Elendir2am wrote: »
As DK, I focus on debuffing with my anti-ball setup. With proximity bomb and inner breath only, I cannot do classic bombing. But If I debuff them in meatball and oil AoE with mangle and defiler (+Snake in the Star), it can be critical for them.
Do solo players not sometimes successfully fight 5x their numbers and win? Do they not use their power to troll more often than to actually take objectives? Same two questions for small-scalers?
Do sets not exist that are specifically designed to target large stacked groups? CP stars? Skills?
Is every solo morph of a buff or heal not significantly more powerful than it's teamwork counterpart?
The question isn't why doesn't the game introduce mechanics to help smaller teams. The question is why don't people acknowledge that there already is. And how much further can we go before we've effectively neutered teamwork and artificially decreased the most logical and elementary advantage anyone could have in anything-- a numbers advantage??
As has been said, there is a distinct difference that 1 unkillable 1vxer and an unkillable ball group have on the campaign and on PVP in general.
An unkillable solo player holding down a resource is largely irrelevant. And them taking on 5x their number is 5 players. Add a full group on them and they are likely going to die. But, say they don't. Well, that player can just be ignored. They aren't threatening keeps, certainly aren't taking keeps or preventing keeps from being taken. They are just 1 person holding a resource. They are irrelevant to the flow of combat in Cyrodil.
Whereas, the unkillable group, who eats an entire faction stack repeatedly, are a legitimate problem for keeps and for the flow of combat. If you leave them alone, they take your keep. If you leave them alone, they flag your back keeps and prevent you from transporting around them on the map. And they do it repeatedly, to the point where, you either lose keeps to them, or you repeatedly faction stack them, over and over again, as they respawn and continue to do this. Fighting a ball group like this is never a "just ignore them" scenario, because even if, after 40 minutes of chasing them around a keep you kill them, guess what, there they are again at the next keep. Or right back inside your keep 10 mins later after they respawn nearby. And here you are, faction stacking them again and again and again.
Trying to compare them to solo players is just insanely disingenuous.
I'm not trying to say solo players and ball-groups are the same. I'm trying to demonstrate how powerful one good player can be and draw, from there, a line to where ball-groups could be expected to be in a balanced game.
It may not currently be as far off the mark as some people think.
If people are tired of big groups then let's just suggest reducing the max group size. Isn't that much more simple and helpful and logical?
Telling people they can't heal their teammates in PvP (or calling it exploitative, lol,) is like telling tanks they shouldn't taunt in PvE. This isn't fixing anything it is breaking it.
Someone... And I forget who... Made the comment "every member of the group is a tank AND a dps AND and healer, it's madness." And again I can't help but see parallels between groups and talented solo players.
We're all tanky blobs of OP self healing that somehow manage to do way too much damage. It really is no wonder that if you get 12 of us together we can't die. You're all trying to treat the symptom not the disease.
And to be clear I'm only really talking about one thing. Limiting HoT stacks. A terrible idea.
Do solo players not sometimes successfully fight 5x their numbers and win? Do they not use their power to troll more often than to actually take objectives? Same two questions for small-scalers?
Do sets not exist that are specifically designed to target large stacked groups? CP stars? Skills?
Is every solo morph of a buff or heal not significantly more powerful than it's teamwork counterpart?
The question isn't why doesn't the game introduce mechanics to help smaller teams. The question is why don't people acknowledge that there already is. And how much further can we go before we've effectively neutered teamwork and artificially decreased the most logical and elementary advantage anyone could have in anything-- a numbers advantage??
As has been said, there is a distinct difference that 1 unkillable 1vxer and an unkillable ball group have on the campaign and on PVP in general.
An unkillable solo player holding down a resource is largely irrelevant. And them taking on 5x their number is 5 players. Add a full group on them and they are likely going to die. But, say they don't. Well, that player can just be ignored. They aren't threatening keeps, certainly aren't taking keeps or preventing keeps from being taken. They are just 1 person holding a resource. They are irrelevant to the flow of combat in Cyrodil.
