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How many times do we have to complain about ball groups before ZOS takes action?!?

  • neferpitou73
    neferpitou73
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    I was honestly thinking of that same analogy.

    Honestly, I think a lot of people picture ball groups as a bunch of sweaty try-hards that enjoy ruining other people's fun. While that's the case for some groups it's not overall. People like to play together because it's effective and fun. Sometimes we honestly have to remind our raiders to focus on the combat a little more because they were having too much fun joking around.
    Edited by neferpitou73 on 24 March 2021 23:23
  • AuraNebula
    AuraNebula
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    While we're discussing counter strategies to ball groups let me throw in a couple:

    -The guy at the head of the group is the lead, everyone's following him using RDK, Lights of Meridia or similar addons. CC him and the rest of the group runs around like headless chickens. As others have said spread out so they don't have concentrated targets.

    -Learn how to use negates properly. Negate is the most important skill in Cyrodiil. Place it on back flags, chokes, etc when a ballgroup ult dumps, then all of their heals and Aoes are gone.

    -Use area denial skills to keep ball groups from coming through a breach. If you slam a nova on a flag they're going to avoid it.

    -Never engage a ball group in an open field, we like it when people jump off keep walls to attack us or chase us far away from a keep.

    -Oils, siege. Especially with siege shield broken this is absolutely destroys ball groups.

    -Fight smart, you're not going to kill 12 people on your own, if you're alone at a keep and a ball group shows up either leave or call for help. Don't stand outside in the open.

    I'll think of more later. As you see these strategies require a high degree of coordination which is one of the things that make ball groups strong, coordinated sets are only a part of it. The easiest way to learn these strategies is to just join a ball group yourself, which is something I recommend if you're playing Cyrodiil in general. Regarding the OP, DC has several ball groups that accept new players.

    -

    The only issue with this counter argument is that you do need another organized group to deal with them. You can try and have solos coordinate this, but there needs to be other counters available instead of having another large group come in and take them out.

    There does need to be more counters to ballgroups. Not everyone likes to play in a ballgroup style and there should be available counters to people who do not wish to play the same way.

    I don't agree with that premise. it's a large-scale pvp mode. Of course players that group up have an advantage. You can't take away the advantage ball groups have unless you completely change Cyrodiil because Cyrodiil is meant for that large scale fighting. If you want to play Solo you have to build around that.

    So your saying there should be no counter against large groups except for other large groups? It is large scale pvp, but that does not mean you have to cater to large scale groups only. This is a war based pvp. In war there are small tactical groups that can take out larger groups using a specific advantage. Air strikes, bombs, seal team 6 (haha).

    There should be other ways to counter large groups. Server stacking and the lag that ballgroups cause is a big issue. There does need to be counter play to help take these groups down without it being ballgroup vs ballgroup.
  • Alurria
    Alurria
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    Simple just make it so you can only have 24 members on a team no more no less, running solo nope running 8 man nope. Let's see some real team work. 24 man team work. No ball group maybe a mega ball group or a mega zerg. But seriously, How in the world do you solve this. It's pvp you can't fault people for being good in group just have to learn to counter them. I guess.
  • neferpitou73
    neferpitou73
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    While we're discussing counter strategies to ball groups let me throw in a couple:

    -The guy at the head of the group is the lead, everyone's following him using RDK, Lights of Meridia or similar addons. CC him and the rest of the group runs around like headless chickens. As others have said spread out so they don't have concentrated targets.

    -Learn how to use negates properly. Negate is the most important skill in Cyrodiil. Place it on back flags, chokes, etc when a ballgroup ult dumps, then all of their heals and Aoes are gone.

    -Use area denial skills to keep ball groups from coming through a breach. If you slam a nova on a flag they're going to avoid it.

    -Never engage a ball group in an open field, we like it when people jump off keep walls to attack us or chase us far away from a keep.

    -Oils, siege. Especially with siege shield broken this is absolutely destroys ball groups.

    -Fight smart, you're not going to kill 12 people on your own, if you're alone at a keep and a ball group shows up either leave or call for help. Don't stand outside in the open.

    I'll think of more later. As you see these strategies require a high degree of coordination which is one of the things that make ball groups strong, coordinated sets are only a part of it. The easiest way to learn these strategies is to just join a ball group yourself, which is something I recommend if you're playing Cyrodiil in general. Regarding the OP, DC has several ball groups that accept new players.

