Major_Mangle wrote: »ForumBully wrote: »
No more so than harping on the "tourists" who aren't "real PvPers".
Anyway, I have to agree that PvP became SetVSet so long ago. After Vengeance ends I suspect, just like me, a lot of former PvP players will leave again rather than suffer through the broken set battle that Live has become.
ESO PvP has always been "set vs set" (even back when you only had access to hundings/agility etc)
Back when Julianos was the hot gear set were better days. Oh man, Twice Born Star too.
You can really tell a lot of these people were never around for that, back when our only viable procs were a Monster Set and Arena Weapon.
Back then you were gear-checked the second you got hit by a Crystal Frag, but your gear certainly didn’t play for you.
Major_Mangle wrote: »Major_Mangle wrote: »ForumBully wrote: »
No more so than harping on the "tourists" who aren't "real PvPers".
Anyway, I have to agree that PvP became SetVSet so long ago. After Vengeance ends I suspect, just like me, a lot of former PvP players will leave again rather than suffer through the broken set battle that Live has become.
ESO PvP has always been "set vs set" (even back when you only had access to hundings/agility etc)
Back when Julianos was the hot gear set were better days. Oh man, Twice Born Star too.
You can really tell a lot of these people were never around for that, back when our only viable procs were a Monster Set and Arena Weapon.
Back then you were gear-checked the second you got hit by a Crystal Frag, but your gear certainly didn’t play for you.
I´d argue that you´re more "stat-checked" in the current PvP meta than you were back in 2015-2016. Only difference is that the stat values today are higher than back then. Like there are reasons why the "template PvP setup" people recommend to newer PvP players are Wretched/Rallying Cry/Monster set/Mythic/Trainee, because it covers most of those stat checks a beginner should have. It´s like people see 1 proc set in their death recap that did 400 dps and bring out the excuse folder blaming procs to why they lost. Or do we consider the example "template setup" I just wrote to be one of those that "play the game for you"?
Like if you get hit by a 20k+ bow proc in PvP, how is that not a "stat-check"?
Major_Mangle wrote: »Major_Mangle wrote: »ForumBully wrote: »
No more so than harping on the "tourists" who aren't "real PvPers".
Anyway, I have to agree that PvP became SetVSet so long ago. After Vengeance ends I suspect, just like me, a lot of former PvP players will leave again rather than suffer through the broken set battle that Live has become.
ESO PvP has always been "set vs set" (even back when you only had access to hundings/agility etc)
Back when Julianos was the hot gear set were better days. Oh man, Twice Born Star too.
You can really tell a lot of these people were never around for that, back when our only viable procs were a Monster Set and Arena Weapon.
Back then you were gear-checked the second you got hit by a Crystal Frag, but your gear certainly didn’t play for you.
I´d argue that you´re more "stat-checked" in the current PvP meta than you were back in 2015-2016. Only difference is that the stat values today are higher than back then. Like there are reasons why the "template PvP setup" people recommend to newer PvP players are Wretched/Rallying Cry/Monster set/Mythic/Trainee, because it covers most of those stat checks a beginner should have. It´s like people see 1 proc set in their death recap that did 400 dps and bring out the excuse folder blaming procs to why they lost. Or do we consider the example "template setup" I just wrote to be one of those that "play the game for you"?
Like if you get hit by a 20k+ bow proc in PvP, how is that not a "stat-check"?
When did I say it wasn’t? 👀
That said, even sets like Wretched Vitality do play the game for you, as you are no longer having to manage your resources… a core part of combat in a game with costs tagged to every skill.
We had Lich back in the day and it functioned pretty similar, but it was also extraordinarily rare, as were all major gear advantages back in the day.
When 1 in 1,000 people have gear like that, it’s nowhere near an issue as 1 in 4 like today.
YandereGirlfriend wrote: »ForumBully wrote: »Major_Mangle wrote: »ForumBully wrote: »LesserCircle wrote: »
No more so than harping on the "tourists" who aren't "real PvPers".
Anyway, I have to agree that PvP became SetVSet so long ago. After Vengeance ends I suspect, just like me, a lot of former PvP players will leave again rather than suffer through the broken set battle that Live has become.
