GH isn't even remotely close to the original product I bought in 2014.edward_frigidhands wrote: »I am not sure how else to say this but...probably the actual bloody game that we bought.
Instakills were rare and generally only against jank builds.
Ball groups could be scattered by siege.
You could 1v1 gank ball groupers inside their ball.
Classes and weapons defined builds, not gear sets.
Soft caps on stats prevented extreme minmaxing from breaking the meta.
Gameplay pace was slower, but fewer fights stalemated.
This is all much more like Vengeance than GH.
Nobody cares what bad groups do, and it is NOT insane for an outnumbered group to punish 12 guys who think they can just blob together and spam heal buttons to be immortal.Artisian0001 wrote: »Ballgroups are still scattered by siege, literally all the time. A 12 man group can be pushed off a door by 4 people sieging if they do it effectively, which is insane.
Artisian0001 wrote: »GH isn't even remotely close to the original product I bought in 2014.edward_frigidhands wrote: »I am not sure how else to say this but...probably the actual bloody game that we bought.
Instakills were rare and generally only against jank builds.
Ball groups could be scattered by siege.
You could 1v1 gank ball groupers inside their ball.
Classes and weapons defined builds, not gear sets.
Soft caps on stats prevented extreme minmaxing from breaking the meta.
Gameplay pace was slower, but fewer fights stalemated.
This is all much more like Vengeance than GH.
Ballgroups are still scattered by siege, literally all the time. A 12 man group can be pushed off a door by 4 people sieging if they do it effectively, which is insane.
You can still very much gank ballgroupers inside their group, it's just difficult, as it should be.
Stalemate fights only happen between extremely large groups over 12 people that res constantly during combat and at camps, which could easily be changed, the only other fights that stalemate are because players are not skilled enough to end fights.
The game progressed and for the better, people that complain about this stuff think an uncoordinated group of people should be able to push off a coordinated group of people which makes zero logical sense, if smaller groups could pressure larger groups, imagine what that smaller group could do if they were larger !!!! Like, none of that make sense. A bigger group of better coordinated players will kill smaller groups of less coordinated players, as well as larger groups of less skill or less coordinated players, there is nothing wrong with that, if it was any way else the game wouldn't make any sense and it would be based solely on RNG.

MorallyBipolar wrote: »Grey Host has been part of the game since inception (maybe not with same name). ZOS should fix the game they created not waste time creating something new that won't help their business in any capacity.
ESO was originally marketed as a PvP game too, Cyrodiil was literally the endgame.
It sure was. Now ZOS is refusing to even try to fix Grey Host, which was an original part of the game from the beginning.
So a few points here.
First, ZOS should fix the PvP they originally designed into the game. They can fix it. It might take some effort or investment they don't want to make, but it can be done. They've done it before. They can do it again. So ZOS stating they're not even going to try fixing their product going forward is a vendor saying they're selling a product they're not going to support. This is obviously a highly self destructive business and public relations decision.
Second, if ZOS can't make their premier PvP work smoothly and reliably as it is now, they're not going to be able to make some other new system work smoothly and reliably either.
And third, if the last three days are any indication, essentially nobody will play vengeance with or without an alternative. The last three nights prime time PC NA has been pop locked for Grey Host and vengeance hasn't even filled one bar of population. Almost nobody likes vengeance.
Any investments into vengeance should be ceased immediately to save resources so ZOS can invest in actually fixing their game as opposed to creating something totally different. I mean, what's happened to all those "THEY'RE WORKING ON IT!" explanations and commitments to the player base?
Nobody cares what bad groups do, and it is NOT insane for an outnumbered group to punish 12 guys who think they can just blob together and spam heal buttons to be immortal.Artisian0001 wrote: »Ballgroups are still scattered by siege, literally all the time. A 12 man group can be pushed off a door by 4 people sieging if they do it effectively, which is insane.
MincMincMinc wrote: »Artisian0001 wrote: »GH isn't even remotely close to the original product I bought in 2014.edward_frigidhands wrote: »I am not sure how else to say this but...probably the actual bloody game that we bought.
Instakills were rare and generally only against jank builds.