    -

    The only issue with this counter argument is that you do need another organized group to deal with them. You can try and have solos coordinate this, but there needs to be other counters available instead of having another large group come in and take them out.

    There does need to be more counters to ballgroups. Not everyone likes to play in a ballgroup style and there should be available counters to people who do not wish to play the same way.

    I don't agree with that premise. it's a large-scale pvp mode. Of course players that group up have an advantage. You can't take away the advantage ball groups have unless you completely change Cyrodiil because Cyrodiil is meant for that large scale fighting. If you want to play Solo you have to build around that.

    So your saying there should be no counter against large groups except for other large groups? It is large scale pvp, but that does not mean you have to cater to large scale groups only. This is a war based pvp. In war there are small tactical groups that can take out larger groups using a specific advantage. Air strikes, bombs, seal team 6 (haha).

    There should be other ways to counter large groups. Server stacking and the lag that ballgroups cause is a big issue. There does need to be counter play to help take these groups down without it being ballgroup vs ballgroup.


    If we're going with a war analogy sure small groups can be effective. But they have to pick their targets correctly. Taking outposts, flagging keeps, creating chaos. Which you can do in Cyrodiil, except you need communication and coordination to do it effectively. So now we face the same issue of how these groups accomplish that without using the same tools that ball groups use, which seems to be the main complaint. To be effective in Cyrodiil you need some form of coordination, which is the same thing ball groups do. And no matter how effective that small group is it can't take on an army without coordination.

    We used to have counters to ball groups akin to airstrikes, proc sets like VD, Harbringer tanks, which take immense skill to use effectively, but ZOS took them away. And then you face the problem that whatever tools you give small groups the bigger groups can use to greater effectiveness.

    I'm not saying people shouldn't play small scale. What I'm saying is that the only way you take away ball groups advantage is to eliminate grouping entirely in Cyrodiil and prevent people from using voice comms. Because that's where the strength of the ball group comes from, communication. The sets are just icing on top. But if you've taken it to this point all you have is people mindlessly zerging with whoever has the greatest numbers winning. Which isn't fun for anyone.

    I also question the assumption that ball groups cause lag unless ZoS' coding is really weird. I'm not dismissing it entirely, I've been on both ends of this, I get lag when ball groups show up, I get lag when normal zergs show up, I don't get lag sometimes when both show up. But the thing is with ZoS testing we've shown that mass spamming of AOEs isn't the culprit. The sets aren't the culprit. So the only thing we're left with is that grouping mechanics are the culprit, which I wouldn't rule out but as I said you have to have things coded pretty weirdly if the simple fact that you're in a group causes all this lag.
    Edited by neferpitou73 on 24 March 2021 23:42
  • AuraNebula
    AuraNebula
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    While we're discussing counter strategies to ball groups let me throw in a couple:

    -The guy at the head of the group is the lead, everyone's following him using RDK, Lights of Meridia or similar addons. CC him and the rest of the group runs around like headless chickens. As others have said spread out so they don't have concentrated targets.

    -Learn how to use negates properly. Negate is the most important skill in Cyrodiil. Place it on back flags, chokes, etc when a ballgroup ult dumps, then all of their heals and Aoes are gone.

    -Use area denial skills to keep ball groups from coming through a breach. If you slam a nova on a flag they're going to avoid it.

    -Never engage a ball group in an open field, we like it when people jump off keep walls to attack us or chase us far away from a keep.

    -Oils, siege. Especially with siege shield broken this is absolutely destroys ball groups.

    -Fight smart, you're not going to kill 12 people on your own, if you're alone at a keep and a ball group shows up either leave or call for help. Don't stand outside in the open.

    I'll think of more later. As you see these strategies require a high degree of coordination which is one of the things that make ball groups strong, coordinated sets are only a part of it. The easiest way to learn these strategies is to just join a ball group yourself, which is something I recommend if you're playing Cyrodiil in general. Regarding the OP, DC has several ball groups that accept new players.

    -

    The only issue with this counter argument is that you do need another organized group to deal with them. You can try and have solos coordinate this, but there needs to be other counters available instead of having another large group come in and take them out.

    There does need to be more counters to ballgroups. Not everyone likes to play in a ballgroup style and there should be available counters to people who do not wish to play the same way.