ESO PvP has always been "set vs set" (even back when you only had access to hundings/agility etc) to the extend that knowledge on how to make a proper PvP setup makes a huge difference. Even in no-proc what set/build you were using was 85% of your success rate. Vengeance removes the ceiling, or rather it merges it with the floor, but at the same time it removes any type of progression (which isn´t a good thing). A more gently entry curve is fine, but not if it comes at the expense of removing progression or the upper end of the curve. No one would accept PvE having 0 progression or anything to strive for, so why should it be ok for PvP? (more of a rhetorical question, because the answer is that it isn´t ok)
Why does everyone continue to act like the testing iteration we're currently in is the final product? It's just non stop complaining that they don't want something that isn't permanent, permanently. Do they think that ZoS is just stopping here? There is a middle ground between the mess that Cyrodiil is on live and the simplicity that it is during Vengeance.
[edited to remove quote]
As others have said, any pre-2022 Ravenwatch player knows well how "a simple test" can quickly turn into campaign-killing reality based largely upon the hype of players who never mained the campaign to begin with.
SO MANY touted No-Proc in the exact same way that Vengeance is being touted now but none of them ever showed up to actually play in the campaign when the changes became permanent, which left a dead campaign in its wake.
In other words, the touters and hypsters gladly sacrificed someone else's campaign while giving up nothing of their own. That is the fear of basically any GH player these days, that PvE tourists and their hype will induce changes to GH that will destroy it. And then Vengeance will die-off like all flavor of the month things do when PvE tourists are, surprise, surprise, not converted into regular PvP players.
Those who forget the past are doomed to repeat it and all of that.
Major_Mangle wrote: »ForumBully wrote: »LesserCircle wrote: »
No more so than harping on the "tourists" who aren't "real PvPers".
Anyway, I have to agree that PvP became SetVSet so long ago. After Vengeance ends I suspect, just like me, a lot of former PvP players will leave again rather than suffer through the broken set battle that Live has become.
ESO PvP has always been "set vs set" (even back when you only had access to hundings/agility etc) to the extend that knowledge on how to make a proper PvP setup makes a huge difference. Even in no-proc what set/build you were using was 85% of your success rate. Vengeance removes the ceiling, or rather it merges it with the floor, but at the same time it removes any type of progression (which isn´t a good thing). A more gently entry curve is fine, but not if it comes at the expense of removing progression or the upper end of the curve. No one would accept PvE having 0 progression or anything to strive for, so why should it be ok for PvP? (more of a rhetorical question, because the answer is that it isn´t ok)
[edited to remove quote]
YandereGirlfriend wrote: »ForumBully wrote: »Major_Mangle wrote: »ForumBully wrote: »LesserCircle wrote: »
No more so than harping on the "tourists" who aren't "real PvPers".
Anyway, I have to agree that PvP became SetVSet so long ago. After Vengeance ends I suspect, just like me, a lot of former PvP players will leave again rather than suffer through the broken set battle that Live has become.
ESO PvP has always been "set vs set" (even back when you only had access to hundings/agility etc) to the extend that knowledge on how to make a proper PvP setup makes a huge difference. Even in no-proc what set/build you were using was 85% of your success rate. Vengeance removes the ceiling, or rather it merges it with the floor, but at the same time it removes any type of progression (which isn´t a good thing). A more gently entry curve is fine, but not if it comes at the expense of removing progression or the upper end of the curve. No one would accept PvE having 0 progression or anything to strive for, so why should it be ok for PvP? (more of a rhetorical question, because the answer is that it isn´t ok)
Why does everyone continue to act like the testing iteration we're currently in is the final product? It's just non stop complaining that they don't want something that isn't permanent, permanently. Do they think that ZoS is just stopping here? There is a middle ground between the mess that Cyrodiil is on live and the simplicity that it is during Vengeance.
[edited to remove quote]
As others have said, any pre-2022 Ravenwatch player knows well how "a simple test" can quickly turn into campaign-killing reality based largely upon the hype of players who never mained the campaign to begin with.
SO MANY touted No-Proc in the exact same way that Vengeance is being touted now but none of them ever showed up to actually play in the campaign when the changes became permanent, which left a dead campaign in its wake.
In other words, the touters and hypsters gladly sacrificed someone else's campaign while giving up nothing of their own. That is the fear of basically any GH player these days, that PvE tourists and their hype will induce changes to GH that will destroy it. And then Vengeance will die-off like all flavor of the month things do when PvE tourists are, surprise, surprise, not converted into regular PvP players.
