FlopsyPrince wrote: »They haven't done anything about gankers in IC during events. That probably bothers more people than ball groups. No change is likely on ball groups.
FlopsyPrince wrote: »They haven't done anything about gankers in IC during events. That probably bothers more people than ball groups. No change is likely on ball groups.
Gankers can be countered in various ways, that's not the case with Ballgroups and as we speak, ballgroups have the tendency to chase individual players, especially newer ones away from PvP, I have friends who unfortunately find Cyrodiil boring due to the presence of ballgroups. It's literally imposssible to pvp properly with these folks exploiting the heal stack and offering no counter towards their purposeless gameplay, to not mention the lag and skill issues they bring with em.
Those players shouldn't expect any adjustments on their behalf. That's like saying we should have pvp in public dungeons to make them more palatable for those who only occasionally pve.FlopsyPrince wrote: »And I would disagree that gankers can be countered, at least in an easy manner. They may be easy for you, but not for most of us that only dip our toes into PvP.
FlopsyPrince wrote: »FlopsyPrince wrote: »They haven't done anything about gankers in IC during events. That probably bothers more people than ball groups. No change is likely on ball groups.
Gankers can be countered in various ways, that's not the case with Ballgroups and as we speak, ballgroups have the tendency to chase individual players, especially newer ones away from PvP, I have friends who unfortunately find Cyrodiil boring due to the presence of ballgroups. It's literally imposssible to pvp properly with these folks exploiting the heal stack and offering no counter towards their purposeless gameplay, to not mention the lag and skill issues they bring with em.
My point would remain. Maybe it will prove false, but I wouldn't hold my breath waiting for a change.
And I would disagree that gankers can be countered, at least in an easy manner. They may be easy for you, but not for most of us that only dip our toes into PvP.
FlopsyPrince wrote: »FlopsyPrince wrote: »They haven't done anything about gankers in IC during events. That probably bothers more people than ball groups. No change is likely on ball groups.
Gankers can be countered in various ways, that's not the case with Ballgroups and as we speak, ballgroups have the tendency to chase individual players, especially newer ones away from PvP, I have friends who unfortunately find Cyrodiil boring due to the presence of ballgroups. It's literally imposssible to pvp properly with these folks exploiting the heal stack and offering no counter towards their purposeless gameplay, to not mention the lag and skill issues they bring with em.
My point would remain. Maybe it will prove false, but I wouldn't hold my breath waiting for a change.
And I would disagree that gankers can be countered, at least in an easy manner. They may be easy for you, but not for most of us that only dip our toes into PvP.
Gankers can be countered and dealt with appropiate measures, that's not the case with ballgroups. Unlike gankers, ballgroups literally kill PvP when they emerge around the evening in the campaign I'm in. With something that has no means of being countered with the available mechanics is not encouraging at all. As said, several folks I PvP with leave once ballgroups appear, because there's really no reason to stick around something that can't even be properly countered, unlike gankers whom you can deal with in numerous ways, especially nightblades who rely on stealth to deal max damage.
[snip]
Four_Fingers wrote: »Of course you have to make another group to counter a group.
You think you should be able to take down groups solo?
Get real this is not Rambo simulator either.
TechMaybeHic wrote: »FlopsyPrince wrote: »FlopsyPrince wrote: »They haven't done anything about gankers in IC during events. That probably bothers more people than ball groups. No change is likely on ball groups.
Gankers can be countered in various ways, that's not the case with Ballgroups and as we speak, ballgroups have the tendency to chase individual players, especially newer ones away from PvP, I have friends who unfortunately find Cyrodiil boring due to the presence of ballgroups. It's literally imposssible to pvp properly with these folks exploiting the heal stack and offering no counter towards their purposeless gameplay, to not mention the lag and skill issues they bring with em.
My point would remain. Maybe it will prove false, but I wouldn't hold my breath waiting for a change.
And I would disagree that gankers can be countered, at least in an easy manner. They may be easy for you, but not for most of us that only dip our toes into PvP.
Gankers can be countered and dealt with appropiate measures, that's not the case with ballgroups. Unlike gankers, ballgroups literally kill PvP when they emerge around the evening in the campaign I'm in. With something that has no means of being countered with the available mechanics is not encouraging at all. As said, several folks I PvP with leave once ballgroups appear, because there's really no reason to stick around something that can't even be properly countered, unlike gankers whom you can deal with in numerous ways, especially nightblades who rely on stealth to deal max damage.
