Greasytengu wrote: »It might make ball groups weaker, but it will make groups in general much weaker. Things like this will hurt unorganized groups harder than it will Ball groups.
I think the ideal solution is to make the unmorphed versions single target and cheap so its more accessible to smaller groups and soloers.
ummmm, and exactly what do some of the stamina based toons do???
just s.o.l. i guess...
purge from the support skill line is crazy expensive for a stam toon...
thinking about all the different classes now, but, pretty sure they don't all have access to some type of "purge" within their class skill...
the only class "purge" type abilities i can think of at the moment belong to templar and necromancer...
wish there was some type of potion which removed negative effects...
long ago now, but, i remember once equipping wyrd tree's blessing on my werewolf just to try and stop from not getting stuck every second during melee battles...
why does it seem everyone always want to make solo players lives in cyro more challenging...thanks goodness us random potatoes can at least heal one another again...
Greasytengu wrote: »It might make ball groups weaker, but it will make groups in general much weaker. Things like this will hurt unorganized groups harder than it will Ball groups.
I think the ideal solution is to make the unmorphed versions single target and cheap so its more accessible to smaller groups and soloers.
Greasytengu wrote: »It might make ball groups weaker, but it will make groups in general much weaker. Things like this will hurt unorganized groups harder than it will Ball groups.
I think the ideal solution is to make the unmorphed versions single target and cheap so its more accessible to smaller groups and soloers.
neferpitou73 wrote: »If you get rid of purge it will be impossible to take keeps with all the counter-siege. Try standing under a ram and see how long you last without it. I can see the argument that they are overperforming but the alternative is worse.
neferpitou73 wrote: »If you get rid of purge it will be impossible to take keeps with all the counter-siege. Try standing under a ram and see how long you last without it. I can see the argument that they are overperforming but the alternative is worse.
You dont have to ram keep to take it. You have balista and treb to do it too. And its faster with ram so it should come with price.
Siege should matter but right now most groups just purge it away. Its not like you would stay under boiling oil in real.
Purge is not even used mainly for purging sieges. They spam it to get rid of roots and dots
neferpitou73 wrote: »If you get rid of purge it will be impossible to take keeps with all the counter-siege. Try standing under a ram and see how long you last without it. I can see the argument that they are overperforming but the alternative is worse.
You dont have to ram keep to take it. You have balista and treb to do it too. And its faster with ram so it should come with price.
Siege should matter but right now most groups just purge it away. Its not like you would stay under boiling oil in real.
Purge is not even used mainly for purging sieges. They spam it to get rid of roots and dots
BardInSolitude wrote: »So, who exactly benefits from a nerf to Cleanse? That's right: ball groups. And who doesn't benefit from a nerf to Cleanse? You guessed it: ball groups. If that seems bizarre, just remember what the principles of a ball group are: stay close to crown, cover each other's weaknesses and move fast. There is no single thing that you can remove from the game that would harm ball groups - hell, we would do it even without an actual group
neferpitou73 wrote: »BardInSolitude wrote: »So, who exactly benefits from a nerf to Cleanse? That's right: ball groups. And who doesn't benefit from a nerf to Cleanse? You guessed it: ball groups. If that seems bizarre, just remember what the principles of a ball group are: stay close to crown, cover each other's weaknesses and move fast. There is no single thing that you can remove from the game that would harm ball groups - hell, we would do it even without an actual group
This right here. ZOS has placed themselves in a Morton's Fork where whatever they do to weaken ball groups weakens solo players even more, and whatever they do to strengthen solo players strengthens ball groups even more.
master_vanargand wrote: »Purge and Rapid Maneuver are destroying the game balance in PvP.
The ballgroup spams Purge and Rapid Maneuver.
This is god mode.
So Purge and Rapid Maneuver need to be nerfed.
[My request]
Change Purge's target to self only.
Change Rapid Maneuver's Major Expedition duration to 2 seconds.
Greasytengu wrote: »It might make ball groups weaker, but it will make groups in general much weaker. Things like this will hurt unorganized groups harder than it will Ball groups.
I think the ideal solution is to make the unmorphed versions single target and cheap so its more accessible to smaller groups and soloers.
The first paragraph here seems to be a recurring response to changes proposed for Cyrodiil, that they will harm the unorganized group even more.
I think this shows it is good to discuss these things.
