TheDoomsdayMonster wrote: »There is a HUGE difference in 4 people chasing down 1 guy, to 40 people chasing down 1 guy. VERY, VERY large difference.
There is no meaningful difference, if it is okay for 4 guys to chase 1 guy down then it is okay for 40 to chase down 4, you think it is somehow "fair" or "skilful" for 4 guys to chase 1 down, but suddenly it becomes "unfair" and "unskilled" if 40 do it to 4, there is a word for that - hypocrisy.And no, NB's and Sorcs probably have it worse for open world (When its comes to Xv1), as a LOT of NB's rely on cloak, and with sets like Sloads.. they cant cloak, and Sorcs rely on shields.. which keeping up with 25k worth of shields while taking prolly a good 30k+ DPS from 20+ different people, shields arnt strong anymore.
LOL, Sloads and cloak is a temporary thing that is getting fixed, as for 20+ different people that isn't smallscale so who cares, there is a reason NB and sorc have always been ez-mode for smallscale because they can disengage much more effectively than the other classes (or barely even have to engage on certain builds) so have low risk and high reward, which is exactly why there is no shortage of either them.And yes, Zergs and horrible lag/game issues is why small scaling is dying off.
Smallscale dies off in nearly every RvR game for the reasons I gave previously, save your excuses, when your little group zergs down 1 guy like good little zerglings, then you are killing smallscale just as much as a zerg chasing down your little group is, take some responsibility for your actions.
Oh yeah, which do you play NB or Sorc?
Well said...
There are a lot of hypocrites in this game and your post perfectly exposes their hypocrisy...
Basically what they do to "own" is ok and acceptable, but if they get owned in a way they don't like its a problem that needs to be fixed...
LoL...
Most small scalers I know leave soloers alone. Not sure where this hostility is coming from. I’ve heard that on PC EU it’s dofferent and everyone attacks everyone else, but on PC NA most small scalers leave known solo players alone.
The problem arises when you come across certain solo players that are known for zerging. Once you get that reputation, you’re fair game.
If you’re solo and get killed by my group message me and say that you’re solo. If you’re solo and standing next to a bunch of other solos, just remember that we can’t tell who’s grouped with who and understand that if you’re a real solo you wouldn’t be next to people from your alliance anyway.
In my experience the people that whine the most about getting zerged down by small scalers while solo are soloers only in the sense that they tend to stand next to other soloers and then they all solo the same opponents together at the same time...
Actual solo players will make an active effort to stay away from other players in their own alliance so that nobody “adds” onto their fights. They also won’t add onto other people / groups fights. Those are the soloers we respect and do not steamroll.
These rules are stupid.. Yay! lets give the 'good' players an easy ride by not attacking them with other 'good' players - let them fight only scrubs so they can stay 'good'.. Yay for cliques and elitism!
Or attack everyone and get hated for it.
Or don't help your team-mates and get hated for it.
If you aren’t in my group you aren’t my teammate. You may as well be a different faction at that point because I’d kill you for ap if I could.
All these ideas for complex mechanic-based fixes based on group size and number of players, I don’t think we’ll ever see ZoS entertain those.
But no one in this thread acknowledged my post of amending the map. What is feasible is more objectives of equal AvA weight that don’t require siege to cap but are well outside the emp ring and other zerg lanes.
Spreading out zergs, utilizing more of the map, having more interesting engagements- this would easily make Cyro more fun.
callen4492 wrote: »I agree with this idea wholeheartedly! I think it’d actually be a small change, but it’s a step in the right direction. And that’s what the game needs. Small changes in the right direction. Nothing that alters the game or meta too much at once so that the community can adjust smoothly. If too much is changed at once, players have to re-grind for gear and re-test their gear to find what works at the moment. In the meantime, nobody really knows what works and what doesn’t. WE NEED SMALLER, MORE FREQUENT CHANGES. Don’t break any set with one single balance change
There is a HUGE difference in 4 people chasing down 1 guy, to 40 people chasing down 1 guy. VERY, VERY large difference.