Ball groups could be scattered by siege.
You could 1v1 gank ball groupers inside their ball.
Classes and weapons defined builds, not gear sets.
Soft caps on stats prevented extreme minmaxing from breaking the meta.
Gameplay pace was slower, but fewer fights stalemated.
This is all much more like Vengeance than GH.
Ballgroups are still scattered by siege, literally all the time. A 12 man group can be pushed off a door by 4 people sieging if they do it effectively, which is insane.
You can still very much gank ballgroupers inside their group, it's just difficult, as it should be.
Stalemate fights only happen between extremely large groups over 12 people that res constantly during combat and at camps, which could easily be changed, the only other fights that stalemate are because players are not skilled enough to end fights.
The game progressed and for the better, people that complain about this stuff think an uncoordinated group of people should be able to push off a coordinated group of people which makes zero logical sense, if smaller groups could pressure larger groups, imagine what that smaller group could do if they were larger !!!! Like, none of that make sense. A bigger group of better coordinated players will kill smaller groups of less coordinated players, as well as larger groups of less skill or less coordinated players, there is nothing wrong with that, if it was any way else the game wouldn't make any sense and it would be based solely on RNG.
IDK what ballgroups you are thinking about, but seige is literally a joke. Even I only run 1vX or 4 man groups and we sit in seige all the time. Powercreep and heals are so stupidly high and easy that seige is probably doing half of what it used to.
The problem with the structure of group play in eso pvp is that because zos introduced so many group sets they created an exponential growth of stats the more players you have up to a 12 man group. Whereas back in the day it was practically linear except for a small handful of viable group sets. So as a smallman with good coordination you could potentially match a 12 man group. However with more and more stacking group sets like rallying, PA, Trans, SPC, etc these groups sit ontop of a very high exponential plateau of stats. It is not only set, but skills have bloated to the point any average build can get most necessary major/minor buffs in the game, in a group you should easily have everything. In a dying population game, catering to the largest group size possible and giving them more stats while also having the most population is a recipe for disaster, at that point it would be like giving the largest playground bully a chainsaw.
The plataeu is not a great thing because you essentially gate half the server onto the plateau only fighting each other. Which is why we see ballgroups either just fighting each other or doing boring pug stomp farms unopposed. If you did not have this plateau or less of a plateau we would see more new player involvement because the power difference would be more down to skill and coordination instead of a mountain of stats and buffs. (also just to mention if we did it in a smart enough way you could cut down on lag and unnecessary calcs)
Maybe this can visually help. The blue line represents a linear stacking of players in a group. Imagine if they were all just wearing generic stat sets. Where the green and purple signify a 4 and 12 man group running group sets like rallying cry. Keep in mind that I wrote 30+ as if you actually compare and add up the stats a group set 12 man should have the combined stats of nearly 10x the player count of generic stat sets.
Artisian0001 wrote: »MincMincMinc wrote: »Artisian0001 wrote: »GH isn't even remotely close to the original product I bought in 2014.edward_frigidhands wrote: »I am not sure how else to say this but...probably the actual bloody game that we bought.
Instakills were rare and generally only against jank builds.
Ball groups could be scattered by siege.
You could 1v1 gank ball groupers inside their ball.
Classes and weapons defined builds, not gear sets.
Soft caps on stats prevented extreme minmaxing from breaking the meta.
Gameplay pace was slower, but fewer fights stalemated.
This is all much more like Vengeance than GH.
Ballgroups are still scattered by siege, literally all the time. A 12 man group can be pushed off a door by 4 people sieging if they do it effectively, which is insane.
You can still very much gank ballgroupers inside their group, it's just difficult, as it should be.
Stalemate fights only happen between extremely large groups over 12 people that res constantly during combat and at camps, which could easily be changed, the only other fights that stalemate are because players are not skilled enough to end fights.
The game progressed and for the better, people that complain about this stuff think an uncoordinated group of people should be able to push off a coordinated group of people which makes zero logical sense, if smaller groups could pressure larger groups, imagine what that smaller group could do if they were larger !!!! Like, none of that make sense. A bigger group of better coordinated players will kill smaller groups of less coordinated players, as well as larger groups of less skill or less coordinated players, there is nothing wrong with that, if it was any way else the game wouldn't make any sense and it would be based solely on RNG.
