Wrobel and Wheeler (perhaps more than any other patch) fumbled in the combat and balance they gave us in the TG patch on a number of fronts. Almost all of these mistakes were well-forecast by players ahead of time, but players were not involved/listened to in the brainstorming, polishing, or PTS stages and we have the steaming pile of horse crap that we currently have as a meta. The fact that neither of them have the decency to address any of the issues (Brian gave a few generic lines about performance the other week, but these issues are ones they themselves created with balance tweaks) well over a month later is par for the course, but nevertheless just as shameful as every other time they do it.
I can only reiterate what people have been saying in dozens of threads over the past month for NA PC, so if your experiences in EU or on PS4/Xbox are different, consider yourselves lucky. I'm sure some people (somehow...) love this meta because they enjoy playing a broken NB suicide bomber spec, or enjoy helping to ensure a game-breaking bombard bug happens for enemies (because the permaroot wasn't bad enough on its own), or enjoy sitting on over-tuned siege and embrace their lack of skill (or, oneshot on bugged emp siege). But in my experience, the numbers at fights have multiplied to the extent that it's typical to have almost an entire alliance present, the capabilities of a smaller group to handle that behavior have been eviscerated, everyone and their mother is complaining about the permaroot/snare meta (except those that have a macro for the shuffle exploit), even most of the people using it agree that the nb bomb and VD are broken and a terrible 'fix' for the core problem, and the maps heavily favor whoever night/day-capped because of how much more difficult it is to assault a keep in this patch vs defend it during primetime. I could go on and on about other failures in this patch, but in general I think that list sums up most of the common ones that the pvp playerbase tends to be in agreement on (though of course even on these few issues some will disagree).
Avoiding the temptation to continue ranting about the broken meta ww2 delivered, there are two simple questions that those two continue to neglect/refuse to address.
1. Will we continue to have to play in this meta without substantial changes to some of the more glaringly broken aspects of it for another 2 months, or will changes come sooner (or... later)?
2. What are the planned balance changes for the DB patch? So far all we know is that stamina will be a focus and reverse slash will be the latest laughable change via Wrobel. This patch should be hitting PTS in less than a month if the timelines hold true.
If it wasn't clear, I'd like to reiterate that these are issues strictly related to combat and the overall meta, I'm not even discussing the performance issues because those have been static for over a year now (though some of these issues certainly exacerbate performance issues, like the alliance v alliance fights you get at stacked keeps now).
First let's clear something up; you are not a small group... You're running in a Zerg and you're upset that specific tactic isn't as viable as it was.
Second your biggest issue with the fights and alliances in one spot stems from the one thing you didn't mention in your post. The stupid forward camps being added back. For example last night I kept killing the same group of EP over and over again but within 30 seconds of dying they'd be right back at glade mist like nothing happened
Fights have ended up not mattering anymore cause of this and when you have two bloody classes that can escape fights to throw down these camps with ease you end up with these never ending battles.
I've been running in group of 6-10 on average over the past week because no one can stomach the bombard, broken CC breaks, nor performance of this patch (and still fighting against 50 reds at times). And because you lack basic reading comprehension, I said smaller groups. Even a group of 20 is indeed smaller than the horde of 60+ that run between chalman and ales every night on TF.
I've made my views on FCs very clear on the forums, but not everyone seems to be in agreement on that, and the other issues I highlighted at least seem to have large agreement among the playerbase.
PrinceFabious wrote: »Im pretty sure ZOS knows you hate them by now. Dont think posting more essays is going to solve anything at this point.
Wrobel and Wheeler (perhaps more than any other patch) fumbled in the combat and balance they gave us in the TG patch on a number of fronts. Almost all of these mistakes were well-forecast by players ahead of time, but players were not involved/listened to in the brainstorming, polishing, or PTS stages and we have the steaming pile of horse crap that we currently have as a meta. The fact that neither of them have the decency to address any of the issues (Brian gave a few generic lines about performance the other week, but these issues are ones they themselves created with balance tweaks) well over a month later is par for the course, but nevertheless just as shameful as every other time they do it.
I can only reiterate what people have been saying in dozens of threads over the past month for NA PC, so if your experiences in EU or on PS4/Xbox are different, consider yourselves lucky. I'm sure some people (somehow...) love this meta because they enjoy playing a broken NB suicide bomber spec, or enjoy helping to ensure a game-breaking bombard bug happens for enemies (because the permaroot wasn't bad enough on its own), or enjoy sitting on over-tuned siege and embrace their lack of skill (or, oneshot on bugged emp siege). But in my experience, the numbers at fights have multiplied to the extent that it's typical to have almost an entire alliance present, the capabilities of a smaller group to handle that behavior have been eviscerated, everyone and their mother is complaining about the permaroot/snare meta (except those that have a macro for the shuffle exploit), even most of the people using it agree that the nb bomb and VD are broken and a terrible 'fix' for the core problem, and the maps heavily favor whoever night/day-capped because of how much more difficult it is to assault a keep in this patch vs defend it during primetime. I could go on and on about other failures in this patch, but in general I think that list sums up most of the common ones that the pvp playerbase tends to be in agreement on (though of course even on these few issues some will disagree).
Avoiding the temptation to continue ranting about the broken meta ww2 delivered, there are two simple questions that those two continue to neglect/refuse to address.
1. Will we continue to have to play in this meta without substantial changes to some of the more glaringly broken aspects of it for another 2 months, or will changes come sooner (or... later)?
2. What are the planned balance changes for the DB patch? So far all we know is that stamina will be a focus and reverse slash will be the latest laughable change via Wrobel. This patch should be hitting PTS in less than a month if the timelines hold true.
If it wasn't clear, I'd like to reiterate that these are issues strictly related to combat and the overall meta, I'm not even discussing the performance issues because those have been static for over a year now (though some of these issues certainly exacerbate performance issues, like the alliance v alliance fights you get at stacked keeps now).
First let's clear something up; you are not a small group... You're running in a Zerg and you're upset that specific tactic isn't as viable as it was.
