This is the entire problem. PvP needs anti-stall mechanics the way PvE bosses have enrage modes.doesurmindglow wrote: »survive indefinitely
Cuddlypuff wrote: »Few things to point out here.
1. Solo or duo bombing is the best AP in the game without even breaking a sweat. No ball zerg or small scale group in PCNA GH gets anywhere near our AP/h (not a flex or even a skill related thing, just facts).
2. We don't need to run 4-6 man because it only takes 2 bombers to wipe pugs reliably. 2 bombers can often pull off anywhere between 2 and 4 bombs, for 20-30 kills all within 30-120 seconds. It's probably the most fun you can have in PVP right now. Extra healing, survivability, damage, speed, tower/keep humping etc are just training wheels that many people think they need but will do just fine without. I spent most of last campaign as a Redguard writ alt with missing passives, wrong trait/weight gear and the build was already so OP I didn't even bother to optimize.
3. 4-6 man groups can and have farmed for over 30 minutes on keep top floors simply due to the layout. The problem is the AP gain pretty much flatlines after the initial 5 min and each subsequent kill is worth <100 AP. You'd be lucky to get one upgraded D-tick and that's only if pugs are not bright enough to take RSS or pressure groups off flags.
4. 1-2 man bombing gets all the full value AP from the initial kills and the upgraded interim D-tick. You are also free to die/bloodport and move on to the next bomb, rather than feeling obligated to stay and run around in circles, gain trash AP and having to camp back again and again. This pretty much sums up why we refuse to join any groups or ball zergs.
xylena_lazarow wrote: »This is the entire problem. PvP needs anti-stall mechanics the way PvE bosses have enrage modes.
doesurmindglow wrote: »Cuddlypuff wrote: »Few things to point out here.
1. Solo or duo bombing is the best AP in the game without even breaking a sweat. No ball zerg or small scale group in PCNA GH gets anywhere near our AP/h (not a flex or even a skill related thing, just facts).
2. We don't need to run 4-6 man because it only takes 2 bombers to wipe pugs reliably. 2 bombers can often pull off anywhere between 2 and 4 bombs, for 20-30 kills all within 30-120 seconds. It's probably the most fun you can have in PVP right now. Extra healing, survivability, damage, speed, tower/keep humping etc are just training wheels that many people think they need but will do just fine without. I spent most of last campaign as a Redguard writ alt with missing passives, wrong trait/weight gear and the build was already so OP I didn't even bother to optimize.
3. 4-6 man groups can and have farmed for over 30 minutes on keep top floors simply due to the layout. The problem is the AP gain pretty much flatlines after the initial 5 min and each subsequent kill is worth <100 AP. You'd be lucky to get one upgraded D-tick and that's only if pugs are not bright enough to take RSS or pressure groups off flags.
4. 1-2 man bombing gets all the full value AP from the initial kills and the upgraded interim D-tick. You are also free to die/bloodport and move on to the next bomb, rather than feeling obligated to stay and run around in circles, gain trash AP and having to camp back again and again. This pretty much sums up why we refuse to join any groups or ball zergs.
So your group size seems to keep moving around here depending how much AP/h you want to say you make:
I don't doubt that 2 man necro bombing in the current meta is very good AP. I have run exactly that group for months every night and I do know how large the bombs can be; I also know how much AP we made doing that. It is good, no doubt, and much better than zergs or large groups. But you do have to disengage, die, or to frame it otherwise, "bloodport" to another keep after the first couple bombs because that setup has no real survivability.
4-6 man is significantly less AP but slightly more survivability. I've run this configuration as well pretty extensively. It's also not bad. We've farmed towers and the top floors of keeps for almost as long as a decent ball group and made good AP.
But neither really beat properly comped ball groups though, simply because the fights cannot ever last as long or be as large and the potential for significantly outnumbered d-ticks is much lower. At the best it tends to be about the same, but your KDR is much, much worse and if you're really chasing AP, you're spending a lot more time riding between bombs than you are actually fighting. Which is fine! That can be fun. I've enjoyed it a lot as well. But the word you're looking for is "different" instead of "better."
Cuddlypuff wrote: »I've crunched the numbers before and a high end ball group gets around 200-300 kills 0 deaths at 80-120K AP per hour. As a bomb duo we average 100 kills 10 deaths and 100-150K AP per hour. Mediocre ball zergs probably make 50K AP/h. There's no way a ball group is getting a 200K D-tick but bombers can do it in a 1 minute window with some luck. I've even hit a 650K tick on my MYM tether bomber before. Ordinarily, you're looking at a lot of 20K ticks and maybe 1-2 50K+ ticks every session simply because you don't need to share the tick.
