SkaraMinoc wrote: »Blind Path Induction
(5 items) Increase the strength of your Damage Shields by 13% to you and targets 15 meters of you.
Nobody's been able to handle all 15 meters of me! Target all you want!
But seriously.... what about the targets 14 meters and closer? Is this another one of those Domihaus type effects where you have to be standing on a 15 meter ring?
There should be a "Barrier Detonation" ability that causes a spell feedback, making the Target take as much damage as the shield blocks. Using a dmg shield in PvP should be a risk, of the chance it'll blow up in your face.
TheAwesomeChimpanzee wrote: »The solution to killing ball groups is as simple as this:
Put time and effort into making a group of similar size of your own that spends as much time as the ball group optimizing comps and figuring out what days every single member can log in to have fun in a video game and perform at a high level. You are asking the devs to keep nerfing ball groups but what EVERYONE that complains about these groups fails to understand is that a group of 12 coordinated players will ALWAYS outdo a bunch of pugs that don't even want to PvP and they PvDoor instead. All you people do is log into Cyrodiil, PvDoor, get wiped by a ball group and instead of sitting there for a small fraction of your time to think "Hey what can I do to kill and stop this ball group" you instead come to the forums to complain about players being better and more organized than you, basically giving up immediately and telling the devs to do something they've been doing for years.
At the moment there are more ways of killing ball groups than there have ever been, one of them, Azure blight squad. It doesn't take that much time to figure these things out. Learn to play issues from everyone in this post.
TheAwesomeChimpanzee wrote: »The solution to killing ball groups is as simple as this:
Put time and effort into making a group of similar size of your own that spends as much time as the ball group optimizing comps .
TheAwesomeChimpanzee wrote: »The solution to killing ball groups is as simple as this:
Put time and effort into making a group of similar size of your own that spends as much time as the ball group optimizing comps and figuring out what days every single member can log in to have fun in a video game and perform at a high level. You are asking the devs to keep nerfing ball groups but what EVERYONE that complains about these groups fails to understand is that a group of 12 coordinated players will ALWAYS outdo a bunch of pugs that don't even want to PvP and they PvDoor instead. All you people do is log into Cyrodiil, PvDoor, get wiped by a ball group and instead of sitting there for a small fraction of your time to think "Hey what can I do to kill and stop this ball group" you instead come to the forums to complain about players being better and more organized than you, basically giving up immediately and telling the devs to do something they've been doing for years.
At the moment there are more ways of killing ball groups than there have ever been, one of them, Azure blight squad. It doesn't take that much time to figure these things out. Learn to play issues from everyone in this post.
acastanza_ESO wrote: »TheAwesomeChimpanzee wrote: »The solution to killing ball groups is as simple as this:
Put time and effort into making a group of similar size of your own that spends as much time as the ball group optimizing comps and figuring out what days every single member can log in to have fun in a video game and perform at a high level. You are asking the devs to keep nerfing ball groups but what EVERYONE that complains about these groups fails to understand is that a group of 12 coordinated players will ALWAYS outdo a bunch of pugs that don't even want to PvP and they PvDoor instead. All you people do is log into Cyrodiil, PvDoor, get wiped by a ball group and instead of sitting there for a small fraction of your time to think "Hey what can I do to kill and stop this ball group" you instead come to the forums to complain about players being better and more organized than you, basically giving up immediately and telling the devs to do something they've been doing for years.
At the moment there are more ways of killing ball groups than there have ever been, one of them, Azure blight squad. It doesn't take that much time to figure these things out. Learn to play issues from everyone in this post.
No. I can't name and shame here but 30 million in shields in a 20 minute fight with people able to cast a barrier literally every 20 seconds is not overcomeable. This is actual logged fight data. It is actually mathematically impossible to counter, let alone with a group of similar size and coordination. It is broken and indefensible.
