So, we will be experimenting with a Cyrodiil campaign where all classes will have PvP-specific (and more performant) skills that replace the standard player skills with the expectation that we can support more players per campaign
What do you expect to happen when you have a group of skilled people often with years of experience playing the game, communicating via voice chat to coordinate their actions and cover for each others weaknesses against people in random groups with minimal coordination beyond, show up to defend/attack this keep/resource etc.. or just people seeing the sword icons on the map showing a battle taking place and heading their to join in.
It's not so different than a pre-made group going up against a pug group in battlegrounds just on a larger scale without the time limits of a match and the swapping out the opponents.
To me one way I see to counter something like that would be a timed handicap that is applied to players who are getting a lot of kills in a short amount of time, gradually making the effects of battle spirit more severe.
That resets back to zero when they are killed or slowly fades away while out of combat for an extended amount of time, think of it as working similar to the bounties in PVE zones, heck just copy that altogether and have an AP bounty that is visible to other players or something.
It's the whole point of the game not to allow god mode, to make a balance between risk and reward. HIgh damage is squishy, super tanky has no damage-- that was the basic equation
ZOS despite hundreds of posts by the most experienced players still does not grasp that in PvP ball groups are now God Mode.
This is really obvious in the hours I play, when it isnt poplocked. One 6 man ball group is god mode. They cannot be killed by the collection of pugs that a 1-2 bar alliance has.
They jump around oblivious to any damage: shrug off any cold fire siege. Any poor sap that tries to fight them just gets 6v1 to death.
Of course its worse when these ball groups are on the alliance with the 3 to 1 population advantage, which for some reason is almost always the case.
God Mode ruins the game. That is so simple and I don't know why they don't understand
Four_Fingers wrote: »So simple solution play the game in Cyro the way the devs designed it, as group!
Stop trying to be rambo in a game not designed for you to be rambo.
Want to play solo? Use BGs.
I still feel grouping should be required in Cyrodiil which would stop some of this whining.
Then spruce up BGs more for small scale and solo.
Everybody wins.
karthrag_inak wrote: »"MMO's have never before allowed God Mode"
Not true. In Star Wars Galaxies, the original Jedi class was unlockable and a fully leveled Jedi knight was capable of easily taking out a group of 20 fully stacked characters at once. Of course, it also exhibited severe death penalties and was exceedingly hard to achieve and level up.
But still, SWG Pre-CU Jedi was most definitely God Mode in a way that the most trolliest of ESO bomblades could not even fathom.
Because two ball groups usually can't even kill each other.DenverRalphy wrote: »Why isn't a counter to a ball group simply an opposing ball group?
It's the whole point of the game not to allow god mode, to make a balance between risk and reward. HIgh damage is squishy, super tanky has no damage-- that was the basic equation
ZOS despite hundreds of posts by the most experienced players still does not grasp that in PvP ball groups are now God Mode.
This is really obvious in the hours I play, when it isnt poplocked. One 6 man ball group is god mode. They cannot be killed by the collection of pugs that a 1-2 bar alliance has.
They jump around oblivious to any damage: shrug off any cold fire siege. Any poor sap that tries to fight them just gets 6v1 to death.
Of course its worse when these ball groups are on the alliance with the 3 to 1 population advantage, which for some reason is almost always the case.
God Mode ruins the game. That is so simple and I don't know why they don't understand
xylena_lazarow wrote: »Because two ball groups usually can't even kill each other.DenverRalphy wrote: »Why isn't a counter to a ball group simply an opposing ball group?
<snip>
In practice they tend to deliberately avoid each other, even if they're at the same keep, so that they can each go back to their regularly scheduled pug stomping, rather than a protracted stalemate with another ball. They avoid the objective entirely and will run in circles inside unflagged keeps so they can keep stomping pugs.DenverRalphy wrote: »If that's the case, then while two ball groups are engaged with each other
tohopka_eso wrote: »Another game I play PvP in does this. PvE and PvP have separate skills. One reason I don't PvP in ESO is because of shared skills between the two.
BXR_Lonestar wrote: »What I do have a problem with though, is that there are items and builds in the game that make you able to allocate your stats elsewhere, and still end up with a tanky character (tanky without healer support) and STILL have enough firepower to kill other players.
Elvenheart wrote: »BXR_Lonestar wrote: »What I do have a problem with though, is that there are items and builds in the game that make you able to allocate your stats elsewhere, and still end up with a tanky character (tanky without healer support) and STILL have enough firepower to kill other players.
I want to be this type of character for my solo PVE activities, can you tell me what items and builds I should use?
What do you expect to happen when you have a group of skilled people often with years of experience playing the game, communicating via voice chat to coordinate their actions and cover for each others weaknesses against people in random groups with minimal coordination beyond, show up to defend/attack this keep/resource etc.. or just people seeing the sword icons on the map showing a battle taking place and heading their to join in.
It's not so different than a pre-made group going up against a pug group in battlegrounds just on a larger scale without the time limits of a match and the swapping out the opponents.
tohopka_eso wrote: »Another game I play PvP in does this. PvE and PvP have separate skills. One reason I don't PvP in ESO is because of shared skills between the two.
How would you practice PvP skills against a static target? Do they have offer some furniture to transform to PvP mode while in your house?