BardInSolitude wrote: »It was fairly obvious that this discussion was going to devolve into "ball group bad". But here's the catch: the reason ZOS doesn't "nerf ball groups" is because ball groups were one of the intended optimal ways for Cyro to be played, which is obvious from the fact that so many mechanics clearly synergise so neatly to create this playstyle. You have sets that affect 12 players, heals that stack, shields that stack, delayed burst damage that stacks, offensive synergies that stack. One could argue that ball groups take advantage of mechanics that were meant just for trials, but the reality is that so many of these mechanics are utterly useless in trials (e.g. offensive synergies, or delayed AoE burst). Ergo, Cyro was intended - in part - for ball groups to thrive.
That all being said, after giving it some more thought, I've come to believe that this nerf is way, way too harsh. It's ok that AB can be used as a way to interfere with ball groups, it was just way overtuned; yet now it's practically useless. ZOS, as usual, ends up going from one extreme to another, rather than making incremental changes. This has often been their way: they take a set that's fairly balanced and has its niche, way overtune it, and then nerf it to oblivion.
This leads me to my final point: why was AB buffed to begin with? My ball group used to run AB from mid 2021 to mid 2022 - back when it wasn't anywhere near as powerful as it is now. At one point I recall receiving a DM from a top ball group lead who was amazed by how much damage we were able to dish out with that - at the time - entirely unknown and niche set. That's to say, AB was already a fairly strong set for PvP, but not broken - we weren't able to use it to kill a group better than us, but we still put a ton of pressure on them. So, I ask again, why was AB buffed? And now it's in the gutter.
Alas, only the Divines themselves might know...
It was buffed for PVE, there's no coincidence that Arc beam proc's it really fast.BardInSolitude wrote: »So, I ask again, why was AB buffed?
Wikter_Bravo wrote: »The only people that wanted the nerf is ball group players. I've never seen azureblight used against zergs or for bombing. It's funny how it's ok for these people to ruin cyrodiil for others, cause lag, be annoying, but when the tables turn on them, it's a problem.
Ball groups used to be impressive when they would actually fight each other or fight off a faction. But now they are just cringe.
MidniteOwl1913 wrote: »The damage scaling only applying to monsters would have been good enough, and addressed the battleground concerns. why nerf the base damage so much?
The damage scaling needs to be reverted, its too heavy of a nerf across the board, and even at capped targets, there is no "slight buff", it merely matches what the old set's damage was doing with 1 less target. Its from 69% to 14% damage reduction when matching the 6 target cap currently. and at 7 target, it only matches current set.
Here are the calculations on damage based on targets hit with the blight.
Noone was complaining about this set in pve. if anything, maybe buff other aoe sets like aegis caller, or the other hundreds of dead sets that arent being used today..
I've used this set for years, it's a good set for general PVE play. All of sudden PVP starts complaining and now it get a nerf! To be clear this high reduction in base damage will hurt it's utility in most situations. Why do I have to have adjust my builds because somebody somewhere in PVP decides a set that been around this long is suddenly OP?
acastanza_ESO wrote: »it was absolutely never the intent that groups run with 6-8 healers. Never.
YandereGirlfriend wrote: »Amazing change - preserves its utility in PvE while reigning-in the most overperforming set in the history of Cyrodiil.
Rkindaleft wrote: »YandereGirlfriend wrote: »Amazing change - preserves its utility in PvE while reigning-in the most overperforming set in the history of Cyrodiil.
Honestly, the change in PvE is horrible.
Azureblight was simply a tool to be used because ZOS keeps designing fights that have overtuned levels of adds. Running phase in Lucent Citadel, Bahsei and Reef Guardian HM, Ansuul... These 4 trials even today with all the power creep still have fairly low clear rates. It wasn't some always set that was used everywhere at all times like people like to claim.
With the current changes on the PTS, the vast majority of the time in these encounters the set won't reach it's cap which renders the set unviable and we've just made the fights even less accessible - and probably pushed some prog groups out of the scope of them.
ForumSavant wrote: »Thank you ZOS for fixing azure in PvP, lag will feel better and play will be much more balanced!
notsojuicy wrote: »Can't really speak for PVP / Ballgroups relating to Azure and how big of an issue (if even...) azure is on live atm.
