Haashhtaag wrote: »Jjitsuboy98 wrote: »I see what they are doing killing solo PVP. Nerfmire may be the moment I quit and look for something else to play. I don't see why they are supporting Zerg play because even if I wanted to the damn game is to laggy to get near a dang Zerg. They can't argue that. So what in the heck are they doing to cyrodil?
Because zerg play and zerglings are casuals. ZOS caters to casuals, it's obvious. Just look at rapids not getting the blanket major expedition nerf.
Yes, I am a casual. It's called having a real life and job.
Haashhtaag wrote: »
Me too brah.....I know a lot of really good players who small scale that work full time and play in the evenings. You choose the easy way to play while others challenge themselves to become better through small scaling and fighting out numbered.
VaranisArano wrote: »Drummerx04 wrote: »VaranisArano wrote: »I suspect we'll still see plenty of gankers and tower farming small-man groups.
But if you were wanting to 1vX or take your small man and win against larger organized groups, no, I don't think thats going to work out that well.
Mind you, I'm sure that 1vPotatoes and organized small man vs disorganized mob still works okay, within limits, as long as the lag doesnt strike too hard.
It's not that small scalers expect to "win" against an entire enemy faction, but we do expect to have the ability to harass a siege line of inexperienced players and not have set procs completely negate all healing or deal more damage than the actual enemy player does.
We just expect to be able to hold off an unorganized blob of players for more than 2 seconds with kiting, healing, defensive measures, LoS etc... and maybe kill a few that get to far ahead of the mob before getting overwhelmed.
That's fair, small organized groups ought to be able to tackle larger numbers of disorganized opponents.
Tackling large numbers of organized opponents is another matter. I just want to clarify that, because sometimes people get sloppy with defining a zerg. It makes a big difference whether the opponents are a larger disorganized or larger organized group.
Haashhtaag wrote: »Cyrodiil is clearly intended for large-scale combat. There are base camps, faction zones, strategic choke points, structures that can be captured and held, a rapid deployment network (i.e. transitus), supply stations (farm, mill, mine), and so on. I find it curious that people demand small-scale combat in Cyro when the map isn't setup that way. But whatever.
Then implement some small scale servers with a max cap for group at 12. BG's are boring, the MMR system is broken, and not everyone wants to play no CP.
Cyrodiil is clearly intended for large-scale combat. There are base camps, faction zones, strategic choke points, structures that can be captured and held, a rapid deployment network (i.e. transitus), supply stations (farm, mill, mine), and so on. I find it curious that people demand small-scale combat in Cyro when the map isn't setup that way. But whatever.
If you’ve ever uttered anything along the lines of “Cyrodiil is meant for large scale fights” or “You shouldn’t be able to 1vx go duel or do bugs” then
you’re likely a cloak spamming snipe spammer who runs in a 24 man and thinks Xv1ing and chasing someone for 10 minutes until you kill them is fun and engaging gameplay.
If you’ve ever uttered anything along the lines of “Cyrodiil is meant for large scale fights” or “You shouldn’t be able to 1vx go duel or do bugs” then
Waiting for an explanation why thinking such a thing would be wrong...you’re likely a cloak spamming snipe spammer who runs in a 24 man and thinks Xv1ing and chasing someone for 10 minutes until you kill them is fun and engaging gameplay.
... nope, just insults.

That is how a software life cycle work. The way patch, dlc, and expansion i am guessing they use modified sprint. and it has 1 mantra:Haashhtaag wrote: »Jjitsuboy98 wrote: »I see what they are doing killing solo PVP. Nerfmire may be the moment I quit and look for something else to play. I don't see why they are supporting Zerg play because even if I wanted to the damn game is to laggy to get near a dang Zerg. They can't argue that. So what in the heck are they doing to cyrodil?
Because zerg play and zerglings are casuals. ZOS caters to casuals, it's obvious. Just look at rapids not getting the blanket major expedition nerf.
I think nerfing small scale and solo-playing in Cyrodiil is great! That should encourage people to stop going solo and group up instead. In Ebonheart Pact we often have 2 bars of population, around 200+ people running on map and NOT A SINGLE PARTY. Because nobody cares. They prefer 1vX instead.
