Ball groups being almost immortal is a known issue in Cyrodiil. A gang of formulaic builds, plus a discord server can mess up a whole night's play for everyone in zone, without really achieving anything for their own faction.
One of the big problems with ballgroups is the Purge skill, which members spam to avoid CC, damage, and heal each other all at once.
The problem is finding a way to limit the group effectiveness of Purge and morphs without breaking it's other uses.
How can that be done? I have never run a build that uses Purges so I don't know if this would work. But could you have one morph as a single selftargeting skill for solo players which is unchanged, and another for group play which has a two second delay between casting and effect?
With a two second delay on the group morph of the skill, and making the skill unstackable, then group spamming the skill would simply refresh the two second delay and the benefits would never actually land.
Would this work? Seems that at the very least it would raise the bar on the amount of skill and coordination required to run a ball group.
Ball groups being almost immortal is a known issue in Cyrodiil. A gang of formulaic builds, plus a discord server can mess up a whole night's play for everyone in zone, without really achieving anything for their own faction.
One of the big problems with ballgroups is the Purge skill, which members spam to avoid CC, damage, and heal each other all at once.
The problem is finding a way to limit the group effectiveness of Purge and morphs without breaking it's other uses.
How can that be done? I have never run a build that uses Purges so I don't know if this would work. But could you have one morph as a single selftargeting skill for solo players which is unchanged, and another for group play which has a two second delay between casting and effect?
With a two second delay on the group morph of the skill, and making the skill unstackable, then group spamming the skill would simply refresh the two second delay and the benefits would never actually land.
Would this work? Seems that at the very least it would raise the bar on the amount of skill and coordination required to run a ball group.
You actually NEED them to purge in order to make Inevitable Detonation work. There are ballgroups that don't work with a purge bot. These are even harder to take down. Even more so in a NoProc Cyrodiil.
TheEndBringer wrote: »Ball groups being almost immortal is a known issue in Cyrodiil. A gang of formulaic builds, plus a discord server can mess up a whole night's play for everyone in zone, without really achieving anything for their own faction.
One of the big problems with ballgroups is the Purge skill, which members spam to avoid CC, damage, and heal each other all at once.
The problem is finding a way to limit the group effectiveness of Purge and morphs without breaking it's other uses.
How can that be done? I have never run a build that uses Purges so I don't know if this would work. But could you have one morph as a single selftargeting skill for solo players which is unchanged, and another for group play which has a two second delay between casting and effect?
With a two second delay on the group morph of the skill, and making the skill unstackable, then group spamming the skill would simply refresh the two second delay and the benefits would never actually land.
Would this work? Seems that at the very least it would raise the bar on the amount of skill and coordination required to run a ball group.
You actually NEED them to purge in order to make Inevitable Detonation work. There are ballgroups that don't work with a purge bot. These are even harder to take down. Even more so in a NoProc Cyrodiil.
Most people don't run inevitable. Purge is more important for a ball group than someone throwing an inevitable det in the group.
VaranisArano wrote: »TheEndBringer wrote: »Ball groups being almost immortal is a known issue in Cyrodiil. A gang of formulaic builds, plus a discord server can mess up a whole night's play for everyone in zone, without really achieving anything for their own faction.
One of the big problems with ballgroups is the Purge skill, which members spam to avoid CC, damage, and heal each other all at once.
The problem is finding a way to limit the group effectiveness of Purge and morphs without breaking it's other uses.
How can that be done? I have never run a build that uses Purges so I don't know if this would work. But could you have one morph as a single selftargeting skill for solo players which is unchanged, and another for group play which has a two second delay between casting and effect?
With a two second delay on the group morph of the skill, and making the skill unstackable, then group spamming the skill would simply refresh the two second delay and the benefits would never actually land.
Would this work? Seems that at the very least it would raise the bar on the amount of skill and coordination required to run a ball group.
You actually NEED them to purge in order to make Inevitable Detonation work. There are ballgroups that don't work with a purge bot. These are even harder to take down. Even more so in a NoProc Cyrodiil.
Most people don't run inevitable. Purge is more important for a ball group than someone throwing an inevitable det in the group.
If more people ran Inevitable, then ball groups might change tactics a little. Thing is, like you say, it's rare to see more than one Inevtiable Det in a fight.
I figure that'll be the real key with these new sets. Do enough people build to use these and other sets to go out and kill ball groups? Or do the PUGs build for generic PVP, and then complain that only the ball groups are using those sets to kill large groups?
If you stand in a giant red circle that gives you several seconds warning and has a 14 second cooldown, you deserve to be one shotted. Your whole group deserves to be one shotted. It's absolutely pathetic how ineffective siege is against a group prepared to counter it.Joy_Division wrote: »You get hit with a 17K firepot treb that puts a huge DoT on you
xylena_lazarow wrote: »If you stand in a giant red circle that gives you several seconds warning and has a 14 second cooldown, you deserve to be one shotted. Your whole group deserves to be one shotted. It's absolutely pathetic how ineffective siege is against a group prepared to counter it.Joy_Division wrote: »You get hit with a 17K firepot treb that puts a huge DoT on you
xylena_lazarow wrote: »If you stand in a giant red circle that gives you several seconds warning and has a 14 second cooldown, you deserve to be one shotted. Your whole group deserves to be one shotted. It's absolutely pathetic how ineffective siege is against a group prepared to counter it.Joy_Division wrote: »You get hit with a 17K firepot treb that puts a huge DoT on you
Oil ruins pugs but does absolutely nothing to groups that coordinate HoT stacking and purge spam. We have two choices. Play in one of these immortal groups yourself, or join the 60+ faction stack haplessly chasing them around the walls for an hour. Actually, I choose a third option, log out and cancel my ESO+ again.Joy_Division wrote: »Without question, the vast majority of people I have killed via oil did not willingly choose to stand in the giant red circle that my pouring created.
xylena_lazarow wrote: »Of course the ball group players don't want to give up their immortality...Joy_Division wrote: »Without question, the vast majority of people I have killed via oil did not willingly choose to stand in the giant red circle that my pouring created.