But from a PVE Perspective in its current State on PTS, it will be another Dead Set if the Scaling together with the 1s Shadow-Nerf cooldown stays as is.
You barely will get to cap of 7 in a trash pull and if, only for 1-2s as the small stuff dies quick and the 2-3 elites are remaining, that's the point where the dmg will crumble so I don't see it worth running.
As stated before, there are a lot of encounters in the game from more recent Trials which are around AOE and its not azure was used everywhere, it was still situational....
And there doesnt seem to be a replacement for azure in those specific fights which means a lot of reprog for groups or even getting locked out completely, while some of those harder Trifecta clear rates are not really high anyway....
So I really don't get the re-balancing - it's almost a bit too nice to call it balancing, because it's just butchering the set into a dead set at this stage.... Balancing would mean tone it down a bit and maybe BUFF other stuff along to give options / diversity for these encounters....
It wouldn't be so bad, if there are other sets which were a tiny bit behind and then adjusting/balancing, but this...
i don't know, just out of touch... hope we'll see adjustments over the upcoming weeks...
e.g. only works against monsters, leave the base dmg reduction as is, revert the cooldown, work on the scaling and enemy cap... maybe at some point we can call it "balancing" then....
I'm speechless all the time with some of these nerf-hammers out-of-the-blue which seem out-of-touch what's going on in the actual game.... if its just blind spreadsheet running leading to this or some screamers on forums which leads to this.... IDK....
YandereGirlfriend wrote: »Amazing change - preserves its utility in PvE while reigning-in the most overperforming set in the history of Cyrodiil.
it has literally zero counterplayWikter_Bravo wrote: »The only people that wanted the nerf is ball group players. I've never seen azureblight used against zergs or for bombing. It's funny how it's ok for these people to ruin cyrodiil for others, cause lag, be annoying, but when the tables turn on them, it's a problem.
Ball groups used to be impressive when they would actually fight each other or fight off a faction. But now they are just cringe.
So in other words "Oh no! They are better then me, that makes me mad, so I will go on the forums and moan and complain constantly about how cringe and abusive it is because now the one "turn your brain off" set where you can spam 1 ability to be effective is now nerfed to the ground."
This is partly ZoS fault with the way the handle things, which is essentially putting everything under the rug and introducing something so utterly brokeneven with a fully coordinated group. People are sitting here blaming ball groups for everything imaginable rather then blame the underlining issues that everyone seems to forget, which is heal stacking.
Whats extremely cringe imo is the people here complaining about group play in Cyrodiil as if thats not what Cyrodiil is supposed to be.
Interesting choice of words.... tell me, what exactly is the counter to the mass shield stacking, mass healing and mass buffing ball groups? Not playing at all?
BardInSolitude wrote: »acastanza_ESO wrote: »it was absolutely never the intent that groups run with 6-8 healers. Never.
No ball group runs anywhere near 6-8 "healers", unless casting Vigor (or Regen, prior to the stats hybridisation) makes you a "healer". Not that your ad hoc claim in any way addresses the bulk of my argumentation, of course.
boi_anachronism_ wrote: »YandereGirlfriend wrote: »Amazing change - preserves its utility in PvE while reigning-in the most overperforming set in the history of Cyrodiil.
Funny. All the trifecta progs im in will be dropping it if it goes live like this. Might still be worth it for some fights on pc with dressing room but its gonna become really niche.
boi_anachronism_ wrote: »YandereGirlfriend wrote: »Amazing change - preserves its utility in PvE while reigning-in the most overperforming set in the history of Cyrodiil.
Funny. All the trifecta progs im in will be dropping it if it goes live like this. Might still be worth it for some fights on pc with dressing room but its gonna become really niche.
BardInSolitude wrote: »It was fairly obvious that this discussion was going to devolve into "ball group bad". But here's the catch: the reason ZOS doesn't "nerf ball groups" is because ball groups were one of the intended optimal ways for Cyro to be played, which is obvious from the fact that so many mechanics clearly synergise so neatly to create this playstyle. You have sets that affect 12 players, heals that stack, shields that stack, delayed burst damage that stacks, offensive synergies that stack. One could argue that ball groups take advantage of mechanics that were meant just for trials, but the reality is that so many of these mechanics are utterly useless in trials (e.g. offensive synergies, or delayed AoE burst). Ergo, Cyro was intended - in part - for ball groups to thrive.
