Joy_Division wrote: »I dislike it aswell.
I think however that it´s just a symptom of the overall problematic situation where defensive sets outperform offensive ones.
Why is spinner 3450 pen (only for spell mind you) but brass gives you 5170 of both resistances.
Why is there no set giving me 15% increased dmg if i crit my target.
If people had legitimate offensive counters to overperforming defense it wouldn´t be as much of a problem (the problem being boring gameplay with noone dying) if offense wasn´t as gutted as it currently is.
Every time we get a decent offensive set, people post on these forums to get it nerfed and won't stop until Zos obliges.
So I wouldn't count on that changing soon.
Minor Maim from nb fear only has a duration of 4 seconds which is consistent with minor maim applied by nb shades and what I am suggesting for Wizard's Riposte.Don't forget NB fear. While it fears only 2 now the secondary minor maim still hits 6 every time. It's purgable and can be cleansed. Sound like this whole thread is based on l2p issues.
Right now I'm fighting players wearing Brass and other defensive sets while dealing with Minor Maim via Riposte from other opponents. So that would be quite a lot better.Light armor users would just switch to Brass
I think it's partly because of undaunted burst proc sets. It would be impossible to achieve the kind of burst they add to combos with conventional stat boosts. It would probably require the equivalent of cruel flurry for direct damage.I dislike it aswell.
I think however that it´s just a symptom of the overall problematic situation where defensive sets outperform offensive ones.
I don't put it on the players ever. We're the peanut gallery. If they're making important gameplay decisions merely because we demand it, that is a problem of theirs. The inmates cannot run the asylum and are not responsible for the terrible outcomes if they were allowed to.Joy_Division wrote: »Every time we get a decent offensive set, people post on these forums to get it nerfed and won't stop until Zos obliges.
Cage_Lizardman wrote: »That thing is way too common and I'm tired of purging it. Please nerf. Cut the amount or duration, make it only proc on direct damage and not every aoe/dot tick, whatever.
NightbladeMechanics wrote: »The better change imo is reducing Minor Maim to 8% damage reduction, to mirror similar buffs and debuffs such as Minor Berserk (Maim's intended direct mirror), Minor Vulnerability, and Minor Protection, all of which modify damage taken or dealt by 8%.
You could implement that change and reduce Riposte's duration to 8 seconds, and the set would still be strong and see plenty of use. Further reducing the duration would raise questions, but the set would still be viable in many uses.
This super-strong defensive meta is... really something. The game imposes no penalties on death but time inconvenience - and losing, at least for the moment - yet it seems everybody's just terrified they might die. Wizard's Riposte doesn't even stand out.
Let's see some love for those willing to risk themselves, ZOS. The gameplay could only improve.
VaranisArano wrote: »This super-strong defensive meta is... really something. The game imposes no penalties on death but time inconvenience - and losing, at least for the moment - yet it seems everybody's just terrified they might die. Wizard's Riposte doesn't even stand out.
Let's see some love for those willing to risk themselves, ZOS. The gameplay could only improve.
If I die in game, I die in real life, right?
Cage_Lizardman wrote: »That thing is way too common and I'm tired of purging it. Please nerf. Cut the amount or duration, make it only proc on direct damage and not every aoe/dot tick, whatever.
Direct damage sounds fair enough. I use it now and then, and I admit it’s absolute cancer on Sorcs and Magplars (99% of the guys using it, let’s be honest) because AOE and caltrops applies it.NightbladeMechanics wrote: »The better change imo is reducing Minor Maim to 8% damage reduction, to mirror similar buffs and debuffs such as Minor Berserk (Maim's intended direct mirror), Minor Vulnerability, and Minor Protection, all of which modify damage taken or dealt by 8%.
You could implement that change and reduce Riposte's duration to 8 seconds, and the set would still be strong and see plenty of use. Further reducing the duration would raise questions, but the set would still be viable in many uses.
Teargrants was telling me that (from testing) minor maim is actually only about 10% damage reduction in a CP campaign or duel because of how damage/CP gets applied. So it’s close enough to that. In No-CP, it’s full 15%. Heaven knows what a nerf to 8% will actually do, 6%?
