capping front flag. You are forced to stack for this, even if it's just measured in seconds.
If you disagree with something i said, state what exactly you do not agree with, and how it is according to you, so i can react.
Posting just generic insults like you did above does not move the discussion forward in any way.
Literally anyone who has ever partaken in a keep fight without being a mindless pugling could point out how you are wrong.
I am not the one making absurd claims here, the burden of proof lies with you. Go record flipping a flag with 6 people and then record again taking a flag with 24.
Proof, hmm? Okay, here you go:http://forums.elderscrollsonline.com/en/discussion/comment/1181085#Comment_1181085ZOS_BrianWheeler wrote: »A lot of these points should also be mentioned in the new combat threadsWe are aware of the crashing issues and the team of engineers are working on fixes for them as fast as they can. Also note we have a cap of the amount of players that can influence a flag at 6 players since launch but that could always be adjusted if the rate of capture is seemingly too fast/slow.
Good enough?
/cigar
HoloYoitsu wrote: »I am sorry, who was the one who came in here and made the completely erroneous claim that flag flipping only speeds up for up to 6 people and more than that does nothing? It sure wasn't me.HoloYoitsu wrote: »Thank you for demonstrating that you have literally no idea what you're talking about.One person can cap a flag. Adding more speeds up the process, but only up to six people, anything over that has no effect.HoloYoitsu wrote: »Ok, I'll break it down r-e-a-l simple. People are forced to stack to flip flags.
Hypothetical Scenario 1:
- Your happy 8 man is capping front flag. You are forced to stack for this, even if it's just measured in seconds.
If you disagree with something i said, state what exactly you do not agree with, and how it is according to you, so i can react.
Posting just generic insults like you did above does not move the discussion forward in any way.
Literally anyone who has ever partaken in a keep fight without being a mindless pugling could point out how you are wrong.
I am not the one making absurd claims here, the burden of proof lies with you. Go record flipping a flag with 6 people and then record again taking a flag with 24.
Proof, hmm? Okay, here you go:http://forums.elderscrollsonline.com/en/discussion/comment/1181085#Comment_1181085ZOS_BrianWheeler wrote: »A lot of these points should also be mentioned in the new combat threadsWe are aware of the crashing issues and the team of engineers are working on fixes for them as fast as they can. Also note we have a cap of the amount of players that can influence a flag at 6 players since launch but that could always be adjusted if the rate of capture is seemingly too fast/slow.
Good enough?
/cigar
Most of the asinine comments I'm seeing are coming from people that likely play in off hours with low pop or against terribad players (which also holds true for wrobel's comments). I have one of the tankiest builds in pvp at the moment and there are keep fights where even I struggle to poke my head in the breach to scout. Anyone that's a serious pvper is rolling their eyes at xsorus' comments (which is par for the course). The next time people like xsorus can take a small man into chalman when there are 65 pact militia folks inside the inner, and then 'spread out', I'll maybe start to take them seriously. Till then, you're pure entertainment for those of us that actually know what the eff we're talking about.
HoloYoitsu wrote: »I am sorry, who was the one who came in here and made the completely erroneous claim that flag flipping only speeds up for up to 6 people and more than that does nothing? It sure wasn't me.HoloYoitsu wrote: »Thank you for demonstrating that you have literally no idea what you're talking about.One person can cap a flag. Adding more speeds up the process, but only up to six people, anything over that has no effect.HoloYoitsu wrote: »Ok, I'll break it down r-e-a-l simple. People are forced to stack to flip flags.
Hypothetical Scenario 1:
- Your happy 8 man is capping front flag. You are forced to stack for this, even if it's just measured in seconds.
If you disagree with something i said, state what exactly you do not agree with, and how it is according to you, so i can react.
Posting just generic insults like you did above does not move the discussion forward in any way.
Literally anyone who has ever partaken in a keep fight without being a mindless pugling could point out how you are wrong.
I am not the one making absurd claims here, the burden of proof lies with you. Go record flipping a flag with 6 people and then record again taking a flag with 24.
