NotTaylorSwift wrote: »neferpitou73 wrote: »Thecompton73 wrote: »VaranisArano wrote: »TheEndBringer wrote: »VaranisArano wrote: »TheEndBringer wrote: »VaranisArano wrote: »VaranisArano wrote: »VaranisArano wrote: »The very concept of ball groups is outdated.
Or...
Ball groups are so dominant in low-pop PVP that it's actively unfun for everyone not in a ball group.
Come on, pick one.
I hate to be the one to break it to you but the original pop cap of 1800 isn't still a thing. Your options literally aren't exclusive so not quite sure what you're talking about. But if you consider max pop to be low pop I can see your confusion.
Again :My argument was that the concept that made them necessary early on when proxy was created is now outdated as happens when this thing called "time" passes and changes are made. When the actual population cap in cyrodiil was 1800, you had massive zergs. Ball groups were made to largely counter those big zergs. And when you have massive numbers ball groups were fine and still didn't have a crazy impact because of the total population size. As population dropped and dropped to the current max cap of 240 total, they power difference simply went up and up. Hypothetically if the pop cap was reduced even further to 40 people, would you still argue that they aren't OP?
The current population cap is absolutely "low pop" compared to what we had even a few years ago. The lower the population gets, the more dominant ball groups get because it's harder and harder to counter them with a faction stack. Drop that to 40, and you can kiss any plans of breaking a properly built, trained 12-player Ball group goodbye.
But you can't go claiming something is dominant and outdated in the same breath.
Organized groups don't purely exist to counter zergs. In fact, it's pretty obvious that current ball groups exist to farm objectives, zergs, hordes of unorganized players for AP. They do that really, really well right now. Ball groups are still dominating the campaigns because they are the opposite of outdated. They are more dominant now because there are less semi-organized players around to oppose them.
Are they outdated?
Or are they overpowered?
Pick one.
(I prefer to run in a "Ball group" style guild. We're overpowered. We're absolutely not "outdated" when you consider that our playstyle has only gotten more powerful as the population gets smaller. The concept of "play in an organized group in voice comms" doesn't become outdated just because our enemies have gotten less powerful/numerous.)
I see the confusion. What I meant was that the concept that made ball groups necessary, massive zergs of 100+ people is no longer valid and is "outdated". The concept that made them necessary not the actual ball group unto itself. They have continued to get more powerful comparatively with the overall pop reduction even if you discount buffs to sets/skills and because the premise of their necessity (and their necessary power) is obsolete they should be looked at. Basically what was once a large fish in a big ocean is now a large fish in a small pond, the fish didn't change size but comparatively it is now much more significant.
See, I have to disagree about the premise of their necessity and necessary power.
The premise is to win. To dominate larger groups of players, capture objectives, and make loads of AP.
Ball groups are still hands down the most effective method of doing so, which is why the zergs have died and ball groups haven't. The premise of a ball group is evergreen: play in a tightly coordinated, trained group to win over all the less coordinated groups.
They do get looked at by ZOS periodically, but it's kinda hard to nerf the power of teamwork in an AvAvA game originally designed for teams of 8 to 24 players. (It absolutely does not help that ZOS keeps developing sets that only a team of tightly coordinated players can benefit from.)
Zergs haven't died because of ball groups. They've died because population is lower than it's ever been. Faction stacks are a sad vestige of their former selves.
The current way to kill a ball group is to overwhelm them because they take advantage of poor balance. In the past, the only way to eject a troll ball group was with overwhelming forces. Because there are no longer enough players to do so oftentimes, that's another thing ball groups don't have to worry about.
From a ball group's perspective, spending 30 minutes running up and down the stairs at Sej is fun. For everyone else? It's boring at best and infuriating at worst. A ball group needs other players to fight so maybe driving them offline isn't the wisest strategy. It's also funny how ball groups usually end up fighting non ball groups all across the map rather than engage one another.
Yeah, I agree the zergs died largely due to low pop and bad performance.
I don't think it's strange that ball groups don't fight ball groups when there's a lot more AP to be made now fighting everyone else. Ball group vs ball group fights tend to be a long stalemate where there's really not a lot of AP to be made, especially in the open field.
There are guilds that fight other guilds, but those are typically the faction focused guilds who fight at objectives rather than running the top floors at back keeps or the Sej stairs.
