neferpitou73 wrote: »Princessrhaenyra wrote: »neferpitou73 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.
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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.
Princessrhaenyra wrote: »neferpitou73 wrote: »Princessrhaenyra wrote: »neferpitou73 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.
neferpitou73 wrote: »Princessrhaenyra wrote: »neferpitou73 wrote: »Princessrhaenyra wrote: »neferpitou73 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.
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.
Princessrhaenyra wrote: »neferpitou73 wrote: »Princessrhaenyra wrote: »neferpitou73 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.
Princessrhaenyra wrote: »neferpitou73 wrote: »Princessrhaenyra wrote: »neferpitou73 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.
master_vanargand wrote: »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 wrote: »Lag is not eliminatable only manageable. They also can't ban players for playing together.
Nomadic_Atmoran wrote: »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.
Luke_Flamesword wrote: »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...
spartaxoxo wrote: »Lag is not eliminatable only manageable. They also can't ban players for playing together.
master_vanargand wrote: »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.
FantasticFreddie wrote: »master_vanargand wrote: »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.