Actually, the solution might be even more simple. Add diminishing returns to "ball group extermination sets" and make it way more punishing (yet still allowing for duo bombers)
1-2 people - 100% damage
3-6 people - 50% damage
6-12 people - 1% damage
This way, the bomb sets would be "as designed" for solo/duo use only 👍
Izanagi.Xiiib16_ESO wrote: »The point always boils down to. If a group of players choose to optimize their roles and teamwork they should achieve better results than those that choose not to.
Add to battle spirit:
Purge: now can be used only via synergy.
Rapids: as above.
Negate now works vs stamina skills to.
Bam. Ball groups are dead. Without being able to move fast, remove all the debuffs and dots and not being able to use any skills in negates this kind of playstyle would be impossible.
3 changes to skills are all you need to balance out ball groups.
No. These ideas only favour organized group play further.
This is my idea as a solution against ball groups: Instead of letting negate shut down abilities in a small area where everyone can just walk out, it should give a debuff on every person caught in the area, shutting down abilities for perhaps 4 seconds and which can not be cleansed.
TequilaFire wrote: »Simple solution is to make grouping mandatory in Cyrodiil.
Then add arenas to scratch the small scale itch.
TequilaFire wrote: »Simple solution is to make grouping mandatory in Cyrodiil.
Then add arenas to scratch the small scale itch.
No thanks that would be terrible, being forced to follow pvdoor groups or just farm resources. Id rather have the freedom to go where I want and actually help my alliance.
TequilaFire wrote: »TequilaFire wrote: »Simple solution is to make grouping mandatory in Cyrodiil.
Then add arenas to scratch the small scale itch.
No thanks that would be terrible, being forced to follow pvdoor groups or just farm resources. Id rather have the freedom to go where I want and actually help my alliance.
Guess I should of used /s instead of sticking tongue out.
Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »The point always boils down to. If a group of players choose to optimize their roles and teamwork they should achieve better results than those that choose not to.
Absolutely...but how much better is where there's a conversation about balance that needs to happen on the development team. I think they're having that conversation, and possibly going the wrong way IMO trying to address it with sets.
neferpitou73 wrote: »Add to battle spirit:
Purge: now can be used only via synergy.
Rapids: as above.
Negate now works vs stamina skills to.
Bam. Ball groups are dead. Without being able to move fast, remove all the debuffs and dots and not being able to use any skills in negates this kind of playstyle would be impossible.
3 changes to skills are all you need to balance out ball groups.
Some interesting ideas but won’t help.
The synergy on purge will kill pugs worse it will groups because we have more heals
The issue with negates is not that they don’t affect the skills but that some ball groups run 8 earthgore so the effect is cleansed immediately
The correct way to handle the negate issue is a nerf to earthgore cleanse orNo. These ideas only favour organized group play further.
This is my idea as a solution against ball groups: Instead of letting negate shut down abilities in a small area where everyone can just walk out, it should give a debuff on every person caught in the area, shutting down abilities for perhaps 4 seconds and which can not be cleansed.
Which is an interesting suggestion
Given the fact that dodge window is between 1.5 to 2 seconds, a 4 second negate debuff is not necessarily a death sentence, as almost everyone is capable of dodge-rolling a few times if necessary.
One could also start by making it cleansable (of course, not by people who would be affected by it), which should already be much stronger than the current state of this ability.
In WoW the counterspell ability can shut down all healing for 4s as well, making it very effective vs. healing-spammers.
TequilaFire wrote: »TequilaFire wrote: »Simple solution is to make grouping mandatory in Cyrodiil.
Then add arenas to scratch the small scale itch.
No thanks that would be terrible, being forced to follow pvdoor groups or just farm resources. Id rather have the freedom to go where I want and actually help my alliance.
Guess I should of used /s instead of sticking tongue out.
Lol no worries I should have specified I was AD then you would understand our crown problems, although Sanj has made a great comeback this campaign.
About negate, we can discuss, yes negate that can't be purged is another good idea, but as I said before, 4s of skill disable without the ability to remove it in 1v1 is a death sentence. We can't sacrifice one balance at the expense of another.
Maybe the solution to this problem should be available in a generic skill line available to everyone.
How about turning Borrowed Time (the one with 2s cast time) from Psijiic Skill Line into an unremovable debuff that completely stops healing and HP recovery the longer the more enemies are hit with it. E.g. basic effect lasts 1s. For each additional player hit by the skill the effect is prolonged by 1s. In this way this skill would become a real killer of tight group formations, while being almost useless against dispersed groups - if a dispersed group was hit with this skill, for 3-5s each of its members would be able to roll up or seek shelter. On the other hand, a ball group hit with such a skill and unable to heal for 10-12 seconds... no need to say anything.
neferpitou73 wrote: »I find it mildly amusing that ZOS doesn’t seem to realize ball groups are going to use these new sets to farm pugs even harder
neferpitou73 wrote: »I find it mildly amusing that ZOS doesn’t seem to realize ball groups are going to use these new sets to farm pugs even harder
VaranisArano wrote: »Given the fact that dodge window is between 1.5 to 2 seconds, a 4 second negate debuff is not necessarily a death sentence, as almost everyone is capable of dodge-rolling a few times if necessary.
One could also start by making it cleansable (of course, not by people who would be affected by it), which should already be much stronger than the current state of this ability.
In WoW the counterspell ability can shut down all healing for 4s as well, making it very effective vs. healing-spammers.
This is a four-second window where I can't cast any ability, right?
What am I supposed to do when someone negates me in a choke point on the flags of a keep?
Dodge roll...where?
Light attack?
Sorry, but that's a death sentence. Maybe that's feasible in an open field fight where I can run away, but trying to survive for four second in a hotly contested keep battle while not being able to cast anything at all just doesn't have counterplay.