Sounds like what you actually want is smarter pugs..
People waste time taking these pests out and are missing other defenses or attacks.
Or making their life harder at least.
They stress the server in one tiny place far too much, are not using any strategy for taking keeps or fighting the war at Cyrodiil and are quite big annoyance to everyone else.
People waste time taking these pests out and are missing other defenses or attacks.
Ball groups should do battlegrounds actually, not AvA. Please conisder it @ZOS_BrianWheeler
I'm sorry, what? I'm not against groups, whatsoever, even though I play solo most of the time. And not against zergs either. But ball groups. The mechanics of it, endless heals and toxic trolling without doing anything for the game.
You know, it's funny how in the game itself people that actually play Cyrodiil (attacking keeps, defending, scrolls, strategy, battling etc.) HATE ball groups. And I wrote this post on behalf of those players in Cyrodiil, knowing it's futile, but at least to try.
But here, on forums, it's like - shoot the messenger. Alright. Shoot.
Or making their life harder at least.
They stress the server in one tiny place far too much, are not using any strategy for taking keeps or fighting the war at Cyrodiil and are quite big annoyance to everyone else.
People waste time taking these pests out and are missing other defenses or attacks.
Ball groups should do battlegrounds actually, not AvA. Please conisder it @ZOS_BrianWheeler
Greasytengu wrote: »These people are working together and having a good time?!! ZOS nerf this immediately! Fun is not allowed in Cyrodiil!!
Greasytengu wrote: »These people are working together and having a good time?!! ZOS nerf this immediately! Fun is not allowed in Cyrodiil!!
I would assume they can work together and have a good time even if they are not all balled up. For every 10 people that have fun playing in them there are 50-100 people that hate fighting against them.
They stress the server in one tiny place far too much
Greasytengu wrote: »Greasytengu wrote: »These people are working together and having a good time?!! ZOS nerf this immediately! Fun is not allowed in Cyrodiil!!
I would assume they can work together and have a good time even if they are not all balled up. For every 10 people that have fun playing in them there are 50-100 people that hate fighting against them.
how are they going to work together in a group without being near each other? Maybe those 50-100 should learn some teamwork.
Ballgroups are probably as weak as they've been in a long time. Sure the change to group only healing helped us but I haven't seen any group farming a keep the way groups used too. It's pretty much impossible when crown crashes to desktop, then the group member who gets crown doesn't realize they have it at first but manage to transfer it to back up shotcaller only for that person to crash. Now you have a group designed to run a very specific comp trying to survive with out its leader and with 50 "solo" players spamming meteors and knockbacks to lag you to death.
I'm sorry, what? I'm not against groups, whatsoever, even though I play solo most of the time. And not against zergs either. But ball groups. The mechanics of it, endless heals and toxic trolling without doing anything for the game.
You know, it's funny how in the game itself people that actually play Cyrodiil (attacking keeps, defending, scrolls, strategy, battling etc.) HATE ball groups. And I wrote this post on behalf of those players in Cyrodiil, knowing it's futile, but at least to try.
But here, on forums, it's like - shoot the messenger. Alright. Shoot.
How does Zos determine when a group is not doing anything for the game? From what I see here it sounds like any group that an average group cannot kill regardless of their skill level and quality of leadership.
I have yet to find this plague of ball groups.
NeillMcAttack wrote: »I'm sorry, what? I'm not against groups, whatsoever, even though I play solo most of the time. And not against zergs either. But ball groups. The mechanics of it, endless heals and toxic trolling without doing anything for the game.
You know, it's funny how in the game itself people that actually play Cyrodiil (attacking keeps, defending, scrolls, strategy, battling etc.) HATE ball groups. And I wrote this post on behalf of those players in Cyrodiil, knowing it's futile, but at least to try.
But here, on forums, it's like - shoot the messenger. Alright. Shoot.
How does Zos determine when a group is not doing anything for the game? From what I see here it sounds like any group that an average group cannot kill regardless of their skill level and quality of leadership.
