Nerf purge, make it single target = no more ball groups.
But zos cant read their data. It has been 5 years, but the most OP ability in PvP has remained untouched.
Tbh. The only way this can be achieved is to either add some skills / sets that have "you and your group" - but the opposite, those will be working better when solo. Just like purge has a cost & "Cleanse yourself and your group" - meaning that it is very useful & cheap in a group (as cost per player is low), but is kinda useless and way to expensive to run when solo.Joinovikova wrote: »what we need masive counter skill for ball idiots
Izanagi.Xiiib16_ESO wrote: »Nerf purge, make it single target = no more ball groups.
But zos cant read their data. It has been 5 years, but the most OP ability in PvP has remained untouched.
If purge was single target groups will still exist and function completely fine.
From ZOS's post 'ball groups' are not the problem causing lag it's the faction stacks and 24m zerg groups. Hence why they 'liked the behaviour changes' when they reduced groups to 12. (most good groups run 8-12 already).
Izanagi.Xiiib16_ESO wrote: »Nerf purge, make it single target = no more ball groups.
But zos cant read their data. It has been 5 years, but the most OP ability in PvP has remained untouched.
If purge was single target groups will still exist and function completely fine.
From ZOS's post 'ball groups' are not the problem causing lag it's the faction stacks and 24m zerg groups. Hence why they 'liked the behaviour changes' when they reduced groups to 12. (most good groups run 8-12 already).
Izanagi.Xiiib16_ESO wrote: »Nerf purge, make it single target = no more ball groups.
But zos cant read their data. It has been 5 years, but the most OP ability in PvP has remained untouched.
If purge was single target groups will still exist and function completely fine.
From ZOS's post 'ball groups' are not the problem causing lag it's the faction stacks and 24m zerg groups. Hence why they 'liked the behaviour changes' when they reduced groups to 12. (most good groups run 8-12 already).
You sure? They won't function at all. Here is why:
1) Negative CC Effects won't be instantly cleared from the entire group by clicking 1 button.
2) AoE Dots wont be instantly cleared from the entire group by clicking 1 button.
3) Same goes for siege, making siege actually work against a Ball Group.
The ability is too strong and only favors the ball groups. Nothing else. There is only so much damage the group can outheal. They wouldn't even outheal 3 oils poured on them if it wasn't for Purge actually making that useless.
@ZOS_GinaBruno should i collect the data myself using addons and video footage to confirm to your Data/PvP analysts that the ability has been overperforming and is the cause of lag?
We didnt have lag due to tests NOT because people were not spamming abilities. We didnt have lag because there were no ball groups. Ball groups exist only because Purge allows them to. Well, yeah, there were ball groups - but they died to randoms using aoe dots and siege, which is the way it should be - punished for being out of position.
Izanagi.Xiiib16_ESO wrote: »Nerf purge, make it single target = no more ball groups.
But zos cant read their data. It has been 5 years, but the most OP ability in PvP has remained untouched.
If purge was single target groups will still exist and function completely fine.
From ZOS's post 'ball groups' are not the problem causing lag it's the faction stacks and 24m zerg groups. Hence why they 'liked the behaviour changes' when they reduced groups to 12. (most good groups run 8-12 already).
You sure? They won't function at all. Here is why:
1) Negative CC Effects won't be instantly cleared from the entire group by clicking 1 button.
2) AoE Dots wont be instantly cleared from the entire group by clicking 1 button.
3) Same goes for siege, making siege actually work against a Ball Group.
The ability is too strong and only favors the ball groups. Nothing else. There is only so much damage the group can outheal. They wouldn't even outheal 3 oils poured on them if it wasn't for Purge actually making that useless.
@ZOS_GinaBruno should i collect the data myself using addons and video footage to confirm to your Data/PvP analysts that the ability has been overperforming and is the cause of lag?
We didnt have lag due to tests NOT because people were not spamming abilities. We didnt have lag because there were no ball groups. Ball groups exist only because Purge allows them to. Well, yeah, there were ball groups - but they died to randoms using aoe dots and siege, which is the way it should be - punished for being out of position.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Nerf purge, make it single target = no more ball groups.
But zos cant read their data. It has been 5 years, but the most OP ability in PvP has remained untouched.
If purge was single target groups will still exist and function completely fine.
From ZOS's post 'ball groups' are not the problem causing lag it's the faction stacks and 24m zerg groups. Hence why they 'liked the behaviour changes' when they reduced groups to 12. (most good groups run 8-12 already).
You sure? They won't function at all. Here is why:
1) Negative CC Effects won't be instantly cleared from the entire group by clicking 1 button.