Ebon, Sanc, Pillager, the two sets that used to give mag/stam recovery (their names evade me right now), and so on.PvP sets that affect a group of 12:
I know, I was there for it. It just so happens that 12 x 2 = 24. Feel free to draw any conclusions from that.The original group cap in Cyro used to be 24 people.
Sure thing, scribing shields are truly broken in this meta. We really didn't need them to survive, as NB healers did an excellent job prior to that. Not to mention that these shields are an excellent source of buffs, too. Yet AB was so broken that even scribing shields weren't enough to counter it, though they've greatly eased our pain.There's 0 reason why it should be allowed for a group of 12 to shield stack to an effective HP of 80k-100k in PvP.
You neglected to address all other PvP-specific mechanics I mentioned that corroborate to ball groups being the optimal and intended playstyle - most notably delayed AoE burst (Proxy, Sub, etc) and synergies (along with pre-nerf Harmony). Ball groups have existed since the first couple of years of ESO. I joined my first ball group in 2019, and that group had existed for like 2 years at the time, and it was a splinter of an even older group.Neglect =/= Intention.
BardInSolitude wrote: »Ebon, Sanc, Pillager, the two sets that used to give mag/stam recovery (their names evade me right now), and so on.
BardInSolitude wrote: »I know, I was there for it. It just so happens that 12 x 2 = 24. Feel free to draw any conclusions from that.
BardInSolitude wrote: »Sure thing, scribing shields are truly broken in this meta. We really didn't need them to survive, as NB healers did an excellent job prior to that. Not to mention that these shields are an excellent source of buffs, too. Yet AB was so broken that even scribing shields weren't enough to counter it, though they've greatly eased our pain.
BardInSolitude wrote: »You neglected to address all other PvP-specific mechanics I mentioned that corroborate to ball groups being the optimal and intended playstyle - most notably delayed AoE burst (Proxy, Sub, etc) and synergies (along with pre-nerf Harmony). Ball groups have existed since the first couple of years of ESO. I joined my first ball group in 2019, and that group had existed for like 2 years at the time, and it was a splinter of an even older group.
BardInSolitude wrote: »Hate the game, not the player.
BardInSolitude wrote: »Edit: just to be fair, perhaps I shouldn't claim that ball groups were truly intended by ZOS. I feel like a lot of things ended up being happy (or sad) accidents, but too many things line up with how ESO was designed as a whole for ball groups not to be a means of optimal PvP play. Regardless, groups that share buffs and debuffs and play in a coordinated manner instead of relying on blind individuality will always thrive in any MMO.
BardInSolitude wrote: »Ebon, Sanc, Pillager, the two sets that used to give mag/stam recovery (their names evade me right now), and so on.
Not PvP sourced which means it's circumstantial at best that they were intendend to help create the pariah behavior that we know as a ballgroup. PvP sets are created with PvP in mind. Trial sets are created with PvE in mind. People absolutely use PvE trial sets for PvP and vice versa, but that doesn't make them evidential of dev intention.BardInSolitude wrote: »I know, I was there for it. It just so happens that 12 x 2 = 24. Feel free to draw any conclusions from that.
This doesn't seem relevant.BardInSolitude wrote: »Sure thing, scribing shields are truly broken in this meta. We really didn't need them to survive, as NB healers did an excellent job prior to that. Not to mention that these shields are an excellent source of buffs, too. Yet AB was so broken that even scribing shields weren't enough to counter it, though they've greatly eased our pain.
So you agree. You are defending this nerf because AB is the ONE thing that actually scares you as a ballgroup. Thanks.BardInSolitude wrote: »You neglected to address all other PvP-specific mechanics I mentioned that corroborate to ball groups being the optimal and intended playstyle - most notably delayed AoE burst (Proxy, Sub, etc) and synergies (along with pre-nerf Harmony). Ball groups have existed since the first couple of years of ESO. I joined my first ball group in 2019, and that group had existed for like 2 years at the time, and it was a splinter of an even older group.