Second your biggest issue with the fights and alliances in one spot stems from the one thing you didn't mention in your post. The stupid forward camps being added back. For example last night I kept killing the same group of EP over and over again but within 30 seconds of dying they'd be right back at glade mist like nothing happened
Fights have ended up not mattering anymore cause of this and when you have two bloody classes that can escape fights to throw down these camps with ease you end up with these never ending battles.
I've been running in group of 6-10 on average over the past week because no one can stomach the bombard, broken CC breaks, nor performance of this patch (and still fighting against 50 reds at times). And because you lack basic reading comprehension, I said smaller groups. Even a group of 20 is indeed smaller than the horde of 60+ that run between chalman and ales every night on TF.
I've made my views on FCs very clear on the forums, but not everyone seems to be in agreement on that, and the other issues I highlighted at least seem to have large agreement among the playerbase.
20 is not a smaller group...its a zerg that just happens to run into bigger zergs every now and again...
Most of the things you list don't have much to do with the current meta...Broken CC breaks and performance has always been an issue (that I agree with) and hell..I even agree with you on Bombard..though its less likely to be an issue for me as i'm usually not getting hit by it..It certainly shouldn't be stacking like it is. However your whines about getting blown up while stacking or for example siege is just you not adjusting to being vulnerable now to something when zerging around.
The biggest issue like I said this patch is adding back the Camps...They were bad the first time and they're still bad.
Wrobel and Wheeler (perhaps more than any other patch) fumbled in the combat and balance they gave us in the TG patch on a number of fronts. Almost all of these mistakes were well-forecast by players ahead of time, but players were not involved/listened to in the brainstorming, polishing, or PTS stages and we have the steaming pile of horse crap that we currently have as a meta. The fact that neither of them have the decency to address any of the issues (Brian gave a few generic lines about performance the other week, but these issues are ones they themselves created with balance tweaks) well over a month later is par for the course, but nevertheless just as shameful as every other time they do it.
I can only reiterate what people have been saying in dozens of threads over the past month for NA PC, so if your experiences in EU or on PS4/Xbox are different, consider yourselves lucky. I'm sure some people (somehow...) love this meta because they enjoy playing a broken NB suicide bomber spec, or enjoy helping to ensure a game-breaking bombard bug happens for enemies (because the permaroot wasn't bad enough on its own), or enjoy sitting on over-tuned siege and embrace their lack of skill (or, oneshot on bugged emp siege). But in my experience, the numbers at fights have multiplied to the extent that it's typical to have almost an entire alliance present, the capabilities of a smaller group to handle that behavior have been eviscerated, everyone and their mother is complaining about the permaroot/snare meta (except those that have a macro for the shuffle exploit), even most of the people using it agree that the nb bomb and VD are broken and a terrible 'fix' for the core problem, and the maps heavily favor whoever night/day-capped because of how much more difficult it is to assault a keep in this patch vs defend it during primetime. I could go on and on about other failures in this patch, but in general I think that list sums up most of the common ones that the pvp playerbase tends to be in agreement on (though of course even on these few issues some will disagree).
Avoiding the temptation to continue ranting about the broken meta ww2 delivered, there are two simple questions that those two continue to neglect/refuse to address.
1. Will we continue to have to play in this meta without substantial changes to some of the more glaringly broken aspects of it for another 2 months, or will changes come sooner (or... later)?
2. What are the planned balance changes for the DB patch? So far all we know is that stamina will be a focus and reverse slash will be the latest laughable change via Wrobel. This patch should be hitting PTS in less than a month if the timelines hold true.
If it wasn't clear, I'd like to reiterate that these are issues strictly related to combat and the overall meta, I'm not even discussing the performance issues because those have been static for over a year now (though some of these issues certainly exacerbate performance issues, like the alliance v alliance fights you get at stacked keeps now).
First let's clear something up; you are not a small group... You're running in a Zerg and you're upset that specific tactic isn't as viable as it was.
Second your biggest issue with the fights and alliances in one spot stems from the one thing you didn't mention in your post. The stupid forward camps being added back. For example last night I kept killing the same group of EP over and over again but within 30 seconds of dying they'd be right back at glade mist like nothing happened
Fights have ended up not mattering anymore cause of this and when you have two bloody classes that can escape fights to throw down these camps with ease you end up with these never ending battles.
I've been running in group of 6-10 on average over the past week because no one can stomach the bombard, broken CC breaks, nor performance of this patch (and still fighting against 50 reds at times). And because you lack basic reading comprehension, I said smaller groups. Even a group of 20 is indeed smaller than the horde of 60+ that run between chalman and ales every night on TF.
I've made my views on FCs very clear on the forums, but not everyone seems to be in agreement on that, and the other issues I highlighted at least seem to have large agreement among the playerbase.
20 is not a smaller group...its a zerg that just happens to run into bigger zergs every now and again...
Most of the things you list don't have much to do with the current meta...Broken CC breaks and performance has always been an issue (that I agree with) and hell..I even agree with you on Bombard..though its less likely to be an issue for me as i'm usually not getting hit by it..It certainly shouldn't be stacking like it is. However your whines about getting blown up while stacking or for example siege is just you not adjusting to being vulnerable now to something when zerging around.
The biggest issue like I said this patch is adding back the Camps...They were bad the first time and they're still bad.
Wrobel and Wheeler (perhaps more than any other patch) fumbled in the combat and balance they gave us in the TG patch on a number of fronts. Almost all of these mistakes were well-forecast by players ahead of time, but players were not involved/listened to in the brainstorming, polishing, or PTS stages and we have the steaming pile of horse crap that we currently have as a meta. The fact that neither of them have the decency to address any of the issues (Brian gave a few generic lines about performance the other week, but these issues are ones they themselves created with balance tweaks) well over a month later is par for the course, but nevertheless just as shameful as every other time they do it.
