Makes more sense to just use the many counters already available instead of adding an I win button to the game. Ball groups would just use it against you and then people would be back complaining again.
TheEndBringer wrote: »Makes more sense to just use the many counters already available instead of adding an I win button to the game. Ball groups would just use it against you and then people would be back complaining again.
No one said anything about an I win button. The lack of destructible environments make it difficult to counter certain game play. Their ability to stack spam heals and purges make current siege useless against them.
Like it or not, most players don't want to ball up. It shouldn't take a zerg to kill 12 enemies.
And if they want to use such a siege weapon then more power to them but there's a reason why they usually don't use siege. They aren't usually trying to take keeps.
TheEndBringer wrote: »Makes more sense to just use the many counters already available instead of adding an I win button to the game. Ball groups would just use it against you and then people would be back complaining again.
No one said anything about an I win button. The lack of destructible environments make it difficult to counter certain game play. Their ability to stack spam heals and purges make current siege useless against them.
Like it or not, most players don't want to ball up. It shouldn't take a zerg to kill 12 enemies.
And if they want to use such a siege weapon then more power to them but there's a reason why they usually don't use siege. They aren't usually trying to take keeps.
TheEndBringer wrote: »Increasing group size to 24 will also increase ball group size so the issue didn't change
We run two 12 man groups all the time. It really isn't harder to do it that way.
I think a siege weapon with damage multiplier is the way to go. Even better if it isn't cleansible. Ball groups would have to be more mobile and it would give other groups a way to make them uncomfortable without ruining the ball group dynamic.
Grayhost is usually the most even campaign in NA, and I have a feeling its because it is a locked campaign. Locking all campaigns would stop alot of deplorables and their shenanigans. I'm sure its been bought up 1000s of times though so I don't expect it to happen..
Lord_Draevan wrote: »The only way I can think of to reliably get counter ball groups would be to add a siege weapon or ability that insta-kills all players (regardless of blocking/health/gear/CP passives) if X number of players are within a Y radius when the siege or ability goes off. Number of players and radius to be determined by ZOS. That way you can still run in one if you want, but you'll be vulnerable.
Otherwise, the only reliable way to kill a ball group seems to be with another ball group.
I don't think Insta-kill is the answer. More like having a siege with a damage multiplier that increases by the number of players in the AOE radius, similar to how the Inevitable Detonation and Proximity Detonation skills work (+25% more damage for each player hit) would be fair and encourage people to spread out.You aren't too far off with that. When we had 24 man raids that were organized, the ball groups had a run for their money. Not all 24 mans were ball groups and not all ball groups are 24 man raids. They do different things and behave differently. I used to love coming in with a 24-man and killing ball groups. They were sometimes still a challenge because of different ways of fighting between the two, but it was fun when things could go either way. We started going wrong when everything because an "arms race" instead of relying on imagination to come up with new tactics and strategies.
I guess what I'm saying is if you want ball groups to start losing more (at least I think that's what we are talking about), put the 24-man raid back into play. It will give them a challenge again.
24 man groups were the most fun I've ever had in Cyrodiil. And it certainly didn't improve performance to remove them, like they imagined it would. All it did was make group leaders less likely to add unknowns since the cost of adding potentially unskilled players is now much higher and has more impact on success. Every day there are still people complaining in zone chat about not being able to get a group.
Instead of finding ways to make AvAvA more fun, ZOS seems to prefer cutting things out, even when those changes end up having little to no positive impact on performance.
I cant understand why vs normal group you can play sorta normally, with the regular lag. When theres ball group your skills and abilities are literally not working. Not to mention if you manage to survive their walk, u get feared, off balance, immobilized, stunned, rooted multiply times. This shouldn't be treated as a group play, more like exploit
Let's face it. Exploiters will always exist. Mankind has exploited and cheated since the dawn of time. It is foolishness to think it doesn't happen in an MMO. It's human nature. So for someone to mention exploit isn't wrong at all. You can barely gather 10 people in a room for 30 minutes and NOT see someone exploit something to gain an advantage over the rest. It is the worst of humans.I cant understand why vs normal group you can play sorta normally, with the regular lag. When theres ball group your skills and abilities are literally not working. Not to mention if you manage to survive their walk, u get feared, off balance, immobilized, stunned, rooted multiply times. This shouldn't be treated as a group play, more like exploit
I still believe that a global immunity on all CCs would be the way to go. It would not keep you from being CC'ed in the first place, but would give you a fighting chance if you got caught in it and the got out of it. As it is, you stand there and wiggle for about 5 seconds or less if you're squishy. lol
While wiggling might look amusing on screen, your frustration might rise as everyone else giggles.
True, can use pot with 45s cooldown but skills before or after no way. I participated in all tests and so far can say for me current no proc is the most successful lag wisely... Until you meet ballgroup. But as long as this community supports them and give up easily with - we cant stop exploiters, then nothing will change. Lag will stay and all these threads will keep reappear and dissapear.
Also there are sites on internet where ppl are offering emperor title for few hundred euros. Think about who is capable to make you an emperor? I can only suggest ballgroup insiders to be bannable with screenshot
Nope, been already several times in such big fights between the 3 factions, just the normal lag with 50+ stacks on screen with balistas, catapults, oils etc. But i need just 1 ballgroup to make my skillbar freeze. And alot of ppl do support the ballgroups, as long as they making their ap and wining scrolls everythings just fine
Also there are sites on internet where ppl are offering emperor title for few hundred euros. Think about who is capable to make you an emperor? I can only suggest ballgroup insiders to be bannable with screenshot
TheEndBringer wrote: »Nope, been already several times in such big fights between the 3 factions, just the normal lag with 50+ stacks on screen with balistas, catapults, oils etc. But i need just 1 ballgroup to make my skillbar freeze. And alot of ppl do support the ballgroups, as long as they making their ap and wining scrolls everythings just fine
This. It DOES make a difference when a coordinated ball group shows up doing their mass rotation of contact aoe spams. It does affect everyone in the local area.