8 seconds though, I don’t have a problem with the duration when you can already get permanent minor berserk with a two piece set (slimecraw).
arkansas_ESO wrote: »High uptime on Minor Maim isn't anything new: if you've fought a NB with Shadow Image or a S&B build with Heroic Slash, you've already been in a fight where Minor Maim was almost always on you. The only thing Riposte does is make it easier to apply when outnumbered, and you're sacrificing a 5pc for that.
And it's not saving you from CC+burst anyway. Even with major protection my templar ass is getting burst left and right.
Compared to abilities that absorb/dodge entire attacks or compared to high crit resist that nullify crit burst; id rather have those defenses than reposte.
Regardless of whether you think Riposte has value (it does), after I attack your teammate in Riposte and then switch targets, my damage is reduced by 15% for 15 seconds against you and the defenses from the sets you think are better. It is an extremely common set (at least among EP and DC), so this is a persistent routine that goes on all night.
15% damage reduction basically nullifies the damage added by the 5th bonus of 2.5-3 offensive sets. Consider that 300 weapon damage might only buff your overall damage by less than 4%. It is significant.
Teargrants was telling me that (from testing) minor maim is actually only about 10% damage reduction in a CP campaign or duel because of how damage/CP gets applied. So it’s close enough to that. In No-CP, it’s full 15%. Heaven knows what a nerf to 8% will actually do, 6%?
8 seconds though, I don’t have a problem with the duration when you can already get permanent minor berserk with a two piece set (slimecraw).
arkansas_ESO wrote: »High uptime on Minor Maim isn't anything new: if you've fought a NB with Shadow Image or a S&B build with Heroic Slash, you've already been in a fight where Minor Maim was almost always on you. The only thing Riposte does is make it easier to apply when outnumbered, and you're sacrificing a 5pc for that.
And it's not saving you from CC+burst anyway. Even with major protection my templar ass is getting burst left and right.
Compared to abilities that absorb/dodge entire attacks or compared to high crit resist that nullify crit burst; id rather have those defenses than reposte.
Regardless of whether you think Riposte has value (it does), after I attack your teammate in Riposte and then switch targets, my damage is reduced by 15% for 15 seconds against you and the defenses from the sets you think are better. It is an extremely common set (at least among EP and DC), so this is a persistent routine that goes on all night.
15% damage reduction basically nullifies the damage added by the 5th bonus of 2.5-3 offensive sets. Consider that 300 weapon damage might only buff your overall damage by less than 4%. It is significant.
If we use the DMG mitigation calculator:
With 20% Ironclad, 10% Hardy and 20k physical resists, your total mitigation is around 74% against a 20k tooltip attack before empower. This is also before armor debuffs.
With minor maim your total mitigation is 76%. Also before armor debuffs.
If your target has 10k penetration, but you have the same CP setups as above, your looking at 69% total mitigation. With minor maim it's at 71%.
Minor maim only increases your total mitigation by like 2% with typical CP setups. CP + battlespirit+ armor higher than 19k are doing more DMG reduction than minor main maim.
Teargrants was telling me that (from testing) minor maim is actually only about 10% damage reduction in a CP campaign or duel because of how damage/CP gets applied. So it’s close enough to that. In No-CP, it’s full 15%. Heaven knows what a nerf to 8% will actually do, 6%?
8 seconds though, I don’t have a problem with the duration when you can already get permanent minor berserk with a two piece set (slimecraw).
Always test things yourself. Always.
Yes minor maim as diminishing returns in CP environment bc it´s additive to other % dmg modification.
On an offensive light armor build however i´ve never been able to get it to provide less than 11% raw mitigation myself. It could be less on classes with minor protection as an available buff or with high armor mitigation (iE brass + riposte).
I also think maim has no direct "counterbuff" on the offensive side of things.
The counter to berserk is protection.
I´d personally rework the set to provide empower for 2s/next attack when being crit. Begone with the defensive nonsense. Riposte is a counterattack not some random debuff.
