IZZEFlameLash wrote: »Just accept that you are never gonna not see any organized group in a MMO setting that features AvA.
Agree.
AvA/WvW type of PvP is designed for larger groups.
Smaller groups that are well organized with good leadership can take down the larger groups but a group of random pugs or a group that is not well organized is likely to get a free trip to a nearby keep. That is not due to a poor design.
I will says this thing one more time because people seems/want to not understand
No one asked to destroy group play, no one said the organized group should not be better then randoms, all that we want is to put a limit on broken mechancns. Healing stacking is a totally broken mechanic in pvp.
Organized groups shoudl relay on their organization and skill to tackle larger groups and not on a broken mechanic.
@RetPing
I agree that groups are not the issue; If there is a skill that is causing an issue with performance and such the prevent other groups from defeating them outside of the group being well organized and playing well then it should be adjusted.
However, there are two strong points to be made.
First is that every set and skill added to the game that seemed to be group busters have been great additions for these larger groups to use. Such changes backfire.
Second, the small group I run with when I enter Cyrodill has no issue with taking down large groups. Sure, we lose sometimes but we often prevail and defeat these so-called "ball groups". We are well organized and slot the skills we are asked to use. Our commanders have a great perception of the action around us and we follow their commands.
If groups are defeating them then what is the problem?
Sorry, but your claim that your small group regularly takes down organized ball groups is simply not believeable. It sounds more like you don't really PvP much in Cyrodiil at all.
And react has clearly shown in this thread how Four Fingers claims are not factually supported as well.
Those of us that play ESO solely for the PvP and spend virtually our entire play time in Cyrodiil know what's going on.
Several have posted here how strategy and such lead to success against the so-called ball groups. It is more than just two people who make such claims that a skilled group can overcome the so-called ball groups. Not worried about what others think as I am pleased I run with a group that can get the job done.
Below is a video of a small group taking down a ball group. It is solid proof of what myself, @Four_Fingers, and others here have said about how a skilled group, using strategy, can take down a ball group.
https://www.youtube.com/watch?v=pCxiyj_MkJQ
Have a good day.
Right now on PC NA GH, multiple EP and DC ballgroups are running around together in circles inside AD keeps causing massive lag. My fps drops by 50% whenever they show up and my toon no longer moves normally, instead it jumps forward in bits. What a fun way to play the game. /s
Freilauftomate wrote: »
Instead of asking to nerf everything that's problematic for your personal playstyle, you could try to learn how to fight them with another setup. Because it can be very satisfying to quickly log on another build and kill a group in 1 second, when your alliance got farmed by them for an hour.
IZZEFlameLash wrote: »Just accept that you are never gonna not see any organized group in a MMO setting that features AvA.
Agree.
AvA/WvW type of PvP is designed for larger groups.
Smaller groups that are well organized with good leadership can take down the larger groups but a group of random pugs or a group that is not well organized is likely to get a free trip to a nearby keep. That is not due to a poor design.
I will says this thing one more time because people seems/want to not understand
No one asked to destroy group play, no one said the organized group should not be better then randoms, all that we want is to put a limit on broken mechancns. Healing stacking is a totally broken mechanic in pvp.
Organized groups shoudl relay on their organization and skill to tackle larger groups and not on a broken mechanic.
@RetPing
I agree that groups are not the issue; If there is a skill that is causing an issue with performance and such the prevent other groups from defeating them outside of the group being well organized and playing well then it should be adjusted.
However, there are two strong points to be made.
First is that every set and skill added to the game that seemed to be group busters have been great additions for these larger groups to use. Such changes backfire.
Second, the small group I run with when I enter Cyrodill has no issue with taking down large groups. Sure, we lose sometimes but we often prevail and defeat these so-called "ball groups". We are well organized and slot the skills we are asked to use. Our commanders have a great perception of the action around us and we follow their commands.
If groups are defeating them then what is the problem?
Sorry, but your claim that your small group regularly takes down organized ball groups is simply not believeable. It sounds more like you don't really PvP much in Cyrodiil at all.
And react has clearly shown in this thread how Four Fingers claims are not factually supported as well.
Those of us that play ESO solely for the PvP and spend virtually our entire play time in Cyrodiil know what's going on.
Several have posted here how strategy and such lead to success against the so-called ball groups. It is more than just two people who make such claims that a skilled group can overcome the so-called ball groups. Not worried about what others think as I am pleased I run with a group that can get the job done.
Below is a video of a small group taking down a ball group. It is solid proof of what myself, @Four_Fingers, and others here have said about how a skilled group, using strategy, can take down a ball group.
https://www.youtube.com/watch?v=pCxiyj_MkJQ
Have a good day.
This isn't a ball group, it's an uncoordinated zerg during midyear mayhem that was killed by one single low level popping and killing everybody around them with plague.
Freilauftomate wrote: »Then someone said "I do have an issue with them being entirely invincible by exploiting the ability to stack the same HOT", wich is obviously not true. Ballgroups are not invincible and stacking hots is not exploiting.
Freilauftomate wrote: »Then someone said "I do have an issue with them being entirely invincible by exploiting the ability to stack the same HOT", wich is obviously not true. Ballgroups are not invincible and stacking hots is not exploiting.
Please stop trying to mix and confuse things.
No one that knows PvP says that Ball Groups are EXPLOTING stacking hots.
I don't have an issue with ball groups existing. They're entitled to play PVP like the rest of us. But I do have an issue with them being entirely invincible by exploiting the ability to stack the same HOT 10+ times. It's absurd.Tommy_The_Gun wrote: »Four_Fingers wrote: »Please post a screenshot with proof of someone having 12 HOTs on them.
One would think someone would have posted one by now.
