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.
I mean you were being passive aggressive way before I even entered the discussion, don't act like its exclusive only to me...
Also, where am I defending ball groups? Where? Show me please...
I said "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."
The solutions so far against groups have been equally unhealthy to the game. So don't put words in my mouth saying I am "defending from inside a 12 man group" and act like it isn't.
The solution to groups should not be a double edged sword.
This needs to be nerfed ASAP. One minimally skilled pulse ganker can pick off a group me by one and instakill players with 35K hit points and resists.This nonsense is obviously an exploit and just as obviously needs to be nerfed into the ground as it is totally unbalanced.
RaidingTraiding wrote: »I think it's a bit detracting to have this post devolve into another nerf ball groups thread. There are plenty of posts that address that and along with whatever aspect of that playstyle people don't like, and has been beaten to death at this point, regardless of its validity.
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.
Great to hear this - I just hope the overall feedback is clear that this isn't just an issue with the pulse ganker setup, but also status effects overperforming as a whole when paired with the new mythic. Especially in the case of elemental susceptibility, which has been elevated so much that it can now be used as a "spammable" that is free to cast and both undodgeable/unblockable.
Instead of scaling off Ultimate, this mythic should be redesigned as an escalating engagement tool using a 'Time-in-Combat' tracking mechanic: Increases your status effect damage against players by 5% per second you remain in continuous combat with them, up to a maximum of 75%. This bonus resets if you do not deal or take damage for 4 seconds.'This solves both major PvP pain points simultaneously:It kills Pulse Ganking: Because the bonus starts at 0%, gankers get no benefit from stealth. They cannot one-shot you.It counters the 1vX Stall: When a tanky player tries to drag 6–8 people on a 5-minute chase around a tower door, the scaling DoT and status effect pressure will steadily ramp up to un-healable levels. It punishes passive stalling and forces active engagement.
Instead of scaling off Ultimate, this mythic should be redesigned as an escalating engagement tool using a 'Time-in-Combat' tracking mechanic: Increases your status effect damage against players by 5% per second you remain in continuous combat with them, up to a maximum of 75%. This bonus resets if you do not deal or take damage for 4 seconds.'This solves both major PvP pain points simultaneously:It kills Pulse Ganking: Because the bonus starts at 0%, gankers get no benefit from stealth. They cannot one-shot you.It counters the 1vX Stall: When a tanky player tries to drag 6–8 people on a 5-minute chase around a tower door, the scaling DoT and status effect pressure will steadily ramp up to un-healable levels. It punishes passive stalling and forces active engagement.
The game doesn't need more tools to make it easier for players to win via numbers advantage, especially in regards to "xv1" play against single players. The numbers advantage itself is already an extreme force multiplier for individual strength via cross healing, buff sets, shared debuffs, higher pressure, increased stun/root/snare frequency, body blocking, etc. Especially when the ultimate counterplay to those "tower kiting solo players" already exists - you can simply choose not to chase them around towers.
Status effects never should be doing "un-healable" levels of damage, like you're suggesting. There is no counterplay to status effects. They are applied for free alongside your normal rotation as "procs" that just occur, or even more egregiously when spammed via elemental susceptibility. Any damage that aims to reach "un-healable" levels needs to have adequate, skill-based counterplay.
For example, if we're arguing that there should be strong DOT or defile tools to counter high healing - those should be short duration/difficult to apply or maintain. Not "free" instances of damage that you gain for doing absolutely nothing special.
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.
ZOS added stronger detect pots, Sentry set, having a DoT on you, having a Dot on someone else, abilities to reveal you, poisons to reveal you, and then completely nerfed Shadowy Disguise into the ground and you say the game needs MORE sources of detect? Are you joking? No other class has had their core mechanics (stealth and single target crit/crit damage) completely nerfed into the ground because people can't figure out how to use detect potions. We're at the point where "Nightblades" are not using a single other class ability other than Spec bow. Need another source of detect. Gimme a break.warm_blanket wrote: »There are a few pieces contributing to this, roughly in order of significance imo:
Sneak stealth - All stealth based builds will take a hit in u50 due to the zero downtime detect pot werewolf is getting. That effect will be too strong for the cost when ran in a zerg, but generally a good idea to have more sources of detect for players to pick from so long as they have a proper opportunity cost..
ZOS added stronger detect pots, Sentry set, having a DoT on you, having a Dot on someone else, abilities to reveal you, poisons to reveal you, and then completely nerfed Shadowy Disguise into the ground and you say the game needs MORE sources of detect? Are you joking? No other class has had their core mechanics (stealth and single target crit/crit damage) completely nerfed into the ground because people can't figure out how to use detect potions. We're at the point where "Nightblades" are not using a single other class ability other than Spec bow. Need another source of detect. Gimme a break.warm_blanket wrote: »There are a few pieces contributing to this, roughly in order of significance imo:
Sneak stealth - All stealth based builds will take a hit in u50 due to the zero downtime detect pot werewolf is getting. That effect will be too strong for the cost when ran in a zerg, but generally a good idea to have more sources of detect for players to pick from so long as they have a proper opportunity cost..
