YandereGirlfriend wrote: »That would definitely kill the Mythic completely if that is what your intention is.
Game doesn't need any more dead Mythics than it already has.
SkaraMinoc wrote: »It's funny because there will never be a set that is effective against ball groups or it will get nerfed.
SkaraMinoc wrote: »It's funny because there will never be a set that is effective against ball groups or it will get nerfed.
Izanagi.Xiiib16_ESO wrote: »@MincMincMinc Rallying cry isn't 3000 its less due to the scaling (-15 per group member) but your point stands.
You also missed powerful assault, pearlescent, minor courage sets(but can get it from scripts too), Xoryns, Recovery convergence (for infinite sustain across your group)

While solo players had mechanics they could slot to level the playing field like wings, Ball of lightning, sap-siphon tanking, purge cloak, sunshield, biting jabs, master 2h.
Major_Mangle wrote: »While solo players had mechanics they could slot to level the playing field like wings, Ball of lightning, sap-siphon tanking, purge cloak, sunshield, biting jabs, master 2h.
For me this hits the spot really. Ballgroups or organized 4-6 man can be strong, and if you want to allow the current type if gameplay as a developer, then sure fine. But then you also need to allow the other end of the "extremes" to exist in terms of counterplay. I know I sound like a broken record at this point but Azureblight was such a tool that when properly optimized for in a smaller comp (3-5 ish) you had a strong tool to threaten a ballgroup. The good ballgroups did find ways to counter it (and it wasn´t them who complained on the forums that it was too good...what a surprise....) but they still had to play more careful around it. Now you can argue that sets isn´t the proper way to counter such things, but if you want to allow one end of the extreme to exist, you also need to allow the other end of the "counter-extreme" to exist as well.
MincMincMinc wrote: »SkaraMinoc wrote: »It's funny because there will never be a set that is effective against ball groups or it will get nerfed.
Who is running the numbers on the combat team?
Major_Mangle wrote: »I know I sound like a broken record at this point but Azureblight was such a tool that when properly optimized for in a smaller comp (3-5 ish) you had a strong tool to threaten a ballgroup.While solo players had mechanics they could slot to level the playing field like wings, Ball of lightning, sap-siphon tanking, purge cloak, sunshield, biting jabs, master 2h.
Izanagi.Xiiib16_ESO wrote: »Major_Mangle wrote: »I know I sound like a broken record at this point but Azureblight was such a tool that when properly optimized for in a smaller comp (3-5 ish) you had a strong tool to threaten a ballgroup.While solo players had mechanics they could slot to level the playing field like wings, Ball of lightning, sap-siphon tanking, purge cloak, sunshield, biting jabs, master 2h.
Azureblight was only good because of the bug with the proc tick rate when multiple players used it. This is also why they are further nerfing it in PVE to increase the number of stacks needed based on number of ppl in the the group using the set.
@MincMincMinc
the main tool of small groups against zergs back in the day was dynamic ulti scaling. It wouldn't really work in the server environment we have now though.
Also you shouldn't inflate the weapon dmg of Rallying cry, its strong without doing that. Just count the defensive sets up separately
taken from https://eso-hub.com/en/sets/rallying-cry:MincMincMinc wrote: »Izanagi.Xiiib16_ESO wrote: »Major_Mangle wrote: »I know I sound like a broken record at this point but Azureblight was such a tool that when properly optimized for in a smaller comp (3-5 ish) you had a strong tool to threaten a ballgroup.While solo players had mechanics they could slot to level the playing field like wings, Ball of lightning, sap-siphon tanking, purge cloak, sunshield, biting jabs, master 2h.
Azureblight was only good because of the bug with the proc tick rate when multiple players used it. This is also why they are further nerfing it in PVE to increase the number of stacks needed based on number of ppl in the the group using the set.
@MincMincMinc
the main tool of small groups against zergs back in the day was dynamic ulti scaling. It wouldn't really work in the server environment we have now though.
Also you shouldn't inflate the weapon dmg of Rallying cry, its strong without doing that. Just count the defensive sets up separately
What do you mean inflate the weapon dmg of rallying cry? i didnt? It just drastically scales in output with the more players you have. Groups do not need more flat out stats than solo players.
Izanagi.Xiiib16_ESO wrote: »taken from https://eso-hub.com/en/sets/rallying-cry:MincMincMinc wrote: »Izanagi.Xiiib16_ESO wrote: »Major_Mangle wrote: »I know I sound like a broken record at this point but Azureblight was such a tool that when properly optimized for in a smaller comp (3-5 ish) you had a strong tool to threaten a ballgroup.While solo players had mechanics they could slot to level the playing field like wings, Ball of lightning, sap-siphon tanking, purge cloak, sunshield, biting jabs, master 2h.
