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.
In other words, use a glitch to fight people crutching on broken mechanics.
Such great PvP. I wonder why Cyro is almost empty where there is this great PvP.
So that means that in theory vs this group in the video, Magnum Shot should also be able to knock down ball group one by one. On the other hand I am surprised that this Warden CC worked in a 1st place as 90% of Ball Groups run Snow Treaders - which makes them immune to CCs. Some one got lucky to find a ball group that actually CAN be CC-ed.Crispen_Longbow wrote: »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.
In other words, use a glitch to fight people crutching on broken mechanics.
Such great PvP. I wonder why Cyro is almost empty where there is this great PvP.
That's not a glitch, you just pull them where the keep running right off the edge.
Tommy_The_Gun wrote: »So that means that in theory vs this group in the video, Magnum Shot should also be able to knock down ball group one by one. On the other hand I am surprised that this Warden CC worked in a 1st place as 90% of Ball Groups run Snow Treaders - which makes them immune to CCs. Some one got lucky to find a ball group that actually CAN be CC-ed.Crispen_Longbow wrote: »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.
In other words, use a glitch to fight people crutching on broken mechanics.
Such great PvP. I wonder why Cyro is almost empty where there is this great PvP.
That's not a glitch, you just pull them where the keep running right off the edge.
Freilauftomate wrote: »Templars can knock them off a wall/tower/bridge etc. with Javelin too. And everyone can do it with weapon skills like Flame Clench (Inferno Staff) and Magnum Shot (Bow). It can be tricky, because of lags etc. but it works. Sometimes the lag even helps.
Ball groups, tower runners, tanks, heals, gankers, nightblades, siege weapons, set boni and all the other stuff people love to complain about, are not real problems. At least not in my opinion. They make Cyrodiil more interesting. You can't win all the fights all the time. But when you bring the right tools, you can make a huge difference.
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.
Four_Fingers wrote: »Amazing that GH queues were 60+ last night on PS NA.
Yeah, they killed it - not.
Elendir2am wrote: »[snip]
The ultra low pop caps of literally 10% of what the original cap was is what's killing Cyrodiil, and it's way worse now with a PvP event in progress.
Lmao, checking the forums after years of being gone and guess what ? Ball groups still annoy everyone that isn't in one.
ZOS wants ball groups to be as powerful as they possibly can be. Why do you think they've buffed them constantly and nerfed every single counter. At this point it's basically an open secret.
Don't know if that's the answer or a meaningful part of an answer, but the bolded part is how I played when I was regularly in Cyrodiil. I liked to run siege and heal defenders and find the ways in which I could engage meaningfully in direct combat. Loooong sieges/siege defenses, and quick hits for strategic purposes were common. Was fun and engaging. Didn't have to worry about constantly farming new gear and keeping up with new builds to avoid getting one-shot constantly. And when a pain train (the forerunner of the ball group) came along, just have allies dump the ground oils you baited them into and watch the AP flow..TechMaybeHic wrote: »Four_Fingers wrote: »Maybe ballgroups aren't responsible for the poor performance, diversity, or population. Maybe they are just another symptom. Maybe new/casual/lighthearted players are still coming, and the hardcore vets are still here, but what we're missing is the middle. The middle who used to group more loosely, have fun, but still care about things like taking objectives and campaign score.
Freilauftomate wrote: »Cyrodiil was designed for big battles, hundreds of players and countless different playstyles. Unfortunately they keep downsizing everything, and keep taking things out of the game, to make up for performance issues. "Ballgroups" wouldn't be so controversial if they still had massive zergs to fight.
Maybe one day someone will finally fix performance and all the bugs. Then increase max pop and convince players to come back.
Otherwise we might end up alone in our underwear, throwing torchbugs at empty keeps, because everything else would cost too many server resources.