Vilestride wrote: »I am still confused. Before we go suggesting solutions willy nilly we should probably define the problem properly. Usually that is step one. I am still unclear on the general consensus so I imagine zos is to . Is the problem ball groups? Or is it zergs? Because for starters ball groups are literally the only thing effective against zergs.
Vilestride wrote: »I am still confused. Before we go suggesting solutions willy nilly we should probably define the problem properly. Usually that is step one. I am still unclear on the general consensus so I imagine zos is to . Is the problem ball groups? Or is it zergs? Because for starters ball groups are literally the only thing effective against zergs.
To play devils advocate now.....with the lack of a healthy population of ball groups or lack of any being online.....reverse your statement.....Because for starters zergs are literally the only thing effective against ball groups.
Could probably just make EoTS blockable and it'd be fine.
Want to combat zergballs?
ZOS should remove the ability to purge siege aliments
Meaning if you get hit by that Snare Catapult..you can't just purge it with RM
same with Meatball
Watch how much fun Zergballs have then.
For starters, being organised will always give you and advantage over an unorganised opponent. There will never be a point at which there is any counter to organised groups other than a zerg if there is no other organised group online.Vilestride wrote: »I am still confused. Before we go suggesting solutions willy nilly we should probably define the problem properly. Usually that is step one. I am still unclear on the general consensus so I imagine zos is to . Is the problem ball groups? Or is it zergs? Because for starters ball groups are literally the only thing effective against zergs.
To play devils advocate now.....with the lack of a healthy population of ball groups or lack of any being online.....reverse your statement.....Because for starters zergs are literally the only thing effective against ball groups.
Vilestride wrote: »
It's not devils advocate, I am in agreement with you. This adds to the point. How can the problem inherently be ball groups, if the reason they are a problem is that there is a lack of them?
My frustration with this thread is that it has no direction, we are collectively failing to agree on the problem. How can ZoS as the developer be expected to take our feedback and fix a problem that we cannot properly define for them.
I suggest we start by re-titling to something more akin to the issues Zyk just outlined because honestly in the current state of the game saying that destro ult and earthgore are the problem is like being on a derailing train and complaining your seat cushion is a bit uncomfortable.
Aside from game performance, which is no doubt the number 1 thing deterring current and new players from PVPing I'd agree with Zyk, the issues are with core game play rather than specific combat balances.
- There is no objective distinction between the roles of large or small groups.
- There is no competitive parity or incentive for more experienced players to separate from lesser ones. (or at least a system to ensure new players get to learn against other new players)
- There is no reason to have faction loyalty or to be enthusiastic about the campaign score. 2 things that create passion and intensity within the gameplay giving it longevity.
Those are my top 3 (4 including performance) let's get some more going so at least if ZoS did want to listen to us they could more clearly hear what we are saying. In my opinion all these things take precedence over the affect destro ult, earthgore, Zergs and Ball groups have on the game, infact, the more zergs and ball groups and players in general is exactly what we want. Healthy PVP population. Maybe your priorities will be different but I am 100% of the opinion let's fix combat once we make it worth participating in, in the first place.
Vilestride wrote: »I am still confused. Before we go suggesting solutions willy nilly we should probably define the problem properly. Usually that is step one. I am still unclear on the general consensus so I imagine zos is to . Is the problem ball groups? Or is it zergs? Because for starters ball groups are literally the only thing effective against zergs.
To play devils advocate now.....with the lack of a healthy population of ball groups or lack of any being online.....reverse your statement.....Because for starters zergs are literally the only thing effective against ball groups.
Drummerx04 wrote: »Vilestride wrote: »I am still confused. Before we go suggesting solutions willy nilly we should probably define the problem properly. Usually that is step one. I am still unclear on the general consensus so I imagine zos is to . Is the problem ball groups? Or is it zergs? Because for starters ball groups are literally the only thing effective against zergs.
To play devils advocate now.....with the lack of a healthy population of ball groups or lack of any being online.....reverse your statement.....Because for starters zergs are literally the only thing effective against ball groups.
This is pretty much the culmination of what a dying Cyrodiil leads too. When a good group is out on a faction, literally the fighting power of the entire faction has effectively doubled or more.
Case in point: My current DC PvP guild was running a group of I think 7-9 players a few nights ago. Kush had taken glade, probably 30+ or so EP running together. They were running over DC for probably 10 minutes before we showed up, lured them into a resource tower and killed all of them. Ultimately this allowed DC to build up and take the keep back.
The really funny thing is that we aren't even role optimized nearly as much as drac, with few purges/rapids, high health builds on just healers, one or two bombers, two healers in earthgore and that's pretty much it. If we can wipe the entire non-trivial defensive force at a keep with 7-9 loosely optimized players, how OP are the fully optimized guild groups that "only" run 16?