IDK what ballgroups you are thinking about, but seige is literally a joke. Even I only run 1vX or 4 man groups and we sit in seige all the time. Powercreep and heals are so stupidly high and easy that seige is probably doing half of what it used to.
The problem with the structure of group play in eso pvp is that because zos introduced so many group sets they created an exponential growth of stats the more players you have up to a 12 man group. Whereas back in the day it was practically linear except for a small handful of viable group sets. So as a smallman with good coordination you could potentially match a 12 man group. However with more and more stacking group sets like rallying, PA, Trans, SPC, etc these groups sit ontop of a very high exponential plateau of stats. It is not only set, but skills have bloated to the point any average build can get most necessary major/minor buffs in the game, in a group you should easily have everything. In a dying population game, catering to the largest group size possible and giving them more stats while also having the most population is a recipe for disaster, at that point it would be like giving the largest playground bully a chainsaw.
The plataeu is not a great thing because you essentially gate half the server onto the plateau only fighting each other. Which is why we see ballgroups either just fighting each other or doing boring pug stomp farms unopposed. If you did not have this plateau or less of a plateau we would see more new player involvement because the power difference would be more down to skill and coordination instead of a mountain of stats and buffs. (also just to mention if we did it in a smart enough way you could cut down on lag and unnecessary calcs)
Maybe this can visually help. The blue line represents a linear stacking of players in a group. Imagine if they were all just wearing generic stat sets. Where the green and purple signify a 4 and 12 man group running group sets like rallying cry. Keep in mind that I wrote 30+ as if you actually compare and add up the stats a group set 12 man should have the combined stats of nearly 10x the player count of generic stat sets.
Yeah, this is a common misunderstanding of how the game works or how it feels to actually be under siege pressure, or you are just unaware because smaller groups don't experience this issue, which is fine. If you are in a larger group of people you almost never want to purge or have someone that can cleanse because this would lead to plaguebreak going off and potentially killing everyone, which isn't as big of a problem in smaller groups, and shouldn't be, which is why I prefer smaller groups. The point is, if you are a larger group on a door, oils has a unique debuff that reduces healing by more than any skill in ESO can, aside from some PvE dungeons that have mechanics that will just disable it, or something like carrying the chaosball for an extender period of time. If you are not purging oils because you also have plague on you, the healing debuff, along with the damage from it and the other siege from 3 coordinated siegers, is 100% enough to push good groups off the door, and it happens very often, if you don't understand how 4 people can rotate 8 different siege extremely easily then just get 3 other friends who you think are competent and watch your own group push 12 people off a door.
I agree to your other points, the whole is greater than the sum of its parts, there are sets introduced that make being in coordinated groups even stronger, that's exactly why coordinated groups SHOULD not be dying to other smaller uncoordinated groups often, as that would make no sense unless the coordinated group was full of just unskilled players. While people may dislike these sets, every single person can wear them, every single person can get in or make a group of their own. This is an MMO, playing with friends is normal, if you want to complain about bigger groups winning because they have coordination and skill, then you can go to BGs, or go to IC, or just go duel. Sure, it sucks being pushed by 12 people who have everything they need in their group, but it used to be 24 and sets like transmutation, PA, etc. still existed. Rallying cry also scales better with the fewer people you have, it still has a unique crit resist that can be given to everyone, but the devs have some interest in doing things that have benefits for smaller groups. Plaguebreak, as mentioned before, is another one of these sets. It just so happens that these sets can also be run by those in groups, but will still always function better against them then on them, if those applying can do it properly. Ballgroups have for the most part completely removed a purger from their group just because of the introduction of this set, but you see smaller groups and singular players with sometimes multiple ways to purge. Sometimes you just have to suck it up and accept that these groups will kill you, but to call them immortal like other people do is silly and loses credibility in any conversation.
MincMincMinc wrote: »Artisian0001 wrote: »MincMincMinc wrote: »Artisian0001 wrote: »GH isn't even remotely close to the original product I bought in 2014.edward_frigidhands wrote: »I am not sure how else to say this but...probably the actual bloody game that we bought.
