usmcjdking wrote: »Destruction Staff ultimate is not the problem. Why do all these posts appear every 3-4 days? Destruction Staff ultimate can be replaced by 4-5 other skills and have the exact same effect with the exact same posts by the exact same people.
Now lets actually get into ballgroup empowering skills -
Retreating Manuevers.
This skill is the single common theme in every patch of "XYZ ULTI BALL GROUP META".
usmcjdking wrote: »Destruction Staff ultimate is not the problem. Why do all these posts appear every 3-4 days? Destruction Staff ultimate can be replaced by 4-5 other skills and have the exact same effect with the exact same posts by the exact same people.
Now lets actually get into ballgroup empowering skills -
Retreating Manuevers.
This skill is the single common theme in every patch of "XYZ ULTI BALL GROUP META".
While we’re all playing in the dirt, this man is playing 11 dimensional chess in his mind
usmcjdking wrote: »usmcjdking wrote: »Destruction Staff ultimate is not the problem. Why do all these posts appear every 3-4 days? Destruction Staff ultimate can be replaced by 4-5 other skills and have the exact same effect with the exact same posts by the exact same people.
Now lets actually get into ballgroup empowering skills -
Retreating Manuevers.
This skill is the single common theme in every patch of "XYZ ULTI BALL GROUP META".
While we’re all playing in the dirt, this man is playing 11 dimensional chess in his mind
Someone didn't get breastfed this morning.
ishilb14_ESO wrote: »AD is just not very good at faction stacking. In DC, we have faction stacking down to a science, which is why we own Chalman most of the time. Our faction stack is almost impossible for Dracarys 30man zerg to handle.
True, but if you wipe a DC group once or twice you somehow end up fighting 3 guilds that coincidentally all end up at your location at the same time. In most cases large EP groups don’t seem to have quite the same affinity for each other unless you really just drag out a fight.WreckfulAbandon wrote: »ishilb14_ESO wrote: »AD is just not very good at faction stacking. In DC, we have faction stacking down to a science, which is why we own Chalman most of the time. Our faction stack is almost impossible for Dracarys 30man zerg to handle.
Honesty is good.
I just wanted to quote this gem in case it gets edited later in a moment of clarity.
I'll tell you what AD is not good at: exploiting the animosity between DC and EP that usually gives AD a free hand to act. They almost always choose to attack EP though, and guess what, they almost always lose campaign as well.
What's the definition of insanity again?
NobleGuardian wrote: »waiiiittt atlas are you encouraging a rapids nerf before a desto utl nerf....
usmcjdking wrote: »NobleGuardian wrote: »waiiiittt atlas are you encouraging a rapids nerf before a desto utl nerf....
Yes. As long as destro does more damage than bats than it will continue to have it's weekly rage posts. When it's damage drops below that of bats, then bats will just be the preferred AOE ulti used in ball meta - which is what was the case prior to 1T.
As Agrippa touched on - the problem isn't Destro ult. The problem is the reliability of delivering the destro ult to it's intended target. Trying to isolate a Drac/Venatus/Fantasia bomber is nigh impossible because of Retreating Manuevers. The counterplay to high damage glass cannons has always been to interdict them before they can set up their damage. ZOS has decided to remove every method of being able to actually do this with the introduction of an absurdly powerful non-targetted AOE HOT in Earthgore and prevent positioning isolation through repeated application of Retrating Manuevers.
Izanagi.Xiiib16_ESO wrote: »usmcjdking wrote: »NobleGuardian wrote: »waiiiittt atlas are you encouraging a rapids nerf before a desto utl nerf....
Yes. As long as destro does more damage than bats than it will continue to have it's weekly rage posts. When it's damage drops below that of bats, then bats will just be the preferred AOE ulti used in ball meta - which is what was the case prior to 1T.
As Agrippa touched on - the problem isn't Destro ult. The problem is the reliability of delivering the destro ult to it's intended target. Trying to isolate a Drac/Venatus/Fantasia bomber is nigh impossible because of Retreating Manuevers. The counterplay to high damage glass cannons has always been to interdict them before they can set up their damage. ZOS has decided to remove every method of being able to actually do this with the introduction of an absurdly powerful non-targetted AOE HOT in Earthgore and prevent positioning isolation through repeated application of Retrating Manuevers.