    I don't agree with that premise. it's a large-scale pvp mode. Of course players that group up have an advantage. You can't take away the advantage ball groups have unless you completely change Cyrodiil because Cyrodiil is meant for that large scale fighting. If you want to play Solo you have to build around that.

    So your saying there should be no counter against large groups except for other large groups? It is large scale pvp, but that does not mean you have to cater to large scale groups only. This is a war based pvp. In war there are small tactical groups that can take out larger groups using a specific advantage. Air strikes, bombs, seal team 6 (haha).

    There should be other ways to counter large groups. Server stacking and the lag that ballgroups cause is a big issue. There does need to be counter play to help take these groups down without it being ballgroup vs ballgroup.


    If we're going with a war analogy sure small groups can be effective. But they have to pick their targets correctly. Taking outposts, flagging keeps, creating chaos. Which you can do in Cyrodiil, except you need communication and coordination to do it effectively. So now we face the same issue of how these groups accomplish that without using the same tools that ball groups use, which seems to be the main complaint. To be effective in Cyrodiil you need some form of coordination, which is the same thing ball groups do. And no matter how effective that small group is it can't take on an army without coordination.

    We used to have counters to ball groups akin to airstrikes, proc sets like VD, Harbringer tanks, which take immense skill to use effectively, but ZOS took them away. And then you face the problem that whatever tools you give small groups the bigger groups can use to greater effectiveness.

    I'm not saying people shouldn't play small scale. What I'm saying is that the only way you take away ball groups advantage is to eliminate grouping entirely in Cyrodiil and prevent people from using voice comms. Because that's where the strength of the ball group comes from, communication. The sets are just icing on top. But if you've taken it to this point all you have is people mindlessly zerging with whoever has the greatest numbers winning. Which isn't fun for anyone.

    I also question the assumption that ball groups cause lag unless ZoS' coding is really weird. I'm not dismissing it entirely, I've been on both ends of this, I get lag when ball groups show up, I get lag when normal zergs show up, I don't get lag sometimes when both show up. But the thing is with ZoS testing we've shown that mass spamming of AOEs isn't the culprit. The sets aren't the culprit. So the only thing we're left with is that grouping mechanics are the culprit, which I wouldn't rule out but as I said you have to have things coded pretty weirdly if the simple fact that you're in a group causes all this lag.

    I'm actually with you on grouping. Anytime I'm grouped the lag is consistently worse than if I am playing solo.

    There is rarely a time when a ballgroup comes and there is no lag. I've been at Roe with no lag and a ballgroup comes along and all of a sudden I'm sling shotting from the stairs back to the bottom of a keep. Zergs I do tend to notice a bit of an improvement on lag, but they are usually not standing on top of one another, and tend to be more spaced out.

    We do need sets to counter ballgroups. You could make certain sets limited. For example make VD so that it's buffed when a solo player is using it. Or make it so that only one or two VDs sets will work in a group with over 4 people. So if you have a 12 man group only two of them could wear VD, anyone else wearing it the effects are negated.

  • Sanctum74
    Sanctum74
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    While we're discussing counter strategies to ball groups let me throw in a couple:

    -The guy at the head of the group is the lead, everyone's following him using RDK, Lights of Meridia or similar addons. CC him and the rest of the group runs around like headless chickens. As others have said spread out so they don't have concentrated targets.

    -Learn how to use negates properly. Negate is the most important skill in Cyrodiil. Place it on back flags, chokes, etc when a ballgroup ult dumps, then all of their heals and Aoes are gone.

    -Use area denial skills to keep ball groups from coming through a breach. If you slam a nova on a flag they're going to avoid it.

    -Never engage a ball group in an open field, we like it when people jump off keep walls to attack us or chase us far away from a keep.

    -Oils, siege. Especially with siege shield broken this is absolutely destroys ball groups.

    -Fight smart, you're not going to kill 12 people on your own, if you're alone at a keep and a ball group shows up either leave or call for help. Don't stand outside in the open.

    I'll think of more later. As you see these strategies require a high degree of coordination which is one of the things that make ball groups strong, coordinated sets are only a part of it. The easiest way to learn these strategies is to just join a ball group yourself, which is something I recommend if you're playing Cyrodiil in general. Regarding the OP, DC has several ball groups that accept new players.