And while I understand your point about "hey, ball groups, in the longterm, maybe don't drive players away with boring gameplay", but I don't expect it to appeal to anyone who's in or runs a ball group. In the short-term, this is what their guild mates like to do. This is why they play PVP. It's a choice between having fun now in their preferred way vs maybe having a healthier PVP population a few years down the line (when that guild or those players maybe moved on). Guild leaders are going to prioritize what's best for their guild now.
It's real easy to tell someone else to play differently for "the greater good." It should come as no surprise when ball group guilds don't listen to people who aren't in their guild.
Frankly, the only way we get healthier PVP gameplay and population is for ZOS to fix the performance issues so they can raise the population cap. If they can't do that, then Cyrodiil is going to die whether the ball groups listen to you or not.
I'm not telling anyone to play differently but the fact is most (not all) will follow the weakest groups around the map for, as you said, easy AP. There point is, if 99% of the population doesn't find that playstyle enjoyable but they're constantly having to spend ridiculous amounts of time chasing the 1% around and getting picked on by 12 players cheesing the system, then maybe the 99% needs and actual tool for fighting them.
Importantly not a tool the ball groups themselves will use.
24 good players shouldn't take 20 minutes to eject a 12 man group only surviving due to min maxing and indestructible obstacles.
Hey, if you figure out that tool, let ZOS know!
A set that does AOE healing absorption that scales up to a high number when it hits 12. Ball groups just ulti-dump and AOE spam to overwhelm healing anyway so shutting off pugs healing for 3-4 seconds wouldn't make much difference, but hit a ball group with 20K healing absorption and at least a couple will drop each time before the OP heals kick back in.
Speaking of misguided suggestions...
I thought the last year would've taught people what happens when you try to fix gameplay issues with sets.
Yeah sure a couple of the ball group members will drop along with the entirety of the zerg they were attacking (and contrary to popular believe a sufficiently larger zerg or one with talented players can sustain through a burst, with this there is literally no way to resist a burst). No to mention if the effect is only a few seconds ball groups can just stack damage shields, something a zerg can't do.
also to this plaguebreak only made ballgroups NEED to build tankier or take even more heal power to heal through the negative effects. Sieging keeps is a pain but with the damage reduction cps and other forms of mitigation plus building more toward defense and heals. ballgroups are just tankier than before. Idk why people come on these forums to make suggestions when they just backfire. And they move on to complain about the thing they asked for...
And again we are back to the same topic:
Random Pugs with no coordination
VS
Optimized Groups with:
- Optimized group setup untill last glyph/every skill is there for a reson
- way way better game knowlage then avg. zerg when it comes to builds/game machanics
- Dedicated roles for all 12
- voice chat
- Years of pratice together
- analysing raids every time to push for perfection. (logs/videos)
- just higher skill lvl then avg zerg
guess who wins ?
and then the same ppl come to the forum and complain....."I feel like people keep missing the point, I never said that ball groups shouldn't be good just HOW good they should be. Just reread my OP again I guess I don't feel like rewording it all." I'll just keep quoting myself ad nauseam.
[snip]
xylena_lazarow wrote: »
Dragging out a fight without attempting to win the objective is "stalling." Disorganized zergs have few healing effects on any given individual, so no, the stacking nerfs being discussed in this thread would not nerf pugs.NotTaylorSwift wrote: »Have you thought about the consequences of nerfing this ‘heal-stalling’ on zergs?
xylena_lazarow wrote: »Dragging out a fight without attempting to win the objective is "stalling." Disorganized zergs have few healing effects on any given individual, so no, the stacking nerfs being discussed in this thread would not nerf pugs.NotTaylorSwift wrote: »Have you thought about the consequences of nerfing this ‘heal-stalling’ on zergs?
neferpitou73 wrote: »Thecompton73 wrote: »VaranisArano wrote: »TheEndBringer wrote: »VaranisArano wrote: »TheEndBringer wrote: »VaranisArano wrote: »VaranisArano wrote: »VaranisArano wrote: »The very concept of ball groups is outdated.
Or...
Ball groups are so dominant in low-pop PVP that it's actively unfun for everyone not in a ball group.
Come on, pick one.
I hate to be the one to break it to you but the original pop cap of 1800 isn't still a thing. Your options literally aren't exclusive so not quite sure what you're talking about. But if you consider max pop to be low pop I can see your confusion.
