vesselwiththepestle wrote: »Actually ball groups seem rather week at the moment. Far more counters are working because snow treaders are not working (you can make use of pull mechanisms far better). Also ground aoe's have more effect on them, as they don't have Earthgore right now (which main use isn't the heal, but the purge of ground aoe). Use inevitable detonation, negates, psijic stun fields, pull/chain mechanisms and you will get them.
That said... leaving those ball groups playing alone is always an option.
Ball groups are so weak right now, some of them started to stack on each other or with zergs. Without VD stacking with a zerg might be a very good option right now for them. Thankfully we get proc sets back in a few months, so ball groups can't stack with zergs anymore (the VD procs in a zerg stack would kill them pretty fast).
techyeshic wrote: »Lol VD is going to actually help ball groups. In CP in Gray Host, the ball groups seem a bit down, but complete faction stacks are up. I don't run in a ball group, but I hope to see what happens when VD chains hit that.
Princessrhaenyra wrote: »techyeshic wrote: »Lol VD is going to actually help ball groups. In CP in Gray Host, the ball groups seem a bit down, but complete faction stacks are up. I don't run in a ball group, but I hope to see what happens when VD chains hit that.
They could adjust VD so that only 1 to 2 members in a group could wear it. They could do this with quite a few sets actually. Or have the effectiveness decrease or add some type of penalty if more than 1 person in a group is wearing that set.
Vicious Death
LEVEL 50 - CP 160
Type PvP
Set bonus
(2 items) Adds 129 Spell Damage
(3 items) Adds 1096 Maximum Magicka
(4 items) Adds 833 Spell Critical
(5 items) Adds 1487 Spell Penetration, When you kill a Player, they violently explode for 22940 Flame Damage to all other enemies in a 14 meter radius. The radius is reduced by 1 meter for each member in your group
IAmIcehouse wrote: »Vicious Death
LEVEL 50 - CP 160
Type PvP
Set bonus
(2 items) Adds 129 Spell Damage
(3 items) Adds 1096 Maximum Magicka
(4 items) Adds 833 Spell Critical
(5 items) Adds 1487 Spell Penetration, When you kill a Player, they violently explode for 22940 Flame Damage to all other enemies in a 14 meter radius. The radius is reduced by 1 meter for each member in your group
As a bomber main who would benefit extremely from this, HELLLL no. I hope you are kidding, 14, meters? Hell, 6 meters would be busted.
IAmIcehouse wrote: »Vicious Death
LEVEL 50 - CP 160
Type PvP
Set bonus
(2 items) Adds 129 Spell Damage
(3 items) Adds 1096 Maximum Magicka
(4 items) Adds 833 Spell Critical
(5 items) Adds 1487 Spell Penetration, When you kill a Player, they violently explode for 22940 Flame Damage to all other enemies in a 14 meter radius. The radius is reduced by 1 meter for each member in your group
As a bomber main who would benefit extremely from this, HELLLL no. I hope you are kidding, 14, meters? Hell, 6 meters would be busted.
Busted for who? A solo bomber?
IAmIcehouse wrote: »IAmIcehouse wrote: »Vicious Death
LEVEL 50 - CP 160
Type PvP
Set bonus
(2 items) Adds 129 Spell Damage
(3 items) Adds 1096 Maximum Magicka
(4 items) Adds 833 Spell Critical
(5 items) Adds 1487 Spell Penetration, When you kill a Player, they violently explode for 22940 Flame Damage to all other enemies in a 14 meter radius. The radius is reduced by 1 meter for each member in your group
As a bomber main who would benefit extremely from this, HELLLL no. I hope you are kidding, 14, meters? Hell, 6 meters would be busted.
Busted for who? A solo bomber?
Yes.
IAmIcehouse wrote: »IAmIcehouse wrote: »Vicious Death
LEVEL 50 - CP 160
Type PvP
Set bonus
(2 items) Adds 129 Spell Damage
(3 items) Adds 1096 Maximum Magicka
(4 items) Adds 833 Spell Critical
(5 items) Adds 1487 Spell Penetration, When you kill a Player, they violently explode for 22940 Flame Damage to all other enemies in a 14 meter radius. The radius is reduced by 1 meter for each member in your group
As a bomber main who would benefit extremely from this, HELLLL no. I hope you are kidding, 14, meters? Hell, 6 meters would be busted.
Busted for who? A solo bomber?
Yes.
There are ways around that if it would prove to be the case. Massage the numbers, make it 7 meters and reduce a meter for every 2 in your group, of make it 5 meters and reduce it a meter for every 3 in your group . I'm not sure where the balance in that lies between 12 man groups and solo players, but it is in there somewhere. It just needs to be found.
Another way to go about it would be to reduce the damage it causes based on number of group members in your group. Point is there are ways to make these abilities/proc effects work in favor of breaking up groups like they are supposed to instead of working in favor of comped groups farming inordinate amounts of other players.
IAmIcehouse wrote: »Also, I don't really get the hate on groups running VD. Pug stacks aren't dying to VD. VD does such a small amount of a total groups damage. Usually less than 5%.
It's really good at taking out other groups though. Pug stacks will die with or without VD.
Izanagi.Xiiib16_ESO wrote: »Damage % means very little in group Vs zerg.
VD is extremely useful in killing players when heavily outnumbered even if it isn't a high % of overall DMG it secures a lot of kills. It's basically one of the sole reasons groups were basically 90% magicka dd's.
neferpitou73 wrote: »Izanagi.Xiiib16_ESO wrote: »Damage % means very little in group Vs zerg.