Lets say you did this, the bombers targets would also be unable to escape without rapids and the bombers themselves would easily be able to ambush into them.
yet again a change designed to 'hurt groups' would make no difference to them
True, but if you wipe a DC group once or twice you somehow end up fighting 3 guilds that coincidentally all end up at your location at the same time. In most cases large EP groups don’t seem to have quite the same affinity for each other unless you really just drag out a fight.WreckfulAbandon wrote: »ishilb14_ESO wrote: »AD is just not very good at faction stacking. In DC, we have faction stacking down to a science, which is why we own Chalman most of the time. Our faction stack is almost impossible for Dracarys 30man zerg to handle.
Honesty is good.
I just wanted to quote this gem in case it gets edited later in a moment of clarity.
I'll tell you what AD is not good at: exploiting the animosity between DC and EP that usually gives AD a free hand to act. They almost always choose to attack EP though, and guess what, they almost always lose campaign as well.
What's the definition of insanity again?
hmm on the topic of d-ult in particular the main thing I see where its over performing other ults or just in general is how it goes through block. When you compare it to other ults like meteor or bats i think the counter play associated with each ult should be a large portion of the topic.
Back when people just used meteors it was just for that sick burst to line up with det which was a pretty small window and most of that damage could largely be mitted via block or barrier for example (or by seeing the attempt to open that window of opportunity and shutting it before [insert your favorite ball group to hate on] jumped through kappa.)
If Im not mistaken back when bats was prominent it wasn't nearly as devastating as d-ult considering d-ult goes through block and the destro passives associated with it that increases its utility and strength. So with bats you didnt see this insane damage potential that you do now.
So i think the best thing to do is go down the list and point out what the good counters to the previous metas were and see if they can be applied to d-ult. If theres not a reasonable counter then it would appear that thing might be over performing in which case a rework might be necessary.
All that being said I dont care enough to even consider that. i just want the topic to move to what the counter plays are or arent. Trying to change things like general ult cost of all ults, nerfing something out of relevance, or bringing up rapids in a d-ult discussion is the last thing we need.
We just need effective counter play.
Izanagi.Xiiib16_ESO wrote: »Tbh groups should be made stronger in order to encourage more groups to form.
Publius_Scipio wrote: »*Kilandros and his people go to war with Dracarys*
*Bedlam breaks out within the Pact*
*The COVENANT capitalizes on this in Vivec campaign*
*Dominion Knights and other elf tribes send 10,000 to stop the COVENANT at Chalman instead of taking alessia, sejanus, and BRK*
Izanagi.Xiiib16_ESO wrote: »Tbh groups should be made stronger in order to encourage more groups to form.
Nah. No advantages or disadvantages should be conferred based on group status or size. The extra numbers, ultis, ability to accommodate dedicated roles, etc are more than enough of an advantage. Not to mention, lack of groups isn’t an issue rn in PvP, nor is a lack of willingness to participate in zerg play.
Meanwhile, meteor is broken for 2 years + and no one cares.
Last year, it was insta death to fall damage when you were standing on the smallest ledge, now it's 20m rollbacks 5 to 10 seconds after you get hit and going throu block half the time
Agrippa_Invisus wrote: »Meanwhile, meteor is broken for 2 years + and no one cares.
Last year, it was insta death to fall damage when you were standing on the smallest ledge, now it's 20m rollbacks 5 to 10 seconds after you get hit and going throu block half the time
No one is saying Meteor's lag yoyoing shouldn't be fixed.
It's just not what this thread is about.
usmcjdking wrote: »Destruction Staff ultimate is not the problem. Why do all these posts appear every 3-4 days? Destruction Staff ultimate can be replaced by 4-5 other skills and have the exact same effect with the exact same posts by the exact same people.
Now lets actually get into ballgroup empowering skills -
Retreating Manuevers.
This skill is the single common theme in every patch of "XYZ ULTI BALL GROUP META".
usmcjdking wrote: »Destruction Staff ultimate is not the problem. Why do all these posts appear every 3-4 days? Destruction Staff ultimate can be replaced by 4-5 other skills and have the exact same effect with the exact same posts by the exact same people.
