This is not the first time someone has posted this, I know. Actually it has been posted many times. The problem is nothing is done about it.
The ability to stack multiple shields, and heals is not good. This is a cancer to this game, that just doesn't get addressed no matter how many threads there are about it.
It ruins the Cyrodiil experience.
More and more players are leaving the game just because of this.
I do agree there should be a advantage to grouping, but not to the point it is now. Many easy fixes have been posted, however none implemented.
The server is not playable when many BG;s are present.
This game could be so great, however it is not. Vengence is not the answer, however the fact that BG's are not present in it are the only redeeming features.
I have played this game for many, many years. I have left it many times also. It just gets to the point where my favorite ESO activity is so toxic the fun is gone.
I am once again getting to that place, as are many others. I have seen many youtube videos stating the same thing.
Once again I apologize for bringing this topic up again.
BioBitter100 wrote: »
But there is a difference between a group giving you some advantages and a group making you so strong that you need 4+ solo players for 1 ball group member to actually beat them (so ~40 solo players for a decent 10 people ball).
MeridiaFavorsMe wrote: »The shield size nerf for groups next patch is pretty huge, and honestly, it’s a great change. I think the cap could potentially be pushed even further, with the maximum shield size in a 12-man group being around 40–50% of max health instead of the proposed 60%. That said, this is still a very good start from the dev team and a meaningful step in the right direction.
Teeba_Shei wrote: »I actually think there’s another way they could tackle this too. If you receive, say, 5 different shields from players while in a 12-man group, you get a debuff that prevents you from receiving any more shields for 10–15 seconds.
The biggest problem to me isn't just how large the shields are, but how constantly they can be reapplied. Even if they nerf the maximum shield size, a coordinated group can still rotate through multiple sources and keep everyone permanently shielded. Putting a short lockout on repeated shielding would give those groups an actual vulnerability window instead of letting them continuously stack effective health.
Maybe 15 seconds is too short, but something along those lines could be a really effective way to stop shield spam without completely gutting shielding for smaller groups.
CannedChicken wrote: »Teeba_Shei wrote: »I actually think there’s another way they could tackle this too. If you receive, say, 5 different shields from players while in a 12-man group, you get a debuff that prevents you from receiving any more shields for 10–15 seconds.
The biggest problem to me isn't just how large the shields are, but how constantly they can be reapplied. Even if they nerf the maximum shield size, a coordinated group can still rotate through multiple sources and keep everyone permanently shielded. Putting a short lockout on repeated shielding would give those groups an actual vulnerability window instead of letting them continuously stack effective health.
Maybe 15 seconds is too short, but something along those lines could be a really effective way to stop shield spam without completely gutting shielding for smaller groups.
From what I've seen, it's really the 12-man groups, and maybe 11-man groups, that create the extreme shielding problem. Smaller groups can still stack shields, but they don't have nearly the same number of players constantly feeding shields into each other, and they can actually die fairly easily.
I think that's largely because these 12-man groups really only need a few actual damage dealers to put out enough pressure. Once they have 3–4 people focused on damage, they can fill the rest of the group with support and shield-focused players, which gives them an enormous amount of defensive utility without sacrificing much offensive pressure. That's why the problem becomes so much more pronounced at 11–12 players.
LoganSpencer1 wrote: »1: There are like maybe 5 actual organized ballgroups that play the game actively, and they play in very small time slots of about 2 hours. Saying pvp is "nothing but ballgroups" or that the game is dying when it has queues of 100+ every night are wild exaggerations.
2: Most of the decent groups in this game spend hours analyzing comps, adjusting sets and abilities, pouring over logs to make sure they are playing how they think is optimal. No actually decent groups are just slapping things together and grouping up with random stuff and are suddenly taking on the entire server like you guys make it out to sound like.
3. You SHOULDNT be able to kill people who do the above^^^, are coordinated, optimized, and in comms together as a solo player or unorganized group. Complaining that you cant kill groups like that as a solo player who has probably never even looked at a log or played organized ESO, whether pve or pvp, will never cease to be an asinine argument.
4. If strong groups like this didnt exist, it would remove so much variety and skill ceiling from the game, and it would be reduced to a bunch of zergs just shooting siege at each other endlessly, keep fights would never end, it would just be boring.
