Its been like this for a long time now. I think arcanist shields made the ball group invulnerability even worse.
All they do is run around building ulti, then they 12v3 or 4 by the tired old:
"Pull--stun/fear--Ulti bomb" .
Its been like this for a long time now. I think arcanist shields made the ball group invulnerability even worse.
All they do is run around building ulti, then they 12v3 or 4 by the tired old:
"Pull--stun/fear--Ulti bomb" .
No arcanist shield didn't make it worse, wardens and dragon knights are laps ahead of any other class for this. Dark convergence, who ever created that set should have lost their job. That armor set breaks the game, I continue to get pulled through walls, doors, I know I am out of rage but some how still get pulled in. This set just needs to be removed.
Its been like this for a long time now. I think arcanist shields made the ball group invulnerability even worse.
All they do is run around building ulti, then they 12v3 or 4 by the tired old:
"Pull--stun/fear--Ulti bomb" .
No arcanist shield didn't make it worse, wardens and dragon knights are laps ahead of any other class for this. Dark convergence, who ever created that set should have lost their job. That armor set breaks the game, I continue to get pulled through walls, doors, I know I am out of rage but some how still get pulled in. This set just needs to be removed.
BardInSolitude wrote: »... get creative! We spend a lot of time analysing logs and videos, optimising builds, etc; none of this is easy, so if you expect to beat us you're going to have to put some serious work, too.
BardInSolitude wrote: »I will reiterate that ball groups have always farmed entire zergs inside keeps and by cleverly maneuvering around natural chokepoints in the open field prior to the introduction of pull sets, simply by fearing and bombing. You have no excuse; it's all a natural consequence of ball groups honing their craft for hours every week, over a span of years. And, hey, not all ball groups were made equal, either.
BardInSolitude wrote: »All your points are moot because the base truth is that organised groups that take advantage of division of labor to minmax performance will always outperform disorganised individuals.
You can keep theorycrafting under imaginary circumstances or you can make the most of what you have. Ball groups didn't get any better, they were always that devastating, and that's because they always chased the meta.
BardInSolitude wrote: »Explain to me what aspect of our game is a recent development?! Proxy, Sub, HoTs, Barrier, Rapids??
BardInSolitude wrote: »What pull sets did was change open field combat tactics, but those same sets are also highly disruptive of ball group movement. Overall ball group effectiveness hasn't really changed.
BardInSolitude wrote: »Right, I'm lying. Whatever helps confirm your bias.
So you don't pull inside of keeps, eh? Hard to believe. It's a flat out lie to say that pulls don't trivialize every outnumbered combat encounter when it comes to posistioning and timing your hits.
BardInSolitude wrote: »I will reiterate that ball groups have always farmed entire zergs inside keeps and by cleverly maneuvering around natural chokepoints in the open field prior to the introduction of pull sets, simply by fearing and bombing. You have no excuse; it's all a natural consequence of ball groups honing their craft for hours every week, over a span of years. And, hey, not all ball groups were made equal, either.
Let's not pretend that this is exclusively a result of "ball groups honing their craft". I'm willing to accept that groups have gotten marginally better over time, but the tools available today are drastically stronger compared to what existed previously.
Pull sets removed the need to utilize posisitioning and chokes to do "hits" on groups of players.
Snow treaders remove the need for anybody to utilize snare immunities, AND since nobody can sprint they're spending more time spamming defensive abilities - the drawback of snow treaders becoming more of a buff than a nerf in a ball group setting.
Max HP is extremely inflated now with max stats no longer being valuable. Typically every member in the groups I encounter has over 40k HP, with some surpassing 50k HP.
To compound the problem with high HP, damage shields are now far more prevalent. While barrier has always existed, we now have chakrams and the arcanist bubble ults being spammed - meaning that most of those 40k-50k hp players have 60-80k EHP (effective HP).
Finally the straw that really breaks the camel's back, HOT stacking. Every member of the group is receiving 10k HPS at any given moment in time from echoing vigor alone. Before even considering any of the other myriad of HOTs and burst heals present.
Now me personally? I'm not as concerned about the sets as I am about the HOT stacking. Echoing Vigor in a ball group setting is undeniably overtuned and desperately needs to be limited. You shouldn't be able to have more than 2 stacks of any specific HOT on you at once - so 2 echoing + 2 radiating + 2 polar would be okay, but not 3+ echoing. At least this would require groups to think a little more about how they distribute hots across the group, and which classes they take.
Pull sets never should have entered the game, but they're here and they aren't going anywhere. My only qualm at this point is that ROA doesn't grant CC immunity on the pull. It should, or it should apply an actual stun that can be broken free of.
Its been like this for a long time now. I think arcanist shields made the ball group invulnerability even worse.
All they do is run around building ulti, then they 12v3 or 4 by the tired old:
"Pull--stun/fear--Ulti bomb" .
No arcanist shield didn't make it worse, wardens and dragon knights are laps ahead of any other class for this. Dark convergence, who ever created that set should have lost their job. That armor set breaks the game, I continue to get pulled through walls, doors, I know I am out of rage but some how still get pulled in. This set just needs to be removed.
Having damage shields up at all times effectively takes the health of every player up to 50-65k, instead of the actual 40k ish they have. Good luck killing a group of players getting 10-15k healing per second at any given moment and 60k+ effective hp.
heng14rwb17_ESO wrote: »Can my 100k DPS PVE kill them ?
heng14rwb17_ESO wrote: »Can my 100k DPS PVE kill them ?
Just watched a wonderfull example of what ESO PvP has become.
A BG running rounds on a keep spamming shields with many people chasing. People that had zero probability to kill them.
Once in a while they turn around, a broken set that do the work pulling all enemies, some ultimate dumping. Lots of dead.
Rinse and repeat for almost an hour.
Such great and interesting PvP.
I would love to have some comment from ESO Combat Team. Is that the PVP you have envisioned for the game? Are you proud of your work?
Note: those are genuine questions, there is absolutely no intention of bashing because I am perfectly aware that different people may like different hings.
Note 2: How I know they where spamming shields? Just for fun I tried hitting them several time from ranged and all I have seen in my Combat Text addon were the name of shields skills instead of the name of my skill.
Regards.
Can't blame the people running the OP sets. Blame ZOS for creating them.