YandereGirlfriend wrote: »A faction-stack is the default state of casual players when they enter Cyrodiil. Why? Because it's in their nature.
YandereGirlfriend wrote: »Run around as a solo casual and you're bound to get ganked. Run around in a small casual group and you can't accomplish anything because other small groups or even NPCs will wipe you.
YandereGirlfriend wrote: »Casuals are, by definition, less skilled in PvP than hardcore players.
YandereGirlfriend wrote: »Due to this fact, they require overwhelming numbers to accomplish tasks when pitted against more skilled players. And, check it out, there's nothing actually wrong with that.
YandereGirlfriend wrote: »If I rounded up four random friends to play 5v1 against Kawhi Leonard in basketball, he would still completely destroy us because he is incalculably better at the game than we are, even greatly outnumbered. So what should our response to that loss be? Come up with ways to rig the rules against Kawhi so that we could continue to be mediocre but still possibly win? Or maybe we should try practicing more and improving our own teamwork. The latter is obviously the better idea... for a multitude of reasons.
YandereGirlfriend wrote: »So no, players should seek to elevate themselves rather than tearing others down. The best groups will always be the best groups no matter what the rules are.
Joy_Division wrote: »
It's the nature of the beast. Anything that grants players power, whether it's gear or abilities or CP, is going to favor organized groups because that's the whole point of organization: to optimize things, remove redundancies, cover weaknesses, etc.
So yes, organized groups do benefit more with proc (or any) sets, though I think you severely underestimate how much power a good theorycrafter can squeeze out of the sets available in the game. In truth it's not just the organized ball groups, but those experienced players who can optimize and min-max builds that benefit the most.
Joy_Division wrote: »So what's the alternative? Go back to being allowed to wear 19 sets and thereby deleting the sets, gear, mats, time, money, etc., that we invested in acquiring everything else and trivializing theorycrafting to ensure casual groups can compete better? No thanks. The reason for the competitive disparity is not that these casual groups are playing at a mechanical disadvantage, it's that they are just that, casual. I thus see no need for ZOS to hold their hands any more than the previous dozen of so (failed) attempts to raise the so-called floor / lower the proverbial ceiling. If a casual player or groups wishes to be more competitive, it's on them and it's perfectly possible for them to attain that goal by just getting better.
Crispen_Longbow wrote: »
Now to the proc sets argument. It only takes a couple of bombers, specked with the right proc sets, to take down any group. THERE ISN'T A SINGLE GROUP that can't be taken down by a few well placed bombers. If you are sick of being farmed by ball groups. Stop being casuals and build a few bomber builds. Some groups take more bombers then others but all of them can be taken down.
Make siege damage work like prox det.
I vote both, even Coldfire DoT siege is pathetic against a group prepared for it.DTStormfox wrote: »You mean: The damage increases as more players are in the area of effect? Or do you mean: The damage hits instantly causing a major peak in damage?
Crispen_Longbow wrote: »DTStormfox wrote: »highly organized ball groups have a HUGE advantage over casual players.You just speak the truth and literally everyone knows it
Fixed your quotes for you guys.
Yep, highly organized groups have advantages over casual players. It doesn't matter what zos does that will always be the case.
Now to the proc sets argument. It only takes a couple of bombers, specked with the right proc sets, to take down any group. THERE ISN'T A SINGLE GROUP that can't be taken down by a few well placed bombers. If you are sick of being farmed by ball groups. Stop being casuals and build a few bomber builds. Some groups take more bombers then others but all of them can be taken down.
Sandman929 wrote: »Xbox NA is filling quickly with bombers every night and soon I expect that all players on all factions will be magblades. They are brutal this patch.
Sandman929 wrote: »Xbox NA is filling quickly with bombers every night and soon I expect that all players on all factions will be magblades. They are brutal this patch.
This is the ugly truth, you cant go anywhere on Xbox NA without finding 3+ bombers in stealth waiting around lol Im running around with Blinding Flare during sieges out of fear of a hidden bomb group
Sandman929 wrote: »Sandman929 wrote: »Xbox NA is filling quickly with bombers every night and soon I expect that all players on all factions will be magblades. They are brutal this patch.
This is the ugly truth, you cant go anywhere on Xbox NA without finding 3+ bombers in stealth waiting around lol Im running around with Blinding Flare during sieges out of fear of a hidden bomb group
Group comp should just be 12 bombers.