I have yet to find this plague of ball groups.
You obviously can’t see the forest from the trees.
Quote from Rich Lambert;
“ However, one foundational issue remains. At some point, we crossed a threshold where most players in PvP were able to cast endless AOE abilities, without ever running out of resources. This is done through player knowledge, builds and group mechanics – resulting in a constant stream of AOEs with many players never using any other type of ability.
This is not what we intended, but part of the fun of Elder Scrolls games is designing a build that has unexpected and powerful results, and we allowed it. However, as this behavior grew more prevalent, we reached a point where casting so many continuous AOE abilities in such a small area started to overwhelm the server process for that area, leading to situations where the "lag meter" spikes and the server becomes unresponsive for a period of time.”
But I know you are aware of this. Until there are solid fixes for the lag, the best solution in the short term should be to limit ballgroups as they are both broken OP, and also the largest cause of performance issues in Cyro.
VaranisArano wrote: »NeillMcAttack wrote: »I'm sorry, what? I'm not against groups, whatsoever, even though I play solo most of the time. And not against zergs either. But ball groups. The mechanics of it, endless heals and toxic trolling without doing anything for the game.
You know, it's funny how in the game itself people that actually play Cyrodiil (attacking keeps, defending, scrolls, strategy, battling etc.) HATE ball groups. And I wrote this post on behalf of those players in Cyrodiil, knowing it's futile, but at least to try.
But here, on forums, it's like - shoot the messenger. Alright. Shoot.
How does Zos determine when a group is not doing anything for the game? From what I see here it sounds like any group that an average group cannot kill regardless of their skill level and quality of leadership.
I have yet to find this plague of ball groups.
You obviously can’t see the forest from the trees.
Quote from Rich Lambert;
“ However, one foundational issue remains. At some point, we crossed a threshold where most players in PvP were able to cast endless AOE abilities, without ever running out of resources. This is done through player knowledge, builds and group mechanics – resulting in a constant stream of AOEs with many players never using any other type of ability.
This is not what we intended, but part of the fun of Elder Scrolls games is designing a build that has unexpected and powerful results, and we allowed it. However, as this behavior grew more prevalent, we reached a point where casting so many continuous AOE abilities in such a small area started to overwhelm the server process for that area, leading to situations where the "lag meter" spikes and the server becomes unresponsive for a period of time.”
But I know you are aware of this. Until there are solid fixes for the lag, the best solution in the short term should be to limit ballgroups as they are both broken OP, and also the largest cause of performance issues in Cyro.
ZOS said that before the Cyrodiil testing. During the testing, ZOS tried everything they could to nerf ball groups and found that nothing made a big difference in performance.
At this point, I don't know what you really do to ban ball groups. Tightly organized groups with set roles and gear are simply the most efficient tactic available for large group combat in Cyrodiil. Do you outlaw using voice comms?
NeillMcAttack wrote: »VaranisArano wrote: »NeillMcAttack wrote: »I'm sorry, what? I'm not against groups, whatsoever, even though I play solo most of the time. And not against zergs either. But ball groups. The mechanics of it, endless heals and toxic trolling without doing anything for the game.
You know, it's funny how in the game itself people that actually play Cyrodiil (attacking keeps, defending, scrolls, strategy, battling etc.) HATE ball groups. And I wrote this post on behalf of those players in Cyrodiil, knowing it's futile, but at least to try.
But here, on forums, it's like - shoot the messenger. Alright. Shoot.
How does Zos determine when a group is not doing anything for the game? From what I see here it sounds like any group that an average group cannot kill regardless of their skill level and quality of leadership.
I have yet to find this plague of ball groups.
You obviously can’t see the forest from the trees.
Quote from Rich Lambert;
“ However, one foundational issue remains. At some point, we crossed a threshold where most players in PvP were able to cast endless AOE abilities, without ever running out of resources. This is done through player knowledge, builds and group mechanics – resulting in a constant stream of AOEs with many players never using any other type of ability.
