Since Convergence and Hrothgar are totally useless at doing 'the title'.
Why don't you, instead, make it so Battle Spirit's damage reduction is reduced by 10 percentage points per ally that is within 5m of you. Meaning if you have 5 allies around you, you will have 0% damage reduction and take the full damage of abilities from enemies.
((The numbers don't have to be exact. But if ZOS wants to stop ball groups this is the only way. New sets won't work.))
....or, ya know...you could just not do anything and continue to let the ball groups run around and destroy everything. And continue making sets that are suppose to "break up large groups", but actually end up being used by said groups to delete enemy.
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Note: This post is made after watching about 15+ AD try and take out something like 20 DC in a ball. None of the ball members have died for the past 5min as they've easily deleted swathes of AD. So ya. Balls are still just fine and ZOS has no idea what they're doing when it comes to countering players.
ResidentContrarian wrote: »Buffing siege would be a great start. It's silly that only cold stones are any good at eliminating groups...
neferpitou73 wrote: »
Were these really the numbers? Because I don't really see a problem with 15 randos not being able to take out 20 grouped and organized players? If it were 40v 20 you'd have a point. And sorry with the amount of zerging AD does lately I have zero sympathy.
TheEndBringer wrote: »Ball groups survive mostly by using non destructible objects to negate player attacks. Let them stand in a tower building ultimate. Fire that seige into it and watch them be killed or forced out.
neferpitou73 wrote: »
Were these really the numbers? Because I don't really see a problem with 15 randos not being able to take out 20 grouped and organized players? If it were 40v 20 you'd have a point. And sorry with the amount of zerging AD does lately I have zero sympathy.
I'm just taking a guesstimate based how how many players kinda registered with my mind. I could name-drop, but that is near-100% frowned upon. I'll just say, they're very good at what they do, and we pretty much can't stop them until they get bored and let us kill them (to bloodport).
And this would benefit all three factions...I don't think you should be able to zerg round.
My biggest annoyance with ZOS is they made these sets but there's potions (or are they poisons...haven't checked which it is) that grants immunity to CC. So that completely nullifies Dark Con and any actions that 'pull'.
And in Zone, someone was saying how Hrothgar's Chill hits them for about 4k despite having a crap-ton of Resist. But obliterates someone with next to none. Even though HC's damage is suppose to be based off the amount of Spell and Phy Resistance.TheEndBringer wrote: »Ball groups survive mostly by using non destructible objects to negate player attacks. Let them stand in a tower building ultimate. Fire that seige into it and watch them be killed or forced out.
The siege would need to be a 'quick fire' type. Ball Groups usually run with a permanent sprint.
Plus, siege means you can't block. And even with the changes coming to Dark Con. You are just a sitting a duck waiting to be yoinked off the siege and killed.
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This is why reducing Battle Spirit's damage reduction is, imo (obviously), the best option. It could even be for the first 5 near you, you don't suffer any deduction. But from 6 and on? Ten percentage points deducted from the Damage Reduction.
This would allow for 'commando groups' while still discouraging zergs running around.
Like I said, it's up for tweaking. But that damage reduction from Battle Spirit allows large groups to move unhindered and unstopped.
xxslam48xxb14_ESO wrote: »Give us a stamina proximity detonation or make it scale off weapon power and I will clean up the ball groups. Mag nbs are too weak to do what needs to be done.
Remove cast time from Inevitable Detonation.
That's all you really need to do.
It hits pretty hard as is, but the problem is that it hits so rarely since balls are on permanent speed and just run out of range before you can cast the damn thing. This is also why siege doesn't work against balls.
I'd also nerf the base damage, make it basically useless when it hits 4 or less, and then ramp up the damage multiplier so it hits 50% harder than now, when it hits 8 or more.
Do that and people will spread out. And people will also re-think the idea of running in those pass by AOE dependant balls glued to the butt of the crown.
TheEndBringer wrote: »Secondly if you put a debuff in Battle Spirit to hurt all groups you'll tick off pretty much everyone and further encourage players to solo, which is already a huge issue as it is.
....or, ya know...you could just not do anything and continue to let the ball groups run around and destroy everything. And continue making sets that are suppose to "break up large groups", but actually end up being used by said groups to delete enemy
Remove cast time from Inevitable Detonation.
That's all you really need to do.
It hits pretty hard as is, but the problem is that it hits so rarely since balls are on permanent speed and just run out of range before you can cast the damn thing. This is also why siege doesn't work against balls.
I'd also nerf the base damage, make it basically useless when it hits 4 or less, and then ramp up the damage multiplier so it hits 50% harder than now, when it hits 8 or more.
Do that and people will spread out. And people will also re-think the idea of running in those pass by AOE dependant balls glued to the butt of the crown.
