Mr_Gallows wrote: »Massive regens, heal stacking and ultimate timing. It's just bad. Damage needs to be massive to compete with the regens and healing.
First get regens under control. Diminishing returns until a hard cap at 2k.
Then get heal stacking under control.
Finally balance damage
Mr_Gallows wrote: »Massive regens, heal stacking and ultimate timing. It's just bad. Damage needs to be massive to compete with the regens and healing.
First get regens under control. Diminishing returns until a hard cap at 2k.
Then get heal stacking under control.
Finally balance damage
Oh wow this is a long thread. I made it all the way to page eight before I skipped to the end. Clearly, ball groups are contentious! That said, the only real problem that I personally have with ball groups, is when they get into a keep that has been flipped and then proceed to run everybody up and down the keep until they rage quit.
I feel like I should have a choice on whether or not I want to fight a ball group. And I agree with the sentiment that if you don't want to fight a ball group don't fight them it's as simple as that. If they want to go and take a farm, so be it. They can have the farm. But when the ball group holds up dozens of players who are now trapped in a keep trying to keep the ball group from taking it once they leave, it slows down gameplay.
I contend, and maybe this is simply not possible which is why I haven't seen it mentioned, that we just impose a massive debuff on enemy players inside of a flipped keep. If the keep is flipped, and the doors are buttoned up the timer starts. At the end of 10 minutes, or whatever is deemed fair, the opposite team gets a massive debuff to whomever is inside the keep walls. It needs to be big. Large enough so that smaller groups can take out these ball groups without having to dedicate half of your war effort to dissolving a ball group inside of a keep that is keeping you from using transitus.
All arguments about lag aside, I can't imagine that ZOS intended for an enemy party of 10 to hold a keep for hours and hours from a dedicated group of 20 players after the keep has been flipped. You're then left with the options to either walk away and let a small group of enemies soldiers take down your factions transitus, or you devote entirely too many players trying to dissolve these 9 or 10 tightly coordinated people.
I can tell you from experience that it is no fun having 20 team members chasing a 10-person ball group up and down the inside of a keep that isn't even showing under attack anymore just to keep them from taking your transitus out and knocking out reinforcements to the front. A small group of people should not wield that kind of power in a keep that has already been flipped.
I anyway, just a little bit of input from a long-term ESO player. I don't know if ball groups affect lag or not, I'll leave that to the people who have studied it. But from the point of view of at least a small group of regular players Ball groups inside of a keep need to stop.
Ah, so when those 3rd floor goofs, don't take the Keep, only run around, it's definitely griefing. Thanks for clearing that up.
But when the ball group holds up dozens of players who are now trapped in a keep trying to keep the ball group from taking it once they leave, it slows down gameplay.
All arguments about lag aside, I can't imagine that ZOS intended for an enemy party of 10 to hold a keep for hours and hours from a dedicated group of 20 players after the keep has been flipped. You're then left with the options to either walk away and let a small group of enemies soldiers take down your factions transitus, or you devote entirely too many players trying to dissolve these 9 or 10 tightly coordinated people.
I can tell you from experience that it is no fun having 20 team members chasing a 10-person ball group up and down the inside of a keep that isn't even showing under attack anymore just to keep them from taking your transitus out and knocking out reinforcements to the front. A small group of people should not wield that kind of power in a keep that has already been flipped.
I anyway, just a little bit of input from a long-term ESO player. I don't know if ball groups affect lag or not, I'll leave that to the people who have studied it. But from the point of view of at least a small group of regular players Ball groups inside of a keep need to stop.
Ah, so when those 3rd floor goofs, don't take the Keep, only run around, it's definitely griefing. Thanks for clearing that up.
No disrespect, but I think you missed the point. I have no problem with groups taking keeps. I have no problem with groups trying to hold onto a keep if it is assisting map play (for example, holding Glade so that others can get Warden for a possible scroll capture ). But groups who take keeps and then let them flip back so that they can "farm" pugs upstairs is not healthy for Cyrodiil in its current state.