Whereas, the unkillable group, who eats an entire faction stack repeatedly, are a legitimate problem for keeps and for the flow of combat. If you leave them alone, they take your keep. If you leave them alone, they flag your back keeps and prevent you from transporting around them on the map. And they do it repeatedly, to the point where, you either lose keeps to them, or you repeatedly faction stack them, over and over again, as they respawn and continue to do this. Fighting a ball group like this is never a "just ignore them" scenario, because even if, after 40 minutes of chasing them around a keep you kill them, guess what, there they are again at the next keep. Or right back inside your keep 10 mins later after they respawn nearby. And here you are, faction stacking them again and again and again.
Trying to compare them to solo players is just insanely disingenuous.
Presuming they stand in meatbag and oils without either running out of them or killing you; sure, it's of middling help. You can't coordinate proxy or inner breath and so its not worth much.Elendir2am wrote: »As DK, I focus on debuffing with my anti-ball setup. With proximity bomb and inner breath only, I cannot do classic bombing. But If I debuff them in meatball and oil AoE with mangle and defiler (+Snake in the Star), it can be critical for them.
I'm not trying to say solo players and ball-groups are the same. I'm trying to demonstrate how powerful one good player can be and draw, from there, a line to where ball-groups could be expected to be in a balanced game.
Elendir2am wrote: »Presuming they stand in meatbag and oils without either running out of them or killing you; sure, it's of middling help. You can't coordinate proxy or inner breath and so its not worth much.Elendir2am wrote: »As DK, I focus on debuffing with my anti-ball setup. With proximity bomb and inner breath only, I cannot do classic bombing. But If I debuff them in meatball and oil AoE with mangle and defiler (+Snake in the Star), it can be critical for them.
They don't stand in it of course, we all know that they don't. It demand precise timing, but I don't wand easy job. I want rewarding job.
Problem is, that with 4sec SitS I need time a lot of thing in small window in laggy situation and they can easily avoid impact by various counter-play. There is a lot of circumstances, when I don't see reason to try it at all, for example when ball PvDoor inside one of 3 gate keeps.
Disparity in skill demand is absurd. Balls got various OP sets wich helped them a lot, so counter sets should be as much powerful as them. If SitS was as good as them, this thread wouldn't exist.You are comparing all ball group members to best 1vXers in this thread. This comparison is problematic itself, but main problem is, the ball composed from below mediocre players can stil farm zerg. They will get killed eventually, jet they can still hold hostage keep with half of your pop.I'm not trying to say solo players and ball-groups are the same. I'm trying to demonstrate how powerful one good player can be and draw, from there, a line to where ball-groups could be expected to be in a balanced game.
If players want to work together on a larger scale, they can coordinate through discord, and their biggest advantage should be, the ability to communicate
Do solo players not sometimes successfully fight 5x their numbers and win? Do they not use their power to troll more often than to actually take objectives? Same two questions for small-scalers?
Do sets not exist that are specifically designed to target large stacked groups? CP stars? Skills?
Is every solo morph of a buff or heal not significantly more powerful than it's teamwork counterpart?
The question isn't why doesn't the game introduce mechanics to help smaller teams. The question is why don't people acknowledge that there already is. [snip] a numbers advantage??
[edited for baiting]
You say it's mindless gameplay but you obviously don't watch the videos/content that a lot of ballgroups or ball 'style' groups put out.
Turtle_Bot wrote: »Do solo players not sometimes successfully fight 5x their numbers and win? Do they not use their power to troll more often than to actually take objectives? Same two questions for small-scalers?
Do sets not exist that are specifically designed to target large stacked groups? CP stars? Skills?
Is every solo morph of a buff or heal not significantly more powerful than it's teamwork counterpart?
The question isn't why doesn't the game introduce mechanics to help smaller teams. The question is why don't people acknowledge that there already is. And how much further can we go before we've effectively neutered teamwork and artificially decreased the most logical and elementary advantage anyone could have in anything-- a numbers advantage??
This has already been answered and disproven multiple times by multiple different commenters for multiple different reasons on this thread and despite saying you "were done with the thread", here you are AGAIN, back doing and commenting more of the same....
