Joy_Division wrote: »As someone who has played in organized groups in the past, I can shed some light on this part of ZOS's explanation.as the set's unique functionality between multiple wearers can create some incredibly overwhelming experiences with no clear counter play. Rather than try and find a balance between PvE and PvP for this set, and ultimately compromise so it doesn't feel particularly strong in either, we're removing the damage scaling effects against players – as Plaguebreak already fits the bill of the PvP big boom set.
While the Azureblight set does prompt organized groups to immediately note the use and potential dangers of this set, there absolutely is counterplay - most notably, spreading out or breaking off from the current course of action and taking Line of Sight (like literally every other player in Cyrodiil has to do when confronted with a dangerous situation and high damage). I felt in the better organized groups I played in, this set was more of a nuisance than an "overwhelming experience." If we did die to Blight Seed, it was only because the 30+ other players were spamming the crap out of siege, ranged interrupts, chains, etc. When I've played with less experienced/organized groups, I did feel this set was more potent and more of a threat. But still nothing I would say is beyond what the organized group could handle if they just got better or played more intelligently.
In short, I think the threat this set poses in Cyrodiil is mostly a learn-to-play issue.
I could be persuaded this set was in need of an adjustment in Battlegrounds because that format naturally lend themselves to basically the entire team of 4 often stacking on each other. In the few 8v8 clips I saw, I can see how Azure spam would be an issue there. I felt the lowered base damage was enough to at least see if those concerns were addressed. The exlusion of proc on players was not necessary.
I can tell you Plaguebreak does *not* fit the role described in this developer comment. It is true every organized group does have one person running Plaguebreak. Yes, that's it: one. It is not for the big "booms" - those rarely happen - but to shut down Purge spam. That is is function (and it's quite good at it). If it provided big booms, more than one DD would wear it. Nope, put on Vicious Death if that is needed. It's much better at the booms.
If we are going to talk about "overwhelming experiences" when it comes to Cyrodiil, these are the three that top my list:
- A Huge Map with a tiny population Cap. It is overwhelming enough for me to get bored pretty quickly and log out. That is, if I even have the patience to sit through an hour long que because so few people are allowed to play in cyrodiil.
- The Rush of Agony set is far more abused, annoying, and overwhelming than Azureblight. If I am logged in by myself, Azureblight is of zero concern to me at all. It is nothing. I forget the set exists. To say this set is an overwhelming experience is misleading. Much of the Cyrodiil population is not overwhelmed by Azureblight. But Rush of Agony is overwhelming to everybody: get sucked in from way greater than the 12 meters listed because of the most recent changes, and breaks the ESO standard of respecting CC immunity to players who have been forcibly moved, which existed for very good reasons. You want to talk about "incredibly overwhelming experiences with no clear counter play"? That's what happens after Rush of Agony sucks you in: get feared because no CC immunity and insta-die to PBAOE spam. I'd much rather deal with Azureblight and it's not even close.
- The dozen shields and HoTs covering every player in Organized Groups (a big reason why the better ones can shrug off Azureblight). It's just a bad mechanic. There's a reason it's very rare that fantasy games allow the same named buff to stack: it's too easy to abuse and makes the game not fun. I play in groups and I can say it is very boring to fight another group because we're all been doing the same thing for so long. 3-2-1 Proxy, you must play a Warden because it has the only delayed burst damage skill in the game that can break through the dozen shields the other group has, and just charge in a straight line at the one target the lead called. Sure, the better group almost always wins. But it's so boring. I'd be thrilled with anything that prompted us (i.e,, organized groups) to actually use our brains and do something different.
It is true this set has come up in feedback. But other issues have come up more often and I would have liked to see efforts directed in those higher priority issues.
Yeah...and?The only difference between ball groups and zergs is that ball groups are more organized in terms of timing ults for offense and defense. Thats it
If you nerf ball groups, you nerf zergs. Plain and simple.
The only difference between ball groups and zergs is that ball groups are more organized in terms of timing ults for offense and defense. Thats it
If you nerf ball groups, you nerf zergs. Plain and simple.
If zos limits heal stacking, then oh boy the ball groups will be strong, because all the zergs/groups they go up against will be at the same disadvantage as them.
There are plenty of counters to ballgroups out there which are very successful, however people want an easy or 1 button solution which wont happen without impacting zergs and pissing off a majority of cyro players. Look at the outcry when they turned off healing out of groups. All the zerg healers lost their crap about it.