Those who forget the past are doomed to repeat it and all of that.
NAILED IT!
They can remove procs, skills, sets, etc and the camp will be dead in 3 months - I'd put money on it.
Vengance is fun for the first day or two. Yes, it's easier for PvE people to come in and have fun for a night but they are not going to carry the campaign. IF this is the running mindset in the studio right now... you're going to have another dead camp just like no-proc. Guaranteed. You can have a lower barrier to entry while still making it a skilled/diverse game with creative combat.
YandereGirlfriend wrote: »ForumBully wrote: »Major_Mangle wrote: »ForumBully wrote: »LesserCircle wrote: »
No more so than harping on the "tourists" who aren't "real PvPers".
Anyway, I have to agree that PvP became SetVSet so long ago. After Vengeance ends I suspect, just like me, a lot of former PvP players will leave again rather than suffer through the broken set battle that Live has become.
ESO PvP has always been "set vs set" (even back when you only had access to hundings/agility etc) to the extend that knowledge on how to make a proper PvP setup makes a huge difference. Even in no-proc what set/build you were using was 85% of your success rate. Vengeance removes the ceiling, or rather it merges it with the floor, but at the same time it removes any type of progression (which isn´t a good thing). A more gently entry curve is fine, but not if it comes at the expense of removing progression or the upper end of the curve. No one would accept PvE having 0 progression or anything to strive for, so why should it be ok for PvP? (more of a rhetorical question, because the answer is that it isn´t ok)
Why does everyone continue to act like the testing iteration we're currently in is the final product? It's just non stop complaining that they don't want something that isn't permanent, permanently. Do they think that ZoS is just stopping here? There is a middle ground between the mess that Cyrodiil is on live and the simplicity that it is during Vengeance.
[edited to remove quote]
As others have said, any pre-2022 Ravenwatch player knows well how "a simple test" can quickly turn into campaign-killing reality based largely upon the hype of players who never mained the campaign to begin with.
SO MANY touted No-Proc in the exact same way that Vengeance is being touted now but none of them ever showed up to actually play in the campaign when the changes became permanent, which left a dead campaign in its wake.
In other words, the touters and hypsters gladly sacrificed someone else's campaign while giving up nothing of their own. That is the fear of basically any GH player these days, that PvE tourists and their hype will induce changes to GH that will destroy it. And then Vengeance will die-off like all flavor of the month things do when PvE tourists are, surprise, surprise, not converted into regular PvP players.
Those who forget the past are doomed to repeat it and all of that.
NAILED IT!
They can remove procs, skills, sets, etc and the camp will be dead in 3 months - I'd put money on it.
Vengance is fun for the first day or two. Yes, it's easier for PvE people to come in and have fun for a night but they are not going to carry the campaign. IF this is the running mindset in the studio right now... you're going to have another dead camp just like no-proc. Guaranteed. You can have a lower barrier to entry while still making it a skilled/diverse game with creative combat.
@YandereGirlfriend
@LadyGP
People are tired of ball groups. That's why we're there.
It has nothing to do really with proc sets or removing things, that's just something that happened. The ball groups weren't there and demonstrating a skill-based approach to PvP was a challenge that lots of us enjoyed.
Ball Groups are killing PvP in Cyrodiil by themselves and driving people away.
But really what it's about, what people are looking for, is a return to form from ESO PvP back years ago. This is what drew people into this game to start with but now, things like ball Groups are out of control, and they've demonstrated two things, a) The people defending them don't want to learn to fight Solo or be considered pugs like the rest of us and b) The people in Ball Groups care NOTHING for the Camp, the goals, the faction, they don't care. It's so painfully obvious and people know this. I don't completely agree with what they did to Ravenwatch, no. It was a lively place before the change. And I don't know what might happen with Vengeance in the future. With that said, ZOS, if you're reading this and you'd like my advice, work in Vengeance as an event similar to Midyears. I think that would best. That way everyone can take a break from the norm.