    -

    The only issue with this counter argument is that you do need another organized group to deal with them. You can try and have solos coordinate this, but there needs to be other counters available instead of having another large group come in and take them out.

    There does need to be more counters to ballgroups. Not everyone likes to play in a ballgroup style and there should be available counters to people who do not wish to play the same way.

    I don't agree with that premise. it's a large-scale pvp mode. Of course players that group up have an advantage. You can't take away the advantage ball groups have unless you completely change Cyrodiil because Cyrodiil is meant for that large scale fighting. If you want to play Solo you have to build around that.

    So your saying there should be no counter against large groups except for other large groups? It is large scale pvp, but that does not mean you have to cater to large scale groups only. This is a war based pvp. In war there are small tactical groups that can take out larger groups using a specific advantage. Air strikes, bombs, seal team 6 (haha).

    There should be other ways to counter large groups. Server stacking and the lag that ballgroups cause is a big issue. There does need to be counter play to help take these groups down without it being ballgroup vs ballgroup.

    “Small tactical groups that can take out larger groups” You mean ball groups. Apparently there’s already counters available, but it involves being an experienced player and that’s the way it should be. There should never be an “I Win” button whether it’s a skill, armor set, or seige, player skill should always win.

    Personally I run solo, cough cough... zerg surf lol, but theres been many times me and 2-3 other players have taken out ball groups. You just got to learn to follow their patterns and catch them after an ult dump when their resources are low.

    Aside from the typical negates, cc, immobile, proxy, aoe advice people give the most important thing is to never run from them. Either run through them or just move 5 feet to the side and 9 times out of 10 they will just keep charging in the same direction and ignore you.

    The only thing I’d recommend for Zos to change is to put a cooldown on purge and remove heal stacking. This would make it much easier to deal with ball groups without punishing either side too much.
  • Ceejengine
    Ceejengine
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    What about a CD on healing received? Like even a short one of 1.5. Once a heal has been applied you can't gain another for x seconds.
  • AuraNebula
    AuraNebula
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    Sanctum74 wrote: »
    While we're discussing counter strategies to ball groups let me throw in a couple:

    -The guy at the head of the group is the lead, everyone's following him using RDK, Lights of Meridia or similar addons. CC him and the rest of the group runs around like headless chickens. As others have said spread out so they don't have concentrated targets.

    -Learn how to use negates properly. Negate is the most important skill in Cyrodiil. Place it on back flags, chokes, etc when a ballgroup ult dumps, then all of their heals and Aoes are gone.

    -Use area denial skills to keep ball groups from coming through a breach. If you slam a nova on a flag they're going to avoid it.

    -Never engage a ball group in an open field, we like it when people jump off keep walls to attack us or chase us far away from a keep.

    -Oils, siege. Especially with siege shield broken this is absolutely destroys ball groups.

    -Fight smart, you're not going to kill 12 people on your own, if you're alone at a keep and a ball group shows up either leave or call for help. Don't stand outside in the open.

    I'll think of more later. As you see these strategies require a high degree of coordination which is one of the things that make ball groups strong, coordinated sets are only a part of it. The easiest way to learn these strategies is to just join a ball group yourself, which is something I recommend if you're playing Cyrodiil in general. Regarding the OP, DC has several ball groups that accept new players.

    -

    The only issue with this counter argument is that you do need another organized group to deal with them. You can try and have solos coordinate this, but there needs to be other counters available instead of having another large group come in and take them out.

    There does need to be more counters to ballgroups. Not everyone likes to play in a ballgroup style and there should be available counters to people who do not wish to play the same way.

    I don't agree with that premise. it's a large-scale pvp mode. Of course players that group up have an advantage. You can't take away the advantage ball groups have unless you completely change Cyrodiil because Cyrodiil is meant for that large scale fighting. If you want to play Solo you have to build around that.

    So your saying there should be no counter against large groups except for other large groups? It is large scale pvp, but that does not mean you have to cater to large scale groups only. This is a war based pvp. In war there are small tactical groups that can take out larger groups using a specific advantage. Air strikes, bombs, seal team 6 (haha).

    There should be other ways to counter large groups. Server stacking and the lag that ballgroups cause is a big issue. There does need to be counter play to help take these groups down without it being ballgroup vs ballgroup.