I can only reiterate what people have been saying in dozens of threads over the past month for NA PC, so if your experiences in EU or on PS4/Xbox are different, consider yourselves lucky. I'm sure some people (somehow...) love this meta because they enjoy playing a broken NB suicide bomber spec, or enjoy helping to ensure a game-breaking bombard bug happens for enemies (because the permaroot wasn't bad enough on its own), or enjoy sitting on over-tuned siege and embrace their lack of skill (or, oneshot on bugged emp siege). But in my experience, the numbers at fights have multiplied to the extent that it's typical to have almost an entire alliance present, the capabilities of a smaller group to handle that behavior have been eviscerated, everyone and their mother is complaining about the permaroot/snare meta (except those that have a macro for the shuffle exploit), even most of the people using it agree that the nb bomb and VD are broken and a terrible 'fix' for the core problem, and the maps heavily favor whoever night/day-capped because of how much more difficult it is to assault a keep in this patch vs defend it during primetime. I could go on and on about other failures in this patch, but in general I think that list sums up most of the common ones that the pvp playerbase tends to be in agreement on (though of course even on these few issues some will disagree).
Avoiding the temptation to continue ranting about the broken meta ww2 delivered, there are two simple questions that those two continue to neglect/refuse to address.
1. Will we continue to have to play in this meta without substantial changes to some of the more glaringly broken aspects of it for another 2 months, or will changes come sooner (or... later)?
2. What are the planned balance changes for the DB patch? So far all we know is that stamina will be a focus and reverse slash will be the latest laughable change via Wrobel. This patch should be hitting PTS in less than a month if the timelines hold true.
If it wasn't clear, I'd like to reiterate that these are issues strictly related to combat and the overall meta, I'm not even discussing the performance issues because those have been static for over a year now (though some of these issues certainly exacerbate performance issues, like the alliance v alliance fights you get at stacked keeps now).
First let's clear something up; you are not a small group... You're running in a Zerg and you're upset that specific tactic isn't as viable as it was.
Second your biggest issue with the fights and alliances in one spot stems from the one thing you didn't mention in your post. The stupid forward camps being added back. For example last night I kept killing the same group of EP over and over again but within 30 seconds of dying they'd be right back at glade mist like nothing happened
Fights have ended up not mattering anymore cause of this and when you have two bloody classes that can escape fights to throw down these camps with ease you end up with these never ending battles.
I've been running in group of 6-10 on average over the past week because no one can stomach the bombard, broken CC breaks, nor performance of this patch (and still fighting against 50 reds at times). And because you lack basic reading comprehension, I said smaller groups. Even a group of 20 is indeed smaller than the horde of 60+ that run between chalman and ales every night on TF.
I've made my views on FCs very clear on the forums, but not everyone seems to be in agreement on that, and the other issues I highlighted at least seem to have large agreement among the playerbase.
20 is not a smaller group...its a zerg that just happens to run into bigger zergs every now and again...
Most of the things you list don't have much to do with the current meta...Broken CC breaks and performance has always been an issue (that I agree with) and hell..I even agree with you on Bombard..though its less likely to be an issue for me as i'm usually not getting hit by it..It certainly shouldn't be stacking like it is. However your whines about getting blown up while stacking or for example siege is just you not adjusting to being vulnerable now to something when zerging around.
The biggest issue like I said this patch is adding back the Camps...They were bad the first time and they're still bad.
Our massive groups of 6-10 that I said we averaged over the last week were, in fact, zerging around and doing zergling things against the red horde. We are most ashamed. Every time we faced 50+ reds with a group of that size, our TS would ask, why are we not doing more skillful things like running a Xsorus approved sized group? If only we were in DAOC where our actions would have been met with an immediate ban from the game and a forced uninstall.
When you can make it into any breach that has 50 reds defending and pelting with siege, and then survive to somehow maintain siege on the inner, please, let me know your superior tactics and skill so our zerglings may learn from it and be more DAOC-like in their daily lives. Until then, continue running outside the outer like a pug and waiting for a group to push in and carve a path for you to potentially get inside and not immediately blow up.
Joy_Division wrote: »Wrobel and Wheeler (perhaps more than any other patch) fumbled in the combat and balance they gave us in the TG patch on a number of fronts. Almost all of these mistakes were well-forecast by players ahead of time, but players were not involved/listened to in the brainstorming, polishing, or PTS stages and we have the steaming pile of horse crap that we currently have as a meta. The fact that neither of them have the decency to address any of the issues (Brian gave a few generic lines about performance the other week, but these issues are ones they themselves created with balance tweaks) well over a month later is par for the course, but nevertheless just as shameful as every other time they do it.
I can only reiterate what people have been saying in dozens of threads over the past month for NA PC, so if your experiences in EU or on PS4/Xbox are different, consider yourselves lucky. I'm sure some people (somehow...) love this meta because they enjoy playing a broken NB suicide bomber spec, or enjoy helping to ensure a game-breaking bombard bug happens for enemies (because the permaroot wasn't bad enough on its own), or enjoy sitting on over-tuned siege and embrace their lack of skill (or, oneshot on bugged emp siege). But in my experience, the numbers at fights have multiplied to the extent that it's typical to have almost an entire alliance present, the capabilities of a smaller group to handle that behavior have been eviscerated, everyone and their mother is complaining about the permaroot/snare meta (except those that have a macro for the shuffle exploit), even most of the people using it agree that the nb bomb and VD are broken and a terrible 'fix' for the core problem, and the maps heavily favor whoever night/day-capped because of how much more difficult it is to assault a keep in this patch vs defend it during primetime. I could go on and on about other failures in this patch, but in general I think that list sums up most of the common ones that the pvp playerbase tends to be in agreement on (though of course even on these few issues some will disagree).
Avoiding the temptation to continue ranting about the broken meta ww2 delivered, there are two simple questions that those two continue to neglect/refuse to address.
1. Will we continue to have to play in this meta without substantial changes to some of the more glaringly broken aspects of it for another 2 months, or will changes come sooner (or... later)?
2. What are the planned balance changes for the DB patch? So far all we know is that stamina will be a focus and reverse slash will be the latest laughable change via Wrobel. This patch should be hitting PTS in less than a month if the timelines hold true.
If it wasn't clear, I'd like to reiterate that these are issues strictly related to combat and the overall meta, I'm not even discussing the performance issues because those have been static for over a year now (though some of these issues certainly exacerbate performance issues, like the alliance v alliance fights you get at stacked keeps now).
First let's clear something up; you are not a small group... You're running in a Zerg and you're upset that specific tactic isn't as viable as it was.
