Ballgroups are 12 people wearing synergistic gear, using team-oriented skills, and verbally coordinating their offense and defense.
It's not broken or unbalanced. Hell it's not even illogical.
What is broken, unbalanced, and illogical is that 1 person could sneak into the middle of a group like this and blow them all up.
I can't imagine an objectively good reason to prefer bombers to ballgroups. What a completely backwards viewpoint.
ZOS probably isn't interested in curtailing ballgroups. Why would they be? Ballgroups are playing the game to it's full potential.
Is nobody else tired of hearing a bunch of self-proclaimed PvP experts, who routinely run amuck solo killing Pug groups of various sizes, complain about a bigger group doing the same thing?
Sounds like petty jealousy to me. Always has... Always will.
If lag is the problem then complain about the lag.
Bomber guy=alone, has about 22k hp with every aspect of his build is dedicated to kill a large amount of people in one go, try to escape if lucky. If he gets detected it is game over instantly without a kill. Only disturbs for 15 seconds until you get revived. Watching 20 guys get blowned up buy a single guy named "xxx_crazy8_xx" is fun as hell
Ball group: 12 dudes on 35k+ hp, stacking echoing vigor and radiating regen. One guy using a pull set, 4 dudes spamming purge on cd, impossible to kill unless a bigger fish comes. Disturbs the whole transitus line, increases lag when nearby, watching in action is spaztic as hell.
If you can't think of it yourself maybe there is a dedicated thinker in your ball group I suggest asking him.
Ballgroups are 12 people wearing synergistic gear, using team-oriented skills, and verbally coordinating their offense and defense.
It's not broken or unbalanced. Hell it's not even illogical.
What is broken, unbalanced, and illogical is that 1 person could sneak into the middle of a group like this and blow them all up.
I can't imagine an objectively good reason to prefer bombers to ballgroups. What a completely backwards viewpoint.
ZOS probably isn't interested in curtailing ballgroups. Why would they be? Ballgroups are playing the game to it's full potential.
Is nobody else tired of hearing a bunch of self-proclaimed PvP experts, who routinely run amuck solo killing Pug groups of various sizes, complain about a bigger group doing the same thing?
Sounds like petty jealousy to me. Always has... Always will.
If lag is the problem then complain about the lag.
Bomber guy=alone, has about 22k hp with every aspect of his build is dedicated to kill a large amount of people in one go, try to escape if lucky. If he gets detected it is game over instantly without a kill. Only disturbs for 15 seconds until you get revived. Watching 20 guys get blowned up buy a single guy named "xxx_crazy8_xx" is fun as hell
Ball group: 12 dudes on 35k+ hp, stacking echoing vigor and radiating regen. One guy using a pull set, 4 dudes spamming purge on cd, impossible to kill unless a bigger fish comes. Disturbs the whole transitus line, increases lag when nearby, watching in action is spaztic as hell.
If you can't think of it yourself maybe there is a dedicated thinker in your ball group I suggest asking him.
Perhaps group finder will help a little bit. It won't create ball groups to counter ball groups, but it'll hopefully be more like it used to be before group size was nerfed. At least where I play the saying is usually, "we don't group just follow zone chat". Which is fair except that limits individuals sets they can use and limits group buffs from being used effectively.
A bunch of solos with siege zerging down a ball group can kill them, but we also should look at how we are crippling ourselves before claiming it's all about the ball group being overtuned.
Sheezabeast wrote: »Just wait till all the ball groups are DKs wearing the new armor set. You think they're unkillable now...
I wonder if future ball groups are going to be 80% DK's wearing new set and in perma corrosive armor.
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.
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
DirtyDeeds765 wrote: »You could knit a sweater for a hippo with all these threads complaining about ballgroups.
Ballgrouping is playing the game in the most efficient way. If you're not ballgrouping in a large scale pvp area, you're doing it wrong. That's like playing a game of basketball with random people you just met and complaining that the other team has roles and a plan. You wouldn't do that - or you shouldn't - you'd just be like "oh, duh, that's why we lost. Let me get a team and a plan together for next time."
You could nerf literally anything you think is the problem and you'd still get dunked on by 12 people playing in the most efficient way. Nerf heal stacking, support sets, dark con, abilities, whatever you think it is, and 12 people working together dumping ultis at the same time are still going to wreck you. Numbers and optimization will win every time vs numbers and no optimization.
@DirtyDeeds765
Edit: added the sentence after the comparison with basketball
doesurmindglow wrote: »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.
