Izanagi.Xiiib16_ESO wrote: »Max horse speed and rez cooldown in battle spirit and remove camps again. There you go, people natuarally start spreading creating small scale battles in between keeps and reducing stress on the server.
Actually this would have exactly the opposite effect. Players would stack even greater numbers to reduce the risk of death in small fights and having to ride back causing larger fights and more lag. Exactly as we saw when camps were removed.
I agree that a change should be made but removing camps is one of the worst ideas zos ever had. They spread fights more than they caused stacking. Imo they should have no "Radius" again but keep the cooldown. Allowing players to see a camp up somewhere completely different from the laggy zerg fight they are at and swap over there to check it out without a boring ride.
Izanagi.Xiiib16_ESO wrote: »Max horse speed and rez cooldown in battle spirit and remove camps again. There you go, people natuarally start spreading creating small scale battles in between keeps and reducing stress on the server.
Actually this would have exactly the opposite effect. Players would stack even greater numbers to reduce the risk of death in small fights and having to ride back causing larger fights and more lag. Exactly as we saw when camps were removed.
I agree that a change should be made but removing camps is one of the worst ideas zos ever had. They spread fights more than they caused stacking. Imo they should have no "Radius" again but keep the cooldown. Allowing players to see a camp up somewhere completely different from the laggy zerg fight they are at and swap over there to check it out without a boring ride.
Before camps came back there were plenty of fights in between keeps. Right now the entire map in between keeps is dead. No one goes in between keeps expecting to find a fight. I also said put max horse speed in battle spirit to avoid horse simulator so people can get back into the fight faster.
Dunno if removing the radius will help but right now camps are better off removed completely than stay as they are.
leepalmer95 wrote: »Izanagi.Xiiib16_ESO wrote: »Max horse speed and rez cooldown in battle spirit and remove camps again. There you go, people natuarally start spreading creating small scale battles in between keeps and reducing stress on the server.
Actually this would have exactly the opposite effect. Players would stack even greater numbers to reduce the risk of death in small fights and having to ride back causing larger fights and more lag. Exactly as we saw when camps were removed.
I agree that a change should be made but removing camps is one of the worst ideas zos ever had. They spread fights more than they caused stacking. Imo they should have no "Radius" again but keep the cooldown. Allowing players to see a camp up somewhere completely different from the laggy zerg fight they are at and swap over there to check it out without a boring ride.
Before camps came back there were plenty of fights in between keeps. Right now the entire map in between keeps is dead. No one goes in between keeps expecting to find a fight. I also said put max horse speed in battle spirit to avoid horse simulator so people can get back into the fight faster.
Dunno if removing the radius will help but right now camps are better off removed completely than stay as they are.
Doesn't help the most ap comes from taking resources and keeps. Thats what giving a set amount of AP to every person does to a game.
Hence why you have 40/ 50 man hordes running between keeps now. Thats the highest ap/hr you can get.
Before the most ap you could get was small scaling or solo as players gave a max of 950ap for a max cp player and keep a/d ticks didn't give too much even after an hour or two fights. I remember getting 10k d ticks and thinking it was good after a good hour defence.
Now i run to a resources in this event and got nearly 8k ap. Or zerg a keep with 50 man and take it within 3 mins and get 14k.
leepalmer95 wrote: »Of all the stupid crap I've read on these forums. How do some of you folks manage to, I dunno, survive life in general?
Thank God zos doesn't balance this game around the forums.
Why? Because then it would require more than one finger to play the game?
Thank god ZOS keeps catering to massive groups of players.
Yes, let's add a freakin timer so everyone gets to stare at a death recap instead of, oh I don't know, playing the game.
Dunno what awesome setup you have going on but I need more than one finger to play the game.
Whats this? Having a consequence to dying in pvp isn't too far!. You's are happy enough to wait for camp timers when yous run into 10 oils and can't be revived.
Zergers man, so used to just playing without a brain because if they don't build, manage their resources, line of sight, get out of siege etc... properly it doesn't matter the 50 man horde behind them will revive them. People with mindsets like you are the reason this games pvp has gone so downhill.
Aaaaaaaaand this is why I don't PVP. Too many selfish players worrying about how things are hard for them instead of what's best for the game and too many casual players the ZOS caters to. Of course, they could cater solely to hardcore players but I can only imagine how toxic THAT would be.
Doesn't pvp, yet posts opinion in pvp forum.
leepalmer95 wrote: »Of all the stupid crap I've read on these forums. How do some of you folks manage to, I dunno, survive life in general?
Thank God zos doesn't balance this game around the forums.
Why? Because then it would require more than one finger to play the game?
Thank god ZOS keeps catering to massive groups of players.
Yes, let's add a freakin timer so everyone gets to stare at a death recap instead of, oh I don't know, playing the game.
Dunno what awesome setup you have going on but I need more than one finger to play the game.
Whats this? Having a consequence to dying in pvp isn't too far!. You's are happy enough to wait for camp timers when yous run into 10 oils and can't be revived.
Zergers man, so used to just playing without a brain because if they don't build, manage their resources, line of sight, get out of siege etc... properly it doesn't matter the 50 man horde behind them will revive them. People with mindsets like you are the reason this games pvp has gone so downhill.
I don't zerg so um, awkward.
Aaaaaaaaand this is why I don't PVP. Too many selfish players worrying about how things are hard for them instead of what's best for the game and too many casual players the ZOS caters to. Of course, they could cater solely to hardcore players but I can only imagine how toxic THAT would be.