SundarahFr3akinrican wrote: »Is ZOS doing anything about this? 170k DPS combo on the 321k dummy? That is the most ridiculous thing I have ever seen.
This is starting to show up in my BGs and it is astronomically stronger than anything I have ever encountered. what the heck is going on?https://www.youtube.com/watch?v=_COx3sCUQpg
group with 5 pulse gankers, pull and 1 shot them first /sThere 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?
The amount of pressure damage is fine, but they shouldn't all be ticking immediately like this. Ele Sus is fine as a dot/debuff, but if it's being used as an immediate direct spammable, something is seriously wrong (it's the SPS ring everyone knows that by now). PvP pressure builds need access to ramping sustained damage, not immediate ticks that enable other degeneracy.Major_Mangle wrote: »The core issue are status effects dealing too much damage and skills like elemental susceptibility having zero drawbacks
The amount of pressure damage is fine, but they shouldn't all be ticking immediately like this. Ele Sus is fine as a dot/debuff, but if it's being used as an immediate direct spammable, something is seriously wrong (it's the SPS ring everyone knows that by now). PvP pressure builds need access to ramping sustained damage, not immediate ticks that enable other degeneracy.Major_Mangle wrote: »The core issue are status effects dealing too much damage and skills like elemental susceptibility having zero drawbacks
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.
TheAwesomeChimpanzee 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.
Said the ball group player
acastanza_ESO wrote: »TheAwesomeChimpanzee 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.
Said the ball group player
There is more counterplay to ballgrouping than ever before. This nonsense has absolutely none, and the comparison shows a deep unseriousness that is frankly completely invalidating to every argument you're making in this thread.
It is extremely easy to outrange, outsiege, outlast, and evict, a ballgroup. Max range gank squads backed by a troll endlessly spamming chains gives you absolutely no counterplay. It's abusive plain and simple. Furthermore, the level of individually targeted griefing that some of the players doing this are engaging in (including provable, documented stream sniping) has full on crossed into ToS violating targeted harassment.
TheAwesomeChimpanzee wrote: »acastanza_ESO wrote: »TheAwesomeChimpanzee 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.
Said the ball group player
There is more counterplay to ballgrouping than ever before. This nonsense has absolutely none, and the comparison shows a deep unseriousness that is frankly completely invalidating to every argument you're making in this thread.
It is extremely easy to outrange, outsiege, outlast, and evict, a ballgroup. Max range gank squads backed by a troll endlessly spamming chains gives you absolutely no counterplay. It's abusive plain and simple. Furthermore, the level of individually targeted griefing that some of the players doing this are engaging in (including provable, documented stream sniping) has full on crossed into ToS violating targeted harassment.
Incorrect. I have explained how to counter it multiple times throughout this thread.
Once again, ball group players who almost never set foot outside of their 12-man raid are trying to get anything that actually pressures or counters them nerfed into the ground, while completely ignoring their own crutches.
You can call it “no counterplay” all you want, but that does not make it true. The counterplay has already been explained. The issue is that you do not like the counterplay because it is one of the few things that can actually disrupt the playstyle you benefit from.
acastanza_ESO wrote: »TheAwesomeChimpanzee wrote: »acastanza_ESO wrote: »TheAwesomeChimpanzee 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.
Said the ball group player
There is more counterplay to ballgrouping than ever before. This nonsense has absolutely none, and the comparison shows a deep unseriousness that is frankly completely invalidating to every argument you're making in this thread.
It is extremely easy to outrange, outsiege, outlast, and evict, a ballgroup. Max range gank squads backed by a troll endlessly spamming chains gives you absolutely no counterplay. It's abusive plain and simple. Furthermore, the level of individually targeted griefing that some of the players doing this are engaging in (including provable, documented stream sniping) has full on crossed into ToS violating targeted harassment.
Incorrect. I have explained how to counter it multiple times throughout this thread.
Once again, ball group players who almost never set foot outside of their 12-man raid are trying to get anything that actually pressures or counters them nerfed into the ground, while completely ignoring their own crutches.
You can call it “no counterplay” all you want, but that does not make it true. The counterplay has already been explained. The issue is that you do not like the counterplay because it is one of the few things that can actually disrupt the playstyle you benefit from.
"Punishing them when they overcommit" is not counterplay. They stay at max range, with streak to keep them safe, and target a single person and delete them midair when that person is finally chained by their dedicated chain spam bot - again, from max range. THERE IS NO ACTUAL COUNTER PLAY TO THIS. When they can delete 35k health with full raid buffs before you hit the ground. If anything ballgroup players are the LEAST impacted by this because we actually have the health and buffs to have a chance at survival. The only reason you even think that the non-counterplay you've described works is because you're simply not their primary target. That could easily change at their whim. The mechanics they are abusing are broken, plain and simple without actual, meaningful, reactive counterplay. Your insistence to the contrary is straight up pants-on-head.
TheAwesomeChimpanzee wrote: »acastanza_ESO wrote: »TheAwesomeChimpanzee wrote: »acastanza_ESO wrote: »TheAwesomeChimpanzee 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.
