NotTaylorSwift wrote: »xylena_lazarow wrote: »
Doesnt even need to be a ballgroup, could be literally just 3 or 4 players with ulti's, synergies and good builds. Just requires coordination and communication... something pugs normally dont have. It's not a bad thing. Just how it is. Not saying that it's your opinion but it's always confusing how in an MMO people are continuously shocked by organised groups rolling through them lol.
OtarTheMad wrote: »Ball groups have a place in Cyrodiil for sure and I wouldn't want them to go away. However, with that being said I am usually one to bail when they show up at a keep... I love PvP and love jumping into fights to learn and get better even after playing as long as I have but dealing with ball groups for someone like me who is typically solo or 2 man group... it's just a pain and not fun.
On the other side, I was part of an organized guild back in the day and it was pretty fun. The difference between even a year or two ago and today is it seems Cyrodiil is filled with more new-ish type players who are just jumping in blind than ever before. Usually, a group or guild takes these people and teaches them, just like groups do in PvE but that seems to be happening less and less.
NotTaylorSwift wrote: »xylena_lazarow wrote: »
Doesnt even need to be a ballgroup, could be literally just 3 or 4 players with ulti's, synergies and good builds. Just requires coordination and communication... something pugs normally dont have. It's not a bad thing. Just how it is.
NotTaylorSwift wrote: »xylena_lazarow wrote: »
Doesnt even need to be a ballgroup, could be literally just 3 or 4 players with ulti's, synergies and good builds. Just requires coordination and communication... something pugs normally dont have. It's not a bad thing. Just how it is.
This, exactly.
I still do not understand what people are calling ball groups since sometimes it seems to mean any group they cannot defeat. I have seen large pug groups (X in chat) that are easily defeated because they are not well organized. However, I expect that a slightly organized pug group would still steamroll over random players that happen to be in the same area.
I would suggest having well-organized groups in Cyrodiil is a good thing just as it is a good thing to have skilled solo players around. There should be some form of competitiveness after all.
xxslam48xxb14_ESO wrote: »What do they actually get out of playing like that? Ap is probably garbage because of how many players are attacking and getting kills while in a zerg is not hard or rewarding. There was certainly a point in time where ball groups were smaller then the zergs they were farming, but now a days they are about the same size.
I am thinking its about power and prestige in truth. They can claim whatever they want, but the reality is they want to be feared and renowned. If we stop calling them "ball groups" as if there is some distinction between them and a common zerg they won't feel special anymore. Just call them zergs, because they are now. The pop cap is low enough that they are just as big as any other zerg. Don't give them respect, call the zerglings, mock their skill level, shame them out of playing in a zerg. Catch any of them outside their groups and they play like pvers. They aren't skilled, they are just pvers doing rotations in a pvp environment. Its only possible because of how unbelievably bad zos is at fixing their game and you all know this to be true. Is zos would finally fix the mechanics they are exploiting they would probably quit because they can't play at all without their zerg.
xxslam48xxb14_ESO wrote: »What do they actually get out of playing like that? Ap is probably garbage because of how many players are attacking and getting kills while in a zerg is not hard or rewarding. There was certainly a point in time where ball groups were smaller then the zergs they were farming, but now a days they are about the same size.
I am thinking its about power and prestige in truth. They can claim whatever they want, but the reality is they want to be feared and renowned. If we stop calling them "ball groups" as if there is some distinction between them and a common zerg they won't feel special anymore. Just call them zergs, because they are now. The pop cap is low enough that they are just as big as any other zerg. Don't give them respect, call the zerglings, mock their skill level, shame them out of playing in a zerg. Catch any of them outside their groups and they play like pvers. They aren't skilled, they are just pvers doing rotations in a pvp environment. Its only possible because of how unbelievably bad zos is at fixing their game and you all know this to be true. Is zos would finally fix the mechanics they are exploiting they would probably quit because they can't play at all without their zerg.
Actually, even the mechanics abuse would be nil if they updated their servers and remove lag. The only thing they exploit to get ahead is lag. Of course you can't defeat ballgroups when your siege fires 30 seconds after they passed the intended area. Or when your abilities don't fly when you need them to. Or when stun/root imunity doesn't wear off when it should. If there was no lag they could spam ults and heals a much as they like. When i used to form dedicated ballgroup hunting parties we had great success when there was minimal or no lag. No amount of discord and addon synchronizing can withstand organised attacks.
Aren't you the ballgroup here? You can blame the zergs all you want, 60v12 stalemates will still create lag and send angry randoms to the forums. It's time for a better large scale meta.Everything you just wrote, are the exact same issues we experience fighting against zergs, without a ball group in sight.