Again :My argument was that the concept that made them necessary early on when proxy was created is now outdated as happens when this thing called "time" passes and changes are made. When the actual population cap in cyrodiil was 1800, you had massive zergs. Ball groups were made to largely counter those big zergs. And when you have massive numbers ball groups were fine and still didn't have a crazy impact because of the total population size. As population dropped and dropped to the current max cap of 240 total, they power difference simply went up and up. Hypothetically if the pop cap was reduced even further to 40 people, would you still argue that they aren't OP?
The current population cap is absolutely "low pop" compared to what we had even a few years ago. The lower the population gets, the more dominant ball groups get because it's harder and harder to counter them with a faction stack. Drop that to 40, and you can kiss any plans of breaking a properly built, trained 12-player Ball group goodbye.
But you can't go claiming something is dominant and outdated in the same breath.
Organized groups don't purely exist to counter zergs. In fact, it's pretty obvious that current ball groups exist to farm objectives, zergs, hordes of unorganized players for AP. They do that really, really well right now. Ball groups are still dominating the campaigns because they are the opposite of outdated. They are more dominant now because there are less semi-organized players around to oppose them.
Are they outdated?
Or are they overpowered?
Pick one.
(I prefer to run in a "Ball group" style guild. We're overpowered. We're absolutely not "outdated" when you consider that our playstyle has only gotten more powerful as the population gets smaller. The concept of "play in an organized group in voice comms" doesn't become outdated just because our enemies have gotten less powerful/numerous.)
I see the confusion. What I meant was that the concept that made ball groups necessary, massive zergs of 100+ people is no longer valid and is "outdated". The concept that made them necessary not the actual ball group unto itself. They have continued to get more powerful comparatively with the overall pop reduction even if you discount buffs to sets/skills and because the premise of their necessity (and their necessary power) is obsolete they should be looked at. Basically what was once a large fish in a big ocean is now a large fish in a small pond, the fish didn't change size but comparatively it is now much more significant.
See, I have to disagree about the premise of their necessity and necessary power.
The premise is to win. To dominate larger groups of players, capture objectives, and make loads of AP.
Ball groups are still hands down the most effective method of doing so, which is why the zergs have died and ball groups haven't. The premise of a ball group is evergreen: play in a tightly coordinated, trained group to win over all the less coordinated groups.
They do get looked at by ZOS periodically, but it's kinda hard to nerf the power of teamwork in an AvAvA game originally designed for teams of 8 to 24 players. (It absolutely does not help that ZOS keeps developing sets that only a team of tightly coordinated players can benefit from.)
Zergs haven't died because of ball groups. They've died because population is lower than it's ever been. Faction stacks are a sad vestige of their former selves.
The current way to kill a ball group is to overwhelm them because they take advantage of poor balance. In the past, the only way to eject a troll ball group was with overwhelming forces. Because there are no longer enough players to do so oftentimes, that's another thing ball groups don't have to worry about.
From a ball group's perspective, spending 30 minutes running up and down the stairs at Sej is fun. For everyone else? It's boring at best and infuriating at worst. A ball group needs other players to fight so maybe driving them offline isn't the wisest strategy. It's also funny how ball groups usually end up fighting non ball groups all across the map rather than engage one another.
Yeah, I agree the zergs died largely due to low pop and bad performance.
I don't think it's strange that ball groups don't fight ball groups when there's a lot more AP to be made now fighting everyone else. Ball group vs ball group fights tend to be a long stalemate where there's really not a lot of AP to be made, especially in the open field.
There are guilds that fight other guilds, but those are typically the faction focused guilds who fight at objectives rather than running the top floors at back keeps or the Sej stairs.
And while I understand your point about "hey, ball groups, in the longterm, maybe don't drive players away with boring gameplay", but I don't expect it to appeal to anyone who's in or runs a ball group. In the short-term, this is what their guild mates like to do. This is why they play PVP. It's a choice between having fun now in their preferred way vs maybe having a healthier PVP population a few years down the line (when that guild or those players maybe moved on). Guild leaders are going to prioritize what's best for their guild now.
It's real easy to tell someone else to play differently for "the greater good." It should come as no surprise when ball group guilds don't listen to people who aren't in their guild.
Frankly, the only way we get healthier PVP gameplay and population is for ZOS to fix the performance issues so they can raise the population cap. If they can't do that, then Cyrodiil is going to die whether the ball groups listen to you or not.
