Artisian0001 wrote: »AngryPenguin wrote: »Any set that moves another players location on the map should be removed from the game. Free pull sets are an abomination in PvP environments and any dev worth anything knows why without having to be told.
Anything that moves another players location on the map should take up a skill slot, have to be aimed and cast, and cost resources. For example, DK chains are acceptable because it takes up a skill slot, has to be aimed, and costs resources. This is acceptable in a PvP environment. Free pull sets are just inexcusably poor design.
"free pull" dk chains is more of a "free pull" than any other pull set. pull sets require 5 pieces and has to be aimed, don't know why you are acting like it doesn't as one of your points. Looking at a player and pressing the button instantly hits someone if they are in range of you, pull sets don't lock on to people. If you want to say one is a lock on it's much more a skill than a set, I don't even know what that argument is. Regardless of you gripe, as long with everyone else's about rush because they are afraid of clicking their right mouse button for 1 second, all types of displacment should be removed. If you want to remove one then sure, remove the free insta lock CC, like chains and jav
YandereGirlfriend wrote: »AngryPenguin wrote: »Any set that moves another players location on the map should be removed from the game. Free pull sets are an abomination in PvP environments and any dev worth anything knows why without having to be told.
Anything that moves another players location on the map should take up a skill slot, have to be aimed and cast, and cost resources. For example, DK chains are acceptable because it takes up a skill slot, has to be aimed, and costs resources. This is acceptable in a PvP environment. Free pull sets are just inexcusably poor design.
No, friend. There's no difference between an ability or a set that uses displacement. If one goes then the other must as well.
There is nothing inherently noble about Javelin spam or Chain spam.
When you accuse someone in bullying, you should really clarify WHAT was said. If I say something like "your skills are too low, dude, you are not ready for this content", this is NOT bullying.
Here's a good example to show how the target order never leaves the squishiest players in 8v8. They respawn and come back before the damage ever reaches the others, which creates an extremely unpleasant situation for everyone involved: Eight people being forced to focus the same two or three players over and over again. The only solution I see is to go back to 4v4v4.
Finding 16 players of the same skill level wouldn't change how the target order works, @MincMincMinc . In fact, it would just set it in stone. Do you see how the match above would have been incredibly boring even with your MMR idea?
YandereGirlfriend wrote: »Turtle_Bot wrote: »Turtle_Bot wrote: »AngryPenguin wrote: »AngryPenguin wrote: »The change to RoA should have been to add "to monsters only" condition to the set. That is the only solution that makes any sense.
People say things like this because they think it is going to make ball groups just go away from PvP. I hate to break it to everyone but they could get rid of DC and ROA and there will still be ball groups. We will still find alternative sets. You're not going to b e able to get rid of a core group of 12 people who take pride in their comp.
No. That is not what I said or why I said it. Please try to be less presumptuous in the future.
I don't have a problem with comped groups. I used to run in one of the strongest comp groups in Cyrodiil. (Tyr) But that was before Dark Convergence and RoA. We could be killed with massive coordination and some well placed negates. Changes since then have made ball groups nearly invincible and 100x more trollish.
I don't want ball groups abolished or gone. I want them to be more fair and manageable.
Fair enough - I'm almost conditioned now to read "monster only" as someone crying about ball groups.
I used to run with Tyr back in the day fwiw. I agree, and have said a lot, thatrush is broken.. ball groups are too op and need to be tuned down, etc etc.
Sure, they can remove all the pulls... but then I'd argue they need to get rid of the charms and all the other "moveable" skills/sets because it's just pure chaos. Even if they did this (to your point) ball groups would still be a thing so those who (not you) cry about ball groups... still will have to find something to complain about because balls aren't going anywhere.
FWIW, (since we have butted heads in the past over ball groups), I never had an issue with ball groups in the past (pre-Rush/DC) since it was very possible to avoid their burst/turn and burn, and long before the HoT stacking (this includes all stacking, it's just easier to say HoTs than trying to list out the 100+ things ball groups get to stack that other playstyles cannot), but introduction of Rush and other mass pull sets has removed the counter-play to their offense, while the constantly stacked sticky HoTs (and everything else) that, thanks to U35 now lasts minimum of 10-15 seconds and not just 3-5 seconds from pre-U35, has removed the counter play options to ball groups defenses outside of a lucky blue moon lottery bomb (or another ball group) that happens to catch them with their own level of damage + a negate + CC while their buffs/heals are down.
