MidniteOwl1913 wrote: »The damage scaling only applying to monsters would have been good enough, and addressed the battleground concerns. why nerf the base damage so much?
The damage scaling needs to be reverted, its too heavy of a nerf across the board, and even at capped targets, there is no "slight buff", it merely matches what the old set's damage was doing with 1 less target. Its from 69% to 14% damage reduction when matching the 6 target cap currently. and at 7 target, it only matches current set.
Here are the calculations on damage based on targets hit with the blight.
Noone was complaining about this set in pve. if anything, maybe buff other aoe sets like aegis caller, or the other hundreds of dead sets that arent being used today..
I've used this set for years, it's a good set for general PVE play. All of sudden PVP starts complaining and now it get a nerf! To be clear this high reduction in base damage will hurt it's utility in most situations.
kyle.wilson wrote: »MidniteOwl1913 wrote: »The damage scaling only applying to monsters would have been good enough, and addressed the battleground concerns. why nerf the base damage so much?
The damage scaling needs to be reverted, its too heavy of a nerf across the board, and even at capped targets, there is no "slight buff", it merely matches what the old set's damage was doing with 1 less target. Its from 69% to 14% damage reduction when matching the 6 target cap currently. and at 7 target, it only matches current set.
Here are the calculations on damage based on targets hit with the blight.
Noone was complaining about this set in pve. if anything, maybe buff other aoe sets like aegis caller, or the other hundreds of dead sets that arent being used today..
I've used this set for years, it's a good set for general PVE play. All of sudden PVP starts complaining and now it get a nerf! To be clear this high reduction in base damage will hurt it's utility in most situations.
There have been certain guilds that have found moderate success against ball groups using the set. It doesn't work as well in reverse.
This starts with Zos hoping that arc will dominate pve so they change this set..MidniteOwl1913 wrote: »The damage scaling only applying to monsters would have been good enough, and addressed the battleground concerns. why nerf the base damage so much?
The damage scaling needs to be reverted, its too heavy of a nerf across the board, and even at capped targets, there is no "slight buff", it merely matches what the old set's damage was doing with 1 less target. Its from 69% to 14% damage reduction when matching the 6 target cap currently. and at 7 target, it only matches current set.
Here are the calculations on damage based on targets hit with the blight.
Noone was complaining about this set in pve. if anything, maybe buff other aoe sets like aegis caller, or the other hundreds of dead sets that arent being used today..
I've used this set for years, it's a good set for general PVE play. All of sudden PVP starts complaining and now it get a nerf! To be clear this high reduction in base damage will hurt it's utility in most situations. Why do I have to have adjust my builds because somebody somewhere in PVP decides a set that been around this long is suddenly OP?
in my opinion as a BALLGROUP PLAYER:
Nerf the dmg a bit (maybe 60-80% scaling instead of 100%), but enable the PVP part again.
For now this set is a bit to strong for spamming 3 AOE dots onto a stack of players, if group or Zerg.
but tbh., to all the ppl who complain about unkillable Ballgroups: ITS A YOU PROBLEM, as a group player myself i regularly kill other groups without azure, just with a organized 3-4 man...
As a solo player i can ez. 1v3 why cant i 10v30 with a organized group ?
in my opinion as a BALLGROUP PLAYER:
Nerf the dmg a bit (maybe 60-80% scaling instead of 100%), but enable the PVP part again.
For now this set is a bit to strong for spamming 3 AOE dots onto a stack of players, if group or Zerg.
but tbh., to all the ppl who complain about unkillable Ballgroups: ITS A YOU PROBLEM, as a group player myself i regularly kill other groups without azure, just with a organized 3-4 man...
As a solo player i can ez. 1v3 why cant i 10v30 with a organized group ?
Tommy_The_Gun wrote: »Huh...acastanza_ESO wrote: »Tommy_The_Gun wrote: »Tbh. I never supported the idea of balancing game with sets. If something is problematic & too strong - then "target nerf" that thing & that thing only with surgical precision. Sets like Hrothgar, Dark Convergence, Plaguebreak, Tarnished or Azureblight should never ever be a thing. Game would have been far better without those. Notice when exactly people started complaining about cloak. Exactly the moment we got Tarnished meta. People say that Streak or Cloak is a crutch, but the reality is that broken builds are caused by broken sets.
If ball groups are a problem - don't give us sets. Players have good suggestions already how to balance ball groups & ball groups only. Just reduce stacking of same effects heals in PvP. That is it. Less calculations, less stress on a server and more balanced play style.
Scribing has enabled ballgroups to shift to stacking absurd 60-80k in damage shields constantly. Nerfing heal stacking simply isn't sufficient anymore due to ZOS's pants-on-head empowering of these groups. Azureblight was providing the only game counter to this.