5. You dont even have to fight ballgroups. Ignore them and go do something else. Cyrodiil is a huge place.
6. Ballgroups have been nerfed a bajillion times and you guys still complain any time someone in a group kills you and claim theyre some kind of exploiting ballgroup. Group play could get nerfed into the ground to the point of unplayability, players made so they can only heal or shield themself, etc, and once everyone is just a solo zergling shooting siege at each other, you guys would still find reasons to complain that things are broken or are exploits.
Major_Mangle wrote: »I think the adequate solution is to bring back old Azureblight and allow it to scale against players again. The fit that was thrown from the ballgroup "community" around Azureblight was proof enough that most of them didn´t want a challenge in PvP and the moment people took their advice to "adapt", they couldn´t cope with it. The best part about the set was that it was one of few cases where it was better against ballgroups than used by them, and it required a bit of coordination and optimization from a group using it for it to be truly effective.
So ye, bring back Azureblight again
Ah, yeah wasn´t 100% sure how you meant it.I'm not sure you realize that you are arguing with me from the same side of the field on this one.
Yeah forget it xD even to this day I sometimes meet people with builds where I just get obliterated into nothing without really understanding what happened or how they did what they did, after playing ESO for 10 years lol. That´s why all the new players flock to the mega zerg guilds while all the more hardcore players start playing in ballgroups.PoveusRonin wrote: »Imagine being new to PvP. Most older games have a difficult entry level for new players but this one takes the cake.
Nah, from my experience on Pc Eu not really. we have a lot of smallscale groups with ~5 people that become borderline unkillable. Yesterday me and 2 friends got chased by a group of 5 dks with a shieldbot with 60k hp, using guard on someone and constant 10k+ shield on everyone. Shields are out of hand regardless of group size.CannedChicken wrote: »
From what I've seen, it's really the 12-man groups, and maybe 11-man groups, that create the extreme shielding problem. Smaller groups can still stack shields, but they don't have nearly the same number of players constantly feeding shields into each other, and they can actually die fairly easily.
I think that's largely because these 12-man groups really only need a few actual damage dealers to put out enough pressure. Once they have 3–4 people focused on damage, they can fill the rest of the group with support and shield-focused players, which gives them an enormous amount of defensive utility without sacrificing much offensive pressure. That's why the problem becomes so much more pronounced at 11–12 players.
Yeah Azureblight was the most meaningful way a solo player ever could do something against a ball. I liked using it but I think the calculations were also pretty heavy on the server. Not that it matters with all spamming of the balls themselves.Major_Mangle wrote: »I think the adequate solution is to bring back old Azureblight and allow it to scale against players again. The fit that was thrown from the ballgroup "community" around Azureblight was proof enough that most of them didn´t want a challenge in PvP and the moment people took their advice to "adapt", they couldn´t cope with it. The best part about the set was that it was one of few cases where it was better against ballgroups than used by them, and it required a bit of coordination and optimization from a group using it for it to be truly effective.
So ye, bring back Azureblight again
LoganSpencer1 wrote: »1: There are like maybe 5 actual organized ballgroups that play the game actively, and they play in very small time slots of about 2 hours. Saying pvp is "nothing but ballgroups" or that the game is dying when it has queues of 100+ every night are wild exaggerations.
2: Most of the decent groups in this game spend hours analyzing comps, adjusting sets and abilities, pouring over logs to make sure they are playing how they think is optimal. No actually decent groups are just slapping things together and grouping up with random stuff and are suddenly taking on the entire server like you guys make it out to sound like.
3. You SHOULDNT be able to kill people who do the above^^^, are coordinated, optimized, and in comms together as a solo player or unorganized group. Complaining that you cant kill groups like that as a solo player who has probably never even looked at a log or played organized ESO, whether pve or pvp, will never cease to be an asinine argument.
4. If strong groups like this didnt exist, it would remove so much variety and skill ceiling from the game, and it would be reduced to a bunch of zergs just shooting siege at each other endlessly, keep fights would never end, it would just be boring.
5. You dont even have to fight ballgroups. Ignore them and go do something else. Cyrodiil is a huge place.
6. Ballgroups have been nerfed a bajillion times and you guys still complain any time someone in a group kills you and claim theyre some kind of exploiting ballgroup. Group play could get nerfed into the ground to the point of unplayability, players made so they can only heal or shield themself, etc, and once everyone is just a solo zergling shooting siege at each other, you guys would still find reasons to complain that things are broken or are exploits.
I'll go out of my way to hunt and kill a ball group anytime. I usually fail. However breaking down an organized group and then finally mopping them up in Grey Host is exhilarating. I'll see you out there...