Turtle_Bot wrote: »Do solo players not sometimes successfully fight 5x their numbers and win? Do they not use their power to troll more often than to actually take objectives? Same two questions for small-scalers?
Do sets not exist that are specifically designed to target large stacked groups? CP stars? Skills?
Is every solo morph of a buff or heal not significantly more powerful than it's teamwork counterpart?
The question isn't why doesn't the game introduce mechanics to help smaller teams. The question is why don't people acknowledge that there already is. And how much further can we go before we've effectively neutered teamwork and artificially decreased the most logical and elementary advantage anyone could have in anything-- a numbers advantage??
This has already been answered and disproven multiple times by multiple different commenters for multiple different reasons on this thread and despite saying you "were done with the thread", here you are AGAIN, back doing and commenting more of the same....
So someone disagreed with me... And you agreed with them... So I've been proven wrong? I haven't seen anyone PROVE anything. Just spout a bunch of opinions-- same as I'm doing.
The only thing you're right about is that I said I'm done but now I'm back. You got me.
Things I'm right about but have gotten 0 points for [snip]:
1) Every solo heal is stronger than every cross heal. In the case of Vigor and Regen significantly so.
2) There are lots of gear sets and skills designed specifically for attacking groups.
3) Solo players can kill 5x their number, so why can't a 12man kill 60 without being unbalanced?
[Edited for baiting]
Ball groups existed from 2014-2019 without these problems. It wasn't until the change in combat devs in 2019 that the gap between gladiators and farmers started to widen dramatically, escalating these arguments.MISTFORMBZZZ wrote: »you all can discuss forever, nothing will change
Not really. If for example there was a cap on how many same positive effects can be applied onto one player, this would be huge change and it would be mostly felt by Ball Groups. Imagine if for example you could have 3 Vigors max instead of 12. Solo & small scale would not feel that, but Ball groups (while still powerful & problematic to kill) would have to be more careful as their ability to outheal sieges would be significantly reduced.MISTFORMBZZZ wrote: »you all can discuss forever, nothing will change - even if zos removes cross healing, hot stacking, buff siege, reduce grp limit. Groups will adapt till you make cyro a 1v1 arena. Deep inside, you know its true.
Tommy_The_Gun wrote: »Ball Groups avoid eachother because Ball Group can not kill other Ball Group. This wasn't a thing in the past and Ball Groups used to fight against each other & wipe themselves. But today it is no longer a thing.MISTFORMBZZZ wrote: »you all can discuss forever, nothing will change - even if zos removes cross healing, hot stacking, buff siege, reduce grp limit. Groups will adapt till you make cyro a 1v1 arena. Deep inside, you know its true.
/quote]
Idk whats going on on PC but on PS EU (where i lead ballgroup since 3 years) and PS NA, ballgroups kill each other when ever they see each other.
Just need to watch through the YT videos to prove my point.
And every ball group is killable, but if the random zergling isnt slotting any negates or droppes them without sense open field or in a ballgroups movement phase, who´s fault is that ?
Since purge (skill) has been made completly unuseable in pvp cuz plaguebreak, siege hits harder then before.
My group for example, removed most hots and is using burst heals instead. So we would care not to much about a hot nerf ngl.
Which brings me back to my point, as long cyro isnt a 1v1 arena the groups will always have a advantage. And also im active in forum since ages, first as quiet reader now as writer aswell. People have always been complaining and they will be always be complaining.
Heals_With_Orbs wrote: »I just don't understand these ball groups at all.
The people on these forums that defend them, are usually people who are in one themselves with the reply : -
"so you don't think other playstyles should be allowed?"
Yes I do, but not this stupid situation where players are invincible and unkillable, and some of these groups are sadly.
What kind of pvp game allows 12 people to run around immune to everything thats thrown at them? I've seen enough where when someone says "ball group at xyz keep" I no longer bother to go because the result is always the same, every day, every night. Ball group runs off with the scroll and trolls people for 30 minutes.
