MormondPayne_EP wrote: »Went with 18. For the ultimates cost, 12 or less makes it questionable to even warrant a slot. With the full court press on siege changes, nerfs to purge, nerfs to barrier, battles with already ridiculously low ttk are going to just come down to who can attack first, and who has more devouring bats. Healers are going to have a rough go when a single oil catapult eliminates half or a third of their stamina in one shot, so don't expect them to keep you alive.
We'll have to see if these nerfs come with reductions in cost as well, or are supplemented with increased survivability through other changes, but so far it's looking like wheeler has joined wrobel's amatuer hour.
Here's an idea, stop zerging...
Just saying.
The Siege buffs cannot come soon enough, the ball groups need to be broken up... just like the big banks! #FeeltheBERN
I think end goal should be breaking up 24 people groups, or at least changing the fighting style from 24 people fighting within 5-7meters of each other. Barrier is the biggest F U we have numbers ult in the game.
Lets say your barrier does 30k and youre hitting 24 people:
720,000 potential shielding on top of the fact that its not crittable and 75% of the damage you do in AOE format will be halved while attempting to burn that damage off without crit?
Oh they popped another barrier... Cool, only 1.45 million AOE damage to do through AOE caps.
This comfort needs to go, along with purge, in a huge way. Yea big groups will get plowed at some point, but I think thats the point - to have a sort of *risk*. Agreed it shouldnt be big groups hiding everywhere to blow up the other one, but this is where you need better distance counters instituted through ranged AOE, as suggested by ZOS that they want to do. That is non-siege ranged AOE..
Teargrants wrote: »LF 47 more mag Sorcs for competitive PvP guild.
We will run 2 raids blinking into the inner and flip flags with pure weight of numbers. As the master race, we will Harden our Wards and Harness our enemies Magicka while the lesser classes bemoan the fate of their flaccid Barriers. DPS optional.
13k Ward or gtfo.
SturgeHammer wrote: »Barrier and Purge should be changed to have the number of targets scale One to One with the number of support abilities slotted. This way if a player truly wants to run a support role they really have to commit to it.
MormondPayne_EP wrote: »Went with 18. For the ultimates cost, 12 or less makes it questionable to even warrant a slot. With the full court press on siege changes, nerfs to purge, nerfs to barrier, battles with already ridiculously low ttk are going to just come down to who can attack first, and who has more devouring bats. Healers are going to have a rough go when a single oil catapult eliminates half or a third of their stamina in one shot, so don't expect them to keep you alive.
We'll have to see if these nerfs come with reductions in cost as well, or are supplemented with increased survivability through other changes, but so far it's looking like wheeler has joined wrobel's amatuer hour.
Here's an idea, stop zerging...
Just saying.
The Siege buffs cannot come soon enough, the ball groups need to be broken up... just like the big banks! #FeeltheBERN
I will literally laugh when the same people saying 'ball group this' and 'ball group that' and talking up a storm about how great the siege changes are start to die to them and those QQ threads become the new trendy forum topic.
So I'm zerging when I have <5 people in group on weekend mornings/days, or when I'm running around solo? Barrier changes affect groups, everything else - siege, purge, damage tweaks and further reduction of TTK - they're going to affect me whether I'm solo, in a small group, or in a raid. Sorry, but when I'm solo, I still go to keeps and will either solo siege a wall down if need be, or help with rezzes/fighting/counter siege. I'm not going to go gank people in the middle of a field and make youtube videos, which means even as a solo player I'm going to be impacted by some of the more overtuned siege changes.
Arguments and concessions can be made for pretty much everything that's coming in the next patch - to some extent, but having it all hit at once, with overtuned initial changes rather than impactful yet reasonable changes, it's going to be a clustereff no matter what. The fact that people think an ultimate that costs well over 200 ultimate, and typically results in about an 18k-ish shield that is wiped out by 2 prox dets should only hit 4 people (or 6 for that matter) just goes to show the final result of the anti-group hysteria that's fomented on these forums over the past few months. People aren't even being reasonable/serious in what they're asking for, and to me, it doesn't even look like they're objectively asking if the changes make sense and keep the skill viable. So long as it appears to be anti group, it seems like for many people it instantly becomes a no-brainer even if it's not a sound idea to begin with.
Too many people willing to cut off their nose to spite their face in the quest to show they're more anti group than the guy next to them.
MormondPayne_EP wrote: »Went with 18. For the ultimates cost, 12 or less makes it questionable to even warrant a slot. With the full court press on siege changes, nerfs to purge, nerfs to barrier, battles with already ridiculously low ttk are going to just come down to who can attack first, and who has more devouring bats. Healers are going to have a rough go when a single oil catapult eliminates half or a third of their stamina in one shot, so don't expect them to keep you alive.