Doesn't pvp, yet posts opinion in pvp forum.
why I don't like to PVP, even though I have fairly often*
Sorry 'bout that. Thought it was clearly implied.
leepalmer95 wrote: »Izanagi.Xiiib16_ESO wrote: »Max horse speed and rez cooldown in battle spirit and remove camps again. There you go, people natuarally start spreading creating small scale battles in between keeps and reducing stress on the server.
Actually this would have exactly the opposite effect. Players would stack even greater numbers to reduce the risk of death in small fights and having to ride back causing larger fights and more lag. Exactly as we saw when camps were removed.
I agree that a change should be made but removing camps is one of the worst ideas zos ever had. They spread fights more than they caused stacking. Imo they should have no "Radius" again but keep the cooldown. Allowing players to see a camp up somewhere completely different from the laggy zerg fight they are at and swap over there to check it out without a boring ride.
Before camps came back there were plenty of fights in between keeps. Right now the entire map in between keeps is dead. No one goes in between keeps expecting to find a fight. I also said put max horse speed in battle spirit to avoid horse simulator so people can get back into the fight faster.
Dunno if removing the radius will help but right now camps are better off removed completely than stay as they are.
Doesn't help the most ap comes from taking resources and keeps. Thats what giving a set amount of AP to every person does to a game.
Hence why you have 40/ 50 man hordes running between keeps now. Thats the highest ap/hr you can get.
Before the most ap you could get was small scaling or solo as players gave a max of 950ap for a max cp player and keep a/d ticks didn't give too much even after an hour or two fights. I remember getting 10k d ticks and thinking it was good after a good hour defence.
Now i run to a resources in this event and got nearly 8k ap. Or zerg a keep with 50 man and take it within 3 mins and get 14k.
bongtokin420insd16 wrote: »So, anyone realize if you made this change it would be impossible to defeat a zerg while defending too right?
The strength of a 10 man defense vs a 30 man zerg is the ability to use siege and keep pressure on. If you had to wait to respawn, zergs would focus fire the walls and take out defenders and overwhelm them while their friends are on a rez timer. Best part of defending is your buddy can pick u up before your catapult resets after you fire even if you die lol.
Also, i see plenty of fighting that doesn't occur at keeps, especially on the bridges. Yes these are "Keep adjacent" but not in range for a defensive tick.
A nerf res thread?!?! Now I’ve seen it all!
A nerf res thread?!?! Now I’ve seen it all!
Chilly-McFreeze wrote: »A nerf res thread?!?! Now I’ve seen it all!
No, you haven't. Some people will always find something to complain about.
See the lates Rune Cage changes on PTS:
SummerSet PTS: Rune Cage get's garantueed damage - people complained about 10k added damage
Current PTS: Rune Cage damage change reverted - people complain "damage was never the problem"
There will always be something that "have to" be nerfed. Even if it's rezzing because small scalers never rez
At the very least kag reduce rez/support and Templar rez passive could be nerfed or removed
But a sickness would be ideal. Either you rez and do reduced damage for x time or can’t be revived for a short duration after dying.
Not to mention the person who bashed a rez shouldn’t lose Stam instead the person who was trying to revive should lose that amount instead.
leepalmer95 wrote: »leepalmer95 wrote: »Of all the stupid crap I've read on these forums. How do some of you folks manage to, I dunno, survive life in general?
Thank God zos doesn't balance this game around the forums.
Why? Because then it would require more than one finger to play the game?
Thank god ZOS keeps catering to massive groups of players.
Yes, let's add a freakin timer so everyone gets to stare at a death recap instead of, oh I don't know, playing the game.
Dunno what awesome setup you have going on but I need more than one finger to play the game.
Whats this? Having a consequence to dying in pvp isn't too far!. You's are happy enough to wait for camp timers when yous run into 10 oils and can't be revived.
Zergers man, so used to just playing without a brain because if they don't build, manage their resources, line of sight, get out of siege etc... properly it doesn't matter the 50 man horde behind them will revive them. People with mindsets like you are the reason this games pvp has gone so downhill.
I don't zerg so um, awkward.
So tell me? How would this change effect you? If your solo a timer literally wouldn't effect you and you wouldn't be staring at a screen.
If you was small scale this would benefit you.
So either you are a zerger or you have some weird fetish of supporting zerging in general.
leepalmer95 wrote: »Chilly-McFreeze wrote: »A nerf res thread?!?! Now I’ve seen it all!
No, you haven't. Some people will always find something to complain about.
See the lates Rune Cage changes on PTS:
SummerSet PTS: Rune Cage get's garantueed damage - people complained about 10k added damage
Current PTS: Rune Cage damage change reverted - people complain "damage was never the problem"
There will always be something that "have to" be nerfed. Even if it's rezzing because small scalers never rez
It's not even just small scaling.
It's when you catch people out in sieges or something, you kill a few but they're all immediately revived. There isn't even a point.
Izanagi.Xiiib16_ESO wrote: »Max horse speed and rez cooldown in battle spirit and remove camps again. There you go, people natuarally start spreading creating small scale battles in between keeps and reducing stress on the server.
Actually this would have exactly the opposite effect. Players would stack even greater numbers to reduce the risk of death in small fights and having to ride back causing larger fights and more lag. Exactly as we saw when camps were removed.
I agree that a change should be made but removing camps is one of the worst ideas zos ever had. They spread fights more than they caused stacking. Imo they should have no "Radius" again but keep the cooldown. Allowing players to see a camp up somewhere completely different from the laggy zerg fight they are at and swap over there to check it out without a boring ride.
Before camps came back there were plenty of fights in between keeps. Right now the entire map in between keeps is dead. No one goes in between keeps expecting to find a fight. I also said put max horse speed in battle spirit to avoid horse simulator so people can get back into the fight faster.
Dunno if removing the radius will help but right now camps are better off removed completely than stay as they are.