Greasytengu wrote: »Greasytengu wrote: »I play a healer, Stamden healer to be precise.
Last night I ran with Dark Convergence on, and no damaging or CC abilities (I rarely slot damage anyways). I was able to deal extreme damage to other groups using only Corrupting pollen. This was while healing my group and providing buffs.
I am not built to be a DPS, I am very firmly a Healer/Support build and now because I slotted 5 peices of gear, I have the potential to wipe entire groups.
Its busted as hell!
Let's be real here. You're arguing for a nerf because you and your group are getting kill by the set. It's not that you are killing so many players! You know what's busted as hell? "Coordinated" groups taking a keep without attempting to fight anyone, getting the scroll, and just staying in the keep farming players. That's not pvp; it's not the objective of Cyrodiil. They stay in the keep because they know they can't be killed. That my friend is busted! This happens almost every night EP Xbox NA. With the new sets, hopefully, these groups would have to play the way the game was intended or die. That is balance to me!
I hope everyone starts using this sets!!!
Well that would be great and all, except im in a ball group.
You think this isn't a buff to us? There is no change in strategy to be made for us, because we implemented our changes on patch day. Yes we occasionally die to these sets, but we get way way more kills from them in comparison.
Then if you think these sets are a buff for your group, why are you complaining? Let me give you an scenario. I have tried to engage these un-killable groups before from far. The moment I have gotten close, as usual, I I get immobilized and 12 players pounce on me. I die! I play a Templar, no stealth, no bomb. The only thing I can do is stay away.
In the mean time, these groups are spamming heals and purge. Yes spamming purge every two seconds or so.
I know this because when I use the Templar beam and lightning heave attack from far, both attacks are cancelled every time. Now we have a set (plaguebreak) that would stop the purge spamming and that is great!! I can tell you right now that as soon as the update gets to xBox, I will be getting this set and spam the [snip] out of it at "Coordinated" groups. Balanced!
Greasytengu wrote: »Greasytengu wrote: »I play a healer, Stamden healer to be precise.
Last night I ran with Dark Convergence on, and no damaging or CC abilities (I rarely slot damage anyways). I was able to deal extreme damage to other groups using only Corrupting pollen. This was while healing my group and providing buffs.
I am not built to be a DPS, I am very firmly a Healer/Support build and now because I slotted 5 peices of gear, I have the potential to wipe entire groups.
Its busted as hell!
Let's be real here. You're arguing for a nerf because you and your group are getting kill by the set. It's not that you are killing so many players! You know what's busted as hell? "Coordinated" groups taking a keep without attempting to fight anyone, getting the scroll, and just staying in the keep farming players. That's not pvp; it's not the objective of Cyrodiil. They stay in the keep because they know they can't be killed. That my friend is busted! This happens almost every night EP Xbox NA. With the new sets, hopefully, these groups would have to play the way the game was intended or die. That is balance to me!
I hope everyone starts using this sets!!!
Well that would be great and all, except im in a ball group.
You think this isn't a buff to us? There is no change in strategy to be made for us, because we implemented our changes on patch day. Yes we occasionally die to these sets, but we get way way more kills from them in comparison.
Then if you think these sets are a buff for your group, why are you complaining? Let me give you an scenario. I have tried to engage these un-killable groups before from far. The moment I have gotten close, as usual, I I get immobilized and 12 players pounce on me. I die! I play a Templar, no stealth, no bomb. The only thing I can do is stay away.
In the mean time, these groups are spamming heals and purge. Yes spamming purge every two seconds or so.
I know this because when I use the Templar beam and lightning heave attack from far, both attacks are cancelled every time. Now we have a set (plaguebreak) that would stop the purge spamming and that is great!! I can tell you right now that as soon as the update gets to xBox, I will be getting this set and spam the *** out of it at "Coordinated" groups. Balanced!
I actually don’t get this mindset, and I’m a solo PvPer/smallscaler who dislikes playing in large groups.
My group of 4 players cannot take on a 30 man zerg like those 12-man ballgroups. But we can take on a group of 12 random pugs because we share the same fundamentals of group play. Both coordinated smallscale and largescale groups can take on uncoordinated groups twice as large as theirs. This isn’t something “broken”. It’s using teamwork to fight larger numbers.
What’s broken is allowing one set to completely bypass game balance and basically handhold players through everything. Why should random pugs be able to kill coordinated groups? They aren’t in comms, they aren’t using strategies, and they most definitely aren’t coordinated.
sabresandiego_ESO wrote: »Small (2-4) and large (4+) groups of tightly packed players are finally more consistently beatable. Even fair fights of 4on4 and similar engagements seem to be reaching a conclusion rather than stalemating for eons before a lucky burst, third party attacker, or bug ends it. The game play has drastically improved and it seems to be largely due to the three new pvp sets.
These sets are getting a lot of complaints, mainly because whenever something is effective and changes the way a game flows - people who are used to older game play get riled up. You’ll notice that if a new set is introduced on the PTS: if it is effective the masses will rally to get it nerfed into mediocrity before it hits live so that they can maintain their status quo gameplay and not have to adapt to something new.
