Use a fire ballista then... they were this way before they were removed with the ability to use them from anywhere on the map and no cool down, we survived back then.
So you complaint is that organised groups who use tactics are winning?
If it's near a keep, use the keep wall to fire from.
Lure them out of the camps range and kill them.
Have a Nightblade sneak around and take it down while you draw their attention.
There are loads of counters to this, nothing needs to be changed.
As someone that plays in an organized group, FCs have been disastrous for map play. Not only can the entire group get up in a single second, but they can do so again 2 minutes later. The timer is WAY too short. The fact that you rez with full stats while the victors that just killed you are likely at 20% stamina trying to move out of the bombard spam is moronic.
The benefits that some people love (extending farms, duels, never ending fights) do not outweigh the negatives.
DannyLV702 wrote: »Well, the caltrops is a tactic. Someone has to be willing to stay at the camp for those vcaltrops to stay up. If you want to burn the camp, you kill the guy with caltrops. If there's a zerg camping out at the camp then that's a harmless zerg if all they're doing is taking care of a camp. I do have mixed feelings about camps though.
So you complaint is that organised groups who use tactics are winning?
If it's near a keep, use the keep wall to fire from.
Lure them out of the camps range and kill them.
Have a Nightblade sneak around and take it down while you draw their attention.
There are loads of counters to this, nothing needs to be changed.
Ghost-Shot wrote: »As someone that plays in an organized group, FCs have been disastrous for map play. Not only can the entire group get up in a single second, but they can do so again 2 minutes later. The timer is WAY too short. The fact that you rez with full stats while the victors that just killed you are likely at 20% stamina trying to move out of the bombard spam is moronic.
The benefits that some people love (extending farms, duels, never ending fights) do not outweigh the negatives.
WTB 10 minute cooldown(at least) and res sickness from camps
So you complaint is that organised groups who use tactics are winning?
If it's near a keep, use the keep wall to fire from.
Lure them out of the camps range and kill them.
Have a Nightblade sneak around and take it down while you draw their attention.
There are loads of counters to this, nothing needs to be changed.
So.. you people bitched about when a templar maxed in Alliance skill to get the speedier rez passive (when AP gained wasn't buffed) and used a specific set .. could rez 1 person in 1 second.. but somehow there's no problem at all if now anyone can drop down a FC in 1 second and rez 20 people instantly with full stats... and to top it of, you can't stop it if 1s later caltrops are thrown on it.
NERF TEMPLARS!
If your forum name match your ingame name, then I think your zerg (AKA 80 solo players at the same place) is also responsible of the lag, and not only the ball group that farmed you =/
#chalmangate4life
Forward camps really just promote bad play. Outnumbered keep defenses succumb eventually because the attackers just end up crushing you with sheer numbers while you cant get a forward camp of your own up because theyre all over the keep.
They made proxi trains easier to wipe out with the rapids/barrier/purge changes but then also gave them forward camps to instantly respawn the whole group at full resources. It's just starting to become silly, really.
I would accept the re-removal of FCs if there were more objectives (or richer) between keeps. The Cyrodiil map is huge... but there are only a few objectives. Need more to spread the population out.
Izanagi.Xiiib16_ESO wrote: »Camps should take longer to place imo like 10s+ where you can be interrupted. Only change which is needed.
People thought Kagrenac rez speed was bad... now we have Forward Camps to instant rez zerg balls *sigh* .. only 1 baller needs to get some distance to put down the camp, and pop.. entire stack is instantly back.
And to make matters worse.. these things are bugged, as people put down a FC then put caltrops on it so the enemy can't destroy it, as they'll be in-combat due to the caltrop.
Intended?! Doubt it.
@ZOS_BrianWheeler
Izanagi.Xiiib16_ESO wrote: »Camps should take longer to place imo like 10s+ where you can be interrupted. Only change which is needed.
That will likely make it even easier for the side with far more numbers to have access to camps, and the side with fewer to have reduced access.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Camps should take longer to place imo like 10s+ where you can be interrupted. Only change which is needed.
That will likely make it even easier for the side with far more numbers to have access to camps, and the side with fewer to have reduced access.
It wouldn't.
Currently if a zerg comes along they can simply place a camp whenever they want to res their allies. You can't stop it at all because it's near impossible to interrupt the player inside their zerg in time.
