Nerf earthgore, remove group purge so siege DOTs can happen, add the proxy det damage multiplier to some siege like just DOT trebs and balistas but not oils. Then if people ball up to spam PBAOEs they are prime targets for this.
I like parts of this idea. However, we have all seen what increased DOT damage is like from siege when ZOS messed it up. The short week of play that happened during this nightmare was Siege Wars. Groups never really were able to engage each other Siege simply melted everyone before they could breach a wall or door. Purge is probably not something anyone wants ZOS to mess with. We have seen them in the past mess this up pretty bad including the most recent patch where Efficient Purge was stacking. Purge comes at a cost and a very high cost perhaps re-visting the cost parameters might be in order. Earth Gore is working as intended. I doubt they will do anything to that set.
Thats where I wouldn't want a direct buff to DOT damage so much as making purge at least require a synergy. Scaling up similar to proxy would then just discourage being really balled up like a current destro train does. Could be a smaller radius for its calculations even.
Nerfing heals, destro ult, and other active abilities that the single player could used just does not do anything as far as who has the advantage. It just waters it down for everyone. Earthgore though; is not as powerful alone but in large groups with a bunch of them, it suddenly becomes what Malubeth was on steroids and they nerfed Malubeth.
Only other thing I can think of is diminishing returns on AOEs that are stacked on top of each other. Make it so that AOE healing or damage of the same skill cannot stack and different skills get reduced effect, but that would kill PvE meta so it would have to be in battle spirit
This is all assuming that ZOS does not want these ball groups. Otherwise, I just try to avoid them
Together with some changes to Earthgore, a nerf to rapid manouver is probably the best solution I´ve seen in this thread (no troll). At least add a cooldown to the snare-removal part.
First and probably the hardest is finding the right players willing to run support builds. This is very very difficult because with these 4 to 8 players the group mechanic won't work. Then you have to find the right type of dps players running the correct gear combinations.
Izanagi.Xiiib16_ESO wrote: »vortexman11 wrote: »Izanagi.Xiiib16_ESO wrote: »Tommy_The_Gun wrote: »Wait a second...Izanagi.Xiiib16_ESO wrote: »Tommy_The_Gun wrote: »I agree with OP - at least to some point. ZOS seems to acknowledge that the problem exists as they nerfed destro ulti in a previous patch. However - it did not solved the problem. Why ? Well, that is because a destro ulti itself is not a problem. Sure, you might say that destro ulti has very little counter-play. And that is true. You can not dodge it or block it. The only way is to simply try to stay out of its range and/or out-heal it or (in a 1 v 1 scenario) - kill the caster fast.
The real poblem is a combination of some aspects & factors. Usually destro ulti groups run cc immunity potions and Rapid Maneuver. Add some healers and cc spaming tanks to that group and - there is maybe like... 0.5% counter-play against that. Sorcs have neagate and a well cordinated negates might do the trick. But what if you are not a sorc and dont have a negate magic skill ? Running away is your only option ?!
The point is that people are lazy and will simply always use things that give the best results with least input effort. As far as I remember it was always like this. Before destro ulti there was a meteor spam. There will be always "something" that will be used that way - with the least possible amount of counter-play.
The only way to stop those groups is to simply... Idk discourage zergs in some way instead of rewarding them ? Something like decreased AP gain while grouped ? Idk... on the other hand this might couse a sudden increase of gankers in cyro.. So it is not the best solution.... and I fear that there might be simply - no good solution at all.
Yet again another example of the inability by a large proportion of the player base to separate organised groups in their minds from faction zergs. What do you think will happen if groups are completely removed? I can tell you that if you remove the dangers to stacking I.e coordinated groups ability to take on 3-4x their number cyro will finally become one big train from alessia to BRK and chal to aleswell.
And you will see a huge drop in the proportion of interest in pvp.
Also not in response to your comment but the sentiment that players in groups are there to only support the nbs is funny. For my eyes it's not like this at all. Especially for rapids.
Are you saying that large number of unorganised players (15-20+) are zerg but somehow a large number of organised (grouped players following crown) are not a zerg ?!