The answer has been suggested many many MANY times, but ZOS refuse to act. Why is this? are they afraid they might lose a handful of customers because ball groups will become obsolete? well how many more players are put off pvp because of these ball groups which are causing performance issues, lag, desyncing, and skills not to work properly?
Its incredibly selfish game play, not healthy for pvp in general.
The sets offered to counteract them dont work, i've tried them all, DC, PB, Snake in the Stars, various anti regen builds, enervating aura, langour, akatosh, mad tinkerer etc. They dont work.
ZOS have already stated they are keen to discourage these groups, but don't offer the proper solution, which is to change the game mechanics, and not what they currently do, which is offer more and more sets that these groups use themselves, and also sets that should he binned. To be fair, DC, PB and VD are fun to use in pve, but not in pvp. Not only that but these sets are used to wipe small groups, again, what is this achieving?
So ball groups continue to wreck havoc, more and more of them are appearing, because its easy kills for little effort and brain usage, and smaller groups are being hit too
Snake in the stars, what is that all about? The set can be cleansed. I thought the whole purpose of oblivion damage was it is unblockable and cant be mitigated, but it is called "star venom" its not a poison, its oblivion damage, and the 4 second cool down? absolutely no use whatsoever.
i've killed 7 people with these set, solo players. It doesn't touch ball groups, and why would it? when players have 12 instances of vigor and rapid regen, you may as well hit a player with stick of celery....
You cant please everyone, but what's more important? keeping these ball groups happy, or alienating the majority, who hate these groups and also putting of newcomers?
Tommy_The_Gun wrote: »Not really. If for example there was a cap on how many same positive effects can be applied onto one player, this would be huge change and it would be mostly felt by Ball Groups. Imagine if for example you could have 3 Vigors max instead of 12. Solo & small scale would not feel that, but Ball groups (while still powerful & problematic to kill) would have to be more careful as their ability to outheal sieges would be significantly reduced.MISTFORMBZZZ wrote: »you all can discuss forever, nothing will change - even if zos removes cross healing, hot stacking, buff siege, reduce grp limit. Groups will adapt till you make cyro a 1v1 arena. Deep inside, you know its true.
I agree with you on one thing - group that coordinates & has good communication will almost always beat non-grouped players. The issue is that currently one Ball Group can potentially fight the entire non-grouped locked faction population and not die. Even if we assume that for example Cyro will be "group only" - then you will have groups of 12 vs 12 vs 12 vs 12... and no one will die. That is how broken "Ball Group" playstyle has become. Ball Groups avoid eachother because Ball Group can not kill other Ball Group. This wasn't a thing in the past and Ball Groups used to fight against each other & wipe themselves. But today it is no longer a thing.
If the BiS thing in Cyrodiil can not be countered even by "itself" - then we have a core game play ballance issue. It did not happened overnight however as Ball Groups were less powerful in the past (and at the same time easier to deal with). But power creep did its job. VMA used to be very challenging, but with newer sets, skills, classes etc it had become easier. Ball Groups have the same issue and power creep made them unproportionally stronger to everything else.
Search forums and you would not find old threads where people legitimately complain about Ball Groups. It is a recent thing and started maybe 2 or 3 major updates ago.
Turtle_Bot wrote: »Do solo players not sometimes successfully fight 5x their numbers and win? Do they not use their power to troll more often than to actually take objectives? Same two questions for small-scalers?
Do sets not exist that are specifically designed to target large stacked groups? CP stars? Skills?
Is every solo morph of a buff or heal not significantly more powerful than it's teamwork counterpart?
The question isn't why doesn't the game introduce mechanics to help smaller teams. The question is why don't people acknowledge that there already is. And how much further can we go before we've effectively neutered teamwork and artificially decreased the most logical and elementary advantage anyone could have in anything-- a numbers advantage??
This has already been answered and disproven multiple times by multiple different commenters for multiple different reasons on this thread and despite saying you "were done with the thread", here you are AGAIN, back doing and commenting more of the same....