Now lets actually get into ballgroup empowering skills -
Retreating Manuevers.
This skill is the single common theme in every patch of "XYZ ULTI BALL GROUP META".
Yeah. Just like it was true before the destro ult.
What's actually buffed ball groups the past few months is the absurdity of Earthgore. It has made the well-executed ball groups practically invincible against anything other than another well-executed ball group or extreme numbers.
I do not like Destro ult gameplay, but I think that nerfing it further without could havre consequences that may not have been considered. For example, it is a counter to block builds and encourages mobility in builds.
What I want to see is PVP to have an active dev lead who has a say in combat design and can be more responsive to gameplay issues in Cyrodiil. ZOS needs to be more agile and iterative in its approach to PVP bugs, balance and gameplay
Impulse Trains
Wall of Element Trains
Steel Tornado Trains
Standard Trains
Destro Trains
etc
One goes away, another rises.
Izanagi.Xiiib16_ESO wrote: »usmcjdking wrote: »NobleGuardian wrote: »waiiiittt atlas are you encouraging a rapids nerf before a desto utl nerf....
Yes. As long as destro does more damage than bats than it will continue to have it's weekly rage posts. When it's damage drops below that of bats, then bats will just be the preferred AOE ulti used in ball meta - which is what was the case prior to 1T.
As Agrippa touched on - the problem isn't Destro ult. The problem is the reliability of delivering the destro ult to it's intended target. Trying to isolate a Drac/Venatus/Fantasia bomber is nigh impossible because of Retreating Manuevers. The counterplay to high damage glass cannons has always been to interdict them before they can set up their damage. ZOS has decided to remove every method of being able to actually do this with the introduction of an absurdly powerful non-targetted AOE HOT in Earthgore and prevent positioning isolation through repeated application of Retrating Manuevers.
Lets say you did this, the bombers targets would also be unable to escape without rapids and the bombers themselves would easily be able to ambush into them.
Izanagi.Xiiib16_ESO wrote: »Tbh groups should be made stronger in order to encourage more groups to form.
Nah. No advantages or disadvantages should be conferred based on group status or size. The extra numbers, ultis, ability to accommodate dedicated roles, etc are more than enough of an advantage. Not to mention, lack of groups isn’t an issue rn in PvP, nor is a lack of willingness to participate in zerg play.
Agreed. The only advantage a bigger group should have is having more people.
ishilb14_ESO wrote: »AD is just not very good at faction stacking. In DC, we have faction stacking down to a science, which is why we own Chalman most of the time. Our faction stack is almost impossible for Dracarys 30man zerg to handle.
Did he really say that? Vile I don't think I've ever seen you all with more than 20 in group. But it's nice to see DC taking pride in something that they can do well.
WreckfulAbandon wrote: »ishilb14_ESO wrote: »AD is just not very good at faction stacking. In DC, we have faction stacking down to a science, which is why we own Chalman most of the time. Our faction stack is almost impossible for Dracarys 30man zerg to handle.
Honesty is good.
I just wanted to quote this gem in case it gets edited later in a moment of clarity.
Publius_Scipio wrote: »*Kilandros and his people go to war with Dracarys*
*Bedlam breaks out within the Pact*
*The COVENANT capitalizes on this in Vivec campaign*
*Dominion Knights and other elf tribes send 10,000 to stop the COVENANT at Chalman instead of taking alessia, sejanus, and BRK*
If I had 10,000 elfs, trust me we would all be under your bed. You all need to stop thinking DK is the zerg guild or group on the campaign. We run 16 to 20 a few nights a week. It's not my fault that DC needs to send double our numbers to kill us. If you don't believe me about group size take a look at the video's.....Theres over 100 on the Tube.
It's very possible that you are confusing Dominant Dominion and Dominion Knights. We are not the same guild although since AD likes to share players many of the DK members run with DD when I'm not leading. In fact there are times when I run with DD especially if i am just wanting to relax and play a support role. But we are not the same, we have different lead styles and group requirements. The most significant DD has multiple raid leads. DK has 1 and that is me. I have pepper if you need it?