FantasticFreddie wrote: »Greasytengu wrote: »It might make ball groups weaker, but it will make groups in general much weaker. Things like this will hurt unorganized groups harder than it will Ball groups.
I think the ideal solution is to make the unmorphed versions single target and cheap so its more accessible to smaller groups and soloers.
The first paragraph here seems to be a recurring response to changes proposed for Cyrodiil, that they will harm the unorganized group even more.
I think this shows it is good to discuss these things.
The plain truth is, there is no way to nerf organized pvp without nerfing small groups. Cutting group size in half didn't work-- same number of people in voice chat, we can still coordinate just fine and actually it helped organization because now we can have each team follow their respective crown for more sophisticated movements.
Nerfing heals? Good for ball groups. Cost increases to skills? Who do you think has the ability to assign supports resource management sets?
No matter what you try and do to cripple organized players working together, it will always, always backfire and hurt small groups more.
FantasticFreddie wrote: »Greasytengu wrote: »It might make ball groups weaker, but it will make groups in general much weaker. Things like this will hurt unorganized groups harder than it will Ball groups.
I think the ideal solution is to make the unmorphed versions single target and cheap so its more accessible to smaller groups and soloers.
The first paragraph here seems to be a recurring response to changes proposed for Cyrodiil, that they will harm the unorganized group even more.
I think this shows it is good to discuss these things.
The plain truth is, there is no way to nerf organized pvp without nerfing small groups. Cutting group size in half didn't work-- same number of people in voice chat, we can still coordinate just fine and actually it helped organization because now we can have each team follow their respective crown for more sophisticated movements.
Nerfing heals? Good for ball groups. Cost increases to skills? Who do you think has the ability to assign supports resource management sets?
No matter what you try and do to cripple organized players working together, it will always, always backfire and hurt small groups more.
if they just remove the ability to over heal, that would go a long way.
FantasticFreddie wrote: »Greasytengu wrote: »It might make ball groups weaker, but it will make groups in general much weaker. Things like this will hurt unorganized groups harder than it will Ball groups.
I think the ideal solution is to make the unmorphed versions single target and cheap so its more accessible to smaller groups and soloers.
The first paragraph here seems to be a recurring response to changes proposed for Cyrodiil, that they will harm the unorganized group even more.
I think this shows it is good to discuss these things.
The plain truth is, there is no way to nerf organized pvp without nerfing small groups. Cutting group size in half didn't work-- same number of people in voice chat, we can still coordinate just fine and actually it helped organization because now we can have each team follow their respective crown for more sophisticated movements.
Nerfing heals? Good for ball groups. Cost increases to skills? Who do you think has the ability to assign supports resource management sets?
No matter what you try and do to cripple organized players working together, it will always, always backfire and hurt small groups more.
Greasytengu wrote: »It might make ball groups weaker, but it will make groups in general much weaker. Things like this will hurt unorganized groups harder than it will Ball groups.
I think the ideal solution is to make the unmorphed versions single target and cheap so its more accessible to smaller groups and soloers.
The first paragraph here seems to be a recurring response to changes proposed for Cyrodiil, that they will harm the unorganized group even more.
I think this shows it is good to discuss these things.
master_vanargand wrote: »Greasytengu wrote: »master_vanargand wrote: »The cost of Efficient Purge for Purge morph is 5400 Magicka.
Even if it doubles, it's 10800.
Moreover, it can be cost-cut with skills.
Even so, spamming Efficient Purge requires a large number of people, but it is possible.
Also, the Rapid Maneuver morph Charging Maneuver costs 6156 stamina.
Even if it quadruples, it's 24624.
It has a duration of 8 seconds.
There is also the Minor Expedition.
Moreover, it can be cost-cut with skills.
Even so, spamming Efficient Purge requires a large number of people, but it is possible.
But with Charging Maneuver, the cost of Break Free is lost and Stun is deadly.
In this case, spamming Efficient Purge and Charging Maneuver would probably require 6 professional staff.
The number of people in the group is 12, so half of that is needed.
That is a trade-off.
When Ballgroup spams Efficient Purge and Charging Maneuver, it reduces attacks.
If the Ballgroup wants to increase its attacks and heals, it should give up spamming the Efficient Purge and Charging Maneuver.
This suggestion sounds like a bad joke, but Efficient Purge and Charging Maneuver are super over powered now.
But I first said a much better idea than that.master_vanargand wrote: »Purge and Rapid Maneuver are destroying the game balance in PvP.