So someone disagreed with me... And you agreed with them... So I've been proven wrong? I haven't seen anyone PROVE anything. Just spout a bunch of opinions-- same as I'm doing.
The only thing you're right about is that I said I'm done but now I'm back. You got me.
Things I'm right about but have gotten 0 points for [snip]:
1) Every solo heal is stronger than every cross heal. In the case of Vigor and Regen significantly so.
That is pretty misleading because you are talking about only 1 person's incoming healing. Yes to heal 1 person only, solo heals are a lot better, however cross healing rapidly outpaces solo heals when dealing with multiple people taking a similar damage profile. To use your own example going by eso hubs base skill costs/heals: Resolving Vigor (2984 stam) for 5388 health over 5 secs (ignoring minor resolve for now) vs Echoing Vigor (2984 stam) for 5220 health over 16 secs in a 15m radius. RVigor is 1078 hps, EVigor is 326 hps; RVigor has a 3.3x better hps, so long as you are dealing with 1 person. When you get to 4 or higher EVigor outpaces it.
*I'm not sure on how exactly aoe healing target capping works(If I use EVigor 2x will I hit everybody in the group?) so presuming a group of just 6*
With 6 people in radius it jumps to 1956 outgoing hps, that is for 1 person casting it once. With 6 people casting it you end up with 11,736 groupwide hps for 16 secs, for a groupwide 17,904 stam cost. Each individual has 1956 incoming hps for an individual stam cost of 187 per sec with 100% uptime, so using EVigor every 16 secs.
Now let's take resolving vigor. If everybody in the 6 man group ran it and was able to upkeep the stam cost of having 100% uptime on it, using RVigor every 5 secs, there would be 6468 groupwide hps for a groupwide cost of 17,904 stam. Each individual has 1078 incoming hps for an individual stam cost of 597 per sec.
RVigor has 55.1% the individual incoming hps for 319.3% the individual stam cost.2) There are lots of gear sets and skills designed specifically for attacking groups.
But again, how many work in multiple situations. See my prior response to you about it.3) Solo players can kill 5x their number, so why can't a 12man kill 60 without being unbalanced?
[Edited for baiting]
How often do solo players actually 1v5? 2v10? 3v15? 4v20? Not very often at all, and if so, like 1vxing in general, it depends more on the x than the 1.
Turtle_Bot wrote: »Do solo players not sometimes successfully fight 5x their numbers and win? Do they not use their power to troll more often than to actually take objectives? Same two questions for small-scalers?
Do sets not exist that are specifically designed to target large stacked groups? CP stars? Skills?
Is every solo morph of a buff or heal not significantly more powerful than it's teamwork counterpart?
The question isn't why doesn't the game introduce mechanics to help smaller teams. The question is why don't people acknowledge that there already is. And how much further can we go before we've effectively neutered teamwork and artificially decreased the most logical and elementary advantage anyone could have in anything-- a numbers advantage??
This has already been answered and disproven multiple times by multiple different commenters for multiple different reasons on this thread and despite saying you "were done with the thread", here you are AGAIN, back doing and commenting more of the same....
So someone disagreed with me... And you agreed with them... So I've been proven wrong? I haven't seen anyone PROVE anything. Just spout a bunch of opinions-- same as I'm doing.
The only thing you're right about is that I said I'm done but now I'm back. You got me.
Things I'm right about but have gotten 0 points for [snip]:
1) Every solo heal is stronger than every cross heal. In the case of Vigor and Regen significantly so.
That is pretty misleading because you are talking about only 1 person's incoming healing. Yes to heal 1 person only, solo heals are a lot better, however cross healing rapidly outpaces solo heals when dealing with multiple people taking a similar damage profile. To use your own example going by eso hubs base skill costs/heals: Resolving Vigor (2984 stam) for 5388 health over 5 secs (ignoring minor resolve for now) vs Echoing Vigor (2984 stam) for 5220 health over 16 secs in a 15m radius. RVigor is 1078 hps, EVigor is 326 hps; RVigor has a 3.3x better hps, so long as you are dealing with 1 person. When you get to 4 or higher EVigor outpaces it.
