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Imperial City porting changes made the place a lot worse

  • imPDA
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    sshogrin wrote: »
    imPDA wrote: »
    If you played early IC, then you should know it is the same now as it was before. Teleport via Cyrodiil is a "feature" which was finally fixed. With ability to teleport in combat, simply anybody can escape any unwanted situation and save telvars, it became a coward's meta, even in YT videos players told to install an addon to teleport from fights. Is it a fair fight?

    About your situation: with tp stone you can leave even in combat. With unstoppable potion it is impossible to interrupt it, and if they troll played fat no damage build in noCP - they most likely could not kill you while you are porting out with tp stone. EZ.

    Fix was introduced to stop griefing literally everybody abused, it must not be reverted because of one troll appeared once and because you have not learned how to play in 5 years.

    Totally disagree with your assessment, but I've also seen you comment on all of these in favor of the changes...no surprise.
    It's not just "one person", it's a bunch of people doing the same thing. As many threads as you've commented on, you should know that by now, but you choose to ignore that.
    The reality is there were suggestions before the change, which was to allow people to port out when not in active combat.
    It seems that there are people doing things that were not what the devs wanted to happen, but people are taking advantage of these exploits, and YES it's an exploit. It's like the Warden Charm exploit people were using, and the other exploits being used and weren't fixed.
    Ele sus shouldn't keep someone in combat. People doing this exploit shouldn't be allowed to do it as this was NEVER what the devs intended to happen. See how that works? The devs never intended for people to exploit things just to harass people in IC.
    IC will be dead soon because of horrible decisions made by the devs because of whiney PvPers that like to exploit abilities and sets and harass others.
    This is an exploit that the devs never INTENDED on happening, it's like using sneak pots to camp ladders and quests, the devs NEVER INTENDED for people to do that, but it happens, and people like you will make the argument that it is intended because it allows you to exploit things that were NEVER INTENDED to be used like it's being used.

    People behavior and how they abuse things is a different topic. Ele sus makes damage, so it keeps you and person who applied it in combat, it is normal, the problem is unkillable tank player (as BioBitter100 commented right in the next comment after yours) who can keep you in active combat and troll/harass you this way. Tank will not be able to kill you most likely and you can't kill them, so it can continue endlessly, but I have a solution - TP stone works in combat, immovability potion makes it safer. Yes, it is less convenient, you need to buy stones and probably potions (or not, if this player does not actively attack you, you can just use a stone). I were in a situation like that many times, even with people I in a good relation, they just can try to annoy me from time to time, PvPers are bullies sometimes, learn to handle this. You can't make PvP sterile zone with bunnies and unicorns all around, it is not going to happen wherever people interaction appears and there are winners and losers. There always be some tension and you need to decide whether you want to join it or not, but it is separate topic as well.

    So, you also want to allow teleportation from safe zones, ok, it looks legit, but it does not line up with extraction designed underneath: you should not have free escapes anywhere. Solution is simple - TP stone! You can use it safely from a balcony, for example. If you made it to the door, use a stone - and you at a base safe and shiny in 20 seconds of loading screen. Why I vote against free teleportation from safe zones? Because if you are far from IC entrance where your home base is, you would need to leave this safe zone and you have a chance for fight, more fights is better. If you don't want to fight = buy tp stone and extract from a safe zone.

    Everything above is true only if you want to save your stones, and if you don't - just use a bloody port and don't waste your time.

    I have also heard that ZoS could make it impossible to tp in combat, but allow to port out freely out of combat, and it would be absolutely fine change, but hey, you can do it, and guess how - tp stones! So, I can conclude, that for half of commenters, stone cost is the thing that they can't tolerate, they used to do it for free, and it is not an option anymore. I started to play when to enter IC you must tp to Cyro and ride to IC entrance, and to leave - you would need to reach alliance base as it is now, then leave, and then ride through Cyro back. I learned about tp stones from a YT, started to play as NB initially to hide from better players and fart TV safer. After some time, new IC players will take it for granted, they will buy tp stones and use them as I used it when started.