[snip]
Not sure what this weird obsession is of making it seem like this is about just being in a group. It's not. There are other types of groups out there. It's about stacking together in a pile, spamming HOTs and high health and timing ulti dumps to be able to kill things whike being turtked up beyondeven siege damage, which has been aided by the mass pull sets because a lot of the ball groups were just bad when they actually had to time it and coordinate tge damage.
Not to mention, countering a NB can be done just by learning how with any class. Not by running a NB yourself or massively outnumbering. People would flip if that was the case. For ball groups, you either have to play the same, or even the people who claim to counter them otherwise, do it while the ball group is engaged in farming the zerg.
And it has caused people to just log, and leave. Same way they would if their only answer was to just play a NB. You tell them the only way to play is to form a ball group of their own, and if they don't want to do that, what's their other choice? Should be balanced the same way individuals are.
Anyway; I don't think ZOS has any plans to address it. Maybe we get lucky, and having one of the pull sets nerfed makes it at least better by not chain pulling you into a mass of potential vicious death procs.
[edited to remove quote]
Four_Fingers wrote: »Of course you have to make another group to counter a group.
You think you should be able to take down groups solo?
Get real this is not Rambo simulator either.
Don't try to twist it, you know we're talking about the specific type of ballgroups here.
Four_Fingers wrote: »Four_Fingers wrote: »Of course you have to make another group to counter a group.
You think you should be able to take down groups solo?
Get real this is not Rambo simulator either.
Don't try to twist it, you know we're talking about the specific type of ballgroups here.
No twist at all it is exactly what the complaint is, solos can't easily take down groups and that is the way it was intended to be.
Four_Fingers wrote: »Four_Fingers wrote: »Of course you have to make another group to counter a group.
You think you should be able to take down groups solo?
Get real this is not Rambo simulator either.
Don't try to twist it, you know we're talking about the specific type of ballgroups here.
No twist at all it is exactly what the complaint is, solos can't easily take down groups and that is the way it was intended to be.
I'm trying to find somewhere in this thread that says solos should be able to take down a group. Maybe you can quote that so it's easy to see.
Four_Fingers wrote: »Four_Fingers wrote: »Of course you have to make another group to counter a group.
You think you should be able to take down groups solo?
Get real this is not Rambo simulator either.
Don't try to twist it, you know we're talking about the specific type of ballgroups here.
No twist at all it is exactly what the complaint is, solos can't easily take down groups and that is the way it was intended to be.
I'm trying to find somewhere in this thread that says solos should be able to take down a group. Maybe you can quote that so it's easy to see.
While it is not explicitly stated this is the complaint the we easily read behind the lines: why can't a collection of solo players and grouped players in non-complementary gear that are not working in conjunction with each other be able to take down a group this is doing each of those things.
The answer is they can, but only if they have enough (varies depending on the group they're fighting) and if there's a handful mixed in that actually know what they're doing. This is where solo bombers and small group bombs can be really helpful for a faction, although they are usually nowhere to be found near these types of fights. At the same time, please respect the ball groups out there actually looking to fight similar groups -- they do exist, and sometimes they'll go to root out these other groups that are just farming.
I do agree that being able to survive against more than 2-3 times their numbers is something that should be addressed because it is not healthy for the game overall, so that's a direction that ZOS should put some effort in, such as addressing HOT stacking. But we also know they're going to be careful about this because they do not want to negatively affect their end game pve players -- the trials folks that are using a lot of the same support sets that ball groups use. Imagine if ZOS cared enough about Ravenwatch to completely define what could and could not be used there IN GAME, a campaign where the only advantage ball groups have is coordination -- no pull sets, no buff sets, no vd or plague. Unfortunately it is also a campaign that dies once populations become imbalanced due the advantage of (overwhelming) numbers.
To some extent its on the pugs who repeatedly get farmed, but the behavior of SOME of these ball groups is very poor. Also, anyone who thinks solos or random groups can beat highly optimized groups are either salty by nature or simply don't PvP on a regular basis.