@ZOS_Kevin @ZOS_BrianWheeler
With today's PTS notes, the Azureblight Reaper set was made to no longer affect players. While this set has been somewhat overperforming recently, it is the ONLY thing in the entire game capable of effectively combating the "ball groups" which have running rampant and out of control for several years now. There have been hundreds of posts here on the forums regarding the issue of "ball group" effectiveness/behaviors, and yet it seems that they've only been repetitively buffed over the past few years with no significant nerfs to speak of.
These groups are currently running around with every player possessing above-emperor level stats; 40k+ HP with 20k worth of shields on them at any given moment, 10k+ healing per second in HOTS alone on them at any given moment, nearly every single buff and buff set in the game active at all times, etc. There no longer exists things, outside of azureblight reaper and DRASTICALLY higher numbers of players + siege, that are capable of overcoming the absurd stats and defensive capabilities these groups possess.
Years ago during the cross healing tests, zenimax appropriately acknowledged "ball grouping behaviors" as problematic for server performance, especially in regards to the repetitive spamming of HOTS/AOE heals. More recently they even added the "snake in the stars" set after a slew of posts regarding the egregious HOT stacking gained traction, but they gave the set a global cooldown rather than a per target cooldown, effectively making it completely worthless against the targets it was actually intended to counter. It seems odd that they're aware of how problematic these behaviors are, but are unwilling to provide adequate counterplay to them or to address them directly with balance changes.
The changes to the scaling of azureblight for PVE today would have been fine in PVP, allowing it to do less damage to fewer players but more damage to 8+ people. That would have actually been a good and well informed change. Removing it from PVP entirely without providing any other counterplay to "ball groups" is a huge mistake.
I'd really like some clarity regarding what zenimax thinks of "ball grouping". Are they happy with the power level achievable by these groups? Do they think there is adequate counterplay to this playstyle currently?
Actually... no. Ball Groups have never received a single direct nerf for over 10 years. ZOS was claiming in dev comment in patch notes that they were supposed to be nerfs, but it was not true, every, single, time.RaidingTraiding wrote: »Ball groups have been nerfed numerous times but they always find another way to optimize their group.
It's simply not true that ballgroups avoid each other, we actively hunt each other. The only ballgroups that don't fight each other are on the same team, stacking together to kill the better groups. Meeting one in a pug farm is fun cause they get zerged down, it's hilarious because they were farming our pugs all night and the pugs sing our praises. We only let them have the pug farm if they best us or there's good sportmanship in a gvg, which is rare.
Ballgroups are not a refuge for the talentless, you really have no idea how much skill is required to run in these groups, It is literally end game group pvp.
And we are hardly "gold (ap) farming" we have limitless ap already, we do it for the clips and dopamine hits.
The change to blight on the pvp side was necessary, while it was mostly manageable, some players who knew what they were doing were abusing it to ridiculous extremes, the scaling for pve seems too much for sure, but I won't miss it in Cyrodiil.
- @kookie ballgroup enjoyer
@ZOS_Kevin @ZOS_BrianWheeler
With today's PTS notes, the Azureblight Reaper set was made to no longer affect players. While this set has been somewhat overperforming recently, it is the ONLY thing in the entire game capable of effectively combating the "ball groups" which have running rampant and out of control for several years now. There have been hundreds of posts here on the forums regarding the issue of "ball group" effectiveness/behaviors, and yet it seems that they've only been repetitively buffed over the past few years with no significant nerfs to speak of.
These groups are currently running around with every player possessing above-emperor level stats; 40k+ HP with 20k worth of shields on them at any given moment, 10k+ healing per second in HOTS alone on them at any given moment, nearly every single buff and buff set in the game active at all times, etc. There no longer exists things, outside of azureblight reaper and DRASTICALLY higher numbers of players + siege, that are capable of overcoming the absurd stats and defensive capabilities these groups possess.
Years ago during the cross healing tests, zenimax appropriately acknowledged "ball grouping behaviors" as problematic for server performance, especially in regards to the repetitive spamming of HOTS/AOE heals. More recently they even added the "snake in the stars" set after a slew of posts regarding the egregious HOT stacking gained traction, but they gave the set a global cooldown rather than a per target cooldown, effectively making it completely worthless against the targets it was actually intended to counter. It seems odd that they're aware of how problematic these behaviors are, but are unwilling to provide adequate counterplay to them or to address them directly with balance changes.
