God_flakes wrote: »Yeah, when I messaged Hektik about why EP on TF are such zerglords his response was, "they say in zone DC is easily farmed". Of course we are when you mow down a handful of DC with 40+EP at your back.
PainfulFAFA wrote: »God_flakes wrote: »Yeah, when I messaged Hektik about why EP on TF are such zerglords his response was, "they say in zone DC is easily farmed". Of course we are when you mow down a handful of DC with 40+EP at your back.
I watched 40 tf ep "farming" the same 10-15 AD at fare mine yestd lol
Ghost-Shot wrote: »I was in a group of 3 yesterday and had a full raid of EP chase us from the Ales mine all the way to Glademist, a full raid for 3 people...
Ghost-Shot wrote: »I was in a group of 3 yesterday and had a full raid of EP chase us from the Ales mine all the way to Glademist, a full raid for 3 people...
My experience in EP zone chat tells me that they must have called it out as 2+ raids of VE stacked.
God_flakes wrote: »It is amusing to see people complaining about things that there denied a year ago (EP zergs crashing the server and AD camping servers by themselves). I was told a year ago AD camps those servers like Haderus and role plays, something about saving princesses or some such silliness. Not sure if that's true.
Also, we have to stop demanding "DC needs to not do this" and "EP needs to spread out" as though this were possible in this game. I know, I know, I once was under this delusion that an entire faction on a campaign could be controlled. It can't. It is near to impossible. You've got hundreds of people, all in separate groups or solo, zone drama filling up the chat, hardly anyone communicating with one another, and all those people simply looking at flagged keeps or crossed swords and headed to where they think they're needed. Separate small, uncoordinated groups are the norm now because there is loads of butthurt (especially DC side) and people who refuse to work with one another and add to that all the exodus of the larger guilds....
Wanting factions to work together within themselves is intelligent and appropriate strategy. Making it happen is impossible. In two years I don't think I've ever seen it happen.
Zone drama is one issue, the vacuum left in the wake of larger guilds is another, and imo, almost karmic. The same people that tried to blame all of the issues on a group of 20 couldn't bring themselves to admit that those same groups helped keep the game from the massive blue horde vs the massive red horde that we currently have on TF because they WERE in fact able to go push another keep autonomously. Those same groups became the target for most of the asinine changes we got in this patch, and their ability to keep such a large herd of potatoes in check was gutted. Last patch it was hard and frustrating, but we could beat the 60+ red horde at times. This patch, they know they'll win if they keep throwing numbers, and wiping isn't a big deal any more because of forward camps. So they zerg, and so blue zergs back to the extent that they're able to.
People wanted ball groups gone, well, this meta is largely what it looks like in their absence. Everyone just piles into one place now, including the remaining ball groups most of the time. Want to see what the zerging looks like when the final few remaining are gone? You probably won't have to wait long folks, we're all itching to pull the trigger on CU beta.
It's ONE of the contributing factors to the insane zerging we currently see, yes. Forward camps, lowered healing and increased damage are others.God_flakes wrote: »It is amusing to see people complaining about things that there denied a year ago (EP zergs crashing the server and AD camping servers by themselves). I was told a year ago AD camps those servers like Haderus and role plays, something about saving princesses or some such silliness. Not sure if that's true.
Also, we have to stop demanding "DC needs to not do this" and "EP needs to spread out" as though this were possible in this game. I know, I know, I once was under this delusion that an entire faction on a campaign could be controlled. It can't. It is near to impossible. You've got hundreds of people, all in separate groups or solo, zone drama filling up the chat, hardly anyone communicating with one another, and all those people simply looking at flagged keeps or crossed swords and headed to where they think they're needed. Separate small, uncoordinated groups are the norm now because there is loads of butthurt (especially DC side) and people who refuse to work with one another and add to that all the exodus of the larger guilds....
Wanting factions to work together within themselves is intelligent and appropriate strategy. Making it happen is impossible. In two years I don't think I've ever seen it happen.
Zone drama is one issue, the vacuum left in the wake of larger guilds is another, and imo, almost karmic. The same people that tried to blame all of the issues on a group of 20 couldn't bring themselves to admit that those same groups helped keep the game from the massive blue horde vs the massive red horde that we currently have on TF because they WERE in fact able to go push another keep autonomously. Those same groups became the target for most of the asinine changes we got in this patch, and their ability to keep such a large herd of potatoes in check was gutted. Last patch it was hard and frustrating, but we could beat the 60+ red horde at times. This patch, they know they'll win if they keep throwing numbers, and wiping isn't a big deal any more because of forward camps. So they zerg, and so blue zergs back to the extent that they're able to.
People wanted ball groups gone, well, this meta is largely what it looks like in their absence. Everyone just piles into one place now, including the remaining ball groups most of the time. Want to see what the zerging looks like when the final few remaining are gone? You probably won't have to wait long folks, we're all itching to pull the trigger on CU beta.
I'm sorry... are you saying that Ball Groups being gone is why people are now piling into one place now? ROFL...
You have such an extreme lack of perspective on things its downright sad sometimes....It'd be one thing if this exact same situation didn't happen last time a certain feature was added to the game...but your constant "Well if my zergball could only run around without any fear of dying from aoe we'd all be set" is getting sad at this point.
Oh and why are you itching to pull the trigger on CU beta? Mark Jacobs flat out came and said they're doing 8 man groups at the start...and may LOWER it from there.
It's ONE of the contributing factors to the insane zerging we currently see, yes. Forward camps, lowered healing and increased damage are others.God_flakes wrote: »It is amusing to see people complaining about things that there denied a year ago (EP zergs crashing the server and AD camping servers by themselves). I was told a year ago AD camps those servers like Haderus and role plays, something about saving princesses or some such silliness. Not sure if that's true.
Also, we have to stop demanding "DC needs to not do this" and "EP needs to spread out" as though this were possible in this game. I know, I know, I once was under this delusion that an entire faction on a campaign could be controlled. It can't. It is near to impossible. You've got hundreds of people, all in separate groups or solo, zone drama filling up the chat, hardly anyone communicating with one another, and all those people simply looking at flagged keeps or crossed swords and headed to where they think they're needed. Separate small, uncoordinated groups are the norm now because there is loads of butthurt (especially DC side) and people who refuse to work with one another and add to that all the exodus of the larger guilds....
Wanting factions to work together within themselves is intelligent and appropriate strategy. Making it happen is impossible. In two years I don't think I've ever seen it happen.
Zone drama is one issue, the vacuum left in the wake of larger guilds is another, and imo, almost karmic. The same people that tried to blame all of the issues on a group of 20 couldn't bring themselves to admit that those same groups helped keep the game from the massive blue horde vs the massive red horde that we currently have on TF because they WERE in fact able to go push another keep autonomously. Those same groups became the target for most of the asinine changes we got in this patch, and their ability to keep such a large herd of potatoes in check was gutted. Last patch it was hard and frustrating, but we could beat the 60+ red horde at times. This patch, they know they'll win if they keep throwing numbers, and wiping isn't a big deal any more because of forward camps. So they zerg, and so blue zergs back to the extent that they're able to.
People wanted ball groups gone, well, this meta is largely what it looks like in their absence. Everyone just piles into one place now, including the remaining ball groups most of the time. Want to see what the zerging looks like when the final few remaining are gone? You probably won't have to wait long folks, we're all itching to pull the trigger on CU beta.
I'm sorry... are you saying that Ball Groups being gone is why people are now piling into one place now? ROFL...
You have such an extreme lack of perspective on things its downright sad sometimes....It'd be one thing if this exact same situation didn't happen last time a certain feature was added to the game...but your constant "Well if my zergball could only run around without any fear of dying from aoe we'd all be set" is getting sad at this point.
Oh and why are you itching to pull the trigger on CU beta? Mark Jacobs flat out came and said they're doing 8 man groups at the start...and may LOWER it from there.
Groups died to aoe last patch too, it just required skill once upon a time. If aoe caps were removed, then we could have constructive discussions about the sweet spot for TTKs without needing to rail on asinine changes like VD and clutter the conversation.
CU is a completely different game from ESO, and hopefully will foster an environment where multiple groups of 8 can work together to take on multiple objectives or accomplish different tasks at the same objective - we shall see. What I find interesting though, if the max group size is 8 in CU, one could conclude from your post that there would be nothing wrong with running the max group size in ESO, which would be three times that. Glad to see a full raid is now a xsorus approved size group.
