The poisons are just plain garbage for PvP. They are the worst things added to this game since the Champion Point system. Which was the worst thing added to this game since.
Poisons plus the insane cost increase is going to destroy Non Vet, and Non CP campaigns. The drain poisons have to go, or poisons need to be bared from Cyrodiil. I'd prefer the latter so that PvEers can have their cool toys without any impact on us.
The difference between poisons and the various attack skills you listed is that poisons bring the potential possibility of coordinated debuff spamming a target, which will make outnumbered/solo play more difficult. This is different from the list of attacks you listed that primarily do damage with an occasional/minor side debuff.timidobserver wrote: »timidobserver wrote: »timidobserver wrote: »I haven't tested poisons at all, but can you really have 5 different poisons on you at one time? If so, you are right that they are potentially going to cripple solo/small scale play.
My understanding is each player can have one active poison and you can be affected by multiple poisons but forgive me if I am mistaken.
Hmmm that is going to be a pain. I do like the idea of the poison system, but I can definitely see myself only running in coordinated bomb groups or gank groups if running solo will subject me to multiple people applying multiple poison debuffs that disable my own buffs.
Are you intentionally skipping over the posts that have said that only ONE NAMED poison can be active at a time... meaning that if five enemy players are using xx poison against a player, only ONE of those poisons will impact the player- NOT all five. However, if five players are using five different named poisons, then yes, it appears it could put a person in pretty bad shape. Perhaps a solution is to make it so that only ONE poison can be active on any one person at a time.
Yes, I am intentionally ignoring those posts because they aren't what I am talking about. I have an issue with multiple poisons of different names impacting the same player not the same name.
Do you have an issue with multiple radiant opps affecting the same player?
Multiple Crushing shock?
Multiple snipes?
Multiple Ambush?
Multiple meteor?
Multiple cfrags?
multiple swallow soul?
multiple silver shards?
multip;e lava whips?
multiple surprise attacks?
multiple shrouded daggers?
multple (insert 90%) of the content of the game except for dedicated non-damaging cc)
yes, if five people coordinate five simultaneous attacks against you so that they aren't gonna conflict then you take all five... whether it be poison or almost anything else.
Should all these "five can coordinate" be similarly cut back like poisons?
this "many v one thing is some sort of boogeyman being throw out instead of saying "like almost every other attack power in the game"...
I really dont get it other than "we minmaxed and dont want something added that can steal our buffs so this sounds like a truthy counter argument"
Poisons will not only change the meta, they will make "metas" unreliable and combat very unpredictable and that seems to make a subset of folks unhappy.
me? I love it!!!
I suggested a while back that instead of trying to make 1 on 10 winnable which would seem to mske 1 on 1 unwinnable, zos should apply a group fsctor.
If hit by more thsn x sources in a tivk, all dsmage is hslved.
If hit by more thsn 2x, alk damage is quartered,
If 3x damage is 10%
Spevific ZONES and events could have different X values.
This would discourage zergs in "patrol" zones where x=3
But alloe RAIDS where x=10
Etc etc
When you entered a pvp area, the x factor would apoear.
Stop trying to screw with fights at the powers level and just provide a dialable oversight factor that allows for customized scalsble conflicts.
TrueNord47 wrote: »..... the pvp isnt designed for small scale so maybe stop trying to play like that and you know help your alliance? im sure they will make something for all you people who hate teamwork eventually. anybody who thinks they can run around solo in pvp is just asking for it.
Rune_Relic wrote: »I suggested a while back that instead of trying to make 1 on 10 winnable which would seem to mske 1 on 1 unwinnable, zos should apply a group fsctor.
If hit by more thsn x sources in a tivk, all dsmage is hslved.
If hit by more thsn 2x, alk damage is quartered,
If 3x damage is 10%
Spevific ZONES and events could have different X values.
This would discourage zergs in "patrol" zones where x=3
But alloe RAIDS where x=10
Etc etc
When you entered a pvp area, the x factor would apoear.
Stop trying to screw with fights at the powers level and just provide a dialable oversight factor that allows for customized scalsble conflicts.
Kind of agree.
Xv1 is just as much and issue as 1vX.
Part of me says....well you have been outnumbered so you should melt.
