VaranisArano wrote: »Like anything else, if its a buff, organized raids will use it better than almost anyone else, and the larger the raid the better they'll do. If its a nerf, organized groups will adapt better than almost anyone else.
So I'm not saying "Dont nerf it." I'm just saying that if you nerf Earthgore, the better organized raids are going to adjust just fine and everyone else less organized or more dependent on Earthgore are going to be weaker in comparison.
Lieblingsjunge wrote: »Lieblingsjunge wrote: »
When my small scale group hits a ball group we have to be very tactical about it. Usually we can bait a few out and kill them, or run in, dump, and then kite away before they have time to react. In general, they’re slow and the individual players lack the skill or awareness to react quickly to ult dumps.
The normal reason is that killing a few of them has 0 consequence to their group.
4 Inev. Detoes, and large mediocre ball groups die like flies. One Stamsorc for rapids, and here you go.
Or earthgore pops and you don’t kill any of them.
And EG has a really long CD. I can only speak from my own experiences, but EG is pretty meh compared to a whole lot of other sets you can run. But for some reason, EG recieves all the hatred.
And @Thogard Let me ask you - do your small-scale group, expect to kill a fully optimised raid, where everyone has one specific role to fill, and they're more than you? I'm sorry, but that seems unlikely. I can, again, only speak for myself and my own experiences with ZS: But we'll not zerg down those 4 innocent small-scalers on a resource. And frankly, a lot of the raid-players in ZS are also frequent small-scalers, so expecting to kill them because they're "just pugs alone" is a stretch.
And the moment a small-scale group meets an enemy group with more people - with above-potato-level players, it's hard to win the fight. (There were a couple of threads earlier on the forums that whined about not being able to kill non-potatoes 3v6/2v9) or so. I don't remember anyway). Small-scaling got way harder, as people got tankier and they'll usually venture in larger groups at some point.
But I invite, whoever's got any questions or concerns or want ideas on how to kill a raid to reach out to me. And I'll happily join voice comms some time and explain it from my PoV - and provide ideas on how to efficiently kill'm.
And if you find it hard to outrun a raid.. don't run AWAY from them. That's the dumbest thing you'll do. Because you'll just be stuck in their aoe longer. If you wanna avoid most of a group's damage - dodge-roll through the group. Then you get behind them and away from storms/detos/aoes. Gives you time to prepare for when they (usually) come running back as well.
And since storms goes through walls/floors, it's honestly not wise to LOS around tiny pillars either. Just run through them. Then you avoid most of their damage. But most people prefers to stand idle in front and wait to be ran over.
In 95% of the situations, you can predict where the raid is gonna push/run to. Avoid that spot(you can do that being slow af, since it's so projected) and you'll neverdie to a ball-group again.
I have no issues with not being able to kill a larger organized raid as long as the reason behind it is justified. If I can’t kill them because their magplars are able to predict my DBoS dumps and have remembrance going, or if I can’t kill them because their players are tap blocking the dumps, or if I can’t kill them because they’ve got all our damage fully debugged, etc... I’m ok with it.
But none of the large group healers play at that level, not on PC NA at least. You only see that level of skillful play in the small scale community.
What I’m not ok with is:
1. Can’t kill them because the larger, Magicka based groups are faster than smaller, Stam groups due to a speed pot nerf / balance decision that will specifically target us
2. We kill a few but they rez up with zero consequence for having been killed. Through repeated rezzing, eventually someone on my team lags and fails to properly kite, (or what happened last time was our healer ran out of speed pots lol). One tiny mistake from us means we wipe.
3. Their healer is afk but wearing earthgore. Four+ of them. GG
And you can't kill them because they(good healers, that is) proactively casts healing springs in front of the raid, instead of on the raid, so there's always some HoT to take the Dawnbreaker-hit. And remembrance is trash - it's stationary. Even small-scalers are running healing springs(at least or so i've seen). They just put a few down before they choose to do something, to proactively heal. That's not any different from how raids play, except they do it in a much larger scale. What I am also not okay with, is you thinking that running in a raid means we turn out brains off and just follows a crown and spams ne button. Which sure as [snip] ain't the case.
