Kingslayer513 wrote: »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."
If the argument is based on ZOS's words, then I would think that having one person in a group literally dedicated to spamming rapids is pretty much the definition of spending lots of attention to it.
For what it's worth, I think the target cap is too high. Reducing the cap to 12 players while changing nothing else would leave PVE unharmed (12 man PVE uses rapids a lot) and would tone it down in large group pvp without nuking its use for medium group pvp.
I think it's really pathetic that people are calling for it to be gutted by removing major expedition all together. As if ZOS hasn't slowed everything down enough already.
Kingslayer513 wrote: »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."
If the argument is based on ZOS's words, then I would think that having one person in a group literally dedicated to spamming rapids is pretty much the definition of spending lots of attention to it.
For what it's worth, I think the target cap is too high. Reducing the cap to 12 players while changing nothing else would leave PVE unharmed (12 man PVE uses rapids a lot) and would tone it down in large group pvp without nuking its use for medium group pvp.
I think it's really pathetic that people are calling for it to be gutted by removing major expedition all together. As if ZOS hasn't slowed everything down enough already.
usmcjdking wrote: »Kingslayer513 wrote: »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."
If the argument is based on ZOS's words, then I would think that having one person in a group literally dedicated to spamming rapids is pretty much the definition of spending lots of attention to it.
For what it's worth, I think the target cap is too high. Reducing the cap to 12 players while changing nothing else would leave PVE unharmed (12 man PVE uses rapids a lot) and would tone it down in large group pvp without nuking its use for medium group pvp.
I think it's really pathetic that people are calling for it to be gutted by removing major expedition all together. As if ZOS hasn't slowed everything down enough already.
With the exception of, if I don't have someone spamming rapids for me, I have to spend 2 of every 4 global cooldowns spamming my ME skill and snare root/immunity.
There is no equivalency. Rapids spam is broken.
The_Shadowborn wrote: »usmcjdking wrote: »Kingslayer513 wrote: »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."
If the argument is based on ZOS's words, then I would think that having one person in a group literally dedicated to spamming rapids is pretty much the definition of spending lots of attention to it.
For what it's worth, I think the target cap is too high. Reducing the cap to 12 players while changing nothing else would leave PVE unharmed (12 man PVE uses rapids a lot) and would tone it down in large group pvp without nuking its use for medium group pvp.
I think it's really pathetic that people are calling for it to be gutted by removing major expedition all together. As if ZOS hasn't slowed everything down enough already.
With the exception of, if I don't have someone spamming rapids for me, I have to spend 2 of every 4 global cooldowns spamming my ME skill and snare root/immunity.
There is no equivalency. Rapids spam is broken.
Then just get someone to do it, specialise. You don't go into a trial trying to do everything (if you do good luck getting anywhere) so if you want to be completely optimal specialise your roles in group.
Wolf_Watching wrote: »Wolf_Watching wrote: »codestripper wrote: »Can't tell if serious or troll...Wolf_Watching wrote: »I think I’m going to quit after reading OPs point. I’ve lost all hope.
Just about every speed and mobility skill or mechanic in the game has received a nerf, and the developers very clearly cited their motivations and goals for the changes. How would it make any sense that one of the most ubiquitous sources of major expedition also remains untouched?
It only serves to benefit raid-sized groups.
Because it costs 7000 stamina, falls off after any heal or attack, and is commonly used by small groups to get from one place to another.
Rapids can be refreshed between skills. And if a group is large enough, they can afford to have one or two players commit the 7k stam per cast to keep refreshing the buff.
No ‘small group’ that I know of uses rapids while dismounted.
Right you little potato. Big groups can afford it. Small groups can’t. You’re nerfing small groups not big groups.
Wolf_Watching wrote: »Big groups can afford it. Small groups can’t.
TequilaFire wrote: »
A nerf to Rapids is a buff to Zergs. Besides, I just think about the only change this will bring is to make the game more boring. Hence, ZOS surely will approve.
Wolf_Watching wrote: »Wolf_Watching wrote: »codestripper wrote: »Can't tell if serious or troll...Wolf_Watching wrote: »I think I’m going to quit after reading OPs point. I’ve lost all hope.
Just about every speed and mobility skill or mechanic in the game has received a nerf, and the developers very clearly cited their motivations and goals for the changes. How would it make any sense that one of the most ubiquitous sources of major expedition also remains untouched?
It only serves to benefit raid-sized groups.
Because it costs 7000 stamina, falls off after any heal or attack, and is commonly used by small groups to get from one place to another.
Rapids can be refreshed between skills. And if a group is large enough, they can afford to have one or two players commit the 7k stam per cast to keep refreshing the buff.
No ‘small group’ that I know of uses rapids while dismounted.
Right you little potato. Big groups can afford it. Small groups can’t. You’re nerfing small groups not big groups.
The only speed enhancer that needs a reasonable adjustment is the swift jewelry trait. Calling for total sweeping change is just bad. We should argue against sweeping changes.
The_Shadowborn wrote: »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.
On Vivec there isn't really any organised guild groups anymore, theres Noxious and Zerg Squad they are both predominantly EP. Who don't run more than 18 and only do that when they are against a whole faction back keeping or messing with scrolls.
We don't care about AP tbh we all already have more than we know what to do with, all we want are some good fights which means normally being massively outnumbered or against another Guild; that pop up on either side from time to time. There's no fun in Zerging people down, we leave small scalers alone unless they for some reason they try to fight then it is a fight on their terms and they know the odds.
I invite you to one of our raids to actually see what goes on, message me ingame if you want to see a proper Guild Group.
@W_Shadowborn
Vilestride wrote: »
OP is 100% correct and ball groups fall over and die easily when you take out their rapid spammer.
https://youtu.be/Tk_Gr4gyAzMOP is 100% correct and ball groups fall over and die easily when you take out their rapid spammer.https://youtu.be/Tk_Gr4gyAzM
You sure about that??
OP is 100% correct and ball groups fall over and die easily when you take out their rapid spammer.https://youtu.be/Tk_Gr4gyAzM
You sure about that??
I believe the person you were replying to was being sarcastic. Also, he put words in my mouth that by doing this small scalers / solos / pugs will be able to defeat ball groups after my proposed change.
Alll I'm asking is that this skill be brought in line with EVERY OTHER SOURCE OF MAJOR EXPEDITION AND SNARE IMMUNITY THAT HAS BEEN NERFED TO THE GROUND.
If ZoS wants to revert the self/single-targeted mobility changes across the board and keep Rapids the same, well sign me the **** up.
OP is 100% correct and ball groups fall over and die easily when you take out their rapid spammer.https://youtu.be/Tk_Gr4gyAzM
You sure about that??
I believe the person you were replying to was being sarcastic. Also, he put words in my mouth that by doing this small scalers / solos / pugs will be able to defeat ball groups after my proposed change.
Alll I'm asking is that this skill be brought in line with EVERY OTHER SOURCE OF MAJOR EXPEDITION AND SNARE IMMUNITY THAT HAS BEEN NERFED TO THE GROUND.
If ZoS wants to revert the self/single-targeted mobility changes across the board and keep Rapids the same, well sign me the **** up.