DTStormfox wrote: »Joy_Division wrote: »
It's the nature of the beast. Anything that grants players power, whether it's gear or abilities or CP, is going to favor organized groups because that's the whole point of organization: to optimize things, remove redundancies, cover weaknesses, etc.
So yes, organized groups do benefit more with proc (or any) sets, though I think you severely underestimate how much power a good theorycrafter can squeeze out of the sets available in the game. In truth it's not just the organized ball groups, but those experienced players who can optimize and min-max builds that benefit the most.
The problem isn't that organized groups benefit from proc sets per se but that they benefit way more from proc sets than casuals. I don't blame them for combining sets to optimize their play. I argue that proc sets carry ball groups to such an extent that they are practically immune to every counterplay. This basically involves an uneven playing ground, unequal opportunity. I would like to point you towards my original post to illustrate that point.
Crispen_Longbow wrote: »DTStormfox wrote: »highly organized ball groups have a HUGE advantage over casual players.You just speak the truth and literally everyone knows it
Fixed your quotes for you guys.
Yep, highly organized groups have advantages over casual players. It doesn't matter what zos does that will always be the case.
Now to the proc sets argument. It only takes a couple of bombers, specked with the right proc sets, to take down any group. THERE ISN'T A SINGLE GROUP that can't be taken down by a few well placed bombers. If you are sick of being farmed by ball groups. Stop being casuals and build a few bomber builds. Some groups take more bombers then others but all of them can be taken down.
Joy_Division wrote: »You argue in vague terms and use hyperbole instead of any examples that show of what you speak.
Joy_Division wrote: »I can give you a dozen studies that prove human memory is utterly unreliable and not to be trusted, especially when it comes to facts.
Joy_Division wrote: »I run in an organized group and I can assure you I do not have infinite sustain. I can also assure you I am not immune to damage or debuffs. It is true that I have support players that help mitigate this, but this is primarily done by them using abilities rather than proc sets. The majority of the spike damage comes from synchronizing ultimates, burst skills like proximity detonation, and harmony synergies, all of which are independent of proc sets. The one set that does have a decisive impact here is vicious death. But that is a singular set and a specific instance, not "proc sets."
Joy_Division wrote: »"Ball groups" and "proc sets" have became a sort of phantom or Bogeyman that are cited for most of the game's problems and are often the target of frustrated players.
Joy_Division wrote: »You do know that in 2014 before ZOS had proc sets people on these forums were complaining about the very same things you are asserting now: no counterplay, they are immune to damage, imbalanced playing field, etc?
Joy_Division wrote: »Organized groups play on a different level not because of proc sets but because they are organized. If you seek to level the playing field so to speak, you ought to better understand exactly what makes an organized group functions as effectively as it does.
Joy_Division wrote: »Because from what you write and argue, you don't. You're just voicing frustrations. And neither do the developers, which is why for every patch of this game, organized groups seem so oppressively regardless of the means and measures the devs seek to "lower the ceiling."
Joy_Division wrote: »So instead or ruining the game and theorycrafting by forcing us to wear 19 sets just so casual players who are not motivated to either play better, adopt their own tactics, or optimize their builds can be more competitive, how about being specific and actually try to identify culprits and problematic gear? You know what ZOs should have done 6 months ago instead of banning 90% of our gear?
Joy_Division wrote: »Regarding group play, there are two proc sets in the game that I do think provide way too much action economy, Vicious Death and Earthgore. Vicious Death is a bit trickier as it probably the only means a solitary player can decisively impact an opposing group. This is something else you argument does not acknowledge, that proc sets can be used by outnumbered and disadvantage players against ball groups. Even the supposedly immune to damage "ball group" players fear this set and adjust their tactics because of it. So removing it is going to create as many problems as doing so attempts to solve.
Joy_Division wrote: »Earthgore is more straightforward. It is, in my opinion, a poorly designed set that does too much to excuse mistakes and even worse has tremendous power: it remove ultimates for one. Neither of which should have ever left the design table and most certainly should not have been combined into one set. It is in short, a crutch. From the day it was introduced, it has always been a staple and equipped by multiple members of organized groups. When there are dozens and dozens of monster sets this particular one is still worn by so many just shows how strong it is.[/quote[
We agree on something then. Earthgore should not have been added to the game.
heng14rwb17_ESO wrote: »BALL GRPS IS NO MATCH FOR BOMBERS !