I never had an issue with what ball groups used to be, sure they were annoying and frustrating to take on, but it was possible to learn how to counter play that playstyle (side-stepping the turn and burn, avoiding the obvious choke points they were leading their targets into, timing a negate with siege-fire to remove/nullify their ground based HoTs, etc), but the power creep and game-wide combat changes ZOS has introduced into the game over the past 5+ years has basically removed all counter play to that playstyle, to the point we see now where Cyro has become nothing but ball groups and faction stacks and a few top tier super sweat 1vXers that are now doing much more duo/small scale/zerg surfing instead of being true solo like before (which is not a good thing for the longevity of PvP in this game, let alone things like server performance).
What I would like to see ZOS do would be the following:
1. Make Rush/DC (and other mass pull effects) limited to PvE only (this means no guaranteed forced choke point for a bomb which forces the strategic use of terrain and obstacles to funnel in targets)
2. Make group based sticky HoTs/shields much weaker than ground based versions (re-introduces counter play to stacked defenses since negate removes ground based effects allowing for group counter damage methods (sieges/bombs) to do their job, this would probably have to include reducing the durations of group sticky HoTs/shields back down to 3-6 seconds from their current 10-15 seconds as well)
3. Adjust the speed cap for various movement types (mounted should be 250%, sprint the current 200%, run should be only 150%, this means things like snow treaders actually has a drawback and counter play that needs real decision making on taking its permanent snare/immobilize immunity).
4. Capped to 2-3 stacks max of the same effect (this means more coordination/organization is required than just slotting 12 vigors + 6-12 regens to cover the groups HoT requirements, also leads to more skills/morphs being looked at which helps build diversity)
Probably a few other things I'm forgetting, but these 4 changes alone would reign in the current power level of ball groups to more acceptable levels, reintroduce actual skill/knowledge based counter-play to that playstyle, all while keeping the playstyle strong and having it focus much more on tactics, teamwork, coordination and organization as it's strength/advantage instead of just stacking every buff possible to achieve stats that this game's PvP was never designed around.
TL//DR:
I (and likely the majority of those who have issues with modern ball groups) don't want ball groups to be removed (outside of 1-2 specific ones that are extremely toxic in how they "play" the game), I just want to see the playstyle returned to pre-2020 levels where there's real limits on how much of a raw direct power advantage they have over everyone else. Communication + coordination should already be the main advantage of being in a comp'd group, they shouldn't need or have access to levels of raw stacked stats/effects that vastly exceed anything that anyone else can dream of having access to, even something that is supposed to be overpowered e.g. Emperor bonus (yes ball group players have more raw stats than even emperors these days, it's reached that level of absurdity).
Honestly - I have zero issues with anything in this list.
There are about 20 different ways they could work on balancing out ball groups being OP while keeping ball groups still in the game. That could be changes to the pulls, CC immunity, removing rush/dc all together, hot stacks, etc, etc.
I'm supportive of your general sentiment in your message. The 2020 era was insanley fun as a ball group person (it was hard af to be a good ball group and "meet the standards"). Now - anyone can run a near unkillable ball group with zero time/dedication/skill (which is why you see so many balls now).
Fighting against ball groups back then was significantly more fun for the rest of us too.
Much larger groups/pops allowed true overwhelming numbers, people were actually starting to learn how to counter play ball groups (side stepping the turn and burn, negates, sieges, avoiding natural choke points, don't blindly chase, etc), it made for a really nice back and forth fight looking back on it. Of course the super top tier ball groups would still run over everyone, but you could see the skills of those players at work to achieve that and even they had their "max numbers" where they still had to disengage or face a wipe.
It made fighting them (or at least truly kicking them out of a keep instead of waiting for them to get bored and leave) seem feasible, even to the average/casual player, which is something that is key to retaining numbers required for healthy PvP (which is something that the vengeance tests (even with their issues) has only reinforced).
And yet even in those times the forums were filled with ballgroup nerf threads talking about how unkillable and unfair they were, etc. The more things change, the more things stay the same and all of that.
I also feel like I'm taking crazy pills here with people talking about unkillable groups. Every night you see literally every ballgroup on the map get zerged-down at some point or another (unless they are dodging fights) after biting-off more than they can chew. The zone players always win in the end.