2 minutes is too fast of a respawn penalty...it needs to be higher like 5 or 10 minutes imo...groups like Haxus, VE, Vic will all fight around that timer...if we just respawned at a camp, kite until 2 minutes or opponent over extends...this is the meta we've been given
The funny thing is; you'd be surprised what groups will do to stay within a powerful timer.
During early days of DAOC...Albs had EXTREMELY powerful Realm Rank abilities...So powerful that popping them would usually be a 100% chance to win the fight...The Alb 8 mans that ran would run out...Pop their Realm Rank abilities on another 8 man..then run back to the Port Keep after the fight..and wait the 15-20 Minutes for them to come back up.
First off : Meta - please stop saying it. I don't think you are all even aware of what it means:
met·a
ˈmedə/
noun
noun: meta; plural noun: metas
1.
short for meta key.
adjectiveUS
adjective: meta
1.
(of a creative work) referring to itself or to the conventions of its genre; self-referential.
meta
A term, especially in art, used to characterize something that is characteristically self-referential.
"So I just saw this film about these people making a movie, and the movie they were making was about the film industry..."
"Dude, that's so meta. Stop before my brain explodes."
Second, camps are not the problem - and a 2 minute window may need to be examined. The problem is the method of rewarding the ticks in the game. Everyone goes to a keep or outpost under siege because they want to get the "tick" after 60 seconds of no death around the resource if they still own it.
Now, if you make the timer 3 minutes on rez - this will just encourage tower humping for 2.5 minutes and then out to engage again.
The real issue - that needs to be dealt with somehow - is the way these ticks are handed out. There is no timer you can put on camps that works - but 2 minutes does seem a bit low.
By the way - the word you guys want to use is convention. The current convention is magicka - the current convention is rez at the camp wait 90 seconds then go engage and try to wipe the zerg again.
First off : Meta - please stop saying it. I don't think you are all even aware of what it means:
heystreethawk wrote: »
spenc_cathb16_ESO wrote: »
heystreethawk wrote: »spenc_cathb16_ESO wrote: »
Oh my god a typo! I'm the worst.
heystreethawk wrote: »spenc_cathb16_ESO wrote: »
Oh my god a typo! I'm the worst.
I read it as a blend between 'trying my patience' and 'dives me up the wall' tbh...
heystreethawk wrote: »heystreethawk wrote: »spenc_cathb16_ESO wrote: »
Oh my god a typo! I'm the worst.
I read it as a blend between 'trying my patience' and 'dives me up the wall' tbh...
That would be great! Like a spoonerism, a slip of the tongue; there would be a man who would do it for every single common phrase that he attempted to use.
2 minutes is too fast of a respawn penalty...it needs to be higher like 5 or 10 minutes imo...groups like Haxus, VE, Vic will all fight around that timer...if we just respawned at a camp, kite until 2 minutes or opponent over extends...this is the meta we've been given
The funny thing is; you'd be surprised what groups will do to stay within a powerful timer.
During early days of DAOC...Albs had EXTREMELY powerful Realm Rank abilities...So powerful that popping them would usually be a 100% chance to win the fight...The Alb 8 mans that ran would run out...Pop their Realm Rank abilities on another 8 man..then run back to the Port Keep after the fight..and wait the 15-20 Minutes for them to come back up.
Can you add something to the discussion without bringing up DAOC? @Ghost-Shot
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
2 minutes is too fast of a respawn penalty...it needs to be higher like 5 or 10 minutes imo...groups like Haxus, VE, Vic will all fight around that timer...if we just respawned at a camp, kite until 2 minutes or opponent over extends...this is the meta we've been given
The funny thing is; you'd be surprised what groups will do to stay within a powerful timer.
During early days of DAOC...Albs had EXTREMELY powerful Realm Rank abilities...So powerful that popping them would usually be a 100% chance to win the fight...The Alb 8 mans that ran would run out...Pop their Realm Rank abilities on another 8 man..then run back to the Port Keep after the fight..and wait the 15-20 Minutes for them to come back up.
Can you add something to the discussion without bringing up DAOC? @Ghost-Shot
2 minutes is too fast of a respawn penalty...it needs to be higher like 5 or 10 minutes imo...groups like Haxus, VE, Vic will all fight around that timer...if we just respawned at a camp, kite until 2 minutes or opponent over extends...this is the meta we've been given
The funny thing is; you'd be surprised what groups will do to stay within a powerful timer.
During early days of DAOC...Albs had EXTREMELY powerful Realm Rank abilities...So powerful that popping them would usually be a 100% chance to win the fight...The Alb 8 mans that ran would run out...Pop their Realm Rank abilities on another 8 man..then run back to the Port Keep after the fight..and wait the 15-20 Minutes for them to come back up.
