Moonsorrow wrote: »Master_Kas wrote: »So a sorc wont be able to cast streak a few times to get away? A dk wont be able to use talons/breath into leap?
The issue is purge:
Snared? Purge
Rooted? Purge
Stunned? Purge
Dots? Purge
Debuffs? Purge
Just make alliance war purge a self purge only and increase the cost. Balls would then become easier to kill. Instead of ruining the game for everyone.
Yeah come at me ballers.
It sounds like a simple solution, but.. good ballers would adapt by making groups of certain 2-3 classes with class purges on sort of rotation for each (like a Necro casting Hexproof every few seconds to take out a layer of stuff away, imagine 10-20+ Necros, with several Earthgores, and certain 5p sets on several people in the group so the individual purge proc it does per target is cleansing stuff automatically by many on cooldown).. these sets increased number would sacrifice some of their damage though, but they could gain it back by growing their numbers up too.
Moonsorrow wrote: »Master_Kas wrote: »So a sorc wont be able to cast streak a few times to get away? A dk wont be able to use talons/breath into leap?
The issue is purge:
Snared? Purge
Rooted? Purge
Stunned? Purge
Dots? Purge
Debuffs? Purge
Just make alliance war purge a self purge only and increase the cost. Balls would then become easier to kill. Instead of ruining the game for everyone.
Yeah come at me ballers.
It sounds like a simple solution, but.. good ballers would adapt by making groups of certain 2-3 classes with class purges on sort of rotation for each (like a Necro casting Hexproof every few seconds to take out a layer of stuff away, imagine 10-20+ Necros, with several Earthgores, and certain 5p sets on several people in the group so the individual purge proc it does per target is cleansing stuff automatically by many on cooldown).. these sets increased number would sacrifice some of their damage though, but they could gain it back by growing their numbers up too.
So let them adapt like that. It should be an extremely daunting task to put together a large group that is basically immune to all dots/debuffs. To put together such a strong comp, you should have to build around it. If they adapt by building around it with all necros and purge sets, good for them, they're at least making some sacrifices for it. The problem is that right now you don't have to build around it, you get it with a few group members slotting it and using it regularly, there is no real sacrifice necessary, just have healers work in purges in between casting regen and other heals and.. welp, that's it.
Moonsorrow wrote: »Master_Kas wrote: »So a sorc wont be able to cast streak a few times to get away? A dk wont be able to use talons/breath into leap?
The issue is purge:
Snared? Purge
Rooted? Purge
Stunned? Purge
Dots? Purge
Debuffs? Purge
Just make alliance war purge a self purge only and increase the cost. Balls would then become easier to kill. Instead of ruining the game for everyone.
Yeah come at me ballers.
It sounds like a simple solution, but.. good ballers would adapt by making groups of certain 2-3 classes with class purges on sort of rotation for each (like a Necro casting Hexproof every few seconds to take out a layer of stuff away, imagine 10-20+ Necros, with several Earthgores, and certain 5p sets on several people in the group so the individual purge proc it does per target is cleansing stuff automatically by many on cooldown).. these sets increased number would sacrifice some of their damage though, but they could gain it back by growing their numbers up too.
So let them adapt like that. It should be an extremely daunting task to put together a large group that is basically immune to all dots/debuffs. To put together such a strong comp, you should have to build around it. If they adapt by building around it with all necros and purge sets, good for them, they're at least making some sacrifices for it. The problem is that right now you don't have to build around it, you get it with a few group members slotting it and using it regularly, there is no real sacrifice necessary, just have healers work in purges in between casting regen and other heals and.. welp, that's it.
What is wrong with a good group with a good leader working to take down zergs?
Moonsorrow wrote: »Master_Kas wrote: »So a sorc wont be able to cast streak a few times to get away? A dk wont be able to use talons/breath into leap?
The issue is purge:
Snared? Purge
Rooted? Purge
Stunned? Purge
Dots? Purge
Debuffs? Purge
Just make alliance war purge a self purge only and increase the cost. Balls would then become easier to kill. Instead of ruining the game for everyone.
