That would totally break all 12-man PvE content, unless such a change is done via battlespirit (unlikely).-Make purge self cleanse only
For what? So that the timestop spammers get an extra bonus to magicka regen from the Support skill tree sustain passive, and also extra procs of sets such as Meritorious as a side effect?-Move borrowed time to alliance war skills
Very yes.-Put a cooldown on res once interupted.
20-30% is probably not nearly enough, considering the insane heal stacking going on.-Reduce healing to others by 20%-30% or alternatively incorporate penetration in to healing
That's just the servers being broken AF in general, especially under high load situations.Standardising CC animations and CC breaks is also desperately needed, fear and AOE CCs are far more difficult to break and the inability to consistently CC break them is a huge advantage to 12+ man groups spamming AOEs.
Tbh. Best way to reduce Ballgroups effectiveness is to make some de-buff via battle spirit, that will be applied "while grouped" (only on players with a group) and will scale with the group size. So small scale will not be affected that much, but full group will be. The problem is that playing in a group is... does it has any drawback at all ?Ballgroups with the healing changes are even stronger and they are basically immune to debuffs given all run and spam purge. So these would heavily impede their ability to roll everyone while spamming 2 skills. All of these changes should be in PvP only
-Make purge self cleanse only
-Make rapid regen self heal only
-Move borrowed time to alliance war skills
-Put a cooldown on res once interupted
-Reduce healing to others by 20%-30% or alternatively incorporate penetration in to healing
-Cap max group size at 12
Standardising CC animations and CC breaks is also desperately needed, fear and AOE CCs are far more difficult to break and the inability to consistently CC break them is a huge advantage to 12+ man groups spamming AOEs.
Tommy_The_Gun wrote: »Tbh. Best way to reduce Ballgroups effectiveness is to make some de-buff via battle spirit, that will be applied "while grouped" (only on players with a group) and will scale with the group size. So small scale will not be affected that much, but full group will be. The problem is that playing in a group is... does it has any drawback at all ?Ballgroups with the healing changes are even stronger and they are basically immune to debuffs given all run and spam purge. So these would heavily impede their ability to roll everyone while spamming 2 skills. All of these changes should be in PvP only
-Make purge self cleanse only
-Make rapid regen self heal only
-Move borrowed time to alliance war skills
-Put a cooldown on res once interupted
-Reduce healing to others by 20%-30% or alternatively incorporate penetration in to healing
-Cap max group size at 12
Standardising CC animations and CC breaks is also desperately needed, fear and AOE CCs are far more difficult to break and the inability to consistently CC break them is a huge advantage to 12+ man groups spamming AOEs.
That's why those nerf requests need to be specifically targeted at things that are only useful (and overperforming) in large groups.TequilaFire wrote: »You solo guys keep asking for nerfs that gimp yourselves more than what you perceive as a ball group.
You will never stop players that take the time to learn how to play and synergize.
TequilaFire wrote: »You solo guys keep asking for nerfs that gimp yourselves more than what you perceive as a ball group.
You will never stop players that take the time to learn how to play and synergize.
TequilaFire wrote: »Dude, Cyro is meant to be played grouped, you guys already took BGs away from us.
not due to our ball group being good, you just run 3 negates and counter ulti dump.
Most (not all) ballgroups are a collection of garbage zerglings that have 30k health and rely on the fact that healing is so easy when you mindlessly stack 20 smart auto HOTs and healers simply hold block the moment things don’t look good.
Thank god for the harmony nerf, at least more than 2 people will have to run some actually hard hitting abilities after that.
danthemann5 wrote: »Did they take the ability to go somewhere else and not get farmed out of the game?
They only do what they do because idiots reward their behavior. Stop feeding them and go where they aren't. Problem solved.
TequilaFire wrote: »You solo guys keep asking for nerfs that gimp yourselves more than what you perceive as a ball group.
You will never stop players that take the time to learn how to play and synergize.
Its not actually learning to play and synergise, its literally everyone stacking aoes, spamming purge then ulti dumping in obvious situations. The problem is its not just 18 or 24 peoples shared damage, its their shared healing, and buffs that are broken. I have played in a ball group and easily rolled other ball groups 2-3 times the size, not due to our ball group being good, you just run 3 negates and counter ulti dump. Most (not all) ballgroups are a collection of garbage zerglings that have 30k health and rely on the fact that healing is so easy when you mindlessly stack 20 smart auto HOTs and healers simply hold block the moment things don’t look good. Thank god for the harmony nerf, at least more than 2 people will have to run some actually hard hitting abilities after that.
