Twohothardware wrote: »They need to nerf heal stacking hard and change the way damage is calculated so that glass cannon builds deal considerably more damage (and heals) than builds with 40k health and 35k resistances. We have players built as tanks now who play the role of DPS and healers. A healer should be a glass cannon, not a tank.
SmellyUnlimited wrote: »@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.
Ah, okay, I think I’m familiar with this then. I just started back on the game after 6 or so years and joined a PvP guild randomly. They’re constantly asking for particular “roles” for the group, but not the normal “dps” or “healer,” but rather “sorc with negate,” or “spin to win warden.” It gets obnoxious sometimes because they’re super picky about their groups and they won’t let just any guild member join up and play. I know the lead guy, who tends to be on somehow at all hours of the day, is a bomber, who wants all team members to revolve their activities entirely around him. Half the time I don’t even bother queuing into Cyrodil because of it.
TankHealz2015 wrote: »Twohothardware wrote: »They need to nerf heal stacking hard and change the way damage is calculated so that glass cannon builds deal considerably more damage (and heals) than builds with 40k health and 35k resistances. We have players built as tanks now who play the role of DPS and healers. A healer should be a glass cannon, not a tank.
Interesting. This kinda speaks to the armor weights. I looked at Light Armor passives and don't see a compelling reason to wear it over medium or heavy. And actually, as a not good PvPer, I get way more benefit from heavy armor.
Maybe a review of the armor passives could be part of a solution?
I mean they have buffed the playstyle constantly, it is the desired playstyle by zos evidently. They should just finish what they started and just make having a 12 man group a requirement to enter cyro.
To do this gameplay you only really need one person that knows what to do, others have only to follow orders.
I mean they have buffed the playstyle constantly, it is the desired playstyle by zos evidently. They should just finish what they started and just make having a 12 man group a requirement to enter cyro.
It's not secret that ZOS wanted to make game easier so more people can enjoy it.
Look at all the sets/mythic like oakensoul that made hard PvE content more enjoble for lot of people.
So let's look at ESO ballgrouper typical gameplay:
spam shieldz, spam healz, wait fot an oppurtinity to crutch on RoA, spam aoe. Follow crown all the time.
To do this gameplay you only really need one person that knows what to do, others have only to follow orders.
So this kind of gameplay is very healty for the game. Anyone can enjoy PvP this way and think they are very good at it.
To do this gameplay you only really need one person that knows what to do, others have only to follow orders.
This kind of reasoning seems rampant in these forums, but having been in a variety of groups I can assure you that there's a good portion of the playerbase that doesn't have the necessary focus, situational awareness, or timing to participate in a ball group and be successful. Frequently it just takes one weak link to get the entire group in a bad position. Every single player of the 12 plays a critical role in some way, and if even one gets in a bad position and goes down, then group effectiveness takes a serious hit.
edit: There's no waiting either. While in combat each member of the 12 will maintain at least 60 casts per minute, which will be higher with light attack weaving (at least according to esologs which tracks light attacks as additional casts).
I'm not denying that the RL needs a certain skill set, particularly timing and awareness. DPS have to be able to respond in kind, reacting and casting the specific spells that line up their burst and arriving at the target on time. Healers have to weave HoTs, but also have to understand when burst healing is needed. They also have to have their damage synergies placed correctly for the dps to hit while also managing their buffs. Our dps and support provide important group buffs as well. All members have to know how to avoid being pulled by RoA/DC and if they do how to escape the anticipated damage burst. Add to this being CC'd on cooldown and it further complicates things.Eh for the most part only the RL needs good situational awareness and timing. They have by far the highest skill and focus requirements of all of pvp but not so much the rest of the group.
Being able to better coordinate their movement and time their attacks together wasn't enough of an advantage apparently. So over time they also really needed all the separate group buff sets uand stat stacking inflation to super charge their offensive sets and defensive skills that only they can take the most advantage of. So not only do they have the advantage of superior coordination, they also get to have access to better character stats while drowning in obnoxious autopilot levels of HPS.
Your standard ball group healer will be in 5 medium armor, frequently 5 med and 2 light as most buff sets (spc, trans, etc) are light armor.
