Seems like a massive design failure that intended pressure sets like Draugrkin and now the broken Shattered Path mythic are being used to one shot burst gank. Too many of these effects tick immediately, addressing that would nerf the burst without nerfing the pressure.
Hi All, wanted to follow up here. We have seen the feedback around Pulse Ganker. We know the combat team is investigating and we are sending this thread and video along to assist with their review. Nothing to update now on next steps, but the feedback is known. Appreciate everyone sharing their feedback on this and overall meta concerns.
Hi All, wanted to follow up here. We have seen the feedback around Pulse Ganker. We know the combat team is investigating and we are sending this thread and video along to assist with their review. Nothing to update now on next steps, but the feedback is known. Appreciate everyone sharing their feedback on this and overall meta concerns.
Urzigurumash wrote: »
acastanza_ESO wrote: »Hi All, wanted to follow up here. We have seen the feedback around Pulse Ganker. We know the combat team is investigating and we are sending this thread and video along to assist with their review. Nothing to update now on next steps, but the feedback is known. Appreciate everyone sharing their feedback on this and overall meta concerns.
These people have started running as a group for when their already disgusting 35k+ solo gank isn't cutting it.
One person chains you from max range/stealth, the rest pulse you midair so you die before you can do literally anything about it. It's abusive plain and simple, and ZOS's failure to immediately adjust it as a preventative measure is pretty insulting. Any other game that has PVP would've shut this down inside a week as part of routine balance maintenance.
acastanza_ESO wrote: »Hi All, wanted to follow up here. We have seen the feedback around Pulse Ganker. We know the combat team is investigating and we are sending this thread and video along to assist with their review. Nothing to update now on next steps, but the feedback is known. Appreciate everyone sharing their feedback on this and overall meta concerns.
These people have started running as a group for when their already disgusting 35k+ solo gank isn't cutting it.
One person chains you from max range/stealth, the rest pulse you midair so you die before you can do literally anything about it. It's abusive plain and simple, and ZOS's failure to immediately adjust it as a preventative measure is pretty insulting. Any other game that has PVP would've shut this down inside a week as part of routine balance maintenance.
acastanza_ESO wrote: »Hi All, wanted to follow up here. We have seen the feedback around Pulse Ganker. We know the combat team is investigating and we are sending this thread and video along to assist with their review. Nothing to update now on next steps, but the feedback is known. Appreciate everyone sharing their feedback on this and overall meta concerns.
These people have started running as a group for when their already disgusting 35k+ solo gank isn't cutting it.
One person chains you from max range/stealth, the rest pulse you midair so you die before you can do literally anything about it. It's abusive plain and simple, and ZOS's failure to immediately adjust it as a preventative measure is pretty insulting. Any other game that has PVP would've shut this down inside a week as part of routine balance maintenance.
If more than one person is attacking, shouldn't they have the advantage if built for damage and you aren't an actual tank?
DrGIggles80 wrote: »To all those saying it's a problem with monomyth you are wrong . Funny how monomyth been around forever smd these pulse gankers haven't been a problem. As soon as signet hits they are a major problem..
DrGIggles80 wrote: »To all those saying it's a problem with monomyth you are wrong . Funny how monomyth been around forever smd these pulse gankers haven't been a problem. As soon as signet hits they are a major problem..
This is a slightly incorrect take and I wouldn't call monomyth a problem nor the shattered signet. It's mostly been monomyth + subclassing (again this is a misnomer as what zos introduced is multi-classing since a class is taking on lines from another class but that's neither here nor there) with recuperative + crystal weapons being the main combo and this has been going on for months with monomyth.
Pulse builds in one form or another have existed prior to both the monomyth (and the signet) and subclassing as I've been using a version for years now. Subclassing empowered a version of the build even more, as did monomyth/signet.