Can you add something to the discussion without bringing up DAOC? @Ghost-Shot
why should he? DAoC is a great example of how to do it properly even though they had the same innitial problems as ESO has but unlike ZOS they learned from their mistakes and corrected them while ZOS puts on blindfolds and does the same mistakes over and over again...
2 minutes is too fast of a respawn penalty...it needs to be higher like 5 or 10 minutes imo...groups like Haxus, VE, Vic will all fight around that timer...if we just respawned at a camp, kite until 2 minutes or opponent over extends...this is the meta we've been given
The funny thing is; you'd be surprised what groups will do to stay within a powerful timer.
During early days of DAOC...Albs had EXTREMELY powerful Realm Rank abilities...So powerful that popping them would usually be a 100% chance to win the fight...The Alb 8 mans that ran would run out...Pop their Realm Rank abilities on another 8 man..then run back to the Port Keep after the fight..and wait the 15-20 Minutes for them to come back up.
Can you add something to the discussion without bringing up DAOC? @Ghost-Shot
why should he? DAoC is a great example of how to do it properly even though they had the same innitial problems as ESO has but unlike ZOS they learned from their mistakes and corrected them while ZOS puts on blindfolds and does the same mistakes over and over again...
In pre 1.6 people used to hunt down the camps. There were groups of scouts that looked for camps around the battle area, as well as enemies who were not engaging in the battle (most of the time, they were carrying those camps).
It seems the zerg ball wiped out all those (nice) strategies and tactics.
Anyway, I think FW camps should receive a minor nerf regarding the places they can be deployed: outside the keeps, not within them.
In pre 1.6 people used to hunt down the camps. There were groups of scouts that looked for camps around the battle area, as well as enemies who were not engaging in the battle (most of the time, they were carrying those camps).
It seems the zerg ball wiped out all those (nice) strategies and tactics.
Anyway, I think FW camps should receive a minor nerf regarding the places they can be deployed: outside the keeps, not within them.
This.
I make a point to look for camps or have one of my nightblades do it, but we don't at every fight and seldom see other players seeking camps. Give this time, though. There are a lot of inexperienced players right now. In time strategy will evolve to incorporate more camp hunting, opening multiple breaches in keeps, etc.
I completely agree with your last point. In my opinion, camps should be able to be placed right next to keep walls, but not inside them. Defenders have it a little too easy zombie running into the attackers imo.
GreenSoup2HoT wrote: »Forward camps are great. Ball groups cant just run through everyone in a flagged keep.
We can now spawn and use siege to split them up.
Good change.
GreenSoup2HoT wrote: »Forward camps are great. Ball groups cant just run through everyone in a flagged keep.
We can now spawn and use siege to split them up.
Good change.
No one can run through breaches anymore...it's not subject to just ball groups...not really sure how forward camps play into this post though.....
GreenSoup2HoT wrote: »GreenSoup2HoT wrote: »Forward camps are great. Ball groups cant just run through everyone in a flagged keep.
We can now spawn and use siege to split them up.
Good change.
No one can run through breaches anymore...it's not subject to just ball groups...not really sure how forward camps play into this post though.....
If you cant run through a breach, break down another wall. This whole breaking 1 wall meta is lame ;P
GreenSoup2HoT wrote: »GreenSoup2HoT wrote: »Forward camps are great. Ball groups cant just run through everyone in a flagged keep.
We can now spawn and use siege to split them up.
Good change.
No one can run through breaches anymore...it's not subject to just ball groups...not really sure how forward camps play into this post though.....
If you cant run through a breach, break down another wall. This whole breaking 1 wall meta is lame ;P
Taking maindoor is quite easy in most keeps except the temple keep arrius, glademist or faregyl. Just get every run to top flag, but too many people stay behind to try save dead ppl at breach> and eventually everyone dead breach after trying to rezz. Just time the run when there is least oil pouring down, then rapid and rush like wind, couple barrier + purges will get most of the team alive to top flag, after that its fairly easy to start secure keep and in most cases when group run past bottom flag to top flag it flips to full since guards dead before rushing in. OBVIOUSLY, doing something clever like this require good coordination and wee bit practicing and some luck
Totally disagree bringing back forward camps has made the game incredibly fast paced and fluid.... Again. I was not feeling my horse riding simulator mini game. I longed for the two hour battles of yesteryear where Vortexman would defend a keep by himself and would tank 20 ppl and we would die to him and tyago sniping from well no one knows respawn and finally get to the keep after well... dinking around and having long resource battles. Been very fun and very lucrative. Btw it's the only way for the smaller groups to be able to whittle down the huge groups that run 30 deep.