Typical build: 2 pc monster set in medium, 2 medium trainee on body, snow treaders (medium), 2 light armor buff set pieces, 3 jewelry buff set pieces, and arena weapons (master and maelstrom restos).
With major and minor resolve from group and the ozezans armor buff we probably land in the 22-25k resists range, decent but not ridiculous. There's other forms of mitigation like crit resist and major evasion but that's where we are.
I mean they have buffed the playstyle constantly, it is the desired playstyle by zos evidently. They should just finish what they started and just make having a 12 man group a requirement to enter cyro.
SkaraMinoc wrote: »Enlighten me.
I'm not denying that the RL needs a certain skill set, particularly timing and awareness. DPS have to be able to respond in kind, reacting and casting the specific spells that line up their burst and arriving at the target on time. Healers have to weave HoTs, but also have to understand when burst healing is needed. They also have to have their damage synergies placed correctly for the dps to hit while also managing their buffs. Our dps and support provide important group buffs as well. All members have to know how to avoid being pulled by RoA/DC and if they do how to escape the anticipated damage burst. Add to this being CC'd on cooldown and it further complicates things.Eh for the most part only the RL needs good situational awareness and timing. They have by far the highest skill and focus requirements of all of pvp but not so much the rest of the group.
Even if I'm the "rapids spammer" I'll still have at least 8 of my 10 abilities active at any given time, each with their unique cooldowns.
I will say that part of it depends on the group you run in. The more successful groups will have very complex setups and ask a lot more of different roles than others perhaps realize.
I'm not denying that the RL needs a certain skill set, particularly timing and awareness. DPS have to be able to respond in kind, reacting and casting the specific spells that line up their burst and arriving at the target on time. Healers have to weave HoTs, but also have to understand when burst healing is needed. They also have to have their damage synergies placed correctly for the dps to hit while also managing their buffs. Our dps and support provide important group buffs as well. All members have to know how to avoid being pulled by RoA/DC and if they do how to escape the anticipated damage burst. Add to this being CC'd on cooldown and it further complicates things.Eh for the most part only the RL needs good situational awareness and timing. They have by far the highest skill and focus requirements of all of pvp but not so much the rest of the group.
Even if I'm the "rapids spammer" I'll still have at least 8 of my 10 abilities active at any given time, each with their unique cooldowns.
I will say that part of it depends on the group you run in. The more successful groups will have very complex setups and ask a lot more of different roles than others perhaps realize.
So basically what everybody else in pvp has to do but without the necessary awareness or judgement.
I'm not denying that the RL needs a certain skill set, particularly timing and awareness. DPS have to be able to respond in kind, reacting and casting the specific spells that line up their burst and arriving at the target on time. Healers have to weave HoTs, but also have to understand when burst healing is needed. They also have to have their damage synergies placed correctly for the dps to hit while also managing their buffs. Our dps and support provide important group buffs as well. All members have to know how to avoid being pulled by RoA/DC and if they do how to escape the anticipated damage burst. Add to this being CC'd on cooldown and it further complicates things.Eh for the most part only the RL needs good situational awareness and timing. They have by far the highest skill and focus requirements of all of pvp but not so much the rest of the group.
Even if I'm the "rapids spammer" I'll still have at least 8 of my 10 abilities active at any given time, each with their unique cooldowns.
I will say that part of it depends on the group you run in. The more successful groups will have very complex setups and ask a lot more of different roles than others perhaps realize.
Joy_Division wrote: »I'm not denying that the RL needs a certain skill set, particularly timing and awareness. DPS have to be able to respond in kind, reacting and casting the specific spells that line up their burst and arriving at the target on time. Healers have to weave HoTs, but also have to understand when burst healing is needed. They also have to have their damage synergies placed correctly for the dps to hit while also managing their buffs. Our dps and support provide important group buffs as well. All members have to know how to avoid being pulled by RoA/DC and if they do how to escape the anticipated damage burst. Add to this being CC'd on cooldown and it further complicates things.Eh for the most part only the RL needs good situational awareness and timing. They have by far the highest skill and focus requirements of all of pvp but not so much the rest of the group.