NotTaylorSwift wrote: »xylena_lazarow wrote: »
Doesnt even need to be a ballgroup, could be literally just 3 or 4 players with ulti's, synergies and good builds. Just requires coordination and communication... something pugs normally dont have. It's not a bad thing. Just how it is.
This, exactly.
I still do not understand what people are calling ball groups since sometimes it seems to mean any group they cannot defeat. I have seen large pug groups (X in chat) that are easily defeated because they are not well organized. However, I expect that a slightly organized pug group would still steamroll over random players that happen to be in the same area.
I would suggest having well-organized groups in Cyrodiil is a good thing just as it is a good thing to have skilled solo players around. There should be some form of competitiveness after all.
Yes, the term "Ball Group" seems to have morphed from what it actually means, to any group of 3+ players that roll you. .
This is a never ending topic, pugs complain about ball groups, ball groups claim they are elite pvpers.
I joined 20 other people recently (I think they were all sniping since there was never any chat) on Twitch and watched a ball group.
They were all 36-38k health
The display showed they usually had ~36 buffs (running without a group these days, I might have 6-10)
Of those 36 buffs, there were often 6 or more radiating regens and 6 or more eternal vigors.
So if you do the math, given all the other buffs, that might be 12,000 HPS heals plus 38k HP. This is why the
"disorganized peasants with wooden sticks" never do any damage to these "elite" players.
I vote turn off stacking heals in Pvp. You can have one vigor and one radiating regen-- then I would happily fight these ball groups--
Of course, despite being "elite" if they "only" had one heal each they would probably die immediately and cease to exist or===
They could change their tactics and stop running around the keep walls for hours
neferpitou73 wrote: »This is a never ending topic, pugs complain about ball groups, ball groups claim they are elite pvpers.
I joined 20 other people recently (I think they were all sniping since there was never any chat) on Twitch and watched a ball group.
They were all 36-38k health
The display showed they usually had ~36 buffs (running without a group these days, I might have 6-10)
Of those 36 buffs, there were often 6 or more radiating regens and 6 or more eternal vigors.
So if you do the math, given all the other buffs, that might be 12,000 HPS heals plus 38k HP. This is why the
"disorganized peasants with wooden sticks" never do any damage to these "elite" players.
I vote turn off stacking heals in Pvp. You can have one vigor and one radiating regen-- then I would happily fight these ball groups--
Of course, despite being "elite" if they "only" had one heal each they would probably die immediately and cease to exist or===
They could change their tactics and stop running around the keep walls for hours
Most ball groups run 3-4 healers. For some the regen stacks are there for Maelstrom resto staff magicka recovery
Or the zerg could leave them alone because they just do that to get a good fight/waste their opponents' time while their allies grab other keeps.
If you're fighting something that's designed to beat you in close range, don't fight in it close range
Ball groups are hard to kill because of heal stacking
For example I have a tooltip of 14k hot in 10 seconds from echoing vigor. When we are running in a group of 10 and we all keep echoing vigor up, then everyone gets a 14k hot per second. This makes us nearly immortal, maybe except in heavy siege (our group plays for the map though, we fight for scrolls and keeps but we don't use them for farming).
To balance the power of near immortal pug farming ball groups, maybe hot stacking should be limited/nerfed to, I don't know, 3 instances of the same type of hot.
Ball groups are hard to kill because of heal stacking
For example I have a tooltip of 14k hot in 10 seconds from echoing vigor. When we are running in a group of 10 and we all keep echoing vigor up, then everyone gets a 14k hot per second. This makes us nearly immortal, maybe except in heavy siege (our group plays for the map though, we fight for scrolls and keeps but we don't use them for farming).
To balance the power of near immortal pug farming ball groups, maybe hot stacking should be limited/nerfed to, I don't know, 3 instances of the same type of hot.
and if 10 players spam a Ranged AOE with 5k DMG in the group, the ballgroup gets 50k dmg per second ?
why are they even here then ?, shouldnt they die instantly ?
Ball groups are hard to kill because of heal stacking
For example I have a tooltip of 14k hot in 10 seconds from echoing vigor. When we are running in a group of 10 and we all keep echoing vigor up, then everyone gets a 14k hot per second. This makes us nearly immortal, maybe except in heavy siege (our group plays for the map though, we fight for scrolls and keeps but we don't use them for farming).
To balance the power of near immortal pug farming ball groups, maybe hot stacking should be limited/nerfed to, I don't know, 3 instances of the same type of hot.
ResidentContrarian wrote: »Target purge spam in PvP
Buff Siege or lower effectiveness of siege shield
Problem solved overnight.