Lava_Croft wrote: »ESO in it's current state means that the most effective way of playing PvP is to run around in a large group. While it's fine and part of the glorious Elder Scrolls Freedom that you can choose to run around in a group that is (by design) less effective than a 24-man group, this choice is yours and the reason it's sub-optimal is not the people running around in large groups that constantly get whined at for running around in large groups.Lava_Croft wrote: »So because you choose to run around with a much less effective weapon than available, that automagically makes you 'more skilled' and automagically gives you the position to constantly belittle people who do use the more effective weapon?Lava_Croft wrote: »This whole idea that running in a 24-man group is somehow 'less skilled' than running in a 4-man group while ESO is designed and marketed as a large scale PvP game makes me wonder if these people are the same people that say I should play Quake using only my Axe, since Rocket Launchers are for people without skill.
Idiots.
Let's say someone designs a rocket launcher to kill a pack of squirrels.
Let's say that same person designs a pellet launcher to kill individual squirrels.
Killing a pack of squirrels using the pellet launcher takes undeniably more skill than to kill a single squirrel with the rocket launcher.
Ball is in your court Kris
Guess it's time to run around Cyrodiil unarmored and fist fight my way to victory while constantly proclaiming that the rest are just lesser skilled players.
This is so wrong.
Everybody is running around with the same weapons. Yet if the smallgrp throws their handgranades against a biggrp half of them turn into foul eggs midair while the granades thrown by the biggrps stay the same.
Instead of constantly telling people who run in large groups that they lack skill, cause lag and what not, try telling ZOS to fix their product.
Lava_Croft wrote: »ESO in it's current state means that the most effective way of playing PvP is to run around in a large group (The Rocket Launcher). While it's fine and part of the glorious Elder Scrolls Freedom that you can choose to run around in a group that is (by design) less effective than a 24-man group (The Axe), this choice is yours and the reason it's sub-optimal is not the people running around in large groups that constantly get whined at for running around in large groups.Lava_Croft wrote: »So because you choose to run around with a much less effective weapon than available, that automagically makes you 'more skilled' and automagically gives you the position to constantly belittle people who do use the more effective weapon?Lava_Croft wrote: »This whole idea that running in a 24-man group is somehow 'less skilled' than running in a 4-man group while ESO is designed and marketed as a large scale PvP game makes me wonder if these people are the same people that say I should play Quake using only my Axe, since Rocket Launchers are for people without skill.
Idiots.
Let's say someone designs a rocket launcher to kill a pack of squirrels.
Let's say that same person designs a pellet launcher to kill individual squirrels.
Killing a pack of squirrels using the pellet launcher takes undeniably more skill than to kill a single squirrel with the rocket launcher.
Ball is in your court Kris
Guess it's time to run around Cyrodiil unarmored and fist fight my way to victory while constantly proclaiming that the rest are just lesser skilled players.
This is so wrong.
Everybody is running around with the same weapons. Yet if the smallgrp throws their handgranades against a biggrp half of them turn into foul eggs midair while the granades thrown by the biggrps stay the same.
Instead of constantly telling people who run in large groups that they lack skill, cause lag and what not, try telling ZOS to fix their product.
[EDIT] Helpful hints added.
Please pretend like there isn't constant and endless whining both here and everywhere else from people who prefer small scale to people playing in large groups. Please watch the stream related to this thread and tell me there is not belittling towards people playing in larger groups, expressed by people preferring to play in smaller groups.Lava_Croft wrote: »ESO in it's current state means that the most effective way of playing PvP is to run around in a large group. While it's fine and part of the glorious Elder Scrolls Freedom that you can choose to run around in a group that is (by design) less effective than a 24-man group, this choice is yours and the reason it's sub-optimal is not the people running around in large groups that constantly get whined at for running around in large groups.Lava_Croft wrote: »So because you choose to run around with a much less effective weapon than available, that automagically makes you 'more skilled' and automagically gives you the position to constantly belittle people who do use the more effective weapon?Lava_Croft wrote: »This whole idea that running in a 24-man group is somehow 'less skilled' than running in a 4-man group while ESO is designed and marketed as a large scale PvP game makes me wonder if these people are the same people that say I should play Quake using only my Axe, since Rocket Launchers are for people without skill.
Idiots.
Let's say someone designs a rocket launcher to kill a pack of squirrels.
Let's say that same person designs a pellet launcher to kill individual squirrels.
Killing a pack of squirrels using the pellet launcher takes undeniably more skill than to kill a single squirrel with the rocket launcher.
Ball is in your court Kris
Guess it's time to run around Cyrodiil unarmored and fist fight my way to victory while constantly proclaiming that the rest are just lesser skilled players.
This is so wrong.
Everybody is running around with the same weapons. Yet if the smallgrp throws their handgranades against a biggrp half of them turn into foul eggs midair while the granades thrown by the biggrps stay the same.
Instead of constantly telling people who run in large groups that they lack skill, cause lag and what not, try telling ZOS to fix their product.
Which is what everyone here is doing? I don´t get your point?
The core complaint is that the same skills get less effective if you´re outnumbered enabling everyone outnumbering you to make more mistakes than you by design. This leads to players making the wrong decisions still win fights due to bad/broken game mechanics.
Also the most efficient way of playing is causing lag. There is no denying that. People just don´t care because winning is more important on an individual level.
Lava_Croft wrote: »Please pretend like there isn't constant and endless whining both here and everywhere else from people who prefer small scale to people playing in large groups. Please watch the stream related to this thread and tell me there is not belittling towards people playing in larger groups, expressed by people preferring to play in smaller groups.Lava_Croft wrote: »ESO in it's current state means that the most effective way of playing PvP is to run around in a large group. While it's fine and part of the glorious Elder Scrolls Freedom that you can choose to run around in a group that is (by design) less effective than a 24-man group, this choice is yours and the reason it's sub-optimal is not the people running around in large groups that constantly get whined at for running around in large groups.Lava_Croft wrote: »So because you choose to run around with a much less effective weapon than available, that automagically makes you 'more skilled' and automagically gives you the position to constantly belittle people who do use the more effective weapon?Lava_Croft wrote: »This whole idea that running in a 24-man group is somehow 'less skilled' than running in a 4-man group while ESO is designed and marketed as a large scale PvP game makes me wonder if these people are the same people that say I should play Quake using only my Axe, since Rocket Launchers are for people without skill.
Idiots.
Let's say someone designs a rocket launcher to kill a pack of squirrels.
Let's say that same person designs a pellet launcher to kill individual squirrels.
Killing a pack of squirrels using the pellet launcher takes undeniably more skill than to kill a single squirrel with the rocket launcher.
Ball is in your court Kris
Guess it's time to run around Cyrodiil unarmored and fist fight my way to victory while constantly proclaiming that the rest are just lesser skilled players.
This is so wrong.
Everybody is running around with the same weapons. Yet if the smallgrp throws their handgranades against a biggrp half of them turn into foul eggs midair while the granades thrown by the biggrps stay the same.
Instead of constantly telling people who run in large groups that they lack skill, cause lag and what not, try telling ZOS to fix their product.
Which is what everyone here is doing? I don´t get your point?
The core complaint is that the same skills get less effective if you´re outnumbered enabling everyone outnumbering you to make more mistakes than you by design. This leads to players making the wrong decisions still win fights due to bad/broken game mechanics.
Also the most efficient way of playing is causing lag. There is no denying that. People just don´t care because winning is more important on an individual level.
I've been here since the beta, acting like a certain part of the population doesn't look down on people playing the game as advertised won't work.
Lava_Croft wrote: »Please pretend like there isn't constant and endless whining both here and everywhere else from people who prefer small scale to people playing in large groups. Please watch the stream related to this thread and tell me there is not belittling towards people playing in larger groups, expressed by people preferring to play in smaller groups.Lava_Croft wrote: »ESO in it's current state means that the most effective way of playing PvP is to run around in a large group. While it's fine and part of the glorious Elder Scrolls Freedom that you can choose to run around in a group that is (by design) less effective than a 24-man group, this choice is yours and the reason it's sub-optimal is not the people running around in large groups that constantly get whined at for running around in large groups.Lava_Croft wrote: »So because you choose to run around with a much less effective weapon than available, that automagically makes you 'more skilled' and automagically gives you the position to constantly belittle people who do use the more effective weapon?Lava_Croft wrote: »This whole idea that running in a 24-man group is somehow 'less skilled' than running in a 4-man group while ESO is designed and marketed as a large scale PvP game makes me wonder if these people are the same people that say I should play Quake using only my Axe, since Rocket Launchers are for people without skill.
Idiots.
Let's say someone designs a rocket launcher to kill a pack of squirrels.
Let's say that same person designs a pellet launcher to kill individual squirrels.
Killing a pack of squirrels using the pellet launcher takes undeniably more skill than to kill a single squirrel with the rocket launcher.
Ball is in your court Kris
Guess it's time to run around Cyrodiil unarmored and fist fight my way to victory while constantly proclaiming that the rest are just lesser skilled players.
This is so wrong.
Everybody is running around with the same weapons. Yet if the smallgrp throws their handgranades against a biggrp half of them turn into foul eggs midair while the granades thrown by the biggrps stay the same.
Instead of constantly telling people who run in large groups that they lack skill, cause lag and what not, try telling ZOS to fix their product.
Which is what everyone here is doing? I don´t get your point?
The core complaint is that the same skills get less effective if you´re outnumbered enabling everyone outnumbering you to make more mistakes than you by design. This leads to players making the wrong decisions still win fights due to bad/broken game mechanics.
Also the most efficient way of playing is causing lag. There is no denying that. People just don´t care because winning is more important on an individual level.
I've been here since the beta, acting like a certain part of the population doesn't look down on people playing the game as advertised won't work.
I agree with not doing the old ult gen formula - this would require more time and thought. I dont agree with lumping multiple big changes together either, but doing them one at a time. ZOS generally just makes huge changes every new DLC/patch and we end up relearning a new game but the meta of ball groups has always been core due to AOE caps.
I think a lot of people agree with what Im saying, even from ball groups, but take offense when I use the word 'ball group' since it lumps them into a category of what it really is. Its been said enough that its not personally diminishing any of these players personal talent levels in the group. But if people want to ignore that it makes no difference to me. I get that theyre offended and want to come here and lay into me and thats fine - but what Ive said isnt untrue.
Dont lump me in a zerg because I was engaging your group. I actually spent the first 5-10 minutes on the sideline watching it. After that we started picking people off, and frankly, Essa and I were alone in that respect to actually killing people. You were fighting 60 people or whatever, thats fine. You werent however fighting a 60man ball group, because you wouldnt be able to with AOE caps. You would lose pretty badly if 60 people grouped up in the same way. It isnt a matter of strategy, its simply a matter of coordination.
Moving from point A to point B and back to point A isnt something Id consider a strategy either. Everyone who knows whats going on in Cyro can tell what youre going to do long before you do it, but as a smaller group we really dont have an option to counter it. If strategy had any place here, wed have access to some techniques to counter it. The counter is bringing more people and forming a similar group.
Will it make your group stronger against 60 people? Yes it will, and that is a good thing. It will bring less stress to the server. Ball groups do stress the server with the purging and healing that goes on inside them though. This was apparent when ball groups first rolled out that servers started to eat it bad on lag. Before that, not nearly as bad. It really comes down to the overabundant healing/defensive posturing of these ball groups.