Having played Vengeance I and II extensively, and being a solo player for many years, yes I am personally biased towards the things I enjoy but anyone who advocates for Ball Groups remaining at their current power level in current form is perhaps not thinking about what's best for PvP itself. They're thinking about them and they have the power, but its power they should not have in this way. In Vengeance, many of us who were previously continuously exploited by Ball Groups, proved that were are already powerful and strong without them. I mean, lots of us have skills, haven't we proven that already? If this is true, why do we need Ball Groups? Why are they allowed to exploit us with all these gotchas and gimmicks. Its ethically wrong and morally bankrupt to put unskilled players over the skilled solos in this manner just because they have repetition and a couple exploitable sets to abuse other players with.
Fixing ball groups is going to bring some pain but if you don't do it and do so, in a patient and thoughtful manner, no one is really going to care much about PvPing with them. It'll be like New World with exclusive companies 'hand-picking' those they consider above everyone else. I've experienced this, despite my skills and gear in that game, it is a horrible thing. It's awful and I'll have no part in it and I'd highly suggest ESO get away from Ball Groups. Note that I consider Organized Groups and Ball Groups to not necessarily be the same difference, PUGs/Casuals/Solos/PvE types, all of these can have an Organized Group for example w/ comms.
But the best thing for the game, let alone any server, is to bring these Ball Groups down a couple pegs so we can oince again have healthy competition in PvP and not repeat mistakes made by other games and learn from the current mistakes and atrophy that has led to Ball Groups ever becoming this un-appropriately powerful to begin with. Groups couldn't have been intended to work this way, and you guys have to realize that even though it's so frustrating to see how many are comfortable with the way things are now.
That said, even sets like Wretched Vitality do play the game for you, as you are no longer having to manage your resources… a core part of combat in a game with costs tagged to every skill.
YandereGirlfriend wrote: »ForumBully wrote: »Major_Mangle wrote: »ForumBully wrote: »LesserCircle wrote: »
No more so than harping on the "tourists" who aren't "real PvPers".
Anyway, I have to agree that PvP became SetVSet so long ago. After Vengeance ends I suspect, just like me, a lot of former PvP players will leave again rather than suffer through the broken set battle that Live has become.
ESO PvP has always been "set vs set" (even back when you only had access to hundings/agility etc) to the extend that knowledge on how to make a proper PvP setup makes a huge difference. Even in no-proc what set/build you were using was 85% of your success rate. Vengeance removes the ceiling, or rather it merges it with the floor, but at the same time it removes any type of progression (which isn´t a good thing). A more gently entry curve is fine, but not if it comes at the expense of removing progression or the upper end of the curve. No one would accept PvE having 0 progression or anything to strive for, so why should it be ok for PvP? (more of a rhetorical question, because the answer is that it isn´t ok)
Why does everyone continue to act like the testing iteration we're currently in is the final product? It's just non stop complaining that they don't want something that isn't permanent, permanently. Do they think that ZoS is just stopping here? There is a middle ground between the mess that Cyrodiil is on live and the simplicity that it is during Vengeance.
[edited to remove quote]
As others have said, any pre-2022 Ravenwatch player knows well how "a simple test" can quickly turn into campaign-killing reality based largely upon the hype of players who never mained the campaign to begin with.
SO MANY touted No-Proc in the exact same way that Vengeance is being touted now but none of them ever showed up to actually play in the campaign when the changes became permanent, which left a dead campaign in its wake.
In other words, the touters and hypsters gladly sacrificed someone else's campaign while giving up nothing of their own. That is the fear of basically any GH player these days, that PvE tourists and their hype will induce changes to GH that will destroy it. And then Vengeance will die-off like all flavor of the month things do when PvE tourists are, surprise, surprise, not converted into regular PvP players.
Those who forget the past are doomed to repeat it and all of that.
NAILED IT!
They can remove procs, skills, sets, etc and the camp will be dead in 3 months - I'd put money on it.
Vengance is fun for the first day or two. Yes, it's easier for PvE people to come in and have fun for a night but they are not going to carry the campaign. IF this is the running mindset in the studio right now... you're going to have another dead camp just like no-proc. Guaranteed. You can have a lower barrier to entry while still making it a skilled/diverse game with creative combat.
@YandereGirlfriend
@LadyGP
People are tired of ball groups. That's why we're there.
It has nothing to do really with proc sets or removing things, that's just something that happened. The ball groups weren't there and demonstrating a skill-based approach to PvP was a challenge that lots of us enjoyed.