Urzigurumash wrote: »
If you're fighting against EP, not there. most of them are sitting on a flag or repairing a door about to be bombed by easy mode dark convergence or agony + collossus bombers. DC has the majority of them in addition to AD, so look in towers at a resource, behind a box on an outer keep wall, or running up and down and up again in a corner tower of an outer wall. sometimes they also like to pretend to be foliage if they're out between keeps/outposts.
BetweenMidgets wrote: »Having @Decimus ' thread linked in here would be beneficial, too:
https://forums.elderscrollsonline.com/en/discussion/692349/shattered-paths-signet-is-problematic
TheAwesomeChimpanzee wrote: »DrGIggles80 wrote: »To all those saying it's a problem with monomyth you are wrong . Funny how monomyth been around forever smd these pulse gankers haven't been a problem. As soon as signet hits they are a major problem..
This is a slightly incorrect take and I wouldn't call monomyth a problem nor the shattered signet. It's mostly been monomyth + subclassing (again this is a misnomer as what zos introduced is multi-classing since a class is taking on lines from another class but that's neither here nor there) with recuperative + crystal weapons being the main combo and this has been going on for months with monomyth.
Pulse builds in one form or another have existed prior to both the monomyth (and the signet) and subclassing as I've been using a version for years now. Subclassing empowered a version of the build even more, as did monomyth/signet.
Indeed. Like you, I have been pulse ganking since long before subclassing, and it was subclassing that pushed the gank into “1 GCD” territory with the C-Weap + Treatise combo.
Before subclassing, the build was more of a fun, frontline, spammy setup. It really only worked when you were either group ganking or trying to pressure someone down over time, and it did a good job at that. It was still an effective way to disrupt organized groups, log in, and have fun zerging the map down.
I will not deny that the gank is stronger than it probably should be, but knowing ZOS, whenever they decide to pull the trigger, they will more than likely completely nuke the playstyle, as they usually do with anything capable of standing up to a ball group, usually at the request of ball group players who would rather complain than adapt.
TheAwesomeChimpanzee wrote: »DrGIggles80 wrote: »To all those saying it's a problem with monomyth you are wrong . Funny how monomyth been around forever smd these pulse gankers haven't been a problem. As soon as signet hits they are a major problem..
This is a slightly incorrect take and I wouldn't call monomyth a problem nor the shattered signet. It's mostly been monomyth + subclassing (again this is a misnomer as what zos introduced is multi-classing since a class is taking on lines from another class but that's neither here nor there) with recuperative + crystal weapons being the main combo and this has been going on for months with monomyth.
Pulse builds in one form or another have existed prior to both the monomyth (and the signet) and subclassing as I've been using a version for years now. Subclassing empowered a version of the build even more, as did monomyth/signet.
Indeed. Like you, I have been pulse ganking since long before subclassing, and it was subclassing that pushed the gank into “1 GCD” territory with the C-Weap + Treatise combo.
Before subclassing, the build was more of a fun, frontline, spammy setup. It really only worked when you were either group ganking or trying to pressure someone down over time, and it did a good job at that. It was still an effective way to disrupt organized groups, log in, and have fun zerging the map down.
I will not deny that the gank is stronger than it probably should be, but knowing ZOS, whenever they decide to pull the trigger, they will more than likely completely nuke the playstyle, as they usually do with anything capable of standing up to a ball group, usually at the request of ball group players who would rather complain than adapt.
There is nothing to adapt to when there is practically zero counter play, especially when you have 5 people doing the same thing and 1 person pulling you... Tell me oh wise one, what is solution to "adapt" to getting pulled and 1 shot from 4 pulse gankers?
Yeah they get one shot by a single leap then comeback 30 seconds later because of a camp or they get rezzed by the other 4 the scurry away like deer in headlights. Also to prove that gank squads dont need a zerg, I have recordings of a specific group of these clowns that do nothing but follow around the same ballgroup for hours on end. I have even have recordings of them 6v1 following and ganking individual group members who are just running around solo in cyro. Its borderline cringe behavior. Also no ballgroup GvGs a group of gankers, dont know where the hell you got that from. In fact, the only thing they do is actually disrupt GvGs which I also have recordings of because they do it constantly.TheAwesomeChimpanzee wrote: »TheAwesomeChimpanzee wrote: »DrGIggles80 wrote: »To all those saying it's a problem with monomyth you are wrong . Funny how monomyth been around forever smd these pulse gankers haven't been a problem. As soon as signet hits they are a major problem..