Freilauftomate wrote: »Then someone said "I do have an issue with them being entirely invincible by exploiting the ability to stack the same HOT", wich is obviously not true. Ballgroups are not invincible and stacking hots is not exploiting.
Please stop trying to mix and confuse things.
No one that knows PvP says that Ball Groups are EXPLOTING stacking hots.
I cannot vouch for what anyone knows or how well they know PvP/Cyrodiil. However, it has been suggested that groups that stack the hots are exploiting the ability.I don't have an issue with ball groups existing. They're entitled to play PVP like the rest of us. But I do have an issue with them being entirely invincible by exploiting the ability to stack the same HOT 10+ times. It's absurd.Tommy_The_Gun wrote: »Four_Fingers wrote: »Please post a screenshot with proof of someone having 12 HOTs on them.
One would think someone would have posted one by now.
So @Freilauftomate does make a fair point.
IZZEFlameLash wrote: »Nerf healstacking? Now you have a ballgroup running with self-heals and AoE burst heals while being able to sustain themselves far better than smaller group of people can and deal amazing damage.
Nerf damage? Ballgroup still wins. Nerf resistances? Ballgroup still wins. Unable to group? Ballgroup still wins. 12 1vx builds are still better than 1 1vx build. And keep in mind, people playing in groups are not static NPCs. They will adapt because they are human beings with almost equally knowledgeable people theorycrafting together.
Also, performance issue, this is something that needs to be fixed from ground up. You don't have to be in Cyrodiil to experience the general performance degradation. Solo, 4-men instances in PvE can have same performance degradation as well. Especially more noticeable when there had not been a maintenance. Doubt nerfing ballgroups will save the performance at all, because solo instances and 4 men instances are not ballgroup environment and can still have issues.
Having said that, imho, the most realistic solution is to push for better performance solution from the studio's end. After all, it was them that advertised the game based off of massive pvp combat as noted by the back of physical case.
Freilauftomate wrote: »Then someone said "I do have an issue with them being entirely invincible by exploiting the ability to stack the same HOT", wich is obviously not true. Ballgroups are not invincible and stacking hots is not exploiting.
Please stop trying to mix and confuse things.
No one that knows PvP says that Ball Groups are EXPLOTING stacking hots.
I cannot vouch for what anyone knows or how well they know PvP/Cyrodiil. However, it has been suggested that groups that stack the hots are exploiting the ability.I don't have an issue with ball groups existing. They're entitled to play PVP like the rest of us. But I do have an issue with them being entirely invincible by exploiting the ability to stack the same HOT 10+ times. It's absurd.Tommy_The_Gun wrote: »Four_Fingers wrote: »Please post a screenshot with proof of someone having 12 HOTs on them.
One would think someone would have posted one by now.
So @Freilauftomate does make a fair point.
Come on now, let's not pretend that you don't know exactly what I meant.
ClowdyAllDay wrote: »
Ball groups actually runs as much as they like with discord communication. I crash / freeze when a ball group arrives.
My ball group actually crashes more when we're running into zergs of 40+ players. When we fight other 12 man groups there's no problems. Sounds like it's another server performance issue instead of blaming groups, lol
As a ball group we are looking for enemy ball groups to fight. We were able to find two different .
As a ball group we are looking for enemy ball groups to fight. We were able to find two different .
Never seen that thing here in EU, here ball groups avoid each other and focus on randoms.
It's quite funny when there is a fight in a keep, one BG on the left, the other on right and randoms that try to figh both.
I could name names but not allowed.
The frustrating aspect of all this is that for years now people have been pointing out how heal stacking is how ball groups have become such a problem, but not only would fixing heal stacking make ball groups more fair, IT WOULD ALSO IMPROVE PERFORMANCE. And yet ZOS continues to ignore the issue even though it is probably the number one thing they could do to improve performance in Cyrodiil. Capping how many HoT's a player can have on them at any given time is not a difficult change to make either. Just cap it so any player can only have only one instance of any given HoT on them at a time. Easy. Ball groups would still be able to easily keep 3 or 4 HoT's on their players at all times, but that's far fewer than 12.
@ZOS_Kevin
@ZOS_BrianWheeler
@ZOS_GinaBruno
@ZOS_RichLambert
@ZOS_MattFiror
So don't think that changing this one thing is going to be some sort of magic bullet that makes ball groups go away. Coordination will always have an advantage versus uncoordinated opponents.
So don't think that changing this one thing is going to be some sort of magic bullet that makes ball groups go away. Coordination will always have an advantage versus uncoordinated opponents.
Four_Fingers wrote: »Could not have said it better, our group will adjust as well.
I know a lot of you want heal stacking to go away -- I'm a little ambivalent myself, like it feels strange to say someone could cast an ability, expend the resources, and it just doesn't get applied to anyone? It doesn't feel fair. But I also understand the consternation of seeing the massive vigor stacks as an opponent.
But my point is this: thanks to our amazing build gurus and their sometimes epic back and forths in our discord, we already have a plan for if heal stacking goes away. I imagine other groups have done some similar preparation. In fact our guild leader was kind of expecting something to get changed with Necrom. So don't think that changing this one thing is going to be some sort of magic bullet that makes ball groups go away. Coordination will always have an advantage versus uncoordinated opponents.
Whats completely bonkers is that only a ballgroup can deal with another ballgroup, (well or a huge zerg) so any ballgroups running around are just extremely annoying and feels like a disease for anyone not running in a ballgroup.
Crispen_Longbow wrote: »That's not true at all. It only takes 1 warden to get rid of a ball group farming a keep. Here is 1 warden that pulls a ball group out of the inner then does the same thing on the outer. 1 player removing a ball group in 1 minute.