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Possible ideas to bring into alliance war to stop ball groups

oMrRust
oMrRust
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-I had several ideas come to mind, such as a new siege engine be released, like the trebuchet, we get a Warwolf styled trebuchet to where this could one shot multiple people if they're close together, more people together, it increases in damage. It'd cost alot of AP, and bind on pickup. As for keeps, maybe double the damage that stone trebs do. Reload time for this would also be doubled however.
-Another one is where ZOS brings back DK's ability to jump off a wall and quickly use the chains to pull someone with them. Before, this was possible and I'd use it to try to pull one of their group off of the inner forts walls. You can still sorta do this with the "Magnum Arrow" skill, I dunno about the templars Javelin skill? I know it knocks down players but think they removed the option to knock them back too to which they should bring that back..
-Make "Absorbtion Field / Suppression Field" negate a cheaper cost. It naturally costs 192 (with passives) to which takes awhile to build up just to use against ball groups.
-This next idea, may be a bit crazy, but make immovability not a thing in PVP locations, except the natural immovability that occurs after you break free. This could actually make cyro a bit more challenging and fun, It'd actually make pure tanks probably struggle even more.
  • AstroST
    AstroST
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    What about just putting a limit on heling stacking?
    We have been asking for this since ages to tone down ball groups, they insead gave use dumb sets that only made thing worse.

    if only for once the combat team, that evidently don' t play pvp, listened to their playerbase .....

    note: healing stacking limit achieved by battle spirit to not hit pve
    Edited by AstroST on 4 September 2023 07:16
  • oMrRust
    oMrRust
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    AstroST wrote: »
    What about just putting a limit on heling stacking?
    We have been asking for this since ages to tone down ball groups, they insead gave use dumb sets that only made thing worse.

    if only for once the combat team, that evidently don' t play pvp, listened to their playerbase .....

    note: healing stacking limit achieved by battle spirit to not hit pve

    I was thinking about that as well too. But not specifically through Battle Spirit, but for grouping in cyrodiil. Those in groups would be reduced in healing done / received massively. but didn't think about through battle spirit. But maybe, then again, they'd still be over healing by massive amount, hence why trying to bomb them, never goes down well cause once you hit them, they're still getting healed to where they'll be full health again in about 2 seconds.
    I like the idea of killing Immovability in cyrodiil though, cause these groups seem to be immovable alot, and by killing it in cyrodiil, could keep pulling them away from eachother. I just dunno what the downside of doing this would be though. Maybe in doing it, they could increase the base immovability you get once you break free by 25%-50%. There is pretty much almost no counter to these ball groups as ZOS seems to keep giving ball groups stuff that benefits them but nothing to fight against them.

    Edit: looking at Battle Spirit.. 55% healing received already reduced. Never noticed it before but that sure is not enough of a decrease.. lol
    Edited by oMrRust on 4 September 2023 13:56
  • Tigor
    Tigor
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    Just keep telling them to quit the ballgroup ideology, because someone also started to play like that without any clear reason. The first ballgroups were formed by coincidence and spread like a virus. And now it is a returning topic.
    GM - Decimation Elite - Ebonheart Pact - Cyrodiil - aka Tigor (AR50), Leopard Tank (AR50) , Captain-Caveman (AR50), Tigors Claw (AR50), -Bud Spencer (AR47+)
  • NotoriousBTK
    NotoriousBTK
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    I love using Flame Clench to yeet players off walls. Yeah most are immune, and you have to be positioned just right, but even getting one is so satisfying.
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    Tigor wrote: »
    The first ballgroups were formed by coincidence and spread like a virus. And now it is a returning topic.

