Indeed, there would be no need to nerf ball groups if randoms had better tools to fight against them. They should buff the obsolete unused siege engines to actually work against stacked groups as well as Azure.We need more sets like Azureblight introduced to help combat a real big blight in PvP.
Photosniper89 wrote: »acastanza_ESO wrote: »
You can't "fix" ball groups. All you people complain about the heal stacking and even if they removed that ball groups will still be a thing. The thing that makes "ball groups" so good is their attention to detail. The sets, the comps, the positioning, the DMG output falling within 1-2 seconds on a very specific dmg point, solos or pugs aren't going to be able to counter it.
Honestly, if they take heal stacking away you all would be worse off (think about all the heals from randos you have on you that you have no idea about).
It shows that you don't know how much passive HoTs pugs stack. No, it's not nearly the same amount as balls do.
HoT stacks, shield stacks, AoE movement speed buffs & snow threader is what is keeping you alive.
Take that away, and you can start to brag about attention to detail if you still succeed.
We need more sets like Azureblight introduced to help combat a real big blight in PvP.
xylena_lazarow wrote: »Regardless of what comps are currently running Snow Treaders, completely turning off counterplay like that is bad for the game, it's not like ball groups absolutely need Treaders for their strat to be powerful. Rid PvP of them.
I can agree with that. So to Azure, it does have a significant tradeoff going all in on sets and bars, and offers a unique build archetype and playstyle, so I would say this also adds to the argument for preserving Azure as is in PvP.Izanagi.Xiiib16_ESO wrote: »One can argue that the punishment of snow treaders perhaps isn't severe enough, for example if you could sprint but not be effected by other speed increases (i.e. no major/minor expedition or celerity from CP) it would actually be a better balance
They were both unique gameplay styles and people 'give up' things to wear them which imo is a good thing, It makes variety in combat not just all one build.It makes variety in combat not just all one build.
xylena_lazarow wrote: »I can agree with that. So to Azure, it does have a significant tradeoff going all in on sets and bars, and offers a unique build archetype and playstyle, so I would say this also adds to the argument for preserving Azure as is in PvP.Izanagi.Xiiib16_ESO wrote: »One can argue that the punishment of snow treaders perhaps isn't severe enough, for example if you could sprint but not be effected by other speed increases (i.e. no major/minor expedition or celerity from CP) it would actually be a better balance
They were both unique gameplay styles and people 'give up' things to wear them which imo is a good thing, It makes variety in combat not just all one build.It makes variety in combat not just all one build.
Photosniper89 wrote: »acastanza_ESO wrote: »
You can't "fix" ball groups. All you people complain about the heal stacking and even if they removed that ball groups will still be a thing. The thing that makes "ball groups" so good is their attention to detail. The sets, the comps, the positioning, the DMG output falling within 1-2 seconds on a very specific dmg point, solos or pugs aren't going to be able to counter it.
Honestly, if they take heal stacking away you all would be worse off (think about all the heals from randos you have on you that you have no idea about).
It shows that you don't know how much passive HoTs pugs stack. No, it's not nearly the same amount as balls do.
HoT stacks, shield stacks, AoE movement speed buffs & snow threader is what is keeping you alive.
Take that away, and you can start to brag about attention to detail if you still succeed.
I was going to keep quite but...TLDR recap:
"This set cannot be purged, and when you have 4-7 people casting it on a group of players, either casual or ball, that group just stands no chance."
-False. It can be purged.
"I tell my ball group all the time this when it comes to comp, and i'm going to name drop a guild here but the intent is to prove a point. What i always tell them is this. "We could run Drac's exact comp, skill for skill, cp for cp, set for set. This doesn't make us Drac. Drac was effective the way they were casue they were 12 HIGHLY skilled players."
"I've put more hours into leading groups then 99% of the people that play in cryo."
-So you've spent hundreds of hours copying a 3 year old build and now you're upset it's not working out for you?
"The thing that makes "ball groups" so good is their attention to detail. The sets, the comps, the positioning, the DMG output falling within 1-2 seconds on a very specific dmg point, solos or pugs aren't going to be able to counter it."
