Since I'm bored at work I will say it once again because seems people forget what this is about:
no one asked to remove the ball group play style but only to tone down some mechanics that can be exploited so that an organized group can be immortal
Is this so hard to understand?
Yes, what do they plan to do about ball groups?
And what do they plan to do about bombers? It’s unfair to pick on players with no situational awareness
And what do they plan to do about gankers? They need to be stopped from ruining anyone else’s fun.
How about the small groups that take an objective and lie in stealth to Xv1 anyone who comes to take it back? They are a problem
And the speed+evasion builds that farm resource towers all night? Clearly ZOS needs to do something about that
And what about mega zergs? Everyone knows that faction stacking causes performance issues, obviously it needs to be stopped!
Do you see where I’m going with this? These are all valid play styles. They are all counterable, and all avoidable. It’s not right to insist that the devs take any action to stop a type of play just because people don’t like going against it.
If you don’t like fighting ball groups, and I don’t blame you, stop doing it. There’s a whole map to play, you don’t need to take the bait. You might ask “are we just supposed to let them have glade/fare/Alessia then?” Yes. They don’t care about the keep, they want to farm people. Deny them that and they’ll move to pvdoor another keep and you can backcap it. Or they’ll rush you from behind and wipe you and you go somewhere else until they get bored and move on.
Become a faction that routinely declines to be baited into getting farmed by them. Just take your siege and fight elsewhere. Defend against whoever will try to take the map under the assumption that you’ll be tied up with the ball group.
If you want to take them on and put a stop to them, form your own guild and run coordinated groups.
But as long as nobody is exploiting bugs or using cheats, you don’t get to dictate how anyone else plays.
CameraBeardThePirate wrote: »Yes, what do they plan to do about ball groups?
And what do they plan to do about bombers? It’s unfair to pick on players with no situational awareness
And what do they plan to do about gankers? They need to be stopped from ruining anyone else’s fun.
How about the small groups that take an objective and lie in stealth to Xv1 anyone who comes to take it back? They are a problem
And the speed+evasion builds that farm resource towers all night? Clearly ZOS needs to do something about that
And what about mega zergs? Everyone knows that faction stacking causes performance issues, obviously it needs to be stopped!
Do you see where I’m going with this? These are all valid play styles. They are all counterable, and all avoidable. It’s not right to insist that the devs take any action to stop a type of play just because people don’t like going against it.
If you don’t like fighting ball groups, and I don’t blame you, stop doing it. There’s a whole map to play, you don’t need to take the bait. You might ask “are we just supposed to let them have glade/fare/Alessia then?” Yes. They don’t care about the keep, they want to farm people. Deny them that and they’ll move to pvdoor another keep and you can backcap it. Or they’ll rush you from behind and wipe you and you go somewhere else until they get bored and move on.
Become a faction that routinely declines to be baited into getting farmed by them. Just take your siege and fight elsewhere. Defend against whoever will try to take the map under the assumption that you’ll be tied up with the ball group.
If you want to take them on and put a stop to them, form your own guild and run coordinated groups.
But as long as nobody is exploiting bugs or using cheats, you don’t get to dictate how anyone else plays.
This argument kinda falls apart when considering that Ball Groups have a documented and observable negative effect on performance.
Are they exploiting? No, but something needs to be done to tone down their effectiveness so that they don't ruin server performance for everyone else.
CameraBeardThePirate wrote: »Yes, what do they plan to do about ball groups?
And what do they plan to do about bombers? It’s unfair to pick on players with no situational awareness
And what do they plan to do about gankers? They need to be stopped from ruining anyone else’s fun.
How about the small groups that take an objective and lie in stealth to Xv1 anyone who comes to take it back? They are a problem
And the speed+evasion builds that farm resource towers all night? Clearly ZOS needs to do something about that
And what about mega zergs? Everyone knows that faction stacking causes performance issues, obviously it needs to be stopped!
Do you see where I’m going with this? These are all valid play styles. They are all counterable, and all avoidable. It’s not right to insist that the devs take any action to stop a type of play just because people don’t like going against it.