*I'm not sure on how exactly aoe healing target capping works(If I use EVigor 2x will I hit everybody in the group?) so presuming a group of just 6*
With 6 people in radius it jumps to 1956 outgoing hps, that is for 1 person casting it once. With 6 people casting it you end up with 11,736 groupwide hps for 16 secs, for a groupwide 17,904 stam cost. Each individual has 1956 incoming hps for an individual stam cost of 187 per sec with 100% uptime, so using EVigor every 16 secs.
Now let's take resolving vigor. If everybody in the 6 man group ran it and was able to upkeep the stam cost of having 100% uptime on it, using RVigor every 5 secs, there would be 6468 groupwide hps for a groupwide cost of 17,904 stam. Each individual has 1078 incoming hps for an individual stam cost of 597 per sec.
RVigor has 55.1% the individual incoming hps for 319.3% the individual stam cost.2) There are lots of gear sets and skills designed specifically for attacking groups.
But again, how many work in multiple situations. See my prior response to you about it.3) Solo players can kill 5x their number, so why can't a 12man kill 60 without being unbalanced?
[Edited for baiting]
How often do solo players actually 1v5? 2v10? 3v15? 4v20? Not very often at all, and if so, like 1vxing in general, it depends more on the x than the 1.
An excellent numbers breakdown. I fear we're still going to disagree though. You seem to be demonstrating how Echoing Vigor can achieve higher numbers than Resolving Vigor. I think what you, and others, aren't realizing about my argument is that I'm considering PROPORTION. Yes, I know that at a certain number of people Echoing will surpass Resolving.
But at 6 people, as you demonstrated, each person will have 1956 incoming heals per second all casting Echoing on themselves. 6 people standing around pretending they aren't in a group using Resolving Vigor instead will have 1078.
6 people healing 1 will effectively DOUBLE 1 person healing 1. And you find this PROPORTIONATELY stronger?
I find this to be skewed in favor of the Resolving Vigor morph. And I find the difference between 6 people and 1 person to be much closer than they honestly should be. And therefore the limit on HoT stacks I would propose, if any, would be closer to 8 or 10 or yes even 12 than to what Ive seen commonly proposed which is 3 or 4. 4... A number only granted with respect to PvE, but for PvP would make it completely interchangable with the solo morph, and therefore useless.
2) How many uses do Vicious Death, Plaguebreak, Dark Convergence, etc have? I mean... Lots? Basically everything except duels. How many uses do the "ballgroup" sets have? Less, am I right?
3) How often do solo players 1v5? I mean... Fairly often? I admit I'm not good enough to do it reliably, but I probably do it once or twice a week? Some people in my guild, better than me, absolutely do it once or twice a night. Some content creators do is over and over and over again, I suppose, just like the ball-groups.
Turtle_Bot wrote: »Do solo players not sometimes successfully fight 5x their numbers and win? Do they not use their power to troll more often than to actually take objectives? Same two questions for small-scalers?
Do sets not exist that are specifically designed to target large stacked groups? CP stars? Skills?
Is every solo morph of a buff or heal not significantly more powerful than it's teamwork counterpart?
The question isn't why doesn't the game introduce mechanics to help smaller teams. The question is why don't people acknowledge that there already is. And how much further can we go before we've effectively neutered teamwork and artificially decreased the most logical and elementary advantage anyone could have in anything-- a numbers advantage??
This has already been answered and disproven multiple times by multiple different commenters for multiple different reasons on this thread and despite saying you "were done with the thread", here you are AGAIN, back doing and commenting more of the same....
So someone disagreed with me... And you agreed with them... So I've been proven wrong? I haven't seen anyone PROVE anything. Just spout a bunch of opinions-- same as I'm doing.
The only thing you're right about is that I said I'm done but now I'm back. You got me.
Things I'm right about but have gotten 0 points for [snip]:
1) Every solo heal is stronger than every cross heal. In the case of Vigor and Regen significantly so.
