Izanagi.Xiiib16_ESO wrote: »@Luckylancer so groups will just run it and kill stacked pugs faster. Ok
Taleof2Cities wrote: »Vicious Death is already in the game, @Luckylancer
Izanagi.Xiiib16_ESO wrote: »@Luckylancer so groups will just run it and kill stacked pugs faster. Ok
I would also add to the discussion that the server tracking who has had the debuff in the past 45 seconds would add to the server load that we are hoping to reduce eventually.
Luckylancer wrote: »I would also add to the discussion that the server tracking who has had the debuff in the past 45 seconds would add to the server load that we are hoping to reduce eventually.
You get it wrong. Enemy will be debuffed when aura procs. Then game will check 9 times to reapply but it wont. Aura will end end debuff will proc once. But this set will proc every second if enemy cast purges.
Sieges, use sieges on them. Scattershot increases their damage taken by 20% meatbag reduces their healing taken.
Luckylancer wrote: »Taleof2Cities wrote: »Vicious Death is already in the game, @Luckylancer
Ball groups run with high hp. When none of them die, VD doesnt work.Izanagi.Xiiib16_ESO wrote: »@Luckylancer so groups will just run it and kill stacked pugs faster. Ok
The classic argument. They should not kill them faster unless they run purge. Only other scenario is someone cast a class purge or warden squid's auto cleanse but this set is not good if it procs once anyways.
Ball groups buff stack and HoT stack. But they cant be debuff stacked nor DoT stacked. OP imo.I would also add to the discussion that the server tracking who has had the debuff in the past 45 seconds would add to the server load that we are hoping to reduce eventually.
You get it wrong. Enemy will be debuffed when aura procs. Then game will check 9 times to reapply but it wont. Aura will end end debuff will proc once. But this set will proc every second if enemy cast purges.
IlCanis_LupuslI wrote: »Sieges, use sieges on them. Scattershot increases their damage taken by 20% meatbag reduces their healing taken.
Siege bubble, every healer in pvp runs it and most likely the ball group will move to fast.
There is no situation where a zerg beats a ball group which is specifically constructed to kill a zerg unless there are overwhelming numbers, a close respawn point and siege present.
While I agree that organizing a rival group is a better solution for the intended playstyles in Cyrodiil, I think its worth considering what's going on with Purge.DjinnAeternam wrote: »How about grouping up and coordinate efforts to face an adversary group?
I really don't understand all this fixation about purge.
Tommy_The_Gun wrote: »
Imho. The only way you could make some kind of counter without empowering groups is to simply make a condition "This effect works only when you are ungrouped in PvP zone" or something like that.
A sorcs Negate just enough to make balls wipeable - or make them running, at least.
Sorcs, please slot it at prime-time, when most balls are on.
Why there are not more classes with such a nice skill? It hurts just raids that stack hard on crown and spamming heals.
5pc: when you tbag a dead ball group player you launch a nuclear bomb at their crowns head, dealing 100k damage.
Some of the sets you could consider running would include
Thew's of the Harbinger
Thunderbug
Storm Knight
Night's terror
Crimson twilight
Leeching plate
Grothdar
Frozen watcher
Flame blossom
Explosive rebuke
Sellistrix
Plague slinger
Mad tinker
Twin sisters
Sure there are other sets that I can't think of at the moment. The tools exist in game
TheBonesXXX wrote: »The easiest way to counter a ball group is with another ball group.
A war machine is not countered by throwing pillows at it.
They just need a set that adds absurdly scaling damage and damage reduction when no other same team players, and cuts in half every time there is a new same team player, around so that when you are getting hit by yourself it levels the playing field.