Maintenance for the week of September 15:
• PC/Mac: NA and EU megaservers for patch maintenance – September 15, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – September 16, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – September 16, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)

Ball groups ruin Cyrodiil

CanAPanda
CanAPanda
✭✭✭
Clearly the vast majority of Crydiil players are not playing in coordinated ball groups. The few that do ruin it for everyone else. Its similar to if you had an 8v8 BG where one side were in ball group setups, extremely optimized (even down to the race), in voice chat and very coordinated. The other group was just a bunch of randoms, its not not fair nor balanced gameplay. If you told the randoms that the other side was coordinated to that extent most of them would just either leave or not exactly try because its a lost cause from the beginning. The only way to make PvP fun for everyone is to work as hard as possible to make it fair and balanced for everyone.

Vengeance was a good start in the right direction but since the game's foundation is based on sets determining a large part of your build, Vengeance felt like a ESO but extremely dumbed down and boring after maybe 20 mins.

There need to be sever limitations to prevent ball groups from being a thing. The amount of cross healing is absurd, limit heals to only affecting 2 maybe 3 people total. Give use more options to access healing cut. The small amount from disease is NO WHERE NEAR enough even when combined with warchief's. The cc immunity in this game is everywhere. It is impossible to lock someone down or outplay them. Not to mention the self sustain is way too high, combine all of this with ball groups and you end up with 6-12 people who take an entire zerg of 30+ to kill them.

Give use the tools to deal with ball groups if you want to keep them here. Gutting Azureblight in pvp was the wrong decision. Currently the only two ways to deal with ball groups are either to hit them with another ball group or hit them with an absolutely massive zerg.
  • Stridig
    Stridig
    ✭✭✭✭✭
    There are so few people willing to group up in Cyrodiil that ANY group is considered a ball group these days. People are so out of touch with what Cyrodiil is supposed to be that just last night in GH there was talk of mini ball groups. Yes, 3-4 players playing together are now being called mini ball groups. People not grouping up is what's ruining Cyrodiil. Solo players who slap on a gold set of shacklebreaker, then demand zos change Cyrodiil because they can't win fights is what's ruining Cyrodiil.
    Enemy to many
    Friend to all
  • xylena_lazarow
    xylena_lazarow
    ✭✭✭✭✭
    ✭✭✭✭✭
    Stridig wrote: »
    Yes, 3-4 players playing together are now being called mini ball groups. People not grouping up is what's ruining Cyrodiil. Solo players who slap on a gold set of shacklebreaker, then demand zos change Cyrodiil because they can't win fights is what's ruining Cyrodiil.
    Smallscalers playing like ball groups is not new, just sweatier than the average tower runner group. But there's such an insane amount of power in the comp spreadsheet, that comp groups are effectively playing an entirely different game. One's perfectly minmaxed solo build is still orders of magnitude weaker than Ball Group Drone #9, to say nothing of the random casuals and beginners that comp groups are repeatedly stomping every day.

    A ball group is like an NFL team, the randoms they're stomping are like a 3rd period sophomore gym class flag football team. Is anyone really surprised that flag football randoms are quitting rather than trying to beat the NFL team?
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • Stridig
    Stridig
    ✭✭✭✭✭
    Stridig wrote: »
    Yes, 3-4 players playing together are now being called mini ball groups. People not grouping up is what's ruining Cyrodiil. Solo players who slap on a gold set of shacklebreaker, then demand zos change Cyrodiil because they can't win fights is what's ruining Cyrodiil.
    Smallscalers playing like ball groups is not new, just sweatier than the average tower runner group. But there's such an insane amount of power in the comp spreadsheet, that comp groups are effectively playing an entirely different game. One's perfectly minmaxed solo build is still orders of magnitude weaker than Ball Group Drone #9, to say nothing of the random casuals and beginners that comp groups are repeatedly stomping every day.

    A ball group is like an NFL team, the randoms they're stomping are like a 3rd period sophomore gym class flag football team. Is anyone really surprised that flag football randoms are quitting rather than trying to beat the NFL team?

    I'm aware of all these things. The game is in a sad state. But to say a certain play style ruins Cyrodiil is just laughable to me. I think buying a DLC in order to craft jewelry ruins the game. I think having a thousand different gear sets with no storage without eso+ ruins the game.
    Enemy to many
    Friend to all
  • CanAPanda
    CanAPanda
    ✭✭✭
    Stridig wrote: »
    There are so few people willing to group up in Cyrodiil that ANY group is considered a ball group these days. People are so out of touch with what Cyrodiil is supposed to be that just last night in GH there was talk of mini ball groups. Yes, 3-4 players playing together are now being called mini ball groups. People not grouping up is what's ruining Cyrodiil. Solo players who slap on a gold set of shacklebreaker, then demand zos change Cyrodiil because they can't win fights is what's ruining Cyrodiil.