Proof, hmm? Okay, here you go:http://forums.elderscrollsonline.com/en/discussion/comment/1181085#Comment_1181085ZOS_BrianWheeler wrote: »A lot of these points should also be mentioned in the new combat threadsWe are aware of the crashing issues and the team of engineers are working on fixes for them as fast as they can. Also note we have a cap of the amount of players that can influence a flag at 6 players since launch but that could always be adjusted if the rate of capture is seemingly too fast/slow.
Good enough?
/cigar
My understanding is that it maxed at 6 as well, HOWEVER, harumph, hrmm, ahem:
- As soon as an enemy player stands in the flag radius (or one of the guards), they counteract one of your allies standing on your flag at a 1-to-1 ratio. This means if a flag is white and a yellow and a blue stand on it, the flag will remain white until one of them dies or the scales tip and an npc/player joins the flag radius
- If you are solo capping a flag, you are taking an empty keep or you are fighting baddies, plain and simple - no ifs, ands, or buts about it. Even in hectic keep assaults/defenses where keeping coms clear and only making high priority calls is paramount, my guys and scout/s (or myself if I'm scouting) will immediately call out when a flag is being flipped. No good player, nor group for that matter, will let you stand there and solo cap a flag.
- To continue on the previous point, sometimes even when you're outnumbered and have enemy siege on you and the odds don't look good, being able to quickly flip a flag (or contest it and turn it white) is crucial to success, and you can only do so by sending at least a decent sized group to do so. Most of the time if the fight is that heated, there are guards and/or players on the flags, so you need to send one more person for each opponent that's still alive on that flag to maintain the 6 person flip rate.
- Quoting ANYTHING from ZOS, particularly wrobel and/or wheeler as to how something is functioning in game is never proof. I can't even begin to count the number of times I've seen in the patch notes "Toppling charge is fixed" or "falling damage is fixed".
- People are still arguing from narrow experiences. I could link any number of videos of us having about 20 or so players and pushing into an inner where there are 60+ defenders, if you can still argue (and be both sane and logical) that those fights would go better if we split ourselves up and sent an elite 1-8 man to hit the flag, then your points will start to become valid. Until then, the pie in the sky, 'sounds good on paper', armchair raid leads speaking about things they in fact know little about need to take a seat.
I one-up your /cigar and will /colorado you.
Most of the asinine comments I'm seeing are coming from people that likely play in off hours with low pop or against terribad players (which also holds true for wrobel's comments). I have one of the tankiest builds in pvp at the moment and there are keep fights where even I struggle to poke my head in the breach to scout. Anyone that's a serious pvper is rolling their eyes at xsorus' comments (which is par for the course). The next time people like xsorus can take a small man into chalman when there are 65 pact militia folks inside the inner, and then 'spread out', I'll maybe start to take them seriously. Till then, you're pure entertainment for those of us that actually know what the eff we're talking about.
What makes you think I should be able to take a small man into a 65 pact militia defended keep and live?
See this is what i'm talking about...You've never had to truly learn how to play the game and deal with these types of things because all you've managed to do is zerg around the whole time....The game has basically handed you free mitigation for so long that it never occurs to you that at no point should a small man be able to run into a fat zerg like that with the clearly seeing you coming and live...
Its not just this game either..That wouldn't of worked in DAOC or WAR as well...
Most of the asinine comments I'm seeing are coming from people that likely play in off hours with low pop or against terribad players (which also holds true for wrobel's comments). I have one of the tankiest builds in pvp at the moment and there are keep fights where even I struggle to poke my head in the breach to scout. Anyone that's a serious pvper is rolling their eyes at xsorus' comments (which is par for the course). The next time people like xsorus can take a small man into chalman when there are 65 pact militia folks inside the inner, and then 'spread out', I'll maybe start to take them seriously. Till then, you're pure entertainment for those of us that actually know what the eff we're talking about.
What makes you think I should be able to take a small man into a 65 pact militia defended keep and live?
See this is what i'm talking about...You've never had to truly learn how to play the game and deal with these types of things because all you've managed to do is zerg around the whole time....The game has basically handed you free mitigation for so long that it never occurs to you that at no point should a small man be able to run into a fat zerg like that with the clearly seeing you coming and live...
Its not just this game either..That wouldn't of worked in DAOC or WAR as well...
I wiped 35+ of them last night with 11, but yeah, I don't know how to play the game because all I've managed to do is zerg around the whole time, including all of the times I 1vX on my templar, or spent months in groups of 2-4. The game has basically handed me free knowledge through experience for so long that it occurs to me that you at no point know what you're talking about.