This is not what we intended, but part of the fun of Elder Scrolls games is designing a build that has unexpected and powerful results, and we allowed it. However, as this behavior grew more prevalent, we reached a point where casting so many continuous AOE abilities in such a small area started to overwhelm the server process for that area, leading to situations where the "lag meter" spikes and the server becomes unresponsive for a period of time.”
But I know you are aware of this. Until there are solid fixes for the lag, the best solution in the short term should be to limit ballgroups as they are both broken OP, and also the largest cause of performance issues in Cyro.
ZOS said that before the Cyrodiil testing. During the testing, ZOS tried everything they could to nerf ball groups and found that nothing made a big difference in performance.
At this point, I don't know what you really do to ban ball groups. Tightly organized groups with set roles and gear are simply the most efficient tactic available for large group combat in Cyrodiil. Do you outlaw using voice comms?
You could further reduce group size to 6, if we agree that the alliance cross healing removal, and reduced group size from 24 to 12 helped get the game playable, at least outside prime time, we need to continue in this direction until we at least have basic functionality during peak hours. This helps balance the insane buffs that are so easy to maintain in 12 man ballstacks. Give a chance to somewhat compete against them in sub-optimized and solo players, help split combat to different areas of the map, and hopefully help performance. At least until we have more appropriate performance fixes. I’m not saying anything needs to be a permanent change.
Until we have a functional and balanced environment in Cyro, it’s popularity is destined to continue in decline.
So Rich said this:
"However, as this behavior grew more prevalent, we reached a point where casting so many continuous AOE abilities in such a small area started to overwhelm the server process for that area, leading to situations where the "lag meter" spikes and the server becomes unresponsive for a period of time.”
but then some claim aoes have nothing to do with performance?!
I don't know where Zos or anyone else found that, but not only is contradicting itself, it simply isn't true.
Every player can feel performance degradation when around these ball groups with infinite sustain and healing.
And fair enough - their way of using abilities is legit, as Rich himself said... but they are wasting resources doing nothing for the game goals, except their own. Most of these guys don't conquer or do anything and couldn't care less about winning the campaign or emp.
NeillMcAttack wrote: »I'm sorry, what? I'm not against groups, whatsoever, even though I play solo most of the time. And not against zergs either. But ball groups. The mechanics of it, endless heals and toxic trolling without doing anything for the game.
You know, it's funny how in the game itself people that actually play Cyrodiil (attacking keeps, defending, scrolls, strategy, battling etc.) HATE ball groups. And I wrote this post on behalf of those players in Cyrodiil, knowing it's futile, but at least to try.
But here, on forums, it's like - shoot the messenger. Alright. Shoot.
How does Zos determine when a group is not doing anything for the game? From what I see here it sounds like any group that an average group cannot kill regardless of their skill level and quality of leadership.
I have yet to find this plague of ball groups.
You obviously can’t see the forest from the trees.
Quote from Rich Lambert;
“ However, one foundational issue remains. At some point, we crossed a threshold where most players in PvP were able to cast endless AOE abilities, without ever running out of resources. This is done through player knowledge, builds and group mechanics – resulting in a constant stream of AOEs with many players never using any other type of ability.
This is not what we intended, but part of the fun of Elder Scrolls games is designing a build that has unexpected and powerful results, and we allowed it. However, as this behavior grew more prevalent, we reached a point where casting so many continuous AOE abilities in such a small area started to overwhelm the server process for that area, leading to situations where the "lag meter" spikes and the server becomes unresponsive for a period of time.”
But I know you are aware of this. Until there are solid fixes for the lag, the best solution in the short term should be to limit ballgroups as they are both broken OP, and also the largest cause of performance issues in Cyro.
NeillMcAttack wrote: »VaranisArano wrote: »NeillMcAttack wrote: »I'm sorry, what? I'm not against groups, whatsoever, even though I play solo most of the time. And not against zergs either. But ball groups. The mechanics of it, endless heals and toxic trolling without doing anything for the game.