The changes to the scaling of azureblight for PVE today would have been fine in PVP, allowing it to do less damage to fewer players but more damage to 8+ people. That would have actually been a good and well informed change. Removing it from PVP entirely without providing any other counterplay to "ball groups" is a huge mistake.
I'd really like some clarity regarding what zenimax thinks of "ball grouping". Are they happy with the power level achievable by these groups? Do they think there is adequate counterplay to this playstyle currently?
you expect to kill ballgroups by running rallying cry and nmg. thats not it chief
It's simply not true that ballgroups avoid each other, we actively hunt each other. The only ballgroups that don't fight each other are on the same team, stacking together to kill the better groups. Meeting one in a pug farm is fun cause they get zerged down, it's hilarious because they were farming our pugs all night and the pugs sing our praises. We only let them have the pug farm if they best us or there's good sportmanship in a gvg, which is rare.
Ballgroups are not a refuge for the talentless, you really have no idea how much skill is required to run in these groups, It is literally end game group pvp.
And we are hardly "gold (ap) farming" we have limitless ap already, we do it for the clips and dopamine hits.
The change to blight on the pvp side was necessary, while it was mostly manageable, some players who knew what they were doing were abusing it to ridiculous extremes, the scaling for pve seems too much for sure, but I won't miss it in Cyrodiil.
- @kookie ballgroup enjoyer
It's simply not true that ballgroups avoid each other, we actively hunt each other. The only ballgroups that don't fight each other are on the same team, stacking together to kill the better groups. Meeting one in a pug farm is fun cause they get zerged down, it's hilarious because they were farming our pugs all night and the pugs sing our praises. We only let them have the pug farm if they best us or there's good sportmanship in a gvg, which is rare.
Ballgroups are not a refuge for the talentless, you really have no idea how much skill is required to run in these groups, It is literally end game group pvp.
And we are hardly "gold (ap) farming" we have limitless ap already, we do it for the clips and dopamine hits.
The change to blight on the pvp side was necessary, while it was mostly manageable, some players who knew what they were doing were abusing it to ridiculous extremes, the scaling for pve seems too much for sure, but I won't miss it in Cyrodiil.
- @kookie ballgroup enjoyer
Theist_VII wrote: »Anyone saying that the counter to a ball group should be another ball group has a severe lack of understanding to why ball groups exist.
Players don’t ball up to take a map, they do it to farm AP off of others as a tried and true gold farming method.
They don’t do it for the challenge, and they aren’t looking to fight other ball groups, oftentimes, the leaders of said groups will communicate with enemy groups just to be SURE that they don’t run into one another.
Players that are getting grieved by ball groups should have a means of building to protect others, and that’s what Azureblight was.
All players had to do were spread out, I’m sure a coordinated group could manage that? Right?
ForumSavant wrote: »Theist_VII wrote: »Anyone saying that the counter to a ball group should be another ball group has a severe lack of understanding to why ball groups exist.
Players don’t ball up to take a map, they do it to farm AP off of others as a tried and true gold farming method.
They don’t do it for the challenge, and they aren’t looking to fight other ball groups, oftentimes, the leaders of said groups will communicate with enemy groups just to be SURE that they don’t run into one another.
Players that are getting grieved by ball groups should have a means of building to protect others, and that’s what Azureblight was.
All players had to do were spread out, I’m sure a coordinated group could manage that? Right?
This is the most common misconception I see on here. It's what most pugs spread amongst themselves. Most ballgroups look for fights against other ballgroups, the ballgroups that often times lose those fights obviously don't want to engage in them, but will still to kill other ballgroups if they see them fighting another group. Ballgrouos don't secretly message each other to avoid each other lol
JustLovely wrote: ».ForumSavant wrote: »Theist_VII wrote: »Anyone saying that the counter to a ball group should be another ball group has a severe lack of understanding to why ball groups exist.
Players don’t ball up to take a map, they do it to farm AP off of others as a tried and true gold farming method.
They don’t do it for the challenge, and they aren’t looking to fight other ball groups, oftentimes, the leaders of said groups will communicate with enemy groups just to be SURE that they don’t run into one another.