Part of me says...why play if you are outnumbered every where you go and instantly melt before you get a shot off ?
Shoud we disable Xv1 or enable 1vX ?
Should we simply enforce population balance and rely on our allies for help rather than our own godlike powers ?
ContraTempo wrote: »Are there a lot of players who do 1vX with any class other than NB? I'm not asking if you have ever happened to find your Templar/Sorc/DK temporarily outnumbered, but if you frequently go out solo seeking groups of the enemy to engage. Every time I see this it seems to be a NB.
Are we mostly talking about the playstyle of a single class?
TrueNord47 wrote: »..... the pvp isnt designed for small scale so maybe stop trying to play like that and you know help your alliance? im sure they will make something for all you people who hate teamwork eventually. anybody who thinks they can run around solo in pvp is just asking for it.
ContraTempo wrote: »Are there a lot of players who do 1vX with any class other than NB? I'm not asking if you have ever happened to find your Templar/Sorc/DK temporarily outnumbered, but if you frequently go out solo seeking groups of the enemy to engage. Every time I see this it seems to be a NB.
Are we mostly talking about the playstyle of a single class?
Rune_Relic wrote: »I suggested a while back that instead of trying to make 1 on 10 winnable which would seem to mske 1 on 1 unwinnable, zos should apply a group fsctor.
If hit by more thsn x sources in a tivk, all dsmage is hslved.
If hit by more thsn 2x, alk damage is quartered,
If 3x damage is 10%
Spevific ZONES and events could have different X values.
This would discourage zergs in "patrol" zones where x=3
But alloe RAIDS where x=10
Etc etc
When you entered a pvp area, the x factor would apoear.
Stop trying to screw with fights at the powers level and just provide a dialable oversight factor that allows for customized scalsble conflicts.
Kind of agree.
Xv1 is just as much and issue as 1vX.
Part of me says....well you have been outnumbered so you should melt.
Part of me says...why play if you are outnumbered every where you go and instantly melt before you get a shot off ?
Shoud we disable Xv1 or enable 1vX ?
Should we simply enforce population balance and rely on our allies for help rather than our own godlike powers ?
This is exactly the dilemma that leads to me making the decision to quit. When there is a massive population imbalance, you can't rely on your allies... And unfortunately, there is a massive population imbalance a lot of the time. Being able to even the odds by playing well is what makes PvP enjoyable. When I go into cyrodiil now the only time there is a good fight is when there are equal numbers of forces of equal strength, otherwise it's just a crusade simulator. First one zerg takes the keeps, logs off, then another zerg retakes the keeps. There's no actual open PvP.
The other day I tried to engage a seige line off the wall and I got a message from the other side saying "stay in your keep."
Like I need to sit there while they seige, like it's my job or something. Screw you, i'll fight if I feel like it.
staracino_ESO wrote: »This is (video game) war... not schoolyard recess. Superior numbers are one of the most surefire ways to win.
TrueNord47 wrote: »..... the pvp isnt designed for small scale so maybe stop trying to play like that and you know help your alliance? im sure they will make something for all you people who hate teamwork eventually. anybody who thinks they can run around solo in pvp is just asking for it.
timidobserver wrote: »The difference between poisons and the various attack skills you listed is that poisons bring the potential possibility of coordinated debuff spamming a target, which will make outnumbered/solo play more difficult. This is different from the list of attacks you listed that primarily do damage with an occasional/minor side debuff.timidobserver wrote: »timidobserver wrote: »timidobserver wrote: »I haven't tested poisons at all, but can you really have 5 different poisons on you at one time? If so, you are right that they are potentially going to cripple solo/small scale play.
My understanding is each player can have one active poison and you can be affected by multiple poisons but forgive me if I am mistaken.
Hmmm that is going to be a pain. I do like the idea of the poison system, but I can definitely see myself only running in coordinated bomb groups or gank groups if running solo will subject me to multiple people applying multiple poison debuffs that disable my own buffs.
Are you intentionally skipping over the posts that have said that only ONE NAMED poison can be active at a time... meaning that if five enemy players are using xx poison against a player, only ONE of those poisons will impact the player- NOT all five. However, if five players are using five different named poisons, then yes, it appears it could put a person in pretty bad shape. Perhaps a solution is to make it so that only ONE poison can be active on any one person at a time.