You know, it's funny how in the game itself people that actually play Cyrodiil (attacking keeps, defending, scrolls, strategy, battling etc.) HATE ball groups. And I wrote this post on behalf of those players in Cyrodiil, knowing it's futile, but at least to try.
But here, on forums, it's like - shoot the messenger. Alright. Shoot.
How does Zos determine when a group is not doing anything for the game? From what I see here it sounds like any group that an average group cannot kill regardless of their skill level and quality of leadership.
I have yet to find this plague of ball groups.
You obviously can’t see the forest from the trees.
Quote from Rich Lambert;
“ However, one foundational issue remains. At some point, we crossed a threshold where most players in PvP were able to cast endless AOE abilities, without ever running out of resources. This is done through player knowledge, builds and group mechanics – resulting in a constant stream of AOEs with many players never using any other type of ability.
This is not what we intended, but part of the fun of Elder Scrolls games is designing a build that has unexpected and powerful results, and we allowed it. However, as this behavior grew more prevalent, we reached a point where casting so many continuous AOE abilities in such a small area started to overwhelm the server process for that area, leading to situations where the "lag meter" spikes and the server becomes unresponsive for a period of time.”
But I know you are aware of this. Until there are solid fixes for the lag, the best solution in the short term should be to limit ballgroups as they are both broken OP, and also the largest cause of performance issues in Cyro.
ZOS said that before the Cyrodiil testing. During the testing, ZOS tried everything they could to nerf ball groups and found that nothing made a big difference in performance.
At this point, I don't know what you really do to ban ball groups. Tightly organized groups with set roles and gear are simply the most efficient tactic available for large group combat in Cyrodiil. Do you outlaw using voice comms?
You could further reduce group size to 6, if we agree that the alliance cross healing removal, and reduced group size from 24 to 12 helped get the game playable, at least outside prime time, we need to continue in this direction until we at least have basic functionality during peak hours. This helps balance the insane buffs that are so easy to maintain in 12 man ballstacks. Give a chance to somewhat compete against them in sub-optimized and solo players, help split combat to different areas of the map, and hopefully help performance. At least until we have more appropriate performance fixes. I’m not saying anything needs to be a permanent change.
Until we have a functional and balanced environment in Cyro, it’s popularity is destined to continue in decline.
NeillMcAttack wrote: »I'm sorry, what? I'm not against groups, whatsoever, even though I play solo most of the time. And not against zergs either. But ball groups. The mechanics of it, endless heals and toxic trolling without doing anything for the game.
You know, it's funny how in the game itself people that actually play Cyrodiil (attacking keeps, defending, scrolls, strategy, battling etc.) HATE ball groups. And I wrote this post on behalf of those players in Cyrodiil, knowing it's futile, but at least to try.
But here, on forums, it's like - shoot the messenger. Alright. Shoot.
How does Zos determine when a group is not doing anything for the game? From what I see here it sounds like any group that an average group cannot kill regardless of their skill level and quality of leadership.
I have yet to find this plague of ball groups.
You obviously can’t see the forest from the trees.
Quote from Rich Lambert;
“ However, one foundational issue remains. At some point, we crossed a threshold where most players in PvP were able to cast endless AOE abilities, without ever running out of resources. This is done through player knowledge, builds and group mechanics – resulting in a constant stream of AOEs with many players never using any other type of ability.
This is not what we intended, but part of the fun of Elder Scrolls games is designing a build that has unexpected and powerful results, and we allowed it. However, as this behavior grew more prevalent, we reached a point where casting so many continuous AOE abilities in such a small area started to overwhelm the server process for that area, leading to situations where the "lag meter" spikes and the server becomes unresponsive for a period of time.”
But I know you are aware of this. Until there are solid fixes for the lag, the best solution in the short term should be to limit ballgroups as they are both broken OP, and also the largest cause of performance issues in Cyro.