We'll have to see if these nerfs come with reductions in cost as well, or are supplemented with increased survivability through other changes, but so far it's looking like wheeler has joined wrobel's amatuer hour.
Here's an idea, stop zerging...
Just saying.
The Siege buffs cannot come soon enough, the ball groups need to be broken up... just like the big banks! #FeeltheBERN
I will literally laugh when the same people saying 'ball group this' and 'ball group that' and talking up a storm about how great the siege changes are start to die to them and those QQ threads become the new trendy forum topic.
So I'm zerging when I have <5 people in group on weekend mornings/days, or when I'm running around solo? Barrier changes affect groups, everything else - siege, purge, damage tweaks and further reduction of TTK - they're going to affect me whether I'm solo, in a small group, or in a raid. Sorry, but when I'm solo, I still go to keeps and will either solo siege a wall down if need be, or help with rezzes/fighting/counter siege. I'm not going to go gank people in the middle of a field and make youtube videos, which means even as a solo player I'm going to be impacted by some of the more overtuned siege changes.
Arguments and concessions can be made for pretty much everything that's coming in the next patch - to some extent, but having it all hit at once, with overtuned initial changes rather than impactful yet reasonable changes, it's going to be a clustereff no matter what. The fact that people think an ultimate that costs well over 200 ultimate, and typically results in about an 18k-ish shield that is wiped out by 2 prox dets should only hit 4 people (or 6 for that matter) just goes to show the final result of the anti-group hysteria that's fomented on these forums over the past few months. People aren't even being reasonable/serious in what they're asking for, and to me, it doesn't even look like they're objectively asking if the changes make sense and keep the skill viable. So long as it appears to be anti group, it seems like for many people it instantly becomes a no-brainer even if it's not a sound idea to begin with.
Too many people willing to cut off their nose to spite their face in the quest to show they're more anti group than the guy next to them.
Barrier is a viable ultimate in small groups and even solo play. Do you think a Leap wich is affected by the regular AoE cap has a larger impact in large groups than small ones? Probably not. I don't think Barrier's cap should be higher than the AoE cap on attack skills. The only reasonable argument for a cap as high as 12 that I saw so far, was to not affect PvE.
TTK is already artificially increased for the resource management most players have now. Maybe it's the fact that damage builds for trains have to care less about survivability and sustain, so they are killed easily when you manage to get a burst off, without having it absorbed by a Barrier. Could also lead one to believe the stats needed to break an 18k damage shield on 24 players with 2 detonations are normal.
I don't want to be an a** since it appears to me you truly believe what you are writing. But please, think your arguments through. You come up with stuff like the changes will reduce TTK, but appearantly refuse to think of strategies to take keeps with these proposed changes. Note strategies, not tactics. Large random zergs and their mentality would also be less of a problem if those who could wipe them wouldn't construct zergballs themselves to fight each other (beause it's the same mentality to bring more numbers until it works).
MormondPayne_EP wrote: »Went with 18. For the ultimates cost, 12 or less makes it questionable to even warrant a slot. With the full court press on siege changes, nerfs to purge, nerfs to barrier, battles with already ridiculously low ttk are going to just come down to who can attack first, and who has more devouring bats. Healers are going to have a rough go when a single oil catapult eliminates half or a third of their stamina in one shot, so don't expect them to keep you alive.
We'll have to see if these nerfs come with reductions in cost as well, or are supplemented with increased survivability through other changes, but so far it's looking like wheeler has joined wrobel's amatuer hour.
Here's an idea, stop zerging...
Just saying.
The Siege buffs cannot come soon enough, the ball groups need to be broken up... just like the big banks! #FeeltheBERN
I will literally laugh when the same people saying 'ball group this' and 'ball group that' and talking up a storm about how great the siege changes are start to die to them and those QQ threads become the new trendy forum topic.
So I'm zerging when I have <5 people in group on weekend mornings/days, or when I'm running around solo? Barrier changes affect groups, everything else - siege, purge, damage tweaks and further reduction of TTK - they're going to affect me whether I'm solo, in a small group, or in a raid. Sorry, but when I'm solo, I still go to keeps and will either solo siege a wall down if need be, or help with rezzes/fighting/counter siege. I'm not going to go gank people in the middle of a field and make youtube videos, which means even as a solo player I'm going to be impacted by some of the more overtuned siege changes.
