Well, there are a lot of things ZOS could do that would not hurt average Joe or even small scale players but ball groups and only ball groups. The solution I am talking about is already in the game and is used on some sets. Ring of Pale Order and Rallying Cry already have this mechanic which literally scales with the group size. Those sets are weaker if you are in group and the larger the group - those become weaker.SpacemanSpiff1 wrote: »do what exactly? anything zos could do will hurt the average player more.
coordinated groups will always be more effective and adapt to changes better.
SpacemanSpiff1 wrote: »do what exactly? anything zos could do will hurt the average player more.
coordinated groups will always be more effective and adapt to changes better.
Tommy_The_Gun wrote: »Well, there are a lot of things ZOS could do that would not hurt average Joe or even small scale players but ball groups and only ball groups. The solution I am talking about is already in the game and is used on some sets. Ring of Pale Order and Rallying Cry already have this mechanic which literally scales with the group size. Those sets are weaker if you are in group and the larger the group - those become weaker.SpacemanSpiff1 wrote: »do what exactly? anything zos could do will hurt the average player more.
coordinated groups will always be more effective and adapt to changes better.
Something like this could be potentially added directly to battle spirit and affect pretty much everything (Skills, passives CP, etc).
But before that I think the biggest reason why Ball Groups are broken is because there is actually no cap on how many positive / negative same effects you can have. So Ball groups tend to have like 8 - 11 Vigors & Radiating Regeneration all stacked into one ultra heal over time. They can literly have 20 - 30K health recovery that way. So... if there was a limit of lets say 3 or 4 of those heal over time, who would feel it the most ? Solo players ? No, they can only have 1 or maybe 2 vigors if some one near them casts it. Small Scale ? Maybe, but even if there is a medium scale group of 6 players they would not notice any difference. But Ball Groups ? Yep. It would hurt them and it would pretty much affect only them.
The reason why ZOS is not doing anything since like... since the game started and only makes Ball Groups stronger is that I think that ZOS considers "Ball Groups" their PvP target audience. They are making Cyro & IC for Ball Groups 1st. At least this is the only logical explanation. Because every time some play style became too strong - it was nerfed. Snipe Bow ganking is prime example. It was low risk with potentially high reward. And now Bow is a Meme. So why is Ball Group playstyle an exception from the norm and is not being adjusted as well ? Because the are the ZOS's "PvP target audience". There could not be other explanation.
Oblivion_Protocol wrote: »And yes, I get the cross-healing argument. I agree it should be tuned down a bit. But if that happens, ball groups will just find some other way to survive. Then, more nerfs will be called for, and the cycle will continue until everything in this game gets nerfed so hard, it goes from ESO to Pong.
Dark_Lord_Kuro wrote: »Im not much of a pvp player but it seem wrong to to simply shut down a playstyle. They should buff the other ones in my opinion. What about a set tant reduce opponent healing taken by a lot like 50%,reducing its effect by x% for each of your group member or negating your ability to be healed by others? I also thing that an organized group should be more effective than a non organized one
RoxyPhoenix wrote: »This behavior is what makes people hate them. They have the power and skills to be the heroes yet, they choose to be a nuisance and pain.
RoxyPhoenix wrote: »I despise ball groups as much as anyone who ever encountered them, that being said, I do think they are an integral and valid part of PVP scene, they are just simply best at what they do, just like there are best duelists, tower huggers, snipers and bombers, they all have a place in cyrodill. What I don't think is right is the fact that ball groups hardly ever play objectives, they are overturned farming machines, and they take the most joy in running around and just stomping over anyone who gets too close. It is common for ball groups to retrieve their own scroll and then just farm people who try to take it from them, never even intending to return it to their own base. I have seen countless scenarios when a ball group has the power to drastically shift the outcome of a current battle, yet they simply ignore the map and stay in one place for hours just farming people not caring if their own faction loses home keeps or scrolls. This behavior is what makes people hate them. They have the power and skills to be the heroes yet, they choose to be a nuisance and pain.
Túrin_Vidsmidr wrote: »Do you plan to do anything about this [snip] that's destroying the PvP zone experience or will you keep pretending the problem does not exist?
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BXR_Lonestar wrote: »Its a multiplayer game. There's nothing wrong with people playing the game as a group - AS INTENDED.
People who complain about ball groups simply don't understand the difficulty it takes to coordinate with 11 other parties - and to find players who are unselfish enough to wear sets that are all about group synergy rather than individual combat effectiveness. If you're having a problem with a ball group and you don't have the numbers to take them on - simply go where they're not.