#mindblown
It's ONE of the contributing factors to the insane zerging we currently see, yes. Forward camps, lowered healing and increased damage are others.God_flakes wrote: »It is amusing to see people complaining about things that there denied a year ago (EP zergs crashing the server and AD camping servers by themselves). I was told a year ago AD camps those servers like Haderus and role plays, something about saving princesses or some such silliness. Not sure if that's true.
Also, we have to stop demanding "DC needs to not do this" and "EP needs to spread out" as though this were possible in this game. I know, I know, I once was under this delusion that an entire faction on a campaign could be controlled. It can't. It is near to impossible. You've got hundreds of people, all in separate groups or solo, zone drama filling up the chat, hardly anyone communicating with one another, and all those people simply looking at flagged keeps or crossed swords and headed to where they think they're needed. Separate small, uncoordinated groups are the norm now because there is loads of butthurt (especially DC side) and people who refuse to work with one another and add to that all the exodus of the larger guilds....
Wanting factions to work together within themselves is intelligent and appropriate strategy. Making it happen is impossible. In two years I don't think I've ever seen it happen.
Zone drama is one issue, the vacuum left in the wake of larger guilds is another, and imo, almost karmic. The same people that tried to blame all of the issues on a group of 20 couldn't bring themselves to admit that those same groups helped keep the game from the massive blue horde vs the massive red horde that we currently have on TF because they WERE in fact able to go push another keep autonomously. Those same groups became the target for most of the asinine changes we got in this patch, and their ability to keep such a large herd of potatoes in check was gutted. Last patch it was hard and frustrating, but we could beat the 60+ red horde at times. This patch, they know they'll win if they keep throwing numbers, and wiping isn't a big deal any more because of forward camps. So they zerg, and so blue zergs back to the extent that they're able to.
People wanted ball groups gone, well, this meta is largely what it looks like in their absence. Everyone just piles into one place now, including the remaining ball groups most of the time. Want to see what the zerging looks like when the final few remaining are gone? You probably won't have to wait long folks, we're all itching to pull the trigger on CU beta.
I'm sorry... are you saying that Ball Groups being gone is why people are now piling into one place now? ROFL...
You have such an extreme lack of perspective on things its downright sad sometimes....It'd be one thing if this exact same situation didn't happen last time a certain feature was added to the game...but your constant "Well if my zergball could only run around without any fear of dying from aoe we'd all be set" is getting sad at this point.
Oh and why are you itching to pull the trigger on CU beta? Mark Jacobs flat out came and said they're doing 8 man groups at the start...and may LOWER it from there.
Groups died to aoe last patch too, it just required skill once upon a time. If aoe caps were removed, then we could have constructive discussions about the sweet spot for TTKs without needing to rail on asinine changes like VD and clutter the conversation.
CU is a completely different game from ESO, and hopefully will foster an environment where multiple groups of 8 can work together to take on multiple objectives or accomplish different tasks at the same objective - we shall see. What I find interesting though, if the max group size is 8 in CU, one could conclude from your post that there would be nothing wrong with running the max group size in ESO, which would be three times that. Glad to see a full raid is now a xsorus approved size group.
#mindblown
Are you really trying to say Zergballs died effectively to AOE's last patch? and are you really trying to harp on skill while running in a zerg ball? You got FREE passive mitigation from AOE's..There was absolutely zero skilled involved with it.. There is only one thing currently contributing to the pooling of players in specific areas...Forward Camps..that is it...When I can blow up a group of EP who's closest keep in Chal while they're at Glade..and they're back within 20 seconds of dying over and over again..That is a problem.
Also the Max Group size in ESO is 4; when you switch past that it directly tells you that you're going past the normal group size. By your standards..a RAID in WoW was simply a single group...Hell it even tells you when you go past 4 players which one is Group 1/Group 2 ect ect. As for folstering an environment of multiple groups together..you'll be able to zerg in CU just like you could in DAOC and i'm glad you're finally admitting that you're just wanting to zerg in PvP
*grin*
It's ONE of the contributing factors to the insane zerging we currently see, yes. Forward camps, lowered healing and increased damage are others.God_flakes wrote: »It is amusing to see people complaining about things that there denied a year ago (EP zergs crashing the server and AD camping servers by themselves). I was told a year ago AD camps those servers like Haderus and role plays, something about saving princesses or some such silliness. Not sure if that's true.
Also, we have to stop demanding "DC needs to not do this" and "EP needs to spread out" as though this were possible in this game. I know, I know, I once was under this delusion that an entire faction on a campaign could be controlled. It can't. It is near to impossible. You've got hundreds of people, all in separate groups or solo, zone drama filling up the chat, hardly anyone communicating with one another, and all those people simply looking at flagged keeps or crossed swords and headed to where they think they're needed. Separate small, uncoordinated groups are the norm now because there is loads of butthurt (especially DC side) and people who refuse to work with one another and add to that all the exodus of the larger guilds....
Wanting factions to work together within themselves is intelligent and appropriate strategy. Making it happen is impossible. In two years I don't think I've ever seen it happen.
Zone drama is one issue, the vacuum left in the wake of larger guilds is another, and imo, almost karmic. The same people that tried to blame all of the issues on a group of 20 couldn't bring themselves to admit that those same groups helped keep the game from the massive blue horde vs the massive red horde that we currently have on TF because they WERE in fact able to go push another keep autonomously. Those same groups became the target for most of the asinine changes we got in this patch, and their ability to keep such a large herd of potatoes in check was gutted. Last patch it was hard and frustrating, but we could beat the 60+ red horde at times. This patch, they know they'll win if they keep throwing numbers, and wiping isn't a big deal any more because of forward camps. So they zerg, and so blue zergs back to the extent that they're able to.
People wanted ball groups gone, well, this meta is largely what it looks like in their absence. Everyone just piles into one place now, including the remaining ball groups most of the time. Want to see what the zerging looks like when the final few remaining are gone? You probably won't have to wait long folks, we're all itching to pull the trigger on CU beta.
I'm sorry... are you saying that Ball Groups being gone is why people are now piling into one place now? ROFL...
You have such an extreme lack of perspective on things its downright sad sometimes....It'd be one thing if this exact same situation didn't happen last time a certain feature was added to the game...but your constant "Well if my zergball could only run around without any fear of dying from aoe we'd all be set" is getting sad at this point.
Oh and why are you itching to pull the trigger on CU beta? Mark Jacobs flat out came and said they're doing 8 man groups at the start...and may LOWER it from there.
Groups died to aoe last patch too, it just required skill once upon a time. If aoe caps were removed, then we could have constructive discussions about the sweet spot for TTKs without needing to rail on asinine changes like VD and clutter the conversation.
CU is a completely different game from ESO, and hopefully will foster an environment where multiple groups of 8 can work together to take on multiple objectives or accomplish different tasks at the same objective - we shall see. What I find interesting though, if the max group size is 8 in CU, one could conclude from your post that there would be nothing wrong with running the max group size in ESO, which would be three times that. Glad to see a full raid is now a xsorus approved size group.
#mindblown
Are you really trying to say Zergballs died effectively to AOE's last patch? and are you really trying to harp on skill while running in a zerg ball? You got FREE passive mitigation from AOE's..There was absolutely zero skilled involved with it.. There is only one thing currently contributing to the pooling of players in specific areas...Forward Camps..that is it...When I can blow up a group of EP who's closest keep in Chal while they're at Glade..and they're back within 20 seconds of dying over and over again..That is a problem.
Also the Max Group size in ESO is 4; when you switch past that it directly tells you that you're going past the normal group size. By your standards..a RAID in WoW was simply a single group...Hell it even tells you when you go past 4 players which one is Group 1/Group 2 ect ect. As for folstering an environment of multiple groups together..you'll be able to zerg in CU just like you could in DAOC and i'm glad you're finally admitting that you're just wanting to zerg in PvP
*grin*
Considering condensed and coordinated aoe was the only way to kill a group last patch, yes, of course they died to aoe. One person couldn't rambo in, but I don't really consider gap closing in with prox and hitting your ultimate key to be skillful, nor should anyone else. The skill I was referring to was coordination to have enough people do it in one spot and to employ counter ultimates like nova and negate to make it successful. Of course there's skill involved in group play, otherwise you'd die to an organized guild as much as you would a pug herder and we'd both know one is far more dangerous than the other. You're delusional if you want to argue otherwise.
If CU lets you have a raid of 30, that will be very different from a 'max group size of 8'. I can almost guarantee that when they say max group size, they're talking in regards to ESO's max group size of 24, and not a UI pop up.
