- solo play will be worse than ever
- zerging will be worse than ever
- ball groups will run over everyone effortlessly
Initial impression: ball up with rapids or gtfo
Why can't you use maneuver in a non-bally group? It has a radius of 20 meters ?
ShadowProc wrote: »Why can't you use maneuver in a non-bally group? It has a radius of 20 meters ?
Because if your solo or small group you cant afford the skill slot or to spam it.
In a large group you have one role. So if you are the Rapids spammer you build just enough survivability but plenty of stam regen to spam Rapids.
Same principle for purge.
These ball groups also solo from time to time so they know what a huge over sight by Zos this was.
It is completely broken. This skill has been left broken way too long. Purge and Rapids should effect no more than 6 players.
Rapids is a joke. You gain way too much from one ability in a group. It's the most broken ability in the game.
Take out the support after or two spamming this BS and watch how quickly you take out a group.
At least swift gave you the chance to get away. Now good luck when a ball group sets their sights on you with AP foaming from their mouth.
ShadowProc wrote: »Why can't you use maneuver in a non-bally group? It has a radius of 20 meters ?
Because if your solo or small group you cant afford the skill slot or to spam it.
In a large group you have one role. So if you are the Rapids spammer you build just enough survivability but plenty of stam regen to spam Rapids.
Same principle for purge.
These ball groups also solo from time to time so they know what a huge over sight by Zos this was.
It is completely broken. This skill has been left broken way too long. Purge and Rapids should effect no more than 6 players.
Rapids is a joke. You gain way too much from one ability in a group. It's the most broken ability in the game.
Take out the support after or two spamming this BS and watch how quickly you take out a group.
At least swift gave you the chance to get away. Now good luck when a ball group sets their sights on you with AP foaming from their mouth.
so what you mean is that Rapid should be nerfed to affect only 6 players so a group of 16 could not get away from a group of 40 but your group of 4 could still get away from a group of 12. Did I get this right?
ShadowProc wrote: »ShadowProc wrote: »Why can't you use maneuver in a non-bally group? It has a radius of 20 meters ?
Because if your solo or small group you cant afford the skill slot or to spam it.
In a large group you have one role. So if you are the Rapids spammer you build just enough survivability but plenty of stam regen to spam Rapids.
Same principle for purge.
These ball groups also solo from time to time so they know what a huge over sight by Zos this was.
It is completely broken. This skill has been left broken way too long. Purge and Rapids should effect no more than 6 players.
Rapids is a joke. You gain way too much from one ability in a group. It's the most broken ability in the game.
Take out the support after or two spamming this BS and watch how quickly you take out a group.
At least swift gave you the chance to get away. Now good luck when a ball group sets their sights on you with AP foaming from their mouth.
so what you mean is that Rapid should be nerfed to affect only 6 players so a group of 16 could not get away from a group of 40 but your group of 4 could still get away from a group of 12. Did I get this right?
Yes. I did mean you should have to make an investment like that group of 4 or solo should do.
Can you honestly say having one person in that 16 man group spamming that is the same investment a solo or 4 person?
So have 3 spammers and 2 healers and that still leaves 11 for damage. You will be just fine and STILL GET AWAY FROM THAT BLOB.
I large scaled as well for the first 4 years. I now exclusively play small scale. Both large and scale should be allowed their play style. BUT BALANCED.
I liked the faster playstyle alot and would have preferred not nerfing speed and snare immunity BUT THEY DID. So balance is necessary.
Yes I think you should have to have 3 players invest in survivability out of 16.
ShadowProc wrote: »ShadowProc wrote: »Why can't you use maneuver in a non-bally group? It has a radius of 20 meters ?
Because if your solo or small group you cant afford the skill slot or to spam it.
In a large group you have one role. So if you are the Rapids spammer you build just enough survivability but plenty of stam regen to spam Rapids.
Same principle for purge.
These ball groups also solo from time to time so they know what a huge over sight by Zos this was.
