Izanagi.Xiiib16_ESO wrote: »If you don't want to see any organized bigger group again just get rid of Rapids and one of their biggest advantage, their organized mobility and pressure, is lost and they are done
All you will see then is the 40-80m faction zerg. But tbh removing rapids would make no difference to organised groups XD
Without rapids it's much easier for the unorganised blob to separate single players from the group when they can't catch up again and depending who dies then it's the end for the group.
Izanagi.Xiiib16_ESO wrote: »If you don't want to see any organized bigger group again just get rid of Rapids and one of their biggest advantage, their organized mobility and pressure, is lost and they are done
All you will see then is the 40-80m faction zerg. But tbh removing rapids would make no difference to organised groups XD
Those aren't even a problem anymore though.
But you're right, just like reducing group size, removing rapids wouldn't make a difference.
Removing destro ults, purge, proxys, healing springs, nothing can ever diminish them, because organised groups only rely on their skill and bare fists of course
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »If you don't want to see any organized bigger group again just get rid of Rapids and one of their biggest advantage, their organized mobility and pressure, is lost and they are done
All you will see then is the 40-80m faction zerg. But tbh removing rapids would make no difference to organised groups XD
Without rapids it's much easier for the unorganised blob to separate single players from the group when they can't catch up again and depending who dies then it's the end for the group.
If rapids were removed people would just use forward momentum. If that was removed they would just move with purge. If that was removed with dodge roll/mist.Izanagi.Xiiib16_ESO wrote: »If you don't want to see any organized bigger group again just get rid of Rapids and one of their biggest advantage, their organized mobility and pressure, is lost and they are done
All you will see then is the 40-80m faction zerg. But tbh removing rapids would make no difference to organised groups XD
Those aren't even a problem anymore though.
But you're right, just like reducing group size, removing rapids wouldn't make a difference.
Removing destro ults, purge, proxys, healing springs, nothing can ever diminish them, because organised groups only rely on their skill and bare fists of course
Generally any decent players can adapt to a change yes.
That said, I like watching groups which try to fight twice or thrice their numbers, even it’s just proxy Det Destro Ult permafrost cheese. It’s amazing that PuGs never learn.
Friendly fire is the way to go in a controlled environment like private matches or on servers with admins present, but it would never work in ESO PVP as it is currently administered.
It can work but you all are thinking of instant cast AOE.
This change would have to be locked behind an expensive channel similar to inevitable Det. This way you can interrupt as counter play.
But would be sexy to charge up an AOE channel to then accidently hit your own team because you failed to share or time it correctly in large scale fights. Then we can do away with stupid player versus player seiges.
And in BGs running these abilities would be harder because no one is zerging or in a ball and coordinated single target pressure can only be alleviated by repositioning+healing. Plus the high cost would make it stupid to run, unless you can safely use it.
I don't see what the difference changing how AEs work would make. I am all for friendly fire, but it would make griefing far too easy in a game with no active administration at all. Plus this game is full of MMO/PVP noobs that would make friendly fire unbearable, even outside of griefing.
In GvG, without a doubt, it would be a huge improvement.
I just like to see the world burn sometimes lol.
Also here's a counter thought, of DMG can't be friendly fire, then why can aoe healing heal your allies
No, the actual question would be why doesn't aoe healing heal your enemies
Yes yes. Still, would you say it’s interesting and skilled to coordinate everything on a call?
That’s the point. I think the best ball group players have their cohesive play automated and memorized to the points where they could play with closed eyes so to speak.
Yes yes. Still, would you say it’s interesting and skilled to coordinate everything on a call?
Skill is a subjective term. It's not the kind of skill that wins a 1v1, but it takes certain skills to be an effective ball group player. Just like it takes different skills to be a good chef and a good hockey player. I have seen strong solo players completely suck in ball groups.
Though, in any environment, if you spend if the majority of time competing against players you completely outclass in any terms (which is necessary to fight 2-3x your numbers), I would think the novelty should wear off pretty quickly. The saving grace in this scenario is map play.
Like I doubt Lebron James would enjoy 1vXing a beer league basketball team -- not that anyone here is anywhere near a Lebron James -- or the GSW would enjoy a 5v15 basketball game against amateurs, but whatever floats their boat I guess.. er floats their ball?
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »If you don't want to see any organized bigger group again just get rid of Rapids and one of their biggest advantage, their organized mobility and pressure, is lost and they are done
All you will see then is the 40-80m faction zerg. But tbh removing rapids would make no difference to organised groups XD
Those aren't even a problem anymore though.
But you're right, just like reducing group size, removing rapids wouldn't make a difference.