    “Small tactical groups that can take out larger groups” You mean ball groups. Apparently there’s already counters available, but it involves being an experienced player and that’s the way it should be. There should never be an “I Win” button whether it’s a skill, armor set, or seige, player skill should always win.

    Personally I run solo, cough cough... zerg surf lol, but theres been many times me and 2-3 other players have taken out ball groups. You just got to learn to follow their patterns and catch them after an ult dump when their resources are low.

    Aside from the typical negates, cc, immobile, proxy, aoe advice people give the most important thing is to never run from them. Either run through them or just move 5 feet to the side and 9 times out of 10 they will just keep charging in the same direction and ignore you.

    The only thing I’d recommend for Zos to change is to put a cooldown on purge and remove heal stacking. This would make it much easier to deal with ball groups without punishing either side too much.

    Ballgroups aren't small scale. Ballgroups are usually a full group of 12. How many ballgroups do you see with 6 or less players? Yes there shouldn't be an "I win" button, but essentially that is what ballgroups are. I've played in ballgroups, and sure they are fun, but I'm not really doing a lot except following commands. Proxy, move down the stairs, destro ult to back flag then negate it, spam pulsar, spam purge and heals, rinse and repeat.

    It does take a lot of coordination to be good ballgroup and people should be able to play in a ballgroup if that is what they want. But there does need to be stronger counters against them. As it stands right now with no procs there really is not an effective way to counter them. The only option is to have an equally large or larger group take them on.

  • spartaxoxo
    spartaxoxo
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    I wonder if they made it easier to take keeps with small groups would ball groups be as popular.
  • master_vanargand
    master_vanargand
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    I've heard that the addon used by Ballgroup is overloading the server.
    I don't know if it's true, but I think we need to investigate addon.
  • spartaxoxo
    spartaxoxo
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    I've heard that the addon used by Ballgroup is overloading the server.
    I don't know if it's true, but I think we need to investigate addon.

    It happens on Playstation as well, so it's highly unlikely to be add-on related.
  • Vermintide
    Vermintide
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    Cyro would actually be more fun if grouping was disabled altogether. Make everyone a disorganised puglet where the only form of communication is /y and I am convinced it would be a better time.

    Hot take I know. But honestly, I do believe it's the organised, skilled end of the player scale that sucks the fun out of Cyro. I respect what these players are able to do, but it's just not fun to play against- Largely because unless you have a skilled and organised group of your own, you can't play against it. You just have to accept you're going to get repeatedly killed and go somewhere else.

    Cyrodiil is an idea that was great in theory but in practice, it doesn't quite work out. You don't get big chaotic seiges, you don't get big epic battles, you don't stalk prey in an open field. None of that happens. You just see the same group of yellows circling around a tower again, you roll your eyes, and you walk away.

    Obviously I'm using a degree of hyperbole here, but I think it's true Cyro needs sone variety added in. I don't remember the last time I had a fun little skirmish or 1v1 between keeps. It's just ZvZ and the same cheesy 1vXers going around mashing potatoes.
  • J18696
    J18696
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    imagine if they turned off cross healing again then made alliance war skill line purge act the same way as templar purge and require a synergy ball grps would be so much more manageable
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  • Crash427
    Crash427
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    J18696 wrote: »
    imagine if they turned off cross healing again then made alliance war skill line purge act the same way as templar purge and require a synergy ball grps would be so much more manageable

    Yes. Please turn cross healing back off.

    You realize that helps ballgroups and hurts pugs right?
  • Nomadic_Atmoran
    Nomadic_Atmoran
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    spartaxoxo wrote: »
    Lag is not eliminatable only manageable. They also can't ban players for playing together.

    I agree that banning these players is too much. But there is no denying that these players a.) know that their behavior has a negative impact on the games performance for others and b.) are absolutely doing it on purpose to gain the upper hand.
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  • Crash427
    Crash427
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    spartaxoxo wrote: »
    Lag is not eliminatable only manageable. They also can't ban players for playing together.

    I agree that banning these players is too much. But there is no denying that these players a.) know that their behavior has a negative impact on the games performance for others and b.) are absolutely doing it on purpose to gain the upper hand.

