I wonder how long it'll take people to realize that one group of 16 people occupying 40+ enemy players' attention elsewhere on the map *is* helpful to score, since it let's the rest of the Alliance take *** with less pressure. If I could clone my guild three times over to be able to do all the work for everyone, I'd do it, but it's not our fault, nor Dracarys or Invictus's fault, when their other guilds or PUGs are either incapable of or choose not to accomplish anything.
It depends. Like, if EP is pressuring AD and an AD guild goes to and holds Arrius, sure.
But if that AD guild holds Bleaker's instead, they're not doing AD any favors if they're successful. The result is that EP and DC are effectively cut off from each other and go south. The same is true when an EP guild holds Nikel, or less commonly, when a DC guild holds Sej.
I'm not calling anyone out -- I have no idea who is where these days and when I did run in groups, my AD groups frequently took Bleaker's, so...
Many times after a successful Bleaker's run, we'd look at the map after we demoralized the enemy to see AD had lost half its keeps. Which, to some, was an otick opportunity thanks to brilliant not-using-your-entire-ass game design.
usmcjdking wrote: »All of these fall under the single umbrella of wanting to have fun, people just put different metrics on what fun actually is.
So what you end up with is a massive discrepancy in effectiveness between these means to an ends and everyone is upset at the other for whom is otherwise not providing them the experience that they desire and in some cases, feel owed.
I disagree completely.Regardless of the rest of the state of the map, if one group of people is holding 2-3x their numbers of enemies at any remote location, that is a small group of friendly players keeping a much larger group of enemy players out of other fights with your allies.
Ok but most of the suggestions people want for cyro are already in BGs:
- no lag (or less lag)
- unique objectives worth fighting over
- interesting locations to fight in
- fights that generate PvP fun instead of attacking empty objectives
- rewards
- scoring/ladder system
Granted some of these are terrible anyway (ladder started is a joke, rewards will be rolled out in Summerset, etc). And some objectives let players ignore fighting.
I disagree completely.Regardless of the rest of the state of the map, if one group of people is holding 2-3x their numbers of enemies at any remote location, that is a small group of friendly players keeping a much larger group of enemy players out of other fights with your allies.
First of all, a group can play wherever and however they want. They're not beholden to their faction. So I'm not suggesting what anyone *should* be doing.
Your argument might be valid if there were only two factions and all players were created equal.
When a group is holding 2-3x their numbers anywhere, those opponents are not collectively equal to the group in effectiveness. Most organized groups recognize this. Most of opponents held at a typical AP farm are not usually going to be of great benefit to their faction anyway.
When an AD group takes Bleaker's when Chalman is held by EP and Aleswell is held by DC, the enemy opponents they occupy were no threat to AD -- obviously, because the EP there intended to fight DC and vice versa. When that AD group is successful and the opposition numbers begin to dwindle, EP and DC do not have quick access to fight each other, so the path of least resistance for each side becomes an AD objective. That is not beneficial to AD as a whole.
Again, a group can do what they want. If they want to run a tower farm or hold Bleaker's, wonderful. But they shouldn't delude themselves into thinking that whatever they do successfully is helping their faction.
A group that helps its faction is responsive to the needs of the faction. For example, when a strong opposition group holds Fare, that's a major impediment to AD that makes all keeps above it extremely vulnerable. It is of great benefit when an equally strong AD group arrives promptly to help take back Fare quickly. If that group is instead bouncing between Chalman mine and Aleswell Farm, they are practically useless to AD.
that's what a lot of people don't get about groups like Dracarys and others, and you try to put it in their thick head that they just riled up 30 people to go kill 12 when those 30 could have split into 2-3 mans and taken a bunch of resources (that are worth as many points as 1 keep) instead of wasting 30mnts to 1 hour to kill 12
I disagree completely.Regardless of the rest of the state of the map, if one group of people is holding 2-3x their numbers of enemies at any remote location, that is a small group of friendly players keeping a much larger group of enemy players out of other fights with your allies.