    I mean what I consider to be a ball group is if you have multiple cross heals I.E. multiple echoings and radiatings, at least 1 pull set usually rush of agony, at least 2 warden ults, at least 1 VD and a few other supporting sets. A ball group isnt exactly defined by being 12 people, you can easily define a group of 6 as a ball group as long as it walks like a duck and quacks like a duck. I really don't mind grouping in Cryodiil either but sometimes I just want to hop in campaign and do some casual solo play. I do so much group play in PvE as it is with sceduled vet vet hm and tri runs that my escape usually is Cryodiil. Its never fun when the moment I get there I am greeted by 1-2 ball groups sprinting around inside of my own keep. It just seems like very poor game design balance to me.
  • CanAPanda
    CanAPanda
    ✭✭✭
    Stridig wrote: »
    Yes, 3-4 players playing together are now being called mini ball groups. People not grouping up is what's ruining Cyrodiil. Solo players who slap on a gold set of shacklebreaker, then demand zos change Cyrodiil because they can't win fights is what's ruining Cyrodiil.
    Smallscalers playing like ball groups is not new, just sweatier than the average tower runner group. But there's such an insane amount of power in the comp spreadsheet, that comp groups are effectively playing an entirely different game. One's perfectly minmaxed solo build is still orders of magnitude weaker than Ball Group Drone #9, to say nothing of the random casuals and beginners that comp groups are repeatedly stomping every day.

    A ball group is like an NFL team, the randoms they're stomping are like a 3rd period sophomore gym class flag football team. Is anyone really surprised that flag football randoms are quitting rather than trying to beat the NFL team?

    Yep this is really well said. I didn't really get into pvp until about this time last year after I got fed up with some aspects of PvE trial design choices. I mostly did Cryodiil, probably spent around 2k on transmutes and 30-40m on upgrade materials to make multiple sets to play around with. I saw a good amount of ball groups and I just always remember the feeling of nihilism when I saw any of them. Like "what's the point of even trying?"

    Eventually after a few weeks I got invited to a ball group that ran on DC Blackreach. I joined them and, wow the requirements were more strict that any trifecta core I have been in. I've never had my race be a requirement or even talked about in PvE stuff. That really only matters when you get into score pushing. I was told the race, exactly how to a lot my attributes, all my enchants and traits, all gear must be gold, I had to level multiple skill lines that I normally don't have etc. Now remember this is just a Blackreach ball group, like who even takes BR seriously? Apparently these people. The leader did normal calls youd expect in ball groups etc but what got me is the not expectation but REQUIREMENT that we had to stay after the 3-4 hour run to go over logs for about TWO HOURS. What? Not even in Tri runs have I ever been required to stay to go over logs. I usually am the one looking at them on my own time anyway but this requirement was wild.

    After all of that it really put into perspective how outmatched groups are who don't do that or even solo players. Honestly at this point make a campaign for ball groups, in main cryo just limit the amount of targets cross heals can hit, disallow the ball group sets like rush of agony vd etc. I know this will kill bombers too but bombers really should only be a response to ball groups anyways imo. Not giving players a fair chance to play in pvp will self cannibalize the player base over time. If you are a new to pvp player and go int then just get your *** pushed in by a ball group then get 1 shot by a bomber multiple times you likely won't come back.
  • CanAPanda
    CanAPanda
    ✭✭✭
    Stridig wrote: »
    Stridig wrote: »
    Yes, 3-4 players playing together are now being called mini ball groups. People not grouping up is what's ruining Cyrodiil. Solo players who slap on a gold set of shacklebreaker, then demand zos change Cyrodiil because they can't win fights is what's ruining Cyrodiil.
    Smallscalers playing like ball groups is not new, just sweatier than the average tower runner group. But there's such an insane amount of power in the comp spreadsheet, that comp groups are effectively playing an entirely different game. One's perfectly minmaxed solo build is still orders of magnitude weaker than Ball Group Drone #9, to say nothing of the random casuals and beginners that comp groups are repeatedly stomping every day.

    A ball group is like an NFL team, the randoms they're stomping are like a 3rd period sophomore gym class flag football team. Is anyone really surprised that flag football randoms are quitting rather than trying to beat the NFL team?

    I'm aware of all these things. The game is in a sad state. But to say a certain play style ruins Cyrodiil is just laughable to me. I think buying a DLC in order to craft jewelry ruins the game. I think having a thousand different gear sets with no storage without eso+ ruins the game.

    Nothing wrong with differing play styles but it feeds into your point about unfair advantages. Ball groups create an unfair advantage over non ball groups. Just like having to buy a dlc or pay for eso plus gives players an unfair advantage over people who don't I wholeheartedly agree with you on the fact that we NEED an account wide gear storage similar to FFIV. There are way too many gear sets in this game, let alone the fact that this game is mostly built on gear sets that its crazy to me how we don't already have a gear storage. I have to play Where's Waldo sifting through all my dps sets, tank sets, heal sets, then PvP sets to find that 1 piece of gear among all my house storages, bank and 20 toons. I can't imagine how console players do this without inventory insight addon.