The ballgroup spams Purge and Rapid Maneuver.
This is god mode.
So Purge and Rapid Maneuver need to be nerfed.
[My request]
Change Purge's target to self only.
Change Rapid Maneuver's Major Expedition duration to 2 seconds.
So you just suggest a super crazy solution to make you slightly less crazy solution seem more sane?
Only organized groups will be able to use the abilities if you jack up the costs. A full pug group is not going to be able to dedicate 6 people to just spamming purge/rapids. A small group probably wont be able to have one person doing it. A ball group will adjust to this change better than anyone else.
If you change rapids's duration to 2 second then organized groups will get everyone to run race against time or whatever speed buff their class has. Either that or they will just cut it out all togeather and be 100% fine. Speed really isnt that important when facing a CC spamming zerg anyways.
If you make purge single target only without changing its cost, then the gap between classes with their own self purge and classes without grow further. Wardens, Necros, and Templars will make up the bulk of played classes.
Any nerf will affect pugs and small mans more than it will ball groups.
Also how are skill that are available to everyone in Cyrodiil unbalancing the game? Everyone has equal access to these tools.
Significantly increasing the cost of Efficient Purge and Charging Maneuver makes Ballgroup much weaker.
This aidea greatly reduces the number of people who can focus on Ballgroup attacks and Heals.
However, this is an extreme story.
The only realistic ideas are:
Change Purge's target to self only.
Change Rapid Maneuver's Major Expedition duration to 2 seconds.
Or remove the Rapid Maneuver's Major Expedition and change it to "removes all snares and immobilizations from you and grants immunity to them for 2 seconds".
master_vanargand wrote: »Greasytengu wrote: »master_vanargand wrote: »The cost of Efficient Purge for Purge morph is 5400 Magicka.
Even if it doubles, it's 10800.
Moreover, it can be cost-cut with skills.
Even so, spamming Efficient Purge requires a large number of people, but it is possible.
Also, the Rapid Maneuver morph Charging Maneuver costs 6156 stamina.
Even if it quadruples, it's 24624.
It has a duration of 8 seconds.
There is also the Minor Expedition.
Moreover, it can be cost-cut with skills.
Even so, spamming Efficient Purge requires a large number of people, but it is possible.
But with Charging Maneuver, the cost of Break Free is lost and Stun is deadly.
In this case, spamming Efficient Purge and Charging Maneuver would probably require 6 professional staff.
The number of people in the group is 12, so half of that is needed.
That is a trade-off.
When Ballgroup spams Efficient Purge and Charging Maneuver, it reduces attacks.
If the Ballgroup wants to increase its attacks and heals, it should give up spamming the Efficient Purge and Charging Maneuver.
This suggestion sounds like a bad joke, but Efficient Purge and Charging Maneuver are super over powered now.
But I first said a much better idea than that.master_vanargand wrote: »Purge and Rapid Maneuver are destroying the game balance in PvP.
The ballgroup spams Purge and Rapid Maneuver.
This is god mode.
So Purge and Rapid Maneuver need to be nerfed.
[My request]
Change Purge's target to self only.
Change Rapid Maneuver's Major Expedition duration to 2 seconds.
So you just suggest a super crazy solution to make you slightly less crazy solution seem more sane?
Only organized groups will be able to use the abilities if you jack up the costs. A full pug group is not going to be able to dedicate 6 people to just spamming purge/rapids. A small group probably wont be able to have one person doing it. A ball group will adjust to this change better than anyone else.
If you change rapids's duration to 2 second then organized groups will get everyone to run race against time or whatever speed buff their class has. Either that or they will just cut it out all togeather and be 100% fine. Speed really isnt that important when facing a CC spamming zerg anyways.
If you make purge single target only without changing its cost, then the gap between classes with their own self purge and classes without grow further. Wardens, Necros, and Templars will make up the bulk of played classes.
Any nerf will affect pugs and small mans more than it will ball groups.
Also how are skill that are available to everyone in Cyrodiil unbalancing the game? Everyone has equal access to these tools.
Significantly increasing the cost of Efficient Purge and Charging Maneuver makes Ballgroup much weaker.
This aidea greatly reduces the number of people who can focus on Ballgroup attacks and Heals.
However, this is an extreme story.
The only realistic ideas are:
Change Purge's target to self only.
Change Rapid Maneuver's Major Expedition duration to 2 seconds.