Instakills were rare and generally only against jank builds.
Ball groups could be scattered by siege.
You could 1v1 gank ball groupers inside their ball.
Classes and weapons defined builds, not gear sets.
Soft caps on stats prevented extreme minmaxing from breaking the meta.
Gameplay pace was slower, but fewer fights stalemated.
This is all much more like Vengeance than GH.
Ballgroups are still scattered by siege, literally all the time. A 12 man group can be pushed off a door by 4 people sieging if they do it effectively, which is insane.
You can still very much gank ballgroupers inside their group, it's just difficult, as it should be.
Stalemate fights only happen between extremely large groups over 12 people that res constantly during combat and at camps, which could easily be changed, the only other fights that stalemate are because players are not skilled enough to end fights.
The game progressed and for the better, people that complain about this stuff think an uncoordinated group of people should be able to push off a coordinated group of people which makes zero logical sense, if smaller groups could pressure larger groups, imagine what that smaller group could do if they were larger !!!! Like, none of that make sense. A bigger group of better coordinated players will kill smaller groups of less coordinated players, as well as larger groups of less skill or less coordinated players, there is nothing wrong with that, if it was any way else the game wouldn't make any sense and it would be based solely on RNG.
IDK what ballgroups you are thinking about, but seige is literally a joke. Even I only run 1vX or 4 man groups and we sit in seige all the time. Powercreep and heals are so stupidly high and easy that seige is probably doing half of what it used to.
The problem with the structure of group play in eso pvp is that because zos introduced so many group sets they created an exponential growth of stats the more players you have up to a 12 man group. Whereas back in the day it was practically linear except for a small handful of viable group sets. So as a smallman with good coordination you could potentially match a 12 man group. However with more and more stacking group sets like rallying, PA, Trans, SPC, etc these groups sit ontop of a very high exponential plateau of stats. It is not only set, but skills have bloated to the point any average build can get most necessary major/minor buffs in the game, in a group you should easily have everything. In a dying population game, catering to the largest group size possible and giving them more stats while also having the most population is a recipe for disaster, at that point it would be like giving the largest playground bully a chainsaw.
The plataeu is not a great thing because you essentially gate half the server onto the plateau only fighting each other. Which is why we see ballgroups either just fighting each other or doing boring pug stomp farms unopposed. If you did not have this plateau or less of a plateau we would see more new player involvement because the power difference would be more down to skill and coordination instead of a mountain of stats and buffs. (also just to mention if we did it in a smart enough way you could cut down on lag and unnecessary calcs)
Maybe this can visually help. The blue line represents a linear stacking of players in a group. Imagine if they were all just wearing generic stat sets. Where the green and purple signify a 4 and 12 man group running group sets like rallying cry. Keep in mind that I wrote 30+ as if you actually compare and add up the stats a group set 12 man should have the combined stats of nearly 10x the player count of generic stat sets.
Yeah, this is a common misunderstanding of how the game works or how it feels to actually be under siege pressure, or you are just unaware because smaller groups don't experience this issue, which is fine. If you are in a larger group of people you almost never want to purge or have someone that can cleanse because this would lead to plaguebreak going off and potentially killing everyone, which isn't as big of a problem in smaller groups, and shouldn't be, which is why I prefer smaller groups. The point is, if you are a larger group on a door, oils has a unique debuff that reduces healing by more than any skill in ESO can, aside from some PvE dungeons that have mechanics that will just disable it, or something like carrying the chaosball for an extender period of time. If you are not purging oils because you also have plague on you, the healing debuff, along with the damage from it and the other siege from 3 coordinated siegers, is 100% enough to push good groups off the door, and it happens very often, if you don't understand how 4 people can rotate 8 different siege extremely easily then just get 3 other friends who you think are competent and watch your own group push 12 people off a door.