And this is where the discussion loops back to Cyrodiil PvP dying. When the presence or lack of presence of a single guild group completely alters the balance of power on the entire map, that both indicates and contributes to the the steady death by 1000 cuts of ESO PvP.
Izanagi.Xiiib16_ESO wrote: »Drummerx04 wrote: »Vilestride wrote: »I am still confused. Before we go suggesting solutions willy nilly we should probably define the problem properly. Usually that is step one. I am still unclear on the general consensus so I imagine zos is to . Is the problem ball groups? Or is it zergs? Because for starters ball groups are literally the only thing effective against zergs.
To play devils advocate now.....with the lack of a healthy population of ball groups or lack of any being online.....reverse your statement.....Because for starters zergs are literally the only thing effective against ball groups.
This is pretty much the culmination of what a dying Cyrodiil leads too. When a good group is out on a faction, literally the fighting power of the entire faction has effectively doubled or more.
Case in point: My current DC PvP guild was running a group of I think 7-9 players a few nights ago. Kush had taken glade, probably 30+ or so EP running together. They were running over DC for probably 10 minutes before we showed up, lured them into a resource tower and killed all of them. Ultimately this allowed DC to build up and take the keep back.
The really funny thing is that we aren't even role optimized nearly as much as drac, with few purges/rapids, high health builds on just healers, one or two bombers, two healers in earthgore and that's pretty much it. If we can wipe the entire non-trivial defensive force at a keep with 7-9 loosely optimized players, how OP are the fully optimized guild groups that "only" run 16?
And this is where the discussion loops back to Cyrodiil PvP dying. When the presence or lack of presence of a single guild group completely alters the balance of power on the entire map, that both indicates and contributes to the the steady death by 1000 cuts of ESO PvP.
You also have to consider the strength of your opponent. For example from what I have seen Kush is mainly a pug group (fairly uncoordinated). Groups such as these are the easiest to kill because they will stay close to their lead rather than running away as a collection of zerg surfing pugs might making them far easier to bomb and bait.
I think a group of 4-6 can quite adequately take on such groups and win in the majority of situations, quite often its how we run during off raid times.
Highly coordinated groups no matter their comp or size will always do better against such enemies. For example when we are 12-14 we can lock down multiple pugs/pug groups generally even when a couple of other well coordinated start to arrive on top of that depending on then who makes more mistakes and has a better setup (lag plays a small factor too).
This is why encouraging groups not only to form but actually actively coordinate and improve is better for the health of the game. Just forming a group and saying "we're a group now" doesn't actually make much difference (and in some cases makes it easier to be farmed)
Drummerx04 wrote: »Vilestride wrote: »I am still confused. Before we go suggesting solutions willy nilly we should probably define the problem properly. Usually that is step one. I am still unclear on the general consensus so I imagine zos is to . Is the problem ball groups? Or is it zergs? Because for starters ball groups are literally the only thing effective against zergs.
To play devils advocate now.....with the lack of a healthy population of ball groups or lack of any being online.....reverse your statement.....Because for starters zergs are literally the only thing effective against ball groups.
This is pretty much the culmination of what a dying Cyrodiil leads too. When a good group is out on a faction, literally the fighting power of the entire faction has effectively doubled or more.
Case in point: My current DC PvP guild was running a group of I think 7-9 players a few nights ago. Kush had taken glade, probably 30+ or so EP running together. They were running over DC for probably 10 minutes before we showed up, lured them into a resource tower and killed all of them. Ultimately this allowed DC to build up and take the keep back.
The really funny thing is that we aren't even role optimized nearly as much as drac, with few purges/rapids, high health builds on just healers, one or two bombers, two healers in earthgore and that's pretty much it. If we can wipe the entire non-trivial defensive force at a keep with 7-9 loosely optimized players, how OP are the fully optimized guild groups that "only" run 16?
And this is where the discussion loops back to Cyrodiil PvP dying. When the presence or lack of presence of a single guild group completely alters the balance of power on the entire map, that both indicates and contributes to the the steady death by 1000 cuts of ESO PvP.
Izanagi.Xiiib16_ESO wrote: »Drummerx04 wrote: »Vilestride wrote: »I am still confused. Before we go suggesting solutions willy nilly we should probably define the problem properly. Usually that is step one. I am still unclear on the general consensus so I imagine zos is to . Is the problem ball groups? Or is it zergs? Because for starters ball groups are literally the only thing effective against zergs.
To play devils advocate now.....with the lack of a healthy population of ball groups or lack of any being online.....reverse your statement.....Because for starters zergs are literally the only thing effective against ball groups.
This is pretty much the culmination of what a dying Cyrodiil leads too. When a good group is out on a faction, literally the fighting power of the entire faction has effectively doubled or more.
