DTStormfox wrote: »neferpitou73 wrote: »Instead of seeing another "nerf ball group" thread I'd like to see a "how can I make a better organized group thread?" I think I'll start one.
This isn't a nerf ball group - thread. This is a close the gap between ball groups and casual groups thread by reducing the synergetic power of proc sets - thread. Anyhows, I checked your "how can I make a better organized group thread?" And no surprise, almost all the set items you propose to use are proc sets, and you call them "less important to than people make them out to be (although they are very important..." As such, I think it is safe to assume that you agree with me: proc sets carry ball groups too much.
(Edit typos)
It is clear that the ball groups need a nerf, so they can start to play pvp. The observed faction stacking is just resulting from reduced group size, and the feeling to be more safe from ball groups.
xylena_lazarow wrote: »There are many different complaints and different usages of the term "ball group." The problem I try to express is how stacking cross healing and purge spam benefits organized groups with a comp exponentially more than pugs, allowing even mediocre groups with no chance of actually winning an objective to indefinitely stall fights against pugs, demanding a lag-inducing faction stack to get rid of them.neferpitou73 wrote: »I'm sorry, I'm just don't understand the endgame to these types of complaints.
Sure in theory you can "git gud" and join the sort of group that can land a coordinated bomb on them, so ask yourself, why are players so resistant to do this? And why are the usual solo/pug tools like siege, chain pulls, and AoE ults so ineffective now? DoT siege like Coldfire in particular is trivially countered by a prepared group. That isn't right to me.
neferpitou73 wrote: »Explain to me then why during the no-proc tests ball groups were still dominating, it has absolutely nothing to do with proc sets and everything to do with coordinating (i.e. fighting the alliance war like a war) The most important thing in groups is not the sets but the role distribution and ult composition. The groups that never die are composed of some of the most mechanically skilled pvp players in the game.
neferpitou73 wrote: »I also find the claim that this is not a nerf ball group thread humorous when this is one of the first posts on the thread:It is clear that the ball groups need a nerf, so they can start to play pvp. The observed faction stacking is just resulting from reduced group size, and the feeling to be more safe from ball groups.
neferpitou73 wrote: »I can assure you that my groups do feel siege. The reason we do not die from it is again, coordination. Casual players do not know how to coordinate their siege effectively to chase larger groups away. When we're faced with someone who does know who to do that we struggle unless we have a numbers advantage. I also co-run a counter-siege group that has chased away groups 2-3 times our size because we know where to place our skills and siege.
They've been buffed every single patch, what do you expect? A nerf? LOL
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.
DTStormfox wrote: »
Another strawman. I am not expecting casuals to win easily. And yes, also when you take all sets out of the game, organized groups would still have an advantage. However, that is not the point. The point is: proc sets benefit organized groups way too much. Yesterday evening, for example, a ball group was running around in a keep and they were unkillable. Only when the entire faction stacked on the ball group, they were killed. If it really takes a faction stack to kill a ball group, something is wrong with the balance. I am not blaming the ball groups for this. I blame the imbalance that proc sets created for this.
The problem is when 12 pugs can successfully defend the objective and force the 12 person heal blob off the flags, but then it takes 40 to actually get rid of them because they're just running around the walls in a heal blob. The siege dots and stationary AoE ults like Negate that pugs rely on get hard countered by a group that stacks cross healing and purge spam while staying moving and avoiding objectives.DjinnAeternam wrote: »Why do you see it as "something is wrong" ? Needing 40+ players to kill 12? Doesn't seem that much to me, that's just barely 1:4 ratio on numbers.
xylena_lazarow wrote: »The problem is when 12 pugs can successfully defend the objective and force the 12 person heal blob off the flags, but then it takes 40 to actually get rid of them because they're just running around the walls in a heal blob. The siege dots and stationary AoE ults like Negate that pugs rely on get hard countered by a group that stacks cross healing and purge spam while staying moving and avoiding objectives.DjinnAeternam wrote: »Why do you see it as "something is wrong" ? Needing 40+ players to kill 12? Doesn't seem that much to me, that's just barely 1:4 ratio on numbers.
DTStormfox wrote: »They've been buffed every single patch, what do you expect? A nerf? LOL
A nerf would affect all players equally and not change anything. I expect an intervention to close the gap. One example is to only allow proc sets that proc on the wearer of the set item would be a good start. Either by changing how proc sets work in Cyrodiil PvP or by simply disabling proc sets with group mechanics in Cyrodiil PvP.
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.
YandereGirlfriend wrote: »
The reason why ball groups succeed is because they have leaders, players, and composition designers that know the mechanics of this game inside and out and that subsequently out-optimize (and in most instances out-play) the efforts of types of players.
DTStormfox wrote: »
If ball groups were not (almost) immune to all damage over time (due to overhealing and a lot of purging and cleansing), and not (almost) immune to snares, roots and stun, —made possible because proc sets carry them a lot in resource recovery and such— then maybe siege would work. In practice, however, siege weapons are not a counter-play to any group of any size.
