biminirwb17_ESO wrote: »My experience of ball groups NA PC GH.
Start by going to an outpost between the other 2 factions.
Move to an existing fight and backdoor the keep
Ride across the map to pvdoor a tri keep
End up at alessia bridge
They cant siege a defended keep, if they get in the front door and its too hot they run around the walls till they have to jump out. If they get in they find it hard to flip both flags cos they cant split up so they get pushed upstairs and run around.
Its never about taking an objective its all about showing what they are good at, which is limited.
There are much more dangerous groups of good players who don't ball, can take objectives and who can survive when split apart.
I'm going to call out 1vXers on another thing.
I often see 1vX players call larger groups 'zerglings, thirsty, trash, potatoes' and other nasty names just because they are in a group and they are chasing them to kill them.
And yet AT THE SAME TIME, the entire 1vX playstyle literally revolves around poking a large group and then running away and HOPING players chase you, so you can pick them off.
I don't really understand that mindset. It seems really entitled and egotistical.
CharlieFreak wrote: »CharlieFreak wrote: »CharlieFreak wrote: »Olen_Mikko wrote: »
Like i'm not impressed by 1vXers who think circling around rocks and killing noobs is some sort of achievement.
Yeah the 1vXers are quite funny and so proud of themselves on YouTube. "Here's me 1vXing, and I'll show you how to PvP at the highest levels."
And every single clip is basically a couple of very low rank opponents show up. He runs right into a tower, or makes a beeline for the nearest rock formation, and circles around until people get so bored/dizzy that they don't even bother rebuffing or healing - just chasing and trying to actually get a hit with their spammable.
Man, it's so boring IMO. I don't know how guys can do this for hours and hours every night. If that's what you like, I don't care, but I refuse to follow as soon as they run right into the tower.
Saw this last night in IC. There was some streamers baiting people, then running right into one of the buildings with stairs and here we go again - tower fight of LoS frustration.
And all of their 'best pvp tier lists" are based around this playstyle.
I’m a 1vXer, and I can say the same thing about players who mindlessly chase down 1 person.
Have you ever been in a fight where each side has equal numbers and everybody seems to be surviving well, then suddenly one side gets 10 more players and it becomes a steam roll? I have, and it’s so boring to spam light attacks and still kill someone because you have 10 more people with you.
When I 1vX, I get chased by 8+ players. Some are fresh meat. Some are semi experienced (20-30 AvA rank). Some are veterans (40+ AvA rank). Cyrodiil usually has that distribution of players, except during events and the last day of the campaign where PvErs join for their rewards. There are no current builds that can tank 8+ players except for pure tanks. Therefore using LoS becomes a valid tactic to mitigate damage.
In every single one of my 1vX fights, NONE of my opponents were the one to take aggro first. I mean it’s a pretty simple concept. When you are around 20+ people of your alliance and you see 1 lone player of the opposite faction, what is the first thing you’d want to do? Well, you’d want to take him out for easy AP. That’s what happens in every single fight - a larger group sees one lone player, chases him down, falls for the LoS tactic, and dies one by one.
Some fights are easy, but some fights are super difficult where even 4 players can give you big trouble. It all depends on how good the bigger group is. But that’s the thrill of it.
Yeah I know it takes some skill, man. I didn't mean to sound like I think you guys are trash. You're not.
I do think that a lot of new players are highly impressed by these videos and if they'd go out there and try it, they'd find that it's not as god-like as it looks. It does take skill of course, but this game has a lot of positioning problems and fast melee classes with huge burst can really use LoS to take very very little damage.
Just for fun one day at an outpost on my magplar, i simply circled one of the columns with 5 or 6 newer players chasing me. That's all I did for like 10 minutes at least. Just running around the column. Didn't even bother changing direction or anything. Kept a HoT on myself, occasionally healed when I got stunned. My original plan was just to suicide out. But then I decided to have some fun with it and see how long I could survive just circling that post. It was trivial. I could have done it all day long. Eventually of course more and more players joined like angry hornets and I died.