Yeah come at me ballers.
It sounds like a simple solution, but.. good ballers would adapt by making groups of certain 2-3 classes with class purges on sort of rotation for each (like a Necro casting Hexproof every few seconds to take out a layer of stuff away, imagine 10-20+ Necros, with several Earthgores, and certain 5p sets on several people in the group so the individual purge proc it does per target is cleansing stuff automatically by many on cooldown).. these sets increased number would sacrifice some of their damage though, but they could gain it back by growing their numbers up too.
So let them adapt like that. It should be an extremely daunting task to put together a large group that is basically immune to all dots/debuffs. To put together such a strong comp, you should have to build around it. If they adapt by building around it with all necros and purge sets, good for them, they're at least making some sacrifices for it. The problem is that right now you don't have to build around it, you get it with a few group members slotting it and using it regularly, there is no real sacrifice necessary, just have healers work in purges in between casting regen and other heals and.. welp, that's it.
What is wrong with a good group with a good leader working to take down zergs?
Moonsorrow wrote: »Master_Kas wrote: »So a sorc wont be able to cast streak a few times to get away? A dk wont be able to use talons/breath into leap?
The issue is purge:
Snared? Purge
Rooted? Purge
Stunned? Purge
Dots? Purge
Debuffs? Purge
Just make alliance war purge a self purge only and increase the cost. Balls would then become easier to kill. Instead of ruining the game for everyone.
Yeah come at me ballers.
It sounds like a simple solution, but.. good ballers would adapt by making groups of certain 2-3 classes with class purges on sort of rotation for each (like a Necro casting Hexproof every few seconds to take out a layer of stuff away, imagine 10-20+ Necros, with several Earthgores, and certain 5p sets on several people in the group so the individual purge proc it does per target is cleansing stuff automatically by many on cooldown).. these sets increased number would sacrifice some of their damage though, but they could gain it back by growing their numbers up too.
So let them adapt like that. It should be an extremely daunting task to put together a large group that is basically immune to all dots/debuffs. To put together such a strong comp, you should have to build around it. If they adapt by building around it with all necros and purge sets, good for them, they're at least making some sacrifices for it. The problem is that right now you don't have to build around it, you get it with a few group members slotting it and using it regularly, there is no real sacrifice necessary, just have healers work in purges in between casting regen and other heals and.. welp, that's it.
What is wrong with a good group with a good leader working to take down zergs?
This line has become a red herring. Most ball groups are not going out and engaging zergs. Rather; they find a spot where they cant be ignored and create a concentration of players into a zerg while they run around farming.
And watch this and tell me you cant be both a ball group and a zerg at the same time.https://youtu.be/Xo-krb1jxFc
[Quoted post was removed]
@Major_Lag Its not brainless crossheal stacking and purge spamming. It might look that way, but if you ever joined a good ball group you would hear the coms, and understand what is happening.
You cant nerf ball groups. You can fix skills that shouldnt work the way they do sure (Radiating Regen is the main one). However you are never going to beat coordination, and overall sweaty game play. 10 Players that have gone out of their way to figure out the best way to kill random players shouldn't crutched.
If you dont like Ball Groups, dont fight them, you are probably going to lose anyway. If you small scale, or solo then you know not to fight a ball group you stay in your lane. If you are even a somewhat respectable/known small scaler, or solo player most good ball groups leave you alone. They dont care to kill 1 player, they are looking for the other ball groups or zergs to fight.
With every change that comes to ESO ball groups are always looking to see what they can change to get the most impact out of x skill or set.
Good ball groups are top dog in Cyro for a reason. They are sweaty players. Then zergs because a 50 man random zerg is going to beat any small scale, or solo player. Then after that you have your solo, and small scale players. Some of these are fantastic players, and they do really well in an out numbered fight, but at the end of the day your 3 man small scale group isnt going to do much against a zerg, or a ball group. You just have to stay in your lane.