This is a slightly incorrect take and I wouldn't call monomyth a problem nor the shattered signet. It's mostly been monomyth + subclassing (again this is a misnomer as what zos introduced is multi-classing since a class is taking on lines from another class but that's neither here nor there) with recuperative + crystal weapons being the main combo and this has been going on for months with monomyth.
Pulse builds in one form or another have existed prior to both the monomyth (and the signet) and subclassing as I've been using a version for years now. Subclassing empowered a version of the build even more, as did monomyth/signet.
Indeed. Like you, I have been pulse ganking since long before subclassing, and it was subclassing that pushed the gank into “1 GCD” territory with the C-Weap + Treatise combo.
Before subclassing, the build was more of a fun, frontline, spammy setup. It really only worked when you were either group ganking or trying to pressure someone down over time, and it did a good job at that. It was still an effective way to disrupt organized groups, log in, and have fun zerging the map down.
I will not deny that the gank is stronger than it probably should be, but knowing ZOS, whenever they decide to pull the trigger, they will more than likely completely nuke the playstyle, as they usually do with anything capable of standing up to a ball group, usually at the request of ball group players who would rather complain than adapt.
There is nothing to adapt to when there is practically zero counter play, especially when you have 5 people doing the same thing and 1 person pulling you... Tell me oh wise one, what is solution to "adapt" to getting pulled and 1 shot from 4 pulse gankers?
Pop a Detect potion and run them down. The build is an absolute glass cannon that cannot fight back in an even fight against 99% of the builds or comps in the game.
Do you honestly think a pulse ganking squad can do anything other than zerg? That squad cannot leave the frontlines. They have to stay with the faction stack to take down a ball group, and they need to coordinate while standing inside 50+ players all trying to run down the same 12-man group in order to actually be oppressive and get results.
Are you really trying to say that if you GvGed a pulse ganking group, the ball group would be at a disadvantage? Because that is just not true. In an even fight, the ball group comes out on top every time.
Now, if you as a ball group player feel entitled to fight 12vFaction stack and pretend that is healthy for the game, that is on you. But the counterplay is simple: stack with your faction the same way they do and, poof, you will not die to that squad again.
Wait, you are already doing that. My bad.
Yeah they get one shot by a single leap then comeback 30 seconds later because of a camp or they get rezzed by the other 4 the scurry away like deer in headlights. Also to prove that gank squads dont need a zerg, I have recordings of a specific group of these clowns that do nothing but follow around the same ballgroup for hours on end. I have even have recordings of them 6v1 following and ganking individual group members who are just running around solo in cyro. Its borderline cringe behavior. Also no ballgroup GvGs a group of gankers, dont know where the hell you got that from. In fact, the only thing they do is actually disrupt GvGs which I also have recordings of because they do it constantly.TheAwesomeChimpanzee wrote: »TheAwesomeChimpanzee wrote: »DrGIggles80 wrote: »To all those saying it's a problem with monomyth you are wrong . Funny how monomyth been around forever smd these pulse gankers haven't been a problem. As soon as signet hits they are a major problem..
This is a slightly incorrect take and I wouldn't call monomyth a problem nor the shattered signet. It's mostly been monomyth + subclassing (again this is a misnomer as what zos introduced is multi-classing since a class is taking on lines from another class but that's neither here nor there) with recuperative + crystal weapons being the main combo and this has been going on for months with monomyth.
Pulse builds in one form or another have existed prior to both the monomyth (and the signet) and subclassing as I've been using a version for years now. Subclassing empowered a version of the build even more, as did monomyth/signet.