Arguments and concessions can be made for pretty much everything that's coming in the next patch - to some extent, but having it all hit at once, with overtuned initial changes rather than impactful yet reasonable changes, it's going to be a clustereff no matter what. The fact that people think an ultimate that costs well over 200 ultimate, and typically results in about an 18k-ish shield that is wiped out by 2 prox dets should only hit 4 people (or 6 for that matter) just goes to show the final result of the anti-group hysteria that's fomented on these forums over the past few months. People aren't even being reasonable/serious in what they're asking for, and to me, it doesn't even look like they're objectively asking if the changes make sense and keep the skill viable. So long as it appears to be anti group, it seems like for many people it instantly becomes a no-brainer even if it's not a sound idea to begin with.
Too many people willing to cut off their nose to spite their face in the quest to show they're more anti group than the guy next to them.
Barrier is a viable ultimate in small groups and even solo play. Do you think a Leap wich is affected by the regular AoE cap has a larger impact in large groups than small ones? Probably not. I don't think Barrier's cap should be higher than the AoE cap on attack skills. The only reasonable argument for a cap as high as 12 that I saw so far, was to not affect PvE.
TTK is already artificially increased for the resource management most players have now. Maybe it's the fact that damage builds for trains have to care less about survivability and sustain, so they are killed easily when you manage to get a burst off, without having it absorbed by a Barrier. Could also lead one to believe the stats needed to break an 18k damage shield on 24 players with 2 detonations are normal.
I don't want to be an a** since it appears to me you truly believe what you are writing. But please, think your arguments through. You come up with stuff like the changes will reduce TTK, but appearantly refuse to think of strategies to take keeps with these proposed changes. Note strategies, not tactics. Large random zergs and their mentality would also be less of a problem if those who could wipe them wouldn't construct zergballs themselves to fight each other (beause it's the same mentality to bring more numbers until it works).
Im not going to get into most of that, but quickly: it's extremely easy to construct a build that hits really hard with a Prox Det but also has solid sustain. I have healers in my raid, responsible for tanking, sustaining through CCs and keeping the group alive who run prox dets that hit for 70-80% of a decent barrier. You don't have to sacrifice much to get a good prox det. Most raid groups build for sustain more than you think, and it's pretty much because more than anyone in the game they know what it feels like to get hit with 10+ Prox Dets and a bunch of Bats/Leaps all at the same time.
Barrier is a viable ultimate in small groups and even solo play. Do you think a Leap wich is affected by the regular AoE cap has a larger impact in large groups than small ones? Probably not. I don't think Barrier's cap should be higher than the AoE cap on attack skills. The only reasonable argument for a cap as high as 12 that I saw so far, was to not affect PvE.
TTK is already artificially increased for the resource management most players have now. Maybe it's the fact that damage builds for trains have to care less about survivability and sustain, so they are killed easily when you manage to get a burst off, without having it absorbed by a Barrier. Could also lead one to believe the stats needed to break an 18k damage shield on 24 players with 2 detonations are normal.
I don't want to be an a** since it appears to me you truly believe what you are writing. But please, think your arguments through. You come up with stuff like the changes will reduce TTK, but appearantly refuse to think of strategies to take keeps with these proposed changes. Note strategies, not tactics. Large random zergs and their mentality would also be less of a problem if those who could wipe them wouldn't construct zergballs themselves to fight each other (beause it's the same mentality to bring more numbers until it works).
My most enjoyable engagements are when you're taking on another group and you keep re-positioning and hitting eachother over the course of minutes, not seconds, until the battle reaches its conclusion. You know what makes that possible? Barrier.
As many have demonstrated thus far in this and other pvp threads, people who don't actually play in large groups think they know everything they need to when they in fact, they're just showing their lack of knowledge in that realm.
The fact that 30k was introduced as the average barrier number just goes to show what happens when people have little experience in large group play talk about it with authority.
You say that the players who could wipe large zergs shouldn't become a 'ball group' to do so - but that's just another demonstration of people saying something because it sounds anti-group when it has little basis in practicality. If you want to kill larger numbers, particularly in a game where many templars can rez someone in literally one second, you need to condense your damage and not stay in one spot. How do you condense? hurr hurr, 'ball'. How do you not stay in one spot? hurr hurr, 'train'. If 12 good players all spread and tried to 1vX against 36+ players in a zerg, how do you think that plays out? Anyone that they do kill will just be rezzed up immediately. You need to be able to kill a lot of players at once so that if you do have the numbers to leave someone behind and stop rezzes, they only need to focus on a single area. If everyone is spread out the entire time, against greater numbers, no way are you keeping the dead players from being rezzed.
The fact that you imply TTK is reasonable or high right now just shows that you either aren't watching keep takes, or are talking about realms of pvp (1v1) that really don't matter much in an RvRvR game. For group v group fights, they're almost always over in 1-4 seconds.
