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When will we hear ANYTHING from the combat team on upcoming changes?

  • HoloYoitsu
    HoloYoitsu
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    HoloYoitsu wrote: »
    Xsorus wrote: »
    4 mans really can't be Zergballs.

    I'd say 12+ is when you can really start calling them that.
    I am very confused now....
    Xsorus wrote: »
    4-8 could be considered zerging depending on which gameplay you're taking part in.
    Xsorus wrote: »
    While someone who doesn't zerg ball...me for example..Gave exactly two *** about any of those things.... I'm sure i'm not the only one either.
    I continue to be confused...
    Xsorus wrote:
    I will Zerg any day of the week and have zero problem admitting it

    You obviously haven't played enough DAOC.
    Have you played enough DAOC to judge that I haven't played enough DAOC though?

    Is one really qualified to make any judgment or hold any opinion in life if they have not played DAOC?
    Edited by HoloYoitsu on June 24, 2016 10:23PM
  • Cody
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    watched someone consistently put out 10K+ attacks tonight, then crashed during loading screen. Was fun, great entertainment.

    In other news, Britain has left the EU.
  • Rohamad_Ali
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    Cody wrote: »
    watched someone consistently put out 10K+ attacks tonight, then crashed during loading screen. Was fun, great entertainment.

    In other news, Britain has left the EU.

    Oh good . Stocks should skyrocket up like a AD Zerg by Monday .
  • ToRelax
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    HoloYoitsu wrote: »
    Xsorus wrote: »
    4 mans really can't be Zergballs.

    I'd say 12+ is when you can really start calling them that.
    I am very confused now....
    Xsorus wrote: »
    4-8 could be considered zerging depending on which gameplay you're taking part in.
    Xsorus wrote: »
    While someone who doesn't zerg ball...me for example..Gave exactly two *** about any of those things.... I'm sure i'm not the only one either.
    I continue to be confused...
    Xsorus wrote:
    I will Zerg any day of the week and have zero problem admitting it

    So there are 2 statements about zerg balls and zerging respectively, which do not contradict each other in any way. Are you that desperate?
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • HoloYoitsu
    HoloYoitsu
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    ToRelax wrote: »
    HoloYoitsu wrote: »
    Xsorus wrote: »
    4 mans really can't be Zergballs.

    I'd say 12+ is when you can really start calling them that.
    I am very confused now....
    Xsorus wrote: »
    4-8 could be considered zerging depending on which gameplay you're taking part in.
    Xsorus wrote: »
    While someone who doesn't zerg ball...me for example..Gave exactly two *** about any of those things.... I'm sure i'm not the only one either.
    I continue to be confused...
    Xsorus wrote:
    I will Zerg any day of the week and have zero problem admitting it

    So there are 2 statements about zerg balls and zerging respectively, which do not contradict each other in any way. Are you that desperate?
    I'm not sure you're qualified to make that judgement without extensive DAOC references. =\
  • Ghost-Shot
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    HoloYoitsu wrote: »
    ToRelax wrote: »
    HoloYoitsu wrote: »
    Xsorus wrote: »
    4 mans really can't be Zergballs.

    I'd say 12+ is when you can really start calling them that.
    I am very confused now....
    Xsorus wrote: »
    4-8 could be considered zerging depending on which gameplay you're taking part in.
    Xsorus wrote: »
    While someone who doesn't zerg ball...me for example..Gave exactly two *** about any of those things.... I'm sure i'm not the only one either.
    I continue to be confused...
    Xsorus wrote:
    I will Zerg any day of the week and have zero problem admitting it

    So there are 2 statements about zerg balls and zerging respectively, which do not contradict each other in any way. Are you that desperate?
    I'm not sure you're qualified to make that judgement without extensive DAOC references. =\

    Clearly not enough DAOC experience, next.
  • Force-Siphon
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    I love the new negate and yes Its tough on me when someone drops it on me as a sorc. It's one of the things that gives players a chance against a big group though. One of the best changes they made this patch and they won't revert it again lol.
    The one and only Force Siphon - PVP Sorc NA
    1 man zerg

    twitch.tv/forcesiphon
  • Armitas
    Armitas
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    Maybe if they make it break on any damage all the spammers will just undo the roots immediately.
    Edited by Armitas on June 25, 2016 9:19PM
    Retired.
    Nord mDK
  • Zheg
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    I love the new negate and yes Its tough on me when someone drops it on me as a sorc. It's one of the things that gives players a chance against a big group though. One of the best changes they made this patch and they won't revert it again lol.

    The combo with bombard is the issue, though an argument could be made for the problem just being bombard.

