I think that maily ppl running 24 slot grps are complaining about this set is all zos should take from this topic. It´s pretty spot on.
Yeah, screw all those guys grouping up in a AvAvA mmo. They are the enemy.
Hey, I hear those 24-man groups loved 1.5 dynamic ulti and mechanics that didn't automatically favor zergs. We should all be against that than, cuz screw 24-mans
Ummmm.....1.5 had Hard AOE Caps with full damage mitigation past 5 people...and Dynamic Ulti most certainly was used by zergs just fine....In fact I can't think of any mechanic that didn't favor zergs in 1.5
Dynamic ulti was an insane Zerg buster which you would know if you, you know, ever did group content in this game!
Dynamic ult meant the more of them the more ult for you, and less of you the less ult they could generate! Built in advantage to small numbers. It's staring you right in the face!
I think that maily ppl running 24 slot grps are complaining about this set is all zos should take from this topic. It´s pretty spot on.
Yeah, screw all those guys grouping up in a AvAvA mmo. They are the enemy.
Hey, I hear those 24-man groups loved 1.5 dynamic ulti and mechanics that didn't automatically favor zergs. We should all be against that than, cuz screw 24-mans
Ummmm.....1.5 had Hard AOE Caps with full damage mitigation past 5 people...and Dynamic Ulti most certainly was used by zergs just fine....In fact I can't think of any mechanic that didn't favor zergs in 1.5
Dynamic ulti was an insane Zerg buster which you would know if you, you know, ever did group content in this game!
Dynamic ult meant the more of them the more ult for you, and less of you the less ult they could generate! Built in advantage to small numbers. It's staring you right in the face!
You could only hit 6 people at a time though... With Purge being how it is you really didn't get an advantage since the main benefit of Dynamic Ult was Dot when they critted which was where ult came from which were cured by Purge. Plus any imaginary advantage you think you might have as a small group against a large one with Dynamic Ult was completely thrown out the window with AOE caps being how they were.
Don't get me wrong..I liked Dynamic ult on my DK..and I agree if it was left in with the 1.6 AOE cap changes it would of been a boost to smaller groups probably...But in 1.5 it wasn't this magical mechanic that made Small Groups as good as Large Groups.
I think that maily ppl running 24 slot grps are complaining about this set is all zos should take from this topic. It´s pretty spot on.
Yeah, screw all those guys grouping up in a AvAvA mmo. They are the enemy.
Hey, I hear those 24-man groups loved 1.5 dynamic ulti and mechanics that didn't automatically favor zergs. We should all be against that than, cuz screw 24-mans
Well if a set with a 5m radius bothers your 24 man grp it does so because you´re stacking tightly to use/abuse the aoe cap mechanic.
Yep screw everyone doing that.
When players get nasty with the random pug that stepped to close to them, died, and caused them to take 15k dmg and die, I'll refer those pugs to comments like yours. The set will only further the incessant negativity in pvp. Among all of the other issues that have been highlighted, people like you can only see raiders complaining, regardless of the points raised or logic used, it's a shame.
When I tell my guys to condense if I'm leading, it's because I want a barrier to go out, I want us in a nova, I want heals to reach, I want rapids to hit because I'm about to move us to a new position, etc. The cap is there, I'd say a majority of raiders would be happy to see it go, but to look at the ball group meta and only ever see aoe caps is to demonstrate a blatant disregard for the other (problematic) mechanics that encourage players to stay close. When all tactical mitigation and recovery skills are proximity based, ramping up the penalties for condensing without shifting those mitigation options to allow for that is foolishness.
Frankly, I'm just not going to push defended keeps in the new meta. Im sure CN and harlocke will end up feeling similarly to an extent. When people are all stacked up in keeps because groups no longer have the tools to take on well defended keeps elsewhere, again, I'll refer the people complaining about lag and stacking (probably yourself) to posts like yours.
I will ninja Chal or Arrius. And than I shall sit there. All night.
I just realised that even if groups spread out this set is still going to hurt melee characters quite a bit.. If more than one melee attack a single target and one of them dies then the other will likely die too.. hmm
Where's the risk to multiple ranged characters attacking a single target?