So if shields are problem on top of heal stacking, then quite literally the 1st idea that came to my mind is to reduce effectives of shields by X % per group member and do it through battle spirit. So that it would not be beneficial enough to run shields in a ball group. And I am not even a game dev, but I know something like this would work.
It pains me to think that ZOS actually never addressed Ball Groups since... I mean actually never. For Over 10 years, Ball Groups were receiving indirect buffs and even direct buffs. And call me crazy but I actually think that ZOS shifting attention to cloak is there only to take our attention of the real problems. I mean saying that streak or cloak or whatever is a problem while we have Ball Groups in the same game is quite ridiculous & hypocritical.
Tommy_The_Gun wrote: »Huh...acastanza_ESO wrote: »Tommy_The_Gun wrote: »Tbh. I never supported the idea of balancing game with sets. If something is problematic & too strong - then "target nerf" that thing & that thing only with surgical precision. Sets like Hrothgar, Dark Convergence, Plaguebreak, Tarnished or Azureblight should never ever be a thing. Game would have been far better without those. Notice when exactly people started complaining about cloak. Exactly the moment we got Tarnished meta. People say that Streak or Cloak is a crutch, but the reality is that broken builds are caused by broken sets.
If ball groups are a problem - don't give us sets. Players have good suggestions already how to balance ball groups & ball groups only. Just reduce stacking of same effects heals in PvP. That is it. Less calculations, less stress on a server and more balanced play style.
Scribing has enabled ballgroups to shift to stacking absurd 60-80k in damage shields constantly. Nerfing heal stacking simply isn't sufficient anymore due to ZOS's pants-on-head empowering of these groups. Azureblight was providing the only game counter to this.
So if shields are problem on top of heal stacking, then quite literally the 1st idea that came to my mind is to reduce effectives of shields by X % per group member and do it through battle spirit. So that it would not be beneficial enough to run shields in a ball group. And I am not even a game dev, but I know something like this would work.
It pains me to think that ZOS actually never addressed Ball Groups since... I mean actually never. For Over 10 years, Ball Groups were receiving indirect buffs and even direct buffs. And call me crazy but I actually think that ZOS shifting attention to cloak is there only to take our attention of the real problems. I mean saying that streak or cloak or whatever is a problem while we have Ball Groups in the same game is quite ridiculous & hypocritical.
So much this.
I would say that the stacking is the thing to go. It's not the individual shields or HoTs that are in fact the main problem, it's the dang stacking of it. At the very least you shouldn't be able to stack the same skill over and over. Different skills, sure, but not the same ones. Or why not diminishing returns? Every stacked healing skill is reduced by 50% of the previous, while shields don't stack at all, unless different skills all together or stack to a common max cap? IDK...
Major_Toughness wrote: »in my opinion as a BALLGROUP PLAYER:
Nerf the dmg a bit (maybe 60-80% scaling instead of 100%), but enable the PVP part again.
For now this set is a bit to strong for spamming 3 AOE dots onto a stack of players, if group or Zerg.
but tbh., to all the ppl who complain about unkillable Ballgroups: ITS A YOU PROBLEM, as a group player myself i regularly kill other groups without azure, just with a organized 3-4 man...
As a solo player i can ez. 1v3 why cant i 10v30 with a organized group ?
Due to buff sets, HoT stacking, and shield stacking, plus the recent addition of scribing, an organised groups power scales exponentially compared to the 30 random players you are against.
40k health, 10 echoing vigors, 10 radiant regens, shields, 10k weapon damage, 40k penetration.
A single person is a ball group is stronger than an emperor, and you have 10-12 of them. If you can 1v3 as non-Emperor, how many do you reckon you could 1vX as Emperor? Now multiple that by like 20, and that's how many people a good ball group could deal with. You're talking current cap of an entire alliance.
Should players be punished for being an organised group? No.
Should there be counter play? Yes.
acastanza_ESO wrote: »Just_Attivi wrote: »I must have missed it in the notes, whats happening to Azureblight?
The set is dead:
YandereGirlfriend wrote: »Amazing change - preserves its utility in PvE while reigning-in the most overperforming set in the history of Cyrodiil.
MidniteOwl1913 wrote: »The damage scaling only applying to monsters would have been good enough, and addressed the battleground concerns. why nerf the base damage so much?
The damage scaling needs to be reverted, its too heavy of a nerf across the board, and even at capped targets, there is no "slight buff", it merely matches what the old set's damage was doing with 1 less target. Its from 69% to 14% damage reduction when matching the 6 target cap currently. and at 7 target, it only matches current set.
Here are the calculations on damage based on targets hit with the blight.
Noone was complaining about this set in pve. if anything, maybe buff other aoe sets like aegis caller, or the other hundreds of dead sets that arent being used today..
