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.
As explained earlier, its silly idea. Why you want reward team doing crap job? They play bad, they deserve to loose. They can improve their gameplay or builds and try again. Giving them free one shotting by sheer fact they played bad to this point is just wrong.
Not to mention possible abuse, team waiting for 2 other teams to make few kills to be the last ones on the leaderboard to get sigil and then proceed with wiping both teams in a seconds.
Gotta admit you lost me on this one.agasaagasai wrote: »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.
As explained earlier, its silly idea. Why you want reward team doing crap job? They play bad, they deserve to loose. They can improve their gameplay or builds and try again. Giving them free one shotting by sheer fact they played bad to this point is just wrong.
Not to mention possible abuse, team waiting for 2 other teams to make few kills to be the last ones on the leaderboard to get sigil and then proceed with wiping both teams in a seconds.
Why are sigils in Maelstrom then? They are a gap-closer between top-level players and average players. Even with Sigil, the better team is still able to win.
Gotta admit you lost me on this one.agasaagasai wrote: »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.
As explained earlier, its silly idea. Why you want reward team doing crap job? They play bad, they deserve to loose. They can improve their gameplay or builds and try again. Giving them free one shotting by sheer fact they played bad to this point is just wrong.
Not to mention possible abuse, team waiting for 2 other teams to make few kills to be the last ones on the leaderboard to get sigil and then proceed with wiping both teams in a seconds.
Why are sigils in Maelstrom then? They are a gap-closer between top-level players and average players. Even with Sigil, the better team is still able to win.
Waffennacht wrote: »Gotta admit you lost me on this one.agasaagasai wrote: »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.
As explained earlier, its silly idea. Why you want reward team doing crap job? They play bad, they deserve to loose. They can improve their gameplay or builds and try again. Giving them free one shotting by sheer fact they played bad to this point is just wrong.
Not to mention possible abuse, team waiting for 2 other teams to make few kills to be the last ones on the leaderboard to get sigil and then proceed with wiping both teams in a seconds.
Why are sigils in Maelstrom then? They are a gap-closer between top-level players and average players. Even with Sigil, the better team is still able to win.
Maybe... It should act like vMA, where you get the buff but you get less points for kills?
I disagree. Sigil is easily counterable - you know your team doesn''t have it? -> sneak & wait. You're not forced to go and fight with buffed enemies...
Do you expect that you can wreck anything without using your brain? Choose your fights.
I don't think that DM needs a rework.
agasaagasai wrote: »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.
As explained earlier, its silly idea. Why you want reward team doing crap job? They play bad, they deserve to loose. They can improve their gameplay or builds and try again. Giving them free one shotting by sheer fact they played bad to this point is just wrong.
Not to mention possible abuse, team waiting for 2 other teams to make few kills to be the last ones on the leaderboard to get sigil and then proceed with wiping both teams in a seconds.
Why are sigils in Maelstrom then? They are a gap-closer between top-level players and average players. Even with Sigil, the better team is still able to win.
The best solution is actually to entirely separate pre-formed with pugs, making group formation all random. Before this happens, sigils are, as I mentioned already, to prevent one-sided farming and to make battlegrounds more challenging to elite players.
The abuse won't happen, as it's dynamic visibility. Wiping other two teams won't guarantee your team to be the victor unless the three teams' scores are already all really close to 500 beforehand.
This. It's mainly only snagged by groups who don't really need it anyway.It shouldn’t exist in any game mode imo.
ZOS_GinaBruno wrote: »
Battlegrounds
- Sigils of Power in Deathmatch game modes have been disabled. We will be monitoring how the health of Deathmatch games progress once Update 19 goes live to determine if Sigils of Power return in their current form, a new form, or remain off.
I disagree. Sigil is easily counterable - you know your team doesn''t have it? -> sneak & wait. You're not forced to go and fight with buffed enemies...
Do you expect that you can wreck anything without using your brain? Choose your fights.
I don't think that DM needs a rework.
Hide and seek?? - Take that to the roleplaying boards.
I disagree. Sigil is easily counterable - you know your team doesn''t have it? -> sneak & wait. You're not forced to go and fight with buffed enemies...
Do you expect that you can wreck anything without using your brain? Choose your fights.
I don't think that DM needs a rework.
Hide and seek?? - Take that to the roleplaying boards.
Whatever, retreat will forever exist as a valid tactics. Theres nothing RP in that.
agasaagasai wrote: »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.
As explained earlier, its silly idea. Why you want reward team doing crap job? They play bad, they deserve to loose. They can improve their gameplay or builds and try again. Giving them free one shotting by sheer fact they played bad to this point is just wrong.
Not to mention possible abuse, team waiting for 2 other teams to make few kills to be the last ones on the leaderboard to get sigil and then proceed with wiping both teams in a seconds.
Why are sigils in Maelstrom then? They are a gap-closer between top-level players and average players. Even with Sigil, the better team is still able to win.
The best solution is actually to entirely separate pre-formed with pugs, making group formation all random. Before this happens, sigils are, as I mentioned already, to prevent one-sided farming and to make battlegrounds more challenging to elite players.
The abuse won't happen, as it's dynamic visibility. Wiping other two teams won't guarantee your team to be the victor unless the three teams' scores are already all really close to 500 beforehand.