I think that maily ppl running 24 slot grps are complaining about this set is all zos should take from this topic. It´s pretty spot on.
Yeah, screw all those guys grouping up in a AvAvA mmo. They are the enemy.
Hey, I hear those 24-man groups loved 1.5 dynamic ulti and mechanics that didn't automatically favor zergs. We should all be against that than, cuz screw 24-mans
Well if a set with a 5m radius bothers your 24 man grp it does so because you´re stacking tightly to use/abuse the aoe cap mechanic.
Yep screw everyone doing that.
When players get nasty with the random pug that stepped to close to them, died, and caused them to take 15k dmg and die, I'll refer those pugs to comments like yours. The set will only further the incessant negativity in pvp. Among all of the other issues that have been highlighted, people like you can only see raiders complaining, regardless of the points raised or logic used, it's a shame.
When I tell my guys to condense if I'm leading, it's because I want a barrier to go out, I want us in a nova, I want heals to reach, I want rapids to hit because I'm about to move us to a new position, etc. The cap is there, I'd say a majority of raiders would be happy to see it go, but to look at the ball group meta and only ever see aoe caps is to demonstrate a blatant disregard for the other (problematic) mechanics that encourage players to stay close. When all tactical mitigation and recovery skills are proximity based, ramping up the penalties for condensing without shifting those mitigation options to allow for that is foolishness.
Frankly, I'm just not going to push defended keeps in the new meta. Im sure CN and harlocke will end up feeling similarly to an extent. When people are all stacked up in keeps because groups no longer have the tools to take on well defended keeps elsewhere, again, I'll refer the people complaining about lag and stacking (probably yourself) to posts like yours.
I will ninja Chal or Arrius. And than I shall sit there. All night.
Why Chal or Arrius and not Fare or Roe? The love affair with EP continues!
I think that maily ppl running 24 slot grps are complaining about this set is all zos should take from this topic. It´s pretty spot on.
Yeah, screw all those guys grouping up in a AvAvA mmo. They are the enemy.
Hey, I hear those 24-man groups loved 1.5 dynamic ulti and mechanics that didn't automatically favor zergs. We should all be against that than, cuz screw 24-mans
Well if a set with a 5m radius bothers your 24 man grp it does so because you´re stacking tightly to use/abuse the aoe cap mechanic.
Yep screw everyone doing that.
When players get nasty with the random pug that stepped to close to them, died, and caused them to take 15k dmg and die, I'll refer those pugs to comments like yours. The set will only further the incessant negativity in pvp. Among all of the other issues that have been highlighted, people like you can only see raiders complaining, regardless of the points raised or logic used, it's a shame.
When I tell my guys to condense if I'm leading, it's because I want a barrier to go out, I want us in a nova, I want heals to reach, I want rapids to hit because I'm about to move us to a new position, etc. The cap is there, I'd say a majority of raiders would be happy to see it go, but to look at the ball group meta and only ever see aoe caps is to demonstrate a blatant disregard for the other (problematic) mechanics that encourage players to stay close. When all tactical mitigation and recovery skills are proximity based, ramping up the penalties for condensing without shifting those mitigation options to allow for that is foolishness.
Frankly, I'm just not going to push defended keeps in the new meta. Im sure CN and harlocke will end up feeling similarly to an extent. When people are all stacked up in keeps because groups no longer have the tools to take on well defended keeps elsewhere, again, I'll refer the people complaining about lag and stacking (probably yourself) to posts like yours.
I will ninja Chal or Arrius. And than I shall sit there. All night.
Why Chal or Arrius and not Fare or Roe? The love affair with EP continues!
VE is always stealth bombed at Roebeck, this is known.
https://www.youtube.com/watch?v=x0fBiCNiR1E I think that maily ppl running 24 slot grps are complaining about this set is all zos should take from this topic. It´s pretty spot on.
Yeah, screw all those guys grouping up in a AvAvA mmo. They are the enemy.
