jukka.laitineneb17_ESO wrote: »Hi everyone.
While some of you players love to be in ballgroups and just farm AP, there is wide majority of us PvPers that want this to end. Ballgroup playing is easy... just run around in a group and spam 2 or 3 skills endlessly and have 1 "special" player so that you are immune to any attack or def siege. This is my own opinion.
While ZoS is trying to tackle this with various methods it seems that any changes to any skill or armory is just profiting Ballgroups to no end.
My solution to this would be:
* When keep, that was under attack and taken by a ballgroup, is sieged and successfully returned to it's rightful owners (Faregyl, Glademist, Arrius etc), all walls and doors are 100%, and keep is not under siege or under attack anymore, no flags are changing -> All enemies would automatically die after 1 minute.
One common fact concerning BallGrps is that they do not take flags, nore siege the keep and so they only run around on the ledge or wall and kill other players defending the keep. Adding 1 requirement to successfully stay alive in enemy keep would be that one has to either siege or try to take a flag. When that would not happen all enemies would face automatic death by AI / system or whatever you call it.
Other fact is that Ballgrps are terrible are siege. This is skill they do not prefer to learn properly.
There certaily is much more ideas that you guys have.. this is one of them. Honest fights are ok. I admit I am a medicore PvPer and do not mind losing to a better player but this BallGrps are just lame. And remeber.. this is a game.
So pretty please developers... please think, analyse and evaluate this method to tackle BallGrps..
Thank You
While I share openingposters frustration regarding ballgroups, I don`t think his ideas would do much to help, ballgroups would merely change tactics a bit.
I believe only way to really even the odds between organized groups and their unorganized prey would be to give everyone access to same tookit. Ungrouped players should be able to use and buff each other with same skills and sets that now are group-only. Let me buff my nearby allies with barrier, rallying cry, poweful assault etc and see how pvp looks like then. Perhaps not so fast and easy victories for organized side? Now power-creep is way too big, and mostly artificial. Once ballgroups start logging in, ungrouped players might aswell log out or choose their battlefields far away from them, as lame as that might be.
What would be the point of participating in battles where only one side is able to have barrier-rotation giving everyone 30k+ worth burst-mitigation? And having their dds with 1k+ extra wep dmg? I`m sorry ballgroup players but you are not as awesome as your kill-death-ratios might suggest. 90% of time in Cyrodiil what you really are doing is seal-clubbing. Time to even the odds, don`t you think?
VaranisArano wrote: »While I share openingposters frustration regarding ballgroups, I don`t think his ideas would do much to help, ballgroups would merely change tactics a bit.
I believe only way to really even the odds between organized groups and their unorganized prey would be to give everyone access to same tookit. Ungrouped players should be able to use and buff each other with same skills and sets that now are group-only. Let me buff my nearby allies with barrier, rallying cry, poweful assault etc and see how pvp looks like then. Perhaps not so fast and easy victories for organized side? Now power-creep is way too big, and mostly artificial. Once ballgroups start logging in, ungrouped players might aswell log out or choose their battlefields far away from them, as lame as that might be.
What would be the point of participating in battles where only one side is able to have barrier-rotation giving everyone 30k+ worth burst-mitigation? And having their dds with 1k+ extra wep dmg? I`m sorry ballgroup players but you are not as awesome as your kill-death-ratios might suggest. 90% of time in Cyrodiil what you really are doing is seal-clubbing. Time to even the odds, don`t you think?
I'd be down for group-only buffs getting a priority where you protect your group first and then nearby ungrouped players if you haven't met the cap.
However, as someone who uses Barrier while PUGing, the practical problem with doing so is that most ungrouped players aren't going to stick close enough to you. Barrier, Powerful Assault, and Rallying Cry all have a 12 meter radius. PUGs and ungrouped players usually don't stick that close.
PvP Guilds do, because they are disciplined, in voice comms, and committed to stacking on Crown. That's the bedrock on which the synergistic effect of a ball group is built.
I have suggested that ZOS consider giving buff sets a bigger radius. Worm's Raiment has a 28m radius. If Powerful Assault matched that, then maybe PUGs would derive more benefit without having to stack on crown.
