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.”
"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.
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: »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.”
"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.
And yes, I am being as fair as I can be from the perspective of someone who enjoys pulse ganking and openly admits the build is overtuned. I also ball group myself, so I am not speaking from some blind hatred of the playstyle. The difference is that I can acknowledge when something I use is abusive or too strong, while you seem completely unwilling to apply that same standard to your own playstyle.
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.
lol, not when a ball group continually puts up 50K+ damage shields over and over and over again for all its members . . .
And whoever mentioned this gank build desyncing all the time, I've experienced nothing but desyncs at the hands of DKs since their update. I've no idea what's going on there, but it's ridic. Nearly all my desyncs have been from them.
acastanza_ESO wrote: »TheAwesomeChimpanzee wrote: »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.”
"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.
And yes, I am being as fair as I can be from the perspective of someone who enjoys pulse ganking and openly admits the build is overtuned. I also ball group myself, so I am not speaking from some blind hatred of the playstyle. The difference is that I can acknowledge when something I use is abusive or too strong, while you seem completely unwilling to apply that same standard to your own playstyle.
By all means, continue to pretend that I haven't repeatedly called for nerfs for those exact problem areas for the ballgroup playstyle. But this is NOT a thread about that. This is a thread about the abusive uncounterable gank meta, not ballgrouping. Continuing to whatabout ballgroups to deflect is wholly inappropriate for the thread.
acastanza_ESO wrote: »TheAwesomeChimpanzee wrote: »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.”
"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.
And yes, I am being as fair as I can be from the perspective of someone who enjoys pulse ganking and openly admits the build is overtuned. I also ball group myself, so I am not speaking from some blind hatred of the playstyle. The difference is that I can acknowledge when something I use is abusive or too strong, while you seem completely unwilling to apply that same standard to your own playstyle.
By all means, continue to pretend that I haven't repeatedly called for nerfs for those exact problem areas for the ballgroup playstyle. But this is NOT a thread about that. This is a thread about the abusive uncounterable gank meta, not ballgrouping. Continuing to whatabout ballgroups to deflect is wholly inappropriate for the thread.
TheAwesomeChimpanzee wrote: »acastanza_ESO wrote: »TheAwesomeChimpanzee wrote: »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.”
"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.
And yes, I am being as fair as I can be from the perspective of someone who enjoys pulse ganking and openly admits the build is overtuned. I also ball group myself, so I am not speaking from some blind hatred of the playstyle. The difference is that I can acknowledge when something I use is abusive or too strong, while you seem completely unwilling to apply that same standard to your own playstyle.
By all means, continue to pretend that I haven't repeatedly called for nerfs for those exact problem areas for the ballgroup playstyle. But this is NOT a thread about that. This is a thread about the abusive uncounterable gank meta, not ballgrouping. Continuing to whatabout ballgroups to deflect is wholly inappropriate for the thread.
By all means, continue pretending you are not asking for an all-or-nothing nerf to a playstyle that is capable of shutting you down, while also claiming there are more counters to ball groups than ever before, which is simply not true.
You can try to frame this as off-topic all you want, but the reason ball groups keep being brought up is because the loudest voices calling for this playstyle to be deleted are the same players who refuse to acknowledge how overtuned their own playstyle has been for years.
SundarahFr3akinrican wrote: »TheAwesomeChimpanzee wrote: »acastanza_ESO wrote: »TheAwesomeChimpanzee wrote: »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.”
"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.
And yes, I am being as fair as I can be from the perspective of someone who enjoys pulse ganking and openly admits the build is overtuned. I also ball group myself, so I am not speaking from some blind hatred of the playstyle. The difference is that I can acknowledge when something I use is abusive or too strong, while you seem completely unwilling to apply that same standard to your own playstyle.
By all means, continue to pretend that I haven't repeatedly called for nerfs for those exact problem areas for the ballgroup playstyle. But this is NOT a thread about that. This is a thread about the abusive uncounterable gank meta, not ballgrouping. Continuing to whatabout ballgroups to deflect is wholly inappropriate for the thread.
By all means, continue pretending you are not asking for an all-or-nothing nerf to a playstyle that is capable of shutting you down, while also claiming there are more counters to ball groups than ever before, which is simply not true.
