This is the reason why GH pop is declining. EP primarily hangs out at Arrius during primetime as they just don't want to deal with either ball grps or the smaller sweat grps. The guys that love the current GH mechanics are the vocal minority, I hope Vengeance comes back soon.
I've only ever played this game to PvP. The grind and prep demands have pushed me out of the game at times. Gamer demographics have changed since the 00s. One of the major selling points of Vengeance is that anyone can immediately jump in and PvP on a level playing field.Remember this is an MMORPG and people play these games mainly to level and build charactors
Grey Host: Great During the Day, Frustrating at Prime Time
Grey Host can be excellent PvP during the day, when most ball groups aren’t running. That’s when the game feels the way it should—organized but readable fights, far better performance, and PvP that actually feels like an MMORPG instead of an AoE stress test.
The problem is prime time at night.
During peak evening hours, Grey Host becomes extremely frustrating due to the dominance of ball groups. Excessive healing, stacked buffs, constant purges, extreme movement speed, and long-range pulls combine into a playstyle that the game continues to enable and protect. The result is predictable:
New and casual players are instantly deleted
Server performance degrades significantly
Pugs stop grouping, spread out, and eventually log off
I even played Grey Host last night, and the difference between daytime and prime time couldn’t be clearer. When ball groups take over, frustration spikes, zone chat fills with complaints, and the overall quality of gameplay drops sharply.
This is why Blackreach declined. It used to be a place where players could avoid large ball-group gameplay and experiment with unique builds and small organized groups. Once ball-group behavior and toxic playstyles spilled over, that purpose disappeared. But Blackreach is not the root issue—Grey Host and ball groups are.
You don’t need to stack into a ball to be organized, but it’s impossible to deny that ball groups are—and have been—the optimal setup for years. As long as that remains true, prime-time PvP will continue to push players out.
We’re not asking for easy mode. We’re asking for functional, playable PvP where multiple styles can exist without being instantly invalidated.
Until ball-group mechanics are meaningfully addressed, Grey Host will continue to feel great during the day—and broken at night.
Turtle_Bot wrote: »Grey Host: Great During the Day, Frustrating at Prime Time
Grey Host can be excellent PvP during the day, when most ball groups aren’t running. That’s when the game feels the way it should—organized but readable fights, far better performance, and PvP that actually feels like an MMORPG instead of an AoE stress test.
The problem is prime time at night.
During peak evening hours, Grey Host becomes extremely frustrating due to the dominance of ball groups. Excessive healing, stacked buffs, constant purges, extreme movement speed, and long-range pulls combine into a playstyle that the game continues to enable and protect. The result is predictable:
New and casual players are instantly deleted
Server performance degrades significantly
Pugs stop grouping, spread out, and eventually log off
I even played Grey Host last night, and the difference between daytime and prime time couldn’t be clearer. When ball groups take over, frustration spikes, zone chat fills with complaints, and the overall quality of gameplay drops sharply.
This is why Blackreach declined. It used to be a place where players could avoid large ball-group gameplay and experiment with unique builds and small organized groups. Once ball-group behavior and toxic playstyles spilled over, that purpose disappeared. But Blackreach is not the root issue—Grey Host and ball groups are.
You don’t need to stack into a ball to be organized, but it’s impossible to deny that ball groups are—and have been—the optimal setup for years. As long as that remains true, prime-time PvP will continue to push players out.
We’re not asking for easy mode. We’re asking for functional, playable PvP where multiple styles can exist without being instantly invalidated.
Until ball-group mechanics are meaningfully addressed, Grey Host will continue to feel great during the day—and broken at night.
This has been my experience the past few days as well (PC EU). Pre-ball group there were decent flowing fights with enough push and pull to enable some good/fun PvP that everyone participating in got to enjoy.
As soon as a ball group logged on though, the lag became extremely noticeable, and the map just became unplayable as the ball group ran over everyone else.
This really came to a flash point for me a few days ago where a specific EP ball group was zerg surfing the pop locked EP faction stack to help EP try and gate the map despite the other alliances having 2 bars at most, it was honestly such a pathetic sight to watch this ball group chase down solo zerg players (not even skilled solo players) 1 by 1 and full ult-dump them with no counterplay (whoever the ball group targeted, had no chance, they just got deleted). Such behaviour removed any lingering shred of respect I had left for those who play in ball groups, especially recent/new ball groups that have frequently demonstrated this kind of toxic behaviour/play pattern of targeting those who they know cannot fight back.
PhxOldGamer68 wrote: »The players individually die like all of us when not in a ball group. But when they get together with ball buddies, they have unlimited cross heals, constant colossus with DarkCon or Agony with Vici Death, able to endlessly run around towers, boulders, keep walls, and yet smack you with strong and constant damage. We have all dealt with this for 10 years yet ZOS still won’t limit the cross heals and or endless buffs. Vengeance was great to be able to knock down these known ball groups. Equal playing field was great.