And how annoying is that - you have a group of 20 people and there is 1 enemy: unstoppable guy with 50% damage reduction, immune to CC all day, running with movement speed fast as light, casting shields or healing for 50% hp with single heal, generally dodging 90% of attacks. He also has great damage on low CP players of course! And 20 guys chase him for 20 mins, until they finally manage to kill him. Definitely NO! One player should not be able to stay immune to CC and run so fast for whole 20 mins fight against 20 people!
But I can agree that stuns and CC are just as broken as CC immunity. In any balanced games like MOBAs etc. 0.5s stun is considered short one. 1s is normal. 1.5-2s is a long stun, and 2.5s is usually the strongest CC in game. And here... Everyone has like 3s stun with 3s root afterwards. So a 6s CC is nothing special.
Instead giving tons of CC immunity and overpowered CC - shortening all CC and CC immunities would make the game much greater.
Drummerx04 wrote: »VaranisArano wrote: »Drummerx04 wrote: »VaranisArano wrote: »I suspect we'll still see plenty of gankers and tower farming small-man groups.
But if you were wanting to 1vX or take your small man and win against larger organized groups, no, I don't think thats going to work out that well.
Mind you, I'm sure that 1vPotatoes and organized small man vs disorganized mob still works okay, within limits, as long as the lag doesnt strike too hard.
It's not that small scalers expect to "win" against an entire enemy faction, but we do expect to have the ability to harass a siege line of inexperienced players and not have set procs completely negate all healing or deal more damage than the actual enemy player does.
We just expect to be able to hold off an unorganized blob of players for more than 2 seconds with kiting, healing, defensive measures, LoS etc... and maybe kill a few that get to far ahead of the mob before getting overwhelmed.
That's fair, small organized groups ought to be able to tackle larger numbers of disorganized opponents.
Tackling large numbers of organized opponents is another matter. I just want to clarify that, because sometimes people get sloppy with defining a zerg. It makes a big difference whether the opponents are a larger disorganized or larger organized group.
Well I'm glad we agree there. The main problem is that organized raids have the tools available to be horrendously imbalanced, and the two primary culprits are actually purge and rapids. Both of these skills (unless something has changed in the last few months) only target group members, so a large guild group with appropriate composition can make themselves nigh imperious to snares, roots, CC, negates, and all other negative effects.
That is such a mind bogglingly unfair mechanical advantage over the unorganized masses. I'm surprised people don't complain more lol
Maybe limit skills affecting whole group to affect "up to X closest targets" (smartly those who need purge/shield/heal/whatever). Good X could be 3, 4 or maybe 6 varying from set to set (and from ability to ability).So I dont really see a good way to bridge the gap between organized and disorganized groups in a significant way, superior organiztion almost always adapts better and uses skills/sets more effectively, allowing organized groups to fight many more times their own numbers.
Reistr_the_Unbroken wrote: »So will the PvE aspect in Cyrodiil be removed since there’s little to no point trying to do the quests in there with all these changes?
VaranisArano wrote: »Drummerx04 wrote: »VaranisArano wrote: »Drummerx04 wrote: »VaranisArano wrote: »I suspect we'll still see plenty of gankers and tower farming small-man groups.
But if you were wanting to 1vX or take your small man and win against larger organized groups, no, I don't think thats going to work out that well.
Mind you, I'm sure that 1vPotatoes and organized small man vs disorganized mob still works okay, within limits, as long as the lag doesnt strike too hard.
It's not that small scalers expect to "win" against an entire enemy faction, but we do expect to have the ability to harass a siege line of inexperienced players and not have set procs completely negate all healing or deal more damage than the actual enemy player does.
We just expect to be able to hold off an unorganized blob of players for more than 2 seconds with kiting, healing, defensive measures, LoS etc... and maybe kill a few that get to far ahead of the mob before getting overwhelmed.
That's fair, small organized groups ought to be able to tackle larger numbers of disorganized opponents.