I've had camps be placed literally next to my group by zergs we have been fighting at which point they all res because you can't burn it due to damage.
If there was an increased cast time (which could only be done out of stealth) or which was interrupted by damage taken -much in the way burning a camp is interrupted. It would be far better for smaller groups to control the area around them.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Camps should take longer to place imo like 10s+ where you can be interrupted. Only change which is needed.
That will likely make it even easier for the side with far more numbers to have access to camps, and the side with fewer to have reduced access.
It wouldn't.
Currently if a zerg comes along they can simply place a camp whenever they want to res their allies. You can't stop it at all because it's near impossible to interrupt the player inside their zerg in time.
I've had camps be placed literally next to my group by zergs we have been fighting at which point they all res because you can't burn it due to damage.
If there was an increased cast time (which could only be done out of stealth) or which was interrupted by damage taken -much in the way burning a camp is interrupted. It would be far better for smaller groups to control the area around them.
Picture a keep battle where you have 3-4 times your numbers assaulting it, there's no way you can stop them from putting down a camp. The outnumbered defenders have an even harder time putting a camp down with that timer once the assaulters are on the inner.
Camps just need to go, they never should have been reintroduced in the first place. I remember at launch thinking they were helpful because of how big the map was, but once you get max speed horses and rapids unlocked one of the camp's original purposes is made obsolete. All it does is serve to prolong laggy zerg fights, and I'm sorry, but I could care less about extending a farm in a field as you kite pugs around - it's frequently cited as a benefit for camps and I hardly see how that outweighs all of the problems they cause.
Ghost-Shot wrote: »As someone that plays in an organized group, FCs have been disastrous for map play. Not only can the entire group get up in a single second, but they can do so again 2 minutes later. The timer is WAY too short. The fact that you rez with full stats while the victors that just killed you are likely at 20% stamina trying to move out of the bombard spam is moronic.
The benefits that some people love (extending farms, duels, never ending fights) do not outweigh the negatives.
WTB 10 minute cooldown(at least) and res sickness from camps
This, I am completely sick of losing defended keeps vs hordes of AD zergers spamming 10+ camps to take BRK with sheer force of numbers. The AP is great sure, but it cant be defended, the defenders just eventually get zerged down.
More importantly though, how the hell are people able to afford 200k+ AP a fight worth of camps, when its unlikely they got even 10k total from the battle back?
https://youtu.be/OwKDMLQDBqEIzanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Camps should take longer to place imo like 10s+ where you can be interrupted. Only change which is needed.
That will likely make it even easier for the side with far more numbers to have access to camps, and the side with fewer to have reduced access.
It wouldn't.
Currently if a zerg comes along they can simply place a camp whenever they want to res their allies. You can't stop it at all because it's near impossible to interrupt the player inside their zerg in time.
I've had camps be placed literally next to my group by zergs we have been fighting at which point they all res because you can't burn it due to damage.
If there was an increased cast time (which could only be done out of stealth) or which was interrupted by damage taken -much in the way burning a camp is interrupted. It would be far better for smaller groups to control the area around them.
Picture a keep battle where you have 3-4 times your numbers assaulting it, there's no way you can stop them from putting down a camp. The outnumbered defenders have an even harder time putting a camp down with that timer once the assaulters are on the inner.
Camps just need to go, they never should have been reintroduced in the first place. I remember at launch thinking they were helpful because of how big the map was, but once you get max speed horses and rapids unlocked one of the camp's original purposes is made obsolete. All it does is serve to prolong laggy zerg fights, and I'm sorry, but I could care less about extending a farm in a field as you kite pugs around - it's frequently cited as a benefit for camps and I hardly see how that outweighs all of the problems they cause.
Sure you could stop them placing. There are only certain places camps can be placed on a keep attack. One nb in stealth could lock down a position with a cast time so long. Where as whilst the same could be true of an attacking force its harder to lock down this as camps can be placed almost anywhere by the defending side.
The game got worse since camps were removed initially. They used to spread out combat to different parts of the map because you could blood port to them. Now they prolong fights. But it's still more interesting than 24/7 bridge fight.
I remember at the beginning when camps quite often bugged and couldn't be placed back up for 1h after use. This was the best time of camps.
They should last until destroyed but once destroyed cannot be placed again for a long period of time. (30m for example)