Izanagi.Xiiib16_ESO wrote: »
Grayhost is usually the most even campaign in NA, and I have a feeling its because it is a locked campaign. Locking all campaigns would stop alot of deplorables and their shenanigans. I'm sure its been bought up 1000s of times though so I don't expect it to happen..
The only effect locking the campaign has is to prevent groups easily swapping over to underpopulated factions for better fights. (oh and prevents the pugs swarming to the overpopulated factions for easy wins but give and take)
Also there are sites on internet where ppl are offering emperor title for few hundred euros. Think about who is capable to make you an emperor? I can only suggest ballgroup insiders to be bannable with screenshot
Emps are made by faction stacks and by people who trade the title on dead campaigns during off-times.
There have been a few responses made regarding my request for global immunity on all CC's whether hard, soft, or from different individuals. I think there might be a misunderstanding about what I mean. I understand what devices are currently available to us in game, ie pots, race against time, etc. Those would all be great if they worked reliably.
Back in 2014, @Brian_Wheeler made a post that perfectly described what I'm talking about. http://tamrieljournal.com/eso-pvp-qa-with-brian-wheeler/ is the link for you to check out. But take a look at this section in particular:
This was the intended functioning of CC's and the planned result of finally breaking free or the timer running out. We all know from playing that fear is completely broken and has been for years. These broken and bugged skills seem to be the ones most frequently used by some players in order to gain an advantage. This is most strongly demonstrated by larger groups that do this repeatedly, which I think was the point to the discussion a page or two back.
To be frank, the CC fest has been going on for some time, but appears to be most often used by some of the ball groups and precipitates most of the kills they get. If as players, we had a global immunity of say 5 seconds, regardless of the source, then it would give the players the experience that Brian talks about here. Basically, we would not have the CC fest here that we currently have, and I suspect a great deal of the problems that a lot of players are experiencing would be alleviated as well. If immunity worked as it was supposed to, we would not be having this conversation. However, we all know that they are not working as they are supposed to work .... I'm pretty sure that most PvP players are aware of that and have experienced it themselves.
Izanagi.Xiiib16_ESO wrote: »There have been a few responses made regarding my request for global immunity on all CC's whether hard, soft, or from different individuals. I think there might be a misunderstanding about what I mean. I understand what devices are currently available to us in game, ie pots, race against time, etc. Those would all be great if they worked reliably.
Back in 2014, @Brian_Wheeler made a post that perfectly described what I'm talking about. http://tamrieljournal.com/eso-pvp-qa-with-brian-wheeler/ is the link for you to check out. But take a look at this section in particular:
This was the intended functioning of CC's and the planned result of finally breaking free or the timer running out. We all know from playing that fear is completely broken and has been for years. These broken and bugged skills seem to be the ones most frequently used by some players in order to gain an advantage. This is most strongly demonstrated by larger groups that do this repeatedly, which I think was the point to the discussion a page or two back.
To be frank, the CC fest has been going on for some time, but appears to be most often used by some of the ball groups and precipitates most of the kills they get. If as players, we had a global immunity of say 5 seconds, regardless of the source, then it would give the players the experience that Brian talks about here. Basically, we would not have the CC fest here that we currently have, and I suspect a great deal of the problems that a lot of players are experiencing would be alleviated as well. If immunity worked as it was supposed to, we would not be having this conversation. However, we all know that they are not working as they are supposed to work .... I'm pretty sure that most PvP players are aware of that and have experienced it themselves.
you have currently a global immunity of more than 5 seconds. What causes the feeling that you don't are bugs such as the ones I mentioned in my post.
As well as that 90% of the time when players 'can't break free' its because they haven't managed their stam correctly and actually don't have enough.
Feel free to provide some examples of what you consider to be broken CC (in video form) to illustrate your point.
Izanagi.Xiiib16_ESO wrote: »There have been a few responses made regarding my request for global immunity on all CC's whether hard, soft, or from different individuals. I think there might be a misunderstanding about what I mean. I understand what devices are currently available to us in game, ie pots, race against time, etc. Those would all be great if they worked reliably.
Back in 2014, @Brian_Wheeler made a post that perfectly described what I'm talking about. http://tamrieljournal.com/eso-pvp-qa-with-brian-wheeler/ is the link for you to check out. But take a look at this section in particular:
This was the intended functioning of CC's and the planned result of finally breaking free or the timer running out. We all know from playing that fear is completely broken and has been for years. These broken and bugged skills seem to be the ones most frequently used by some players in order to gain an advantage. This is most strongly demonstrated by larger groups that do this repeatedly, which I think was the point to the discussion a page or two back.
To be frank, the CC fest has been going on for some time, but appears to be most often used by some of the ball groups and precipitates most of the kills they get. If as players, we had a global immunity of say 5 seconds, regardless of the source, then it would give the players the experience that Brian talks about here. Basically, we would not have the CC fest here that we currently have, and I suspect a great deal of the problems that a lot of players are experiencing would be alleviated as well. If immunity worked as it was supposed to, we would not be having this conversation. However, we all know that they are not working as they are supposed to work .... I'm pretty sure that most PvP players are aware of that and have experienced it themselves.
you have currently a global immunity of more than 5 seconds. What causes the feeling that you don't are bugs such as the ones I mentioned in my post.
As well as that 90% of the time when players 'can't break free' its because they haven't managed their stam correctly and actually don't have enough.
Feel free to provide some examples of what you consider to be broken CC (in video form) to illustrate your point.