Izanagi.Xiiib16_ESO wrote: »There's a fair bit of advice there which is no longer relevant. You might actually need to update it.
None of the stuff in this thread matters. Ballgroups make it so nobody can truly participate in the event unless they walk everywhere. Ballgroups know about the stuck in combat bug. They know anybody who encounters them will be stuck in combat. They don't care. ZOS won't fix it so the experience will be horrible for those trying to have fun.
None of the stuff in this thread matters. Ballgroups make it so nobody can truly participate in the event unless they walk everywhere. Ballgroups know about the stuck in combat bug. They know anybody who encounters them will be stuck in combat. They don't care. ZOS won't fix it so the experience will be horrible for those trying to have fun.
The combat bug applies to everyone, it has for years, and it probably will for years to come. Thinking that ball groups are exploiting something to keep you in combat is rather ridiculous. They could say the same about solos.. Do you know that for a ball group to run down a solo it's usually not worth the AP? The reason they do is because until you solos who have damaged them die, they will also be stuck in combat. The combat bug affects groups more than anyone, as one person can keep another 12 unable to mount and get anywhere they need to be on the map.
ballgroups routinely run down solo players. And do ballgroups really get impacted by the stuck in combat bug? Do they really need to mount or slot seige while running around a keep? No they don't. They stack HOT's and ulti dump until people leave or the ballgroup dies
ballgroups routinely run down solo players. And do ballgroups really get impacted by the stuck in combat bug? Do they really need to mount or slot seige while running around a keep? No they don't. They stack HOT's and ulti dump until people leave or the ballgroup dies
https://forums.elderscrollsonline.com/en/discussion/643488/zos-plans-concerning-ball-groups is all about ball groups and an interesting(ish) read. You're 100% correct that groups routinely run down solos.. I ball from 7-9pm Mondays and Fridays, and I can say with certainty that unless it's someone that we want to run down because reasons (usually intoxication and it's fun to role play the zerg?) our group will ignore solos and small groups that we know wouldn't be fun to fight. If however, one of them has even light attacked us (they usually do) and we wanted to ride somewhere far away to fight away from the rest of our faction, then we'll run them down as it's less boring than playing the "can I mount yet?" game being stuck in combat for 5 minutes.
RE HoTs, there was some mention in the thread linked above too.. I've been balling since the start of the game, I've led and healed groups through almost every patch. There have been times when HoTs were strong and when they were weak. If HoTs are nerfed (and I think that they should be, something like you can have a max of 2 of the same healing effect on you at a time), it won't affect us much. We've already run test raids where most of the healers only burst and use ground heals, and it was even more fun for the healers as it's more challenging.