TequilaFire wrote: »TequilaFire wrote: »You solo guys keep asking for nerfs that gimp yourselves more than what you perceive as a ball group.
You will never stop players that take the time to learn how to play and synergize.
Its not actually learning to play and synergise, its literally everyone stacking aoes, spamming purge then ulti dumping in obvious situations. The problem is its not just 18 or 24 peoples shared damage, its their shared healing, and buffs that are broken. I have played in a ball group and easily rolled other ball groups 2-3 times the size, not due to our ball group being good, you just run 3 negates and counter ulti dump. Most (not all) ballgroups are a collection of garbage zerglings that have 30k health and rely on the fact that healing is so easy when you mindlessly stack 20 smart auto HOTs and healers simply hold block the moment things don’t look good. Thank god for the harmony nerf, at least more than 2 people will have to run some actually hard hitting abilities after that.
You really should try joining a ball group and finding out how wrong you are.
Most good ones are 12 players or less.
What happens is other players follow the ball groups around leeching off their ap so it looks like a zerg.
[Snip]
[Edited for baiting]
danthemann5 wrote: »Did they take the ability to go somewhere else and not get farmed out of the game?
They only do what they do because idiots reward their behavior. Stop feeding them and go where they aren't. Problem solved.
Unfortunately cyrodil rewards resource capture and hold, nothing else. This means ballgroups gating you in spawn as they keep your 2 home keeps to allow someone to push emp leaves little in the way of counter play or many alternatives.
ItsJustHashtag wrote: »
Smh..
I think the only thing you said that came close to making sense was radiating regen.
I will agree this skill needs fixed. Our ball group walks around 10+ stacks of this. I think they need to make it where you can only have 1 stack of this at a time.
If your nerf purge like you want, nobody would run it for any reason. That nerf would just kill the skill all together.
Group size also doesnt matter. lol We do our thing with 10-11 people usually, and we rarely wipe to anyone. Its all coordination.
Putting a cooldown on res would break the game. You already crash, or get stuck in a load screen for 20 mins when you click a keep or tent. Adding a cooldown to res would make more people click on wayshrines, and DC. Maybe if the servers were better this wouldnt be bad.
lastly reducing healing to others is not the answer, it wasnt the answer last time, and we now see it did not really change ball groups, or zergs. All the healing nerf did was hurt small scalers, and solo players. Even if its just a nerf to healing you do to other players, it wouldnt effect ball groups.
There is a reason ball groups do whatever they want in Cyro. They are some of the sweatest players in the game, and they all use what zos gives us to their advantage.
ShadowProc wrote: »Again. Nerf purge Zos. Braindead mechanic. No defense whatsover for it.
Purge not affecting siege weapon dots would be a good start.danthemann5 wrote: »Again. Nerf purge Zos. Braindead mechanic. No defense whatsover for it.
Taleof2Cities wrote: »ShadowProc wrote: »Again. Nerf purge Zos. Braindead mechanic. No defense whatsover for it.
Translation:
"I don't like it when ball groups coordinate individual player-character resources for the group as a whole ... [snip]
ItsJustHashtag wrote: »
No. It’s 100% Cleanse. That’s why every ball group has at least 2 dedicated Cleanse purgers.
Izanagi.Xiiib16_ESO wrote: »I'd love to see a test week where the dev's implemented everything in this thread just to see the tears when pugs couldn't take a single keep due to siege dmg and still get destroyed by groups lol.
Izanagi.Xiiib16_ESO wrote: »I'd love to see a test week where the dev's implemented everything in this thread just to see the tears when pugs couldn't take a single keep due to siege dmg and still get destroyed by groups lol.
Also it's frustrating to see people really think that any random zergs are ball groups these days. Just because they try and use the same mechanics doesn't stop them from being a zerg.ItsJustHashtag wrote: »
No. It’s 100% Cleanse. That’s why every ball group has at least 2 dedicated Cleanse purgers.
We don't btw.
Ballgroups with the healing changes are even stronger and they are basically immune to debuffs given all run and spam purge. So these would heavily impede their ability to roll everyone while spamming 2 skills. All of these changes should be in PvP only
-Make purge self cleanse only
-Make rapid regen self heal only
-Move borrowed time to alliance war skills
-Put a cooldown on res once interupted
-Reduce healing to others by 20%-30% or alternatively incorporate penetration in to healing
-Cap max group size at 12
Standardising CC animations and CC breaks is also desperately needed, fear and AOE CCs are far more difficult to break and the inability to consistently CC break them is a huge advantage to 12+ man groups spamming AOEs.