Or remove the Rapid Maneuver's Major Expedition and change it to "removes all snares and immobilizations from you and grants immunity to them for 2 seconds".
[snip] You are missing the trees for the leaf.
Purge and Rapids are mechanics, that while yes are available to all, only make sense in a group setting. Removing those won't affect ball group, they will adjust and prosper as always. It will affect others who run these abilities despite their intended uses as well as those who run these for smaller groups (4 to 8 members).
What you are suggesting strengthens ball groups over all, and weakens smaller groups. That's what's realistic here, nto some narrow change that isn't fleshed out.
Purge is a solo player's best friend. Rapids has already been nerfed to the ground from what it was. Purge was also nerfed at one point. Neither of these two skills will change the outcome of playability in the game. We need better playability in order to make a difference in PvP at this point.
And purge in a 4 man group is 1/3 as effective as it is in a 12 man group,
master_vanargand wrote: »Greasytengu wrote: »master_vanargand wrote: »The cost of Efficient Purge for Purge morph is 5400 Magicka.
Even if it doubles, it's 10800.
Moreover, it can be cost-cut with skills.
Even so, spamming Efficient Purge requires a large number of people, but it is possible.
Also, the Rapid Maneuver morph Charging Maneuver costs 6156 stamina.
Even if it quadruples, it's 24624.
It has a duration of 8 seconds.
There is also the Minor Expedition.
Moreover, it can be cost-cut with skills.
Even so, spamming Efficient Purge requires a large number of people, but it is possible.
But with Charging Maneuver, the cost of Break Free is lost and Stun is deadly.
In this case, spamming Efficient Purge and Charging Maneuver would probably require 6 professional staff.
The number of people in the group is 12, so half of that is needed.
That is a trade-off.
When Ballgroup spams Efficient Purge and Charging Maneuver, it reduces attacks.
If the Ballgroup wants to increase its attacks and heals, it should give up spamming the Efficient Purge and Charging Maneuver.
This suggestion sounds like a bad joke, but Efficient Purge and Charging Maneuver are super over powered now.
But I first said a much better idea than that.master_vanargand wrote: »Purge and Rapid Maneuver are destroying the game balance in PvP.
The ballgroup spams Purge and Rapid Maneuver.
This is god mode.
So Purge and Rapid Maneuver need to be nerfed.
[My request]
Change Purge's target to self only.
Change Rapid Maneuver's Major Expedition duration to 2 seconds.
So you just suggest a super crazy solution to make you slightly less crazy solution seem more sane?
Only organized groups will be able to use the abilities if you jack up the costs. A full pug group is not going to be able to dedicate 6 people to just spamming purge/rapids. A small group probably wont be able to have one person doing it. A ball group will adjust to this change better than anyone else.
If you change rapids's duration to 2 second then organized groups will get everyone to run race against time or whatever speed buff their class has. Either that or they will just cut it out all togeather and be 100% fine. Speed really isnt that important when facing a CC spamming zerg anyways.
If you make purge single target only without changing its cost, then the gap between classes with their own self purge and classes without grow further. Wardens, Necros, and Templars will make up the bulk of played classes.
Any nerf will affect pugs and small mans more than it will ball groups.
Also how are skill that are available to everyone in Cyrodiil unbalancing the game? Everyone has equal access to these tools.
Significantly increasing the cost of Efficient Purge and Charging Maneuver makes Ballgroup much weaker.
This aidea greatly reduces the number of people who can focus on Ballgroup attacks and Heals.
However, this is an extreme story.
The only realistic ideas are:
Change Purge's target to self only.
Change Rapid Maneuver's Major Expedition duration to 2 seconds.
Or remove the Rapid Maneuver's Major Expedition and change it to "removes all snares and immobilizations from you and grants immunity to them for 2 seconds".
[snip] You are missing the trees for the leaf.
Purge and Rapids are mechanics, that while yes are available to all, only make sense in a group setting. Removing those won't affect ball group, they will adjust and prosper as always. It will affect others who run these abilities despite their intended uses as well as those who run these for smaller groups (4 to 8 members).
What you are suggesting strengthens ball groups over all, and weakens smaller groups. That's what's realistic here, nto some narrow change that isn't fleshed out.
And purge in a 4 man group is 1/3 as effective as it is in a 12 man group, so while yes I'm sure some 4 man group that I have yet to encounter in 7 years may be running it, it's probably less likely. OR the cost should scale and it be just as effective in a 4 man group as it is in a 12 man group.