You can try to frame this as off-topic all you want, but the reason ball groups keep being brought up is because the loudest voices calling for this playstyle to be deleted are the same players who refuse to acknowledge how overtuned their own playstyle has been for years.
As the OP, i dont play cyrodiil. It started showing up in my BGs and was crazy overpowered from anything i had seen.
Alchimiste1 wrote: »Hear me out guys, I think I have the solution to this pulse ganker/ball groups debate
1. Nerf pulse gankers to the ground
2. Nerf ball groups to the ground
enjoy pvp.
acastanza_ESO wrote: »But this is NOT a thread about that. This is a thread about the abusive uncounterable gank meta, not ballgrouping. Continuing to whatabout ballgroups to deflect is wholly inappropriate for the thread.
TheAwesomeChimpanzee wrote: »acastanza_ESO wrote: »TheAwesomeChimpanzee wrote: »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.”
"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.
And yes, I am being as fair as I can be from the perspective of someone who enjoys pulse ganking and openly admits the build is overtuned. I also ball group myself, so I am not speaking from some blind hatred of the playstyle. The difference is that I can acknowledge when something I use is abusive or too strong, while you seem completely unwilling to apply that same standard to your own playstyle.
By all means, continue to pretend that I haven't repeatedly called for nerfs for those exact problem areas for the ballgroup playstyle. But this is NOT a thread about that. This is a thread about the abusive uncounterable gank meta, not ballgrouping. Continuing to whatabout ballgroups to deflect is wholly inappropriate for the thread.
By all means, continue pretending you are not asking for an all-or-nothing nerf to a playstyle that is capable of shutting you down, while also claiming there are more counters to ball groups than ever before, which is simply not true.
You can try to frame this as off-topic all you want, but the reason ball groups keep being brought up is because the loudest voices calling for this playstyle to be deleted are the same players who refuse to acknowledge how overtuned their own playstyle has been for years.
RaidingTraiding wrote: »TheAwesomeChimpanzee wrote: »acastanza_ESO wrote: »TheAwesomeChimpanzee wrote: »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.”
"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.
And yes, I am being as fair as I can be from the perspective of someone who enjoys pulse ganking and openly admits the build is overtuned. I also ball group myself, so I am not speaking from some blind hatred of the playstyle. The difference is that I can acknowledge when something I use is abusive or too strong, while you seem completely unwilling to apply that same standard to your own playstyle.
By all means, continue to pretend that I haven't repeatedly called for nerfs for those exact problem areas for the ballgroup playstyle. But this is NOT a thread about that. This is a thread about the abusive uncounterable gank meta, not ballgrouping. Continuing to whatabout ballgroups to deflect is wholly inappropriate for the thread.
By all means, continue pretending you are not asking for an all-or-nothing nerf to a playstyle that is capable of shutting you down, while also claiming there are more counters to ball groups than ever before, which is simply not true.
You can try to frame this as off-topic all you want, but the reason ball groups keep being brought up is because the loudest voices calling for this playstyle to be deleted are the same players who refuse to acknowledge how overtuned their own playstyle has been for years.
It is off topic. Maybe that point would be valid if only ball groupers were calling for its nerf, but that is most certainly not the case. I think non ball groupers have a better argument for wanting pulse ganking to be nerfed, they're more at risk of dying to a gank that desync kills you in 1 frame than a ball grouper. Half this thread is just nerf ball group comments coming from you alone, you've made your point known and it's beyond the point of derailment now.
Oblivion_Protocol wrote: »acastanza_ESO wrote: »But this is NOT a thread about that. This is a thread about the abusive uncounterable gank meta, not ballgrouping. Continuing to whatabout ballgroups to deflect is wholly inappropriate for the thread.
The supposedly “uncounterable” gank meta came about mostly because of near unkillable ball groups. These groups have been complained about for nearly half a decade by literally thousands of players, and have only gotten stronger with the occasional token attempt to rein them in that ends up backfiring or getting walked back.
Meanwhile, a playstyle that got strong in the last month gets a “well take a look at this” message from the higher-ups because a couple dozen people are mad that it kills them.