Do I expect to walk up with 4 people and knock your ball group down every time? No. In fact the chances of doing that to any decent group is highly unlikely post AOE cap removal. But you guys like to take my words and misconstrue them. The reality is we cant do anything. There isnt a place for the small man group in this battle. This is the problem.
I love folks from K-hole and would love to fight with them on the battlefield. They run a medium sized raid most the time, and I like running a small group. If we fought today and they were 12 and I had a group of 4 vs an enemy of 24 synced in a ball, wed be stupid to fight separate. If AOE caps were removed, they could fight in one manner while the 4 could flank to much greater effect. This doesnt exist today. This did exist moreso in release. This actually has a level of strategy that doesnt revolve around numbers and AOE caps at its core. This is what I want back.
Fair and balanced gameplay - a place for more than ball groups. If they want to fix performance, they have to address ball groups, not 24 man raids. There is a clear difference. If you dont think balling up in 24man groups impacts performance vs 24 people fighting together, you are absolutely and 100% in denial. The reality is many have played like this for so long they dont even know the difference. They would wonder how or why a 24 man group would not fight in a ball. This is truly a sad thing.
RIP: http://forums.elderscrollsonline.com/en/discussion/88049/do-you-think-there-should-be-an-aoe-cap/p1
Sorry, but 2.1 is a numbers game, even for ball groups. At some point you just can't win when you're heavily outnumbered, and when we're talking 4 to 24, it's the same scenario as 24 vs 60+, but with easier overall ratios. Sorry, but I wouldn't try to have my group of 24 engage a group of 144 (same ratio), I'd be kiting and running and picking off anyone I could, while expecting the wipe soon.
I agree with not doing the old ult gen formula - this would require more time and thought. I dont agree with lumping multiple big changes together either, but doing them one at a time. ZOS generally just makes huge changes every new DLC/patch and we end up relearning a new game but the meta of ball groups has always been core due to AOE caps.
I think a lot of people agree with what Im saying, even from ball groups, but take offense when I use the word 'ball group' since it lumps them into a category of what it really is. Its been said enough that its not personally diminishing any of these players personal talent levels in the group. But if people want to ignore that it makes no difference to me. I get that theyre offended and want to come here and lay into me and thats fine - but what Ive said isnt untrue.
Dont lump me in a zerg because I was engaging your group. I actually spent the first 5-10 minutes on the sideline watching it. After that we started picking people off, and frankly, Essa and I were alone in that respect to actually killing people. You were fighting 60 people or whatever, thats fine. You werent however fighting a 60man ball group, because you wouldnt be able to with AOE caps. You would lose pretty badly if 60 people grouped up in the same way. It isnt a matter of strategy, its simply a matter of coordination.
Moving from point A to point B and back to point A isnt something Id consider a strategy either. Everyone who knows whats going on in Cyro can tell what youre going to do long before you do it, but as a smaller group we really dont have an option to counter it. If strategy had any place here, wed have access to some techniques to counter it. The counter is bringing more people and forming a similar group.
Will it make your group stronger against 60 people? Yes it will, and that is a good thing. It will bring less stress to the server. Ball groups do stress the server with the purging and healing that goes on inside them though. This was apparent when ball groups first rolled out that servers started to eat it bad on lag. Before that, not nearly as bad. It really comes down to the overabundant healing/defensive posturing of these ball groups.
Do I expect to walk up with 4 people and knock your ball group down every time? No. In fact the chances of doing that to any decent group is highly unlikely post AOE cap removal. But you guys like to take my words and misconstrue them. The reality is we cant do anything. There isnt a place for the small man group in this battle. This is the problem.
I love folks from K-hole and would love to fight with them on the battlefield. They run a medium sized raid most the time, and I like running a small group. If we fought today and they were 12 and I had a group of 4 vs an enemy of 24 synced in a ball, wed be stupid to fight separate. If AOE caps were removed, they could fight in one manner while the 4 could flank to much greater effect. This doesnt exist today. This did exist moreso in release. This actually has a level of strategy that doesnt revolve around numbers and AOE caps at its core. This is what I want back.
Fair and balanced gameplay - a place for more than ball groups. If they want to fix performance, they have to address ball groups, not 24 man raids. There is a clear difference. If you dont think balling up in 24man groups impacts performance vs 24 people fighting together, you are absolutely and 100% in denial. The reality is many have played like this for so long they dont even know the difference. They would wonder how or why a 24 man group would not fight in a ball. This is truly a sad thing.
RIP: http://forums.elderscrollsonline.com/en/discussion/88049/do-you-think-there-should-be-an-aoe-cap/p1
I hate myself for even being in these threads (any of the many, many ones) any more. Maybe an underlying issue is how you WANT to engage vs. how you SHOULD be engaging ball groups. You 'want' to rambo in and kill everyone because who doesn't, when you SHOULD be peppering them with siege until there are enough numbers of allies there where you have breathing room to engage the outer perimeter of the group. About two months ago when we fought GoS on TF, one of our biggest headaches came from all of the randoms that would set up siege on us while we engaged GoS or were trying to maneuver. I can guarantee you that two well-timed and well-positioned cold stone trebs on a ball group will make most of them dead, even if they get off a reactionary barrier. You keep talking about how you want skillful small groups to have a fighting chance, well - there you go. It DOES take skill to have two, three people coordinate their siege, especially if they're trying to hit a moving target. So, don't say you can't do ANYTHING, because if a group is balled up and you are able to get off 2-3 well-timed stone treb hits, it doesn't matter if they have barrier and heals, it's too much burst and people will drop. Now, you might not WANT to do this because you want to be able to attack them and pop bats and use aoes, but that doesn't mean you can't kill them in the current meta - you just have to do something that has less glory.
Sorry, but 2.1 is a numbers game, even for ball groups. At some point you just can't win when you're heavily outnumbered, and when we're talking 4 to 24, it's the same scenario as 24 vs 60+, but with easier overall ratios. Sorry, but I wouldn't try to have my group of 24 engage a group of 144 (same ratio), I'd be kiting and running and picking off anyone I could, while expecting the wipe soon.
I agree with not doing the old ult gen formula - this would require more time and thought. I dont agree with lumping multiple big changes together either, but doing them one at a time. ZOS generally just makes huge changes every new DLC/patch and we end up relearning a new game but the meta of ball groups has always been core due to AOE caps.
I think a lot of people agree with what Im saying, even from ball groups, but take offense when I use the word 'ball group' since it lumps them into a category of what it really is. Its been said enough that its not personally diminishing any of these players personal talent levels in the group. But if people want to ignore that it makes no difference to me. I get that theyre offended and want to come here and lay into me and thats fine - but what Ive said isnt untrue.
Dont lump me in a zerg because I was engaging your group. I actually spent the first 5-10 minutes on the sideline watching it. After that we started picking people off, and frankly, Essa and I were alone in that respect to actually killing people. You were fighting 60 people or whatever, thats fine. You werent however fighting a 60man ball group, because you wouldnt be able to with AOE caps. You would lose pretty badly if 60 people grouped up in the same way. It isnt a matter of strategy, its simply a matter of coordination.
Moving from point A to point B and back to point A isnt something Id consider a strategy either. Everyone who knows whats going on in Cyro can tell what youre going to do long before you do it, but as a smaller group we really dont have an option to counter it. If strategy had any place here, wed have access to some techniques to counter it. The counter is bringing more people and forming a similar group.
Will it make your group stronger against 60 people? Yes it will, and that is a good thing. It will bring less stress to the server. Ball groups do stress the server with the purging and healing that goes on inside them though. This was apparent when ball groups first rolled out that servers started to eat it bad on lag. Before that, not nearly as bad. It really comes down to the overabundant healing/defensive posturing of these ball groups.
Do I expect to walk up with 4 people and knock your ball group down every time? No. In fact the chances of doing that to any decent group is highly unlikely post AOE cap removal. But you guys like to take my words and misconstrue them. The reality is we cant do anything. There isnt a place for the small man group in this battle. This is the problem.
I love folks from K-hole and would love to fight with them on the battlefield. They run a medium sized raid most the time, and I like running a small group. If we fought today and they were 12 and I had a group of 4 vs an enemy of 24 synced in a ball, wed be stupid to fight separate. If AOE caps were removed, they could fight in one manner while the 4 could flank to much greater effect. This doesnt exist today. This did exist moreso in release. This actually has a level of strategy that doesnt revolve around numbers and AOE caps at its core. This is what I want back.
Fair and balanced gameplay - a place for more than ball groups. If they want to fix performance, they have to address ball groups, not 24 man raids. There is a clear difference. If you dont think balling up in 24man groups impacts performance vs 24 people fighting together, you are absolutely and 100% in denial. The reality is many have played like this for so long they dont even know the difference. They would wonder how or why a 24 man group would not fight in a ball. This is truly a sad thing.
RIP: http://forums.elderscrollsonline.com/en/discussion/88049/do-you-think-there-should-be-an-aoe-cap/p1
I hate myself for even being in these threads (any of the many, many ones) any more. Maybe an underlying issue is how you WANT to engage vs. how you SHOULD be engaging ball groups. You 'want' to rambo in and kill everyone because who doesn't, when you SHOULD be peppering them with siege until there are enough numbers of allies there where you have breathing room to engage the outer perimeter of the group. About two months ago when we fought GoS on TF, one of our biggest headaches came from all of the randoms that would set up siege on us while we engaged GoS or were trying to maneuver. I can guarantee you that two well-timed and well-positioned cold stone trebs on a ball group will make most of them dead, even if they get off a reactionary barrier. You keep talking about how you want skillful small groups to have a fighting chance, well - there you go. It DOES take skill to have two, three people coordinate their siege, especially if they're trying to hit a moving target. So, don't say you can't do ANYTHING, because if a group is balled up and you are able to get off 2-3 well-timed stone treb hits, it doesn't matter if they have barrier and heals, it's too much burst and people will drop. Now, you might not WANT to do this because you want to be able to attack them and pop bats and use aoes, but that doesn't mean you can't kill them in the current meta - you just have to do something that has less glory.
Sorry, but 2.1 is a numbers game, even for ball groups. At some point you just can't win when you're heavily outnumbered, and when we're talking 4 to 24, it's the same scenario as 24 vs 60+, but with easier overall ratios. Sorry, but I wouldn't try to have my group of 24 engage a group of 144 (same ratio), I'd be kiting and running and picking off anyone I could, while expecting the wipe soon.
I agree with not doing the old ult gen formula - this would require more time and thought. I dont agree with lumping multiple big changes together either, but doing them one at a time. ZOS generally just makes huge changes every new DLC/patch and we end up relearning a new game but the meta of ball groups has always been core due to AOE caps.
I think a lot of people agree with what Im saying, even from ball groups, but take offense when I use the word 'ball group' since it lumps them into a category of what it really is. Its been said enough that its not personally diminishing any of these players personal talent levels in the group. But if people want to ignore that it makes no difference to me. I get that theyre offended and want to come here and lay into me and thats fine - but what Ive said isnt untrue.
Dont lump me in a zerg because I was engaging your group. I actually spent the first 5-10 minutes on the sideline watching it. After that we started picking people off, and frankly, Essa and I were alone in that respect to actually killing people. You were fighting 60 people or whatever, thats fine. You werent however fighting a 60man ball group, because you wouldnt be able to with AOE caps. You would lose pretty badly if 60 people grouped up in the same way. It isnt a matter of strategy, its simply a matter of coordination.