It is completely broken. This skill has been left broken way too long. Purge and Rapids should effect no more than 6 players.
Rapids is a joke. You gain way too much from one ability in a group. It's the most broken ability in the game.
Take out the support after or two spamming this BS and watch how quickly you take out a group.
At least swift gave you the chance to get away. Now good luck when a ball group sets their sights on you with AP foaming from their mouth.
so what you mean is that Rapid should be nerfed to affect only 6 players so a group of 16 could not get away from a group of 40 but your group of 4 could still get away from a group of 12. Did I get this right?
Yes. I did mean you should have to make an investment like that group of 4 or solo should do.
Can you honestly say having one person in that 16 man group spamming that is the same investment a solo or 4 person?
So have 3 spammers and 2 healers and that still leaves 11 for damage. You will be just fine and STILL GET AWAY FROM THAT BLOB.
I large scaled as well for the first 4 years. I now exclusively play small scale. Both large and scale should be allowed their play style. BUT BALANCED.
I liked the faster playstyle alot and would have preferred not nerfing speed and snare immunity BUT THEY DID. So balance is necessary.
Yes I think you should have to have 3 players invest in survivability out of 16.
I understand the fact that a group of 4 have to sacrifice alot more to get one dedicated speed spammer to get away from roots / snares during outnumbered fights. This being said, the damage output being thrown at you when you fight 12 players is nothing compared to what is being thrown at our group by 50 players.
I understand that we have more healing and 30k health instead of 23k but that won't save us from well coordinated burst damage. When fighting 50 players, you sometimes face 6 dawnbreakers and 4 storms and a couple negates landing at you at the same time and having speed to get out of it is a must for survival.
They just nerfed Dark Deal precisely to affect ballgroups without nerfing small scalling too much. I think that was the right approach to address the ingoing issue. Reducing the amount of people speed affects will just instantly kill any kind of organized group plays. Zergs would be massing left and right without any counter whatsoever.
ShadowProc wrote: »
It's pretty indisputable that large groups are going to profit disproportionately. I'm not just talking about Drac, I'm talking about all ball groups, even the not so great ones. Large groups will be able to use rapids extremely efficiently. This will be a huge advantage.
At every objective and open field fight, it's clear the average player is much slower than before. Obviously less mobile targets will be easier to mow down.
On the other side of the coin, contributing to fights against ball groups will be much more difficult for solo and small groups. I experienced that first hand tonight against a so-so ball group. You have to give them much more space without the old major expedition potions and abilities. That makes disrupting, ulting and escaping them *much* more difficult.
I think there's a place for large groups, but right now they're disproportionately strong which is going to be bad for the game.
He does have a point, Frozen.
Adjusting mobility in all but 2 skills in the game, one of those being mostly used by people on a mount or large groups is at the very least short sighted.
Imo, large groups should be LESS mobile than solo/small scale players. After all their power should be in the stacked healing/CC/damage and not mobility.
Mobility should be the advantage of small scale as they lack the CC/damage/healing that large groups have.
I would very much like to see them make Rapids a mounted skill only, but maybe that's just me.
However, with all this said, the arguments in this thread all stem from differences in playstyle and nobody likes nerfs. I get that.
BigBadVolk wrote: »
It's pretty indisputable that large groups are going to profit disproportionately. I'm not just talking about Drac, I'm talking about all ball groups, even the not so great ones. Large groups will be able to use rapids extremely efficiently. This will be a huge advantage.
At every objective and open field fight, it's clear the average player is much slower than before. Obviously less mobile targets will be easier to mow down.
On the other side of the coin, contributing to fights against ball groups will be much more difficult for solo and small groups. I experienced that first hand tonight against a so-so ball group. You have to give them much more space without the old major expedition potions and abilities. That makes disrupting, ulting and escaping them *much* more difficult.
I think there's a place for large groups, but right now they're disproportionately strong which is going to be bad for the game.