Teargrants was telling me that (from testing) minor maim is actually only about 10% damage reduction in a CP campaign or duel because of how damage/CP gets applied. So it’s close enough to that. In No-CP, it’s full 15%. Heaven knows what a nerf to 8% will actually do, 6%?
8 seconds though, I don’t have a problem with the duration when you can already get permanent minor berserk with a two piece set (slimecraw).
Always test things yourself. Always.
Yes minor maim as diminishing returns in CP environment bc it´s additive to other % dmg modification.
On an offensive light armor build however i´ve never been able to get it to provide less than 11% raw mitigation myself. It could be less on classes with minor protection as an available buff or with high armor mitigation (iE brass + riposte).
I also think maim has no direct "counterbuff" on the offensive side of things.
The counter to berserk is protection.
I´d personally rework the set to provide empower for 2s/next attack when being crit. Begone with the defensive nonsense. Riposte is a counterattack not some random debuff.
They need to fire their terrible, short-sighted and not too terribly bright set designers - and then hire you.
Minor maim only increases your total mitigation by like 2% with typical CP setups. CP + battlespirit+ armor higher than 19k are doing more DMG reduction than minor main maim.
Before the server went down, I tested quickly on a mudcrab. I used an unbuffed LA 5-1-1 (divines julianos+spinners+groth) nb with 23% ironclad and 9% hardy. The mudcrab's damage was reduced 15% by minor maim.
Minor maim only increases your total mitigation by like 2% with typical CP setups. CP + battlespirit+ armor higher than 19k are doing more DMG reduction than minor main maim.
I do not believe this is accurate. It is not consistent with my experiences. We don't really need to rely on calculators or theory because we can easily test this practically.
Before the server went down, I tested quickly on a mudcrab. I used an unbuffed LA 5-1-1 (divines julianos+spinners+groth) nb with 23% ironclad and 9% hardy. The mudcrab's damage was reduced 15% by minor maim.
Obviously it would be best to test in Cyrodiil, but I think that test shows the effectiveness of minor maim is not being reduced by ironclad or hardy.
Whether damage is reduced by 15% or 10% at a practical level isn't really the point. The point is that the design results in a ridiculous battlefield condition for ungrouped players without a purge.
I think I am going to tell AD zone chat: "if you don't know how to play, just wear durok's or riposte and you'll be a huge help"
Minor maim only increases your total mitigation by like 2% with typical CP setups. CP + battlespirit+ armor higher than 19k are doing more DMG reduction than minor main maim.
I do not believe this is accurate. It is not consistent with my experiences. We don't really need to rely on calculators or theory because we can easily test this practically.
Before the server went down, I tested quickly on a mudcrab. I used an unbuffed LA 5-1-1 (divines julianos+spinners+groth) nb with 23% ironclad and 9% hardy. The mudcrab's damage was reduced 15% by minor maim.
Obviously it would be best to test in Cyrodiil, but I think that test shows the effectiveness of minor maim is not being reduced by ironclad or hardy.
Whether damage is reduced by 15% or 10% at a practical level isn't really the point. The point is that the design results in a ridiculous battlefield condition for ungrouped players without a purge.
I think I am going to tell AD zone chat: "if you don't know how to play, just wear durok's or riposte and you'll be a huge help"
Well yes it's still 15% DMG off. But after battlespirit and CP, it's 15% off 6k instead off 20000 based on my example above. Total mitigation is your mitigation with all sources calculated; and this proves minor maim isn't overperforming like everyone is saying but that you are seeing the effects of battlespirit + your CP watering down DMG. So in your example, your CP already reduced the DMG, minor maim is taking the last chunk out.
You still have empower+ crit boosting that DMG too. That plus cc attempts are what will kill you (of which mudcrabs can't do).
Yet another example of why making purge group only has huge effects on the way battles play out. That organized group doing laps of your keep dont care if they get hit by this debuff since they have a dedicated player constantly purging everything. But any player who tries to throw down an AOE in their path gets hit with it.
Expecting every stamina player to slot purge is stupid game design, especially when they are almost always next to a magicka healer. Those chevrons over players heads are supposed to give organization to groups, not special powers.
