The entire point is teamwork and coordination. A prepared team should feel powerful but its overkill at this point. Zero need for flankers, or a back tank or many other playstyles.
If coordinated groups were so all-powerful and easy, we'd see a lot more of them actually being successful. It's not like the random PUG groups don't have members with Earthgore, Vicious Death, and all the exact same skills unlocked.
You know what would go even farther toward stopping ball groups? Taking alliance skills entirely out of the meta, making it so that PvE players don't need one single thing out of Cyrodiil except for enjoying PvP play. Ball groups are what's recommended to PvE players who need Caltrops or whatever other Alliance skill the current meta says they need. Like every thread on "how do I get this alliance skill when I don't pvp" recommends either BG (which is a mess) or joining a ball group. Fix the need to get alliance skills on PvE characters and you depopularize ball groups by a massive percentage.
This thread is useless cause any ball group have sige shield spamer with purge.
Realy guys, you are talking around without using skills that were made to stop groups:
1.negate
2.caltrops
3.time stop
4.buggy meteor
5.buggy mages guild rune that send your enemies into space
6.permafrost
7.shifting standart with major defile
8.bombard and any roots
9. Immobilising poisons
10. Necro ult
11. This absolutly stupid magsorc combination of overload HA and elegance
12. Aoe stuns like streak
13. Ice wall(zos fix this pls, still op)
In terms of defense you can use:
1. Shuffle
2. RaT
3. Running
Is it enough or..?
Sandman929 wrote: »So strange to see people actively brainstorming ways to stop groups of players from working together to win fights.
InvictusApollo wrote: »If coordinated groups were so all-powerful and easy, we'd see a lot more of them actually being successful. It's not like the random PUG groups don't have members with Earthgore, Vicious Death, and all the exact same skills unlocked.
They lack one vital component that prevents them from effectively challenge a ballgroup. And that is voice communication.
The anti ball group was accidentally fixed months ago. It was when siege was bugged and caused tons of damage, but ZOS fixed that bug. The only bug they've actually fixed. That was a nice week when those heal spamming tower circle runners hid.
This thread is useless cause any ball group have sige shield spamer with purge.
Realy guys, you are talking around without using skills that were made to stop groups:
1.negate
2.caltrops
3.time stop
4.buggy meteor
5.buggy mages guild rune that send your enemies into space
6.permafrost
7.shifting standart with major defile
8.bombard and any roots
9. Immobilising poisons
10. Necro ult
11. This absolutly stupid magsorc combination of overload HA and elegance
12. Aoe stuns like streak
13. Ice wall(zos fix this pls, still op)
In terms of defense you can use:
1. Shuffle
2. RaT
3. Running
Is it enough or..?
You missed 'Forum Tears' from your list.
But...but... I thought that destroying a "rapid monkey" role by nerfing rapids would finally annihilate all ball groups because they wouldn't be able to move and play wothout it! Oh wait...Haha he said Bombard and any roots. I have yet to see a ball group that can be rooted. Lolz lolz lolz. Not sure if he plays now. Are you Russian bot?
can't wait to fight this 24 man LFG zerg that tryharding the map#1 When in a group of over 12, your ultimate regen is reduced by 25% while in Cyrodiil.
I don't recall that at all. What prompted the most recent discussions about that was the across-the-board nerf to mobility with the exception of rapids. No reasonable person was saying that nerfing rapids would kill ball groups -- but rather making the point that nerfing other mobility functions without touching rapids had given ball groups an indirect buff that was felt on the battlefield. Which was true. The most marginal ball groups could escape from situations they could not before; and solo/small group players could not escape from situations they could previously. I think most players concerned about the topic understood the decent groups would adapt.But...but... I thought that destroying a "rapid monkey" role by nerfing rapids would finally annihilate all ball groups because they wouldn't be able to move and play wothout it! Oh wait...
Orly? Well check this thread:I don't recall that at all. What prompted the most recent discussions about that was the across-the-board nerf to mobility with the exception of rapids. No reasonable person was saying that nerfing rapids would kill ball groups.
Orly? Well check this thread:I don't recall that at all. What prompted the most recent discussions about that was the across-the-board nerf to mobility with the exception of rapids. No reasonable person was saying that nerfing rapids would kill ball groups.
https://forums.elderscrollsonline.com/en/discussion/comment/5750390/#Comment_5750390
It's just the one that took me no time to find. There were like 5 more of such kind of discussions and I'm not even gonna mention how many random comments about "rapids and purge bots are unfair, it's what carries ballgroups, remove/nerf these skills so they die!" existed on forum even BEFORE any mobility nerf.
InvictusApollo wrote: »If coordinated groups were so all-powerful and easy, we'd see a lot more of them actually being successful. It's not like the random PUG groups don't have members with Earthgore, Vicious Death, and all the exact same skills unlocked.
They lack one vital component that prevents them from effectively challenge a ballgroup. And that is voice communication.
Stacking on crown and spamming heal, is the absolutely lowest form of skill.
I'm not even gonna mention how many random comments about "rapids and purge bots are unfair, it's what carries ballgroups, remove/nerf these skills so they die!"
Get rid of the automated smart healing system. You will get rid of 75% of the lag. You will finally end ball groups.
Single target heals/ directional heals should be use the most..... large aoe heals should always be extreamily expensive and tactically used.
Get rid of the automated smart healing system. You will get rid of 75% of the lag. You will finally end ball groups.
Single target heals/ directional heals should be use the most..... large aoe heals should always be extreamily expensive and tactically used.
or you can just limit group size to 12..........
InvictusApollo wrote: »Get rid of the automated smart healing system. You will get rid of 75% of the lag. You will finally end ball groups.
Single target heals/ directional heals should be use the most..... large aoe heals should always be extreamily expensive and tactically used.
or you can just limit group size to 12..........
This would only work if aoe healing was targeting only group members. Otherwise ballgroups would sipmply form two or three groups.
InvictusApollo wrote: »Get rid of the automated smart healing system. You will get rid of 75% of the lag. You will finally end ball groups.
Single target heals/ directional heals should be use the most..... large aoe heals should always be extreamily expensive and tactically used.
or you can just limit group size to 12..........
This would only work if aoe healing was targeting only group members. Otherwise ballgroups would sipmply form two or three groups.