I agree to your other points, the whole is greater than the sum of its parts, there are sets introduced that make being in coordinated groups even stronger, that's exactly why coordinated groups SHOULD not be dying to other smaller uncoordinated groups often, as that would make no sense unless the coordinated group was full of just unskilled players. While people may dislike these sets, every single person can wear them, every single person can get in or make a group of their own. This is an MMO, playing with friends is normal, if you want to complain about bigger groups winning because they have coordination and skill, then you can go to BGs, or go to IC, or just go duel. Sure, it sucks being pushed by 12 people who have everything they need in their group, but it used to be 24 and sets like transmutation, PA, etc. still existed. Rallying cry also scales better with the fewer people you have, it still has a unique crit resist that can be given to everyone, but the devs have some interest in doing things that have benefits for smaller groups. Plaguebreak, as mentioned before, is another one of these sets. It just so happens that these sets can also be run by those in groups, but will still always function better against them then on them, if those applying can do it properly. Ballgroups have for the most part completely removed a purger from their group just because of the introduction of this set, but you see smaller groups and singular players with sometimes multiple ways to purge. Sometimes you just have to suck it up and accept that these groups will kill you, but to call them immortal like other people do is silly and loses credibility in any conversation.
Its that with the old handful of viable group sets in pvp, that plateau kept the smallman and 12man groups roughly at the same plateau. Now due to dlc quotas and releases inevitably the group set selection has grown from a handful to a larger selection raising the possible plateau such that you NEED 12 people to hit the plateau.
My point again was that in a dying pop game that keeps cutting server pop in half, it is not going to end well when the plateau stays raised. Yes it was fine that 12 coordinated players could fight the 50-60 man groups and use these sets to even the odds. However the current reality is that a vast majority of the time we are not seeing 50-60 man zergs anymore compared to back in the day. What will happen when zos's new mini seige gamemode reduces player caps to 60 players? The only viable playstyles will be group bomb trolling or sitting in a 12 man. Inevitably smallscale and pug surfing will die out from boredom leaving guild groups to gvg. All it takes then for it to die is when a guild leader getting bored and disbands leaving a power vacuum......leading to one faction losing ......leading to the strongest faction holding the entire map. Which is the exact same way the under50 and nocp campaigns died out as their populations dwindled.
It takes multiple meatbags + oils + negates + aoe dumps all at once to begin to threaten a competitive ball group. If a group scatters to just siege, they're either not doing the ball strat correctly, or they're not a ball group, i.e. smallscale on all DD builds.Artisian0001 wrote: »You didn't respond with substance to anything in what I posted, as per usual.
It takes multiple meatbags + oils + negates + aoe dumps all at once to begin to threaten a competitive ball group. If a group scatters to just siege, they're either not doing the ball strat correctly, or they're not a ball group, i.e. smallscale on all DD builds.Artisian0001 wrote: »You didn't respond with substance to anything in what I posted, as per usual.
The only engagement relevant to the argument is the competitive ball group scenario.
I can push 12 guys off a door by myself if they're bad enough.Artisian0001 wrote: »4 people can push off a coordinated group of 12 if done properly
I can push 12 guys off a door by myself if they're bad enough.Artisian0001 wrote: »4 people can push off a coordinated group of 12 if done properly
4 guys aren't pushing 2021 Dracarys off a door. 40 guys aren't pushing them off.
Who is this mythical 4 man group pushing top tier 12 mans off siege? You?Artisian0001 wrote: »why you always choose to speak so confidently om something you know nothing about is beyond me
Who is this mythical 4 man group pushing top tier 12 mans off siege? You?Artisian0001 wrote: »why you always choose to speak so confidently om something you know nothing about is beyond me
Hey, if someone from Adrestia or whoever wants to admit that their top tier 12 man gets pushed off a ram by 4 guys, I guess I could admit I lost a forum argument.
So this is all just "in theory" and hasn't actually happened, which is why you keep asking your friend to come over and back you up. Yeah I read their post and they just kept talking about Negates which uh, negates your argument that siege is enough. If they are backing up siege with a coordinated bomb, that's just saying you counter ball groups with ball groups (we know).Artisian0001 wrote: »I'm 100% sure @YandereGirlfriend would agree and say the exact same thing I have said and he has played against Adrestia plenty of times. There is no "mythical" 4 man group.