Yes, I am intentionally ignoring those posts because they aren't what I am talking about. I have an issue with multiple poisons of different names impacting the same player not the same name.
Do you have an issue with multiple radiant opps affecting the same player?
Multiple Crushing shock?
Multiple snipes?
Multiple Ambush?
Multiple meteor?
Multiple cfrags?
multiple swallow soul?
multiple silver shards?
multip;e lava whips?
multiple surprise attacks?
multiple shrouded daggers?
multple (insert 90%) of the content of the game except for dedicated non-damaging cc)
yes, if five people coordinate five simultaneous attacks against you so that they aren't gonna conflict then you take all five... whether it be poison or almost anything else.
Should all these "five can coordinate" be similarly cut back like poisons?
this "many v one thing is some sort of boogeyman being throw out instead of saying "like almost every other attack power in the game"...
I really dont get it other than "we minmaxed and dont want something added that can steal our buffs so this sounds like a truthy counter argument"
Poisons will not only change the meta, they will make "metas" unreliable and combat very unpredictable and that seems to make a subset of folks unhappy.
me? I love it!!!
timidobserver wrote: »The difference between poisons and the various attack skills you listed is that poisons bring the potential possibility of coordinated debuff spamming a target, which will make outnumbered/solo play more difficult. This is different from the list of attacks you listed that primarily do damage with an occasional/minor side debuff.timidobserver wrote: »timidobserver wrote: »timidobserver wrote: »I haven't tested poisons at all, but can you really have 5 different poisons on you at one time? If so, you are right that they are potentially going to cripple solo/small scale play.
My understanding is each player can have one active poison and you can be affected by multiple poisons but forgive me if I am mistaken.
Hmmm that is going to be a pain. I do like the idea of the poison system, but I can definitely see myself only running in coordinated bomb groups or gank groups if running solo will subject me to multiple people applying multiple poison debuffs that disable my own buffs.
Are you intentionally skipping over the posts that have said that only ONE NAMED poison can be active at a time... meaning that if five enemy players are using xx poison against a player, only ONE of those poisons will impact the player- NOT all five. However, if five players are using five different named poisons, then yes, it appears it could put a person in pretty bad shape. Perhaps a solution is to make it so that only ONE poison can be active on any one person at a time.
Yes, I am intentionally ignoring those posts because they aren't what I am talking about. I have an issue with multiple poisons of different names impacting the same player not the same name.
Do you have an issue with multiple radiant opps affecting the same player?
Multiple Crushing shock?
Multiple snipes?
Multiple Ambush?
Multiple meteor?
Multiple cfrags?
multiple swallow soul?
multiple silver shards?
multip;e lava whips?
multiple surprise attacks?
multiple shrouded daggers?
multple (insert 90%) of the content of the game except for dedicated non-damaging cc)
yes, if five people coordinate five simultaneous attacks against you so that they aren't gonna conflict then you take all five... whether it be poison or almost anything else.
Should all these "five can coordinate" be similarly cut back like poisons?
this "many v one thing is some sort of boogeyman being throw out instead of saying "like almost every other attack power in the game"...
I really dont get it other than "we minmaxed and dont want something added that can steal our buffs so this sounds like a truthy counter argument"
Poisons will not only change the meta, they will make "metas" unreliable and combat very unpredictable and that seems to make a subset of folks unhappy.
me? I love it!!!
it will be DIFFERENT, yes, but not nec more lethal.
IN GENERAL the buff in enchantments will make the offenses more lethal and posions will make the combat a lot more unpredictable but having poisons with a % chance of procing (not a guarantee), 10sec cooldown, etc "coordinated" isnt necessarily more lethal than 5 coordinated automatic skill debuff attack cc combos.
I would much rather endure 5 light attacks with less than half procing poisons than an ambush, a reaper's mark, and 3 stealth surprise strike auto-crits myself in an opening salvo. (Obviously depends on setup but you get the point.)
YMMV
I.m looking forward to poisons once they fix the lesser power with multi-effects thing. i expect maybe half my chars will use them regularly, others taking advantage of the seriously increased enchants.