I've used this set for years, it's a good set for general PVE play. All of sudden PVP starts complaining and now it get a nerf! To be clear this high reduction in base damage will hurt it's utility in most situations. Why do I have to have adjust my builds because somebody somewhere in PVP decides a set that been around this long is suddenly OP?
Wikter_Bravo wrote: »The only people that wanted the nerf is ball group players. I've never seen azureblight used against zergs or for bombing. It's funny how it's ok for these people to ruin cyrodiil for others, cause lag, be annoying, but when the tables turn on them, it's a problem.
Ball groups used to be impressive when they would actually fight each other or fight off a faction. But now they are just cringe.
Wikter_Bravo wrote: »The only people that wanted the nerf is ball group players. I've never seen azureblight used against zergs or for bombing. It's funny how it's ok for these people to ruin cyrodiil for others, cause lag, be annoying, but when the tables turn on them, it's a problem.
Ball groups used to be impressive when they would actually fight each other or fight off a faction. But now they are just cringe.
[snip] People are sitting here blaming ball groups for everything imaginable rather then blame the underlining issues that everyone seems to forget, which is heal stacking.
[snip]
Wikter_Bravo wrote: »Wikter_Bravo wrote: »The only people that wanted the nerf is ball group players. I've never seen azureblight used against zergs or for bombing. It's funny how it's ok for these people to ruin cyrodiil for others, cause lag, be annoying, but when the tables turn on them, it's a problem.
Ball groups used to be impressive when they would actually fight each other or fight off a faction. But now they are just cringe.
[snip] People are sitting here blaming ball groups for everything imaginable rather then blame the underlining issues that everyone seems to forget, which is heal stacking.
[snip]
Lmao, don't do that, don't compare ball groups to pug groups or small man orginised groups. They are all different of each other. As for how "good" ball group players are, we all know that theres been a significant decline in quality.
[snip]
it has literally zero counterplayWikter_Bravo wrote: »The only people that wanted the nerf is ball group players. I've never seen azureblight used against zergs or for bombing. It's funny how it's ok for these people to ruin cyrodiil for others, cause lag, be annoying, but when the tables turn on them, it's a problem.
Ball groups used to be impressive when they would actually fight each other or fight off a faction. But now they are just cringe.
So in other words "Oh no! They are better then me, that makes me mad, so I will go on the forums and moan and complain constantly about how cringe and abusive it is because now the one "turn your brain off" set where you can spam 1 ability to be effective is now nerfed to the ground."
This is partly ZoS fault with the way the handle things, which is essentially putting everything under the rug and introducing something so utterly brokeneven with a fully coordinated group. People are sitting here blaming ball groups for everything imaginable rather then blame the underlining issues that everyone seems to forget, which is heal stacking.
Whats extremely cringe imo is the people here complaining about group play in Cyrodiil as if thats not what Cyrodiil is supposed to be.
Wikter_Bravo wrote: »Wikter_Bravo wrote: »The only people that wanted the nerf is ball group players. I've never seen azureblight used against zergs or for bombing. It's funny how it's ok for these people to ruin cyrodiil for others, cause lag, be annoying, but when the tables turn on them, it's a problem.
Ball groups used to be impressive when they would actually fight each other or fight off a faction. But now they are just cringe.
[snip] People are sitting here blaming ball groups for everything imaginable rather then blame the underlining issues that everyone seems to forget, which is heal stacking.
[snip]
Lmao, don't do that, don't compare ball groups to pug groups or small man orginised groups. They are all different of each other. As for how "good" ball group players are, we all know that theres been a significant decline in quality.
[snip]
Wrong again buddy. I have used blight against opposing groups before. Its an extreme amount of pressure even with only 2 people using it. No they don't instantly die but if they aren't paying attention they can take a lot of damage instantly, with 4 people its pretty much constantly proccing its burst.
Yes, ZoS couldve handled the nerf better by not allowing stacking from a different caster and decreasing the burst damage or just making the stacks purgable. We weren't actively rooting for the set to be useless, we wanted it to be balanced because it literally had zero counter play to it.
Reread what I said.Wikter_Bravo wrote: »The only people that wanted the nerf is ball group players. I've never seen azureblight used against zergs or for bombing. It's funny how it's ok for these people to ruin cyrodiil for others, cause lag, be annoying, but when the tables turn on them, it's a problem.
Ball groups used to be impressive when they would actually fight each other or fight off a faction. But now they are just cringe.
[snip] People are sitting here blaming ball groups for everything imaginable rather then blame the underlining issues that everyone seems to forget, which is heal stacking.
[snip]
Interesting choice of words.... tell me, what exactly is the counter to the mass shield stacking, mass healing and mass buffing ball groups? Not playing at all?