Our old setup was hardly "comped" either - it was just two trashy writ alts in solo bomber builds waiting for set nerfs that never came. We'll be going all in on buff sets and hybrid crossheal cheese this patch so I'm expecting to see some pretty solid gains.
doesurmindglow wrote: »Cuddlypuff wrote: »I've crunched the numbers before and a high end ball group gets around 200-300 kills 0 deaths at 80-120K AP per hour. As a bomb duo we average 100 kills 10 deaths and 100-150K AP per hour. Mediocre ball zergs probably make 50K AP/h. There's no way a ball group is getting a 200K D-tick but bombers can do it in a 1 minute window with some luck. I've even hit a 650K tick on my MYM tether bomber before. Ordinarily, you're looking at a lot of 20K ticks and maybe 1-2 50K+ ticks every session simply because you don't need to share the tick.
Our old setup was hardly "comped" either - it was just two trashy writ alts in solo bomber builds waiting for set nerfs that never came. We'll be going all in on buff sets and hybrid crossheal cheese this patch so I'm expecting to see some pretty solid gains.
Sure but you're still making the silly and incorrect assumption that everyone plays solely for AP. Or that everyone should.
I'd be willing to say not only do some people have other interests and objectives than that, most people have other interests and objectives than that.
Ball groups are perfectly willing to accept slightly less AP per hour if it means spending more time in an actual fight with challenging (or at least, numerous) opponents. And yes ball groups can and do get very large d-ticks fairly regularly, especially because keeps often tick multiple times while they're there and they're virtually always as outnumbered.
Cuddlypuff wrote: »Ok I can accept that AP isn't everything but by the same logic it's silly and incorrect to assume that most people enjoy and think that ball style pvp is challenging. Simplest experiment that anybody can do to see if they will enjoy ball style is to just surf a decent group and let all your buffs and heals drop except RAT/major expedition. You won't die or even lose hp for 10, 20, 30 minutes or however long the group remains up. Even if a few members mess up, others will make up for the lost dmg/hots/ress etc anyway, so there's no need to feel bad about stealing a few crossheals.
Cuddlypuff wrote: »BTW to avoid any confusion, my overall point was that high end groups/players can easily split up and achieve more (ie AP and fun/challenging fights) than if they were grouped as 12. With the exception of the lag generated, low/mid tier zerg guilds clumping into 36+ man balls to PvDoor don't really bother or interest me much.
Cuddlypuff wrote: »You won't die or even lose hp for 10, 20, 30 minutes or however long the group remains up. Even if a few members mess up, others will make up for the lost dmg/hots/ress etc anyway, so there's no need to feel bad about stealing a few crossheals.
I don't care how they do it, but fights need to be able to end decisively, and stalling should be punished.doesurmindglow wrote: »Anyway, I'm here again warning that thread ends in the same result, whether its proponents care to realize that or not.
doesurmindglow wrote: »These threads are always filled with pugs that don't seem to remotely understand what it is that's causing their difficulty: Which is, unsurprisingly, previous threads exactly like these they have long since forgotten about.
HOT stacking is today's purge: the apparent silver bullet nerf that will finally stop organized, coordinated group play for good.
If or when this nerf happens, I fully expect most of the same people to be right back here complaining that somehow the nerf intended to make disorganized, uncoordinated solo play more viable had the opposite effect.
xylena_lazarow wrote: »I don't care how they do it, but fights need to be able to end decisively, and stalling should be punished.
TheEndBringer wrote: »But who knows, maybe some wise guy will figure out the next cheese way to grief all those losers who don't want to treat PVP like a vCR+3 world record raid.
TheEndBringer wrote: »If you eliminated HOT stacking so the healer can only apply one tick of each HOT per ally, they will be forced to use other healing skills and likely run at least one healing set. This means they have less sustain and less survivability. Thus, the ball group itself is easier to kill because smart players can target the healers.
Everyone saw HOT meta coming the moment purge was taken off the table. I can't see any other way for a ball group to spec their healers.