This is the reason why GH pop is declining. EP primarily hangs out at Arrius during primetime as they just don't want to deal with either ball grps or the smaller sweat grps. The guys that love the current GH mechanics are the vocal minority, I hope Vengeance comes back soon.
Vengence is not the answer, honestly its to close to a FPS fantasy game. Remember this is an MMORPG and people play these games mainly to level and build charactors. Vengence will be fine for a few months soon it would fade just like No CP did.
I've only ever played this game to PvP. The grind and prep demands have pushed me out of the game at times. Gamer demographics have changed since the 00s. One of the major selling points of Vengeance is that anyone can immediately jump in and PvP on a level playing field.Remember this is an MMORPG and people play these games mainly to level and build charactors
Necrotech_Master wrote: »the primary reason why ball groups are horrible in grey host is because of low pop caps
pop caps in grey host are 120/faction, a ball group is around 8-12 people (assuming 12 people, thats 10% of your entire factions population)
then due to the force multipliers you need 30-40 people to even try to combat a ball group (say it takes 3x more players to kill a ball group, thats 36 players of your faction trying to fight the ball group, or almost 1/3 of your entire pop cap)
when they did the stress test with really high pop caps, that significantly alleviated the pain of ball groups cause you could much easier build a huge force to wipe them
in the current environment i absolutely agree that ball groups ruin pvp, as there is almost no way to counter them without 4-5x as many players, especially if they are running around the upper keep where its difficult to siege them
What's the ideal value for X in a game that allows for 12vX then?YandereGirlfriend wrote: »Are you expecting 12 random zone players to be able to easily kill 12 coordinated players, who play together many times per week for sometimes years at a time, in complementary builds? That would be completely upside-down balance.
YandereGirlfriend wrote: »Necrotech_Master wrote: »the primary reason why ball groups are horrible in grey host is because of low pop caps
pop caps in grey host are 120/faction, a ball group is around 8-12 people (assuming 12 people, thats 10% of your entire factions population)
then due to the force multipliers you need 30-40 people to even try to combat a ball group (say it takes 3x more players to kill a ball group, thats 36 players of your faction trying to fight the ball group, or almost 1/3 of your entire pop cap)
when they did the stress test with really high pop caps, that significantly alleviated the pain of ball groups cause you could much easier build a huge force to wipe them
in the current environment i absolutely agree that ball groups ruin pvp, as there is almost no way to counter them without 4-5x as many players, especially if they are running around the upper keep where its difficult to siege them
A skilled tower 1vXer can keep 8-12 random players occupied chasing them around a resource as well, using LOS and quick changes in direction to their advantage.
The players in the ballgroup are better players than the random zone players that are chasing them. Are you expecting 12 random zone players to be able to easily kill 12 coordinated players, who play together many times per week for sometimes years at a time, in complementary builds? That would be completely upside-down balance.
PhxOldGamer68 wrote: »The players individually die like all of us when not in a ball group. But when they get together with ball buddies, they have unlimited cross heals, constant colossus with DarkCon or Agony with Vici Death, able to endlessly run around towers, boulders, keep walls, and yet smack you with strong and constant damage. We have all dealt with this for 10 years yet ZOS still won’t limit the cross heals and or endless buffs. Vengeance was great to be able to knock down these known ball groups. Equal playing field was great.
What's the ideal value for X in a game that allows for 12vX then?YandereGirlfriend wrote: »Are you expecting 12 random zone players to be able to easily kill 12 coordinated players, who play together many times per week for sometimes years at a time, in complementary builds? That would be completely upside-down balance.
YandereGirlfriend wrote: »Necrotech_Master wrote: »the primary reason why ball groups are horrible in grey host is because of low pop caps
pop caps in grey host are 120/faction, a ball group is around 8-12 people (assuming 12 people, thats 10% of your entire factions population)
then due to the force multipliers you need 30-40 people to even try to combat a ball group (say it takes 3x more players to kill a ball group, thats 36 players of your faction trying to fight the ball group, or almost 1/3 of your entire pop cap)
when they did the stress test with really high pop caps, that significantly alleviated the pain of ball groups cause you could much easier build a huge force to wipe them
in the current environment i absolutely agree that ball groups ruin pvp, as there is almost no way to counter them without 4-5x as many players, especially if they are running around the upper keep where its difficult to siege them
A skilled tower 1vXer can keep 8-12 random players occupied chasing them around a resource as well, using LOS and quick changes in direction to their advantage.
The players in the ballgroup are better players than the random zone players that are chasing them. Are you expecting 12 random zone players to be able to easily kill 12 coordinated players, who play together many times per week for sometimes years at a time, in complementary builds? That would be completely upside-down balance.