Joy_Division wrote: »Synapsis123 wrote: »Joy_Division wrote: »It is especially frustrating that of all the terrible mechanics in Cyrodiil, when the one set in the game that minorly inconvenienced these groups with their dozen running Vigors, ZOS was quick to act when several organized group players complained - not even by adjusting the set, but removing it entirely from a PvP setting.
Quick to act? Azureblight was change back in July 2023 to its current iteration. Over a year is quick in your mind?Joy_Division wrote: »I sometimes play in a group and I find these mechanics utterly boring and not fun at all.
[snip]
Yes quick. ZOS has failed to deliver meaningful combat updates on key complaints such as PvP Necromancer and Templar performance and similar PvE complaints with Nightblades DPS. The same company who still has not completed its hybridization goal. Ever since update 35, ZOS has deliberately, publicly, and drastically slowed down its pace of combat changes.
Nowhere is this more apparent when it comes to Heal (and now shield) stacking, as these have been identified as problems in PvP years before Azureblight was changed. Zos has done nothing, not even offer communication regarding the many complaints about stacking HoTs and organized groups. The contrast which they responded to Azureblight complaints in a week two PTS update was striking.
Yes, nobody is forcing me to PvP. And most of the time, I don't. I only PvP once, at most twice, a week. And looking at how Cyrodiil can barely support a single server on PC/NA with a lower population cap than is the past, its clear that the problem expressed in this thread and the palpable frustration in posts such as #2 are widespread. But putting one's head in the sand has always been easier than addressing underlying issues
NordSwordnBoard wrote: »I can remember being in a ball group before we had proc sets that stacked the enemy for you. Your crown had to use positioning and coordination to wipe another group in one fell swoop. The wayshrine stacks them almost as well as RA or DC.
Of course a ball group is more organized and that enables them to do what they do. Did it have to become much easier for them though? It's rare to see a whole ball get stacked & wiped by a solo, or small group. So these sets, whom do they serve?Saruman?
RaidingTraiding wrote: »NordSwordnBoard wrote: »I can remember being in a ball group before we had proc sets that stacked the enemy for you. Your crown had to use positioning and coordination to wipe another group in one fell swoop. The wayshrine stacks them almost as well as RA or DC.
Of course a ball group is more organized and that enables them to do what they do. Did it have to become much easier for them though? It's rare to see a whole ball get stacked & wiped by a solo, or small group. So these sets, whom do they serve?Saruman?
These sets got aoe burst nerfed. Harmony, proxy det, and necro (I guess corrosive dk bombers too) were all nerfed as a result of pull sets. That took a lot of power from small group and solo bombers who could use those aoe bursts effectively, and now you hardly ever see them kill groups. Of course now the only ones who can effectively and consistently use these sets are ball groups. These pull sets are really unhealthy for the game, that's when I started noticing a large decrease in player pop. Whether that's the case or not, it certainly didn't help things.
Theist_VII wrote: »That’s rich.
The only thing difficult about forming a ball group is finding 11 other adults that all have the same free time.
Playing in a ball group is throwing on Snow Treaders to keep everyone together, and having players rotate their abilities while following lead, it’s that simple. You don’t need reaction time when you have 4-8 stacks of Radiating Regeneration and Vigor on you and someone throwing up Rapid Maneuvers every so often.
Let’s stop pretending it’s something it’s not now, okay?
Synapsis123 wrote: »Theist_VII wrote: »That’s rich.
The only thing difficult about forming a ball group is finding 11 other adults that all have the same free time.
Playing in a ball group is throwing on Snow Treaders to keep everyone together, and having players rotate their abilities while following lead, it’s that simple. You don’t need reaction time when you have 4-8 stacks of Radiating Regeneration and Vigor on you and someone throwing up Rapid Maneuvers every so often.
Let’s stop pretending it’s something it’s not now, okay?
If it was really that easy why isn't everyone doing it? Most nights I don't see a single ball group playing.
Synapsis123 wrote: »Theist_VII wrote: »That’s rich.
The only thing difficult about forming a ball group is finding 11 other adults that all have the same free time.
Playing in a ball group is throwing on Snow Treaders to keep everyone together, and having players rotate their abilities while following lead, it’s that simple. You don’t need reaction time when you have 4-8 stacks of Radiating Regeneration and Vigor on you and someone throwing up Rapid Maneuvers every so often.
Let’s stop pretending it’s something it’s not now, okay?
If it was really that easy why isn't everyone doing it? Most nights I don't see a single ball group playing.
Synapsis123 wrote: »RaidingTraiding wrote: »NordSwordnBoard wrote: »I can remember being in a ball group before we had proc sets that stacked the enemy for you. Your crown had to use positioning and coordination to wipe another group in one fell swoop. The wayshrine stacks them almost as well as RA or DC.
Of course a ball group is more organized and that enables them to do what they do. Did it have to become much easier for them though? It's rare to see a whole ball get stacked & wiped by a solo, or small group. So these sets, whom do they serve?Saruman?
These sets got aoe burst nerfed. Harmony, proxy det, and necro (I guess corrosive dk bombers too) were all nerfed as a result of pull sets. That took a lot of power from small group and solo bombers who could use those aoe bursts effectively, and now you hardly ever see them kill groups. Of course now the only ones who can effectively and consistently use these sets are ball groups. These pull sets are really unhealthy for the game, that's when I started noticing a large decrease in player pop. Whether that's the case or not, it certainly didn't help things.