I can only speak from my own experiences again.. But i can tell you that if ZS has a bad raid(and we do) it's only ALWAYS because we're braindead and/or unfocused. It's that simple, really. Being braindead is the certain death in a fast-paced raid like that. Every single healing spring makes you lose rapid maneuver, capitalise on that and you'll see how a raid will die.
And I can promise you one thing, mass-ressing is equally annoying for the ball-group. When we've killed 30 out of the 50 people, and we pull out for 3s to get an overview of the battlefield / get resources or pot off cd.. They're all ressed already. So the ressing is equally annoying for a ball-group, and it's beena while ago, but I've been advocating for a change to Soul Gems. Or ressing in general. You can't be ressed more than every 1 minute or so. Or even 30s cooldown will go a really long way. It's never ending the fight for the ball-group, either. So that's not just you, mate
I'll say it again. Earthgore is overrated in a raid.
WhipSmartMcoy wrote: »How exactly do you nerf a ball group?
I'm sorry but I can't forsee any possible way to stop 20 people from running over whatever dummies stand in their path.
I've seen ball groups get taken down by small scale before but the truly organized groups are going to do their ball Zerg thing no matter what the devs do.
Synapsis123 wrote: »If earthgore really isn't a problem and you think it sucks then you shouldn't care if its nerfed. Instead you sit here fighting for it not to be nerfed despite every ball group having 4-10 of them.
Earthgore hard carries bad players that would've normally died. It is basically an aoe cheat death with a very short cooldown. How is it okay for a set like that to have a 35 second cooldown while a set like phoenix, which only protects one person, has a 10 minute cooldown? Groups should be punished for basically afking while balling up, but instead they are rewarded. There is a real lack of counterplay to ball groups with earthgore and that is the issue with that set.
Lieblingsjunge wrote: »Lieblingsjunge wrote: »
When my small scale group hits a ball group we have to be very tactical about it. Usually we can bait a few out and kill them, or run in, dump, and then kite away before they have time to react. In general, they’re slow and the individual players lack the skill or awareness to react quickly to ult dumps.
The normal reason is that killing a few of them has 0 consequence to their group.
4 Inev. Detoes, and large mediocre ball groups die like flies. One Stamsorc for rapids, and here you go.
Or earthgore pops and you don’t kill any of them.
And EG has a really long CD. I can only speak from my own experiences, but EG is pretty meh compared to a whole lot of other sets you can run. But for some reason, EG recieves all the hatred.
And @Thogard Let me ask you - do your small-scale group, expect to kill a fully optimised raid, where everyone has one specific role to fill, and they're more than you? I'm sorry, but that seems unlikely. I can, again, only speak for myself and my own experiences with ZS: But we'll not zerg down those 4 innocent small-scalers on a resource. And frankly, a lot of the raid-players in ZS are also frequent small-scalers, so expecting to kill them because they're "just pugs alone" is a stretch.
And the moment a small-scale group meets an enemy group with more people - with above-potato-level players, it's hard to win the fight. (There were a couple of threads earlier on the forums that whined about not being able to kill non-potatoes 3v6/2v9) or so. I don't remember anyway). Small-scaling got way harder, as people got tankier and they'll usually venture in larger groups at some point.
But I invite, whoever's got any questions or concerns or want ideas on how to kill a raid to reach out to me. And I'll happily join voice comms some time and explain it from my PoV - and provide ideas on how to efficiently kill'm.
And if you find it hard to outrun a raid.. don't run AWAY from them. That's the dumbest thing you'll do. Because you'll just be stuck in their aoe longer. If you wanna avoid most of a group's damage - dodge-roll through the group. Then you get behind them and away from storms/detos/aoes. Gives you time to prepare for when they (usually) come running back as well.