I like how you interpret taking multiple groups of 8 to hit different objectives in CU as zerging though - argonians must have tiny brains, but it all makes sense now.
https://www.youtube.com/watch?v=3JrTxy6HxpAIt's ONE of the contributing factors to the insane zerging we currently see, yes. Forward camps, lowered healing and increased damage are others.God_flakes wrote: »It is amusing to see people complaining about things that there denied a year ago (EP zergs crashing the server and AD camping servers by themselves). I was told a year ago AD camps those servers like Haderus and role plays, something about saving princesses or some such silliness. Not sure if that's true.
Also, we have to stop demanding "DC needs to not do this" and "EP needs to spread out" as though this were possible in this game. I know, I know, I once was under this delusion that an entire faction on a campaign could be controlled. It can't. It is near to impossible. You've got hundreds of people, all in separate groups or solo, zone drama filling up the chat, hardly anyone communicating with one another, and all those people simply looking at flagged keeps or crossed swords and headed to where they think they're needed. Separate small, uncoordinated groups are the norm now because there is loads of butthurt (especially DC side) and people who refuse to work with one another and add to that all the exodus of the larger guilds....
Wanting factions to work together within themselves is intelligent and appropriate strategy. Making it happen is impossible. In two years I don't think I've ever seen it happen.
Zone drama is one issue, the vacuum left in the wake of larger guilds is another, and imo, almost karmic. The same people that tried to blame all of the issues on a group of 20 couldn't bring themselves to admit that those same groups helped keep the game from the massive blue horde vs the massive red horde that we currently have on TF because they WERE in fact able to go push another keep autonomously. Those same groups became the target for most of the asinine changes we got in this patch, and their ability to keep such a large herd of potatoes in check was gutted. Last patch it was hard and frustrating, but we could beat the 60+ red horde at times. This patch, they know they'll win if they keep throwing numbers, and wiping isn't a big deal any more because of forward camps. So they zerg, and so blue zergs back to the extent that they're able to.
People wanted ball groups gone, well, this meta is largely what it looks like in their absence. Everyone just piles into one place now, including the remaining ball groups most of the time. Want to see what the zerging looks like when the final few remaining are gone? You probably won't have to wait long folks, we're all itching to pull the trigger on CU beta.
I'm sorry... are you saying that Ball Groups being gone is why people are now piling into one place now? ROFL...
You have such an extreme lack of perspective on things its downright sad sometimes....It'd be one thing if this exact same situation didn't happen last time a certain feature was added to the game...but your constant "Well if my zergball could only run around without any fear of dying from aoe we'd all be set" is getting sad at this point.
Oh and why are you itching to pull the trigger on CU beta? Mark Jacobs flat out came and said they're doing 8 man groups at the start...and may LOWER it from there.
Groups died to aoe last patch too, it just required skill once upon a time. If aoe caps were removed, then we could have constructive discussions about the sweet spot for TTKs without needing to rail on asinine changes like VD and clutter the conversation.
CU is a completely different game from ESO, and hopefully will foster an environment where multiple groups of 8 can work together to take on multiple objectives or accomplish different tasks at the same objective - we shall see. What I find interesting though, if the max group size is 8 in CU, one could conclude from your post that there would be nothing wrong with running the max group size in ESO, which would be three times that. Glad to see a full raid is now a xsorus approved size group.
#mindblown
Are you really trying to say Zergballs died effectively to AOE's last patch? and are you really trying to harp on skill while running in a zerg ball? You got FREE passive mitigation from AOE's..There was absolutely zero skilled involved with it.. There is only one thing currently contributing to the pooling of players in specific areas...Forward Camps..that is it...When I can blow up a group of EP who's closest keep in Chal while they're at Glade..and they're back within 20 seconds of dying over and over again..That is a problem.
Also the Max Group size in ESO is 4; when you switch past that it directly tells you that you're going past the normal group size. By your standards..a RAID in WoW was simply a single group...Hell it even tells you when you go past 4 players which one is Group 1/Group 2 ect ect. As for folstering an environment of multiple groups together..you'll be able to zerg in CU just like you could in DAOC and i'm glad you're finally admitting that you're just wanting to zerg in PvP
*grin*
Considering condensed and coordinated aoe was the only way to kill a group last patch, yes, of course they died to aoe. One person couldn't rambo in, but I don't really consider gap closing in with prox and hitting your ultimate key to be skillful, nor should anyone else. The skill I was referring to was coordination to have enough people do it in one spot and to employ counter ultimates like nova and negate to make it successful. Of course there's skill involved in group play, otherwise you'd die to an organized guild as much as you would a pug herder and we'd both know one is far more dangerous than the other. You're delusional if you want to argue otherwise.
If CU lets you have a raid of 30, that will be very different from a 'max group size of 8'. I can almost guarantee that when they say max group size, they're talking in regards to ESO's max group size of 24, and not a UI pop up.
I like how you interpret taking multiple groups of 8 to hit different objectives in CU as zerging though - argonians must have tiny brains, but it all makes sense now.
I'm sorry, if AOE caps didn't exist and you still stacked and lived I would somewhat give you props..But the very fact that you got Free mitigation on top of it along with running a giant 24 man zerg was not skillful at all... The game rewarded you for zerging around basically...Now you no longer get that reward freely you're upset about it. Bitching about how prox and ultimate is no skill while you were rewarded previously for something that required very little skill is downright silly. Also the only thing that separates you from a Pug Herder is an *......That's it..Because that was all that was required to do the EXACT same thing you're doing in this game vs a Pug doing it in GW2.....
For examplehttps://www.youtube.com/watch?v=3JrTxy6HxpA
That's not a bloody Guild doing it..that's a pug..That is exactly what you're doing in this game.. you throw in an Icon system like GW2 and every Pug in this game would of done the same thing you do every day and would of made it scarier because they would of been like 60 idiots running around vs 24.
AS for CU having a Raid System...That depends on what you mean by raid System.
DAOC had a Battlegroup....It wasn't a raid system per say..Like It didn't increase the group cap past 8 for example..But it let you talk with everyone in the battle group..Sort of like a guild I guess (but wasn't you're actual guild)
You'd basically coordinate the zerg that way...But things like Group Heals and buffs only worked on your actual group.
So i'm not sure they'll add a Raid or Warband type system in the game similar to Warhammer Online (Which is basically what this has..Wars was 6 person cap..But you could go past it to I think 24..but i'm not certain about that..its been a while since I played it)
They probably won't as they'll get push back from the 8 mans on the forums if i had to guess. If you want to do multiple groups of 8 hitting multiple objectives you could do that even in this game since i'm assuming you have TeamSpeak....So i'm not sure why you need a game to tell ya to do that.
Ghost-Shot wrote: »PainfulFAFA wrote: »God_flakes wrote: »Yeah, when I messaged Hektik about why EP on TF are such zerglords his response was, "they say in zone DC is easily farmed". Of course we are when you mow down a handful of DC with 40+EP at your back.
I watched 40 tf ep "farming" the same 10-15 AD at fare mine yestd lol
I was in a group of 3 yesterday and had a full raid of EP chase us from the Ales mine all the way to Glademist, a full raid for 3 people...
Ghost-Shot wrote: »PainfulFAFA wrote: »God_flakes wrote: »Yeah, when I messaged Hektik about why EP on TF are such zerglords his response was, "they say in zone DC is easily farmed". Of course we are when you mow down a handful of DC with 40+EP at your back.
I watched 40 tf ep "farming" the same 10-15 AD at fare mine yestd lol
I was in a group of 3 yesterday and had a full raid of EP chase us from the Ales mine all the way to Glademist, a full raid for 3 people...
Welcome to my life.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Considering CU considers fights of 20v20 to be "small scale combat" I'm assuming they're expecting LOTS of 8mans to stack up.
#justCUthings
It's ONE of the contributing factors to the insane zerging we currently see, yes. Forward camps, lowered healing and increased damage are others.God_flakes wrote: »It is amusing to see people complaining about things that there denied a year ago (EP zergs crashing the server and AD camping servers by themselves). I was told a year ago AD camps those servers like Haderus and role plays, something about saving princesses or some such silliness. Not sure if that's true.
Also, we have to stop demanding "DC needs to not do this" and "EP needs to spread out" as though this were possible in this game. I know, I know, I once was under this delusion that an entire faction on a campaign could be controlled. It can't. It is near to impossible. You've got hundreds of people, all in separate groups or solo, zone drama filling up the chat, hardly anyone communicating with one another, and all those people simply looking at flagged keeps or crossed swords and headed to where they think they're needed. Separate small, uncoordinated groups are the norm now because there is loads of butthurt (especially DC side) and people who refuse to work with one another and add to that all the exodus of the larger guilds....