If you don’t like fighting ball groups, and I don’t blame you, stop doing it. There’s a whole map to play, you don’t need to take the bait. You might ask “are we just supposed to let them have glade/fare/Alessia then?” Yes. They don’t care about the keep, they want to farm people. Deny them that and they’ll move to pvdoor another keep and you can backcap it. Or they’ll rush you from behind and wipe you and you go somewhere else until they get bored and move on.
Become a faction that routinely declines to be baited into getting farmed by them. Just take your siege and fight elsewhere. Defend against whoever will try to take the map under the assumption that you’ll be tied up with the ball group.
If you want to take them on and put a stop to them, form your own guild and run coordinated groups.
But as long as nobody is exploiting bugs or using cheats, you don’t get to dictate how anyone else plays.
This argument kinda falls apart when considering that Ball Groups have a documented and observable negative effect on performance.
Are they exploiting? No, but something needs to be done to tone down their effectiveness so that they don't ruin server performance for everyone else.
No, my argument is strengthened by that. The combination of a ball group and a Zerg of players fighting them erodes performance for people in the immediate area. Fewer people fighting them is less impact on the servers, and if you go fight somewhere else you don’t really feel the performance much, if at all.
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »Yes, what do they plan to do about ball groups?
And what do they plan to do about bombers? It’s unfair to pick on players with no situational awareness
And what do they plan to do about gankers? They need to be stopped from ruining anyone else’s fun.
How about the small groups that take an objective and lie in stealth to Xv1 anyone who comes to take it back? They are a problem
And the speed+evasion builds that farm resource towers all night? Clearly ZOS needs to do something about that
And what about mega zergs? Everyone knows that faction stacking causes performance issues, obviously it needs to be stopped!
Do you see where I’m going with this? These are all valid play styles. They are all counterable, and all avoidable. It’s not right to insist that the devs take any action to stop a type of play just because people don’t like going against it.
If you don’t like fighting ball groups, and I don’t blame you, stop doing it. There’s a whole map to play, you don’t need to take the bait. You might ask “are we just supposed to let them have glade/fare/Alessia then?” Yes. They don’t care about the keep, they want to farm people. Deny them that and they’ll move to pvdoor another keep and you can backcap it. Or they’ll rush you from behind and wipe you and you go somewhere else until they get bored and move on.
Become a faction that routinely declines to be baited into getting farmed by them. Just take your siege and fight elsewhere. Defend against whoever will try to take the map under the assumption that you’ll be tied up with the ball group.
If you want to take them on and put a stop to them, form your own guild and run coordinated groups.
But as long as nobody is exploiting bugs or using cheats, you don’t get to dictate how anyone else plays.
This argument kinda falls apart when considering that Ball Groups have a documented and observable negative effect on performance.
Are they exploiting? No, but something needs to be done to tone down their effectiveness so that they don't ruin server performance for everyone else.
No, my argument is strengthened by that. The combination of a ball group and a Zerg of players fighting them erodes performance for people in the immediate area. Fewer people fighting them is less impact on the servers, and if you go fight somewhere else you don’t really feel the performance much, if at all.
It isn't strengthened by it at all though.
Ball groups have THE largest performance impact. The solution of "just go elsewhere" is not acceptable - that's just a band-aid over the real problem.
Ball groups also don't attract zergs - they pursue zergs.
Túrin_Vidsmidr wrote: »Players are forced into two choices: abandon your castle/keep and hope the ballgroup moves on or keep getting spawn killed and farmed.
CameraBeardThePirate wrote: »Ball groups have THE largest performance impact. The solution of "just go elsewhere" is not acceptable - that's just a band-aid over the real problem.
BetweenMidgets wrote: »CameraBeardThePirate wrote: »Ball groups have THE largest performance impact. The solution of "just go elsewhere" is not acceptable - that's just a band-aid over the real problem.
I always find it interesting that people think the server distinguishes between a 12 man group pushing skills and a 30-40 man zerg pushing skills. Do you think that the people in a zerg are not pushing skills that require calculations at a rapid frequency? Both groups have access to 10 skills and 2 ultimates (with obvious exclusions to 1 bar builds). Why is it the ball groups fault for pushing their skills, instead of a giant zerg pushing their skills while having more people pushing them?
If anything, you could make an argument that maybe ball groups are using LESS skills across their classes than a zerg, since there are some skills a ballgroup will generally run, like proxy det, or radiating regen.
