Red_Feather wrote: »When are all the new sets usually nerfed. There is typically a grace period isn't there. To get people to buy stuff. Just wondering how long to wait before investing any time or money.
Red_Feather wrote: »When are all the new sets usually nerfed. There is typically a grace period isn't there. To get people to buy stuff. Just wondering how long to wait before investing any time or money.
Never in any game have I seen this wierd entitled mindset that solo or smaller groups of players should be able to combat or defeat larger organized groups of players. It's very bizarre.
Also, these sets won't change anything. The larger groups can use these sets too, and they are so overtuned right now that they are just as effective at killing small groups of players.
Never in any game have I seen this wierd entitled mindset that solo or smaller groups of players should be able to combat or defeat larger organized groups of players. It's very bizarre.
Also, these sets won't change anything. The larger groups can use these sets too, and they are so overtuned right now that they are just as effective at killing small groups of players.
What is bizarre to me is the mindset that group size should be the only factor in success.
relentless_turnip wrote: »I normally hate proc sets, but am enjoying this patch alot. I have been using Hrothgar and have never found it so easy to fight outnumbered 😂 I haven't hit anyone above 4k yet that I have witnessed(and I do review combat tactics frequently), though I pretty much one shot someone who used berserker strike on me 😬 its probably bugged, but in principle it should be fairly balanced as it hits everyone for the same percentage. I have also not been hit with a Hrothgar proc over 3.5k... yet 😬 I have been playing alot this week before I gave my opinion.
The other sets don't bother me as I normally play on my own on high damage classes with no purge. Totally understand this is annoying for those who are used to being able survive in groups.
I do think Hrothgar's proc percentage should scale with your weapon damage as it does bypass the rule ATM. It would also need to be capped as I could easily abuse the current proc scaling🤭. Again this wouldn't bother me as I always just stack as much damage as I can. Seems like plaguebreak needs a cap too and dark convergence a bigger delay before the pull. Other than that I am personally OK with these sets. Though I appreciate the majority don't play the same way as me.
Never in any game have I seen this wierd entitled mindset that solo or smaller groups of players should be able to combat or defeat larger organized groups of players. It's very bizarre.
Also, these sets won't change anything. The larger groups can use these sets too, and they are so overtuned right now that they are just as effective at killing small groups of players.
What is bizarre to me is the mindset that group size should be the only factor in success.
Red_Feather wrote: »Maybe they should all do their damage through a countdown debuff as that kind of thing cannot stack.
I am using the dark convergence one and it shouldn't allow multiple people to cast that on the same target and get extra damage.
Never in any game have I seen this wierd entitled mindset that solo or smaller groups of players should be able to combat or defeat larger organized groups of players. It's very bizarre.
Also, these sets won't change anything. The larger groups can use these sets too, and they are so overtuned right now that they are just as effective at killing small groups of players.
What is bizarre to me is the mindset that group size should be the only factor in success.
Never in any game have I seen this wierd entitled mindset that solo or smaller groups of players should be able to combat or defeat larger organized groups of players. It's very bizarre.
Also, these sets won't change anything. The larger groups can use these sets too, and they are so overtuned right now that they are just as effective at killing small groups of players.
What is bizarre to me is the mindset that group size should be the only factor in success.
Umm, that is the case in real life, not just video games.
More almost always beats less. In eso each addition player is a 100% "buff", unless ZOS arbitrarily adds functions to off set the advantage, things whose damage scales with the number of targets.
Never in any game have I seen this wierd entitled mindset that solo or smaller groups of players should be able to combat or defeat larger organized groups of players. It's very bizarre.
Also, these sets won't change anything. The larger groups can use these sets too, and they are so overtuned right now that they are just as effective at killing small groups of players.
I'm a solo PvPer/smallscaler, and I don't think any mechanic/set that allows 1 person/small group to completely wipe a larger coordinated group should exist in the game. It's broken gameplay at its core.
Instead of introducing sets to counter ball groups, ZOS needs to attack the mechanics that make ball groups strong in the first place. Diminishing cross heals with increasing group size, capping group heals, capping AoE purge, etc. are much better and more balanced at limiting a large group's strength than what we currently have in this new patch.
Never in any game have I seen this wierd entitled mindset that solo or smaller groups of players should be able to combat or defeat larger organized groups of players. It's very bizarre.
Also, these sets won't change anything. The larger groups can use these sets too, and they are so overtuned right now that they are just as effective at killing small groups of players.
I'm a solo PvPer/smallscaler, and I don't think any mechanic/set that allows 1 person/small group to completely wipe a larger coordinated group should exist in the game. It's broken gameplay at its core.
Instead of introducing sets to counter ball groups, ZOS needs to attack the mechanics that make ball groups strong in the first place. Diminishing cross heals with increasing group size, capping group heals, capping AoE purge, etc. are much better and more balanced at limiting a large group's strength than what we currently have in this new patch.
