LeifErickson wrote: »
Sorry I missed this post. I think you should make more videos of those kind of fights because it would be really interesting to see especially if you are only using 4 people and are blowing up good groups.
But a stealth bomb really has no skill to it at all. This was proven when literally any player in the game could put on the original mageblade bomb build and wipe large amounts of people instantly. It would still be interesting to watch but a more drawn out fight where both sides are actively fighting (not one side just getting ganked) would be great to see in full.
Reducing Rapids' cost would basically just benefit smaller groups where you're naturally needing to build a more well-rounded spec.
Another potential solution should just be to use other skills built into certain toolkits that provide its benefits anyway (ie. Double Take for Nightblades), but not all classes have as easy of access to such things, and everyone shouldn't be forced into speccing Vampire to get some mobility (although Race Against Time from Psijic is a pretty dope-yet-underutilized skill, and more people should be using it).
The discussion around "should Rapids' cost be reduced" really should be more focused around whether it'd help empower newer/less organized/less experienced guild groups. If you make it easier for a group that doesn't have a consistent, static roster of people with defined/assigned roles and builds to maintain a minimum level of mobility, that might help them to actually stand a chance in more fights so their members don't get discouraged and log out after they keep getting repeatedly annihilated.
Happens all the time, used to happen to me when I led other guilds before getting involved with VE/Omni that didn't have the same quality of play. You wipe 3-4x to an enemy group, your members are feeling bad, you as a raid lead know you can't really do much about it because they've got your number at the moment, and you don't want those players to log out and make the situation for everyone else even worse, so you do one of two things:
- Go PvDoor some *** to get a quick win and build some momentum and positive vibes, or
- Find the other good group on the map and follow them around and soak up the easy wins.
Nobody really seems to like when either of those things happen - so fix the issues with in-between groups. The groups that are more organized than your standard disheveled pug herder raid, but not at the level of the Dracs or the Omnis or the IL's or the Fantasias, etc.
If ZOS reduced the base cost of Rapids from ~6,500 down to ~4,500-5,000, that wouldn't really hurt existing good groups. It also wouldn't really make them much better than they already are, since they've got people running full-regen dedicated builds for the role anyway and that wouldn't change. And it wouldn't really help solo-ers or small group players that much because Rapids is still a remarkably wasteful skill that serves only one real purpose, and good players will likely want to run more skills that actually serve multiple purposes.
It'd just make it a bit easier for your average, middle-of-the-road guild to compete decently in more fights. And if those guilds start winning more, or feel like they're at least putting up better fights and getting closer to winning more consistently, they might just feel a bit more empowered enough to be willing to break off of the 40+ man faction gloryzerg potatoing into Chalman every night.
What I'm asking for isn't a nerf, it's balance between play styles. I don't see why the large group style should be exempted from the new ZOS vision of combat mobility. What you deal with is basically just a macrocosm of what solo and small group players deal with, except with far more tools available to use at any given time.
ShadowProc wrote: »Izanagi.Xiiib16_ESO wrote: »ShadowProc wrote: »Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »@frozywozy has a point — nerfing Rapids makes it much harder for the coordinated 16-24 person group to take down the true blob zerg of 30+. Do we really want to give players more incentive to cluster in such enormous groups? We need ball groups so that someone can clear out the blobs.
But that’s just a special case of the point others in this thread have made: efficient access to mobility is necessary at all scales of PVP. It makes no sense for ZOS to decide that only a specific type of group can have efficient access to mobility.
Clearly the solution isn’t to nerf the ball group play style, but to un-nerf small scale. Make Major Expedition an accessible buff again (with necessary adjustments to Swift), or provide general, scale-agnostic adjustments to snares.
Otherwise, like jdking said, many of us just won’t bother to play.
His point is pretty much the saem as everyone's else point: You got nerfed? Adapt, you canYoo bad, don;t nerf the way I play.Izanagi.Xiiib16_ESO wrote: »LeifErickson wrote: »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?
Well the main thing would be that I've never seen it done.
But that isn't enough burst and one negate isn't gonna get the whole group and rapids can allow people to just walk out of it. Then those who were not in the negate to begin with will just heal spam the others and since gravity crush is the only burst unless you get lucky crits on all the synergies and happen to have them all pop off at opportune times which won't happen it is just not enough damage. Then those players are without ult fighting 4 times their number.
Only in the best case scenario will that kind of tactic kill a third of the ball group and the remaining 2 thirds will have an easy time killing 4 guys without ult that had to sacrifice a ton in their builds to be able to kill the first third.
Do you honestly think your group would wipe to 4 people running that? I could survive that ult dump solo honestly.
You could survive it solo potentially but as a group when you are fighting in a situation with a lot of pressure lots of siege hitting you and outnumbered not everything is easy to survive. Personally I wouldn't go for exactly that setup but actually it's remarkably easy to wipe groups.
I noticed that when rapids was nerfed there were no cries of "ball groups got nerfed, nerf smallscale!". Now speed pots got nerfed the uproar is quite humorous. Ironically had rapids not been nerfed it wouldn't have been a problem now as smallscalers could still easily use it too.
Equally it's always odd to me why smallscale groups actually care about ball groups in general. Their objectives as groups are fairly different and sure there the "zerging down" part of it but I've seen a fair amount of smallscale groups pug surfing down ball groups too with no qualms.
As for ball groups got buffed. Actually no nothing changed. The only difference is that now solo players won't have perma speed unless they choose to use skills to give it. Similar to how groups choose to use one of their skills as a unit to do it.
The only classes I feel any sympathy for are mag templars/wardens/dks.
Edit: the change I would have made would have been reducing the speed of sprint by the same amount of movement speed on swift. i.e. 10% base movement speed but -10% sprint speed
Frozn didn't mention a faction stack and siege.
That you feel sympathy for half the specs in the game suggests the changes ZOS made were not good and ought to be rethought.
@Joy_Division There are more than 6 specs in the game.
Yes I feel sympathy for the mag classes i mentioned who have been continually nerfed and haven't had access to magicka versions of speed pots but yet managed to play the game without complaining endlessly about speed pots and maneuvers before.
Yes I think that the changes should be rethought, I even gave an example of what I would change instead but you haven't responded to that.
I make my own points here, If you want to reply to Frozn's you can do so.
Also I think its not really a stretch to generalise that a 4m group is going to be more effective at taking out a larger group when they are either:
1) Playing badly / poor players
2) Distracted by other situations
I'm speaking from experience of having wiped certain 24m's with just 3-6 people on NA. I wouldn't expect a group of 4 people to just walk up to a 16m in open field and go GvG with them, (although it could be possible with the right comp and bad enough players)
Blindly calling for nerfing other playstyles because you don't like your own is never the answer imo.
No matter what any you spin it it is unbalanced. I haven't heard one counter of why it is not broken, OP, and unbalanced fir play styles.
Saying no one cried for nerfs before or deflecting how to bring down a ball group in a vacuum is an ACTUAL REASON to how Rapids is balanced for ball groups versus solo/small scale.
Its not broken because it is removed on casting damage or healing thus requiring a high investment by a group in order to keep a good up time. Like with other skills.
Serious question as I dont know. If the healing springs are already casted on the ground does that remove Rapids if it heals your party? I am pretty sure it doesnt and I thought it was wierd how much Drac spams healing springs.
Izanagi.Xiiib16_ESO wrote: »ShadowProc wrote: »Izanagi.Xiiib16_ESO wrote: »ShadowProc wrote: »Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »@frozywozy has a point — nerfing Rapids makes it much harder for the coordinated 16-24 person group to take down the true blob zerg of 30+. Do we really want to give players more incentive to cluster in such enormous groups? We need ball groups so that someone can clear out the blobs.
But that’s just a special case of the point others in this thread have made: efficient access to mobility is necessary at all scales of PVP. It makes no sense for ZOS to decide that only a specific type of group can have efficient access to mobility.