    Now about IC death - I probably not noticed any change, but I am talking about PC EU, it always was pretty empty because there is nothing you can do it here but farm telvars, but they become cheap, so even between farm groups became less frequent from my pov. There is nothing why new player would want to go to IC - in many cases it does no worth it, you can farm something else and buy Hakeijo instead of buying it for 15K TV foe example. That is why I usually ignore people from other faction - I know they, what builds they play, what they capable of, and they know it too so it is mutual decision to ignore each other because there will be nothing interesting but same predictable fight with predictable result. Another thing, I have several M of TV, I don't want to trade them, so I don't want to farm. There is nothing I can do, there are no good fights, no need to farm, no other activity in IC. That is why IC is empty and I stopped playing it. And if you allow to port from IC as it was before, even if I manage to find new player I want to fight, they will just tp out mid fight :D
    Your Friendly Neighborhood PvP Enjoyer (prior to U48)
  • Gabriel_H
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    Gabriel_H wrote: »
    Usureki wrote: »
    Imagine calling people who do PvP in a PvP zone griefers.

    IC is a PvP enabled zone. Big difference.

    In Cyrodiil, there is a clear goal to attack and defend keeps and resources. The whole campaign is built around that premise. Without players engaging in PvP(AvA) the entire premise falls apart.

    In IC, absolutely nothing changes if players don't engage in PvP. It's a PvE zone with PvP enabled. That very much opens the door to griefers.

    Uh no. The entire point of IC is that it functions like an extraction game.

    You kill stuff (including other players) and get out without getting killed by other players yourself.

    You're supposed to fight over the flags, as they give massive Tel Var bonuses.

    IC changes completely without PvP. The entire zone was designed around being able to steal other player's Tel Var by engaging in PvP.

    What changes? You can still cap flags without PvP. You can still farm TelVar without PvP. You can still fulfil quest obejectives without PvP.

    PvP is entirely unnecessary for the zone to function.
  • CameraBeardThePirate
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    Gabriel_H wrote: »
    Gabriel_H wrote: »
    Usureki wrote: »
    Imagine calling people who do PvP in a PvP zone griefers.

    IC is a PvP enabled zone. Big difference.

    In Cyrodiil, there is a clear goal to attack and defend keeps and resources. The whole campaign is built around that premise. Without players engaging in PvP(AvA) the entire premise falls apart.

    In IC, absolutely nothing changes if players don't engage in PvP. It's a PvE zone with PvP enabled. That very much opens the door to griefers.

    Uh no. The entire point of IC is that it functions like an extraction game.

    You kill stuff (including other players) and get out without getting killed by other players yourself.

    You're supposed to fight over the flags, as they give massive Tel Var bonuses.

    IC changes completely without PvP. The entire zone was designed around being able to steal other player's Tel Var by engaging in PvP.

    What changes? You can still cap flags without PvP. You can still farm TelVar without PvP. You can still fulfil quest obejectives without PvP.

    PvP is entirely unnecessary for the zone to function.

    Uh no, you wouldn't be able to cap flags without PvP. Do you know what happens if one person of that flag's alliance stands on a flag? It becomes uncappable. You have to engage in PvP to cap a flag if there is someone there. You literally cannot cap a yellow flag if someone on yellow is standing on it.

    Not to mention your entire argument fails to acknowledge that ZOS explicitly designed the zone for PvP. They literally advertised it as, and I quote, "a PvP public dungeon".
    Edited by CameraBeardThePirate on July 27, 2026 4:32PM
  • Gabriel_H
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    Gabriel_H wrote: »
    Gabriel_H wrote: »
    Usureki wrote: »
    Imagine calling people who do PvP in a PvP zone griefers.

    IC is a PvP enabled zone. Big difference.

    In Cyrodiil, there is a clear goal to attack and defend keeps and resources. The whole campaign is built around that premise. Without players engaging in PvP(AvA) the entire premise falls apart.

