Major_Mangle wrote: »Bring back Azureblight by allowing the explosion to scale in PvP environments again. Good ballgroups knew how to deal with the set while the mediocre ones exposed themselves by running some mega anti "Azureblight" propaganda campaign here on the forums.
DarkStrifeYT wrote: »If you don't know Ball groups are usually hard to kill or unkillable unless certain conditions are met and there were sets and abilities that helped against large groups but due to armor and mitigation makes them unkillable. They also bring in a ton of lag. We aren't nerfing the ball group but I'd suggest we buff things below.
Magicka Detonation and its morphs: New effect, Ignores player spell resistances and player damage shield. Both morphs will have it. This was the old anti large group abilities that I rarely see used outside a few builds. Inevitable detatonation allowed it to be done safely at a distance and when purged would let it go off regardless. However spell resistances and damage shields have made this ability and the morphs useless. Having it specifically ignore player resistances would heavily make it so ball groups will have said member either split or take massive if not lethal damage. Proximity detonation will also have its damage increased by a bit.
pleaugebreak: Should have damage increased back to its original but have a much shorter aoe ranged. This will again providing its use for anti ball group, having a smaller aoe on it would also make it so that way it does infact punish tightly stacked players instead. Maybe short it to 1-2m?
Both of these must be uncapped on players.
Buffing the ability or set can help mitigate ball groups or even force members to split off. This will by no.means make ball groups horrible either for those who use it but will have to play smarter. Ballgroups have always existed but sets and ability nerfs gave no counter play, so instead of nerfing lets actually buff the others. Especially having magicka detonation ignore resistances will give all classes and builds an ability a chance. Also bringing back the older pleaugebreak damage but making its range smaller will keep its niche use.
My goal isnt to punish gameplay types to non-existence here but to help counter some of the more powerful types. Especially since ive been around since 2015.
What do you all think?
Major_Mangle wrote: »Bring back Azureblight by allowing the explosion to scale in PvP environments again. Good ballgroups knew how to deal with the set while the mediocre ones exposed themselves by running some mega anti "Azureblight" propaganda campaign here on the forums.
BXR_Lonestar wrote: »DarkStrifeYT wrote: »If you don't know Ball groups are usually hard to kill or unkillable unless certain conditions are met and there were sets and abilities that helped against large groups but due to armor and mitigation makes them unkillable. They also bring in a ton of lag. We aren't nerfing the ball group but I'd suggest we buff things below.
Magicka Detonation and its morphs: New effect, Ignores player spell resistances and player damage shield. Both morphs will have it. This was the old anti large group abilities that I rarely see used outside a few builds. Inevitable detatonation allowed it to be done safely at a distance and when purged would let it go off regardless. However spell resistances and damage shields have made this ability and the morphs useless. Having it specifically ignore player resistances would heavily make it so ball groups will have said member either split or take massive if not lethal damage. Proximity detonation will also have its damage increased by a bit.
pleaugebreak: Should have damage increased back to its original but have a much shorter aoe ranged. This will again providing its use for anti ball group, having a smaller aoe on it would also make it so that way it does infact punish tightly stacked players instead. Maybe short it to 1-2m?
Both of these must be uncapped on players.
Buffing the ability or set can help mitigate ball groups or even force members to split off. This will by no.means make ball groups horrible either for those who use it but will have to play smarter. Ballgroups have always existed but sets and ability nerfs gave no counter play, so instead of nerfing lets actually buff the others. Especially having magicka detonation ignore resistances will give all classes and builds an ability a chance. Also bringing back the older pleaugebreak damage but making its range smaller will keep its niche use.
My goal isnt to punish gameplay types to non-existence here but to help counter some of the more powerful types. Especially since ive been around since 2015.
What do you all think?
Do you not understand that any time they come out with a set that is designed to destroy ballgroups, those sets simply make ballgroups stronger because ballgroups will use those sets in coordination with other sets, abilities, and tactics to maximize damage against other groups, including other non-ballgroups? That is pretty much how it works.
Exhibit A? Vicious Death. The bomber's set. It was intended to help blow up big groups of players who are stacked tightly. Guess what set almost EVERY ballgroup damage role uses? Vicious death.
That said, people need to accept that ballgroups aren't the problem and they aren't going anywhere. Ballgroups are the answer to zergs. Without ballgroups (and the occasional bomb), the only thing left in PVP would be zerging.
Major_Mangle wrote: »Bring back Azureblight by allowing the explosion to scale in PvP environments again. Good ballgroups knew how to deal with the set while the mediocre ones exposed themselves by running some mega anti "Azureblight" propaganda campaign here on the forums.
The funny part is this: did anyone outside of ball groups even die to Azureblight even once?
Maybe a lvl 10.
DarkStrifeYT wrote: »If you don't know Ball groups are usually hard to kill or unkillable unless certain conditions are met and there were sets and abilities that helped against large groups but due to armor and mitigation makes them unkillable. They also bring in a ton of lag. We aren't nerfing the ball group but I'd suggest we buff things below.
Magicka Detonation and its morphs: New effect, Ignores player spell resistances and player damage shield. Both morphs will have it. This was the old anti large group abilities that I rarely see used outside a few builds. Inevitable detatonation allowed it to be done safely at a distance and when purged would let it go off regardless. However spell resistances and damage shields have made this ability and the morphs useless. Having it specifically ignore player resistances would heavily make it so ball groups will have said member either split or take massive if not lethal damage. Proximity detonation will also have its damage increased by a bit.
pleaugebreak: Should have damage increased back to its original but have a much shorter aoe ranged. This will again providing its use for anti ball group, having a smaller aoe on it would also make it so that way it does infact punish tightly stacked players instead. Maybe short it to 1-2m?
Both of these must be uncapped on players.
Buffing the ability or set can help mitigate ball groups or even force members to split off. This will by no.means make ball groups horrible either for those who use it but will have to play smarter. Ballgroups have always existed but sets and ability nerfs gave no counter play, so instead of nerfing lets actually buff the others. Especially having magicka detonation ignore resistances will give all classes and builds an ability a chance. Also bringing back the older pleaugebreak damage but making its range smaller will keep its niche use.
My goal isnt to punish gameplay types to non-existence here but to help counter some of the more powerful types. Especially since ive been around since 2015.
What do you all think?
CatoUnchained wrote: »Major_Mangle wrote: »Bring back Azureblight by allowing the explosion to scale in PvP environments again. Good ballgroups knew how to deal with the set while the mediocre ones exposed themselves by running some mega anti "Azureblight" propaganda campaign here on the forums.
The funny part is this: did anyone outside of ball groups even die to Azureblight even once?
Maybe a lvl 10.
Yes, Azurblight used to work pretty good against ball groups. Then ZOS nerfed it and made it a worthless set for some reason.
moderatelyfatman wrote: »Major_Mangle wrote: »Bring back Azureblight by allowing the explosion to scale in PvP environments again. Good ballgroups knew how to deal with the set while the mediocre ones exposed themselves by running some mega anti "Azureblight" propaganda campaign here on the forums.
Not sure Azureblight will fix things but I'm actually ok with 'good' ballgroups existing.
Ballgroups are like gankers: when they are rare and restricted to only the top players being successful, then it adds to the game. But when it becomes a refuge for mediocre players, then it needs to go.
El_Borracho wrote: »there should be a counter to the second example that makes HOT and shield spamming a liability
El_Borracho wrote: »there should be a counter to the second example that makes HOT and shield spamming a liability
Or no counter and severely limit the stacking/spamming instead and increase performance as to boot. Two birds, one stone.