First of all, a group can play wherever and however they want. They're not beholden to their faction. So I'm not suggesting what anyone *should* be doing.
Your argument might be valid if there were only two factions and all players were created equal.
When a group is holding 2-3x their numbers anywhere, those opponents are not collectively equal to the group in effectiveness. Most organized groups recognize this. Most of opponents held at a typical AP farm are not usually going to be of great benefit to their faction anyway.
When an AD group takes Bleaker's when Chalman is held by EP and Aleswell is held by DC, the enemy opponents they occupy were no threat to AD -- obviously, because the EP there intended to fight DC and vice versa. When that AD group is successful and the opposition numbers begin to dwindle, EP and DC do not have quick access to fight each other, so the path of least resistance for each side becomes an AD objective. That is not beneficial to AD as a whole.
Again, a group can do what they want. If they want to run a tower farm or hold Bleaker's, wonderful. But they shouldn't delude themselves into thinking that whatever they do successfully is helping their faction.
A group that helps its faction is responsive to the needs of the faction. For example, when a strong opposition group holds Fare, that's a major impediment to AD that makes all keeps above it extremely vulnerable. It is of great benefit when an equally strong AD group arrives promptly to help take back Fare quickly. If that group is instead bouncing between Chalman mine and Aleswell Farm, they are practically useless to AD.
VaranisArano wrote: »Its all very simple.
I'm in the right place at the right time focusing on the right objective for my faction 100% of the time, and everyone else in my faction should realize that and capitalize off of what I'm doing on the map.
When they don't, they are idiots and/or AP farmers and/or just there for the fights who dont care about the faction and are the reason we're losing.
That's how this works, right?

Yeah, but going and flipping resources for the score is boooorrrriinngg. I’ll take the fight against the other group 11/10 times.
ezeepeezee wrote: »So what I see is, a small handful of repeat customers who enjoy playing AvA. And then I see hordes of names I've never seen before and never see again....
ezeepeezee wrote: »Sadly, more people will probably throw accusations of hacking than understand the opponent was running 2x Swift or some other combination to gain an advantage.
Drac has been pretty transparent how they build their groups and I salute them for that.
I didn't accuse anyone of hacking, nor did I question what builds they are running. I just think that the fact that groups like that are composed of nothing but magic builds with tons of shields, healing and ultimates makes the game really crappy.
Thanks for the strawman, though.
I don't know why this comment won't stop showing up as if it's a quote. Nice coding.
ezeepeezee wrote: »Sadly, more people will probably throw accusations of hacking than understand the opponent was running 2x Swift or some other combination to gain an advantage.
I didn't accuse anyone of hacking, nor did I question what builds they are running. I just think that the fact that groups like that are composed of nothing but magic builds with tons of shields, healing and ultimates makes the game really crappy.
Thanks for the strawman, though.
I don't know why this comment won't stop showing up as if it's a quote. Nice coding.
ezeepeezee wrote: »ezeepeezee wrote: »Sadly, more people will probably throw accusations of hacking than understand the opponent was running 2x Swift or some other combination to gain an advantage.
Drac has been pretty transparent how they build their groups and I salute them for that.
I didn't accuse anyone of hacking, nor did I question what builds they are running. I just think that the fact that groups like that are composed of nothing but magic builds with tons of shields, healing and ultimates makes the game really crappy.
Thanks for the strawman, though.
I don't know why this comment won't stop showing up as if it's a quote. Nice coding.
There are roles, both DPS and support for stam builds within large group play. Granted you are right in that they are fewer than magicka.
But in my opinion there is no problem. This is the strength of magicka. Build archetypes need strengths and weaknesses to be balanced. The strength in this case is excelling in AOE and high number encounters. The weakness is the inability to fight outside that environment.