Anyway I did not said anything about removing groups. I just pointed out that as far as I know there is simply no drawback in using a group. And as you have metioned well organised groups have ability to take down 3-4x of their numbers...
I don't consider 15-20 players to be a zerg. What constitutes a zerg to me is behaviour not size. For example a faction moving from keep to keep in a line they are zerging towards that objective. An organised group going to another objective and separating from this faction push separates them from this definition imo.
Sure all groups can participate in zerging behaviour but I don't consider them by definition "A zerg" no.
Iza you're arguing against the masses here. You've gotta accept that in alot of people's eyes organized groups are the problem, the devs as well as the majority of the player base don't seem to think outnumbered PvP in any form should be possible. .
Agreed that's why PvP is in the mess it's in. If people who hated organised play hadn't been so influential at the start then I'm sure we would have far better systems and a more fun and populated game. The only thing which can be done now is to try and prevent further deterioration and hope to win over ones and twos
vortexman11 wrote: »Izanagi.Xiiib16_ESO wrote: »Tommy_The_Gun wrote: »Wait a second...Izanagi.Xiiib16_ESO wrote: »Tommy_The_Gun wrote: »I agree with OP - at least to some point. ZOS seems to acknowledge that the problem exists as they nerfed destro ulti in a previous patch. However - it did not solved the problem. Why ? Well, that is because a destro ulti itself is not a problem. Sure, you might say that destro ulti has very little counter-play. And that is true. You can not dodge it or block it. The only way is to simply try to stay out of its range and/or out-heal it or (in a 1 v 1 scenario) - kill the caster fast.
The real poblem is a combination of some aspects & factors. Usually destro ulti groups run cc immunity potions and Rapid Maneuver. Add some healers and cc spaming tanks to that group and - there is maybe like... 0.5% counter-play against that. Sorcs have neagate and a well cordinated negates might do the trick. But what if you are not a sorc and dont have a negate magic skill ? Running away is your only option ?!
The point is that people are lazy and will simply always use things that give the best results with least input effort. As far as I remember it was always like this. Before destro ulti there was a meteor spam. There will be always "something" that will be used that way - with the least possible amount of counter-play.
The only way to stop those groups is to simply... Idk discourage zergs in some way instead of rewarding them ? Something like decreased AP gain while grouped ? Idk... on the other hand this might couse a sudden increase of gankers in cyro.. So it is not the best solution.... and I fear that there might be simply - no good solution at all.
Yet again another example of the inability by a large proportion of the player base to separate organised groups in their minds from faction zergs. What do you think will happen if groups are completely removed? I can tell you that if you remove the dangers to stacking I.e coordinated groups ability to take on 3-4x their number cyro will finally become one big train from alessia to BRK and chal to aleswell.
And you will see a huge drop in the proportion of interest in pvp.
Also not in response to your comment but the sentiment that players in groups are there to only support the nbs is funny. For my eyes it's not like this at all. Especially for rapids.
Are you saying that large number of unorganised players (15-20+) are zerg but somehow a large number of organised (grouped players following crown) are not a zerg ?!
Anyway I did not said anything about removing groups. I just pointed out that as far as I know there is simply no drawback in using a group. And as you have metioned well organised groups have ability to take down 3-4x of their numbers...
I don't consider 15-20 players to be a zerg. What constitutes a zerg to me is behaviour not size. For example a faction moving from keep to keep in a line they are zerging towards that objective. An organised group going to another objective and separating from this faction push separates them from this definition imo.
Sure all groups can participate in zerging behaviour but I don't consider them by definition "A zerg" no.
Iza you're arguing against the masses here. You've gotta accept that in alot of people's eyes organized groups are the problem, the devs as well as the majority of the player base don't seem to think outnumbered PvP in any form should be possible. Reading the forums I often get the sense that people would prefer to see a mindless group of 50 players light attacking their way through a field than coordinated groups going against each other from every faction.
