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We still cannot counter ball groups from range

  • Jawasa
    Jawasa
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    What kind of large group play do want then? Because atm you have the balls and the zergs.
  • Rohamad_Ali
    Rohamad_Ali
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    I can't even figure out bar swapping let alone ball groups this patch . Just started pvpin some tonight . Feel like I have four thumbs and a big toe on each hand .
  • CapuchinSeven
    CapuchinSeven
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    It's really easy to fix, just make seiges do more damage to each person (including DOTs) the more people you hit in the circle. If you only hit a few people (1-10) they hit like normal, hit 50 in a blob and they are done for and it's their own fault for blobbing up.

    Another issue though is snare immunity but personally I think that's an issue with PVP anyway, it's starting to seem like unless you're using a two hander you're not doing it right.
  • ToRelax
    ToRelax
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    It's really easy to fix, just make seiges do more damage to each person (including DOTs) the more people you hit in the circle. If you only hit a few people (1-10) they hit like normal, hit 50 in a blob and they are done for and it's their own fault for blobbing up.

    Another issue though is snare immunity but personally I think that's an issue with PVP anyway, it's starting to seem like unless you're using a two hander you're not doing it right.

    While that certainly would have an effect, it wouldn't touch fights between "ball groups", unless you want them to set up sieges in the middle of nowhere as well.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • kessik221
    kessik221
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    Just have fire siege weapons deal a ground AoE instead of direct damage. Like 44k damage over 4 seconds. Cyrodil is supposed to be about siege warfare but the siege weapons are a joke.
  • danno8
    danno8
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    techprince wrote: »
    This is NOT about "bad" vs "good". This is about "ball" vs "ranged". An organised group can play normally and yet they cannot do much against a competent ball group as so many skills prevent basic mechanics from applying to them, is it that hard to understand?

    If a ranged group could counter a melee group, who would ever play the melee group?

    Range always has the benefit of safety baked in, and that needs to be balanced with overall effectiveness.

    Now I'm not saying they should be totally ineffective, but the risk should be proportional to the reward.
  • Ragnarock41
    Ragnarock41
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    TheMystid wrote: »
    I'd like a Negate ability that worked like Shifting Standards replacing Barrier from support skill line, so that it would be accessible to anyone.

    And a good Bursty ultimate for sorcs to compensate in the dark magic skill line.



    ....wow this came to me so easily.... B)

    I would be actually fine with that.

    Sorcs can have a dawnbreaker clone, and I would enjoy having negate on my almost useless stamDk.

    and it doesnt even have to work like shifting standart, just the normal negate is 10x better than the shifting meme.
    Edited by Ragnarock41 on February 21, 2018 3:03AM
  • techprince
    techprince
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    danno8 wrote: »
    techprince wrote: »
    This is NOT about "bad" vs "good". This is about "ball" vs "ranged". An organised group can play normally and yet they cannot do much against a competent ball group as so many skills prevent basic mechanics from applying to them, is it that hard to understand?

    If a ranged group could counter a melee group, who would ever play the melee group?

    Range always has the benefit of safety baked in, and that needs to be balanced with overall effectiveness.

    Now I'm not saying they should be totally ineffective, but the risk should be proportional to the reward.

    Ball does not mean melee, they are a clustered group using pbaoes. Most of them are magicka with destro staffs as their main ult is desto ult. They still have access to every ranged ability and they do use them when their ults are on cooldown.

    So AGAIN, its about "ball" vs "ranged", not "melee" vs "ranged" or "good" vs "bad". Please go in game, learn about ball groups then come back to defend them.
    Edited by techprince on February 21, 2018 7:26AM
  • CapuchinSeven
    CapuchinSeven
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    danno8 wrote: »
    techprince wrote: »
    This is NOT about "bad" vs "good". This is about "ball" vs "ranged". An organised group can play normally and yet they cannot do much against a competent ball group as so many skills prevent basic mechanics from applying to them, is it that hard to understand?

    If a ranged group could counter a melee group, who would ever play the melee group?

    Range always has the benefit of safety baked in, and that needs to be balanced with overall effectiveness.

    Now I'm not saying they should be totally ineffective, but the risk should be proportional to the reward.

    It's been said above but needs hammering home, ball groups are NOT melee.
  • Demra
    Demra
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    I might be talkin out of my ass but the only time i ran into such group, it was in the inner keep and i streaked through them just as they were waving back for the hundredth time with their ulti ready to drop. The short stun seemed to give my side an opening to throw their ulti or whatever and they were annihilated shortly after.

    I don't remember if survives though, being i was in the middle of it all. Of course all this could've been a coincidence and doesn't really help the range players much but thought ill share.
    Edited by Demra on February 21, 2018 2:03PM
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