Sandman929 wrote: »You just have to change everything you're doing and then you have a chance to overcome the incredible defensive advantages that ball groups use to stay alive. Sound advice.
Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »You just have to change everything you're doing and then you have a chance to overcome the incredible defensive advantages that ball groups use to stay alive. Sound advice.
Do you not think that having to change builds to counter different objectives in pvp is interesting?
Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »You just have to change everything you're doing and then you have a chance to overcome the incredible defensive advantages that ball groups use to stay alive. Sound advice.
Do you not think that having to change builds to counter different objectives in pvp is interesting?
Like most, I think, I queue into Cyrodiil on a build I want to play and often that isn't a build centered around countering ball groups. Ball groups aren't an objective in Cyrodiil.
As I've said, I have no problem with the offensive strength of coordinated play, my objection is to the defensive strength of certain game mechanics.
But I think I've made my argument too much already to continue going back and forth about it. If these mechanics don't create an unbalanced situation there's really no need to defend them. People protect what they know to be exploitable because they enjoy exploiting it.
Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »You just have to change everything you're doing and then you have a chance to overcome the incredible defensive advantages that ball groups use to stay alive. Sound advice.
Do you not think that having to change builds to counter different objectives in pvp is interesting?
Like most, I think, I queue into Cyrodiil on a build I want to play and often that isn't a build centered around countering ball groups. Ball groups aren't an objective in Cyrodiil.
As I've said, I have no problem with the offensive strength of coordinated play, my objection is to the defensive strength of certain game mechanics.
But I think I've made my argument too much already to continue going back and forth about it. If these mechanics don't create an unbalanced situation there's really no need to defend them. People protect what they know to be exploitable because they enjoy exploiting it.
From my side I'll normally have a couple different setups available if i'm queuing in solo. 1 for general zerg surf / solo and one for more bombing/group based coordinated play. Compare this to when im playing in group, I carry between 3-5 setups.
I don't think encouraging people to expand their normal setups is a bad thing.
Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »You just have to change everything you're doing and then you have a chance to overcome the incredible defensive advantages that ball groups use to stay alive. Sound advice.
Do you not think that having to change builds to counter different objectives in pvp is interesting?
Like most, I think, I queue into Cyrodiil on a build I want to play and often that isn't a build centered around countering ball groups. Ball groups aren't an objective in Cyrodiil.
As I've said, I have no problem with the offensive strength of coordinated play, my objection is to the defensive strength of certain game mechanics.
But I think I've made my argument too much already to continue going back and forth about it. If these mechanics don't create an unbalanced situation there's really no need to defend them. People protect what they know to be exploitable because they enjoy exploiting it.
From my side I'll normally have a couple different setups available if i'm queuing in solo. 1 for general zerg surf / solo and one for more bombing/group based coordinated play. Compare this to when im playing in group, I carry between 3-5 setups.
I don't think encouraging people to expand their normal setups is a bad thing.
It is if it's to counter an imbalance that could/should be addressed. Sometimes queues into campaigns get longer as time passes and expecting people to change characters to counter this defensively imbalanced playstyle requires waiting in a queue.
Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »You just have to change everything you're doing and then you have a chance to overcome the incredible defensive advantages that ball groups use to stay alive. Sound advice.
Do you not think that having to change builds to counter different objectives in pvp is interesting?
Like most, I think, I queue into Cyrodiil on a build I want to play and often that isn't a build centered around countering ball groups. Ball groups aren't an objective in Cyrodiil.
As I've said, I have no problem with the offensive strength of coordinated play, my objection is to the defensive strength of certain game mechanics.
But I think I've made my argument too much already to continue going back and forth about it. If these mechanics don't create an unbalanced situation there's really no need to defend them. People protect what they know to be exploitable because they enjoy exploiting it.
From my side I'll normally have a couple different setups available if i'm queuing in solo. 1 for general zerg surf / solo and one for more bombing/group based coordinated play. Compare this to when im playing in group, I carry between 3-5 setups.
I don't think encouraging people to expand their normal setups is a bad thing.
It is if it's to counter an imbalance that could/should be addressed. Sometimes queues into campaigns get longer as time passes and expecting people to change characters to counter this defensively imbalanced playstyle requires waiting in a queue.
Any character can be used to fight, sure there are some which are more effective but also groups, especially ball groups generally have certain days and times they run so its 'expected' to see them on certain nights.