I think it all comes down to how exactly you are trying to disrupt that ballgroup as a solo player. Personally I don't think that one single player should have any chance whatsoever to destroy a ballgroup, unless they are simply afk or waiting on a well or something.
This being said, there are key roles in the game that can change the course of a fight if played well while zerg surfing against an organized group. First is the bomb blade, second is a negate sorc, third is a warden with the frozen gate and last and not the least is the dk with the grip. Each of them, independently and if timed properly can influence the battle and get several players killed. Most people have seen me achieve this times and times again with my bomb blade.
If you can get a few friends to join you, the best comp to totally destroy a ballgroup and I mean kill all of them is made of only 4 players. One bomb blade, one negate sorc, one magdk and one templar of any spec.
1) 4 Proxies
2) One storm
3) One banner
4) One negate
5) One nova
6) Combination of synergies with harmony (ignite, shackle, gravity crush, lightning flood and if you really want to, energy orb)
LeifErickson wrote: »That comp would definitely blow people up but I honestly have a hard time seeing a group of four in that comp realistically wipe any ball group regardless of skill level with that setup. I'd like to see that kind of comp in action as to me it just looks good on paper and in practice there is no way it would work.
I think it all comes down to how exactly you are trying to disrupt that ballgroup as a solo player. Personally I don't think that
LeifErickson wrote: »Speed was ridiculously overpowered and needed a nerf. It sucks that class skills got nerfed as well but speed pots and swift were dumb. Lots of people were saying that speed pots only got nerfed because of swift. In my opinion, speed pots have been overpowered for a long time and needed to be nerfed too. Not really sure how I feel about rapids getting no change. Ball groups already have things pretty easy but I guess making rapids only affect a smaller amount of people would probably be better.It's pretty indisputable that large groups are going to profit disproportionately. I'm not just talking about Drac, I'm talking about all ball groups, even the not so great ones. Large groups will be able to use rapids extremely efficiently. This will be a huge advantage.
At every objective and open field fight, it's clear the average player is much slower than before. Obviously less mobile targets will be easier to mow down.
On the other side of the coin, contributing to fights against ball groups will be much more difficult for solo and small groups. I experienced that first hand tonight against a so-so ball group. You have to give them much more space without the old major expedition potions and abilities. That makes disrupting, ulting and escaping them *much* more difficult.
I think there's a place for large groups, but right now they're disproportionately strong which is going to be bad for the game.
I think it all comes down to how exactly you are trying to disrupt that ballgroup as a solo player. Personally I don't think that one single player should have any chance whatsoever to destroy a ballgroup, unless they are simply afk or waiting on a well or something.
This being said, there are key roles in the game that can change the course of a fight if played well while zerg surfing against an organized group. First is the bomb blade, second is a negate sorc, third is a warden with the frozen gate and last and not the least is the dk with the grip. Each of them, independently and if timed properly can influence the battle and get several players killed. Most people have seen me achieve this times and times again with my bomb blade.
If you can get a few friends to join you, the best comp to totally destroy a ballgroup and I mean kill all of them is made of only 4 players. One bomb blade, one negate sorc, one magdk and one templar of any spec.
1) 4 Proxies
2) One storm
3) One banner
4) One negate
5) One nova
6) Combination of synergies with harmony (ignite, shackle, gravity crush, lightning flood and if you really want to, energy orb)
That comp would definitely blow people up but I honestly have a hard time seeing a group of four in that comp realistically wipe any ball group regardless of skill level with that setup. I'd like to see that kind of comp in action as to me it just looks good on paper and in practice there is no way it would work.
LeifErickson wrote: »That comp would definitely blow people up but I honestly have a hard time seeing a group of four in that comp realistically wipe any ball group regardless of skill level with that setup. I'd like to see that kind of comp in action as to me it just looks good on paper and in practice there is no way it would work.
Could you elaborate as to why it would not work in practice?