orobferb16_ESO wrote: »What you think guys about heavy armor ?
I mean now death is important, so if you survive a bit longer, you have more chances to get reinforcements, so maybe using heavy armor is an option, I dont know maybe is just something to test.
ZOS_BrianWheeler wrote: »@c0rp Siege damage vs. Players and Walls/Doors are next on the list to look into after the dust of Forward Camps settles. As I'm sure everyone in this thread and the Alliance War thread knows as a whole, moving one piece in the jenga castle of Cyrodiil isn't as easy as it always sounds
@ZOS_BrianWheeler Respectfully.
To take the Jenga castle further one cannot move one piece at a time. If you pull 1 block 4 other blocks will pull with it. An obvious block that will move with the camp block is soul gem requirements. But those were not accounted for. Another obvious block will be the shift in bursting down keeps while unattended. This is already happening. Players are maximizing their push because they know there is no room for error. More keeps are flipping without any PvP even occurring in them.
To take 1 block at a time is to guinea pig the player base. Whatever adverse effects occur in each test we must suffer and experience them until the next update. What we want is for you guys to say "If I pull this block what other blocks will likely come with it". Then mitigate those blocks that are probable in conjunction with the block you want to pull. For example...
* Increase the drop rate of soul gems in the pvp reward mail. You can even make them Cyrodiil only if need be.
* Increase the health of keeps
* increase the keep flag timer
* Allow a rezer to consume the corpses soul gems
All that could have been done ahead of time to clear the dust of FC removal quicker. If you take a look at the FC camp removal threads from way back a lot of us were okay with their removal so long as there were mitigating conditions, others had ideas in which camps could be nerfed. There were no mitigating conditions in 1.5 just a flat removal.
To demolish a building one has to study it's plan and have an expert put explosives at the right points so that it crumples straight down. Here I feel like we whacked it with a hammer under the expectation that we can just fix any damage the falling building causes to the surrounding neighborhood later. We players are the people that live in that neighborhood.
... unless I drastically rebuild myself as an obnoxious gankblade.
The main reason I am wary/disgruntled about the flat out removal of the FC's is the increased amount of non-pvp time.
I want to pvp. I would like action, it is a game after all.
This update did not make anything more "exhilarating" imo, it made Cyrodiil incredibly more dull.
Frequent horse rides and waiting around Keeps to move out as a group, is how we will be spending most of our time; not actually fighting anyone.
Also the average players AP/hr just dropped quite a bit, the pvp ranks grind just got real-er.
I would like to hear everyone opinions of this in a week or two, when the FC stash's have run dry.
Right now I don't feel like we are seeing the full effect; DC took Emp on Thorn (NA) a few hours after the patch, and it was only possible through Forward Camps.
frosth.darkomenb16_ESO wrote: »I often see people mentionning "I don't want to stay in a keep to defend".
And you hear that non sense in every game trying to implement strategic play on top of tactical play.
Here's the secret: The best defense is offense.
You're not defending by maning the wall but by keeping the pressure on that frontline. By keeping momentum and pushing ever forward towards their next base, you're never waiting.
If you get flanked or bypassed and they are attacking behind you, then start to use scouts. If you're not in an organized group, try to be those scouts sometimes and experiment with a new strategic role.
frosth.darkomenb16_ESO wrote: »I often see people mentionning "I don't want to stay in a keep to defend".
And you hear that non sense in every game trying to implement strategic play on top of tactical play.
Here's the secret: The best defense is offense.
You're not defending by maning the wall but by keeping the pressure on that frontline. By keeping momentum and pushing ever forward towards their next base, you're never waiting.
If you get flanked or bypassed and they are attacking behind you, then start to use scouts. If you're not in an organized group, try to be those scouts sometimes and experiment with a new strategic role.
The best defense is offense- not anymore. If your keep is under attack trying to wipe siegers is way to risky. If you are wiped none will be able to res you and you have to raid(most likely sneak) back from another keep to help defend.
And while you ride enemies gonna res their players and most likely take the keep. Victory even more gonna depend from big trains
frosth.darkomenb16_ESO wrote: »
Not what I meant.
The best defense is to be always the one sieging and keeping them behind their walls. Just don't wait for them to regroup and come back but push on them to the next keep. It's less grave to lose a fight in between two keeps rather than lose when you're already on your walls and the transitus network is already cut.
frosth.darkomenb16_ESO wrote: »frosth.darkomenb16_ESO wrote: »I often see people mentionning "I don't want to stay in a keep to defend".
And you hear that non sense in every game trying to implement strategic play on top of tactical play.
Here's the secret: The best defense is offense.
You're not defending by maning the wall but by keeping the pressure on that frontline. By keeping momentum and pushing ever forward towards their next base, you're never waiting.
