Stopped caring about ball groups at this point since ZOS constantly encourages them
And then they wonder why they can't fix the lag
You're only going to see it in super organised ball groups and even then it might not be better than other options.
Trying to get PvP'er to change their gear to benefit group play is not an easy task unless everyone is on board with the idea of the group winning together.
Does Harmony apply its effect to the person casting the originating ability? Or must it be slotted by the person activating the synergy?
It would be much less problematic if it were the latter. Intuitively I'd expect it to be activator-dependent, since synergies calculate their tooltip based on the stats of the activator.
Would appreciate clarification from anyone who has tested this.
How many groups is that though? Also if you get hit by the ball group don't you normally die any way, so if you're close enough to be getting hit by synergies you probably would have died without the traits?You're only going to see it in super organised ball groups and even then it might not be better than other options.
Trying to get PvP'er to change their gear to benefit group play is not an easy task unless everyone is on board with the idea of the group winning together.
Majority of ball groups on eu already prepared to have at least 1-2 synergy spammers with 3xharmony.
How many groups is that though? Also if you get hit by the ball group don't you normally die any way, so if you're close enough to be getting hit by synergies you probably would have died without the traits?You're only going to see it in super organised ball groups and even then it might not be better than other options.
Trying to get PvP'er to change their gear to benefit group play is not an easy task unless everyone is on board with the idea of the group winning together.
Majority of ball groups on eu already prepared to have at least 1-2 synergy spammers with 3xharmony.
I mean unless massive things changed it's always two or three groups per campaign and you can normally avoid them and their damage by just spreading out and not running into them.
How many groups is that though? Also if you get hit by the ball group don't you normally die any way, so if you're close enough to be getting hit by synergies you probably would have died without the traits?You're only going to see it in super organised ball groups and even then it might not be better than other options.
Trying to get PvP'er to change their gear to benefit group play is not an easy task unless everyone is on board with the idea of the group winning together.
Majority of ball groups on eu already prepared to have at least 1-2 synergy spammers with 3xharmony.
I mean unless massive things changed it's always two or three groups per campaign and you can normally avoid them and their damage by just spreading out and not running into them.
Its surprising how many people still haven't learned this last part though. Still common to see half the faction mindlessly throwing themselves in the path of whichever ballgroup decides to plant themselves in a busy area.
How many groups is that though? Also if you get hit by the ball group don't you normally die any way, so if you're close enough to be getting hit by synergies you probably would have died without the traits?You're only going to see it in super organised ball groups and even then it might not be better than other options.
Trying to get PvP'er to change their gear to benefit group play is not an easy task unless everyone is on board with the idea of the group winning together.
Majority of ball groups on eu already prepared to have at least 1-2 synergy spammers with 3xharmony.
I mean unless massive things changed it's always two or three groups per campaign and you can normally avoid them and their damage by just spreading out and not running into them.
How many groups is that though? Also if you get hit by the ball group don't you normally die any way, so if you're close enough to be getting hit by synergies you probably would have died without the traits?You're only going to see it in super organised ball groups and even then it might not be better than other options.
Trying to get PvP'er to change their gear to benefit group play is not an easy task unless everyone is on board with the idea of the group winning together.
Majority of ball groups on eu already prepared to have at least 1-2 synergy spammers with 3xharmony.
I mean unless massive things changed it's always two or three groups per campaign and you can normally avoid them and their damage by just spreading out and not running into them.
You can avoid it but it wont change fact that easiest pvp gamestyle(they call it "raiding") becoming even more easier and more uncounterable with every update. Like now when you just will need to enchant jewelry with specific trait and spam your synnergy button to get huge damage/utility output.
ZOS doing great job in making PvE content more challenging, with new dungeons and mini-trials where you can't just stack as tight as possible and burn everything down with aoe skills. Will be appreciated if they start treat PvP in same manner.
A random bunch of players should never be able too win over a team. Ever. If they do, the game aint balanced correctly...
A random bunch of players should never be able too win over a team. Ever. If they do, the game aint balanced correctly...
A random bunch of players should never be able too win over a team. Ever. If they do, the game aint balanced correctly...
Hit and run tactics. Sure you might hardly kill them, but if they are too busy swatting flys instead of taking an objective/stop the event Zerg, then are they an effective team?
Hell even in baseball an unsuccessful batter can still gain a productive out by wearing down the pitcher before the next batter comes up. Same tactics lol.
Vercingetorix wrote: »Synergy ball groups will hardly be a thing due to the excessive lag in those types of engagements. The near impossibility of being able to even trigger the synergy when appears on the screen will make Harmony largely worthless in pvp due to the excessive lag. By comparison, synergies are clunky enough in PvE due to the synergy prompt that will appear on your screen for about half a second and never trigger again if you miss the inhuman timing requirement.