TheEndBringer wrote: »But the problem with what I'm seeing above is that you can't not adjust something that is clearly an issue because there may be some unintended consequence. That's the nature of the game. if we had that mindset, ZOS would never change anything. Also I put forward that PB did make ballgroups weaker. Not because of the damage proc but because they did rely heavily on purge. I'm confidence that if HOT stacking was eliminated, the playing field would be a little more even.
doesurmindglow wrote: »It ultimately doesn't really matter to me personally either way. All the groups I run have been buffed by every one of these changes and I know ball groups will easily adapt to a world without HOT stacking no problem just as they adapted to a world without purge no problem. But I don't think it's healthy for the game to keep stacking up successive "you are penalized for having allies" mechanics as a general rule as it systematically and increasingly disadvantages newer or more casual players who otherwise might have a chance to make up what they lack in organization and experience by bringing larger numbers. It creates a toxic environment where you are actively discouraged from cooperating with other people on your team, or from working together to achieve shared objectives.
neferpitou73 wrote: »neferpitou73 wrote: »@neferpitou73 you are talking about organizing, roles etc, but why do you dodging the main point of this thread - organized group has Vigor + Radiant Regeneration stacks, which doesn't require you to fit any role, you spam it regardless of your role.
Vigor heals 3 times less than resolving vigor. Given 12man group, it means you get 4 resolving vigors running all the time just from ONE skill. FOUR. RESOLVING. VIGORS. And I didn't count radiant regens in. How is this fair?
Because I don't think it's an issue. My group only runs Vigor/RR on our healers and we still stomp zergs. It's the group coordination and division of labor that allows ball groups to survive. If I'm on a DD I don't have to worry about keeping myself alive and can just run into groups relying on my talented healers to keep me alive. Likewise my healers can rely on the DDs to just kill everything so they can focus on keeping things alive.
I'm just saying, you guys have had two ball group leads come into this thread to tell you they don't think the heal stacks are the issue but have provided several other reasons why they think groups are dominating/overtuned. And we spend hours theorycrafting these comps so we know what we're talking about. Perhaps we should tackle these things before we mess with healing, which will affect literally every part of the game?
I don't know why everyone in this thread glazes over the fact that the ball groups are by far, the largest negative impact on performance that exists. Zenimax themselves acknowledged this back at the beginning of their year of performance testing, and said that the reason they have such a negative impact on server performance is because of the spamming of abilities and the constant calculations related to those abilities.
It is so obvious that having 5 RRs and 5 vigors on you should not exist in the game, and even more obvious that removing the ability to do this will be the easiest way to massively reduce the calculations your "coordinated groups" cause. As the ball group players themselves have said "we'll adapt". So what is the issue with removing this function?
And yet when they did test to see if those abilities were the problem they saw no improvement in performance. And mysteriously when they actually fixed their servers there was no lag even at prime time with several ball groups on the server.
Technically Zenimax did see improvement served side when they did those Cyrodiil tests, though they did not get into specifics about which tests showed improvement.
The main takeaway Zenimax provided is that none of the testing showed any meaningful improvements. So you are correct to note that the testing debunked the theory that stacking of hots does not create that much stress on the server compared to anything else based on actual testing and data received by Zenimax looking into this.
This is untrue. Zenimax cited ball groups as the number one contributor to the heavy calculations that strained the servers, and following the tests they did confirm that they saw a noticeable reduction in strain on the servers during their tests specifically targeting these groups.
What you're glossing over is that the tests were done on the old server hardware, which we now know was the most major part of the issue. Since PC NA has had its hardware replaced, we have seen what I would call a near 80-90% recovery in server performance in cyrodiil - the only time the game lags or becomes "unplayable" is when there are several ball groups present and spamming heals.
The tests did prove that ball groups severely strain the servers, and the PC NA hardware replacement has shown us that ball groups might be the only remaining thing holding us back from "around the clock" near perfect performance in cyrodiil.
In reviewing the data for all the different tests, we did see some marked improvements in performance – on average, there was approximately a 25% reduction in the magnitude of server frame spikes and a slight reduction in the frequency of those spikes. While these improvements look good on a spreadsheet, they do not have a significant enough impact on improving the overall player experience. As a result, we will not be making any major changes at this time.
doesurmindglow wrote: »These threads are always filled with pugs that don't seem to remotely understand what it is that's causing their difficulty: Which is, unsurprisingly, previous threads exactly like these they have long since forgotten about.
HOT stacking is today's purge: the apparent silver bullet nerf that will finally stop organized, coordinated group play for good.
If or when this nerf happens, I fully expect most of the same people to be right back here complaining that somehow the nerf intended to make disorganized, uncoordinated solo play more viable had the opposite effect.
100% This is exactly what will happen and what has always happened as a result of these threads. And why I've been trying to point out the other buffs we've gotten over the years.
