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.
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.
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.
First zergs use HoT to, without it they will be down even faster. A ball group focus burst damage where people stack, then moves of regenerating, drawing the zerg to another choke point then again drops a focused damage burst and so on. You can expect that all ball members have self heal so no. without HoT the zerg would supper more than a ball.
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.
that will change nothing, groups can just build 5 medium and can all use shuffel (which they are already doing btw).....
why do ppl think they can nerf optimized gameplay between good players ?
Organized group vs mindless zerg doesn't matter what you do your gonna get smoked Everytime. And most of what zos does to counter ball groups backfires anyways look at Dc lol. Good smart players that group together are always gonna be better than the mindless zerglings and wanna be solo heroes.
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.
Snow treaders is a fair trade off imo. You only become immune to soft cc's and snares. Most ball group players already have a purge available so they could purge away soft CC's like immobilizes. Treaders just saves you the trouble of doing that. You can still get hit with hard CC's like any unblockable/undodgeable stuns. It just saves you from root spam and at the cost of being able to sprint.
I've run snow treaders when playing solo and it only saves you from cleansable effects, so any hard CC's like fossilize, chains, streak, off balance stun, surprise attack stun, etc all can still stun you. It just saves trouble of having to spam cleanse effects or break free
McTaterskins wrote: »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.
First zergs use HoT to, without it they will be down even faster. A ball group focus burst damage where people stack, then moves of regenerating, drawing the zerg to another choke point then again drops a focused damage burst and so on. You can expect that all ball members have self heal so no. without HoT the zerg would supper more than a ball.
Disagree.
The zerg surfers aren't making sure everyone's hopping around spamming radiating etc. - Without 3-6 stacks or more of radiating regen, the ball group wouldn't make it much past the first "focus burst" as they would then need to be using resources and coordination to stay alive as they're getting zerged down.
Yes, an organized group should* beat an unorganized group. However, the "organized" groups right now are potentially being carried by stacking an easy cast blanket heal over time.
neferpitou73 wrote: »The point I believe LARS was trying to make was that if you get rid of these hots the ball group will lose some healing sure but they can just rearrange their comp so that they're still capable of surviving. Whereas the zerg just lost a very potent source of healing and can't coordinate to make up for it.
neferpitou73 wrote: »
The healers in ball groups are more than capable of keeping the group alive even without everyone else spamming regen. Heck they could probably do it without spamming regen themselves. Would it be harder? Sure. Impossible? Heck no! The idea that it's regen spam alone keeping ball groups alive is pure fiction akin to the "Ball groups will finally be able to die without proc sets!" fiasco
To my knowledge most of the damage builds running regen in ball group comps are using it to to take advantage of the sustain granted by the maelstrom resto staff (especially since a lot of these groups are crit based). The added healing is a bonus (non-negligible sure, but when I was designing proc comps we never truly considered the healing aspects of it, mostly the sustain).
The point I believe LARS was trying to make was that if you get rid of these hots the ball group will lose some healing sure but they can just rearrange their comp so that they're still capable of surviving. Whereas the zerg just lost a very potent source of healing and can't coordinate to make up for it.
neferpitou73 wrote: »The point I believe LARS was trying to make was that if you get rid of these hots the ball group will lose some healing sure but they can just rearrange their comp so that they're still capable of surviving. Whereas the zerg just lost a very potent source of healing and can't coordinate to make up for it.
If they allow only 2 of the same HoT to be active on a player, that can fix the issue without ruining it for the zergs and trials.
xylena_lazarow wrote: »1) Limit HoT stacking without disrupting PvE trials
2) Disable Snow Treaders in PvP
The power ceiling for ballgroups is higher than ever, but there are fewer ballgroups and ballgroup players than ever. Maybe we need a better large scale meta than hours of lag-inducing 60v12 stalemates on the roof.ZOS should encurage ppl to play in organized groups and not mindless zergsurfing
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.
I practice it's not the case, a decent ball of 12 with proc set builds supporting each other, increses the gap between the ball and the new player. only an organized group can make full use of the proc sets. Dark conversion is a good example, it was designed to kill balls, but it strenghend them.
xylena_lazarow wrote: »1) Limit HoT stacking without disrupting PvE trials
2) Disable Snow Treaders in PvP
MISTFORMBZZZ wrote: »Disable hots, then the dd and support slot a burst heal or a selfish heal instead . It doesnt matter.
So your group will learn to adapt to no longer being immune to pretty much everything supposedly designed to counter the ball meta, and come up with a new strategy for a new group meta. I don't see a problem with this, why do you?MISTFORMBZZZ wrote: »Good ball groups will always adapt
Another ballgroup player voice, another time we hear this "we will adapt" mantra, but de-facto asking to leave the game as it is - as in, not make changes that will make ball group weaker.MISTFORMBZZZ wrote: »Disable hots, then the dd and support slot a burst heal or a selfish heal instead . It doesnt matter.
It does matter, as burst heal costs much more, and is not up when group is stunned, which makes all members vulnerable to dots + burst combos.
neferpitou73 wrote: »The reason you hear the "we will adapt" mantra so much is that any change you make to the game will likely weaken the zerg more than us because we can coordinate to overcome it.
neferpitou73 wrote: »The reason you hear the "we will adapt" mantra so much is that any change you make to the game will likely weaken the zerg more than us because we can coordinate to overcome it.
This is the reason why its so hard to reduce the ball power, ZOS try with the new pvp sets, were not exactly sucessfull. I guess one could device a radically different combat system, like no aoe but that will hardly happen.
What one have to look at is features in the combat system that give balls an advantage. I have already pointed to two possibilities, CP and proc sets. At least hard core balls have players with high cp and a ball can utilize the procsets much better than anyone else. The effect of making Raven non-cp non-proc was on PC/EU, that a number of balls mainly ep guilds left for Gray Host since they understood that their power would decrease.
xylena_lazarow wrote: »So your group will learn to adapt to no longer being immune to pretty much everything supposedly designed to counter the ball meta, and come up with a new strategy for a new group meta. I don't see a problem with this, why do you?MISTFORMBZZZ wrote: »Good ball groups will always adapt
neferpitou73 wrote: »
I'm not sure if the ball groups left for Proc because it's more advantageous for them, or if it's just more fun to play in, in general. I'll agree that Proc sets give ball groups an edge with regards to stats but a good ball group can roll over everyone in No-CP just as easily. Like they did when LP and CB played during the no-proc test in PCNA.
The real trick with ball groups is not playing into their tactics. If you're fighting something that's designed to slaughter everyone in a 10m radius, stay the heck out of it's way.
Taking on larger numbers is not a problem, endless lag-inducing roof stalemates are the problem. It would be better if the ballgroup won so decisively as to make "farming" randoms impossible, they just die and concede.I think they are pretty much saying that no matter what the design is, an organized group can take on much larger groups of unorganized players.
MEBengalsFan2001 wrote: »Here's a thought....
Group sizes of 1-4 no negative effects applied to the group.
Group size of 5+ - each player receives 500 less armor value per a player
A group of 12 players would all lose 6K from their base armor value, that a free major breach without using major breach.