Clearly the solution isn’t to nerf the ball group play style, but to un-nerf small scale. Make Major Expedition an accessible buff again (with necessary adjustments to Swift), or provide general, scale-agnostic adjustments to snares.
Otherwise, like jdking said, many of us just won’t bother to play.
His point is pretty much the saem as everyone's else point: You got nerfed? Adapt, you canYoo bad, don;t nerf the way I play.Izanagi.Xiiib16_ESO wrote: »LeifErickson wrote: »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?
Well the main thing would be that I've never seen it done.
But that isn't enough burst and one negate isn't gonna get the whole group and rapids can allow people to just walk out of it. Then those who were not in the negate to begin with will just heal spam the others and since gravity crush is the only burst unless you get lucky crits on all the synergies and happen to have them all pop off at opportune times which won't happen it is just not enough damage. Then those players are without ult fighting 4 times their number.
Only in the best case scenario will that kind of tactic kill a third of the ball group and the remaining 2 thirds will have an easy time killing 4 guys without ult that had to sacrifice a ton in their builds to be able to kill the first third.
Do you honestly think your group would wipe to 4 people running that? I could survive that ult dump solo honestly.
You could survive it solo potentially but as a group when you are fighting in a situation with a lot of pressure lots of siege hitting you and outnumbered not everything is easy to survive. Personally I wouldn't go for exactly that setup but actually it's remarkably easy to wipe groups.
I noticed that when rapids was nerfed there were no cries of "ball groups got nerfed, nerf smallscale!". Now speed pots got nerfed the uproar is quite humorous. Ironically had rapids not been nerfed it wouldn't have been a problem now as smallscalers could still easily use it too.
Equally it's always odd to me why smallscale groups actually care about ball groups in general. Their objectives as groups are fairly different and sure there the "zerging down" part of it but I've seen a fair amount of smallscale groups pug surfing down ball groups too with no qualms.
As for ball groups got buffed. Actually no nothing changed. The only difference is that now solo players won't have perma speed unless they choose to use skills to give it. Similar to how groups choose to use one of their skills as a unit to do it.
The only classes I feel any sympathy for are mag templars/wardens/dks.
Edit: the change I would have made would have been reducing the speed of sprint by the same amount of movement speed on swift. i.e. 10% base movement speed but -10% sprint speed
Frozn didn't mention a faction stack and siege.
That you feel sympathy for half the specs in the game suggests the changes ZOS made were not good and ought to be rethought.
@Joy_Division There are more than 6 specs in the game.
Yes I feel sympathy for the mag classes i mentioned who have been continually nerfed and haven't had access to magicka versions of speed pots but yet managed to play the game without complaining endlessly about speed pots and maneuvers before.
Yes I think that the changes should be rethought, I even gave an example of what I would change instead but you haven't responded to that.
I make my own points here, If you want to reply to Frozn's you can do so.
Also I think its not really a stretch to generalise that a 4m group is going to be more effective at taking out a larger group when they are either:
1) Playing badly / poor players
2) Distracted by other situations
I'm speaking from experience of having wiped certain 24m's with just 3-6 people on NA. I wouldn't expect a group of 4 people to just walk up to a 16m in open field and go GvG with them, (although it could be possible with the right comp and bad enough players)
Blindly calling for nerfing other playstyles because you don't like your own is never the answer imo.
No matter what any you spin it it is unbalanced. I haven't heard one counter of why it is not broken, OP, and unbalanced fir play styles.
Saying no one cried for nerfs before or deflecting how to bring down a ball group in a vacuum is an ACTUAL REASON to how Rapids is balanced for ball groups versus solo/small scale.
Its not broken because it is removed on casting damage or healing thus requiring a high investment by a group in order to keep a good up time. Like with other skills.
Serious question as I dont know. If the healing springs are already casted on the ground does that remove Rapids if it heals your party? I am pretty sure it doesnt and I thought it was wierd how much Drac spams healing springs.
The initial cast of springs drops rapids. Ticks after its cast don't. Springs is used because it is the most efficient and effective 'top up' heal. If you see our recent videos there's a maneuvers group buff view on screen you can clearly see how quickly it drops vs when it's recast.
ShadowProc wrote: »Izanagi.Xiiib16_ESO wrote: »ShadowProc wrote: »Izanagi.Xiiib16_ESO wrote: »ShadowProc wrote: »Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »@frozywozy has a point — nerfing Rapids makes it much harder for the coordinated 16-24 person group to take down the true blob zerg of 30+. Do we really want to give players more incentive to cluster in such enormous groups? We need ball groups so that someone can clear out the blobs.
But that’s just a special case of the point others in this thread have made: efficient access to mobility is necessary at all scales of PVP. It makes no sense for ZOS to decide that only a specific type of group can have efficient access to mobility.
Clearly the solution isn’t to nerf the ball group play style, but to un-nerf small scale. Make Major Expedition an accessible buff again (with necessary adjustments to Swift), or provide general, scale-agnostic adjustments to snares.
Otherwise, like jdking said, many of us just won’t bother to play.
His point is pretty much the saem as everyone's else point: You got nerfed? Adapt, you canYoo bad, don;t nerf the way I play.Izanagi.Xiiib16_ESO wrote: »LeifErickson wrote: »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?
Well the main thing would be that I've never seen it done.
But that isn't enough burst and one negate isn't gonna get the whole group and rapids can allow people to just walk out of it. Then those who were not in the negate to begin with will just heal spam the others and since gravity crush is the only burst unless you get lucky crits on all the synergies and happen to have them all pop off at opportune times which won't happen it is just not enough damage. Then those players are without ult fighting 4 times their number.
Only in the best case scenario will that kind of tactic kill a third of the ball group and the remaining 2 thirds will have an easy time killing 4 guys without ult that had to sacrifice a ton in their builds to be able to kill the first third.
Do you honestly think your group would wipe to 4 people running that? I could survive that ult dump solo honestly.
You could survive it solo potentially but as a group when you are fighting in a situation with a lot of pressure lots of siege hitting you and outnumbered not everything is easy to survive. Personally I wouldn't go for exactly that setup but actually it's remarkably easy to wipe groups.
I noticed that when rapids was nerfed there were no cries of "ball groups got nerfed, nerf smallscale!". Now speed pots got nerfed the uproar is quite humorous. Ironically had rapids not been nerfed it wouldn't have been a problem now as smallscalers could still easily use it too.
Equally it's always odd to me why smallscale groups actually care about ball groups in general. Their objectives as groups are fairly different and sure there the "zerging down" part of it but I've seen a fair amount of smallscale groups pug surfing down ball groups too with no qualms.
As for ball groups got buffed. Actually no nothing changed. The only difference is that now solo players won't have perma speed unless they choose to use skills to give it. Similar to how groups choose to use one of their skills as a unit to do it.
The only classes I feel any sympathy for are mag templars/wardens/dks.
Edit: the change I would have made would have been reducing the speed of sprint by the same amount of movement speed on swift. i.e. 10% base movement speed but -10% sprint speed
Frozn didn't mention a faction stack and siege.
That you feel sympathy for half the specs in the game suggests the changes ZOS made were not good and ought to be rethought.
@Joy_Division There are more than 6 specs in the game.
Yes I feel sympathy for the mag classes i mentioned who have been continually nerfed and haven't had access to magicka versions of speed pots but yet managed to play the game without complaining endlessly about speed pots and maneuvers before.
Yes I think that the changes should be rethought, I even gave an example of what I would change instead but you haven't responded to that.
I make my own points here, If you want to reply to Frozn's you can do so.
Also I think its not really a stretch to generalise that a 4m group is going to be more effective at taking out a larger group when they are either:
1) Playing badly / poor players
2) Distracted by other situations
I'm speaking from experience of having wiped certain 24m's with just 3-6 people on NA. I wouldn't expect a group of 4 people to just walk up to a 16m in open field and go GvG with them, (although it could be possible with the right comp and bad enough players)
Blindly calling for nerfing other playstyles because you don't like your own is never the answer imo.