Indeed. Like you, I have been pulse ganking since long before subclassing, and it was subclassing that pushed the gank into “1 GCD” territory with the C-Weap + Treatise combo.
Before subclassing, the build was more of a fun, frontline, spammy setup. It really only worked when you were either group ganking or trying to pressure someone down over time, and it did a good job at that. It was still an effective way to disrupt organized groups, log in, and have fun zerging the map down.
I will not deny that the gank is stronger than it probably should be, but knowing ZOS, whenever they decide to pull the trigger, they will more than likely completely nuke the playstyle, as they usually do with anything capable of standing up to a ball group, usually at the request of ball group players who would rather complain than adapt.
There is nothing to adapt to when there is practically zero counter play, especially when you have 5 people doing the same thing and 1 person pulling you... Tell me oh wise one, what is solution to "adapt" to getting pulled and 1 shot from 4 pulse gankers?
Pop a Detect potion and run them down. The build is an absolute glass cannon that cannot fight back in an even fight against 99% of the builds or comps in the game.
Do you honestly think a pulse ganking squad can do anything other than zerg? That squad cannot leave the frontlines. They have to stay with the faction stack to take down a ball group, and they need to coordinate while standing inside 50+ players all trying to run down the same 12-man group in order to actually be oppressive and get results.
Are you really trying to say that if you GvGed a pulse ganking group, the ball group would be at a disadvantage? Because that is just not true. In an even fight, the ball group comes out on top every time.
Now, if you as a ball group player feel entitled to fight 12vFaction stack and pretend that is healthy for the game, that is on you. But the counterplay is simple: stack with your faction the same way they do and, poof, you will not die to that squad again.
Wait, you are already doing that. My bad.
I find the vendetta against ballgroups laughably palpable, so much so that the solution that people like you want against them is to basically create a completely broken and utterly zero counterplay scenario which creates unbalance not just against one thing but all of pvp as a whole. We saw this with Blightseed back before ZoS decided the set was way to overtuned for PVP.
Hi All, wanted to follow up here. We have seen the feedback around Pulse Ganker. We know the combat team is investigating and we are sending this thread and video along to assist with their review. Nothing to update now on next steps, but the feedback is known. Appreciate everyone sharing their feedback on this and overall meta concerns.
Hi All, wanted to follow up here. We have seen the feedback around Pulse Ganker. We know the combat team is investigating and we are sending this thread and video along to assist with their review. Nothing to update now on next steps, but the feedback is known. Appreciate everyone sharing their feedback on this and overall meta concerns.
So this will get nerfed instantly but ball groups, Agony crutch bombers, and unkillable insta-smack DKs will still be the norm in Cyrodiil?
TheAwesomeChimpanzee wrote: »Yeah they get one shot by a single leap then comeback 30 seconds later because of a camp or they get rezzed by the other 4 the scurry away like deer in headlights. Also to prove that gank squads dont need a zerg, I have recordings of a specific group of these clowns that do nothing but follow around the same ballgroup for hours on end. I have even have recordings of them 6v1 following and ganking individual group members who are just running around solo in cyro. Its borderline cringe behavior. Also no ballgroup GvGs a group of gankers, dont know where the hell you got that from. In fact, the only thing they do is actually disrupt GvGs which I also have recordings of because they do it constantly.TheAwesomeChimpanzee wrote: »TheAwesomeChimpanzee wrote: »DrGIggles80 wrote: »To all those saying it's a problem with monomyth you are wrong . Funny how monomyth been around forever smd these pulse gankers haven't been a problem. As soon as signet hits they are a major problem..
This is a slightly incorrect take and I wouldn't call monomyth a problem nor the shattered signet. It's mostly been monomyth + subclassing (again this is a misnomer as what zos introduced is multi-classing since a class is taking on lines from another class but that's neither here nor there) with recuperative + crystal weapons being the main combo and this has been going on for months with monomyth.