Players that are getting grieved by ball groups should have a means of building to protect others, and that’s what Azureblight was.
All players had to do were spread out, I’m sure a coordinated group could manage that? Right?
This is the most common misconception I see on here. It's what most pugs spread amongst themselves. Most ballgroups look for fights against other ballgroups, the ballgroups that often times lose those fights obviously don't want to engage in them, but will still to kill other ballgroups if they see them fighting another group. Ballgrouos don't secretly message each other to avoid each other lol
I can't remember the last time I witnessed a ball group fighting another ball group. The last time I saw a ball vs. ball situation was at least 3 years ago and when we had 24 man group size and a much, much higher population cap.
ForumSavant wrote: »JustLovely wrote: ».ForumSavant wrote: »Theist_VII wrote: »Anyone saying that the counter to a ball group should be another ball group has a severe lack of understanding to why ball groups exist.
Players don’t ball up to take a map, they do it to farm AP off of others as a tried and true gold farming method.
They don’t do it for the challenge, and they aren’t looking to fight other ball groups, oftentimes, the leaders of said groups will communicate with enemy groups just to be SURE that they don’t run into one another.
Players that are getting grieved by ball groups should have a means of building to protect others, and that’s what Azureblight was.
All players had to do were spread out, I’m sure a coordinated group could manage that? Right?
This is the most common misconception I see on here. It's what most pugs spread amongst themselves. Most ballgroups look for fights against other ballgroups, the ballgroups that often times lose those fights obviously don't want to engage in them, but will still to kill other ballgroups if they see them fighting another group. Ballgrouos don't secretly message each other to avoid each other lol
I can't remember the last time I witnessed a ball group fighting another ball group. The last time I saw a ball vs. ball situation was at least 3 years ago and when we had 24 man group size and a much, much higher population cap.
Then you just aren't playing the game. There are multiple streams of people who ballgroup that constantly engage with other ballgroups and kill each other. Streams aside, I can enter cyro almost any day of the week and find different groups fighting each other, not avoiding. People spread the weirdest misinformation on the forums and it's usually the people who lack any type of PvP experience.
JustLovely wrote: »ForumSavant wrote: »JustLovely wrote: ».ForumSavant wrote: »Theist_VII wrote: »Anyone saying that the counter to a ball group should be another ball group has a severe lack of understanding to why ball groups exist.
Players don’t ball up to take a map, they do it to farm AP off of others as a tried and true gold farming method.
They don’t do it for the challenge, and they aren’t looking to fight other ball groups, oftentimes, the leaders of said groups will communicate with enemy groups just to be SURE that they don’t run into one another.
Players that are getting grieved by ball groups should have a means of building to protect others, and that’s what Azureblight was.
All players had to do were spread out, I’m sure a coordinated group could manage that? Right?
This is the most common misconception I see on here. It's what most pugs spread amongst themselves. Most ballgroups look for fights against other ballgroups, the ballgroups that often times lose those fights obviously don't want to engage in them, but will still to kill other ballgroups if they see them fighting another group. Ballgrouos don't secretly message each other to avoid each other lol
I can't remember the last time I witnessed a ball group fighting another ball group. The last time I saw a ball vs. ball situation was at least 3 years ago and when we had 24 man group size and a much, much higher population cap.
Then you just aren't playing the game. There are multiple streams of people who ballgroup that constantly engage with other ballgroups and kill each other. Streams aside, I can enter cyro almost any day of the week and find different groups fighting each other, not avoiding. People spread the weirdest misinformation on the forums and it's usually the people who lack any type of PvP experience.
It's virtually guaranteed I have more PvP experience than you and almost anyone else. I have 5 GO's on my main account and run in guild raid for 2 hours every day, and an additional 1-6 hours solo every day since 2015. I have 3 accounts, one for each faction, because back when Cyrodiil was in it's hey day I had friends I wanted to play with on every faction. I'm in the top 1% of players who've spent the most time in ESO and PvP is my main focus because it's never boring.
It's a fact that ball groups very rarely fight each other. The pop cap is so low now it's uncommon for any faction to have more than one ball group running at a time now days. Remember, a zerg is not a ball group. And beyond that, there aren't but a fraction of ESO streamers that there were in the past. They've almost all moved on to other games that can support their "job".
Joy_Division wrote: »Well, unfortunately another thread that devolved into a waste of recriminations.