There is obvious counterplay to every single one of the pull sets. You literally just have to hold block. If you see someone gap close in and turn red then hold block or even if you just see the ball group push into pugs. If you see a big circle with a purple bubble at the middle then hold block. If you can't adapt to the counterplay available then no amount of changes will help you.
Synapsis123 wrote: »Joy_Division wrote: »Synapsis123 wrote: »Joy_Division wrote: »It is especially frustrating that of all the terrible mechanics in Cyrodiil, when the one set in the game that minorly inconvenienced these groups with their dozen running Vigors, ZOS was quick to act when several organized group players complained - not even by adjusting the set, but removing it entirely from a PvP setting.
Quick to act? Azureblight was change back in July 2023 to its current iteration. Over a year is quick in your mind?Joy_Division wrote: »I sometimes play in a group and I find these mechanics utterly boring and not fun at all.
[snip]
Yes quick. ZOS has failed to deliver meaningful combat updates on key complaints such as PvP Necromancer and Templar performance and similar PvE complaints with Nightblades DPS. The same company who still has not completed its hybridization goal. Ever since update 35, ZOS has deliberately, publicly, and drastically slowed down its pace of combat changes.
Nowhere is this more apparent when it comes to Heal (and now shield) stacking, as these have been identified as problems in PvP years before Azureblight was changed. Zos has done nothing, not even offer communication regarding the many complaints about stacking HoTs and organized groups. The contrast which they responded to Azureblight complaints in a week two PTS update was striking.
Yes, nobody is forcing me to PvP. And most of the time, I don't. I only PvP once, at most twice, a week. And looking at how Cyrodiil can barely support a single server on PC/NA with a lower population cap than is the past, its clear that the problem expressed in this thread and the palpable frustration in posts such as #2 are widespread. But putting one's head in the sand has always been easier than addressing underlying issues
Even if they removed the ability for these groups to heal each other your unorganized group would still lose to them. The issue you are describing is organized vs unorganized. It doesn't have anything to do with game balance. If you aren't willing to put forth the effort to make an organized group you will continue to lose regardless of what combat changes ZOS makes.
[edited to remove quote]
RaidingTraiding wrote: »Synapsis123 wrote: »RaidingTraiding wrote: »NordSwordnBoard wrote: »I can remember being in a ball group before we had proc sets that stacked the enemy for you. Your crown had to use positioning and coordination to wipe another group in one fell swoop. The wayshrine stacks them almost as well as RA or DC.
Of course a ball group is more organized and that enables them to do what they do. Did it have to become much easier for them though? It's rare to see a whole ball get stacked & wiped by a solo, or small group. So these sets, whom do they serve?Saruman?
These sets got aoe burst nerfed. Harmony, proxy det, and necro (I guess corrosive dk bombers too) were all nerfed as a result of pull sets. That took a lot of power from small group and solo bombers who could use those aoe bursts effectively, and now you hardly ever see them kill groups. Of course now the only ones who can effectively and consistently use these sets are ball groups. These pull sets are really unhealthy for the game, that's when I started noticing a large decrease in player pop. Whether that's the case or not, it certainly didn't help things.
There is obvious counterplay to every single one of the pull sets. You literally just have to hold block. If you see someone gap close in and turn red then hold block or even if you just see the ball group push into pugs. If you see a big circle with a purple bubble at the middle then hold block. If you can't adapt to the counterplay available then no amount of changes will help you.
I would only say there's obvious counterplay to DC, which is hardly used now. Rush got a buff in range so now you can get pulled from way out of your camera view. There isn't a visual cue like DC has, and if it's laggy block doesn't work half the time. Not to mention an 8 second cool down with decent damage also. And the biggest issue is it doesn't obey immunity rules so you can yo yo people if you have more than 1 pull set. I've had this done to me and done this to people. it's not really fair either way. The main point I was making was that it made bombing too trivial which led to the nerf of a lot of burst aoe which hurt a lot of solo and small group play. It also dumbed down ball grouping to a degree. Groups before would have to know how to kite and bait players to chokes better, now you have choke points on demand.
The defensive and condescending attitude makes it seem like you're a user of this set, seeing as the main point of my comment wasn't to cry about the lack of counterplay. Any decent group doesn't need to crutch on this set to get kills, my problem was it indirectly nerfed things that solo and small groups used to fight larger groups who have more sets and players, therefore naturally more damage at their disposal.
Synapsis123 wrote: »Joy_Division wrote: »Synapsis123 wrote: »Joy_Division wrote: »It is especially frustrating that of all the terrible mechanics in Cyrodiil, when the one set in the game that minorly inconvenienced these groups with their dozen running Vigors, ZOS was quick to act when several organized group players complained - not even by adjusting the set, but removing it entirely from a PvP setting.
Quick to act? Azureblight was change back in July 2023 to its current iteration. Over a year is quick in your mind?Joy_Division wrote: »I sometimes play in a group and I find these mechanics utterly boring and not fun at all.
[snip]
Yes quick. ZOS has failed to deliver meaningful combat updates on key complaints such as PvP Necromancer and Templar performance and similar PvE complaints with Nightblades DPS. The same company who still has not completed its hybridization goal. Ever since update 35, ZOS has deliberately, publicly, and drastically slowed down its pace of combat changes.