As I said.Artisian0001 wrote: »If so much as 1 other person decided to come in with a negate bomb
Do it.Artisian0001 wrote: »I would be happy to provide a screenshot of a DM between the lead of Adrestia if you want me to ask them the question
So this is all just "in theory" and hasn't actually happened, which is why you keep asking your friend to come over and back you up. Yeah I read their post and they just kept talking about Negates which uh, negates your argument that siege is enough. If they are backing up siege with a coordinated bomb, that's just saying you counter ball groups with ball groups (we know).Artisian0001 wrote: »I'm 100% sure @YandereGirlfriend would agree and say the exact same thing I have said and he has played against Adrestia plenty of times. There is no "mythical" 4 man group.As I said.Artisian0001 wrote: »If so much as 1 other person decided to come in with a negate bombDo it.Artisian0001 wrote: »I would be happy to provide a screenshot of a DM between the lead of Adrestia if you want me to ask them the question
StihlReign wrote: »Small comped groups and experienced tanks don't typically sit directly on Rams in GH. They climb onto the ledge and siege from there. They'll let you burn 3 Rams, by then the door is either open or a few hits with a couple of Ballistas and it's done.
If they're not doing it this way, the group is typically inexperienced, immune to damage or doesn't really care if they get in. We asked the devs to address the ledge, similar to the bridge damage immunity... ~crickets
Artisian0001 wrote: »StihlReign wrote: »Small comped groups and experienced tanks don't typically sit directly on Rams in GH. They climb onto the ledge and siege from there. They'll let you burn 3 Rams, by then the door is either open or a few hits with a couple of Ballistas and it's done.
If they're not doing it this way, the group is typically inexperienced, immune to damage or doesn't really care if they get in. We asked the devs to address the ledge, similar to the bridge damage immunity... ~crickets
You can still be hit with siege from the ledge, this is a moot point. The vast majority of keeps have no spot where you can sit and not be hit by oils while ramming the door.
Artisian0001 wrote: »StihlReign wrote: »Small comped groups and experienced tanks don't typically sit directly on Rams in GH. They climb onto the ledge and siege from there. They'll let you burn 3 Rams, by then the door is either open or a few hits with a couple of Ballistas and it's done.
If they're not doing it this way, the group is typically inexperienced, immune to damage or doesn't really care if they get in. We asked the devs to address the ledge, similar to the bridge damage immunity... ~crickets
You can still be hit with siege from the ledge, this is a moot point. The vast majority of keeps have no spot where you can sit and not be hit by oils while ramming the door.
Maybe someone manages to setup and aim a single oil to hit players at the ledge and another for other ledge which you should still be able to outheal but you definitely cant hit players at the ledge with all 6 oils you can setup around grid.
And as group in voichchat it is also possible to have half your group run into ram only when it rams and stay out the other time.
Oil might still kill solobuilds but not ballgroups in this short time.
I never saw a keep that a ballgroup couldn’t take because maingate was oiled.
MincMincMinc wrote: »I'm sure if seige/oils was the simple answer to ballgroups there wouldn't be so many complaints about ballgroups. Seige is literally a joke now a days. You have your own problems to work on if that is what you or your group is dying to. Seige is telegraphed so easily, movement speed is nearly double what it used to be, players can literally be immune to soft cc 100% uptime. The only oils ever hitting you are ones you or your shot caller choose to stand in.
Really if I was to attribute the complaints to anything it is that zos replaced most play/counterplay core mechanics with set procs over the years. Players have to use item sets to disable core mechanics like roots and snares for example and then just worry about a select few meta gear sets that addons can detect for you. IMO having more play/counterplay mechanics enforced through the core skills or skill system is much healthier for the game than requiring people to go farm niche gear. (this doesn't drive dlc sales though) GvG was much more fun back in the day when groups actually dissected and pulled each other apart with player input. Now its more like a disjointed feeling where sets are entirely driving combat. Even having to rotate coordinate rapids isnt a thing anymore and it is replaced by snow treaders.
Honestly to boil it down further old eso felt more like a fighting game where the items and builds supplemented the actual combat system skill inputs you did. Now eso is more like a trading card game where your skills/inputs supplement your trading card set output.