But, hear that guys? The small man can win, the enemy just can't see them coming! So next time there's an inner breach, you know, just make sure they don't see you coming inside! We should all try to crouch up and walk through next time, thanks for the advice brah.
Maybe instead of cyrodiil you should be investing your time in a padded room?
My understanding is that it maxed at 6 as well, HOWEVER, harumph, hrmm, ahem:
- As soon as an enemy player stands in the flag radius (or one of the guards), they counteract one of your allies standing on your flag at a 1-to-1 ratio. This means if a flag is white and a yellow and a blue stand on it, the flag will remain white until one of them dies or the scales tip and an npc/player joins the flag radius
My understanding is that it maxed at 6 as well, HOWEVER, harumph, hrmm, ahem:
- As soon as an enemy player stands in the flag radius (or one of the guards), they counteract one of your allies standing on your flag at a 1-to-1 ratio. This means if a flag is white and a yellow and a blue stand on it, the flag will remain white until one of them dies or the scales tip and an npc/player joins the flag radius
That's why you kill them first, then cap the flag.
Of course, up until now, "you have to stack on the flag to cap it" was a true statement. Not because more than six players would be needed to cap it, but because enemy ball group was stacking on it, and the only way to kill them was to do the same. A stacked ball zerg is/was immune to anything and everything except another ball zerg standing on top of it. Which lead to this stupid gameplay of "stand still and spam aoe until one side dies" that kills the server.
But if what you say is true - namely that this new set makes stacking on flag impossible - then not only can't you stack on flag, the enemy can't either! And if one side cannot stack on flag, it means the other side is not forced to do the same. The set not only makes stacking on flag impossible, it also makes it unnecessary.
Which is allright in my book.
My understanding is that it maxed at 6 as well, HOWEVER, harumph, hrmm, ahem:
- As soon as an enemy player stands in the flag radius (or one of the guards), they counteract one of your allies standing on your flag at a 1-to-1 ratio. This means if a flag is white and a yellow and a blue stand on it, the flag will remain white until one of them dies or the scales tip and an npc/player joins the flag radius
That's why you kill them first, then cap the flag.
Of course, up until now, "you have to stack on the flag to cap it" was a true statement. Not because more than six players would be needed to cap it, but because enemy ball group was stacking on it, and the only way to kill them was to do the same. A stacked ball zerg is/was immune to anything and everything except another ball zerg standing on top of it. Which lead to this stupid gameplay of "stand still and spam aoe until one side dies" that kills the server.
But if what you say is true - namely that this new set makes stacking on flag impossible - then not only can't you stack on flag, the enemy can't either! And if one side cannot stack on flag, it means the other side is not forced to do the same. The set not only makes stacking on flag impossible, it also makes it unnecessary.
Which is allright in my book.
The new set will do a lot of things, including driving a majority of players to magicka. The numbers for this one set and prox det are insanely high on PTS; the only way to mitigate the damage is to force the playerbase to go magicka and run shields. Furthermore, in addition to an OP 5 piece bonus, the set's 2-4 piece bonuses are so good that you will literally be shooting yourself in the foot if you don't run this set. It will (at the same time) drive players to a magicka heavy meta not seen since the early ESO days, and further wedge players into cookie cutter builds through clear best in slot gear choices. The fact that wrobel is trying to balance group size play with a set instead of mechanics should be indicative enough of why this will end up failing, the insanely high damage numbers coming in the next patch should be indicative, and the obvious shift to a magicka meta should be the final nail in the coffin. I can't see how people continue to support a set like that with all of the drawbacks, in place of wrobel being forced to fix issues via mechanics and tweaks to skills, but alas, clearly people are not going to agree.
My understanding is that it maxed at 6 as well, HOWEVER, harumph, hrmm, ahem:
- As soon as an enemy player stands in the flag radius (or one of the guards), they counteract one of your allies standing on your flag at a 1-to-1 ratio. This means if a flag is white and a yellow and a blue stand on it, the flag will remain white until one of them dies or the scales tip and an npc/player joins the flag radius
That's why you kill them first, then cap the flag.