Second your biggest issue with the fights and alliances in one spot stems from the one thing you didn't mention in your post. The stupid forward camps being added back. For example last night I kept killing the same group of EP over and over again but within 30 seconds of dying they'd be right back at glade mist like nothing happened
Fights have ended up not mattering anymore cause of this and when you have two bloody classes that can escape fights to throw down these camps with ease you end up with these never ending battles.
I've been running in group of 6-10 on average over the past week because no one can stomach the bombard, broken CC breaks, nor performance of this patch (and still fighting against 50 reds at times). And because you lack basic reading comprehension, I said smaller groups. Even a group of 20 is indeed smaller than the horde of 60+ that run between chalman and ales every night on TF.
I've made my views on FCs very clear on the forums, but not everyone seems to be in agreement on that, and the other issues I highlighted at least seem to have large agreement among the playerbase.
20 is not a smaller group...its a zerg that just happens to run into bigger zergs every now and again...
Most of the things you list don't have much to do with the current meta...Broken CC breaks and performance has always been an issue (that I agree with) and hell..I even agree with you on Bombard..though its less likely to be an issue for me as i'm usually not getting hit by it..It certainly shouldn't be stacking like it is. However your whines about getting blown up while stacking or for example siege is just you not adjusting to being vulnerable now to something when zerging around.
The biggest issue like I said this patch is adding back the Camps...They were bad the first time and they're still bad.
Didn't you quit or something?
What exactly do you do in this game aside from wax nostalgic over DAOC?
Why don't you upload a video of your elite small-man taking an emperor keep and show us how all those years playing DAOC made you the PvP paragon and game-design expert you think you are?
Oh wait, you're just clogging up the ques - you're the same person who said something to the effect of "in the entire 2 years of playing this game...I decided not to participate in any keep fights and have no idea about the layout of keeps." Nice, keep telling us who actually want to play objectives how we ought to play and chastise us for not following your approved group-size.


Wrobel and Wheeler (perhaps more than any other patch) fumbled in the combat and balance they gave us in the TG patch on a number of fronts. Almost all of these mistakes were well-forecast by players ahead of time, but players were not involved/listened to in the brainstorming, polishing, or PTS stages and we have the steaming pile of horse crap that we currently have as a meta. The fact that neither of them have the decency to address any of the issues (Brian gave a few generic lines about performance the other week, but these issues are ones they themselves created with balance tweaks) well over a month later is par for the course, but nevertheless just as shameful as every other time they do it.
I can only reiterate what people have been saying in dozens of threads over the past month for NA PC, so if your experiences in EU or on PS4/Xbox are different, consider yourselves lucky. I'm sure some people (somehow...) love this meta because they enjoy playing a broken NB suicide bomber spec, or enjoy helping to ensure a game-breaking bombard bug happens for enemies (because the permaroot wasn't bad enough on its own), or enjoy sitting on over-tuned siege and embrace their lack of skill (or, oneshot on bugged emp siege). But in my experience, the numbers at fights have multiplied to the extent that it's typical to have almost an entire alliance present, the capabilities of a smaller group to handle that behavior have been eviscerated, everyone and their mother is complaining about the permaroot/snare meta (except those that have a macro for the shuffle exploit), even most of the people using it agree that the nb bomb and VD are broken and a terrible 'fix' for the core problem, and the maps heavily favor whoever night/day-capped because of how much more difficult it is to assault a keep in this patch vs defend it during primetime. I could go on and on about other failures in this patch, but in general I think that list sums up most of the common ones that the pvp playerbase tends to be in agreement on (though of course even on these few issues some will disagree).
Avoiding the temptation to continue ranting about the broken meta ww2 delivered, there are two simple questions that those two continue to neglect/refuse to address.
1. Will we continue to have to play in this meta without substantial changes to some of the more glaringly broken aspects of it for another 2 months, or will changes come sooner (or... later)?
2. What are the planned balance changes for the DB patch? So far all we know is that stamina will be a focus and reverse slash will be the latest laughable change via Wrobel. This patch should be hitting PTS in less than a month if the timelines hold true.
If it wasn't clear, I'd like to reiterate that these are issues strictly related to combat and the overall meta, I'm not even discussing the performance issues because those have been static for over a year now (though some of these issues certainly exacerbate performance issues, like the alliance v alliance fights you get at stacked keeps now).
dap_robertb16_ESO wrote: »Camps can be fixed with one thing: Bloodporting.
Going with res sickness is an alternative route, but it's like continuing along the road because you're too proud to turn around and go back the way you came to a better destination. If you keep camps exactly as they are now with a small radius and res timer, but add the option of bloodporting then it'll massively increase the options for PvP in the game.
Currently everyone's zerging, especially with EP in EU-PC because the overall meta as previously mentioned is throw everyone in one direction and use sheer numbers to beat the enemy. Since going across the length/width of the map might result in 3 keeps being taken behind you once you reach there, there's little incentive for groups to hit the back lines of keeps unless they just want to farm AP. This in itself is more difficult when you need the whole group(s) there from the get go as one random spotter in zone can alert a faction, whereas one random player riding is more innocuous and less likely to trigger a zerg alert.
Using bloodporting will allow groups to reposition themselves all over the map at least every 30 seconds and will help spread out PvP a bit more. EP/DC/AD zerg in one direction? Good luck when everyone of your keeps is being capped behind you. Save them by spreading out and operating in smaller groups to save those keeps instead of a massive train.
If ZOS implemented that, and gave roots a CC cooldown like the current CC immunity (optional if they fix root stacking), fixed the shuffle bug and root stacking then the game might well be salvagable for another DLC and make quite a number of players happy.
Wrobel and Wheeler (perhaps more than any other patch) fumbled in the combat and balance they gave us in the TG patch on a number of fronts. Almost all of these mistakes were well-forecast by players ahead of time, but players were not involved/listened to in the brainstorming, polishing, or PTS stages and we have the steaming pile of horse crap that we currently have as a meta. The fact that neither of them have the decency to address any of the issues (Brian gave a few generic lines about performance the other week, but these issues are ones they themselves created with balance tweaks) well over a month later is par for the course, but nevertheless just as shameful as every other time they do it.