I mean honestly people, what is the thought process behind nerfing rapids? It already drops off of a player the moment a skill is cast forcing a dedicated player into specific builds if a group wants to have it maintained at all times. I agree with the point that a group should have no advantage other than the fact that they have more players, but does this really translate into removing all of the tools necessary to survive when you're getting run down with an entire faction on your tail?
Joy_Division wrote: »vortexman11 wrote: »Izanagi.Xiiib16_ESO wrote: »Tommy_The_Gun wrote: »Wait a second...Izanagi.Xiiib16_ESO wrote: »Tommy_The_Gun wrote: »I agree with OP - at least to some point. ZOS seems to acknowledge that the problem exists as they nerfed destro ulti in a previous patch. However - it did not solved the problem. Why ? Well, that is because a destro ulti itself is not a problem. Sure, you might say that destro ulti has very little counter-play. And that is true. You can not dodge it or block it. The only way is to simply try to stay out of its range and/or out-heal it or (in a 1 v 1 scenario) - kill the caster fast.
The real poblem is a combination of some aspects & factors. Usually destro ulti groups run cc immunity potions and Rapid Maneuver. Add some healers and cc spaming tanks to that group and - there is maybe like... 0.5% counter-play against that. Sorcs have neagate and a well cordinated negates might do the trick. But what if you are not a sorc and dont have a negate magic skill ? Running away is your only option ?!
The point is that people are lazy and will simply always use things that give the best results with least input effort. As far as I remember it was always like this. Before destro ulti there was a meteor spam. There will be always "something" that will be used that way - with the least possible amount of counter-play.
The only way to stop those groups is to simply... Idk discourage zergs in some way instead of rewarding them ? Something like decreased AP gain while grouped ? Idk... on the other hand this might couse a sudden increase of gankers in cyro.. So it is not the best solution.... and I fear that there might be simply - no good solution at all.
Yet again another example of the inability by a large proportion of the player base to separate organised groups in their minds from faction zergs. What do you think will happen if groups are completely removed? I can tell you that if you remove the dangers to stacking I.e coordinated groups ability to take on 3-4x their number cyro will finally become one big train from alessia to BRK and chal to aleswell.
And you will see a huge drop in the proportion of interest in pvp.
Also not in response to your comment but the sentiment that players in groups are there to only support the nbs is funny. For my eyes it's not like this at all. Especially for rapids.
Are you saying that large number of unorganised players (15-20+) are zerg but somehow a large number of organised (grouped players following crown) are not a zerg ?!
Anyway I did not said anything about removing groups. I just pointed out that as far as I know there is simply no drawback in using a group. And as you have metioned well organised groups have ability to take down 3-4x of their numbers...
I don't consider 15-20 players to be a zerg. What constitutes a zerg to me is behaviour not size. For example a faction moving from keep to keep in a line they are zerging towards that objective. An organised group going to another objective and separating from this faction push separates them from this definition imo.
Sure all groups can participate in zerging behaviour but I don't consider them by definition "A zerg" no.
Iza you're arguing against the masses here. You've gotta accept that in alot of people's eyes organized groups are the problem, the devs as well as the majority of the player base don't seem to think outnumbered PvP in any form should be possible. Reading the forums I often get the sense that people would prefer to see a mindless group of 50 players light attacking their way through a field than coordinated groups going against each other from every faction.
I mean honestly people, what is the thought process behind nerfing rapids? It already drops off of a player the moment a skill is cast forcing a dedicated player into specific builds if a group wants to have it maintained at all times. I agree with the point that a group should have no advantage other than the fact that they have more players, but does this really translate into removing all of the tools necessary to survive when you're getting run down with an entire faction on your tail?
Yes, but I think there's more to it. I can't say I have any scientific evidence to support this, but I think "the masses" make a distinction between the sort of strict ball-group stack on crown group that looks and play like bots and a loose group of 24 players who don't run nearly as tight and don't look like ducklings following their mother.