I'm not telling anyone to play differently but the fact is most (not all) will follow the weakest groups around the map for, as you said, easy AP. There point is, if 99% of the population doesn't find that playstyle enjoyable but they're constantly having to spend ridiculous amounts of time chasing the 1% around and getting picked on by 12 players cheesing the system, then maybe the 99% needs and actual tool for fighting them.
Importantly not a tool the ball groups themselves will use.
24 good players shouldn't take 20 minutes to eject a 12 man group only surviving due to min maxing and indestructible obstacles.
Hey, if you figure out that tool, let ZOS know!
A set that does AOE healing absorption that scales up to a high number when it hits 12. Ball groups just ulti-dump and AOE spam to overwhelm healing anyway so shutting off pugs healing for 3-4 seconds wouldn't make much difference, but hit a ball group with 20K healing absorption and at least a couple will drop each time before the OP heals kick back in.
Speaking of misguided suggestions...
I thought the last year would've taught people what happens when you try to fix gameplay issues with sets.
Yeah sure a couple of the ball group members will drop along with the entirety of the zerg they were attacking (and contrary to popular believe a sufficiently larger zerg or one with talented players can sustain through a burst, with this there is literally no way to resist a burst). No to mention if the effect is only a few seconds ball groups can just stack damage shields, something a zerg can't do.
Thecompton73 wrote: »neferpitou73 wrote: »Thecompton73 wrote: »VaranisArano wrote: »TheEndBringer wrote: »VaranisArano wrote: »TheEndBringer wrote: »VaranisArano wrote: »VaranisArano wrote: »VaranisArano wrote: »The very concept of ball groups is outdated.
Or...
Ball groups are so dominant in low-pop PVP that it's actively unfun for everyone not in a ball group.
Come on, pick one.
I hate to be the one to break it to you but the original pop cap of 1800 isn't still a thing. Your options literally aren't exclusive so not quite sure what you're talking about. But if you consider max pop to be low pop I can see your confusion.
Again :My argument was that the concept that made them necessary early on when proxy was created is now outdated as happens when this thing called "time" passes and changes are made. When the actual population cap in cyrodiil was 1800, you had massive zergs. Ball groups were made to largely counter those big zergs. And when you have massive numbers ball groups were fine and still didn't have a crazy impact because of the total population size. As population dropped and dropped to the current max cap of 240 total, they power difference simply went up and up. Hypothetically if the pop cap was reduced even further to 40 people, would you still argue that they aren't OP?
The current population cap is absolutely "low pop" compared to what we had even a few years ago. The lower the population gets, the more dominant ball groups get because it's harder and harder to counter them with a faction stack. Drop that to 40, and you can kiss any plans of breaking a properly built, trained 12-player Ball group goodbye.
But you can't go claiming something is dominant and outdated in the same breath.
Organized groups don't purely exist to counter zergs. In fact, it's pretty obvious that current ball groups exist to farm objectives, zergs, hordes of unorganized players for AP. They do that really, really well right now. Ball groups are still dominating the campaigns because they are the opposite of outdated. They are more dominant now because there are less semi-organized players around to oppose them.
Are they outdated?
Or are they overpowered?
Pick one.
(I prefer to run in a "Ball group" style guild. We're overpowered. We're absolutely not "outdated" when you consider that our playstyle has only gotten more powerful as the population gets smaller. The concept of "play in an organized group in voice comms" doesn't become outdated just because our enemies have gotten less powerful/numerous.)
I see the confusion. What I meant was that the concept that made ball groups necessary, massive zergs of 100+ people is no longer valid and is "outdated". The concept that made them necessary not the actual ball group unto itself. They have continued to get more powerful comparatively with the overall pop reduction even if you discount buffs to sets/skills and because the premise of their necessity (and their necessary power) is obsolete they should be looked at. Basically what was once a large fish in a big ocean is now a large fish in a small pond, the fish didn't change size but comparatively it is now much more significant.
See, I have to disagree about the premise of their necessity and necessary power.
The premise is to win. To dominate larger groups of players, capture objectives, and make loads of AP.
Ball groups are still hands down the most effective method of doing so, which is why the zergs have died and ball groups haven't. The premise of a ball group is evergreen: play in a tightly coordinated, trained group to win over all the less coordinated groups.
