i'm talking 20% less stats for 1min, stacking, because lets be honest a group of 4 cheese players repeatedly ressing eachother in 2 seconds and more or less resetting fights till they get swarmed by 20+ players isnt good gameplay, its cheesy as hell.
the power ressing is problem of its own which tbh should be adressed but maybe weaker players after repeated res usage could solve that cheese at least.
also my favorite res thing, wiping out a massive attack in defence only for 1 shmuck setup to res in 2 seconds reviving the entire assault before you even get a chance to stop him.
Mystrius_Archaion wrote: »FYI, I have played games which give more consequences for loss and res timers. They suck. This would apply to everyone also. You would sit there watching your group still have a chance of winning if you could only pop back up and join them but you can't.
You would definitely find situations where you hate your own request, but they can't customize it to your advantage, which is the whole point of this. Just another person who wants the developers to help them win rather than get player help or a better strategy.
i actually know how to deal with these groups, i'm literally setup for it, thing is i have to ditch what i find fun just to actually shut down the fun killers.
so why do i and 3 others have to go as a small team to shut down people, or at least try, just so others can actually get a chance to fight back and have some fun of their own?
edit: besides the tools we are given to deal with said groups are far less impactful than the hive mind, the moment they see us busting them up they get the 2-3 ressers on res duty and start chasing us till either the keep flips or they catch us.
the res duty undoes the group we "bust" faster than i can throw out 2(x4 cause 4 man group) inevitable dets because of stacking res speeds+templars, and the bonus of being revived not only with full hp but immediately ready to reunite with the hive mind
i'm talking 20% less stats for 1min, stacking, because lets be honest a group of 4 cheese players repeatedly ressing eachother in 2 seconds and more or less resetting fights till they get swarmed by 20+ players isnt good gameplay, its cheesy as hell.
the power ressing is problem of its own which tbh should be adressed but maybe weaker players after repeated res usage could solve that cheese at least.
also my favorite res thing, wiping out a massive attack in defence only for 1 shmuck setup to res in 2 seconds reviving the entire assault before you even get a chance to stop him.
No one likes the thought of having to ride on a horse for 5-10 minutes to get back to the fight.
well there is that side of the coin... wonder if there is a middle ground, more places to spawn? res cooldown? i want to cure the irritation that is putting down a hive mind without them getting back up in seconds unless guarded until they release, do you know how boring camping a swarm is for 6-8mins is? just so they cant get up in less than a minute and terrorize the masses again?
Twohothardware wrote: »I think there should be a time limit to Rez a dead player before their forced to respawn. It would force players to go for the Rez in the fight if they want to save teammates instead of being able to kill everyone then get all the dead players up making it pointless that u killed any of them since u didn't kill all of them.
In addition, a live player can only have ONE outstanding res active that is subject to the person they tried to res waiting out their timer and accepting it, or taking a Shrine ride. If the dead player takes the shrine route, the live player is then good to resurrect another dead player.
SwampRaider wrote: »Terrible idea, that would make kagrenac hope obsolete set. I rely on kagrenac Hope for small man and competitive organized PVP. If the raid leader is down I need to get him up ASAP and his stats should not be diminished especially if he has a Destro already to go off and we're going to push.
VaranisArano wrote: »I'm very skeptical of suggestions that require making sweeping changes to gameplay to fix very small problems.
Seriously, we're talking about handing everyone in PVP a massive debuff upon death in order to deal with a few players in rez-bot builds?
Death comes quick and often in ESO PVP. Its nice to be able to get up and get back in the fight, whether at a nearby keep (have to ride back to the fight), a rez camp (someone had to spend AP to drop it), or someone had to stop fighting to rez.
If you fight often in PVP, you will die. Adding a one minute massive debuff that gets worse the more you die is basically handing everyone a one minute time out penalty for dying in a game where you die a lot in PVP.
I don't like that. The current system where death is fairly cheap encourages people taking risks that might get them killed and gets them right back to the fight. A one minute time out because the debuff gets worse if I get killed? That's not fun, not fun at all.
When I was learning to play in Cyrodiil, I died a ton. Part of the learning process and I wasn't overly punished for dying. This suggestion would have been brutal on me when I was learning. Even now, I think I would be far less likely to take risks, jump into fights, defend lost causes, or tag along with PUGs, all of which are pretty normal Cyrodiil activities if there was a massive debuff timer on death.
If you have a problem like small groups rezzing players, please consider using various tactics to overcome those players before you turn to sweeping changes that affect a lot more players than the ones you are having problems with. If you must call for nerfs, maybe try getting Kagrenacs or the CP passive for rezzing changed instead, something that actually addresses the cheese.
SwampRaider wrote: »Terrible idea, that would make kagrenac hope obsolete set. I rely on kagrenac Hope for small man and competitive organized PVP. If the raid leader is down I need to get him up ASAP and his stats should not be diminished especially if he has a Destro already to go off and we're going to push.
I mean, that's kind of the point... he shouldn't be able to get up ASAP. Someone killed him and a few seconds later it was rendered irrelevant.
VaranisArano wrote: »SwampRaider wrote: »Terrible idea, that would make kagrenac hope obsolete set. I rely on kagrenac Hope for small man and competitive organized PVP. If the raid leader is down I need to get him up ASAP and his stats should not be diminished especially if he has a Destro already to go off and we're going to push.
I mean, that's kind of the point... he shouldn't be able to get up ASAP. Someone killed him and a few seconds later it was rendered irrelevant.
Why ever not? Its the fault of the attackers that someone was able to get the raid lead right back in the fight.
You want the game devs to prevent rezzes when its your job to prevent rezzes.