No matter what any you spin it it is unbalanced. I haven't heard one counter of why it is not broken, OP, and unbalanced fir play styles.
Saying no one cried for nerfs before or deflecting how to bring down a ball group in a vacuum is an ACTUAL REASON to how Rapids is balanced for ball groups versus solo/small scale.
Its not broken because it is removed on casting damage or healing thus requiring a high investment by a group in order to keep a good up time. Like with other skills.
Serious question as I dont know. If the healing springs are already casted on the ground does that remove Rapids if it heals your party? I am pretty sure it doesnt and I thought it was wierd how much Drac spams healing springs.
The initial cast of springs drops rapids. Ticks after its cast don't. Springs is used because it is the most efficient and effective 'top up' heal. If you see our recent videos there's a maneuvers group buff view on screen you can clearly see how quickly it drops vs when it's recast.
So you are still receiving healing when repositioning and using Rapids spam?
I still stand by it's too strong of ability and this meta. either revert the changes or it needs to be brought in line. Still think it should be capped at 6.
Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »@frozywozy has a point — nerfing Rapids makes it much harder for the coordinated 16-24 person group to take down the true blob zerg of 30+. Do we really want to give players more incentive to cluster in such enormous groups? We need ball groups so that someone can clear out the blobs.
But that’s just a special case of the point others in this thread have made: efficient access to mobility is necessary at all scales of PVP. It makes no sense for ZOS to decide that only a specific type of group can have efficient access to mobility.
Clearly the solution isn’t to nerf the ball group play style, but to un-nerf small scale. Make Major Expedition an accessible buff again (with necessary adjustments to Swift), or provide general, scale-agnostic adjustments to snares.
Otherwise, like jdking said, many of us just won’t bother to play.
His point is pretty much the saem as everyone's else point: You got nerfed? Adapt, you canYoo bad, don;t nerf the way I play.Izanagi.Xiiib16_ESO wrote: »LeifErickson wrote: »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?
Well the main thing would be that I've never seen it done.
But that isn't enough burst and one negate isn't gonna get the whole group and rapids can allow people to just walk out of it. Then those who were not in the negate to begin with will just heal spam the others and since gravity crush is the only burst unless you get lucky crits on all the synergies and happen to have them all pop off at opportune times which won't happen it is just not enough damage. Then those players are without ult fighting 4 times their number.
Only in the best case scenario will that kind of tactic kill a third of the ball group and the remaining 2 thirds will have an easy time killing 4 guys without ult that had to sacrifice a ton in their builds to be able to kill the first third.
Do you honestly think your group would wipe to 4 people running that? I could survive that ult dump solo honestly.
You could survive it solo potentially but as a group when you are fighting in a situation with a lot of pressure lots of siege hitting you and outnumbered not everything is easy to survive. Personally I wouldn't go for exactly that setup but actually it's remarkably easy to wipe groups.
I noticed that when rapids was nerfed there were no cries of "ball groups got nerfed, nerf smallscale!". Now speed pots got nerfed the uproar is quite humorous. Ironically had rapids not been nerfed it wouldn't have been a problem now as smallscalers could still easily use it too.
Equally it's always odd to me why smallscale groups actually care about ball groups in general. Their objectives as groups are fairly different and sure there the "zerging down" part of it but I've seen a fair amount of smallscale groups pug surfing down ball groups too with no qualms.
As for ball groups got buffed. Actually no nothing changed. The only difference is that now solo players won't have perma speed unless they choose to use skills to give it. Similar to how groups choose to use one of their skills as a unit to do it.
The only classes I feel any sympathy for are mag templars/wardens/dks.
Edit: the change I would have made would have been reducing the speed of sprint by the same amount of movement speed on swift. i.e. 10% base movement speed but -10% sprint speed
Frozn didn't mention a faction stack and siege.
That you feel sympathy for half the specs in the game suggests the changes ZOS made were not good and ought to be rethought.
@Joy_Division There are more than 6 specs in the game.
Yes I feel sympathy for the mag classes i mentioned who have been continually nerfed and haven't had access to magicka versions of speed pots but yet managed to play the game without complaining endlessly about speed pots and maneuvers before.
Yes I think that the changes should be rethought, I even gave an example of what I would change instead but you haven't responded to that.
I make my own points here, If you want to reply to Frozn's you can do so.
Also I think its not really a stretch to generalise that a 4m group is going to be more effective at taking out a larger group when they are either:
1) Playing badly / poor players
2) Distracted by other situations
I'm speaking from experience of having wiped certain 24m's with just 3-6 people on NA. I wouldn't expect a group of 4 people to just walk up to a 16m in open field and go GvG with them, (although it could be possible with the right comp and bad enough players)
Blindly calling for nerfing other playstyles because you don't like your own is never the answer imo.
Joy_Division wrote: »Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »@frozywozy has a point — nerfing Rapids makes it much harder for the coordinated 16-24 person group to take down the true blob zerg of 30+. Do we really want to give players more incentive to cluster in such enormous groups? We need ball groups so that someone can clear out the blobs.
But that’s just a special case of the point others in this thread have made: efficient access to mobility is necessary at all scales of PVP. It makes no sense for ZOS to decide that only a specific type of group can have efficient access to mobility.
Clearly the solution isn’t to nerf the ball group play style, but to un-nerf small scale. Make Major Expedition an accessible buff again (with necessary adjustments to Swift), or provide general, scale-agnostic adjustments to snares.
Otherwise, like jdking said, many of us just won’t bother to play.
His point is pretty much the saem as everyone's else point: You got nerfed? Adapt, you canYoo bad, don;t nerf the way I play.Izanagi.Xiiib16_ESO wrote: »LeifErickson wrote: »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?
Well the main thing would be that I've never seen it done.
But that isn't enough burst and one negate isn't gonna get the whole group and rapids can allow people to just walk out of it. Then those who were not in the negate to begin with will just heal spam the others and since gravity crush is the only burst unless you get lucky crits on all the synergies and happen to have them all pop off at opportune times which won't happen it is just not enough damage. Then those players are without ult fighting 4 times their number.
Only in the best case scenario will that kind of tactic kill a third of the ball group and the remaining 2 thirds will have an easy time killing 4 guys without ult that had to sacrifice a ton in their builds to be able to kill the first third.
Do you honestly think your group would wipe to 4 people running that? I could survive that ult dump solo honestly.
You could survive it solo potentially but as a group when you are fighting in a situation with a lot of pressure lots of siege hitting you and outnumbered not everything is easy to survive. Personally I wouldn't go for exactly that setup but actually it's remarkably easy to wipe groups.
I noticed that when rapids was nerfed there were no cries of "ball groups got nerfed, nerf smallscale!". Now speed pots got nerfed the uproar is quite humorous. Ironically had rapids not been nerfed it wouldn't have been a problem now as smallscalers could still easily use it too.
Equally it's always odd to me why smallscale groups actually care about ball groups in general. Their objectives as groups are fairly different and sure there the "zerging down" part of it but I've seen a fair amount of smallscale groups pug surfing down ball groups too with no qualms.
As for ball groups got buffed. Actually no nothing changed. The only difference is that now solo players won't have perma speed unless they choose to use skills to give it. Similar to how groups choose to use one of their skills as a unit to do it.
The only classes I feel any sympathy for are mag templars/wardens/dks.
Edit: the change I would have made would have been reducing the speed of sprint by the same amount of movement speed on swift. i.e. 10% base movement speed but -10% sprint speed
Frozn didn't mention a faction stack and siege.
That you feel sympathy for half the specs in the game suggests the changes ZOS made were not good and ought to be rethought.
@Joy_Division There are more than 6 specs in the game.
Yes I feel sympathy for the mag classes i mentioned who have been continually nerfed and haven't had access to magicka versions of speed pots but yet managed to play the game without complaining endlessly about speed pots and maneuvers before.
Yes I think that the changes should be rethought, I even gave an example of what I would change instead but you haven't responded to that.