I could argue your same point in regards to the prevalence of stam builds in solo and smallscale. But I don't because I don't expect my magicka template to be able to perform as well in a 1v1 or at ganking as a stamina nightblade. To expect that is rediculous. To me, play as you want doesn't mean all classes and builds are equal at all roles. Its simple means that if you want to be this or that there is a class and build option you can select.
Of course if you are running around solo trying to pop dawnbreaker or whatever on large organized groups you are going to have little to no sucess. Because to be blunt you are using the wrong tools for the wrong job. The fight is likely not an appropriate situation for your build to be in as is the opposite I would not bring my trans / gossamer set up to a 1v1 against you.
You can't bring a rally car to formula 1 and expect results and vice versa.
Vilestride wrote: »ezeepeezee wrote: »ezeepeezee wrote: »Sadly, more people will probably throw accusations of hacking than understand the opponent was running 2x Swift or some other combination to gain an advantage.
Drac has been pretty transparent how they build their groups and I salute them for that.
I didn't accuse anyone of hacking, nor did I question what builds they are running. I just think that the fact that groups like that are composed of nothing but magic builds with tons of shields, healing and ultimates makes the game really crappy.
Thanks for the strawman, though.
I don't know why this comment won't stop showing up as if it's a quote. Nice coding.
There are roles, both DPS and support for stam builds within large group play. Granted you are right in that they are fewer than magicka.
But in my opinion there is no problem. This is the strength of magicka. Build archetypes need strengths and weaknesses to be balanced. The strength in this case is excelling in AOE and high number encounters. The weakness is the inability to fight outside that environment.
I could argue your same point in regards to the prevalence of stam builds in solo and smallscale. But I don't because I don't expect my magicka template to be able to perform as well in a 1v1 or at ganking as a stamina nightblade. To expect that is rediculous. To me, play as you want doesn't mean all classes and builds are equal at all roles. Its simple means that if you want to be this or that there is a class and build option you can select.
Of course if you are running around solo trying to pop dawnbreaker or whatever on large organized groups you are going to have little to no sucess. Because to be blunt you are using the wrong tools for the wrong job. The fight is likely not an appropriate situation for your build to be in as is the opposite I would not bring my trans / gossamer set up to a 1v1 against you.
You can't bring a rally car to formula 1 and expect results and vice versa.
I 100% agree with you on every point you made here. In the end, the problem to me seems to be that there is nothing to do on the map except zerg down the keeps, at which magicka excels and stam is left with the table scraps.
Edit: I know the term "zerg" has a negative connotation but I mean it in the most ambivalent way I can. The actual concept of magicka excelling with numbers and stamina excelling individually actually makes sense thematically. I just wish it could be applied fairly to the map
Vilestride wrote: »Quoting on my phone is broken so I am just going to continue without. But @ezeepeezee in regards to what you have just said I 100% agree that there in lies the real issue with imbalance. There needs to be better objective design that better distinguishes between the roles of large groups or solo players or small groups ect. This is the biggest problem with the collision of the play styles. It is obvious that cyrodil was designed with this in mind but it has far been lost and has remained undeveloped as the game went on.
So you are absolutely right when you say that a massive zerg fight at X keep is the only fight on the map. But I just don't think it's fair to blame that on the zerg or large groups there when that is the gameplay intended for them. The accountability is on zos to better define their objecyive roles so as to create dynamic options for groups of different sizes.
I've said it 1000 times now but one of the most backward changes made was equalizing all the objective values. While I agree that a resource for example is no place a solo player should have to be defending against a group of 24 its like, well what did they expect when they make this kind of objective of equal value as a keep.
SwampRaider wrote: »Hi folks!
hardcore DC PvPer here. I have bled blue since launch and have been in many organized PvP guilds
DC is in a sad state. We have 5 organized guilds( 2 of which only follow the bombing/Stamden meta) to top that off, all of those players are newish to organized pvp and can't hold their own against dracarys or omni UNLESS we have perfect composition and no one screws up ANY movement(no room for error)
We have IA(IN?) in the mornings helping us out, but they make weird tactical decisions that hurt us prime time players(putting scrolls in the wrong keeps. etc) for once I would like to see AD scrolls in Dragonclaw and warden(longer treks for AD)
During prime time, we have BoD,IL, GoD and sometimes SG. most of those guilds don't follow the current pvp meta for zerg busting or counterplay against omni or Dracarys.