Pulse builds in one form or another have existed prior to both the monomyth (and the signet) and subclassing as I've been using a version for years now. Subclassing empowered a version of the build even more, as did monomyth/signet.
Indeed. Like you, I have been pulse ganking since long before subclassing, and it was subclassing that pushed the gank into “1 GCD” territory with the C-Weap + Treatise combo.
Before subclassing, the build was more of a fun, frontline, spammy setup. It really only worked when you were either group ganking or trying to pressure someone down over time, and it did a good job at that. It was still an effective way to disrupt organized groups, log in, and have fun zerging the map down.
I will not deny that the gank is stronger than it probably should be, but knowing ZOS, whenever they decide to pull the trigger, they will more than likely completely nuke the playstyle, as they usually do with anything capable of standing up to a ball group, usually at the request of ball group players who would rather complain than adapt.
There is nothing to adapt to when there is practically zero counter play, especially when you have 5 people doing the same thing and 1 person pulling you... Tell me oh wise one, what is solution to "adapt" to getting pulled and 1 shot from 4 pulse gankers?
Pop a Detect potion and run them down. The build is an absolute glass cannon that cannot fight back in an even fight against 99% of the builds or comps in the game.
Do you honestly think a pulse ganking squad can do anything other than zerg? That squad cannot leave the frontlines. They have to stay with the faction stack to take down a ball group, and they need to coordinate while standing inside 50+ players all trying to run down the same 12-man group in order to actually be oppressive and get results.
Are you really trying to say that if you GvGed a pulse ganking group, the ball group would be at a disadvantage? Because that is just not true. In an even fight, the ball group comes out on top every time.
Now, if you as a ball group player feel entitled to fight 12vFaction stack and pretend that is healthy for the game, that is on you. But the counterplay is simple: stack with your faction the same way they do and, poof, you will not die to that squad again.
Wait, you are already doing that. My bad.
I find the vendetta against ballgroups laughably palpable, so much so that the solution that people like you want against them is to basically create a completely broken and utterly zero counterplay scenario which creates unbalance not just against one thing but all of pvp as a whole. We saw this with Blightseed back before ZoS decided the set was way to overtuned for PVP.
You seem frustrated that you and your group got PvPed in an open-world PvP environment.
Ball groups are the strongest possible way to play Cyrodiil, so disrupting them is obviously going to be a priority for anyone with a brain. That is the entire point. You even prove it yourself when you say they do not GvG gankers. Of course they do not, because they would win. The GvG example was never me saying ball groups are actively setting up fights with gank squads; it was just to show the relative power level in an even, controlled fight.
A pulse gank squad relies on numbers, open fields, and the frontline environment to kill or seriously disrupt a ball group that actually knows what it is doing. Without that, they can slow them down, annoy them, maybe pick someone off, but they are not beating a proper 12-man comp in an even fight.
And please, for the love of God, do not call a PvP encounter “cringe.” You are in Cyrodiil. People are going to PvP you.
TheAwesomeChimpanzee wrote: »Yeah they get one shot by a single leap then comeback 30 seconds later because of a camp or they get rezzed by the other 4 the scurry away like deer in headlights. Also to prove that gank squads dont need a zerg, I have recordings of a specific group of these clowns that do nothing but follow around the same ballgroup for hours on end. I have even have recordings of them 6v1 following and ganking individual group members who are just running around solo in cyro. Its borderline cringe behavior. Also no ballgroup GvGs a group of gankers, dont know where the hell you got that from. In fact, the only thing they do is actually disrupt GvGs which I also have recordings of because they do it constantly.TheAwesomeChimpanzee wrote: »TheAwesomeChimpanzee wrote: »DrGIggles80 wrote: »To all those saying it's a problem with monomyth you are wrong . Funny how monomyth been around forever smd these pulse gankers haven't been a problem. As soon as signet hits they are a major problem..