I'm talking about setups for the same character not character switching above.
Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »You just have to change everything you're doing and then you have a chance to overcome the incredible defensive advantages that ball groups use to stay alive. Sound advice.
Do you not think that having to change builds to counter different objectives in pvp is interesting?
Like most, I think, I queue into Cyrodiil on a build I want to play and often that isn't a build centered around countering ball groups. Ball groups aren't an objective in Cyrodiil.
As I've said, I have no problem with the offensive strength of coordinated play, my objection is to the defensive strength of certain game mechanics.
But I think I've made my argument too much already to continue going back and forth about it. If these mechanics don't create an unbalanced situation there's really no need to defend them. People protect what they know to be exploitable because they enjoy exploiting it.
From my side I'll normally have a couple different setups available if i'm queuing in solo. 1 for general zerg surf / solo and one for more bombing/group based coordinated play. Compare this to when im playing in group, I carry between 3-5 setups.
I don't think encouraging people to expand their normal setups is a bad thing.
It is if it's to counter an imbalance that could/should be addressed. Sometimes queues into campaigns get longer as time passes and expecting people to change characters to counter this defensively imbalanced playstyle requires waiting in a queue.
Any character can be used to fight, sure there are some which are more effective but also groups, especially ball groups generally have certain days and times they run so its 'expected' to see them on certain nights.
I'm talking about setups for the same character not character switching above.
But you keep insisting that it's on the rest of the community to change what they're doing, and in doing so I think you're being disingenuous about the imbalance created by stacked healing and group purging.
If the rest of the community doesn't change what they're doing to address the imbalance, the imbalance is too great to be overcome by anything besides luck (server lag).
IMO that is too great an imbalance to continue.
Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »You just have to change everything you're doing and then you have a chance to overcome the incredible defensive advantages that ball groups use to stay alive. Sound advice.
Do you not think that having to change builds to counter different objectives in pvp is interesting?
Like most, I think, I queue into Cyrodiil on a build I want to play and often that isn't a build centered around countering ball groups. Ball groups aren't an objective in Cyrodiil.
As I've said, I have no problem with the offensive strength of coordinated play, my objection is to the defensive strength of certain game mechanics.
But I think I've made my argument too much already to continue going back and forth about it. If these mechanics don't create an unbalanced situation there's really no need to defend them. People protect what they know to be exploitable because they enjoy exploiting it.
From my side I'll normally have a couple different setups available if i'm queuing in solo. 1 for general zerg surf / solo and one for more bombing/group based coordinated play. Compare this to when im playing in group, I carry between 3-5 setups.
I don't think encouraging people to expand their normal setups is a bad thing.
It is if it's to counter an imbalance that could/should be addressed. Sometimes queues into campaigns get longer as time passes and expecting people to change characters to counter this defensively imbalanced playstyle requires waiting in a queue.
Any character can be used to fight, sure there are some which are more effective but also groups, especially ball groups generally have certain days and times they run so its 'expected' to see them on certain nights.
I'm talking about setups for the same character not character switching above.
But you keep insisting that it's on the rest of the community to change what they're doing, and in doing so I think you're being disingenuous about the imbalance created by stacked healing and group purging.
If the rest of the community doesn't change what they're doing to address the imbalance, the imbalance is too great to be overcome by anything besides luck (server lag).
IMO that is too great an imbalance to continue.
I'm not insisting that anyone changes what they do. I'm simply saying that those insisting that groups are changed but aren't willing to change anything they do are more of an issue imo
Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »You just have to change everything you're doing and then you have a chance to overcome the incredible defensive advantages that ball groups use to stay alive. Sound advice.
Do you not think that having to change builds to counter different objectives in pvp is interesting?
Like most, I think, I queue into Cyrodiil on a build I want to play and often that isn't a build centered around countering ball groups. Ball groups aren't an objective in Cyrodiil.
As I've said, I have no problem with the offensive strength of coordinated play, my objection is to the defensive strength of certain game mechanics.
But I think I've made my argument too much already to continue going back and forth about it. If these mechanics don't create an unbalanced situation there's really no need to defend them. People protect what they know to be exploitable because they enjoy exploiting it.
From my side I'll normally have a couple different setups available if i'm queuing in solo. 1 for general zerg surf / solo and one for more bombing/group based coordinated play. Compare this to when im playing in group, I carry between 3-5 setups.