There is no meaningful difference, if it is okay for 4 guys to chase 1 guy down then it is okay for 40 to chase down 4, you think it is somehow "fair" or "skilful" for 4 guys to chase 1 down, but suddenly it becomes "unfair" and "unskilled" if 40 do it to 4, there is a word for that - hypocrisy.
callen4492 wrote: »@Sylosi Not to mention the fact that your math is wrong. 40 v 4 is equivalent to 1v 10.
1v 4 is well, 1v4.
As @ItsNebula pointed out, HUGE difference.
callen4492 wrote: »@Sylosi Not to mention the fact that your math is wrong. 40 v 4 is equivalent to 1v 10.
1v 4 is well, 1v4.
As @ItsNebula pointed out, HUGE difference.
To split hairs, not really. Well built small groups act as a force multiplier that a single player can only dream of.. want to wear multiple monster sets? One guy wears troll king, it's like you all have it.
Want to build in more survivability but worry you'll no longer be able to kill anyone? Don't worry, you can happily half your damage, and as long as you co-ordinate with your 2 or 3 buddies still dish out the kind of burst that will I instantly drop almost any balanced solo setup.
RighteousBacon wrote: »
RighteousBacon wrote: »
I dont think some people realize that "small scale" in Cyro and BG is a VERY HUGE difference.
RighteousBacon wrote: »
I dont think some people realize that "small scale" in Cyro and BG is a VERY HUGE difference.
“Small scale” has two words in it. Shocking, I know.
Small = less than / lower size than
Scale = method for comparison
Small scale = you have less than your opponents.
BGs = everyone has the same team size..
Although lately with how the queue system has been working, I’ve been having fewer people on my team than the others lol.
RighteousBacon wrote: »
I dont think some people realize that "small scale" in Cyro and BG is a VERY HUGE difference.
To be honest, I love encountering small scalers and smashing their faces in. Always complaining their 4 person group can’t take on a larger group. The hubris is too much...
Want small number encounters? Go to battlegrounds or imperial city. Leave Cyrodiil alone. It was made for massive battles.
The biggest problem in ESO is the main DPS source is AoE abilities+Ultis.
Zerglings spam their healing springs and purge kiting around keep walls until their AoE ultis are up,then they charge the random soloers + smallscalers and repeat. The funniest thing is i dont see many organized zergs going VS organized zerg, they avoid each other masterfully and they insist on farming pugs smallscales and zergs of unbuffed LA bowmen.
...
The-Baconator wrote: »From someone who really started to drift away from the game back during TG and DB, I don't really get the complaints that the game is stacked so heavily toward larger groups at the moment. Destro ult has been toned down significantly and there are now plenty of viable options on the table for groups of various classes to take 4-5 people and fight +20. No AoE caps for damage while the 6 man cap for healing persists, even though that wasn't\isn't as much of a problem as people think. Solo is another matter entirely, but I would argue that main problem is shared between both playstyles.
Right now I find that it's difficult to get the scale of fights that your looking for everyone in pretty much every setting. For solo maybe you want 3-5 players that aren't completely incompetent while in a 5 man group you want a 24 man pug or 8-15 players that have some clue what they're doing depending on how decent they are. The problem isn't the balance between the scenarios, as in can group X counter bigger group Y, but that group X struggles to get fights of that scale consistently. When you're solo and get hunted down by +10 players or when you're in a 4-5 man group you regularly have two full groups end up on top of you. These are odds that I think most people would concede should almost certainly fall in favor of the zerg the majority of the time, with the possibility of pulling a miracle off every now and then. This is really part of the essence\fun of an open world PvP setting, sometimes you bite off more than you can chew and end up pulling off a crazy win or dying horribly, that's just how it is. In my mind the real question that ZOS needs to answer is what changes can they make to make it easier to find fights of a reasonable scale in Cyrodiil more reliably, rather than making it easier to take 5 people and wipe 50.