One guy messaged me, super duper salty, calling me a trash pariah-wearing-perma-blocking-piece-of-human-filth and many other kind words. LOL. So I'm glad he had as much fun as I did!(btw, I wasn't even wearing pariah, or blocking, and had resto on backbar, not S/B. I think I did have Sithis on though)
Yea it's easy to run circles around a tower with 5-6 people following you. That's why I don't excessively LoS against 5-6 new players. But when they get to 10-15 people then LoS becomes a necessity lol. They'll take up every inch of the tower to try and kill you. But that group size isn't feasible to 1vX nowadays unless they are in full PvE gear and spamming light attacks like during the IC event.
I just noticed your signature. Man... Most frustrating class to fight. You guys hit so hard, and darting around everywhere. That hit and run playstyle drives me nuts. It's like a housefly that's just too fast to kill it easily and it eventually drives you insane.
Oddly I have a stamsorc too, but it's not really my bag. Every time I fight a good stamsorc I feel inspired to play mine, and then I just can't duplicate that awesomeness. Guess I need to just play it more until I master it.
Funny that these threads are still going.
I feel bad for some of the amazing healers that I've played with or against. Anyone who says it's just the RR stacks keeping groups alive has no clue.
This is kind of a messy thread, but it’s nice to see different perspectives. I personally would be ok with ballgroups if heals worked differently than they do, but sadly that’s not the case. Honestly most people in ballgroups are not very good players. In fact, if you were to CC a player in a ball group and they failed to break the CC, you’d still be unable to burst them because of how many heals are on them. There’s very little skill required to survive in a ballgroup. Multiple people spamming radiating regen should not be as effective as it is. That’s my only problem with ball groups, the radiating regen carries way too hard. Mistakes need to be punished and having 3 radiating regen ticks at once makes nearly any mistake survivable.
Funny that these threads are still going.
I feel bad for some of the amazing healers that I've played with or against. Anyone who says it's just the RR stacks keeping groups alive has no clue.
Well I guess anyone defending 3 or more stacks of RR has no clue. That's at least 6k heals every seconds in pvp without crit. Easy mode I say!
This is kind of a messy thread, but it’s nice to see different perspectives. I personally would be ok with ballgroups if heals worked differently than they do, but sadly that’s not the case. Honestly most people in ballgroups are not very good players. In fact, if you were to CC a player in a ball group and they failed to break the CC, you’d still be unable to burst them because of how many heals are on them. There’s very little skill required to survive in a ballgroup. Multiple people spamming radiating regen should not be as effective as it is. That’s my only problem with ball groups, the radiating regen carries way too hard. Mistakes need to be punished and having 3 radiating regen ticks at once makes nearly any mistake survivable.
This is kind of a messy thread, but it’s nice to see different perspectives. I personally would be ok with ballgroups if heals worked differently than they do, but sadly that’s not the case. Honestly most people in ballgroups are not very good players. In fact, if you were to CC a player in a ball group and they failed to break the CC, you’d still be unable to burst them because of how many heals are on them. There’s very little skill required to survive in a ballgroup. Multiple people spamming radiating regen should not be as effective as it is. That’s my only problem with ball groups, the radiating regen carries way too hard. Mistakes need to be punished and having 3 radiating regen ticks at once makes nearly any mistake survivable.
Funny that these threads are still going.
I feel bad for some of the amazing healers that I've played with or against. Anyone who says it's just the RR stacks keeping groups alive has no clue.
Well I guess anyone defending 3 or more stacks of RR has no clue. That's at least 6k heals every seconds in pvp without crit. Easy mode I say!
Funny that these threads are still going.
I feel bad for some of the amazing healers that I've played with or against. Anyone who says it's just the RR stacks keeping groups alive has no clue.
Well I guess anyone defending 3 or more stacks of RR has no clue. That's at least 6k heals every seconds in pvp without crit. Easy mode I say!
So you're saying that a group of 10+ can't kill a target getting 6k healing per second? That's some bad dps imo.
Or maybe you were looking at this from a solo perspective. Expecting to be able to kill someone with 11 allies healing them by yourself?
Funny that these threads are still going.
I feel bad for some of the amazing healers that I've played with or against. Anyone who says it's just the RR stacks keeping groups alive has no clue.
Well I guess anyone defending 3 or more stacks of RR has no clue. That's at least 6k heals every seconds in pvp without crit. Easy mode I say!
Funny that these threads are still going.
I feel bad for some of the amazing healers that I've played with or against. Anyone who says it's just the RR stacks keeping groups alive has no clue.
