Fur_like_snow wrote: »Sirona_Starr wrote: »Since antiquities is a PVE activity, putting leads in PVP is just a guaranteed frustration. If they were going to put PVE activity leads in PVP, then they should have put the leads, especially the IC ones, in safe zones, where all factions can do the pve thing without gankers and other sorts around. That makes sense.
But the Mythic items (which are the ones that have some leads in IC) are mostly a PvP build thing, so I think it's perfectly fine for them to be in a zone that has the risk of PvP.
I'll get them all eventually. I'm just not in a hurry to get them all in a week or two.
A) No not really, most antiquities gear are both pvp and pve.
B ) There is more to Antiquities then gear.
No serious DD is running the band in trials. It IS a PvP mythic.
Did it not occur to anyone that the reason they are in PVP or the Dungeons is to encourage new players to try out and experience what else the game has to offer?
Fur_like_snow wrote: »Sirona_Starr wrote: »Since antiquities is a PVE activity, putting leads in PVP is just a guaranteed frustration. If they were going to put PVE activity leads in PVP, then they should have put the leads, especially the IC ones, in safe zones, where all factions can do the pve thing without gankers and other sorts around. That makes sense.
But the Mythic items (which are the ones that have some leads in IC) are mostly a PvP build thing, so I think it's perfectly fine for them to be in a zone that has the risk of PvP.
I'll get them all eventually. I'm just not in a hurry to get them all in a week or two.
A) No not really, most antiquities gear are both pvp and pve.
B ) There is more to Antiquities then gear.
No serious DD is running the band in trials. It IS a PvP mythic.
Uh huh.
I have a very defensive orientated tank who has abysmal damage. The ring would be great for dailies and the like. I am sure there are healers who would like the damage increase for dailies as well.
I do dungeons and trials at most 3-4 times a week. The other times I am doing overland content. The extra dps would make doing that much less tedious. (Or they can buff tank dps back to what it used to be which would be nice.)
Fur_like_snow wrote: »Sirona_Starr wrote: »Since antiquities is a PVE activity, putting leads in PVP is just a guaranteed frustration. If they were going to put PVE activity leads in PVP, then they should have put the leads, especially the IC ones, in safe zones, where all factions can do the pve thing without gankers and other sorts around. That makes sense.
But the Mythic items (which are the ones that have some leads in IC) are mostly a PvP build thing, so I think it's perfectly fine for them to be in a zone that has the risk of PvP.
I'll get them all eventually. I'm just not in a hurry to get them all in a week or two.
A) No not really, most antiquities gear are both pvp and pve.
B ) There is more to Antiquities then gear.
No serious DD is running the band in trials. It IS a PvP mythic.
Uh huh.
I have a very defensive orientated tank who has abysmal damage. The ring would be great for dailies and the like. I am sure there are healers who would like the damage increase for dailies as well.
I do dungeons and trials at most 3-4 times a week. The other times I am doing overland content. The extra dps would make doing that much less tedious. (Or they can buff tank dps back to what it used to be which would be nice.)
Fur_like_snow wrote: »Sirona_Starr wrote: »Since antiquities is a PVE activity, putting leads in PVP is just a guaranteed frustration. If they were going to put PVE activity leads in PVP, then they should have put the leads, especially the IC ones, in safe zones, where all factions can do the pve thing without gankers and other sorts around. That makes sense.
But the Mythic items (which are the ones that have some leads in IC) are mostly a PvP build thing, so I think it's perfectly fine for them to be in a zone that has the risk of PvP.
I'll get them all eventually. I'm just not in a hurry to get them all in a week or two.
A) No not really, most antiquities gear are both pvp and pve.
B ) There is more to Antiquities then gear.
No serious DD is running the band in trials. It IS a PvP mythic.
Uh huh.
I have a very defensive orientated tank who has abysmal damage. The ring would be great for dailies and the like. I am sure there are healers who would like the damage increase for dailies as well.
I do dungeons and trials at most 3-4 times a week. The other times I am doing overland content. The extra dps would make doing that much less tedious. (Or they can buff tank dps back to what it used to be which would be nice.)
Sshh you! She said "serious." Players who play in pools like ours aren't "serious."
Frankly, they can keep their "serious" pool. I think they put the wrong sign on their pool, but... eh, they can call it what they want. I think I'll call mine the "seriously fun" pool...
redgreensunset wrote: »Honestly, every pvper in this threat is a sterling example of exactly what is wrong with the pvp "community" in this game. And you all wonder why no one want to pvp and spend time learning it? It has zip to do with performance and everything to do with your mentality. Congrats to you on killing your own game.
redgreensunset wrote: »Did it not occur to anyone that the reason they are in PVP or the Dungeons is to encourage new players to try out and experience what else the game has to offer?