You don’t balance a game by nuking effective playstyles that serve as an alternative to a meta that has terrorized players for years. You encourage variety among builds that can compete. And that’s what we’re starting to see.
TheAwesomeChimpanzee wrote: »Oblivion_Protocol wrote: »acastanza_ESO wrote: »But this is NOT a thread about that. This is a thread about the abusive uncounterable gank meta, not ballgrouping. Continuing to whatabout ballgroups to deflect is wholly inappropriate for the thread.
The supposedly “uncounterable” gank meta came about mostly because of near unkillable ball groups. These groups have been complained about for nearly half a decade by literally thousands of players, and have only gotten stronger with the occasional token attempt to rein them in that ends up backfiring or getting walked back.
Meanwhile, a playstyle that got strong in the last month gets a “well take a look at this” message from the higher-ups because a couple dozen people are mad that it kills them.
You don’t balance a game by nuking effective playstyles that serve as an alternative to a meta that has terrorized players for years. You encourage variety among builds that can compete. And that’s what we’re starting to see.
Fully agree with this.
The reason ball groups keep coming up in this discussion is because the current gank meta did not appear in a vacuum. It became this strong largely as a response to a playstyle that has been overtuned, heavily protected, and complained about for years with very little meaningful action taken.
acastanza_ESO wrote: »TheAwesomeChimpanzee wrote: »Oblivion_Protocol wrote: »acastanza_ESO wrote: »But this is NOT a thread about that. This is a thread about the abusive uncounterable gank meta, not ballgrouping. Continuing to whatabout ballgroups to deflect is wholly inappropriate for the thread.
The supposedly “uncounterable” gank meta came about mostly because of near unkillable ball groups. These groups have been complained about for nearly half a decade by literally thousands of players, and have only gotten stronger with the occasional token attempt to rein them in that ends up backfiring or getting walked back.
Meanwhile, a playstyle that got strong in the last month gets a “well take a look at this” message from the higher-ups because a couple dozen people are mad that it kills them.
You don’t balance a game by nuking effective playstyles that serve as an alternative to a meta that has terrorized players for years. You encourage variety among builds that can compete. And that’s what we’re starting to see.
Fully agree with this.
The reason ball groups keep coming up in this discussion is because the current gank meta did not appear in a vacuum. It became this strong largely as a response to a playstyle that has been overtuned, heavily protected, and complained about for years with very little meaningful action taken.
This is a pretty wild take. Players don't create skill balance. So has ZOS done nothing to address ballgrouping, or is this gank meta a response to ballgrouping. You can't have it both ways. The reality is that you're just trying to justify continuing to bring up ballgrouping when it has nothing to do with this conversation.
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.
Avran_Sylt 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.
oH No, TwO pLAYerS COMuNICATtiNG sYNCroNIzxhinG aBIlITiES TO bURSt a TArGEt DoWN, WHaT a trAVerSTy.
The fact that you expect that a single player, pulled out of position and away from allies, expecting they should, passively, have enough squad-shared PASSIVE SET BUFFS to prevent being killed by two players communicating a synchronized attack.
Is why PvP has steadily been on the decline.
Block next time, it'll prevent the pull. You can see the chain coming. If they're stealthed, you've enough people to cycle detect pots, and you'll have WW detection in u50.
if it's laggy, well guess what, your ballgroup is likely causing it, lol.
Also, congrats on the shoe being on the other foot, what with a ballgroup for hours on end, farming Faregyl second floor, suddenly getting in a mood now that there's counterplay.
I do think Shattered Path Signet is overtuned with DoT persistence and abilities with quad chances at status effects, but not ganking a player (specifically in tandem with another player) out of a ballgroup.
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.
Alchimiste1 wrote: »No actually some of us do think that playstyle should be deleted. Please and thank you.
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.
BigPlays420 wrote: »On a different note, I think what some of us are trying to say is that we do not want this build completely abolished. Some of us have been playing this kind of setup since before people even called them Pulse gankers, back when they were usually called Pulse blades. The concern is not that the build might get tuned down. Most of us agree it probably should be. The concern is that, knowing ZOS’ history, “tuning it down” can very easily turn into completely deleting the playstyle. That is what some of us would like to fight against. Nerf it, adjust it, bring it back into a more reasonable state, sure. But do not completely kill one of the few playstyles that can actually punish organized groups and create some variety in Cyrodiil.
