Just add a new Battlespirit Debuff, for every player that is within 5 metres of you, you lose 5% of your hp.
MaximillianDiE wrote: »Just bring back ground oils. With no aoe cap that would be the bomb
Someone somewhere has suggested a change to inevitable detonation that i rather like:
ID no longer triggers when purged/cannot be purged (so it always blows up after 4 seconds).
ID does zero damage if there are less than X players in it's radius when it goes off.
However if there are more than X players, it simply instantly kills all enemies in the explosion radius.
X (and radius) can be adjusted for balance.
That should make them spread out
Someone somewhere has suggested a change to inevitable detonation that i rather like:
ID no longer triggers when purged/cannot be purged (so it always blows up after 4 seconds).
ID does zero damage if there are less than X players in it's radius when it goes off.
However if there are more than X players, it simply instantly kills all enemies in the explosion radius.
X (and radius) can be adjusted for balance.
That should make them spread out
I've thought something similar a while ago.
Inevitable detonation, if attempted to be purged it explodes/ spreads to enemies hit. Doesn't affect Pve/ not effective on smaller groups. If needed shrink the range of the detonation.
Someone somewhere has suggested a change to inevitable detonation that i rather like:
ID no longer triggers when purged/cannot be purged (so it always blows up after 4 seconds).
ID does zero damage if there are less than X players in it's radius when it goes off.
However if there are more than X players, it simply instantly kills all enemies in the explosion radius.
X (and radius) can be adjusted for balance.
That should make them spread out
I've thought something similar a while ago.
Inevitable detonation, if attempted to be purged it explodes/ spreads to enemies hit. Doesn't affect Pve/ not effective on smaller groups. If needed shrink the range of the detonation.
If Inevitable Det didn't have a cast time this actually might work.
Someone somewhere has suggested a change to inevitable detonation that i rather like:
ID no longer triggers when purged/cannot be purged (so it always blows up after 4 seconds).
ID does zero damage if there are less than X players in it's radius when it goes off.
However if there are more than X players, it simply instantly kills all enemies in the explosion radius.
X (and radius) can be adjusted for balance.
That should make them spread out
I've thought something similar a while ago.
Inevitable detonation, if attempted to be purged it explodes/ spreads to enemies hit. Doesn't affect Pve/ not effective on smaller groups. If needed shrink the range of the detonation.
If Inevitable Det didn't have a cast time this actually might work.
And then you realise that organised groups can also spam inev deto on pugs.
Someone somewhere has suggested a change to inevitable detonation that i rather like:
ID no longer triggers when purged/cannot be purged (so it always blows up after 4 seconds).
ID does zero damage if there are less than X players in it's radius when it goes off.
However if there are more than X players, it simply instantly kills all enemies in the explosion radius.
X (and radius) can be adjusted for balance.
That should make them spread out
I've thought something similar a while ago.
Inevitable detonation, if attempted to be purged it explodes/ spreads to enemies hit. Doesn't affect Pve/ not effective on smaller groups. If needed shrink the range of the detonation.
If Inevitable Det didn't have a cast time this actually might work.
And then you realise that organised groups can also spam inev deto on pugs.
Izanagi.Xiiib16_ESO wrote: »The "ranged counter" to ball groups is range itself. You cannot be affected by then if you stay at range (provided you are aware of your surroundings)
If you want to counter a group you need to do it in an organised manner. There should also be some risk to it. I.e. going into their range to kill them.
People should be extremely careful what they wish for with changes like this. Remember that nerfing organised group play is a buff to the unorganised (or organised) mega zergs.
Izanagi.Xiiib16_ESO wrote: »The "ranged counter" to ball groups is range itself. You cannot be affected by then if you stay at range (provided you are aware of your surroundings)
If you want to counter a group you need to do it in an organised manner. There should also be some risk to it. I.e. going into their range to kill them.
People should be extremely careful what they wish for with changes like this. Remember that nerfing organised group play is a buff to the unorganised (or organised) mega zergs.