Just imagine 2x or 3x the lag with that jerky prompt... it'd be a miracle to pull of a synergy in the middle of pvp combat, much less several in the span of a few seconds - all without the inevitable crash that follows from everything going off at the same time.
Vercingetorix wrote: »Synergy ball groups will hardly be a thing due to the excessive lag in those types of engagements. The near impossibility of being able to even trigger the synergy when appears on the screen will make Harmony largely worthless in pvp due to the excessive lag. By comparison, synergies are clunky enough in PvE due to the synergy prompt that will appear on your screen for about half a second and never trigger again if you miss the inhuman timing requirement.
Just imagine 2x or 3x the lag with that jerky prompt... it'd be a miracle to pull of a synergy in the middle of pvp combat, much less several in the span of a few seconds - all without the inevitable crash that follows from everything going off at the same time.
[...]
ZOS doing great job in making PvE content more challenging, with new dungeons and mini-trials where you can't just stack as tight as possible and burn everything down with aoe skills. Will be appreciated if they start treat PvP in same manner.
A random bunch of players should never be able too win over a team. Ever. If they do, the game aint balanced correctly...
That’s a broad statement. I think random players should stand a chance at least when they do outnumber the ball group heavily. But you can bring 50 players in PuGs to a fight with a 20 man ball group and the ball group doesn’t even break a sweat.
A random bunch of players should never be able too win over a team. Ever. If they do, the game aint balanced correctly...
That’s a broad statement. I think random players should stand a chance at least when they do outnumber the ball group heavily. But you can bring 50 players in PuGs to a fight with a 20 man ball group and the ball group doesn’t even break a sweat.
That's not correct. One intelligent Negate from one PUG player and the ball group will die. With Summerset there is a free Range Aoe Stun&Heal Skill from Psijik too. So you need one intelligent Sorc with Negate & Aoe Stun to kill a ball group.
I know it, because i often run in these ball groups and if i run solo in PUG zerg i kill other ball groups with my negate. Not every time, but it's ok. And with the new Aoe Stun the life for ball groups will be much harder.
A random bunch of players should never be able too win over a team. Ever. If they do, the game aint balanced correctly...
That’s a broad statement. I think random players should stand a chance at least when they do outnumber the ball group heavily. But you can bring 50 players in PuGs to a fight with a 20 man ball group and the ball group doesn’t even break a sweat.
That's not correct. One intelligent Negate from one PUG player and the ball group will die. With Summerset there is a free Range Aoe Stun&Heal Skill from Psijik too. So you need one intelligent Sorc with Negate & Aoe Stun to kill a ball group.
I know it, because i often run in these ball groups and if i run solo in PUG zerg i kill other ball groups with my negate. Not every time, but it's ok. And with the new Aoe Stun the life for ball groups will be much harder.
The „intelligent“ negate is one of the ways to kill a ball group, but unfortunately it needs quite some coordination too. You need to time your damage burst exactly when the negate hits. Good ball groups move out of a negate so quickly that the kill window is actually small. I know because I have negated many a ball group when the AD PuGs refused to do any damage despite. Your average PuG player just doesn’t anticipate when the opponent pushes (that’s why they get farmed on flags 24/7) and doesn’t read situations where there is vulnerability. Coordination always wins unless the ball group makes mistakes.
A random bunch of players should never be able too win over a team. Ever. If they do, the game aint balanced correctly...
That’s a broad statement. I think random players should stand a chance at least when they do outnumber the ball group heavily. But you can bring 50 players in PuGs to a fight with a 20 man ball group and the ball group doesn’t even break a sweat.
That's not correct. One intelligent Negate from one PUG player and the ball group will die. With Summerset there is a free Range Aoe Stun&Heal Skill from Psijik too. So you need one intelligent Sorc with Negate & Aoe Stun to kill a ball group.
I know it, because i often run in these ball groups and if i run solo in PUG zerg i kill other ball groups with my negate. Not every time, but it's ok. And with the new Aoe Stun the life for ball groups will be much harder.
The „intelligent“ negate is one of the ways to kill a ball group, but unfortunately it needs quite some coordination too. You need to time your damage burst exactly when the negate hits. Good ball groups move out of a negate so quickly that the kill window is actually small. I know because I have negated many a ball group when the AD PuGs refused to do any damage despite. Your average PuG player just doesn’t anticipate when the opponent pushes (that’s why they get farmed on flags 24/7) and doesn’t read situations where there is vulnerability. Coordination always wins unless the ball group makes mistakes.
That's right, the window to kill is small. But what overall picture of the game you have, when ball groups are impossible to play? Then you have the discussion again of number > all. So my opinion is a middle way to have ball groups still viable and have them not too strong. ATM i think it is "Ok" balanced and with Summerset we will see what effect the new skill line on ball groups will have. In my head the skills will make ball groups much weaker, especially the aoe stun, because the aoe stun is no ultimate. It's a spammable and it's ranged.