_adhyffbjjjf12 wrote: »Hi, Obviously its pie in the sky, but was an interesting challenge. thoughts?
Problem statement
Ball groups are undesirable for gameplay and performance reasons.
A counter to Ballgroups should not be an effective strategy for the ballgroup itself.
The counter to Ballgroups should not force players into a single build.
The counter to the Ballgroup should not affect small groups or single players.
Solution:
A new Siege weapon called 'Lightning tower'
Lightning Towers may only be planted defensively in land owned by the tower owner and take 3 seconds to plant with no interruptions.
Lightning Towers aoe range may not overlap
The lightning tower triggers when more that 5 enemy players are within range X
When triggered the tower will instantly pull all once and apply X% of non mitigatable damage that scales from 5 enemy up. While 5 or more enemy are in range the tower will pulse every X seconds. a group of 10 or more will take lethal damage if they absorb more than 2 pulses
Lightening towers hav
e health and can only destroyed by hand at close range
ssewallb14_ESO wrote: »It's an issue of counterplay becoming more and more limited.
dinokstrunz wrote: »Or you just just nerf what really makes ball groups powerful, cross healing & Earthgore.
dinokstrunz wrote: »Or you just just nerf what really makes ball groups powerful, cross healing & Earthgore.
Pretty sure "the year of tests" proved that inaccurate, they will adapt no matter what you toss at them. And as was pointed out two posts above, that is why they win, they adapt. Zerglings don't, they just keep asking for new more powerful sets so they can "solo" a ball group, instead of loading a couple key skills on their bars and working with others around them to actually make it happen.
_adhyffbjjjf12 wrote: »Hi, Obviously its pie in the sky, but was an interesting challenge. thoughts?
Problem statement
Ball groups are undesirable for gameplay and performance reasons.
A counter to Ballgroups should not be an effective strategy for the ballgroup itself.
The counter to Ballgroups should not force players into a single build.
The counter to the Ballgroup should not affect small groups or single players.
Solution:
A new Siege weapon called 'Lightning tower'
Lightning Towers may only be planted defensively in land owned by the tower owner and take 3 seconds to plant with no interruptions.
Lightning Towers aoe range may not overlap
The lightning tower triggers when more that 5 enemy players are within range X
When triggered the tower will instantly pull all once and apply X% of non mitigatable damage that scales from 5 enemy up. While 5 or more enemy are in range the tower will pulse every X seconds. a group of 10 or more will take lethal damage if they absorb more than 2 pulses
Lightening towers have health and can only destroyed by hand at close range
Ball groups (or whatever you want to call them) can't really be stopped. They're highly optimized and just adjust to whatever changes are made to try and stifle them. For instance the latest attempts at stifling them (Hrothgar, Plaguebreaker and Dark Convergence) seem to have made them stronger if anything. Because they're better at exploiting this stuff then us casual players.
The only counter player we've ever had that really worked was 24 person groups. The ball groups almost always max out at around 12 players. When we could run 24 it was a much fairer fight.
Unfortunately they cut the group limit in half to improve performance. It has not helped whatsoever and has made pvp less fun.
gariondavey wrote: »Heal over time abilities of the same name don't stack.
Ball groups die.
Simple as that
Noone will ever reach consensus about this. ZOS seemed to recognize an issue and made sets, but then nerfed them so they were useless.
If you look at the stream of the ball groups you can instantly see the problem. They are running around with ~36 buffs, including (on average) 6 rapid regens and 6 eternal vigors each. They run full speed and are almost never snarable/rootable.
So you see their health almost never goes down even if 50 pugs are shooting at them.
EZ solution and I dont see why it would be a problem: You can only have one (1) rapid regen and/or one (1) eternal vigor at any given time.
End of problem
As it is these guys just run around until their ulti is up, they use DC to pull people in then hit them with proxi and ultis. Then they run around and around for an hour or so.
A while ago (years now) there was a group of sorcerers at chalman, maybe 20 ish of them. None of them wanted to slot negate.. all of them were like "nah its good we can kill them" *Proceeds to get farmed for 30 minutes straight* so I switched, jumped on my sorc and put negate on and negated them on the back flag and all of a sudden they started dying.
neferpitou73 wrote: »Forums: "ZOS nerf heal stacking it makes ball groups invincible!"
Any bets how round 3 will play out?
McTaterskins wrote: »Or.... just fix healing.