Nowhere is this more apparent when it comes to Heal (and now shield) stacking, as these have been identified as problems in PvP years before Azureblight was changed. Zos has done nothing, not even offer communication regarding the many complaints about stacking HoTs and organized groups. The contrast which they responded to Azureblight complaints in a week two PTS update was striking.
Yes, nobody is forcing me to PvP. And most of the time, I don't. I only PvP once, at most twice, a week. And looking at how Cyrodiil can barely support a single server on PC/NA with a lower population cap than is the past, its clear that the problem expressed in this thread and the palpable frustration in posts such as #2 are widespread. But putting one's head in the sand has always been easier than addressing underlying issues
Even if they removed the ability for these groups to heal each other your unorganized group would still lose to them. The issue you are describing is organized vs unorganized. It doesn't have anything to do with game balance. If you aren't willing to put forth the effort to make an organized group you will continue to lose regardless of what combat changes ZOS makes.
[edited to remove quote]
If you block pull sets you are moving slower and still standing in their bomb area when they bomb and get killed while blocking or after they remove your block with unblockable fear stun.Synapsis123 wrote: »RaidingTraiding wrote: »NordSwordnBoard wrote: »I can remember being in a ball group before we had proc sets that stacked the enemy for you. Your crown had to use positioning and coordination to wipe another group in one fell swoop. The wayshrine stacks them almost as well as RA or DC.
Of course a ball group is more organized and that enables them to do what they do. Did it have to become much easier for them though? It's rare to see a whole ball get stacked & wiped by a solo, or small group. So these sets, whom do they serve?Saruman?
These sets got aoe burst nerfed. Harmony, proxy det, and necro (I guess corrosive dk bombers too) were all nerfed as a result of pull sets. That took a lot of power from small group and solo bombers who could use those aoe bursts effectively, and now you hardly ever see them kill groups. Of course now the only ones who can effectively and consistently use these sets are ball groups. These pull sets are really unhealthy for the game, that's when I started noticing a large decrease in player pop. Whether that's the case or not, it certainly didn't help things.
There is obvious counterplay to every single one of the pull sets. You literally just have to hold block. If you see someone gap close in and turn red then hold block or even if you just see the ball group push into pugs. If you see a big circle with a purple bubble at the middle then hold block. If you can't adapt to the counterplay available then no amount of changes will help you.
RaidingTraiding wrote: »Synapsis123 wrote: »RaidingTraiding wrote: »NordSwordnBoard wrote: »I can remember being in a ball group before we had proc sets that stacked the enemy for you. Your crown had to use positioning and coordination to wipe another group in one fell swoop. The wayshrine stacks them almost as well as RA or DC.
Of course a ball group is more organized and that enables them to do what they do. Did it have to become much easier for them though? It's rare to see a whole ball get stacked & wiped by a solo, or small group. So these sets, whom do they serve?Saruman?
These sets got aoe burst nerfed. Harmony, proxy det, and necro (I guess corrosive dk bombers too) were all nerfed as a result of pull sets. That took a lot of power from small group and solo bombers who could use those aoe bursts effectively, and now you hardly ever see them kill groups. Of course now the only ones who can effectively and consistently use these sets are ball groups. These pull sets are really unhealthy for the game, that's when I started noticing a large decrease in player pop. Whether that's the case or not, it certainly didn't help things.
There is obvious counterplay to every single one of the pull sets. You literally just have to hold block. If you see someone gap close in and turn red then hold block or even if you just see the ball group push into pugs. If you see a big circle with a purple bubble at the middle then hold block. If you can't adapt to the counterplay available then no amount of changes will help you.
I would only say there's obvious counterplay to DC, which is hardly used now. Rush got a buff in range so now you can get pulled from way out of your camera view. There isn't a visual cue like DC has, and if it's laggy block doesn't work half the time. Not to mention an 8 second cool down with decent damage also. And the biggest issue is it doesn't obey immunity rules so you can yo yo people if you have more than 1 pull set. I've had this done to me and done this to people. it's not really fair either way. The main point I was making was that it made bombing too trivial which led to the nerf of a lot of burst aoe which hurt a lot of solo and small group play. It also dumbed down ball grouping to a degree. Groups before would have to know how to kite and bait players to chokes better, now you have choke points on demand.
The defensive and condescending attitude makes it seem like you're a user of this set, seeing as the main point of my comment wasn't to cry about the lack of counterplay. Any decent group doesn't need to crutch on this set to get kills, my problem was it indirectly nerfed things that solo and small groups used to fight larger groups who have more sets and players, therefore naturally more damage at their disposal.
The visual cue for rush is a chain attaching to you similar to the DK chain. So its easily seen and can be blocked.
I seriously don't understand the "nerf ball groups" mindset
I get shield and heal stacking being an issue, random cross healing even gives solo players a level of survivability that they shouldnt be able to obtain
But why on earth wouldn't an organized group that coordinates builds and actually plays together while strategizing and making call outs in a voice chat dominate?
I absolutely don't understand why those who are playing the game at the highest level in a group setting, in an environment built around doing so, should be punished.
I really just don't get it, and I'm 200% with ZOS on just ignoring all this whining.