Wanting factions to work together within themselves is intelligent and appropriate strategy. Making it happen is impossible. In two years I don't think I've ever seen it happen.
Zone drama is one issue, the vacuum left in the wake of larger guilds is another, and imo, almost karmic. The same people that tried to blame all of the issues on a group of 20 couldn't bring themselves to admit that those same groups helped keep the game from the massive blue horde vs the massive red horde that we currently have on TF because they WERE in fact able to go push another keep autonomously. Those same groups became the target for most of the asinine changes we got in this patch, and their ability to keep such a large herd of potatoes in check was gutted. Last patch it was hard and frustrating, but we could beat the 60+ red horde at times. This patch, they know they'll win if they keep throwing numbers, and wiping isn't a big deal any more because of forward camps. So they zerg, and so blue zergs back to the extent that they're able to.
People wanted ball groups gone, well, this meta is largely what it looks like in their absence. Everyone just piles into one place now, including the remaining ball groups most of the time. Want to see what the zerging looks like when the final few remaining are gone? You probably won't have to wait long folks, we're all itching to pull the trigger on CU beta.
I'm sorry... are you saying that Ball Groups being gone is why people are now piling into one place now? ROFL...
You have such an extreme lack of perspective on things its downright sad sometimes....It'd be one thing if this exact same situation didn't happen last time a certain feature was added to the game...but your constant "Well if my zergball could only run around without any fear of dying from aoe we'd all be set" is getting sad at this point.
Oh and why are you itching to pull the trigger on CU beta? Mark Jacobs flat out came and said they're doing 8 man groups at the start...and may LOWER it from there.
Groups died to aoe last patch too, it just required skill once upon a time. If aoe caps were removed, then we could have constructive discussions about the sweet spot for TTKs without needing to rail on asinine changes like VD and clutter the conversation.
CU is a completely different game from ESO, and hopefully will foster an environment where multiple groups of 8 can work together to take on multiple objectives or accomplish different tasks at the same objective - we shall see. What I find interesting though, if the max group size is 8 in CU, one could conclude from your post that there would be nothing wrong with running the max group size in ESO, which would be three times that. Glad to see a full raid is now a xsorus approved size group.
#mindblown
Are you really trying to say Zergballs died effectively to AOE's last patch? and are you really trying to harp on skill while running in a zerg ball? You got FREE passive mitigation from AOE's..There was absolutely zero skilled involved with it.. There is only one thing currently contributing to the pooling of players in specific areas...Forward Camps..that is it...When I can blow up a group of EP who's closest keep in Chal while they're at Glade..and they're back within 20 seconds of dying over and over again..That is a problem.
Also the Max Group size in ESO is 4; when you switch past that it directly tells you that you're going past the normal group size. By your standards..a RAID in WoW was simply a single group...Hell it even tells you when you go past 4 players which one is Group 1/Group 2 ect ect. As for folstering an environment of multiple groups together..you'll be able to zerg in CU just like you could in DAOC and i'm glad you're finally admitting that you're just wanting to zerg in PvP
*grin*
Considering condensed and coordinated aoe was the only way to kill a group last patch, yes, of course they died to aoe. One person couldn't rambo in, but I don't really consider gap closing in with prox and hitting your ultimate key to be skillful, nor should anyone else. The skill I was referring to was coordination to have enough people do it in one spot and to employ counter ultimates like nova and negate to make it successful. Of course there's skill involved in group play, otherwise you'd die to an organized guild as much as you would a pug herder and we'd both know one is far more dangerous than the other. You're delusional if you want to argue otherwise.
If CU lets you have a raid of 30, that will be very different from a 'max group size of 8'. I can almost guarantee that when they say max group size, they're talking in regards to ESO's max group size of 24, and not a UI pop up.
I like how you interpret taking multiple groups of 8 to hit different objectives in CU as zerging though - argonians must have tiny brains, but it all makes sense now.
I'm sorry, if AOE caps didn't exist and you still stacked and lived I would somewhat give you props..But the very fact that you got Free mitigation on top of it along with running a giant 24 man zerg was not skillful at all... The game rewarded you for zerging around basically...Now you no longer get that reward freely you're upset about it. Bitching about how prox and ultimate is no skill while you were rewarded previously for something that required very little skill is downright silly. Also the only thing that separates you from a Pug Herder is an *......That's it..Because that was all that was required to do the EXACT same thing you're doing in this game vs a Pug doing it in GW2.....
For examplehttps://www.youtube.com/watch?v=3JrTxy6HxpA
That's not a bloody Guild doing it..that's a pug..That is exactly what you're doing in this game.. you throw in an Icon system like GW2 and every Pug in this game would of done the same thing you do every day and would of made it scarier because they would of been like 60 idiots running around vs 24.
AS for CU having a Raid System...That depends on what you mean by raid System.
DAOC had a Battlegroup....It wasn't a raid system per say..Like It didn't increase the group cap past 8 for example..But it let you talk with everyone in the battle group..Sort of like a guild I guess (but wasn't you're actual guild)
You'd basically coordinate the zerg that way...But things like Group Heals and buffs only worked on your actual group.
So i'm not sure they'll add a Raid or Warband type system in the game similar to Warhammer Online (Which is basically what this has..Wars was 6 person cap..But you could go past it to I think 24..but i'm not certain about that..its been a while since I played it)
They probably won't as they'll get push back from the 8 mans on the forums if i had to guess. If you want to do multiple groups of 8 hitting multiple objectives you could do that even in this game since i'm assuming you have TeamSpeak....So i'm not sure why you need a game to tell ya to do that.
Well, if there's no difference between us and a pug herder, you should be able to go bomb haxus or invictus and not get roflstomped then, right? Or, are you not as good as you think you are and rail against groups as an outlet for all of the times you die like a pug?
Here's a clue genius, if aoe caps are removed, people would still stack because buffs, heals, and ultimates have a radius. And for like the hundredth time, I'm not complaining because our group is dying, I'm complaining because VD and prox det are stupid. Just like haxus/invicuts wouldn't be complaining because they're dying to you (because they aren't), they'd be complaining because you're ...
We'd all be happy if aoe caps were removed, we're just intelligent enough to realize overtuned damage numbers and band-aid fixes. Continue missing each and every point and mention something about DAOC again though.
Considering CU considers fights of 20v20 to be "small scale combat" I'm assuming they're expecting LOTS of 8mans to stack up.
#justCUthings
20 vs 20 would be a weird number for 8 mans to stack up...That's like two 8 mans and some randoms?
I mean you had some people try and run 16 in DAOC....Problem is it was punished by the player base pretty severely but if I had to guess their 20vs20 was Pug Zerg vs Pug Zerg...which I guess in their terms of what was it? 1000 people fighting at a place 20 vs 20 would be small scale in that instance. I'd have to see the actual thread or comment to see what they're referring to.
It's ONE of the contributing factors to the insane zerging we currently see, yes. Forward camps, lowered healing and increased damage are others.God_flakes wrote: »It is amusing to see people complaining about things that there denied a year ago (EP zergs crashing the server and AD camping servers by themselves). I was told a year ago AD camps those servers like Haderus and role plays, something about saving princesses or some such silliness. Not sure if that's true.
Also, we have to stop demanding "DC needs to not do this" and "EP needs to spread out" as though this were possible in this game. I know, I know, I once was under this delusion that an entire faction on a campaign could be controlled. It can't. It is near to impossible. You've got hundreds of people, all in separate groups or solo, zone drama filling up the chat, hardly anyone communicating with one another, and all those people simply looking at flagged keeps or crossed swords and headed to where they think they're needed. Separate small, uncoordinated groups are the norm now because there is loads of butthurt (especially DC side) and people who refuse to work with one another and add to that all the exodus of the larger guilds....
Wanting factions to work together within themselves is intelligent and appropriate strategy. Making it happen is impossible. In two years I don't think I've ever seen it happen.
Zone drama is one issue, the vacuum left in the wake of larger guilds is another, and imo, almost karmic. The same people that tried to blame all of the issues on a group of 20 couldn't bring themselves to admit that those same groups helped keep the game from the massive blue horde vs the massive red horde that we currently have on TF because they WERE in fact able to go push another keep autonomously. Those same groups became the target for most of the asinine changes we got in this patch, and their ability to keep such a large herd of potatoes in check was gutted. Last patch it was hard and frustrating, but we could beat the 60+ red horde at times. This patch, they know they'll win if they keep throwing numbers, and wiping isn't a big deal any more because of forward camps. So they zerg, and so blue zergs back to the extent that they're able to.
