VaranisArano wrote: »I find it funny that many people assume that this will be the change that breaks the organized raids.
We heard the same thing about AOE caps, removing AOE caps, the siege buffs, and plenty of other PVP changes.
Teamwork, good communication, cohesive movement, and coordinated casting will continue to dominate Cyrodiil. That's pretty much what Cyrodiil was designed for and that wont change.
This rapids change somewhat closes the gap between coordinated small groups and organized raids, which is a good thing. We all knew the overall speed nerf was a mistake that made speed the sole providence of large raids - ZOS has now removed speed in combat for everyone. (Which is enough to make me wonder why ZOS wants to slow combat down.)
But slowing down combat just means that large organized raids have to work harder to stick together. Its far from the end as long as those raids adapt like they have for every other major PVP change. Large organized groups can still adapt to dealing with more CCs and still protect their vulnerable members while moving better than any other group in PVP.
The people who will lose out the most are the semi-organized PUG raids or groups with poor communication. They will be easier to pull apart and take down in pieces.
In short, this is a major buff for organized small groups vs large organized groups (reversing the previous speed nerf which devastated organized small groups vs large groups), and a buff for any organized group vs disorganized groups (as usual.)
Girl_Number8 wrote: »If they're good players they'll adapt and continue to farm zerglings. If their entire ability to be a good player rested on one skill, I'd personally question if they were good players.I am actually surprised it took thing long TBH.
I guess ball groups need more purge spam now.
Yes. Let’s punish ball groups for farming zerglings because they can’t fight back due to their lack of skill and coordination... welcome to the age where being a good player gets you punished while being rewarded for being trash
Good players are leaving and zerglings are the majority by all the nerfs not this one in the least. I think Zos needs to 'adapt' their business model and focus on performance and making ESO a great game again.
Here's to hoping.
Good players were leaving because changes like this weren't being made. As I understand it a lot of good players are finally getting excited again.shaielzafine wrote: »Ball groups will still win over disorganized pugs / solo players / small man groups. Rapids is one of the reasons ball groups dominate, but the coordinated ulti dumps is a bigger deal than the rapids. The rapids monkey will have less utility than before, and will need to watch the healers and slowpokes in group getting left behind. Stamsorc spamming rapids + negates will now want extra purge spammer buddies (built for mag recovery, and different from the high magicka healer support build). The CCs, AOEs, siege and snares will still be spammed like before.
Ult dumps suck but game performance will they can be avoided. This is one of the harder things for new players to learn imo. Analyzing the movement of coordinated groups and learning to watch the telltale signs that an ultimate dump is coming, and taking the appropriate action before and during to avoid being one shotted. And of course and organized group of equal or even lesser numbers should be able to beat a disorganized pug and obviously solo players and smaller groups. No one in all of ESO PvP is saying that organized groups shouldn't or don't have the rightful advantage that comes with numbers and coordination. The people crying about this nerf are basically just people who need to l2p.
I don't give a fig for PVP these days, but the designers seem to have a weird obsession with making the game slow as molasses. It has infected pve as well with expedition nerfs. Find another way to balance things that doesn't kill the flow and maybe try something other than nerfs for once in your careers.
Just curious: is there anything that removes/counters snares now? Asking as a dual wield PVE player. Would be interesting if the snare effect was reduced, or if the effect ended once the caster is killed. Snares can be annoying (I didn't say difficult, just annoying) as I'm sometimes constantly snared while soloing dolmens etc.
I am actually surprised it took thing long TBH.
I guess ball groups need more purge spam now.
Yes. Let’s punish ball groups for farming zerglings because they can’t fight back due to their lack of skill and coordination... welcome to the age where being a good player gets you punished while being rewarded for being trash
To be fair, if we're going to be real about this...
I don't see ball groups fighting zergs hardly ever. What I do see, however, is ball groups jumping on solo players and smaller groups that they outnumber.
https://www.youtube.com/watch?v=lq4GAlETlSAMoonsorrow wrote: »The rapids spammer for each of these ball groups will have to find a new job.
I’m very happy with these changes as it promotes skillful play on an individual basis - something the top tier PvP groups have already been doing for a long time.
It is just not this, it is the whole concept of less choices on how to play.
Example, on Cyrodiil could make 12 people ball group efficiently and go against the 50+ alliance zergs with smart play and yes, Rapids being "spammed".. now, not that much can do with same efficiency. So those same 12 people might as well join the alliance stack to make it 62+ in size instead of 50+. What was the benefit?
I mean, we small scalers got our speed taken out.. should we be happy when everyone else got also nerfed?
Honestly sometimes i am amazed by this community and how it does see things.
Ash_In_My_Sujamma wrote: »Just curious: is there anything that removes/counters snares now? Asking as a dual wield PVE player. Would be interesting if the snare effect was reduced, or if the effect ended once the caster is killed. Snares can be annoying (I didn't say difficult, just annoying) as I'm sometimes constantly snared while soloing dolmens etc.
Cleances, shuffle, momentum. There are also sets that grants you boons while snared or rooted.
If they're good players they'll adapt and continue to farm zerglings. If their entire ability to be a good player rested on one skill, I'd personally question if they were good players.I am actually surprised it took thing long TBH.
I guess ball groups need more purge spam now.
Yes. Let’s punish ball groups for farming zerglings because they can’t fight back due to their lack of skill and coordination... welcome to the age where being a good player gets you punished while being rewarded for being trash
Mariusghost84 wrote: »What is a ball group?
I am actually surprised it took thing long TBH.
I guess ball groups need more purge spam now.
Yes. Let’s punish ball groups for farming zerglings because they can’t fight back due to their lack of skill and coordination... welcome to the age where being a good player gets you punished while being rewarded for being trash
VaranisArano wrote: »Mariusghost84 wrote: »What is a ball group?
A ball group is a organized raid that runs tightly together so that they resemble a ball of players. Typically, they are in voice comms, follow a leader "crown", and coordinate their builds, tactics, skills and ultimate drops.
Okay so let’s remove the only good source of snare and root immunity but do nothing to address how snares and roots are so easily spammed with no cooldown whatsoever ever? Is this a joke? Does zos want this game to be everyone going slow af and permanently snared/rooted?????
This snare and root meta will now be even worse since there’s still a bunch of pugs spamming roots and snares with 0 drawback whatsoever
InvictusApollo wrote: »Retreating Manouver was the only escape ability for non vampire templar in pvp. Either give templar an escape ability or give a "Mortal's Mask" skin that will hide vampirism.
TheRealSniker wrote: »Great change, love the patch so far
InvictusApollo wrote: »Retreating Manouver was the only escape ability for non vampire templar in pvp. Either give templar an escape ability or give a "Mortal's Mask" skin that will hide vampirism.
What templar is running rapids? If their is one, they are as good as dead anyway cause they are going to be out of resources unable to break free or block to heal. Probably doing that templar a favor to have them learn to use something else and save their stam pool.