MincMincMinc wrote: »I'm sure if seige/oils was the simple answer to ballgroups there wouldn't be so many complaints about ballgroups. Seige is literally a joke now a days. You have your own problems to work on if that is what you or your group is dying to. Seige is telegraphed so easily, movement speed is nearly double what it used to be, players can literally be immune to soft cc 100% uptime. The only oils ever hitting you are ones you or your shot caller choose to stand in.
Really if I was to attribute the complaints to anything it is that zos replaced most play/counterplay core mechanics with set procs over the years. Players have to use item sets to disable core mechanics like roots and snares for example and then just worry about a select few meta gear sets that addons can detect for you. IMO having more play/counterplay mechanics enforced through the core skills or skill system is much healthier for the game than requiring people to go farm niche gear. (this doesn't drive dlc sales though) GvG was much more fun back in the day when groups actually dissected and pulled each other apart with player input. Now its more like a disjointed feeling where sets are entirely driving combat. Even having to rotate coordinate rapids isnt a thing anymore and it is replaced by snow treaders.
Honestly to boil it down further old eso felt more like a fighting game where the items and builds supplemented the actual combat system skill inputs you did. Now eso is more like a trading card game where your skills/inputs supplement your trading card set output.
This is correct and a good summary. Ballgroups now shrug off siege. Of course they are usually very mobile in keeps, so oils are useless. Cold fire is very powerful vs pugs, but is almost completely shielded now by ballgroups. Many ballgroups don't bother to take down doors, they let pugs on their or the opposing faction do it, then they run in and start their run-around-the keep game for 45 minutes.
Proc sets ruined the game, even though I use them happily myself. Vengeance was much more like combat circa 2108 before the monstrous proc set inflation, which is why I enjoyed it.
Your graph above was completely correct. Power per added player should be a linear effect, or additive. For example, 12 pugs put together has a power of approximately 12 if they are not coordinated (ie 12x a single player). Ideally, a coordinated group should have an additive power plus a variable. Eg 12+X, X being the factor added by coordination.
Who is this mythical 4 man group pushing top tier 12 mans off siege? You?Artisian0001 wrote: »why you always choose to speak so confidently om something you know nothing about is beyond me
Hey, if someone from Adrestia or whoever wants to admit that their top tier 12 man gets pushed off a ram by 4 guys, I guess I could admit I lost a forum argument.
YandereGirlfriend wrote: »Definitely also want to chime-in that "One does not simply sit in siege..." as a ballgroup.
The debuff from oils is outlandish and it stacks with the number of oils active on a player. As such, it is not uncommon to see a powerful burst heal like Blessing of Restoration CRIT for like 800HP on a target that is sitting on a ram. Vigors, Radiating, etc. are ticking for like 100 per tick, which is basically nonexistent. You add a skilled enemy solo-bomber or a Negate on top of that and it is very easy to die. Anyone saying otherwise is peddling an uninformed take.
It IS very much true though that some factions siege better and some do it worse. This will directly affect your perception as to how "immortal" an enemy ballgroup feels. On PC-NA, for example, DC are absolutely tragic siegers and basically ignore it completely even when an enemy ballgroup shows up. DC, for the most part, also have never heard of this skill named "Negate". That makes them super easy to farm, as they are essentially uncoordinated solo players walking haplessly into obvious bombs.
Contrast that with AD who have quite effective PUG-wranglers that teach them the extremely high value of siege and of fielding Negates. Anyone who ballgroups against AD knows that it is the most difficult faction to fight because you face a huge number of Negates and that siege is the first thing to be deployed as soon as a call-out is made in their zone chat. It is very annoying but it is also very smart because it is BY FAR the best-in-slot tactic to use against ballgroups.
I do think that there is an odd sort of mentality where folk think that they are going to 1vX or bow-gank an enemy ballgroup into submission and then they tilted when that turns out not to be possible. You are simply using the wrong tool for the job. Instead go buy some oils, meatbags, and scattershots and use that at every opportunity. Then subclass Dark Magic and slot Negate and cast it when the ballgroup is under pressure from other siegers. Then tell your friends in zone to do the same.