If you get flanked or bypassed and they are attacking behind you, then start to use scouts. If you're not in an organized group, try to be those scouts sometimes and experiment with a new strategic role.
The best defense is offense- not anymore. If your keep is under attack trying to wipe siegers is way to risky. If you are wiped none will be able to res you and you have to raid(most likely sneak) back from another keep to help defend.
And while you ride enemies gonna res their players and most likely take the keep. Victory even more gonna depend from big trains
Not what I meant.
The best defense is to be always the one sieging and keeping them behind their walls. Just don't wait for them to regroup and come back but push on them to the next keep. It's less grave to lose a fight in between two keeps rather than lose when you're already on your walls and the transitus network is already cut.
frosth.darkomenb16_ESO wrote: »
Not what I meant.
The best defense is to be always the one sieging and keeping them behind their walls. Just don't wait for them to regroup and come back but push on them to the next keep. It's less grave to lose a fight in between two keeps rather than lose when you're already on your walls and the transitus network is already cut.
And again you need organized trains for that. Random people sieging is free AP for organized group.
frosth.darkomenb16_ESO wrote: »frosth.darkomenb16_ESO wrote: »I often see people mentionning "I don't want to stay in a keep to defend".
And you hear that non sense in every game trying to implement strategic play on top of tactical play.
Here's the secret: The best defense is offense.
You're not defending by maning the wall but by keeping the pressure on that frontline. By keeping momentum and pushing ever forward towards their next base, you're never waiting.
If you get flanked or bypassed and they are attacking behind you, then start to use scouts. If you're not in an organized group, try to be those scouts sometimes and experiment with a new strategic role.
The best defense is offense- not anymore. If your keep is under attack trying to wipe siegers is way to risky. If you are wiped none will be able to res you and you have to raid(most likely sneak) back from another keep to help defend.
And while you ride enemies gonna res their players and most likely take the keep. Victory even more gonna depend from big trains
Not what I meant.
The best defense is to be always the one sieging and keeping them behind their walls. Just don't wait for them to regroup and come back but push on them to the next keep. It's less grave to lose a fight in between two keeps rather than lose when you're already on your walls and the transitus network is already cut.
Overextending is an extremely poor strategy. I see it every single day in Thornblade. As soon as AD has gotten to Ash or BRK, they attempt to push Glade/Ales or Arrius/Chalman (or both at once)
frosth.darkomenb16_ESO wrote: »frosth.darkomenb16_ESO wrote: »
Not what I meant.
The best defense is to be always the one sieging and keeping them behind their walls. Just don't wait for them to regroup and come back but push on them to the next keep. It's less grave to lose a fight in between two keeps rather than lose when you're already on your walls and the transitus network is already cut.
And again you need organized trains for that. Random people sieging is free AP for organized group.
And how is that a bad thing? One leader can herd cats and have a full group of randoms pretty easily and be effective. It is not hard to be organized.
If you insist on remaining solo, then you're playing the wrong game.
Also, you don't have to bum rush, you can regroup move at a pace where you make no mistake and know when to fall back/retreat. The point being to keep the fight away from your walls and closer to theirs.frosth.darkomenb16_ESO wrote: »frosth.darkomenb16_ESO wrote: »I often see people mentionning "I don't want to stay in a keep to defend".
And you hear that non sense in every game trying to implement strategic play on top of tactical play.
Here's the secret: The best defense is offense.
You're not defending by maning the wall but by keeping the pressure on that frontline. By keeping momentum and pushing ever forward towards their next base, you're never waiting.
If you get flanked or bypassed and they are attacking behind you, then start to use scouts. If you're not in an organized group, try to be those scouts sometimes and experiment with a new strategic role.
The best defense is offense- not anymore. If your keep is under attack trying to wipe siegers is way to risky. If you are wiped none will be able to res you and you have to raid(most likely sneak) back from another keep to help defend.
And while you ride enemies gonna res their players and most likely take the keep. Victory even more gonna depend from big trains
Not what I meant.
The best defense is to be always the one sieging and keeping them behind their walls. Just don't wait for them to regroup and come back but push on them to the next keep. It's less grave to lose a fight in between two keeps rather than lose when you're already on your walls and the transitus network is already cut.
Overextending is an extremely poor strategy. I see it every single day in Thornblade. As soon as AD has gotten to Ash or BRK, they attempt to push Glade/Ales or Arrius/Chalman (or both at once)
I'm not suggesting over extention. I'm saying don't guard the walls, move forward, pick a choke point and maintain pressure.
By bringing the fight in between keeps, you maintain a line of supply and a spot to fall back to if you are pushed. You give yourself breathing room in case you fail.Also, The longer you keep the transitus up, the stronger your front line is.
People act as if the keeps are the only features of the landscape, but the frontline doesn't have to be fought at objectives. Lay traps, harras, do something rather than just go where there are flags and wait/hope for a fight.