    In IC, absolutely nothing changes if players don't engage in PvP. It's a PvE zone with PvP enabled. That very much opens the door to griefers.

    Uh no. The entire point of IC is that it functions like an extraction game.

    You kill stuff (including other players) and get out without getting killed by other players yourself.

    You're supposed to fight over the flags, as they give massive Tel Var bonuses.

    IC changes completely without PvP. The entire zone was designed around being able to steal other player's Tel Var by engaging in PvP.

    What changes? You can still cap flags without PvP. You can still farm TelVar without PvP. You can still fulfil quest obejectives without PvP.

    PvP is entirely unnecessary for the zone to function.

    Uh no, you wouldn't be able to cap flags without PvP. Do you know what happens if one person of that flag's alliance stands on a flag? It becomes uncappable. You have to engage in PvP to cap a flag if there is someone there. You literally cannot cap a yellow flag if someone on yellow is standing on it.

    Or you could just wait for them to leave and come back later. What changes if that happens? Is the score altered - oh wait there is no score. Does the campaign change - oh wait there is no campaign. You lose out on a bonus to TelVar, but you can still farm TelVar. PvP is not required for the zone to function - because it is a PvE zone with PvP enabled.

    Most of Cyrodiil is the same. Lots of PvE in a PvP enabled zone. The difference is there are very specific PvP activities that have a lasting impact on how you can play there. From limitations on quicker travel, to end of season rewards, to currency that can only be obtained by engaging in PvP activities. IC has none of that.
  • CameraBeardThePirate
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    Gabriel_H wrote: »
    Gabriel_H wrote: »
    Gabriel_H wrote: »
    Usureki wrote: »
    Imagine calling people who do PvP in a PvP zone griefers.

    IC is a PvP enabled zone. Big difference.

    In Cyrodiil, there is a clear goal to attack and defend keeps and resources. The whole campaign is built around that premise. Without players engaging in PvP(AvA) the entire premise falls apart.

    In IC, absolutely nothing changes if players don't engage in PvP. It's a PvE zone with PvP enabled. That very much opens the door to griefers.

    Uh no. The entire point of IC is that it functions like an extraction game.

    You kill stuff (including other players) and get out without getting killed by other players yourself.

    You're supposed to fight over the flags, as they give massive Tel Var bonuses.

    IC changes completely without PvP. The entire zone was designed around being able to steal other player's Tel Var by engaging in PvP.

    What changes? You can still cap flags without PvP. You can still farm TelVar without PvP. You can still fulfil quest obejectives without PvP.

    PvP is entirely unnecessary for the zone to function.

    Uh no, you wouldn't be able to cap flags without PvP. Do you know what happens if one person of that flag's alliance stands on a flag? It becomes uncappable. You have to engage in PvP to cap a flag if there is someone there. You literally cannot cap a yellow flag if someone on yellow is standing on it.

    Or you could just wait for them to leave and come back later. What changes if that happens? Is the score altered - oh wait there is no score. Does the campaign change - oh wait there is no campaign. You lose out on a bonus to TelVar, but you can still farm TelVar. PvP is not required for the zone to function - because it is a PvE zone with PvP enabled.

    Most of Cyrodiil is the same. Lots of PvE in a PvP enabled zone. The difference is there are very specific PvP activities that have a lasting impact on how you can play there. From limitations on quicker travel, to end of season rewards, to currency that can only be obtained by engaging in PvP activities. IC has none of that.

    "Just wait for them to leave" lol, fun engaging gameplay. That's not a solution, you're just refusing to admit that the zone functions around a core of PvP.

    And again, ZOS advertised the zone at launch as a "PvP public dungeon".
    Edited by CameraBeardThePirate on July 27, 2026 4:51PM
  • Gabriel_H
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    Gabriel_H wrote: »
    Gabriel_H wrote: »
    Gabriel_H wrote: »
    Usureki wrote: »
    Imagine calling people who do PvP in a PvP zone griefers.

    IC is a PvP enabled zone. Big difference.