    What about people who stack 40 deep and spam knockbacks? Should I report them for exploiting since we all know knockbacks often desync people when things are laggy.
  • Mayrael
    Mayrael
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    Simple way is to change purge and rapids in PvP to act as templar ritual. Removes effects on synergy. Those skills are the only reason why ball groups are so effective. You can't root them, you can't debuff them, you can't snare them, you can't place a siege dot on them, you can't do a sh... to them because they shrug off all you throw at them. Change the purge and rapids into synergy skill (PvP only) and watch how heaven burns.
    "We are currently investigating connection issues some players are having on the European megaservers. We will update as new information becomes available."
    — They always claim they’re “investigating” the causes, but in reality they’re just waiting until the PC EU players go to bed. Once that happens, you can suddenly log in again and they happily mark the issue as Fixed.
  • Joy_Division
    Joy_Division
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    It's amazing that some people still don't see nothing wrong in ballgroups. I will explain on example.

    In some cities there are public book shelves, where you can leave or take any books. There are no official rules. If you can leave anything that's great, if not - that's also fine. If you need any of books you can just take one or more. So that's really great idea, but have general flow - it don't work if people are egoistic and not mature. One person can take all books and don't give anything, because technically it's allowed. So if people will abuse this given freedom, then it won't work for anyone.

    Tha same story is with ballgroups. Technically they didn't do anything forbidden, but practically they abuse freedom of gameplay to gain egoistic advantage - synergy of organised skill spamming gives almost inifitine protection, health, sustain, etc which is almost impossible to break by non organised players (most of players are more or less casual or organised but not at this level). What's even worse, their spamming totally breaks performance, which they are aware of this fact, but they don't care. They just want to be strong and leech AP and don't care about dozens of other people who can't have fun.

    You can organise in fun way, leading people even in voice chat and giving orders. But giving every man role to spam one or two skills all the time and running in circles - well, Cyrodiil was not designed for this. This is not fun for every player on other side... I don't mind for example zergs, even if they win just by mindless manpower. This is a war, so if you have more man, you have higher chance for win. But at least cou can fight with it. But ballgroups? They sometimes run for 30 minutes in one keep, even don;t take flags - they just run and leech AP from everyone, who trying stop them. They rarely die, mostly be mistake and this is not because they are that good - no, they just egoistic enought to abuse game mechanics and have fun in cost of other players fun.

    And still some people defend them...

    What's the alternative? Run around in a crappy build with no coordination just to get steamrolled by other players who are playing 100% legally? You're trying to make these players as the proverbial bad apples in a bushel and telling them that unless they play with their hands behind their back and serve themselves as lemmings, that they're egotistical and inconsiderate. Lead people in voice chat? Do you know how often I look at voice chat while I'm in a fight? Never. Because I'm running out there in an over-nerfed class being chased by multiple people spamming CCs, executes, ulits, etc., so I just don;t have time to listen to zone generals, many of whom I have on ignore because they think they are know it alls.

    You know what else isn't fun? Losing to people who play 100% legally because you've willingly gimped yourself. Yes, I am a flawed human being with an ego and am motivated by competition. I am also a bad apple because one of the few joys I get from PvPing is the social comradery I have with the people I play with. And I can state with 100% confidence the social atmosphere gets tense and sometimes uncomfortable accusatory after multiple wipes (by the way, this also happens in PVE).

    It's 1000% the developers responsibility to set up rules and parameters/settings in which PvP is to be played. It's not the player's responsibility to choose to play in a sub-optimal ways and deprive themselves of the social experience an MMO is based upon, and thus ruin their own enjoyment.
    Edited by Joy_Division on 25 March 2021 06:22
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • JamieAubrey
    JamieAubrey
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    AD has a ball group ? must be the troll group Legacy
  • Eedat
    Eedat
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    So the logic here is that large groups of coordinated players playing large scale coordinated PvP in the large scale PvP area should be banned because you think playing coordinated group PvP in the group PvP area is unfair? Then to boot you think banning the playerbase is a solution to the lag in Cyro instead of just fixing the lag in Cyro? Whelp, nobody can complain about the lag in cyro if the entire population is banned I guess lol. You know what most people do? Walk around them and go about their business lol. Or just wait until the ball group will eventually finds another ball group then just toss some AoEs in and collect your free AP. Some of these threads are absolutely unreal. I legitimately cannot fathom how some people can perform the necessary mental gymnastics to come to these conclusions. It's actually kinda impressive.
    Edited by Eedat on 25 March 2021 06:50
  • AyaDark
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    You must not kill solo a group of people with the same skill.

