George Black wrote: » Ball groups are inevitable and all the tactics suggested to fight them become better weapons when used by the ball groups. The solution to enjoyable gameplay is to restrict AoE. AoE with high impact should have high cooldown. If players can mash buttons, without even looking to see if they hit an enemy, then we will keep having this problem.
noaani wrote: » George Black wrote: » Ball groups are inevitable and all the tactics suggested to fight them become better weapons when used by the ball groups. The solution to enjoyable gameplay is to restrict AoE. AoE with high impact should have high cooldown. If players can mash buttons, without even looking to see if they hit an enemy, then we will keep having this problem. A tactic to defeat a ball can only be used as a weapon by a ball if that ball is going up against another ball. I spent a lot of time dealing with them in Archeage. Since most balls are directed by one player, treat them as one player. Send people in on two or three sides to throw in some barriers in the middle of the ball that they can't get past and you win. AoE or not, you win. I've never seen a ball group overcome that as a tactic.
George Black wrote: » The solution to enjoyable gameplay is simple. Restrict AoE. AoE was no meant to be the main choice of actions that it has become in all games now. If you dont get that I dont thing that, I think it's high time people stopped wasting their time responding to your "barrier experience" arguements.
Damokles wrote: » I never heard anybody call zergs a ball group xD But yeah, in most games that works, because they dont have player collision. They can just stack multiple small scale aoe effects in one place and hit most enemies/concentrate fire on specific targets. That could change if Intrepid gives specific classes the ability to block projectiles (like the wall of the tank class). AoC will have player collision, so i would imagine them splitting up in multiple smaller groups: 1. A line of melee classes, that then use their charge/movement skills to close the distance to the enemy (clumping up would hinder then in their movement because of the collision 2. A blob of hardcast ranged classes, that dont depend on movement, but just need to cast for their big spells 3. A mobile ranged flanking force to negate summoned walls/projectile blockers
Okeydoke wrote: » I'm not exactly talking about zergs. I understand how you're relating the two though. Because in some contexts they're kind of the same thing.
George Black wrote: » Can you form organized groups without 1-2 AoE spam gameplay? May you win at every castle siege. If people think that spamming 1-2 AoE abilities: 1)without targeting enemies or friends, based on the function allocated (dd, tank, healer, support) 2)Picking an optimal race that they may not like, just for the few hours in a week that they have to play as an organized group 3)Picking gear set to maximize the benefit of only those 2 aoe abilities, without worrying AT ALL about strengthening other character features since, you know, they are part of a group 4)Staying away from a red circle indicator of enemy dmg and gathering to a green circle of healing 5)Following the leader icon ...is skilled gameplay, they are deluded. Effective tactic? Yes. Skilled gameplay? 100% no. That is why I hope that AoC will restrict AoE, in a manner that a high impact abilities should have high cooldowns. Any person who defends mindless AoE gameplay wants an easy way to win.
Okeydoke wrote: » Well it depends on the game, whether or not an equal number of players not in ball form should be able to kill the players in ball form. Assuming relatively equal skill level of the 2 groups. ESO, generally no way. Other games it very well could be possible. The ball is stronger in some games than others. I think balling up is a valid tactic. I'm not vouching for it to be completely obsolete. Balling up to hit a specific point, the force multiplier that that creates on that point is a valid tactic in my opinion. But at the same time it should be absolutely devastating for every single player in that ball to get hit with aoe at the same time. Like it shouldn't just be something the ball group barely feels and shrugs off. It should very quickly encourage them to spread out. And the risk of it happening should be enough where they dont generally just stay in ball form in the first place. Dynamic combat, changing formations and callouts based on the situation, risk vs reward (the advantage of ball form vs the risks of it), so on and so forth.
Okeydoke wrote: » Well it depends on the game, whether or not an equal number of players not in ball form should be able to kill the players in ball form. Assuming relatively equal skill level of the 2 groups. ESO, generally no way. Other games it very well could be possible. The ball is stronger in some games than others.
I think balling up is a valid tactic. I'm not vouching for it to be completely obsolete. Balling up to hit a specific point, the force multiplier that that creates on that point is a valid tactic in my opinion. But at the same time it should be absolutely devastating for every single player in that ball to get hit with aoe at the same time. Like it shouldn't just be something the ball group barely feels and shrugs off. It should very quickly encourage them to spread out. And the risk of it happening should be enough where they dont generally just stay in ball form in the first place. Dynamic combat, changing formations and callouts based on the situation, risk vs reward (the advantage of ball form vs the risks of it), so on and so forth.