Well I guess anyone defending 3 or more stacks of RR has no clue. That's at least 6k heals every seconds in pvp without crit. Easy mode I say!
Funny that these threads are still going.
I feel bad for some of the amazing healers that I've played with or against. Anyone who says it's just the RR stacks keeping groups alive has no clue.
Well I guess anyone defending 3 or more stacks of RR has no clue. That's at least 6k heals every seconds in pvp without crit. Easy mode I say!
And a 30 man zerg if coordinated can dish out 60k dps from just spamming light attacks on 1 target. No RR stacking can save you from that.
It's a pretty simple concept why ball groups seem invincible:
1) Unorganized zergs don't coordinate their attacks to burst down a ball group, letting their HoTs heal them up. It's the same reason why 1vXers seem invincible until they take a proper burst combo to the face.
2) They use defensive maneuvers like LoS, bodyblocking for teammates, block, roll dodge, etc. to avoid dmg. Think about it, if you rely too much on your healer, you are putting unnecessary strain on your healer who also has to keep up their own buffs and look out for other healers.
And if you try to take on a 12 man ball group by yourself, then you might need to reevaluate your purpose.
Flangdoodle wrote: »All the hard work and practice the OP cites is admirable, and what others have posted previously is fair but it all misses one important point: one out of every 3 times anyone who comes into contact with these groups crashes and has to re-log back into the game - and that's *on top* of the increased lag.
I don't think anyone cares about losing a fair fight, or about being bested by better players, [which for me is probably the majority of the population of the game] but the thing that ticks them off the most is not being able to fight back. It's not CC's it's not lack of resources, and sorry, it's not non-optimized gameplay. It's that whatever these groups are doing causes people to glitch out and crash. Whether they intend to or not, and let's be real - it's been happening for far too long for them to pretend that they dont know it.
You can always tell when they show up to a fight at a keep because all of a sudden your ping goes through the roof. I have fiberoptic internet with 500-700 ul and dl speeds and it happens - every. single. time. Nearly everyone else in my group reports the same thing.
That being said, SWB groups aren't "cheating" but they should at least admit that they know they're getting kills from crashing others and that they just don't care.
Photosniper89 wrote: »
My raid on Monday had 4 members of our 12 person ball group crash during a fight....
Ball groups don't "cause the lag" or make people crash....
We lag and crash just as much as everyone else.
Hallo, I am a current officer in the ballgroup guild Project Nova (PC/EU). I am reading a lot forum post about how OP and broken ballgroups are, and yes thats kinda true.
But I want to show here that this is deserved and what we are investing to get to a point where we are. Maybe some pll will understand better after reading this, even tho i am sure there will be still a lot of ball hater comments aswell. Nevertheless I want to show you a few points.
Optimization: We have a specific setup with 12 roles, where every role is excatly defined. We take hours every patch to greate a setup which is as much optimized as possible, and this ofc changes if meta changes or we disscover new stuff. Every role is optimized and defined in Skills/glyphs/traits/staats/munuds...., even more strict than most trial groups on a GS lvl.
The raid leader exactly knows that on role X is a certaint skill, and the person playing role X knows in which situations he needs to use that skill to help the whole group.
No random or even guild member will join our group on some random solo setup which does not fit into the group. This helps us to have all the important buffs/sets in our group which makes us strong (PA, minor/major courage, minor/major sorcery, ect), pretty similar to trial groups. This leads to stats which no solo build can ever achive (for example on a DD: 10k WD/110% crit muliplier/Acuity/15k Pen/40k HP/enugh rec).
Training: We play frequently together and know the behaviour of others and the raid leader. Everybody knows whats important for the group to function and how the mechanics work, it took us months to get to this point. Alot ppl say every ballgroup player is a noob solo, thats acually not true alot of our members are pretty good duelists and solo players. If you dont belive me, I encurage anybody to come to Alikre and fight some of us. I am there pretty often (not saying I'll win vs everyone :> ).
ESO-LOGS: we logg and make videos of every raid and analyse them afterwards, so we can see exactly where we need to improve. For example if our DK only achived 60% uptime on the minor brutality buff we can see that and improve, or if somebody was in general just not doing what we expect from that role we can see that and improve.
In videos we can see our behaviour in certain situations and improve on positioning and strategy for example.