That is pretty misleading because you are talking about only 1 person's incoming healing. Yes to heal 1 person only, solo heals are a lot better, however cross healing rapidly outpaces solo heals when dealing with multiple people taking a similar damage profile. To use your own example going by eso hubs base skill costs/heals: Resolving Vigor (2984 stam) for 5388 health over 5 secs (ignoring minor resolve for now) vs Echoing Vigor (2984 stam) for 5220 health over 16 secs in a 15m radius. RVigor is 1078 hps, EVigor is 326 hps; RVigor has a 3.3x better hps, so long as you are dealing with 1 person. When you get to 4 or higher EVigor outpaces it.
*I'm not sure on how exactly aoe healing target capping works(If I use EVigor 2x will I hit everybody in the group?) so presuming a group of just 6*
With 6 people in radius it jumps to 1956 outgoing hps, that is for 1 person casting it once. With 6 people casting it you end up with 11,736 groupwide hps for 16 secs, for a groupwide 17,904 stam cost. Each individual has 1956 incoming hps for an individual stam cost of 187 per sec with 100% uptime, so using EVigor every 16 secs.
Now let's take resolving vigor. If everybody in the 6 man group ran it and was able to upkeep the stam cost of having 100% uptime on it, using RVigor every 5 secs, there would be 6468 groupwide hps for a groupwide cost of 17,904 stam. Each individual has 1078 incoming hps for an individual stam cost of 597 per sec.
RVigor has 55.1% the individual incoming hps for 319.3% the individual stam cost.2) There are lots of gear sets and skills designed specifically for attacking groups.
But again, how many work in multiple situations. See my prior response to you about it.3) Solo players can kill 5x their number, so why can't a 12man kill 60 without being unbalanced?
[Edited for baiting]
How often do solo players actually 1v5? 2v10? 3v15? 4v20? Not very often at all, and if so, like 1vxing in general, it depends more on the x than the 1.
An excellent numbers breakdown. I fear we're still going to disagree though. You seem to be demonstrating how Echoing Vigor can achieve higher numbers than Resolving Vigor. I think what you, and others, aren't realizing about my argument is that I'm considering PROPORTION. Yes, I know that at a certain number of people Echoing will surpass Resolving.
But at 6 people, as you demonstrated, each person will have 1956 incoming heals per second all casting Echoing on themselves. 6 people standing around pretending they aren't in a group using Resolving Vigor instead will have 1078.
6 people healing 1 will effectively DOUBLE 1 person healing 1. And you find this PROPORTIONATELY stronger?
I find this to be skewed in favor of the Resolving Vigor morph. And I find the difference between 6 people and 1 person to be much closer than they honestly should be. And therefore the limit on HoT stacks I would propose, if any, would be closer to 8 or 10 or yes even 12 than to what Ive seen commonly proposed which is 3 or 4. 4... A number only granted with respect to PvE, but for PvP would make it completely interchangable with the solo morph, and therefore useless.
Yes 6 people healing 6 people is twice as effective as 1 person healing 1 person when talking about 1 person's incoming hps. And that's disregarding the fairly significant stam cost difference. But you are still looking at it at an individual basis. If hypothetically a 6 person group was fighting 6 people and all 6 enemies only ever attacked 1 person, then yes it would be more effective to use single target heals because EVigor or other aoes would have alot of overhealing on friendlies who aren't taking any damage at all. However because people fighting ball groups can't coordinate to single target focus 1 person it becomes borderline irrelevant. As an aside that is why ball groups still have plenty of single target heals. Most solo/duo/tri builds can't have that much variety because you are alot more susceptible to being split up/focused.2) How many uses do Vicious Death, Plaguebreak, Dark Convergence, etc have? I mean... Lots? Basically everything except duels. How many uses do the "ballgroup" sets have? Less, am I right?
From prior response: But at the same time how many people actually run those very poorly optimized builds for literally everything else besides countering ball groups. I love finding bombers in the wild, easiest solo kills I ever get. For most situations people aren't geared to counter ball groups. Should I run my nb as a bomber for 1v1? what about 1v2? 2v2? 2v3? 3v3? 1v3? No ofc not it's bad. And there is a reason people don't run them.
