Maul monster.Wtb 1.5 hybrid templar. Best setup in game i ever played :'( :'( :'(
PrinceFabious wrote: »Im actually having so much fun this patch. This patch has resparked my love for eso. Damage is only high if you are wearing light armor and medium. People wearing heavy/malubeth and permablocking are to kill. This patch feels right(obviously there a terrible amounts of bugs still)
You say that but the one build I've felt the need to do this patch only is an anti blob build to rack up kills. Inevitable detonation, vicious death, soul shatter - the most boring possible max range build and AP comes rolling in. It feels so cheap but my old play style of staying close and using active skills just doesn't work anymore. Get anywhere close the blob and it's instant death, cc locked down and melted.Organized group play isn't dead, but I'd say this is the first time in 2 years that Trains aren't dominant. While I have been interested to see a meta focused on new tactics, I did not expect those tactics to be "in breakable negate and bombard". ZoS you clever.....
The interesting thing to me is that this is probably the patch most people have been waiting for: the end of the pain train as a dominant tactic in Cyrodiil.
It just doesn't really work anymore. Damage is too high and mobility is too low and death is too cheap. What you kill with s train won't stay dead, and everyone and their mother has a bow. Spread out, bombard bombard bombard, maybe drop a negate when the train tries to cluster and recover. The simple truth of it is that sustain is dead: too much damage, too many healing debuffs, too many skills like bombard and negate that cripple a groups ability to sustain against superior numbers by removing the ability to heal and maneuver.
Organized group play isn't dead, but I'd say this is the first time in 2 years that Trains aren't dominant. While I have been interested to see a meta focused on new tactics, I did not expect those tactics to be "in breakable negate and bombard". ZoS you clever.....
I am the type of player who likes to solo. The only time I group is with my wife in pvp. This is a choice of mine, and I understand there will be times when the deck is stacked against me because of that decision. With that said, I really feel this game lacks in pvp action for those who like to solo or run with small groups. Pvp is controlled by the zerg ball. Very little skill, just have team speak, stack on crown, cast your mag det, and above all, stay in the ball. The side with the largest coordinated ball wins.
That type of pvp is boring as heck. I fully support that type of game play for people who enjoy it, but would ask if we could have any other options?
IzakiBrotheSs wrote: »I am the type of player who likes to solo. The only time I group is with my wife in pvp. This is a choice of mine, and I understand there will be times when the deck is stacked against me because of that decision. With that said, I really feel this game lacks in pvp action for those who like to solo or run with small groups. Pvp is controlled by the zerg ball. Very little skill, just have team speak, stack on crown, cast your mag det, and above all, stay in the ball. The side with the largest coordinated ball wins.
That type of pvp is boring as heck. I fully support that type of game play for people who enjoy it, but would ask if we could have any other options?
Roll a magicka sorc and kick their asses like Germantrocity/Legendary MageI'm being serious, but lets get even more serious : I agree with you.
You say that but the one build I've felt the need to do this patch only is an anti blob build to rack up kills. Inevitable detonation, vicious death, soul shatter - the most boring possible max range build and AP comes rolling in. It feels so cheap but my old play style of staying close and using active skills just doesn't work anymore. Get anywhere close the blob and it's instant death, cc locked down and melted.Organized group play isn't dead, but I'd say this is the first time in 2 years that Trains aren't dominant. While I have been interested to see a meta focused on new tactics, I did not expect those tactics to be "in breakable negate and bombard". ZoS you clever.....
The interesting thing to me is that this is probably the patch most people have been waiting for: the end of the pain train as a dominant tactic in Cyrodiil.
It just doesn't really work anymore. Damage is too high and mobility is too low and death is too cheap. What you kill with s train won't stay dead, and everyone and their mother has a bow. Spread out, bombard bombard bombard, maybe drop a negate when the train tries to cluster and recover. The simple truth of it is that sustain is dead: too much damage, too many healing debuffs, too many skills like bombard and negate that cripple a groups ability to sustain against superior numbers by removing the ability to heal and maneuver.
Organized group play isn't dead, but I'd say this is the first time in 2 years that Trains aren't dominant. While I have been interested to see a meta focused on new tactics, I did not expect those tactics to be "in breakable negate and bombard". ZoS you clever.....
The negates are just... wow. Imo they need to undo every stamina management / mobility nerf theyve ever done if they intend to keep them like this. Having negates be relevant again is great but lack of counterplay to them is not great.
And yeah, with the death of train dominance there's really only one thing left and that's the megazerg. Not exactly an improvement.
fastolfv_ESO wrote: »theres a time to push into zergs/bomb and a time to spread out encircle your enemy and chip them away until a final push is necessary to finish em off. If your only making a fancy little line and moving up and back your going to lose and it will be frustrating. While the current situation in cyro isnt ideal i love the fact that old tactics cannot be recycled over and over, it wasnt hard for my guild to adapt but all i see are groups playing like it was a year ago and screaming how lame the enviroment is cause it doesnt work anymore. Make some changes and roll with it until CU
I don't know why people continue to assume that numbers = king. Teamwork and coordination is what's king.
I've been saying for months now to come to Haderus for good fights. Sorry to the small scale kids but I'll run my capped 16 raids there because I enjoy actually being able to fight due to a reduction in lag compared to TF.. and plus, I prefer it when my enemy does fight as opposed to abusing lag tactics to run inside the keep and flip the flags and leave again without ever actually fighting.
I've even had K-Hole all roll EP characters in an effort to maintain map balance, which so far has been a fun experiment.