The organized bot like pain trains have always been ridiculously more powerful than groups of comparable sise and dying to them is often just a matter of getting run over by masses using PBAoEs, something that at least doesn't have the perception of being skillful. And the aesthetics, or rather the lack of them, is surely a factor. Perceptions matter; these ball-groups don't seem to have any intricate strategy other than just blobbing together and brute forcing things with AoE skills.
When I'm alone, the absolute last thing I want to see on my way from BRK to SeJ is a ball-group and I'd much rather come across a mindless group of 50 players because there's absolutely nothing I can do against the ball-group whereas against the mindless 50, I can actually kill a few of them and feel like I'm accomplishing something. So, yes, even me as someone who used to ball-group with the best of them, I don't want to see them. The only time I ever wanted to fight or deal with a ball-group was being in another ball-group (which was odd because in that setting, I preferred fighting ball-groups over mindless masses because the competition was better).
The idea of nerfing Rapids comes from the frustrations of fighting those organized ball groups. What good are snares and roots if a ball-group is just going to have 1 member mindless spamming rapids to make them immune to something that counters - effectively - the rest of us peons and puga? Aside from the issue of whether or not it's a good thing for a compelling PvP strategy that to have one person whose sole function is just to spam one button that makes the entire group immune to a fundamental mechanics of roots and snares the rest of us have to suffer and make allowances in our builds. Purge-bot, rapids monkey, it just seems mindless. It's why people don't like it.
Joy_Division wrote: »vortexman11 wrote: »Izanagi.Xiiib16_ESO wrote: »Tommy_The_Gun wrote: »Wait a second...Izanagi.Xiiib16_ESO wrote: »Tommy_The_Gun wrote: »I agree with OP - at least to some point. ZOS seems to acknowledge that the problem exists as they nerfed destro ulti in a previous patch. However - it did not solved the problem. Why ? Well, that is because a destro ulti itself is not a problem. Sure, you might say that destro ulti has very little counter-play. And that is true. You can not dodge it or block it. The only way is to simply try to stay out of its range and/or out-heal it or (in a 1 v 1 scenario) - kill the caster fast.
The real poblem is a combination of some aspects & factors. Usually destro ulti groups run cc immunity potions and Rapid Maneuver. Add some healers and cc spaming tanks to that group and - there is maybe like... 0.5% counter-play against that. Sorcs have neagate and a well cordinated negates might do the trick. But what if you are not a sorc and dont have a negate magic skill ? Running away is your only option ?!
The point is that people are lazy and will simply always use things that give the best results with least input effort. As far as I remember it was always like this. Before destro ulti there was a meteor spam. There will be always "something" that will be used that way - with the least possible amount of counter-play.
The only way to stop those groups is to simply... Idk discourage zergs in some way instead of rewarding them ? Something like decreased AP gain while grouped ? Idk... on the other hand this might couse a sudden increase of gankers in cyro.. So it is not the best solution.... and I fear that there might be simply - no good solution at all.
Yet again another example of the inability by a large proportion of the player base to separate organised groups in their minds from faction zergs. What do you think will happen if groups are completely removed? I can tell you that if you remove the dangers to stacking I.e coordinated groups ability to take on 3-4x their number cyro will finally become one big train from alessia to BRK and chal to aleswell.
And you will see a huge drop in the proportion of interest in pvp.
Also not in response to your comment but the sentiment that players in groups are there to only support the nbs is funny. For my eyes it's not like this at all. Especially for rapids.
Are you saying that large number of unorganised players (15-20+) are zerg but somehow a large number of organised (grouped players following crown) are not a zerg ?!
Anyway I did not said anything about removing groups. I just pointed out that as far as I know there is simply no drawback in using a group. And as you have metioned well organised groups have ability to take down 3-4x of their numbers...
I don't consider 15-20 players to be a zerg. What constitutes a zerg to me is behaviour not size. For example a faction moving from keep to keep in a line they are zerging towards that objective. An organised group going to another objective and separating from this faction push separates them from this definition imo.
Sure all groups can participate in zerging behaviour but I don't consider them by definition "A zerg" no.