Regading new sets: The new anti purge set took us 1 raid to understand and to counter. So thats not a big proplem for us, even tho we for sure took a nerf from it (since we cant purge anymore).
Hrothgars chill does nothing to us, since we anyway get stuned on CD if you fight huge numbers.
Dark Convergenz is just anoying. And ofc optimized groups can use this any set more optimal then the average player in zerg.
Are this sets killing us ? Not really..
can you kill us ?: YES, but not with some uncordinated pew pew.I am sure with a group of 3+ ppl on a good setup you can kill us. But you need to understand when the right moment is and your dmg needs to be cordinated.
Résumé : An optimized group with a lot training will always beat the double or tripple amount of enemys, and in my opinion it should be like this. A good solo player can win a 1v3 against not experianced players, why shouldnt a group be able to win 12v36 ? In general this game is designed to be a group content, you also cant go with 12 craglorn randoms in vSS and expect GS.
If you have further questions feel free to ask.
BTW: we also looking for new experianced and deticated players, you can contanct me ig.
If you’re crashing that often then it definitely sounds like something on your end or an exaggeration. The very few times I do crash is if I ride up to a keep too quickly with a big fight going and when that happens there aren’t even any ball groups around, just zergs. Regardless I wouldn’t blame or shame them for playing the game as intended when zos is the one to blame.
Flangdoodle wrote: »If you’re crashing that often then it definitely sounds like something on your end or an exaggeration. The very few times I do crash is if I ride up to a keep too quickly with a big fight going and when that happens there aren’t even any ball groups around, just zergs. Regardless I wouldn’t blame or shame them for playing the game as intended when zos is the one to blame.
I play with people who have varying setups and internet connections, and who are located all across the US and the world. We all experience this several times a week. Guess what the common denominator is?
Like I said, maybe it's just a coincidence . So, when you suggest it's "zergs" it's totally fine, but if I suggest it's SWB groups it's "blaming and shaming"? Ok man. I gotcha'.
TheEndBringer wrote: »As I said, it does affect a ball group but it's not a big deal because you don't need every player landing their skills
TheEndBringer wrote: »The fact this is still debated by ballers is hilarious because you feel it, too. The difference is the lag doesn't hurt ball groups the same way it does other groups.
TheEndBringer wrote: »Non-destructive environmental obstacles. If you turtle up in a tower or run around a rock for 10 minutes, I can't destroy that obstacle. You have infinite protection so long as you can maintain, which is very easy. What attacks do hit you are easily absorbed, while loading you up with ultimate. Then you run out, drop your stuff then run back to your perma protection. Notice how ball groups almost never fight in the open and when they do, they die rather easy?
Hallo, I am a current officer in the ballgroup guild Project Nova (PC/EU). I am reading a lot forum post about how OP and broken ballgroups are, and yes thats kinda true.
But I want to show here that this is deserved and what we are investing to get to a point where we are. Maybe some pll will understand better after reading this, even tho i am sure there will be still a lot of ball hater comments aswell. Nevertheless I want to show you a few points.
Optimization: We have a specific setup with 12 roles, where every role is excatly defined. We take hours every patch to greate a setup which is as much optimized as possible, and this ofc changes if meta changes or we disscover new stuff. Every role is optimized and defined in Skills/glyphs/traits/staats/munuds...., even more strict than most trial groups on a GS lvl.
The raid leader exactly knows that on role X is a certaint skill, and the person playing role X knows in which situations he needs to use that skill to help the whole group.
No random or even guild member will join our group on some random solo setup which does not fit into the group. This helps us to have all the important buffs/sets in our group which makes us strong (PA, minor/major courage, minor/major sorcery, ect), pretty similar to trial groups. This leads to stats which no solo build can ever achive (for example on a DD: 10k WD/110% crit muliplier/Acuity/15k Pen/40k HP/enugh rec).
Training: We play frequently together and know the behaviour of others and the raid leader. Everybody knows whats important for the group to function and how the mechanics work, it took us months to get to this point. Alot ppl say every ballgroup player is a noob solo, thats acually not true alot of our members are pretty good duelists and solo players. If you dont belive me, I encurage anybody to come to Alikre and fight some of us. I am there pretty often (not saying I'll win vs everyone :> ).