    In Cyrodiil, there is a clear goal to attack and defend keeps and resources. The whole campaign is built around that premise. Without players engaging in PvP(AvA) the entire premise falls apart.

    In IC, absolutely nothing changes if players don't engage in PvP. It's a PvE zone with PvP enabled. That very much opens the door to griefers.

    Uh no. The entire point of IC is that it functions like an extraction game.

    You kill stuff (including other players) and get out without getting killed by other players yourself.

    You're supposed to fight over the flags, as they give massive Tel Var bonuses.

    IC changes completely without PvP. The entire zone was designed around being able to steal other player's Tel Var by engaging in PvP.

    What changes? You can still cap flags without PvP. You can still farm TelVar without PvP. You can still fulfil quest obejectives without PvP.

    PvP is entirely unnecessary for the zone to function.

    Uh no, you wouldn't be able to cap flags without PvP. Do you know what happens if one person of that flag's alliance stands on a flag? It becomes uncappable. You have to engage in PvP to cap a flag if there is someone there. You literally cannot cap a yellow flag if someone on yellow is standing on it.

    Or you could just wait for them to leave and come back later. What changes if that happens? Is the score altered - oh wait there is no score. Does the campaign change - oh wait there is no campaign. You lose out on a bonus to TelVar, but you can still farm TelVar. PvP is not required for the zone to function - because it is a PvE zone with PvP enabled.

    Most of Cyrodiil is the same. Lots of PvE in a PvP enabled zone. The difference is there are very specific PvP activities that have a lasting impact on how you can play there. From limitations on quicker travel, to end of season rewards, to currency that can only be obtained by engaging in PvP activities. IC has none of that.

    "Just wait for them to leave" lol, fun engaging gameplay. That's not a solution, you're just refusing to admit that the zone functions around a core of PvP.

    And again, ZOS advertised the zone at launch as a "PvP public dungeon".

    One person standing on a flag, gaining nothing from it, is a "core function"?

    Or you could choose to engage them, as it's a PvP enabled zone, but you don't have to. That's what a PvE with PvP enabled means.
  • templar_heal
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    Just curious, are there a lot of players in IC after teleport change? IC was pretty empty before if not for events. Players, who protect this change, are you satisfied with IC population?
    I stop going there completely and I believe that I'm not alone in such decisions.
    Actually i made proposition earlier to have pve instance for new players, so they could proceed with quest line without gankers and trolls interuption. Most answers were negative, unfortunately. Still think that it would be good idea for pve players, who interested in zone questline.
    Edited by templar_heal on July 27, 2026 6:05PM
  • agelonestar
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    Must admit, the fact coding time was spent on this wholly unnecessary project just baffles me.

    Isn’t Imperial City dead enough without making it less enticing for people?

    Once again, we’re seeing ZoS going in every direction except the right one.
    GM of Sunfire's Sect low effort social & trade guild on PC/EU. All that is gold does not glitter; not all those who wander are lost...... some of us are just looking for trouble.
    GM of Sunfire's Sect (Open) & Dark Star Rising (Priv) | Retired GM of several trade guilds | Trader | Here since the beta
  • Arunei
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    MyGTX wrote: »
    The new porting system is the best thing to ever happen to Imperial City! The old system (or lack thereof) was nothing short of an exploit and pure abuse. Anyone wanting to bring it back is just an abuser and an exploiter!

    You know what? I want all the achievements from vOC, vLC, and other HM content, so maybe ZOS should implement a "system" for me and folks like me to get them without spending months wiping in a progression group? Of course I'm joking.

    Stop lying to the entire forum community! You aren't looking for "convenience"; you just want a risk-free way to deposit your Tel Var Stones. Here's a shocker: the player attacking you is a human being too (WOW!!), and nobody likes it when farmers or pvpers just vanish mid-fight into another campaign to save their Tel Var or to avoid death.
    If by best thing ever you mean making it even more dead than it already was then I suppose you'd be right. Do you genuinely think this change has brought in people who weren't already playing? I'd bet my entire account that if anything the change is making FEWER people play.