These three new sets are undeniably effective. They drastically improve pvp flow in my opinion. And they all do the same thing, punish people for being near each other even if it’s just 2 people.
The game has finally incentivized spreading out, and rather than adapt; people want to go back to something brain dead and comfortable (balling up and paying no attention to teammate spread).
I personally love the new sets and improved flow of combat.
Lapin_Logic wrote: »sabresandiego_ESO wrote: »Small (2-4) and large (4+) groups of tightly packed players are finally more consistently beatable. Even fair fights of 4on4 and similar engagements seem to be reaching a conclusion rather than stalemating for eons before a lucky burst, third party attacker, or bug ends it. The game play has drastically improved and it seems to be largely due to the three new pvp sets.
These sets are getting a lot of complaints, mainly because whenever something is effective and changes the way a game flows - people who are used to older game play get riled up. You’ll notice that if a new set is introduced on the PTS: if it is effective the masses will rally to get it nerfed into mediocrity before it hits live so that they can maintain their status quo gameplay and not have to adapt to something new.
These three new sets are undeniably effective. They drastically improve pvp flow in my opinion. And they all do the same thing, punish people for being near each other even if it’s just 2 people.
The game has finally incentivized spreading out, and rather than adapt; people want to go back to something brain dead and comfortable (balling up and paying no attention to teammate spread).
I personally love the new sets and improved flow of combat.
Firstly "2" people isn't a "Ball Group by any stretch of the imagination, neither is 4
Secondly, it is called the "Alliance war" not Rambo's Quest
Third, these sets do not stop ball groups (30+) because No CP is No Proc, so this is in no way a fix, it is an ill conceived and poorly implemented attempt to balance the game or balance a solo player running into an army. (an improved group finder and map icons would help that) but no game should let one man take on and kill 30 in one go and walk away, that is madness not balance.
Hexquisite wrote: »I think people are calling the zergs, ball groups.
Then again, this guy once told my 5 man that we were the worst ballgroup ever, that we didn't even run puge or proxy.
The Ballgroups I watch stream, are still decimating people.
Hexquisite wrote: »I think people are calling the zergs, ball groups.
Then again, this guy once told my 5 man that we were the worst ballgroup ever, that we didn't even run puge or proxy.
The Ballgroups I watch stream, are still decimating people.
Lapin_Logic wrote: »Hexquisite wrote: »I think people are calling the zergs, ball groups.
Then again, this guy once told my 5 man that we were the worst ballgroup ever, that we didn't even run puge or proxy.
The Ballgroups I watch stream, are still decimating people.
I see your point but I believe the proper parlance and colloquium is "zerg" = randoms following the herd.
"ball group" = usually pre made and optimised, also there is no limit to how many pre made groups are running together and communicating on Discord, pretty sure Fengrush can attest to 30 man ball groups stream sniping.
nope.
Consistently competely unbeatable.
By the way, this is not a complaint, just a dry facts.
this is very good theorycrafting, on practice, however, ballgroup just run to their dead mate and res him in no time. All that things just annoy them like Volcanic Orb exploit, when player pulls into air and stuck there.Read this https://forums.elderscrollsonline.com/en/discussion/557515/ball-breaker-groups-heh/p1. Act on it. Problem solved. I assume Inevitable Deto spam does not work any longer too well, but Frozen Gate will.
relentless_turnip wrote: »They are an "organised small scale".
relentless_turnip wrote: »They are an "organised small scale".
By small-scale people generally mean <6 players. Ball groups go above 10.
upd: zerg almost never can kill pro ball like Nova or Fist (PC/EU). That groups mostly die cuz of another ball is hiding in zerg and do real stuff, not just pew pew (though zerg pew pew helps a lot).
"I don't understand why people call them broken"
Just compare them to literally any other proc set in the game. The damage is overtuned, the proc conditions are very easy to meet, and in the case of dark convergence, the additional effects are so numerous that if it were properly balanced the damage would be greatly reduced.
relentless_turnip wrote: »relentless_turnip wrote: »They are an "organised small scale".
By small-scale people generally mean <6 players. Ball groups go above 10.
I think the best distinguishing difference is a ballgroup is pre designed, with specific gear, skills, roles and add ons. Small scale groups tend to make use of whatever builds are available in their group. Both would coordinate via voice chat for efficiency, but small scales don't necessarily have roles, but would coordinate movement and burst like a ballgroup.
You could for example probably have a 6 man ball group and adversely a 10 man small scale group fighting a zerg of 20+. Though both are uncommon and unlikely. Generally the numbers you said would ring true. What I'm saying is the group composition is the greatest defining factor between group types.
sabresandiego_ESO wrote: »PVP has never been better. This is the first patch where clumping together with teammates is finally punishable
fullheartcontainer wrote: »sabresandiego_ESO wrote: »PVP has never been better. This is the first patch where clumping together with teammates is finally punishable
it's.... an alliance war. By DESIGN you are supposed to group up. If you want to solo go BG or something?