Man, if they did away with ball groups howFour_Fingers wrote: »Same old mis information passed till it snowballs and everybody believes it.
yup...and here is the best advice I can give as a solo/2-3 man group type of guy and how I deal with ball groups......if you do not want to fight the, just don't. I watch my own faction get farmed in towers, watch the same names in the kill feed, watch them run right back, do the same thing they did when they died 10 seconds ago and repeat over and over....if you do not change or improve your tactics you will keep getting farmed....so if you do not want to deal with them, if you do not want to adapt..just don't...just go elsewhere....
"After a hard week of farming, or a long night of being nagged by your wife, there is nothing better than going out for a bit of a fish."
VoidCommander wrote: »They could make it so that you can only receiving outside healing from 1 external source in a 4 second window. For example, you are given Regeneration and Echoing Vigor from a teammate. Every time those heals tick, it prevents you from being healed by anyone else for 4 seconds. This allows small scale healers to continue their efficacy relatively unhindered, while trouncing non-dedicated healers (amassing in a ball group) from being able to stack a dozen sources of Regen or Echoing vigor.
TechMaybeHic wrote: »Let people heal each other all they want, but make something to where overhealing at a certain value in a specified amount of time, causes overdose and health drops to 5%
Izanagi.Xiiib16_ESO wrote: »TechMaybeHic wrote: »Let people heal each other all they want, but make something to where overhealing at a certain value in a specified amount of time, causes overdose and health drops to 5%
yes lets let all friendly faction healers be able to troll their friendly faction players just like with the original plaguebreak implementation
No one wants solo players to be this powerful. The issue is that Ball Groups are not super hard to play vs the amount of power the playstyle provides. All you have to do is follow crown (leader) and spam one or 2 skills & occasionally ulti dump. That is it. There aren't any skill combo you need to do, some dodging & reacting if you are being attacked. Nothing like this happens, because Ball Group can pretty much ignore everything, every other player, every siege fired at them cuz they use overhealing with stacking of same types of aoe healing & use of synergies. They (from the lack of better term) abuse the hell out of it. It has gotten to the point where even the whole alliance (mostly consisting of at least average players) may not be enough to stop a well played ball group. After recent yet another population cap ninja nerf it is kinda ridiculous. Even a Ball Group may not be able to counter other Ball Group. That is why you don't see Ball Groups fighting eachother other. Cuz both of them know they will just waste each other's time.Ballgroups are peak PVP, it's called teamwork and seeing as Cyrodil is a map that lends itself to teamwork, it's not at all surprising that . . . teams of people 🤔 are the most effective method of play here.
What in reality I think nobody absolutely wants to see are singular builds that allow a solo player to be the mary sue of the map single-handedly wiping out large groups of people with some god-tier damage and resistances.. that'd be imbalanced as hell.
Four_Fingers wrote: »You left out the most important fact, we work together.
That is why the other things you list work.
Four_Fingers wrote: »Players hate anything that isn't an easy free kill.
Four_Fingers wrote: »Players hate anything that isn't an easy free kill.
Four_Fingers wrote: »You don't get to decide the conversation either.
There are many counters as we have pointed out.
Not grouping up to counter a group is a losing proposition.
The same power creep is available to everyone.
Stuck in combat bug affects everyone especially those that apply a lot of HOTs.
Stop trying to force solo and small man in a group area, that's why they created BGs.
Four_Fingers wrote: »Like I have said before I would love it to see them limit heal stacking, just to prove that cooperative play will still win out.
Four_Fingers wrote: »You don't get to decide the conversation either.
There are many counters as we have pointed out.
Not grouping up to counter a group is a losing proposition.
The same power creep is available to everyone.
Stuck in combat bug affects everyone especially those that apply a lot of HOTs.
Stop trying to force solo and small man in a group area, that's why they created BGs.
I'm still waiting to see how a 12 man organized group is the problem and not the 30-40 man zergs that plow into a keep, lol. Cross heals, ulti dumps, etc...these things aren't limited to ball groups, you know?
Four_Fingers wrote: »You left out the most important fact, we work together.
That is why the other things you list work.
Don't think that's important to mention, seeing as ball groups have always existed in the game but players hate them now more than ever and I was addressing why the ball group PvP now feels so bad compared to years back, but yes coordination helps.
12 man organised group in itself is not a problem. Every playstyle has its place in Cyro eco-system. But the issue is more or less... this:I'm still waiting to see how a 12 man organized group is the problem and not the 30-40 man zergs that plow into a keep, lol. Cross heals, ulti dumps, etc...these things aren't limited to ball groups, you know?
Tommy_The_Gun wrote: »12 man organised group in itself is not a problem. Every playstyle has its place in Cyro eco-system. But the issue is more or less... this:I'm still waiting to see how a 12 man organized group is the problem and not the 30-40 man zergs that plow into a keep, lol. Cross heals, ulti dumps, etc...these things aren't limited to ball groups, you know?This screenshot has been floating around here on ESO forums and basically it shows what the problem is. Previously, only some Ball Groups were using this, but now it seems that more & more people are using this "tricK", even "bad ones" when it comes to skill level.
Ballgroups are peak PVP, it's called teamwork and seeing as Cyrodil is a map that lends itself to teamwork, it's not at all surprising that . . . teams of people 🤔 are the most effective method of play here.
What in reality I think nobody absolutely wants to see are singular builds that allow a solo player to be the mary sue of the map single-handedly wiping out large groups of people with some god-tier damage and resistances.. that'd be imbalanced as hell.
Four_Fingers wrote: »You left out the most important fact, we work together.
That is why the other things you list work.
Ball group map (Maybe)
I think a separate campaign that is designed for organized grouping. To enter you must enter as a group. This new campaign would also contain leaderboards listed by Guilds. The map would be half the size of the current campaign.