Iza you're arguing against the masses here. You've gotta accept that in alot of people's eyes organized groups are the problem, the devs as well as the majority of the player base don't seem to think outnumbered PvP in any form should be possible. Reading the forums I often get the sense that people would prefer to see a mindless group of 50 players light attacking their way through a field than coordinated groups going against each other from every faction.
I mean honestly people, what is the thought process behind nerfing rapids? It already drops off of a player the moment a skill is cast forcing a dedicated player into specific builds if a group wants to have it maintained at all times. I agree with the point that a group should have no advantage other than the fact that they have more players, but does this really translate into removing all of the tools necessary to survive when you're getting run down with an entire faction on your tail?
Yes, but I think there's more to it. I can't say I have any scientific evidence to support this, but I think "the masses" make a distinction between the sort of strict ball-group stack on crown group that looks and play like bots and a loose group of 24 players who don't run nearly as tight and don't look like ducklings following their mother.
The organized bot like pain trains have always been ridiculously more powerful than groups of comparable sise and dying to them is often just a matter of getting run over by masses using PBAoEs, something that at least doesn't have the perception of being skillful. And the aesthetics, or rather the lack of them, is surely a factor. Perceptions matter; these ball-groups don't seem to have any intricate strategy other than just blobbing together and brute forcing things with AoE skills.
When I'm alone, the absolute last thing I want to see on my way from BRK to SeJ is a ball-group and I'd much rather come across a mindless group of 50 players because there's absolutely nothing I can do against the ball-group whereas against the mindless 50, I can actually kill a few of them and feel like I'm accomplishing something. So, yes, even me as someone who used to ball-group with the best of them, I don't want to see them. The only time I ever wanted to fight or deal with a ball-group was being in another ball-group (which was odd because in that setting, I preferred fighting ball-groups over mindless masses because the competition was better).
The idea of nerfing Rapids comes from the frustrations of fighting those organized ball groups. What good are snares and roots if a ball-group is just going to have 1 member mindless spamming rapids to make them immune to something that counters - effectively - the rest of us peons and puga? Aside from the issue of whether or not it's a good thing for a compelling PvP strategy that to have one person whose sole function is just to spam one button that makes the entire group immune to a fundamental mechanics of roots and snares the rest of us have to suffer and make allowances in our builds. Purge-bot, rapids monkey, it just seems mindless. It's why people don't like it.
Autumnhart wrote: »Joy_Division wrote: »vortexman11 wrote: »Izanagi.Xiiib16_ESO wrote: »Tommy_The_Gun wrote: »Wait a second...Izanagi.Xiiib16_ESO wrote: »Tommy_The_Gun wrote: »I agree with OP - at least to some point. ZOS seems to acknowledge that the problem exists as they nerfed destro ulti in a previous patch. However - it did not solved the problem. Why ? Well, that is because a destro ulti itself is not a problem. Sure, you might say that destro ulti has very little counter-play. And that is true. You can not dodge it or block it. The only way is to simply try to stay out of its range and/or out-heal it or (in a 1 v 1 scenario) - kill the caster fast.
The real poblem is a combination of some aspects & factors. Usually destro ulti groups run cc immunity potions and Rapid Maneuver. Add some healers and cc spaming tanks to that group and - there is maybe like... 0.5% counter-play against that. Sorcs have neagate and a well cordinated negates might do the trick. But what if you are not a sorc and dont have a negate magic skill ? Running away is your only option ?!
The point is that people are lazy and will simply always use things that give the best results with least input effort. As far as I remember it was always like this. Before destro ulti there was a meteor spam. There will be always "something" that will be used that way - with the least possible amount of counter-play.
The only way to stop those groups is to simply... Idk discourage zergs in some way instead of rewarding them ? Something like decreased AP gain while grouped ? Idk... on the other hand this might couse a sudden increase of gankers in cyro.. So it is not the best solution.... and I fear that there might be simply - no good solution at all.
Yet again another example of the inability by a large proportion of the player base to separate organised groups in their minds from faction zergs. What do you think will happen if groups are completely removed? I can tell you that if you remove the dangers to stacking I.e coordinated groups ability to take on 3-4x their number cyro will finally become one big train from alessia to BRK and chal to aleswell.
