redspecter23 wrote: »Ball groups in theory are fine. However, there should be more disadvantages to running in a large ball group and there currently are not. Highly skilled players can combat ball groups with smaller teams, but it's still an uphill battle and pug groups will simply have no chance against an organized ball group, even if they have double their numbers.
Give us more tools to break up ball groups or punish players running those playstyles in some way so that it's still an option, but there is more risk involved.
Have proxy det scale up to 48 players (standard scaling up to 6 players, then exponential scaling up to 48 players). Maybe have other abilities scale up depending on the number of targets hit. We have some options currently, but they are limited.
Fighting a skilled ball group takes far more skill and coordination than is required to run in a ball group and my thought is that it should be the reverse.
Soul_Demon wrote: »redspecter23 wrote: »Ball groups in theory are fine. However, there should be more disadvantages to running in a large ball group and there currently are not. Highly skilled players can combat ball groups with smaller teams, but it's still an uphill battle and pug groups will simply have no chance against an organized ball group, even if they have double their numbers.
Give us more tools to break up ball groups or punish players running those playstyles in some way so that it's still an option, but there is more risk involved.
Have proxy det scale up to 48 players (standard scaling up to 6 players, then exponential scaling up to 48 players). Maybe have other abilities scale up depending on the number of targets hit. We have some options currently, but they are limited.
Fighting a skilled ball group takes far more skill and coordination than is required to run in a ball group and my thought is that it should be the reverse.
The things that make a group better than large mass' of pugs or even multiple small man groups is not coded.....its because they communicate, test often, practice together, formulate strategies and perfect movement. This takes an enormous amount of time, dedication and effort that is dismissed by those being farmed as "sure I could do that, but I am waaaayyyy too good now to do it. So I refuse to do it." As a result they will continue to be farmed and lose.
Every time you attempt to do none of those things and think there should be a "hey use this I win button" you are just fooling yourself. I am sure most of us would not do anything but laugh if this were a football forum where people who didn't speak, work together and put in the time demanded the NFL change the rules so that a random grouping of football players could always win over a professional team playing with some new rule or standard. In effect, that is what is being asked for here.
redspecter23 wrote: »Fighting a skilled ball group takes far more skill and coordination than is required to run in a ball group and my thought is that it should be the reverse.
Soul_Demon wrote: »redspecter23 wrote: »Ball groups in theory are fine. However, there should be more disadvantages to running in a large ball group and there currently are not. Highly skilled players can combat ball groups with smaller teams, but it's still an uphill battle and pug groups will simply have no chance against an organized ball group, even if they have double their numbers.
Give us more tools to break up ball groups or punish players running those playstyles in some way so that it's still an option, but there is more risk involved.
Have proxy det scale up to 48 players (standard scaling up to 6 players, then exponential scaling up to 48 players). Maybe have other abilities scale up depending on the number of targets hit. We have some options currently, but they are limited.
Fighting a skilled ball group takes far more skill and coordination than is required to run in a ball group and my thought is that it should be the reverse.
The things that make a group better than large mass' of pugs or even multiple small man groups is not coded.....its because they communicate, test often, practice together, formulate strategies and perfect movement. This takes an enormous amount of time, dedication and effort that is dismissed by those being farmed as "sure I could do that, but I am waaaayyyy too good now to do it. So I refuse to do it." As a result they will continue to be farmed and lose.
Every time you attempt to do none of those things and think there should be a "hey use this I win button" you are just fooling yourself. I am sure most of us would not do anything but laugh if this were a football forum where people who didn't speak, work together and put in the time demanded the NFL change the rules so that a random grouping of football players could always win over a professional team playing with some new rule or standard. In effect, that is what is being asked for here.
BS! The reason Ball Groups have existed for so long is as soon as a counter is made to them they cry on the forums and it gets quickly nerfed. Time stop, inevitable detonation, etc... Anything that effects clustered groups from range is cried about until it's gone or ineffective. The only reason why proximity detonation is still around is because ball groups use them.
Ball Groups suck, big time. They're a one trick pony - first to negate wins. What's fun about large scale pvp are things like keep fights where you have all three factions fighting at once, and multiple guilds of each faction. What ruins is is when it becomes about who negates first and coordinating dawnbreakers for burst. It's the prolonged engagements that are fun.
What the devs should do is start ignoring the people who are trying to steer the game mechanics to their advantage.
The recent pvp events performance - as a consequence from ballgrps not being able to play all on the same servers - strongly indicates that pvp would be better without anything resembling that playstyle.
It´s not purely ballgrps but also when you have enough brainbugs in the faction zerg to keep it alive and in relatively tight formation.
All of this needs to go. Aoe buttonmashing (heal-, support and damage abilities) has to be exterminated as a valid strategy for pvp encounters of any kind.
Just as only clicking left mouse in siege.
.Soul_Demon wrote: »redspecter23 wrote: »Ball groups in theory are fine. However, there should be more disadvantages to running in a large ball group and there currently are not. Highly skilled players can combat ball groups with smaller teams, but it's still an uphill battle and pug groups will simply have no chance against an organized ball group, even if they have double their numbers.
Give us more tools to break up ball groups or punish players running those playstyles in some way so that it's still an option, but there is more risk involved.
Have proxy det scale up to 48 players (standard scaling up to 6 players, then exponential scaling up to 48 players). Maybe have other abilities scale up depending on the number of targets hit. We have some options currently, but they are limited.
Fighting a skilled ball group takes far more skill and coordination than is required to run in a ball group and my thought is that it should be the reverse.
The things that make a group better than large mass' of pugs or even multiple small man groups is not coded.....its because they communicate, test often, practice together, formulate strategies and perfect movement. This takes an enormous amount of time, dedication and effort that is dismissed by those being farmed as "sure I could do that, but I am waaaayyyy too good now to do it. So I refuse to do it." As a result they will continue to be farmed and lose.
Every time you attempt to do none of those things and think there should be a "hey use this I win button" you are just fooling yourself. I am sure most of us would not do anything but laugh if this were a football forum where people who didn't speak, work together and put in the time demanded the NFL change the rules so that a random grouping of football players could always win over a professional team playing with some new rule or standard. In effect, that is what is being asked for here.
Alright, let's look at some systems which influence the meta in favour of ball groups.
1.) Smart Healing
Makes AoE heals far more effective in groups exceeding the heal's AoE cap.
Makes all heals more effective compared to offensive single target abilities when used in a large group that makes targeting difficult.
2.) Limited bar space/single purpose skills
Gives a massive advantage to large groups who stick close enough together to support each other directly at all times.
Dramatically lower effectiveness of any player trying to be effective in different settings, thus pitting ball groups against unprepared enemies.
3.) Scaling support sets/skills
Provide an inherently higher efficiency to specialized builds in ball groups than a small or spread out group would receive even when using the same builds.