If I spec my nb bomb build and run into a dude running around who happened to pop a detect pot I die as most do. So I dont run my bomb build unless I know for sure a ball group is there and not that many solo pugs. But the ball group has to also be engaged with others so that they arent looking around for the unstealthed proxy cast. But then I also need to be able to get out of combat to change the build. But I also need the skill points to be able to complete 2 separate builds. But I also need to either have enough cp for 2 separate builds or have the time to change cp. But I also have to have the skill to pull it off being as absolutely squishy as it is. But I also need to be a nb. If I'm a magdk what exactly is a good counter ball group build? Talons? Won't do anything against snow treaders or RAT or shuffle or phantasmal escape or bird of prey and won't do much damage because the pug that hits it needs to be wearing harmony. Is whip good against ball groups? FOO spam? No and yet that's what most dks run.
Genuinely, what's a good counter ball group solo/duo/triple build that isn't a liability in a 1v1 or small scale? The best bomber I've personally seen is Humiliation. And he's even pulled off some nice bombs in small scale. I've also rezzed him plenty of times because he gets focused because of how squishy he is. And in a 3v3, it's pretty easy to probe for weaknesses and get focused.3) How often do solo players 1v5? I mean... Fairly often? I admit I'm not good enough to do it reliably, but I probably do it once or twice a week? Some people in my guild, better than me, absolutely do it once or twice a night. Some content creators do is over and over and over again, I suppose, just like the ball-groups.
But it really depends on who you are fighting. As a mediocre pvper myself I won a 1v12 during MYM on a subpar stamdk build. And after I felt bad and it did not feel rewarding at all. Meanwhile I've barely won duels or have almost won against good players and felt great. Because it comes down more to the x than the 1. And while your guildies may do it once or twice a night it rarely would be against even average pvpers.
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The most demoralizing part is that nothing I do helps. Negate, Streak, Daedric mines - nothing slows them down. Streak doesn't cc them, mines doesn't cc them, Negate is pointless because they're already been filled with a gazillion hots before I drop it. The MAIN problem is the immunity to cc, THAT is what makes them invincible.
I used to be able to do some damage to them before ZOS nerfed and removed sorc abilities. It's as if ZOS WANTS to kill off pvp by making ball groups as cancerous as possible.
NotTaylorSwift wrote: »The most demoralizing part is that nothing I do helps. Negate, Streak, Daedric mines - nothing slows them down. Streak doesn't cc them, mines doesn't cc them, Negate is pointless because they're already been filled with a gazillion hots before I drop it. The MAIN problem is the immunity to cc, THAT is what makes them invincible.
I used to be able to do some damage to them before ZOS nerfed and removed sorc abilities. It's as if ZOS WANTS to kill off pvp by making ball groups as cancerous as possible.
Mindlessly streaking and spamming soft ccs (that dont work cos of snow treaders) only puts on cc cooldown. You literally help ballgroupers by constantly uncoordinatingly ccing them.
NotTaylorSwift wrote: »The most demoralizing part is that nothing I do helps. Negate, Streak, Daedric mines - nothing slows them down. Streak doesn't cc them, mines doesn't cc them, Negate is pointless because they're already been filled with a gazillion hots before I drop it. The MAIN problem is the immunity to cc, THAT is what makes them invincible.
I used to be able to do some damage to them before ZOS nerfed and removed sorc abilities. It's as if ZOS WANTS to kill off pvp by making ball groups as cancerous as possible.
Mindlessly streaking and spamming soft ccs (that dont work cos of snow treaders) only puts on cc cooldown. You literally help ballgroupers by constantly uncoordinatingly ccing them.
Streak is VERY effective with this break-free bug we have right now. They won't be able to use skills for 1 second and will get pummeled during it. The problem is that they already HAVE cc immunity which is why nothing works against them.
I also use Flame Clench in the hopes of managing to flip one of the stragglers off of the keep but, guess what, IT DOESN'T WORK because of the cc immunity!! I've tried everything I possibly can but it's pointless.