Have you guys/gals ever run in a small-scale group that could kill 2 or 3 times their own number?
Have you ever been in a high mmr group que Deathmatch battleground?
Good groups, big or small, are capable of farming players. And good groups, big or small, sometimes will stalemate against eachother for very long periods of time. For that matter so will 1v1s.
Ballgroups are problematic because they are the biggest possible group size. But what they do isn't proportionately any different from what other groups do.
Instead of nerfing ballgroups, which would be very hard to do without just blatantly stealing stats and skills from them, shouldn't we just seek to nerf survivability overall? Isn't overall survivability obviously the problem at every level of play including this one?
Making a change such as, for instance, limiting HoT stacks to 4 of each type, would probably make ballgroups weaker. But the small-scalers would continue fighting and killing zergs (in other words less talented ballgroups,) and solo players would still run around Xing. I don't see why one needs changing and not the others. I don't see why one is considered out of balance and not the others.
Could it be that people support Xing simply because they are Xers? And they support outnumbered small-scale because they are small-scalers? And they seek an end to ballgroups because they are not ballgroupers?
The counter to ballgroups is the same as it has always been. Get a big group yourself and fight better than them.
There's no fair reason, much less a "balanced" suggestion, for why a larger number of players needs to be handicapped against a smaller number of players. The game (cyrodiil,) is meant to be played in groups. Not that you HAVE to... You can run around doing all sorts of other things and having success and fun by yourself or in very small groups... But in the end most of us wouldn't want to take the time, solo, to bust down 2 doors wipe all NPCs and flip two flags. So it's just an implied fact that you should group up.
Since the max group size was arbitrarily chosen to be 12, guess what, those that min/max their group of 12 are going to be the biggest fish in the sea. It just is what it is. It'd be the same at 20 or at 8. As I said earlier it's also very similar at 4 or at 1.
The only real difference is that if a group of 4 hangs around the same spot long enough they'll eventually get overrun. But that isn't because of any broken mechanics ballgroups have that 4-mans don't. It's literally because it's easier to get 12 (or whatever number may be the limit of what a particular small-scale can handle,) people to eventually come together than 36.
The best solution really is probably making max group size smaller. And when I've said this before people are quick to suggest that ballgroups would just run 2 groups together, organized through discord or Xbox party or whatever, and therefore effectively bypass the limit. But what this suggestion doesn't seem to take into account is that the max group size did in fact used to be bigger. But ballgroups are 12 people. So there's no real evidence to suggest they would do that... Since they don't do that currently.
gariondavey wrote: »Have you guys/gals ever run in a small-scale group that could kill 2 or 3 times their own number?
Have you ever been in a high mmr group que Deathmatch battleground?
Good groups, big or small, are capable of farming players. And good groups, big or small, sometimes will stalemate against eachother for very long periods of time. For that matter so will 1v1s.
Ballgroups are problematic because they are the biggest possible group size. But what they do isn't proportionately any different from what other groups do.
Instead of nerfing ballgroups, which would be very hard to do without just blatantly stealing stats and skills from them, shouldn't we just seek to nerf survivability overall? Isn't overall survivability obviously the problem at every level of play including this one?
Making a change such as, for instance, limiting HoT stacks to 4 of each type, would probably make ballgroups weaker. But the small-scalers would continue fighting and killing zergs (in other words less talented ballgroups,) and solo players would still run around Xing. I don't see why one needs changing and not the others. I don't see why one is considered out of balance and not the others.
Could it be that people support Xing simply because they are Xers? And they support outnumbered small-scale because they are small-scalers? And they seek an end to ballgroups because they are not ballgroupers?
The counter to ballgroups is the same as it has always been. Get a big group yourself and fight better than them.
There's no fair reason, much less a "balanced" suggestion, for why a larger number of players needs to be handicapped against a smaller number of players. The game (cyrodiil,) is meant to be played in groups. Not that you HAVE to... You can run around doing all sorts of other things and having success and fun by yourself or in very small groups... But in the end most of us wouldn't want to take the time, solo, to bust down 2 doors wipe all NPCs and flip two flags. So it's just an implied fact that you should group up.
Since the max group size was arbitrarily chosen to be 12, guess what, those that min/max their group of 12 are going to be the biggest fish in the sea. It just is what it is. It'd be the same at 20 or at 8. As I said earlier it's also very similar at 4 or at 1.
The only real difference is that if a group of 4 hangs around the same spot long enough they'll eventually get overrun. But that isn't because of any broken mechanics ballgroups have that 4-mans don't. It's literally because it's easier to get 12 (or whatever number may be the limit of what a particular small-scale can handle,) people to eventually come together than 36.
The best solution really is probably making max group size smaller. And when I've said this before people are quick to suggest that ballgroups would just run 2 groups together, organized through discord or Xbox party or whatever, and therefore effectively bypass the limit. But what this suggestion doesn't seem to take into account is that the max group size did in fact used to be bigger. But ballgroups are 12 people. So there's no real evidence to suggest they would do that... Since they don't do that currently.
If group limit was 6 ballgroups would be weaker even as 2x6 due to sets buffing your group. Limiting hots would be big though, for sure.
@SmellyUnlimited A ballgroup is so named because of the tight proximity to eachother with which they operate. But basically it's just a group of 12 people who took the time to discuss and organize their gear and skills before fighting, sometimes resulting in exponentially greater power than other similar sized groups.
Making a change such as, for instance, limiting HoT stacks to 4 of each type, would probably make ballgroups weaker. But the small-scalers would continue fighting and killing zergs (in other words less talented ballgroups,) and solo players would still run around Xing. I don't see why one needs changing and not the others. I don't see why one is considered out of balance and not the others.
OtarTheMad wrote: »Siege can counter them pretty well. Stone trebs need to be timed real well but hit hard. Also scattershot and meat catapults are good to use as well. Coldfire is also great. If you are in a group you might be able to time a siege-ult dump combo.
OtarTheMad wrote: »You also need some CC’s and friends to ult dump them. Negate is a great ultimate but ball groups will just run through that if they aren’t CC’d and it’s the only ult. Abilities like Streak, Talons, Encase, Time Stop, caltrops, anything that slows them like frost, any fears can mess up a ball groups timing. Never be afraid to use abilities that aren’t popular either. An ult like Meteor and/or one of the Fire Rune morphs will knock an enemy up in the air, that can mess with them. Also Javelin and knockbacks can sometimes knock an enemy off a keep which is not only hilarious but good.
CameraBeardThePirate wrote: »The real answer is siege. Smartly timed/placed meatbags and coldfire will kill a ball group just like any other - especially if they're in the middle of a bombing run.
The counters to ball groups is as it has been most of the time. It starts with a good leader who can see how things develop and commands their group accordingly. Of course that means the group is well organized, does as they have been asked, and uses specific skills they are asked to use.