4.) Power disparity between PBAoEs and ranged AoEs / effective splash damage being tied to killing blows
Gives an advantage to groups sticking together in one spot in order to deal AoE damage, rather than spreading out.
Diminishes the defensive disadvantage against AoEs created by stacking up.
5.) Removal of ground effects via Negate
Creates a situation in which negatable ground based AoEs don't function well as area denial, giving an advantage to groups centered around PBAoE (which stack to deal damage), as you don't need to stack players to stack ground effects.
6.) Earthgore
Carries anyone, but more efficient in stacked large groups.
But yeah, these things aren't coded, really. They're more a result of the enormous amount of time, dedication and effort put in by ball groups.
SidewalkChalk5 wrote: »ESO is best when there's a variety of activities available for groups of all sizes, not just your preferred size.
Soul_Demon wrote: ».Soul_Demon wrote: »redspecter23 wrote: »Ball groups in theory are fine. However, there should be more disadvantages to running in a large ball group and there currently are not. Highly skilled players can combat ball groups with smaller teams, but it's still an uphill battle and pug groups will simply have no chance against an organized ball group, even if they have double their numbers.
Give us more tools to break up ball groups or punish players running those playstyles in some way so that it's still an option, but there is more risk involved.
Have proxy det scale up to 48 players (standard scaling up to 6 players, then exponential scaling up to 48 players). Maybe have other abilities scale up depending on the number of targets hit. We have some options currently, but they are limited.
Fighting a skilled ball group takes far more skill and coordination than is required to run in a ball group and my thought is that it should be the reverse.
The things that make a group better than large mass' of pugs or even multiple small man groups is not coded.....its because they communicate, test often, practice together, formulate strategies and perfect movement. This takes an enormous amount of time, dedication and effort that is dismissed by those being farmed as "sure I could do that, but I am waaaayyyy too good now to do it. So I refuse to do it." As a result they will continue to be farmed and lose.
Every time you attempt to do none of those things and think there should be a "hey use this I win button" you are just fooling yourself. I am sure most of us would not do anything but laugh if this were a football forum where people who didn't speak, work together and put in the time demanded the NFL change the rules so that a random grouping of football players could always win over a professional team playing with some new rule or standard. In effect, that is what is being asked for here.
Alright, let's look at some systems which influence the meta in favour of ball groups.
1.) Smart Healing
Makes AoE heals far more effective in groups exceeding the heal's AoE cap.
Makes all heals more effective compared to offensive single target abilities when used in a large group that makes targeting difficult.
2.) Limited bar space/single purpose skills
Gives a massive advantage to large groups who stick close enough together to support each other directly at all times.
Dramatically lower effectiveness of any player trying to be effective in different settings, thus pitting ball groups against unprepared enemies.
3.) Scaling support sets/skills
Provide an inherently higher efficiency to specialized builds in ball groups than a small or spread out group would receive even when using the same builds.
4.) Power disparity between PBAoEs and ranged AoEs / effective splash damage being tied to killing blows
Gives an advantage to groups sticking together in one spot in order to deal AoE damage, rather than spreading out.
Diminishes the defensive disadvantage against AoEs created by stacking up.
5.) Removal of ground effects via Negate
Creates a situation in which negatable ground based AoEs don't function well as area denial, giving an advantage to groups centered around PBAoE (which stack to deal damage), as you don't need to stack players to stack ground effects.
6.) Earthgore
Carries anyone, but more efficient in stacked large groups.
But yeah, these things aren't coded, really. They're more a result of the enormous amount of time, dedication and effort put in by ball groups.
1. How does 'exceeding the cap' make something more effective that you state has been exceeded? And why would you compare single target offensive abilities to AOE heals? They are not the same thing and are not reasonably close to one another.
2. Bar space limits each and every player, not any one over another. What you suggest is "coordinated playing' is better than randomized players just throwing what they interpret as needed unreliably. Not really a solid argument that disputes what I said, in fact it supports the 'practice' and 'communicate' portions.
3. Statement doesn't 'show' anything....basically just 'saying' it works that way without back up of any kind. If anything you suggest being near to each other is beneficial where being apart is not.....Yeah. If some guy is de-buffed by a random, he is STILL de-buffed, stunned or damaged if you hit him from another location, the closer you are when that happens is of benefit. The faster you can respond is of benefit. But its not exclusive to a group, any random can do this too. They can also hit someone who was hit by someone else already.
4. Damage is damage....when, how and in what situation you use one vs the other makes all the difference. Just because one skill works well in one scenario does not mean it should work for ALL of them. Every player makes choices for what they WANT to load on those bars, and each choice has a cost associated. Again, you support the 'test, practice, communicate' portions. Every pick on a bar means one less slot for 'other' stuff...for all of the players.
5. What does removal of ground effects with negate have to do with one play style vs another? Seems random skill you seem to not like is just kind of thrown in. But of course Negate is Ulti and MUCH more expensive then the ground effects....so how is that a comparison of how the game "meta" is being supported exactly? Are you claiming one guy should have ground effect that has no counter and should kill all in it instantly? Don't follow you here.
6. Never used it in group as tactic and more than likely never would....as a build, sure...but never as tactical base for building a group or as only mechanism for survival for the entire group. Its RNG- I dislike all RNG type 'triggers' for healing and always will. Who uses a single monster set as the answer to how to heal players?
Soul_Demon wrote: »redspecter23 wrote: »Ball groups in theory are fine. However, there should be more disadvantages to running in a large ball group and there currently are not. Highly skilled players can combat ball groups with smaller teams, but it's still an uphill battle and pug groups will simply have no chance against an organized ball group, even if they have double their numbers.
Give us more tools to break up ball groups or punish players running those playstyles in some way so that it's still an option, but there is more risk involved.
Have proxy det scale up to 48 players (standard scaling up to 6 players, then exponential scaling up to 48 players). Maybe have other abilities scale up depending on the number of targets hit. We have some options currently, but they are limited.
Fighting a skilled ball group takes far more skill and coordination than is required to run in a ball group and my thought is that it should be the reverse.
The things that make a group better than large mass' of pugs or even multiple small man groups is not coded.....its because they communicate, test often, practice together, formulate strategies and perfect movement. This takes an enormous amount of time, dedication and effort that is dismissed by those being farmed as "sure I could do that, but I am waaaayyyy too good now to do it. So I refuse to do it." As a result they will continue to be farmed and lose.
Every time you attempt to do none of those things and think there should be a "hey use this I win button" you are just fooling yourself. I am sure most of us would not do anything but laugh if this were a football forum where people who didn't speak, work together and put in the time demanded the NFL change the rules so that a random grouping of football players could always win over a professional team playing with some new rule or standard. In effect, that is what is being asked for here.
