Magicka ball groups that spam AOE need to be adjusted

LoveForElderScrolls
Let me define these types of ball groups that we see in Cyrodil every day:
1. They are all Magicka players
2. They all use AOE skills for damage
3. They all slot the proximity detonation skill
4. They all slot resto staff and rely on that for healing each other
5. They all use the radiating regeneration skill
6. They run in towers and chokepoints then drop ultimates and harmony bombs
7. They usually all use heavy armor

These types of ball groups don't have any damage outside of their ultimates and harmony bombs because they all use extremely tanky sets and the only reason they can kill something is that they are using ultimates and harmony combined to do damage. These ball groups usually all use heavy armor and use many healers to stay alive and be extremely tanky while utilizing harmony trait to get very good burst damage that will kill you even if you are a very tanky player. There is no reason that these ball groups can do this much damage in heavy armor that not even light armor players can do this much burst damage.

The fact that almost all ball groups are all Magicka players can show that there is something wrong with how Magicka classes are performing in PvP. Fights with these ball groups are boring that always end up in the same results because of how unbalanced they are. They run in a chokepoint drops ultimates and harmony bomb and then you are dead that's it you can't even cast skills to heal yourself because how quick things happen let alone casting any skills that do damage so fights with these ball groups are very unbalanced and one-sided. It is extremely difficult to kill these types of ball groups so killing them first before they kill you doesn't work unless you run the exact setup they are using.

Things that can be done to improve things:
1. Adjusting healing so these ball groups can actually take damage
2. Adjusting harmony trait on jewelry so these ball groups should have to run other types of sets for damage and not rely entirely on harmony for their damage
3. Adjusting heavy armor so these ball groups can actually take damage

Please if you can relate to this topic leave a comment and say how you feel about these ball groups so our voice can be heard.
  • Akinos
    Akinos
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    LoL...almost everything you said is false.
    Edited by Akinos on February 2, 2020 8:10AM
    PC NA | @AkinosPvP 1vX/Small Scaler, Raid Leader, Youtuber and Twitch.tv Streamer.MAGICKA MELEE IS LIFE!Magplar, MagDK, Magden, Magblade, Magsorc & Magcro PvP/Build videos & moretwitch.tv/akinospvp
  • Pauls
    Pauls
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    Never was in ballgroups, but I'm against your suggested "adjustments" because it will hurt other players way more than these ballgroups you're fighting with.
  • Zabulus
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    Yes, ball group is a problem. But no ...
    1. They are all Magicka players : false
    2. They all use AOE skills for damage : almost
    3. They all slot the proximity detonation skill : some
    4. They all slot resto staff and rely on that for healing each other : some of course
    5. They all use the radiating regeneration skill : no
    6. They run in towers and chokepoints then drop ultimates and harmony bombs : yes, and sometime they walk to you in the wild and you stand ...
    7. They usually all use heavy armor : no

    But you have a point, ball group is a major problem creating massive lag, and bringing an awfull pvp to the community.
  • LoveForElderScrolls
    Zabulus wrote: »
    Yes, ball group is a problem. But no ...
    1. They are all Magicka players : false
    2. They all use AOE skills for damage : almost
    3. They all slot the proximity detonation skill : some
    4. They all slot resto staff and rely on that for healing each other : some of course
    5. They all use the radiating regeneration skill : no
    6. They run in towers and chokepoints then drop ultimates and harmony bombs : yes, and sometime they walk to you in the wild and you stand ...
    7. They usually all use heavy armor : no

    But you have a point, ball group is a major problem creating massive lag, and bringing an awfull pvp to the community.

    I knew before I posted this topic that some stuff I mentioned was not entirely true but I wrote them anyway. One true thing for sure is that my death recap is mostly Magicka skills so I just wanted to make a point here.
  • Rin_Senya
    Rin_Senya
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    What if I tell you............that ball groups run in light and medium armor? :o
    Anairi ~ EP | NA | AR50 - Dracarys
    Anaire ~ AD/EP | EU | AR50 - Banana Squad/Zerg Squad/AOE Rats

  • Syrusthevirus187
    Syrusthevirus187
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    Why do you have all this knowledge on what they do and wear but still follow them and die
  • Rhaegar75
    Rhaegar75
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    zerg groups are the issue...magicka has little to do with it
  • Ankael07
    Ankael07
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    There are multiple ways to fight them but randoms cant be bothered to even read the chat box. Some ways include;

    1) Pulling them into a group of allies with DK Chains (22 meters), Silver Leash (22 mt.) and Frozen Gate (41 meters)

    2) If theyre running around inside a keep, wait for them to get close to walls then knock them off the wall with the Flame Clench, Scatter Shot or Templar Javelin

    3) If you dont wanna get too close you can make their runs miserable with Lightning Ballista from afar. (snare + 10% magicka damage per second)
    If you want me to reply to your comment type @Ankael07 in it.
  • Berenhir
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    I totally agree with OP.