On the topic of spawn camping, tale as old as competitive gaming, the game systems need to do their best to prevent that or any player capable of is going to take advantage of it.
But the big azureblight complain thread(s) in forum started only a few weeks ago and ZOS nerfed it in the next updateSynapsis123 wrote: »Joy_Division wrote: »It is especially frustrating that of all the terrible mechanics in Cyrodiil, when the one set in the game that minorly inconvenienced these groups with their dozen running Vigors, ZOS was quick to act when several organized group players complained - not even by adjusting the set, but removing it entirely from a PvP setting.
Quick to act? Azureblight was change back in July 2023 to its current iteration. Over a year is quick in your mind?Joy_Division wrote: »I sometimes play in a group and I find these mechanics utterly boring and not fun at all.
[snip]
[edited for baiting]
But the big azureblight complain thread(s) in forum started only a few weeks ago and ZOS nerfed it in the next updateSynapsis123 wrote: »Joy_Division wrote: »It is especially frustrating that of all the terrible mechanics in Cyrodiil, when the one set in the game that minorly inconvenienced these groups with their dozen running Vigors, ZOS was quick to act when several organized group players complained - not even by adjusting the set, but removing it entirely from a PvP setting.
Quick to act? Azureblight was change back in July 2023 to its current iteration. Over a year is quick in your mind?Joy_Division wrote: »I sometimes play in a group and I find these mechanics utterly boring and not fun at all.
[snip]
[edited for baiting]
LittlePinkDot wrote: »Cyrodiil by it's nature is "ball groups." It's supposed to be giant wars like the battle between the Orcs and the elves of Eregion in Rings of power 😆.
It's meant to be group vs group. Not even Sauron goes onto the battlefield by himself.
If you want less people with equal numbers for each team, play battlegrounds.
RaidingTraiding wrote: »RaidingTraiding wrote: »Synapsis123 wrote: »RaidingTraiding wrote: »NordSwordnBoard wrote: »I can remember being in a ball group before we had proc sets that stacked the enemy for you. Your crown had to use positioning and coordination to wipe another group in one fell swoop. The wayshrine stacks them almost as well as RA or DC.
Of course a ball group is more organized and that enables them to do what they do. Did it have to become much easier for them though? It's rare to see a whole ball get stacked & wiped by a solo, or small group. So these sets, whom do they serve?Saruman?
These sets got aoe burst nerfed. Harmony, proxy det, and necro (I guess corrosive dk bombers too) were all nerfed as a result of pull sets. That took a lot of power from small group and solo bombers who could use those aoe bursts effectively, and now you hardly ever see them kill groups. Of course now the only ones who can effectively and consistently use these sets are ball groups. These pull sets are really unhealthy for the game, that's when I started noticing a large decrease in player pop. Whether that's the case or not, it certainly didn't help things.
There is obvious counterplay to every single one of the pull sets. You literally just have to hold block. If you see someone gap close in and turn red then hold block or even if you just see the ball group push into pugs. If you see a big circle with a purple bubble at the middle then hold block. If you can't adapt to the counterplay available then no amount of changes will help you.
I would only say there's obvious counterplay to DC, which is hardly used now. Rush got a buff in range so now you can get pulled from way out of your camera view. There isn't a visual cue like DC has, and if it's laggy block doesn't work half the time. Not to mention an 8 second cool down with decent damage also. And the biggest issue is it doesn't obey immunity rules so you can yo yo people if you have more than 1 pull set. I've had this done to me and done this to people. it's not really fair either way. The main point I was making was that it made bombing too trivial which led to the nerf of a lot of burst aoe which hurt a lot of solo and small group play. It also dumbed down ball grouping to a degree. Groups before would have to know how to kite and bait players to chokes better, now you have choke points on demand.
The defensive and condescending attitude makes it seem like you're a user of this set, seeing as the main point of my comment wasn't to cry about the lack of counterplay. Any decent group doesn't need to crutch on this set to get kills, my problem was it indirectly nerfed things that solo and small groups used to fight larger groups who have more sets and players, therefore naturally more damage at their disposal.
The visual cue for rush is a chain attaching to you similar to the DK chain. So its easily seen and can be blocked.
It's not really a visual cue if it happens as you're getting pulled in. And in many cases as others have said, it's laggy and there's already a ton of effects going on so no, it's not easily seen. Also as others have said blocking slows you so you will likely be stuck in the bomb area anyways, and on top of that rush is almost always followed up with an unblockable fear. I mean I get it, some people would prefer to have cheap easy kills with no counterplay. From my experience running it a lot, I would say around 90% of people won't escape it. So much for being easily countered. If it really was then no one would be using it. DC is much more telegraphed and has a very reasonable cooldown of 25 seconds. Because you can avoid it better you don't see it used as often, especially not from ball groups.
Synapsis123 wrote: »RaidingTraiding wrote: »RaidingTraiding wrote: »Synapsis123 wrote: »RaidingTraiding wrote: »NordSwordnBoard wrote: »I can remember being in a ball group before we had proc sets that stacked the enemy for you. Your crown had to use positioning and coordination to wipe another group in one fell swoop. The wayshrine stacks them almost as well as RA or DC.