TheAwesomeChimpanzee wrote: »The solution to killing ball groups is as simple as this:
Put time and effort into making a group of similar size of your own that spends as much time as the ball group optimizing comps and figuring out what days every single member can log in to have fun in a video game and perform at a high level. You are asking the devs to keep nerfing ball groups but what EVERYONE that complains about these groups fails to understand is that a group of 12 coordinated players will ALWAYS outdo a bunch of pugs that don't even want to PvP and they PvDoor instead. All you people do is log into Cyrodiil, PvDoor, get wiped by a ball group and instead of sitting there for a small fraction of your time to think "Hey what can I do to kill and stop this ball group" you instead come to the forums to complain about players being better and more organized than you, basically giving up immediately and telling the devs to do something they've been doing for years.
At the moment there are more ways of killing ball groups than there have ever been, one of them, Azure blight squad. It doesn't take that much time to figure these things out. Learn to play issues from everyone in this post.
acastanza_ESO wrote: »TheAwesomeChimpanzee wrote: »The solution to killing ball groups is as simple as this:
Put time and effort into making a group of similar size of your own that spends as much time as the ball group optimizing comps and figuring out what days every single member can log in to have fun in a video game and perform at a high level. You are asking the devs to keep nerfing ball groups but what EVERYONE that complains about these groups fails to understand is that a group of 12 coordinated players will ALWAYS outdo a bunch of pugs that don't even want to PvP and they PvDoor instead. All you people do is log into Cyrodiil, PvDoor, get wiped by a ball group and instead of sitting there for a small fraction of your time to think "Hey what can I do to kill and stop this ball group" you instead come to the forums to complain about players being better and more organized than you, basically giving up immediately and telling the devs to do something they've been doing for years.
At the moment there are more ways of killing ball groups than there have ever been, one of them, Azure blight squad. It doesn't take that much time to figure these things out. Learn to play issues from everyone in this post.
No. I can't name and shame here but 30 million in shields in a 20 minute fight with people able to cast a barrier literally every 20 seconds is not overcomeable. This is actual logged fight data. It is actually mathematically impossible to counter, let alone with a group of similar size and coordination. It is broken and indefensible.
I think the solution is probably to not allow stacking of more than 2-3 of each healy shieldy thing. This prevents nerfs from impacting PvE (which runs 2ish healers, 3 on Ansuul HM) while helping to rein in PvP a little.
Panthermic wrote: »acastanza_ESO wrote: »TheAwesomeChimpanzee wrote: »The solution to killing ball groups is as simple as this:
Put time and effort into making a group of similar size of your own that spends as much time as the ball group optimizing comps and figuring out what days every single member can log in to have fun in a video game and perform at a high level. You are asking the devs to keep nerfing ball groups but what EVERYONE that complains about these groups fails to understand is that a group of 12 coordinated players will ALWAYS outdo a bunch of pugs that don't even want to PvP and they PvDoor instead. All you people do is log into Cyrodiil, PvDoor, get wiped by a ball group and instead of sitting there for a small fraction of your time to think "Hey what can I do to kill and stop this ball group" you instead come to the forums to complain about players being better and more organized than you, basically giving up immediately and telling the devs to do something they've been doing for years.
At the moment there are more ways of killing ball groups than there have ever been, one of them, Azure blight squad. It doesn't take that much time to figure these things out. Learn to play issues from everyone in this post.
No. I can't name and shame here but 30 million in shields in a 20 minute fight with people able to cast a barrier literally every 20 seconds is not overcomeable. This is actual logged fight data. It is actually mathematically impossible to counter, let alone with a group of similar size and coordination. It is broken and indefensible.
I think the solution is probably to not allow stacking of more than 2-3 of each healy shieldy thing. This prevents nerfs from impacting PvE (which runs 2ish healers, 3 on Ansuul HM) while helping to rein in PvP a little.
The funniest part is that there is a thing that affects PVP only, in Cyrodiil and IC only, called Battle Spirit, but somehow ZOS always decides NOT to use it when they want to nerf something for PVP, they do it directly to the item/set/skill thus it always affect PVE too.