Hey, I hear those 24-man groups loved 1.5 dynamic ulti and mechanics that didn't automatically favor zergs. We should all be against that than, cuz screw 24-mans
Well if a set with a 5m radius bothers your 24 man grp it does so because you´re stacking tightly to use/abuse the aoe cap mechanic.
Yep screw everyone doing that.
When players get nasty with the random pug that stepped to close to them, died, and caused them to take 15k dmg and die, I'll refer those pugs to comments like yours. The set will only further the incessant negativity in pvp. Among all of the other issues that have been highlighted, people like you can only see raiders complaining, regardless of the points raised or logic used, it's a shame.
When I tell my guys to condense if I'm leading, it's because I want a barrier to go out, I want us in a nova, I want heals to reach, I want rapids to hit because I'm about to move us to a new position, etc. The cap is there, I'd say a majority of raiders would be happy to see it go, but to look at the ball group meta and only ever see aoe caps is to demonstrate a blatant disregard for the other (problematic) mechanics that encourage players to stay close. When all tactical mitigation and recovery skills are proximity based, ramping up the penalties for condensing without shifting those mitigation options to allow for that is foolishness.
Frankly, I'm just not going to push defended keeps in the new meta. Im sure CN and harlocke will end up feeling similarly to an extent. When people are all stacked up in keeps because groups no longer have the tools to take on well defended keeps elsewhere, again, I'll refer the people complaining about lag and stacking (probably yourself) to posts like yours.
I will ninja Chal or Arrius. And than I shall sit there. All night.
Why Chal or Arrius and not Fare or Roe? The love affair with EP continues!
I think that maily ppl running 24 slot grps are complaining about this set is all zos should take from this topic. It´s pretty spot on.
Yeah, screw all those guys grouping up in a AvAvA mmo. They are the enemy.
Hey, I hear those 24-man groups loved 1.5 dynamic ulti and mechanics that didn't automatically favor zergs. We should all be against that than, cuz screw 24-mans
Ummmm.....1.5 had Hard AOE Caps with full damage mitigation past 5 people...and Dynamic Ulti most certainly was used by zergs just fine....In fact I can't think of any mechanic that didn't favor zergs in 1.5
Dynamic ulti was an insane Zerg buster which you would know if you, you know, ever did group content in this game!
Dynamic ult meant the more of them the more ult for you, and less of you the less ult they could generate! Built in advantage to small numbers. It's staring you right in the face!
You could only hit 6 people at a time though... With Purge being how it is you really didn't get an advantage since the main benefit of Dynamic Ult was Dot when they critted which was where ult came from which were cured by Purge. Plus any imaginary advantage you think you might have as a small group against a large one with Dynamic Ult was completely thrown out the window with AOE caps being how they were.
Don't get me wrong..I liked Dynamic ult on my DK..and I agree if it was left in with the 1.6 AOE cap changes it would of been a boost to smaller groups probably...But in 1.5 it wasn't this magical mechanic that made Small Groups as good as Large Groups.
I think that maily ppl running 24 slot grps are complaining about this set is all zos should take from this topic. It´s pretty spot on.
Yeah, screw all those guys grouping up in a AvAvA mmo. They are the enemy.
Hey, I hear those 24-man groups loved 1.5 dynamic ulti and mechanics that didn't automatically favor zergs. We should all be against that than, cuz screw 24-mans
Well if a set with a 5m radius bothers your 24 man grp it does so because you´re stacking tightly to use/abuse the aoe cap mechanic.
Yep screw everyone doing that.
When players get nasty with the random pug that stepped to close to them, died, and caused them to take 15k dmg and die, I'll refer those pugs to comments like yours. The set will only further the incessant negativity in pvp. Among all of the other issues that have been highlighted, people like you can only see raiders complaining, regardless of the points raised or logic used, it's a shame.
When I tell my guys to condense if I'm leading, it's because I want a barrier to go out, I want us in a nova, I want heals to reach, I want rapids to hit because I'm about to move us to a new position, etc. The cap is there, I'd say a majority of raiders would be happy to see it go, but to look at the ball group meta and only ever see aoe caps is to demonstrate a blatant disregard for the other (problematic) mechanics that encourage players to stay close. When all tactical mitigation and recovery skills are proximity based, ramping up the penalties for condensing without shifting those mitigation options to allow for that is foolishness.