    On negate though, if it's going to be that strong then nova/banner/veil need to be at least in the same ballpark. Not only are they more expensive, they provide less usefulness than negate, AND they're also removed by negates. Like ... did no one on the combat team take a step back and ask if the negate change would leave it comparable to the other class ultimates?
  • HoloYoitsu
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    Zheg wrote: »
    I love the new negate and yes Its tough on me when someone drops it on me as a sorc. It's one of the things that gives players a chance against a big group though. One of the best changes they made this patch and they won't revert it again lol.

    The combo with bombard is the issue, though an argument could be made for the problem just being bombard.

    On negate though, if it's going to be that strong then nova/banner/veil need to be at least in the same ballpark. Not only are they more expensive, they provide less usefulness than negate, AND they're also removed by negates. Like ... did no one on the combat team take a step back and ask if the negate change would leave it comparable to the other class ultimates?
    Your first mistake was assuming there even is a combat team. Pretty sure it's just Wrobel with no oversight.
    f6qvj6c.png
  • Soulac
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    I don't care as long as they fix willows path.
    R.I.P Dawnbreaker / Auriel´s Bow
    Member of the Arena Guild and the overpowered Banana Squad.
    Nathaerizh aka Cat - Nightblade V16 - EU

    - Meow -
  • frozywozy
    frozywozy
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    Zheg wrote: »
    Lore_lai wrote: »
    Zheg wrote: »
    All I saw was FENGOLAS making sure he emphasized how much he agrees with me.

    Here's the thing fengrush, the stack on flags and win only by stacking more bodies because no dmg went through was terrible - but that's not the combat meta. The combat meta (lag permitting) was prox, tornado, and barrier rotation. The meta now is bring tons, drop multiple negates, and blanket the area with spread out bombard spammers.

    Not sure who you're fighting on haderus, but your 4 man will have a bad time on TF fighting 60+ red and blue that spam camps, and it won't be because of aoe caps. You still complain about ball groups and yet there are fewer than ever while the megazerg moving en masse from one objective to another is the reality and stronger than ever.

    I WISH more of the megazerg would form ball groups - they'd be easier to kill and could push different objectives. If you're playing on haderus because TF lags, I'm sorry, but youre missing what the meta actually is because that's what's causing the lag that makes you flee. It's not the ball groups on TF - there are hardly any left and they're running fewer - it's the megazerg that is strengthened and encouraged by the current combat mechanics.

    You know instead of complaining about bombard you and your raid could get some Immovable pots with speed and stamina. You could also slot the the immovable skill that's available to all classes. But hey that would require you and your guys to rethink their build and how they allocate resources.

    Immovable (or CC immunity in general) does not prevent soft CCs (like roots, in case you don't know what those are)

    I was going to say this, a bit meaner and with some more sarcasm, but you beat me to it.

    In fact immovable pots are largely useless in this meta as they don't even work on negates.

    I would say that immovable pots are not as useful as they used to be because there aren't that many 24men ballgroups purge/tornado spammers anymore to totally break the server and make cc breaking unresponsive during key fights.

    Thanks to specific guilds who have made an effort to reduce their numbers and to the dev team for the performance fixes.
    Makkir wrote: »
    the amount of dmg stamina classes can put out is ridiculous this DLC, too ridiculous to justify having the insane stamina heals they also have. Tone down one or the other FFS

    The problem mentioned here is not a stamina only issue. The fact that weapon damage/spell damage increase both damage and healing potential is a broken mechanic. There should be a different stat for healing.
    Cinbri wrote: »
    Give back Reduce Break Free to heavy armor passives, grant Immovable Brute 10% reduce time of root for each piece, so it would be 70% for 7 pieces. Rename it to Unstoppable Brute.

    They should revamp the entire champion points system with solutions like the one you mentioned. Remove all the "Add damage/survivability/sustain" points and replace them with more utility to skills/mechanics.
    Edited by frozywozy on June 26, 2016 11:38AM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • frozywozy
    frozywozy
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    From the PTS patch notes :

    - Fixed an issue where numerous Stamina abilities could not be cast while you were silenced, or would only apply some of their effects while you were silenced.

    Hopefuly no more complaining about Bombard spam + negate. You use either Shuffle or Forward momentum and you're out of there in a second. Hard counter. Period

    And don't give me that silly excuse that those abilities are stamina based and you can't afford them on your magplar. You did told me in the Radiant Destruction thread to slot Purge on a stamDK. Goes both sides.
    Edited by frozywozy on June 28, 2016 2:51AM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Zheg
    Zheg
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    frozywozy wrote: »
    From the PTS patch notes :

    - Fixed an issue where numerous Stamina abilities could not be cast while you were silenced, or would only apply some of their effects while you were silenced.