    Because guess what, people don't like doing a lot of work and then losing part of it to a person who does a fraction of said work but benefits from all of it. It's why so few people bother with IC as it was.
    PC-NA | Been around since closed beta | Alt account: Arunei PC-NA

    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!

    RP Characters:
    Sarah Lacroix: Breton Vampire who really really REALLY likes likes learning Magick and also her Altmer husbando
    Kaalhil Swiftstrike: Tiny shapeshifting monster hunter Bosmeri lady with enough sass to kill a dragon or ten
    Gwendolyn Jenelle: Friendly healer with a coffee addiction and her own medical practice
    Krisiel: Literally crazy Werewolf, no like legit insane. She nuts
    Kiju Veran: Ex-Fighters Guild Suthay who likes to punch things and is also a spy and ALSO a Werewolf
    Niralae Elsinal: Young Altmeri woman with way too much Magicka and Vampire husbando
    Slondor: TESified Slenderman, except lazier and has more of a thing for deals than Clavicus Vile does
    Marius Vastino: Sarah's Imperial apathetic sire who likes to monologue
    Lirawyn Calatare: Traveling performer and bard who's 101% vanilla bean
    Soliril Larethian: Blind alchemist who uses animals to see and brews plagues in his spare time
  • Personofsecrets
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    Running back to base is a pain. Anyone against the port probably plays sorc.
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • CameraBeardThePirate
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    Running back to base is a pain. Anyone against the port probably plays sorc.

    You don't have to run back to base. Use a sigil of imperial retreat.
  • Personofsecrets
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    Running back to base is a pain. Anyone against the port probably plays sorc.

    You don't have to run back to base. Use a sigil of imperial retreat.

    If everyone always had access to what would help them, then there would be world peace.
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • CameraBeardThePirate
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    Running back to base is a pain. Anyone against the port probably plays sorc.

    You don't have to run back to base. Use a sigil of imperial retreat.

    If everyone always had access to what would help them, then there would be world peace.

    ? Everyone has access to sigils of imperial retreat.
  • BioBitter100
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    MyGTX wrote: »
    The new porting system is the best thing to ever happen to Imperial City! The old system (or lack thereof) was nothing short of an exploit and pure abuse. Anyone wanting to bring it back is just an abuser and an exploiter!
    [...]
    Stop lying to the entire forum community! You aren't looking for "convenience"; you just want a risk-free way to deposit your Tel Var Stones. Here's a shocker: the player attacking you is a human being too (WOW!!), and nobody likes it when farmers or pvpers just vanish mid-fight into another campaign to save their Tel Var or to avoid death.
    Did you even read the original post? This "human being" showed some absolutely rotten and unacceptable behaviour. They never at any point had any chance of killing us as long as we fought back. All they did was annoy us. But not like some normal "human being" would do, by doing it 5 minutes, laugh about it and then move on. They kept going for more than half an hour. There´s a difference between some fun trolling around and griefing. You describe it like it was a fair and good fight that I simply wanted to avoid, while it wasn´t.
    And I also have been, as I also stated before, on the other side as well, many times. Where people would port out right in front of me mid combat. And I will just reiterate that the impact of that to me was, especially compared to the situation I describe above, negligible. It didn´t matter cause they didn´t have agency over me. That´s the core difference now.
    "Lying to the entire forum community" lmao. How am I even lying by describing a situation? I wouldn´t care if the change would´ve improved IC overall, that´s all I care for. I spent a million Tel Var during the Zenithar event, I don´t need more. All I want is for IC to be a fun place to PvP in. But it isn´t and for me personally the changes didn´t help in any way.
    If you think the new system is "the best thing ever" then good for you. Enjoy it, with the other 20 people playing there until you´re the only one left.
  • Lokiator
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    I have to agree that it seemed like a pointless and unnecessary change. After allowing teleportation out for SO VERY LONG, I felt it had become a feature rather than an exploit.