(edit: BB-code correction)
YandereGirlfriend wrote: »
The reason why ball groups succeed is because they have leaders, players, and composition designers that know the mechanics of this game inside and out and that subsequently out-optimize (and in most instances out-play) the efforts of types of players.
Stop! Stay in scope of the title please. Now you talk as if ball groups are the standard. The best players are contributing to the campaign. The ball groups might succeed in a lot of things, only what are their successes?
neferpitou73 wrote: »Do you play in ball groups? Because I can assure you that we are not immune to siege damage nor stuns and do feel it. And it's just willful ignorance to claim otherwise.
neferpitou73 wrote: »The forums seem to think ball groups exploit some magical mechanics or use super-powered sets to cheat their way to top. The reality is they are good because they coordinate their skills, healing and damage that make it hard to take all of them down.
neferpitou73 wrote: »And on top of it some of these groups have very skilled players running them.
neferpitou73 wrote: »How is this not in the scope of the thread? The thread claims that these groups are successful because of sets. Yandere and mine's points are that it's not the sets that are the problem and people need to stop insisting they are.
And how do ball groups not contribute to factions? Ball groups form the backbone of most factions. In No-CP DC has been held up by ball groups for the last 2 years at least. Not all of these groups exist just to farm keeps.
xylena_lazarow wrote: »The problem is when 12 pugs can successfully defend the objective and force the 12 person heal blob off the flags, but then it takes 40 to actually get rid of them because they're just running around the walls in a heal blob. The siege dots and stationary AoE ults like Negate that pugs rely on get hard countered by a group that stacks cross healing and purge spam while staying moving and avoiding objectives.DjinnAeternam wrote: »Why do you see it as "something is wrong" ? Needing 40+ players to kill 12? Doesn't seem that much to me, that's just barely 1:4 ratio on numbers.
neferpitou73 wrote: »The forums seem to think ball groups exploit some magical mechanics or use super-powered sets to cheat their way to top. The reality is they are good because they coordinate their skills, healing and damage that make it hard to take all of them down. And on top of it some of these groups have very skilled players running them.
Marcus_Aurelius wrote: »neferpitou73 wrote: »The forums seem to think ball groups exploit some magical mechanics or use super-powered sets to cheat their way to top. The reality is they are good because they coordinate their skills, healing and damage that make it hard to take all of them down. And on top of it some of these groups have very skilled players running them.
Why then when proc sets were disabled you guys disapperead?
I've seen you the first day wiping sooo easy and then you just disapperead.
Ball groupers are so good but when their beloved proc set do not work they can't cope with the changes and they just stop playing.
DjinnAeternam wrote: »
Not sure to whom you're directing your comments, but i can tell you Nova and at least 2 other good groups continued playing during no-proc.
Here's an example, take a look .
Marcus_Aurelius wrote: ».DjinnAeternam wrote: »
Not sure to whom you're directing your comments, but i can tell you Nova and at least 2 other good groups continued playing during no-proc.
Here's an example, take a look .
I have experience only in fighting AD and DC in Ravenwatch and their ball groups disapperead in the no proc era.
When they tried playing doing their usual routine the wiping was relatively easy.
YandereGirlfriend wrote: »I don't think that anyone is disputing that there are very skilled solo and small-scale players in Cyrodiil.
What ball group players are trying to point out though is that a significant amount of criticism of ball groups receive is rooted in misinformation and an inadequate grasp of core game mechanics (which, to be fair, are not explained to players at all and are only discovered when you intentionally set out to discover them - something that most casual players simply have no interest in doing).
Critical posts are also missing or glossing over sets that disproportionately buff small-scale players. For example, a set such as Arkasis allows a four-player group to drop back-to-back 4x Dawnbreakers (that's EIGHT Dawnbreakers within 2 GCDs!) by synchronizing their potion uses. Due to the underlying mechanics of the set, larger groups cannot wring that much utility out of that set. Critical posts also ignore the devastating impact that a small group of talented magBlade bombers can have against ball groups.
And I still cannot escape reading between the lines of so many posts that distill down to, "Why do highly disciplined PvP veterans playing in an optimized group always wipe loosely coordinated casual players in larger numbers?" The question, in essence, answers itself and it hopefully always will.
ESO is far from being an eSport but changing game mechanics to incentivize "One zerg to rule them all" faction-stacking would make a mockery out of any pretense that the game has for showcasing and rewarding skilled gameplay.
Just an Idea : 💡
If some groups/players are better in organisation and structure than others, would it then not be wise to have a possibility to sign up for casual, balanced or hardcore campaigns? In the guild finder these options already excist. The discussion about proc sets could then be more uplifting and opens doors to balanced fights. I can't forsee many cons.