It's also a good way to make new players hate pvp. I don't care what rewards is offered in IC, I'm never setting foot in there again. Even before this it was the most toxic, nasty, hellhole of a place I've ever come across with zero support or help from anyone, including your own faction. This is one questline I'm never finishing and it can keep its skyshards too, nothing is worth going there. Ever.
Fur_like_snow wrote: »Fur_like_snow wrote: »Sirona_Starr wrote: »Since antiquities is a PVE activity, putting leads in PVP is just a guaranteed frustration. If they were going to put PVE activity leads in PVP, then they should have put the leads, especially the IC ones, in safe zones, where all factions can do the pve thing without gankers and other sorts around. That makes sense.
But the Mythic items (which are the ones that have some leads in IC) are mostly a PvP build thing, so I think it's perfectly fine for them to be in a zone that has the risk of PvP.
I'll get them all eventually. I'm just not in a hurry to get them all in a week or two.
A) No not really, most antiquities gear are both pvp and pve.
B ) There is more to Antiquities then gear.
No serious DD is running the band in trials. It IS a PvP mythic.
Uh huh.
I have a very defensive orientated tank who has abysmal damage. The ring would be great for dailies and the like. I am sure there are healers who would like the damage increase for dailies as well.
I do dungeons and trials at most 3-4 times a week. The other times I am doing overland content. The extra dps would make doing that much less tedious. (Or they can buff tank dps back to what it used to be which would be nice.)
Why would you run the ring on a tank. It’s a percent based damage modifier. 25% increase in damage on a build with no damage to begin with would not make a noticeable difference. You’d be better off swapping for at least a five piece damage set if that was your intention. Your abysmal damage will still be abysmal with or without the ring.
The ring was made for PvP.
Well. As a solo PvP player, i need to do alot of group PvE stuff to get my gear. How do i accomplish that?
A : LFG to get help
B : Pay someone for Carry / Gear Run
I am sure you can do the same to get what you need in a PvP zone, as i need to do in PvE.
Fur_like_snow wrote: »Fur_like_snow wrote: »Sirona_Starr wrote: »Since antiquities is a PVE activity, putting leads in PVP is just a guaranteed frustration. If they were going to put PVE activity leads in PVP, then they should have put the leads, especially the IC ones, in safe zones, where all factions can do the pve thing without gankers and other sorts around. That makes sense.
But the Mythic items (which are the ones that have some leads in IC) are mostly a PvP build thing, so I think it's perfectly fine for them to be in a zone that has the risk of PvP.
I'll get them all eventually. I'm just not in a hurry to get them all in a week or two.
A) No not really, most antiquities gear are both pvp and pve.
B ) There is more to Antiquities then gear.
No serious DD is running the band in trials. It IS a PvP mythic.
Uh huh.
I have a very defensive orientated tank who has abysmal damage. The ring would be great for dailies and the like. I am sure there are healers who would like the damage increase for dailies as well.
I do dungeons and trials at most 3-4 times a week. The other times I am doing overland content. The extra dps would make doing that much less tedious. (Or they can buff tank dps back to what it used to be which would be nice.)
Why would you run the ring on a tank. It’s a percent based damage modifier. 25% increase in damage on a build with no damage to begin with would not make a noticeable difference. You’d be better off swapping for at least a five piece damage set if that was your intention. Your abysmal damage will still be abysmal with or without the ring.
The ring was made for PvP.
A 25% increase in damage is an overall 25% increase in damage. Seems useful to me.
Well. As a solo PvP player, i need to do alot of group PvE stuff to get my gear. How do i accomplish that?
A : LFG to get help
B : Pay someone for Carry / Gear Run
I am sure you can do the same to get what you need in a PvP zone, as i need to do in PvE.
Fur_like_snow wrote: »Fur_like_snow wrote: »Fur_like_snow wrote: »Sirona_Starr wrote: »Since antiquities is a PVE activity, putting leads in PVP is just a guaranteed frustration. If they were going to put PVE activity leads in PVP, then they should have put the leads, especially the IC ones, in safe zones, where all factions can do the pve thing without gankers and other sorts around. That makes sense.
But the Mythic items (which are the ones that have some leads in IC) are mostly a PvP build thing, so I think it's perfectly fine for them to be in a zone that has the risk of PvP.
I'll get them all eventually. I'm just not in a hurry to get them all in a week or two.
A) No not really, most antiquities gear are both pvp and pve.