Ball Groups are killing PvP in Cyrodiil by themselves and driving people away.
But really what it's about, what people are looking for, is a return to form from ESO PvP back years ago. This is what drew people into this game to start with but now, things like ball Groups are out of control, and they've demonstrated two things, a) The people defending them don't want to learn to fight Solo or be considered pugs like the rest of us and b) The people in Ball Groups care NOTHING for the Camp, the goals, the faction, they don't care. It's so painfully obvious and people know this. I don't completely agree with what they did to Ravenwatch, no. It was a lively place before the change. And I don't know what might happen with Vengeance in the future. With that said, ZOS, if you're reading this and you'd like my advice, work in Vengeance as an event similar to Midyears. I think that would best. That way everyone can take a break from the norm.
Having played Vengeance I and II extensively, and being a solo player for many years, yes I am personally biased towards the things I enjoy but anyone who advocates for Ball Groups remaining at their current power level in current form is perhaps not thinking about what's best for PvP itself. They're thinking about them and they have the power, but its power they should not have in this way. In Vengeance, many of us who were previously continuously exploited by Ball Groups, proved that were are already powerful and strong without them. I mean, lots of us have skills, haven't we proven that already? If this is true, why do we need Ball Groups? Why are they allowed to exploit us with all these gotchas and gimmicks. Its ethically wrong and morally bankrupt to put unskilled players over the skilled solos in this manner just because they have repetition and a couple exploitable sets to abuse other players with.
Fixing ball groups is going to bring some pain but if you don't do it and do so, in a patient and thoughtful manner, no one is really going to care much about PvPing with them. It'll be like New World with exclusive companies 'hand-picking' those they consider above everyone else. I've experienced this, despite my skills and gear in that game, it is a horrible thing. It's awful and I'll have no part in it and I'd highly suggest ESO get away from Ball Groups. Note that I consider Organized Groups and Ball Groups to not necessarily be the same difference, PUGs/Casuals/Solos/PvE types, all of these can have an Organized Group for example w/ comms.
But the best thing for the game, let alone any server, is to bring these Ball Groups down a couple pegs so we can oince again have healthy competition in PvP and not repeat mistakes made by other games and learn from the current mistakes and atrophy that has led to Ball Groups ever becoming this un-appropriately powerful to begin with. Groups couldn't have been intended to work this way, and you guys have to realize that even though it's so frustrating to see how many are comfortable with the way things are now.
In that case, ya'll should be asking ZOS to limit heal and shield stacking in groups. Not advocating for no skill dumbed down vengeance trash.
Why hasn't ZOS even tried to limit heal and shield stacking yet? ...I mean, just as a test or anything?
ForumBully wrote: »YandereGirlfriend wrote: »ForumBully wrote: »Major_Mangle wrote: »ForumBully wrote: »LesserCircle wrote: »
No more so than harping on the "tourists" who aren't "real PvPers".
Anyway, I have to agree that PvP became SetVSet so long ago. After Vengeance ends I suspect, just like me, a lot of former PvP players will leave again rather than suffer through the broken set battle that Live has become.
ESO PvP has always been "set vs set" (even back when you only had access to hundings/agility etc) to the extend that knowledge on how to make a proper PvP setup makes a huge difference. Even in no-proc what set/build you were using was 85% of your success rate. Vengeance removes the ceiling, or rather it merges it with the floor, but at the same time it removes any type of progression (which isn´t a good thing). A more gently entry curve is fine, but not if it comes at the expense of removing progression or the upper end of the curve. No one would accept PvE having 0 progression or anything to strive for, so why should it be ok for PvP? (more of a rhetorical question, because the answer is that it isn´t ok)
Why does everyone continue to act like the testing iteration we're currently in is the final product? It's just non stop complaining that they don't want something that isn't permanent, permanently. Do they think that ZoS is just stopping here? There is a middle ground between the mess that Cyrodiil is on live and the simplicity that it is during Vengeance.
[edited to remove quote]
As others have said, any pre-2022 Ravenwatch player knows well how "a simple test" can quickly turn into campaign-killing reality based largely upon the hype of players who never mained the campaign to begin with.
SO MANY touted No-Proc in the exact same way that Vengeance is being touted now but none of them ever showed up to actually play in the campaign when the changes became permanent, which left a dead campaign in its wake.