I bet you see well "Coordinated" groups taking scrolls and staying in the keeps for hours faming players. It's that what ZOS intended - un-killable groups? If ZOS remove cross healing and purge to apply to one person only, then yes, remove the new sets. But until then ZOS should make these new sets even more deadly.
PhoenixGrey wrote: »Never in any game have I seen this wierd entitled mindset that solo or smaller groups of players should be able to combat or defeat larger organized groups of players. It's very bizarre.
Also, these sets won't change anything. The larger groups can use these sets too, and they are so overtuned right now that they are just as effective at killing small groups of players.
So a bunch of really bad players should be allowed to kill a competent one ? What's the use of progression and skill then ?
I'm a solo PvPer/smallscaler, and I don't think any mechanic/set that allows 1 person/small group to completely wipe a larger coordinated group should exist in the game. It's broken gameplay at its core.
Instead of introducing sets to counter ball groups, ZOS needs to attack the mechanics that make ball groups strong in the first place. Diminishing cross heals with increasing group size, capping group heals, capping AoE purge, etc. are much better and more balanced at limiting a large group's strength than what we currently have in this new patch.
I bet you see well "Coordinated" groups taking scrolls and staying in the keeps for hours faming players. It's that what ZOS intended - un-killable groups? If ZOS remove cross healing and purge to apply to one person only, then yes, remove the new sets. But until then ZOS should make these new sets even more deadly.
Un-killable to the eyes of an average pug? Absolutely. Un-killable to other equally coordinated ball groups? Absolutely not. In the eyes of 4 pugs I am un-killable, and even outright a cheater. But in the eyes of another good player, I'm just competition - someone they would want to have a fight with.
It's mind boggling to think that coordinated groups should suffer because a bunch of random pugs don't bother to actually group up and learn to work with each other. Even more so, it's mind boggling to think that random pugs should be given the tools to punish coordinated groups who put in the time and effort to synergize their gameplay.
neferpitou73 wrote: »
Exactly. Cyrodiil is the large scale pvp zone. It is made for large groups clashing against each other. If you want small scale deathmatches that's what Bg's are for. If you want smaller scale objective play, that's what IC is for. Cyrodiil so the only zone that allows the closest thing to guild v guild combat.
mikey_reach wrote: »For all of those saying ball groups can use the same set to kill a small group or a solo player. You need to understand that ball groups were going to kill you regardless of if they wear that same set or not. The point is that now an individual player has a fighting chance against that ball group because the set’s effectiveness increases the more targets are around. Agaisnt a single player effectiveness its at its lowest but against a ball group effectiveness is at its highest. Ball groups are in a way but not entirely better off wearing group buff sets that just dark convergence on each toon not to say that it wouldnt work either.
fullheartcontainer wrote: »mikey_reach wrote: »For all of those saying ball groups can use the same set to kill a small group or a solo player. You need to understand that ball groups were going to kill you regardless of if they wear that same set or not. The point is that now an individual player has a fighting chance against that ball group because the set’s effectiveness increases the more targets are around. Agaisnt a single player effectiveness its at its lowest but against a ball group effectiveness is at its highest. Ball groups are in a way but not entirely better off wearing group buff sets that just dark convergence on each toon not to say that it wouldnt work either.
but the thing is, they shouldn't. An unskilled solo player by all means should die to an organized group. Balance in a game doesn't come from the fact that every style of gameplay is equal to all others. A solo player shouldn't be balanced against a group of people who coordinate their gear, abilities, and use comms for fights. Similarly, an uncoordinated zerg of light attacking potatoes has no inherent right to kill a coordinated group just because they outnumber them. If you want to kill a coordinated group, bring a coordinated group. Those *were* balanced against each other just fine.
Skill > sets. People that whine for more and more sets to help them but refuse to actually get good at the game or work with a group will lose every time.
fullheartcontainer wrote: ». Balance in a game doesn't come from the fact that every style of gameplay is equal to all others. A solo player shouldn't be balanced against a group of people who coordinate their gear, abilities, and use comms for fights. Similarly, an uncoordinated zerg of light attacking potatoes has no inherent right to kill a coordinated group just because they outnumber them. If you want to kill a coordinated group, bring a coordinated group. Those *were* balanced against each other just fine.
Skill > sets. People that whine for more and more sets to help them but refuse to actually get good at the game or work with a group will lose every time.
Marcus_Aurelius wrote: »fullheartcontainer wrote: ». Balance in a game doesn't come from the fact that every style of gameplay is equal to all others. A solo player shouldn't be balanced against a group of people who coordinate their gear, abilities, and use comms for fights. Similarly, an uncoordinated zerg of light attacking potatoes has no inherent right to kill a coordinated group just because they outnumber them. If you want to kill a coordinated group, bring a coordinated group. Those *were* balanced against each other just fine.
Skill > sets. People that whine for more and more sets to help them but refuse to actually get good at the game or work with a group will lose every time.
Also balance should not came from some broken machanics, we all know ball groups have an easy life because they prey on those mechanic like purge spam and overstacking of heals.
I would agree to remove these new sets if also those mechanics would be adjusted.