People wanted ball groups gone, well, this meta is largely what it looks like in their absence. Everyone just piles into one place now, including the remaining ball groups most of the time. Want to see what the zerging looks like when the final few remaining are gone? You probably won't have to wait long folks, we're all itching to pull the trigger on CU beta.
I'm sorry... are you saying that Ball Groups being gone is why people are now piling into one place now? ROFL...
You have such an extreme lack of perspective on things its downright sad sometimes....It'd be one thing if this exact same situation didn't happen last time a certain feature was added to the game...but your constant "Well if my zergball could only run around without any fear of dying from aoe we'd all be set" is getting sad at this point.
Oh and why are you itching to pull the trigger on CU beta? Mark Jacobs flat out came and said they're doing 8 man groups at the start...and may LOWER it from there.
Groups died to aoe last patch too, it just required skill once upon a time. If aoe caps were removed, then we could have constructive discussions about the sweet spot for TTKs without needing to rail on asinine changes like VD and clutter the conversation.
CU is a completely different game from ESO, and hopefully will foster an environment where multiple groups of 8 can work together to take on multiple objectives or accomplish different tasks at the same objective - we shall see. What I find interesting though, if the max group size is 8 in CU, one could conclude from your post that there would be nothing wrong with running the max group size in ESO, which would be three times that. Glad to see a full raid is now a xsorus approved size group.
#mindblown
Are you really trying to say Zergballs died effectively to AOE's last patch? and are you really trying to harp on skill while running in a zerg ball? You got FREE passive mitigation from AOE's..There was absolutely zero skilled involved with it.. There is only one thing currently contributing to the pooling of players in specific areas...Forward Camps..that is it...When I can blow up a group of EP who's closest keep in Chal while they're at Glade..and they're back within 20 seconds of dying over and over again..That is a problem.
Also the Max Group size in ESO is 4; when you switch past that it directly tells you that you're going past the normal group size. By your standards..a RAID in WoW was simply a single group...Hell it even tells you when you go past 4 players which one is Group 1/Group 2 ect ect. As for folstering an environment of multiple groups together..you'll be able to zerg in CU just like you could in DAOC and i'm glad you're finally admitting that you're just wanting to zerg in PvP
*grin*
Considering condensed and coordinated aoe was the only way to kill a group last patch, yes, of course they died to aoe. One person couldn't rambo in, but I don't really consider gap closing in with prox and hitting your ultimate key to be skillful, nor should anyone else. The skill I was referring to was coordination to have enough people do it in one spot and to employ counter ultimates like nova and negate to make it successful. Of course there's skill involved in group play, otherwise you'd die to an organized guild as much as you would a pug herder and we'd both know one is far more dangerous than the other. You're delusional if you want to argue otherwise.
If CU lets you have a raid of 30, that will be very different from a 'max group size of 8'. I can almost guarantee that when they say max group size, they're talking in regards to ESO's max group size of 24, and not a UI pop up.
I like how you interpret taking multiple groups of 8 to hit different objectives in CU as zerging though - argonians must have tiny brains, but it all makes sense now.
I'm sorry, if AOE caps didn't exist and you still stacked and lived I would somewhat give you props..But the very fact that you got Free mitigation on top of it along with running a giant 24 man zerg was not skillful at all... The game rewarded you for zerging around basically...Now you no longer get that reward freely you're upset about it. Bitching about how prox and ultimate is no skill while you were rewarded previously for something that required very little skill is downright silly. Also the only thing that separates you from a Pug Herder is an *......That's it..Because that was all that was required to do the EXACT same thing you're doing in this game vs a Pug doing it in GW2.....
For examplehttps://www.youtube.com/watch?v=3JrTxy6HxpA
That's not a bloody Guild doing it..that's a pug..That is exactly what you're doing in this game.. you throw in an Icon system like GW2 and every Pug in this game would of done the same thing you do every day and would of made it scarier because they would of been like 60 idiots running around vs 24.
AS for CU having a Raid System...That depends on what you mean by raid System.
DAOC had a Battlegroup....It wasn't a raid system per say..Like It didn't increase the group cap past 8 for example..But it let you talk with everyone in the battle group..Sort of like a guild I guess (but wasn't you're actual guild)
You'd basically coordinate the zerg that way...But things like Group Heals and buffs only worked on your actual group.
So i'm not sure they'll add a Raid or Warband type system in the game similar to Warhammer Online (Which is basically what this has..Wars was 6 person cap..But you could go past it to I think 24..but i'm not certain about that..its been a while since I played it)
They probably won't as they'll get push back from the 8 mans on the forums if i had to guess. If you want to do multiple groups of 8 hitting multiple objectives you could do that even in this game since i'm assuming you have TeamSpeak....So i'm not sure why you need a game to tell ya to do that.
Well, if there's no difference between us and a pug herder, you should be able to go bomb haxus or invictus and not get roflstomped then, right? Or, are you not as good as you think you are and rail against groups as an outlet for all of the times you die like a pug?
Here's a clue genius, if aoe caps are removed, people would still stack because buffs, heals, and ultimates have a radius. And for like the hundredth time, I'm not complaining because our group is dying, I'm complaining because VD and prox det are stupid. Just like haxus/invicuts wouldn't be complaining because they're dying to you (because they aren't), they'd be complaining because you're ...
We'd all be happy if aoe caps were removed, we're just intelligent enough to realize overtuned damage numbers and band-aid fixes. Continue missing each and every point and mention something about DAOC again though.
If Haxus and Invictus stack up there is a good possibility i could possibly bomb them....Depends on how lucky I get with Crits I imagine. Only trouble I'd have with it is usually when you hit a group like that...Lag is really bad..and it'll throw off the Ult + Prox damage hitting at the same time.
As for your comments on AOE Caps..If they want to remove AOE caps and tone down things like VD and Prox I have zero issue with that..But unlike you..I realize that they're not going to do that..which is why I laugh every time I see you whine about it. Your goal right now is to get things like VD and Prox Nerfed without AOE caps being removed...Because those things cause you issues. I'm going to be flat out honest with you..If they ended up removing AOE caps..you'd be the first one on the forums whining about it and I honestly believe that. Which is why CU is probably not going to end up well for you.....
It's ONE of the contributing factors to the insane zerging we currently see, yes. Forward camps, lowered healing and increased damage are others.God_flakes wrote: »It is amusing to see people complaining about things that there denied a year ago (EP zergs crashing the server and AD camping servers by themselves). I was told a year ago AD camps those servers like Haderus and role plays, something about saving princesses or some such silliness. Not sure if that's true.
Also, we have to stop demanding "DC needs to not do this" and "EP needs to spread out" as though this were possible in this game. I know, I know, I once was under this delusion that an entire faction on a campaign could be controlled. It can't. It is near to impossible. You've got hundreds of people, all in separate groups or solo, zone drama filling up the chat, hardly anyone communicating with one another, and all those people simply looking at flagged keeps or crossed swords and headed to where they think they're needed. Separate small, uncoordinated groups are the norm now because there is loads of butthurt (especially DC side) and people who refuse to work with one another and add to that all the exodus of the larger guilds....
Wanting factions to work together within themselves is intelligent and appropriate strategy. Making it happen is impossible. In two years I don't think I've ever seen it happen.
Zone drama is one issue, the vacuum left in the wake of larger guilds is another, and imo, almost karmic. The same people that tried to blame all of the issues on a group of 20 couldn't bring themselves to admit that those same groups helped keep the game from the massive blue horde vs the massive red horde that we currently have on TF because they WERE in fact able to go push another keep autonomously. Those same groups became the target for most of the asinine changes we got in this patch, and their ability to keep such a large herd of potatoes in check was gutted. Last patch it was hard and frustrating, but we could beat the 60+ red horde at times. This patch, they know they'll win if they keep throwing numbers, and wiping isn't a big deal any more because of forward camps. So they zerg, and so blue zergs back to the extent that they're able to.
People wanted ball groups gone, well, this meta is largely what it looks like in their absence. Everyone just piles into one place now, including the remaining ball groups most of the time. Want to see what the zerging looks like when the final few remaining are gone? You probably won't have to wait long folks, we're all itching to pull the trigger on CU beta.