Proxy is the closest thing you can mention that gets you anywhere close to providing evidence that the devs designed Cyro with ballgroups in mind - except for the fact that it's just as powerful when wielded by a solo player against a ballgroup. The only reason why that power never means anything is because the hot stacking, shield stacking, and speed stacking + snow treaders has completely empowered ballgroups to be completely insulated from the type of successful bomb that would take out 20+ players sitting on a resource.BardInSolitude wrote: »Hate the game, not the player.
And there they are. The true sentiments of an online troll. Someone who derives joy by sucking it from others. You found an exploit that allows you to be almost invincible, and now are rejoicing that the devs, in their grand ignorance, accidentally fixed the set and then deleted it in the same paragraph, taking away the one thing that actually provides counterplay against you.
There are people here who hate the state of Cyro PvP and are trying to get it back, and you're in here gaslighting them by claiming that their wishes are void because the devs designed Cyro with ballgroups in mind. The facts don't pan out with that claim and you finally concede that point in your next paragraph:BardInSolitude wrote: »Edit: just to be fair, perhaps I shouldn't claim that ball groups were truly intended by ZOS. I feel like a lot of things ended up being happy (or sad) accidents, but too many things line up with how ESO was designed as a whole for ball groups not to be a means of optimal PvP play. Regardless, groups that share buffs and debuffs and play in a coordinated manner instead of relying on blind individuality will always thrive in any MMO.
No one is saying that a single person or small group of uncoordinated people should be able to take out a large coordinated group. However, everything needs a counter and AB is the one thing that does anything against the state of current ballgroups. Without AB, what's left?
Imagine this is a game of soccer/futbol and everyone else is playing by doing what we all know of as soccer moves like dribbling, passing, and striking the ball to try and get it past the goalie. But then, a team comes along and realizes that they can just pin the ball between two player's chests, the rest of the team rallies around them in a tight formation, dare I say it... a ball? The group then runs into the goal and pushes all the opponents away from them. They win every match. People complain, only for some people (mostly those who are on teams that use this tactic) to tell them, "hey, you don't like what they're doing, just go play somewhere else!".
"Hey, we're not using our hands!" you cry as people around you boo. The opponents feel cheated. The fans are disappointed. They complain to the league and demand that they do something about it, but for years, the league just ignores the feedback and spends time focusing their efforts on merch sales.
Now in reality, you can't do this in the game of soccer because there are rules against it. ZOS has yet to ascend to this level of 5Head thinking.
You play in a ballgroup. You know the inner workings. It seems like you want to participate in this thread, so please, answer the OP: What is the counterplay to ballgroups now that AB is dead (unless it's corrected on Monday)?
My gut tells me your only answer will be to be in a ballgroup. That doesn't strike me as a marker of a healthy gaming environment. It strikes me as an exploit, created by the accidental neglect of a combat team that doesn't have enough resources to manage both the PvE and PvP side of this game.
If I'm mistaken about all of this, and you know of something that does scare you besides another ball or AB spam, I'm all ears.
ForumSavant wrote: »BardInSolitude wrote: »Ebon, Sanc, Pillager, the two sets that used to give mag/stam recovery (their names evade me right now), and so on.
Not PvP sourced which means it's circumstantial at best that they were intendend to help create the pariah behavior that we know as a ballgroup. PvP sets are created with PvP in mind. Trial sets are created with PvE in mind. People absolutely use PvE trial sets for PvP and vice versa, but that doesn't make them evidential of dev intention.BardInSolitude wrote: »I know, I was there for it. It just so happens that 12 x 2 = 24. Feel free to draw any conclusions from that.
This doesn't seem relevant.BardInSolitude wrote: »Sure thing, scribing shields are truly broken in this meta. We really didn't need them to survive, as NB healers did an excellent job prior to that. Not to mention that these shields are an excellent source of buffs, too. Yet AB was so broken that even scribing shields weren't enough to counter it, though they've greatly eased our pain.