    Hopefuly no more complaining about Bombard spam + negate. You use either Shuffle or Forward momentum and you're out of there in a second. Hard counter. Period

    And don't give me that silly excuse that those abilities are stamina based and you can't afford them on your magplar. You did told me in the Radiant Destruction thread to slot Purge on a stamDK. Goes both sides.

    Shuffle doesn't work on a magicka class, at most you'd have 1 piece of medium for 0.5 seconds immunity. Forward momentum certainly does work, I ran it at the beginning of TG for testing, and went back to it on DB. 2H does not work for all classes though. Yes, it actually works well on magplar, but not every class. Also, it's a bit different than radiant destruction. If my jesus beam ended up pulling a chain lightning and hitting an entire raid at once, then it would be an issue yes? It's not bombard that people have a problem with, it's the perma root and the fact that it's just spammed by the megazerg.
  • HoloYoitsu
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    frozywozy wrote: »
    You use either Shuffle or Forward momentum and you're out of there in a second. Hard counter. Period
    Thank you frozy for your amazing solution. I'm lovin the 0 seconds of immunity from Shuffle on my magicka build, and being forced to slot 2 hander for Forward Momentum on a mag sorc is genius on a class that is already forced to slot resto off bar due to lack of class heals.

    On top of all of it, my absolute favorite part about the whole deal is how they are both stamina abilities. I just have all this extra stamina on my mag build sitting around being used for nothing.

    Before you call hyperbole, remember, you're the one dubbing it the hard counter.
  • frozywozy
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    HoloYoitsu wrote: »
    frozywozy wrote: »
    You use either Shuffle or Forward momentum and you're out of there in a second. Hard counter. Period
    Thank you frozy for your amazing solution. I'm lovin the 0 seconds of immunity from Shuffle on my magicka build, and being forced to slot 2 hander for Forward Momentum on a mag sorc is genius on a class that is already forced to slot resto off bar due to lack of class heals.

    On top of all of it, my absolute favorite part about the whole deal is how they are both stamina abilities. I just have all this extra stamina on my mag build sitting around being used for nothing.

    Before you call hyperbole, remember, you're the one dubbing it the hard counter.

    Maybe changing Shuffle to increase your chances to dodge instead of increasing the snare/root immunity per piece? Then put a straight 3-4 seconds immunity on it.
    Maybe having a stamina purge morph from the alliance war would fix the issue?
    Edited by frozywozy on June 28, 2016 10:00AM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Zheg
    Zheg
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    frozywozy wrote: »
    HoloYoitsu wrote: »
    frozywozy wrote: »
    You use either Shuffle or Forward momentum and you're out of there in a second. Hard counter. Period
    Thank you frozy for your amazing solution. I'm lovin the 0 seconds of immunity from Shuffle on my magicka build, and being forced to slot 2 hander for Forward Momentum on a mag sorc is genius on a class that is already forced to slot resto off bar due to lack of class heals.

    On top of all of it, my absolute favorite part about the whole deal is how they are both stamina abilities. I just have all this extra stamina on my mag build sitting around being used for nothing.

    Before you call hyperbole, remember, you're the one dubbing it the hard counter.

    Maybe changing Shuffle to increase your chances to dodge instead of increasing the snare/root immunity per piece? Then put a straight 3-4 seconds immunity on it.
    Maybe having a stamina purge morph from the alliance war would fix the issue?

    Stam would certainly benefit from purge, but then whats the point of a stamplar? Theyd likely also be too strong with the healing, damage, and dodge roll that they get on top of a potential new stam purge. Your change to shuffle would make it so good everyone in pvp would have to run it just like we all used to have to run immovable back in the day. Bottom line is that the permaroot spam mechanic should have been fixed months ago, but ZOS gonna ZOS.
  • Sanct16
    Sanct16
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    WTS Retreating Maneuver.
    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
    EP | AR 50 | Sanctosaurus | Mana NB
    AD | AR 44 | rekt ya | Mana NB
    AD | AR 41 | Sanct Thunderstorm | Mana Sorc
    EP | AR 36 | S'na'ct | Mana NB {NA}
    AD | AR 29 | Captain Full Fist| Stam DK
    AD | AR 29 | Sanct The Dark Phoenix| Stam Sorc
    EP | AR 16 | Horny Sanct | Stam Warden
    EP | AR 16 | Sánct Bánáná Sláyér | Mana DK
    DC | AR 13 | ad worst faction eu | Stam Sorc
    DC | AR 13 | Lagendary Sanct | Mana NB

    >320.000.000 AP
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