-One detail that seems to lose their attention is needing to not stack on top of each other. Risk v reward. A standard mechanic throughout ESO both PvE and PvP.
"Also as i've said before ball groups are pretty easy to kill if you know how. Negates, pulls, fears, and siege. Keeping pressure on them so they don't have time for their resources to generate."
-You're going to tell everyone the only way they are allowed to beat you?
"Again, you're not going to counter an optimized group that literally dumps tens if not hundreds of hours into a group comp looking at logs and theory crafting."
-The hundreds of hours stealing a strat from a 3 year dead guild? The sheer arrogance of this statement ruins your point. Everything has a counter. Stack or spread. Risk v Reward.
I was going to keep quite but...TLDR recap:
"This set cannot be purged, and when you have 4-7 people casting it on a group of players, either casual or ball, that group just stands no chance."
-False. It can be purged.
"I tell my ball group all the time this when it comes to comp, and i'm going to name drop a guild here but the intent is to prove a point. What i always tell them is this. "We could run Drac's exact comp, skill for skill, cp for cp, set for set. This doesn't make us Drac. Drac was effective the way they were casue they were 12 HIGHLY skilled players."
"I've put more hours into leading groups then 99% of the people that play in cryo."
-So you've spent hundreds of hours copying a 3 year old build and now you're upset it's not working out for you?
"The thing that makes "ball groups" so good is their attention to detail. The sets, the comps, the positioning, the DMG output falling within 1-2 seconds on a very specific dmg point, solos or pugs aren't going to be able to counter it."
-One detail that seems to lose their attention is needing to not stack on top of each other. Risk v reward. A standard mechanic throughout ESO both PvE and PvP.
"Also as i've said before ball groups are pretty easy to kill if you know how. Negates, pulls, fears, and siege. Keeping pressure on them so they don't have time for their resources to generate."
-You're going to tell everyone the only way they are allowed to beat you?
"Again, you're not going to counter an optimized group that literally dumps tens if not hundreds of hours into a group comp looking at logs and theory crafting."
-The hundreds of hours stealing a strat from a 3 year dead guild? The sheer arrogance of this statement ruins your point. Everything has a counter. Stack or spread. Risk v Reward.
It kinda seams your just coming after me on this one, since you have taken alot of my quotes and tired to turn them around on me. I never once have said i've tried to copy dracs builds. It was a example, but i'm guessing that went over your head.
Kinda like saying it can be purged, which it cannot be. The stacks will stay on you if you purge, all the purging does is take away the Dot damage from xyz player, not the stacks.
But hey like i've said once it becomes more main stream you will all see the damage it will be doing to cryo.
The other day in AD zone we were talking about how one Azure player doesn't really do anything, you need multiples at least sorta coordinating, and zone randoms actually seemed excited about the idea of getting more randoms to run Azure. So no, it's doing the opposite, it's getting randoms interested to fight ball groups, rather than the despair of having no viable counterplay to the ball strat (bringing 5x their numbers and spamming isn't counterplay).But hey like i've said once it becomes more main stream you will all see the damage it will be doing to cryo.
Once again thats great for a comped group that has sorcs in. Like i have said its effects not just ball groups, it effects normal (casual) groups too. I should have left ball groups out of this on my original post since that to what everyone on here is focusing on, and you all are missing the bigger picture.
Here is an example of a Ball Group ruining a keep defense / takeover.This was during MYM on like Saturday I think? Black Reach.Definitely left a sour taste, so I will certainly be grinding for Azureblight and have myself and buddies literally hunt ball groups with this setup.
AD was pushing Ash, DC was holding them at the outer breach, they hadn't yet opened up a 2nd breach (usually the counter to a strong breach defense).
An EP ball group pushed in through the heavily defended breach (unfazed).
They started wiping the siege defense as DC tried to deal with them (as they had been with the few players that had been making it through the breach). But of course they were untouchable by the ~40-50 DC inside the keep.
DC moved to the inner keep and setup siege as the ~50-60 AD pushed into the outer keep (as EP Ball wiped the counter siege).