I don't think encouraging people to expand their normal setups is a bad thing.
It is if it's to counter an imbalance that could/should be addressed. Sometimes queues into campaigns get longer as time passes and expecting people to change characters to counter this defensively imbalanced playstyle requires waiting in a queue.
Any character can be used to fight, sure there are some which are more effective but also groups, especially ball groups generally have certain days and times they run so its 'expected' to see them on certain nights.
I'm talking about setups for the same character not character switching above.
But you keep insisting that it's on the rest of the community to change what they're doing, and in doing so I think you're being disingenuous about the imbalance created by stacked healing and group purging.
If the rest of the community doesn't change what they're doing to address the imbalance, the imbalance is too great to be overcome by anything besides luck (server lag).
IMO that is too great an imbalance to continue.
I'm not insisting that anyone changes what they do. I'm simply saying that those insisting that groups are changed but aren't willing to change anything they do are more of an issue imo
I don't insist that groups change, I would like certain mechanics that I believe lead to an imbalance to change. Of course, that will force groups to change. I don't expect any player to stop using what's strongest in any playstyle, but that doesn't mean an imbalance should be preserved.
Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »You just have to change everything you're doing and then you have a chance to overcome the incredible defensive advantages that ball groups use to stay alive. Sound advice.
Do you not think that having to change builds to counter different objectives in pvp is interesting?
Like most, I think, I queue into Cyrodiil on a build I want to play and often that isn't a build centered around countering ball groups. Ball groups aren't an objective in Cyrodiil.
As I've said, I have no problem with the offensive strength of coordinated play, my objection is to the defensive strength of certain game mechanics.
But I think I've made my argument too much already to continue going back and forth about it. If these mechanics don't create an unbalanced situation there's really no need to defend them. People protect what they know to be exploitable because they enjoy exploiting it.
From my side I'll normally have a couple different setups available if i'm queuing in solo. 1 for general zerg surf / solo and one for more bombing/group based coordinated play. Compare this to when im playing in group, I carry between 3-5 setups.
I don't think encouraging people to expand their normal setups is a bad thing.
It is if it's to counter an imbalance that could/should be addressed. Sometimes queues into campaigns get longer as time passes and expecting people to change characters to counter this defensively imbalanced playstyle requires waiting in a queue.
Any character can be used to fight, sure there are some which are more effective but also groups, especially ball groups generally have certain days and times they run so its 'expected' to see them on certain nights.
I'm talking about setups for the same character not character switching above.
But you keep insisting that it's on the rest of the community to change what they're doing, and in doing so I think you're being disingenuous about the imbalance created by stacked healing and group purging.
If the rest of the community doesn't change what they're doing to address the imbalance, the imbalance is too great to be overcome by anything besides luck (server lag).
IMO that is too great an imbalance to continue.
I'm not insisting that anyone changes what they do. I'm simply saying that those insisting that groups are changed but aren't willing to change anything they do are more of an issue imo
I don't insist that groups change, I would like certain mechanics that I believe lead to an imbalance to change. Of course, that will force groups to change. I don't expect any player to stop using what's strongest in any playstyle, but that doesn't mean an imbalance should be preserved.
As zos has said either be in a ball group or don't pvp.
Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »You just have to change everything you're doing and then you have a chance to overcome the incredible defensive advantages that ball groups use to stay alive. Sound advice.
Do you not think that having to change builds to counter different objectives in pvp is interesting?
Like most, I think, I queue into Cyrodiil on a build I want to play and often that isn't a build centered around countering ball groups. Ball groups aren't an objective in Cyrodiil.
As I've said, I have no problem with the offensive strength of coordinated play, my objection is to the defensive strength of certain game mechanics.
But I think I've made my argument too much already to continue going back and forth about it. If these mechanics don't create an unbalanced situation there's really no need to defend them. People protect what they know to be exploitable because they enjoy exploiting it.
From my side I'll normally have a couple different setups available if i'm queuing in solo. 1 for general zerg surf / solo and one for more bombing/group based coordinated play. Compare this to when im playing in group, I carry between 3-5 setups.
I don't think encouraging people to expand their normal setups is a bad thing.
It is if it's to counter an imbalance that could/should be addressed. Sometimes queues into campaigns get longer as time passes and expecting people to change characters to counter this defensively imbalanced playstyle requires waiting in a queue.