Frankly, I'm just not going to push defended keeps in the new meta. Im sure CN and harlocke will end up feeling similarly to an extent. When people are all stacked up in keeps because groups no longer have the tools to take on well defended keeps elsewhere, again, I'll refer the people complaining about lag and stacking (probably yourself) to posts like yours.
I will ninja Chal or Arrius. And than I shall sit there. All night.
Why Chal or Arrius and not Fare or Roe? The love affair with EP continues!
VE is always stealth bombed at Roebeck, this is known.
I think that maily ppl running 24 slot grps are complaining about this set is all zos should take from this topic. It´s pretty spot on.
Yeah, screw all those guys grouping up in a AvAvA mmo. They are the enemy.
Hey, I hear those 24-man groups loved 1.5 dynamic ulti and mechanics that didn't automatically favor zergs. We should all be against that than, cuz screw 24-mans
Ummmm.....1.5 had Hard AOE Caps with full damage mitigation past 5 people...and Dynamic Ulti most certainly was used by zergs just fine....In fact I can't think of any mechanic that didn't favor zergs in 1.5
Dynamic ulti was an insane Zerg buster which you would know if you, you know, ever did group content in this game!
Dynamic ult meant the more of them the more ult for you, and less of you the less ult they could generate! Built in advantage to small numbers. It's staring you right in the face!
You could only hit 6 people at a time though... With Purge being how it is you really didn't get an advantage since the main benefit of Dynamic Ult was Dot when they critted which was where ult came from which were cured by Purge. Plus any imaginary advantage you think you might have as a small group against a large one with Dynamic Ult was completely thrown out the window with AOE caps being how they were.
Don't get me wrong..I liked Dynamic ult on my DK..and I agree if it was left in with the 1.6 AOE cap changes it would of been a boost to smaller groups probably...But in 1.5 it wasn't this magical mechanic that made Small Groups as good as Large Groups.
Dynamic ult was absolutely the #1 group busting mechanic from 1.5 and prior. AoE caps actually make sense with dynamic ult mechanic of pre 1.6. AoE caps make zero sense now. All of the other stuff was just peripheral in comparison. (WoE/purge, gnd oils, etc.)
I think that maily ppl running 24 slot grps are complaining about this set is all zos should take from this topic. It´s pretty spot on.
Yeah, screw all those guys grouping up in a AvAvA mmo. They are the enemy.
Hey, I hear those 24-man groups loved 1.5 dynamic ulti and mechanics that didn't automatically favor zergs. We should all be against that than, cuz screw 24-mans
Ummmm.....1.5 had Hard AOE Caps with full damage mitigation past 5 people...and Dynamic Ulti most certainly was used by zergs just fine....In fact I can't think of any mechanic that didn't favor zergs in 1.5
Dynamic ulti was an insane Zerg buster which you would know if you, you know, ever did group content in this game!
Dynamic ult meant the more of them the more ult for you, and less of you the less ult they could generate! Built in advantage to small numbers. It's staring you right in the face!
You could only hit 6 people at a time though... With Purge being how it is you really didn't get an advantage since the main benefit of Dynamic Ult was Dot when they critted which was where ult came from which were cured by Purge. Plus any imaginary advantage you think you might have as a small group against a large one with Dynamic Ult was completely thrown out the window with AOE caps being how they were.
Don't get me wrong..I liked Dynamic ult on my DK..and I agree if it was left in with the 1.6 AOE cap changes it would of been a boost to smaller groups probably...But in 1.5 it wasn't this magical mechanic that made Small Groups as good as Large Groups.
AOE based groups ruined numbers many many many times thier size with this mechanic. It's only recently that no matter how you spec, big numbers just grind you down.
There will always be zergs, but there should always be good underlying mechanics to give smaller numbers an advantage.... Huge burst go BOOM is not an example of a good mechanic.