And you will see a huge drop in the proportion of interest in pvp.
Also not in response to your comment but the sentiment that players in groups are there to only support the nbs is funny. For my eyes it's not like this at all. Especially for rapids.
Are you saying that large number of unorganised players (15-20+) are zerg but somehow a large number of organised (grouped players following crown) are not a zerg ?!
Anyway I did not said anything about removing groups. I just pointed out that as far as I know there is simply no drawback in using a group. And as you have metioned well organised groups have ability to take down 3-4x of their numbers...
I don't consider 15-20 players to be a zerg. What constitutes a zerg to me is behaviour not size. For example a faction moving from keep to keep in a line they are zerging towards that objective. An organised group going to another objective and separating from this faction push separates them from this definition imo.
Sure all groups can participate in zerging behaviour but I don't consider them by definition "A zerg" no.
Iza you're arguing against the masses here. You've gotta accept that in alot of people's eyes organized groups are the problem, the devs as well as the majority of the player base don't seem to think outnumbered PvP in any form should be possible. Reading the forums I often get the sense that people would prefer to see a mindless group of 50 players light attacking their way through a field than coordinated groups going against each other from every faction.
I mean honestly people, what is the thought process behind nerfing rapids? It already drops off of a player the moment a skill is cast forcing a dedicated player into specific builds if a group wants to have it maintained at all times. I agree with the point that a group should have no advantage other than the fact that they have more players, but does this really translate into removing all of the tools necessary to survive when you're getting run down with an entire faction on your tail?
Yes, but I think there's more to it. I can't say I have any scientific evidence to support this, but I think "the masses" make a distinction between the sort of strict ball-group stack on crown group that looks and play like bots and a loose group of 24 players who don't run nearly as tight and don't look like ducklings following their mother.
The organized bot like pain trains have always been ridiculously more powerful than groups of comparable sise and dying to them is often just a matter of getting run over by masses using PBAoEs, something that at least doesn't have the perception of being skillful. And the aesthetics, or rather the lack of them, is surely a factor. Perceptions matter; these ball-groups don't seem to have any intricate strategy other than just blobbing together and brute forcing things with AoE skills.
When I'm alone, the absolute last thing I want to see on my way from BRK to SeJ is a ball-group and I'd much rather come across a mindless group of 50 players because there's absolutely nothing I can do against the ball-group whereas against the mindless 50, I can actually kill a few of them and feel like I'm accomplishing something. So, yes, even me as someone who used to ball-group with the best of them, I don't want to see them. The only time I ever wanted to fight or deal with a ball-group was being in another ball-group (which was odd because in that setting, I preferred fighting ball-groups over mindless masses because the competition was better).
The idea of nerfing Rapids comes from the frustrations of fighting those organized ball groups. What good are snares and roots if a ball-group is just going to have 1 member mindless spamming rapids to make them immune to something that counters - effectively - the rest of us peons and puga? Aside from the issue of whether or not it's a good thing for a compelling PvP strategy that to have one person whose sole function is just to spam one button that makes the entire group immune to a fundamental mechanics of roots and snares the rest of us have to suffer and make allowances in our builds. Purge-bot, rapids monkey, it just seems mindless. It's why people don't like it.
Yes. I'm not going to condemn people for using the most effective tactics available to them, but I can understand calls for something to be changed that would make running wrecking balls more trouble than they're worth. They are hands down the most boring iteration of PVP in ESO, but un-ignorable and unavoidable for those who care about playing the map.
But whether that playstyle is a factor in sucking the fun and life out of Cyrodiil is moot. Cyrodiil is in trouble because the game is pervasively buggy, and because the PVP population has bottomed out. If hyper-specialized ball groups disappeared today, Cyro would still be in trouble. Whatever we build on a shaky foundation will be shaky.
usmcjdking wrote: »@Anazasi At no point should anyone be asked or guilt-shamed into playing a game a different way than they would like to. Which is precisely what you are doing.