Moving from point A to point B and back to point A isnt something Id consider a strategy either. Everyone who knows whats going on in Cyro can tell what youre going to do long before you do it, but as a smaller group we really dont have an option to counter it. If strategy had any place here, wed have access to some techniques to counter it. The counter is bringing more people and forming a similar group.
Will it make your group stronger against 60 people? Yes it will, and that is a good thing. It will bring less stress to the server. Ball groups do stress the server with the purging and healing that goes on inside them though. This was apparent when ball groups first rolled out that servers started to eat it bad on lag. Before that, not nearly as bad. It really comes down to the overabundant healing/defensive posturing of these ball groups.
Do I expect to walk up with 4 people and knock your ball group down every time? No. In fact the chances of doing that to any decent group is highly unlikely post AOE cap removal. But you guys like to take my words and misconstrue them. The reality is we cant do anything. There isnt a place for the small man group in this battle. This is the problem.
I love folks from K-hole and would love to fight with them on the battlefield. They run a medium sized raid most the time, and I like running a small group. If we fought today and they were 12 and I had a group of 4 vs an enemy of 24 synced in a ball, wed be stupid to fight separate. If AOE caps were removed, they could fight in one manner while the 4 could flank to much greater effect. This doesnt exist today. This did exist moreso in release. This actually has a level of strategy that doesnt revolve around numbers and AOE caps at its core. This is what I want back.
Fair and balanced gameplay - a place for more than ball groups. If they want to fix performance, they have to address ball groups, not 24 man raids. There is a clear difference. If you dont think balling up in 24man groups impacts performance vs 24 people fighting together, you are absolutely and 100% in denial. The reality is many have played like this for so long they dont even know the difference. They would wonder how or why a 24 man group would not fight in a ball. This is truly a sad thing.
RIP: http://forums.elderscrollsonline.com/en/discussion/88049/do-you-think-there-should-be-an-aoe-cap/p1
I hate myself for even being in these threads (any of the many, many ones) any more. Maybe an underlying issue is how you WANT to engage vs. how you SHOULD be engaging ball groups. You 'want' to rambo in and kill everyone because who doesn't, when you SHOULD be peppering them with siege until there are enough numbers of allies there where you have breathing room to engage the outer perimeter of the group. About two months ago when we fought GoS on TF, one of our biggest headaches came from all of the randoms that would set up siege on us while we engaged GoS or were trying to maneuver. I can guarantee you that two well-timed and well-positioned cold stone trebs on a ball group will make most of them dead, even if they get off a reactionary barrier. You keep talking about how you want skillful small groups to have a fighting chance, well - there you go. It DOES take skill to have two, three people coordinate their siege, especially if they're trying to hit a moving target. So, don't say you can't do ANYTHING, because if a group is balled up and you are able to get off 2-3 well-timed stone treb hits, it doesn't matter if they have barrier and heals, it's too much burst and people will drop. Now, you might not WANT to do this because you want to be able to attack them and pop bats and use aoes, but that doesn't mean you can't kill them in the current meta - you just have to do something that has less glory.
Sorry, but 2.1 is a numbers game, even for ball groups. At some point you just can't win when you're heavily outnumbered, and when we're talking 4 to 24, it's the same scenario as 24 vs 60+, but with easier overall ratios. Sorry, but I wouldn't try to have my group of 24 engage a group of 144 (same ratio), I'd be kiting and running and picking off anyone I could, while expecting the wipe soon.
So if were a 4 man group we should focus on being siege specialists in Cyro? We shouldnt be concerned with the performance issues being caused by ball groups - STILL? We dont want to make a balanced approach to PvP where numbers create an artificial mitigation?
Again, this isnt about 4 people being heroes in a battle. Its about 4 people having a real limited and unenjoyable time in today's Cyro.
I agree with not doing the old ult gen formula - this would require more time and thought. I dont agree with lumping multiple big changes together either, but doing them one at a time. ZOS generally just makes huge changes every new DLC/patch and we end up relearning a new game but the meta of ball groups has always been core due to AOE caps.
I think a lot of people agree with what Im saying, even from ball groups, but take offense when I use the word 'ball group' since it lumps them into a category of what it really is. Its been said enough that its not personally diminishing any of these players personal talent levels in the group. But if people want to ignore that it makes no difference to me. I get that theyre offended and want to come here and lay into me and thats fine - but what Ive said isnt untrue.
Dont lump me in a zerg because I was engaging your group. I actually spent the first 5-10 minutes on the sideline watching it. After that we started picking people off, and frankly, Essa and I were alone in that respect to actually killing people. You were fighting 60 people or whatever, thats fine. You werent however fighting a 60man ball group, because you wouldnt be able to with AOE caps. You would lose pretty badly if 60 people grouped up in the same way. It isnt a matter of strategy, its simply a matter of coordination.
Moving from point A to point B and back to point A isnt something Id consider a strategy either. Everyone who knows whats going on in Cyro can tell what youre going to do long before you do it, but as a smaller group we really dont have an option to counter it. If strategy had any place here, wed have access to some techniques to counter it. The counter is bringing more people and forming a similar group.
Will it make your group stronger against 60 people? Yes it will, and that is a good thing. It will bring less stress to the server. Ball groups do stress the server with the purging and healing that goes on inside them though. This was apparent when ball groups first rolled out that servers started to eat it bad on lag. Before that, not nearly as bad. It really comes down to the overabundant healing/defensive posturing of these ball groups.
Do I expect to walk up with 4 people and knock your ball group down every time? No. In fact the chances of doing that to any decent group is highly unlikely post AOE cap removal. But you guys like to take my words and misconstrue them. The reality is we cant do anything. There isnt a place for the small man group in this battle. This is the problem.
I love folks from K-hole and would love to fight with them on the battlefield. They run a medium sized raid most the time, and I like running a small group. If we fought today and they were 12 and I had a group of 4 vs an enemy of 24 synced in a ball, wed be stupid to fight separate. If AOE caps were removed, they could fight in one manner while the 4 could flank to much greater effect. This doesnt exist today. This did exist moreso in release. This actually has a level of strategy that doesnt revolve around numbers and AOE caps at its core. This is what I want back.
Fair and balanced gameplay - a place for more than ball groups. If they want to fix performance, they have to address ball groups, not 24 man raids. There is a clear difference. If you dont think balling up in 24man groups impacts performance vs 24 people fighting together, you are absolutely and 100% in denial. The reality is many have played like this for so long they dont even know the difference. They would wonder how or why a 24 man group would not fight in a ball. This is truly a sad thing.
RIP: http://forums.elderscrollsonline.com/en/discussion/88049/do-you-think-there-should-be-an-aoe-cap/p1
I hate myself for even being in these threads (any of the many, many ones) any more. Maybe an underlying issue is how you WANT to engage vs. how you SHOULD be engaging ball groups. You 'want' to rambo in and kill everyone because who doesn't, when you SHOULD be peppering them with siege until there are enough numbers of allies there where you have breathing room to engage the outer perimeter of the group. About two months ago when we fought GoS on TF, one of our biggest headaches came from all of the randoms that would set up siege on us while we engaged GoS or were trying to maneuver. I can guarantee you that two well-timed and well-positioned cold stone trebs on a ball group will make most of them dead, even if they get off a reactionary barrier. You keep talking about how you want skillful small groups to have a fighting chance, well - there you go. It DOES take skill to have two, three people coordinate their siege, especially if they're trying to hit a moving target. So, don't say you can't do ANYTHING, because if a group is balled up and you are able to get off 2-3 well-timed stone treb hits, it doesn't matter if they have barrier and heals, it's too much burst and people will drop. Now, you might not WANT to do this because you want to be able to attack them and pop bats and use aoes, but that doesn't mean you can't kill them in the current meta - you just have to do something that has less glory.
Sorry, but 2.1 is a numbers game, even for ball groups. At some point you just can't win when you're heavily outnumbered, and when we're talking 4 to 24, it's the same scenario as 24 vs 60+, but with easier overall ratios. Sorry, but I wouldn't try to have my group of 24 engage a group of 144 (same ratio), I'd be kiting and running and picking off anyone I could, while expecting the wipe soon.
So if were a 4 man group we should focus on being siege specialists in Cyro? We shouldnt be concerned with the performance issues being caused by ball groups - STILL? We dont want to make a balanced approach to PvP where numbers create an artificial mitigation?
Again, this isnt about 4 people being heroes in a battle. Its about 4 people having a real limited and unenjoyable time in today's Cyro.
Part of the post I quoted:
But you guys like to take my words and misconstrue them. The reality is we cant do anything. There isnt a place for the small man group in this battle. This is the problem.
Believe you me, I think sieging in fights is cheap, but sometimes it's a necessity. You said you can't do anything, and that there's no place for small groups in the battle, and I was just pointing out that's not true. It's not as fun, but if 3 of you timed your siege and the 4th jumped in with a prox det + standard/bats/whatever, chances are you'd wipe the majority or all of the group if they're balled up. Server performance is an entirely different beast, and I can get on board when the discussion veers in that direction.
I hate myself for even being in these threads (any of the many, many ones) any more. Maybe an underlying issue is how you WANT to engage vs. how you SHOULD be engaging ball groups. You 'want' to rambo in and kill everyone because who doesn't, when you SHOULD be peppering them with siege until there are enough numbers of allies there where you have breathing room to engage the outer perimeter of the group. About two months ago when we fought GoS on TF, one of our biggest headaches came from all of the randoms that would set up siege on us while we engaged GoS or were trying to maneuver. I can guarantee you that two well-timed and well-positioned cold stone trebs on a ball group will make most of them dead, even if they get off a reactionary barrier. You keep talking about how you want skillful small groups to have a fighting chance, well - there you go. It DOES take skill to have two, three people coordinate their siege, especially if they're trying to hit a moving target. So, don't say you can't do ANYTHING, because if a group is balled up and you are able to get off 2-3 well-timed stone treb hits, it doesn't matter if they have barrier and heals, it's too much burst and people will drop. Now, you might not WANT to do this because you want to be able to attack them and pop bats and use aoes, but that doesn't mean you can't kill them in the current meta - you just have to do something that has less glory.
Sorry, but 2.1 is a numbers game, even for ball groups. At some point you just can't win when you're heavily outnumbered, and when we're talking 4 to 24, it's the same scenario as 24 vs 60+, but with easier overall ratios. Sorry, but I wouldn't try to have my group of 24 engage a group of 144 (same ratio), I'd be kiting and running and picking off anyone I could, while expecting the wipe soon.
I agree with not doing the old ult gen formula - this would require more time and thought. I dont agree with lumping multiple big changes together either, but doing them one at a time. ZOS generally just makes huge changes every new DLC/patch and we end up relearning a new game but the meta of ball groups has always been core due to AOE caps.
I think a lot of people agree with what Im saying, even from ball groups, but take offense when I use the word 'ball group' since it lumps them into a category of what it really is. Its been said enough that its not personally diminishing any of these players personal talent levels in the group. But if people want to ignore that it makes no difference to me. I get that theyre offended and want to come here and lay into me and thats fine - but what Ive said isnt untrue.