Case in point: My current DC PvP guild was running a group of I think 7-9 players a few nights ago. Kush had taken glade, probably 30+ or so EP running together. They were running over DC for probably 10 minutes before we showed up, lured them into a resource tower and killed all of them. Ultimately this allowed DC to build up and take the keep back.
The really funny thing is that we aren't even role optimized nearly as much as drac, with few purges/rapids, high health builds on just healers, one or two bombers, two healers in earthgore and that's pretty much it. If we can wipe the entire non-trivial defensive force at a keep with 7-9 loosely optimized players, how OP are the fully optimized guild groups that "only" run 16?
And this is where the discussion loops back to Cyrodiil PvP dying. When the presence or lack of presence of a single guild group completely alters the balance of power on the entire map, that both indicates and contributes to the the steady death by 1000 cuts of ESO PvP.
You also have to consider the strength of your opponent. For example from what I have seen Kush is mainly a pug group (fairly uncoordinated). Groups such as these are the easiest to kill because they will stay close to their lead rather than running away as a collection of zerg surfing pugs might making them far easier to bomb and bait.
I think a group of 4-6 can quite adequately take on such groups and win in the majority of situations, quite often its how we run during off raid times.
Highly coordinated groups no matter their comp or size will always do better against such enemies. For example when we are 12-14 we can lock down multiple pugs/pug groups generally even when a couple of other well coordinated start to arrive on top of that depending on then who makes more mistakes and has a better setup (lag plays a small factor too).
This is why encouraging groups not only to form but actually actively coordinate and improve is better for the health of the game. Just forming a group and saying "we're a group now" doesn't actually make much difference (and in some cases makes it easier to be farmed)
Want to combat zergballs?
ZOS should remove the ability to purge siege aliments
Meaning if you get hit by that Snare Catapult..you can't just purge it with RM
same with Meatball
Watch how much fun Zergballs have then.
Sandman929 wrote: »I think a lot of the problems with the game are due to the fact that what's effective in open world PvP is at odds with what's popular. If players spent as much time focusing on how to field an effective group as they do trying to be the best solo player or expecting their 1v1 prowess to translate well into a large scale field battle, there would be less frustration and more healthy competition for groups who are already doing this.
HaroniNDeorum wrote: »Want to combat zergballs?
ZOS should remove the ability to purge siege aliments
Meaning if you get hit by that Snare Catapult..you can't just purge it with RM
same with Meatball
Watch how much fun Zergballs have then.
what you want us to do if 50+ enemies are chasing us? Want us to just stop and die?
Autumnhart wrote: »Sandman929 wrote: »I think a lot of the problems with the game are due to the fact that what's effective in open world PvP is at odds with what's popular. If players spent as much time focusing on how to field an effective group as they do trying to be the best solo player or expecting their 1v1 prowess to translate well into a large scale field battle, there would be less frustration and more healthy competition for groups who are already doing this.
Apparently this needs re-stating every few pages: not all of us want to build for group-reliant play. If your solution to all problems in Cyrodiil is that we get with the program and ditch self-reliance for the glory of the group, your solution will fail.
I think a lot of the problems with the game are due to myopic focus on absolutes and a willingness to build for absolute cancer and call it excellence. But it's human nature. The game can change to make that more difficult, but ultimately people are going to do what we enjoy.
HaroniNDeorum wrote: »Want to combat zergballs?
ZOS should remove the ability to purge siege aliments
Meaning if you get hit by that Snare Catapult..you can't just purge it with RM
same with Meatball
Watch how much fun Zergballs have then.
what you want us to do if 50+ enemies are chasing us? Want us to just stop and die?
Other options would be: attack where there are not 50+ enemies chasing you, or get more friendly players to support you. Where is it written that you absolutely need to be able to face 50+ enemies with a small group and *not* die?
Seriously. It seems to me those "organized groups" got so used to being virtually immune to anything other than a similar group that they started believing it is their god-given right.
Sandman929 wrote: »Autumnhart wrote: »Sandman929 wrote: »I think a lot of the problems with the game are due to the fact that what's effective in open world PvP is at odds with what's popular. If players spent as much time focusing on how to field an effective group as they do trying to be the best solo player or expecting their 1v1 prowess to translate well into a large scale field battle, there would be less frustration and more healthy competition for groups who are already doing this.
Apparently this needs re-stating every few pages: not all of us want to build for group-reliant play. If your solution to all problems in Cyrodiil is that we get with the program and ditch self-reliance for the glory of the group, your solution will fail.
I think a lot of the problems with the game are due to myopic focus on absolutes and a willingness to build for absolute cancer and call it excellence. But it's human nature. The game can change to make that more difficult, but ultimately people are going to do what we enjoy.