    Honestly at this point I'm not even sure why I bother with cryodiil anymore. I used to have some fun but now I find that I'm just going to get my tier 1s done for transmutes. Maybe its just time I quit cyrodiil all together though since this will never really change based on ZoS's history of catering to ball groups like the azureblight nerf a while back
    Edited by CanAPanda on 8 April 2025 17:38
  • Einstein_
    Einstein_
    ✭✭✭✭
    CanAPanda wrote: »
    Stridig wrote: »
    Yes, 3-4 players playing together are now being called mini ball groups. People not grouping up is what's ruining Cyrodiil. Solo players who slap on a gold set of shacklebreaker, then demand zos change Cyrodiil because they can't win fights is what's ruining Cyrodiil.
    Smallscalers playing like ball groups is not new, just sweatier than the average tower runner group. But there's such an insane amount of power in the comp spreadsheet, that comp groups are effectively playing an entirely different game. One's perfectly minmaxed solo build is still orders of magnitude weaker than Ball Group Drone #9, to say nothing of the random casuals and beginners that comp groups are repeatedly stomping every day.

    A ball group is like an NFL team, the randoms they're stomping are like a 3rd period sophomore gym class flag football team. Is anyone really surprised that flag football randoms are quitting rather than trying to beat the NFL team?

    Yep this is really well said. I didn't really get into pvp until about this time last year after I got fed up with some aspects of PvE trial design choices. I mostly did Cryodiil, probably spent around 2k on transmutes and 30-40m on upgrade materials to make multiple sets to play around with. I saw a good amount of ball groups and I just always remember the feeling of nihilism when I saw any of them. Like "what's the point of even trying?"

    Eventually after a few weeks I got invited to a ball group that ran on DC Blackreach. I joined them and, wow the requirements were more strict that any trifecta core I have been in. I've never had my race be a requirement or even talked about in PvE stuff. That really only matters when you get into score pushing. I was told the race, exactly how to a lot my attributes, all my enchants and traits, all gear must be gold, I had to level multiple skill lines that I normally don't have etc. Now remember this is just a Blackreach ball group, like who even takes BR seriously? Apparently these people. The leader did normal calls youd expect in ball groups etc but what got me is the not expectation but REQUIREMENT that we had to stay after the 3-4 hour run to go over logs for about TWO HOURS. What? Not even in Tri runs have I ever been required to stay to go over logs. I usually am the one looking at them on my own time anyway but this requirement was wild.

    After all of that it really put into perspective how outmatched groups are who don't do that or even solo players. Honestly at this point make a campaign for ball groups, in main cryo just limit the amount of targets cross heals can hit, disallow the ball group sets like rush of agony vd etc. I know this will kill bombers too but bombers really should only be a response to ball groups anyways imo. Not giving players a fair chance to play in pvp will self cannibalize the player base over time. If you are a new to pvp player and go int then just get your *** pushed in by a ball group then get 1 shot by a bomber multiple times you likely won't come back.

    this is 100% true for the top few guilds on EU at least.
    This groups enjoy optimizing and tryharding the same way as score pushing groups do.

    What wonders me are the following 2 questions:
    - why do ppl complain that they get outmatched by this kind of groups when they are in a unorganized zerg ?
    - isn't it the purpose of a mmorpg to play together with friends and form groups that are way stronger then the same amount of players ungrouped (not every group has to be a tryhard group as described)
    Edited by Einstein_ on 8 April 2025 17:38
  • MorallyBipolar
    MorallyBipolar
    ✭✭✭
    Agreed.

    Still waiting on word from ZOS about limiting heal and shield stacking in groups. Why hasn't ZOS tried this or at least commented about it?
  • Stridig
    Stridig
    ✭✭✭✭✭
    Ok, I'll bite. What gives "ball groups" an unfair advantage over non "ball groups"? Are they using skills or gear that is only available to certain people? Are they using monster sets that are only available if you have a youtube chanel? Are they allowed to slot more CP on their bars than everyone else? Or is the root cause of the frustration just being blamed on them? Is the game actually pay to win with mythics and jewelry? What exactly is the unfair advantage? I hate fighting ball groups. I hate getting pulled halfway across the map by a gear set. But I don't think it's unfair to use skills and sets in Cyrodiil. To me it's just a bad argument to say ball groups ruin everything.
    Enemy to many
    Friend to all
  • CanAPanda
    CanAPanda
    ✭✭✭
    Stridig wrote: »
    Ok, I'll bite. What gives "ball groups" an unfair advantage over non "ball groups"? Are they using skills or gear that is only available to certain people? Are they using monster sets that are only available if you have a youtube chanel? Are they allowed to slot more CP on their bars than everyone else? Or is the root cause of the frustration just being blamed on them? Is the game actually pay to win with mythics and jewelry? What exactly is the unfair advantage? I hate fighting ball groups. I hate getting pulled halfway across the map by a gear set. But I don't think it's unfair to use skills and sets in Cyrodiil. To me it's just a bad argument to say ball groups ruin everything.