See there is already more posts suggesting barrier is what keeps them alive, and that I feel is the major flaw with barrier.
Forgot to prime your rally, and need that burst heal? RIP. Didn't hit that swallow soul, or forgot to disengage spamming healing ward? RIP.
Groups used to wipe if someone forgot their barrier, now it will much more complex for the sustain fights that are always so fun.
I'm saying 4, while I think its too low for pve purposes, this is an alliance war skill and for pvp purposes, a 20k shield is huge, and only becomes exponentially stronger when it hits multiple people
spenc_cathb16_ESO wrote: »See there is already more posts suggesting barrier is what keeps them alive, and that I feel is the major flaw with barrier.
What the f%&* are shields supposed to do other than keep you alive?Forgot to prime your rally, and need that burst heal? RIP. Didn't hit that swallow soul, or forgot to disengage spamming healing ward? RIP.
Like those would keep you alive in GvG anyways. How do you even believe the crap coming out of your mouth? This would only be applicable to small scale group fights, if anything.Groups used to wipe if someone forgot their barrier, now it will much more complex for the sustain fights that are always so fun.
Have you not realized that with all these changes happening in the same time-frame, that there will be no sustained fights.
My most enjoyable engagements are when you're taking on another group and you keep re-positioning and hitting eachother over the course of minutes, not seconds, until the battle reaches its conclusion. You know what makes that possible? Barrier.
See, here you conclude saying that Barrier is and should remain the only way to have long battles during a Group VS group encounter, which is totally false. There are multiple ways to mitigate damage but as people pointed out in this thread already, most dps running in 20+ men ballgroups focus on very high weapon/spell damage and manage their ressources with not more than 2k recovery, depending on healers 100% to keep them alive.
Again, there are so many different ways to mitigate damage, as a player. It is time to stop running 5k weapon damage builds, depending on barriers and healers and start focusing on self survivability.As many have demonstrated thus far in this and other pvp threads, people who don't actually play in large groups think they know everything they need to when they in fact, they're just showing their lack of knowledge in that realm.
What we also have to keep in mind is that anytime Zenimax comes with a change that will penalize 24men ball groups and make their life harder, guilds running such a group will be the first to come here and complain about it. It doesn't mean what they have to say is the ultimate thruth though and it doesn't mean people who don't run in 24men ballgroups atm have never done it before and are totally clueless of the actual meta and mechanics related to that playstyle.The fact that 30k was introduced as the average barrier number just goes to show what happens when people have little experience in large group play talk about it with authority.
Even with a 20k barrier, it is still an enormous and generous amount of damage absorbed on top of aoe caps, no crits and the fact that you can just pop another one and another one over and over again on players without them being affected by any kind of debuff preventing them to receive a new barrier in a certain time. Ridiculous. No matter if he brought the wrong number or not (30k instead of 20k), the points he brought supporting it were entirely in context and accurate.You say that the players who could wipe large zergs shouldn't become a 'ball group' to do so - but that's just another demonstration of people saying something because it sounds anti-group when it has little basis in practicality. If you want to kill larger numbers, particularly in a game where many templars can rez someone in literally one second, you need to condense your damage and not stay in one spot. How do you condense? hurr hurr, 'ball'. How do you not stay in one spot? hurr hurr, 'train'. If 12 good players all spread and tried to 1vX against 36+ players in a zerg, how do you think that plays out? Anyone that they do kill will just be rezzed up immediately. You need to be able to kill a lot of players at once so that if you do have the numbers to leave someone behind and stop rezzes, they only need to focus on a single area. If everyone is spread out the entire time, against greater numbers, no way are you keeping the dead players from being rezzed.
Always make me laugh when players part of a 24men ball group express their disappointment when they get out numbered and would like ways to deal with that. Dude, I get trained down by your group on a daily basis 20v1 and I don't come here to complain about it and find ways to survive against that. lolThe fact that you imply TTK is reasonable or high right now just shows that you either aren't watching keep takes, or are talking about realms of pvp (1v1) that really don't matter much in an RvRvR game. For group v group fights, they're almost always over in 1-4 seconds.
The reasons why you think the TTK is very low and that fights are so quick is because 24men ballgroups create so much lag as they spam aoes, the server goes above 1200ms and no one can cc break, dodge roll out of bombard, weapon swap, and die immediately as the steel tornadoes surprisingly all register correctly and kill everybody in their path.
With proper server performances, it would be a whole different story.
I'm saying 4, while I think its too low for pve purposes, this is an alliance war skill and for pvp purposes, a 20k shield is huge, and only becomes exponentially stronger when it hits multiple people
Barrier is entirely unnecessary in PvE anyway. Veil and Nova rotations mitigate tons more damage.