They do get looked at by ZOS periodically, but it's kinda hard to nerf the power of teamwork in an AvAvA game originally designed for teams of 8 to 24 players. (It absolutely does not help that ZOS keeps developing sets that only a team of tightly coordinated players can benefit from.)
Zergs haven't died because of ball groups. They've died because population is lower than it's ever been. Faction stacks are a sad vestige of their former selves.
The current way to kill a ball group is to overwhelm them because they take advantage of poor balance. In the past, the only way to eject a troll ball group was with overwhelming forces. Because there are no longer enough players to do so oftentimes, that's another thing ball groups don't have to worry about.
From a ball group's perspective, spending 30 minutes running up and down the stairs at Sej is fun. For everyone else? It's boring at best and infuriating at worst. A ball group needs other players to fight so maybe driving them offline isn't the wisest strategy. It's also funny how ball groups usually end up fighting non ball groups all across the map rather than engage one another.
Yeah, I agree the zergs died largely due to low pop and bad performance.
I don't think it's strange that ball groups don't fight ball groups when there's a lot more AP to be made now fighting everyone else. Ball group vs ball group fights tend to be a long stalemate where there's really not a lot of AP to be made, especially in the open field.
There are guilds that fight other guilds, but those are typically the faction focused guilds who fight at objectives rather than running the top floors at back keeps or the Sej stairs.
And while I understand your point about "hey, ball groups, in the longterm, maybe don't drive players away with boring gameplay", but I don't expect it to appeal to anyone who's in or runs a ball group. In the short-term, this is what their guild mates like to do. This is why they play PVP. It's a choice between having fun now in their preferred way vs maybe having a healthier PVP population a few years down the line (when that guild or those players maybe moved on). Guild leaders are going to prioritize what's best for their guild now.
It's real easy to tell someone else to play differently for "the greater good." It should come as no surprise when ball group guilds don't listen to people who aren't in their guild.
Frankly, the only way we get healthier PVP gameplay and population is for ZOS to fix the performance issues so they can raise the population cap. If they can't do that, then Cyrodiil is going to die whether the ball groups listen to you or not.
I'm not telling anyone to play differently but the fact is most (not all) will follow the weakest groups around the map for, as you said, easy AP. There point is, if 99% of the population doesn't find that playstyle enjoyable but they're constantly having to spend ridiculous amounts of time chasing the 1% around and getting picked on by 12 players cheesing the system, then maybe the 99% needs and actual tool for fighting them.
Importantly not a tool the ball groups themselves will use.
24 good players shouldn't take 20 minutes to eject a 12 man group only surviving due to min maxing and indestructible obstacles.
Hey, if you figure out that tool, let ZOS know!
A set that does AOE healing absorption that scales up to a high number when it hits 12. Ball groups just ulti-dump and AOE spam to overwhelm healing anyway so shutting off pugs healing for 3-4 seconds wouldn't make much difference, but hit a ball group with 20K healing absorption and at least a couple will drop each time before the OP heals kick back in.
Speaking of misguided suggestions...
I thought the last year would've taught people what happens when you try to fix gameplay issues with sets.
Yeah sure a couple of the ball group members will drop along with the entirety of the zerg they were attacking (and contrary to popular believe a sufficiently larger zerg or one with talented players can sustain through a burst, with this there is literally no way to resist a burst). No to mention if the effect is only a few seconds ball groups can just stack damage shields, something a zerg can't do.
Lol, I love how you make it out like ball groups stand in the open and fight zergs toe to toe. Almost every time I've seen a ball group try to take on a massive zerg in the open they either die or run. LOS+Massive heals keep them alive, take away LOS and put them in the open and suddenly 60 pugs CAN out damage the HPS they put out.
And when they run around keeps and come around a corner and catch 10 pugs with their ulti burst how could those ten be any more dead if they'd had healing negated? When there are 60 pugs in a keep chasing a ball around the ball wipes 10-15 with each ulti drop because the 60 pugs don't all stack as close together as the ball group does for the whole fight. So an AOE heal absorption would be able to catch most or all of a ball group together but it would never catch all of the pugs at the same time.
Gaeliannas wrote: »Thecompton73 wrote: »neferpitou73 wrote: »Thecompton73 wrote: »VaranisArano wrote: »TheEndBringer wrote: »VaranisArano wrote: »TheEndBringer wrote: »VaranisArano wrote: »VaranisArano wrote: »VaranisArano wrote: »The very concept of ball groups is outdated.