I'm sorry... are you saying that Ball Groups being gone is why people are now piling into one place now? ROFL...
You have such an extreme lack of perspective on things its downright sad sometimes....It'd be one thing if this exact same situation didn't happen last time a certain feature was added to the game...but your constant "Well if my zergball could only run around without any fear of dying from aoe we'd all be set" is getting sad at this point.
Oh and why are you itching to pull the trigger on CU beta? Mark Jacobs flat out came and said they're doing 8 man groups at the start...and may LOWER it from there.
Groups died to aoe last patch too, it just required skill once upon a time. If aoe caps were removed, then we could have constructive discussions about the sweet spot for TTKs without needing to rail on asinine changes like VD and clutter the conversation.
CU is a completely different game from ESO, and hopefully will foster an environment where multiple groups of 8 can work together to take on multiple objectives or accomplish different tasks at the same objective - we shall see. What I find interesting though, if the max group size is 8 in CU, one could conclude from your post that there would be nothing wrong with running the max group size in ESO, which would be three times that. Glad to see a full raid is now a xsorus approved size group.
#mindblown
Are you really trying to say Zergballs died effectively to AOE's last patch? and are you really trying to harp on skill while running in a zerg ball? You got FREE passive mitigation from AOE's..There was absolutely zero skilled involved with it.. There is only one thing currently contributing to the pooling of players in specific areas...Forward Camps..that is it...When I can blow up a group of EP who's closest keep in Chal while they're at Glade..and they're back within 20 seconds of dying over and over again..That is a problem.
Also the Max Group size in ESO is 4; when you switch past that it directly tells you that you're going past the normal group size. By your standards..a RAID in WoW was simply a single group...Hell it even tells you when you go past 4 players which one is Group 1/Group 2 ect ect. As for folstering an environment of multiple groups together..you'll be able to zerg in CU just like you could in DAOC and i'm glad you're finally admitting that you're just wanting to zerg in PvP
*grin*
Considering condensed and coordinated aoe was the only way to kill a group last patch, yes, of course they died to aoe. One person couldn't rambo in, but I don't really consider gap closing in with prox and hitting your ultimate key to be skillful, nor should anyone else. The skill I was referring to was coordination to have enough people do it in one spot and to employ counter ultimates like nova and negate to make it successful. Of course there's skill involved in group play, otherwise you'd die to an organized guild as much as you would a pug herder and we'd both know one is far more dangerous than the other. You're delusional if you want to argue otherwise.
If CU lets you have a raid of 30, that will be very different from a 'max group size of 8'. I can almost guarantee that when they say max group size, they're talking in regards to ESO's max group size of 24, and not a UI pop up.
I like how you interpret taking multiple groups of 8 to hit different objectives in CU as zerging though - argonians must have tiny brains, but it all makes sense now.
I'm sorry, if AOE caps didn't exist and you still stacked and lived I would somewhat give you props..But the very fact that you got Free mitigation on top of it along with running a giant 24 man zerg was not skillful at all... The game rewarded you for zerging around basically...Now you no longer get that reward freely you're upset about it. Bitching about how prox and ultimate is no skill while you were rewarded previously for something that required very little skill is downright silly. Also the only thing that separates you from a Pug Herder is an *......That's it..Because that was all that was required to do the EXACT same thing you're doing in this game vs a Pug doing it in GW2.....
For examplehttps://www.youtube.com/watch?v=3JrTxy6HxpA
That's not a bloody Guild doing it..that's a pug..That is exactly what you're doing in this game.. you throw in an Icon system like GW2 and every Pug in this game would of done the same thing you do every day and would of made it scarier because they would of been like 60 idiots running around vs 24.
AS for CU having a Raid System...That depends on what you mean by raid System.
DAOC had a Battlegroup....It wasn't a raid system per say..Like It didn't increase the group cap past 8 for example..But it let you talk with everyone in the battle group..Sort of like a guild I guess (but wasn't you're actual guild)
You'd basically coordinate the zerg that way...But things like Group Heals and buffs only worked on your actual group.
So i'm not sure they'll add a Raid or Warband type system in the game similar to Warhammer Online (Which is basically what this has..Wars was 6 person cap..But you could go past it to I think 24..but i'm not certain about that..its been a while since I played it)
They probably won't as they'll get push back from the 8 mans on the forums if i had to guess. If you want to do multiple groups of 8 hitting multiple objectives you could do that even in this game since i'm assuming you have TeamSpeak....So i'm not sure why you need a game to tell ya to do that.
Well, if there's no difference between us and a pug herder, you should be able to go bomb haxus or invictus and not get roflstomped then, right? Or, are you not as good as you think you are and rail against groups as an outlet for all of the times you die like a pug?
Here's a clue genius, if aoe caps are removed, people would still stack because buffs, heals, and ultimates have a radius. And for like the hundredth time, I'm not complaining because our group is dying, I'm complaining because VD and prox det are stupid. Just like haxus/invicuts wouldn't be complaining because they're dying to you (because they aren't), they'd be complaining because you're ...
We'd all be happy if aoe caps were removed, we're just intelligent enough to realize overtuned damage numbers and band-aid fixes. Continue missing each and every point and mention something about DAOC again though.
If Haxus and Invictus stack up there is a good possibility i could possibly bomb them....Depends on how lucky I get with Crits I imagine. Only trouble I'd have with it is usually when you hit a group like that...Lag is really bad..and it'll throw off the Ult + Prox damage hitting at the same time.
As for your comments on AOE Caps..If they want to remove AOE caps and tone down things like VD and Prox I have zero issue with that..But unlike you..I realize that they're not going to do that..which is why I laugh every time I see you whine about it. Your goal right now is to get things like VD and Prox Nerfed without AOE caps being removed...Because those things cause you issues. I'm going to be flat out honest with you..If they ended up removing AOE caps..you'd be the first one on the forums whining about it and I honestly believe that. Which is why CU is probably not going to end up well for you.....
It's ONE of the contributing factors to the insane zerging we currently see, yes. Forward camps, lowered healing and increased damage are others.God_flakes wrote: »It is amusing to see people complaining about things that there denied a year ago (EP zergs crashing the server and AD camping servers by themselves). I was told a year ago AD camps those servers like Haderus and role plays, something about saving princesses or some such silliness. Not sure if that's true.
Also, we have to stop demanding "DC needs to not do this" and "EP needs to spread out" as though this were possible in this game. I know, I know, I once was under this delusion that an entire faction on a campaign could be controlled. It can't. It is near to impossible. You've got hundreds of people, all in separate groups or solo, zone drama filling up the chat, hardly anyone communicating with one another, and all those people simply looking at flagged keeps or crossed swords and headed to where they think they're needed. Separate small, uncoordinated groups are the norm now because there is loads of butthurt (especially DC side) and people who refuse to work with one another and add to that all the exodus of the larger guilds....
Wanting factions to work together within themselves is intelligent and appropriate strategy. Making it happen is impossible. In two years I don't think I've ever seen it happen.
Zone drama is one issue, the vacuum left in the wake of larger guilds is another, and imo, almost karmic. The same people that tried to blame all of the issues on a group of 20 couldn't bring themselves to admit that those same groups helped keep the game from the massive blue horde vs the massive red horde that we currently have on TF because they WERE in fact able to go push another keep autonomously. Those same groups became the target for most of the asinine changes we got in this patch, and their ability to keep such a large herd of potatoes in check was gutted. Last patch it was hard and frustrating, but we could beat the 60+ red horde at times. This patch, they know they'll win if they keep throwing numbers, and wiping isn't a big deal any more because of forward camps. So they zerg, and so blue zergs back to the extent that they're able to.
People wanted ball groups gone, well, this meta is largely what it looks like in their absence. Everyone just piles into one place now, including the remaining ball groups most of the time. Want to see what the zerging looks like when the final few remaining are gone? You probably won't have to wait long folks, we're all itching to pull the trigger on CU beta.
I'm sorry... are you saying that Ball Groups being gone is why people are now piling into one place now? ROFL...
You have such an extreme lack of perspective on things its downright sad sometimes....It'd be one thing if this exact same situation didn't happen last time a certain feature was added to the game...but your constant "Well if my zergball could only run around without any fear of dying from aoe we'd all be set" is getting sad at this point.
Oh and why are you itching to pull the trigger on CU beta? Mark Jacobs flat out came and said they're doing 8 man groups at the start...and may LOWER it from there.