    Heavy armour magicka ball groups should be purged from the game. If only Devs would finally release update 18 so we can end the HA magicka ball group meta once and for all!
    Edited by Berenhir on February 2, 2020 11:48AM
    PC EU - Ebonheart Pact - Gray Host - Death Recap -#zergfarming -
  • oxygen_thief
    oxygen_thief
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    they are organized you are not thats your problem.
  • VaranisArano
    VaranisArano
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    I'm really curious: how are you planning to nerf teamwork?

    Because you can watch it happen - every single time ZOS nerfs something that ball groups used to amazing effect, they sat down, studied the changes, came up with a new meta...and then those same players in those same groups went right back to rolling the campaigns with a slightly different group composition and skills. Happens every time.

    Its almost like large organized teams who work together dominate in a PVP game mode meant for large scale combat. Who could have expected that?
  • JanTanhide
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    I'm really curious: how are you planning to nerf teamwork?

    Because you can watch it happen - every single time ZOS nerfs something that ball groups used to amazing effect, they sat down, studied the changes, came up with a new meta...and then those same players in those same groups went right back to rolling the campaigns with a slightly different group composition and skills. Happens every time.

    Its almost like large organized teams who work together dominate in a PVP game mode meant for large scale combat. Who could have expected that?

    THIS. Stop asking for nerfs every time you lose to an organized group of players. Geez louise the nerf threads are sickening.
  • Iskiab
    Iskiab
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    Main issue I see is it’s a mag vs stam thing. Prox det is a mag thing and they’re mag balls. Stam need something to make them competitive.

    Most of stam’s issue is between the monitor and keyboard because they have a lot of support they don’t use, but prox det plus VD negates all stam melee.

    Maybe cast time abilities working in heavy lag will be enough but I’m not sure. Inevitable det should be killing this playstyle but it’s unreliable. It’s an ability that’s been designed as the perfect counter, but cast times are buggy.
    Edited by Iskiab on February 2, 2020 1:41PM
    Looking for any guildies I used to play with:
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    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • LoveForElderScrolls
    JanTanhide wrote: »
    I'm really curious: how are you planning to nerf teamwork?

    Because you can watch it happen - every single time ZOS nerfs something that ball groups used to amazing effect, they sat down, studied the changes, came up with a new meta...and then those same players in those same groups went right back to rolling the campaigns with a slightly different group composition and skills. Happens every time.

    Its almost like large organized teams who work together dominate in a PVP game mode meant for large scale combat. Who could have expected that?

    THIS. Stop asking for nerfs every time you lose to an organized group of players. Geez louise the nerf threads are sickening.

    Like it or not these ball groups make the fights boring because they are way too tanky. Once you run to them you will remember this topic.
    Edited by LoveForElderScrolls on February 2, 2020 3:32PM
  • ShadowProc
    ShadowProc
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    Ankael07 wrote: »
    There are multiple ways to fight them but randoms cant be bothered to even read the chat box. Some ways include;

    1) Pulling them into a group of allies with DK Chains (22 meters), Silver Leash (22 mt.) and Frozen Gate (41 meters)

    2) If theyre running around inside a keep, wait for them to get close to walls then knock them off the wall with the Flame Clench, Scatter Shot or Templar Javelin

    3) If you dont wanna get too close you can make their runs miserable with Lightning Ballista from afar. (snare + 10% magicka damage per second)

    Not entirely true. You need another organized group or far superior numbers and members of the ball group make mistakes. The second is often the case but they will fall eventually after lag gets out of control.
    Purge needs to be reworked. It’s a crutch for them.
    Edited by ShadowProc on February 2, 2020 3:58PM
  • NBrookus
    NBrookus
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    1. They are all Magicka players
    2. They all use AOE skills for damage
    3. They all slot the proximity detonation skill
    4. They all slot resto staff and rely on that for healing each other
    5. They all use the radiating regeneration skill
    6. They run in towers and chokepoints then drop ultimates and harmony bombs
    7. They usually all use heavy armor

    1. They aren't, even in mag comps. Nor are they all stam in stam comps.
    2. Yes, mostly
    3. Only the DDs
    4. Some do
    5. Some do
    6. Some do, but tower groups are usually stam comps
    7. They aren't.
    Things that can be done to improve things:
    1. Adjusting healing so these ball groups can actually take damage
    2. Adjusting harmony trait on jewelry so these ball groups should have to run other types of sets for damage and not rely entirely on harmony for their damage
    3. Adjusting heavy armor so these ball groups can actually take damage

    1. Healing <> not taking damage. If healing is nerfed, groups will adjust and move on. People not in organized groups will also have less healing.
    2. These groups worked pre harmony. They will adjust and keep going. Most of the DD's are already in 3 damage sets. There are some groups there are pure tanks that can only kill with ult bombs but those are easily avoided.
    3. They aren't wearing heavy.