My current guild, GoD is trying its best to emulate Dracarys and VE/omni. we have a few former VE in the group(with our own little spin) but its hard when most of the players are new to ball group tactics. we have days of great success and days of utter failure.(Our attendence has been horrible, but when its great with our core group we succeed.)
The DC pug zerg needs pushing and baiting to get it to hit the right places. sometimes I find myself solo sieging an important keep to reroute the zerg to my location.
DC is just lazy, we used to be something. It is a daily struggle. We wouldn't be in second place if we didnt have an oceanic crew( we would be dead last). DC is borderline almost dead with competitive guilds. No one likes to lead, and those that try usually get knocked down by LOUD zone chat trolls and LOUD armchair generals. most of DC would rather complain about ball groups like dracarys rather than build their own to counter them
Tl;DR: DC is lazy
SwampRaider wrote: »Hi folks!
hardcore DC PvPer here. I have bled blue since launch and have been in many organized PvP guilds
DC is in a sad state. We have 5 organized guilds( 2 of which only follow the bombing/Stamden meta) to top that off, all of those players are newish to organized pvp and can't hold their own against dracarys or omni UNLESS we have perfect composition and no one screws up ANY movement(no room for error)
We have IA(IN?) in the mornings helping us out, but they make weird tactical decisions that hurt us prime time players(putting scrolls in the wrong keeps. etc) for once I would like to see AD scrolls in Dragonclaw and warden(longer treks for AD)
During prime time, we have BoD,IL, GoD and sometimes SG. most of those guilds don't follow the current pvp meta for zerg busting or counterplay against omni or Dracarys.
My current guild, GoD is trying its best to emulate Dracarys and VE/omni. we have a few former VE in the group(with our own little spin) but its hard when most of the players are new to ball group tactics. we have days of great success and days of utter failure.(Our attendence has been horrible, but when its great with our core group we succeed.)
The DC pug zerg needs pushing and baiting to get it to hit the right places. sometimes I find myself solo sieging an important keep to reroute the zerg to my location.
DC is just lazy, we used to be something. It is a daily struggle. We wouldn't be in second place if we didnt have an oceanic crew( we would be dead last). DC is borderline almost dead with competitive guilds. No one likes to lead, and those that try usually get knocked down by LOUD zone chat trolls and LOUD armchair generals. most of DC would rather complain about ball groups like dracarys rather than build their own to counter them
Tl;DR: DC is lazy
SwampRaider wrote: »Hi folks!
hardcore DC PvPer here. I have bled blue since launch and have been in many organized PvP guilds
DC is in a sad state. We have 5 organized guilds( 2 of which only follow the bombing/Stamden meta) to top that off, all of those players are newish to organized pvp and can't hold their own against dracarys or omni UNLESS we have perfect composition and no one screws up ANY movement(no room for error)
We have IA(IN?) in the mornings helping us out, but they make weird tactical decisions that hurt us prime time players(putting scrolls in the wrong keeps. etc) for once I would like to see AD scrolls in Dragonclaw and warden(longer treks for AD)
During prime time, we have BoD,IL, GoD and sometimes SG. most of those guilds don't follow the current pvp meta for zerg busting or counterplay against omni or Dracarys.
My current guild, GoD is trying its best to emulate Dracarys and VE/omni. we have a few former VE in the group(with our own little spin) but its hard when most of the players are new to ball group tactics. we have days of great success and days of utter failure.(Our attendence has been horrible, but when its great with our core group we succeed.)