2) AoE Dots wont be instantly cleared from the entire group by clicking 1 button.
3) Same goes for siege, making siege actually work against a Ball Group.
The ability is too strong and only favors the ball groups. Nothing else. There is only so much damage the group can outheal. They wouldn't even outheal 3 oils poured on them if it wasn't for Purge actually making that useless.
@ZOS_GinaBruno should i collect the data myself using addons and video footage to confirm to your Data/PvP analysts that the ability has been overperforming and is the cause of lag?
We didnt have lag due to tests NOT because people were not spamming abilities. We didnt have lag because there were no ball groups. Ball groups exist only because Purge allows them to. Well, yeah, there were ball groups - but they died to randoms using aoe dots and siege, which is the way it should be - punished for being out of position.
You seem to not understand how purge currently works,
per cast it removes 3 debuffs from 6 people. It does not instantly clear all negative effects from an entire 12m group.
The only thing which can do that is a purify synergy (assuming the player is in range of the circle and each player hits it).
Purify has a cooldown of 20 seconds.
In comparison, wardens have a built in purge, one debuff every 5 seconds, Necro's have a self purge (3 effects iirc) and templars have a 3 or 5 effect purge too. There are also various armour sets in the game which provide both self purge and group purge utility.
Hope this helps
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Nerf purge, make it single target = no more ball groups.
But zos cant read their data. It has been 5 years, but the most OP ability in PvP has remained untouched.
If purge was single target groups will still exist and function completely fine.
From ZOS's post 'ball groups' are not the problem causing lag it's the faction stacks and 24m zerg groups. Hence why they 'liked the behaviour changes' when they reduced groups to 12. (most good groups run 8-12 already).
You sure? They won't function at all. Here is why:
1) Negative CC Effects won't be instantly cleared from the entire group by clicking 1 button.
2) AoE Dots wont be instantly cleared from the entire group by clicking 1 button.
3) Same goes for siege, making siege actually work against a Ball Group.
The ability is too strong and only favors the ball groups. Nothing else. There is only so much damage the group can outheal. They wouldn't even outheal 3 oils poured on them if it wasn't for Purge actually making that useless.
@ZOS_GinaBruno should i collect the data myself using addons and video footage to confirm to your Data/PvP analysts that the ability has been overperforming and is the cause of lag?
We didnt have lag due to tests NOT because people were not spamming abilities. We didnt have lag because there were no ball groups. Ball groups exist only because Purge allows them to. Well, yeah, there were ball groups - but they died to randoms using aoe dots and siege, which is the way it should be - punished for being out of position.
You seem to not understand how purge currently works,
per cast it removes 3 debuffs from 6 people. It does not instantly clear all negative effects from an entire 12m group.
The only thing which can do that is a purify synergy (assuming the player is in range of the circle and each player hits it).
Purify has a cooldown of 20 seconds.
In comparison, wardens have a built in purge, one debuff every 5 seconds, Necro's have a self purge (3 effects iirc) and templars have a 3 or 5 effect purge too. There are also various armour sets in the game which provide both self purge and group purge utility.
Hope this helps
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Nerf purge, make it single target = no more ball groups.
But zos cant read their data. It has been 5 years, but the most OP ability in PvP has remained untouched.
If purge was single target groups will still exist and function completely fine.
From ZOS's post 'ball groups' are not the problem causing lag it's the faction stacks and 24m zerg groups. Hence why they 'liked the behaviour changes' when they reduced groups to 12. (most good groups run 8-12 already).
You sure? They won't function at all. Here is why:
1) Negative CC Effects won't be instantly cleared from the entire group by clicking 1 button.
2) AoE Dots wont be instantly cleared from the entire group by clicking 1 button.
3) Same goes for siege, making siege actually work against a Ball Group.
The ability is too strong and only favors the ball groups. Nothing else. There is only so much damage the group can outheal. They wouldn't even outheal 3 oils poured on them if it wasn't for Purge actually making that useless.
@ZOS_GinaBruno should i collect the data myself using addons and video footage to confirm to your Data/PvP analysts that the ability has been overperforming and is the cause of lag?
We didnt have lag due to tests NOT because people were not spamming abilities. We didnt have lag because there were no ball groups. Ball groups exist only because Purge allows them to. Well, yeah, there were ball groups - but they died to randoms using aoe dots and siege, which is the way it should be - punished for being out of position.
You seem to not understand how purge currently works,
per cast it removes 3 debuffs from 6 people. It does not instantly clear all negative effects from an entire 12m group.
The only thing which can do that is a purify synergy (assuming the player is in range of the circle and each player hits it).