Honestly, I'd just change it so the one morph is still 'you become a bomb'. But then the other one, instead of 'it blows up on dispell' it becomes 'applies to 2 other nearby targets'.TheEndBringer wrote: »Secondly if you put a debuff in Battle Spirit to hurt all groups you'll tick off pretty much everyone and further encourage players to solo, which is already a huge issue as it is.
That's why I mention it doesn't have be to 100% loss. But that ~50% damage reduction is insane when you have 20 players spamming heals...even though those heals are reduced by ~50% as well.
My guess is most ball groups run at least 1 tank set per person since individual DPS isn't an issue.
Side Note: Cyrodiil was just as lively without Battle Spirit 'back in the day'. ...and people still die just as quick (but that's another topic).
AFAIK, this is the only thing that hasn't been tried. They tried buffing Siege Damage awhile ago. They tried new sets. They tried reworking Champion Points. They tried buffing/nerfing abilities. Balls keep rolling over people though.
Since Convergence and Hrothgar are totally useless at doing 'the title'.
Why don't you, instead, make it so Battle Spirit's damage reduction is reduced by 10 percentage points per ally that is within 5m of you. Meaning if you have 5 allies around you, you will have 0% damage reduction and take the full damage of abilities from enemies.
((The numbers don't have to be exact. But if ZOS wants to stop ball groups this is the only way. New sets won't work.))
....or, ya know...you could just not do anything and continue to let the ball groups run around and destroy everything. And continue making sets that are suppose to "break up large groups", but actually end up being used by said groups to delete enemy.
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Note: This post is made after watching about 15+ AD try and take out something like 20 DC in a ball. None of the ball members have died for the past 5min as they've easily deleted swathes of AD. So ya. Balls are still just fine and ZOS has no idea what they're doing when it comes to countering players.
GuildedLilly wrote: »They won't go to IC because words cannot express how much they HATE the gankers there and being forced to feed them every PVP event, sooooo... that leaves Cyrodil.
xxslam48xxb14_ESO wrote: »Give us a stamina proximity detonation or make it scale off weapon power and I will clean up the ball groups. Mag nbs are too weak to do what needs to be done.
That would actually buff groups. "5 allies in your group" would be much better.Why don't you, instead, make it so Battle Spirit's damage reduction is reduced by 10 percentage points per ally that is within 5m of you. Meaning if you have 5 allies around you, you will have 0% damage reduction and take the full damage of abilities from enemies.
Tommy_The_Gun wrote: »That would actually buff groups. "5 allies in your group" would be much better.Why don't you, instead, make it so Battle Spirit's damage reduction is reduced by 10 percentage points per ally that is within 5m of you. Meaning if you have 5 allies around you, you will have 0% damage reduction and take the full damage of abilities from enemies.
^ And this is pretty much the only way to balance ball groups without nerfing any one else in some way. Just look at pale order ring and what it does:
https://eso-sets.com/set/ring-of-the-pale-order
(1 item) Restore 20% of the damage you deal as Health. This value is decreased by 4% per ally you are grouped with. You cannot be healed by anyone but yourself.
It has a condition that makes it weaker, depending on how large the group is. The answer is right there. Sets, healing, damage, resistance... Battle Spirit could scale it somehow with the size of the group. Random zergs (or solo "zerg - surfers") are not over-performing. Small scale groups are also not an issue. The only issue was and always will be ball groups. Every counter so far... destro ulti, vicious death, and now new DC set were supposed to be a counter for those groups, but in practise, it was always reinforcing them. The only way to make those group less powerful & reinforce counter-play is to make stuff scale with the size of the group. So that small scale group will barley even feel it, but larger groups will become less effective .
Sandman929 wrote: »The answer to any problem is never introducing sets to deal with it. I think it's debatable whether ball-groups represent a problem, but I do think the mechanics of heal-over-time stacking and group purging are too strong. I'd rather ZOS just look at these mechanics rather than try to introduce new sets or new mechanics to try balancing.
With all things...sets, skill changes, CP...ZOS doesn't think about them long enough to discover issues, it seems. They don't ever seem to take a few moments to think "Ok, we like this skill/set/mechanic...but what happens if 10 people do this? What happens if 20 people do this?"
TheEndBringer wrote: »The server can't handle the load as is and you want it to have to real time calculate the proxy of every person in the field.
You cannot punish people for grouping because you're mad about ball groups. Solo players and small group ap farmers hurt Cyrodiil. Ever since they dropped group number to 12 you've seen fewer and fewer groups. It's harder and harder to get into groups. No one wants to work together.
So yeah let's force another rule onto players that will just make it even less worth it to group up and work together.