I for one would have like to see a developer respond to the original post.
Well, since Azureblight isn’t going to carry anymore, maybe it’s time to remember the most ancient and effective counter: siege.
Ballgroups might be tanky, but they’re not out-tanking siege + pugs.
JustLovely wrote: »ForumSavant wrote: »JustLovely wrote: ».ForumSavant wrote: »Theist_VII wrote: »Anyone saying that the counter to a ball group should be another ball group has a severe lack of understanding to why ball groups exist.
Players don’t ball up to take a map, they do it to farm AP off of others as a tried and true gold farming method.
They don’t do it for the challenge, and they aren’t looking to fight other ball groups, oftentimes, the leaders of said groups will communicate with enemy groups just to be SURE that they don’t run into one another.
Players that are getting grieved by ball groups should have a means of building to protect others, and that’s what Azureblight was.
All players had to do were spread out, I’m sure a coordinated group could manage that? Right?
This is the most common misconception I see on here. It's what most pugs spread amongst themselves. Most ballgroups look for fights against other ballgroups, the ballgroups that often times lose those fights obviously don't want to engage in them, but will still to kill other ballgroups if they see them fighting another group. Ballgrouos don't secretly message each other to avoid each other lol
I can't remember the last time I witnessed a ball group fighting another ball group. The last time I saw a ball vs. ball situation was at least 3 years ago and when we had 24 man group size and a much, much higher population cap.
Then you just aren't playing the game. There are multiple streams of people who ballgroup that constantly engage with other ballgroups and kill each other. Streams aside, I can enter cyro almost any day of the week and find different groups fighting each other, not avoiding. People spread the weirdest misinformation on the forums and it's usually the people who lack any type of PvP experience.
It's virtually guaranteed I have more PvP experience than you and almost anyone else. I have 5 GO's on my main account and run in guild raid for 2 hours every day, and an additional 1-6 hours solo every day since 2015. I have 3 accounts, one for each faction, because back when Cyrodiil was in it's hey day I had friends I wanted to play with on every faction. I'm in the top 1% of players who've spent the most time in ESO and PvP is my main focus because it's never boring.
It's a fact that ball groups very rarely fight each other. The pop cap is so low now it's uncommon for any faction to have more than one ball group running at a time now days. Remember, a zerg is not a ball group. And beyond that, there aren't but a fraction of ESO streamers that there were in the past. They've almost all moved on to other games that can support their "job".
Doesnt matter how much experience you have. What youre describing is the complete opposite on other servers. Come to xbox na or watch some streams and youll see bgs battling each other constantly.
Thumbless_Bot wrote: »People play the game they way they want. Ball groups, small scale, duels, etc.
If two 12 person groups want to all be 60k hp permablock tanks and each group stand on one of two flags, take keeps and engage in zero combat, then that's how they want to play.
It is up to you to either engage or not. If you choose to engage then it is up to you to play the game and figure out how to counter that play style. The tools available to combat these teams should be fair. Zos position is that ab is not fair because there is no counter play.
I choose to not engage, which I feel is the best strategy, because I do not want to spend my time trying to burn down these types of groups.
I do the same thing when I encounter enemies I know are wearing, using broken sets and or tactics. I disengage because I don't want to play that game
acastanza_ESO wrote: »Thumbless_Bot wrote: »People play the game they way they want. Ball groups, small scale, duels, etc.
If two 12 person groups want to all be 60k hp permablock tanks and each group stand on one of two flags, take keeps and engage in zero combat, then that's how they want to play.
It is up to you to either engage or not. If you choose to engage then it is up to you to play the game and figure out how to counter that play style. The tools available to combat these teams should be fair. Zos position is that ab is not fair because there is no counter play.
I choose to not engage, which I feel is the best strategy, because I do not want to spend my time trying to burn down these types of groups.
I do the same thing when I encounter enemies I know are wearing, using broken sets and or tactics. I disengage because I don't want to play that game
"Don't play the game" is not a viable answer to these groups. Azureblight is. ZOS's possition that there is not counterplay to the current live state of Azureblight is unhinged because the counterplay is obvious and simple: don't mindlessly and obliviously pixel stack on other players. This was aparently something too complicated for ballgroups to grasp and so they cried for nerfs to the only thing that actually was counterplay to their abusive and exploitative (if not outright bug abusing) play style.