I think that maily ppl running 24 slot grps are complaining about this set is all zos should take from this topic. It´s pretty spot on.
Yeah, screw all those guys grouping up in a AvAvA mmo. They are the enemy.
Hey, I hear those 24-man groups loved 1.5 dynamic ulti and mechanics that didn't automatically favor zergs. We should all be against that than, cuz screw 24-mans
Ummmm.....1.5 had Hard AOE Caps with full damage mitigation past 5 people...and Dynamic Ulti most certainly was used by zergs just fine....In fact I can't think of any mechanic that didn't favor zergs in 1.5
Dynamic ulti was an insane Zerg buster which you would know if you, you know, ever did group content in this game!
Dynamic ult meant the more of them the more ult for you, and less of you the less ult they could generate! Built in advantage to small numbers. It's staring you right in the face!
You could only hit 6 people at a time though... With Purge being how it is you really didn't get an advantage since the main benefit of Dynamic Ult was Dot when they critted which was where ult came from which were cured by Purge. Plus any imaginary advantage you think you might have as a small group against a large one with Dynamic Ult was completely thrown out the window with AOE caps being how they were.
Don't get me wrong..I liked Dynamic ult on my DK..and I agree if it was left in with the 1.6 AOE cap changes it would of been a boost to smaller groups probably...But in 1.5 it wasn't this magical mechanic that made Small Groups as good as Large Groups.
AOE based groups ruined numbers many many many times thier size with this mechanic. It's only recently that no matter how you spec, big numbers just grind you down.
There will always be zergs, but there should always be good underlying mechanics to give smaller numbers an advantage.... Huge burst go BOOM is not an example of a good mechanic.
Say what? It's only recently? As someone who's played in nothing but small groups since the beginning I can show you multiple videos that makes that statement false.
https://www.youtube.com/watch?v=2wxqqe_ooMU
https://www.youtube.com/watch?v=V8jOEXT4TLg I think that maily ppl running 24 slot grps are complaining about this set is all zos should take from this topic. It´s pretty spot on.
Yeah, screw all those guys grouping up in a AvAvA mmo. They are the enemy.
Hey, I hear those 24-man groups loved 1.5 dynamic ulti and mechanics that didn't automatically favor zergs. We should all be against that than, cuz screw 24-mans
Ummmm.....1.5 had Hard AOE Caps with full damage mitigation past 5 people...and Dynamic Ulti most certainly was used by zergs just fine....In fact I can't think of any mechanic that didn't favor zergs in 1.5
Dynamic ulti was an insane Zerg buster which you would know if you, you know, ever did group content in this game!
Dynamic ult meant the more of them the more ult for you, and less of you the less ult they could generate! Built in advantage to small numbers. It's staring you right in the face!
You could only hit 6 people at a time though... With Purge being how it is you really didn't get an advantage since the main benefit of Dynamic Ult was Dot when they critted which was where ult came from which were cured by Purge. Plus any imaginary advantage you think you might have as a small group against a large one with Dynamic Ult was completely thrown out the window with AOE caps being how they were.
Don't get me wrong..I liked Dynamic ult on my DK..and I agree if it was left in with the 1.6 AOE cap changes it would of been a boost to smaller groups probably...But in 1.5 it wasn't this magical mechanic that made Small Groups as good as Large Groups.
AOE based groups ruined numbers many many many times thier size with this mechanic. It's only recently that no matter how you spec, big numbers just grind you down.
There will always be zergs, but there should always be good underlying mechanics to give smaller numbers an advantage.... Huge burst go BOOM is not an example of a good mechanic.
Say what? It's only recently? As someone who's played in nothing but small groups since the beginning I can show you multiple videos that makes that statement false.https://www.youtube.com/watch?v=2wxqqe_ooMU
https://www.youtube.com/watch?v=V8jOEXT4TLg
I think that maily ppl running 24 slot grps are complaining about this set is all zos should take from this topic. It´s pretty spot on.
Yeah, screw all those guys grouping up in a AvAvA mmo. They are the enemy.