    The unfair advantage is more to do with the complete power imbalance they cause in pvp. I don't really know if unfair advantage is the correct wording for this but just the same. For pvp to be fun and enjoyable for everyone they can't know the outcome of a fight before it starts. You must keep the players guessing, they must feel like their choices mean something towards the overall success or loss of the battle. When you have two players fighting each other who are fairly evenly matched this is exemplified pretty well. One mistake can sometimes be fatal but it's fair. When you have a few people sieging a keep and a ball group shows up typically the players sieging if they know anything about hte current game state will quickly realize that this is a lost battle. In most cases the individual choices those players make even if they have the same numbers as the ball group won't mean anything. Their builds won't mean anything. This completely removes the fair aspect from PvP at this point and it becomes incredibly one sided.

    I am in no way opposed to players grouping for PvP. I've done it before, its not my favorite but its not inherently a bad thing. What I'm opposed to is the absolutely insane level of optimization that ball groups are allowed to do with available sets and heal stacking. Echoing vigor shouldn't be allowed to stack more than once, just like major and minor buffs. Imagine if you could get multiple instances of major berserk or heroism. Same thing with radiating regen, it shouldn't stack. If you want a second hot use the other morph. If someone else hits you with echoing it will just take the new duration and replace the old.

    Even with these small changes ball groups can still function to a capacity but will be more vulnerable as they should be. It shouldn't take 40 players to kill 8 players. These groups shouldn't be basically immune to siege because they are all dark elves with all major and minor defensive buffs and cross healing plus rolling barriers.
  • CanAPanda
    CanAPanda
    ✭✭✭
    Einstein_ wrote: »
    CanAPanda wrote: »
    Stridig wrote: »
    Yes, 3-4 players playing together are now being called mini ball groups. People not grouping up is what's ruining Cyrodiil. Solo players who slap on a gold set of shacklebreaker, then demand zos change Cyrodiil because they can't win fights is what's ruining Cyrodiil.
    Smallscalers playing like ball groups is not new, just sweatier than the average tower runner group. But there's such an insane amount of power in the comp spreadsheet, that comp groups are effectively playing an entirely different game. One's perfectly minmaxed solo build is still orders of magnitude weaker than Ball Group Drone #9, to say nothing of the random casuals and beginners that comp groups are repeatedly stomping every day.

    A ball group is like an NFL team, the randoms they're stomping are like a 3rd period sophomore gym class flag football team. Is anyone really surprised that flag football randoms are quitting rather than trying to beat the NFL team?

    Yep this is really well said. I didn't really get into pvp until about this time last year after I got fed up with some aspects of PvE trial design choices. I mostly did Cryodiil, probably spent around 2k on transmutes and 30-40m on upgrade materials to make multiple sets to play around with. I saw a good amount of ball groups and I just always remember the feeling of nihilism when I saw any of them. Like "what's the point of even trying?"

    Eventually after a few weeks I got invited to a ball group that ran on DC Blackreach. I joined them and, wow the requirements were more strict that any trifecta core I have been in. I've never had my race be a requirement or even talked about in PvE stuff. That really only matters when you get into score pushing. I was told the race, exactly how to a lot my attributes, all my enchants and traits, all gear must be gold, I had to level multiple skill lines that I normally don't have etc. Now remember this is just a Blackreach ball group, like who even takes BR seriously? Apparently these people. The leader did normal calls youd expect in ball groups etc but what got me is the not expectation but REQUIREMENT that we had to stay after the 3-4 hour run to go over logs for about TWO HOURS. What? Not even in Tri runs have I ever been required to stay to go over logs. I usually am the one looking at them on my own time anyway but this requirement was wild.

    After all of that it really put into perspective how outmatched groups are who don't do that or even solo players. Honestly at this point make a campaign for ball groups, in main cryo just limit the amount of targets cross heals can hit, disallow the ball group sets like rush of agony vd etc. I know this will kill bombers too but bombers really should only be a response to ball groups anyways imo. Not giving players a fair chance to play in pvp will self cannibalize the player base over time. If you are a new to pvp player and go int then just get your *** pushed in by a ball group then get 1 shot by a bomber multiple times you likely won't come back.

    this is 100% true for the top few guilds on EU at least.
    This groups enjoy optimizing and tryharding the same way as score pushing groups do.

    What wonders me are the following 2 questions:
    - why do ppl complain that they get outmatched by this kind of groups when they are in a unorganized zerg ?
    - isn't it the purpose of a mmorpg to play together with friends and form groups that are way stronger then the same amount of players ungrouped (not every group has to be a tryhard group as described)

    I actually considered making a ball group with a friend of mine who plays WAY more Cyrodiil than I do (Alexjrvs) but the stipulation was that the ball group was purely meant to counter other ball groups and all sets/classes and skills would be chosen to do such. We would never attack anything other than ball groups, not zergs not solos, not pvxers tower looping. In the end its a cool idea but its just not worth the effort for this game tbh.
  • CanAPanda
    CanAPanda
    ✭✭✭
    Agreed.

    Still waiting on word from ZOS about limiting heal and shield stacking in groups. Why hasn't ZOS tried this or at least commented about it?