Minor maim only increases your total mitigation by like 2% with typical CP setups. CP + battlespirit+ armor higher than 19k are doing more DMG reduction than minor main maim.
I do not believe this is accurate. It is not consistent with my experiences. We don't really need to rely on calculators or theory because we can easily test this practically.
Before the server went down, I tested quickly on a mudcrab. I used an unbuffed LA 5-1-1 (divines julianos+spinners+groth) nb with 23% ironclad and 9% hardy. The mudcrab's damage was reduced 15% by minor maim.
Obviously it would be best to test in Cyrodiil, but I think that test shows the effectiveness of minor maim is not being reduced by ironclad or hardy.
Whether damage is reduced by 15% or 10% at a practical level isn't really the point. The point is that the design results in a ridiculous battlefield condition for ungrouped players without a purge.
I think I am going to tell AD zone chat: "if you don't know how to play, just wear durok's or riposte and you'll be a huge help"
Well yes it's still 15% DMG off. But after battlespirit and CP, it's 15% off 6k instead off 20000 based on my example above. Total mitigation is your mitigation with all sources calculated; and this proves minor maim isn't overperforming like everyone is saying but that you are seeing the effects of battlespirit + your CP watering down DMG. So in your example, your CP already reduced the DMG, minor maim is taking the last chunk out.
You still have empower+ crit boosting that DMG too. That plus cc attempts are what will kill you (of which mudcrabs can't do).
See above. Derra has the math right, being smarter than any of the halfwit ZOS devs. (If any of you are reading ZOS, most third graders toddlers are much smarter that you too! “High damage proc sets bad” and “15% damage reduction” are pretty simple concepts.)
Yet another example of why making purge group only has huge effects on the way battles play out. That organized group doing laps of your keep dont care if they get hit by this debuff since they have a dedicated player constantly purging everything. But any player who tries to throw down an AOE in their path gets hit with it.
Expecting every stamina player to slot purge is stupid game design, especially when they are almost always next to a magicka healer. Those chevrons over players heads are supposed to give organization to groups, not special powers.
VaranisArano wrote: »Yet another example of why making purge group only has huge effects on the way battles play out. That organized group doing laps of your keep dont care if they get hit by this debuff since they have a dedicated player constantly purging everything. But any player who tries to throw down an AOE in their path gets hit with it.
Expecting every stamina player to slot purge is stupid game design, especially when they are almost always next to a magicka healer. Those chevrons over players heads are supposed to give organization to groups, not special powers.
So...having healers in my group who slot Purge is giving my group special powers as opposed to a feature of us being organized enough to have healers who slot purge?
Interesting.
Purge is plenty effective on a solo magicka player. Your complaint appears to be that there is no stamina equivalent to purge, rather than that groups are the only people allowed to use Purge (at least, I hope so because Purge is not, in fact, restricted to groups). Unless your complaint is that Purge is only really effective in groups, in which case I remind you that Cyrodiil was originally designed for groups of 8 to 24 players. Having healers in the group running Purge when needed is a benefit of being an organized group. It doesn't happen by accident.
Or is your complaint that Purge only effects those in your group? I'm pretty confused about what you are trying to complain about, clearly. I guess that I'd say that Purge could easily be spread out among players in range like any other healing spell, but (A) that's not going to make a lick of difference to a ball group, and (B) Cyrodiil favors organized groups over disorganized zergs, and a disorganized zerg is the only time you'd need to be benefiting from someone's Purge who isn't in your group. I'd love to Purge other players when I'm solo zerg surfing, but I'm not sure that'd make a big difference, nothing compared to using Purge with an organized group.
VaranisArano wrote: »Yet another example of why making purge group only has huge effects on the way battles play out. That organized group doing laps of your keep dont care if they get hit by this debuff since they have a dedicated player constantly purging everything. But any player who tries to throw down an AOE in their path gets hit with it.
Expecting every stamina player to slot purge is stupid game design, especially when they are almost always next to a magicka healer. Those chevrons over players heads are supposed to give organization to groups, not special powers.
