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On behalf of balll groups I want to thank the PvP combat team

  • Hexquisite
    Hexquisite
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    They should just make a new area. where only teams of 6 or less can que in, all buffs and heals stay in group.
    Sure, I guess people could still co ordiante a bunch of groups--but make the zone a bunch of towers, rocks and trees, where rewards and AP are based on something new. Maybe you get more AP for playing with less heals or buffs or damage, etc.

    I like to run in a 6ish man....and some of these Guilds that run two 12 mans just chase us down, it kinda takes the fun out of things.
    This change seems like it will make bigger groups even more invinceable.
    Edited by Hexquisite on 14 July 2021 03:27
    PC NA
    ~Ethereal Traders Union~
    ~Spicy Economics~
    ~Tropic Thunder~
    ~Us Ghosts~



  • MrMazurski
    MrMazurski
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    Hexquisite wrote: »
    They should just make a new area. where only teams of 6 or less can que in, all buffs and heals stay in group.
    Sure, I guess people could still co ordiante a bunch of groups--but make the zone a bunch of towers, rocks and trees, where rewards and AP are based on something new. Maybe you get more AP for playing with less heals or buffs or damage, etc.

    I like to run in a 6ish man....and some of these Guilds that run two 12 mans just chase us down, it kinda takes the fun out of things.
    This change seems like it will make bigger groups even more invinceable.

    Yes, and on a normal Cyro, ban groups and add a social distance barrier that would not allow players of the same faction to get closer to each other than 7 meters.

    You are not going to kill this style of play in any way. No proc, not having buffs or anything else can only weaken / strengthen the ball group, but it won't get rid of them.

    Soon someone will jump out of NBbomber are a counter to the balls. It's a pity that I never see bombers when any group is active. Only AP farm at flags and gates in most cases.

    Are ballgroups annoying? Yes, but there is no solution to get rid of them completely. you just have to learn to live with it. And they are not that frequent that Cyro is unplayable by them, and if they are, you have a few other forts to fight.
    - Where "Update on Cyrodiil Performance & Upcoming AOE Tests"? I wish ZOS would stop kicking players' balls, especially those on Cyro
    - - PC-EU / Ravenwatch
  • Joy_Division
    Joy_Division
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    Kusto wrote: »
    It may be stupid question (I mainly pve), but why does everyone wanna fight these ball groups? Especially solo. Should you really be able to solo fight 12 and kill them all? What would you call someone IRL who tried to fight 12 people, high opinion about themselves, crazy?

    If you like to roll solo then why not find someone who's also solo or duo and fight them? Or if you like fighting big groups, why not get your own group and attack then?

    It's like if I got salty about not being able to solo pve trials. Or am I missing something?

    It's not so much as solo fighting them 1v12, it's that even in the presence of enough friendly players that the organized group is outnumbered, it often feels like every skill you use, even ultiamtes, don't have any impact.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Hexquisite
    Hexquisite
    ✭✭✭✭
    MrMazurski wrote: »
    Hexquisite wrote: »
    They should just make a new area. where only teams of 6 or less can que in, all buffs and heals stay in group.
    Sure, I guess people could still co ordiante a bunch of groups--but make the zone a bunch of towers, rocks and trees, where rewards and AP are based on something new. Maybe you get more AP for playing with less heals or buffs or damage, etc.

    I like to run in a 6ish man....and some of these Guilds that run two 12 mans just chase us down, it kinda takes the fun out of things.
    This change seems like it will make bigger groups even more invinceable.

    Yes, and on a normal Cyro, ban groups and add a social distance barrier that would not allow players of the same faction to get closer to each other than 7 meters.

    You are not going to kill this style of play in any way. No proc, not having buffs or anything else can only weaken / strengthen the ball group, but it won't get rid of them.

    Soon someone will jump out of NBbomber are a counter to the balls. It's a pity that I never see bombers when any group is active. Only AP farm at flags and gates in most cases.

    Are ballgroups annoying? Yes, but there is no solution to get rid of them completely. you just have to learn to live with it. And they are not that frequent that Cyro is unplayable by them, and if they are, you have a few other forts to fight.

    We actually ignore the ball groups, BUT many of them will come to where we are, even though we aren't in a keep.
    If people would ignore the ballgroups, they wouldn't feed them.

    I do see Ballgroups that stream, get bombed, but the bombers often aren't successful because of all the heals, and also many run DW or Shuffle for the evasion.

    PC NA
    ~Ethereal Traders Union~
    ~Spicy Economics~
    ~Tropic Thunder~
    ~Us Ghosts~



  • Fidget1302
    While I agree somewhat with what the OP said, it should be noted that ball groups aren't as unkillable as people think. Outside of another organized group coming to deal with and defeat the ball group, the only other thing(s) that can stand up to them are siege. Unfortunately, a lot of players don't use lightning ballistas, Iceball Trebs, and Firepot Trebs against ball groups. The siege weapons I mentioned are, for some reason, pretty effective against ball groups. I know iceball trebs do good damage and slows all enemies hit, and lightning ballistas ensnare enemies and drains their magicka significantly, which screws with the magicka users abilities to move and spam their magicka skills. I've killed enemy ball group players more with the above mentioned siege than I have with any other siege, weapons, or skills. Last night, for example, the nighty AD ball group came up to Ash mine at 3am and were tower farming us poor little puglings. So, I set up two lightning ballistas and a firepot treb on the scaffold so that they couldn't get to me easily, and I started blasting. I killed 4 out of the 9 of them as they were on the top floor fighting off my fellow puglings.

    But yes, to another poster's point, ball groups should be ignored as much as possible.
    Edited by Fidget1302 on 15 July 2021 13:08
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