Tackling large numbers of organized opponents is another matter. I just want to clarify that, because sometimes people get sloppy with defining a zerg. It makes a big difference whether the opponents are a larger disorganized or larger organized group.
Well I'm glad we agree there. The main problem is that organized raids have the tools available to be horrendously imbalanced, and the two primary culprits are actually purge and rapids. Both of these skills (unless something has changed in the last few months) only target group members, so a large guild group with appropriate composition can make themselves nigh imperious to snares, roots, CC, negates, and all other negative effects.
That is such a mind bogglingly unfair mechanical advantage over the unorganized masses. I'm surprised people don't complain more lol
Honestly, thats just one of the benefits of being organized.
Short of removing those skills or some of the benefits of those skills entirely, there's nothing to be done about it. Whether its Eye of the Flame, Proxy Det, Healing Springs, or Rapids, an organized group will always use skills more effectively than a disorganized group. If you nerf what they use, they will adapt better than anyone else. That's been seen with a lot of past Cyrodiil nerfs.
Rapids and Purge are the big standouts because they are two skills that the disorganized zergs have no incentive to use because they are high-cost skills that are designed for a group benefit - basically a waste for zergling or a zerg surfer. I'd be fine if ZOS changed them to benefit people outside of the group - I'd actually prefer that, since it would make my healer better when I want to zerg-surf- but I don't think that would necessarily change the ability of disorganized groups to use them effectively. Players in an organized raid, on the other hand, have the incentive to be team players and cast skills that benefit the group.
So I dont really see a good way to bridge the gap between organized and disorganized groups in a significant way, superior organiztion almost always adapts better and uses skills/sets more effectively, allowing organized groups to fight many more times their own numbers.
Well, okay, ZOS could cap the max group size and force everyone to play small scale. That would do it. But then we've abandoned a core part of Cyrodiil's gameplay and I'm not interested in that.
Maybe limit skills affecting whole group to affect "up to X closest targets" (smartly those who need purge/shield/heal/whatever). Good X could be 3, 4 or maybe 6 varying from set to set (and from ability to ability).So I dont really see a good way to bridge the gap between organized and disorganized groups in a significant way, superior organiztion almost always adapts better and uses skills/sets more effectively, allowing organized groups to fight many more times their own numbers.
I find the imbalance between organized and discorganized groups desireable. Just currently it's a bit too much.VaranisArano wrote: »So the imbalance between organized and disorganized still persists.
Stop playing it and things would change. If you don't it wont.
Crixus8000 wrote: »I play solo/smallscale and never complain about people zerging or raids or whatever. Even when I'm alone on my mount going somewhere and 30 players charge at me, spamming everything they have, and chasing me untill I'm dead, I still don't complain because it's how they enjoy the game, they like being in big groups, so fine, I'm a friendly player, play how you want.
But The fact that so many ask for nerfs to solo/smallscale players is just pathetic, like really there is 30 of you and you want to nerf that one guy your chasing for 20mins ? And so many agree with it. I wonder what would happen if zos did the opposite, and only nerfed zergs and large groups to the point you couldn't survive against a solo player or small scale, would you be fine with that ? No of course not, but your fine with ruining the gameplay of many people because you can't learn to just walk away instead of chasing across the map, or learn to play instead of spamming light atatcks.
 
                     Yes, because a group of 30 players should be able to deal with 1 guy in no time. Not 20 minutes.Crixus8000 wrote: »But The fact that so many ask for nerfs to solo/smallscale players is just pathetic, like really there is 30 of you and you want to nerf that one guy your chasing for 20mins ? And so many agree with it.
People without proper builds would just quit Cyrodiil, create new "meta" characters and set up a meta build to be just as strong as solo guys. Cyrodiil would change into 1v1 battleground of equally builded characters.Crixus8000 wrote: »I wonder what would happen if zos did the opposite, and only nerfed zergs and large groups to the point you couldn't survive against a solo player or small scale, would you be fine with that ?