This is a slightly incorrect take and I wouldn't call monomyth a problem nor the shattered signet. It's mostly been monomyth + subclassing (again this is a misnomer as what zos introduced is multi-classing since a class is taking on lines from another class but that's neither here nor there) with recuperative + crystal weapons being the main combo and this has been going on for months with monomyth.
Pulse builds in one form or another have existed prior to both the monomyth (and the signet) and subclassing as I've been using a version for years now. Subclassing empowered a version of the build even more, as did monomyth/signet.
Indeed. Like you, I have been pulse ganking since long before subclassing, and it was subclassing that pushed the gank into “1 GCD” territory with the C-Weap + Treatise combo.
Before subclassing, the build was more of a fun, frontline, spammy setup. It really only worked when you were either group ganking or trying to pressure someone down over time, and it did a good job at that. It was still an effective way to disrupt organized groups, log in, and have fun zerging the map down.
I will not deny that the gank is stronger than it probably should be, but knowing ZOS, whenever they decide to pull the trigger, they will more than likely completely nuke the playstyle, as they usually do with anything capable of standing up to a ball group, usually at the request of ball group players who would rather complain than adapt.
There is nothing to adapt to when there is practically zero counter play, especially when you have 5 people doing the same thing and 1 person pulling you... Tell me oh wise one, what is solution to "adapt" to getting pulled and 1 shot from 4 pulse gankers?
Pop a Detect potion and run them down. The build is an absolute glass cannon that cannot fight back in an even fight against 99% of the builds or comps in the game.
Do you honestly think a pulse ganking squad can do anything other than zerg? That squad cannot leave the frontlines. They have to stay with the faction stack to take down a ball group, and they need to coordinate while standing inside 50+ players all trying to run down the same 12-man group in order to actually be oppressive and get results.
Are you really trying to say that if you GvGed a pulse ganking group, the ball group would be at a disadvantage? Because that is just not true. In an even fight, the ball group comes out on top every time.
Now, if you as a ball group player feel entitled to fight 12vFaction stack and pretend that is healthy for the game, that is on you. But the counterplay is simple: stack with your faction the same way they do and, poof, you will not die to that squad again.
Wait, you are already doing that. My bad.
I find the vendetta against ballgroups laughably palpable, so much so that the solution that people like you want against them is to basically create a completely broken and utterly zero counterplay scenario which creates unbalance not just against one thing but all of pvp as a whole. We saw this with Blightseed back before ZoS decided the set was way to overtuned for PVP.
You seem frustrated that you and your group got PvPed in an open-world PvP environment.
Ball groups are the strongest possible way to play Cyrodiil, so disrupting them is obviously going to be a priority for anyone with a brain. That is the entire point. You even prove it yourself when you say they do not GvG gankers. Of course they do not, because they would win. The GvG example was never me saying ball groups are actively setting up fights with gank squads; it was just to show the relative power level in an even, controlled fight.
A pulse gank squad relies on numbers, open fields, and the frontline environment to kill or seriously disrupt a ball group that actually knows what it is doing. Without that, they can slow them down, annoy them, maybe pick someone off, but they are not beating a proper 12-man comp in an even fight.
And please, for the love of God, do not call a PvP encounter “cringe.” You are in Cyrodiil. People are going to PvP you.
It is cringe if its clearly a vendetta bias against a single group, these were the same people running around spamming blightseed stacks.
How would you like it if someone followed you around for hours on end, pulling you constantly and ganking you with 6 people? My guess is you wouldn't. And yet you are over here acting like disrupting ball groups like this with a group of clown gankers is the solution to stopping them?
You see what i mean when I said how laughable this hate is towards ballgroups and how almost all solutions are way over the top and extreme to an extent that either breaks the entire balance of pvp as a whole or just is borderline toxic behavior with using known exploits to go against them.
So basically rather then address the underlining problem you'd rather condone terrible balancing and zero counterplay solutions.
Also stop with the passive aggressive tone, don't what you achieve by acting like that.