Groups died to aoe last patch too, it just required skill once upon a time. If aoe caps were removed, then we could have constructive discussions about the sweet spot for TTKs without needing to rail on asinine changes like VD and clutter the conversation.
CU is a completely different game from ESO, and hopefully will foster an environment where multiple groups of 8 can work together to take on multiple objectives or accomplish different tasks at the same objective - we shall see. What I find interesting though, if the max group size is 8 in CU, one could conclude from your post that there would be nothing wrong with running the max group size in ESO, which would be three times that. Glad to see a full raid is now a xsorus approved size group.
#mindblown
Are you really trying to say Zergballs died effectively to AOE's last patch? and are you really trying to harp on skill while running in a zerg ball? You got FREE passive mitigation from AOE's..There was absolutely zero skilled involved with it.. There is only one thing currently contributing to the pooling of players in specific areas...Forward Camps..that is it...When I can blow up a group of EP who's closest keep in Chal while they're at Glade..and they're back within 20 seconds of dying over and over again..That is a problem.
Also the Max Group size in ESO is 4; when you switch past that it directly tells you that you're going past the normal group size. By your standards..a RAID in WoW was simply a single group...Hell it even tells you when you go past 4 players which one is Group 1/Group 2 ect ect. As for folstering an environment of multiple groups together..you'll be able to zerg in CU just like you could in DAOC and i'm glad you're finally admitting that you're just wanting to zerg in PvP
*grin*
Considering condensed and coordinated aoe was the only way to kill a group last patch, yes, of course they died to aoe. One person couldn't rambo in, but I don't really consider gap closing in with prox and hitting your ultimate key to be skillful, nor should anyone else. The skill I was referring to was coordination to have enough people do it in one spot and to employ counter ultimates like nova and negate to make it successful. Of course there's skill involved in group play, otherwise you'd die to an organized guild as much as you would a pug herder and we'd both know one is far more dangerous than the other. You're delusional if you want to argue otherwise.
If CU lets you have a raid of 30, that will be very different from a 'max group size of 8'. I can almost guarantee that when they say max group size, they're talking in regards to ESO's max group size of 24, and not a UI pop up.
I like how you interpret taking multiple groups of 8 to hit different objectives in CU as zerging though - argonians must have tiny brains, but it all makes sense now.
I'm sorry, if AOE caps didn't exist and you still stacked and lived I would somewhat give you props..But the very fact that you got Free mitigation on top of it along with running a giant 24 man zerg was not skillful at all... The game rewarded you for zerging around basically...Now you no longer get that reward freely you're upset about it. Bitching about how prox and ultimate is no skill while you were rewarded previously for something that required very little skill is downright silly. Also the only thing that separates you from a Pug Herder is an *......That's it..Because that was all that was required to do the EXACT same thing you're doing in this game vs a Pug doing it in GW2.....
For examplehttps://www.youtube.com/watch?v=3JrTxy6HxpA
That's not a bloody Guild doing it..that's a pug..That is exactly what you're doing in this game.. you throw in an Icon system like GW2 and every Pug in this game would of done the same thing you do every day and would of made it scarier because they would of been like 60 idiots running around vs 24.
AS for CU having a Raid System...That depends on what you mean by raid System.
DAOC had a Battlegroup....It wasn't a raid system per say..Like It didn't increase the group cap past 8 for example..But it let you talk with everyone in the battle group..Sort of like a guild I guess (but wasn't you're actual guild)
You'd basically coordinate the zerg that way...But things like Group Heals and buffs only worked on your actual group.
So i'm not sure they'll add a Raid or Warband type system in the game similar to Warhammer Online (Which is basically what this has..Wars was 6 person cap..But you could go past it to I think 24..but i'm not certain about that..its been a while since I played it)
They probably won't as they'll get push back from the 8 mans on the forums if i had to guess. If you want to do multiple groups of 8 hitting multiple objectives you could do that even in this game since i'm assuming you have TeamSpeak....So i'm not sure why you need a game to tell ya to do that.
Well, if there's no difference between us and a pug herder, you should be able to go bomb haxus or invictus and not get roflstomped then, right? Or, are you not as good as you think you are and rail against groups as an outlet for all of the times you die like a pug?
Here's a clue genius, if aoe caps are removed, people would still stack because buffs, heals, and ultimates have a radius. And for like the hundredth time, I'm not complaining because our group is dying, I'm complaining because VD and prox det are stupid. Just like haxus/invicuts wouldn't be complaining because they're dying to you (because they aren't), they'd be complaining because you're ...
We'd all be happy if aoe caps were removed, we're just intelligent enough to realize overtuned damage numbers and band-aid fixes. Continue missing each and every point and mention something about DAOC again though.
If Haxus and Invictus stack up there is a good possibility i could possibly bomb them....Depends on how lucky I get with Crits I imagine. Only trouble I'd have with it is usually when you hit a group like that...Lag is really bad..and it'll throw off the Ult + Prox damage hitting at the same time.
As for your comments on AOE Caps..If they want to remove AOE caps and tone down things like VD and Prox I have zero issue with that..But unlike you..I realize that they're not going to do that..which is why I laugh every time I see you whine about it. Your goal right now is to get things like VD and Prox Nerfed without AOE caps being removed...Because those things cause you issues. I'm going to be flat out honest with you..If they ended up removing AOE caps..you'd be the first one on the forums whining about it and I honestly believe that. Which is why CU is probably not going to end up well for you.....
I love those hero Proximity-Soul Tether-VD bombers. There is this one AD guy that must bomb my group a dozen times a night, Buck I think is his name. I get so many good laughs just picturing his face when he gets done and the whole group is fully healed and he's dead with zero kills.
Ohhhh thank you Wrobel for this amazing meta.
I guess some people just can't understand because they were born in a world where everything has been giving to them. In my world, I learn to adapt with what I have and try to make the best of it.
It doesn't mean that we should accept the current state of the game and close our eyes. Don't get me wrong. But we can deal with what we have and try to make it as enjoyable as possible.
Considering CU considers fights of 20v20 to be "small scale combat" I'm assuming they're expecting LOTS of 8mans to stack up.
#justCUthings
20 vs 20 would be a weird number for 8 mans to stack up...That's like two 8 mans and some randoms?
I mean you had some people try and run 16 in DAOC....Problem is it was punished by the player base pretty severely but if I had to guess their 20vs20 was Pug Zerg vs Pug Zerg...which I guess in their terms of what was it? 1000 people fighting at a place 20 vs 20 would be small scale in that instance. I'd have to see the actual thread or comment to see what they're referring to.
It's in one of Marks recent video interviews, about two months back.
I certainly hope there is small scale to, but they're clearly planning for big battles, and in my book that's a good thing. Why you relegate big battles to the realm of "pug zergs" is beyond me. Why on earth can't there be a Game for large scale organized battle?
It's so silly to me. We're talking about a game specifically building their own engine to handle huge combat, why on earth do you think it's meant for 8v8 play? If we want 8v8 play why not play one of dozens of arena games already available?
Xsorus, the fact that you think you can kill haxus/invictus with a solo bomb just indicates how delusional and out of touch your perspective is. The fact that you think you can 'get lucky' with crits against knowledgeable players wearing full impen just furthers my point.
I've made myself pretty clear that aoe caps need to go in tandem with an adjustment to aoe dmg numbers, and emphasized that without removing caps ZOS can never achieve what they're trying to achieve nor gain back player trust in the brief messages I had with wrobel last week. I don't think you're witty enough to troll, so are you delusional or just really, really slow on the uptake?
It's ONE of the contributing factors to the insane zerging we currently see, yes. Forward camps, lowered healing and increased damage are others.God_flakes wrote: »It is amusing to see people complaining about things that there denied a year ago (EP zergs crashing the server and AD camping servers by themselves). I was told a year ago AD camps those servers like Haderus and role plays, something about saving princesses or some such silliness. Not sure if that's true.
Also, we have to stop demanding "DC needs to not do this" and "EP needs to spread out" as though this were possible in this game. I know, I know, I once was under this delusion that an entire faction on a campaign could be controlled. It can't. It is near to impossible. You've got hundreds of people, all in separate groups or solo, zone drama filling up the chat, hardly anyone communicating with one another, and all those people simply looking at flagged keeps or crossed swords and headed to where they think they're needed. Separate small, uncoordinated groups are the norm now because there is loads of butthurt (especially DC side) and people who refuse to work with one another and add to that all the exodus of the larger guilds....
Wanting factions to work together within themselves is intelligent and appropriate strategy. Making it happen is impossible. In two years I don't think I've ever seen it happen.