    "Nerf teamwork" and "nerf tactics" ain't gonna work. The solutions ACTUALLY are:
    1. Get a team and do the long hard slog of working together well. This strategy does not include typing "lfg" in zone.
    2. Walk away. You don't have to chase them around a keep or through choke points. Groups will leave wherever they are when they have no one left to fight, or they've killed the same people so many times they aren't worth much AP anymore.
    3. Call out said guilds by name and numbers in zone so one of your own guilds can come in for a GvG
  • SodanTok
    SodanTok
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    Only ball groups nerfs I can get behind are:
    1. Fix lag
    2. Fix *** single target targeting
    3. Rework smart healing
    4. Make negate like skill available outside of sorc
    5. Rebalance how roots, defiles, snares and most of all sieges affects individuals vs organized groups.
  • brandonv516
    brandonv516
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    So nerf:

    Proximity detonation
    Harmony trait
    Restoration staff + Regeneration
    Heavy armor

    Even if you take one single thing away from that list, you will still get rolled by a coordinated ball group.

    Just go play BGs, there is less of that.
  • idk
    idk
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    Akinos wrote: »
    LoL...almost everything you said is false.

    LOL. All of them are using that AoE skill while also healing each other.

    Seriously, why is someone following a zerg into a chokepoint? That is the real issue and is asking for death. Zos cannot help you with that.
  • Kadoin
    Kadoin
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    I have no problems wiping them and always face a zerg at FD or inner door. Only time I do is when its so laggy the game refuses to let me do anything but die -- in that case it has nothing to do with magicka AoEs.

    Also, I find stam ball groups and/or pet zergs more annoying.

    You think proximity and synergy bombing is bad? You ain't seen nothing yet...
  • Drdeath20
    Drdeath20
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    It takes an organized group to beat an organized group.

    More than anything ZoS needs to make the AP less incentivizing to farm zerglings to encourage group vs group fighting.

    3 changes id like to see.

    1. New skill line/achievement but only for when your in a group of 10 or more. Which has passives that are only available in a group of 10 or more.
    2. Groups recieve orders to attack and defend certain timed objectives where other groups are at. If they choose to follow those objectives they will recieve a new currency (other than AP) used to buy slightly more valuable items (purchasable transmute stones, gold tempers, CP 160 potions etc..)
    3. End of the campaign the top earner (of new currency) gets an achievement and some OP food that they can use or sell.
  • Drdeath20
    Drdeath20
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    The whole point is to get away from strong groups tower farming zerglings. Right now there is just no incentive for strong groups to duke it out
  • Fur_like_snow
    Fur_like_snow
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    If you don’t have a group of similar size/coordination then don’t engage them. It’s still hilarious to see players blame heavy armor when that hasn’t been meta in many many patches.
  • TequilaFire
    TequilaFire
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    So mindless zergs running around complaining about organized 12 mans wiping them.
    The tears are sweet.
  • Taleof2Cities
    Taleof2Cities
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    idk wrote: »
    Akinos wrote: »
    LoL...almost everything you said is false.

    LOL. All of them are using that AoE skill while also healing each other.

    Seriously, why is someone following a zerg into a chokepoint? That is the real issue and is asking for death. Zos cannot help you with that.

    Correct.

    Not only that, the DoT nerf was during the Dragonhold patch (October 2019).

    The OP's post is old news ...

    Edited by Taleof2Cities on February 3, 2020 2:07AM
  • Solaire
    Solaire
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    You don't make any sense what so ever.

    Magicka are under performing compared to Stamina,

    imagine every time someone died in PVP and ran into the forums to complain about what killed them, so somehow ZOS answers their prayers and the other side gets nerfed so they can feel powerful and become a killing machine instead of actually learning to adapt. :trollface:
    Edited by Solaire on February 3, 2020 4:30AM
  • Drdeath20
    Drdeath20
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    So mindless zergs running around complaining about organized 12 mans wiping them.
    The tears are sweet.

    Be nice to zergs, otherwise your group would be farmed by mine and those tears will be delish
  • kaithuzar
    kaithuzar
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    What about the stam ball groups that spam aoe in bg’s?
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  • oXI_Viper_IXo
    oXI_Viper_IXo
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    Solaire wrote: »
    You don't make any sense what so ever.

    Magicka are under performing compared to Stamina,

    imagine every time someone died in PVP and ran into the forums to complain about what killed them, so somehow ZOS answers their prayers and the other side gets nerfed so they can feel powerful and become a killing machine instead of actually learning to adapt. :trollface:

    I mean...that pretty much is what happens lol.
  • Anyron
    Anyron
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    spin2win
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