    Personally, I haven't been back to IC since they removed the CP to No-CP teleport option that was available for a while even if you had 100+ stones. I only really went into IC because it was six very short, very high XP daily quests that I could complete in 20 minutes or less. They were 6/25 of the dailies I'd bank for my "50 dailies / random dungeon / ToT / Battlegrounds" lineup for using 1-hr XP scrolls. Doing them without teleports made it a waste of time or a waste of recall stones, so they've been replaced by other dailies.

    EDIT - I guess I should rephrase that... I was briefly in IC to do a few "capture the flag" weekly tome quests. But the few other players who came to kill me would have been sorely disappointed as I had no Tel-var and didn't bother to fight back.
    Edited by Lokiator on July 28, 2026 3:05AM
  • coop500
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    Oh wow they even removed the port between CP and no CP? yeah I'm defo never going back, frick that noise.
    Hoping for more playable races.
    Hoping the game and it's team remains alive.

    BRING BACK MAGICKA WEREWOLVES TO PVE
  • Luneca
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    Just curious, are there a lot of players in IC after teleport change? IC was pretty empty before if not for events. Players, who protect this change, are you satisfied with IC population?
    I stop going there completely and I believe that I'm not alone in such decisions.
    Actually i made proposition earlier to have pve instance for new players, so they could proceed with quest line without gankers and trolls interuption. Most answers were negative, unfortunately. Still think that it would be good idea for pve players, who interested in zone questline.

    It's even more of a ghost town unless you like being farmed by the PvE Guilds' "IC Nights" where 20-40 people might be on one faction and you get steamrolled. Otherwise dead for a number of reasons, the biggest ones being that the classes aren't balanced and IC favors certain classes even more because of that.

    Unkillable sorcs, DKs, WWs, on top of PvE mobs attacking you -- yeah, I'll just go to Cyro and fire siege. Really.

    IC is a great place and was when the classes were more balanced and there weren't bad elements like mythics added to the game. When PvP is in a state where there's only 2 classes worth playing in a majority of PvP content, then there's zero reason to enter an area where balance between classes matters more than in any other context in the game.
  • INM
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    wolfie1.0. wrote: »
    Also, originally tel var only dropped like 10% if you died from monsters or fall damage that also was intended.
    And dying to a player dropped 80% of tel vars instead of 50% What is your point?
    Ah absolute bull crap. I have builds that can literally not be killed in IC, block tanks that don´t die unless 20 people with negates and sieges beat on you. Now I could just put ele sus and some speed on, go out there and find some solo or duo players and grief them to let me kill them to get their Tel Var, while they have no counter whatsoever.
    Does that sound fun to you? Is that your definition of good PvP? Where does it lead if people just "accept" death in that situation. It even encourages this rotten behaviour.
    in the past.
    That's a problem of PvP balance in general, that is plaguing the game for years, and not of IC in particular.
  • Usureki
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    Running back to base is a pain. Anyone against the port probably plays sorc.

    False.
  • Usureki
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    I think IC is dead compared to "the golden years" because the balance of PvP in ESO is trash and the drops are no longer relevant nor valuable. Why would you spend your time earning outdated and low-value items when you literally have zero chance against sweats with the top 5% meta, and the rest 95% is just supposed to accept that this is the state of the game and it won't change in years, regardless of the fact that it was ever changing since years. :(

    I remember IC being fun and farming tel var to sell Hakeijo via Guild Traders was a thing. IC and PvP in general was way healthier back in 2021. O those golden days...
  • Korvax_Ironwhisper
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    BahometZ wrote: »
    This is so much worse than how it was before. People complaining about the quick getaways were just whinging that their food wasn't walking onto their plate.
    Benefit of the doubt should always be given to the escapee. Now the trolls have the upper hand.
    Gg

    Their food is still off their plate anyways. :D IC was kind of dead to me after they removed my ability to use my heavy sorc to hunt sweepers. If I am there, it is probably semi-afk with minimal tel var and a bunch of trove scamp bags which cannot be looted. B)
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