TheEndBringer wrote: »YandereGirlfriend wrote: »TheEndBringer wrote: »People love procs because they need the free damage to kill, the free sustain to survive, and/or the free resource recovery to stay in the fight.
It's bomber meta right now because your average bomber wasn't good enough to bomb during no proc so now everyone and their mother has to bomb. And now you get the arguments that if you want to defeat bomb and ball groups you have to bomb too.
So by that argument everyone should be a bomber.
Lazy argument is lazy.
People simply enjoy being able to use more than 19 sets in a game with literally hundreds.
You're implying that people are running vastly different builds which, of course, isn't true.
YandereGirlfriend wrote: »TheEndBringer wrote: »YandereGirlfriend wrote: »TheEndBringer wrote: »People love procs because they need the free damage to kill, the free sustain to survive, and/or the free resource recovery to stay in the fight.
It's bomber meta right now because your average bomber wasn't good enough to bomb during no proc so now everyone and their mother has to bomb. And now you get the arguments that if you want to defeat bomb and ball groups you have to bomb too.
So by that argument everyone should be a bomber.
Lazy argument is lazy.
People simply enjoy being able to use more than 19 sets in a game with literally hundreds.
You're implying that people are running vastly different builds which, of course, isn't true.
Another lazy argument that's also false.
If you took a snapshot and instant gear census of a pop-locked Cyrodiil you would find people running TONS of different sets.
Some of those people have no idea what they are doing (e.g. PvE tourists) but between solo, small-scale, and group play, people are wearing all sorts of sets. A single ball group is likely using 25-30+ different sets (inclusive of monster sets, arena weapons, and Mythics) by themselves and different ball groups run different combinations of sets. An there's usually 3-6+ ball groups active in a pop-locked campaign at any given time.
Then you have different set configurations for 1vX'ing, ganking, bombing, brawling, scroll-running, non-group-comp small-scale, group-comp small-scale, etc.
Sure, sets like Balorgh dominate for damage builds and 1vX'ers are gravitating toward sets like Pariah but whatever siloed PvP bubble you live in does not happen to represent PvP build diversity as a whole.
So let's all agree to put this tired meme about the lack of PvP build diversity to bed once and for all.
TheEndBringer wrote: »YandereGirlfriend wrote: »TheEndBringer wrote: »YandereGirlfriend wrote: »TheEndBringer wrote: »People love procs because they need the free damage to kill, the free sustain to survive, and/or the free resource recovery to stay in the fight.
It's bomber meta right now because your average bomber wasn't good enough to bomb during no proc so now everyone and their mother has to bomb. And now you get the arguments that if you want to defeat bomb and ball groups you have to bomb too.
So by that argument everyone should be a bomber.
Lazy argument is lazy.
People simply enjoy being able to use more than 19 sets in a game with literally hundreds.
You're implying that people are running vastly different builds which, of course, isn't true.
Another lazy argument that's also false.
If you took a snapshot and instant gear census of a pop-locked Cyrodiil you would find people running TONS of different sets.
Some of those people have no idea what they are doing (e.g. PvE tourists) but between solo, small-scale, and group play, people are wearing all sorts of sets. A single ball group is likely using 25-30+ different sets (inclusive of monster sets, arena weapons, and Mythics) by themselves and different ball groups run different combinations of sets. An there's usually 3-6+ ball groups active in a pop-locked campaign at any given time.
Then you have different set configurations for 1vX'ing, ganking, bombing, brawling, scroll-running, non-group-comp small-scale, group-comp small-scale, etc.
Sure, sets like Balorgh dominate for damage builds and 1vX'ers are gravitating toward sets like Pariah but whatever siloed PvP bubble you live in does not happen to represent PvP build diversity as a whole.
So let's all agree to put this tired meme about the lack of PvP build diversity to bed once and for all.
Large section of the population are wearing VD and MA.
Those who have access to blackwood are running Sithis with a pen set and damage set.
Stamblades are mostly wearing Pen + NMA because dot builds aren't killing anyone due to the above mentioned bombers who can heal through dots OR brawlers wearing Sithis and can easily shrug it off.
Sorcs and Wolves wearing Engine Guardian.
I can keep going.
Are there outliers? Yes. But most people min max. They find out what performs best and use that, no different than no proc. The real difference between the updates is the bomber groups rampaging across the map. Most people are bombers and bomber groups can own the map unless you give up and run your own bomber group.
Every play style in Cyro right now was viable in no proc. The difference is you had to learn to run it without free damage, armor, and resources.
Greasytengu wrote: »Just an Idea : 💡
If some groups/players are better in organisation and structure than others, would it then not be wise to have a possibility to sign up for casual, balanced or hardcore campaigns? In the guild finder these options already excist. The discussion about proc sets could then be more uplifting and opens doors to balanced fights. I can't forsee many cons.
but how would you keep skilled players from queuing into the casual campaign?