I can only reiterate what people have been saying in dozens of threads over the past month for NA PC, so if your experiences in EU or on PS4/Xbox are different, consider yourselves lucky. I'm sure some people (somehow...) love this meta because they enjoy playing a broken NB suicide bomber spec, or enjoy helping to ensure a game-breaking bombard bug happens for enemies (because the permaroot wasn't bad enough on its own), or enjoy sitting on over-tuned siege and embrace their lack of skill (or, oneshot on bugged emp siege). But in my experience, the numbers at fights have multiplied to the extent that it's typical to have almost an entire alliance present, the capabilities of a smaller group to handle that behavior have been eviscerated, everyone and their mother is complaining about the permaroot/snare meta (except those that have a macro for the shuffle exploit), even most of the people using it agree that the nb bomb and VD are broken and a terrible 'fix' for the core problem, and the maps heavily favor whoever night/day-capped because of how much more difficult it is to assault a keep in this patch vs defend it during primetime. I could go on and on about other failures in this patch, but in general I think that list sums up most of the common ones that the pvp playerbase tends to be in agreement on (though of course even on these few issues some will disagree).
Avoiding the temptation to continue ranting about the broken meta ww2 delivered, there are two simple questions that those two continue to neglect/refuse to address.
1. Will we continue to have to play in this meta without substantial changes to some of the more glaringly broken aspects of it for another 2 months, or will changes come sooner (or... later)?
2. What are the planned balance changes for the DB patch? So far all we know is that stamina will be a focus and reverse slash will be the latest laughable change via Wrobel. This patch should be hitting PTS in less than a month if the timelines hold true.
If it wasn't clear, I'd like to reiterate that these are issues strictly related to combat and the overall meta, I'm not even discussing the performance issues because those have been static for over a year now (though some of these issues certainly exacerbate performance issues, like the alliance v alliance fights you get at stacked keeps now).
First let's clear something up; you are not a small group... You're running in a Zerg and you're upset that specific tactic isn't as viable as it was.
Second your biggest issue with the fights and alliances in one spot stems from the one thing you didn't mention in your post. The stupid forward camps being added back. For example last night I kept killing the same group of EP over and over again but within 30 seconds of dying they'd be right back at glade mist like nothing happened
Fights have ended up not mattering anymore cause of this and when you have two bloody classes that can escape fights to throw down these camps with ease you end up with these never ending battles.
I've been running in group of 6-10 on average over the past week because no one can stomach the bombard, broken CC breaks, nor performance of this patch (and still fighting against 50 reds at times). And because you lack basic reading comprehension, I said smaller groups. Even a group of 20 is indeed smaller than the horde of 60+ that run between chalman and ales every night on TF.
I've made my views on FCs very clear on the forums, but not everyone seems to be in agreement on that, and the other issues I highlighted at least seem to have large agreement among the playerbase.
20 is not a smaller group...its a zerg that just happens to run into bigger zergs every now and again...
Most of the things you list don't have much to do with the current meta...Broken CC breaks and performance has always been an issue (that I agree with) and hell..I even agree with you on Bombard..though its less likely to be an issue for me as i'm usually not getting hit by it..It certainly shouldn't be stacking like it is. However your whines about getting blown up while stacking or for example siege is just you not adjusting to being vulnerable now to something when zerging around.
The biggest issue like I said this patch is adding back the Camps...They were bad the first time and they're still bad.
Our massive groups of 6-10 that I said we averaged over the last week were, in fact, zerging around and doing zergling things against the red horde. We are most ashamed. Every time we faced 50+ reds with a group of that size, our TS would ask, why are we not doing more skillful things like running a Xsorus approved sized group? If only we were in DAOC where our actions would have been met with an immediate ban from the game and a forced uninstall.
When you can make it into any breach that has 50 reds defending and pelting with siege, and then survive to somehow maintain siege on the inner, please, let me know your superior tactics and skill so our zerglings may learn from it and be more DAOC-like in their daily lives. Until then, continue running outside the outer like a pug and waiting for a group to push in and carve a path for you to potentially get inside and not immediately blow up.
Wrobel and Wheeler (perhaps more than any other patch) fumbled in the combat and balance they gave us in the TG patch on a number of fronts. Almost all of these mistakes were well-forecast by players ahead of time, but players were not involved/listened to in the brainstorming, polishing, or PTS stages and we have the steaming pile of horse crap that we currently have as a meta. The fact that neither of them have the decency to address any of the issues (Brian gave a few generic lines about performance the other week, but these issues are ones they themselves created with balance tweaks) well over a month later is par for the course, but nevertheless just as shameful as every other time they do it.
I can only reiterate what people have been saying in dozens of threads over the past month for NA PC, so if your experiences in EU or on PS4/Xbox are different, consider yourselves lucky. I'm sure some people (somehow...) love this meta because they enjoy playing a broken NB suicide bomber spec, or enjoy helping to ensure a game-breaking bombard bug happens for enemies (because the permaroot wasn't bad enough on its own), or enjoy sitting on over-tuned siege and embrace their lack of skill (or, oneshot on bugged emp siege). But in my experience, the numbers at fights have multiplied to the extent that it's typical to have almost an entire alliance present, the capabilities of a smaller group to handle that behavior have been eviscerated, everyone and their mother is complaining about the permaroot/snare meta (except those that have a macro for the shuffle exploit), even most of the people using it agree that the nb bomb and VD are broken and a terrible 'fix' for the core problem, and the maps heavily favor whoever night/day-capped because of how much more difficult it is to assault a keep in this patch vs defend it during primetime. I could go on and on about other failures in this patch, but in general I think that list sums up most of the common ones that the pvp playerbase tends to be in agreement on (though of course even on these few issues some will disagree).
Avoiding the temptation to continue ranting about the broken meta ww2 delivered, there are two simple questions that those two continue to neglect/refuse to address.
1. Will we continue to have to play in this meta without substantial changes to some of the more glaringly broken aspects of it for another 2 months, or will changes come sooner (or... later)?
2. What are the planned balance changes for the DB patch? So far all we know is that stamina will be a focus and reverse slash will be the latest laughable change via Wrobel. This patch should be hitting PTS in less than a month if the timelines hold true.