Nothing in here defines a group that contributes nothing to the game which is what OP said defined a ball group.NeillMcAttack wrote: »VaranisArano wrote: »NeillMcAttack wrote: »I'm sorry, what? I'm not against groups, whatsoever, even though I play solo most of the time. And not against zergs either. But ball groups. The mechanics of it, endless heals and toxic trolling without doing anything for the game.
You know, it's funny how in the game itself people that actually play Cyrodiil (attacking keeps, defending, scrolls, strategy, battling etc.) HATE ball groups. And I wrote this post on behalf of those players in Cyrodiil, knowing it's futile, but at least to try.
But here, on forums, it's like - shoot the messenger. Alright. Shoot.
How does Zos determine when a group is not doing anything for the game? From what I see here it sounds like any group that an average group cannot kill regardless of their skill level and quality of leadership.
I have yet to find this plague of ball groups.
You obviously can’t see the forest from the trees.
Quote from Rich Lambert;
“ However, one foundational issue remains. At some point, we crossed a threshold where most players in PvP were able to cast endless AOE abilities, without ever running out of resources. This is done through player knowledge, builds and group mechanics – resulting in a constant stream of AOEs with many players never using any other type of ability.
This is not what we intended, but part of the fun of Elder Scrolls games is designing a build that has unexpected and powerful results, and we allowed it. However, as this behavior grew more prevalent, we reached a point where casting so many continuous AOE abilities in such a small area started to overwhelm the server process for that area, leading to situations where the "lag meter" spikes and the server becomes unresponsive for a period of time.”
But I know you are aware of this. Until there are solid fixes for the lag, the best solution in the short term should be to limit ballgroups as they are both broken OP, and also the largest cause of performance issues in Cyro.
ZOS said that before the Cyrodiil testing. During the testing, ZOS tried everything they could to nerf ball groups and found that nothing made a big difference in performance.
At this point, I don't know what you really do to ban ball groups. Tightly organized groups with set roles and gear are simply the most efficient tactic available for large group combat in Cyrodiil. Do you outlaw using voice comms?
You could further reduce group size to 6, if we agree that the alliance cross healing removal, and reduced group size from 24 to 12 helped get the game playable, at least outside prime time, we need to continue in this direction until we at least have basic functionality during peak hours. This helps balance the insane buffs that are so easy to maintain in 12 man ballstacks. Give a chance to somewhat compete against them in sub-optimized and solo players, help split combat to different areas of the map, and hopefully help performance. At least until we have more appropriate performance fixes. I’m not saying anything needs to be a permanent change.
Until we have a functional and balanced environment in Cyro, it’s popularity is destined to continue in decline.
Zos specifically stated that none of the testings offered a significant reduction to the server performance issue and that would include all the testing with the smaller group size. Zos also made clear they chose to reduce the group size and healing because they liked the behavior changes so this change was not to improve performance.
Rich is wrong. We can't "cast endless AOE abilities, without ever running out of resources." It may seem like it but it's simply not true.
And if that were the case, why did they just buff major intellect?
Most people probably aren't aware but there was a player organized GvG earlier this year we attended. Five ballgroups all fighting at the same time and the game was mostly functional. According to some people here on the forums that shouldn't have been possible. A couple of updates later and we can't even keep 12 people logged in at the same time for the duration of a fight.
But sure, keep blaming the players for the state of the game.
Spamming few designated aoe spells = WORKING TOGETHER.These people are working together
NeillMcAttack wrote: »
[...] but they are wasting resources doing nothing for the game goals, except their own. Most of these guys don't conquer or do anything and couldn't care less about winning the campaign or emp.
Minnesinger wrote: »I have always held high respect for the good ballgoups. Having played in many of them to bust zergs and coordinate risky battles. Today I saw a ball group of decent players and low cp and to my surprise the HoTs and all that stuff made them unkillable. In my previous experience the mixmaxing and the right roles were the key to success let alone the thought of some players put in the group setup. Now it feels the game is quite broken and they made ballgroups strong no matter how much experience or skill they have.