Of course, up until now, "you have to stack on the flag to cap it" was a true statement. Not because more than six players would be needed to cap it, but because enemy ball group was stacking on it, and the only way to kill them was to do the same. A stacked ball zerg is/was immune to anything and everything except another ball zerg standing on top of it. Which lead to this stupid gameplay of "stand still and spam aoe until one side dies" that kills the server.
But if what you say is true - namely that this new set makes stacking on flag impossible - then not only can't you stack on flag, the enemy can't either! And if one side cannot stack on flag, it means the other side is not forced to do the same. The set not only makes stacking on flag impossible, it also makes it unnecessary.
Which is allright in my book.
The new set will do a lot of things, including driving a majority of players to magicka. The numbers for this one set and prox det are insanely high on PTS; the only way to mitigate the damage is to force the playerbase to go magicka and run shields. Furthermore, in addition to an OP 5 piece bonus, the set's 2-4 piece bonuses are so good that you will literally be shooting yourself in the foot if you don't run this set. It will (at the same time) drive players to a magicka heavy meta not seen since the early ESO days, and further wedge players into cookie cutter builds through clear best in slot gear choices. The fact that wrobel is trying to balance group size play with a set instead of mechanics should be indicative enough of why this will end up failing, the insanely high damage numbers coming in the next patch should be indicative, and the obvious shift to a magicka meta should be the final nail in the coffin. I can't see how people continue to support a set like that with all of the drawbacks, in place of wrobel being forced to fix issues via mechanics and tweaks to skills, but alas, clearly people are not going to agree.
with us. My understanding is that it maxed at 6 as well, HOWEVER, harumph, hrmm, ahem:
- As soon as an enemy player stands in the flag radius (or one of the guards), they counteract one of your allies standing on your flag at a 1-to-1 ratio. This means if a flag is white and a yellow and a blue stand on it, the flag will remain white until one of them dies or the scales tip and an npc/player joins the flag radius
That's why you kill them first, then cap the flag.
Of course, up until now, "you have to stack on the flag to cap it" was a true statement. Not because more than six players would be needed to cap it, but because enemy ball group was stacking on it, and the only way to kill them was to do the same. A stacked ball zerg is/was immune to anything and everything except another ball zerg standing on top of it. Which lead to this stupid gameplay of "stand still and spam aoe until one side dies" that kills the server.
But if what you say is true - namely that this new set makes stacking on flag impossible - then not only can't you stack on flag, the enemy can't either! And if one side cannot stack on flag, it means the other side is not forced to do the same. The set not only makes stacking on flag impossible, it also makes it unnecessary.
Which is allright in my book.
The new set will do a lot of things, including driving a majority of players to magicka. The numbers for this one set and prox det are insanely high on PTS; the only way to mitigate the damage is to force the playerbase to go magicka and run shields. Furthermore, in addition to an OP 5 piece bonus, the set's 2-4 piece bonuses are so good that you will literally be shooting yourself in the foot if you don't run this set. It will (at the same time) drive players to a magicka heavy meta not seen since the early ESO days, and further wedge players into cookie cutter builds through clear best in slot gear choices. The fact that wrobel is trying to balance group size play with a set instead of mechanics should be indicative enough of why this will end up failing, the insanely high damage numbers coming in the next patch should be indicative, and the obvious shift to a magicka meta should be the final nail in the coffin. I can't see how people continue to support a set like that with all of the drawbacks, in place of wrobel being forced to fix issues via mechanics and tweaks to skills, but alas, clearly people are not going to agree.
Most of the asinine comments I'm seeing are coming from people that likely play in off hours with low pop or against terribad players (which also holds true for wrobel's comments). I have one of the tankiest builds in pvp at the moment and there are keep fights where even I struggle to poke my head in the breach to scout. Anyone that's a serious pvper is rolling their eyes at xsorus' comments (which is par for the course). The next time people like xsorus can take a small man into chalman when there are 65 pact militia folks inside the inner, and then 'spread out', I'll maybe start to take them seriously. Till then, you're pure entertainment for those of us that actually know what the eff we're talking about.
What makes you think I should be able to take a small man into a 65 pact militia defended keep and live?
