Actually, Ball Groups have never ever received a single direct nerf since the game exists (over 10 years). They were only getting indirect or even direct buffs for over 10 years. While other play-styles got nerfed a couple of times & even a couple of time more, Ball Group play-style was never addressed at all. Never.yet it seems that they've only been repetitively buffed over the past few years with no significant nerfs to speak of.
@ZOS_Kevin @ZOS_BrianWheeler
These groups are currently running around with every player possessing above-emperor level stats; 40k+ HP with 20k worth of shields on them at any given moment, 10k+ healing per second in HOTS alone on them at any given moment, nearly every single buff and buff set in the game active at all times, etc. There no longer exists things, outside of azureblight reaper and DRASTICALLY higher numbers of players + siege, that are capable of overcoming the absurd stats and defensive capabilities these groups possess.
Years ago during the cross healing tests, zenimax appropriately acknowledged "ball grouping behaviors" as problematic for server performance, especially in regards to the repetitive spamming of HOTS/AOE heals. More recently they even added the "snake in the stars" set after a slew of posts regarding the egregious HOT stacking gained traction, but they gave the set a global cooldown rather than a per target cooldown, effectively making it completely worthless against the targets it was actually intended to counter. It seems odd that they're aware of how problematic these behaviors are, but are unwilling to provide adequate counterplay to them or to address them directly with balance changes. [/b]
BetweenMidgets wrote: »My personal opinion is that organized play should not be penalized in an MMO.
Theist_VII wrote: »
Maybe only one or two stacks of a heal-over-time/shield at any given time?
.
as the set's unique functionality between multiple wearers can create some incredibly overwhelming experiences with no clear counter play. Rather than try and find a balance between PvE and PvP for this set, and ultimately compromise so it doesn't feel particularly strong in either, we're removing the damage scaling effects against players – as Plaguebreak already fits the bill of the PvP big boom set.
Lapin_Logic wrote: »Theist_VII wrote: »
Maybe only one or two stacks of a heal-over-time/shield at any given time?
.
Maybe add Heals to the Major and Minor system
Joy_Division wrote: »The dozen shields and HoTs covering every player in Organized Groups (a big reason why the better ones can shrug off Azureblight). It's just a bad mechanic. There's a reason it's very rare that fantasy games allow the same named buff to stack: it's too easy to abuse and makes the game not fun. I play in groups and I can say it is very boring to fight another group because we're all been doing the same thing for so long. 3-2-1 Proxy, you must play a Warden because it has the only delayed burst damage skill in the game that can break through the dozen shields the other group has, and just charge in a straight line at the one target the lead called. Sure, the better group almost always wins. But it's so boring. I'd be thrilled with anything that prompted us (i.e,, organized groups) to actually use our brains and do something different.
Hybridization update and summerset chapter destroyed pvp. How I miss the days when 30k health was a tank and you could run into different and unique groups.Joy_Division wrote: »I play in groups and I can say it is very boring to fight another group because we're all been doing the same thing for so long. 3-2-1 Proxy, you must play a Warden because it has the only delayed burst damage skill in the game that can break through the dozen shields the other group has, and just charge in a straight line at the one target the lead called.
[/list]
.
Hybridization update and summerset chapter destroyed pvp. How I miss the days when 30k health was a tank and you could run into different and unique groups.Joy_Division wrote: »I play in groups and I can say it is very boring to fight another group because we're all been doing the same thing for so long. 3-2-1 Proxy, you must play a Warden because it has the only delayed burst damage skill in the game that can break through the dozen shields the other group has, and just charge in a straight line at the one target the lead called.
[/list]
.
@ZOS_Kevin @ZOS_BrianWheeler
With today's PTS notes, the Azureblight Reaper set was made to no longer affect players. While this set has been somewhat overperforming recently, it is the ONLY thing in the entire game capable of effectively combating the "ball groups" which have running rampant and out of control for several years now. There have been hundreds of posts here on the forums regarding the issue of "ball group" effectiveness/behaviors, and yet it seems that they've only been repetitively buffed over the past few years with no significant nerfs to speak of.
These groups are currently running around with every player possessing above-emperor level stats; 40k+ HP with 20k worth of shields on them at any given moment, 10k+ healing per second in HOTS alone on them at any given moment, nearly every single buff and buff set in the game active at all times, etc. There no longer exists things, outside of azureblight reaper and DRASTICALLY higher numbers of players + siege, that are capable of overcoming the absurd stats and defensive capabilities these groups possess.
Years ago during the cross healing tests, zenimax appropriately acknowledged "ball grouping behaviors" as problematic for server performance, especially in regards to the repetitive spamming of HOTS/AOE heals. More recently they even added the "snake in the stars" set after a slew of posts regarding the egregious HOT stacking gained traction, but they gave the set a global cooldown rather than a per target cooldown, effectively making it completely worthless against the targets it was actually intended to counter. It seems odd that they're aware of how problematic these behaviors are, but are unwilling to provide adequate counterplay to them or to address them directly with balance changes.
The changes to the scaling of azureblight for PVE today would have been fine in PVP, allowing it to do less damage to fewer players but more damage to 8+ people. That would have actually been a good and well informed change. Removing it from PVP entirely without providing any other counterplay to "ball groups" is a huge mistake.
I'd really like some clarity regarding what zenimax thinks of "ball grouping". Are they happy with the power level achievable by these groups? Do they think there is adequate counterplay to this playstyle currently?
the1andonlyskwex wrote: »It seems to me that the best counter to a ball group should be a better ball group. I know it's annoying to more solo-oriented players (like myself), but playing in a large, well coordinated, group is exactly the type of thing that an MMORPG should be encouraging/rewarding.