VD is extremely useful in killing players when heavily outnumbered even if it isn't a high % of overall DMG it secures a lot of kills. It's basically one of the sole reasons groups were basically 90% magicka dd's.
It really isn't, we've looked at the numbers in our group. The reason people run mag DD's is proxy and destro and harmony, which do way more overall damage and actually get KBs, unlike VD.
neferpitou73 wrote: »Izanagi.Xiiib16_ESO wrote: »Damage % means very little in group Vs zerg.
VD is extremely useful in killing players when heavily outnumbered even if it isn't a high % of overall DMG it secures a lot of kills. It's basically one of the sole reasons groups were basically 90% magicka dd's.
It really isn't, we've looked at the numbers in our group. The reason people run mag DD's is proxy and destro, which do way more overall damage and actually get KBs, unlike VD.
IAmIcehouse wrote: »IAmIcehouse wrote: »IAmIcehouse wrote: »Vicious Death
LEVEL 50 - CP 160
Type PvP
Set bonus
(2 items) Adds 129 Spell Damage
(3 items) Adds 1096 Maximum Magicka
(4 items) Adds 833 Spell Critical
(5 items) Adds 1487 Spell Penetration, When you kill a Player, they violently explode for 22940 Flame Damage to all other enemies in a 14 meter radius. The radius is reduced by 1 meter for each member in your group
As a bomber main who would benefit extremely from this, HELLLL no. I hope you are kidding, 14, meters? Hell, 6 meters would be busted.
Busted for who? A solo bomber?
Yes.
There are ways around that if it would prove to be the case. Massage the numbers, make it 7 meters and reduce a meter for every 2 in your group, of make it 5 meters and reduce it a meter for every 3 in your group . I'm not sure where the balance in that lies between 12 man groups and solo players, but it is in there somewhere. It just needs to be found.
Another way to go about it would be to reduce the damage it causes based on number of group members in your group. Point is there are ways to make these abilities/proc effects work in favor of breaking up groups like they are supposed to instead of working in favor of comped groups farming inordinate amounts of other players.
Why do we need to buff it at all for solo bombing? It's fine at 4m. No one wants bombing to be easy.
neferpitou73 wrote: »Izanagi.Xiiib16_ESO wrote: »Damage % means very little in group Vs zerg.
VD is extremely useful in killing players when heavily outnumbered even if it isn't a high % of overall DMG it secures a lot of kills. It's basically one of the sole reasons groups were basically 90% magicka dd's.
It really isn't, we've looked at the numbers in our group. The reason people run mag DD's is proxy and destro, which do way more overall damage and actually get KBs, unlike VD.
neferpitou73 wrote: »Izanagi.Xiiib16_ESO wrote: »Damage % means very little in group Vs zerg.
VD is extremely useful in killing players when heavily outnumbered even if it isn't a high % of overall DMG it secures a lot of kills. It's basically one of the sole reasons groups were basically 90% magicka dd's.
It really isn't, we've looked at the numbers in our group. The reason people run mag DD's is proxy and destro, which do way more overall damage and actually get KBs, unlike VD.
Proxy/destro will get you low, kill some. VD will turn 1-3 kills into a stack wipe. Multiplies the value of each kill while not really costing you anything. What would you wear instead of VD? What value is that extra 500ish spell damage vs a 30k aoe nuke?
vesselwiththepestle wrote: »VD doesn't do much damage over the course of a raid. Especially if several players have it running, because only one will proc it... However, VD has the potential to turn a fight and it has the potential to wipe a group completely very fast instead of having a long-going fight. That's good. Also you've got that Spell Pen bonus on the 5th item since a while now, so even when you don't proc VD, at least you got a bit of Spell Pen...
If you want to do have high damage over the course of a raid, there are better set choices, of course. However, if VD is so weak, why kept ball groups running it?
Sandman929 wrote: »It seems like most ball groups, on Xbox anyway, are brought down to earth defensively without proc sets. They can still have some success, and are still offensively strong if they're coordinated, but there is very little margin for error with healing/purging.
Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »It seems like most ball groups, on Xbox anyway, are brought down to earth defensively without proc sets. They can still have some success, and are still offensively strong if they're coordinated, but there is very little margin for error with healing/purging.
From our side its more the case that there are so many desyncs which cause player deaths so in outnumbered situations it makes it far more difficult.
There are for sure less defensive sets like EG and all the defensive buffs etc but that's the main thing. 90% of our deaths this patch are due to player's being desynced so their characters cant move or use skills.
Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »It seems like most ball groups, on Xbox anyway, are brought down to earth defensively without proc sets. They can still have some success, and are still offensively strong if they're coordinated, but there is very little margin for error with healing/purging.
From our side its more the case that there are so many desyncs which cause player deaths so in outnumbered situations it makes it far more difficult.
There are for sure less defensive sets like EG and all the defensive buffs etc but that's the main thing. 90% of our deaths this patch are due to player's being desynced so their characters cant move or use skills.
Well, that's pretty much the main issue all the time isn't it?
IAmIcehouse wrote: »Also, I don't really get the hate on groups running VD. Pug stacks aren't dying to VD. VD does such a small amount of a total groups damage. Usually less than 5%.
It's really good at taking out other groups though. Pug stacks will die with or without VD.