In other words, the touters and hypsters gladly sacrificed someone else's campaign while giving up nothing of their own. That is the fear of basically any GH player these days, that PvE tourists and their hype will induce changes to GH that will destroy it. And then Vengeance will die-off like all flavor of the month things do when PvE tourists are, surprise, surprise, not converted into regular PvP players.
Those who forget the past are doomed to repeat it and all of that.
NAILED IT!
They can remove procs, skills, sets, etc and the camp will be dead in 3 months - I'd put money on it.
Vengance is fun for the first day or two. Yes, it's easier for PvE people to come in and have fun for a night but they are not going to carry the campaign. IF this is the running mindset in the studio right now... you're going to have another dead camp just like no-proc. Guaranteed. You can have a lower barrier to entry while still making it a skilled/diverse game with creative combat.
@YandereGirlfriend
@LadyGP
People are tired of ball groups. That's why we're there.
It has nothing to do really with proc sets or removing things, that's just something that happened. The ball groups weren't there and demonstrating a skill-based approach to PvP was a challenge that lots of us enjoyed.
Ball Groups are killing PvP in Cyrodiil by themselves and driving people away.
But really what it's about, what people are looking for, is a return to form from ESO PvP back years ago. This is what drew people into this game to start with but now, things like ball Groups are out of control, and they've demonstrated two things, a) The people defending them don't want to learn to fight Solo or be considered pugs like the rest of us and b) The people in Ball Groups care NOTHING for the Camp, the goals, the faction, they don't care. It's so painfully obvious and people know this. I don't completely agree with what they did to Ravenwatch, no. It was a lively place before the change. And I don't know what might happen with Vengeance in the future. With that said, ZOS, if you're reading this and you'd like my advice, work in Vengeance as an event similar to Midyears. I think that would best. That way everyone can take a break from the norm.
Having played Vengeance I and II extensively, and being a solo player for many years, yes I am personally biased towards the things I enjoy but anyone who advocates for Ball Groups remaining at their current power level in current form is perhaps not thinking about what's best for PvP itself. They're thinking about them and they have the power, but its power they should not have in this way. In Vengeance, many of us who were previously continuously exploited by Ball Groups, proved that were are already powerful and strong without them. I mean, lots of us have skills, haven't we proven that already? If this is true, why do we need Ball Groups? Why are they allowed to exploit us with all these gotchas and gimmicks. Its ethically wrong and morally bankrupt to put unskilled players over the skilled solos in this manner just because they have repetition and a couple exploitable sets to abuse other players with.
Fixing ball groups is going to bring some pain but if you don't do it and do so, in a patient and thoughtful manner, no one is really going to care much about PvPing with them. It'll be like New World with exclusive companies 'hand-picking' those they consider above everyone else. I've experienced this, despite my skills and gear in that game, it is a horrible thing. It's awful and I'll have no part in it and I'd highly suggest ESO get away from Ball Groups. Note that I consider Organized Groups and Ball Groups to not necessarily be the same difference, PUGs/Casuals/Solos/PvE types, all of these can have an Organized Group for example w/ comms.
But the best thing for the game, let alone any server, is to bring these Ball Groups down a couple pegs so we can oince again have healthy competition in PvP and not repeat mistakes made by other games and learn from the current mistakes and atrophy that has led to Ball Groups ever becoming this un-appropriately powerful to begin with. Groups couldn't have been intended to work this way, and you guys have to realize that even though it's so frustrating to see how many are comfortable with the way things are now.
In that case, ya'll should be asking ZOS to limit heal and shield stacking in groups. Not advocating for no skill dumbed down vengeance trash.
Why hasn't ZOS even tried to limit heal and shield stacking yet? ...I mean, just as a test or anything?
Many of us have asked for that again and again and again...and again...
That said, even sets like Wretched Vitality do play the game for you, as you are no longer having to manage your resources… a core part of combat in a game with costs tagged to every skill.
I use wretched vitality a lot at the moment because I have issues managing resources, I'm sure a good number of others do too. Maybe it's because I left for years and still have to work out how to manage skill use better (and I have no mythics atm to give a damage boost either, currently just levelled the skill line and trying to get my first.)