If you're maning walls, you have failed some place.
EDIT: My intial point was that those that feel they have to "man the wall" to defend are wrong. Sure before it was easy to bloodport at a keep when it got under attack, but now you have to actually consider each "lines" as a front and actively stay on it.
It requires basic force balancing, but it also means that you can have "reserve" groups backing up various fronts and keeping all of them in check.
AbraXuSeXile wrote: »I'm doing dungeons for the first time, Cheers Zenimax!
Spent a good few hours last night where everybody's either 3 bars or locked (except DC went 2 bars for a bit before Sypher showed up).
There were HUGE battles (like 50vs30) in Faregyl where we tried to push AD after destroying Alessia (but then we got obliterated in Fareg...), then we moved to Chal to fight DC (and good ole' unkillable Sypher - i swear it's like he's cheating lol) going back n forth between Bleakers and Chalman. There were MANY people there too. Wall got breached. Repaired. 8-10 sieges per side.
It's BIG battles with NO (i *** you not) zergs to be seen. Yes, I see WAVES of people pouring out like a *** bee hive, yes, some still use batswarm or impulse, but no stand-in-single-spot-zerging.
I. Am. LOVING this new PvP.
Thanks, @ZOS_BrianWheeler
To all who said PvP is dead, go try NA's Thornblade or wait a couple weeks until people gets bored with PvE's new content.
It's BIG battles with NO (i *** you not) zergs to be seen. Yes, I see WAVES of people pouring out like a *** bee hive, yes, some still use batswarm or impulse, but no stand-in-single-spot-zerging.
ZOS_BrianWheeler wrote: »Thanks a bunch for the feedback in here gang! There is still work to do in Cyrodiil and the suggestions/notations here are being taken into account for what's next as well as across the boards in general.
ZOS_BrianWheeler wrote: »I read a bunch....
ZOS_BrianWheeler wrote: »I read a bunch....
mike.gaziotisb16_ESO wrote: »Spent a good few hours last night where everybody's either 3 bars or locked (except DC went 2 bars for a bit before Sypher showed up).
There were HUGE battles (like 50vs30) in Faregyl where we tried to push AD after destroying Alessia (but then we got obliterated in Fareg...), then we moved to Chal to fight DC (and good ole' unkillable Sypher - i swear it's like he's cheating lol) going back n forth between Bleakers and Chalman. There were MANY people there too. Wall got breached. Repaired. 8-10 sieges per side.
It's BIG battles with NO (i *** you not) zergs to be seen. Yes, I see WAVES of people pouring out like a *** bee hive, yes, some still use batswarm or impulse, but no stand-in-single-spot-zerging.
I. Am. LOVING this new PvP.
Thanks, @ZOS_BrianWheeler
To all who said PvP is dead, go try NA's Thornblade or wait a couple weeks until people gets bored with PvE's new content.
I'll gladly give it a couple of weeks, probably way more than that, but I fully expect things to turn out very differently from the way you do.
Like we said, many of the large guilds are grinding Undaunted passives. Hence their absence from the battlefield. When that's done expect them to come back with a vengeance.
Organised groups of 20+ normally have a minimum of 2/5 skills on the primary bar as synergies. You can guess how much more survivability and damage sustain they will have with the Undaunted Command passive.
Also the lack of forward camps means they won't have a sea of solo players spawning nearby and constantly pecking at their sides and rear. One sweep of the area and the place will be filled with little white crosses.
Without oils and with AoE caps still in place, the only thing that can stop a large group, is another large group.
Also regarding:It's BIG battles with NO (i *** you not) zergs to be seen. Yes, I see WAVES of people pouring out like a *** bee hive, yes, some still use batswarm or impulse, but no stand-in-single-spot-zerging.
I know what you're trying to say, but you got this the other way round. Waves of people pouring out like a beehive is the definition of a zerg.
Zerg:
Originates from Blizzard's game Starcraft where zerg were one of 3 playable races, aliens like appeareance, zerg were characterized by using large numbers of weak units to swarm the enemy,
An organised group with uniform appearances, TeamSpeak communication , synergistic play and high ranked players, is not a zerg. Call it an AoE ball, a stacked group, an AoE squad, whatever. A zerg, it's not.
Feel free to hate the play-style, just don't call it sth it isn't.
ZOS_BrianWheeler wrote: »I read a bunch....
Spent a good few hours last night where everybody's either 3 bars or locked (except DC went 2 bars for a bit before Sypher showed up).
There were HUGE battles (like 50vs30) in Faregyl where we tried to push AD after destroying Alessia (but then we got obliterated in Fareg...), then we moved to Chal to fight DC (and good ole' unkillable Sypher - i swear it's like he's cheating lol) going back n forth between Bleakers and Chalman. There were MANY people there too. Wall got breached. Repaired. 8-10 sieges per side.