Dem_kitkats1 wrote: »doesurmindglow wrote: »These threads are always filled with pugs that don't seem to remotely understand what it is that's causing their difficulty: Which is, unsurprisingly, previous threads exactly like these they have long since forgotten about.
HOT stacking is today's purge: the apparent silver bullet nerf that will finally stop organized, coordinated group play for good.
If or when this nerf happens, I fully expect most of the same people to be right back here complaining that somehow the nerf intended to make disorganized, uncoordinated solo play more viable had the opposite effect.
100% This is exactly what will happen and what has always happened as a result of these threads. And why I've been trying to point out the other buffs we've gotten over the years.
No one is saying that nerfing HOTs will be the one thing to end all organized group play, and players still understand that organized groups will still have the advantage, even if HOTs are addressed. Players are simply calling for a limit on stacking, and not getting rid of HOTs altogether. Therefore, unorganized players will still be able to get hit by a random RR or Vigor as much as now. Limiting HOT stacking will not harm unorganized players anymore than they are hurting now, because they're not relying on as much passive healing from others as you think they are. That's because unorganized players don't move the same way that coordinated groups do in that they cannot coordinate moving in sync with eachother, and stacking near one another is a death sentence around coordinated groups. Therefore, the access to continual passive healing is much lower for unorganized players than that of coordinated groups who can rotate through HOTs continuously and indefinitely due to their proximity to one another. Organized groups don't need that much passive healing on top of the numerous sources of mitigation and buffs that other's have already pointed out. One less thing that benefits organized groups substantially more than others is a good thing.
FeedbackOnly wrote: »Please don't mess up the skill in pve whatever happens.
There are literally zero sets that say "you are penalized for having allies". There are sets that say "you are penalized for stacking in 5x5 blob and move as if you were a single entity". And it isn't enough, because blobs just outheal the damage anyway.
Coordinated groups will be always better than uncoordinated. But as long as "ball group" exists as a concept, we should be nerfing AoE heals and HoT stacks.
neferpitou73 wrote: »neferpitou73 wrote: »@neferpitou73 you are talking about organizing, roles etc, but why do you dodging the main point of this thread - organized group has Vigor + Radiant Regeneration stacks, which doesn't require you to fit any role, you spam it regardless of your role.
Vigor heals 3 times less than resolving vigor. Given 12man group, it means you get 4 resolving vigors running all the time just from ONE skill. FOUR. RESOLVING. VIGORS. And I didn't count radiant regens in. How is this fair?
Because I don't think it's an issue. My group only runs Vigor/RR on our healers and we still stomp zergs. It's the group coordination and division of labor that allows ball groups to survive. If I'm on a DD I don't have to worry about keeping myself alive and can just run into groups relying on my talented healers to keep me alive. Likewise my healers can rely on the DDs to just kill everything so they can focus on keeping things alive.
I'm just saying, you guys have had two ball group leads come into this thread to tell you they don't think the heal stacks are the issue but have provided several other reasons why they think groups are dominating/overtuned. And we spend hours theorycrafting these comps so we know what we're talking about. Perhaps we should tackle these things before we mess with healing, which will affect literally every part of the game?
I don't know why everyone in this thread glazes over the fact that the ball groups are by far, the largest negative impact on performance that exists. Zenimax themselves acknowledged this back at the beginning of their year of performance testing, and said that the reason they have such a negative impact on server performance is because of the spamming of abilities and the constant calculations related to those abilities.
It is so obvious that having 5 RRs and 5 vigors on you should not exist in the game, and even more obvious that removing the ability to do this will be the easiest way to massively reduce the calculations your "coordinated groups" cause. As the ball group players themselves have said "we'll adapt". So what is the issue with removing this function?
And yet when they did test to see if those abilities were the problem they saw no improvement in performance. And mysteriously when they actually fixed their servers there was no lag even at prime time with several ball groups on the server.
Technically Zenimax did see improvement served side when they did those Cyrodiil tests, though they did not get into specifics about which tests showed improvement.
The main takeaway Zenimax provided is that none of the testing showed any meaningful improvements. So you are correct to note that the testing debunked the theory that stacking of hots does not create that much stress on the server compared to anything else based on actual testing and data received by Zenimax looking into this.
This is untrue. Zenimax cited ball groups as the number one contributor to the heavy calculations that strained the servers, and following the tests they did confirm that they saw a noticeable reduction in strain on the servers during their tests specifically targeting these groups.