So...having healers in my group who slot Purge is giving my group special powers as opposed to a feature of us being organized enough to have healers who slot purge?
Interesting.
Purge is plenty effective on a solo magicka player. Your complaint appears to be that there is no stamina equivalent to purge, rather than that groups are the only people allowed to use Purge (at least, I hope so because Purge is not, in fact, restricted to groups). Unless your complaint is that Purge is only really effective in groups, in which case I remind you that Cyrodiil was originally designed for groups of 8 to 24 players. Having healers in the group running Purge when needed is a benefit of being an organized group. It doesn't happen by accident.
Or is your complaint that Purge only effects those in your group? I'm pretty confused about what you are trying to complain about, clearly. I guess that I'd say that Purge could easily be spread out among players in range like any other healing spell, but (A) that's not going to make a lick of difference to a ball group, and (B) Cyrodiil favors organized groups over disorganized zergs, and a disorganized zerg is the only time you'd need to be benefiting from someone's Purge who isn't in your group. I'd love to Purge other players when I'm solo zerg surfing, but I'm not sure that'd make a big difference, nothing compared to using Purge with an organized group.
VaranisArano wrote: »Yet another example of why making purge group only has huge effects on the way battles play out. That organized group doing laps of your keep dont care if they get hit by this debuff since they have a dedicated player constantly purging everything. But any player who tries to throw down an AOE in their path gets hit with it.
Expecting every stamina player to slot purge is stupid game design, especially when they are almost always next to a magicka healer. Those chevrons over players heads are supposed to give organization to groups, not special powers.
So...having healers in my group who slot Purge is giving my group special powers as opposed to a feature of us being organized enough to have healers who slot purge?
Interesting.
Purge is plenty effective on a solo magicka player. Your complaint appears to be that there is no stamina equivalent to purge, rather than that groups are the only people allowed to use Purge (at least, I hope so because Purge is not, in fact, restricted to groups). Unless your complaint is that Purge is only really effective in groups, in which case I remind you that Cyrodiil was originally designed for groups of 8 to 24 players. Having healers in the group running Purge when needed is a benefit of being an organized group. It doesn't happen by accident.
Or is your complaint that Purge only effects those in your group? I'm pretty confused about what you are trying to complain about, clearly. I guess that I'd say that Purge could easily be spread out among players in range like any other healing spell, but (A) that's not going to make a lick of difference to a ball group, and (B) Cyrodiil favors organized groups over disorganized zergs, and a disorganized zerg is the only time you'd need to be benefiting from someone's Purge who isn't in your group. I'd love to Purge other players when I'm solo zerg surfing, but I'm not sure that'd make a big difference, nothing compared to using Purge with an organized group.
It would make a lick of difference to everybody not in your ball group, though. Fair point that it wouldn't compare to what an organized group can do, but it would certainly be better than the big fat nothing it does right now unless each person is carrying it individually.
Nobody is trying to steal your cookies, but it might be nice if there were a few more for everybody else.
VaranisArano wrote: »VaranisArano wrote: »Yet another example of why making purge group only has huge effects on the way battles play out. That organized group doing laps of your keep dont care if they get hit by this debuff since they have a dedicated player constantly purging everything. But any player who tries to throw down an AOE in their path gets hit with it.
Expecting every stamina player to slot purge is stupid game design, especially when they are almost always next to a magicka healer. Those chevrons over players heads are supposed to give organization to groups, not special powers.
So...having healers in my group who slot Purge is giving my group special powers as opposed to a feature of us being organized enough to have healers who slot purge?
Interesting.
Purge is plenty effective on a solo magicka player. Your complaint appears to be that there is no stamina equivalent to purge, rather than that groups are the only people allowed to use Purge (at least, I hope so because Purge is not, in fact, restricted to groups). Unless your complaint is that Purge is only really effective in groups, in which case I remind you that Cyrodiil was originally designed for groups of 8 to 24 players. Having healers in the group running Purge when needed is a benefit of being an organized group. It doesn't happen by accident.