Oblivion_Protocol wrote: »Alchimiste1 wrote: »No actually some of us do think that playstyle should be deleted. Please and thank you.
Congratulations! You’re part of the problem. Let me ask you something. If this playstyle gets deleted, and you go to Cyro and get buried by a DK, should DK get deleted? Once that’s gone, when you get killed by a subclassed Warden, should that playstyle get deleted? How about NBs? Sorcs? Where’s the line? Should we all just agree to show up for naked fist fights with no CP slotted?
What if someone complains about your favorite playstyle, and ZOS nerfs it into the dirt? Are you going to shrug and say that it’s fair, or are you going to want to cancel your account and move to another game?
Most of us want things adjusted and tuned down, or at the very least, we want people to learn how to play against it. I’d rather see an attempt at counter play than a bunch of people screaming for nerfs until they bully the devs into throwing the baby out with the bath water. Then come the disingenuous “thank you ZOS!!!” posts before the next broken thing comes around and suddenly ZOS is the devil
Alchimiste1 wrote: »Look, I have played a pulse ganker. It was strong even then and ridiculous now. I wont lie and say it isn’t fun to play because it absolutely is. But it’s fun because of how broken it is. It shouldn’t stay as is.
The real issue here is I’m not entirely sure how to nerf pulse gankers without really messing up certain skills that are staples for non problematic setups.
He is not wrong though. Completely abolishing a build is never a balanced solution, the same way “deleting” ball groups, 1vX, zerging, or any other way people choose to play open world PvP would be unhealthy for the game.Alchimiste1 wrote: »Oblivion_Protocol wrote: »Alchimiste1 wrote: »No actually some of us do think that playstyle should be deleted. Please and thank you.
Congratulations! You’re part of the problem. Let me ask you something. If this playstyle gets deleted, and you go to Cyro and get buried by a DK, should DK get deleted? Once that’s gone, when you get killed by a subclassed Warden, should that playstyle get deleted? How about NBs? Sorcs? Where’s the line? Should we all just agree to show up for naked fist fights with no CP slotted?
What if someone complains about your favorite playstyle, and ZOS nerfs it into the dirt? Are you going to shrug and say that it’s fair, or are you going to want to cancel your account and move to another game?
Most of us want things adjusted and tuned down, or at the very least, we want people to learn how to play against it. I’d rather see an attempt at counter play than a bunch of people screaming for nerfs until they bully the devs into throwing the baby out with the bath water. Then come the disingenuous “thank you ZOS!!!” posts before the next broken thing comes around and suddenly ZOS is the devil
Congratulations you typed out all that only to be completely wrong. I’ll call out over performing, unbalanced, and unhealthy mechanics as I have always done. I main a nb and I have called for nerfs when appropriate back then. like stealth mechanics. I try and be objective and that tends to make players who indulge in over performing sets or mechanics mad.
Look, I have played a pulse ganker. It was strong even then and ridiculous now. I wont lie and say it isn’t fun to play because it absolutely is. But it’s fun because of how broken it is. It shouldn’t stay as is.
The real issue here is I’m not entirely sure how to nerf pulse gankers without really messing up certain skills that are staples for non problematic setups.
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.
TheAwesomeChimpanzee wrote: »He is not wrong though. Completely abolishing a build is never a balanced solution, the same way “deleting” ball groups, 1vX, zerging, or any other way people choose to play open world PvP would be unhealthy for the game.Alchimiste1 wrote: »Oblivion_Protocol wrote: »Alchimiste1 wrote: »No actually some of us do think that playstyle should be deleted. Please and thank you.
Congratulations! You’re part of the problem. Let me ask you something. If this playstyle gets deleted, and you go to Cyro and get buried by a DK, should DK get deleted? Once that’s gone, when you get killed by a subclassed Warden, should that playstyle get deleted? How about NBs? Sorcs? Where’s the line? Should we all just agree to show up for naked fist fights with no CP slotted?
What if someone complains about your favorite playstyle, and ZOS nerfs it into the dirt? Are you going to shrug and say that it’s fair, or are you going to want to cancel your account and move to another game?