Soul_Demon wrote: ».Soul_Demon wrote: »redspecter23 wrote: »Ball groups in theory are fine. However, there should be more disadvantages to running in a large ball group and there currently are not. Highly skilled players can combat ball groups with smaller teams, but it's still an uphill battle and pug groups will simply have no chance against an organized ball group, even if they have double their numbers.
Give us more tools to break up ball groups or punish players running those playstyles in some way so that it's still an option, but there is more risk involved.
Have proxy det scale up to 48 players (standard scaling up to 6 players, then exponential scaling up to 48 players). Maybe have other abilities scale up depending on the number of targets hit. We have some options currently, but they are limited.
Fighting a skilled ball group takes far more skill and coordination than is required to run in a ball group and my thought is that it should be the reverse.
The things that make a group better than large mass' of pugs or even multiple small man groups is not coded.....its because they communicate, test often, practice together, formulate strategies and perfect movement. This takes an enormous amount of time, dedication and effort that is dismissed by those being farmed as "sure I could do that, but I am waaaayyyy too good now to do it. So I refuse to do it." As a result they will continue to be farmed and lose.
Every time you attempt to do none of those things and think there should be a "hey use this I win button" you are just fooling yourself. I am sure most of us would not do anything but laugh if this were a football forum where people who didn't speak, work together and put in the time demanded the NFL change the rules so that a random grouping of football players could always win over a professional team playing with some new rule or standard. In effect, that is what is being asked for here.
Alright, let's look at some systems which influence the meta in favour of ball groups.
1.) Smart Healing
Makes AoE heals far more effective in groups exceeding the heal's AoE cap.
Makes all heals more effective compared to offensive single target abilities when used in a large group that makes targeting difficult.
2.) Limited bar space/single purpose skills
Gives a massive advantage to large groups who stick close enough together to support each other directly at all times.
Dramatically lower effectiveness of any player trying to be effective in different settings, thus pitting ball groups against unprepared enemies.
3.) Scaling support sets/skills
Provide an inherently higher efficiency to specialized builds in ball groups than a small or spread out group would receive even when using the same builds.
4.) Power disparity between PBAoEs and ranged AoEs / effective splash damage being tied to killing blows
Gives an advantage to groups sticking together in one spot in order to deal AoE damage, rather than spreading out.
Diminishes the defensive disadvantage against AoEs created by stacking up.
5.) Removal of ground effects via Negate
Creates a situation in which negatable ground based AoEs don't function well as area denial, giving an advantage to groups centered around PBAoE (which stack to deal damage), as you don't need to stack players to stack ground effects.
6.) Earthgore
Carries anyone, but more efficient in stacked large groups.
But yeah, these things aren't coded, really. They're more a result of the enormous amount of time, dedication and effort put in by ball groups.
1. How does 'exceeding the cap' make something more effective that you state has been exceeded? And why would you compare single target offensive abilities to AOE heals? They are not the same thing and are not reasonably close to one another.
2. Bar space limits each and every player, not any one over another. What you suggest is "coordinated playing' is better than randomized players just throwing what they interpret as needed unreliably. Not really a solid argument that disputes what I said, in fact it supports the 'practice' and 'communicate' portions.
3. Statement doesn't 'show' anything....basically just 'saying' it works that way without back up of any kind. If anything you suggest being near to each other is beneficial where being apart is not.....Yeah. If some guy is de-buffed by a random, he is STILL de-buffed, stunned or damaged if you hit him from another location, the closer you are when that happens is of benefit. The faster you can respond is of benefit. But its not exclusive to a group, any random can do this too. They can also hit someone who was hit by someone else already.
4. Damage is damage....when, how and in what situation you use one vs the other makes all the difference. Just because one skill works well in one scenario does not mean it should work for ALL of them. Every player makes choices for what they WANT to load on those bars, and each choice has a cost associated. Again, you support the 'test, practice, communicate' portions. Every pick on a bar means one less slot for 'other' stuff...for all of the players.
5. What does removal of ground effects with negate have to do with one play style vs another? Seems random skill you seem to not like is just kind of thrown in. But of course Negate is Ulti and MUCH more expensive then the ground effects....so how is that a comparison of how the game "meta" is being supported exactly? Are you claiming one guy should have ground effect that has no counter and should kill all in it instantly? Don't follow you here.
6. Never used it in group as tactic and more than likely never would....as a build, sure...but never as tactical base for building a group or as only mechanism for survival for the entire group. Its RNG- I dislike all RNG type 'triggers' for healing and always will. Who uses a single monster set as the answer to how to heal players?
Well there seems to have been some trouble in understanding what I wrote. I'm going to assume you just read in bad faith, because that would just be embarrassing otherwise. With that being said, let's go over your replies again.
1.)
- Smart Healing is helping to mitigate the impact of the AoE healing cap. Not the AoE cap is helping to mitigate itself...
- I am comparing certain healing to certain damage skills to determine their effectiveness. What do you compare your healing values with, the enemy's heals or what?
2.)
This point has nothing to do with practice or skill in any way, it's about the amount of skill slots available to different group sizes and playstyles and how versatile they can be used.
3.)
It appears you didn't quite get the topic of this one. It's about scaling support. Scaling with players. Your own players.
Since you asked for back up: There's Rapid Maneuver, which is about to be nerfed again. You see, the more group mates are close to the caster, the more effective the skill becomes.
4.)
Are you talking about 2.) again? This one was about different types of AoE, how one is much more powerful than another, and what that means.
5.)
This isn't about what I like or not like, it's a list of mechanics contributing to the effectiveness of stacking up as part of large scale playstyle. This particular point is even about just part of one skill. There's also the unbreakable ranged AoE silence, which is very much not encouraging anyone to stack up.
6.)
It's funny how in this instance you didn't even oppose my point but still felt the need to protest somehow.
A bit sorry to OP for the snark; I don't want to endanger the topic, so I may decide not to reply again if there's no fruitful discussion coming out of this.
Soul_Demon wrote: »Was true the first time and even more so now.....oh how the times change here.Soul_Demon wrote: ».Soul_Demon wrote: »redspecter23 wrote: »Ball groups in theory are fine. However, there should be more disadvantages to running in a large ball group and there currently are not. Highly skilled players can combat ball groups with smaller teams, but it's still an uphill battle and pug groups will simply have no chance against an organized ball group, even if they have double their numbers.
Give us more tools to break up ball groups or punish players running those playstyles in some way so that it's still an option, but there is more risk involved.
Have proxy det scale up to 48 players (standard scaling up to 6 players, then exponential scaling up to 48 players). Maybe have other abilities scale up depending on the number of targets hit. We have some options currently, but they are limited.
Fighting a skilled ball group takes far more skill and coordination than is required to run in a ball group and my thought is that it should be the reverse.
The things that make a group better than large mass' of pugs or even multiple small man groups is not coded.....its because they communicate, test often, practice together, formulate strategies and perfect movement. This takes an enormous amount of time, dedication and effort that is dismissed by those being farmed as "sure I could do that, but I am waaaayyyy too good now to do it. So I refuse to do it." As a result they will continue to be farmed and lose.