Or is your complaint that Purge only effects those in your group? I'm pretty confused about what you are trying to complain about, clearly. I guess that I'd say that Purge could easily be spread out among players in range like any other healing spell, but (A) that's not going to make a lick of difference to a ball group, and (B) Cyrodiil favors organized groups over disorganized zergs, and a disorganized zerg is the only time you'd need to be benefiting from someone's Purge who isn't in your group. I'd love to Purge other players when I'm solo zerg surfing, but I'm not sure that'd make a big difference, nothing compared to using Purge with an organized group.
It would make a lick of difference to everybody not in your ball group, though. Fair point that it wouldn't compare to what an organized group can do, but it would certainly be better than the big fat nothing it does right now unless each person is carrying it individually.
Nobody is trying to steal your cookies, but it might be nice if there were a few more for everybody else.
That's fair, I was pretty confused as to what the complaint was. As I said, I wouldn't mind being able to Purge other players when I'm solo zerg surfing. Its just that unless someone habitually runs right alongside an organized group, they wouldn't really get the benefit of Purge hitting everyone - so that would seem to encourage zerging, whereas the current set-up encourages being in an organized group.
VaranisArano wrote: »VaranisArano wrote: »Yet another example of why making purge group only has huge effects on the way battles play out. That organized group doing laps of your keep dont care if they get hit by this debuff since they have a dedicated player constantly purging everything. But any player who tries to throw down an AOE in their path gets hit with it.
Expecting every stamina player to slot purge is stupid game design, especially when they are almost always next to a magicka healer. Those chevrons over players heads are supposed to give organization to groups, not special powers.
So...having healers in my group who slot Purge is giving my group special powers as opposed to a feature of us being organized enough to have healers who slot purge?
Interesting.
Purge is plenty effective on a solo magicka player. Your complaint appears to be that there is no stamina equivalent to purge, rather than that groups are the only people allowed to use Purge (at least, I hope so because Purge is not, in fact, restricted to groups). Unless your complaint is that Purge is only really effective in groups, in which case I remind you that Cyrodiil was originally designed for groups of 8 to 24 players. Having healers in the group running Purge when needed is a benefit of being an organized group. It doesn't happen by accident.
Or is your complaint that Purge only effects those in your group? I'm pretty confused about what you are trying to complain about, clearly. I guess that I'd say that Purge could easily be spread out among players in range like any other healing spell, but (A) that's not going to make a lick of difference to a ball group, and (B) Cyrodiil favors organized groups over disorganized zergs, and a disorganized zerg is the only time you'd need to be benefiting from someone's Purge who isn't in your group. I'd love to Purge other players when I'm solo zerg surfing, but I'm not sure that'd make a big difference, nothing compared to using Purge with an organized group.
It would make a lick of difference to everybody not in your ball group, though. Fair point that it wouldn't compare to what an organized group can do, but it would certainly be better than the big fat nothing it does right now unless each person is carrying it individually.
Nobody is trying to steal your cookies, but it might be nice if there were a few more for everybody else.
That's fair, I was pretty confused as to what the complaint was. As I said, I wouldn't mind being able to Purge other players when I'm solo zerg surfing. Its just that unless someone habitually runs right alongside an organized group, they wouldn't really get the benefit of Purge hitting everyone - so that would seem to encourage zerging, whereas the current set-up encourages being in an organized group.
Interesting point of view.... that ball groups arent zerging. But solo players working towards a common goal are zerging, which is something that should be discouraged through nerfing their abilities. I dont agree, but its interesting to see how people justify purge being group only.
I am confused why it matters if a solo players purge "hits everyone". I just want a purge that hits anyone. So when I show up to help at a keep being sieged, I can hop on the ram with other small group/solo players and purge the oils that fall on our heads.
Cyrodiil is objective based, so players are constantly close to each other without solo players having to intentionally follow groups around. I find it insulting that you would imply solo players are simply tag along players who dont need to be taken seriously or given tools equal to the ball group "master race".
VaranisArano wrote: »VaranisArano wrote: »VaranisArano wrote: »Yet another example of why making purge group only has huge effects on the way battles play out. That organized group doing laps of your keep dont care if they get hit by this debuff since they have a dedicated player constantly purging everything. But any player who tries to throw down an AOE in their path gets hit with it.