    To be fair they did implement this in the Vengeance campaign. No skill was able to affect more than 3 targets be it heals nor aoes. This was a brilliant step in the right direction imo.
  • xylena_lazarow
    xylena_lazarow
    ✭✭✭✭✭
    ✭✭✭✭✭
    Stridig wrote: »
    Ok, I'll bite. What gives "ball groups" an unfair advantage over non "ball groups"?
    None of the tools randoms have available can actually threaten an optimized ball group. All they can do is brute force outnumber and spam. Sure they have Negates and Meatbags but by definition they can't coordinate them, only hope to get lucky that they land together. It can take hours of zergers randomly spamming before they land a lucky bomb, and even then it probably just sends the ball to their camp outside, ready to do the same exact thing again.
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • Stridig
    Stridig
    ✭✭✭✭✭
    Stridig wrote: »
    Ok, I'll bite. What gives "ball groups" an unfair advantage over non "ball groups"?
    None of the tools randoms have available can actually threaten an optimized ball group. All they can do is brute force outnumber and spam. Sure they have Negates and Meatbags but by definition they can't coordinate them, only hope to get lucky that they land together. It can take hours of zergers randomly spamming before they land a lucky bomb, and even then it probably just sends the ball to their camp outside, ready to do the same exact thing again.

    So you're saying ball groups DO have skills or abilities that aren't available to everyone. Ok. So the problem isn't ball groups, it's RNG? Some people get certain tools and some don't? I'm lost here.
    Enemy to many
    Friend to all
  • xylena_lazarow
    xylena_lazarow
    ✭✭✭✭✭
    ✭✭✭✭✭
    Stridig wrote: »
    So you're saying ball groups DO have skills or abilities that aren't available to everyone
    Sorry I'll back up. There's an insane amount of power in the comp spreadsheet. It's so far beyond anything available to randoms that it's like an NFL team vs 3rd period gym class. And they haven't even pressed a button yet. It puts all the power into what's essentially a logistical problem that exists entirely outside the game itself. Very few players have the access or motivation to engage with the outside-game logistics necessary to play in an optimized PvP raid.
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • Major_Mangle
    Major_Mangle
    ✭✭✭✭✭
    For me the problem isn´t the concept of group play being strong. It´s an MMO and there should be incentives/rewards for playing as a group and doing it well. The problem is the lack of adequate counterplay (and the upper end of the power equation being too "powerful"). Removing things like Azureblight as OP said was a massive mistake and that change should be reverted or at least allow the scaling mechanic to work in PvP again.
    Edited by Major_Mangle on 8 April 2025 18:51
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • Stridig
    Stridig
    ✭✭✭✭✭
    I'm not saying ball groups don't outperform 90% of the Cyrodiil player base. But I do argue that they ARE in fact using the same skills, sets, buffs, debuffs, and mythics available to everyone else. Perhaps, and this may be hard for people, but perhaps Cyrodiil isn't designed for randoms.
    Enemy to many
    Friend to all
  • xylena_lazarow
    xylena_lazarow
    ✭✭✭✭✭
    ✭✭✭✭✭
    Stridig wrote: »
    perhaps Cyrodiil isn't designed for randoms
    And perhaps why it died. Vengeance is designed with regard to play with randoms.
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • Einstein_
    Einstein_
    ✭✭✭✭
    Stridig wrote: »
    I'm not saying ball groups don't outperform 90% of the Cyrodiil player base. But I do argue that they ARE in fact using the same skills, sets, buffs, debuffs, and mythics available to everyone else. Perhaps, and this may be hard for people, but perhaps Cyrodiil isn't designed for randoms.
    He means the avg zergling cant optimize his group....which i guess its true, ...its part of being in a zerg.

    lets play a mind game, imagine the following scenario:
    - 12 players where each of them is a more or less good 1vXer himself.
    - They have a optimized setup with all buffs through sets/skills/scribing.
    - They play together since 3+ years in that group 3x a week.
    - They really tryhard and take their time to analyze and talk after their raids.

    They basically know their environment better then any score pushing trial group, because no trial group plays the same trial for 3 years strait...

    What would you consider a fair amount of unorganized zerg that can bring them down ?


    edit: in my opinion a group of organized players should be stronger then the sum of each individual.
    Edited by Einstein_ on 8 April 2025 19:19
  • Stridig
    Stridig
    ✭✭✭✭✭
    Einstein_ wrote: »
    Stridig wrote: »
    I'm not saying ball groups don't outperform 90% of the Cyrodiil player base. But I do argue that they ARE in fact using the same skills, sets, buffs, debuffs, and mythics available to everyone else. Perhaps, and this may be hard for people, but perhaps Cyrodiil isn't designed for randoms.
    He means the avg zergling cant optimize his group....which i guess its true, ...its part of being in a zerg.

    lets play a mind game, imagine the following scenario:
    - 12 players where each of them is a more or less good 1vXer himself.
    - They have a optimized setup with all buffs through sets/skills/scribing.
    - They play together since 3+ years in that group 3x a week.
    - They really tryhard and take their time to analyze and talk after their raids.

    They basically know their environment better then any score pushing trial group, because no trial group plays the same trial for 3 years strait...

    What would you consider a fair amount of unorganized zerg that can bring them down ?


    edit: in my opinion a group of organized players should be stronger then the sum of each individual.