Every time you attempt to do none of those things and think there should be a "hey use this I win button" you are just fooling yourself. I am sure most of us would not do anything but laugh if this were a football forum where people who didn't speak, work together and put in the time demanded the NFL change the rules so that a random grouping of football players could always win over a professional team playing with some new rule or standard. In effect, that is what is being asked for here.
Alright, let's look at some systems which influence the meta in favour of ball groups.
1.) Smart Healing
Makes AoE heals far more effective in groups exceeding the heal's AoE cap.
Makes all heals more effective compared to offensive single target abilities when used in a large group that makes targeting difficult.
2.) Limited bar space/single purpose skills
Gives a massive advantage to large groups who stick close enough together to support each other directly at all times.
Dramatically lower effectiveness of any player trying to be effective in different settings, thus pitting ball groups against unprepared enemies.
3.) Scaling support sets/skills
Provide an inherently higher efficiency to specialized builds in ball groups than a small or spread out group would receive even when using the same builds.
4.) Power disparity between PBAoEs and ranged AoEs / effective splash damage being tied to killing blows
Gives an advantage to groups sticking together in one spot in order to deal AoE damage, rather than spreading out.
Diminishes the defensive disadvantage against AoEs created by stacking up.
5.) Removal of ground effects via Negate
Creates a situation in which negatable ground based AoEs don't function well as area denial, giving an advantage to groups centered around PBAoE (which stack to deal damage), as you don't need to stack players to stack ground effects.
6.) Earthgore
Carries anyone, but more efficient in stacked large groups.
But yeah, these things aren't coded, really. They're more a result of the enormous amount of time, dedication and effort put in by ball groups.
1. How does 'exceeding the cap' make something more effective that you state has been exceeded? And why would you compare single target offensive abilities to AOE heals? They are not the same thing and are not reasonably close to one another.
2. Bar space limits each and every player, not any one over another. What you suggest is "coordinated playing' is better than randomized players just throwing what they interpret as needed unreliably. Not really a solid argument that disputes what I said, in fact it supports the 'practice' and 'communicate' portions.
3. Statement doesn't 'show' anything....basically just 'saying' it works that way without back up of any kind. If anything you suggest being near to each other is beneficial where being apart is not.....Yeah. If some guy is de-buffed by a random, he is STILL de-buffed, stunned or damaged if you hit him from another location, the closer you are when that happens is of benefit. The faster you can respond is of benefit. But its not exclusive to a group, any random can do this too. They can also hit someone who was hit by someone else already.
4. Damage is damage....when, how and in what situation you use one vs the other makes all the difference. Just because one skill works well in one scenario does not mean it should work for ALL of them. Every player makes choices for what they WANT to load on those bars, and each choice has a cost associated. Again, you support the 'test, practice, communicate' portions. Every pick on a bar means one less slot for 'other' stuff...for all of the players.
5. What does removal of ground effects with negate have to do with one play style vs another? Seems random skill you seem to not like is just kind of thrown in. But of course Negate is Ulti and MUCH more expensive then the ground effects....so how is that a comparison of how the game "meta" is being supported exactly? Are you claiming one guy should have ground effect that has no counter and should kill all in it instantly? Don't follow you here.
6. Never used it in group as tactic and more than likely never would....as a build, sure...but never as tactical base for building a group or as only mechanism for survival for the entire group. Its RNG- I dislike all RNG type 'triggers' for healing and always will. Who uses a single monster set as the answer to how to heal players?
Well there seems to have been some trouble in understanding what I wrote. I'm going to assume you just read in bad faith, because that would just be embarrassing otherwise. With that being said, let's go over your replies again.
1.)
- Smart Healing is helping to mitigate the impact of the AoE healing cap. Not the AoE cap is helping to mitigate itself...
- I am comparing certain healing to certain damage skills to determine their effectiveness. What do you compare your healing values with, the enemy's heals or what?
2.)
This point has nothing to do with practice or skill in any way, it's about the amount of skill slots available to different group sizes and playstyles and how versatile they can be used.
3.)
It appears you didn't quite get the topic of this one. It's about scaling support. Scaling with players. Your own players.
Since you asked for back up: There's Rapid Maneuver, which is about to be nerfed again. You see, the more group mates are close to the caster, the more effective the skill becomes.
4.)
Are you talking about 2.) again? This one was about different types of AoE, how one is much more powerful than another, and what that means.
5.)
This isn't about what I like or not like, it's a list of mechanics contributing to the effectiveness of stacking up as part of large scale playstyle. This particular point is even about just part of one skill. There's also the unbreakable ranged AoE silence, which is very much not encouraging anyone to stack up.
6.)
It's funny how in this instance you didn't even oppose my point but still felt the need to protest somehow.
A bit sorry to OP for the snark; I don't want to endanger the topic, so I may decide not to reply again if there's no fruitful discussion coming out of this.
1. You said "Makes AoE heals far more effective in groups exceeding the heal's AoE cap." How does being in a group change the way heals works.....they are about proximity to those heals and knowing who has them and when they go down. Groups don't have a coded benift- coordination and communication does. And you would compare AOE heals to AOE damage....smart damage, where it hits all in proximity of the effect as heals do. So this is about effect of players playing in a coordinated fashion and knowing where heals are, not a coded benefit of the groups.
2. This doesn't favor the group but favors 'experience' to know what you will likely need and why- practice and playing with each other keeps you from loading up say one skill on every one causing overlap. Wasted slots. If you don't practice or communicate you don't know what others in pug groups are running.
3. You say "scaling' then don't show something that scales with anything. Rapids has a range and max number of people hit- again knowing where the ones who you are playing with makes the player who casts it effective or wasteful with its cost. Communication, practice. Needs to be mentioned a nice little test for all to know what it does, when it does it and how it can be removed.
4. Of course, and different types of AOE is something each player can use or not use. One working well in one case vs another is product of knowing when where and how to use each one to max effectiveness. Generally speaking groups are quite good a knowing when and where those are to be used. Random pug players load what they THINK will work well and are often very wrong. Practice, communicate, test. One is NOT the singular answer to anything, never will be. By having variations on skills ZOS does not code benefit to groups.
5. It isn't overpowered in any way....its expensive and there is direct counter to it that is not only cheap but take fractions of a second to do. As far as ranged unbreakable silence you will need to specify the skill specifically you are talking about.
6. Because to oppose the point you said it 'carried everyone and is more efficient in group' the claim falls flat if not everyone uses it and that is not the secret to healing in group, it is not. You suggest the healing in groups is one single set and that set is "I win" with heals when in fact it has quite a few counters......but it seems you don't have any idea what they are.
I don't want to appear snarky either, but the things you say are simply not true and smack of player who would benefit from the environment a guild and organized raid provides.