Even if I'm the "rapids spammer" I'll still have at least 8 of my 10 abilities active at any given time, each with their unique cooldowns.
I will say that part of it depends on the group you run in. The more successful groups will have very complex setups and ask a lot more of different roles than others perhaps realize.
So basically what everybody else in pvp has to do but without the necessary awareness or judgement.
Ever wonder why some groups are far and away better than others?
ItsNotLiving wrote: »Azureblight, Plaguebreak, Siege, Snake in the Stars had some potential. At the end of the day not running around a top floor of a keep is a good one or bare minimum type in zone and a ballgroup who’s upset with the other ballgroup is the best counter.
Just to explain this simply, Yes a high percentage of the groups performance is on the leaders calls and timing (and the groups ability to follow those calls) however there's actually also quite a lot of this type of decision in individual play within the higher end groups. It's actually one of the main things which separates groups from mediocre to higher tier.I mean alot of that is true just to be a viable player in most of the game and most similar games in general. Being able to do any of that unto itself is not that difficult. Everybody but the RL simply has alot less to think about than solos or small scalers. That fact really can't be denied. Correctly gauging where to go at any point is vital, and is mostly removed from non-RL ball groups. If you are on the scroll side mid stairs does each individual person make the choice between: going up, going down, staying there or jumping? When the RL says to jump should one of the healers decide not to? What about the bomber who thinks going down and bombing would be better? Should they do that or should they follow RL's direction? Does any individual make a macro location adjustment? Does the healer see an fc and decide to go burn it down or do they make note of it to the RL who then choose what to do about it?
Heals_With_Orbs wrote: »As ZOS appears to approve of this style, Im no longer interested. Its a bullying playstyle thats totally overpowered. You only have to watch how they hover over keep portals and run around with scrolls inside to see its nothing short of harassment and completely unfair.
Izanagi.Xiiib16_ESO wrote: »Just to explain this simply, Yes a high percentage of the groups performance is on the leaders calls and timing (and the groups ability to follow those calls) however there's actually also quite a lot of this type of decision in individual play within the higher end groups. It's actually one of the main things which separates groups from mediocre to higher tier.I mean alot of that is true just to be a viable player in most of the game and most similar games in general. Being able to do any of that unto itself is not that difficult. Everybody but the RL simply has alot less to think about than solos or small scalers. That fact really can't be denied. Correctly gauging where to go at any point is vital, and is mostly removed from non-RL ball groups. If you are on the scroll side mid stairs does each individual person make the choice between: going up, going down, staying there or jumping? When the RL says to jump should one of the healers decide not to? What about the bomber who thinks going down and bombing would be better? Should they do that or should they follow RL's direction? Does any individual make a macro location adjustment? Does the healer see an fc and decide to go burn it down or do they make note of it to the RL who then choose what to do about it?
lets take your example about jumping down the scroll side stairs.
Generally this type of call would be something like "Jumping towards scroll in 3...2...1..." etc.
- Now as a Support player with Siege shield I might need to decide 'Ok i'm going to go on the 2 in order to get down and place siege shield so that my group is covered at the time they land (when there is a damage spike)'.
- A healer might decide not to jump and instead run down the stairs whilst burst healing
- Another healer might think they should cast a defensive ultimate if there's a lot of pressure before the jump or players will be landing under pressure.
- The Sorc might need to position themselves so they can negate prior to or mid jump
- If the call is to jump and go to one of the flags then some DD's who are low on resources might prefer to go down the stairs and meet the group on the flag because there's potentially less pressure when doing that (depends on which stairs and flag).
- DD's need to think is the jump on a damage window timing, in which case they might expect to use their ulti / position towards expected enemy placement
- DD's might need to throw a burst heal if not in a damage window to ensure that everyone is healed up quickly if some of the healers are struggling
- Players generally need to consider where they are standing / who is standing with them, you don't want all healers clumped after landing because it's a prime negate target.
Generally the lead's job is to take away the 'general' movement direction decisions so that all players know where to roughly go whilst playing their own individual roles in each situation. It's like playing in a smallscale group and someone calling a rough direction to kite towards or that they are under pressure so that the rest of the group can peel for them etc..