If it wasn't clear, I'd like to reiterate that these are issues strictly related to combat and the overall meta, I'm not even discussing the performance issues because those have been static for over a year now (though some of these issues certainly exacerbate performance issues, like the alliance v alliance fights you get at stacked keeps now).
First let's clear something up; you are not a small group... You're running in a Zerg and you're upset that specific tactic isn't as viable as it was.
Second your biggest issue with the fights and alliances in one spot stems from the one thing you didn't mention in your post. The stupid forward camps being added back. For example last night I kept killing the same group of EP over and over again but within 30 seconds of dying they'd be right back at glade mist like nothing happened
Fights have ended up not mattering anymore cause of this and when you have two bloody classes that can escape fights to throw down these camps with ease you end up with these never ending battles.
I've been running in group of 6-10 on average over the past week because no one can stomach the bombard, broken CC breaks, nor performance of this patch (and still fighting against 50 reds at times). And because you lack basic reading comprehension, I said smaller groups. Even a group of 20 is indeed smaller than the horde of 60+ that run between chalman and ales every night on TF.
I've made my views on FCs very clear on the forums, but not everyone seems to be in agreement on that, and the other issues I highlighted at least seem to have large agreement among the playerbase.
20 is not a smaller group...its a zerg that just happens to run into bigger zergs every now and again...
Most of the things you list don't have much to do with the current meta...Broken CC breaks and performance has always been an issue (that I agree with) and hell..I even agree with you on Bombard..though its less likely to be an issue for me as i'm usually not getting hit by it..It certainly shouldn't be stacking like it is. However your whines about getting blown up while stacking or for example siege is just you not adjusting to being vulnerable now to something when zerging around.
The biggest issue like I said this patch is adding back the Camps...They were bad the first time and they're still bad.
Our massive groups of 6-10 that I said we averaged over the last week were, in fact, zerging around and doing zergling things against the red horde. We are most ashamed. Every time we faced 50+ reds with a group of that size, our TS would ask, why are we not doing more skillful things like running a Xsorus approved sized group? If only we were in DAOC where our actions would have been met with an immediate ban from the game and a forced uninstall.
When you can make it into any breach that has 50 reds defending and pelting with siege, and then survive to somehow maintain siege on the inner, please, let me know your superior tactics and skill so our zerglings may learn from it and be more DAOC-like in their daily lives. Until then, continue running outside the outer like a pug and waiting for a group to push in and carve a path for you to potentially get inside and not immediately blow up.
Ive pushed into plenty of keeps; in fact it's not so much of an issue for me as I'm not a fat stack that's going to be a target for bombers. As for running my approved group sizes; you want to Zerg around in a big group by all means go ahead... In fact I support you being able to Zerg if you want to. I personally won't find anything you do skillful when you're doing it; but if you want to do it I have no real problem with it. What I do have a problem with is you pretending you're a small group which you're not... Or that you're not zerging. I also have a problem with you crying now that stacking isn't the number one strategy in the game now with no penalties. Every essay you do is a woe is me siege hurts and i die to bombs please help us.
Joy_Division wrote: »Wrobel and Wheeler (perhaps more than any other patch) fumbled in the combat and balance they gave us in the TG patch on a number of fronts. Almost all of these mistakes were well-forecast by players ahead of time, but players were not involved/listened to in the brainstorming, polishing, or PTS stages and we have the steaming pile of horse crap that we currently have as a meta. The fact that neither of them have the decency to address any of the issues (Brian gave a few generic lines about performance the other week, but these issues are ones they themselves created with balance tweaks) well over a month later is par for the course, but nevertheless just as shameful as every other time they do it.
I can only reiterate what people have been saying in dozens of threads over the past month for NA PC, so if your experiences in EU or on PS4/Xbox are different, consider yourselves lucky. I'm sure some people (somehow...) love this meta because they enjoy playing a broken NB suicide bomber spec, or enjoy helping to ensure a game-breaking bombard bug happens for enemies (because the permaroot wasn't bad enough on its own), or enjoy sitting on over-tuned siege and embrace their lack of skill (or, oneshot on bugged emp siege). But in my experience, the numbers at fights have multiplied to the extent that it's typical to have almost an entire alliance present, the capabilities of a smaller group to handle that behavior have been eviscerated, everyone and their mother is complaining about the permaroot/snare meta (except those that have a macro for the shuffle exploit), even most of the people using it agree that the nb bomb and VD are broken and a terrible 'fix' for the core problem, and the maps heavily favor whoever night/day-capped because of how much more difficult it is to assault a keep in this patch vs defend it during primetime. I could go on and on about other failures in this patch, but in general I think that list sums up most of the common ones that the pvp playerbase tends to be in agreement on (though of course even on these few issues some will disagree).
Avoiding the temptation to continue ranting about the broken meta ww2 delivered, there are two simple questions that those two continue to neglect/refuse to address.
1. Will we continue to have to play in this meta without substantial changes to some of the more glaringly broken aspects of it for another 2 months, or will changes come sooner (or... later)?
2. What are the planned balance changes for the DB patch? So far all we know is that stamina will be a focus and reverse slash will be the latest laughable change via Wrobel. This patch should be hitting PTS in less than a month if the timelines hold true.
If it wasn't clear, I'd like to reiterate that these are issues strictly related to combat and the overall meta, I'm not even discussing the performance issues because those have been static for over a year now (though some of these issues certainly exacerbate performance issues, like the alliance v alliance fights you get at stacked keeps now).
First let's clear something up; you are not a small group... You're running in a Zerg and you're upset that specific tactic isn't as viable as it was.
Second your biggest issue with the fights and alliances in one spot stems from the one thing you didn't mention in your post. The stupid forward camps being added back. For example last night I kept killing the same group of EP over and over again but within 30 seconds of dying they'd be right back at glade mist like nothing happened
Fights have ended up not mattering anymore cause of this and when you have two bloody classes that can escape fights to throw down these camps with ease you end up with these never ending battles.
I've been running in group of 6-10 on average over the past week because no one can stomach the bombard, broken CC breaks, nor performance of this patch (and still fighting against 50 reds at times). And because you lack basic reading comprehension, I said smaller groups. Even a group of 20 is indeed smaller than the horde of 60+ that run between chalman and ales every night on TF.