Soul_Demon wrote: »Was true the first time and even more so now.....oh how the times change here.Soul_Demon wrote: ».Soul_Demon wrote: »redspecter23 wrote: »Ball groups in theory are fine. However, there should be more disadvantages to running in a large ball group and there currently are not. Highly skilled players can combat ball groups with smaller teams, but it's still an uphill battle and pug groups will simply have no chance against an organized ball group, even if they have double their numbers.
Give us more tools to break up ball groups or punish players running those playstyles in some way so that it's still an option, but there is more risk involved.
Have proxy det scale up to 48 players (standard scaling up to 6 players, then exponential scaling up to 48 players). Maybe have other abilities scale up depending on the number of targets hit. We have some options currently, but they are limited.
Fighting a skilled ball group takes far more skill and coordination than is required to run in a ball group and my thought is that it should be the reverse.
The things that make a group better than large mass' of pugs or even multiple small man groups is not coded.....its because they communicate, test often, practice together, formulate strategies and perfect movement. This takes an enormous amount of time, dedication and effort that is dismissed by those being farmed as "sure I could do that, but I am waaaayyyy too good now to do it. So I refuse to do it." As a result they will continue to be farmed and lose.
Every time you attempt to do none of those things and think there should be a "hey use this I win button" you are just fooling yourself. I am sure most of us would not do anything but laugh if this were a football forum where people who didn't speak, work together and put in the time demanded the NFL change the rules so that a random grouping of football players could always win over a professional team playing with some new rule or standard. In effect, that is what is being asked for here.
Alright, let's look at some systems which influence the meta in favour of ball groups.
1.) Smart Healing
Makes AoE heals far more effective in groups exceeding the heal's AoE cap.
Makes all heals more effective compared to offensive single target abilities when used in a large group that makes targeting difficult.
2.) Limited bar space/single purpose skills
Gives a massive advantage to large groups who stick close enough together to support each other directly at all times.
Dramatically lower effectiveness of any player trying to be effective in different settings, thus pitting ball groups against unprepared enemies.
3.) Scaling support sets/skills
Provide an inherently higher efficiency to specialized builds in ball groups than a small or spread out group would receive even when using the same builds.
4.) Power disparity between PBAoEs and ranged AoEs / effective splash damage being tied to killing blows
Gives an advantage to groups sticking together in one spot in order to deal AoE damage, rather than spreading out.
Diminishes the defensive disadvantage against AoEs created by stacking up.
5.) Removal of ground effects via Negate
Creates a situation in which negatable ground based AoEs don't function well as area denial, giving an advantage to groups centered around PBAoE (which stack to deal damage), as you don't need to stack players to stack ground effects.
6.) Earthgore
Carries anyone, but more efficient in stacked large groups.
But yeah, these things aren't coded, really. They're more a result of the enormous amount of time, dedication and effort put in by ball groups.
1. How does 'exceeding the cap' make something more effective that you state has been exceeded? And why would you compare single target offensive abilities to AOE heals? They are not the same thing and are not reasonably close to one another.
2. Bar space limits each and every player, not any one over another. What you suggest is "coordinated playing' is better than randomized players just throwing what they interpret as needed unreliably. Not really a solid argument that disputes what I said, in fact it supports the 'practice' and 'communicate' portions.
3. Statement doesn't 'show' anything....basically just 'saying' it works that way without back up of any kind. If anything you suggest being near to each other is beneficial where being apart is not.....Yeah. If some guy is de-buffed by a random, he is STILL de-buffed, stunned or damaged if you hit him from another location, the closer you are when that happens is of benefit. The faster you can respond is of benefit. But its not exclusive to a group, any random can do this too. They can also hit someone who was hit by someone else already.
4. Damage is damage....when, how and in what situation you use one vs the other makes all the difference. Just because one skill works well in one scenario does not mean it should work for ALL of them. Every player makes choices for what they WANT to load on those bars, and each choice has a cost associated. Again, you support the 'test, practice, communicate' portions. Every pick on a bar means one less slot for 'other' stuff...for all of the players.
5. What does removal of ground effects with negate have to do with one play style vs another? Seems random skill you seem to not like is just kind of thrown in. But of course Negate is Ulti and MUCH more expensive then the ground effects....so how is that a comparison of how the game "meta" is being supported exactly? Are you claiming one guy should have ground effect that has no counter and should kill all in it instantly? Don't follow you here.
6. Never used it in group as tactic and more than likely never would....as a build, sure...but never as tactical base for building a group or as only mechanism for survival for the entire group. Its RNG- I dislike all RNG type 'triggers' for healing and always will. Who uses a single monster set as the answer to how to heal players?
Well there seems to have been some trouble in understanding what I wrote. I'm going to assume you just read in bad faith, because that would just be embarrassing otherwise. With that being said, let's go over your replies again.
1.)
- Smart Healing is helping to mitigate the impact of the AoE healing cap. Not the AoE cap is helping to mitigate itself...
- I am comparing certain healing to certain damage skills to determine their effectiveness. What do you compare your healing values with, the enemy's heals or what?
2.)
This point has nothing to do with practice or skill in any way, it's about the amount of skill slots available to different group sizes and playstyles and how versatile they can be used.
3.)
It appears you didn't quite get the topic of this one. It's about scaling support. Scaling with players. Your own players.
Since you asked for back up: There's Rapid Maneuver, which is about to be nerfed again. You see, the more group mates are close to the caster, the more effective the skill becomes.
4.)
Are you talking about 2.) again? This one was about different types of AoE, how one is much more powerful than another, and what that means.
5.)
This isn't about what I like or not like, it's a list of mechanics contributing to the effectiveness of stacking up as part of large scale playstyle. This particular point is even about just part of one skill. There's also the unbreakable ranged AoE silence, which is very much not encouraging anyone to stack up.
6.)
It's funny how in this instance you didn't even oppose my point but still felt the need to protest somehow.
A bit sorry to OP for the snark; I don't want to endanger the topic, so I may decide not to reply again if there's no fruitful discussion coming out of this.
1. You said "Makes AoE heals far more effective in groups exceeding the heal's AoE cap." How does being in a group change the way heals works.....they are about proximity to those heals and knowing who has them and when they go down. Groups don't have a coded benift- coordination and communication does. And you would compare AOE heals to AOE damage....smart damage, where it hits all in proximity of the effect as heals do. So this is about effect of players playing in a coordinated fashion and knowing where heals are, not a coded benefit of the groups.
2. This doesn't favor the group but favors 'experience' to know what you will likely need and why- practice and playing with each other keeps you from loading up say one skill on every one causing overlap. Wasted slots. If you don't practice or communicate you don't know what others in pug groups are running.