Now there are situations also where calls are made and certain players will decide not to follow them also. So for example when trying to flip a keep many players in Drac used to know that they were in a flex group (or some just did it without a group being assigned) who would stay longer on flags to hold them whilst the rest of the group flipped the other flag. They would have to decide how much pressure is at that flag / whether it is worth them holding it or is their contribution needed on the other flag more etc.
Equally we had players who would often go upstairs to handle or delay siege whilst flags were being flipped but they would be very vocal about if they needed help and would jump back down etc. These types of things weren't 'called out' by me as lead it was just decisions that players within the group took and called that they would do and I could call them back if I considered that was better etc.
SmellyUnlimited wrote: »So what makes a ball group composition so dangerous that it can’t be stopped? I’m genuinely curious, because I’ve seen loads of ball groups but, from what I can tell, they’re centered around bombers and negate tanks? Everyone casting HoTs, with just a couple dedicated healers.
Ball groups seem like a natural progression in competitive PvP to me. What was once a ragtag band of players from all skill levels and classes eventually found a “meta” that leveraged the deadliest sets with the deadliest composition. Isn’t that essentially what would be seen as progress in the PvP side of the game? Pushing boundaries for increased reward and domination. I don’t know exactly what ZoS can do to combat it, other than completely upend HoTs to not stack anymore and lower damage mitigation across the board with Battle Spirit. But maube it’s necessary?
SmellyUnlimited wrote: »So what makes a ball group composition so dangerous that it can’t be stopped? I’m genuinely curious, because I’ve seen loads of ball groups but, from what I can tell, they’re centered around bombers and negate tanks? Everyone casting HoTs, with just a couple dedicated healers.
Ball groups seem like a natural progression in competitive PvP to me. What was once a ragtag band of players from all skill levels and classes eventually found a “meta” that leveraged the deadliest sets with the deadliest composition. Isn’t that essentially what would be seen as progress in the PvP side of the game? Pushing boundaries for increased reward and domination. I don’t know exactly what ZoS can do to combat it, other than completely upend HoTs to not stack anymore and lower damage mitigation across the board with Battle Spirit. But maube it’s necessary?
Izanagi.Xiiib16_ESO wrote: »SmellyUnlimited wrote: »So what makes a ball group composition so dangerous that it can’t be stopped? I’m genuinely curious, because I’ve seen loads of ball groups but, from what I can tell, they’re centered around bombers and negate tanks? Everyone casting HoTs, with just a couple dedicated healers.
Ball groups seem like a natural progression in competitive PvP to me. What was once a ragtag band of players from all skill levels and classes eventually found a “meta” that leveraged the deadliest sets with the deadliest composition. Isn’t that essentially what would be seen as progress in the PvP side of the game? Pushing boundaries for increased reward and domination. I don’t know exactly what ZoS can do to combat it, other than completely upend HoTs to not stack anymore and lower damage mitigation across the board with Battle Spirit. But maube it’s necessary?
Essentially its a combination of a lot of over tuned sets (mostly group sets), lack of stat balance due to hybridization and the main reason is the lack of general pvp population combined with lack of skill/knowledge which makes groups good. (stacking HoT's also plays a role but not as much as people complain about imo)
Generally if a group finds itself up against a reasonable size of player population + 4-5 players who know how to actually hurt groups they don't really last long. Unfortunately the players who know how to actually kill groups in those scenarios are normally the ones playing in the groups.
SmellyUnlimited wrote: »So what makes a ball group composition so dangerous that it can’t be stopped? I’m genuinely curious, because I’ve seen loads of ball groups but, from what I can tell, they’re centered around bombers and negate tanks? Everyone casting HoTs, with just a couple dedicated healers.
Ball groups seem like a natural progression in competitive PvP to me. What was once a ragtag band of players from all skill levels and classes eventually found a “meta” that leveraged the deadliest sets with the deadliest composition. Isn’t that essentially what would be seen as progress in the PvP side of the game? Pushing boundaries for increased reward and domination. I don’t know exactly what ZoS can do to combat it, other than completely upend HoTs to not stack anymore and lower damage mitigation across the board with Battle Spirit. But maube it’s necessary?