Or...
Ball groups are so dominant in low-pop PVP that it's actively unfun for everyone not in a ball group.
Come on, pick one.
I hate to be the one to break it to you but the original pop cap of 1800 isn't still a thing. Your options literally aren't exclusive so not quite sure what you're talking about. But if you consider max pop to be low pop I can see your confusion.
Again :My argument was that the concept that made them necessary early on when proxy was created is now outdated as happens when this thing called "time" passes and changes are made. When the actual population cap in cyrodiil was 1800, you had massive zergs. Ball groups were made to largely counter those big zergs. And when you have massive numbers ball groups were fine and still didn't have a crazy impact because of the total population size. As population dropped and dropped to the current max cap of 240 total, they power difference simply went up and up. Hypothetically if the pop cap was reduced even further to 40 people, would you still argue that they aren't OP?
The current population cap is absolutely "low pop" compared to what we had even a few years ago. The lower the population gets, the more dominant ball groups get because it's harder and harder to counter them with a faction stack. Drop that to 40, and you can kiss any plans of breaking a properly built, trained 12-player Ball group goodbye.
But you can't go claiming something is dominant and outdated in the same breath.
Organized groups don't purely exist to counter zergs. In fact, it's pretty obvious that current ball groups exist to farm objectives, zergs, hordes of unorganized players for AP. They do that really, really well right now. Ball groups are still dominating the campaigns because they are the opposite of outdated. They are more dominant now because there are less semi-organized players around to oppose them.
Are they outdated?
Or are they overpowered?
Pick one.
(I prefer to run in a "Ball group" style guild. We're overpowered. We're absolutely not "outdated" when you consider that our playstyle has only gotten more powerful as the population gets smaller. The concept of "play in an organized group in voice comms" doesn't become outdated just because our enemies have gotten less powerful/numerous.)
I see the confusion. What I meant was that the concept that made ball groups necessary, massive zergs of 100+ people is no longer valid and is "outdated". The concept that made them necessary not the actual ball group unto itself. They have continued to get more powerful comparatively with the overall pop reduction even if you discount buffs to sets/skills and because the premise of their necessity (and their necessary power) is obsolete they should be looked at. Basically what was once a large fish in a big ocean is now a large fish in a small pond, the fish didn't change size but comparatively it is now much more significant.
See, I have to disagree about the premise of their necessity and necessary power.
The premise is to win. To dominate larger groups of players, capture objectives, and make loads of AP.
Ball groups are still hands down the most effective method of doing so, which is why the zergs have died and ball groups haven't. The premise of a ball group is evergreen: play in a tightly coordinated, trained group to win over all the less coordinated groups.
They do get looked at by ZOS periodically, but it's kinda hard to nerf the power of teamwork in an AvAvA game originally designed for teams of 8 to 24 players. (It absolutely does not help that ZOS keeps developing sets that only a team of tightly coordinated players can benefit from.)
Zergs haven't died because of ball groups. They've died because population is lower than it's ever been. Faction stacks are a sad vestige of their former selves.
The current way to kill a ball group is to overwhelm them because they take advantage of poor balance. In the past, the only way to eject a troll ball group was with overwhelming forces. Because there are no longer enough players to do so oftentimes, that's another thing ball groups don't have to worry about.
From a ball group's perspective, spending 30 minutes running up and down the stairs at Sej is fun. For everyone else? It's boring at best and infuriating at worst. A ball group needs other players to fight so maybe driving them offline isn't the wisest strategy. It's also funny how ball groups usually end up fighting non ball groups all across the map rather than engage one another.
Yeah, I agree the zergs died largely due to low pop and bad performance.
I don't think it's strange that ball groups don't fight ball groups when there's a lot more AP to be made now fighting everyone else. Ball group vs ball group fights tend to be a long stalemate where there's really not a lot of AP to be made, especially in the open field.
There are guilds that fight other guilds, but those are typically the faction focused guilds who fight at objectives rather than running the top floors at back keeps or the Sej stairs.
And while I understand your point about "hey, ball groups, in the longterm, maybe don't drive players away with boring gameplay", but I don't expect it to appeal to anyone who's in or runs a ball group. In the short-term, this is what their guild mates like to do. This is why they play PVP. It's a choice between having fun now in their preferred way vs maybe having a healthier PVP population a few years down the line (when that guild or those players maybe moved on). Guild leaders are going to prioritize what's best for their guild now.