What you're glossing over is that the tests were done on the old server hardware, which we now know was the most major part of the issue. Since PC NA has had its hardware replaced, we have seen what I would call a near 80-90% recovery in server performance in cyrodiil - the only time the game lags or becomes "unplayable" is when there are several ball groups present and spamming heals.
The tests did prove that ball groups severely strain the servers, and the PC NA hardware replacement has shown us that ball groups might be the only remaining thing holding us back from "around the clock" near perfect performance in cyrodiil.
@React
I respect you have an opinion about "ball groups". However, my comment was not professing my opinion but merely recanted what Zenimax stated concerning the test results. I am providing a quote from Gina which demonstrates without question that my statement you quoted is 100% factually correct and in context. A number of the tests were designed to diminish the effectiveness of groups using AoEs making it relative to your opinion on "ball groups" but not important to what I stated.
In reviewing the data for all the different tests, we did see some marked improvements in performance – on average, there was approximately a 25% reduction in the magnitude of server frame spikes and a slight reduction in the frequency of those spikes. While these improvements look good on a spreadsheet, they do not have a significant enough impact on improving the overall player experience. As a result, we will not be making any major changes at this time.
I made bold the sentence where she clearly states that none of these had a significant enough impact on improving the overall player experience.
Further, the new server hardware improvement brings a relative improvement to everything. It does not pick and choose. So it is inaccurate to suggest I am glossing over anything. I do not find in her comment concerning the test results stated that the tests proved ball groups severely strain the servers. Please provide the
Respectfully,
Amo
I've read through this whole thread and some good stuff in here.
My proposal is much more radical: eliminate ALL group buffs and cross heals in Zerodil.
Good groups would still have an advantage. Izanerys running a 12 man would still beat any group of pugs because in comms, they can still coordinate, still focus targets, and they still know how to move as a group.
But it would still completely level the playing field. Each person would have to buff themselves and keep themselves alive-- which is what I have to do every time in zerodil since I don't have any groups to join.
Oh yes, also get rid of harmony, DC and PB
Oh they get it, but they're not about to give up their unkillable god mode power fantasy, and don't give two guar turds whether pugs and solos get to enjoy Casual Skyrim MMO PvP. "Git gud and play exactly like we do" is perfectly fine with them. The sad part is, there would be a lot more interest in organized group play if it meant decisively winning faction objectives against other tough groups, not just farming pugs running around seeing how long you can tank a bunch of disorganized randoms who are more or less just waiting for you to get as bored as they are.All of this is of course without even considering the balance side of things, because anyone defending the ability to have 5 RRs and 5 EVs on every single person in a 12 man group clearly does not have a good understanding of balance.
Cuddlypuff wrote: »TheEndBringer wrote: »But who knows, maybe some wise guy will figure out the next cheese way to grief all those losers who don't want to treat PVP like a vCR+3 world record raid.
This will never happen and is probably the biggest part of the problem. There is no mythical entity such as a ball group slayer. The people that can wipe a ball zerg will always prioritize farming pugs themselves. They go where pugs are, or set up their own trap for pugs to get baited into. Why would anyone trade in a 90% success rate pug bomb for a <50% success rate ball zerg bomb? It's simply not easy for a duo to line up 500K-1M dmg in ~1GCD against snow treaders and lag but that is practically what's required to take a bite out of the group.
MEBengalsFan2001 wrote: »Cuddlypuff wrote: »TheEndBringer wrote: »But who knows, maybe some wise guy will figure out the next cheese way to grief all those losers who don't want to treat PVP like a vCR+3 world record raid.
This will never happen and is probably the biggest part of the problem. There is no mythical entity such as a ball group slayer. The people that can wipe a ball zerg will always prioritize farming pugs themselves. They go where pugs are, or set up their own trap for pugs to get baited into. Why would anyone trade in a 90% success rate pug bomb for a <50% success rate ball zerg bomb? It's simply not easy for a duo to line up 500K-1M dmg in ~1GCD against snow treaders and lag but that is practically what's required to take a bite out of the group.
In addition to my solution about making roles matter I would significantly reduce the AP gained from killing a player and increase the AP from actually capturing and defending keeps, not resources, not outpost, but keeps and only keeps.
Capturing a keep is around 6K AP and getting a resource is around 1.6K AP. I would raise the the keep defending and capturing values by 50% and lower the rest to 25% of their current value. Making the keeps the best way to earn AP and AP farmers who are boosting will have a harder time getting so much AP from boosting.
Doing the role changes to make roles matter and adjusting the AP would improve PVP IMO.