    Impossible question to answer. A fair amount of zerg to bring them down.... are they a zerg wearing Deaths Wind and Varen's Legacy? Are they wearing PvP gear? Do they have any CP slotted? What's a fair amount of people a bomber can bring down? People who are good at PvP didn't just show up one day and become good. They practiced and experimented. The whole point of Cyrodiil is to PvP. Not get a participation trophy for showing up. I think gankers are overpowered. You can't see them, have no way of knowing when they'll strike, and there is no counter. Unless you build for it. And since randoms apparently don't have the ability to build to defend against gankers, then we'll just say everything that takes thought and sacrifice ruins Cyrodiil.
    Enemy to many
    Friend to all
  • Stridig
    Stridig
    ✭✭✭✭✭
    Stridig wrote: »
    perhaps Cyrodiil isn't designed for randoms
    And perhaps why it died. Vengeance is designed with regard to play with randoms.

    I think people got spoiled with vengeance. It was fun. The AP was intoxicating. But after a couple weeks Cyrodiil would become the PvE zone these randoms want so badly. It completely removes the whole play how you want campaign from the game. I was a temporary reprieve from the unbalanced mess we have today. But I don't think it would be popular in the long term.
    Enemy to many
    Friend to all
  • xylena_lazarow
    xylena_lazarow
    ✭✭✭✭✭
    ✭✭✭✭✭
    Einstein_ wrote: »
    What would you consider a fair amount of unorganized zerg that can bring them down?
    In the early days I'd say 20-30 random zergers on average were taking down comp groups. That seemed fair, they had to outnumber, but they still had tools that worked, and it was far from the entire faction required.
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • Theignson
    Theignson
    ✭✭✭✭✭
    A true ball group is comped imo. Defined sets and roles.

    The situation now is that with stacking cross heals and group shields,plus RoA, VD, Northern storm, mass hysteria: a 4 man comped ball facing random pugs can be virtually unkillable and yet still deal 4v1 big damage to farm soloes.

    This is especially obvious later at night (I play PST) when factions are 2 bars.

    I noticed none of these balls dared play in Vengeance when all the crutch sets were gone, but they reappeared the minute their beloved RoA was back.

    Yes, it is the “same sets and skills” but they are exponentially stronger in a comped group setting— way,way too strong, and have ruined cyrodil
    3 GOs, a Warlord, and bunches of prefects etc-- all classes...I've wasted a lot of time in PVP
  • xFocused
    xFocused
    ✭✭✭✭✭
    Stridig wrote: »
    I'm not saying ball groups don't outperform 90% of the Cyrodiil player base. But I do argue that they ARE in fact using the same skills, sets, buffs, debuffs, and mythics available to everyone else. Perhaps, and this may be hard for people, but perhaps Cyrodiil isn't designed for randoms.

    I’m just going to be honest, your posts here read like you’re someone who runs in a ball group and you’re actively trying to defend that play style and that’s okay, its no different than solo players defending their play style…moving on to address this post and your points now

    Yes. Comped groups are using the exact same skills, sets and builds that solo players have at their disposal, the difference is that most solo players don’t have those comped build sheets, time or even the interest to follow such a strict comp that these groups do. Is that the games fault? No. I’m not even saying get rid of these comped groups, but things like heals, shields and buffs over stacking is an issue. Sets like Rush of Agony having no cooldown (even though it says it does), able to be stacked and the pull range greater than what is listed is also in need of a fix.

    Imagine being a solo player in a Zerg of 30 plus players not being able to take down a 12 man group even with siege, the same skills, sets and builds those comped groups are using all because you’re just that, a solo player. The fact that you can’t even damage these groups with siege is kinda crazy. ZOS introduces sets to counter these groups and large Zergs (snake in the stars) and it’s immediately nerfed. They for some reason nerfed Dark Con (which gave most solo players a pull set to attempt to hinder or bomb these groups) yet leave Rush untouched which is the current crutch set for these groups.

    Currently there is absolutely no counter to these groups other than stacking your entire server to fight them. You can’t ignore them since they take home keeps, you try to have a Zerg vs Zerg fight and they show up to wipe everything. Siege does nothing, negates work but you have to have multiple of them and not everyone is on a sorc.

    Ball groups have been a thing for years in this game except now they are more unkillable than they’ve ever been and there should absolutely be a counter other than “get good and start your own group.”
    PS5 - NA
    Necro Main
  • darvaria
    darvaria
    ✭✭✭✭✭
    Stridig wrote: »
    There are so few people willing to group up in Cyrodiil that ANY group is considered a ball group these days. People are so out of touch with what Cyrodiil is supposed to be that just last night in GH there was talk of mini ball groups. Yes, 3-4 players playing together are now being called mini ball groups. People not grouping up is what's ruining Cyrodiil. Solo players who slap on a gold set of shacklebreaker, then demand zos change Cyrodiil because they can't win fights is what's ruining Cyrodiil.

    Yeah not like our old days when we ALWAYS joined up. TBH, I don't join up much because I don't want to get VD'd or have to follow the group on some out of the way venture. I spend most of my time just defending and recapping resources.

