I noticed a lot of this when playing last night -- which was the first time I had played in weeks.Daggerfall_Bones wrote: »- Tank builds with the Scourge Harvester monster set - They're health is dropping to zero and they are still not dying. I think this may be due to lag because one of them was a zero health went to full then just dropped dead to zero after they were out of range. When this set is combined with mist form, health recovery and keep terrain (stair, walls) these tanks are neigh impossible to kill in a reasonable amount of time.
On the roots and snares bones, it's not that there aren't options (however limited) and it's NOT that there shouldn't be a counter to your 'meta masters', it just shouldn't be a counter that makes everyone in the game slow down. It's what drives me bonkers when I see people trying to make that point on the forums when they say rapids can't be improved in any way. Add a counter to your meta masters that doesn't make me grip my mouse like a stress ball at a keep fight even when I'm solo, there's absolutely no need for such an obnoxious combat mechanic, none whatsoever.
Pretty sure there's still plenty of people using CE, they're just not being obvious about it now. Had one instance last night (AU time) where a player seemed to have an endless amount of resources and his health even went into negative on all of our screens, but he just healed up.
Pretty sure there's still plenty of people using CE, they're just not being obvious about it now. Had one instance last night (AU time) where a player seemed to have an endless amount of resources and his health even went into negative on all of our screens, but he just healed up.
kevlarto_ESO wrote: »Pretty sure there's still plenty of people using CE, they're just not being obvious about it now. Had one instance last night (AU time) where a player seemed to have an endless amount of resources and his health even went into negative on all of our screens, but he just healed up.
I agree and I am beginning to think this contributes to the lag issue, when the CE came to light, for a few days after and all those god mode cheaters were dying like everyone else, that week people in chat players were talking about wow how much less lag there was, then as the cheaters returned and certain blob groups start to turn it back on here comes the lag again.
Seen a DC player hovering in the air over the flag at the Roe farm, shooting off his specials at the players on the ground below. Lag can cause a lot of strange issues but sometimes nothing seems to explain it.
RinaldoGandolphi wrote: »Bombard spam is just garbage. Every fight is 3-4 people spamming that nonsense while your trying to fight outnumbered. Bombard and the perma snare root stuff just tips the scales in favor of larger numbers.
Larger numbers should only go so far, smarter tactical play from smaller groups should be a counter but only numbers matter now.
I miss the days of streaking through zergs and chain dropping negates...my group of 5 could wipe 24 on the reg doing that and ground oils the zergs died only because they went full potato and thought they should be able to win with no strategy, that's why we got the trash we have today. Stuff wasn't OP, the potatoes were and still are underpowered....
This is very naive. While I doubt there are prominent guilds composed entirely of CE users, I expect CE users come in all shapes and sizes.Blob groups? Really? The people that we know of officially were in the 1vX crowd, not groups. As someone that regularly fought and killed every blob group in the game, they do indeed die. It's nothing like the infinite resources/super sonic speed that CE is known for.
Daggerfall_Bones wrote: »RinaldoGandolphi wrote: »Bombard spam is just garbage. Every fight is 3-4 people spamming that nonsense while your trying to fight outnumbered. Bombard and the perma snare root stuff just tips the scales in favor of larger numbers.
Larger numbers should only go so far, smarter tactical play from smaller groups should be a counter but only numbers matter now.
I miss the days of streaking through zergs and chain dropping negates...my group of 5 could wipe 24 on the reg doing that and ground oils the zergs died only because they went full potato and thought they should be able to win with no strategy, that's why we got the trash we have today. Stuff wasn't OP, the potatoes were and still are underpowered....
I still see small groups wipe larger ones. Meta changes and the great players change with it. It is much more difficult kill a zerg in the open field but with patience and pulling large groups into ideal conditions they still come out on top. The only difference I've seen that bombard makes is the top tier groups go from winning 99% of their battles to about 75%. If anything it has balanced the new player experienced player gap.
There are 4 things I see the greats use to be great. Burst damage, sustain, damage mitigation and movement. All bombard does is make movement more difficult especially with the Rapids nerf. Bombard can however be mitigated but your builds have to sacrifice one of the other 3 by slotting a 2H for forward momentum, the heavy armor ability or a potion.
There is at least one group that I've run into that adjusted and still do quite well with 4-5 players. They setup a fight on their terms and went to work. They avoided the open field, used line of sight and even when we got half of them down had the presence of mind to camp, when we thought we had them, we stacked on flag and boom. Props to them and showed me it still could be done. It is taking longer for players to adapt but seems the highest tier players have mastered this meta and know when and where to pick their fights.