Cuddlypuff wrote: »HOTS isn't an issue except for maybe Earthgore, which is truly a ridiculous set when stacked on multiple players. Snow Treaders is the main crutch that will destroy most ball groups if removed from the game.
Source: My duo has wiped every ball group on PC-NA GH 2v12+ with no other players or mobs nearby.
Has Zenimax used battle spirit to change how any skill behaved other than the standard reducing of damage/healing?
If they have not, then this is a long-shot request.
When running with my guild, I have noticed that we do small to moderate size groups that are usually between 4-8 people. The fight ends with deaths. The more evenly yoked the groups fighting are, the longer the fight goes, but that is logical. The more imbalanced the groups are, the shorter the fight, no matter how many are casting heals on the losing side.
I am just providing my observation.
Cuddlypuff wrote: »HOTS isn't an issue except for maybe Earthgore, which is truly a ridiculous set when stacked on multiple players. Snow Treaders is the main crutch that will destroy most ball groups if removed from the game.
Source: My duo has wiped every ball group on PC-NA GH 2v12+ with no other players or mobs nearby.
Has Zenimax used battle spirit to change how any skill behaved other than the standard reducing of damage/healing?
If they have not, then this is a long-shot request.
When running with my guild, I have noticed that we do small to moderate size groups that are usually between 4-8 people. The fight ends with deaths. The more evenly yoked the groups fighting are, the longer the fight goes, but that is logical. The more imbalanced the groups are, the shorter the fight, no matter how many are casting heals on the losing side.
I am just providing my observation.
Don’t know about Battle spirit change and not speaking to the original request of the thread but Blood Mist behaves differently in PVE vs. PVP encounters.
Blood Mist
Target: Area
Skill description
Dissolve into a bloody mist, reducing your damage taken from players by 75% for as long as you maintain the channel. While in this form you deal 398 Magic Damage every 1 second to enemies around you and heal for the damage caused. Entering this form removes and grants immunity to all disabling and immobilization effects, but you cannot be healed by any other ability and your Recovery stats are disabled.
New effect
Deals damage to enemies around you and heals for the damage caused.
https://eso-skillbook.com/skill/blood-mist
Stay safe
MISTFORMBZZZ wrote: »nerf hot stacking and ball groups will be adding a healer and focus on burst heal + eventually increasing resistances and hp. And again the zergs and random groups get a bigger nerf then the ball groups.
There is an easy way to find out whether such a change would benefit ballgroups or not:
Count the ticking HoTs on solo players and players in PuG groups.
On average, a Pug group would hardly have more than 2 Hots active at any given time, whereas a ballgroup has at least 6 ticking HoTs on them at any given time. And I'm REALLY generous with that one. So even a bad ballgroup would suffer 3x as much from the change than a normal player.
So the argument "In the end, ballgroups would benefit from game changes intended to weaken them", whilst true in many other cases, does not apply here.
The change WOULD however cause a split in the ballgroup community: The real good one would prevail, and the rest would become PuG fodder.
That being said, I'm all for replacing the current Hot system with Minor and Major Regeneration, since in a computer game, reactive healing should be more impactful than healing over time in order to make the healer's position more skillful and rewarding. And as a bonus, it opens more counterplay options in PvP.
freedom2love wrote: »As we all know there are 2 Heal over time buffs you can share with other players which stack multiple times: Radiating Regeneration and Echoing Vigor. The problem with these is that they are not static heals which could be countered with a bomb in that area. Neither would heal negation work because quite simply there isn't enough to counteract the insane stacking these 2 abilities are used by ball groups. The fact is that because these 2 abilities allow mobility while their effect up then nothing stops ball groups running Snowtreaders (which makes you immune to snares) and escapist's poisons/immovability potions (which can offer around half uptime on crowd control immunity).
All of these things combined together allow ball groups to run sets like vicious death, plaguebreak or dark convergence plus a defensive set to cap their resists along with stacking health as high as possible. So the biggest issue is that the sets that were introduced to counter ball groups themselves are being utilised by them to farm PuGs (aka new players). The problem with this is you never targeted the root cause and instead buffed things like occult overload which is even worse because it quite simply blows people up with very little counterplay because its unresistable damage and area based if anybody dies including NPCs. Please add no HoT stacking to battle spirit to counter ball groups because not only does this fix this problem but it allows PvE to enjoy the mechanic for healers.
IZZEFlameLash wrote: »[I want to see this if you got a footage.
So the argument "In the end, ballgroups would benefit from game changes intended to weaken them", whilst true in many other cases, does not apply here.
freedom2love wrote: »How about this suggestion then? Make Negate available to every class as a weapon or world skill. Also as another thread mentioned the Dark Brotherhood is missing an ultimate. Compensate Sorcerer with a stronger version of the skill or change it entirely. This would eliminate the need to have to use 1 specific class to counter ball groups. While allowing every person who wants to contribute to shutdown with their ultimate to do so.
Perhaps make the weapon or world skill version Negate do no damage but just the silence. This would be balanced enough to be a perfect counter to them but not be able to be abused by only them. Effectively creating huge shutdown zones across the battlefield which could be safely dodge rolled or blocked out of. While giving enough time for the siege from a distance or bombers to finish them off.
if no hot stacking for groups, no hot stacking for "solo" zerg players...I can tell you who comes out on top, it ain't the zerg players.
occult overload was for zergs not ball groups necessarily, zos made 12 player ball groups
DrNukenstein wrote: »Just like pvpers are playing a different game than pveers, ballers are playing a different game than general pvpers.
Cuddlypuff wrote: »HOTS isn't an issue except for maybe Earthgore, which is truly a ridiculous set when stacked on multiple players. Snow Treaders is the main crutch that will destroy most ball groups if removed from the game.
Source: My duo has wiped every ball group on PC-NA GH 2v12+ with no other players or mobs nearby.
DrNukenstein wrote: »ball groups are the trial groups of pvp. If it's not the hots then it's the buff uptime, called shots, assignment of roles in the group, or gear and knowledge diff compared to less experienced players. Communication and experience advantages.
Just like pvpers are playing a different game than pveers, ballers are playing a different game than general pvpers. For example, some of them use the term "rotation" in a pvp context. The level of group coordination they play with gives them the space to use rotations in an environment as dynamic as PVP.
The answer is to just accept that one person is going to be very unlikely to dent a ball group and also get out. Only ball groups really have the numbers, organization and optimization to fight other ball groups. Once you accept this, know the signs. Members in a ball group don't stand still and they cast their buffs outside of combat. They also won't have a squishy in the back of the group, because they all know the tail gets the bite.