I make my own points here, If you want to reply to Frozn's you can do so.
Also I think its not really a stretch to generalise that a 4m group is going to be more effective at taking out a larger group when they are either:
1) Playing badly / poor players
2) Distracted by other situations
I'm speaking from experience of having wiped certain 24m's with just 3-6 people on NA. I wouldn't expect a group of 4 people to just walk up to a 16m in open field and go GvG with them, (although it could be possible with the right comp and bad enough players)
Blindly calling for nerfing other playstyles because you don't like your own is never the answer imo.
Ah yes, you do like to make your own points that bring up different scenarios than the one you are responding too.
It's nice that you think 3-6 people can zerg-surf and potentially wipe a an enemy raid that is either distracted or is being sieged or whatever other circumstance, but that is at best tangential to the issue of how speed and mobility have been changed in this update.
There is discussion here, not everyone in the thread is not calling for blind nerfs.
Ultimately what you or I say is not going to have much effect here. Those people who hated the Expedition nerfs fought tooth and nail and ZOS didn't budge one single bit. If they are of the opinion that Rapids needs to be adjusted, then ZOS is going to do it.
I get it, ball group players. When I learned about the major expedition nerfs, my heart sank. So I understand why it is threatening to suggest it should also be applied to your play style.
Joy_Division wrote: »Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »@frozywozy has a point — nerfing Rapids makes it much harder for the coordinated 16-24 person group to take down the true blob zerg of 30+. Do we really want to give players more incentive to cluster in such enormous groups? We need ball groups so that someone can clear out the blobs.
But that’s just a special case of the point others in this thread have made: efficient access to mobility is necessary at all scales of PVP. It makes no sense for ZOS to decide that only a specific type of group can have efficient access to mobility.
Clearly the solution isn’t to nerf the ball group play style, but to un-nerf small scale. Make Major Expedition an accessible buff again (with necessary adjustments to Swift), or provide general, scale-agnostic adjustments to snares.
Otherwise, like jdking said, many of us just won’t bother to play.
His point is pretty much the saem as everyone's else point: You got nerfed? Adapt, you canYoo bad, don;t nerf the way I play.Izanagi.Xiiib16_ESO wrote: »LeifErickson wrote: »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?
Well the main thing would be that I've never seen it done.
But that isn't enough burst and one negate isn't gonna get the whole group and rapids can allow people to just walk out of it. Then those who were not in the negate to begin with will just heal spam the others and since gravity crush is the only burst unless you get lucky crits on all the synergies and happen to have them all pop off at opportune times which won't happen it is just not enough damage. Then those players are without ult fighting 4 times their number.
Only in the best case scenario will that kind of tactic kill a third of the ball group and the remaining 2 thirds will have an easy time killing 4 guys without ult that had to sacrifice a ton in their builds to be able to kill the first third.
Do you honestly think your group would wipe to 4 people running that? I could survive that ult dump solo honestly.
You could survive it solo potentially but as a group when you are fighting in a situation with a lot of pressure lots of siege hitting you and outnumbered not everything is easy to survive. Personally I wouldn't go for exactly that setup but actually it's remarkably easy to wipe groups.
I noticed that when rapids was nerfed there were no cries of "ball groups got nerfed, nerf smallscale!". Now speed pots got nerfed the uproar is quite humorous. Ironically had rapids not been nerfed it wouldn't have been a problem now as smallscalers could still easily use it too.
Equally it's always odd to me why smallscale groups actually care about ball groups in general. Their objectives as groups are fairly different and sure there the "zerging down" part of it but I've seen a fair amount of smallscale groups pug surfing down ball groups too with no qualms.
As for ball groups got buffed. Actually no nothing changed. The only difference is that now solo players won't have perma speed unless they choose to use skills to give it. Similar to how groups choose to use one of their skills as a unit to do it.
The only classes I feel any sympathy for are mag templars/wardens/dks.
Edit: the change I would have made would have been reducing the speed of sprint by the same amount of movement speed on swift. i.e. 10% base movement speed but -10% sprint speed
Frozn didn't mention a faction stack and siege.
That you feel sympathy for half the specs in the game suggests the changes ZOS made were not good and ought to be rethought.
@Joy_Division There are more than 6 specs in the game.
Yes I feel sympathy for the mag classes i mentioned who have been continually nerfed and haven't had access to magicka versions of speed pots but yet managed to play the game without complaining endlessly about speed pots and maneuvers before.
Yes I think that the changes should be rethought, I even gave an example of what I would change instead but you haven't responded to that.
I make my own points here, If you want to reply to Frozn's you can do so.
Also I think its not really a stretch to generalise that a 4m group is going to be more effective at taking out a larger group when they are either:
1) Playing badly / poor players
2) Distracted by other situations
I'm speaking from experience of having wiped certain 24m's with just 3-6 people on NA. I wouldn't expect a group of 4 people to just walk up to a 16m in open field and go GvG with them, (although it could be possible with the right comp and bad enough players)
Blindly calling for nerfing other playstyles because you don't like your own is never the answer imo.
Ah yes, you do like to make your own points that bring up different scenarios than the one you are responding too.
It's nice that you think 3-6 people can zerg-surf and potentially wipe a an enemy raid that is either distracted or is being sieged or whatever other circumstance, but that is at best tangential to the issue of how speed and mobility have been changed in this update.
There is discussion here, not everyone in the thread is not calling for blind nerfs.
Ultimately what you or I say is not going to have much effect here. Those people who hated the Expedition nerfs fought tooth and nail and ZOS didn't budge one single bit. If they are of the opinion that Rapids needs to be adjusted, then ZOS is going to do it.
I am not sure about what you just said but let me ask you this simple question.
Do you think that snares need to be buffed and their counters diminished for all play styles in Cyrodiil ?
Joy_Division wrote: »Joy_Division wrote: »Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »@frozywozy has a point — nerfing Rapids makes it much harder for the coordinated 16-24 person group to take down the true blob zerg of 30+. Do we really want to give players more incentive to cluster in such enormous groups? We need ball groups so that someone can clear out the blobs.
But that’s just a special case of the point others in this thread have made: efficient access to mobility is necessary at all scales of PVP. It makes no sense for ZOS to decide that only a specific type of group can have efficient access to mobility.
Clearly the solution isn’t to nerf the ball group play style, but to un-nerf small scale. Make Major Expedition an accessible buff again (with necessary adjustments to Swift), or provide general, scale-agnostic adjustments to snares.
Otherwise, like jdking said, many of us just won’t bother to play.
His point is pretty much the saem as everyone's else point: You got nerfed? Adapt, you canYoo bad, don;t nerf the way I play.Izanagi.Xiiib16_ESO wrote: »LeifErickson wrote: »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?
Well the main thing would be that I've never seen it done.
But that isn't enough burst and one negate isn't gonna get the whole group and rapids can allow people to just walk out of it. Then those who were not in the negate to begin with will just heal spam the others and since gravity crush is the only burst unless you get lucky crits on all the synergies and happen to have them all pop off at opportune times which won't happen it is just not enough damage. Then those players are without ult fighting 4 times their number.
Only in the best case scenario will that kind of tactic kill a third of the ball group and the remaining 2 thirds will have an easy time killing 4 guys without ult that had to sacrifice a ton in their builds to be able to kill the first third.
Do you honestly think your group would wipe to 4 people running that? I could survive that ult dump solo honestly.
You could survive it solo potentially but as a group when you are fighting in a situation with a lot of pressure lots of siege hitting you and outnumbered not everything is easy to survive. Personally I wouldn't go for exactly that setup but actually it's remarkably easy to wipe groups.
I noticed that when rapids was nerfed there were no cries of "ball groups got nerfed, nerf smallscale!". Now speed pots got nerfed the uproar is quite humorous. Ironically had rapids not been nerfed it wouldn't have been a problem now as smallscalers could still easily use it too.