Moonsorrow wrote: »Master_Kas wrote: »So a sorc wont be able to cast streak a few times to get away? A dk wont be able to use talons/breath into leap?
The issue is purge:
Snared? Purge
Rooted? Purge
Stunned? Purge
Dots? Purge
Debuffs? Purge
Just make alliance war purge a self purge only and increase the cost. Balls would then become easier to kill. Instead of ruining the game for everyone.
Yeah come at me ballers.
It sounds like a simple solution, but.. good ballers would adapt by making groups of certain 2-3 classes with class purges on sort of rotationfor each (like a Necro casting Hexproof every few seconds to take out a layer of stuff away, imagine 10-20+ Necros, with several Earthgores, and certain 5p sets on several people in the group so the individual purge proc it does per target is cleansing stuff automatically by many on cooldown).. these sets increased number would sacrifice some of their damage though, but they could gain it back by growing their numbers up too.
I know many are probably getting ready for this conclusion and happening eventually, from observations. I see many known groups having Snow Treaders on, cannot mistake that effect when they chase me at keep upstairs haha.
So they do not have to worry about Roots/snares. Siege/AoE layers will hurt though without "Purge bots".
But as said, groups would adapt with more Earthgores and more Purge set amounts and favoring classes that can self-purge as efficiently as possible as part of the "train rotation" so everyone would become their own Purge bots every few seconds on top of purge set procs from others.
Also Alliance war purge still has some use on PVE on some trials and so on, not all classes got one so, favoritism would spread to some pve raids too on classes. Okay well, it always has favouritism on current meta classes anyways so kinda moot point that i know.
Oh and hi btw, i miss playing on EP side - most fun chat there due to you and few others. Banana and smurf chat so different world.. on Grey Host. Yeah, Zone Chat true PVP endgame these days. And Outfits.
Gotta say that i dislike hard cooldowns like 3 seconds thingies now as tests will happen.. muh combos and fluid combat would end. So not saying those are the solution also. Would have to change whole combat and most classes/skills completely.
And just after we done like 2 years of the current Audit. Plz no more of the same type of big changes for a year or 2.
There was one moment when there was not so laggy (also during MYM when not many coordinated ballers on same campaigns at same time), when sieges did hit the bugged hard damage, groups melted and people had to spread out and also siege other parts of keep than MG, going through sieges and Oils was impossibru. So Cyro felt again more like intended, people had to attack many sides and wipes happened instantly making big fights lag less when groups went elsewhere after wipes.
But i am a weird mostly solo & small-scale player in that i LIKE having guild groups and old traditional groups at Cyro, it makes it feel like a war and large scale PVP is supposed to happen and is very fun for those who are in those guilds/groups. BGS becoming Solo only queue was fun for true solos, but many lost their most fun thing in this game, playing pvp together with a friend in a fast action bgs.
So a complicated thing with no easy solution, some people are bound to lose fun they used to have, i see no happy end on this for everyone, sadly.
I do wish the lag was gone, but changing the game to slow cooldown game to get it? Please no. I SO hope there is another solution than that. I am here still because of the fast combat after years. There are other games with cooldowns and they are boring and slow, hope this does not become one of them.
This wall of text was not really directed at you Kas, just general concerns and ramblings to anyone who bothers to read more than couple first words at 4am my time. I should go back to Cyrodiil now.
Actually, a good leader will have players running the specific skills they want in the group and those that run in the group will be happy to comply. That same leader will sometimes call out for specific skills. It is really beautiful to watch in action when a group of 5-6 takes out a zerg several times their size.
Moonsorrow wrote: »Master_Kas wrote: »So a sorc wont be able to cast streak a few times to get away? A dk wont be able to use talons/breath into leap?
The issue is purge:
Snared? Purge
Rooted? Purge
Stunned? Purge
Dots? Purge
Debuffs? Purge
Just make alliance war purge a self purge only and increase the cost. Balls would then become easier to kill. Instead of ruining the game for everyone.