Most of us want things adjusted and tuned down, or at the very least, we want people to learn how to play against it. I’d rather see an attempt at counter play than a bunch of people screaming for nerfs until they bully the devs into throwing the baby out with the bath water. Then come the disingenuous “thank you ZOS!!!” posts before the next broken thing comes around and suddenly ZOS is the devil
Congratulations you typed out all that only to be completely wrong. I’ll call out over performing, unbalanced, and unhealthy mechanics as I have always done. I main a nb and I have called for nerfs when appropriate back then. like stealth mechanics. I try and be objective and that tends to make players who indulge in over performing sets or mechanics mad.
Look, I have played a pulse ganker. It was strong even then and ridiculous now. I won't lie and say it isn’t fun to play because it absolutely is. But it’s fun because of how broken it is. It shouldn’t stay as is.
The real issue here is I’m not entirely sure how to nerf pulse gankers without really messing up certain skills that are staples for non problematic setups.
People enjoy Cyrodiil in different ways. Some people want to solo, some want to smallscale, some want to ball group, some want to zerg, and some want to gank. The goal should be tuning things into a healthier state, not removing entire playstyles because the current patch made one of them too strong.
I get that solo/1vX players are probably frustrated with this patch. It went from being able to fight half a faction on a totally-not-overtuned DK to getting deleted the moment you step too far from your group in less than a month. But if you actually played Pulse blade before all of this, then you know the build was not always this ridiculous.
It can be nerfed back into a more reasonable state without completely killing it.
Alchimiste1 wrote: »TheAwesomeChimpanzee wrote: »He is not wrong though. Completely abolishing a build is never a balanced solution, the same way “deleting” ball groups, 1vX, zerging, or any other way people choose to play open world PvP would be unhealthy for the game.Alchimiste1 wrote: »Oblivion_Protocol wrote: »Alchimiste1 wrote: »No actually some of us do think that playstyle should be deleted. Please and thank you.
Congratulations! You’re part of the problem. Let me ask you something. If this playstyle gets deleted, and you go to Cyro and get buried by a DK, should DK get deleted? Once that’s gone, when you get killed by a subclassed Warden, should that playstyle get deleted? How about NBs? Sorcs? Where’s the line? Should we all just agree to show up for naked fist fights with no CP slotted?
What if someone complains about your favorite playstyle, and ZOS nerfs it into the dirt? Are you going to shrug and say that it’s fair, or are you going to want to cancel your account and move to another game?
Most of us want things adjusted and tuned down, or at the very least, we want people to learn how to play against it. I’d rather see an attempt at counter play than a bunch of people screaming for nerfs until they bully the devs into throwing the baby out with the bath water. Then come the disingenuous “thank you ZOS!!!” posts before the next broken thing comes around and suddenly ZOS is the devil
Congratulations you typed out all that only to be completely wrong. I’ll call out over performing, unbalanced, and unhealthy mechanics as I have always done. I main a nb and I have called for nerfs when appropriate back then. like stealth mechanics. I try and be objective and that tends to make players who indulge in over performing sets or mechanics mad.
Look, I have played a pulse ganker. It was strong even then and ridiculous now. I won't lie and say it isn’t fun to play because it absolutely is. But it’s fun because of how broken it is. It shouldn’t stay as is.
The real issue here is I’m not entirely sure how to nerf pulse gankers without really messing up certain skills that are staples for non problematic setups.
People enjoy Cyrodiil in different ways. Some people want to solo, some want to smallscale, some want to ball group, some want to zerg, and some want to gank. The goal should be tuning things into a healthier state, not removing entire playstyles because the current patch made one of them too strong.
I get that solo/1vX players are probably frustrated with this patch. It went from being able to fight half a faction on a totally-not-overtuned DK to getting deleted the moment you step too far from your group in less than a month. But if you actually played Pulse blade before all of this, then you know the build was not always this ridiculous.
It can be nerfed back into a more reasonable state without completely killing it.
Yeah, it's tough though because while signet is boosting its power substantially, I think subclassing boosted it just as much tbh.
I'm not quite sure how I would go about it, even without signet the build is very strong. I heard someone say to make the mythic like thrassians where you can't go invis/crouch which might help but I'm not convinced that's the best option.