Yeah what's most interesting about all the talk around crosshealing is besides the fact that the developers have recently and, according to 9.2 PTS patch notes, will continue to go in the opposite direction by buffing them, is the fact that stacking heal over time abilities was an adaptation to a previous popular nerf: a direct, obvious, and entirely predictable response to the consequences Plaguebreak introduced for "spamming" purge.
No one ever remembers now that before HOT stacking, this was the one silver bullet that if you just did something about, ball groups would cease to exist. But if you scroll back on the forums long enough you will find it, and you will find also that it didn't work. The result of multiple post-release changes to Plaguebreak is that it now finds its application almost exclusively as part of a ball group composition, much the same way that Vicious Death had before it.
Nothing was learned from that experience, and they actually subsequently DID nerf heal over time abilities, the effects of which have only further strengthened ball group compositions, so much so that people don't even seem to be aware it happened. The problem now is that adjusting crosshealing is already obsolete as an intervention: most groups are now stacking multiple layers of damage shields, enabled in part by powerful new sets and class abilities, that prevent healing from even being required in a lot of these encounters. Healing is, after all, a less potent source of mitigation than a damage shield: it essentially negates damage actually done to a player's HP, which doesn't even come into the equation if the only damage done is to the shields.
The strongest groups have noticed this, and reduced their healing profile to allow for more damage, dropping to a composition with 6 DPS, 2 or 3 supports who run things like PA and provide rapids or CC almost exclusively, and maybe just 3 dedicated healers. The balance is now much closer to the raid compositions you see in PVE, and that's largely because HOT stacking hasn't been as strong as damage shields and ultimate generation for about two or three patches.
Maybe the game wasn‘t designed only for solo players but I also doubt it was designed exclusively for organized premade groups. I assume it was designed for lfg/Pick-up-Group(PuG), but ZoS destroyed PuGs when they reduced Group size to 12. In Battlegrounds you also get grouped with randoms so why should Cyrodiil be only for organized premade groups?Four_Fingers wrote: »Yes, let's remove organized groups the game was designed for so solo players can prevail. /s
You all need to X up!
Four_Fingers wrote: »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?
OP called it cancer so I guess we took the bait.
Organized groups are no more immortal than an Xer taking on 20 players.
Or 20 zerglings chasing me down.
DrNukenstein wrote: »They could make all buffs from skills and sets limited to your group.
They could limit group size to 4, so ball groups have a much harder time giving everyone every buff all the time combined with the above idea
They could persistently mark the location of groups that are "killing it" on the map to both drive up activity and make it easy to track where the ball groups are.
Siege weaponry specifically designed to counter ball groups. Something like a "star venom gas bomb" that can apply snake in the stars in an aoe (this one would be brutal for zergs, but zergs are just disorganized ball groups that may have more people)
A separate campaign for people who want to roll in big organized ball groups, so they can get together and talk about buff sharing while they fight forever without dying
Again, limit hot stacking. Yes, the pugs benefit from it too. They never benefit from it as much.
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.
I obviously don't know how things work on PS but just come PC EU if you wanna see your myth.
IZZEFlameLash wrote: »When was the last time that any 'anti-ballgroup' solution has been actually successful? Anti-ballgroup anything is best used in ballgroups. Just accept that coordinated groups will trump over others and move on. People will still find a way to be effective in groups.
You want the easiest way to stop ball groups in cyro?
Stop all cross heals in pvp.. simple
IZZEFlameLash wrote: »When was the last time that any 'anti-ballgroup' solution has been actually successful? Anti-ballgroup anything is best used in ballgroups. Just accept that coordinated groups will trump over others and move on. People will still find a way to be effective in groups.
Since the introduction of Plaguebreaker ballgroups cant use Purge anymore. They removed a entire function/skill out of the game in cyrodiil. So i'd say that was rather succesfull since siege actually hurt quite alot. Doesnt matter how good group, if u get like 3-4 stacks of oils you are dead no matter what almost.
But yeah the set itself doesnt really do much in terms of dmg unless someone obviously dies.
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.
So you say that following a crown and just spamming aoe and smart heals all the time is very difficult.
A ball group to be good just need one person to be good, the one that tell everyone what to wear and what to do.
I have tried it a couple of times and was so mind numbing boring that I lost every interest very fast because you are not someone that have to think, you just need to do what you are told to do, like a bot.
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.
