So I know i'm no PvP expert or "elite" player, but I do really enjoy solo/small scale PvP and I remember a time when that was viable. The way mechanics work in PvP in order to be truly succesful you must run in a large group and bonus points for 3rd party voice comm. I'm not gonna bash those players, I play like that too from time to time and its rewarding. I do propose that ZoS improve the ability to solo/smallscale again.
ZoS should remove aoe Caps: I never really was sure what the point of aoe caps were to begin with. While the removal has several positives to it. Better enable outnumbered players to fight back, and reduce the amount of calculations both server and client side overall. Seems like a win win for everybody.
ZoS should re-implement dynamic ult: Perhaps the best way for outnumbered players to level the odds. The more I get hit, the more I heal, and the more players I hit, the faster my ult should raise, it makes perfect sense, and would allow me to win outnumbered. Not every time, but enough that solo/smallscale play would be viable again, and rewarding.
Neither of these options, either alone or together would overthrow the dominant meta of zerging, so any who prefer to play that way shouldn't feel he need to come here and P*ss on this post. These changes would only serve to make solo/smallscale funner, more viable, and more rewarding, while leaving large groups still the most powerful thing on the map, barring that now a few more of them will die when xv1ing, and there will be a few more wipes over all facing a small organized group.
In my view, the best thing ZOS could do to support small scale is encourage and incentivize people to spread out! We need more objectives and places to fight where small groups or solo roamers will venture out to, thus setting up more dynamic and proliferated engagements across the map. Such an amazing and varied map we got and yet all the fights happen in the same few spots and lanes. There's many ways ZOS could amend this if they just got a little bit creative. Just one random example that comes to mind is if you had like traveling alliance caravans that criss cross the map and could be plundered and protected.
Im nowhere close to being a game developer by trade, but I could probably come up with several dozen ideas to improve small scale and the general PvP experience in an afternoon. Just as I'm sure many could. The sad reality is, none of that matters so long as the developers of this game are apathetic of and disengaged from the community and its concerns. It's a shame that these guys are letting such a wonderful project atrophy away due to neglect.
Cyrodiil is the dynamic, living, breathing, and impassioned heart of this game. Quite fitting in context of the game's lore. It is where all the beautifully designed game systems and mechanics converge in the most fulfilling way. It is where player and community driven content thrives. It is where legends are born and die. I know this, you know this, everyone knows this. If this game is nothing more than a day-job to you guys (@ZOS_BrianWheeler @ZOS_Wrobel @ZOS_RichLambert), then by all means continue down this path and live at the complete mercy of your profit margins and corporate executives. If this project means more to you than just an occupation and you care about what makes your game truly special, then please stop ignoring us and do something before it decays into nothing.
Yolokin_Swagonborn wrote: »A few ways they can do it is REVERT all the buffs to zergs they have been putting in the game.
Here are some examples:
- Completely remove the gap closer snare. This is the single WORST combat mechanics change since launch.
- Revert petty changes to class skills that reduce the ability to fight multiple players (e.g. fear affects less people now).
- Minor or major heroism if you are taking damage from over X amount of players. (aka poor man's dynamic ulti)
- Bring back ground oils.
Says who?
Says who?
Aoe caps
And healing
There is a few places that are out of the way from the usual keep zerg lanes, places like Cropsford, where you are much less likely to get ran over by 30 people like you would near a keep or resource. Big part of the reason I'm always at those towns, best place for solo / small scale PvP IMO.We need more objectives and places to fight where small groups or solo roamers will venture out to, thus setting up more dynamic and proliferated engagements across the map.
They did Battle grounds, that was the big PVP investment.
Youre not getting anything else for a while.
In fact, they're making it worse if you're Stam.
Basically you either drop heavy, snare removal or burst heal.
I'm fine with not being able to run 5 heavy and get dodge chance. I'm not fine with the amount of snares in the game. You'll be walking in treacle 90% of the time.
2.7.5 Patch Notes wrote:Targets 1 – 6: 100% damage taken with all secondary effects applied.
Targets 7 – 24: 75% damage taken with no secondary effects applied (formerly 50% damage taken).
Targets 25 – 60: 50% damage taken with no secondary effects applied (formerly 25% damage taken).
Says who?
AOE caps literally do it. The more people in your group, the less chance of taking full damage you have. It literally artificially aids the biggest groups.
Getting rid of them isn't giving the smaller group an artificial advantage. It's making the fight fairer.
The AE Cap was changed in 2.7:2.7.5 Patch Notes wrote:Targets 1 – 6: 100% damage taken with all secondary effects applied.
Targets 7 – 24: 75% damage taken with no secondary effects applied (formerly 50% damage taken).
Targets 25 – 60: 50% damage taken with no secondary effects applied (formerly 25% damage taken).
That's reasonable IMO, but I don't have a strong opinion either way.