    But the real problem is the hots stack.

    If same healing would not stack - it would be no problem.

    People with 12 mutagens on each is not OK.
  • NinchiTV
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    They never tried to incentivize small scale pvp, maybe after 6 people you get less ap. 1-4 groups get 1.5 AP. Or maybe they should make a whole new free for all type of zone, like IC but no alliances and loot worth going after. Or they can shake up IC and add content to it.
  • J18696
    J18696
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    Crash427 wrote: »
    J18696 wrote: »
    imagine if they turned off cross healing again then made alliance war skill line purge act the same way as templar purge and require a synergy ball grps would be so much more manageable

    Yes. Please turn cross healing back off.

    You realize that helps ballgroups and hurts pugs right?

    Yes and no it hurts ball groups when they stack in those massive faction v faction crap but I also think cross healing being on didnt help people fight balls anyways id rather not have it if you really wanna hurt ball groups hit purge siege shield and hot stacking
    PC NA Server
    @J18696
    Characters
    Pridē - Dragonknight
    Vanıty - Arcanist
  • AzurasDaddy
    AzurasDaddy
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    Yea I hate it too when I'm in a warzone with 3 different factions and my enemies actually try to fight back. Like bruh just let me lfg in zone and then zerg down some empty keeps and get emp for my alliance and take all the scrolls. We should all just camp at Chal all day and take turns partaking in honorable duels, that'll really show zos how silly they are for not implementing a 1v1 feature.

    Some of yall can't be serious in here tho. I even saw one person complaining that vd is the problem (get rekt by flames of ambition lul) and to nerf it...even more than a proc set, that is almost exclusively useful in cyrodiil, got nerfed with FoA.

    What fun is having 47 pugs vs 52 enemy pugs shooting siege all over the place, spamming abilities looking for a nightblade, spamming heals everywhere for the masses to bask in and get rejuvinated, and dogpiling eachother with little coordination or strategy?

    [snip]

    [Edited for bait]
    Edited by ZOS_GabeS on 25 March 2021 14:58
  • Vlad9425
    Vlad9425
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    Only way to nerf ball groups is by heavily nerfing purge.
  • Celephantsylvius_Bornasfinmo
    Celephantsylvius_Bornasfinmo
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    Ball groupping is essentially playing PvE raids in anti trash mob setups ^^
    If it floats your boat, why not.
    'To me to me to me...stack....detos...run run run run....blow up, keep running....'

    Why not play PvE, ball grouppers? :3

  • BXR_Lonestar
    BXR_Lonestar
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    spartaxoxo wrote: »
    Lag is not eliminatable only manageable. They also can't ban players for playing together.

    This.

    [snip] Ballgroup vs. Ballgroup is what makes Cyrodil awesome, whether your fighting in the open field or trying to take that last castle to crown a new emperor. The whole mode is made to draw big groups into combat. So it boggles my mind that people still complain about them (or even bother to complain about them) at all. Its a legitimate strategy that is always going to be the go-to strategy so long as having superior numbers is the easiest way to win a fight - which has basically been that way since the dawn of time so....

    [snip]

    [Edited for mild baiting]
    Edited by ZOS_GabeS on 25 March 2021 15:37
  • FantasticFreddie
    FantasticFreddie
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    I've heard that the addon used by Ballgroup is overloading the server.
    I don't know if it's true, but I think we need to investigate addon.

    The addon is basically a glorified pvp version of Hodor. Breaks down who is doing how much damage/healing, shows the group ultimates, has a compass, etc. All pretty bread and butter stuff.
    I've no idea why it would be blamed for causing other people to lag.
  • Celephantsylvius_Bornasfinmo
    Celephantsylvius_Bornasfinmo
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    I've heard that the addon used by Ballgroup is overloading the server.
    I don't know if it's true, but I think we need to investigate addon.

    The addon is basically a glorified pvp version of Hodor. Breaks down who is doing how much damage/healing, shows the group ultimates, has a compass, etc. All pretty bread and butter stuff.
    I've no idea why it would be blamed for causing other people to lag.

    The addon is called: RDK group tool.
  • TequilaFire
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    Group code, tcp vs udp, server horsepower.
    Trying to get the server to calculate client side stuff for thousands of clients instead of implementing robust anti cheat measures on the client. This is your real ball group.
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