The pvp meta is the least enjoyable for me across all play styles. Even when I'm solo, I tend to prefer going to large keep battles and usually spend most of my combat time snared or rooted - and that's WITH purify being used. The siege is also moronic. There is simply too much siege at large fights because it's too easy. It's a nuisance, I just want to fight people and use my skills for something other than purify/heal/mist form. Yesterday I stood on the wall of BRK with a cold fire ballista and the AP just rolled in, I didn't have to do jack squat and was in zero danger. Everybody that died just rezzed up with a forward camp, and it seemed like the fight only ended because people were getting tired of dying and rezzing.
As far as group play goes, you cannot push objectives with a single group any more if it's well defended. The siege damage does not allow for it because frankly, healing is absolute garbage in this patch with the amount of damage going out and the amount of heal debuffs going out (and more to come with fasalla's guile). I anticipate an even further devolution into toxicity between the playerbase as alliances end up stacking to go assault keeps.
The most enjoyable fights are out in the middle of the field while solo or in a small man, the least enjoyable (even when we win) are the keep fights. Bravo WW2, your balance, foresight, and judgment live up to the acronym I've started referring to you by.
The pvp meta is the least enjoyable for me across all play styles. Even when I'm solo, I tend to prefer going to large keep battles and usually spend most of my combat time snared or rooted - and that's WITH purify being used. The siege is also moronic. There is simply too much siege at large fights because it's too easy. It's a nuisance, I just want to fight people and use my skills for something other than purify/heal/mist form. Yesterday I stood on the wall of BRK with a cold fire ballista and the AP just rolled in, I didn't have to do jack squat and was in zero danger. Everybody that died just rezzed up with a forward camp, and it seemed like the fight only ended because people were getting tired of dying and rezzing.
As far as group play goes, you cannot push objectives with a single group any more if it's well defended. The siege damage does not allow for it because frankly, healing is absolute garbage in this patch with the amount of damage going out and the amount of heal debuffs going out (and more to come with fasalla's guile). I anticipate an even further devolution into toxicity between the playerbase as alliances end up stacking to go assault keeps.
The most enjoyable fights are out in the middle of the field while solo or in a small man, the least enjoyable (even when we win) are the keep fights. Bravo WW2, your balance, foresight, and judgment live up to the acronym I've started referring to you by.
Pretty much this, I was on my AD magicka DK the other day zergdiving your raid to test my new survival build (great success may i add, you guys have the worst luck with the dolmen outside of nikel), and noticed you guys had given up trying to take keeps after that fiasco in BRK (when id switched to my sorc and kept detting your from mah epic ledge of safety) where it was basically a stair/backflag fight for 20 straight minutes of AD just throwing bodies into your group until someone pithy threw about six trebs on the wall and that was the end of it, cause you got trebbed on the ring and rekt.
By all rights you should have had that keep, but new meta (siege + camps) pretty much made that impossible, and ive seen it too, taking a keep for DR has been a crapshoot if numbers approach even + siege. Its just crazy how much the siege affects the fight. Even counter siege doesnt do much to help unless the opponents get caught or a lucky shot takes down a crown or clutch healer somehow.
Its just.... i dont even know right now. I cant stand objective fighting right now. Open field is really the only good fight, and theres no tick for that so its crap for AP as well once camps get involved and people lose value from deaths. Had an excellent fight with Khole and some AD guilds outside of Sej today on Haderus, and that one fight alone (30 or so minutes in the ruins west of sej, 20 of us vs about 10 Khole and 20-30 AD fighting us both) was the only time group movement and coordination wasnt trumped by the inability to purge/rapids or heal through a hailstorm of death at a breach.
Depending on toon, what im doing, and where I am fighting im rating the current PvP meta 3-5 (three if its a keep fight, 5 if its open field with camps, but its still down sharply from just a couple weeks ago) The nightblade/DK detsquads are borderline silly right now.
Also on a sidenote, as I was leading the DR group tonight for the first time since patch - that soundless lag crap is truly the most distracting thing I have ever experienced in a video game. That by itself pretty much makes laggy keep fights 10 times worse than before TG.
Only problem is still the lag on EU primetime servers. Except that I love the game.