So you agree. You are defending this nerf because AB is the ONE thing that actually scares you as a ballgroup. Thanks.BardInSolitude wrote: »You neglected to address all other PvP-specific mechanics I mentioned that corroborate to ball groups being the optimal and intended playstyle - most notably delayed AoE burst (Proxy, Sub, etc) and synergies (along with pre-nerf Harmony). Ball groups have existed since the first couple of years of ESO. I joined my first ball group in 2019, and that group had existed for like 2 years at the time, and it was a splinter of an even older group.
Proxy is the closest thing you can mention that gets you anywhere close to providing evidence that the devs designed Cyro with ballgroups in mind - except for the fact that it's just as powerful when wielded by a solo player against a ballgroup. The only reason why that power never means anything is because the hot stacking, shield stacking, and speed stacking + snow treaders has completely empowered ballgroups to be completely insulated from the type of successful bomb that would take out 20+ players sitting on a resource.BardInSolitude wrote: »Hate the game, not the player.
And there they are. The true sentiments of an online troll. Someone who derives joy by sucking it from others. You found an exploit that allows you to be almost invincible, and now are rejoicing that the devs, in their grand ignorance, accidentally fixed the set and then deleted it in the same paragraph, taking away the one thing that actually provides counterplay against you.
There are people here who hate the state of Cyro PvP and are trying to get it back, and you're in here gaslighting them by claiming that their wishes are void because the devs designed Cyro with ballgroups in mind. The facts don't pan out with that claim and you finally concede that point in your next paragraph:BardInSolitude wrote: »Edit: just to be fair, perhaps I shouldn't claim that ball groups were truly intended by ZOS. I feel like a lot of things ended up being happy (or sad) accidents, but too many things line up with how ESO was designed as a whole for ball groups not to be a means of optimal PvP play. Regardless, groups that share buffs and debuffs and play in a coordinated manner instead of relying on blind individuality will always thrive in any MMO.
No one is saying that a single person or small group of uncoordinated people should be able to take out a large coordinated group. However, everything needs a counter and AB is the one thing that does anything against the state of current ballgroups. Without AB, what's left?
Imagine this is a game of soccer/futbol and everyone else is playing by doing what we all know of as soccer moves like dribbling, passing, and striking the ball to try and get it past the goalie. But then, a team comes along and realizes that they can just pin the ball between two player's chests, the rest of the team rallies around them in a tight formation, dare I say it... a ball? The group then runs into the goal and pushes all the opponents away from them. They win every match. People complain, only for some people (mostly those who are on teams that use this tactic) to tell them, "hey, you don't like what they're doing, just go play somewhere else!".
"Hey, we're not using our hands!" you cry as people around you boo. The opponents feel cheated. The fans are disappointed. They complain to the league and demand that they do something about it, but for years, the league just ignores the feedback and spends time focusing their efforts on merch sales.
Now in reality, you can't do this in the game of soccer because there are rules against it. ZOS has yet to ascend to this level of 5Head thinking.
You play in a ballgroup. You know the inner workings. It seems like you want to participate in this thread, so please, answer the OP: What is the counterplay to ballgroups now that AB is dead (unless it's corrected on Monday)?
My gut tells me your only answer will be to be in a ballgroup. That doesn't strike me as a marker of a healthy gaming environment. It strikes me as an exploit, created by the accidental neglect of a combat team that doesn't have enough resources to manage both the PvE and PvP side of this game.
If I'm mistaken about all of this, and you know of something that does scare you besides another ball or AB spam, I'm all ears.
Why are people so quick to say someone is exploiting when they are doing something they dislike. What exploit is making people almost invincible, or it it just an intended mechanic you don't like?
ForumSavant wrote: »
You'll help me stay on topic after you were the one who changed topic to begin with? Hilarious. Not here to argue semantics yet that's what your entire earlier comment was, funny when things get pointed out and the argument falls apart. Maybe don't make things up in an attempt to get your point across?
ForumSavant wrote: »Since you still want to be passive aggressive for zero reason, aside from the fact that you got called out for making stuff up, here, I will help you get up to speed and stay on topic. Just because a group of people kill you, that does not make that inherently unbalance. This is an MMO, it is intended for people to play together if they want. The nerf was warranted, it was over performing.