Equally it's always odd to me why smallscale groups actually care about ball groups in general. Their objectives as groups are fairly different and sure there the "zerging down" part of it but I've seen a fair amount of smallscale groups pug surfing down ball groups too with no qualms.
As for ball groups got buffed. Actually no nothing changed. The only difference is that now solo players won't have perma speed unless they choose to use skills to give it. Similar to how groups choose to use one of their skills as a unit to do it.
The only classes I feel any sympathy for are mag templars/wardens/dks.
Edit: the change I would have made would have been reducing the speed of sprint by the same amount of movement speed on swift. i.e. 10% base movement speed but -10% sprint speed
Frozn didn't mention a faction stack and siege.
That you feel sympathy for half the specs in the game suggests the changes ZOS made were not good and ought to be rethought.
@Joy_Division There are more than 6 specs in the game.
Yes I feel sympathy for the mag classes i mentioned who have been continually nerfed and haven't had access to magicka versions of speed pots but yet managed to play the game without complaining endlessly about speed pots and maneuvers before.
Yes I think that the changes should be rethought, I even gave an example of what I would change instead but you haven't responded to that.
I make my own points here, If you want to reply to Frozn's you can do so.
Also I think its not really a stretch to generalise that a 4m group is going to be more effective at taking out a larger group when they are either:
1) Playing badly / poor players
2) Distracted by other situations
I'm speaking from experience of having wiped certain 24m's with just 3-6 people on NA. I wouldn't expect a group of 4 people to just walk up to a 16m in open field and go GvG with them, (although it could be possible with the right comp and bad enough players)
Blindly calling for nerfing other playstyles because you don't like your own is never the answer imo.
Ah yes, you do like to make your own points that bring up different scenarios than the one you are responding too.
It's nice that you think 3-6 people can zerg-surf and potentially wipe a an enemy raid that is either distracted or is being sieged or whatever other circumstance, but that is at best tangential to the issue of how speed and mobility have been changed in this update.
There is discussion here, not everyone in the thread is not calling for blind nerfs.
Ultimately what you or I say is not going to have much effect here. Those people who hated the Expedition nerfs fought tooth and nail and ZOS didn't budge one single bit. If they are of the opinion that Rapids needs to be adjusted, then ZOS is going to do it.
I am not sure about what you just said but let me ask you this simple question.
Do you think that snares need to be buffed and their counters diminished for all play styles in Cyrodiil ?
The last thing that needs to happen is for snares to be buffed or counters to them to be diminished.
What I would like to see happen is for ALL players and playstyles to have reasonable accessible sources of speed and mobility, as it was before Murkmire
.Joy_Division wrote: »Joy_Division wrote: »Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »@frozywozy has a point — nerfing Rapids makes it much harder for the coordinated 16-24 person group to take down the true blob zerg of 30+. Do we really want to give players more incentive to cluster in such enormous groups? We need ball groups so that someone can clear out the blobs.
But that’s just a special case of the point others in this thread have made: efficient access to mobility is necessary at all scales of PVP. It makes no sense for ZOS to decide that only a specific type of group can have efficient access to mobility.
Clearly the solution isn’t to nerf the ball group play style, but to un-nerf small scale. Make Major Expedition an accessible buff again (with necessary adjustments to Swift), or provide general, scale-agnostic adjustments to snares.
Otherwise, like jdking said, many of us just won’t bother to play.
His point is pretty much the saem as everyone's else point: You got nerfed? Adapt, you canYoo bad, don;t nerf the way I play.Izanagi.Xiiib16_ESO wrote: »LeifErickson wrote: »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?
Well the main thing would be that I've never seen it done.
But that isn't enough burst and one negate isn't gonna get the whole group and rapids can allow people to just walk out of it. Then those who were not in the negate to begin with will just heal spam the others and since gravity crush is the only burst unless you get lucky crits on all the synergies and happen to have them all pop off at opportune times which won't happen it is just not enough damage. Then those players are without ult fighting 4 times their number.
Only in the best case scenario will that kind of tactic kill a third of the ball group and the remaining 2 thirds will have an easy time killing 4 guys without ult that had to sacrifice a ton in their builds to be able to kill the first third.
Do you honestly think your group would wipe to 4 people running that? I could survive that ult dump solo honestly.
You could survive it solo potentially but as a group when you are fighting in a situation with a lot of pressure lots of siege hitting you and outnumbered not everything is easy to survive. Personally I wouldn't go for exactly that setup but actually it's remarkably easy to wipe groups.
I noticed that when rapids was nerfed there were no cries of "ball groups got nerfed, nerf smallscale!". Now speed pots got nerfed the uproar is quite humorous. Ironically had rapids not been nerfed it wouldn't have been a problem now as smallscalers could still easily use it too.
Equally it's always odd to me why smallscale groups actually care about ball groups in general. Their objectives as groups are fairly different and sure there the "zerging down" part of it but I've seen a fair amount of smallscale groups pug surfing down ball groups too with no qualms.
As for ball groups got buffed. Actually no nothing changed. The only difference is that now solo players won't have perma speed unless they choose to use skills to give it. Similar to how groups choose to use one of their skills as a unit to do it.
The only classes I feel any sympathy for are mag templars/wardens/dks.
Edit: the change I would have made would have been reducing the speed of sprint by the same amount of movement speed on swift. i.e. 10% base movement speed but -10% sprint speed
Frozn didn't mention a faction stack and siege.
That you feel sympathy for half the specs in the game suggests the changes ZOS made were not good and ought to be rethought.
@Joy_Division There are more than 6 specs in the game.
Yes I feel sympathy for the mag classes i mentioned who have been continually nerfed and haven't had access to magicka versions of speed pots but yet managed to play the game without complaining endlessly about speed pots and maneuvers before.
Yes I think that the changes should be rethought, I even gave an example of what I would change instead but you haven't responded to that.
I make my own points here, If you want to reply to Frozn's you can do so.
Also I think its not really a stretch to generalise that a 4m group is going to be more effective at taking out a larger group when they are either:
1) Playing badly / poor players
2) Distracted by other situations
I'm speaking from experience of having wiped certain 24m's with just 3-6 people on NA. I wouldn't expect a group of 4 people to just walk up to a 16m in open field and go GvG with them, (although it could be possible with the right comp and bad enough players)
Blindly calling for nerfing other playstyles because you don't like your own is never the answer imo.
Ah yes, you do like to make your own points that bring up different scenarios than the one you are responding too.
It's nice that you think 3-6 people can zerg-surf and potentially wipe a an enemy raid that is either distracted or is being sieged or whatever other circumstance, but that is at best tangential to the issue of how speed and mobility have been changed in this update.
There is discussion here, not everyone in the thread is not calling for blind nerfs.
Ultimately what you or I say is not going to have much effect here. Those people who hated the Expedition nerfs fought tooth and nail and ZOS didn't budge one single bit. If they are of the opinion that Rapids needs to be adjusted, then ZOS is going to do it.
I am not sure about what you just said but let me ask you this simple question.
Do you think that snares need to be buffed and their counters diminished for all play styles in Cyrodiil ?
The last thing that needs to happen is for snares to be buffed or counters to them to be diminished.
What I would like to see happen is for ALL players and playstyles to have reasonable accessible sources of speed and mobility, as it was before Murkmire
I mean, Race Against Time is an option, no?
Joy_Division wrote: ».Joy_Division wrote: »Joy_Division wrote: »Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »@frozywozy has a point — nerfing Rapids makes it much harder for the coordinated 16-24 person group to take down the true blob zerg of 30+. Do we really want to give players more incentive to cluster in such enormous groups? We need ball groups so that someone can clear out the blobs.
But that’s just a special case of the point others in this thread have made: efficient access to mobility is necessary at all scales of PVP. It makes no sense for ZOS to decide that only a specific type of group can have efficient access to mobility.
Clearly the solution isn’t to nerf the ball group play style, but to un-nerf small scale. Make Major Expedition an accessible buff again (with necessary adjustments to Swift), or provide general, scale-agnostic adjustments to snares.