The pvp meta is the least enjoyable for me across all play styles. Even when I'm solo, I tend to prefer going to large keep battles and usually spend most of my combat time snared or rooted - and that's WITH purify being used. The siege is also moronic. There is simply too much siege at large fights because it's too easy. It's a nuisance, I just want to fight people and use my skills for something other than purify/heal/mist form. Yesterday I stood on the wall of BRK with a cold fire ballista and the AP just rolled in, I didn't have to do jack squat and was in zero danger. Everybody that died just rezzed up with a forward camp, and it seemed like the fight only ended because people were getting tired of dying and rezzing.
As far as group play goes, you cannot push objectives with a single group any more if it's well defended. The siege damage does not allow for it because frankly, healing is absolute garbage in this patch with the amount of damage going out and the amount of heal debuffs going out (and more to come with fasalla's guile). I anticipate an even further devolution into toxicity between the playerbase as alliances end up stacking to go assault keeps.
The most enjoyable fights are out in the middle of the field while solo or in a small man, the least enjoyable (even when we win) are the keep fights. Bravo WW2, your balance, foresight, and judgment live up to the acronym I've started referring to you by.
Pretty much this, I was on my AD magicka DK the other day zergdiving your raid to test my new survival build (great success may i add, you guys have the worst luck with the dolmen outside of nikel), and noticed you guys had given up trying to take keeps after that fiasco in BRK (when id switched to my sorc and kept detting your from mah epic ledge of safety) where it was basically a stair/backflag fight for 20 straight minutes of AD just throwing bodies into your group until someone pithy threw about six trebs on the wall and that was the end of it, cause you got trebbed on the ring and rekt.
By all rights you should have had that keep, but new meta (siege + camps) pretty much made that impossible, and ive seen it too, taking a keep for DR has been a crapshoot if numbers approach even + siege. Its just crazy how much the siege affects the fight. Even counter siege doesnt do much to help unless the opponents get caught or a lucky shot takes down a crown or clutch healer somehow.
Its just.... i dont even know right now. I cant stand objective fighting right now. Open field is really the only good fight, and theres no tick for that so its crap for AP as well once camps get involved and people lose value from deaths. Had an excellent fight with Khole and some AD guilds outside of Sej today on Haderus, and that one fight alone (30 or so minutes in the ruins west of sej, 20 of us vs about 10 Khole and 20-30 AD fighting us both) was the only time group movement and coordination wasnt trumped by the inability to purge/rapids or heal through a hailstorm of death at a breach.
Depending on toon, what im doing, and where I am fighting im rating the current PvP meta 3-5 (three if its a keep fight, 5 if its open field with camps, but its still down sharply from just a couple weeks ago) The nightblade/DK detsquads are borderline silly right now.
Also on a sidenote, as I was leading the DR group tonight for the first time since patch - that soundless lag crap is truly the most distracting thing I have ever experienced in a video game. That by itself pretty much makes laggy keep fights 10 times worse than before TG.
Same here. FPS seems fine, ping seems fine, game feels like 10fps - 600ms. Combine this with the constant random frame rate dips that seems to occur for no real reason other than magic and that's my experience on a nearly empty Cyrodiil campaign.Izanagi.Xiiib16_ESO wrote: »For some reason all my abilities lag even if there's only like 200 ping could understand if it showed 400+ but lag at 200 is just terrible for some reason.
Perhaps the fix was just to change the numbers
Dude, can you tell me what game you're playing now? Cuz it certainly isn't ESO. You are about literally the only person who's said this patch has had a positive improvement to to pvp performance wise.I really enjoy this new patch, especially the new performances and every single counter they brought to ballgroups. I would have gone for the total removal of AOE caps but I guess we're gonna have to deal with this for now.
I would like to give a special shoutout to @ZOS_BrianWheeler , @Wrobel and their team for changing the purge, barrier, maneuver mechanisms, and to have brought tons of fixes to LoS checks and long range abilities/buffs. I can already notice positive performance impacts with multiple players on the screen and I am looking forward to more optimisation regarding aoe fights calculation. When large groups spam their AOEs on top of each other (24 VS 24), we still get major latency issues.
My framerates also got much much better and now allow me to run the game with the 64bits client in high graphics instead of medium with no fps penality (30 during large fights and stable at 60 with vsync on the rest of the time) running in full 4k resolution.
Overall, even though there are some annoying bugs, and some balance fixes that I don't specifically agree with, I'm very happy of the efforts of the development team.
Keep up the good work!