But it's getting buffed so I guess it really was very weak for ball groups. Tbh I don't even know the last time I've seen a ball group run purge /s
CrustyCroco wrote: »master_vanargand wrote: »Greasytengu wrote: »master_vanargand wrote: »The cost of Efficient Purge for Purge morph is 5400 Magicka.
Even if it doubles, it's 10800.
Moreover, it can be cost-cut with skills.
Even so, spamming Efficient Purge requires a large number of people, but it is possible.
Also, the Rapid Maneuver morph Charging Maneuver costs 6156 stamina.
Even if it quadruples, it's 24624.
It has a duration of 8 seconds.
There is also the Minor Expedition.
Moreover, it can be cost-cut with skills.
Even so, spamming Efficient Purge requires a large number of people, but it is possible.
But with Charging Maneuver, the cost of Break Free is lost and Stun is deadly.
In this case, spamming Efficient Purge and Charging Maneuver would probably require 6 professional staff.
The number of people in the group is 12, so half of that is needed.
That is a trade-off.
When Ballgroup spams Efficient Purge and Charging Maneuver, it reduces attacks.
If the Ballgroup wants to increase its attacks and heals, it should give up spamming the Efficient Purge and Charging Maneuver.
This suggestion sounds like a bad joke, but Efficient Purge and Charging Maneuver are super over powered now.
But I first said a much better idea than that.master_vanargand wrote: »Purge and Rapid Maneuver are destroying the game balance in PvP.
The ballgroup spams Purge and Rapid Maneuver.
This is god mode.
So Purge and Rapid Maneuver need to be nerfed.
[My request]
Change Purge's target to self only.
Change Rapid Maneuver's Major Expedition duration to 2 seconds.
So you just suggest a super crazy solution to make you slightly less crazy solution seem more sane?
Only organized groups will be able to use the abilities if you jack up the costs. A full pug group is not going to be able to dedicate 6 people to just spamming purge/rapids. A small group probably wont be able to have one person doing it. A ball group will adjust to this change better than anyone else.
If you change rapids's duration to 2 second then organized groups will get everyone to run race against time or whatever speed buff their class has. Either that or they will just cut it out all togeather and be 100% fine. Speed really isnt that important when facing a CC spamming zerg anyways.
If you make purge single target only without changing its cost, then the gap between classes with their own self purge and classes without grow further. Wardens, Necros, and Templars will make up the bulk of played classes.
Any nerf will affect pugs and small mans more than it will ball groups.
Also how are skill that are available to everyone in Cyrodiil unbalancing the game? Everyone has equal access to these tools.
Significantly increasing the cost of Efficient Purge and Charging Maneuver makes Ballgroup much weaker.
This aidea greatly reduces the number of people who can focus on Ballgroup attacks and Heals.
However, this is an extreme story.
The only realistic ideas are:
Change Purge's target to self only.
Change Rapid Maneuver's Major Expedition duration to 2 seconds.
Or remove the Rapid Maneuver's Major Expedition and change it to "removes all snares and immobilizations from you and grants immunity to them for 2 seconds".
[snip] You are missing the trees for the leaf.
Purge and Rapids are mechanics, that while yes are available to all, only make sense in a group setting. Removing those won't affect ball group, they will adjust and prosper as always. It will affect others who run these abilities despite their intended uses as well as those who run these for smaller groups (4 to 8 members).
What you are suggesting strengthens ball groups over all, and weakens smaller groups. That's what's realistic here, nto some narrow change that isn't fleshed out.
And purge in a 4 man group is 1/3 as effective as it is in a 12 man group, so while yes I'm sure some 4 man group that I have yet to encounter in 7 years may be running it, it's probably less likely. OR the cost should scale and it be just as effective in a 4 man group as it is in a 12 man group.
But it's getting buffed so I guess it really was very weak for ball groups. Tbh I don't even know the last time I've seen a ball group run purge /s
Did I miss something or how is purge getting buffed?
I didn't check the actual pts until last night and was unaware that Salve of renewal cp had a cd not mentioned in the patch notes. So I was thinking 3k heals for group every time anybody purges anything would be a bit excessive.
Thanos7895 wrote: »I would agree if a global CC immunity was added after breaking free from a CC for a short period of time. CCs is this game are overpowered as well.