This thread is focused on what is empowering Destruction Staff Ultimate/Devouring Swarm/Batpulsing/Batnados groups. Any direct information that is discussing the type of warhead/payload in use when the issue is really the delivery system. The way the Destruction Staff Ultimate is best delivered to it's target simply has too little or no counterplay. Permanent snare/root immunity, constant purging, automated safety heals in the form of Earthgore, intentional abuse of AOE caps...
All of this leads to a group that takes a tremendous amount of faction effort to kill. From Taran's point of view, what this ends up leading to is that, frankly speaking...no one wants to fight that cheese ***. When the only legitimate counter is to simply not engage and, you know, PVP, then why bother? There will be some players who enjoy trying to dance around a powerball group and seeing if they can get clutch pickoffs (myself included), but most players don't care to try that and I don't blame them. Taran has a valid point. If you make things too easy for yourself you run the risk of not getting decent fights.
Conversely, @vortexman11 @Izanagi.Xiiib16_ESO have a very valid argument. Literally anyone can accomplish this and stomp as hard as they stomp. There is no supernatural force stopping anyone from prepping, training, equipping and applying their group principles in their own group. They both argue that calling for nerfs due to people's unwillingness to adapt in not an appropriate method of advising gameplay changes. Absolutely valid. Why should they be punished when anyone is capable of accomplishing it? If you make things unnecessarily difficult for yourself because you won't get with the program, don't be surprised that PVP becomes unecessarily difficult because of your unwillingness to get with the *** program.
Unfortunately, neither argument actually adresses the other - they are parallels. Any attempt would fall on deaf ears as can readily be witnessed in this thread.
usmcjdking wrote: »@Anazasi At no point should anyone be asked or guilt-shamed into playing a game a different way than they would like to. Which is precisely what you are doing.
This thread is focused on what is empowering Destruction Staff Ultimate/Devouring Swarm/Batpulsing/Batnados groups. Any direct information that is discussing the type of warhead/payload in use when the issue is really the delivery system. The way the Destruction Staff Ultimate is best delivered to it's target simply has too little or no counterplay. Permanent snare/root immunity, constant purging, automated safety heals in the form of Earthgore, intentional abuse of AOE caps...
All of this leads to a group that takes a tremendous amount of faction effort to kill. From Taran's point of view, what this ends up leading to is that, frankly speaking...no one wants to fight that cheese ***. When the only legitimate counter is to simply not engage and, you know, PVP, then why bother? There will be some players who enjoy trying to dance around a powerball group and seeing if they can get clutch pickoffs (myself included), but most players don't care to try that and I don't blame them. Taran has a valid point. If you make things too easy for yourself you run the risk of not getting decent fights.
Conversely, @vortexman11 @Izanagi.Xiiib16_ESO have a very valid argument. Literally anyone can accomplish this and stomp as hard as they stomp. There is no supernatural force stopping anyone from prepping, training, equipping and applying their group principles in their own group. They both argue that calling for nerfs due to people's unwillingness to adapt in not an appropriate method of advising gameplay changes. Absolutely valid. Why should they be punished when anyone is capable of accomplishing it? If you make things unnecessarily difficult for yourself because you won't get with the program, don't be surprised that PVP becomes unecessarily difficult because of your unwillingness to get with the *** program.
Unfortunately, neither argument actually adresses the other - they are parallels. Any attempt would fall on deaf ears as can readily be witnessed in this thread.
Izanagi.Xiiib16_ESO wrote: »
@Joy_Division
you say "I think "the masses" make a distinction between the sort of strict ball-group stack on crown group that looks and play like bots and a loose group of 24 players who don't run nearly as tight"
Yes they likely do whilst sitting in their 40m faction zerg, they likely think of 1 as a threat and one as just 'food'. Does this make it wrong to play well and in a coordinated mannor? no of course not.
You could ask where is the skill from playing in such a group. I'd volunteer the fact that if it was easily achievable the majority of the player-base would do it because it is effective.
Therefor it is completely clear, to anyone who chooses to actually apply some analytical thought to the situation imo, that it is harder to play in a group in that manor then it is to zerg from keep to keep.