Otherwise, like jdking said, many of us just won’t bother to play.
His point is pretty much the saem as everyone's else point: You got nerfed? Adapt, you canYoo bad, don;t nerf the way I play.Izanagi.Xiiib16_ESO wrote: »LeifErickson wrote: »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?
Well the main thing would be that I've never seen it done.
But that isn't enough burst and one negate isn't gonna get the whole group and rapids can allow people to just walk out of it. Then those who were not in the negate to begin with will just heal spam the others and since gravity crush is the only burst unless you get lucky crits on all the synergies and happen to have them all pop off at opportune times which won't happen it is just not enough damage. Then those players are without ult fighting 4 times their number.
Only in the best case scenario will that kind of tactic kill a third of the ball group and the remaining 2 thirds will have an easy time killing 4 guys without ult that had to sacrifice a ton in their builds to be able to kill the first third.
Do you honestly think your group would wipe to 4 people running that? I could survive that ult dump solo honestly.
You could survive it solo potentially but as a group when you are fighting in a situation with a lot of pressure lots of siege hitting you and outnumbered not everything is easy to survive. Personally I wouldn't go for exactly that setup but actually it's remarkably easy to wipe groups.
I noticed that when rapids was nerfed there were no cries of "ball groups got nerfed, nerf smallscale!". Now speed pots got nerfed the uproar is quite humorous. Ironically had rapids not been nerfed it wouldn't have been a problem now as smallscalers could still easily use it too.
Equally it's always odd to me why smallscale groups actually care about ball groups in general. Their objectives as groups are fairly different and sure there the "zerging down" part of it but I've seen a fair amount of smallscale groups pug surfing down ball groups too with no qualms.
As for ball groups got buffed. Actually no nothing changed. The only difference is that now solo players won't have perma speed unless they choose to use skills to give it. Similar to how groups choose to use one of their skills as a unit to do it.
The only classes I feel any sympathy for are mag templars/wardens/dks.
Edit: the change I would have made would have been reducing the speed of sprint by the same amount of movement speed on swift. i.e. 10% base movement speed but -10% sprint speed
Frozn didn't mention a faction stack and siege.
That you feel sympathy for half the specs in the game suggests the changes ZOS made were not good and ought to be rethought.
@Joy_Division There are more than 6 specs in the game.
Yes I feel sympathy for the mag classes i mentioned who have been continually nerfed and haven't had access to magicka versions of speed pots but yet managed to play the game without complaining endlessly about speed pots and maneuvers before.
Yes I think that the changes should be rethought, I even gave an example of what I would change instead but you haven't responded to that.
I make my own points here, If you want to reply to Frozn's you can do so.
Also I think its not really a stretch to generalise that a 4m group is going to be more effective at taking out a larger group when they are either:
1) Playing badly / poor players
2) Distracted by other situations
I'm speaking from experience of having wiped certain 24m's with just 3-6 people on NA. I wouldn't expect a group of 4 people to just walk up to a 16m in open field and go GvG with them, (although it could be possible with the right comp and bad enough players)
Blindly calling for nerfing other playstyles because you don't like your own is never the answer imo.
Ah yes, you do like to make your own points that bring up different scenarios than the one you are responding too.
It's nice that you think 3-6 people can zerg-surf and potentially wipe a an enemy raid that is either distracted or is being sieged or whatever other circumstance, but that is at best tangential to the issue of how speed and mobility have been changed in this update.
There is discussion here, not everyone in the thread is not calling for blind nerfs.
Ultimately what you or I say is not going to have much effect here. Those people who hated the Expedition nerfs fought tooth and nail and ZOS didn't budge one single bit. If they are of the opinion that Rapids needs to be adjusted, then ZOS is going to do it.
I am not sure about what you just said but let me ask you this simple question.
Do you think that snares need to be buffed and their counters diminished for all play styles in Cyrodiil ?
The last thing that needs to happen is for snares to be buffed or counters to them to be diminished.
What I would like to see happen is for ALL players and playstyles to have reasonable accessible sources of speed and mobility, as it was before Murkmire
I mean, Race Against Time is an option, no?
A skill that I have to slot and spam every 3 seconds is not in the same category. If it was, people would not have cared what ZOS did with speed pots, boundless Storm, or other sources of major expedition.
Izanagi.Xiiib16_ESO wrote: »ShadowProc wrote: »Izanagi.Xiiib16_ESO wrote: »ShadowProc wrote: »Izanagi.Xiiib16_ESO wrote: »ShadowProc wrote: »Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »@frozywozy has a point — nerfing Rapids makes it much harder for the coordinated 16-24 person group to take down the true blob zerg of 30+. Do we really want to give players more incentive to cluster in such enormous groups? We need ball groups so that someone can clear out the blobs.
But that’s just a special case of the point others in this thread have made: efficient access to mobility is necessary at all scales of PVP. It makes no sense for ZOS to decide that only a specific type of group can have efficient access to mobility.
Clearly the solution isn’t to nerf the ball group play style, but to un-nerf small scale. Make Major Expedition an accessible buff again (with necessary adjustments to Swift), or provide general, scale-agnostic adjustments to snares.
Otherwise, like jdking said, many of us just won’t bother to play.
His point is pretty much the saem as everyone's else point: You got nerfed? Adapt, you canYoo bad, don;t nerf the way I play.Izanagi.Xiiib16_ESO wrote: »LeifErickson wrote: »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?
Well the main thing would be that I've never seen it done.
But that isn't enough burst and one negate isn't gonna get the whole group and rapids can allow people to just walk out of it. Then those who were not in the negate to begin with will just heal spam the others and since gravity crush is the only burst unless you get lucky crits on all the synergies and happen to have them all pop off at opportune times which won't happen it is just not enough damage. Then those players are without ult fighting 4 times their number.
Only in the best case scenario will that kind of tactic kill a third of the ball group and the remaining 2 thirds will have an easy time killing 4 guys without ult that had to sacrifice a ton in their builds to be able to kill the first third.
Do you honestly think your group would wipe to 4 people running that? I could survive that ult dump solo honestly.
You could survive it solo potentially but as a group when you are fighting in a situation with a lot of pressure lots of siege hitting you and outnumbered not everything is easy to survive. Personally I wouldn't go for exactly that setup but actually it's remarkably easy to wipe groups.
I noticed that when rapids was nerfed there were no cries of "ball groups got nerfed, nerf smallscale!". Now speed pots got nerfed the uproar is quite humorous. Ironically had rapids not been nerfed it wouldn't have been a problem now as smallscalers could still easily use it too.
Equally it's always odd to me why smallscale groups actually care about ball groups in general. Their objectives as groups are fairly different and sure there the "zerging down" part of it but I've seen a fair amount of smallscale groups pug surfing down ball groups too with no qualms.
As for ball groups got buffed. Actually no nothing changed. The only difference is that now solo players won't have perma speed unless they choose to use skills to give it. Similar to how groups choose to use one of their skills as a unit to do it.
The only classes I feel any sympathy for are mag templars/wardens/dks.
Edit: the change I would have made would have been reducing the speed of sprint by the same amount of movement speed on swift. i.e. 10% base movement speed but -10% sprint speed
Frozn didn't mention a faction stack and siege.
That you feel sympathy for half the specs in the game suggests the changes ZOS made were not good and ought to be rethought.
@Joy_Division There are more than 6 specs in the game.
Yes I feel sympathy for the mag classes i mentioned who have been continually nerfed and haven't had access to magicka versions of speed pots but yet managed to play the game without complaining endlessly about speed pots and maneuvers before.
Yes I think that the changes should be rethought, I even gave an example of what I would change instead but you haven't responded to that.
I make my own points here, If you want to reply to Frozn's you can do so.