Wikter_Bravo wrote: »Wikter_Bravo wrote: »Wikter_Bravo wrote: »The only people that wanted the nerf is ball group players. I've never seen azureblight used against zergs or for bombing. It's funny how it's ok for these people to ruin cyrodiil for others, cause lag, be annoying, but when the tables turn on them, it's a problem.
Ball groups used to be impressive when they would actually fight each other or fight off a faction. But now they are just cringe.
[snip] People are sitting here blaming ball groups for everything imaginable rather then blame the underlining issues that everyone seems to forget, which is heal stacking.
[snip]
Lmao, don't do that, don't compare ball groups to pug groups or small man orginised groups. They are all different of each other. As for how "good" ball group players are, we all know that theres been a significant decline in quality.
[snip]
Wrong again buddy. I have used blight against opposing groups before. Its an extreme amount of pressure even with only 2 people using it. No they don't instantly die but if they aren't paying attention they can take a lot of damage instantly, with 4 people its pretty much constantly proccing its burst.
Yes, ZoS couldve handled the nerf better by not allowing stacking from a different caster and decreasing the burst damage or just making the stacks purgable. We weren't actively rooting for the set to be useless, we wanted it to be balanced because it literally had zero counter play to it.
So you proved that it does it's job against the intended target, Thanks
Wikter_Bravo wrote: »Wikter_Bravo wrote: »Wikter_Bravo wrote: »The only people that wanted the nerf is ball group players. I've never seen azureblight used against zergs or for bombing. It's funny how it's ok for these people to ruin cyrodiil for others, cause lag, be annoying, but when the tables turn on them, it's a problem.
Ball groups used to be impressive when they would actually fight each other or fight off a faction. But now they are just cringe.
[snip] People are sitting here blaming ball groups for everything imaginable rather then blame the underlining issues that everyone seems to forget, which is heal stacking.
[snip]
Lmao, don't do that, don't compare ball groups to pug groups or small man orginised groups. They are all different of each other. As for how "good" ball group players are, we all know that theres been a significant decline in quality.
[snip]
Wrong again buddy. I have used blight against opposing groups before. Its an extreme amount of pressure even with only 2 people using it. No they don't instantly die but if they aren't paying attention they can take a lot of damage instantly, with 4 people its pretty much constantly proccing its burst.
Yes, ZoS couldve handled the nerf better by not allowing stacking from a different caster and decreasing the burst damage or just making the stacks purgable. We weren't actively rooting for the set to be useless, we wanted it to be balanced because it literally had zero counter play to it.
So you proved that it does it's job against the intended target, Thanks
It was killing even unorganized groups and even small man groups who rock hump. How is that fair in anyway? So let me get this straight you want ball groups to not be good so instead going about it with the actual issues you'd rather have a set that pretty much destroys all grouping in general? LMAO! thank you for proving what I said about grouping in Cyrodiil earlier.
[edited to remove quote]
ArctosCethlenn wrote: »Azureblight is treated as single target direct damage for the purpose of mitigations. So Major and Minor Evasion do not reduce its damage done, nor does unassailable, despite it being an aoe. That's the only thing that ever actually needed to be fixed from a pvp perspective.
as I said in one of the other threads about it:
With a lower base and increased scaling it'd be fine in largescale to leave the scaling per target active in pvp for zerging down large stacked groups, then those changes make the set less viable for smallscale pvp which seems to be an acceptable tradeoff.
But outright removing the scaling damage from additional targets in pvp excessively neuters the set, against 6+ targets it's effectively a 7-fold nerf, from 280% of the current tooltip to 40%. I'm not sure a set has EVER been nerfed that hard? Hell I run a ball and can still see that it was overdone.
Wikter_Bravo wrote: »Wikter_Bravo wrote: »The only people that wanted the nerf is ball group players. I've never seen azureblight used against zergs or for bombing. It's funny how it's ok for these people to ruin cyrodiil for others, cause lag, be annoying, but when the tables turn on them, it's a problem.
Ball groups used to be impressive when they would actually fight each other or fight off a faction. But now they are just cringe.
[snip] People are sitting here blaming ball groups for everything imaginable rather then blame the underlining issues that everyone seems to forget, which is heal stacking.
[snip]
Lmao, don't do that, don't compare ball groups to pug groups or small man orginised groups. They are all different of each other. As for how "good" ball group players are, we all know that theres been a significant decline in quality.
[snip]
[edited for baiting & to remove quote]
Wikter_Bravo wrote: »The only people that wanted the nerf is ball group players. I've never seen azureblight used against zergs or for bombing. It's funny how it's ok for these people to ruin cyrodiil for others, cause lag, be annoying, but when the tables turn on them, it's a problem.
Ball groups used to be impressive when they would actually fight each other or fight off a faction. But now they are just cringe.
[snip] People are sitting here blaming ball groups for everything imaginable rather then blame the underlining issues that everyone seems to forget, which is heal stacking.
[snip]