Counter siege continued until the door was breached and the EP ball group pushed into the keep.
The scenario was DC controlled the Top of the Keep, AD controlled the front flag, and EP / DC fought over the back flag.
This scenario continued for about 45 minutes.
600 DC kills, about 250 each for EP and AD.
The ball group survived the entire time. Through negates, through group bomb attempts through oil siege, everything. It was 10 EP versus probably 50 DC and 80 AD by the end the battle and the EP ball couldn't be touched. (Granted DC and AD were also killing each other.) AD eventually overwhelmed the keep with numbers and took it.
10 players running a broken group comp completely ruined that fight.
Mind you the game was also unplayable. We likely had 60% of the Pop locked server at Ash.
take ball groups out of the equation and even many of you said nerf it then. Guess what that means the set is broken if that's your argument. The rate of stacking is the issue.
Just casue everyone expects to hit the EZ button when it comes to killing ball groups. Try this for a change. Leave the keep, don't get farmed,no one is forcing you to be at that keep the ball groups are at.
Yes there are times where they will come backdoor you when your trying to take a keep, that's life, you don't always get what your want or you think you deserve. Chances are if that's keep is already being defended from you (cause if its not, its your own fault for not 20/20 siegin it, since 5 people on a keep can put down 20/20 siege) that ball group is going to get tied up there. Go somewhere else.
Guess what, all these sweaty ball groups that are out there, they don't play the map. They look for the fights. If you leave the keep they will get bored and leave themself.
If they happen to take the keep, retake it when they leave. It takes more then 2 min to move keep form keep in cryo while on horse and chances are they have players that are caught in combat so it takes them even longer sometimes. So at that point it goes back to what i said before that falls on you as a alliance, as a group,for not getting enough siege up. I can't speak for all the alliances, but DC on Grayhost SUCKS at siege, you will have 50 DC at a keep and not even 20/20 siege (with minimal or not counter siege on you) then they will complain about losing the keep to a ball group that showed up 5-10 min after the siege started on the keep.
If its glade for example, let them take it, you still have 2 other keeps protecting your scrolls. They will leave if no one shows up. If they don't let them rot there, casue sitting in a keep all day isn't a fun game play style, and defend warden and rays. or go around Glade and make them fall back to their keeps.
At the end of the day the way the stacks ramp up is broken and should be address whether or not it helps kill ball groups or not. Since every alliance (on grayhost) has multiple ball groups that run at given time though out the day or week. No one side is at any more of a disadvantage from ball groups then another. Its a play style, its not a set that is determining the outcome of their fights, which is the case with here.
acastanza_ESO wrote: »Photosniper89 wrote: »acastanza_ESO wrote: »
You can't "fix" ball groups. All you people complain about the heal stacking and even if they removed that ball groups will still be a thing. The thing that makes "ball groups" so good is their attention to detail. The sets, the comps, the positioning, the DMG output falling within 1-2 seconds on a very specific dmg point, solos or pugs aren't going to be able to counter it.
Honestly, if they take heal stacking away you all would be worse off (think about all the heals from randos you have on you that you have no idea about).
It shows that you don't know how much passive HoTs pugs stack. No, it's not nearly the same amount as balls do.
HoT stacks, shield stacks, AoE movement speed buffs & snow threader is what is keeping you alive.
Take that away, and you can start to brag about attention to detail if you still succeed.
The only people who defend HOT stacking are people who play with the ballgroups that.... make significant use of it TBH.
The idea that anyone running outside a ballgroup is EVER running with 12 constant Echoing Vigor giving them a full health bar's worth of healing every tick (hyperbole but its still a ton) is laughably absurd.
This is like the one single change that would have the intended disproportionate effect on ballgroups. Sure, they could switch to different heals, but there isn't anything else like Vigor that you can slap on every player in your group regardless of role and get a massive HOT with minimal engagement.
Azureblight is very much the only real counter to this (imo abusive) play style right now. Calling for nerfs without doing anything about the actual problem that it's currently the only thing addressing really reads like people not happy that there is finally a counter to their borderline exploitation of game mechanics.