On that end they really need to rethink the way players are incentivized to act\play in Cyrodiil, specifically how drastically inflated the AP players get when they both taking and defending a keep successfully, ie win. For an average players\group, when putting up a good fight against an even opponent but loosing rewards you with nothing but a measly amount of AP and an unwanted horse ride while winning nets you what's probably around +10x they ap you would get for loosing along with the general feeling of winning, they will choose the option that maximizes wins and limits the chances of loosing. Considering most players in Cyrodiil, certainly those playing the map, are of a similar skill level this means the best way to ensure you get the best result possible is only fight when you outnumber someone enough that you know you'll probably win. If ZOS for example would actually incentivize players that aren't in the elite portion of the player base to actually look for fights that are semi challenges (for them) through things like AP\tick changes.
Additionally it wouldn't hurt for them to give the patriots of the three alliances reasons to actually think, "We can't port up to Arrius and zerg those 5 guys at the mine, we're about to steal a scroll!" I miss the days when someone popping a gate and going for a scroll was an event of potential dethrone level interest for both of the alliances involved rather a quick trot to pick up a nearly undefended scroll or a quick siege on a keep that was only taken by a single group for the O-tick. Giving larger groups something to go after besides AP and small scallers they have beef with would do wonders to open up new opportunities for fights for everyone.
While I didn’t read everything,
Your comment inspired an idea.
WHAT IF...
There was a mode of Cyrodiil that you COULD NOT QUEUE into?!?!
It’s a “ranked campaign”, no matter if you are in a group or solo, you kills vs deaths in the other campaigns are on a counter/timer which would eventually allow you into the “boosted/final campaign”, better rewards, get the title of the best pvper, & it’s tied to a timer, so you have to maintain the ability to continue playing in that campaign as players are rotated out.
Oh you haven’t been online for 48-72 hours, gotta improve/demonstrate a valid kill vs death (kdr) ratio!
If ZOS wanted, this “final competitive pvp mode could even be in the imperial city”!
There would need to be discussion over whether the pve mobs were removed or not, but how cool would it be to instead of having mobs, have traps?
Pvp/1vX where there is a random swinging scythe or a trap door #fall damage, etc...
How does this sound?!
@ZOS_BrianWheeler
-Kai
DaveMoeDee wrote: »The biggest problem in ESO is the main DPS source is AoE abilities+Ultis.
Zerglings spam their healing springs and purge kiting around keep walls until their AoE ultis are up,then they charge the random soloers + smallscalers and repeat. The funniest thing is i dont see many organized zergs going VS organized zerg, they avoid each other masterfully and they insist on farming pugs smallscales and zergs of unbuffed LA bowmen.
...
I haven't really entered Cyrodiil for months before the event, but I ran with a guild recruiting in chat on Saturday. They ran pretty tightly grouped and I was suprised that they would aggressively burned down much larger hoards that outnumbered us. I suppose we would have melted if the larger zerg was coordinated, but they weren't -- which is why they are zerg. What was challenging was another group doing the same thing as us, which we didn't try to avoid at all; but we did try to get them to burn their ults too early and we avoided potential choke points and eventually killed them when we got them from an angle that surprised them.
Organized zerg doesn't sound like zerg to me. In fact, I don't even know if the large groups we melted were organized groups or not because I am not in their group. I do know that they ran through POIs pretty close to one another and at the same time in the same direction.
Sounds like you are mis-characterizing what organized groups are doing because it isn't what you like to do.
thankyourat wrote: »To be honest, I love encountering small scalers and smashing their faces in. Always complaining their 4 person group can’t take on a larger group. The hubris is too much...
Want small number encounters? Go to battlegrounds or imperial city. Leave Cyrodiil alone. It was made for massive battles.
The best feeling as a solo player is when you kill a group of over aggressive players who have some vendetta against you because you are a solo player. Cyrodiil was made for PvP there are large scale objectives like keeps, medium scale objectives like outposts and small objectives like resources and towns. There are also lots of open fields where solo players can play away from large objectives. So the design of cyrodiil isn't just being the whole server to Chalman that's just the way most players are choosing to play the game these days. It feels like no one wants to improve they just want to run away and zerg players down
To be honest, I love encountering small scalers and smashing their faces in. Always complaining their 4 person group can’t take on a larger group. The hubris is too much...
Want small number encounters? Go to battlegrounds or imperial city. Leave Cyrodiil alone. It was made for massive battles.