The DC pug zerg needs pushing and baiting to get it to hit the right places. sometimes I find myself solo sieging an important keep to reroute the zerg to my location.
DC is just lazy, we used to be something. It is a daily struggle. We wouldn't be in second place if we didnt have an oceanic crew( we would be dead last). DC is borderline almost dead with competitive guilds. No one likes to lead, and those that try usually get knocked down by LOUD zone chat trolls and LOUD armchair generals. most of DC would rather complain about ball groups like dracarys rather than build their own to counter them
Tl;DR: DC is lazy
Joy_Division wrote: »having a lot of high rank players offer advice rather than toxicity in zone chatSwampRaider wrote: »Hi folks!
hardcore DC PvPer here. I have bled blue since launch and have been in many organized PvP guilds
DC is in a sad state. We have 5 organized guilds( 2 of which only follow the bombing/Stamden meta) to top that off, all of those players are newish to organized pvp and can't hold their own against dracarys or omni UNLESS we have perfect composition and no one screws up ANY movement(no room for error)
We have IA(IN?) in the mornings helping us out, but they make weird tactical decisions that hurt us prime time players(putting scrolls in the wrong keeps. etc) for once I would like to see AD scrolls in Dragonclaw and warden(longer treks for AD)
During prime time, we have BoD,IL, GoD and sometimes SG. most of those guilds don't follow the current pvp meta for zerg busting or counterplay against omni or Dracarys.
My current guild, GoD is trying its best to emulate Dracarys and VE/omni. we have a few former VE in the group(with our own little spin) but its hard when most of the players are new to ball group tactics. we have days of great success and days of utter failure.(Our attendence has been horrible, but when its great with our core group we succeed.)
The DC pug zerg needs pushing and baiting to get it to hit the right places. sometimes I find myself solo sieging an important keep to reroute the zerg to my location.
DC is just lazy, we used to be something. It is a daily struggle. We wouldn't be in second place if we didnt have an oceanic crew( we would be dead last). DC is borderline almost dead with competitive guilds. No one likes to lead, and those that try usually get knocked down by LOUD zone chat trolls and LOUD armchair generals. most of DC would rather complain about ball groups like dracarys rather than build their own to counter them
Tl;DR: DC is lazy
Joy_Division wrote: »SwampRaider wrote: »Hi folks!
hardcore DC PvPer here. I have bled blue since launch and have been in many organized PvP guilds
DC is in a sad state. We have 5 organized guilds( 2 of which only follow the bombing/Stamden meta) to top that off, all of those players are newish to organized pvp and can't hold their own against dracarys or omni UNLESS we have perfect composition and no one screws up ANY movement(no room for error)
We have IA(IN?) in the mornings helping us out, but they make weird tactical decisions that hurt us prime time players(putting scrolls in the wrong keeps. etc) for once I would like to see AD scrolls in Dragonclaw and warden(longer treks for AD)
During prime time, we have BoD,IL, GoD and sometimes SG. most of those guilds don't follow the current pvp meta for zerg busting or counterplay against omni or Dracarys.
My current guild, GoD is trying its best to emulate Dracarys and VE/omni. we have a few former VE in the group(with our own little spin) but its hard when most of the players are new to ball group tactics. we have days of great success and days of utter failure.(Our attendence has been horrible, but when its great with our core group we succeed.)
The DC pug zerg needs pushing and baiting to get it to hit the right places. sometimes I find myself solo sieging an important keep to reroute the zerg to my location.
DC is just lazy, we used to be something. It is a daily struggle. We wouldn't be in second place if we didnt have an oceanic crew( we would be dead last). DC is borderline almost dead with competitive guilds. No one likes to lead, and those that try usually get knocked down by LOUD zone chat trolls and LOUD armchair generals. most of DC would rather complain about ball groups like dracarys rather than build their own to counter them
Tl;DR: DC is lazy
With the conspicuous exception of one particular player, much of the commentary in zone chat is either entertaining to read or relevant to situation at large.