B ) There is more to Antiquities then gear.
No serious DD is running the band in trials. It IS a PvP mythic.
Uh huh.
I have a very defensive orientated tank who has abysmal damage. The ring would be great for dailies and the like. I am sure there are healers who would like the damage increase for dailies as well.
I do dungeons and trials at most 3-4 times a week. The other times I am doing overland content. The extra dps would make doing that much less tedious. (Or they can buff tank dps back to what it used to be which would be nice.)
Why would you run the ring on a tank. It’s a percent based damage modifier. 25% increase in damage on a build with no damage to begin with would not make a noticeable difference. You’d be better off swapping for at least a five piece damage set if that was your intention. Your abysmal damage will still be abysmal with or without the ring.
The ring was made for PvP.
A 25% increase in damage is an overall 25% increase in damage. Seems useful to me.
Okay. Let’s do some simple math. You normally La for 200 damage on your PvE tank hybrid build. You put on the ring now your LA does 250 damage. Your damage is still abysmal with or without the ring. This is of course without taking crit damage into account. You’d see a substantial increase from putting on a five piece damage set the ring does very little without high base damage. The ring is neither useful nor practical on your build.
[Snip]
It’s just part of the game. Imo pvp needs way more incentives and rewards anyway.
[Edited for bait]
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
Agenericname wrote: »Kiyakotari wrote: »In my mind, the biggest difference is that when a PvP player goes into a PvE activity looking for something that they need (dungeon, trial, world boss farming, etc) the other (PvE) players that they encounter are almost certainly going to be helpful to them, and assist them in reaching their goal (defeating the final dungeon boss for the monster set, clearing the various dungeon bosses for gear drops - and possibly offering their own drops up if they don't need them - to help the PvP player complete a set, killing world bosses or public dungeon bosses for gear, and so on). Yes, there are jerks everywhere, and occasionally there are PvE players who will boot someone from group if they aren't "pulling their weight," but there are also a lot (in my experience, by far a majority) of PvE players who will happily keep someone in their group who clearly doesn't yet know mechanics, and will instead take the time before boss fights to offer up tips or a brief explanation of the mechanics, or will invite the new-to-the-dungeon player into Discord voice so they can explain mechanics that way.
This environment provides a stark contrast when held up against the experience of a PvE player entering a PvP activity for something that they need (whether it is unlocking skill points through PvP ranks, grabbing the skyshards in PvP areas, or completing certain quests or dailies in PvP areas to participate in an event or receive a particular achievement reward) and encountering one or more PvP players. The nature of PvP means that players from an enemy faction will of course attack (and almost certainly kill - most PvE players are not geared for or experienced in PvP combat) the PvE player when they run into the PvE player. Unless they're nice and honor the "block and crouch" truce gesture. And honestly, I'm not generally bothered when someone does that to me. They're PvPing, after all, and until they attack they often have no way to know that I'm PvE. However, when someone does gank a PvE player, and brings them down very quickly, if they're very experienced or intelligent at all, they'll know the person they just "fought" was not set up for PvP. If they stay, and camp the location, waiting to kill the PvE player when they return to complete whatever task they had been set on by their NPC overlord, that is when they cross the line from "just a PvPer doing PvP things" into "a g*ds-be-d***ed lazy a**h*l*" for me. Likewise, when a PvPer or group of PvPers camps a quest giver during a PvP event (upcoming Midyear Mayhem, I'm looking at you) and kills every enemy player that approaches it, keeping them from picking up and/or turning in their daily quests, and thus from properly participating in the event. That's not PvPing, that's griefing, in my opinion. And it's behaviors like that which make so many PvE players so sour about anything that pushes them into PvP zones.
The 2 environments are very different and its extremely difficult to measure what you're attempting to measure. I play both PvE and PvP. The bigger difference between the 2 is that in most cases in PvE your groups are instanced. Not much is really overland or non-instanced PvE so you'll only ever be exposed to so many people at one time. That alone makes the comparison much harder.
Its also a dichotomy that mostly exists here in the forums. A lot of people do both. The largest percentage of player is most likely "do not PvP at all" but I'd wager that the percentage that partake in both is rather high. So when someone meets me in vet Scale Caller Peak looking for a Zaan's and I help them, more than likely they'll chalk it up to a nice PvEer simply because that's where they met me, but it's not really what happened because I do both. It's the same in PvP. Many of my friends do both.
So if I meet you in PvP and you're fishing and I left you alone or killed you, was it really a PvPer?
rotaugen454 wrote: »I can remember fishing in Cyrodiil and having a member of each of the other alliances fish with me. I know, crazy, right?
rotaugen454 wrote: »I can remember fishing in Cyrodiil and having a member of each of the other alliances fish with me. I know, crazy, right?