And since storms goes through walls/floors, it's honestly not wise to LOS around tiny pillars either. Just run through them. Then you avoid most of their damage. But most people prefers to stand idle in front and wait to be ran over.
In 95% of the situations, you can predict where the raid is gonna push/run to. Avoid that spot(you can do that being slow af, since it's so projected) and you'll neverdie to a ball-group again.
I have no issues with not being able to kill a larger organized raid as long as the reason behind it is justified. If I can’t kill them because their magplars are able to predict my DBoS dumps and have remembrance going, or if I can’t kill them because their players are tap blocking the dumps, or if I can’t kill them because they’ve got all our damage fully debugged, etc... I’m ok with it.
But none of the large group healers play at that level, not on PC NA at least. You only see that level of skillful play in the small scale community.
What I’m not ok with is:
1. Can’t kill them because the larger, Magicka based groups are faster than smaller, Stam groups due to a speed pot nerf / balance decision that will specifically target us
2. We kill a few but they rez up with zero consequence for having been killed. Through repeated rezzing, eventually someone on my team lags and fails to properly kite, (or what happened last time was our healer ran out of speed pots lol). One tiny mistake from us means we wipe.
3. Their healer is afk but wearing earthgore. Four+ of them. GG
And you can't kill them because they(good healers, that is) proactively casts healing springs in front of the raid, instead of on the raid, so there's always some HoT to take the Dawnbreaker-hit. And remembrance is trash - it's stationary. Even small-scalers are running healing springs(at least or so i've seen). They just put a few down before they choose to do something, to proactively heal. That's not any different from how raids play, except they do it in a much larger scale. What I am also not okay with, is you thinking that running in a raid means we turn out brains off and just follows a crown and spams ne button. Which sure as [snip] ain't the case.
I can only speak from my own experiences again.. But i can tell you that if ZS has a bad raid(and we do) it's only ALWAYS because we're braindead and/or unfocused. It's that simple, really. Being braindead is the certain death in a fast-paced raid like that. Every single healing spring makes you lose rapid maneuver, capitalise on that and you'll see how a raid will die.
And I can promise you one thing, mass-ressing is equally annoying for the ball-group. When we've killed 30 out of the 50 people, and we pull out for 3s to get an overview of the battlefield / get resources or pot off cd.. They're all ressed already. So the ressing is equally annoying for a ball-group, and it's beena while ago, but I've been advocating for a change to Soul Gems. Or ressing in general. You can't be ressed more than every 1 minute or so. Or even 30s cooldown will go a really long way. It's never ending the fight for the ball-group, either. So that's not just you, mate
I'll say it again. Earthgore is overrated in a raid.
As long as earthgore comes off of cooldown faster than ults do, and your raid is outnumbering the opponents, it won’t be able to wipe the ball group because we won’t be able to hurt them after we ult dump and they begin rezzing their dead.Lieblingsjunge wrote: »Lieblingsjunge wrote: »
When my small scale group hits a ball group we have to be very tactical about it. Usually we can bait a few out and kill them, or run in, dump, and then kite away before they have time to react. In general, they’re slow and the individual players lack the skill or awareness to react quickly to ult dumps.
The normal reason is that killing a few of them has 0 consequence to their group.
4 Inev. Detoes, and large mediocre ball groups die like flies. One Stamsorc for rapids, and here you go.
Or earthgore pops and you don’t kill any of them.
And EG has a really long CD. I can only speak from my own experiences, but EG is pretty meh compared to a whole lot of other sets you can run. But for some reason, EG recieves all the hatred.
And @Thogard Let me ask you - do your small-scale group, expect to kill a fully optimised raid, where everyone has one specific role to fill, and they're more than you? I'm sorry, but that seems unlikely. I can, again, only speak for myself and my own experiences with ZS: But we'll not zerg down those 4 innocent small-scalers on a resource. And frankly, a lot of the raid-players in ZS are also frequent small-scalers, so expecting to kill them because they're "just pugs alone" is a stretch.