It definitely doesn't play the game for me though. If I spam certain skills/don't concentrate on what I'm doing enough I'll still run out quickly. If I no longer had to check how much magicka or stamina I had and I could just mash whatever buttons I wanted without ever running low on either then I'd agree that'd be an issue but it's definitely not the case.
Wretched only has one line of damage too so it means I'm lacking compared to others that are using double damage sets along with damage focused mythics, monster sets, fully infused weapon/spell damage jewelry, etc, then if I choose to focus a bit more on defence my damage goes down even further. Adding a sustain mundus isn't really an option either because then my damage/pen suffers even more, so it does come with a cost.
In that case, ya'll should be asking ZOS to limit heal and shield stacking in groups. Not advocating for no skill dumbed down vengeance trash.
Why hasn't ZOS even tried to limit heal and shield stacking yet? ...I mean, just as a test or anything?
Hey, don’t take what I said as derogatory. While I would love to go back to a time where sets didn’t remove core parts of the gameplay, and ESO felt more like a fighting game than a FPS in terms of time-to-kill, using what’s at your disposal isn’t wrong, and if a set like Wretched Vitality helps you cover an area you’re weak in then more power to you.
At least you know sustain is your issue. For most players, they struggle to isolate what their biggest problems are, and run cookie cutter builds and end up folded up like lawn chairs, wondering why.
One bit of advice I can give from a decade of experience, turn on percentages in your options and pay close attention to what your needs are… being roll dodge, cc break, and a burst heal.
ForumBully wrote: »YandereGirlfriend wrote: »ForumBully wrote: »Major_Mangle wrote: »ForumBully wrote: »LesserCircle wrote: »
No more so than harping on the "tourists" who aren't "real PvPers".
Anyway, I have to agree that PvP became SetVSet so long ago. After Vengeance ends I suspect, just like me, a lot of former PvP players will leave again rather than suffer through the broken set battle that Live has become.
ESO PvP has always been "set vs set" (even back when you only had access to hundings/agility etc) to the extend that knowledge on how to make a proper PvP setup makes a huge difference. Even in no-proc what set/build you were using was 85% of your success rate. Vengeance removes the ceiling, or rather it merges it with the floor, but at the same time it removes any type of progression (which isn´t a good thing). A more gently entry curve is fine, but not if it comes at the expense of removing progression or the upper end of the curve. No one would accept PvE having 0 progression or anything to strive for, so why should it be ok for PvP? (more of a rhetorical question, because the answer is that it isn´t ok)
Why does everyone continue to act like the testing iteration we're currently in is the final product? It's just non stop complaining that they don't want something that isn't permanent, permanently. Do they think that ZoS is just stopping here? There is a middle ground between the mess that Cyrodiil is on live and the simplicity that it is during Vengeance.
[edited to remove quote]
As others have said, any pre-2022 Ravenwatch player knows well how "a simple test" can quickly turn into campaign-killing reality based largely upon the hype of players who never mained the campaign to begin with.
SO MANY touted No-Proc in the exact same way that Vengeance is being touted now but none of them ever showed up to actually play in the campaign when the changes became permanent, which left a dead campaign in its wake.
In other words, the touters and hypsters gladly sacrificed someone else's campaign while giving up nothing of their own. That is the fear of basically any GH player these days, that PvE tourists and their hype will induce changes to GH that will destroy it. And then Vengeance will die-off like all flavor of the month things do when PvE tourists are, surprise, surprise, not converted into regular PvP players.
Those who forget the past are doomed to repeat it and all of that.
NAILED IT!
They can remove procs, skills, sets, etc and the camp will be dead in 3 months - I'd put money on it.
Vengance is fun for the first day or two. Yes, it's easier for PvE people to come in and have fun for a night but they are not going to carry the campaign. IF this is the running mindset in the studio right now... you're going to have another dead camp just like no-proc. Guaranteed. You can have a lower barrier to entry while still making it a skilled/diverse game with creative combat.
@YandereGirlfriend
@LadyGP
People are tired of ball groups. That's why we're there.
It has nothing to do really with proc sets or removing things, that's just something that happened. The ball groups weren't there and demonstrating a skill-based approach to PvP was a challenge that lots of us enjoyed.
Ball Groups are killing PvP in Cyrodiil by themselves and driving people away.