Dont lump me in a zerg because I was engaging your group. I actually spent the first 5-10 minutes on the sideline watching it. After that we started picking people off, and frankly, Essa and I were alone in that respect to actually killing people. You were fighting 60 people or whatever, thats fine. You werent however fighting a 60man ball group, because you wouldnt be able to with AOE caps. You would lose pretty badly if 60 people grouped up in the same way. It isnt a matter of strategy, its simply a matter of coordination.
Moving from point A to point B and back to point A isnt something Id consider a strategy either. Everyone who knows whats going on in Cyro can tell what youre going to do long before you do it, but as a smaller group we really dont have an option to counter it. If strategy had any place here, wed have access to some techniques to counter it. The counter is bringing more people and forming a similar group.
Will it make your group stronger against 60 people? Yes it will, and that is a good thing. It will bring less stress to the server. Ball groups do stress the server with the purging and healing that goes on inside them though. This was apparent when ball groups first rolled out that servers started to eat it bad on lag. Before that, not nearly as bad. It really comes down to the overabundant healing/defensive posturing of these ball groups.
Do I expect to walk up with 4 people and knock your ball group down every time? No. In fact the chances of doing that to any decent group is highly unlikely post AOE cap removal. But you guys like to take my words and misconstrue them. The reality is we cant do anything. There isnt a place for the small man group in this battle. This is the problem.
I love folks from K-hole and would love to fight with them on the battlefield. They run a medium sized raid most the time, and I like running a small group. If we fought today and they were 12 and I had a group of 4 vs an enemy of 24 synced in a ball, wed be stupid to fight separate. If AOE caps were removed, they could fight in one manner while the 4 could flank to much greater effect. This doesnt exist today. This did exist moreso in release. This actually has a level of strategy that doesnt revolve around numbers and AOE caps at its core. This is what I want back.
Fair and balanced gameplay - a place for more than ball groups. If they want to fix performance, they have to address ball groups, not 24 man raids. There is a clear difference. If you dont think balling up in 24man groups impacts performance vs 24 people fighting together, you are absolutely and 100% in denial. The reality is many have played like this for so long they dont even know the difference. They would wonder how or why a 24 man group would not fight in a ball. This is truly a sad thing.
RIP: http://forums.elderscrollsonline.com/en/discussion/88049/do-you-think-there-should-be-an-aoe-cap/p1
I hate myself for even being in these threads (any of the many, many ones) any more. Maybe an underlying issue is how you WANT to engage vs. how you SHOULD be engaging ball groups. You 'want' to rambo in and kill everyone because who doesn't, when you SHOULD be peppering them with siege until there are enough numbers of allies there where you have breathing room to engage the outer perimeter of the group. About two months ago when we fought GoS on TF, one of our biggest headaches came from all of the randoms that would set up siege on us while we engaged GoS or were trying to maneuver. I can guarantee you that two well-timed and well-positioned cold stone trebs on a ball group will make most of them dead, even if they get off a reactionary barrier. You keep talking about how you want skillful small groups to have a fighting chance, well - there you go. It DOES take skill to have two, three people coordinate their siege, especially if they're trying to hit a moving target. So, don't say you can't do ANYTHING, because if a group is balled up and you are able to get off 2-3 well-timed stone treb hits, it doesn't matter if they have barrier and heals, it's too much burst and people will drop. Now, you might not WANT to do this because you want to be able to attack them and pop bats and use aoes, but that doesn't mean you can't kill them in the current meta - you just have to do something that has less glory.
Sorry, but 2.1 is a numbers game, even for ball groups. At some point you just can't win when you're heavily outnumbered, and when we're talking 4 to 24, it's the same scenario as 24 vs 60+, but with easier overall ratios. Sorry, but I wouldn't try to have my group of 24 engage a group of 144 (same ratio), I'd be kiting and running and picking off anyone I could, while expecting the wipe soon.
So if were a 4 man group we should focus on being siege specialists in Cyro? We shouldnt be concerned with the performance issues being caused by ball groups - STILL? We dont want to make a balanced approach to PvP where numbers create an artificial mitigation?
Again, this isnt about 4 people being heroes in a battle. Its about 4 people having a real limited and unenjoyable time in today's Cyro.
Part of the post I quoted:
But you guys like to take my words and misconstrue them. The reality is we cant do anything. There isnt a place for the small man group in this battle. This is the problem.
Believe you me, I think sieging in fights is cheap, but sometimes it's a necessity. You said you can't do anything, and that there's no place for small groups in the battle, and I was just pointing out that's not true. It's not as fun, but if 3 of you timed your siege and the 4th jumped in with a prox det + standard/bats/whatever, chances are you'd wipe the majority or all of the group if they're balled up. Server performance is an entirely different beast, and I can get on board when the discussion veers in that direction.
I hate myself for even being in these threads (any of the many, many ones) any more. Maybe an underlying issue is how you WANT to engage vs. how you SHOULD be engaging ball groups. You 'want' to rambo in and kill everyone because who doesn't, when you SHOULD be peppering them with siege until there are enough numbers of allies there where you have breathing room to engage the outer perimeter of the group. About two months ago when we fought GoS on TF, one of our biggest headaches came from all of the randoms that would set up siege on us while we engaged GoS or were trying to maneuver. I can guarantee you that two well-timed and well-positioned cold stone trebs on a ball group will make most of them dead, even if they get off a reactionary barrier. You keep talking about how you want skillful small groups to have a fighting chance, well - there you go. It DOES take skill to have two, three people coordinate their siege, especially if they're trying to hit a moving target. So, don't say you can't do ANYTHING, because if a group is balled up and you are able to get off 2-3 well-timed stone treb hits, it doesn't matter if they have barrier and heals, it's too much burst and people will drop. Now, you might not WANT to do this because you want to be able to attack them and pop bats and use aoes, but that doesn't mean you can't kill them in the current meta - you just have to do something that has less glory.
Sorry, but 2.1 is a numbers game, even for ball groups. At some point you just can't win when you're heavily outnumbered, and when we're talking 4 to 24, it's the same scenario as 24 vs 60+, but with easier overall ratios. Sorry, but I wouldn't try to have my group of 24 engage a group of 144 (same ratio), I'd be kiting and running and picking off anyone I could, while expecting the wipe soon.
Siege can be good, but it's more than a little tricksy and twitchy at the moment - first, any of us who PvP know that the damn things are bugging out left and right. Second, they are slow - which means that it's very likely the spot your siege is hitting will be empty by the time it hits because out on the battlefield, things are constantly in motion and the siege doesn't move fast enough to keep up with that. Third, people are still running Purge and right now, a lot of the groups we're seeing are templar-heavy, which means tons of heals, lessening the value of siege damage.
Don't get me wrong, siege can be and is useful. But it's not the magic bullet against zergs.
I hate myself for even being in these threads (any of the many, many ones) any more. Maybe an underlying issue is how you WANT to engage vs. how you SHOULD be engaging ball groups. You 'want' to rambo in and kill everyone because who doesn't, when you SHOULD be peppering them with siege until there are enough numbers of allies there where you have breathing room to engage the outer perimeter of the group. About two months ago when we fought GoS on TF, one of our biggest headaches came from all of the randoms that would set up siege on us while we engaged GoS or were trying to maneuver. I can guarantee you that two well-timed and well-positioned cold stone trebs on a ball group will make most of them dead, even if they get off a reactionary barrier. You keep talking about how you want skillful small groups to have a fighting chance, well - there you go. It DOES take skill to have two, three people coordinate their siege, especially if they're trying to hit a moving target. So, don't say you can't do ANYTHING, because if a group is balled up and you are able to get off 2-3 well-timed stone treb hits, it doesn't matter if they have barrier and heals, it's too much burst and people will drop. Now, you might not WANT to do this because you want to be able to attack them and pop bats and use aoes, but that doesn't mean you can't kill them in the current meta - you just have to do something that has less glory.
Sorry, but 2.1 is a numbers game, even for ball groups. At some point you just can't win when you're heavily outnumbered, and when we're talking 4 to 24, it's the same scenario as 24 vs 60+, but with easier overall ratios. Sorry, but I wouldn't try to have my group of 24 engage a group of 144 (same ratio), I'd be kiting and running and picking off anyone I could, while expecting the wipe soon.
Siege can be good, but it's more than a little tricksy and twitchy at the moment - first, any of us who PvP know that the damn things are bugging out left and right. Second, they are slow - which means that it's very likely the spot your siege is hitting will be empty by the time it hits because out on the battlefield, things are constantly in motion and the siege doesn't move fast enough to keep up with that. Third, people are still running Purge and right now, a lot of the groups we're seeing are templar-heavy, which means tons of heals, lessening the value of siege damage.
Don't get me wrong, siege can be and is useful. But it's not the magic bullet against zergs.
Regarding heals, that's why I said cold stone trebs, it's all burst damage, no dot. Regarding being able to hit moving targets - of course it's hard, but that's where the skill of the skillful group of 4 should come into effect. They should know when to put down siege, when and where to aim, how to lead a moving group of targets, the most favorable terrain and positioning to engage, etc.
It is as fun? No. Is siege bugged and clunky? Yes. Is it hard to pull off? Yes. But it IS a tool available to small groups to fight large clumped up groups, should they actually be able to pull it off. If the discussion is on MORE tools, that's one thing, but to say there are no means currently available is disingenuous.
I hate myself for even being in these threads (any of the many, many ones) any more. Maybe an underlying issue is how you WANT to engage vs. how you SHOULD be engaging ball groups. You 'want' to rambo in and kill everyone because who doesn't, when you SHOULD be peppering them with siege until there are enough numbers of allies there where you have breathing room to engage the outer perimeter of the group. About two months ago when we fought GoS on TF, one of our biggest headaches came from all of the randoms that would set up siege on us while we engaged GoS or were trying to maneuver. I can guarantee you that two well-timed and well-positioned cold stone trebs on a ball group will make most of them dead, even if they get off a reactionary barrier. You keep talking about how you want skillful small groups to have a fighting chance, well - there you go. It DOES take skill to have two, three people coordinate their siege, especially if they're trying to hit a moving target. So, don't say you can't do ANYTHING, because if a group is balled up and you are able to get off 2-3 well-timed stone treb hits, it doesn't matter if they have barrier and heals, it's too much burst and people will drop. Now, you might not WANT to do this because you want to be able to attack them and pop bats and use aoes, but that doesn't mean you can't kill them in the current meta - you just have to do something that has less glory.
Sorry, but 2.1 is a numbers game, even for ball groups. At some point you just can't win when you're heavily outnumbered, and when we're talking 4 to 24, it's the same scenario as 24 vs 60+, but with easier overall ratios. Sorry, but I wouldn't try to have my group of 24 engage a group of 144 (same ratio), I'd be kiting and running and picking off anyone I could, while expecting the wipe soon.
Siege can be good, but it's more than a little tricksy and twitchy at the moment - first, any of us who PvP know that the damn things are bugging out left and right. Second, they are slow - which means that it's very likely the spot your siege is hitting will be empty by the time it hits because out on the battlefield, things are constantly in motion and the siege doesn't move fast enough to keep up with that. Third, people are still running Purge and right now, a lot of the groups we're seeing are templar-heavy, which means tons of heals, lessening the value of siege damage.
Don't get me wrong, siege can be and is useful. But it's not the magic bullet against zergs.
Regarding heals, that's why I said cold stone trebs, it's all burst damage, no dot. Regarding being able to hit moving targets - of course it's hard, but that's where the skill of the skillful group of 4 should come into effect. They should know when to put down siege, when and where to aim, how to lead a moving group of targets, the most favorable terrain and positioning to engage, etc.