I've made my views on FCs very clear on the forums, but not everyone seems to be in agreement on that, and the other issues I highlighted at least seem to have large agreement among the playerbase.
20 is not a smaller group...its a zerg that just happens to run into bigger zergs every now and again...
Most of the things you list don't have much to do with the current meta...Broken CC breaks and performance has always been an issue (that I agree with) and hell..I even agree with you on Bombard..though its less likely to be an issue for me as i'm usually not getting hit by it..It certainly shouldn't be stacking like it is. However your whines about getting blown up while stacking or for example siege is just you not adjusting to being vulnerable now to something when zerging around.
The biggest issue like I said this patch is adding back the Camps...They were bad the first time and they're still bad.
Didn't you quit or something?
What exactly do you do in this game aside from wax nostalgic over DAOC?
Why don't you upload a video of your elite small-man taking an emperor keep and show us how all those years playing DAOC made you the PvP paragon and game-design expert you think you are?
Oh wait, you're just clogging up the ques - you're the same person who said something to the effect of "in the entire 2 years of playing this game...I decided not to participate in any keep fights and have no idea about the layout of keeps." Nice, keep telling us who actually want to play objectives how we ought to play and chastise us for not following your approved group-size.
Ghost-Shot wrote: »Joy_Division wrote: »Wrobel and Wheeler (perhaps more than any other patch) fumbled in the combat and balance they gave us in the TG patch on a number of fronts. Almost all of these mistakes were well-forecast by players ahead of time, but players were not involved/listened to in the brainstorming, polishing, or PTS stages and we have the steaming pile of horse crap that we currently have as a meta. The fact that neither of them have the decency to address any of the issues (Brian gave a few generic lines about performance the other week, but these issues are ones they themselves created with balance tweaks) well over a month later is par for the course, but nevertheless just as shameful as every other time they do it.
I can only reiterate what people have been saying in dozens of threads over the past month for NA PC, so if your experiences in EU or on PS4/Xbox are different, consider yourselves lucky. I'm sure some people (somehow...) love this meta because they enjoy playing a broken NB suicide bomber spec, or enjoy helping to ensure a game-breaking bombard bug happens for enemies (because the permaroot wasn't bad enough on its own), or enjoy sitting on over-tuned siege and embrace their lack of skill (or, oneshot on bugged emp siege). But in my experience, the numbers at fights have multiplied to the extent that it's typical to have almost an entire alliance present, the capabilities of a smaller group to handle that behavior have been eviscerated, everyone and their mother is complaining about the permaroot/snare meta (except those that have a macro for the shuffle exploit), even most of the people using it agree that the nb bomb and VD are broken and a terrible 'fix' for the core problem, and the maps heavily favor whoever night/day-capped because of how much more difficult it is to assault a keep in this patch vs defend it during primetime. I could go on and on about other failures in this patch, but in general I think that list sums up most of the common ones that the pvp playerbase tends to be in agreement on (though of course even on these few issues some will disagree).
Avoiding the temptation to continue ranting about the broken meta ww2 delivered, there are two simple questions that those two continue to neglect/refuse to address.
1. Will we continue to have to play in this meta without substantial changes to some of the more glaringly broken aspects of it for another 2 months, or will changes come sooner (or... later)?
2. What are the planned balance changes for the DB patch? So far all we know is that stamina will be a focus and reverse slash will be the latest laughable change via Wrobel. This patch should be hitting PTS in less than a month if the timelines hold true.
If it wasn't clear, I'd like to reiterate that these are issues strictly related to combat and the overall meta, I'm not even discussing the performance issues because those have been static for over a year now (though some of these issues certainly exacerbate performance issues, like the alliance v alliance fights you get at stacked keeps now).
First let's clear something up; you are not a small group... You're running in a Zerg and you're upset that specific tactic isn't as viable as it was.
Second your biggest issue with the fights and alliances in one spot stems from the one thing you didn't mention in your post. The stupid forward camps being added back. For example last night I kept killing the same group of EP over and over again but within 30 seconds of dying they'd be right back at glade mist like nothing happened
Fights have ended up not mattering anymore cause of this and when you have two bloody classes that can escape fights to throw down these camps with ease you end up with these never ending battles.
I've been running in group of 6-10 on average over the past week because no one can stomach the bombard, broken CC breaks, nor performance of this patch (and still fighting against 50 reds at times). And because you lack basic reading comprehension, I said smaller groups. Even a group of 20 is indeed smaller than the horde of 60+ that run between chalman and ales every night on TF.
I've made my views on FCs very clear on the forums, but not everyone seems to be in agreement on that, and the other issues I highlighted at least seem to have large agreement among the playerbase.
20 is not a smaller group...its a zerg that just happens to run into bigger zergs every now and again...
Most of the things you list don't have much to do with the current meta...Broken CC breaks and performance has always been an issue (that I agree with) and hell..I even agree with you on Bombard..though its less likely to be an issue for me as i'm usually not getting hit by it..It certainly shouldn't be stacking like it is. However your whines about getting blown up while stacking or for example siege is just you not adjusting to being vulnerable now to something when zerging around.
The biggest issue like I said this patch is adding back the Camps...They were bad the first time and they're still bad.
Didn't you quit or something?
What exactly do you do in this game aside from wax nostalgic over DAOC?
Why don't you upload a video of your elite small-man taking an emperor keep and show us how all those years playing DAOC made you the PvP paragon and game-design expert you think you are?
Oh wait, you're just clogging up the ques - you're the same person who said something to the effect of "in the entire 2 years of playing this game...I decided not to participate in any keep fights and have no idea about the layout of keeps." Nice, keep telling us who actually want to play objectives how we ought to play and chastise us for not following your approved group-size.
He runs with the pug zergs Joy, he may not be in their group but the only times I've ever actually seen him in game is right in the middle of a fat stack of DC
Yolokin_Swagonborn wrote: »The problem with PvP is, and will always be the introduction of the Champion system and the removal of softcaps. This started us down the path of a high damage burst meta that just isn't as fun to play as the old resource management meta. If ZOS had to reduce healing, shields and damage by 50%, and you can still two shot people and heal to full in a few casts then something is really out of whack.