Purify has a cooldown of 20 seconds.
In comparison, wardens have a built in purge, one debuff every 5 seconds, Necro's have a self purge (3 effects iirc) and templars have a 3 or 5 effect purge too. There are also various armour sets in the game which provide both self purge and group purge utility.
Hope this helps
Dunning_Kruger wrote: »I haven’t ever been in a ball group but it could be; that whenever you see a “ball group” the reason the server goes bonkers is because ball groups usually show up where there is a fat-ass faction stack Zerg. So maybe you existing in that stack and the stack existing is what makes the lag happen. The ball group showing up is just because they see the AP buffet open. Everyone in that faction stack is spamming abilities too; receiving free rapid regens; spamming siege ; etc. if you really don’t want tight ball groups to exists; then stop zerging. I guarantee if huge Zerg stacks didn’t exist they would break apart into small scale groups. Or I guess enjoy zerging people down 4 to 5 at a time but I doubt that lol.
Dunning_Kruger wrote: »I haven’t ever been in a ball group but it could be; that whenever you see a “ball group” the reason the server goes bonkers is because ball groups usually show up where there is a fat-ass faction stack Zerg. So maybe you existing in that stack and the stack existing is what makes the lag happen. The ball group showing up is just because they see the AP buffet open. Everyone in that faction stack is spamming abilities too; receiving free rapid regens; spamming siege ; etc. if you really don’t want tight ball groups to exists; then stop zerging. I guarantee if huge Zerg stacks didn’t exist they would break apart into small scale groups. Or I guess enjoy zerging people down 4 to 5 at a time but I doubt that lol.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Nerf purge, make it single target = no more ball groups.
But zos cant read their data. It has been 5 years, but the most OP ability in PvP has remained untouched.
If purge was single target groups will still exist and function completely fine.
From ZOS's post 'ball groups' are not the problem causing lag it's the faction stacks and 24m zerg groups. Hence why they 'liked the behaviour changes' when they reduced groups to 12. (most good groups run 8-12 already).
You sure? They won't function at all. Here is why:
1) Negative CC Effects won't be instantly cleared from the entire group by clicking 1 button.
2) AoE Dots wont be instantly cleared from the entire group by clicking 1 button.
3) Same goes for siege, making siege actually work against a Ball Group.
The ability is too strong and only favors the ball groups. Nothing else. There is only so much damage the group can outheal. They wouldn't even outheal 3 oils poured on them if it wasn't for Purge actually making that useless.
@ZOS_GinaBruno should i collect the data myself using addons and video footage to confirm to your Data/PvP analysts that the ability has been overperforming and is the cause of lag?
We didnt have lag due to tests NOT because people were not spamming abilities. We didnt have lag because there were no ball groups. Ball groups exist only because Purge allows them to. Well, yeah, there were ball groups - but they died to randoms using aoe dots and siege, which is the way it should be - punished for being out of position.
You seem to not understand how purge currently works,
per cast it removes 3 debuffs from 6 people. It does not instantly clear all negative effects from an entire 12m group.
The only thing which can do that is a purify synergy (assuming the player is in range of the circle and each player hits it).
Purify has a cooldown of 20 seconds.
In comparison, wardens have a built in purge, one debuff every 5 seconds, Necro's have a self purge (3 effects iirc) and templars have a 3 or 5 effect purge too. There are also various armour sets in the game which provide both self purge and group purge utility.
Hope this helps
12 people clicking that spell each 3 seconds makes the difference, and that is whats happening with every ball group.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Nerf purge, make it single target = no more ball groups.
But zos cant read their data. It has been 5 years, but the most OP ability in PvP has remained untouched.
If purge was single target groups will still exist and function completely fine.
From ZOS's post 'ball groups' are not the problem causing lag it's the faction stacks and 24m zerg groups. Hence why they 'liked the behaviour changes' when they reduced groups to 12. (most good groups run 8-12 already).
You sure? They won't function at all. Here is why:
1) Negative CC Effects won't be instantly cleared from the entire group by clicking 1 button.
2) AoE Dots wont be instantly cleared from the entire group by clicking 1 button.
3) Same goes for siege, making siege actually work against a Ball Group.
The ability is too strong and only favors the ball groups. Nothing else. There is only so much damage the group can outheal. They wouldn't even outheal 3 oils poured on them if it wasn't for Purge actually making that useless.
@ZOS_GinaBruno should i collect the data myself using addons and video footage to confirm to your Data/PvP analysts that the ability has been overperforming and is the cause of lag?