And the moment a small-scale group meets an enemy group with more people - with above-potato-level players, it's hard to win the fight. (There were a couple of threads earlier on the forums that whined about not being able to kill non-potatoes 3v6/2v9) or so. I don't remember anyway). Small-scaling got way harder, as people got tankier and they'll usually venture in larger groups at some point.
But I invite, whoever's got any questions or concerns or want ideas on how to kill a raid to reach out to me. And I'll happily join voice comms some time and explain it from my PoV - and provide ideas on how to efficiently kill'm.
And if you find it hard to outrun a raid.. don't run AWAY from them. That's the dumbest thing you'll do. Because you'll just be stuck in their aoe longer. If you wanna avoid most of a group's damage - dodge-roll through the group. Then you get behind them and away from storms/detos/aoes. Gives you time to prepare for when they (usually) come running back as well.
And since storms goes through walls/floors, it's honestly not wise to LOS around tiny pillars either. Just run through them. Then you avoid most of their damage. But most people prefers to stand idle in front and wait to be ran over.
In 95% of the situations, you can predict where the raid is gonna push/run to. Avoid that spot(you can do that being slow af, since it's so projected) and you'll neverdie to a ball-group again.
I have no issues with not being able to kill a larger organized raid as long as the reason behind it is justified. If I can’t kill them because their magplars are able to predict my DBoS dumps and have remembrance going, or if I can’t kill them because their players are tap blocking the dumps, or if I can’t kill them because they’ve got all our damage fully debugged, etc... I’m ok with it.
But none of the large group healers play at that level, not on PC NA at least. You only see that level of skillful play in the small scale community.
What I’m not ok with is:
1. Can’t kill them because the larger, Magicka based groups are faster than smaller, Stam groups due to a speed pot nerf / balance decision that will specifically target us
2. We kill a few but they rez up with zero consequence for having been killed. Through repeated rezzing, eventually someone on my team lags and fails to properly kite, (or what happened last time was our healer ran out of speed pots lol). One tiny mistake from us means we wipe.
3. Their healer is afk but wearing earthgore. Four+ of them. GG
And you can't kill them because they(good healers, that is) proactively casts healing springs in front of the raid, instead of on the raid, so there's always some HoT to take the Dawnbreaker-hit. And remembrance is trash - it's stationary. Even small-scalers are running healing springs(at least or so i've seen). They just put a few down before they choose to do something, to proactively heal. That's not any different from how raids play, except they do it in a much larger scale. What I am also not okay with, is you thinking that running in a raid means we turn out brains off and just follows a crown and spams ne button. Which sure as [snip] ain't the case.
I can only speak from my own experiences again.. But i can tell you that if ZS has a bad raid(and we do) it's only ALWAYS because we're braindead and/or unfocused. It's that simple, really. Being braindead is the certain death in a fast-paced raid like that. Every single healing spring makes you lose rapid maneuver, capitalise on that and you'll see how a raid will die.
And I can promise you one thing, mass-ressing is equally annoying for the ball-group. When we've killed 30 out of the 50 people, and we pull out for 3s to get an overview of the battlefield / get resources or pot off cd.. They're all ressed already. So the ressing is equally annoying for a ball-group, and it's beena while ago, but I've been advocating for a change to Soul Gems. Or ressing in general. You can't be ressed more than every 1 minute or so. Or even 30s cooldown will go a really long way. It's never ending the fight for the ball-group, either. So that's not just you, mate
I'll say it again. Earthgore is overrated in a raid.
Ive been assuming certain parallels between NA and EU that might not be valid.
Can you post a link to a vid of your guild in action, with the comms audible?
WhipSmartMcoy wrote: »How exactly do you nerf a ball group?