For real though, how hard is to drop a line of text in response to important topic?
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_BrianWheeler
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_BrianWheeler @ZOS_Wrobel anyone? Another patch during tests and still cant get a single response? Your playerbase agree more than on any other topic that theres no place for sigil in pvp.
For real though, how hard is to drop a line of text in response to important topic?
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_BrianWheeler
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_BrianWheeler @ZOS_Wrobel anyone? Another patch during tests and still cant get a single response? Your playerbase agree more than on any other topic that theres no place for sigil in pvp.
You mean you and your group of elite players?
Do you expect that you can wreck anything without using your brain? Choose your fights.
Yes, if other two teams dont give a damn about tactics and current situation in bg.
Every team has a choice when sigil spawns. Run for it, if you claim it - go find some enemies. If you dont, hide&w8 for a while, gang someone from other team. The worst choice in this scenario is fighting your buffed enemy.
That’s just what I’m saying.
With Summerset we will finally be able to choose to participate in game modes, which is great change. Deathmatch will be most popular game mode for organized teams and their fights should not be downgraded to mindless rush for sigil and free double dmg allowing to get kills way too easy. Please remove sigil from battlegrounds.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_BrianWheeler
Some more of ideas how to improve bgs, glad to see some of them being implemented already
https://forums.elderscrollsonline.com/en/discussion/390180/battlegrounds-changes-that-would-make-them-way-more-popular-and-enjoyable-to-play#latest
With Summerset we will finally be able to choose to participate in game modes, which is great change. Deathmatch will be most popular game mode for organized teams and their fights should not be downgraded to mindless rush for sigil and free double dmg allowing to get kills way too easy. Please remove sigil from battlegrounds.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_BrianWheeler
Some more of ideas how to improve bgs, glad to see some of them being implemented already
https://forums.elderscrollsonline.com/en/discussion/390180/battlegrounds-changes-that-would-make-them-way-more-popular-and-enjoyable-to-play#latest
When i first entered battlegrounds my first thought was that sigils were for the team with the least points. THAT would make sense, let only the weakest team interact with the sigil and buff the underdog.
It still makes no sense. Team playing bad deserve to loose, not receive overpowered buff and allow them to one shot ppl just be the sheer fact they were playing bad to this point.
Apart of delayed finisher being separate problem in bgs, your team could strike those sorcs as priority
Not like sigil would help you anyway, higher damage done wont prevent sorcs from spamming their finisher and stealing your kill, still gettin points for theirs team.
Apart of delayed finisher being separate problem in bgs, your team could strike those sorcs as priority
Not like sigil would help you anyway, higher damage done wont prevent sorcs from spamming their finisher and stealing your kill, still gettin points for theirs team.
I dont know man. Higher dmg helps erase those sorcs xD.
I see that you want to fight fair fights without any temporary “cheats”. But while there is still sigil in DM, your only valid tactics to avoid fighting buffed enemies is to retreat.
Why do you have problem with that? Do you find it humiliating?
agasaagasai wrote: »Not sure if it's already talked about in this thread, but Sigil can be one way or sometimes the only way PuGs have a chance at beating pre-formed groups.
It has many drawbacks for sure, but when I pug into a Battleground and one of the opposite groups is clearly very well coordinated (with dedicated healer and tank), I always ask the pug team to find the sigil so that we can outdamage the unending earthgore/healing springs/permablocking, and at least make it to second place.
If the coordinated team gets the sigil, well, they are going to win anyway, it doesn't really change much.
In short, the Sigil, in spite of all drawbacks, has its silver lining.
Olupajmibanan wrote: »If they remove sigil from DM, I will exclude it from my queue.
I don't say I like sigils. But I am completely against PvP mode without any objectives. Objectiveless, brainless slaughter is for kids only who need to boost their ego.
If they remove sigils, they must add some new objective in DMs.
Waffennacht wrote: »agasaagasai wrote: »Not sure if it's already talked about in this thread, but Sigil can be one way or sometimes the only way PuGs have a chance at beating pre-formed groups.
It has many drawbacks for sure, but when I pug into a Battleground and one of the opposite groups is clearly very well coordinated (with dedicated healer and tank), I always ask the pug team to find the sigil so that we can outdamage the unending earthgore/healing springs/permablocking, and at least make it to second place.
If the coordinated team gets the sigil, well, they are going to win anyway, it doesn't really change much.
In short, the Sigil, in spite of all drawbacks, has its silver lining.
Even if the PuGs got it every time, there's no way they'd get enough kills to eclipse the premades over all kills. (Assuming it's the typical PuG vs the typical premade)
It really is mostly used by the better players or teams.
agasaagasai wrote: »Waffennacht wrote: »agasaagasai wrote: »Not sure if it's already talked about in this thread, but Sigil can be one way or sometimes the only way PuGs have a chance at beating pre-formed groups.
It has many drawbacks for sure, but when I pug into a Battleground and one of the opposite groups is clearly very well coordinated (with dedicated healer and tank), I always ask the pug team to find the sigil so that we can outdamage the unending earthgore/healing springs/permablocking, and at least make it to second place.
If the coordinated team gets the sigil, well, they are going to win anyway, it doesn't really change much.
In short, the Sigil, in spite of all drawbacks, has its silver lining.
Even if the PuGs got it every time, there's no way they'd get enough kills to eclipse the premades over all kills. (Assuming it's the typical PuG vs the typical premade)
It really is mostly used by the better players or teams.
Exactly, as I mentioned, currently, the Sigil doesn't change the result.
So one possibility is to make Sigil only visible to the two lower scoring teams, dynamic visibility (whoever ranks first at the moment won't see it but they will if they get surpassed by others and become second place).
So it will have the same idea as sigils in vMA, to help lesser skilled players get a chance and at least to be able to pose more of a challenge. A Sigil to help prevent a total one-sided farming slaughter.
Olupajmibanan wrote: »But let's be somewhat constructive.
My suggestion is to rework sigil to not give double damage. I'd rather see sigil giving a buff to the takers team (let's say global buff, one takes the buff and all group members accross whole map would get it), that would double the points (30 up from regular 15) gained from a kill for the buff duration.
This way objectives would stay in DM, strategy could take place and crazy double damage kills would be gone. Full team sigil rushes would be gone as well, because solo scouting seems more efficient in that case.
Mettaricana wrote: »Even better idea above all else. Remove ability to stand on ledge of respawn place and snipe spam.