Balling up is only one form of organized play. There are many ways to organize and use strategy, tactics, intel, deception, etc. that don't include balling up. Balling up and using multiple layers of buffs to create near invincible states needs counters. They shouldn't immediately wreck ball groups, but they should remove the invincible status. That would be the goal as I see it. No one group of players should be invincible.
Sandman929 wrote: »Do these invincible "ball groups" have special limited edition characters or skills to which no one else has access? Are they able to force poor coordination or a lack of desire to cooperate within the ranks of their competitors? That seems unlikely. The real complaint here is that there are groups that coordinate, plan and execute better than others, and the others really don't like it. They want the organized group to lose, but not by doing what's necessary to make themselves win. That's just too boring for them, right? After all, it's just "easy" and they're skilled players, right?
You can change the skills an organized group uses, or create new skills that you think counter tight coordination and consistent execution, but in the end the groups that work well together will use those tools to continue winning and the groups that don't like it will continue looking for the magic bullet to turn their success to failure.
Sandman929 wrote: »Do these invincible "ball groups" have special limited edition characters or skills to which no one else has access? Are they able to force poor coordination or a lack of desire to cooperate within the ranks of their competitors? That seems unlikely. The real complaint here is that there are groups that coordinate, plan and execute better than others, and the others really don't like it. They want the organized group to lose, but not by doing what's necessary to make themselves win. That's just too boring for them, right? After all, it's just "easy" and they're skilled players, right?
You can change the skills an organized group uses, or create new skills that you think counter tight coordination and consistent execution, but in the end the groups that work well together will use those tools to continue winning and the groups that don't like it will continue looking for the magic bullet to turn their success to failure.
...ZOS_GinaBruno wrote: »We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:[*] Not enough effective options to deal damage to clustered groups from afar
[*] Earthgore is too powerful in group vs group battles
[*] Not enough diversity in Ultimate choice
[*] Large groups can have players take on specialized utility roles, reducing counter-play options against them
We’re still talking about what exactly we’ll be doing, but once we have a better idea of the direction we’re taking, we’ll include it in one of the next combat updates.
Izanagi.Xiiib16_ESO wrote: »The "ranged counter" to ball groups is range itself. You cannot be affected by then if you stay at range (provided you are aware of your surroundings)
Sandman929 wrote: »Do these invincible "ball groups" have special limited edition characters or skills to which no one else has access? Are they able to force poor coordination or a lack of desire to cooperate within the ranks of their competitors? That seems unlikely. The real complaint here is that there are groups that coordinate, plan and execute better than others, and the others really don't like it. They want the organized group to lose, but not by doing what's necessary to make themselves win. That's just too boring for them, right? After all, it's just "easy" and they're skilled players, right?
You can change the skills an organized group uses, or create new skills that you think counter tight coordination and consistent execution, but in the end the groups that work well together will use those tools to continue winning and the groups that don't like it will continue looking for the magic bullet to turn their success to failure.
Not really. The real complaint is this:...ZOS_GinaBruno wrote: »We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:[*] Not enough effective options to deal damage to clustered groups from afar
[*] Earthgore is too powerful in group vs group battles
[*] Not enough diversity in Ultimate choice
[*] Large groups can have players take on specialized utility roles, reducing counter-play options against them
We’re still talking about what exactly we’ll be doing, but once we have a better idea of the direction we’re taking, we’ll include it in one of the next combat updates.Izanagi.Xiiib16_ESO wrote: »The "ranged counter" to ball groups is range itself. You cannot be affected by then if you stay at range (provided you are aware of your surroundings)
"Not being affected" is not a counter. If they can ignore you, then you are not countering them in any way.
The-Baconator wrote: »Sandman929 wrote: »Do these invincible "ball groups" have special limited edition characters or skills to which no one else has access? Are they able to force poor coordination or a lack of desire to cooperate within the ranks of their competitors? That seems unlikely. The real complaint here is that there are groups that coordinate, plan and execute better than others, and the others really don't like it. They want the organized group to lose, but not by doing what's necessary to make themselves win. That's just too boring for them, right? After all, it's just "easy" and they're skilled players, right?
