Four_Fingers wrote: »Could be because that is what the zone was designed for.
And dueling and BGs were designed for everything else.
There is something in game for everyone, you just can't do it everywhere.
TechMaybeHic wrote: »Four_Fingers wrote: »Could be because that is what the zone was designed for.
And dueling and BGs were designed for everything else.
There is something in game for everyone, you just can't do it everywhere.
You used to have a lot more mid size groups that didn't ball up and actually fought rather than run around. Everything went into extremes one way or another the past couple years
The answer to ball groups / zergs needs to be siege weapons.
Significantly buff cold fire and/or add enhanced siege for HIGH AP costs to siege vendors (risk / reward).
Make siege more reactive / faster to aim / launch.
Siege should be FEARED and it should threaten large groups. Siege shield probably needs to be reworked so that it can be broken / countered.
This will force people to spread out (makes siege less effective).
Oil pots and meatbags are very strong area denial tools but they are slow and clunky to use reactively (at least in NO-CP where I play).
The power creep in CP with purging and healing sets has rendered siege virtually useless (except against other siege, as in siege breaks siege fast still).
TechMaybeHic wrote: »The answer to ball groups / zergs needs to be siege weapons.
Significantly buff cold fire and/or add enhanced siege for HIGH AP costs to siege vendors (risk / reward).
Make siege more reactive / faster to aim / launch.
Siege should be FEARED and it should threaten large groups. Siege shield probably needs to be reworked so that it can be broken / countered.
This will force people to spread out (makes siege less effective).
Oil pots and meatbags are very strong area denial tools but they are slow and clunky to use reactively (at least in NO-CP where I play).
The power creep in CP with purging and healing sets has rendered siege virtually useless (except against other siege, as in siege breaks siege fast still).
The problem is, the zerg uses siege themselves while zerging. This would be a very bad idea
acastanza_ESO wrote: »I think there's an obvious adjustment that would improve the ability to play against ballgroups - Make
Your Victims Explode" sets (Vicious Death, Plaguebreak, Occult Overload) scale down with the number of people you are grouped with just like Rallying Cry, or even more severely.
Grouped with a full raid? Yeah, getting one kill gives you basically nothing for an explosion.
These sets are already bad game design (I shouldn't be able to be killed by one of my "allies" falling victim to abusive server-lag generation groups to begin with), but if they insist on having these sets in the game at all they should be basically unusable by groups who are relying on ~3 people wearing them getting kills on pugs with no health for all their damage.
If you're going to bomb, there should be some risk - needing to run alone instead of backed by 9 healers.
acastanza_ESO wrote: »I think there's an obvious adjustment that would improve the ability to play against ballgroups - Make
Your Victims Explode" sets (Vicious Death, Plaguebreak, Occult Overload) scale down with the number of people you are grouped with just like Rallying Cry, or even more severely.
Grouped with a full raid? Yeah, getting one kill gives you basically nothing for an explosion.
These sets are already bad game design (I shouldn't be able to be killed by one of my "allies" falling victim to abusive server-lag generation groups to begin with), but if they insist on having these sets in the game at all they should be basically unusable by groups who are relying on ~3 people wearing them getting kills on pugs with no health for all their damage.
If you're going to bomb, there should be some risk - needing to run alone instead of backed by 9 healers.
i'm not really a ballgroup fan, but i think it would be wrong to penalize playing in a group by making the sets not work. that would just be wrong by design
TechMaybeHic wrote: »acastanza_ESO wrote: »I think there's an obvious adjustment that would improve the ability to play against ballgroups - Make
Your Victims Explode" sets (Vicious Death, Plaguebreak, Occult Overload) scale down with the number of people you are grouped with just like Rallying Cry, or even more severely.
Grouped with a full raid? Yeah, getting one kill gives you basically nothing for an explosion.
These sets are already bad game design (I shouldn't be able to be killed by one of my "allies" falling victim to abusive server-lag generation groups to begin with), but if they insist on having these sets in the game at all they should be basically unusable by groups who are relying on ~3 people wearing them getting kills on pugs with no health for all their damage.