Of course a ball group is more organized and that enables them to do what they do. Did it have to become much easier for them though? It's rare to see a whole ball get stacked & wiped by a solo, or small group. So these sets, whom do they serve?Saruman?
These sets got aoe burst nerfed. Harmony, proxy det, and necro (I guess corrosive dk bombers too) were all nerfed as a result of pull sets. That took a lot of power from small group and solo bombers who could use those aoe bursts effectively, and now you hardly ever see them kill groups. Of course now the only ones who can effectively and consistently use these sets are ball groups. These pull sets are really unhealthy for the game, that's when I started noticing a large decrease in player pop. Whether that's the case or not, it certainly didn't help things.
There is obvious counterplay to every single one of the pull sets. You literally just have to hold block. If you see someone gap close in and turn red then hold block or even if you just see the ball group push into pugs. If you see a big circle with a purple bubble at the middle then hold block. If you can't adapt to the counterplay available then no amount of changes will help you.
I would only say there's obvious counterplay to DC, which is hardly used now. Rush got a buff in range so now you can get pulled from way out of your camera view. There isn't a visual cue like DC has, and if it's laggy block doesn't work half the time. Not to mention an 8 second cool down with decent damage also. And the biggest issue is it doesn't obey immunity rules so you can yo yo people if you have more than 1 pull set. I've had this done to me and done this to people. it's not really fair either way. The main point I was making was that it made bombing too trivial which led to the nerf of a lot of burst aoe which hurt a lot of solo and small group play. It also dumbed down ball grouping to a degree. Groups before would have to know how to kite and bait players to chokes better, now you have choke points on demand.
The defensive and condescending attitude makes it seem like you're a user of this set, seeing as the main point of my comment wasn't to cry about the lack of counterplay. Any decent group doesn't need to crutch on this set to get kills, my problem was it indirectly nerfed things that solo and small groups used to fight larger groups who have more sets and players, therefore naturally more damage at their disposal.
The visual cue for rush is a chain attaching to you similar to the DK chain. So its easily seen and can be blocked.
It's not really a visual cue if it happens as you're getting pulled in. And in many cases as others have said, it's laggy and there's already a ton of effects going on so no, it's not easily seen. Also as others have said blocking slows you so you will likely be stuck in the bomb area anyways, and on top of that rush is almost always followed up with an unblockable fear. I mean I get it, some people would prefer to have cheap easy kills with no counterplay. From my experience running it a lot, I would say around 90% of people won't escape it. So much for being easily countered. If it really was then no one would be using it. DC is much more telegraphed and has a very reasonable cooldown of 25 seconds. Because you can avoid it better you don't see it used as often, especially not from ball groups.
It seems you are having trouble blocking obviously telegraphed abilities and sets. To improve your PvP skills, especially regarding blocking and the rush of agony set, consider these resources:
https://www.reddit.com/r/elderscrollsonline/comments/16xqis1/basic_pvp_guide/
Basic PVP Guide: This guide covers the fundamentals of PvP, including the importance of having a dedicated PvP build and understanding different PvP modes like Battlegrounds and Cyrodiil. It emphasizes the need for burst damage and effective potion use to enhance survivability.
https://www.youtube.com/watch?v=4AHyy7A79cQ
New Player PVP Guide: A concise video guide that discusses essential tips for beginners, including build recommendations and strategies for improving your gameplay.
https://www.youtube.com/watch?v=9nzQYR0a6rc
How to Sustain in PvP: This video focuses on sustaining resources during PvP encounters, which is crucial for maintaining your effectiveness in battle.
Major_Mangle wrote: »
It´s not about "being punished", it´s that group play is way too rewarding for how little effort it takes.
If it's no effort, then why don't you set up your ballgroup and do the same? Try forming a coordinated group with 12 people who are willing to do it and learn the mechanics and achieve the harmony that a team that has been playing for years has acquired, then you can tell me if it's really easy. This is certainly something that uncommitted players think about.
Synapsis123 wrote: »Theist_VII wrote: »That’s rich.
The only thing difficult about forming a ball group is finding 11 other adults that all have the same free time.
Playing in a ball group is throwing on Snow Treaders to keep everyone together, and having players rotate their abilities while following lead, it’s that simple. You don’t need reaction time when you have 4-8 stacks of Radiating Regeneration and Vigor on you and someone throwing up Rapid Maneuvers every so often.
Let’s stop pretending it’s something it’s not now, okay?
If it was really that easy why isn't everyone doing it? Most nights I don't see a single ball group playing.
Synapsis123 wrote: »But the big azureblight complain thread(s) in forum started only a few weeks ago and ZOS nerfed it in the next updateSynapsis123 wrote: »Joy_Division wrote: »It is especially frustrating that of all the terrible mechanics in Cyrodiil, when the one set in the game that minorly inconvenienced these groups with their dozen running Vigors, ZOS was quick to act when several organized group players complained - not even by adjusting the set, but removing it entirely from a PvP setting.
Quick to act? Azureblight was change back in July 2023 to its current iteration. Over a year is quick in your mind?Joy_Division wrote: »I sometimes play in a group and I find these mechanics utterly boring and not fun at all.
[snip]
[edited for baiting]
Do you have some proof that it was nerfed directly because of that thread?
LittlePinkDot wrote: »Cyrodiil by it's nature is "ball groups." It's supposed to be giant wars like the battle between the Orcs and the elves of Eregion in Rings of power 😆.