OtarTheMad wrote: »A long time ago we had options
Groups should not be punished for being well organized in everything, from sets, to skills, to timing.
Unorganized mobs up to a certain size won't stand much of a chance in any case, because of that missing coordination, no matter the sets.
Haven't played in ballgroups that much yet, but to my knowledge the bonesurge skill and the mender's ward set, do similar things like these two new sets do, already. So you might nerf Blind Path Induction to work on the wielder only, but they will just change to other sets with major vitality and group heals.
Buffing anything else to counter shield, be it oblivion damage, or sets like shield breaker, will be detrimental for sorc survivability (single or small groups), which should definitely not happen.
The trouble with that thought process is that it discourages absolutely anyone new from even considering PvP after the first few minutes. Once they see this sort of thing almost anyone will likely consider it an impenetrable barrier.
I've said it before but I guess it needs to be re-iterated again and again. There's nothing wrong with organized group play. But when you already have every meta-game advantage via voice chat as well as coordinated and practiced maneuvers adding in-game mechanical advantages that make you invulnerable to nearly everything really does push it beyond sensible. And be honest with yourselves, there are a number of ballgroups out there that play absolutely terribly and yet they will never fear anything because these mechanical advantages still keep them mostly invulnerable.
doesurmindglow wrote: »There should be a "Barrier Detonation" ability that causes a spell feedback, making the Target take as much damage as the shield blocks. Using a dmg shield in PvP should be a risk, of the chance it'll blow up in your face.
Ideas like this are actually how we ended up with ball groups. Examples:
Vicious Death
Plaguebreak
Dark Convergence
Jerall Mountains
Rushing Agony
We made purge explosive, so ball groups started running HOT stacks and weaponizing purge to blow up less organized players. We nerfed HOT stacks, so ball groups started running damage shields and weaponizing the fact pugs could no longer heal.
I'm sure making damage shields explosive will work though! This one's the one!
TheAwesomeChimpanzee wrote: »The solution to killing ball groups is as simple as this:
Put time and effort into making a group of similar size of your own that spends as much time as the ball group optimizing comps and figuring out what days every single member can log in to have fun in a video game and perform at a high level. You are asking the devs to keep nerfing ball groups but what EVERYONE that complains about these groups fails to understand is that a group of 12 coordinated players will ALWAYS outdo a bunch of pugs that don't even want to PvP and they PvDoor instead. All you people do is log into Cyrodiil, PvDoor, get wiped by a ball group and instead of sitting there for a small fraction of your time to think "Hey what can I do to kill and stop this ball group" you instead come to the forums to complain about players being better and more organized than you, basically giving up immediately and telling the devs to do something they've been doing for years.
At the moment there are more ways of killing ball groups than there have ever been, one of them, Azure blight squad. It doesn't take that much time to figure these things out. Learn to play issues from everyone in this post.
OtarTheMad wrote: »TheAwesomeChimpanzee wrote: »The solution to killing ball groups is as simple as this:
Put time and effort into making a group of similar size of your own that spends as much time as the ball group optimizing comps and figuring out what days every single member can log in to have fun in a video game and perform at a high level. You are asking the devs to keep nerfing ball groups but what EVERYONE that complains about these groups fails to understand is that a group of 12 coordinated players will ALWAYS outdo a bunch of pugs that don't even want to PvP and they PvDoor instead. All you people do is log into Cyrodiil, PvDoor, get wiped by a ball group and instead of sitting there for a small fraction of your time to think "Hey what can I do to kill and stop this ball group" you instead come to the forums to complain about players being better and more organized than you, basically giving up immediately and telling the devs to do something they've been doing for years.
At the moment there are more ways of killing ball groups than there have ever been, one of them, Azure blight squad. It doesn't take that much time to figure these things out. Learn to play issues from everyone in this post.