It's real easy to tell someone else to play differently for "the greater good." It should come as no surprise when ball group guilds don't listen to people who aren't in their guild.
Frankly, the only way we get healthier PVP gameplay and population is for ZOS to fix the performance issues so they can raise the population cap. If they can't do that, then Cyrodiil is going to die whether the ball groups listen to you or not.
I'm not telling anyone to play differently but the fact is most (not all) will follow the weakest groups around the map for, as you said, easy AP. There point is, if 99% of the population doesn't find that playstyle enjoyable but they're constantly having to spend ridiculous amounts of time chasing the 1% around and getting picked on by 12 players cheesing the system, then maybe the 99% needs and actual tool for fighting them.
Importantly not a tool the ball groups themselves will use.
24 good players shouldn't take 20 minutes to eject a 12 man group only surviving due to min maxing and indestructible obstacles.
Hey, if you figure out that tool, let ZOS know!
A set that does AOE healing absorption that scales up to a high number when it hits 12. Ball groups just ulti-dump and AOE spam to overwhelm healing anyway so shutting off pugs healing for 3-4 seconds wouldn't make much difference, but hit a ball group with 20K healing absorption and at least a couple will drop each time before the OP heals kick back in.
Speaking of misguided suggestions...
I thought the last year would've taught people what happens when you try to fix gameplay issues with sets.
Yeah sure a couple of the ball group members will drop along with the entirety of the zerg they were attacking (and contrary to popular believe a sufficiently larger zerg or one with talented players can sustain through a burst, with this there is literally no way to resist a burst). No to mention if the effect is only a few seconds ball groups can just stack damage shields, something a zerg can't do.
Lol, I love how you make it out like ball groups stand in the open and fight zergs toe to toe. Almost every time I've seen a ball group try to take on a massive zerg in the open they either die or run. LOS+Massive heals keep them alive, take away LOS and put them in the open and suddenly 60 pugs CAN out damage the HPS they put out.
And when they run around keeps and come around a corner and catch 10 pugs with their ulti burst how could those ten be any more dead if they'd had healing negated? When there are 60 pugs in a keep chasing a ball around the ball wipes 10-15 with each ulti drop because the 60 pugs don't all stack as close together as the ball group does for the whole fight. So an AOE heal absorption would be able to catch most or all of a ball group together but it would never catch all of the pugs at the same time.
Not sure how you assumed he meant open field from what he said, but many ball group are very good at open field regardless, some even specialize at it and do not require LOS to live. Zergs are inside keeps as well, and in the courtyards, and definitely on the flags all bunched/stacked up in large clusters. As for ten pugs being caught off guard, well I guess that's what makes them a pug, maybe they should be a tad more aware of their environment in a virtual battle situation. When a ball group comes around the corner, we are waiting for them, and we would drop them like a rock a good portion of the time, and /sweep up afterwards.
Killing a ball group isn't so hard as most seem to think, it just takes a bit of coordination and skill, and can be done with as few as 5-6 players working together. Of course, 60 pugs just have to count on getting lucky.
I agree that group support sets shouldn't be stronger than self buff procs. Hopefully they bring some sets and buffs in line.
That's the only thing I agree with here though.
You can't nerf ball groups no matter what you do. Its just a bunch of hardcore players who took the time to study and implement the meta for group synergy and strength. If you take set a away and skill b gets merged then okay THAT is no longer the meta. But there will be a new "best," they will find it and use it, and through their superior teamwork will be able to fight larger numbers than themselves.
If 80 of one faction is getting demolished by a single ball group of another faction... Well, the one faction just isn't very talented is it? There's no change you can make to the game where bad players will beat good players.
The best strategy in such a case is to spread the 80 man zerg out into 3 or 4 separate armies and attack things simultaneously. The ball group is designed to stick together and as such can only defend one thing at a time. If they split up they lose their ability to stack every single buff in the game on themselves and this too can lead to victory.
That's the only answer friend, sorry.
Maybe high-end ball groups should just change alliance once a month? Regular players will be glad that such power groups play not only against them, but sometimes also for them.
UPD: I understand that this sentence is addressed to nowhere xd
Your thread title made me think I'd be coming in here to read about ball groups disappearing. To me, you sound like you think they just should be gone. Big difference. You say the days of actual zergs are long gone, but then you go onto complain because they're not, that zerg groups are a problem for new players... If you have a problem with them, that's fine, but they're not long gone. Updating the title of your thread might help you express your feelings more clearly.