Said the ball group player
There is more counterplay to ballgrouping than ever before. This nonsense has absolutely none, and the comparison shows a deep unseriousness that is frankly completely invalidating to every argument you're making in this thread.
It is extremely easy to outrange, outsiege, outlast, and evict, a ballgroup. Max range gank squads backed by a troll endlessly spamming chains gives you absolutely no counterplay. It's abusive plain and simple. Furthermore, the level of individually targeted griefing that some of the players doing this are engaging in (including provable, documented stream sniping) has full on crossed into ToS violating targeted harassment.
Incorrect. I have explained how to counter it multiple times throughout this thread.
Once again, ball group players who almost never set foot outside of their 12-man raid are trying to get anything that actually pressures or counters them nerfed into the ground, while completely ignoring their own crutches.
You can call it “no counterplay” all you want, but that does not make it true. The counterplay has already been explained. The issue is that you do not like the counterplay because it is one of the few things that can actually disrupt the playstyle you benefit from.
"Punishing them when they overcommit" is not counterplay. They stay at max range, with streak to keep them safe, and target a single person and delete them midair when that person is finally chained by their dedicated chain spam bot - again, from max range. THERE IS NO ACTUAL COUNTER PLAY TO THIS. When they can delete 35k health with full raid buffs before you hit the ground. If anything ballgroup players are the LEAST impacted by this because we actually have the health and buffs to have a chance at survival. The only reason you even think that the non-counterplay you've described works is because you're simply not their primary target. That could easily change at their whim. The mechanics they are abusing are broken, plain and simple without actual, meaningful, reactive counterplay. Your insistence to the contrary is straight up pants-on-head.
Have you actually tried engaging that squad in an even fight, or are you trying to fight them while also tanking the entire faction frontline?
Yeah, thought so.
Once again, this just comes down to ball group players feeling entitled to their 12v80 playstyle and calling anything that punishes it “no counterplay.”
VinnyGambini wrote: »Guys, is mythic the real culprit here?
I checked the cmx one more time - status effect damage is 55k out of 150k. Maybe I'm wrong, but removing mythic should lower values to 30k and therefore 125k in total. Slotting monomyth should actually give similar result, since most of your hits are crit anyways, so increasing them by 20% should give also around 130k-140k.
As I said, I'm not sure here, I haven't tested it, but from my calculations switching to monomyth should also allow 1 shot ganking.
acastanza_ESO wrote: »TheAwesomeChimpanzee wrote: »acastanza_ESO wrote: »TheAwesomeChimpanzee wrote: »acastanza_ESO wrote: »TheAwesomeChimpanzee 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.
Said the ball group player
There is more counterplay to ballgrouping than ever before. This nonsense has absolutely none, and the comparison shows a deep unseriousness that is frankly completely invalidating to every argument you're making in this thread.
It is extremely easy to outrange, outsiege, outlast, and evict, a ballgroup. Max range gank squads backed by a troll endlessly spamming chains gives you absolutely no counterplay. It's abusive plain and simple. Furthermore, the level of individually targeted griefing that some of the players doing this are engaging in (including provable, documented stream sniping) has full on crossed into ToS violating targeted harassment.
Incorrect. I have explained how to counter it multiple times throughout this thread.
Once again, ball group players who almost never set foot outside of their 12-man raid are trying to get anything that actually pressures or counters them nerfed into the ground, while completely ignoring their own crutches.
You can call it “no counterplay” all you want, but that does not make it true. The counterplay has already been explained. The issue is that you do not like the counterplay because it is one of the few things that can actually disrupt the playstyle you benefit from.
"Punishing them when they overcommit" is not counterplay. They stay at max range, with streak to keep them safe, and target a single person and delete them midair when that person is finally chained by their dedicated chain spam bot - again, from max range. THERE IS NO ACTUAL COUNTER PLAY TO THIS. When they can delete 35k health with full raid buffs before you hit the ground. If anything ballgroup players are the LEAST impacted by this because we actually have the health and buffs to have a chance at survival. The only reason you even think that the non-counterplay you've described works is because you're simply not their primary target. That could easily change at their whim. The mechanics they are abusing are broken, plain and simple without actual, meaningful, reactive counterplay. Your insistence to the contrary is straight up pants-on-head.
Have you actually tried engaging that squad in an even fight, or are you trying to fight them while also tanking the entire faction frontline?
Yeah, thought so.
Once again, this just comes down to ball group players feeling entitled to their 12v80 playstyle and calling anything that punishes it “no counterplay.”
"Have you actually tried engaging that squad in an even fight" is an actually unhinged thing to say. Their abusive gameplay style allows them complete control over the engagement. They will ABSOLUTELY follow a group with no friendly zerg for them around doing the exact same thing, FOR HOURS. It is impossible to kill them all because they just kite off, hide, tent, rez and continue spamming max range chains and pulse ganks. The fact that you can't see the abuse here is absolutely astounding.
"Fight them fair" lmfao. Actually lmfao. At this point, I can only assume you're one of the people engaging in this abuse with a vested interest in defending it.