If you're going to bomb, there should be some risk - needing to run alone instead of backed by 9 healers.
i'm not really a ballgroup fan, but i think it would be wrong to penalize playing in a group by making the sets not work. that would just be wrong by design
One might say one person blowing up masses of other players is wrong by design. Somehow they said as much for Necros self synergy and harmony trait but left 90% of what does it, stay
TechMaybeHic wrote: »acastanza_ESO wrote: »I think there's an obvious adjustment that would improve the ability to play against ballgroups - Make
Your Victims Explode" sets (Vicious Death, Plaguebreak, Occult Overload) scale down with the number of people you are grouped with just like Rallying Cry, or even more severely.
Grouped with a full raid? Yeah, getting one kill gives you basically nothing for an explosion.
These sets are already bad game design (I shouldn't be able to be killed by one of my "allies" falling victim to abusive server-lag generation groups to begin with), but if they insist on having these sets in the game at all they should be basically unusable by groups who are relying on ~3 people wearing them getting kills on pugs with no health for all their damage.
If you're going to bomb, there should be some risk - needing to run alone instead of backed by 9 healers.
i'm not really a ballgroup fan, but i think it would be wrong to penalize playing in a group by making the sets not work. that would just be wrong by design
One might say one person blowing up masses of other players is wrong by design. Somehow they said as much for Necros self synergy and harmony trait but left 90% of what does it, stay
who do you think such a rule hurts more, the ballgroups, who then simply adapt their equipment, or all the random groups, who then all stand there without functioning sets and are even more easily knocked down by everyone?
Cross healing needs a massive nerf. Ball groups put a restro staff on the back bar of every player and run rapid regen. So the entire ball has 12 instances of rapid regen on them at all times. There should be a limit of only 1 instance of rapid regen on any toon at any time. That's the solution. Easy. We've been pointing this out for years though. They're not going to take the time to make the change no matter how many times we ask.
Cross healing needs a massive nerf. Ball groups put a restro staff on the back bar of every player and run rapid regen. So the entire ball has 12 instances of rapid regen on them at all times. There should be a limit of only 1 instance of rapid regen on any toon at any time. That's the solution. Easy. We've been pointing this out for years though. They're not going to take the time to make the change no matter how many times we ask.
Put a limit on healing stacking in PvP.
Cross healing needs a massive nerf. Ball groups put a restro staff on the back bar of every player and run rapid regen. So the entire ball has 12 instances of rapid regen on them at all times. There should be a limit of only 1 instance of rapid regen on any toon at any time. That's the solution. Easy. We've been pointing this out for years though. They're not going to take the time to make the change no matter how many times we ask.
Cross healing needs a massive nerf. Ball groups put a restro staff on the back bar of every player and run rapid regen. So the entire ball has 12 instances of rapid regen on them at all times. There should be a limit of only 1 instance of rapid regen on any toon at any time. That's the solution. Easy. We've been pointing this out for years though. They're not going to take the time to make the change no matter how many times we ask.
Actually most groups I've run with only have 4 people on radiating regen. Vigor is a different story, but when roughly half your roster is magicka focused (5-6) that presents its own challenges.
Izanagi.Xiiib16_ESO wrote: »Cross healing needs a massive nerf. Ball groups put a restro staff on the back bar of every player and run rapid regen. So the entire ball has 12 instances of rapid regen on them at all times. There should be a limit of only 1 instance of rapid regen on any toon at any time. That's the solution. Easy. We've been pointing this out for years though. They're not going to take the time to make the change no matter how many times we ask.
Actually most groups I've run with only have 4 people on radiating regen. Vigor is a different story, but when roughly half your roster is magicka focused (5-6) that presents its own challenges.
I don't really think anyone in the game struggles to slot and use echoing in group play, maybe just rotation based but sustain is generally enough with sets or glyphs etc.
Freilauftomate wrote: »We already have plenty of limits on heals.
.......
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Four_Fingers wrote: »Please post a screenshot with proof of someone having 12 HOTs on them.
One would think someone would have posted one by now.
Cross healing needs a massive nerf. Ball groups put a restro staff on the back bar of every player and run rapid regen. So the entire ball has 12 instances of rapid regen on them at all times. There should be a limit of only 1 instance of rapid regen on any toon at any time. That's the solution. Easy. We've been pointing this out for years though. They're not going to take the time to make the change no matter how many times we ask.
Four_Fingers wrote: »Please post a screenshot with proof of someone having 12 HOTs on them.
One would think someone would have posted one by now.
Tommy_The_Gun wrote: »Four_Fingers wrote: »Please post a screenshot with proof of someone having 12 HOTs on them.
One would think someone would have posted one by now.