It's meant to be group vs group. Not even Sauron goes onto the battlefield by himself.
If you want less people with equal numbers for each team, play battlegrounds.
Nice to send RaidingTraining a beginner guide like he is inept beginner for not blocking RoA in heavy lag and effect chaos when blocking probably still gets him killed. Like fighting ballgroups is easy to learn basic thing and not something everyone except other ballgroups usually fails or avoid, even the best solo/smallscale. Shows what arrogant guys most ballgroups are. If you go into Cyrodiil wearing viable but not meta build following beginer guide correctly fighting people who know what they do you will probably still loose every single fight as people with meta builds will just overwhelm you.Synapsis123 wrote: »RaidingTraiding wrote: »RaidingTraiding wrote: »Synapsis123 wrote: »RaidingTraiding wrote: »NordSwordnBoard wrote: »I can remember being in a ball group before we had proc sets that stacked the enemy for you. Your crown had to use positioning and coordination to wipe another group in one fell swoop. The wayshrine stacks them almost as well as RA or DC.
Of course a ball group is more organized and that enables them to do what they do. Did it have to become much easier for them though? It's rare to see a whole ball get stacked & wiped by a solo, or small group. So these sets, whom do they serve?Saruman?
These sets got aoe burst nerfed. Harmony, proxy det, and necro (I guess corrosive dk bombers too) were all nerfed as a result of pull sets. That took a lot of power from small group and solo bombers who could use those aoe bursts effectively, and now you hardly ever see them kill groups. Of course now the only ones who can effectively and consistently use these sets are ball groups. These pull sets are really unhealthy for the game, that's when I started noticing a large decrease in player pop. Whether that's the case or not, it certainly didn't help things.
There is obvious counterplay to every single one of the pull sets. You literally just have to hold block. If you see someone gap close in and turn red then hold block or even if you just see the ball group push into pugs. If you see a big circle with a purple bubble at the middle then hold block. If you can't adapt to the counterplay available then no amount of changes will help you.
I would only say there's obvious counterplay to DC, which is hardly used now. Rush got a buff in range so now you can get pulled from way out of your camera view. There isn't a visual cue like DC has, and if it's laggy block doesn't work half the time. Not to mention an 8 second cool down with decent damage also. And the biggest issue is it doesn't obey immunity rules so you can yo yo people if you have more than 1 pull set. I've had this done to me and done this to people. it's not really fair either way. The main point I was making was that it made bombing too trivial which led to the nerf of a lot of burst aoe which hurt a lot of solo and small group play. It also dumbed down ball grouping to a degree. Groups before would have to know how to kite and bait players to chokes better, now you have choke points on demand.
The defensive and condescending attitude makes it seem like you're a user of this set, seeing as the main point of my comment wasn't to cry about the lack of counterplay. Any decent group doesn't need to crutch on this set to get kills, my problem was it indirectly nerfed things that solo and small groups used to fight larger groups who have more sets and players, therefore naturally more damage at their disposal.
The visual cue for rush is a chain attaching to you similar to the DK chain. So its easily seen and can be blocked.
It's not really a visual cue if it happens as you're getting pulled in. And in many cases as others have said, it's laggy and there's already a ton of effects going on so no, it's not easily seen. Also as others have said blocking slows you so you will likely be stuck in the bomb area anyways, and on top of that rush is almost always followed up with an unblockable fear. I mean I get it, some people would prefer to have cheap easy kills with no counterplay. From my experience running it a lot, I would say around 90% of people won't escape it. So much for being easily countered. If it really was then no one would be using it. DC is much more telegraphed and has a very reasonable cooldown of 25 seconds. Because you can avoid it better you don't see it used as often, especially not from ball groups.
It seems you are having trouble blocking obviously telegraphed abilities and sets. To improve your PvP skills, especially regarding blocking and the rush of agony set, consider these resources:
https://www.reddit.com/r/elderscrollsonline/comments/16xqis1/basic_pvp_guide/
Basic PVP Guide: This guide covers the fundamentals of PvP, including the importance of having a dedicated PvP build and understanding different PvP modes like Battlegrounds and Cyrodiil. It emphasizes the need for burst damage and effective potion use to enhance survivability.
https://www.youtube.com/watch?v=4AHyy7A79cQ
New Player PVP Guide: A concise video guide that discusses essential tips for beginners, including build recommendations and strategies for improving your gameplay.
https://www.youtube.com/watch?v=9nzQYR0a6rc
How to Sustain in PvP: This video focuses on sustaining resources during PvP encounters, which is crucial for maintaining your effectiveness in battle.
Nice to send RaidingTraining a beginner guide like he is inept beginner for not blocking RoA in heavy lag and effect chaos when blocking probably still gets him killed. Like fighting ballgroups is easy to learn basic thing and not something everyone except other ballgroups usually fails or avoid, even the best solo/smallscale. Shows what arrogant guys most ballgroups are. If you go into Cyrodiil wearing viable but not meta build following beginer guide correctly fighting people who know what they do you will probably still loose every single fight as people with meta builds will just overwhelm you.Synapsis123 wrote: »RaidingTraiding wrote: »RaidingTraiding wrote: »Synapsis123 wrote: »RaidingTraiding wrote: »NordSwordnBoard wrote: »I can remember being in a ball group before we had proc sets that stacked the enemy for you. Your crown had to use positioning and coordination to wipe another group in one fell swoop. The wayshrine stacks them almost as well as RA or DC.