Expecting every stamina player to slot purge is stupid game design, especially when they are almost always next to a magicka healer. Those chevrons over players heads are supposed to give organization to groups, not special powers.
So...having healers in my group who slot Purge is giving my group special powers as opposed to a feature of us being organized enough to have healers who slot purge?
Interesting.
Purge is plenty effective on a solo magicka player. Your complaint appears to be that there is no stamina equivalent to purge, rather than that groups are the only people allowed to use Purge (at least, I hope so because Purge is not, in fact, restricted to groups). Unless your complaint is that Purge is only really effective in groups, in which case I remind you that Cyrodiil was originally designed for groups of 8 to 24 players. Having healers in the group running Purge when needed is a benefit of being an organized group. It doesn't happen by accident.
Or is your complaint that Purge only effects those in your group? I'm pretty confused about what you are trying to complain about, clearly. I guess that I'd say that Purge could easily be spread out among players in range like any other healing spell, but (A) that's not going to make a lick of difference to a ball group, and (B) Cyrodiil favors organized groups over disorganized zergs, and a disorganized zerg is the only time you'd need to be benefiting from someone's Purge who isn't in your group. I'd love to Purge other players when I'm solo zerg surfing, but I'm not sure that'd make a big difference, nothing compared to using Purge with an organized group.
It would make a lick of difference to everybody not in your ball group, though. Fair point that it wouldn't compare to what an organized group can do, but it would certainly be better than the big fat nothing it does right now unless each person is carrying it individually.
Nobody is trying to steal your cookies, but it might be nice if there were a few more for everybody else.
That's fair, I was pretty confused as to what the complaint was. As I said, I wouldn't mind being able to Purge other players when I'm solo zerg surfing. Its just that unless someone habitually runs right alongside an organized group, they wouldn't really get the benefit of Purge hitting everyone - so that would seem to encourage zerging, whereas the current set-up encourages being in an organized group.
Interesting point of view.... that ball groups arent zerging. But solo players working towards a common goal are zerging, which is something that should be discouraged through nerfing their abilities. I dont agree, but its interesting to see how people justify purge being group only.
I am confused why it matters if a solo players purge "hits everyone". I just want a purge that hits anyone. So when I show up to help at a keep being sieged, I can hop on the ram with other small group/solo players and purge the oils that fall on our heads.
Cyrodiil is objective based, so players are constantly close to each other without solo players having to intentionally follow groups around. I find it insulting that you would imply solo players are simply tag along players who dont need to be taken seriously or given tools equal to the ball group "master race".
I define a zerg as one or more organized raids + PUGs. Alternatively, a zerg can be a massed of ungrouped players, but I rarely see zergs of purely ungrouped players - there's usually some organized core. See, when Cyrodiil is currently designed for groups of 2 to 24 players and was originally designed for groups of 8 to 24 players, I find it really hard to call a ball group of 24 players a zerg.
So by my definition, a ball group by themselves isn't a zerg. A ball group +PUGs or other ungrouped players is a zerg. Purge only effecting the group encourages grouping. Purge effecting random nearby players encourages sticking close to the ball group, aka zerging. Or it encourages ungrouped players just stay near each other instead of grouping.
I'm not sure that how I think it should be, since I'd also like to be able to Purge other people when I'm solo zerg-sufing, but that's why I'm describing it the way I have been.
Finally, no offense to the way you solo play, but when I solo zerg-surf, I absolutely am a tag-along player to the zerg even as a healer. If I wanted to be leading or driving the zerg and the action, I'd have grouped up with other people (like I do when I'm actually with my organized raid). Given that Cyrodiil is designed currently for groups of 2 to 24 players (says so on the tool-tip, anyway), I'm not terribly bothered by being slightly less effective when I'm solo zerg-surfing. I don't think it'd be a bad change, necessarily, though I'm sure that some group healers would prefer to be healing their group members first instead of wasting Purge on a random player who's not with their group. Maybe a 'smart" Purge that gives priority to group members would be the solution?