The answer when you see a group you would like to kill is to make a group of your own, play with other people, socialise and coordinate, it is after all an MMO for a reason. If you want to play solo then pick off people to the sides or wait for a more appropriate fight, there are always un-groupped players around the front lines to fight.
Additionally there have been hundereds of posts listing "how to kill a group" its honestly really easy with little investment. The majority of groups don't even take much to stop them these days unfortunately.
Guilds and guild groups are the lifeblood of pvp, its what keeps the majority of the dedicated players logging into the game, daily or weekly just for raid nights or more. You saw how empty the map feels when certain guilds stop playing for one faction. That isn't a coincidence its because their players don't have a reason to participate any more.
The root of the problem is people asking for nerfs without even understanding the mechanics that empower groups. For example the fact that people still think that groups stack to get an advantage bc of aoe caps is hilarious.
If you don't understand how a car works, don't try to repair it. You will just break it.
The root of the problem is people asking for nerfs without even understanding the mechanics that empower groups. For example the fact that people still think that groups stack to get an advantage bc of aoe caps is hilarious.
If you don't understand how a car works, don't try to repair it. You will just break it.
The root of the problem is people asking for nerfs without even understanding the mechanics that empower groups. For example the fact that people still think that groups stack to get an advantage bc of aoe caps is hilarious.
If you don't understand how a car works, don't try to repair it. You will just break it.
The root of the problem is people asking for nerfs without even understanding the mechanics that empower groups. For example the fact that people still think that groups stack to get an advantage bc of aoe caps is hilarious.
If you don't understand how a car works, don't try to repair it. You will just break it.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
The root of the problem is people asking for nerfs without even understanding the mechanics that empower groups. For example the fact that people still think that groups stack to get an advantage bc of aoe caps is hilarious.
If you don't understand how a car works, don't try to repair it. You will just break it.
People might not stack just to get the aoe caps advantage, but that doesn't mean that advantage isn't there, it still gives stacked big groups a unfair buff beyond the advantage of already having more numbers. Aoe caps naturally encourages stacking and outnumbering.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
IxSTALKERxI wrote: »Actually I always thought it'd be cool if eye of the storm was like a ring or a donut that did damage around the caster but not in the center of the AoE where the caster is located. Probs wouldn't change anything but it would be more creative and cool.
NightbladeMechanics wrote: »What would happen to large scale if, overnight, Earthgore and Negate no longer removed ground-places ults of any kind? The commonality in large scale all through this meta has been using Negate + un-negateable damage and healing effects.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Izanagi.Xiiib16_ESO wrote: »What is boring is one blob of faction vs another blob of faction outside of chal for 2h because there are no groups to push in or out. The lag which comes from that fight is terrible and its not the 'groups' causing it. its the "Mindless" pug masses who complain that 'groups are so boring and unskilled' which are causing it.
Izanagi.Xiiib16_ESO wrote: »Guilds and guild groups are the lifeblood of pvp, its what keeps the majority of the dedicated players logging into the game, daily or weekly just for raid nights or more. You saw how empty the map feels when certain guilds stop playing for one faction. That isn't a coincidence its because their players don't have a reason to participate any more.
Alright. What "point" exactly do you think you made? Just because you use some numbers (that are wrong btw) doesn't mean you suddenly have an argument.The root of the problem is people asking for nerfs without even understanding the mechanics that empower groups. For example the fact that people still think that groups stack to get an advantage bc of aoe caps is hilarious.
If you don't understand how a car works, don't try to repair it. You will just break it.
Whether you like to admit it or not, larger groups do benefit from AoE caps more than smaller groups. And perhaps if those caps were removed, more larger groups would split into smaller groups and play other areas of the map.
But the fact remains that there is an advantage in stacking because anything over 6 players takes 50% less damage. And anything over 30 players takes 25% less damage. That's just a coding/mathematical fact of this game. But see, I can use numbers to actually make a point. Whereas you have to crutch on a crappy analogy to try and make yours.