See this is what i'm talking about...You've never had to truly learn how to play the game and deal with these types of things because all you've managed to do is zerg around the whole time....The game has basically handed you free mitigation for so long that it never occurs to you that at no point should a small man be able to run into a fat zerg like that with the clearly seeing you coming and live...
Its not just this game either..That wouldn't of worked in DAOC or WAR as well...
I wiped 35+ of them last night with 11, but yeah, I don't know how to play the game because all I've managed to do is zerg around the whole time, including all of the times I 1vX on my templar, or spent months in groups of 2-4. The game has basically handed me free knowledge through experience for so long that it occurs to me that you at no point know what you're talking about.
But, hear that guys? The small man can win, the enemy just can't see them coming! So next time there's an inner breach, you know, just make sure they don't see you coming inside! We should all try to crouch up and walk through next time, thanks for the advice brah.
I don't view 11 as a small man...When I say Small Man I mean ya know..4 people...
11 People could easily take 35 if they know what they're doing.
Hell 8 people could do it.
i do find it funny ya think 11 people is a small man though..Shows the type of thinking we're dealing with here.
And this, wheeler, is the kind of guy whose feedback you're listening to. Bravo.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"































































































































































































































































































, let us bomb and annihilate them zergs properly for the games sake. My understanding is that it maxed at 6 as well, HOWEVER, harumph, hrmm, ahem:
- As soon as an enemy player stands in the flag radius (or one of the guards), they counteract one of your allies standing on your flag at a 1-to-1 ratio. This means if a flag is white and a yellow and a blue stand on it, the flag will remain white until one of them dies or the scales tip and an npc/player joins the flag radius
That's why you kill them first, then cap the flag.
Of course, up until now, "you have to stack on the flag to cap it" was a true statement. Not because more than six players would be needed to cap it, but because enemy ball group was stacking on it, and the only way to kill them was to do the same. A stacked ball zerg is/was immune to anything and everything except another ball zerg standing on top of it. Which lead to this stupid gameplay of "stand still and spam aoe until one side dies" that kills the server.
But if what you say is true - namely that this new set makes stacking on flag impossible - then not only can't you stack on flag, the enemy can't either! And if one side cannot stack on flag, it means the other side is not forced to do the same. The set not only makes stacking on flag impossible, it also makes it unnecessary.
Which is allright in my book.
The new set will do a lot of things, including driving a majority of players to magicka. The numbers for this one set and prox det are insanely high on PTS; the only way to mitigate the damage is to force the playerbase to go magicka and run shields. Furthermore, in addition to an OP 5 piece bonus, the set's 2-4 piece bonuses are so good that you will literally be shooting yourself in the foot if you don't run this set. It will (at the same time) drive players to a magicka heavy meta not seen since the early ESO days, and further wedge players into cookie cutter builds through clear best in slot gear choices. The fact that wrobel is trying to balance group size play with a set instead of mechanics should be indicative enough of why this will end up failing, the insanely high damage numbers coming in the next patch should be indicative, and the obvious shift to a magicka meta should be the final nail in the coffin. I can't see how people continue to support a set like that with all of the drawbacks, in place of wrobel being forced to fix issues via mechanics and tweaks to skills, but alas, clearly people are not going to agree.
You see; this is a valid point. These changes are going to push people into the magicka meta. Stamina has nothing remotely comparable to prox and VD set
As for why people support this option over wrobel fixing it via aoe cap removal.. It's real simple.. They've came out and said they are not going to remove caps because wrobel is frankly clueless when it comes to pvp
So this is basically the best option for now till they replace him with someone who's competent.
Thats why you have to join team FENGRUSH and dropwith us.