But really what it's about, what people are looking for, is a return to form from ESO PvP back years ago. This is what drew people into this game to start with but now, things like ball Groups are out of control, and they've demonstrated two things, a) The people defending them don't want to learn to fight Solo or be considered pugs like the rest of us and b) The people in Ball Groups care NOTHING for the Camp, the goals, the faction, they don't care. It's so painfully obvious and people know this. I don't completely agree with what they did to Ravenwatch, no. It was a lively place before the change. And I don't know what might happen with Vengeance in the future. With that said, ZOS, if you're reading this and you'd like my advice, work in Vengeance as an event similar to Midyears. I think that would best. That way everyone can take a break from the norm.
Having played Vengeance I and II extensively, and being a solo player for many years, yes I am personally biased towards the things I enjoy but anyone who advocates for Ball Groups remaining at their current power level in current form is perhaps not thinking about what's best for PvP itself. They're thinking about them and they have the power, but its power they should not have in this way. In Vengeance, many of us who were previously continuously exploited by Ball Groups, proved that were are already powerful and strong without them. I mean, lots of us have skills, haven't we proven that already? If this is true, why do we need Ball Groups? Why are they allowed to exploit us with all these gotchas and gimmicks. Its ethically wrong and morally bankrupt to put unskilled players over the skilled solos in this manner just because they have repetition and a couple exploitable sets to abuse other players with.
Fixing ball groups is going to bring some pain but if you don't do it and do so, in a patient and thoughtful manner, no one is really going to care much about PvPing with them. It'll be like New World with exclusive companies 'hand-picking' those they consider above everyone else. I've experienced this, despite my skills and gear in that game, it is a horrible thing. It's awful and I'll have no part in it and I'd highly suggest ESO get away from Ball Groups. Note that I consider Organized Groups and Ball Groups to not necessarily be the same difference, PUGs/Casuals/Solos/PvE types, all of these can have an Organized Group for example w/ comms.
But the best thing for the game, let alone any server, is to bring these Ball Groups down a couple pegs so we can oince again have healthy competition in PvP and not repeat mistakes made by other games and learn from the current mistakes and atrophy that has led to Ball Groups ever becoming this un-appropriately powerful to begin with. Groups couldn't have been intended to work this way, and you guys have to realize that even though it's so frustrating to see how many are comfortable with the way things are now.
In that case, ya'll should be asking ZOS to limit heal and shield stacking in groups. Not advocating for no skill dumbed down vengeance trash.
Why hasn't ZOS even tried to limit heal and shield stacking yet? ...I mean, just as a test or anything?
Many of us have asked for that again and again and again...and again...
@Vulkunne
I agree. We are essentially reduced to arguing over a campaign that lags, bugs, is run rampant by ball groups that aren't even working to the actual objectives of Cyro, unkillable tanks, and a max alliance player count of, what, 50?
Versus
Minimal lag, zero combat bug (although I will admit there were a few bug issues still with siege and getting stuck in walls), no ball groups, playing Cyro as it is intended; an alliance WAR, no unkillables and a player count of more than 300 people at a fight with battles lasting 2 hours and hardly anyone lags or disconnects.
Why is there so much fight against PvP becoming something playable by a larger number of people? This iteration of Vengeance won't be the end all be all. Anyone with common sense can see they are actively creating a NEW PvP experience from semi-ground up. They will have the issues to address from this round, and just like last round they will make the necessary adjustments to proceed to the next level of testing. I just do no understand why there is such dramatic response to ZoS actually fixing PvP. This isn't a "wave a magic wand" type of thing to fix.
If smaller scale is what you are into, there is both IC and Battlegrounds. Cyro is meant for large groups working together to conquer the map. That is why score is based on territory/scrolls obtained and not just kill count.
sleepy_worm wrote: »marius_buys wrote: »Oof, when the admin edits 11 out of 12 comments... lol
You do understand that 10 of those edits were removing a nested quote of the one actual post removed, right?
marius_buys wrote: »One simple solution to ball groups, is to increase the bonus damage of proximity detonation to nearby enemy by 500%
marius_buys wrote: »One simple solution to ball groups, is to increase the bonus damage of proximity detonation to nearby enemy by 500%
Dear god, anything but that. Haven't all the sets meant to counter ball groups by bombing them backfire horribly (rush lf agony, vicious death, dark convergence and others being used by ball groups to kill pugs) ?