3. You say "scaling' then don't show something that scales with anything. Rapids has a range and max number of people hit- again knowing where the ones who you are playing with makes the player who casts it effective or wasteful with its cost. Communication, practice. Needs to be mentioned a nice little test for all to know what it does, when it does it and how it can be removed.
4. Of course, and different types of AOE is something each player can use or not use. One working well in one case vs another is product of knowing when where and how to use each one to max effectiveness. Generally speaking groups are quite good a knowing when and where those are to be used. Random pug players load what they THINK will work well and are often very wrong. Practice, communicate, test. One is NOT the singular answer to anything, never will be. By having variations on skills ZOS does not code benefit to groups.
5. It isn't overpowered in any way....its expensive and there is direct counter to it that is not only cheap but take fractions of a second to do. As far as ranged unbreakable silence you will need to specify the skill specifically you are talking about.
6. Because to oppose the point you said it 'carried everyone and is more efficient in group' the claim falls flat if not everyone uses it and that is not the secret to healing in group, it is not. You suggest the healing in groups is one single set and that set is "I win" with heals when in fact it has quite a few counters......but it seems you don't have any idea what they are.
I don't want to appear snarky either, but the things you say are simply not true and smack of player who would benefit from the environment a guild and organized raid provides.
Well thank you for staying civil.
1.) It does appear to me like there is still a fundamental disconnect between what you are discussing and what the OP wanted to address.
You are right in that groups don't have a coded benefit when it comes to healing specifically (they do for some support sets and skills), but the "ball group" playstyle does have an inherent benefit, whether the members are grouped or not - and this playstyle vs other organized large scale playstyles is what the topic is about from what I understand.
You are then talking about proximity and organization/experience to receive healing in group, but my original point was only about smart healing (which also happens to make it much easier to receive heals) and the fact that it mititgates another mechanic - AoE healing cap - which would otherwise hurt groups using AoE heals while exceeding that cap.
About the "comparing heals to damage" part: I was comparing all healing to all damage. But since AoE damage is uncapped it is no longer at a disadvantage due to smart healing, while the targeting system (or lack thereof, however you look at it) can not compete well with smart healing. It is not relevant whether those heals are part of an AoE or single target healing ability.
2.) I don't know what more I can say here, really. A build that is not part of a ball group has to be more self sufficient, and even more so if it's not part of a large group or any group at all. That costs skill slots. Additionally certain skills like Purge and Rapids don't even work on non group members.
3.) Uhm... rapids does scale. Like, the more group mates affected, the greater the total effect. Maybe it's easier to understand what I'm talking about with Spell Power Cure? The more people you can proc it on, the higher amount of total weapon/spell damage the set will provide. Now let's say you have one player running solo, then Spell Power Cure doesn't sound too great. Make it two, and now using Spell Power Cure on one build and Transmutation on the other seems like an okay option. A few more and it's a no brainer to use some sort of scaling support when applicable.
Now the point was about these providing another incentive to stay close enough together to reap the benefits, rather than spreading out.
4.) Okay, so you are thinking about when one type of AoE is preferable to another. My point was about one type of AoE being largely inferior in almost any situation. There are very few powerful sources of splash damage in the game, mostly Vicious Death, Shatter Soul, Crystal Blast and Inevitable Detonation. Two of them have cast times on them and two are tied to killing blows, all of them are very weak for anything but hitting a stacked group/random zerg.
5.) I am only talking about Negate here. It's not an evaluation of it's power either, nor a declaration about all the impacts it has on the game. It is merely pointing out how one part of the skill - the removal of ground effects - by it's mere existence, influences the meta when it comes to ground based AoE vs PBAoE.
6.) I am not suggesting any such thing. I'm sorry if you interpreted this point as saying players who aren't directly affected by Earthgore were carried by it as well. I thought it was obvious that was not what I meant.
It is a set that rewards large groups for staying close to each other by saving their asses now and then. That is all.
edit: typo
Soul_Demon wrote: »Soul_Demon wrote: »Was true the first time and even more so now.....oh how the times change here.Soul_Demon wrote: ».Soul_Demon wrote: »redspecter23 wrote: »Ball groups in theory are fine. However, there should be more disadvantages to running in a large ball group and there currently are not. Highly skilled players can combat ball groups with smaller teams, but it's still an uphill battle and pug groups will simply have no chance against an organized ball group, even if they have double their numbers.
Give us more tools to break up ball groups or punish players running those playstyles in some way so that it's still an option, but there is more risk involved.
Have proxy det scale up to 48 players (standard scaling up to 6 players, then exponential scaling up to 48 players). Maybe have other abilities scale up depending on the number of targets hit. We have some options currently, but they are limited.
Fighting a skilled ball group takes far more skill and coordination than is required to run in a ball group and my thought is that it should be the reverse.
The things that make a group better than large mass' of pugs or even multiple small man groups is not coded.....its because they communicate, test often, practice together, formulate strategies and perfect movement. This takes an enormous amount of time, dedication and effort that is dismissed by those being farmed as "sure I could do that, but I am waaaayyyy too good now to do it. So I refuse to do it." As a result they will continue to be farmed and lose.
Every time you attempt to do none of those things and think there should be a "hey use this I win button" you are just fooling yourself. I am sure most of us would not do anything but laugh if this were a football forum where people who didn't speak, work together and put in the time demanded the NFL change the rules so that a random grouping of football players could always win over a professional team playing with some new rule or standard. In effect, that is what is being asked for here.
Alright, let's look at some systems which influence the meta in favour of ball groups.
1.) Smart Healing
Makes AoE heals far more effective in groups exceeding the heal's AoE cap.
Makes all heals more effective compared to offensive single target abilities when used in a large group that makes targeting difficult.
2.) Limited bar space/single purpose skills
Gives a massive advantage to large groups who stick close enough together to support each other directly at all times.
Dramatically lower effectiveness of any player trying to be effective in different settings, thus pitting ball groups against unprepared enemies.
3.) Scaling support sets/skills
Provide an inherently higher efficiency to specialized builds in ball groups than a small or spread out group would receive even when using the same builds.
4.) Power disparity between PBAoEs and ranged AoEs / effective splash damage being tied to killing blows
Gives an advantage to groups sticking together in one spot in order to deal AoE damage, rather than spreading out.
Diminishes the defensive disadvantage against AoEs created by stacking up.
5.) Removal of ground effects via Negate
Creates a situation in which negatable ground based AoEs don't function well as area denial, giving an advantage to groups centered around PBAoE (which stack to deal damage), as you don't need to stack players to stack ground effects.
6.) Earthgore
Carries anyone, but more efficient in stacked large groups.
But yeah, these things aren't coded, really. They're more a result of the enormous amount of time, dedication and effort put in by ball groups.
1. How does 'exceeding the cap' make something more effective that you state has been exceeded? And why would you compare single target offensive abilities to AOE heals? They are not the same thing and are not reasonably close to one another.