It is as fun? No. Is siege bugged and clunky? Yes. Is it hard to pull off? Yes. But it IS a tool available to small groups to fight large clumped up groups, should they actually be able to pull it off. If the discussion is on MORE tools, that's one thing, but to say there are no means currently available is disingenuous.
Rephrased :
I say : I have a lighter and a potato, I don't have the means to cook the potato.
You say : Well fire + potato should work if you are skilled enough, it's doable.
really?
Lava_Croft wrote: »Please pretend like there isn't constant and endless whining both here and everywhere else from people who prefer small scale to people playing in large groups. Please watch the stream related to this thread and tell me there is not belittling towards people playing in larger groups, expressed by people preferring to play in smaller groups.Lava_Croft wrote: »ESO in it's current state means that the most effective way of playing PvP is to run around in a large group. While it's fine and part of the glorious Elder Scrolls Freedom that you can choose to run around in a group that is (by design) less effective than a 24-man group, this choice is yours and the reason it's sub-optimal is not the people running around in large groups that constantly get whined at for running around in large groups.Lava_Croft wrote: »So because you choose to run around with a much less effective weapon than available, that automagically makes you 'more skilled' and automagically gives you the position to constantly belittle people who do use the more effective weapon?Lava_Croft wrote: »This whole idea that running in a 24-man group is somehow 'less skilled' than running in a 4-man group while ESO is designed and marketed as a large scale PvP game makes me wonder if these people are the same people that say I should play Quake using only my Axe, since Rocket Launchers are for people without skill.
Idiots.
Let's say someone designs a rocket launcher to kill a pack of squirrels.
Let's say that same person designs a pellet launcher to kill individual squirrels.
Killing a pack of squirrels using the pellet launcher takes undeniably more skill than to kill a single squirrel with the rocket launcher.
Ball is in your court Kris
Guess it's time to run around Cyrodiil unarmored and fist fight my way to victory while constantly proclaiming that the rest are just lesser skilled players.
This is so wrong.
Everybody is running around with the same weapons. Yet if the smallgrp throws their handgranades against a biggrp half of them turn into foul eggs midair while the granades thrown by the biggrps stay the same.
Instead of constantly telling people who run in large groups that they lack skill, cause lag and what not, try telling ZOS to fix their product.
Which is what everyone here is doing? I don´t get your point?
The core complaint is that the same skills get less effective if you´re outnumbered enabling everyone outnumbering you to make more mistakes than you by design. This leads to players making the wrong decisions still win fights due to bad/broken game mechanics.
Also the most efficient way of playing is causing lag. There is no denying that. People just don´t care because winning is more important on an individual level.
I've been here since the beta, acting like a certain part of the population doesn't look down on people playing the game as advertised won't work.
If you read my last 2 posts and are still coming way with the idea that Im just out here to personally attack people, I dont know what else I can do. Do I need to draw a picture or something? This isnt a personal attack on any player, persons, or group of persons. I dont even blame people for doing what they do, and I say this a lot on stream too. People want to win - this is how its done. This is what happens.
spenc_cathb16_ESO wrote: »I hate myself for even being in these threads (any of the many, many ones) any more. Maybe an underlying issue is how you WANT to engage vs. how you SHOULD be engaging ball groups. You 'want' to rambo in and kill everyone because who doesn't, when you SHOULD be peppering them with siege until there are enough numbers of allies there where you have breathing room to engage the outer perimeter of the group. About two months ago when we fought GoS on TF, one of our biggest headaches came from all of the randoms that would set up siege on us while we engaged GoS or were trying to maneuver. I can guarantee you that two well-timed and well-positioned cold stone trebs on a ball group will make most of them dead, even if they get off a reactionary barrier. You keep talking about how you want skillful small groups to have a fighting chance, well - there you go. It DOES take skill to have two, three people coordinate their siege, especially if they're trying to hit a moving target. So, don't say you can't do ANYTHING, because if a group is balled up and you are able to get off 2-3 well-timed stone treb hits, it doesn't matter if they have barrier and heals, it's too much burst and people will drop. Now, you might not WANT to do this because you want to be able to attack them and pop bats and use aoes, but that doesn't mean you can't kill them in the current meta - you just have to do something that has less glory.
Sorry, but 2.1 is a numbers game, even for ball groups. At some point you just can't win when you're heavily outnumbered, and when we're talking 4 to 24, it's the same scenario as 24 vs 60+, but with easier overall ratios. Sorry, but I wouldn't try to have my group of 24 engage a group of 144 (same ratio), I'd be kiting and running and picking off anyone I could, while expecting the wipe soon.
Siege can be good, but it's more than a little tricksy and twitchy at the moment - first, any of us who PvP know that the damn things are bugging out left and right. Second, they are slow - which means that it's very likely the spot your siege is hitting will be empty by the time it hits because out on the battlefield, things are constantly in motion and the siege doesn't move fast enough to keep up with that. Third, people are still running Purge and right now, a lot of the groups we're seeing are templar-heavy, which means tons of heals, lessening the value of siege damage.
Don't get me wrong, siege can be and is useful. But it's not the magic bullet against zergs.
Regarding heals, that's why I said cold stone trebs, it's all burst damage, no dot. Regarding being able to hit moving targets - of course it's hard, but that's where the skill of the skillful group of 4 should come into effect. They should know when to put down siege, when and where to aim, how to lead a moving group of targets, the most favorable terrain and positioning to engage, etc.
It is as fun? No. Is siege bugged and clunky? Yes. Is it hard to pull off? Yes. But it IS a tool available to small groups to fight large clumped up groups, should they actually be able to pull it off. If the discussion is on MORE tools, that's one thing, but to say there are no means currently available is disingenuous.
Rephrased :
I say : I have a lighter and a potato, I don't have the means to cook the potato.
You say : Well fire + potato should work if you are skilled enough, it's doable.
really?
http://knowledgeweighsnothing.com/mud-spuds-clay-baked-potatoes/
Lava_Croft wrote: »This whole idea that running in a 24-man group is somehow 'less skilled' than running in a 4-man group while ESO is designed and marketed as a large scale PvP game makes me wonder if these people are the same people that say I should play Quake using only my Axe, since Rocket Launchers are for people without skill.
Idiots.
I agree with not doing the old ult gen formula - this would require more time and thought. I dont agree with lumping multiple big changes together either, but doing them one at a time. ZOS generally just makes huge changes every new DLC/patch and we end up relearning a new game but the meta of ball groups has always been core due to AOE caps.
I think a lot of people agree with what Im saying, even from ball groups, but take offense when I use the word 'ball group' since it lumps them into a category of what it really is. Its been said enough that its not personally diminishing any of these players personal talent levels in the group. But if people want to ignore that it makes no difference to me. I get that theyre offended and want to come here and lay into me and thats fine - but what Ive said isnt untrue.
Dont lump me in a zerg because I was engaging your group. I actually spent the first 5-10 minutes on the sideline watching it. After that we started picking people off, and frankly, Essa and I were alone in that respect to actually killing people. You were fighting 60 people or whatever, thats fine. You werent however fighting a 60man ball group, because you wouldnt be able to with AOE caps. You would lose pretty badly if 60 people grouped up in the same way. It isnt a matter of strategy, its simply a matter of coordination.
Moving from point A to point B and back to point A isnt something Id consider a strategy either. Everyone who knows whats going on in Cyro can tell what youre going to do long before you do it, but as a smaller group we really dont have an option to counter it. If strategy had any place here, wed have access to some techniques to counter it. The counter is bringing more people and forming a similar group.
Will it make your group stronger against 60 people? Yes it will, and that is a good thing. It will bring less stress to the server. Ball groups do stress the server with the purging and healing that goes on inside them though. This was apparent when ball groups first rolled out that servers started to eat it bad on lag. Before that, not nearly as bad. It really comes down to the overabundant healing/defensive posturing of these ball groups.
Do I expect to walk up with 4 people and knock your ball group down every time? No. In fact the chances of doing that to any decent group is highly unlikely post AOE cap removal. But you guys like to take my words and misconstrue them. The reality is we cant do anything. There isnt a place for the small man group in this battle. This is the problem.
I love folks from K-hole and would love to fight with them on the battlefield. They run a medium sized raid most the time, and I like running a small group. If we fought today and they were 12 and I had a group of 4 vs an enemy of 24 synced in a ball, wed be stupid to fight separate. If AOE caps were removed, they could fight in one manner while the 4 could flank to much greater effect. This doesnt exist today. This did exist moreso in release. This actually has a level of strategy that doesnt revolve around numbers and AOE caps at its core. This is what I want back.
Fair and balanced gameplay - a place for more than ball groups. If they want to fix performance, they have to address ball groups, not 24 man raids. There is a clear difference. If you dont think balling up in 24man groups impacts performance vs 24 people fighting together, you are absolutely and 100% in denial. The reality is many have played like this for so long they dont even know the difference. They would wonder how or why a 24 man group would not fight in a ball. This is truly a sad thing.
RIP: http://forums.elderscrollsonline.com/en/discussion/88049/do-you-think-there-should-be-an-aoe-cap/p1
I hate myself for even being in these threads (any of the many, many ones) any more. Maybe an underlying issue is how you WANT to engage vs. how you SHOULD be engaging ball groups. You 'want' to rambo in and kill everyone because who doesn't, when you SHOULD be peppering them with siege until there are enough numbers of allies there where you have breathing room to engage the outer perimeter of the group. About two months ago when we fought GoS on TF, one of our biggest headaches came from all of the randoms that would set up siege on us while we engaged GoS or were trying to maneuver. I can guarantee you that two well-timed and well-positioned cold stone trebs on a ball group will make most of them dead, even if they get off a reactionary barrier. You keep talking about how you want skillful small groups to have a fighting chance, well - there you go. It DOES take skill to have two, three people coordinate their siege, especially if they're trying to hit a moving target. So, don't say you can't do ANYTHING, because if a group is balled up and you are able to get off 2-3 well-timed stone treb hits, it doesn't matter if they have barrier and heals, it's too much burst and people will drop. Now, you might not WANT to do this because you want to be able to attack them and pop bats and use aoes, but that doesn't mean you can't kill them in the current meta - you just have to do something that has less glory.
Sorry, but 2.1 is a numbers game, even for ball groups. At some point you just can't win when you're heavily outnumbered, and when we're talking 4 to 24, it's the same scenario as 24 vs 60+, but with easier overall ratios. Sorry, but I wouldn't try to have my group of 24 engage a group of 144 (same ratio), I'd be kiting and running and picking off anyone I could, while expecting the wipe soon.
So if were a 4 man group we should focus on being siege specialists in Cyro? We shouldnt be concerned with the performance issues being caused by ball groups - STILL? We dont want to make a balanced approach to PvP where numbers create an artificial mitigation?
Again, this isnt about 4 people being heroes in a battle. Its about 4 people having a real limited and unenjoyable time in today's Cyro.
Part of the post I quoted:
But you guys like to take my words and misconstrue them. The reality is we cant do anything. There isnt a place for the small man group in this battle. This is the problem.
Believe you me, I think sieging in fights is cheap, but sometimes it's a necessity. You said you can't do anything, and that there's no place for small groups in the battle, and I was just pointing out that's not true. It's not as fun, but if 3 of you timed your siege and the 4th jumped in with a prox det + standard/bats/whatever, chances are you'd wipe the majority or all of the group if they're balled up. Server performance is an entirely different beast, and I can get on board when the discussion veers in that direction.
