McTaterskins wrote: »Or.... just fix healing.
Any so called fix wont work, if you would remove cross heal and/or heal stack the zerg would suffer much more than the balls. An organized group will always have an advantage. What zos can do is to reduce the disadvantage for new and unorganized players. No-CP makes it more even for new ESO players and no proc sets reduces the raids ability to optimize build composition. Thus the advantage for balls are smaller.
Tranquilizer wrote: »You can't make the weaker strong by making the stronger weak.
Everything ZOS does to hurt ballgroups hurts pug zergs and solo/small scale players even more. It's a joke that the set that primarily was designed to counter ballgroups (Dark Convergence) is now solely used by that ballgroups to consecutive pull their opponents into their damage ultimates.
It's impossible to enable unorganised or small scale groups or solo players to beat an organized group, plain and simple. The only thing ZOS can do is to try to close the power gap between them to a degree. Disabling proc sets in pvp would be a step in the right direction imo.
McTaterskins wrote: »Or.... just fix healing.
Any so called fix wont work, if you would remove cross heal and/or heal stack the zerg would suffer much more than the balls.
McTaterskins wrote: »Or.... just fix healing.
Any so called fix wont work, if you would remove cross heal and/or heal stack the zerg would suffer much more than the balls.
Yeah, as if all zerg do is spamming radiants and vigors from each member.
Don't be ridiculous, cross heals will hit balls much harder than zergs. Nobody in zergs are expecting to get healed anyway, and when players play as healers, they pack burst heals too.
McTaterskins wrote: »Or.... just fix healing.
Any so called fix wont work, if you would remove cross heal and/or heal stack the zerg would suffer much more than the balls.
Yeah, as if all zerg do is spamming radiants and vigors from each member.
Don't be ridiculous, cross heals will hit balls much harder than zergs. Nobody in zergs are expecting to get healed anyway, and when players play as healers, they pack burst heals too.
You seem to have forgotten the test, when crosshealing was shut off.
McTaterskins wrote: »Or.... just fix healing.
Any so called fix wont work, if you would remove cross heal and/or heal stack the zerg would suffer much more than the balls. An organized group will always have an advantage. What zos can do is to reduce the disadvantage for new and unorganized players. No-CP makes it more even for new ESO players and no proc sets reduces the raids ability to optimize build composition. Thus the advantage for balls are smaller.
Case in point, those proc sets also help the new player can usually do better with proc sets as they are still learning to play the game.
ssewallb14_ESO wrote: »They could be killed before, even without special sets or siege.
It's an issue of counterplay becoming more and more limited.
You could hit them while they were out of their healing springs, but now they can stack regeneration. You could pull them out of the ball and lock them down, but now they have permanent root/snare immunity from Snow Treaders and higher CC immunity uptime from CP. You could even just slowly pick off player by player, but now they have necro resurrection.
Plaguebreak should've helped, but they can just have 8 players back-bar resto and stack so much healing that even coldfire doesn't really matter, making purge redundant in most situations anyway. Healing debuffs? Nerfed into the ground several patches ago.
Personally I think the best solution would be to revisit some of these past changes. Regeneration stacking being the most obvious one.
Comparing the unorganized zerg or lfg groups to a decent guild raid, is like collecting 11 persons from the street and put them against a team from a football club, they will loose. No change of rules will change that.
Fortunately in eso some things can be done and thats why ZOS created the non-proc non-cp campaign. It at least reduces the capacity gap.
Comparing the unorganized zerg or lfg groups to a decent guild raid, is like collecting 11 persons from the street and put them against a team from a football club, they will loose. No change of rules will change that.
I wanna see that truly skillful ballgroups when they remove their HoTs that carried them every patch so far.Fortunately in eso some things can be done and thats why ZOS created the non-proc non-cp campaign. It at least reduces the capacity gap.
Non-proc non-cp still has HoTs stacking.
The primary reason a ball group is strong, is not skills or any type or sets. Ball groups are strong because they are on voice chat, they work together and everyone know what to do and how to support the rest of the group.