Removing destro ults, purge, proxys, healing springs, nothing can ever diminish them, because organised groups only rely on their skill and bare fists of course
Generally any decent players can adapt to a change yes.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »If you don't want to see any organized bigger group again just get rid of Rapids and one of their biggest advantage, their organized mobility and pressure, is lost and they are done
All you will see then is the 40-80m faction zerg. But tbh removing rapids would make no difference to organised groups XD
Those aren't even a problem anymore though.
But you're right, just like reducing group size, removing rapids wouldn't make a difference.
Removing destro ults, purge, proxys, healing springs, nothing can ever diminish them, because organised groups only rely on their skill and bare fists of course
Generally any decent players can adapt to a change yes.
Except if you all slot forward momentum, then it's everyone needing to rebuff instead of 1 or 2 guys providing the buff to everyone. And just like that, your group starts to suffer the lag as much as every group that doesn't have dedicated roles.
Tbh all i want is for ball groups to actually realise how miserable it is when it lags, just like the rest of us do. Like really, there's nothing more irritating than what I described a little bit higher, we fail for an entire hour and keep wiping, and we come to roebeck to see that a ball group has been farming while we can't do sh**, because we rely on single target that gets quadruple dodged during lag while you guys rely on aoe dmg/heals.
And don't tell me that you are affected by lag as much as the rest, you wouldn't be able to farm a keep for an hour if you were
It seems to me whenever people mention ball-groups there are specific ones in mind. all ball groups are not the same. I'm sure these comments aren't being made about pug and lfg groups even though, in my experience, ball up even more; as a bigger raid or with pugs around them. So are ball groups the issue or the way higher skilled ones operate? And that question goes back to if what people are asking for is to nerf the mechanic of groups or to nerf specific groups?
VaranisArano wrote: »The problem there is that you can't nerf the very things that make organized raids effective: their organization and group cooperation.
VaranisArano wrote: »The problem there is that you can't nerf the very things that make organized raids effective: their organization and group cooperation.
Remove Earthgore and watch most "organized raids" wipe to strong small groups or even strong randoms.
dtsharples wrote: »I'll fight you when I have 5 healers.
Every buff set + every de-buff set in game.
And you *Scrub* will have to do with figuring out a build to counter all other playstyles....like a real PVPer.
Whilst we PVE and pretend that its PVP.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »If you don't want to see any organized bigger group again just get rid of Rapids and one of their biggest advantage, their organized mobility and pressure, is lost and they are done
All you will see then is the 40-80m faction zerg. But tbh removing rapids would make no difference to organised groups XD
Without rapids it's much easier for the unorganised blob to separate single players from the group when they can't catch up again and depending who dies then it's the end for the group.
If rapids were removed people would just use forward momentum. If that was removed they would just move with purge. If that was removed with dodge roll/mist.Izanagi.Xiiib16_ESO wrote: »If you don't want to see any organized bigger group again just get rid of Rapids and one of their biggest advantage, their organized mobility and pressure, is lost and they are done
All you will see then is the 40-80m faction zerg. But tbh removing rapids would make no difference to organised groups XD
Those aren't even a problem anymore though.
But you're right, just like reducing group size, removing rapids wouldn't make a difference.
Removing destro ults, purge, proxys, healing springs, nothing can ever diminish them, because organised groups only rely on their skill and bare fists of course
Generally any decent players can adapt to a change yes.
Fm still requires movement speed from a source like bow, pots or unique skills which would take another slot.
Same for constant roll/mist as it hinders sustain and thus is a trade off.
Purge has a high cost and limited to the players it hits and debuffs it removes
Izanagi.Xiiib16_ESO wrote: »If you don't want to see any organized bigger group again just get rid of Rapids and one of their biggest advantage, their organized mobility and pressure, is lost and they are done
All you will see then is the 40-80m faction zerg. But tbh removing rapids would make no difference to organised groups XD
Without rapids it's much easier for the unorganised blob to separate single players from the group when they can't catch up again and depending who dies then it's the end for the group.
VaranisArano wrote: »VaranisArano wrote: »The problem there is that you can't nerf the very things that make organized raids effective: their organization and group cooperation.
Remove Earthgore and watch most "organized raids" wipe to strong small groups or even strong randoms.
Yes, at least the organized raids that stack 14 Earthgore in 20 players. Fortunately, I've played both those types and the the types of organized raids that don't crutch on the FotM sets, and that's why I've got the opinion I do.
dtsharples wrote: »If I wanted to shoot fish in a barrel, I'd play PVE....ball groups might be 'logical' but they sure look ridiculous.
Those who need a crutch will always stack in a group with pocket healers to stay alive, but I guess everyone can play as they prefer, even if most people don't see it as 'PVP'.