    That isn't true. ZOS's mechanics and abilities encouraged 'balling up' due to aoe caps and healing springs but we also have different definitions about groups
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Roleplay Circle (AOE Rats/ Zerg Squad / Banana Squad)
  • Blackrim
    Blackrim
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    The answer to get rid of ball groups is simple

    Remove vigor
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    Blackrim wrote: »
    The answer to get rid of ball groups is simple

    Remove vigor

    Sounds good lets implement it :D
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Roleplay Circle (AOE Rats/ Zerg Squad / Banana Squad)
  • NotTaylorSwift
    NotTaylorSwift
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    Blackrim wrote: »
    The answer to get rid of ball groups is simple

    Remove vigor

    not like ballgroups existed before 12 man vigor stacking.
  • Dat
    Dat
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    These threads get better with time lol. Like a fine wine.

    We've existed through all these years. And you think removing vigor is gonna stop us from running? You realize that we bg players will just adjust builds a tad and keep going right? We will always find a way to keep playing how we want to play.
  • Calastir
    Calastir
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    Dat wrote: »
    These threads get better with time lol. Like a fine wine.

    We've existed through all these years. And you think removing vigor is gonna stop us from running? You realize that we bg players will just adjust builds a tad and keep going right? We will always find a way to keep playing how we want to play.
    Spoken like a 19th century western frontier outlaw, just before the sherrifs, judges and state prisons arrived to maintain order.

    edit: -feel like watching 'Tombstone' now...- B)
    Edited by Calastir on 14 September 2023 12:10
    Chaszmyr Do'Benrae (Dunmer Magsorc Vampire Infinity) ~ Dusk Doublespeak (Breton Magplar Werewolf) ~ Stan of Rimari (Nord Dragonknight Tank) ~ Bunto Kim Alhambra (Redguard Magplar Paladin) ~ Alicyankali (Argonian Magicka Necromancer Draugr Kin) ~ Gruuman Odinfan (Orsimer Magplar) ~ Boymans van Beuningen (Khajiit Stam Warden Bowzerker) ~ Flannelflail (Imperial Stamina Nightblade Brawler PVP) ~ Calastir (Altmer Stamina Dragonknight) ~ Sallystir (Bosmer Stam Warden Frostbite PVP) ~ Zalastir (Altmer Magicka Warden Ice Storm) ~ Capt Peach (Nord Stamcanist Crux Cannon) ~ PC EU ~ Flynt Westwood (Bosmer Magicka Dragonknight) ~ PC NA ~ since May 26th, 2021.
  • MISTFORMBZZZ
    MISTFORMBZZZ
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    Calastir wrote: »
    Dat wrote: »
    These threads get better with time lol. Like a fine wine.

    We've existed through all these years. And you think removing vigor is gonna stop us from running? You realize that we bg players will just adjust builds a tad and keep going right? We will always find a way to keep playing how we want to play.
    Spoken like a 19th century western frontier outlaw, just before the sherrifs, judges and state prisons arrived to maintain order.

    edit: -feel like watching 'Tombstone' now...- B)

    he istn wrong thought 😂😂😂
  • Flangdoodle
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    This post misses the point. The point is not to stop ball groups. The point is to make them less effective. That style of play is inherently selfish. It's the home run king who doesn't give a **** if their team loses as long as they get the home run. Youll be much more successful if you play the objective, because they dont. You just need to use that fact against them. You wont stop them by changing game mechanics which affect everyone.

    1. Choose your battles. You're not going to win against an organized comped optimized group with an unorganized group of pugs. You're just not.

    2. Why do they ball up? Use that against them as well: They have to stick together to get their buffs etc. So spread out and dont give them targets. Yeah, they'll pick off a few, but there'll be more still alive to res you.

    3. Without a zerg to support them it's going to be really hard for them to take any keep. They can't stand still long enough to siege, and they can't be on both flags at once b/c they'd have to spread out and lose their advantage. If they're part of a zerg or have more than one group then you have other problems.

    4. People are human. They make mistakes. You just have to be patient and wait until they make theirs.

    I get that it's frustrating, but let them be, and worry about playing your own game. Light a candle instead of cursing the darkness.
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