Sandman929 wrote: »visionality wrote: »Dracan_Fontom wrote: »Rapids have no use in combat. Hardly something worth nerfing.I'm not sure if I have ecountered one of these Rapid Maneuvers spamming zergs, but I'll take your word for it that they exist.
Every endgame PVP raid has a rapidbot (or two) in their group. Keeping rapid up all the time is the central point of group mobility. Its real function is the de-snaring/snare-immunity though, the speed is just a secondary (and very welcome) effect.
@kojou Whenever you have been run down by a ball group that was not slowed down by caltrops, you were encountering at least one rapid spammer
I've been run down by lots of ball groups... They also had heal spamming, AoE damage spamming, and buff spamming. Those crazy guys had people that specialized in all kinds of spamming. It almost like having superior numbers gave them a tactical advantage.
It's also almost like dedicated roles and group coordination is useful in fights. It's almost like that.
Vilestride wrote: »Sandman929 wrote: »visionality wrote: »Dracan_Fontom wrote: »Rapids have no use in combat. Hardly something worth nerfing.I'm not sure if I have ecountered one of these Rapid Maneuvers spamming zergs, but I'll take your word for it that they exist.
Every endgame PVP raid has a rapidbot (or two) in their group. Keeping rapid up all the time is the central point of group mobility. Its real function is the de-snaring/snare-immunity though, the speed is just a secondary (and very welcome) effect.
@kojou Whenever you have been run down by a ball group that was not slowed down by caltrops, you were encountering at least one rapid spammer
I've been run down by lots of ball groups... They also had heal spamming, AoE damage spamming, and buff spamming. Those crazy guys had people that specialized in all kinds of spamming. It almost like having superior numbers gave them a tactical advantage.
It's also almost like dedicated roles and group coordination is useful in fights. It's almost like that.
That's crazy. You guys are crazy people. Your crazy ideas ard not welcome here.
Crixus8000 wrote: »I agree, it needs to be balanced out, if solo/smallscale has been nerfed with speed then large groups shouldn't be able to keep it up 100% of the time either, or the smaller group won't be able to escape.
Synapsis123 wrote: »One person has to spam the skill while 23 other people can have 100% uptime on both immunity to snare and roots and 30% movement speed with no effort or thought. Zenimax made the cost high to avoid this type of thing, but due to the game balance you can still easily do it.
If you ever seen GOOD BALL GROUP not some potatoes you would see how strong rapids are. Solo player will never afford to slot them and use them in combat, but when you can have a person who will spam it for you on demand... Things are getting crazy then.
So why is it fine to have dedicated roles in PvE but suddenly so "crazy" to do so in a PvP group?
I stopped coming to the forum for months. So many players ruining this game. Players requesting nerfs and patch after patch zerging more and getting worse and worse at playing. Recently, I took a resource solo and boom I got insta gibbed by a scatter shot four players put up siege to kill me. Now I come to the forum to see people debating rapid maneuvers. Lmao... pathetic.
ShadowProc wrote: »Because you play in a large group. The advantage in numbers is already there. No reason to have another huge advantage in mobility.
IxSTALKERxI wrote: »I can understand hate towards 24 man raids. But there is definitely nothing wrong with group size up to 12 imo, they don't need a large nerf.
The_Shadowborn wrote: »Ok reading this thread it is clear many people have never ran in a "ball group".
In a ball/guild group people specialize to be efficient in their role. They work as one to achieve the goal of killing as many people as possible.
Idk if it's a EU thing but ball groups don't run down single targets and are generally 16 man or less taking on triple if not more their number.
IxSTALKERxI wrote: »ShadowProc wrote: »Because you play in a large group. The advantage in numbers is already there. No reason to have another huge advantage in mobility.
Not necessarily. A group of 12 players may not always have numbers advantage. They are often outnumbered by 40-50 players, some ungrouped, others in 4 mans etc and a bunch using siege.
I can understand hate towards 24 man raids. But there is definitely nothing wrong with group size up to 12 imo, they don't need a large nerf.
You need to realise when I say ball groups I mean groups that are going out there fighting the whole alliance. As yes there's some groups that try to be a ball group but when they actually meet an organised guild group they die in a matter of seconds, doesn't matter if they are 24 man or 50man.visionality wrote: »The_Shadowborn wrote: »Ok reading this thread it is clear many people have never ran in a "ball group".
In a ball/guild group people specialize to be efficient in their role. They work as one to achieve the goal of killing as many people as possible.
Idk if it's a EU thing but ball groups don't run down single targets and are generally 16 man or less taking on triple if not more their number.
Considering your statement, this obviously is an EU thing. The majority of ball groups on EU server only play X vs less or X vx same number of unorganized randoms and they love to run down single players - that includes chasing solo players with the full 24 man zerg. We even have super ball groups where 2 24-man-groups (with rapidbots, purgers, CC-spammers and coordinated destro-ultis) work together to take keeps defended by randoms.
The last time I saw two organized high-end groups willingly fight each other outside a keep or outpost is more than nine months ago. Usually organized PVP groups avoid each other because killing randoms is easier AP.
Its sad and probably telling a lot about the state of PVP on the EU servers.
@ZOS_GinaBruno are devs aware of this oversight?
themdogesbite wrote: »How was this a issue for the 3.5 years Swift wasn't even in the game?
ShadowProc wrote: »themdogesbite wrote: »How was this a issue for the 3.5 years Swift wasn't even in the game?
It was. Lol. It's what allows groups to destroy ungrouped players. It literally comes down to this and purge affecting way too many players.
Ithink alot of you defending this skill are either in the large coordinated raids who now how OP it is or have never been in a large effective raid. Because if you have you would know how OP it is.
maxlacab16_ESO wrote: »With all the time sinks in this game, speed was the only way it remained some fun to play. Take that away, and the game is overall super boring.
And OP, you newb, get your head out of your a**.
LTP and stop complaining about things you dont understand!
ShadowProc wrote: »themdogesbite wrote: »How was this a issue for the 3.5 years Swift wasn't even in the game?
It was. Lol. It's what allows groups to destroy ungrouped players. It literally comes down to this and purge affecting way too many players.
Ithink alot of you defending this skill are either in the large coordinated raids who now how OP it is or have never been in a large effective raid. Because if you have you would know how OP it is.
Huh and here I was thinking it was the organisation and teamwork that let group wipe non groups. Oh how silly I am.
Vilestride wrote: »The most rational compromise is reduce the buff time to 2 seconds. Leave major gallop as is. Ease peeze.
How do ball groups determine who gets chosen to be the rapids spammer?
Do you guys draw straws? Rock Paper Scissors? Is it the newest guy on a “pledging” basis?
TequilaFire wrote: »But where will group buff nerf demands by small scalers end?
Healing?
Orbs?
Shards?
Crit resistance?
After all this is an MMO and should be balanced for group play.
Small scale exists but is not the focus of Cyrodiil AvAvA.
I am now starting to get the us vs them feeling and maybe should be thinking about chasing down small scalers which my guild typically doesn't do unless attacked.
You are now being toxic and clearly are missing the huge imbalance issue here. I’ll just refer you to zos’s words once again.
"Due to the pass on mobility, we wanted to ensure you couldn't readily keep this buff active 100% without spending more attention to it."