We didnt have lag due to tests NOT because people were not spamming abilities. We didnt have lag because there were no ball groups. Ball groups exist only because Purge allows them to. Well, yeah, there were ball groups - but they died to randoms using aoe dots and siege, which is the way it should be - punished for being out of position.
You seem to not understand how purge currently works,
per cast it removes 3 debuffs from 6 people. It does not instantly clear all negative effects from an entire 12m group.
The only thing which can do that is a purify synergy (assuming the player is in range of the circle and each player hits it).
Purify has a cooldown of 20 seconds.
In comparison, wardens have a built in purge, one debuff every 5 seconds, Necro's have a self purge (3 effects iirc) and templars have a 3 or 5 effect purge too. There are also various armour sets in the game which provide both self purge and group purge utility.
Hope this helps
12 people clicking that spell each 3 seconds makes the difference, and that is whats happening with every ball group.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Nerf purge, make it single target = no more ball groups.
But zos cant read their data. It has been 5 years, but the most OP ability in PvP has remained untouched.
If purge was single target groups will still exist and function completely fine.
From ZOS's post 'ball groups' are not the problem causing lag it's the faction stacks and 24m zerg groups. Hence why they 'liked the behaviour changes' when they reduced groups to 12. (most good groups run 8-12 already).
You sure? They won't function at all. Here is why:
1) Negative CC Effects won't be instantly cleared from the entire group by clicking 1 button.
2) AoE Dots wont be instantly cleared from the entire group by clicking 1 button.
3) Same goes for siege, making siege actually work against a Ball Group.
The ability is too strong and only favors the ball groups. Nothing else. There is only so much damage the group can outheal. They wouldn't even outheal 3 oils poured on them if it wasn't for Purge actually making that useless.
@ZOS_GinaBruno should i collect the data myself using addons and video footage to confirm to your Data/PvP analysts that the ability has been overperforming and is the cause of lag?
We didnt have lag due to tests NOT because people were not spamming abilities. We didnt have lag because there were no ball groups. Ball groups exist only because Purge allows them to. Well, yeah, there were ball groups - but they died to randoms using aoe dots and siege, which is the way it should be - punished for being out of position.
You seem to not understand how purge currently works,
per cast it removes 3 debuffs from 6 people. It does not instantly clear all negative effects from an entire 12m group.
The only thing which can do that is a purify synergy (assuming the player is in range of the circle and each player hits it).
Purify has a cooldown of 20 seconds.
In comparison, wardens have a built in purge, one debuff every 5 seconds, Necro's have a self purge (3 effects iirc) and templars have a 3 or 5 effect purge too. There are also various armour sets in the game which provide both self purge and group purge utility.
Hope this helps
12 people clicking that spell each 3 seconds makes the difference, and that is whats happening with every ball group.
Only support roles in ball groups use purge, around 3 people in a 12 man group usually magsorcs or magnecro. I dont play support role in ball groups so i dont know how to play that but i highly doubt they spam purge all the time. When we go offensive they usually focus on stunning everyone, rooting them, providing synergies and negating/colossus.
Ballblobs existance is a clear proof ESO developers have no idea what they are doing pvp wise.
The very idea of few kids mass overhaeling to the abnormal level simply by stacking 1 skill is absurd in any other competitive mmorpg game, so eso one is a living meme.
Dunning_Kruger wrote: »I haven’t ever been in a ball group but it could be; that whenever you see a “ball group” the reason the server goes bonkers is because ball groups usually show up where there is a fat-ass faction stack Zerg. So maybe you existing in that stack and the stack existing is what makes the lag happen. The ball group showing up is just because they see the AP buffet open. Everyone in that faction stack is spamming abilities too; receiving free rapid regens; spamming siege ; etc. if you really don’t want tight ball groups to exists; then stop zerging. I guarantee if huge Zerg stacks didn’t exist they would break apart into small scale groups. Or I guess enjoy zerging people down 4 to 5 at a time but I doubt that lol.
I don't see the point in blaming players. If the game is incentivising a playstyle that degrades server performance, the rewards for that playstyle need to be adjusted.
Izanagi is right all players in a ballgroup dont spam purge there is no need for that. You can for example use the RdK group tools addon which tells a purger if the group members are seriously debuffed.
Izanagi is right all players in a ballgroup dont spam purge there is no need for that. You can for example use the RdK group tools addon which tells a purger if the group members are seriously debuffed.
I do sometimes wonder if addons such as that aren't a contributing factor with the data they collect. But a friend told me he believes the main culprit is speed -- the game can't keep up with the speed some of these groups are moving at so it freaks out and lags, and the faster group wins.
I have no idea, probably a little bit of everything combined together, along with outdated servers.