Tommy_The_Gun wrote: »Agree.
Do you know what is the biggest enemy of "balance" in any multiplayer pvp game (especially mmos) ?
It is Multiplicity.
If you have one thing (like skill or set proc etc), then well, it is all fine.
But what if you multiply it by 12?
Suddenly (on an average build, since sets scale now) Almalexia's Mercy 3K over 3 seconds heal proc for all people within 7 meters becomes 36K. That is 12K health per second (equivalent of 24K health recovery for everyone in a group), if all players in a group have this set.
24K health recovery...
Is Almalexia's Mercy set balanced ? Yes, it is. No one ever said it is OP. But is "group enviroment" balanced ? Definitely not. Ball group behaviour reminds me of something I have seen happening in eso long time ago - multi account cheat (Players were using remote control on PC, so one keyboard & mice was controlling 3 - 4 laptops / pcs). In game it was visible as 3 - 4 players stacked in one place, moving the same way, using same skills in the same time etc. It is illegal, and yet the description sounds familiar, right ? Stacking, using same skills at the same time etc...
Anyway, we all know that ball groups are destroying pvp experience for pretty much everyone else. It is not a mystery. But I am not blaming them. They are just playing using "Most Effective Tactics Available". It is ZOS who made it possible and has done nothing to fix it.
If you would ask me, then I would say that the only way to fix Ball groups is to give all skills & sets in pvp a Pale Order treatment. That is it.
I am gonna leave it here. Peace.
VaranisArano wrote: »I have only been around for a few months but I keep seeing threads talking about proc sets and ball groups as they are the blame for seemingly everything.
Why is this the case?
That's a long and complicated answer.
Cyrodiil was designed for large scale combat between groups of 8 to 24 players, and so when you take PVP guilds who work and move together using voice comms and who build as a unit, those organized raids are extremely powerful and able to defeat much more than their numbers in less organized powers.
The superior organization and cooperation of those PVP guilds allows them to use proc sets that less organized or smaller groups can't use effectively. Consider that some proc sets required group mates to be within a certain radius. PUGs rarely stick that close together, while small scale fighters prefer to be able to fight as individuals. It's really only the organized guilds who systematically build for specialized roles and wear sets that buff, heal, and output extra damage as a group and combine that with focused fire, constant cross healing, and ulti dumps. That makes them very hard to kill and dangerous in a farming situation.
Now, in the past before all the Cyrodiil testing, ZOS called out the organized guilds for creating a situation where groups where able to have infinite sustain and healing, and thus were able to spam AOEs in a way ZOS said the server struggles with. Anecdotally, this is supported by the impressions of some players. So there was a logical reason for the criticisms.
The problem with that is that since then ZOS has tested a number of factors to try to prevent guilds from being able to do that, including AOE cooldowns, no cross-healing, and no proc sets,, and did not find any factor that substantially increased performance. They did drop the group size to 12, but at that time, they said it wasn't going to improve Cyrodiil performance. The result is that ZOS killed a lot of the larger PUG guilds, while many ball group style PVP guilds who already ran about 12 people carried on unscathed.
So where we're at is that:
A. Some players don't like ball groups and feel they are to blame for the bad performance (which ZOS has never proven nor properly addressed if they are) or feel ball groups create very un-fun gameplay (to each their own).
B. Some players really hate proc sets, mostly for competitive reasons, or because they feel like ball groups use proc sets more efficiently than anyone else (which they do, but only because ball groups use almost everything more efficiently than any smaller or less organized group.)
Joy_Division wrote: »Well I can see this is going nowhere. I'm not wasting time with people with thinks I have infinite sustain (when ESO logs show a very different story - 253 heavy attacks made in just a two hour period, for example), that Viscous Death is incapable of killing players in an organized group, and someone who argues stating that the fact that I run in organized groups is irrelevant and then turns around claiming that because they theorycraft on how to optimize groups, their arguments are to be trusted.
Tommy_The_Gun wrote: »Agree.
Do you know what is the biggest enemy of "balance" in any multiplayer pvp game (especially mmos) ?
It is Multiplicity.
If you have one thing (like skill or set proc etc), then well, it is all fine.
But what if you multiply it by 12?
Suddenly (on an average build, since sets scale now) Almalexia's Mercy 3K over 3 seconds heal proc for all people within 7 meters becomes 36K. That is 12K health per second (equivalent of 24K health recovery for everyone in a group), if all players in a group have this set.