Also I think its not really a stretch to generalise that a 4m group is going to be more effective at taking out a larger group when they are either:
1) Playing badly / poor players
2) Distracted by other situations
I'm speaking from experience of having wiped certain 24m's with just 3-6 people on NA. I wouldn't expect a group of 4 people to just walk up to a 16m in open field and go GvG with them, (although it could be possible with the right comp and bad enough players)
Blindly calling for nerfing other playstyles because you don't like your own is never the answer imo.
No matter what any you spin it it is unbalanced. I haven't heard one counter of why it is not broken, OP, and unbalanced fir play styles.
Saying no one cried for nerfs before or deflecting how to bring down a ball group in a vacuum is an ACTUAL REASON to how Rapids is balanced for ball groups versus solo/small scale.
Its not broken because it is removed on casting damage or healing thus requiring a high investment by a group in order to keep a good up time. Like with other skills.
Serious question as I dont know. If the healing springs are already casted on the ground does that remove Rapids if it heals your party? I am pretty sure it doesnt and I thought it was wierd how much Drac spams healing springs.
The initial cast of springs drops rapids. Ticks after its cast don't. Springs is used because it is the most efficient and effective 'top up' heal. If you see our recent videos there's a maneuvers group buff view on screen you can clearly see how quickly it drops vs when it's recast.
So you are still receiving healing when repositioning and using Rapids spam?
I still stand by it's too strong of ability and this meta. either revert the changes or it needs to be brought in line. Still think it should be capped at 6.
In the same way that vigor still heals after its initial cast. Or any other HoT except that they cannot be negated away from you
No. All it takes is another similar group to bring the same challenge. Something we have been doing in organized GvGs for quite some time now. The reason the conversation got into zerg surfing was because some zerg surfers were complaining about how OP ballgroups are and how they need to be nerfed. Next time you get into a thread of 3pages, I suggest that you read a bit before you jump to conclusions after reading the post of one player you dislike.
Joy_Division wrote: »Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »Joy_Division wrote: »Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »@frozywozy has a point — nerfing Rapids makes it much harder for the coordinated 16-24 person group to take down the true blob zerg of 30+. Do we really want to give players more incentive to cluster in such enormous groups? We need ball groups so that someone can clear out the blobs.
But that’s just a special case of the point others in this thread have made: efficient access to mobility is necessary at all scales of PVP. It makes no sense for ZOS to decide that only a specific type of group can have efficient access to mobility.
Clearly the solution isn’t to nerf the ball group play style, but to un-nerf small scale. Make Major Expedition an accessible buff again (with necessary adjustments to Swift), or provide general, scale-agnostic adjustments to snares.
Otherwise, like jdking said, many of us just won’t bother to play.
His point is pretty much the saem as everyone's else point: You got nerfed? Adapt, you canYoo bad, don;t nerf the way I play.Izanagi.Xiiib16_ESO wrote: »LeifErickson wrote: »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?
Well the main thing would be that I've never seen it done.
But that isn't enough burst and one negate isn't gonna get the whole group and rapids can allow people to just walk out of it. Then those who were not in the negate to begin with will just heal spam the others and since gravity crush is the only burst unless you get lucky crits on all the synergies and happen to have them all pop off at opportune times which won't happen it is just not enough damage. Then those players are without ult fighting 4 times their number.
Only in the best case scenario will that kind of tactic kill a third of the ball group and the remaining 2 thirds will have an easy time killing 4 guys without ult that had to sacrifice a ton in their builds to be able to kill the first third.
Do you honestly think your group would wipe to 4 people running that? I could survive that ult dump solo honestly.
You could survive it solo potentially but as a group when you are fighting in a situation with a lot of pressure lots of siege hitting you and outnumbered not everything is easy to survive. Personally I wouldn't go for exactly that setup but actually it's remarkably easy to wipe groups.
I noticed that when rapids was nerfed there were no cries of "ball groups got nerfed, nerf smallscale!". Now speed pots got nerfed the uproar is quite humorous. Ironically had rapids not been nerfed it wouldn't have been a problem now as smallscalers could still easily use it too.
Equally it's always odd to me why smallscale groups actually care about ball groups in general. Their objectives as groups are fairly different and sure there the "zerging down" part of it but I've seen a fair amount of smallscale groups pug surfing down ball groups too with no qualms.
As for ball groups got buffed. Actually no nothing changed. The only difference is that now solo players won't have perma speed unless they choose to use skills to give it. Similar to how groups choose to use one of their skills as a unit to do it.
The only classes I feel any sympathy for are mag templars/wardens/dks.
Edit: the change I would have made would have been reducing the speed of sprint by the same amount of movement speed on swift. i.e. 10% base movement speed but -10% sprint speed
Frozn didn't mention a faction stack and siege.
That you feel sympathy for half the specs in the game suggests the changes ZOS made were not good and ought to be rethought.
@Joy_Division There are more than 6 specs in the game.
Yes I feel sympathy for the mag classes i mentioned who have been continually nerfed and haven't had access to magicka versions of speed pots but yet managed to play the game without complaining endlessly about speed pots and maneuvers before.
Yes I think that the changes should be rethought, I even gave an example of what I would change instead but you haven't responded to that.
I make my own points here, If you want to reply to Frozn's you can do so.
Also I think its not really a stretch to generalise that a 4m group is going to be more effective at taking out a larger group when they are either:
1) Playing badly / poor players
2) Distracted by other situations
I'm speaking from experience of having wiped certain 24m's with just 3-6 people on NA. I wouldn't expect a group of 4 people to just walk up to a 16m in open field and go GvG with them, (although it could be possible with the right comp and bad enough players)
Blindly calling for nerfing other playstyles because you don't like your own is never the answer imo.
Ah yes, you do like to make your own points that bring up different scenarios than the one you are responding too.
It's nice that you think 3-6 people can zerg-surf and potentially wipe a an enemy raid that is either distracted or is being sieged or whatever other circumstance, but that is at best tangential to the issue of how speed and mobility have been changed in this update.
There is discussion here, not everyone in the thread is not calling for blind nerfs.
Ultimately what you or I say is not going to have much effect here. Those people who hated the Expedition nerfs fought tooth and nail and ZOS didn't budge one single bit. If they are of the opinion that Rapids needs to be adjusted, then ZOS is going to do it.
I am not sure about what you just said but let me ask you this simple question.
Do you think that snares need to be buffed and their counters diminished for all play styles in Cyrodiil ?
The last thing that needs to happen is for snares to be buffed or counters to them to be diminished.
What I would like to see happen is for ALL players and playstyles to have reasonable accessible sources of speed and mobility, as it was before Murkmire
All players didn't have 'reasonable' access to major expedition or 'mobility' (assuming you mean snare&root prevention) prior to Mirkmire.
Equally the only thing which has changed is buff durations. There has been no addition or removal. Thus looking at the status of other skills in comparison the duration is already reduced by maneuvers existing mechanics.
If the question is whether there should should be more or less immunity then this is a different balancing topic which wasn't the aim of the changes.
If only the players had some way of effectively communicating with ZoS though eh What did you choose for your free house btw?
Also dont think I didnt notice you avoided the question I raised.
Yeah, the "only" thing that has changed is the duration, as if it was such a minor adjustment it's something that can be disregarded and unworthy of discussion or further rethinking.
You did not raise a question in the post you replied to me, so I'm not avoiding it.
I thought that was a good adjustment, actually. It allowed for snares and immobilizations to be countered too easily. No one likes to be snared or rooted, but those are functions that make combat more tactical. Part of the problem with Rapids is that it reduces the number tactics that may be used against large groups, in addition to the Major Expedition buff it provides.So you don't think that the recent nerf to forward momentum is the problem and should be looked at? Personally I don't think that we should nerf snares removal. Speed was the issue (speed pots, swift trait).