ESO-LOGS: we logg and make videos of every raid and analyse them afterwards, so we can see exactly where we need to improve. For example if our DK only achived 60% uptime on the minor brutality buff we can see that and improve, or if somebody was in general just not doing what we expect from that role we can see that and improve.
In videos we can see our behaviour in certain situations and improve on positioning and strategy for example.
Regading new sets: The new anti purge set took us 1 raid to understand and to counter. So thats not a big proplem for us, even tho we for sure took a nerf from it (since we cant purge anymore).
Hrothgars chill does nothing to us, since we anyway get stuned on CD if you fight huge numbers.
Dark Convergenz is just anoying. And ofc optimized groups can use this any set more optimal then the average player in zerg.
Are this sets killing us ? Not really..
can you kill us ?: YES, but not with some uncordinated pew pew.I am sure with a group of 3+ ppl on a good setup you can kill us. But you need to understand when the right moment is and your dmg needs to be cordinated.
Résumé : An optimized group with a lot training will always beat the double or tripple amount of enemys, and in my opinion it should be like this. A good solo player can win a 1v3 against not experianced players, why shouldnt a group be able to win 12v36 ? In general this game is designed to be a group content, you also cant go with 12 craglorn randoms in vSS and expect GS.
If you have further questions feel free to ask.
BTW: we also looking for new experianced and deticated players, you can contanct me ig.
What a waste of time
That's not playing. That's working.
vesselwiththepestle wrote: »When is an organized group even considered a ballgroup?
TheEndBringer wrote: »
Yes, we got negates and CC's but there are multiple counters to these tactics, including Slippery.
TheEndBringer wrote: »As I said, it does affect a ball group but it's not a big deal because you don't need every player landing their skills
We need. Especially when the group isn't composed of 12 players, the less you are, the more each people are important.
Short example: When most of people are saying we got dedicated healers and so every other players doesnt care about healing, that's true, we got dedicated healers, but try getting dedicated healers heals only, then your group dies, every single player in a group is healing, without HoTs from everyone a group wouldn't last long or way less.
All the same for other roles.TheEndBringer wrote: »The fact this is still debated by ballers is hilarious because you feel it, too. The difference is the lag doesn't hurt ball groups the same way it does other groups.
It does, it's like 1 skill firing off every 5/6 seconds like anyone, so, less heal, less damage. Why do we manage to kill people and survive with lag? Synergies to kill, that's one of the thing you somehow manage to activate, we go more defensive, instead of trying to do more damage, we focus on healing and buffs, while most of the enemy players around are just keep going on what they're doing, so they don't take time to heal in general, they struggle to fire some skills, so it gives us opportunities to kill them. Is that takign advantage of lag? No, it's just adapt to it. We don't like it, nodoby likes it, we prefer to die without lag and enjoy a fight rather than laggin all night, fights are boring and slow, ballgroup or not we're in the same bag.
And we certainly got more sync problem than any other groups, constant rollbacks, people staying middle air with meteors wich means if he get bugged he probably gonna die since it takes almost 1 minute to get back to it's real position, and some players noticed it and are abusing of it, we get used to it and know it will happen at almost every big (or not btw) fights, and with the new sets these problem have gotten worse, dark convergence desync is way more frequent.TheEndBringer wrote: »Non-destructive environmental obstacles. If you turtle up in a tower or run around a rock for 10 minutes, I can't destroy that obstacle. You have infinite protection so long as you can maintain, which is very easy. What attacks do hit you are easily absorbed, while loading you up with ultimate. Then you run out, drop your stuff then run back to your perma protection. Notice how ball groups almost never fight in the open and when they do, they die rather easy?
That's valuable for any other playstyle, just go on youtube and type: "ESO 1vX Outnumbered", that's basically what you'll find, players cutting the LoS to avoid damage. That's not a thing you can blame ballgroup for since every playstyles are relying on this "technic" for more survavibility.
Sorry but you're wrong. Any ball group worth their salt effectively exploits both issues to the point where there's very little that can be done.
And no, a 12 man doesn't need every skill going off perfectly because it's about blanketing the field with attacks and hots. Even if only half of them land you're still out gunning everyone around you who are suffering the same lag your ball group brought into a battle, except it's worse because your opponents are not stacking the same 3 skills over and over.