2. Bar space limits each and every player, not any one over another. What you suggest is "coordinated playing' is better than randomized players just throwing what they interpret as needed unreliably. Not really a solid argument that disputes what I said, in fact it supports the 'practice' and 'communicate' portions.
3. Statement doesn't 'show' anything....basically just 'saying' it works that way without back up of any kind. If anything you suggest being near to each other is beneficial where being apart is not.....Yeah. If some guy is de-buffed by a random, he is STILL de-buffed, stunned or damaged if you hit him from another location, the closer you are when that happens is of benefit. The faster you can respond is of benefit. But its not exclusive to a group, any random can do this too. They can also hit someone who was hit by someone else already.
4. Damage is damage....when, how and in what situation you use one vs the other makes all the difference. Just because one skill works well in one scenario does not mean it should work for ALL of them. Every player makes choices for what they WANT to load on those bars, and each choice has a cost associated. Again, you support the 'test, practice, communicate' portions. Every pick on a bar means one less slot for 'other' stuff...for all of the players.
5. What does removal of ground effects with negate have to do with one play style vs another? Seems random skill you seem to not like is just kind of thrown in. But of course Negate is Ulti and MUCH more expensive then the ground effects....so how is that a comparison of how the game "meta" is being supported exactly? Are you claiming one guy should have ground effect that has no counter and should kill all in it instantly? Don't follow you here.
6. Never used it in group as tactic and more than likely never would....as a build, sure...but never as tactical base for building a group or as only mechanism for survival for the entire group. Its RNG- I dislike all RNG type 'triggers' for healing and always will. Who uses a single monster set as the answer to how to heal players?
Well there seems to have been some trouble in understanding what I wrote. I'm going to assume you just read in bad faith, because that would just be embarrassing otherwise. With that being said, let's go over your replies again.
1.)
- Smart Healing is helping to mitigate the impact of the AoE healing cap. Not the AoE cap is helping to mitigate itself...
- I am comparing certain healing to certain damage skills to determine their effectiveness. What do you compare your healing values with, the enemy's heals or what?
2.)
This point has nothing to do with practice or skill in any way, it's about the amount of skill slots available to different group sizes and playstyles and how versatile they can be used.
3.)
It appears you didn't quite get the topic of this one. It's about scaling support. Scaling with players. Your own players.
Since you asked for back up: There's Rapid Maneuver, which is about to be nerfed again. You see, the more group mates are close to the caster, the more effective the skill becomes.
4.)
Are you talking about 2.) again? This one was about different types of AoE, how one is much more powerful than another, and what that means.
5.)
This isn't about what I like or not like, it's a list of mechanics contributing to the effectiveness of stacking up as part of large scale playstyle. This particular point is even about just part of one skill. There's also the unbreakable ranged AoE silence, which is very much not encouraging anyone to stack up.
6.)
It's funny how in this instance you didn't even oppose my point but still felt the need to protest somehow.
A bit sorry to OP for the snark; I don't want to endanger the topic, so I may decide not to reply again if there's no fruitful discussion coming out of this.
1. You said "Makes AoE heals far more effective in groups exceeding the heal's AoE cap." How does being in a group change the way heals works.....they are about proximity to those heals and knowing who has them and when they go down. Groups don't have a coded benift- coordination and communication does. And you would compare AOE heals to AOE damage....smart damage, where it hits all in proximity of the effect as heals do. So this is about effect of players playing in a coordinated fashion and knowing where heals are, not a coded benefit of the groups.
2. This doesn't favor the group but favors 'experience' to know what you will likely need and why- practice and playing with each other keeps you from loading up say one skill on every one causing overlap. Wasted slots. If you don't practice or communicate you don't know what others in pug groups are running.
3. You say "scaling' then don't show something that scales with anything. Rapids has a range and max number of people hit- again knowing where the ones who you are playing with makes the player who casts it effective or wasteful with its cost. Communication, practice. Needs to be mentioned a nice little test for all to know what it does, when it does it and how it can be removed.
4. Of course, and different types of AOE is something each player can use or not use. One working well in one case vs another is product of knowing when where and how to use each one to max effectiveness. Generally speaking groups are quite good a knowing when and where those are to be used. Random pug players load what they THINK will work well and are often very wrong. Practice, communicate, test. One is NOT the singular answer to anything, never will be. By having variations on skills ZOS does not code benefit to groups.
5. It isn't overpowered in any way....its expensive and there is direct counter to it that is not only cheap but take fractions of a second to do. As far as ranged unbreakable silence you will need to specify the skill specifically you are talking about.
6. Because to oppose the point you said it 'carried everyone and is more efficient in group' the claim falls flat if not everyone uses it and that is not the secret to healing in group, it is not. You suggest the healing in groups is one single set and that set is "I win" with heals when in fact it has quite a few counters......but it seems you don't have any idea what they are.
I don't want to appear snarky either, but the things you say are simply not true and smack of player who would benefit from the environment a guild and organized raid provides.
Well thank you for staying civil.
1.) It does appear to me like there is still a fundamental disconnect between what you are discussing and what the OP wanted to address.
You are right in that groups don't have a coded benefit when it comes to healing specifically (they do for some support sets and skills), but the "ball group" playstyle does have an inherent benefit, whether the members are grouped or not - and this playstyle vs other organized large scale playstyles is what the topic is about from what I understand.
You are then talking about proximity and organization/experience to receive healing in group, but my original point was only about smart healing (which also happens to make it much easier to receive heals) and the fact that it mititgates another mechanic - AoE healing cap - which would otherwise hurt groups using AoE heals while exceeding that cap.
About the "comparing heals to damage" part: I was comparing all healing to all damage. But since AoE damage is uncapped it is no longer at a disadvantage due to smart healing, while the targeting system (or lack thereof, however you look at it) can not compete well with smart healing. It is not relevant whether those heals are part of an AoE or single target healing ability.
2.) I don't know what more I can say here, really. A build that is not part of a ball group has to be more self sufficient, and even more so if it's not part of a large group or any group at all. That costs skill slots. Additionally certain skills like Purge and Rapids don't even work on non group members.
3.) Uhm... rapids does scale. Like, the more group mates affected, the greater the total effect. Maybe it's easier to understand what I'm talking about with Spell Power Cure? The more people you can proc it on, the higher amount of total weapon/spell damage the set will provide. Now let's say you have one player running solo, then Spell Power Cure doesn't sound too great. Make it two, and now using Spell Power Cure on one build and Transmutation on the other seems like an okay option. A few more and it's a no brainer to use some sort of scaling support when applicable.
Now the point was about these providing another incentive to stay close enough together to reap the benefits, rather than spreading out.
4.) Okay, so you are thinking about when one type of AoE is preferable to another. My point was about one type of AoE being largely inferior in almost any situation. There are very few powerful sources of splash damage in the game, mostly Vicious Death, Shatter Soul, Crystal Blast and Inevitable Detonation. Two of them have cast times on them and two are tied to killing blows, all of them are very weak for anything but hitting a stacked group/random zerg.