    I saw a lot of random grouping in Vengeance. I think an automatic LFG should be implemented. When group 1 fills, let 2nd, 3rd, etc groups auto form. Random leader or players could ask for lead.

    I'm not going much to Cyro since Vengeance. IF I do go, I make sure to just avoid balls. The key in ball groups is to remain where they can not pull you, even it limits your contribution. I play strictly on the walls and when they break through IFD, I just FTSIO and am done for the evening. Or pop right back in ... not much of a queue these days.
    Edited by darvaria on 9 April 2025 01:19
  • Stridig
    Stridig
    ✭✭✭✭✭
    xFocused wrote: »
    Stridig wrote: »
    I'm not saying ball groups don't outperform 90% of the Cyrodiil player base. But I do argue that they ARE in fact using the same skills, sets, buffs, debuffs, and mythics available to everyone else. Perhaps, and this may be hard for people, but perhaps Cyrodiil isn't designed for randoms.

    I’m just going to be honest, your posts here read like you’re someone who runs in a ball group and you’re actively trying to defend that play style and that’s okay, its no different than solo players defending their play style…moving on to address this post and your points now

    Yes. Comped groups are using the exact same skills, sets and builds that solo players have at their disposal, the difference is that most solo players don’t have those comped build sheets, time or even the interest to follow such a strict comp that these groups do. Is that the games fault? No. I’m not even saying get rid of these comped groups, but things like heals, shields and buffs over stacking is an issue. Sets like Rush of Agony having no cooldown (even though it says it does), able to be stacked and the pull range greater than what is listed is also in need of a fix.

    Imagine being a solo player in a Zerg of 30 plus players not being able to take down a 12 man group even with siege, the same skills, sets and builds those comped groups are using all because you’re just that, a solo player. The fact that you can’t even damage these groups with siege is kinda crazy. ZOS introduces sets to counter these groups and large Zergs (snake in the stars) and it’s immediately nerfed. They for some reason nerfed Dark Con (which gave most solo players a pull set to attempt to hinder or bomb these groups) yet leave Rush untouched which is the current crutch set for these groups.

    Currently there is absolutely no counter to these groups other than stacking your entire server to fight them. You can’t ignore them since they take home keeps, you try to have a Zerg vs Zerg fight and they show up to wipe everything. Siege does nothing, negates work but you have to have multiple of them and not everyone is on a sorc.

    Ball groups have been a thing for years in this game except now they are more unkillable than they’ve ever been and there should absolutely be a counter other than “get good and start your own group.”

    I only RP as a ball grouper. Seriously though, I've admitted in many threads that stuff is broken and needs to be fixed. But to shame a certain playstyle or try to get it banned all together is just outrageous. I will defend every playstyle in this game. This MMO was marketed as "play how you want". I don't personally like 1 bar Sorc heavy attack builds in PvE. But I would never hate on someone for using it. Bottom line, group up. Build your group to be competitive. Don't be lazy. I see ball groups get solo bombed all the time. I see pugs using scribing skills to knock ballers off of keeps. Cyrodiil isn't for solo players unless they specifically build for it. Too many people just want to enter Cyrodiil and get rewarded without any effort. It's dumb.
    Enemy to many
    Friend to all
  • Stridig
    Stridig
    ✭✭✭✭✭
    darvaria wrote: »
    Stridig wrote: »
    There are so few people willing to group up in Cyrodiil that ANY group is considered a ball group these days. People are so out of touch with what Cyrodiil is supposed to be that just last night in GH there was talk of mini ball groups. Yes, 3-4 players playing together are now being called mini ball groups. People not grouping up is what's ruining Cyrodiil. Solo players who slap on a gold set of shacklebreaker, then demand zos change Cyrodiil because they can't win fights is what's ruining Cyrodiil.

    Yeah not like our old days when we ALWAYS joined up. TBH, I don't join up much because I don't want to get VD'd or have to follow the group on some out of the way venture. I spend most of my time just defending and recapping resources.

    I saw a lot of random grouping in Vengeance. I think an automatic LFG should be implemented. When group 1 fills, let 2nd, 3rd, etc groups auto form. Random leader or players could ask for lead.

    I'm not going much to Cyro since Vengeance. IF I do go, I make sure to just avoid balls. The key in ball groups is to remain where they can not pull you, even it limits your contribution. I play strictly on the walls and when they break through IFD, I just FTSIO and am done for the evening. Or pop right back in ... not much of a queue these days.

    Yeah Darv. Groups were poppin back in the day. We ran barriers to push through a breach, DKs would pop magma to help, sorcs would negate and DPS would spin to win. People refuse to do it these days. Mist folks I see just want to solo whole factions the get mad when a CP 720 wrecks them. We need to bring group play back.
    Enemy to many
    Friend to all
  • TyrantNikolai
    TyrantNikolai
    ✭✭
    How do people not understand sets that effect a large group like rallying-cry would make small or large groups stronger while diminishing solo players when they nerf sets like azure blight that sucked single target but were great when outnumbered. How hard is it for people to realize that shield/heal sharing/stacking would only benefit a larger group? There should not be group affecting sets allowed in cyrodiil and shield/heal sharing/stacking needs a nerf.
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    Stridig wrote: »
    I'm not saying ball groups don't outperform 90% of the Cyrodiil player base. But I do argue that they ARE in fact using the same skills, sets, buffs, debuffs, and mythics available to everyone else. Perhaps, and this may be hard for people, but perhaps Cyrodiil isn't designed for randoms.