Only ZOS can speak to their vision, but IMO Rapids was initially adjusted in 2.3 to mitigate the way it is being used today. Groups adapted to the changes made to it in 2.3. I don't think it's difficult at all for a group to use or implement, especially if they already have one or more support builds specialized for sustain. The most mediocre large groups benefit greatly from rapids with very little effort.Sandman929 wrote: »Most people aren't asking for similar nerfs to the Major Expedition provided by Rapid Maneuvers, because Rapids already drops off very quickly in a fight if a group doesn't have adequate support. What most people are asking for is basically the removal of a support role in PvP by reducing the effectiveness of group buffs via arbitrary target caps and other means that have nothing to do with the duration of Major Expedition (which is what the other changes target).
It looks pretty petty, and based on the changes of Murkmire it doesn't seem to be in line with the changes ZOS wanted. High uptime on Major Expedition was easy with very little effort, and that's what got changed. High uptime on Major Expedition with the dedicated effort of a group member devoted to supplying it seems to fit the changes ZOS wanted.
I thought that was a good adjustment, actually. It allowed for snares and immobilizations to be countered too easily. No one likes to be snared or rooted, but those are functions that make combat more tactical. Part of the problem with Rapids is that it reduces the number tactics that may be used against large groups, in addition to the Major Expedition buff it provides.So you don't think that the recent nerf to forward momentum is the problem and should be looked at? Personally I don't think that we should nerf snares removal. Speed was the issue (speed pots, swift trait).Only ZOS can speak to their vision, but IMO Rapids was initially adjusted in 2.3 to mitigate the way it is being used today. Groups adapted to the changes made to it in 2.3. I don't think it's difficult at all for a group to use or implement, especially if they already have one or more support builds specialized for sustain. The most mediocre large groups benefit greatly from rapids with very little effort.Sandman929 wrote: »Most people aren't asking for similar nerfs to the Major Expedition provided by Rapid Maneuvers, because Rapids already drops off very quickly in a fight if a group doesn't have adequate support. What most people are asking for is basically the removal of a support role in PvP by reducing the effectiveness of group buffs via arbitrary target caps and other means that have nothing to do with the duration of Major Expedition (which is what the other changes target).
It looks pretty petty, and based on the changes of Murkmire it doesn't seem to be in line with the changes ZOS wanted. High uptime on Major Expedition was easy with very little effort, and that's what got changed. High uptime on Major Expedition with the dedicated effort of a group member devoted to supplying it seems to fit the changes ZOS wanted.
I've been part of guilds that ran OP ball groups which had top theorycrafters that designed optimal group comps, so I can appreciate the skill and expertise that goes into building an elite large group. However, that level of expertise is not required to greatly benefit from Rapids.
But again, the bottom line for me is that by making everyone outside of a large group slower, large groups have been indirectly buffed and this has further imbalanced the differences between play styles.
This isn't theory at this point. I've fought multiple large groups already and the ease at which they can separate themselves from their opponents is obvious. They've gained a significant advantage.
I predict we're going to see even less map engagement from solo and small scale players when ball groups are running. That means experienced players will offer less support against ball groups, making the experience of fighting them even more miserable for the average casual player in Cyrodiil. This means fewer good fights for everyone.
I don't think so. I can see it very clearly in fights when a ball group is pressured in one location and needs to relocate. I can see it in your videos because of your addon.Izanagi.Xiiib16_ESO wrote: »I think you underestimate how low uptime rapids has in most group raids. Players who aren't running highly optimal builds and dedicated to the role. Knowing how and when to use it. Even when fighting in GvG a lot of the time you can root enemy raids for long periods of time because its not as simple as 'cast rapids once in a while'.
If it was as simple and overpowered as you say for groups I think far more groups would be playing and performing well in cyro vs the 'multiple raid zone groups' that we see these days as the safety in numbers style.
Also in comparison FM's immunity is 1 press and it stays on you for 8 seconds (4 now). No counter play whats so ever. Compared to rapids which is lost as soon as any damage or healing is started. (i.e constantly).
Izanagi.Xiiib16_ESO wrote: »I thought that was a good adjustment, actually. It allowed for snares and immobilizations to be countered too easily. No one likes to be snared or rooted, but those are functions that make combat more tactical. Part of the problem with Rapids is that it reduces the number tactics that may be used against large groups, in addition to the Major Expedition buff it provides.So you don't think that the recent nerf to forward momentum is the problem and should be looked at? Personally I don't think that we should nerf snares removal. Speed was the issue (speed pots, swift trait).Only ZOS can speak to their vision, but IMO Rapids was initially adjusted in 2.3 to mitigate the way it is being used today. Groups adapted to the changes made to it in 2.3. I don't think it's difficult at all for a group to use or implement, especially if they already have one or more support builds specialized for sustain. The most mediocre large groups benefit greatly from rapids with very little effort.Sandman929 wrote: »Most people aren't asking for similar nerfs to the Major Expedition provided by Rapid Maneuvers, because Rapids already drops off very quickly in a fight if a group doesn't have adequate support. What most people are asking for is basically the removal of a support role in PvP by reducing the effectiveness of group buffs via arbitrary target caps and other means that have nothing to do with the duration of Major Expedition (which is what the other changes target).
It looks pretty petty, and based on the changes of Murkmire it doesn't seem to be in line with the changes ZOS wanted. High uptime on Major Expedition was easy with very little effort, and that's what got changed. High uptime on Major Expedition with the dedicated effort of a group member devoted to supplying it seems to fit the changes ZOS wanted.
I've been part of guilds that ran OP ball groups which had top theorycrafters that designed optimal group comps, so I can appreciate the skill and expertise that goes into building an elite large group. However, that level of expertise is not required to greatly benefit from Rapids.
But again, the bottom line for me is that by making everyone outside of a large group slower, large groups have been indirectly buffed and this has further imbalanced the differences between play styles.
This isn't theory at this point. I've fought multiple large groups already and the ease at which they can separate themselves from their opponents is obvious. They've gained a significant advantage.
I predict we're going to see even less map engagement from solo and small scale players when ball groups are running. That means experienced players will offer less support against ball groups, making the experience of fighting them even more miserable for the average casual player in Cyrodiil. This means fewer good fights for everyone.
I think you underestimate how low uptime rapids has in most group raids. Players who aren't running highly optimal builds and dedicated to the role. Knowing how and when to use it. Even when fighting in GvG a lot of the time you can root enemy raids for long periods of time because its not as simple as 'cast rapids once in a while'.
To go onto @ShadowProc 's point too. Raids can't just cast 1 spring then run maintaining rapids. It's not enough incoming heals to deal with any amount of damage. The point of springs is to keep 3 springs on the ground constantly - i.e. losing your rapids ever second (sometimes quicker) Vigor in smallscale doesn't suffer as much from this as it follows you. Springs you run through and they are gone.
If it was as simple and overpowered as you say for groups I think far more groups would be playing and performing well in cyro vs the 'multiple raid zone groups' that we see these days as the safety in numbers style.
Also in comparison FM's immunity is 1 press and it stays on you for 8 seconds (4 now). No counter play whats so ever. Compared to rapids which is lost as soon as any damage or healing is started. (i.e constantly).
Rapids in raid is used for root removal more than root immunity, its essentially a stamina morph of purge.
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.
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.
.
caeliusstarbreaker wrote: »If 3-6 players inside 50 players wipe a “ball group”...wouldn’t it stand to reason that 53-56 players killed the “ball group?”
"caeliusstarbreaker wrote:Personally I think snares should only be on ground targeted aoe abilities that do minimal dmg and main focus is applying snare to area.
I thought that was a good adjustment, actually. It allowed for snares and immobilizations to be countered too easily. No one likes to be snared or rooted, but those are functions that make combat more tactical.
But again, the bottom line for me is that by making everyone outside of a large group slower, large groups have been indirectly buffed and this has further imbalanced the differences between play styles.
This isn't theory at this point. I've fought multiple large groups already and the ease at which they can separate themselves from their opponents is obvious. They've gained a significant advantage.
I think the biggest reason for the lack of ball groups isn't that they're difficult to execute or ineffective. I think it relates more to the highly casual audience and all the problems this game has. AvA is not attractive to gaming enthusiasts in its current state.