If "the gameplay of many people" is based on exploiting bugged, overpowered or unbalanced mechanics like current evasion, roll-dodge, CC immunity and extreme movement speed, then yeah!Crixus8000 wrote: »No of course not, but your fine with ruining the gameplay of many people because you can't learn to just walk away instead of chasing across the map, or learn to play instead of spamming light atatcks.
Crixus8000 wrote: »I play solo/smallscale and never complain about people zerging or raids or whatever. Even when I'm alone on my mount going somewhere and 30 players charge at me, spamming everything they have, and chasing me untill I'm dead, I still don't complain because it's how they enjoy the game, they like being in big groups, so fine, I'm a friendly player, play how you want.
But The fact that so many ask for nerfs to solo/smallscale players is just pathetic, like really there is 30 of you and you want to nerf that one guy your chasing for 20mins ? And so many agree with it. I wonder what would happen if zos did the opposite, and only nerfed zergs and large groups to the point you couldn't survive against a solo player or small scale, would you be fine with that ? No of course not, but your fine with ruining the gameplay of many people because you can't learn to just walk away instead of chasing across the map, or learn to play instead of spamming light atatcks.
Hmm, this could be an interesting change to Battle-spirit. You start off with max buffs and dmg resistance which is incrementally decreased to zero as more players are added to the raid. The individual max buff/debuff might need to be changed from what it is currently (like 10k extra health, no shield reduction, 50% damage taken, 100% damage done, additional ulti regen, etc.). The final numbers would need testing and tweaking.
This would give the solo and small-scale players a needed handicap to withstand a zerg. In turn, zergs would be at an individual disadvantage but would still be strong as a group. I wonder if this would actually discourage zergs and encourage more organized groups.
"But what about scouts?", you say. Scouts run solo or paired and 1) form a Discord/Teamspeak channel for comms to the larger group, 2) utilize guild chat, 3) use zone chat.
I'm interested to hear thoughts on that. Keep it civil
VaranisArano wrote: »Crixus8000 wrote: »I play solo/smallscale and never complain about people zerging or raids or whatever. Even when I'm alone on my mount going somewhere and 30 players charge at me, spamming everything they have, and chasing me untill I'm dead, I still don't complain because it's how they enjoy the game, they like being in big groups, so fine, I'm a friendly player, play how you want.
But The fact that so many ask for nerfs to solo/smallscale players is just pathetic, like really there is 30 of you and you want to nerf that one guy your chasing for 20mins ? And so many agree with it. I wonder what would happen if zos did the opposite, and only nerfed zergs and large groups to the point you couldn't survive against a solo player or small scale, would you be fine with that ? No of course not, but your fine with ruining the gameplay of many people because you can't learn to just walk away instead of chasing across the map, or learn to play instead of spamming light atatcks.
Hmm, this could be an interesting change to Battle-spirit. You start off with max buffs and dmg resistance which is incrementally decreased to zero as more players are added to the raid. The individual max buff/debuff might need to be changed from what it is currently (like 10k extra health, no shield reduction, 50% damage taken, 100% damage done, additional ulti regen, etc.). The final numbers would need testing and tweaking.
This would give the solo and small-scale players a needed handicap to withstand a zerg. In turn, zergs would be at an individual disadvantage but would still be strong as a group. I wonder if this would actually discourage zergs and encourage more organized groups.
"But what about scouts?", you say. Scouts run solo or paired and 1) form a Discord/Teamspeak channel for comms to the larger group, 2) utilize guild chat, 3) use zone chat.
I'm interested to hear thoughts on that. Keep it civil
I don't think it makes sense in Cyrodiil, which is designed to have important objectives which draw large numbers of players.
I also dont think it it accounts for how disorganized zergs actually work. There's a joke I make: "DC doesnt zerg! Those are all 4-man squads, all 20 of them at the same keep!"
Do you really want to buff zerg-surfers? Because thats exactly who gets the most benefit from that suggestion.
Cyrodiil is an army zone, as far as I'm concerned. Small groups and solo players do so at their own risk, knowing full well that armies roam the battlefield.
It's disingenuous to think that Cyrodiil should be gimped to support small groups or solo players. Adapt to the battlefield, or try BGs and dueling.