Yeah come at me ballers.
It sounds like a simple solution, but.. good ballers would adapt by making groups of certain 2-3 classes with class purges on sort of rotation for each (like a Necro casting Hexproof every few seconds to take out a layer of stuff away, imagine 10-20+ Necros, with several Earthgores, and certain 5p sets on several people in the group so the individual purge proc it does per target is cleansing stuff automatically by many on cooldown).. these sets increased number would sacrifice some of their damage though, but they could gain it back by growing their numbers up too.
So let them adapt like that. It should be an extremely daunting task to put together a large group that is basically immune to all dots/debuffs. To put together such a strong comp, you should have to build around it. If they adapt by building around it with all necros and purge sets, good for them, they're at least making some sacrifices for it. The problem is that right now you don't have to build around it, you get it with a few group members slotting it and using it regularly, there is no real sacrifice necessary, just have healers work in purges in between casting regen and other heals and.. welp, that's it.
What is wrong with a good group with a good leader working to take down zergs?
This line has become a red herring. Most ball groups are not going out and engaging zergs. Rather; they find a spot where they cant be ignored and create a concentration of players into a zerg while they run around farming.
And watch this and tell me you cant be both a ball group and a zerg at the same time.
It's the way the grouping system works and having so many people at once and so many shared skills.
They need to cap pvp groups at a smaller number, and give some sort of negative for running around with more than that.
a zerg debuff.
GoodFella146 wrote: »Perhaps the answer is to simply adjust how much ap each ball grouper gets. If they would get 6k for a taken castle, perhaps divide that by 24?
Moonsorrow wrote: »Master_Kas wrote: »So a sorc wont be able to cast streak a few times to get away? A dk wont be able to use talons/breath into leap?
The issue is purge:
Snared? Purge
Rooted? Purge
Stunned? Purge
Dots? Purge
Debuffs? Purge
Just make alliance war purge a self purge only and increase the cost. Balls would then become easier to kill. Instead of ruining the game for everyone.
Yeah come at me ballers.
It sounds like a simple solution, but.. good ballers would adapt by making groups of certain 2-3 classes with class purges on sort of rotation for each (like a Necro casting Hexproof every few seconds to take out a layer of stuff away, imagine 10-20+ Necros, with several Earthgores, and certain 5p sets on several people in the group so the individual purge proc it does per target is cleansing stuff automatically by many on cooldown).. these sets increased number would sacrifice some of their damage though, but they could gain it back by growing their numbers up too.
So let them adapt like that. It should be an extremely daunting task to put together a large group that is basically immune to all dots/debuffs. To put together such a strong comp, you should have to build around it. If they adapt by building around it with all necros and purge sets, good for them, they're at least making some sacrifices for it. The problem is that right now you don't have to build around it, you get it with a few group members slotting it and using it regularly, there is no real sacrifice necessary, just have healers work in purges in between casting regen and other heals and.. welp, that's it.
What is wrong with a good group with a good leader working to take down zergs?
This line has become a red herring. Most ball groups are not going out and engaging zergs. Rather; they find a spot where they cant be ignored and create a concentration of players into a zerg while they run around farming.
And watch this and tell me you cant be both a ball group and a zerg at the same time.https://youtu.be/Xo-krb1jxFc
Just from watching them I think they should make purge of more then 1 status effect a high cost ultimate. Make other purges 1 status per cast. Either yourself or someone else in group. Only 1 active healing effect per person at a time plus a self heal. As it stands the only way to break through the ridiculous healing and insta purge is with multiple negates which are sorc only and are ultimates.
Just from watching them I think they should make purge of more then 1 status effect a high cost ultimate. Make other purges 1 status per cast. Either yourself or someone else in group. Only 1 active healing effect per person at a time plus a self heal. As it stands the only way to break through the ridiculous healing and insta purge is with multiple negates which are sorc only and are ultimates.