Any character can be used to fight, sure there are some which are more effective but also groups, especially ball groups generally have certain days and times they run so its 'expected' to see them on certain nights.
I'm talking about setups for the same character not character switching above.
But you keep insisting that it's on the rest of the community to change what they're doing, and in doing so I think you're being disingenuous about the imbalance created by stacked healing and group purging.
If the rest of the community doesn't change what they're doing to address the imbalance, the imbalance is too great to be overcome by anything besides luck (server lag).
IMO that is too great an imbalance to continue.
JingoJango046 wrote: »I find that ball groups are counterable with the right gameplay so long as the lag or any other issues are not present. There are tactics like those previously mentioned that can and do work, such as proxy det or chaining. But, as is, its extremely difficult to do when skills or bar swaps often dont work.
Its too easy to blame the ball groups, we can see they cause the lag, we all know when you go near them you cant mount for ages, you often cant use skills etc etc. But they dont make the game, they play the game. The design of the ball groups is obviously extremely effective and well done to those that lead them.
While the game is the way it is, facing ball groups will remain difficult. Lets see what the latest proc set tests brings us and applaud eso for at least trying to do something to make the game better for us all. It was wonderful in RW on EU recently btw, no ball groups so no horrendous lag.
FangOfTheTwoMoons wrote: »Unfortunately it's just not realistically possible to "nerf" them.
I will agree that they are the reason performance is as bad as it gets. When you have a few ball groups running around the server just goes to crap. It's obvious their behavior is what causes performance issues.
FantasticFreddie wrote: »And you simply cannot, and should not erase the incentive for team work, organization and communication from the game.
FantasticFreddie wrote: »I do not find the performance to be significantly worse when in a ballgroup vrs in a small group or alone.
And you simply cannot, and should not erase the incentive for team work, organization and communication from the game.
NotTaylorSwift wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »You just have to change everything you're doing and then you have a chance to overcome the incredible defensive advantages that ball groups use to stay alive. Sound advice.
Do you not think that having to change builds to counter different objectives in pvp is interesting?
Like most, I think, I queue into Cyrodiil on a build I want to play and often that isn't a build centered around countering ball groups. Ball groups aren't an objective in Cyrodiil.
As I've said, I have no problem with the offensive strength of coordinated play, my objection is to the defensive strength of certain game mechanics.
But I think I've made my argument too much already to continue going back and forth about it. If these mechanics don't create an unbalanced situation there's really no need to defend them. People protect what they know to be exploitable because they enjoy exploiting it.
From my side I'll normally have a couple different setups available if i'm queuing in solo. 1 for general zerg surf / solo and one for more bombing/group based coordinated play. Compare this to when im playing in group, I carry between 3-5 setups.
I don't think encouraging people to expand their normal setups is a bad thing.
It is if it's to counter an imbalance that could/should be addressed. Sometimes queues into campaigns get longer as time passes and expecting people to change characters to counter this defensively imbalanced playstyle requires waiting in a queue.
Any character can be used to fight, sure there are some which are more effective but also groups, especially ball groups generally have certain days and times they run so its 'expected' to see them on certain nights.
I'm talking about setups for the same character not character switching above.
But you keep insisting that it's on the rest of the community to change what they're doing, and in doing so I think you're being disingenuous about the imbalance created by stacked healing and group purging.
If the rest of the community doesn't change what they're doing to address the imbalance, the imbalance is too great to be overcome by anything besides luck (server lag).
IMO that is too great an imbalance to continue.
I think it was izanagi that said earlier in this thread (I’m not 100% sure) that zos should encourage players to learn and get better at the game rather than keep making it easier for them. Ball groups have been around since the start of the game and people still don’t know how to slot ranged detos and negates. Players flock to the keep with their single target zerg surf builds and just get farmed over and over whilst not being able to do anything because they aren’t using the correct skills or gear.
It’s imbalanced because you have a group of coordinated players using voice and synergised roles/sets vs unorganised pugs that don’t know which skills to use because they aren’t being encouraged to learn the game. Even if u nerfed heal stacking and group purging, ball groups would still have an advantage.
NotTaylorSwift wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »Izanagi.Xiiib16_ESO wrote: »Sandman929 wrote: »You just have to change everything you're doing and then you have a chance to overcome the incredible defensive advantages that ball groups use to stay alive. Sound advice.