Of course a ball group is more organized and that enables them to do what they do. Did it have to become much easier for them though? It's rare to see a whole ball get stacked & wiped by a solo, or small group. So these sets, whom do they serve?Saruman?
These sets got aoe burst nerfed. Harmony, proxy det, and necro (I guess corrosive dk bombers too) were all nerfed as a result of pull sets. That took a lot of power from small group and solo bombers who could use those aoe bursts effectively, and now you hardly ever see them kill groups. Of course now the only ones who can effectively and consistently use these sets are ball groups. These pull sets are really unhealthy for the game, that's when I started noticing a large decrease in player pop. Whether that's the case or not, it certainly didn't help things.
There is obvious counterplay to every single one of the pull sets. You literally just have to hold block. If you see someone gap close in and turn red then hold block or even if you just see the ball group push into pugs. If you see a big circle with a purple bubble at the middle then hold block. If you can't adapt to the counterplay available then no amount of changes will help you.
I would only say there's obvious counterplay to DC, which is hardly used now. Rush got a buff in range so now you can get pulled from way out of your camera view. There isn't a visual cue like DC has, and if it's laggy block doesn't work half the time. Not to mention an 8 second cool down with decent damage also. And the biggest issue is it doesn't obey immunity rules so you can yo yo people if you have more than 1 pull set. I've had this done to me and done this to people. it's not really fair either way. The main point I was making was that it made bombing too trivial which led to the nerf of a lot of burst aoe which hurt a lot of solo and small group play. It also dumbed down ball grouping to a degree. Groups before would have to know how to kite and bait players to chokes better, now you have choke points on demand.
The defensive and condescending attitude makes it seem like you're a user of this set, seeing as the main point of my comment wasn't to cry about the lack of counterplay. Any decent group doesn't need to crutch on this set to get kills, my problem was it indirectly nerfed things that solo and small groups used to fight larger groups who have more sets and players, therefore naturally more damage at their disposal.
The visual cue for rush is a chain attaching to you similar to the DK chain. So its easily seen and can be blocked.
It's not really a visual cue if it happens as you're getting pulled in. And in many cases as others have said, it's laggy and there's already a ton of effects going on so no, it's not easily seen. Also as others have said blocking slows you so you will likely be stuck in the bomb area anyways, and on top of that rush is almost always followed up with an unblockable fear. I mean I get it, some people would prefer to have cheap easy kills with no counterplay. From my experience running it a lot, I would say around 90% of people won't escape it. So much for being easily countered. If it really was then no one would be using it. DC is much more telegraphed and has a very reasonable cooldown of 25 seconds. Because you can avoid it better you don't see it used as often, especially not from ball groups.
It seems you are having trouble blocking obviously telegraphed abilities and sets. To improve your PvP skills, especially regarding blocking and the rush of agony set, consider these resources:
https://www.reddit.com/r/elderscrollsonline/comments/16xqis1/basic_pvp_guide/
Basic PVP Guide: This guide covers the fundamentals of PvP, including the importance of having a dedicated PvP build and understanding different PvP modes like Battlegrounds and Cyrodiil. It emphasizes the need for burst damage and effective potion use to enhance survivability.
https://www.youtube.com/watch?v=4AHyy7A79cQ
New Player PVP Guide: A concise video guide that discusses essential tips for beginners, including build recommendations and strategies for improving your gameplay.
https://www.youtube.com/watch?v=9nzQYR0a6rc
How to Sustain in PvP: This video focuses on sustaining resources during PvP encounters, which is crucial for maintaining your effectiveness in battle.
CatoUnchained wrote: »The problem is that some of these ballgroup leads are streamers.ZOS won't touch them because they make the game look good and interesting from their perspective.
Ummm. Way more pvers stream than pvpers so it would make way more sense for zos to cater to the larger streaming population compared to a handful of pvpers who stream.
Prior to U35 most ESO streamers were PvP exclusive for the most part. The vast majority of ESO streamers used to focus almost entirely on PvP because, let's face it, PvE is pretty boring.
Synapsis123 wrote: »[ Most nights I don't see a single ball group playing.
Synapsis123 wrote: »Nice to send RaidingTraining a beginner guide like he is inept beginner for not blocking RoA in heavy lag and effect chaos when blocking probably still gets him killed. Like fighting ballgroups is easy to learn basic thing and not something everyone except other ballgroups usually fails or avoid, even the best solo/smallscale. Shows what arrogant guys most ballgroups are. If you go into Cyrodiil wearing viable but not meta build following beginer guide correctly fighting people who know what they do you will probably still loose every single fight as people with meta builds will just overwhelm you.Synapsis123 wrote: »RaidingTraiding wrote: »RaidingTraiding wrote: »Synapsis123 wrote: »RaidingTraiding wrote: »NordSwordnBoard wrote: »I can remember being in a ball group before we had proc sets that stacked the enemy for you. Your crown had to use positioning and coordination to wipe another group in one fell swoop. The wayshrine stacks them almost as well as RA or DC.