You can change the skills an organized group uses, or create new skills that you think counter tight coordination and consistent execution, but in the end the groups that work well together will use those tools to continue winning and the groups that don't like it will continue looking for the magic bullet to turn their success to failure.
Not really. The real complaint is this:...ZOS_GinaBruno wrote: »We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:[*] Not enough effective options to deal damage to clustered groups from afar
[*] Earthgore is too powerful in group vs group battles
[*] Not enough diversity in Ultimate choice
[*] Large groups can have players take on specialized utility roles, reducing counter-play options against them
We’re still talking about what exactly we’ll be doing, but once we have a better idea of the direction we’re taking, we’ll include it in one of the next combat updates.Izanagi.Xiiib16_ESO wrote: »The "ranged counter" to ball groups is range itself. You cannot be affected by then if you stay at range (provided you are aware of your surroundings)
"Not being affected" is not a counter. If they can ignore you, then you are not countering them in any way.
Then what exactly are people requesting?
Sandman929 wrote: »Do these invincible "ball groups" have special limited edition characters or skills to which no one else has access? Are they able to force poor coordination or a lack of desire to cooperate within the ranks of their competitors? That seems unlikely. The real complaint here is that there are groups that coordinate, plan and execute better than others, and the others really don't like it. They want the organized group to lose, but not by doing what's necessary to make themselves win. That's just too boring for them, right? After all, it's just "easy" and they're skilled players, right?
You can change the skills an organized group uses, or create new skills that you think counter tight coordination and consistent execution, but in the end the groups that work well together will use those tools to continue winning and the groups that don't like it will continue looking for the magic bullet to turn their success to failure.
The-Baconator wrote: »Sandman929 wrote: »Do these invincible "ball groups" have special limited edition characters or skills to which no one else has access? Are they able to force poor coordination or a lack of desire to cooperate within the ranks of their competitors? That seems unlikely. The real complaint here is that there are groups that coordinate, plan and execute better than others, and the others really don't like it. They want the organized group to lose, but not by doing what's necessary to make themselves win. That's just too boring for them, right? After all, it's just "easy" and they're skilled players, right?
You can change the skills an organized group uses, or create new skills that you think counter tight coordination and consistent execution, but in the end the groups that work well together will use those tools to continue winning and the groups that don't like it will continue looking for the magic bullet to turn their success to failure.
Not really. The real complaint is this:...ZOS_GinaBruno wrote: »We’re also beginning to look at ways to improve group combat in Cyrodiil, particularly when groups of varying sizes fight each other. Some specific concerns we’ve been looking into include:[*] Not enough effective options to deal damage to clustered groups from afar
[*] Earthgore is too powerful in group vs group battles
[*] Not enough diversity in Ultimate choice
[*] Large groups can have players take on specialized utility roles, reducing counter-play options against them
We’re still talking about what exactly we’ll be doing, but once we have a better idea of the direction we’re taking, we’ll include it in one of the next combat updates.Izanagi.Xiiib16_ESO wrote: »The "ranged counter" to ball groups is range itself. You cannot be affected by then if you stay at range (provided you are aware of your surroundings)
"Not being affected" is not a counter. If they can ignore you, then you are not countering them in any way.
Then what exactly are people requesting? Should small groups or evens single players be able to just press inev det and force an elite ball group composed of some of the best players on their platform that's min maxed to fight large groups to scatter or immediately fall over? Right now I can take 3-4 friends and with minimal effort put in to building to counter groups, having one negate and 2-3 ranged destros, and instantly melt 90% of groups when they are stacked in a choke\flag from range without exposing yourself to their PBAoE damage. The options for ranged AoE damage are there but not quite as reliable or effective as PBAoE in situations that would demand risk on the part of the PBAoE user, as it should be. If you're more interested in seeing ball group game play come to an end than simply adding in the means to deal damage from range, I would worry more about how 99% of worthwhile utility\healing skills in the game demand everyone to be in the same 8x8 space to be effective.