Hey, I hear those 24-man groups loved 1.5 dynamic ulti and mechanics that didn't automatically favor zergs. We should all be against that than, cuz screw 24-mans
Ummmm.....1.5 had Hard AOE Caps with full damage mitigation past 5 people...and Dynamic Ulti most certainly was used by zergs just fine....In fact I can't think of any mechanic that didn't favor zergs in 1.5
Dynamic ulti was an insane Zerg buster which you would know if you, you know, ever did group content in this game!
Dynamic ult meant the more of them the more ult for you, and less of you the less ult they could generate! Built in advantage to small numbers. It's staring you right in the face!
You could only hit 6 people at a time though... With Purge being how it is you really didn't get an advantage since the main benefit of Dynamic Ult was Dot when they critted which was where ult came from which were cured by Purge. Plus any imaginary advantage you think you might have as a small group against a large one with Dynamic Ult was completely thrown out the window with AOE caps being how they were.
Don't get me wrong..I liked Dynamic ult on my DK..and I agree if it was left in with the 1.6 AOE cap changes it would of been a boost to smaller groups probably...But in 1.5 it wasn't this magical mechanic that made Small Groups as good as Large Groups.
AOE based groups ruined numbers many many many times thier size with this mechanic. It's only recently that no matter how you spec, big numbers just grind you down.
There will always be zergs, but there should always be good underlying mechanics to give smaller numbers an advantage.... Huge burst go BOOM is not an example of a good mechanic.
Say what? It's only recently? As someone who's played in nothing but small groups since the beginning I can show you multiple videos that makes that statement false.https://www.youtube.com/watch?v=2wxqqe_ooMU
https://www.youtube.com/watch?v=V8jOEXT4TLg
Xsorus: "You're running more than 4 mano, that's not a small group. Anything you say and any videos you post are now defunct. Also, this one time, at band camp DAOC... "
Purge meant intant death in 1.5 meta thus no group wanted to spam it. But hey you know better about group pvp right since you've played daocI think that maily ppl running 24 slot grps are complaining about this set is all zos should take from this topic. It´s pretty spot on.
Yeah, screw all those guys grouping up in a AvAvA mmo. They are the enemy.
Hey, I hear those 24-man groups loved 1.5 dynamic ulti and mechanics that didn't automatically favor zergs. We should all be against that than, cuz screw 24-mans
Ummmm.....1.5 had Hard AOE Caps with full damage mitigation past 5 people...and Dynamic Ulti most certainly was used by zergs just fine....In fact I can't think of any mechanic that didn't favor zergs in 1.5
Dynamic ulti was an insane Zerg buster which you would know if you, you know, ever did group content in this game!
Dynamic ult meant the more of them the more ult for you, and less of you the less ult they could generate! Built in advantage to small numbers. It's staring you right in the face!
You could only hit 6 people at a time though... With Purge being how it is you really didn't get an advantage since the main benefit of Dynamic Ult was Dot when they critted which was where ult came from which were cured by Purge. Plus any imaginary advantage you think you might have as a small group against a large one with Dynamic Ult was completely thrown out the window with AOE caps being how they were.
Don't get me wrong..I liked Dynamic ult on my DK..and I agree if it was left in with the 1.6 AOE cap changes it would of been a boost to smaller groups probably...But in 1.5 it wasn't this magical mechanic that made Small Groups as good as Large Groups.
Purge meant intant death in 1.5 meta thus no group wanted to spam it. But hey you know better about group pvp right since you've played daocI think that maily ppl running 24 slot grps are complaining about this set is all zos should take from this topic. It´s pretty spot on.
Yeah, screw all those guys grouping up in a AvAvA mmo. They are the enemy.
Hey, I hear those 24-man groups loved 1.5 dynamic ulti and mechanics that didn't automatically favor zergs. We should all be against that than, cuz screw 24-mans
Ummmm.....1.5 had Hard AOE Caps with full damage mitigation past 5 people...and Dynamic Ulti most certainly was used by zergs just fine....In fact I can't think of any mechanic that didn't favor zergs in 1.5
Dynamic ulti was an insane Zerg buster which you would know if you, you know, ever did group content in this game!