As I said, I am 100% a hypocrite because I used to engage in this playstyle. And I know it can be fun to repeatedly wipe pug groups over and over. The whole take on 2 to 3 times our numbers thing. But even saying that, pugs never stood a chance against us. The only times we would usually wipe was when another guild group joined those pugs. People would complain to us. Even good players about how we were killing the population. And they were right.
I prefer map play and my new guild now. In general, when we engage the enemy there is a purpose behind it other than "farming." And it is much more satisfying, for me, at least.
Ah, so when those 3rd floor goofs, don't take the Keep, only run around, it's definitely griefing. Thanks for clearing that up.
I do not know if it is the same, but when my guild group was part of taking a keep recently another group came in right after we captured the flags and started running around the top level of the keep (not wall). My group's leader called us together and we took them out. There were only six of us, about half the size of the group we encountered. I suppose a group of random players might have some trouble with this as they would not be organized but that would be expected in a group PvP situation.
TequilaFire wrote: »This horse is beyond petrified.
At what point does running around the 3rd floor of a Keep go from just clowning around to griefing?
Soul_Demon wrote: »TequilaFire wrote: »This horse is beyond petrified.
I disagree......the suggestion to impose a de buff for groups inside a keep that is an enemy keep that's not flagged is a good one.
Soul_Demon wrote: »TequilaFire wrote: »This horse is beyond petrified.
I disagree......the suggestion to impose a de buff for groups inside a keep that is an enemy keep that's not flagged is a good one.
They already have this mechanic in place for scroll temples: 100k environmental damage. Wouldn't be hard to modify it to apply inside keeps. OTOH, some of the biggest defensive ticks I've ever gotten were from the dispersion of these troll groups.
Izanagi.Xiiib16_ESO wrote: »Soul_Demon wrote: »TequilaFire wrote: »This horse is beyond petrified.
I disagree......the suggestion to impose a de buff for groups inside a keep that is an enemy keep that's not flagged is a good one.
They already have this mechanic in place for scroll temples: 100k environmental damage. Wouldn't be hard to modify it to apply inside keeps. OTOH, some of the biggest defensive ticks I've ever gotten were from the dispersion of these troll groups.
If you implemented instadeath inside keeps whenever it went unflagged would you also modify the rules for what constitutes a keep to unflag? Or would players be able to win every fight simply by repairing the doors whilst groups tried to flip the keep?
Soul_Demon wrote: »TequilaFire wrote: »This horse is beyond petrified.
I disagree......the suggestion to impose a de buff for groups inside a keep that is an enemy keep that's not flagged is a good one.
They already have this mechanic in place for scroll temples: 100k environmental damage. Wouldn't be hard to modify it to apply inside keeps. OTOH, some of the biggest defensive ticks I've ever gotten were from the dispersion of these troll groups.
Soul_Demon wrote: »TequilaFire wrote: »This horse is beyond petrified.
I disagree......the suggestion to impose a de buff for groups inside a keep that is an enemy keep that's not flagged is a good one.
Ah, so when those 3rd floor goofs, don't take the Keep, only run around, it's definitely griefing. Thanks for clearing that up.
Lol nope, playing pvp in a pvp server is not griefing. I think people have just gotten so used to taking empty keeps and avoiding pvp that when they finally encounter it they don’t know what to do and call it griefing or ask for nerfs.
Ah, so when those 3rd floor goofs, don't take the Keep, only run around, it's definitely griefing. Thanks for clearing that up.
Lol nope, playing pvp in a pvp server is not griefing. I think people have just gotten so used to taking empty keeps and avoiding pvp that when they finally encounter it they don’t know what to do and call it griefing or ask for nerfs.
Guess you play in a ball, problem is you cant play the objective until everyone leaves but you Los for a long time. If this entertains you idgaf, I've done it a few time and in a full ball I would honestly prefer to go toss off but ea h to their ow, some people require less stimulus. If you're not paying the objective (the keep) you should lose it. Running around is not playing the objective.