Do you not think that having to change builds to counter different objectives in pvp is interesting?
Like most, I think, I queue into Cyrodiil on a build I want to play and often that isn't a build centered around countering ball groups. Ball groups aren't an objective in Cyrodiil.
As I've said, I have no problem with the offensive strength of coordinated play, my objection is to the defensive strength of certain game mechanics.
But I think I've made my argument too much already to continue going back and forth about it. If these mechanics don't create an unbalanced situation there's really no need to defend them. People protect what they know to be exploitable because they enjoy exploiting it.
From my side I'll normally have a couple different setups available if i'm queuing in solo. 1 for general zerg surf / solo and one for more bombing/group based coordinated play. Compare this to when im playing in group, I carry between 3-5 setups.
I don't think encouraging people to expand their normal setups is a bad thing.
It is if it's to counter an imbalance that could/should be addressed. Sometimes queues into campaigns get longer as time passes and expecting people to change characters to counter this defensively imbalanced playstyle requires waiting in a queue.
Any character can be used to fight, sure there are some which are more effective but also groups, especially ball groups generally have certain days and times they run so its 'expected' to see them on certain nights.
I'm talking about setups for the same character not character switching above.
But you keep insisting that it's on the rest of the community to change what they're doing, and in doing so I think you're being disingenuous about the imbalance created by stacked healing and group purging.
If the rest of the community doesn't change what they're doing to address the imbalance, the imbalance is too great to be overcome by anything besides luck (server lag).
IMO that is too great an imbalance to continue.
I think it was izanagi that said earlier in this thread (I’m not 100% sure) that zos should encourage players to learn and get better at the game rather than keep making it easier for them. Ball groups have been around since the start of the game and people still don’t know how to slot ranged detos and negates. Players flock to the keep with their single target zerg surf builds and just get farmed over and over whilst not being able to do anything because they aren’t using the correct skills or gear.
It’s imbalanced because you have a group of coordinated players using voice and synergised roles/sets vs unorganised pugs that don’t know which skills to use because they aren’t being encouraged to learn the game. Even if u nerfed heal stacking and group purging, ball groups would still have an advantage.
Izanagi.Xiiib16_ESO wrote: »For me the argument seems to be coming down to: should players have to adapt their build or playstyle to counter some other players.
Honestly for me that has always been one of the key aspects of PvP. It's what makes a game were there are so many sets and combat styles available fun.
I think that expecting to just sit 100% of the time in a Xv1 zergsurf build and never have to deal with anything challenging would be a sad waste of the games potential.
It would be like expecting to do hard mode trials with everyone in a maelstrom arena one bar heavy attack build.
Izanagi.Xiiib16_ESO wrote: »For me the argument seems to be coming down to: should players have to adapt their build or playstyle to counter some other players.
Honestly for me that has always been one of the key aspects of PvP. It's what makes a game were there are so many sets and combat styles available fun.
I think that expecting to just sit 100% of the time in a Xv1 zergsurf build and never have to deal with anything challenging would be a sad waste of the games potential.
It would be like expecting to do hard mode trials with everyone in a maelstrom arena one bar heavy attack build.
Yet again just because something has a counter does not make it balanced. If they remove every source of detection from the game and make aoe's not pull nbs out of stealth and the only way to pull them out was via detect pots would it be balanced? No, but by your way of thinking simply because it can be countered by using detect pots means it's perfectly balanced. I think zaan's should have infinite range, after all so long as it can be purged it should be balanced. I think that Snipe should be buffed 100 fold because so long as you can dodge, it's countered and therefore balanced.
You are correct it is sad that people want to never deal with the challenges of not having constant purges and stacking heals.
There’s been some great suggestions in regards to eliminating heal stacking and cool downs on purge and I’d even be for disabling proxy det and vd for groups, but even if they did that an organized group will always have an advantage. No amount of nerfing is ever going to change that.
Even if they do remove heal stacking and purge cool downs gotta remember that it will also apply to everyone else so you could end up hurting yourself even more.
The biggest problem I see with ball groups isn’t really with them it’s the people they kill. They always chase them wasting all their resources and not keeping their buffs and heals up. Then the ball group turns around and kills them. They follow the same pattern back and forth. Instead of moving 5 feet to the side and keeping their buffs up, they try to run away and get trampled over and over. I don’t think the game should be adjusted for people not willing to learn the basics. Just my opinion as a solo.