So you say that following a crown and just spamming aoe and smart heals all the time is very difficult.
A ball group to be good just need one person to be good, the one that tell everyone what to wear and what to do.
I have tried it a couple of times and was so mind numbing boring that I lost every interest very fast because you are not someone that have to think, you just need to do what you are told to do, like a bot.
One thing that seems pretty consistent - even across different games that offer large scale pvp - is that often equivalent options are missing.
In ESO, this is HoTs - I won't claim this is the main issue or anything, but it's a good example. It's relatively easy to cover the group in layers of HoT (and absorb) effects to the point where the win condition is just 'is your burst high enough to chew through the health bar and absorb shields before the next HoT tick, heal, or absorb prevents it', or something to that effect.
Which, to some extent - fair! Coordinated groups should benefit from coordination and running specialized builds together. On the other hand, though, there isn't really any option for players fighting the blob. Take a look at HoTs vs DoTs, for example. If I wanted to run a supreme super duper DoT build, my build choice would be...To run something else because that isn't possible. The skills don't exist - it's orders of orders of magnitude easier to blanket a group in HoTs and absorbs than it is to try and deal with that through DoT application. The skills just don't exist in the game, or if they did they were nerfed (warden bug swarm DoT).
That isn't to say one player should be able to 'rot' an entire enemy group all on their own, of course, or that groups shouldn't have the benefit that comes with, y'know, having more people and being coordinated. But the benefits of having more players and being coordinated should be just that - there are more players and there's coordination, not that the game design and availability or lack of certain options for players also heavily favors them. The only other option I can think of off the top of my head is the Psijic Order CC that can be morphed to absorb healing, making it into an AoE CC + Healing absorb
Maybe sets like VD, etc, should be given the pale order ring treatment too - decreased effectiveness per person in your group. Enough that it's still useful, but open up other options. On the fence about that though, but worth a bit of a think.
TLDR:
- Despite intentions and marketing, ESO's build options are severely limited. Particularly in Cyrodiil, equivalent options to what the opponent does often just don't exist, or are shoe-horned into a specific armor set. Devs should expand skill options.
- Aforementioned armor sets could be changed to have decreased effectiveness for groups. Unsure if this would work, or if people would just make the dude/tte wearing VD not join the group but run with em anyway.
One thing that seems pretty consistent - even across different games that offer large scale pvp - is that often equivalent options are missing.
In ESO, this is HoTs - I won't claim this is the main issue or anything, but it's a good example. It's relatively easy to cover the group in layers of HoT (and absorb) effects to the point where the win condition is just 'is your burst high enough to chew through the health bar and absorb shields before the next HoT tick, heal, or absorb prevents it', or something to that effect.
Which, to some extent - fair! Coordinated groups should benefit from coordination and running specialized builds together. On the other hand, though, there isn't really any option for players fighting the blob. Take a look at HoTs vs DoTs, for example. If I wanted to run a supreme super duper DoT build, my build choice would be...To run something else because that isn't possible. The skills don't exist - it's orders of orders of magnitude easier to blanket a group in HoTs and absorbs than it is to try and deal with that through DoT application. The skills just don't exist in the game, or if they did they were nerfed (warden bug swarm DoT).
Four_Fingers wrote: »What mess?
Working a intended.
Freilauftomate wrote: »How many hots do we have in this game?
How many dots do we have in this game?
How many players get the hot when you use it?
Who will get the hot when you use it again?
How often do hots heal?
For how much do hots heal?
I know, i know... the game doesn't tell you how it works. So it's easy to believe whatever you want to believe. But before you run around yelling "hot hots hots!!! hots are evil!", maybe you could try to learn how the game works first. Even if some questions i am asking are not that easy to answer. Especially the one with hot-targeting...
With all do respect they have buffed them continuously for most of the game's life. To expect anything else is foolish. Do as they want: play in a ball group or leave.
IZZEFlameLash wrote: »With all do respect they have buffed them continuously for most of the game's life. To expect anything else is foolish. Do as they want: play in a ball group or leave.
ZOS just cannot do anything about people playing in groups being stronger. Even if they were to make groupsize max of 1, people will still find a way to work together. There's literally nothing realistic they can do. Buff solo? Then all those individual members of a group get buffed as well. And 3+ people vs 1, you are fighting against far larger stats.
I actually have come to the same conclusion.With all do respect they have buffed them continuously for most of the game's life. To expect anything else is foolish. Do as they want: play in a ball group or leave.