Why do you think it is BALL GROUPS and not a zerg that is causing the lag? Genuinely curious on how you know the server differentiates.
CameraBeardThePirate wrote: »BetweenMidgets wrote: »CameraBeardThePirate wrote: »Ball groups have THE largest performance impact. The solution of "just go elsewhere" is not acceptable - that's just a band-aid over the real problem.
I always find it interesting that people think the server distinguishes between a 12 man group pushing skills and a 30-40 man zerg pushing skills. Do you think that the people in a zerg are not pushing skills that require calculations at a rapid frequency? Both groups have access to 10 skills and 2 ultimates (with obvious exclusions to 1 bar builds). Why is it the ball groups fault for pushing their skills, instead of a giant zerg pushing their skills while having more people pushing them?
If anything, you could make an argument that maybe ball groups are using LESS skills across their classes than a zerg, since there are some skills a ballgroup will generally run, like proxy det, or radiating regen.
Why do you think it is BALL GROUPS and not a zerg that is causing the lag? Genuinely curious on how you know the server differentiates.
There's a big difference between 40 randos pushing skills and a coordinated ball group pushing skills.
The latter will have far more calculations being sent to the server. Far more HoTs ticking, far more group buffs, far more sets doing checks for groupmates constantly. Equating the 2 is silly.
Four_Fingers wrote: »CameraBeardThePirate wrote: »BetweenMidgets wrote: »CameraBeardThePirate wrote: »Ball groups have THE largest performance impact. The solution of "just go elsewhere" is not acceptable - that's just a band-aid over the real problem.
I always find it interesting that people think the server distinguishes between a 12 man group pushing skills and a 30-40 man zerg pushing skills. Do you think that the people in a zerg are not pushing skills that require calculations at a rapid frequency? Both groups have access to 10 skills and 2 ultimates (with obvious exclusions to 1 bar builds). Why is it the ball groups fault for pushing their skills, instead of a giant zerg pushing their skills while having more people pushing them?
If anything, you could make an argument that maybe ball groups are using LESS skills across their classes than a zerg, since there are some skills a ballgroup will generally run, like proxy det, or radiating regen.
Why do you think it is BALL GROUPS and not a zerg that is causing the lag? Genuinely curious on how you know the server differentiates.
There's a big difference between 40 randos pushing skills and a coordinated ball group pushing skills.
The latter will have far more calculations being sent to the server. Far more HoTs ticking, far more group buffs, far more sets doing checks for groupmates constantly. Equating the 2 is silly.
Could you provide a link of facts so we may be enlightened as to how 12 players cause more server calculations than 40?
I mean how do you know what 40 players are spamming and how their sets are affecting nearby allies?
derkaiserliche wrote: »yea it bothered me so much that i switched to another less crowded campaign. Its way more fun there trust me. Mostly max 25 vs 25 fights but often just like 12 vs 12.
Four_Fingers wrote: »I mean how do you know what 40 players are spamming and how their sets are affecting nearby allies?
High-end ball groups spec for AoE damage, utility, and mitigation. They use those sets that apply to group members only, and they try to maximize CPM to take advantage of all possible damage, healing, and procs. They review logs and make a note of casts, uptimes, damage, etc. Like any dedicated group that wants to get better, they practice and focus on improving. Many ball group members are not just aware of but extremely practiced in weaving light attacks and taking synergies without interrupting their casts..
Is it possible a group of 40 uncoordinated players spamming abilities could cause the same amount of stress on the server as an optimized 12-person group? I won't say it's absolutely impossible. But it's certainly not guaranteed, and I would think it extremely unlikely given not only the fact that friendly sets with a radius can only target group members but also how some non-ball group players favor single-target skills and sets and need to be more balanced for solo or small group play.
Four_Fingers wrote: »derkaiserliche wrote: »yea it bothered me so much that i switched to another less crowded campaign. Its way more fun there trust me. Mostly max 25 vs 25 fights but often just like 12 vs 12.
You just nailed the real problem, everybody wants to pile on the same campaign - Gray Host.
Four_Fingers wrote: », don't know where the myth about ball groups not fighting ball groups comes from. I mean how would you even know you are not there obviously if you don't see it.