And when was the last time you saw a non ball grouped magsorc run negate? Its the same as borrowed time, I’ve never seen anything other than zerglings or ballgroup players run this ability, the game introducing skills to counter groups and are used exclusively by groups
Just from watching them I think they should make purge of more then 1 status effect a high cost ultimate. Make other purges 1 status per cast. Either yourself or someone else in group. Only 1 active healing effect per person at a time plus a self heal. As it stands the only way to break through the ridiculous healing and insta purge is with multiple negates which are sorc only and are ultimates.
And when was the last time you saw a non ball grouped magsorc run negate? Its the same as borrowed time, I’ve never seen anything other than zerglings or ballgroup players run this ability, the game introducing skills to counter groups and are used exclusively by groups
Moonsorrow wrote: »Master_Kas wrote: »So a sorc wont be able to cast streak a few times to get away? A dk wont be able to use talons/breath into leap?
The issue is purge:
Snared? Purge
Rooted? Purge
Stunned? Purge
Dots? Purge
Debuffs? Purge
Just make alliance war purge a self purge only and increase the cost. Balls would then become easier to kill. Instead of ruining the game for everyone.
Yeah come at me ballers.
It sounds like a simple solution, but.. good ballers would adapt by making groups of certain 2-3 classes with class purges on sort of rotation for each (like a Necro casting Hexproof every few seconds to take out a layer of stuff away, imagine 10-20+ Necros, with several Earthgores, and certain 5p sets on several people in the group so the individual purge proc it does per target is cleansing stuff automatically by many on cooldown).. these sets increased number would sacrifice some of their damage though, but they could gain it back by growing their numbers up too.
So let them adapt like that. It should be an extremely daunting task to put together a large group that is basically immune to all dots/debuffs. To put together such a strong comp, you should have to build around it. If they adapt by building around it with all necros and purge sets, good for them, they're at least making some sacrifices for it. The problem is that right now you don't have to build around it, you get it with a few group members slotting it and using it regularly, there is no real sacrifice necessary, just have healers work in purges in between casting regen and other heals and.. welp, that's it.
What is wrong with a good group with a good leader working to take down zergs?
This line has become a red herring. Most ball groups are not going out and engaging zergs. Rather; they find a spot where they cant be ignored and create a concentration of players into a zerg while they run around farming.
And watch this and tell me you cant be both a ball group and a zerg at the same time.https://youtu.be/Xo-krb1jxFc
That video was dhisgahsting and the worst thing i've ever seen. rapid regens looking like freaking lighting strikes through the crowds...
This line has become a red herring. Most ball groups are not going out and engaging zergs. Rather; they find a spot where they cant be ignored and create a concentration of players into a zerg while they run around farming.
I think they were pretty proud of that. I anticipate the next video to be less in group but watch around them. That group just happens to also be in faction stacks as well.
Moonsorrow wrote: »Master_Kas wrote: »So a sorc wont be able to cast streak a few times to get away? A dk wont be able to use talons/breath into leap?
The issue is purge:
Snared? Purge
Rooted? Purge
Stunned? Purge
Dots? Purge
Debuffs? Purge
Just make alliance war purge a self purge only and increase the cost. Balls would then become easier to kill. Instead of ruining the game for everyone.
Yeah come at me ballers.
It sounds like a simple solution, but.. good ballers would adapt by making groups of certain 2-3 classes with class purges on sort of rotation for each (like a Necro casting Hexproof every few seconds to take out a layer of stuff away, imagine 10-20+ Necros, with several Earthgores, and certain 5p sets on several people in the group so the individual purge proc it does per target is cleansing stuff automatically by many on cooldown).. these sets increased number would sacrifice some of their damage though, but they could gain it back by growing their numbers up too.
So let them adapt like that. It should be an extremely daunting task to put together a large group that is basically immune to all dots/debuffs. To put together such a strong comp, you should have to build around it. If they adapt by building around it with all necros and purge sets, good for them, they're at least making some sacrifices for it. The problem is that right now you don't have to build around it, you get it with a few group members slotting it and using it regularly, there is no real sacrifice necessary, just have healers work in purges in between casting regen and other heals and.. welp, that's it.