Dynamic ult meant the more of them the more ult for you, and less of you the less ult they could generate! Built in advantage to small numbers. It's staring you right in the face!
You could only hit 6 people at a time though... With Purge being how it is you really didn't get an advantage since the main benefit of Dynamic Ult was Dot when they critted which was where ult came from which were cured by Purge. Plus any imaginary advantage you think you might have as a small group against a large one with Dynamic Ult was completely thrown out the window with AOE caps being how they were.
Don't get me wrong..I liked Dynamic ult on my DK..and I agree if it was left in with the 1.6 AOE cap changes it would of been a boost to smaller groups probably...But in 1.5 it wasn't this magical mechanic that made Small Groups as good as Large Groups.
Purge meant intant death in 1.5 meta thus no group wanted to spam it. But hey you know better about group pvp right since you've played daocI think that maily ppl running 24 slot grps are complaining about this set is all zos should take from this topic. It´s pretty spot on.
Yeah, screw all those guys grouping up in a AvAvA mmo. They are the enemy.
Hey, I hear those 24-man groups loved 1.5 dynamic ulti and mechanics that didn't automatically favor zergs. We should all be against that than, cuz screw 24-mans
Ummmm.....1.5 had Hard AOE Caps with full damage mitigation past 5 people...and Dynamic Ulti most certainly was used by zergs just fine....In fact I can't think of any mechanic that didn't favor zergs in 1.5
Dynamic ulti was an insane Zerg buster which you would know if you, you know, ever did group content in this game!
Dynamic ult meant the more of them the more ult for you, and less of you the less ult they could generate! Built in advantage to small numbers. It's staring you right in the face!
You could only hit 6 people at a time though... With Purge being how it is you really didn't get an advantage since the main benefit of Dynamic Ult was Dot when they critted which was where ult came from which were cured by Purge. Plus any imaginary advantage you think you might have as a small group against a large one with Dynamic Ult was completely thrown out the window with AOE caps being how they were.
Don't get me wrong..I liked Dynamic ult on my DK..and I agree if it was left in with the 1.6 AOE cap changes it would of been a boost to smaller groups probably...But in 1.5 it wasn't this magical mechanic that made Small Groups as good as Large Groups.
I think that maily ppl running 24 slot grps are complaining about this set is all zos should take from this topic. It´s pretty spot on.
Yeah, screw all those guys grouping up in a AvAvA mmo. They are the enemy.
Hey, I hear those 24-man groups loved 1.5 dynamic ulti and mechanics that didn't automatically favor zergs. We should all be against that than, cuz screw 24-mans
Ummmm.....1.5 had Hard AOE Caps with full damage mitigation past 5 people...and Dynamic Ulti most certainly was used by zergs just fine....In fact I can't think of any mechanic that didn't favor zergs in 1.5
Dynamic ulti was an insane Zerg buster which you would know if you, you know, ever did group content in this game!
Dynamic ult meant the more of them the more ult for you, and less of you the less ult they could generate! Built in advantage to small numbers. It's staring you right in the face!
You could only hit 6 people at a time though... With Purge being how it is you really didn't get an advantage since the main benefit of Dynamic Ult was Dot when they critted which was where ult came from which were cured by Purge. Plus any imaginary advantage you think you might have as a small group against a large one with Dynamic Ult was completely thrown out the window with AOE caps being how they were.
Don't get me wrong..I liked Dynamic ult on my DK..and I agree if it was left in with the 1.6 AOE cap changes it would of been a boost to smaller groups probably...But in 1.5 it wasn't this magical mechanic that made Small Groups as good as Large Groups.
AOE based groups ruined numbers many many many times thier size with this mechanic. It's only recently that no matter how you spec, big numbers just grind you down.
There will always be zergs, but there should always be good underlying mechanics to give smaller numbers an advantage.... Huge burst go BOOM is not an example of a good mechanic.