I can appreciate that, but it seems like there's a constant call to be able to win an engagement while being outclassed in open world PvP. It seems to really frustrate people that an organized group with dedicated roles performs better than a slapped together group with less thought given to coordinated movement and group composition. The answer offered is invariably to take away the tools used by the winning group because there is that unwillingness to compete.
Joy_Division wrote: »HaroniNDeorum wrote: »Want to combat zergballs?
ZOS should remove the ability to purge siege aliments
Meaning if you get hit by that Snare Catapult..you can't just purge it with RM
same with Meatball
Watch how much fun Zergballs have then.
what you want us to do if 50+ enemies are chasing us? Want us to just stop and die?
Other options would be: attack where there are not 50+ enemies chasing you, or get more friendly players to support you. Where is it written that you absolutely need to be able to face 50+ enemies with a small group and *not* die?
Seriously. It seems to me those "organized groups" got so used to being virtually immune to anything other than a similar group that they started believing it is their god-given right.
I do agree that the idea there is a purge spammer or speed-monkey that gives groups this buffs nearly 100% from just one person is beyond dumb, but there is a difference between improving that mechanic and requiring a group to have more than 1 person on a high regen spec to get that buff and just taking it away.
Joy_Division wrote: »
There ought to be skills and abilities that encourage group synergy and working together. There's nothing wrong with that.
HaroniNDeorum wrote: »Want to combat zergballs?
ZOS should remove the ability to purge siege aliments
Meaning if you get hit by that Snare Catapult..you can't just purge it with RM
same with Meatball
Watch how much fun Zergballs have then.
what you want us to do if 50+ enemies are chasing us? Want us to just stop and die? In your idea, you want Zos to take down the only resources we have to manage incredible outnumbered fights, instead of call Zos to bring game mechanycs to spread people and make a real competition, i bet you that any organized "zeg ball" guild wants to fight 50+ pugs, we want equal numbers fights but to be competitive and challenge, equal fights when we can win or lose. The day Zos bring mechanycs to make a healthy environment and not reward the faction stacking as currently is, the game will be a good experience
Joy_Division wrote: »Vilestride wrote: »
It's not devils advocate, I am in agreement with you. This adds to the point. How can the problem inherently be ball groups, if the reason they are a problem is that there is a lack of them?
My frustration with this thread is that it has no direction, we are collectively failing to agree on the problem. How can ZoS as the developer be expected to take our feedback and fix a problem that we cannot properly define for them.
I suggest we start by re-titling to something more akin to the issues Zyk just outlined because honestly in the current state of the game saying that destro ult and earthgore are the problem is like being on a derailing train and complaining your seat cushion is a bit uncomfortable.
Aside from game performance, which is no doubt the number 1 thing deterring current and new players from PVPing I'd agree with Zyk, the issues are with core game play rather than specific combat balances.
- There is no objective distinction between the roles of large or small groups.
- There is no competitive parity or incentive for more experienced players to separate from lesser ones. (or at least a system to ensure new players get to learn against other new players)
- There is no reason to have faction loyalty or to be enthusiastic about the campaign score. 2 things that create passion and intensity within the gameplay giving it longevity.
Those are my top 3 (4 including performance) let's get some more going so at least if ZoS did want to listen to us they could more clearly hear what we are saying. In my opinion all these things take precedence over the affect destro ult, earthgore, Zergs and Ball groups have on the game, infact, the more zergs and ball groups and players in general is exactly what we want. Healthy PVP population. Maybe your priorities will be different but I am 100% of the opinion let's fix combat once we make it worth participating in, in the first place.
You want ZoS to put resources into reforming Cyrodiil such that the map and campaigns play differently than they have since Launch?
Why would they ever take the opportunity and apply the lessons learned from 3+ years of playing what they developed in Beta in order to present something that matches how ESO has developed since then?
HaroniNDeorum wrote: »Want to combat zergballs?
ZOS should remove the ability to purge siege aliments
Meaning if you get hit by that Snare Catapult..you can't just purge it with RM
same with Meatball
Watch how much fun Zergballs have then.
what you want us to do if 50+ enemies are chasing us? Want us to just stop and die? In your idea, you want Zos to take down the only resources we have to manage incredible outnumbered fights, instead of call Zos to bring game mechanycs to spread people and make a real competition, i bet you that any organized "zeg ball" guild wants to fight 50+ pugs, we want equal numbers fights but to be competitive and challenge, equal fights when we can win or lose. The day Zos bring mechanycs to make a healthy environment and not reward the faction stacking as currently is, the game will be a good experience
Don’t attack groups head on who have siege up? And spread out?
You know... basic concepts that any pvp group that hasn’t been babied by shoddy game mechanics would of learned in two seconds?
Your post is a prime example of why something like that needs to be in the game... you’re asking how to deal with *** that is just so BASIC in other pvp games...