Azureblight was only good because of the bug with the proc tick rate when multiple players used it. This is also why they are further nerfing it in PVE to increase the number of stacks needed based on number of ppl in the the group using the set.
@MincMincMinc
the main tool of small groups against zergs back in the day was dynamic ulti scaling. It wouldn't really work in the server environment we have now though.
Also you shouldn't inflate the weapon dmg of Rallying cry, its strong without doing that. Just count the defensive sets up separately
What do you mean inflate the weapon dmg of rallying cry? i didnt? It just drastically scales in output with the more players you have. Groups do not need more flat out stats than solo players.
When your healing critically strikes while Battle Spirit is active, you and group members within 12 meters of you gain 1650 Critical Resistance and 300 Weapon and Spell Damage for 20 seconds. Each group member affected reduces the Weapon and Spell Damage by 15 and Critical Resistance by 83. This effect can occur once every 15 seconds.
10*15 = 150
300-150 = 150
150*10 = 1500 not 3000. (assuming you hit all 10 with rallying)
MincMincMinc wrote: »Izanagi.Xiiib16_ESO wrote: »taken from https://eso-hub.com/en/sets/rallying-cry:MincMincMinc wrote: »Izanagi.Xiiib16_ESO wrote: »Major_Mangle wrote: »I know I sound like a broken record at this point but Azureblight was such a tool that when properly optimized for in a smaller comp (3-5 ish) you had a strong tool to threaten a ballgroup.While solo players had mechanics they could slot to level the playing field like wings, Ball of lightning, sap-siphon tanking, purge cloak, sunshield, biting jabs, master 2h.
Azureblight was only good because of the bug with the proc tick rate when multiple players used it. This is also why they are further nerfing it in PVE to increase the number of stacks needed based on number of ppl in the the group using the set.
@MincMincMinc
the main tool of small groups against zergs back in the day was dynamic ulti scaling. It wouldn't really work in the server environment we have now though.
Also you shouldn't inflate the weapon dmg of Rallying cry, its strong without doing that. Just count the defensive sets up separately
What do you mean inflate the weapon dmg of rallying cry? i didnt? It just drastically scales in output with the more players you have. Groups do not need more flat out stats than solo players.
When your healing critically strikes while Battle Spirit is active, you and group members within 12 meters of you gain 1650 Critical Resistance and 300 Weapon and Spell Damage for 20 seconds. Each group member affected reduces the Weapon and Spell Damage by 15 and Critical Resistance by 83. This effect can occur once every 15 seconds.
10*15 = 150
300-150 = 150
150*10 = 1500 not 3000. (assuming you hit all 10 with rallying)
For the sake of it lets ignore the numbers and call it a 5 piece bonus so we are on the same page. No point arguing semantics when we both want to compare the output of a set. I had converted all of rallying cry to be WD for you to easily understand without bloating the post with a wall of text.
Rallying cry is worth 2x 5 piece bonuses as a solo player (hundings+impreg=2x 5 piece set)
For a group of 10 players rallying cry is worth 1x 5 piece set since it is halved (1/2hundings + 1/2impreg = 1x 5 piece set)
A solo player at best gets 2x 5 piece bonuses
If the group of 10x groups sets is worth 10x 5 piece bonuses that comes out to 100x 5 piece bonuses. Then we wonder why ball groups are unkillable and lag the server, crazy. This issue will only get worse as the pokemon effect pushes zos to keep coming up with new ideas and inevitably more group sets that stack.
Might as well include zerg pug guilds. Lets assume they all run sets worth 1x 5p bonus....10 players essentially = 10x bonuses compared to a ball group's 100x. It is no contest, probably why we see ball groups taking up half the server slots and then just dueling on the sides of the map half the time. The player cap isnt large enough to house large enough zergs to counter their 100x bonuses.
MincMincMinc wrote: »Izanagi.Xiiib16_ESO wrote: »taken from https://eso-hub.com/en/sets/rallying-cry:MincMincMinc wrote: »Izanagi.Xiiib16_ESO wrote: »Major_Mangle wrote: »I know I sound like a broken record at this point but Azureblight was such a tool that when properly optimized for in a smaller comp (3-5 ish) you had a strong tool to threaten a ballgroup.While solo players had mechanics they could slot to level the playing field like wings, Ball of lightning, sap-siphon tanking, purge cloak, sunshield, biting jabs, master 2h.