Otherwise, you wind up like I did where my 12m buff sets went mostly unused, or you make a different healer build that's focused on healing and non-radius buffs, like the Gossamer Set.
So yeah, a priority system + a radius expansion could help even out access to some buffs. It won't necessarily outweigh the impact of voice comms and stacking buffs on crown, but at least it wouldn't punish PUG players who wear buff sets.
VaranisArano wrote: »While I share openingposters frustration regarding ballgroups, I don`t think his ideas would do much to help, ballgroups would merely change tactics a bit.
I believe only way to really even the odds between organized groups and their unorganized prey would be to give everyone access to same tookit. Ungrouped players should be able to use and buff each other with same skills and sets that now are group-only. Let me buff my nearby allies with barrier, rallying cry, poweful assault etc and see how pvp looks like then. Perhaps not so fast and easy victories for organized side? Now power-creep is way too big, and mostly artificial. Once ballgroups start logging in, ungrouped players might aswell log out or choose their battlefields far away from them, as lame as that might be.
What would be the point of participating in battles where only one side is able to have barrier-rotation giving everyone 30k+ worth burst-mitigation? And having their dds with 1k+ extra wep dmg? I`m sorry ballgroup players but you are not as awesome as your kill-death-ratios might suggest. 90% of time in Cyrodiil what you really are doing is seal-clubbing. Time to even the odds, don`t you think?
I'd be down for group-only buffs getting a priority where you protect your group first and then nearby ungrouped players if you haven't met the cap.
However, as someone who uses Barrier while PUGing, the practical problem with doing so is that most ungrouped players aren't going to stick close enough to you. Barrier, Powerful Assault, and Rallying Cry all have a 12 meter radius. PUGs and ungrouped players usually don't stick that close.
PvP Guilds do, because they are disciplined, in voice comms, and committed to stacking on Crown. That's the bedrock on which the synergistic effect of a ball group is built.
I have suggested that ZOS consider giving buff sets a bigger radius. Worm's Raiment has a 28m radius. If Powerful Assault matched that, then maybe PUGs would derive more benefit without having to stack on crown.
Otherwise, you wind up like I did where my 12m buff sets went mostly unused, or you make a different healer build that's focused on healing and non-radius buffs, like the Gossamer Set.
So yeah, a priority system + a radius expansion could help even out access to some buffs. It won't necessarily outweigh the impact of voice comms and stacking buffs on crown, but at least it wouldn't punish PUG players who wear buff sets.
I don`t see set/ability radius as an issue, perhaps some of them could be tweaked a bit. But random pvp`ers actually do end up stacking naturally quite often in different situations, like when defending breach in keep or flipping a flag and those moments specificly are when unorganized players are vulnerable and would need burst-mitigation, like barrier, to stand a chance against ballgroup or bombers. Years ago I didn`t have any issues with organized group-play, we all had fun in different ways in Cyrodiil, but game changed.. and now nearby allies can get me killed too in multiple ways yet I can`t use some of the strongest tools to save their lives (and mine). If I spend ultimate points to barrier I deserve to get same value out of those points as ballgroup-healer, but now I don`t.
jukka.laitineneb17_ESO wrote: »Hi everyone.
While some of you players love to be in ballgroups and just farm AP, there is wide majority of us PvPers that want this to end. Ballgroup playing is easy... just run around in a group and spam 2 or 3 skills endlessly and have 1 "special" player so that you are immune to any attack or def siege. This is my own opinion.
While ZoS is trying to tackle this with various methods it seems that any changes to any skill or armory is just profiting Ballgroups to no end.
My solution to this would be:
* When keep, that was under attack and taken by a ballgroup, is sieged and successfully returned to it's rightful owners (Faregyl, Glademist, Arrius etc), all walls and doors are 100%, and keep is not under siege or under attack anymore, no flags are changing -> All enemies would automatically die after 1 minute.