Say what? It's only recently? As someone who's played in nothing but small groups since the beginning I can show you multiple videos that makes that statement false.https://www.youtube.com/watch?v=2wxqqe_ooMU
https://www.youtube.com/watch?v=V8jOEXT4TLg
Xsorus: "You're running more than 4 mano, that's not a small group. Anything you say and any videos you post are now defunct. Also, this one time, at band camp DAOC... "
No, I didn't find anything wrong with the numbers he was running; however I'm not sure on the point of his video; it was him vs a bunch of non stacking pugs... In the few instances that they clumped up it was really never more then 8 at most. He wasn't dealing basically with a large ballgroup. In fact you can do what was in that video quite easily today. When I get home I'll link a couple videos that show how 1.5 was when dealing with ball groups.
Man watching those videos makes me miss standard though
Biggest counters to ballgroups were wall of element (not aoe capped) and negate. Wall of elements caused them to blow up if they purged at the wrong time (and did good damage even if not purged) and negate punished zergbads for being bad and removed all their ground effects like healing springs, ground ults, etc.I think that maily ppl running 24 slot grps are complaining about this set is all zos should take from this topic. It´s pretty spot on.
Yeah, screw all those guys grouping up in a AvAvA mmo. They are the enemy.
Hey, I hear those 24-man groups loved 1.5 dynamic ulti and mechanics that didn't automatically favor zergs. We should all be against that than, cuz screw 24-mans
Ummmm.....1.5 had Hard AOE Caps with full damage mitigation past 5 people...and Dynamic Ulti most certainly was used by zergs just fine....In fact I can't think of any mechanic that didn't favor zergs in 1.5
Dynamic ulti was an insane Zerg buster which you would know if you, you know, ever did group content in this game!
Dynamic ult meant the more of them the more ult for you, and less of you the less ult they could generate! Built in advantage to small numbers. It's staring you right in the face!
You could only hit 6 people at a time though... With Purge being how it is you really didn't get an advantage since the main benefit of Dynamic Ult was Dot when they critted which was where ult came from which were cured by Purge. Plus any imaginary advantage you think you might have as a small group against a large one with Dynamic Ult was completely thrown out the window with AOE caps being how they were.
Don't get me wrong..I liked Dynamic ult on my DK..and I agree if it was left in with the 1.6 AOE cap changes it would of been a boost to smaller groups probably...But in 1.5 it wasn't this magical mechanic that made Small Groups as good as Large Groups.
AOE based groups ruined numbers many many many times thier size with this mechanic. It's only recently that no matter how you spec, big numbers just grind you down.
There will always be zergs, but there should always be good underlying mechanics to give smaller numbers an advantage.... Huge burst go BOOM is not an example of a good mechanic.
Say what? It's only recently? As someone who's played in nothing but small groups since the beginning I can show you multiple videos that makes that statement false.https://www.youtube.com/watch?v=2wxqqe_ooMU
https://www.youtube.com/watch?v=V8jOEXT4TLg
Xsorus: "You're running more than 4 mano, that's not a small group. Anything you say and any videos you post are now defunct. Also, this one time, at band camp DAOC... "
No, I didn't find anything wrong with the numbers he was running; however I'm not sure on the point of his video; it was him vs a bunch of non stacking pugs... In the few instances that they clumped up it was really never more then 8 at most. He wasn't dealing basically with a large ballgroup. In fact you can do what was in that video quite easily today. When I get home I'll link a couple videos that show how 1.5 was when dealing with ball groups.
Man watching those videos makes me miss standard though
I see a certain Grand Overlord and some peasant costumes spamming healing springs just 22 seconds into the first video. Certainly not his full group, but how many people are there? The builds we used worked equally well against full on ball groups. The outcome was usually us dying in those fights, but that's attributed to better coordination and them having better self awareness than most of the pugs you see in the videos. AOE caps were not an issue back then, and we regularly wiped Brandon's raids with what you would consider small groups. You could do the same when orbs were a thing, or with coordinated bat bombs or ground oils. Just with ground oils alone, even a ball group, you could wipe them almost solo with an ulti and a couple of oil pours.