What is wrong with a good group with a good leader working to take down zergs?
This line has become a red herring. Most ball groups are not going out and engaging zergs. Rather; they find a spot where they cant be ignored and create a concentration of players into a zerg while they run around farming.
And watch this and tell me you cant be both a ball group and a zerg at the same time.https://youtu.be/Xo-krb1jxFc
Moonsorrow wrote: »Master_Kas wrote: »So a sorc wont be able to cast streak a few times to get away? A dk wont be able to use talons/breath into leap?
The issue is purge:
Snared? Purge
Rooted? Purge
Stunned? Purge
Dots? Purge
Debuffs? Purge
Just make alliance war purge a self purge only and increase the cost. Balls would then become easier to kill. Instead of ruining the game for everyone.
Yeah come at me ballers.
It sounds like a simple solution, but.. good ballers would adapt by making groups of certain 2-3 classes with class purges on sort of rotation for each (like a Necro casting Hexproof every few seconds to take out a layer of stuff away, imagine 10-20+ Necros, with several Earthgores, and certain 5p sets on several people in the group so the individual purge proc it does per target is cleansing stuff automatically by many on cooldown).. these sets increased number would sacrifice some of their damage though, but they could gain it back by growing their numbers up too.
So let them adapt like that. It should be an extremely daunting task to put together a large group that is basically immune to all dots/debuffs. To put together such a strong comp, you should have to build around it. If they adapt by building around it with all necros and purge sets, good for them, they're at least making some sacrifices for it. The problem is that right now you don't have to build around it, you get it with a few group members slotting it and using it regularly, there is no real sacrifice necessary, just have healers work in purges in between casting regen and other heals and.. welp, that's it.
What is wrong with a good group with a good leader working to take down zergs?
This line has become a red herring. Most ball groups are not going out and engaging zergs. Rather; they find a spot where they cant be ignored and create a concentration of players into a zerg while they run around farming.
And watch this and tell me you cant be both a ball group and a zerg at the same time.https://youtu.be/Xo-krb1jxFc
That video was dhisgahsting and the worst thing i've ever seen. rapid regens looking like freaking lighting strikes through the crowds...
I think they were pretty proud of that. I anticipate the next video to be less in group but watch around them. That group just happens to also be in faction stacks as well.
While I will agree a big part of the problem is ZOS needs to deal with server infrastructure, that doesn't tell the whole story. If I can run a 12 man. Have everyone slot a stun/root, a resto staff hot, a synergy, a damage shield and a purge, then basically cycle through them while light attacking and that group is unkillable practically as long as they stay together. That is a broken system. What's worse it kills the enjoyment for any that doesn't want to run around endlessly spamming the same 5 skills over and over again. Faction stacks don't cause the kind of lag Drac does. Not to single them out, but I can literally tell when they are in the area by my ping and fps.
Could be a coincidence? There could be a massive EP/DC fight at Chal and AD will feel the effects of that lag ... wherever the hell they are, zone chat.I'm not saying it's any groups fault. However, I have been solo in an area. Watched a certain group go by looking like a fireworks parade. Mind you none else in the area but still spamming skills as traveling. And as they were going by the lag became terrible. That was also with no combat happening so that was just a steady pull in the server.
While I will agree a big part of the problem is ZOS needs to deal with server infrastructure, that doesn't tell the whole story. If I can run a 12 man. Have everyone slot a stun/root, a resto staff hot, a synergy, a damage shield and a purge, then basically cycle through them while light attacking and that group is unkillable practically as long as they stay together. That is a broken system. What's worse it kills the enjoyment for any that doesn't want to run around endlessly spamming the same 5 skills over and over again. Faction stacks don't cause the kind of lag Drac does. Not to single them out, but I can literally tell when they are in the area by my ping and fps.