Tommy_The_Gun wrote: »Everything has its place in ESO and "Ball group" play-style also has its place in ESO. The problem though is the impact that ball groups have on Cyrodiil. It is way too strong compared to other alternative play styles. That is why people use it. Not because they enjoy it, but because It has little to no counters and it enables so much (imho too much). Every time ZOS wanted to reduce stacking and provide a reasonable counter to a "ball group" it always ended up in either not affecting them at all, or making them even stronger. If something is too strong it gets nerfed immediately (even with a hot-fix). Ball groups never actually received a proper "nerf" they kinda deserve.
If performance was better, then Ball Groups may not have been a huge issue. But when nothing works, and you try to roll dodge or block or use potion - then it is a game breaking issue. Ball groups seems to be causing a lot of server traffic and lag. It is not only my observation. Whenever ball group is approaching - you can literally feel it. You don't see them, but the lag gets so bad that you know they are near. Imho it is a shame that during live server testing they did not tested how performance would be with grouping disabled for a week.
I think that the whole solo vs pre-made group could be balanced by some kind of battle spirit change. Maybe making things to somehow scale with a group size ? So the larger the group then skills / sets etc. would get a % weaker or something. idk. At this point I don't even think that any one cares about anything. State of performance is so bad that it makes any kind of competitive gameplay impossible. Balance is kinda irrelevant when your skills are not working.
Summary:
Optimized Groups:
- mostly experienced players
- years of playing together
- highly optimized group builds
- every important buff there is in the game
- setup with well defined roles
- voice comunication / lead
- hundrets of hours of training just in this group composition
- analysis of logs and videos after every raid
VS
A bunch of players on some random builds with mostly not alot experiance (experienced players dont tryhard ballgroups).
- nothing of what i mentioned above.
guess who wins.....
you can try to nerf whatevery you want the optimized group will always win and it should be like that.
Tommy_The_Gun wrote: »Everything has its place in ESO and "Ball group" play-style also has its place in ESO. The problem though is the impact that ball groups have on Cyrodiil. It is way too strong compared to other alternative play styles. That is why people use it. Not because they enjoy it, but because It has little to no counters and it enables so much (imho too much).
Summary:
Optimized Groups:
- mostly experienced players
- years of playing together
- highly optimized group builds
- every important buff there is in the game
- setup with well defined roles
- voice comunication / lead
- hundrets of hours of training just in this group composition
- analysis of logs and videos after every raid
VS
A bunch of players on some random builds with mostly not alot experiance (experienced players dont tryhard ballgroups).
- nothing of what i mentioned above.
guess who wins.....
you can try to nerf whatevery you want the optimized group will always win and it should be like that.
'A highly optimized group that has played for years, forged in the heart of battle...'
But they use harmony+grave robbers+vicious death+every available buff that they require and they play/contribute in/to 'Lag'. Sounds fun!
I agree with OP, those days are over (tried/done/next). Most of the time on EU, there is so little action that these groups just join the general zergs and if they are to take a homekeep for farming, people just stop going and ignore them.
NotTaylorSwift wrote: »Summary:
Optimized Groups:
- mostly experienced players
- years of playing together
- highly optimized group builds
- every important buff there is in the game
- setup with well defined roles
- voice comunication / lead
- hundrets of hours of training just in this group composition
- analysis of logs and videos after every raid
VS
A bunch of players on some random builds with mostly not alot experiance (experienced players dont tryhard ballgroups).
- nothing of what i mentioned above.
guess who wins.....
you can try to nerf whatevery you want the optimized group will always win and it should be like that.
'A highly optimized group that has played for years, forged in the heart of battle...'
But they use harmony+grave robbers+vicious death+every available buff that they require and they play/contribute in/to 'Lag'. Sounds fun!
I agree with OP, those days are over (tried/done/next). Most of the time on EU, there is so little action that these groups just join the general zergs and if they are to take a homekeep for farming, people just stop going and ignore them.
So you run naked in pvp? Do you avoid buffs? Skilled players dont use buffs? Literally every good pvp build ever uses the most buffs it can get access to...
You also contribute to lag. If you play cyro you contribute to lag there.
There is action on EU.
None of what you said makes sense. Sorry.