One common fact concerning BallGrps is that they do not take flags, nore siege the keep and so they only run around on the ledge or wall and kill other players defending the keep. Adding 1 requirement to successfully stay alive in enemy keep would be that one has to either siege or try to take a flag. When that would not happen all enemies would face automatic death by AI / system or whatever you call it.
Other fact is that Ballgrps are terrible are siege. This is skill they do not prefer to learn properly.
There certaily is much more ideas that you guys have.. this is one of them. Honest fights are ok. I admit I am a medicore PvPer and do not mind losing to a better player but this BallGrps are just lame. And remeber.. this is a game.
So pretty please developers... please think, analyse and evaluate this method to tackle BallGrps..
Thank You
Easy fix, give us back the FULL original setups on Hrothgars, Dark Convergence & Plaguebreak. The ball groups spent so long complaining about those sets because they couldnt survive them & they ended up nerfed big time
cursedabbey wrote: »
- Hots dont stack, only one of each type on you at a time.
<snip>- Health stops scaling normally after 30k in pvp zones. Make it harder to reach high health values.
<snip>
Have you ever trolled guards in the cities, kiting them and killing NPCs, until they get fed up and hit you with a 1-shot ranged attack? Add this ability to the keep guards a couple of minutes after the keep unbursts. Having a random group member get 1-shotted every time they get too close to a guard will discourage them from overstaying their welcome.
jukka.laitineneb17_ESO wrote: »Hi everyone.
While some of you players love to be in ballgroups and just farm AP, there is wide majority of us PvPers that want this to end. Ballgroup playing is easy... just run around in a group and spam 2 or 3 skills endlessly and have 1 "special" player so that you are immune to any attack or def siege. This is my own opinion.
While ZoS is trying to tackle this with various methods it seems that any changes to any skill or armory is just profiting Ballgroups to no end.
As you said these posts have been around since the games inception. People will always complain about what kills them. I just enjoy the hate tells that say "nice cheats" or something along those lines. It's kind of amusing tbh. The coordination our groups take to pull off will never be realized by people who don't do it themselves. The are happy in their thoughts that all we do is run in circles and press 1 button each to win lol. Regardless of how many times we tell them they are wrong. Usually I just link our comp to them with our builds/skills used and invite them to fight us but no one ever takes me up on that. They would rather complain on the forums instead 🙄
acastanza_ESO wrote: »As you said these posts have been around since the games inception. People will always complain about what kills them. I just enjoy the hate tells that say "nice cheats" or something along those lines. It's kind of amusing tbh. The coordination our groups take to pull off will never be realized by people who don't do it themselves. The are happy in their thoughts that all we do is run in circles and press 1 button each to win lol. Regardless of how many times we tell them they are wrong. Usually I just link our comp to them with our builds/skills used and invite them to fight us but no one ever takes me up on that. They would rather complain on the forums instead 🙄
You can say it's "skill" all you like, there is nothing "skillful" about running in circles with 6 healers (excuse me, "support" lol) chain casting barrier and gibbering shelter, with 12 instances of Vigor and Radiating while you keep 2-3 DPS in bomb builds alive and slap proxy det, and flavor-of-the-month meta support sets, on everyone else. If you think so, you're only fooling yourself. Take away your exploitative over-healing and bye-bye.
acastanza_ESO wrote: »As you said these posts have been around since the games inception. People will always complain about what kills them. I just enjoy the hate tells that say "nice cheats" or something along those lines. It's kind of amusing tbh. The coordination our groups take to pull off will never be realized by people who don't do it themselves. The are happy in their thoughts that all we do is run in circles and press 1 button each to win lol. Regardless of how many times we tell them they are wrong. Usually I just link our comp to them with our builds/skills used and invite them to fight us but no one ever takes me up on that. They would rather complain on the forums instead 🙄
You can say it's "skill" all you like, there is nothing "skillful" about running in circles with 6 healers (excuse me, "support" lol) chain casting barrier and gibbering shelter, with 12 instances of Vigor and Radiating while you keep 2-3 DPS in bomb builds alive and slap proxy det, and flavor-of-the-month meta support sets, on everyone else. If you think so, you're only fooling yourself. Take away your exploitative over-healing and bye-bye.