Joy_Division wrote: »Lava_Croft wrote: »Please pretend like there isn't constant and endless whining both here and everywhere else from people who prefer small scale to people playing in large groups. Please watch the stream related to this thread and tell me there is not belittling towards people playing in larger groups, expressed by people preferring to play in smaller groups.Lava_Croft wrote: »ESO in it's current state means that the most effective way of playing PvP is to run around in a large group. While it's fine and part of the glorious Elder Scrolls Freedom that you can choose to run around in a group that is (by design) less effective than a 24-man group, this choice is yours and the reason it's sub-optimal is not the people running around in large groups that constantly get whined at for running around in large groups.Lava_Croft wrote: »So because you choose to run around with a much less effective weapon than available, that automagically makes you 'more skilled' and automagically gives you the position to constantly belittle people who do use the more effective weapon?Lava_Croft wrote: »This whole idea that running in a 24-man group is somehow 'less skilled' than running in a 4-man group while ESO is designed and marketed as a large scale PvP game makes me wonder if these people are the same people that say I should play Quake using only my Axe, since Rocket Launchers are for people without skill.
Idiots.
Let's say someone designs a rocket launcher to kill a pack of squirrels.
Let's say that same person designs a pellet launcher to kill individual squirrels.
Killing a pack of squirrels using the pellet launcher takes undeniably more skill than to kill a single squirrel with the rocket launcher.
Ball is in your court Kris
Guess it's time to run around Cyrodiil unarmored and fist fight my way to victory while constantly proclaiming that the rest are just lesser skilled players.
This is so wrong.
Everybody is running around with the same weapons. Yet if the smallgrp throws their handgranades against a biggrp half of them turn into foul eggs midair while the granades thrown by the biggrps stay the same.
Instead of constantly telling people who run in large groups that they lack skill, cause lag and what not, try telling ZOS to fix their product.
Which is what everyone here is doing? I don´t get your point?
The core complaint is that the same skills get less effective if you´re outnumbered enabling everyone outnumbering you to make more mistakes than you by design. This leads to players making the wrong decisions still win fights due to bad/broken game mechanics.
Also the most efficient way of playing is causing lag. There is no denying that. People just don´t care because winning is more important on an individual level.
I've been here since the beta, acting like a certain part of the population doesn't look down on people playing the game as advertised won't work.
If you read my last 2 posts and are still coming way with the idea that Im just out here to personally attack people, I dont know what else I can do. Do I need to draw a picture or something? This isnt a personal attack on any player, persons, or group of persons. I dont even blame people for doing what they do, and I say this a lot on stream too. People want to win - this is how its done. This is what happens.
It's not you. It's many people who agree with you who. Not just in this thread. Every day. Do people need to grow thicker skin? Yes. Are many people who run in raid groups equally insulting? Probably. Would this conversation be more productive without all the gratuitous cheap shots? Absolutely.
There is one aspect to this discussion that has not been explored, or if it has been, I missed it. I think the position as to how removing the AOE caps would be beneficial to the game performance-wise and leveling the playing field was been advanced well enough. What I have not seen is an analysis of why ZoS instituted an AOE cap in the first place and why those reasons are no longer valid.
I mean, I have played RPGs and fantasy games all my life - and I go back to Advanced D&D in the 1980s - and I never once played in a system that had AOE caps. The concept was totally alien to me. I get the impression this is fairly common in MMOs, but that does not mean the reasoning behind it is well known. The feeling I get from the minority of players who support them is that AoEs would be too powerful otherwise. Is that true, is that why ZoS put in the cap? Or did ZoS just put in a cap simply because that's what MMOs do and are just conforming to a common practice?
It's one thing to say "do something" and point to the possible advantages. You and other have done this, fairly compellingly. But there is another side to "doing something," there may be negative ramifications that accompany those advantages. The was a reason why ZoS felt putting in the AOE CAP was a good idea. Tell them why that reason(s), that they believed to be true in April 2014, is no longer the case or relevant in October 2015. If it was because the fear of AoE just being too strong, tell us why you don't think AoEs would be too dominant ... have there been other MMOs that managed this? I don't know, ESO is the only one I played. Something is obviously holding ZoS back because every single poll by this community and others like on Reddit have had a large majority of players disagreeing with the concept of AoE caps.
Edit: You'd be preaching to the choir here, because for 30 years I have managed not to get myself fried going up against dragons and their highly damaging AoE breath attack.
spenc_cathb16_ESO wrote: »I hate myself for even being in these threads (any of the many, many ones) any more. Maybe an underlying issue is how you WANT to engage vs. how you SHOULD be engaging ball groups. You 'want' to rambo in and kill everyone because who doesn't, when you SHOULD be peppering them with siege until there are enough numbers of allies there where you have breathing room to engage the outer perimeter of the group. About two months ago when we fought GoS on TF, one of our biggest headaches came from all of the randoms that would set up siege on us while we engaged GoS or were trying to maneuver. I can guarantee you that two well-timed and well-positioned cold stone trebs on a ball group will make most of them dead, even if they get off a reactionary barrier. You keep talking about how you want skillful small groups to have a fighting chance, well - there you go. It DOES take skill to have two, three people coordinate their siege, especially if they're trying to hit a moving target. So, don't say you can't do ANYTHING, because if a group is balled up and you are able to get off 2-3 well-timed stone treb hits, it doesn't matter if they have barrier and heals, it's too much burst and people will drop. Now, you might not WANT to do this because you want to be able to attack them and pop bats and use aoes, but that doesn't mean you can't kill them in the current meta - you just have to do something that has less glory.
Sorry, but 2.1 is a numbers game, even for ball groups. At some point you just can't win when you're heavily outnumbered, and when we're talking 4 to 24, it's the same scenario as 24 vs 60+, but with easier overall ratios. Sorry, but I wouldn't try to have my group of 24 engage a group of 144 (same ratio), I'd be kiting and running and picking off anyone I could, while expecting the wipe soon.
Siege can be good, but it's more than a little tricksy and twitchy at the moment - first, any of us who PvP know that the damn things are bugging out left and right. Second, they are slow - which means that it's very likely the spot your siege is hitting will be empty by the time it hits because out on the battlefield, things are constantly in motion and the siege doesn't move fast enough to keep up with that. Third, people are still running Purge and right now, a lot of the groups we're seeing are templar-heavy, which means tons of heals, lessening the value of siege damage.
Don't get me wrong, siege can be and is useful. But it's not the magic bullet against zergs.
Regarding heals, that's why I said cold stone trebs, it's all burst damage, no dot. Regarding being able to hit moving targets - of course it's hard, but that's where the skill of the skillful group of 4 should come into effect. They should know when to put down siege, when and where to aim, how to lead a moving group of targets, the most favorable terrain and positioning to engage, etc.
It is as fun? No. Is siege bugged and clunky? Yes. Is it hard to pull off? Yes. But it IS a tool available to small groups to fight large clumped up groups, should they actually be able to pull it off. If the discussion is on MORE tools, that's one thing, but to say there are no means currently available is disingenuous.
Rephrased :
I say : I have a lighter and a potato, I don't have the means to cook the potato.
You say : Well fire + potato should work if you are skilled enough, it's doable.
really?
http://knowledgeweighsnothing.com/mud-spuds-clay-baked-potatoes/
That requires clay though, I said lighter + potato only
spenc_cathb16_ESO wrote: »spenc_cathb16_ESO wrote: »I hate myself for even being in these threads (any of the many, many ones) any more. Maybe an underlying issue is how you WANT to engage vs. how you SHOULD be engaging ball groups. You 'want' to rambo in and kill everyone because who doesn't, when you SHOULD be peppering them with siege until there are enough numbers of allies there where you have breathing room to engage the outer perimeter of the group. About two months ago when we fought GoS on TF, one of our biggest headaches came from all of the randoms that would set up siege on us while we engaged GoS or were trying to maneuver. I can guarantee you that two well-timed and well-positioned cold stone trebs on a ball group will make most of them dead, even if they get off a reactionary barrier. You keep talking about how you want skillful small groups to have a fighting chance, well - there you go. It DOES take skill to have two, three people coordinate their siege, especially if they're trying to hit a moving target. So, don't say you can't do ANYTHING, because if a group is balled up and you are able to get off 2-3 well-timed stone treb hits, it doesn't matter if they have barrier and heals, it's too much burst and people will drop. Now, you might not WANT to do this because you want to be able to attack them and pop bats and use aoes, but that doesn't mean you can't kill them in the current meta - you just have to do something that has less glory.
Sorry, but 2.1 is a numbers game, even for ball groups. At some point you just can't win when you're heavily outnumbered, and when we're talking 4 to 24, it's the same scenario as 24 vs 60+, but with easier overall ratios. Sorry, but I wouldn't try to have my group of 24 engage a group of 144 (same ratio), I'd be kiting and running and picking off anyone I could, while expecting the wipe soon.
Siege can be good, but it's more than a little tricksy and twitchy at the moment - first, any of us who PvP know that the damn things are bugging out left and right. Second, they are slow - which means that it's very likely the spot your siege is hitting will be empty by the time it hits because out on the battlefield, things are constantly in motion and the siege doesn't move fast enough to keep up with that. Third, people are still running Purge and right now, a lot of the groups we're seeing are templar-heavy, which means tons of heals, lessening the value of siege damage.
Don't get me wrong, siege can be and is useful. But it's not the magic bullet against zergs.
Regarding heals, that's why I said cold stone trebs, it's all burst damage, no dot. Regarding being able to hit moving targets - of course it's hard, but that's where the skill of the skillful group of 4 should come into effect. They should know when to put down siege, when and where to aim, how to lead a moving group of targets, the most favorable terrain and positioning to engage, etc.
It is as fun? No. Is siege bugged and clunky? Yes. Is it hard to pull off? Yes. But it IS a tool available to small groups to fight large clumped up groups, should they actually be able to pull it off. If the discussion is on MORE tools, that's one thing, but to say there are no means currently available is disingenuous.
Rephrased :
I say : I have a lighter and a potato, I don't have the means to cook the potato.
You say : Well fire + potato should work if you are skilled enough, it's doable.
really?
http://knowledgeweighsnothing.com/mud-spuds-clay-baked-potatoes/
That requires clay though, I said lighter + potato only
And that's when the resourceful people will shine, and those that don't know how to adapt to their surroundings will fail. Much like soloing/small man grouping day in and day out while in Cyrodiil, only to complain that there's more organized people around them doing a bigger version of a their beloved 1vX. 1v3 or 24v72+, both equally as impressive.
I hate myself for even being in these threads (any of the many, many ones) any more. Maybe an underlying issue is how you WANT to engage vs. how you SHOULD be engaging ball groups. You 'want' to rambo in and kill everyone because who doesn't, when you SHOULD be peppering them with siege until there are enough numbers of allies there where you have breathing room to engage the outer perimeter of the group. About two months ago when we fought GoS on TF, one of our biggest headaches came from all of the randoms that would set up siege on us while we engaged GoS or were trying to maneuver. I can guarantee you that two well-timed and well-positioned cold stone trebs on a ball group will make most of them dead, even if they get off a reactionary barrier. You keep talking about how you want skillful small groups to have a fighting chance, well - there you go. It DOES take skill to have two, three people coordinate their siege, especially if they're trying to hit a moving target. So, don't say you can't do ANYTHING, because if a group is balled up and you are able to get off 2-3 well-timed stone treb hits, it doesn't matter if they have barrier and heals, it's too much burst and people will drop. Now, you might not WANT to do this because you want to be able to attack them and pop bats and use aoes, but that doesn't mean you can't kill them in the current meta - you just have to do something that has less glory.