24K health recovery...
Is Almalexia's Mercy set balanced ? Yes, it is. No one ever said it is OP. But is "group enviroment" balanced ? Definitely not. Ball group behaviour reminds me of something I have seen happening in eso long time ago - multi account cheat (Players were using remote control on PC, so one keyboard & mice was controlling 3 - 4 laptops / pcs). In game it was visible as 3 - 4 players stacked in one place, moving the same way, using same skills in the same time etc. It is illegal, and yet the description sounds familiar, right ? Stacking, using same skills at the same time etc...
Anyway, we all know that ball groups are destroying pvp experience for pretty much everyone else. It is not a mystery. But I am not blaming them. They are just playing using "Most Effective Tactics Available". It is ZOS who made it possible and has done nothing to fix it.
If you would ask me, then I would say that the only way to fix Ball groups is to give all skills & sets in pvp a Pale Order treatment. That is it.
I am gonna leave it here. Peace.
Crispen_Longbow wrote: »
Now to the proc sets argument. It only takes a couple of bombers, specked with the right proc sets, to take down any group. THERE ISN'T A SINGLE GROUP that can't be taken down by a few well placed bombers. If you are sick of being farmed by ball groups. Stop being casuals and build a few bomber builds. Some groups take more bombers then others but all of them can be taken down.
Not enough people understand what you're saying - My group can go almost all night without wiping, but once bombers catch wind we are around, best believe at some point we are getting wiped - its just how that works.
DTStormfox wrote: »In my opinion, PvP fun has been completely ruined by facilitating ball groups with unlimited resource sustain, complete immunity to all snares and roots, and giving them a huge LAG advantage.
Proc sets need to be removed from PvP. PERIOD. Proc sets give highly organized ball groups a HUGE advantage over casual players.
1. Proc sets allow highly organized ball groups to have unlimited resource sustain, without having to sacrifice Max stats or Damage stats.
2. Proc sets allow highly organized ball groups to time proc sets to proc all at the same time. Causing major damage spikes that casual players cannot achieve and not recover (heal) from.
3. Proc sets allow highly organized ball groups to buff their teammates, as a consequence other ball group teammates do not have to experience diminishing returns for wearing only proc sets.
4. Proc sets allow highly organized ball groups to overheal their teammates (often for free), as a consequence making them literally IMMUNE TO DAMAGE, especially damage over time abilities. Also because they are overhealing all the time, it renders all proc sets that are designed against groups (such as Vicious Death) completely useless. Instead, these ball groups benefit from the fact that they can cause major peaks in damage and utilize Vicious Death against casual players.
5. Proc sets allow highly organized ball groups to cleanse their teammates (often for free), same consequence as point 4.
6. Proc sets allow highly organized ball groups to ignore stuns, roots, snares, and silence. As a consequence, it is impossible to fix ball groups in a point and negating them is literally useless.
I will probably get a lot of negative backlash from this. Well, I don't care. Proc sets ruin the fun for all casual players (which is the majority of PvP players) and only these highly organized ball groups of 12 players "enjoy" this meta. In other words, the majority of players have seen the fun diminish while only a small group of players have more fun now because they can infinitely farm casual players and enjoy (almost) complete immunity to any counter action.
Their biggest weapon is they cause everyone's performance around them to be unplayable while they do whatever they want.
relentless_turnip wrote: »Why can't we just stop heals of the same type stacking and put a ramping cost on purge?
Ballgroups would die pretty fast without these things.
DjinnAeternam wrote: »Imagine wanting to have the same efficiency playing as a casual, than an optimized group (with actual experienced PvP players who spend hundreds of hours perfecting their skills/group play).
DjinnAeternam wrote: »If you recall, even with no procsets, some good groups still had big advantages over casuals, i can agree to some extent that some sets do exacerbate this gap, but nothing near to what you describe.
DjinnAeternam wrote: »If enemy groups use that sets, and you want to be competitive, start to use them also ; If enemy coordinates in a good group and has advantage, why don't you start to do the same? Organize, make builds/setups/tactics, study enemy and learn how to counter them.
DjinnAeternam wrote: »Expecting playing casual vs. organized group and win easily doesn't make any sense. Take out all sets ingame, organized groups will still have advantage over casuals/inexperienced players.