It didn't use to be that way. First everyone blamed ZoS for causing the massive, game-breaking lag and fps drops. When it became clear that ZoS wasn't going to do anything, people blamed the giant zergs. Then they blamed the raid groups that fought the giant zergs and praised the 12-man squads that bombed the raid groups. Now people blame the 12-man squads.
It's just dumb. I don't even like Drac but lag isn't their fault. It's no one's fault. If you can't even have a 12 man anymore then what is the point of even having a map like Cyrodiil?
Crispen_Longbow wrote: »
[Quoted post was removed]
Moonsorrow wrote: »Master_Kas wrote: »So a sorc wont be able to cast streak a few times to get away? A dk wont be able to use talons/breath into leap?
The issue is purge:
Snared? Purge
Rooted? Purge
Stunned? Purge
Dots? Purge
Debuffs? Purge
Just make alliance war purge a self purge only and increase the cost. Balls would then become easier to kill. Instead of ruining the game for everyone.
Yeah come at me ballers.
It sounds like a simple solution, but.. good ballers would adapt by making groups of certain 2-3 classes with class purges on sort of rotation for each (like a Necro casting Hexproof every few seconds to take out a layer of stuff away, imagine 10-20+ Necros, with several Earthgores, and certain 5p sets on several people in the group so the individual purge proc it does per target is cleansing stuff automatically by many on cooldown).. these sets increased number would sacrifice some of their damage though, but they could gain it back by growing their numbers up too.
So let them adapt like that. It should be an extremely daunting task to put together a large group that is basically immune to all dots/debuffs. To put together such a strong comp, you should have to build around it. If they adapt by building around it with all necros and purge sets, good for them, they're at least making some sacrifices for it. The problem is that right now you don't have to build around it, you get it with a few group members slotting it and using it regularly, there is no real sacrifice necessary, just have healers work in purges in between casting regen and other heals and.. welp, that's it.
What is wrong with a good group with a good leader working to take down zergs?
Moonsorrow wrote: »Master_Kas wrote: »So a sorc wont be able to cast streak a few times to get away? A dk wont be able to use talons/breath into leap?
The issue is purge:
Snared? Purge
Rooted? Purge
Stunned? Purge
Dots? Purge
Debuffs? Purge
Just make alliance war purge a self purge only and increase the cost. Balls would then become easier to kill. Instead of ruining the game for everyone.
Yeah come at me ballers.
It sounds like a simple solution, but.. good ballers would adapt by making groups of certain 2-3 classes with class purges on sort of rotation for each (like a Necro casting Hexproof every few seconds to take out a layer of stuff away, imagine 10-20+ Necros, with several Earthgores, and certain 5p sets on several people in the group so the individual purge proc it does per target is cleansing stuff automatically by many on cooldown).. these sets increased number would sacrifice some of their damage though, but they could gain it back by growing their numbers up too.
So let them adapt like that. It should be an extremely daunting task to put together a large group that is basically immune to all dots/debuffs. To put together such a strong comp, you should have to build around it. If they adapt by building around it with all necros and purge sets, good for them, they're at least making some sacrifices for it. The problem is that right now you don't have to build around it, you get it with a few group members slotting it and using it regularly, there is no real sacrifice necessary, just have healers work in purges in between casting regen and other heals and.. welp, that's it.
What is wrong with a good group with a good leader working to take down zergs?
This line has become a red herring. Most ball groups are not going out and engaging zergs. Rather; they find a spot where they cant be ignored and create a concentration of players into a zerg while they run around farming.
And watch this and tell me you cant be both a ball group and a zerg at the same time.https://youtu.be/Xo-krb1jxFc
OK, forget server lag let's look at it this way. 12 people spamming a hot for keys day 2k has ea, gives 24k hps. Now let's say they all have 20% mitigation from armor that means you need 30k dps just to overcome the heals. Since they are also getting purge spam they are basically immune to dots or status effects from siege and snares. If they add in damage shields, that also stack, they are pretty much unstoppable without negates. That is broken, considering only 1 class has that negate and it's an ultimate so they can't spam it.
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