That's just not fun for some people, being in a ball group. A long time ago we had options, you could be in a coordinated ball group which focused mostly on farming pugs and AP, you could be in a coordinated group that was more about the map, you could be in a group that was "coordinated" and worked the map but weren't strict with sets or abilities on bars, you could be in a pug group, you could be in a faction stack. However, now it just seems you have solo/small groups, faction stacks/pugs and ball groups... that's it. Not everyone thinks being in a ball group is fun, I was in one for a time and it was boring. You HAVE to have sets A,B,C and you HAVE to be in discord but say nothing except when you drop ult, you HAVE to stay on crown or get kicked... it's boring.
Also, when did PvDoor become a swear? For a long time that was a valid strategy for alliances who were outnumbered and wanted to get points and earn AP. It's no wonder why when one alliance outnumbers another players just leave the campaign versus just PvDooring to confuse and split the enemy... you get chewed out in zone now. I mean honestly, that is the best strategy against an alliance who has more than you and faction stacks. Split up your attacks, divide them up and make them choose what to do and what to defend but now such things are like saying a swear in church. It's weird to me. Also, ball groups PvDoor ALL the time just to do Nascar: Tamriel Edition and get wiped.
ForumSavant wrote: »People need to understand that no matter what you do, larger groups will always exist, and whatever way you want to nerf them is also going to nerf you to some extent. If you nerf them without nerfing yourself, you are nerfing someone else's playstyle who is probably already solo or with a smaller group. Ballgroups will always adjust to whatever the "meta" is, if you make is so shielding is bad, or another set to counter it, there will always be anothe alternative, and then imagine how much you'd hurt a solo sorc who is getting zerged and needs to spam shield just to run away. In reality, and I get that a lot of you won't understand this, the EXTREMELY SMALL shield from the monster set does next to nothing in PvP. Just like other certain shield sets, they are just log buffers. They provide next to nothing in actual combat. A sub 2k shield every 6 seconds isn't even worth mentioning unless you look at it from the perspective of wanting to farm on logs. The best way to nerf ballgroups effectively is to reduce the amount of HOTs allowed on a single person at a time, because this will only hurt those who have a large group, but then there are probably some implications for PvE, and ZOS usually doesn't balance them independently.
Groups should not be punished for being well organized in everything, from sets, to skills, to timing.
Unorganized mobs up to a certain size won't stand much of a chance in any case, because of that missing coordination, no matter the sets.
Haven't played in ballgroups that much yet, but to my knowledge the bonesurge skill and the mender's ward set, do similar things like these two new sets do, already. So you might nerf Blind Path Induction to work on the wielder only, but they will just change to other sets with major vitality and group heals.
Buffing anything else to counter shield, be it oblivion damage, or sets like shield breaker, will be detrimental for sorc survivability (single or small groups), which should definitely not happen.
The trouble with that thought process is that it discourages absolutely anyone new from even considering PvP after the first few minutes. Once they see this sort of thing almost anyone will likely consider it an impenetrable barrier.
I've said it before but I guess it needs to be re-iterated again and again. There's nothing wrong with organized group play. But when you already have every meta-game advantage via voice chat as well as coordinated and practiced maneuvers adding in-game mechanical advantages that make you invulnerable to nearly everything really does push it beyond sensible. And be honest with yourselves, there are a number of ballgroups out there that play absolutely terribly and yet they will never fear anything because these mechanical advantages still keep them mostly invulnerable.
Hey, I absolutely agree.
I guess in the end its a question of how you want battles in cyrodiil to look like.
We already have sets where their bonus gets gradually weakened the more people are affected it and something like this could be applied here.
If some PvE groups want to use those sets and fear a nerf, then maybe have battle spirit downgrade the set or apply certain penalties which only apply in PvP areas (Just like dmgshields are already halved in PvP).
In the end ZOS has got to figure out how they want PvP in Cyro to look like. However organized group-play and solo sorcs/dmgshield builds should not be punished or made irrelevant by overbuffed/nerfed set or skill-lines.
WhosTheFancyOneNow wrote: »There's literally nothing you can add to this game to make it better that wouldn't be a benefit to ballgroups if it is a benefit to anyone else. Literally nothing.