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Elder Scrolls Online News - The Elder Scrolls Online site has been updated with a new blog post that lays out the details on big changes coming to the game with Update 17. These changes will be specifically targeted at players in groups to encourage better tactics. Players can look for significant changes coming to tactical maneuvering in Cyrodiil and for better tracking of synergies.
Comments
Still the same floaty, impactless combat with shitty animations.
Nothing here, move along.
21 year MMO veteran
PvP Raid Leader
Lover of The Witcher & CD Projekt Red
I had fun once, it was terrible.
The synergy changes in particular I'm looking forward to since in dungeons I always play, regardless of my role, up close and personal where the action (and synergies) is happening. Synergies have been a bit of a mess for quite a while with activation radii that were too brief and small and often bugged forcing you to press the synergy key repeatedly trying to activate them. Many players just plain gave up on trying to find and use them. Visual indicators and taking them off the GCD should be a big help there.
Not sure about calling the changes "big" -- that seems hyperbolic to me -- but they ARE changes.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
The AOE cap has gone through several iterations and frankly, I can't remember if they were ever fully uncapped. But if I were doing it I'd make it even more anti-zerg by actually increasing the damage based on how many people you hit with it.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
So, if you dislike your game you played for months or want to have the experience what a real real bad mmo is .... be my guest and join the game with the name of another game .... which have nothing!!!! in common ....
and if you dont believe me .... get into the game .... and say in silent words .... "he was sooo god damn right" ....
sorry i am german, so i hope my english is good enough to show you the horror ... hiding behind a franchise ....
The effect of the cap removal will be felt much more with the use of siege weapons and on choke points such as wall breaches. Bomber group vs. bomber group fights will likely be the same before and after.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Don't you think it will just make the coordinated destro balls even more OP?
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
But to address your further point, I don't think that a successful CU would be a threat to Guild Wars 2 just because of its implications on WvW. If WvW died outright, the game would probably survive just fine. WvW is the least popular, most neglected pillar of the game by far. It's been niche for most of the game's life cycle, and the only time it has seen mass popularity after the post-release falloff was when Edge of the Mists was a highly rewarding karma train.
Guild Wars 2 has never been a realm vs. realm game. It tried and it failed. That's one of my great disappointments with the game, but most of the community has likely accepted that Guild Wars 2 is just not the game of choice for faction pvp.
Thats exactly what is holding a group of friends for playing this game.
They need to at least reign it in so that there is a timing aspect to it instead of just ani canceling absolutely every action so that no animation ever completes.
I don't think it will ever change tbh, they've doubled down on it being a feature.