Sorry, but 2.1 is a numbers game, even for ball groups. At some point you just can't win when you're heavily outnumbered, and when we're talking 4 to 24, it's the same scenario as 24 vs 60+, but with easier overall ratios. Sorry, but I wouldn't try to have my group of 24 engage a group of 144 (same ratio), I'd be kiting and running and picking off anyone I could, while expecting the wipe soon.
Siege can be good, but it's more than a little tricksy and twitchy at the moment - first, any of us who PvP know that the damn things are bugging out left and right. Second, they are slow - which means that it's very likely the spot your siege is hitting will be empty by the time it hits because out on the battlefield, things are constantly in motion and the siege doesn't move fast enough to keep up with that. Third, people are still running Purge and right now, a lot of the groups we're seeing are templar-heavy, which means tons of heals, lessening the value of siege damage.
Don't get me wrong, siege can be and is useful. But it's not the magic bullet against zergs.
Regarding heals, that's why I said cold stone trebs, it's all burst damage, no dot. Regarding being able to hit moving targets - of course it's hard, but that's where the skill of the skillful group of 4 should come into effect. They should know when to put down siege, when and where to aim, how to lead a moving group of targets, the most favorable terrain and positioning to engage, etc.
It is as fun? No. Is siege bugged and clunky? Yes. Is it hard to pull off? Yes. But it IS a tool available to small groups to fight large clumped up groups, should they actually be able to pull it off. If the discussion is on MORE tools, that's one thing, but to say there are no means currently available is disingenuous.
Rephrased :
I say : I have a lighter and a potato, I don't have the means to cook the potato.
You say : Well fire + potato should work if you are skilled enough, it's doable.
really?
I hate myself for even being in these threads (any of the many, many ones) any more. Maybe an underlying issue is how you WANT to engage vs. how you SHOULD be engaging ball groups. You 'want' to rambo in and kill everyone because who doesn't, when you SHOULD be peppering them with siege until there are enough numbers of allies there where you have breathing room to engage the outer perimeter of the group. About two months ago when we fought GoS on TF, one of our biggest headaches came from all of the randoms that would set up siege on us while we engaged GoS or were trying to maneuver. I can guarantee you that two well-timed and well-positioned cold stone trebs on a ball group will make most of them dead, even if they get off a reactionary barrier. You keep talking about how you want skillful small groups to have a fighting chance, well - there you go. It DOES take skill to have two, three people coordinate their siege, especially if they're trying to hit a moving target. So, don't say you can't do ANYTHING, because if a group is balled up and you are able to get off 2-3 well-timed stone treb hits, it doesn't matter if they have barrier and heals, it's too much burst and people will drop. Now, you might not WANT to do this because you want to be able to attack them and pop bats and use aoes, but that doesn't mean you can't kill them in the current meta - you just have to do something that has less glory.
Sorry, but 2.1 is a numbers game, even for ball groups. At some point you just can't win when you're heavily outnumbered, and when we're talking 4 to 24, it's the same scenario as 24 vs 60+, but with easier overall ratios. Sorry, but I wouldn't try to have my group of 24 engage a group of 144 (same ratio), I'd be kiting and running and picking off anyone I could, while expecting the wipe soon.
Siege can be good, but it's more than a little tricksy and twitchy at the moment - first, any of us who PvP know that the damn things are bugging out left and right. Second, they are slow - which means that it's very likely the spot your siege is hitting will be empty by the time it hits because out on the battlefield, things are constantly in motion and the siege doesn't move fast enough to keep up with that. Third, people are still running Purge and right now, a lot of the groups we're seeing are templar-heavy, which means tons of heals, lessening the value of siege damage.
Don't get me wrong, siege can be and is useful. But it's not the magic bullet against zergs.
Regarding heals, that's why I said cold stone trebs, it's all burst damage, no dot. Regarding being able to hit moving targets - of course it's hard, but that's where the skill of the skillful group of 4 should come into effect. They should know when to put down siege, when and where to aim, how to lead a moving group of targets, the most favorable terrain and positioning to engage, etc.
It is as fun? No. Is siege bugged and clunky? Yes. Is it hard to pull off? Yes. But it IS a tool available to small groups to fight large clumped up groups, should they actually be able to pull it off. If the discussion is on MORE tools, that's one thing, but to say there are no means currently available is disingenuous.
Rephrased :
I say : I have a lighter and a potato, I don't have the means to cook the potato.
You say : Well fire + potato should work if you are skilled enough, it's doable.
really?
Thenuse the lighter to make a campfire and cook the potato, no need to BE a potato. I said use trebs, not scattershots. If 2 people from a skillful small man can't coordinate treb hits in any engagement they're ever in, ten we're not talking about skilled players are we? Siege won't work in every engagement, but it certainly works in a good number of them. Hasn't the whole driver been to gain tools that allow small groups to sometimes wipe larger groups? Sometimes being the key word here.
spenc_cathb16_ESO wrote: »spenc_cathb16_ESO wrote: »I hate myself for even being in these threads (any of the many, many ones) any more. Maybe an underlying issue is how you WANT to engage vs. how you SHOULD be engaging ball groups. You 'want' to rambo in and kill everyone because who doesn't, when you SHOULD be peppering them with siege until there are enough numbers of allies there where you have breathing room to engage the outer perimeter of the group. About two months ago when we fought GoS on TF, one of our biggest headaches came from all of the randoms that would set up siege on us while we engaged GoS or were trying to maneuver. I can guarantee you that two well-timed and well-positioned cold stone trebs on a ball group will make most of them dead, even if they get off a reactionary barrier. You keep talking about how you want skillful small groups to have a fighting chance, well - there you go. It DOES take skill to have two, three people coordinate their siege, especially if they're trying to hit a moving target. So, don't say you can't do ANYTHING, because if a group is balled up and you are able to get off 2-3 well-timed stone treb hits, it doesn't matter if they have barrier and heals, it's too much burst and people will drop. Now, you might not WANT to do this because you want to be able to attack them and pop bats and use aoes, but that doesn't mean you can't kill them in the current meta - you just have to do something that has less glory.
Sorry, but 2.1 is a numbers game, even for ball groups. At some point you just can't win when you're heavily outnumbered, and when we're talking 4 to 24, it's the same scenario as 24 vs 60+, but with easier overall ratios. Sorry, but I wouldn't try to have my group of 24 engage a group of 144 (same ratio), I'd be kiting and running and picking off anyone I could, while expecting the wipe soon.
Siege can be good, but it's more than a little tricksy and twitchy at the moment - first, any of us who PvP know that the damn things are bugging out left and right. Second, they are slow - which means that it's very likely the spot your siege is hitting will be empty by the time it hits because out on the battlefield, things are constantly in motion and the siege doesn't move fast enough to keep up with that. Third, people are still running Purge and right now, a lot of the groups we're seeing are templar-heavy, which means tons of heals, lessening the value of siege damage.
Don't get me wrong, siege can be and is useful. But it's not the magic bullet against zergs.
Regarding heals, that's why I said cold stone trebs, it's all burst damage, no dot. Regarding being able to hit moving targets - of course it's hard, but that's where the skill of the skillful group of 4 should come into effect. They should know when to put down siege, when and where to aim, how to lead a moving group of targets, the most favorable terrain and positioning to engage, etc.
It is as fun? No. Is siege bugged and clunky? Yes. Is it hard to pull off? Yes. But it IS a tool available to small groups to fight large clumped up groups, should they actually be able to pull it off. If the discussion is on MORE tools, that's one thing, but to say there are no means currently available is disingenuous.
Rephrased :
I say : I have a lighter and a potato, I don't have the means to cook the potato.
You say : Well fire + potato should work if you are skilled enough, it's doable.
really?
http://knowledgeweighsnothing.com/mud-spuds-clay-baked-potatoes/
That requires clay though, I said lighter + potato only
And that's when the resourceful people will shine, and those that don't know how to adapt to their surroundings will fail. Much like soloing/small man grouping day in and day out while in Cyrodiil, only to complain that there's more organized people around them doing a bigger version of a their beloved 1vX. 1v3 or 24v72+, both equally as impressive.
Joy_Division wrote: »Lava_Croft wrote: »Please pretend like there isn't constant and endless whining both here and everywhere else from people who prefer small scale to people playing in large groups. Please watch the stream related to this thread and tell me there is not belittling towards people playing in larger groups, expressed by people preferring to play in smaller groups.Lava_Croft wrote: »ESO in it's current state means that the most effective way of playing PvP is to run around in a large group. While it's fine and part of the glorious Elder Scrolls Freedom that you can choose to run around in a group that is (by design) less effective than a 24-man group, this choice is yours and the reason it's sub-optimal is not the people running around in large groups that constantly get whined at for running around in large groups.Lava_Croft wrote: »So because you choose to run around with a much less effective weapon than available, that automagically makes you 'more skilled' and automagically gives you the position to constantly belittle people who do use the more effective weapon?Lava_Croft wrote: »This whole idea that running in a 24-man group is somehow 'less skilled' than running in a 4-man group while ESO is designed and marketed as a large scale PvP game makes me wonder if these people are the same people that say I should play Quake using only my Axe, since Rocket Launchers are for people without skill.
Idiots.
Let's say someone designs a rocket launcher to kill a pack of squirrels.
Let's say that same person designs a pellet launcher to kill individual squirrels.
Killing a pack of squirrels using the pellet launcher takes undeniably more skill than to kill a single squirrel with the rocket launcher.
Ball is in your court Kris
Guess it's time to run around Cyrodiil unarmored and fist fight my way to victory while constantly proclaiming that the rest are just lesser skilled players.
This is so wrong.
Everybody is running around with the same weapons. Yet if the smallgrp throws their handgranades against a biggrp half of them turn into foul eggs midair while the granades thrown by the biggrps stay the same.
Instead of constantly telling people who run in large groups that they lack skill, cause lag and what not, try telling ZOS to fix their product.
Which is what everyone here is doing? I don´t get your point?
The core complaint is that the same skills get less effective if you´re outnumbered enabling everyone outnumbering you to make more mistakes than you by design. This leads to players making the wrong decisions still win fights due to bad/broken game mechanics.
Also the most efficient way of playing is causing lag. There is no denying that. People just don´t care because winning is more important on an individual level.
I've been here since the beta, acting like a certain part of the population doesn't look down on people playing the game as advertised won't work.
If you read my last 2 posts and are still coming way with the idea that Im just out here to personally attack people, I dont know what else I can do. Do I need to draw a picture or something? This isnt a personal attack on any player, persons, or group of persons. I dont even blame people for doing what they do, and I say this a lot on stream too. People want to win - this is how its done. This is what happens.
It's not you. It's many people who agree with you who. Not just in this thread. Every day. Do people need to grow thicker skin? Yes. Are many people who run in raid groups equally insulting? Probably. Would this conversation be more productive without all the gratuitous cheap shots? Absolutely.
