MEBengalsFan2001 wrote: »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.
Scribing gets you a big burst heal and hot.
It is not a counter to groups and it has being used by groups. I was playing solo yesterday and my blight counter was raising high because I was being attacked by a GROUP abusing it, which I do not want to name.
I will repeat, the idea that solo players will suddenly wipe groups due to blight or any other 1 key skill/set is a pipe dream. This is not happening out there.
On simple solution is to diminish the results if used inside the same group, which will not affect solo players using it. Rallying Cry has a similar mech, where more people wearing on the same group will lower the buff. As it is, makes it very easy to stack seeds using multiple players using the same set.
I don't understand people complaining that others are sharing their experience in the forum, where you are suposed to come and talk about those issues.
As per go to somewhere else, that is exactly what I had to do to avoid the said group and its caltrops poping blight on the entrance.
If it had diminished results, we would not see 6 of 12 players using it on the same group. Guess what, this is exactly what is happening. Remember, we are talking PvP here and not pve. It doesnt grow in damage, but the seeds stacks the more people use it together. If you have 6 players spaming aoes on the floor, like caltrops for example, it will cause explosions in sequence.
As per the explosion power, yes sometimes it will not kill you but creates enough pressure to influence your playstyle and positioning. Sometimes, it is better to leave than trying to fight against it. You have to keep an eye on the blight counter and move away from your faction at all times.
The set contributes to the ranged meta, since makes a whole area unavailble for enemy players and it is impossible to force your way through melee taking normal damage and blight and siege.
Also, creates a lot of lag, since it explodes in a rate that is certainly not meant to.
When its close quarters it gets worse. The blight group will spam the aoes on the entrance of a keep for example and along with the siege you cannot have any fights there.
We will soon only have jumping sorcs with their shields, other solos using tarnished and groups using blight. Good luck picking a good fight in the middle of them.
Great point.As per the explosion power, yes sometimes it will not kill you but creates enough pressure to influence your playstyle and positioning. Sometimes, it is better to leave than trying to fight against it. You have to keep an eye on the blight counter and move away from your faction at all times.
[...]
Some people keep calling it a ballgroup counter, yet I have never seen this hero solo player causing a group wipe with blight. The ballgroup counter in this case is another ballgroup wearing blight? Makes no sense to me. (another rethoric question)
[...]
The player can have multiple instances as long as the blight group have several players wearing blight. It will only have one, if only one wears it. Also, I am not guessing that groups are using 4 to 6 players using blight, which is half of the group, I saw a few of them yersterday. It is a fact. Why would they do that then? It is a rhetoric question anyway.
You can argue as much as you want and groups will keep abusing it and it will come your way sooner rather than later. Maybe, depending on the groups on your faction, you are not dealing with then just yet. They will pop up though. For the ones that love the ranged meta and are afraid of a good fight maybe it is good.
I played yesterday solo and the blight counter was rising quickly. So, stating that does not impact solos is not true at all. It impacts anyone that happens to be hit by the aoes by multiple players wearing azure. Try to stand in their caltrops and you will see for yourself. You will only see the stacks rising if you have the proper add on, so maybe this is why one might think is has no effect.
Some people keep calling it a ballgroup counter, yet I have never seen this hero solo player causing a group wipe with blight. The ballgroup counter in this case is another ballgroup wearing blight? Makes no sense to me. (another rethoric question)
I already made my points and will not keep going back and forth. I shared enough experience, which was my goal here.
It is a subjective line that separates what is an organized group and a ballgroup. However, as @ToRelax said, it requires a coordinated group.
My point is that it is not a solo counter to ballgroups, not even if you stack randoms using blight.
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.
If your playing for score anyway none of it really matters due to night-capping. Which is a bigger problem then any one alliances ball groups.
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 we have here.
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.
If your playing for score anyway none of it really matters due to night-capping. Which is a bigger problem then any one alliances ball groups.
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 we have here.
The player can have multiple instances as long as the blight group have several players wearing blight. It will only have one, if only one wears it. Also, I am not guessing that groups are using 4 to 6 players using blight, which is half of the group, I saw a few of them yersterday. It is a fact. Why would they do that then? It is a rhetoric question anyway.
You can argue as much as you want and groups will keep abusing it and it will come your way sooner rather than later. Maybe, depending on the groups on your faction, you are not dealing with then just yet. They will pop up though. For the ones that love the ranged meta and are afraid of a good fight maybe it is good.
I played yesterday solo and the blight counter was rising quickly. So, stating that does not impact solos is not true at all. It impacts anyone that happens to be hit by the aoes by multiple players wearing azure. Try to stand in their caltrops and you will see for yourself. You will only see the stacks rising if you have the proper add on, so maybe this is why one might think is has no effect.
Some people keep calling it a ballgroup counter, yet I have never seen this hero solo player causing a group wipe with blight. The ballgroup counter in this case is another ballgroup wearing blight? Makes no sense to me. (another rethoric question)
I already made my points and will not keep going back and forth. I shared enough experience, which was my goal here.
I mostly see 3 kinds of comments:
1 - ppl that complain that other posts in a forum, which is bizarre.
2 - ppl that hate ballgroups and have a need to show it.
3 - ppl that has huge ego because of a video game and think they can teach and lecture everyone.
Take this noise out and you get what is worth content in this thread.
xylena_lazarow wrote: »
xylena_lazarow wrote: »
I don't face tank when in ball group, in fact we barely stand still and have every single buff. We're fully optimized and then this EP group (it's always EP) shows up with 8+ people in Azureblight because they got farmed for an hour, and those stacks go from 2 to like 18 instantly. There's no way to purge the dots or spread out fast enough when you are in a coordinated group. Other than that, I never die from Azureblight and it's a meh set. It's just crazy that any set can be abused to ruin a night of gaming for 12 players, but again, look where it's coming from.
My groups are smaller but we are frequently spread then extremely quickly come together for survival or bombing (then back apart), that tactic itself wins a lot of fights. With dedication and practice there is most certainly a way.There's no way to purge the dots or spread out fast enough when you are in a coordinated group.
xylena_lazarow wrote: »
I don't face tank when in ball group, in fact we barely stand still and have every single buff. We're fully optimized and then this EP group (it's always EP) shows up with 8+ people in Azureblight because they got farmed for an hour, and those stacks go from 2 to like 18 instantly. There's no way to purge the dots or spread out fast enough when you are in a coordinated group. Other than that, I never die from Azureblight and it's a meh set. It's just crazy that any set can be abused to ruin a night of gaming for 12 players, but again, look where it's coming from.