Most of the people that have actually tried Azuras really like it but even still, Azuras still has issues since the entire game was re-balanced around the champion system and about 5k-10k of resources were actually stolen from everyone's character so that you had to grind them back with CP. Sneak cost was sneakily increased so you had to grind legerdemain. A lot of ninja nerfs were put into place when CP were added so just having a campaign with no CP isn't enough.
ZOS will keep trying to bandaid fix cyrodiil, but burst damage meta is just aggravating and not fun. You can't have a high damage COD like meta when the lag is so bad that you can die within one lag spike while you can't control your character. Burst and Lag compound to make the game unenjoyable.
The bandaids need to stop. The only way to really balance cyro is to get down to the nuts and bolts and re-balance it from scratch. Here are a few steps in the right direction.
- ZOS needs to come up with a way to independently balance skills in PvP Separate from PvE. Other games have had this from day one. Certain skills should act differently in PvP than in PvE. This will also help get the PvE'ers to stop accusing us of getting all their skills nerfed and will allow ZOS to individually tweak the power of skills instead of trying to fix everything with a blanket nerf like battle spirit.
- The health nerf (attribute assignment) needs to be reverted for Cyrodiil only. This will encourage tankier and more balanced builds.
- The majority of buffs, regen, sustain should come from ARMOR TYPE, not CP. If you want to be less squishy, wear more heavy armor. More regen? Wear more medium or light. This idea of a light armor build taking 25% less damage from just CP is plain ridiculous. Same thing with medium armor getting 25% magicka resist. It's another band-aid. When everyone has max CP it just becomes another 25% nerf to damage and nothing more.
- Smarter Softer Soft Caps. I don't think returning to the old soft cap system is the way to go. But the controls need to go somewhere. If you have out of control regen and attributes, then people will keep crying for nerfs on skills that were fine before you could either spam them indefinitely, or increase their effects to ridiculous levels with uncapped resource pools. I don't think resources should be capped but their effect on damage, shields, and heals should be capped. If you want to run around with 50k magicka or 50k health thats fine but there should be a cutoff point to how much those attributes can effect your skills. This would allow ZOS to reduce or remove the battle spirit nerfs to damage/shielding/healing.
This is just a start and by all means it ain't perfect but this is the direction ZOS needs to look into.
dap_robertb16_ESO wrote: »Camps can be fixed with one thing: Bloodporting.
Going with res sickness is an alternative route, but it's like continuing along the road because you're too proud to turn around and go back the way you came to a better destination. If you keep camps exactly as they are now with a small radius and res timer, but add the option of bloodporting then it'll massively increase the options for PvP in the game.
Currently everyone's zerging, especially with EP in EU-PC because the overall meta as previously mentioned is throw everyone in one direction and use sheer numbers to beat the enemy. Since going across the length/width of the map might result in 3 keeps being taken behind you once you reach there, there's little incentive for groups to hit the back lines of keeps unless they just want to farm AP. This in itself is more difficult when you need the whole group(s) there from the get go as one random spotter in zone can alert a faction, whereas one random player riding is more innocuous and less likely to trigger a zerg alert.
Using bloodporting will allow groups to reposition themselves all over the map at least every 30 seconds and will help spread out PvP a bit more. EP/DC/AD zerg in one direction? Good luck when everyone of your keeps is being capped behind you. Save them by spreading out and operating in smaller groups to save those keeps instead of a massive train.
If ZOS implemented that, and gave roots a CC cooldown like the current CC immunity (optional if they fix root stacking), fixed the shuffle bug and root stacking then the game might well be salvagable for another DLC and make quite a number of players happy.
I've always hated forward camps in all of their forms, and realize I may be in the minority on that. Blood porting will allow the hordes we're seeing in TG to instantly move around the map as well, so I don't think that would alleviate the problem as much as we'd all hope. It also would do nothing for the last emp keep, as everyone will stack it anyway and ignore whatever other keep lights up behind them. In previous patches, you used to be able to dethrone in one of two ways.
- You zerg it down with greater numbers
- You're able to kill enough opponents that the scales tip and provide a window of opportunity to flip flags while they either try to get rezzes or have to run back
Only option 1 remains, because being able to forward camp inside your keep eliminates the potential window to flip flags in a majority of cases. In my experiences thus far in the TG patch, the only time you can realistically stop the enemy from putting up forward camps is when you have so many allies there that you're really just back to option 1.
Darnathian wrote: »Can someone please explain the Shuffle bug to me? I keep hearing about it, but I've yet to find someone who knows exactly what it does or how it works.
It was posted yesterday, ZOS deleted it and then said they're working on it. The bug apparently allows you to get up to 80% (haven't tested that part myself) dodge chance, but in general involves stacking the 20% dodge chance buff. Keep any discussion of the mechanics of it to messages and in-game whispers or ZOS will just delete things.
Hello Kodi, Chief, lol. They dont even need it
Darnathian wrote: »Can someone please explain the Shuffle bug to me? I keep hearing about it, but I've yet to find someone who knows exactly what it does or how it works.
It was posted yesterday, ZOS deleted it and then said they're working on it. The bug apparently allows you to get up to 80% (haven't tested that part myself) dodge chance, but in general involves stacking the 20% dodge chance buff. Keep any discussion of the mechanics of it to messages and in-game whispers or ZOS will just delete things.
Hello Kodi, Chief, lol. They dont even need it
ya that chief guy, huge exploiter
Darnathian wrote: »Darnathian wrote: »Can someone please explain the Shuffle bug to me? I keep hearing about it, but I've yet to find someone who knows exactly what it does or how it works.
It was posted yesterday, ZOS deleted it and then said they're working on it. The bug apparently allows you to get up to 80% (haven't tested that part myself) dodge chance, but in general involves stacking the 20% dodge chance buff. Keep any discussion of the mechanics of it to messages and in-game whispers or ZOS will just delete things.
Hello Kodi, Chief, lol. They dont even need it
ya that chief guy, huge exploiter
Shuffle? Double mundus? lol. im not blind.