The primary reason a ball group is strong, is not skills or any type or sets. Ball groups are strong because they are on voice chat, they work together and everyone know what to do and how to support the rest of the group.
Right, and that support is "everyone click HoT" + role-specific things. Without HoT in group vs group fight players will die as fast as they die in shooting games. Balls will be no different.
Surely ball groups will still win zergs of equal size. It's the question of "what's the multiplier". Currently it's very high. I bet that without hot stacking double zerg size will consistently wipe balls without any issues.
xxslam48xxb14_ESO wrote: »I had a brain blast for a set that I think might actually work amazingly on ball groups. A proc set that has an irresistible single target pull with very high range. Same rules as any other pull, so no ripping people off of walls or towers.
Chains of the schemer Prince
*insert 2-4pc bonus here*
5pc: Using a single target ability on an enemy pulls them to you with an irresistible and unbreakable chain. While chained you and the enemy cannot move more then 5m apart and cannot be healed or deal damage for 5 seconds. Only works on players!
Ball groups rely on their heal spam and mobility to overcome all opposition, so they would only be hurting themselves by using the set. A single focused aim could pull 1 balling 40m out of his group and make him easy prey for the horde of chasers. Repeat this a couple times and their entire group would be dismantled with ease. Only way I could see them coping is by all going permablock tank to survive the 5 seconds without heals, but then they are just annoying and not dangerous. OP? Only if you have team mates around or else its just 5 seconds of being chained to someone you can't harm. Rewards teamwork and heavily punishes players for relying on heals and mobility for survival. Not totally un survivable either if you got enough stamina to roll or block for 5 seconds. Even using shield spells is a counter as long as you aren't completely nuked by his team. Cloaking will make you invisible, but still chained. Also has the added benefit of being amazing for removing annoying tower humpers from your resources.
neferpitou73 wrote: »you do it by attacking mechanics that make them successful, e.g. nerf purge, swift, change steed
neferpitou73 wrote: »xxslam48xxb14_ESO wrote: »I had a brain blast for a set that I think might actually work amazingly on ball groups. A proc set that has an irresistible single target pull with very high range. Same rules as any other pull, so no ripping people off of walls or towers.
Chains of the schemer Prince
*insert 2-4pc bonus here*
5pc: Using a single target ability on an enemy pulls them to you with an irresistible and unbreakable chain. While chained you and the enemy cannot move more then 5m apart and cannot be healed or deal damage for 5 seconds. Only works on players!
Ball groups rely on their heal spam and mobility to overcome all opposition, so they would only be hurting themselves by using the set. A single focused aim could pull 1 balling 40m out of his group and make him easy prey for the horde of chasers. Repeat this a couple times and their entire group would be dismantled with ease. Only way I could see them coping is by all going permablock tank to survive the 5 seconds without heals, but then they are just annoying and not dangerous. OP? Only if you have team mates around or else its just 5 seconds of being chained to someone you can't harm. Rewards teamwork and heavily punishes players for relying on heals and mobility for survival. Not totally un survivable either if you got enough stamina to roll or block for 5 seconds. Even using shield spells is a counter as long as you aren't completely nuked by his team. Cloaking will make you invisible, but still chained. Also has the added benefit of being amazing for removing annoying tower humpers from your resources.
First, we already have skills that to do this well enough. Chains, silver leash, leap Streak through the tail of the group to separate them.
Secondly, you cannot fix mechanics problems with sets. There is no magic bullet that will kill ball groups. If you want to "fix" ball groups you do it by attacking mechanics that make them successful, e.g. nerf purge, swift, change steed. And you provide easier ways for opposition to coordinate to oppose them.
michaelpatterson wrote: »I would adjust the snow treaders since theyre likly the biggest imbalance.. make them not permanant immovable but proc on and off maybe every 10-12secs can proc on for 6 when encountering a CC.. this will still give them all good surprise immovable uptime but in a situation where 100 people are hammering them with ults stuns etc and unable to stop or even damage them it will greatly stagger the "groups" uptimes n break it up a bit making killing them more possible.