FrancisCrawford wrote: »
It is very rare for PvEers to actively try to prevent PvPers from achieving their objectives in PvE zones.
It's pvp. The goal is to play Against the other player. It's the whole point of it. It's the very nature of pvp.
Please refrain from saying things like "[...] actively try to prevent PvPers from achieving their objectives [...]", you have no idea if that player is engaging in pvp because he/she wants to prevent you from your own objective, which seems to be avoiding pvp and doing pve... in a pvp area...
If you step inside a pvp area people will assume that you're there to pvp, or at least that you're ready for the potential consequences of dying.
FrancisCrawford wrote: »
It is very rare for PvEers to actively try to prevent PvPers from achieving their objectives in PvE zones.
It's pvp. The goal is to play Against the other player. It's the whole point of it. It's the very nature of pvp.
Please refrain from saying things like "[...] actively try to prevent PvPers from achieving their objectives [...]", you have no idea if that player is engaging in pvp because he/she wants to prevent you from your own objective, which seems to be avoiding pvp and doing pve... in a pvp area...
If you step inside a pvp area people will assume that you're there to pvp, or at least that you're ready for the potential consequences of dying.
That would have been true if IC and Cirodiil were pure pvp locations. No NPC, no quests, no mobs, no bosses. Only other pvp-lovers who enjoy each other.
But that is not true. If I am forced to go there to kill a boss that does not mean I am there for pvp.
Thought I like the idea of locking all pvpers in there own jar so they deal purely with other pvp-lovers...
If you step inside a pvp area people will assume that you're there to pvp, or at least that you're ready for the potential consequences of dying.
That would have been true if IC and Cirodiil were pure pvp locations. No NPC, no quests, no mobs, no bosses. Only other pvp-lovers who enjoy each other.
But that is not true. If I am forced to go there to kill a boss that does not mean I am there for pvp.
Thought I like the idea of locking all pvpers in there own jar so they deal purely with other pvp-lovers...
FrancisCrawford wrote: »
It is very rare for PvEers to actively try to prevent PvPers from achieving their objectives in PvE zones.
It's pvp. The goal is to play Against the other player. It's the whole point of it. It's the very nature of pvp.
Please refrain from saying things like "[...] actively try to prevent PvPers from achieving their objectives [...]", you have no idea if that player is engaging in pvp because he/she wants to prevent you from your own objective, which seems to be avoiding pvp and doing pve... in a pvp area...
If you step inside a pvp area people will assume that you're there to pvp, or at least that you're ready for the potential consequences of dying.
That would have been true if IC and Cirodiil were pure pvp locations. No NPC, no quests, no mobs, no bosses. Only other pvp-lovers who enjoy each other.
But that is not true. If I am forced to go there to kill a boss that does not mean I am there for pvp.
Thought I like the idea of locking all pvpers in there own jar so they deal purely with other pvp-lovers...
That would have been true if IC and Cirodiil were pure pvp locations. No NPC, no quests, no mobs, no bosses. Only other pvp-lovers who enjoy each other.
But that is not true. If I am forced to go there to kill a boss that does not mean I am there for pvp.
Thought I like the idea of locking all pvpers in there own jar so they deal purely with other pvp-lovers...
Most "pvp lovers" as you call them, play a well rounded game of PVE and PVP and like everyone else, had to run vet dungeons, trials and scry like mad to earn their gear. Honestly, it is the pure PVE players who are in a jar, put there by themselves and gripe when they have to leave the jar and experience the other half of the game. I can't remember the last time I saw a thread from someone who enjoys PVP, griping about having to enter a PVE zone to earn gear.
Enjoy the whole game, or enjoy half, that is a personal choice, no one is "forcing you" to go anywhere or do anything. You desiring something is also a personal issue, you made the choice to want it, knowing good and well what was required to get it and you apparently do not like what you see as the only option, when in reality, there are many option available to you, that you have simply chosen to ignore.
Why would removing all NPC's, quests, skyshards and everything else make those areas "pure", seems to me it would just make them boring. You thinking that gamers who enjoy PVP just want to kill each other and that is all they enjoy, is just your preconceived notion, with absolutely zero basis in fact. In reality, most of those players simply enjoy a challenge that a pre-programmed game mechanic can not yet deliver. AI just isn't at that point yet, but when it is, the PVE zones will be just like PVP zones today, with smart mobs making smart choices and you being able to walk up and whack them dead in a couple blows will be a thing of the past. I suspect you are going to hate it.