Of course a ball group is more organized and that enables them to do what they do. Did it have to become much easier for them though? It's rare to see a whole ball get stacked & wiped by a solo, or small group. So these sets, whom do they serve?Saruman?
These sets got aoe burst nerfed. Harmony, proxy det, and necro (I guess corrosive dk bombers too) were all nerfed as a result of pull sets. That took a lot of power from small group and solo bombers who could use those aoe bursts effectively, and now you hardly ever see them kill groups. Of course now the only ones who can effectively and consistently use these sets are ball groups. These pull sets are really unhealthy for the game, that's when I started noticing a large decrease in player pop. Whether that's the case or not, it certainly didn't help things.
There is obvious counterplay to every single one of the pull sets. You literally just have to hold block. If you see someone gap close in and turn red then hold block or even if you just see the ball group push into pugs. If you see a big circle with a purple bubble at the middle then hold block. If you can't adapt to the counterplay available then no amount of changes will help you.
I would only say there's obvious counterplay to DC, which is hardly used now. Rush got a buff in range so now you can get pulled from way out of your camera view. There isn't a visual cue like DC has, and if it's laggy block doesn't work half the time. Not to mention an 8 second cool down with decent damage also. And the biggest issue is it doesn't obey immunity rules so you can yo yo people if you have more than 1 pull set. I've had this done to me and done this to people. it's not really fair either way. The main point I was making was that it made bombing too trivial which led to the nerf of a lot of burst aoe which hurt a lot of solo and small group play. It also dumbed down ball grouping to a degree. Groups before would have to know how to kite and bait players to chokes better, now you have choke points on demand.
The defensive and condescending attitude makes it seem like you're a user of this set, seeing as the main point of my comment wasn't to cry about the lack of counterplay. Any decent group doesn't need to crutch on this set to get kills, my problem was it indirectly nerfed things that solo and small groups used to fight larger groups who have more sets and players, therefore naturally more damage at their disposal.
The visual cue for rush is a chain attaching to you similar to the DK chain. So its easily seen and can be blocked.
It's not really a visual cue if it happens as you're getting pulled in. And in many cases as others have said, it's laggy and there's already a ton of effects going on so no, it's not easily seen. Also as others have said blocking slows you so you will likely be stuck in the bomb area anyways, and on top of that rush is almost always followed up with an unblockable fear. I mean I get it, some people would prefer to have cheap easy kills with no counterplay. From my experience running it a lot, I would say around 90% of people won't escape it. So much for being easily countered. If it really was then no one would be using it. DC is much more telegraphed and has a very reasonable cooldown of 25 seconds. Because you can avoid it better you don't see it used as often, especially not from ball groups.
It seems you are having trouble blocking obviously telegraphed abilities and sets. To improve your PvP skills, especially regarding blocking and the rush of agony set, consider these resources:
https://www.reddit.com/r/elderscrollsonline/comments/16xqis1/basic_pvp_guide/
Basic PVP Guide: This guide covers the fundamentals of PvP, including the importance of having a dedicated PvP build and understanding different PvP modes like Battlegrounds and Cyrodiil. It emphasizes the need for burst damage and effective potion use to enhance survivability.
https://www.youtube.com/watch?v=4AHyy7A79cQ
New Player PVP Guide: A concise video guide that discusses essential tips for beginners, including build recommendations and strategies for improving your gameplay.
https://www.youtube.com/watch?v=9nzQYR0a6rc
How to Sustain in PvP: This video focuses on sustaining resources during PvP encounters, which is crucial for maintaining your effectiveness in battle.
While you suggest that sending beginner guides is condescending, I actually think they can be quite valuable, even for experienced players. Sometimes a fresh perspective from a basic guide can remind us of fundamentals we might have overlooked.
Regarding your comment about "viable but not meta builds," I'd argue that the meta isn't as restrictive as you imply. There's actually quite a bit of build diversity that can be effective in Cyrodiil. It's more about skill and strategy than strictly adhering to the meta.
And where is the proof that RoA and dark convergence were created to combat ballgroups and that radiating regen and echoing vigor in u35 and harmony and graverobber in u38 were nerfed because of complains about ballgroup?Synapsis123 wrote: »But the big azureblight complain thread(s) in forum started only a few weeks ago and ZOS nerfed it in the next updateSynapsis123 wrote: »Joy_Division wrote: »It is especially frustrating that of all the terrible mechanics in Cyrodiil, when the one set in the game that minorly inconvenienced these groups with their dozen running Vigors, ZOS was quick to act when several organized group players complained - not even by adjusting the set, but removing it entirely from a PvP setting.
Quick to act? Azureblight was change back in July 2023 to its current iteration. Over a year is quick in your mind?Joy_Division wrote: »I sometimes play in a group and I find these mechanics utterly boring and not fun at all.
[snip]
[edited for baiting]
Do you have some proof that it was nerfed directly because of that thread?
ZoS never states what exactly was the cause for them to nerf something and their reasons are usually unreliable and often nonsense. But I cant remember seeing any popular nerf azureblight discussions before last few weeks and if noone makes the effort to create a discussion or agree to a nerf azureblight request than it doesnt seems to be a problem or like many players are interested in nerfing it and there is no reason to nerf it. What should they have acted too? Probably too few people used it back then.
Even now Azureblightnerf is supported only by a vocal minority spreading false information like azureblight beeing effektive against solo players