    Just because the gear/skill is the same, doesn't mean the effect/significance of a ball group using them is the same as a PuG.

    Rush of Agony in the hands of a PuG is just an annoying pull. In the hands of a ball group, they can exploit the broken, rule-breaking component of the set by CCing the targets again and then have their 11 buddies insta-kill them with DBs, Shalks, Whirling Blades etc.

    Evasion as a buff by itself is merely annoying. Enough for me to basically quit even trying to play a jabbing Templar because it's so fun to play a class whose spammable gets reduced by 20-30% damage. But, fine, I'll just roll a sorc like everyone else. With a ball group and the ridiculous ease in which the minor evasion buff covers an entire group by Arcanist support, they run around with free 30% damage resistance against the only damage type that can harm them.

    The scribing AoE shields are basically useless in the hand of a PuG. They are absolutely busted with the ease ball groups can spam these and absorb so much damage, they don;t even really need the 12 hots ticking on them (something else PuGs are not capable of doing).

    The Rapid Maneuver skill is pointless on a PuG. But with the press of a button, now the entire ball group has major+minor expedition and snare/root removal. Sure, someone could just slot Race Against Time and achieve a weaker version, but the a ball group player need not even slot the skill and gets 100% uptime on a skill that makes the entire group faster than just about everyone in the game with no real counters to slow them down, let alone stop them.

    These are all examples of skills and gear that are meh in isolation but absolutely broken in the hands of a ball group. I get it that organized groups are supposed to support each other and be more than the sum of their parts. But ESO goes way way too far and provides them with too much easily accessible power, for which PuGs have nothing to counter them with.

    We all so how much they "out-performed" everyone else during Vengeance. They are a product of bad and broken mechanics, many of which are only accessible to them because they only work with fellow group members. I've run in an organized group since 2014 and this patently obvious to any objective observer.
    Edited by Joy_Division on 9 April 2025 03:42
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • CanAPanda
    CanAPanda
    ✭✭✭
    Stridig wrote: »
    I'm not saying ball groups don't outperform 90% of the Cyrodiil player base. But I do argue that they ARE in fact using the same skills, sets, buffs, debuffs, and mythics available to everyone else. Perhaps, and this may be hard for people, but perhaps Cyrodiil isn't designed for randoms.

    Just because the gear/skill is the same, doesn't mean the effect/significance of a ball group using them is the same as a PuG.

    Rush of Agony in the hands of a PuG is just an annoying pull. In the hands of a ball group, they can exploit the broken, rule-breaking component of the set by CCing the targets again and then have their 11 buddies insta-kill them with DBs, Shalks, Whirling Blades etc.

    Evasion as a buff by itself is merely annoying. Enough for me to basically quit even trying to play a jabbing Templar because it's so fun to play a class whose spammable gets reduced by 20-30% damage. But, fine, I'll just roll a sorc like everyone else. With a ball group and the ridiculous ease in which the minor evasion buff covers an entire group by Arcanist support, they run around with free 30% damage resistance against the only damage type that can harm them.

    The scribing AoE shields are basically useless in the hand of a PuG. They are absolutely busted with the ease ball groups can spam these and absorb so much damage, they don;t even really need the 12 hots ticking on them (something else PuGs are not capable of doing).

    The Rapid Maneuver skill is pointless on a PuG. But with the press of a button, now the entire ball group has major+minor expedition and snare/root removal. Sure, someone could just slot Race Against Time and achieve a weaker version, but the a ball group player need not even slot the skill and gets 100% uptime on a skill that makes the entire group faster than just about everyone in the game with no real counters to slow them down, let alone stop them.

    These are all examples of skills and gear that are meh in isolation but absolutely broken in the hands of a ball group. I get it that organized groups are supposed to support each other and be more than the sum of their parts. But ESO goes way way too far and provides them with too much easily accessible power, for which PuGs have nothing to counter them with.

    We all so how much they "out-performed" everyone else during Vengeance. They are a product of bad and broken mechanics, many of which are only accessible to them because they only work with fellow group members. I've run in an organized group since 2014 and this patently obvious to any objective observer.

    Many good points here and you said this well. I was trying to think of the best way to respond to "well pugs have access to the same tools as ball groups". You did bring one other pretty important point to mind here as well. Many of our skills specifically say they only affect GROUP members. Well yes the obvious answer is just to have everyone group in Cyrodiil but lets be realistic and recognize that it will never happen. Rapids only affects group members, I never realized this until I was trying to give a scroll carrier rapids and it did nothing. Other things will only affect group members like some sets such as Rallying Cry. So yes pugs have access to the same tools but these tools are inherently gimped simply because they, themselves are not also a ball group.

    Make a campaign where its balls vs balls and we can talk about the minutiae of fairness between them.
Sign In or Register to comment.