5.) I am only talking about Negate here. It's not an evaluation of it's power either, nor a declaration about all the impacts it has on the game. It is merely pointing out how one part of the skill - the removal of ground effects - by it's mere existence, influences the meta when it comes to ground based AoE vs PBAoE.
6.) I am not suggesting any such thing. I'm sorry if you interpreted this point as saying players who aren't directly affected by Earthgore were carried by it as well. I thought it was obvious that was not what I meant.
It is a set that rewards large groups for staying close to each other by saving their asses now and then. That is all.
edit: typo
1. "groups don't have a coded benefit when it comes to healing specifically" and we are on same page it seems. As to the rest, if AOE heals have a cap- and AOE damage does not- do you not see the inherent benefit being on damage side of equation rendering any benefit to 'smart heals' mute point as that is capped where damage is not?
2. Absolutely. Builds are indeed very different from solo to 1vx to group- champ points gear ect. But those skill bars are limited with every one of them. Groups communicate and are better able to prevent overlap than a pug group is and as result by their nature are more efficient with their uses.
3. Rapids has been capped and has doubled in cost now one time and with next patch will be changed a third time to further make it difficult to use. It isn't alone and many skills over the years have been altered to make them less attractive to groups.These changes were intended to make it 'inefficient' for groups to use and therefore give the benefit to smaller groups. It does not scale in any way- it never scaled but I think you are referring to 'efficiency' rather than scale. Groups are able to use extremely costly and limited window of opportunity skills because of communication and practice with one another. The utility of a skill drops if coordinated play is not possible- the skill is useless if others can not take advantage of it in many cases, whereas if other can make use of it suddenly its great- communication. Using SPC in non coordinated group would give a random person you heal (who doesn't notice maybe) a 258 boost to spell/weap damage, not more damage exponentially with the more you hit, they need to notice or know its happening to make use of it. Coordination and practice helps you see what works well and what does not. Otherwise there is one five piece spot gone- for largely no gain.
4. Seems you left a few off and some that were even created to kill groups of players by ZOS specifically. It even scales in the way you are thinking that rapids does- it does more damage the more players that are in the AOE. That is scaling the way I understand it. Regardless the game has a huge amount of choice in sets, races, passives, class skills, weapon skills, armor skills, guild skills and world skills..... to include many morphs to choose from. Experienced players will often use things for a benefit you don't immediately see and groups use things as do solo players that the other does not immediately see the utility of. Theory crafting in groups can help see this stuff more clearly, but they in no way give unimpeded benefit to one play style. To coordinated efforts, yes.
5. Negates cost so very much, are limited to what class you play and has so many counters I just don't see why this is a problem....guessing with how you say it you expect people to continuously stand in ground based effects for indeterminate amounts of time. I don't so don't understand the issue at all, and in fact the work done on perfection of movement for most groups should tell you they don't either.
6. Well, we do agree here for sure....don't see it as much benefit beyond the occasional player who likes the set, but even then not a real game changer for players.
The recent pvp events performance - as a consequence from ballgrps not being able to play all on the same servers - strongly indicates that pvp would be better without anything resembling that playstyle.
It´s not purely ballgrps but also when you have enough brainbugs in the faction zerg to keep it alive and in relatively tight formation.
All of this needs to go. Aoe buttonmashing (heal-, support and damage abilities) has to be exterminated as a valid strategy for pvp encounters of any kind.
Just as only clicking left mouse in siege.
Ball groups don’t contribute to lag. The 60 man zerg made of tanks and healbots do...
The recent pvp events performance - as a consequence from ballgrps not being able to play all on the same servers - strongly indicates that pvp would be better without anything resembling that playstyle.
It´s not purely ballgrps but also when you have enough brainbugs in the faction zerg to keep it alive and in relatively tight formation.
All of this needs to go. Aoe buttonmashing (heal-, support and damage abilities) has to be exterminated as a valid strategy for pvp encounters of any kind.
Just as only clicking left mouse in siege.
Ball groups don’t contribute to lag. The 60 man zerg made of tanks and healbots do...
So why did the server run better when there was only a 60 man zerg of tanks an healbots with no ballgroups on the map?
Do you think ESO AvA PVP would be better without large ball groups? I'm referring specifically to ball groups.
The recent pvp events performance - as a consequence from ballgrps not being able to play all on the same servers - strongly indicates that pvp would be better without anything resembling that playstyle.
It´s not purely ballgrps but also when you have enough brainbugs in the faction zerg to keep it alive and in relatively tight formation.
All of this needs to go. Aoe buttonmashing (heal-, support and damage abilities) has to be exterminated as a valid strategy for pvp encounters of any kind.
Just as only clicking left mouse in siege.
Ball groups don’t contribute to lag. The 60 man zerg made of tanks and healbots do...
So why did the server run better when there was only a 60 man zerg of tanks an healbots with no ballgroups on the map?
Soul_Demon wrote: »redspecter23 wrote: »Ball groups in theory are fine. However, there should be more disadvantages to running in a large ball group and there currently are not. Highly skilled players can combat ball groups with smaller teams, but it's still an uphill battle and pug groups will simply have no chance against an organized ball group, even if they have double their numbers.
Give us more tools to break up ball groups or punish players running those playstyles in some way so that it's still an option, but there is more risk involved.
Have proxy det scale up to 48 players (standard scaling up to 6 players, then exponential scaling up to 48 players). Maybe have other abilities scale up depending on the number of targets hit. We have some options currently, but they are limited.
Fighting a skilled ball group takes far more skill and coordination than is required to run in a ball group and my thought is that it should be the reverse.
The things that make a group better than large mass' of pugs or even multiple small man groups is not coded.....its because they communicate, test often, practice together, formulate strategies and perfect movement. This takes an enormous amount of time, dedication and effort that is dismissed by those being farmed as "sure I could do that, but I am waaaayyyy too good now to do it. So I refuse to do it." As a result they will continue to be farmed and lose.
Every time you attempt to do none of those things and think there should be a "hey use this I win button" you are just fooling yourself. I am sure most of us would not do anything but laugh if this were a football forum where people who didn't speak, work together and put in the time demanded the NFL change the rules so that a random grouping of football players could always win over a professional team playing with some new rule or standard. In effect, that is what is being asked for here.
Guilds who force their members to run certain builds are the ones making their members ineffective, not large zergs. Zerg surfers can create their own build and make sure they are effective in battlegrounds and Cyrodiil, whereas guilds with predefined roles' members are completely defenseless when separated from the group. As long as AP is around, these guilds will continue to be ineffective until they can stop making excuses and make the necessary adjustments, or fade from existence as more players catch onto the current era of armies dominating in Cyrodiil (Vivec).