To some extent its on the pugs who repeatedly get farmed, but the behavior of SOME of these ball groups is very poor. Also, anyone who thinks solos or random groups can beat highly optimized groups are either salty by nature or simply don't PvP on a regular basis.
Those players actually deserve the most respect for taking on the challenge against an organized group of players with optimized builds, doing their best to help their team hold on to an objective.
In my experience, they're not clueless about the scenario they face, they just, rightfully, don't care if they die.
On the other hand, the 12 man that coordinates with builds they had to theorycraft and farm for, to spend their time doing that for so little.... It's not like they're see a lot of AP killing the same players over and over again. They don't care about the map. So what are they actually getting out of it? I think it's just feeding a deficiency.
Right. Sorry. I should have been more clear in what I was saying. I was referring to pugs that complain about getting repeatedly killed by these groups.
Four_Fingers wrote: »Four_Fingers wrote: »Of course you have to make another group to counter a group.
You think you should be able to take down groups solo?
Get real this is not Rambo simulator either.
Don't try to twist it, you know we're talking about the specific type of ballgroups here.
No twist at all it is exactly what the complaint is, solos can't easily take down groups and that is the way it was intended to be.
Four_Fingers wrote: »Four_Fingers wrote: »Of course you have to make another group to counter a group.
You think you should be able to take down groups solo?
Get real this is not Rambo simulator either.
Don't try to twist it, you know we're talking about the specific type of ballgroups here.
No twist at all it is exactly what the complaint is, solos can't easily take down groups and that is the way it was intended to be.
I'm trying to find somewhere in this thread that says solos should be able to take down a group. Maybe you can quote that so it's easy to see.
While it is not explicitly stated this is the complaint the we easily read behind the lines: why can't a collection of solo players and grouped players in non-complementary gear that are not working in conjunction with each other be able to take down a group this is doing each of those things.
The answer is they can, but only if they have enough (varies depending on the group they're fighting) and if there's a handful mixed in that actually know what they're doing. This is where solo bombers and small group bombs can be really helpful for a faction, although they are usually nowhere to be found near these types of fights. At the same time, please respect the ball groups out there actually looking to fight similar groups -- they do exist, and sometimes they'll go to root out these other groups that are just farming.
I do agree that being able to survive against more than 2-3 times their numbers is something that should be addressed because it is not healthy for the game overall, so that's a direction that ZOS should put some effort in, such as addressing HOT stacking. But we also know they're going to be careful about this because they do not want to negatively affect their end game pve players -- the trials folks that are using a lot of the same support sets that ball groups use. Imagine if ZOS cared enough about Ravenwatch to completely define what could and could not be used there IN GAME, a campaign where the only advantage ball groups have is coordination -- no pull sets, no buff sets, no vd or plague. Unfortunately it is also a campaign that dies once populations become imbalanced due the advantage of (overwhelming) numbers.
I hear you. And I know some groups try to find similar groups to fight. But that is less common than what the original post in this thread is talking about. The original complaint centers around the toxic behavior of farming people with no intent on actually capturing the unflagged keep. To some extent its on the pugs who repeatedly get farmed, but the behavior of SOME of these ball groups is very poor. Also, anyone who thinks solos or random groups can beat highly optimized groups are either salty by nature or simply don't PvP on a regular basis.
Four_Fingers wrote: »The thing is the things that empower what you all keep calling ball groups is available to all if they just chose to use them.
And yes, some things require grouping and planning to take advantage of not to mention a crown with his/her head screwed on right.
The other advantage guild based groups have is they know each other and have purposely tweaked their builds to complement each other in the group.
The things that empower ballgroups are not really available for everyone, they are useable solo about as much as ring of pale order in a ballgroup. Sure everyone including solo players can slot echoing vigor, radiating regen, rallying cry, olorhime/spc, powerful assault, phoenix moth, sanctuary, purge and other groupbuffs and some of them are as strong as solobuffs and used by soloplayers, but they wont get the same strength increase/effect (stats, healing/shielding) as a ballgroup, while everyone can slot solosets and get the same effect.Four_Fingers wrote: »The thing is the things that empower what you all keep calling ball groups is available to all if they just chose to use them.
And yes, some things require grouping and planning to take advantage of not to mention a crown with his/her head screwed on right.
The other advantage guild based groups have is they know each other and have purposely tweaked their builds to complement each other in the group.