Zone drama is one issue, the vacuum left in the wake of larger guilds is another, and imo, almost karmic. The same people that tried to blame all of the issues on a group of 20 couldn't bring themselves to admit that those same groups helped keep the game from the massive blue horde vs the massive red horde that we currently have on TF because they WERE in fact able to go push another keep autonomously. Those same groups became the target for most of the asinine changes we got in this patch, and their ability to keep such a large herd of potatoes in check was gutted. Last patch it was hard and frustrating, but we could beat the 60+ red horde at times. This patch, they know they'll win if they keep throwing numbers, and wiping isn't a big deal any more because of forward camps. So they zerg, and so blue zergs back to the extent that they're able to.
People wanted ball groups gone, well, this meta is largely what it looks like in their absence. Everyone just piles into one place now, including the remaining ball groups most of the time. Want to see what the zerging looks like when the final few remaining are gone? You probably won't have to wait long folks, we're all itching to pull the trigger on CU beta.
I'm sorry... are you saying that Ball Groups being gone is why people are now piling into one place now? ROFL...
You have such an extreme lack of perspective on things its downright sad sometimes....It'd be one thing if this exact same situation didn't happen last time a certain feature was added to the game...but your constant "Well if my zergball could only run around without any fear of dying from aoe we'd all be set" is getting sad at this point.
Oh and why are you itching to pull the trigger on CU beta? Mark Jacobs flat out came and said they're doing 8 man groups at the start...and may LOWER it from there.
Groups died to aoe last patch too, it just required skill once upon a time. If aoe caps were removed, then we could have constructive discussions about the sweet spot for TTKs without needing to rail on asinine changes like VD and clutter the conversation.
CU is a completely different game from ESO, and hopefully will foster an environment where multiple groups of 8 can work together to take on multiple objectives or accomplish different tasks at the same objective - we shall see. What I find interesting though, if the max group size is 8 in CU, one could conclude from your post that there would be nothing wrong with running the max group size in ESO, which would be three times that. Glad to see a full raid is now a xsorus approved size group.
#mindblown
Are you really trying to say Zergballs died effectively to AOE's last patch? and are you really trying to harp on skill while running in a zerg ball? You got FREE passive mitigation from AOE's..There was absolutely zero skilled involved with it.. There is only one thing currently contributing to the pooling of players in specific areas...Forward Camps..that is it...When I can blow up a group of EP who's closest keep in Chal while they're at Glade..and they're back within 20 seconds of dying over and over again..That is a problem.
Also the Max Group size in ESO is 4; when you switch past that it directly tells you that you're going past the normal group size. By your standards..a RAID in WoW was simply a single group...Hell it even tells you when you go past 4 players which one is Group 1/Group 2 ect ect. As for folstering an environment of multiple groups together..you'll be able to zerg in CU just like you could in DAOC and i'm glad you're finally admitting that you're just wanting to zerg in PvP
*grin*
Considering condensed and coordinated aoe was the only way to kill a group last patch, yes, of course they died to aoe. One person couldn't rambo in, but I don't really consider gap closing in with prox and hitting your ultimate key to be skillful, nor should anyone else. The skill I was referring to was coordination to have enough people do it in one spot and to employ counter ultimates like nova and negate to make it successful. Of course there's skill involved in group play, otherwise you'd die to an organized guild as much as you would a pug herder and we'd both know one is far more dangerous than the other. You're delusional if you want to argue otherwise.
If CU lets you have a raid of 30, that will be very different from a 'max group size of 8'. I can almost guarantee that when they say max group size, they're talking in regards to ESO's max group size of 24, and not a UI pop up.
I like how you interpret taking multiple groups of 8 to hit different objectives in CU as zerging though - argonians must have tiny brains, but it all makes sense now.
I'm sorry, if AOE caps didn't exist and you still stacked and lived I would somewhat give you props..But the very fact that you got Free mitigation on top of it along with running a giant 24 man zerg was not skillful at all... The game rewarded you for zerging around basically...Now you no longer get that reward freely you're upset about it. Bitching about how prox and ultimate is no skill while you were rewarded previously for something that required very little skill is downright silly. Also the only thing that separates you from a Pug Herder is an *......That's it..Because that was all that was required to do the EXACT same thing you're doing in this game vs a Pug doing it in GW2.....
For examplehttps://www.youtube.com/watch?v=3JrTxy6HxpA
That's not a bloody Guild doing it..that's a pug..That is exactly what you're doing in this game.. you throw in an Icon system like GW2 and every Pug in this game would of done the same thing you do every day and would of made it scarier because they would of been like 60 idiots running around vs 24.
AS for CU having a Raid System...That depends on what you mean by raid System.
DAOC had a Battlegroup....It wasn't a raid system per say..Like It didn't increase the group cap past 8 for example..But it let you talk with everyone in the battle group..Sort of like a guild I guess (but wasn't you're actual guild)
You'd basically coordinate the zerg that way...But things like Group Heals and buffs only worked on your actual group.
So i'm not sure they'll add a Raid or Warband type system in the game similar to Warhammer Online (Which is basically what this has..Wars was 6 person cap..But you could go past it to I think 24..but i'm not certain about that..its been a while since I played it)
They probably won't as they'll get push back from the 8 mans on the forums if i had to guess. If you want to do multiple groups of 8 hitting multiple objectives you could do that even in this game since i'm assuming you have TeamSpeak....So i'm not sure why you need a game to tell ya to do that.
Well, if there's no difference between us and a pug herder, you should be able to go bomb haxus or invictus and not get roflstomped then, right? Or, are you not as good as you think you are and rail against groups as an outlet for all of the times you die like a pug?
Here's a clue genius, if aoe caps are removed, people would still stack because buffs, heals, and ultimates have a radius. And for like the hundredth time, I'm not complaining because our group is dying, I'm complaining because VD and prox det are stupid. Just like haxus/invicuts wouldn't be complaining because they're dying to you (because they aren't), they'd be complaining because you're ...
We'd all be happy if aoe caps were removed, we're just intelligent enough to realize overtuned damage numbers and band-aid fixes. Continue missing each and every point and mention something about DAOC again though.
If Haxus and Invictus stack up there is a good possibility i could possibly bomb them....Depends on how lucky I get with Crits I imagine. Only trouble I'd have with it is usually when you hit a group like that...Lag is really bad..and it'll throw off the Ult + Prox damage hitting at the same time.
As for your comments on AOE Caps..If they want to remove AOE caps and tone down things like VD and Prox I have zero issue with that..But unlike you..I realize that they're not going to do that..which is why I laugh every time I see you whine about it. Your goal right now is to get things like VD and Prox Nerfed without AOE caps being removed...Because those things cause you issues. I'm going to be flat out honest with you..If they ended up removing AOE caps..you'd be the first one on the forums whining about it and I honestly believe that. Which is why CU is probably not going to end up well for you.....
I love those hero Proximity-Soul Tether-VD bombers. There is this one AD guy that must bomb my group a dozen times a night, Buck I think is his name. I get so many good laughs just picturing his face when he gets done and the whole group is fully healed and he's dead with zero kills.
Ohhhh thank you Wrobel for this amazing meta.
I love those hero Proximity-Soul Tether-VD bombers. There is this one AD guy that must bomb my group a dozen times a night, Buck I think is his name. I get so many good laughs just picturing his face when he gets done and the whole group is fully healed and he's dead with zero kills.
Ohhhh thank you Wrobel for this amazing meta.
Ghost-Shot wrote: »PainfulFAFA wrote: »God_flakes wrote: »Yeah, when I messaged Hektik about why EP on TF are such zerglords his response was, "they say in zone DC is easily farmed". Of course we are when you mow down a handful of DC with 40+EP at your back.
I watched 40 tf ep "farming" the same 10-15 AD at fare mine yestd lol
I was in a group of 3 yesterday and had a full raid of EP chase us from the Ales mine all the way to Glademist, a full raid for 3 people...
The_Outsider wrote: »Ghost-Shot wrote: »PainfulFAFA wrote: »God_flakes wrote: »Yeah, when I messaged Hektik about why EP on TF are such zerglords his response was, "they say in zone DC is easily farmed". Of course we are when you mow down a handful of DC with 40+EP at your back.
I watched 40 tf ep "farming" the same 10-15 AD at fare mine yestd lol
I was in a group of 3 yesterday and had a full raid of EP chase us from the Ales mine all the way to Glademist, a full raid for 3 people...
A full raid chased down a few players and killed them? WAT.