Azureblight was only good because of the bug with the proc tick rate when multiple players used it. This is also why they are further nerfing it in PVE to increase the number of stacks needed based on number of ppl in the the group using the set.
@MincMincMinc
the main tool of small groups against zergs back in the day was dynamic ulti scaling. It wouldn't really work in the server environment we have now though.
Also you shouldn't inflate the weapon dmg of Rallying cry, its strong without doing that. Just count the defensive sets up separately
What do you mean inflate the weapon dmg of rallying cry? i didnt? It just drastically scales in output with the more players you have. Groups do not need more flat out stats than solo players.
When your healing critically strikes while Battle Spirit is active, you and group members within 12 meters of you gain 1650 Critical Resistance and 300 Weapon and Spell Damage for 20 seconds. Each group member affected reduces the Weapon and Spell Damage by 15 and Critical Resistance by 83. This effect can occur once every 15 seconds.
10*15 = 150
300-150 = 150
150*10 = 1500 not 3000. (assuming you hit all 10 with rallying)
For the sake of it lets ignore the numbers and call it a 5 piece bonus so we are on the same page. No point arguing semantics when we both want to compare the output of a set. I had converted all of rallying cry to be WD for you to easily understand without bloating the post with a wall of text.
Rallying cry is worth 2x 5 piece bonuses as a solo player (hundings+impreg=2x 5 piece set)
For a group of 10 players rallying cry is worth 1x 5 piece set since it is halved (1/2hundings + 1/2impreg = 1x 5 piece set)
A solo player at best gets 2x 5 piece bonuses
If the group of 10x groups sets is worth 10x 5 piece bonuses that comes out to 100x 5 piece bonuses. Then we wonder why ball groups are unkillable and lag the server, crazy. This issue will only get worse as the pokemon effect pushes zos to keep coming up with new ideas and inevitably more group sets that stack.
Might as well include zerg pug guilds. Lets assume they all run sets worth 1x 5p bonus....10 players essentially = 10x bonuses compared to a ball group's 100x. It is no contest, probably why we see ball groups taking up half the server slots and then just dueling on the sides of the map half the time. The player cap isnt large enough to house large enough zergs to counter their 100x bonuses.
Math and semantics aren't the same thing.
Also, ball groups aren't unkillable. Whole ball groups are getting bombed more than ever these days.
xylena_lazarow wrote: »Because they're still bending over backwards to preserve Rushing Agony pull bombing as the large scale meta.
The players are gone, so mission accomplished!MincMincMinc wrote: »the issue with pvp is there being too many players
xylena_lazarow wrote: »The players are gone, so mission accomplished!MincMincMinc wrote: »the issue with pvp is there being too many players
MincMincMinc wrote: »xylena_lazarow wrote: »The players are gone, so mission accomplished!MincMincMinc wrote: »the issue with pvp is there being too many players
Its funny because Greyhost is following the same death pattern that the Lowbie u50 server and the Nocp server followed.
- New players are unable to solo play
- Mid players are unable to solo play, new players are unable to small man group
- The populations boiled down to only guild groups controlling the faction (GH now is just a zerg guild and 1 or 2 ball groups before pop locking)
- Then a guild leaves the game or faction or disbands.
- There is a power vacuum, that faction gets gated repeatedly over night
- Old solo players dont care to seige and wont help fix the map in the morning
- Mid tier players get run over without their group and leave after fighting the uphill battle to retake every day
- Inevitably it becomes a 2 faction map until the 2nd faction guild disbands
- Then its one faction with emp and all keep bonuses and stat boosts gating the other two factions daily each night.
When I ran my PCNA lowbie under lvl50 training guild in the 2015-2017 era we had to swap factions all the time to balance out the map. At some point we got sick having to Pvdoor every day to balance the map for new players to have fun. The second players got forced to their gate keeps, half the faction logs out. Cyrodil was never designed rule wise to help gated factions because they made the fatal flaw where they assumed it would always be pop locked campaigns of XXX vs XXX vs XXX players. However as it becomes XXX vs XX vs X players the trifaction balance method doesn't work.
It didnt help AD had the Aussie guild, love em to death, but they would flip the map 100% ad nightly. Then they translated to nocp and became the final straw for nocp which already had a large consistent ad pressence. Now they are in GH. The only saving grace is that greyhost poplock is soooo low that at least the trifaction balance is somewhat relevant. It will break down though as guilds or ball groups get bored fighting each other and no new players trying pvp fill the voids.