There is one aspect to this discussion that has not been explored, or if it has been, I missed it. I think the position as to how removing the AOE caps would be beneficial to the game performance-wise and leveling the playing field was been advanced well enough. What I have not seen is an analysis of why ZoS instituted an AOE cap in the first place and why those reasons are no longer valid.
I mean, I have played RPGs and fantasy games all my life - and I go back to Advanced D&D in the 1980s - and I never once played in a system that had AOE caps. The concept was totally alien to me. I get the impression this is fairly common in MMOs, but that does not mean the reasoning behind it is well known. The feeling I get from the minority of players who support them is that AoEs would be too powerful otherwise. Is that true, is that why ZoS put in the cap? Or did ZoS just put in a cap simply because that's what MMOs do and are just conforming to a common practice?
It's one thing to say "do something" and point to the possible advantages. You and other have done this, fairly compellingly. But there is another side to "doing something," there may be negative ramifications that accompany those advantages. The was a reason why ZoS felt putting in the AOE CAP was a good idea. Tell them why that reason(s), that they believed to be true in April 2014, is no longer the case or relevant in October 2015. If it was because the fear of AoE just being too strong, tell us why you don't think AoEs would be too dominant ... have there been other MMOs that managed this? I don't know, ESO is the only one I played. Something is obviously holding ZoS back because every single poll by this community and others like on Reddit have had a large majority of players disagreeing with the concept of AoE caps.
Edit: You'd be preaching to the choir here, because for 30 years I have managed not to get myself fried going up against dragons and their highly damaging AoE breath attack.
I agree with not doing the old ult gen formula - this would require more time and thought. I dont agree with lumping multiple big changes together either, but doing them one at a time. ZOS generally just makes huge changes every new DLC/patch and we end up relearning a new game but the meta of ball groups has always been core due to AOE caps.
I think a lot of people agree with what Im saying, even from ball groups, but take offense when I use the word 'ball group' since it lumps them into a category of what it really is. Its been said enough that its not personally diminishing any of these players personal talent levels in the group. But if people want to ignore that it makes no difference to me. I get that theyre offended and want to come here and lay into me and thats fine - but what Ive said isnt untrue.
Dont lump me in a zerg because I was engaging your group. I actually spent the first 5-10 minutes on the sideline watching it. After that we started picking people off, and frankly, Essa and I were alone in that respect to actually killing people. You were fighting 60 people or whatever, thats fine. You werent however fighting a 60man ball group, because you wouldnt be able to with AOE caps. You would lose pretty badly if 60 people grouped up in the same way. It isnt a matter of strategy, its simply a matter of coordination.
Moving from point A to point B and back to point A isnt something Id consider a strategy either. Everyone who knows whats going on in Cyro can tell what youre going to do long before you do it, but as a smaller group we really dont have an option to counter it. If strategy had any place here, wed have access to some techniques to counter it. The counter is bringing more people and forming a similar group.
Will it make your group stronger against 60 people? Yes it will, and that is a good thing. It will bring less stress to the server. Ball groups do stress the server with the purging and healing that goes on inside them though. This was apparent when ball groups first rolled out that servers started to eat it bad on lag. Before that, not nearly as bad. It really comes down to the overabundant healing/defensive posturing of these ball groups.
Do I expect to walk up with 4 people and knock your ball group down every time? No. In fact the chances of doing that to any decent group is highly unlikely post AOE cap removal. But you guys like to take my words and misconstrue them. The reality is we cant do anything. There isnt a place for the small man group in this battle. This is the problem.
I love folks from K-hole and would love to fight with them on the battlefield. They run a medium sized raid most the time, and I like running a small group. If we fought today and they were 12 and I had a group of 4 vs an enemy of 24 synced in a ball, wed be stupid to fight separate. If AOE caps were removed, they could fight in one manner while the 4 could flank to much greater effect. This doesnt exist today. This did exist moreso in release. This actually has a level of strategy that doesnt revolve around numbers and AOE caps at its core. This is what I want back.
Fair and balanced gameplay - a place for more than ball groups. If they want to fix performance, they have to address ball groups, not 24 man raids. There is a clear difference. If you dont think balling up in 24man groups impacts performance vs 24 people fighting together, you are absolutely and 100% in denial. The reality is many have played like this for so long they dont even know the difference. They would wonder how or why a 24 man group would not fight in a ball. This is truly a sad thing.
RIP: http://forums.elderscrollsonline.com/en/discussion/88049/do-you-think-there-should-be-an-aoe-cap/p1
I hate myself for even being in these threads (any of the many, many ones) any more. Maybe an underlying issue is how you WANT to engage vs. how you SHOULD be engaging ball groups. You 'want' to rambo in and kill everyone because who doesn't, when you SHOULD be peppering them with siege until there are enough numbers of allies there where you have breathing room to engage the outer perimeter of the group. About two months ago when we fought GoS on TF, one of our biggest headaches came from all of the randoms that would set up siege on us while we engaged GoS or were trying to maneuver. I can guarantee you that two well-timed and well-positioned cold stone trebs on a ball group will make most of them dead, even if they get off a reactionary barrier. You keep talking about how you want skillful small groups to have a fighting chance, well - there you go. It DOES take skill to have two, three people coordinate their siege, especially if they're trying to hit a moving target. So, don't say you can't do ANYTHING, because if a group is balled up and you are able to get off 2-3 well-timed stone treb hits, it doesn't matter if they have barrier and heals, it's too much burst and people will drop. Now, you might not WANT to do this because you want to be able to attack them and pop bats and use aoes, but that doesn't mean you can't kill them in the current meta - you just have to do something that has less glory.
Sorry, but 2.1 is a numbers game, even for ball groups. At some point you just can't win when you're heavily outnumbered, and when we're talking 4 to 24, it's the same scenario as 24 vs 60+, but with easier overall ratios. Sorry, but I wouldn't try to have my group of 24 engage a group of 144 (same ratio), I'd be kiting and running and picking off anyone I could, while expecting the wipe soon.
So if were a 4 man group we should focus on being siege specialists in Cyro? We shouldnt be concerned with the performance issues being caused by ball groups - STILL? We dont want to make a balanced approach to PvP where numbers create an artificial mitigation?
Again, this isnt about 4 people being heroes in a battle. Its about 4 people having a real limited and unenjoyable time in today's Cyro.
Izanagi.Xiiib16_ESO wrote: »I agree with not doing the old ult gen formula - this would require more time and thought. I dont agree with lumping multiple big changes together either, but doing them one at a time. ZOS generally just makes huge changes every new DLC/patch and we end up relearning a new game but the meta of ball groups has always been core due to AOE caps.
I think a lot of people agree with what Im saying, even from ball groups, but take offense when I use the word 'ball group' since it lumps them into a category of what it really is. Its been said enough that its not personally diminishing any of these players personal talent levels in the group. But if people want to ignore that it makes no difference to me. I get that theyre offended and want to come here and lay into me and thats fine - but what Ive said isnt untrue.
Dont lump me in a zerg because I was engaging your group. I actually spent the first 5-10 minutes on the sideline watching it. After that we started picking people off, and frankly, Essa and I were alone in that respect to actually killing people. You were fighting 60 people or whatever, thats fine. You werent however fighting a 60man ball group, because you wouldnt be able to with AOE caps. You would lose pretty badly if 60 people grouped up in the same way. It isnt a matter of strategy, its simply a matter of coordination.
Moving from point A to point B and back to point A isnt something Id consider a strategy either. Everyone who knows whats going on in Cyro can tell what youre going to do long before you do it, but as a smaller group we really dont have an option to counter it. If strategy had any place here, wed have access to some techniques to counter it. The counter is bringing more people and forming a similar group.
Will it make your group stronger against 60 people? Yes it will, and that is a good thing. It will bring less stress to the server. Ball groups do stress the server with the purging and healing that goes on inside them though. This was apparent when ball groups first rolled out that servers started to eat it bad on lag. Before that, not nearly as bad. It really comes down to the overabundant healing/defensive posturing of these ball groups.
Do I expect to walk up with 4 people and knock your ball group down every time? No. In fact the chances of doing that to any decent group is highly unlikely post AOE cap removal. But you guys like to take my words and misconstrue them. The reality is we cant do anything. There isnt a place for the small man group in this battle. This is the problem.
I love folks from K-hole and would love to fight with them on the battlefield. They run a medium sized raid most the time, and I like running a small group. If we fought today and they were 12 and I had a group of 4 vs an enemy of 24 synced in a ball, wed be stupid to fight separate. If AOE caps were removed, they could fight in one manner while the 4 could flank to much greater effect. This doesnt exist today. This did exist moreso in release. This actually has a level of strategy that doesnt revolve around numbers and AOE caps at its core. This is what I want back.
Fair and balanced gameplay - a place for more than ball groups. If they want to fix performance, they have to address ball groups, not 24 man raids. There is a clear difference. If you dont think balling up in 24man groups impacts performance vs 24 people fighting together, you are absolutely and 100% in denial. The reality is many have played like this for so long they dont even know the difference. They would wonder how or why a 24 man group would not fight in a ball. This is truly a sad thing.
RIP: http://forums.elderscrollsonline.com/en/discussion/88049/do-you-think-there-should-be-an-aoe-cap/p1
I hate myself for even being in these threads (any of the many, many ones) any more. Maybe an underlying issue is how you WANT to engage vs. how you SHOULD be engaging ball groups. You 'want' to rambo in and kill everyone because who doesn't, when you SHOULD be peppering them with siege until there are enough numbers of allies there where you have breathing room to engage the outer perimeter of the group. About two months ago when we fought GoS on TF, one of our biggest headaches came from all of the randoms that would set up siege on us while we engaged GoS or were trying to maneuver. I can guarantee you that two well-timed and well-positioned cold stone trebs on a ball group will make most of them dead, even if they get off a reactionary barrier. You keep talking about how you want skillful small groups to have a fighting chance, well - there you go. It DOES take skill to have two, three people coordinate their siege, especially if they're trying to hit a moving target. So, don't say you can't do ANYTHING, because if a group is balled up and you are able to get off 2-3 well-timed stone treb hits, it doesn't matter if they have barrier and heals, it's too much burst and people will drop. Now, you might not WANT to do this because you want to be able to attack them and pop bats and use aoes, but that doesn't mean you can't kill them in the current meta - you just have to do something that has less glory.
Sorry, but 2.1 is a numbers game, even for ball groups. At some point you just can't win when you're heavily outnumbered, and when we're talking 4 to 24, it's the same scenario as 24 vs 60+, but with easier overall ratios. Sorry, but I wouldn't try to have my group of 24 engage a group of 144 (same ratio), I'd be kiting and running and picking off anyone I could, while expecting the wipe soon.
So if were a 4 man group we should focus on being siege specialists in Cyro? We shouldnt be concerned with the performance issues being caused by ball groups - STILL? We dont want to make a balanced approach to PvP where numbers create an artificial mitigation?
Again, this isnt about 4 people being heroes in a battle. Its about 4 people having a real limited and unenjoyable time in today's Cyro.
1. You can organise 4v4 fights (or even 4v4+ depending on how good you think you are)
2. You can play on lower population campaigns and fight senseless boring pver's
3. You can take the pvp you are given and play it as it comes.
On EU there are less bomb groups (24m) playing now then ever before the game is dieing for all players. The problem is that the groups that are there are having to fight in 1 of 2 places on the map. If forward camps were just brought back into the game instantly the 24m groups would split away from the masses and different fights would happen around the map again.