There are plenty of other people who play in larger groups and can hold their own solo after swapping to an appropriate build for different content.
It’s much easier running 16 than say 8.
Especially when those 16 have the ability to run more group sets/earthgores/aoe healers/aoe damage/rapid bots.
You just remove things that players should have to do themselves when in a larger group.
Snare immunity and speed? Here’s 2 guys spamming rapids on you?
Healing? You have dedicated 3-4healers with multiple springs on the ground and everyone in 30k *** minimum. With earthgores to pick up the slack.
Sustaining? Spam equilibrium and just get healed instantly by the springs and safety net of 16 players balled so targeting one is much harder.
Play 4-8 and you are held accountable for all of those things yourself. Each and everyone of your members has to hold up more weight while fighting the same or more ratios of enemies.
It is far easier to hop into a larger group.
That’s also why you don’t see said players in bg, small groups, solo v x (not zerg surfing), dueling.
They are less competent when stripped of these inherent advantages a ball /raid gets
I play all types of pvp content. There are plenty of other people who play in larger groups and can hold their own solo after swapping to an appropriate build for different content, and there are people like you described who only have time for/just choose to specialize in one type of gameplay.
I thought I saw an animosity video featuring a grp of 12 recently....watch out that's awfully close to 16.
montiferus wrote: »
There are plenty of other people who play in larger groups and can hold their own solo after swapping to an appropriate build for different content.
That hasn't been my experience at all. The vast majority of the time when those players don't have overwhelming numbers they get dropped pretty quick.
That's not really accurate. I'm going to avoid touching on current guilds and players, but past guilds like RAGE, Decibel, VE, Havoc, Haxus, Khole, NM, all had players who were very good at solo and small scale when they chose to do it.It is far easier to hop into a larger group.
That’s also why you don’t see said players in bg, small groups, solo v x (not zerg surfing), dueling.
They are less competent when stripped of these inherent advantages a ball /raid gets
Murador178 wrote: »Ontop of that these groups cause lag... .
The_Shadowborn wrote: »Murador178 wrote: »Ontop of that these groups cause lag... .
Okay I raid in organised 12 man groups on both Vivec and Sotha. The time we see the ping spike and frames drop is when we're getting faction stacked by 60+ players. But you're right those 12 and causing all the lag...
The issue in the current Cyrodiil meta is that the less competative oriented guilds are afraid to split off so the only action you ever seem to get now is when the faction blob moves to you. You'll be duoing taking some resources to get some action and unless you cut the keep of you get no one, once that is done you'll get 30+ people easily to take them back.
Zos needs to somehow create insentives for the faction blob to split up. Be that harsh scaling to capturing keeps where if there is 30+ people there the ap from getting the keep is extreamily low. Not perfect but somthing has to be done to eliviate the strain on the servers of 60+ people all running towards the same goal.
Murador178 wrote: »The_Shadowborn wrote: »Murador178 wrote: »Ontop of that these groups cause lag... .
Okay I raid in organised 12 man groups on both Vivec and Sotha. The time we see the ping spike and frames drop is when we're getting faction stacked by 60+ players. But you're right those 12 and causing all the lag...
The issue in the current Cyrodiil meta is that the less competative oriented guilds are afraid to split off so the only action you ever seem to get now is when the faction blob moves to you. You'll be duoing taking some resources to get some action and unless you cut the keep of you get no one, once that is done you'll get 30+ people easily to take them back.
Zos needs to somehow create insentives for the faction blob to split up. Be that harsh scaling to capturing keeps where if there is 30+ people there the ap from getting the keep is extreamily low. Not perfect but somthing has to be done to eliviate the strain on the servers of 60+ people all running towards the same goal.
In the end the non organized pug groups try to beat u by numbers resulting in lag. U can notice when groups like zergsquad are online since the enemy faction will form a HUGE blob to beat them. Blobbing needs to be punished. At the same time these 12 man groups should also need to fear 2 good solo players if they are stacking.
The game just hasnt got the performance for it. Making a 6 man max group size campaign with weaker castle walls would be interesting aswell. I also played in a 12 man group and farmed alot of pugs - It gets boring fast so.
U cant blame the non organized pug zergs for increasing the blob size to team u out of that ressource or castle. Ur group could be seen as the cause of the 60 man blob resulting in lag. In the end u cant be blamed to want easy kills and wins...
Murador178 wrote: »If Eso would make organized ball groups skill based they would be fine - but stacking on the crown and spamming aoes isnt interesting PvP. Ontop of that these groups cause lag... .
Idea:
Let aoe scale on number of players hit. If 20 people stack in one steeltornado they are all instant dead by it. This would encourage positioning and skilled teamplay and not we stack on each other with a few healbots and spam AoEs kind of gameplay.
Bigger groups would need to position and cordinate well adding a layer of depth to the gameplay. This change would also reduce lag since those bigger groups would need to split up to not get bombed. The skill cap needed to play in such a group is disguistingly low making it unrewarding for team players.
VaranisArano wrote: »Murador178 wrote: »If Eso would make organized ball groups skill based they would be fine - but stacking on the crown and spamming aoes isnt interesting PvP. Ontop of that these groups cause lag... .
Idea:
Let aoe scale on number of players hit. If 20 people stack in one steeltornado they are all instant dead by it. This would encourage positioning and skilled teamplay and not we stack on each other with a few healbots and spam AoEs kind of gameplay.
Bigger groups would need to position and cordinate well adding a layer of depth to the gameplay. This change would also reduce lag since those bigger groups would need to split up to not get bombed. The skill cap needed to play in such a group is disguistingly low making it unrewarding for team players.
Bombers already effectively do that. That's a playstyle that takes more skill than jumping into a mass of players and hitting spin-to-win.
You pretty much just want to empower the 1vX playstyle to ridiculous extremes.
It’s much easier running 16 than say 8.
Especially when those 16 have the ability to run more group sets/earthgores/aoe healers/aoe damage/rapid bots.
You just remove things that players should have to do themselves when in a larger group.
Snare immunity and speed? Here’s 2 guys spamming rapids on you?
Healing? You have dedicated 3-4healers with multiple springs on the ground and everyone in 30k *** minimum. With earthgores to pick up the slack.
Sustaining? Spam equilibrium and just get healed instantly by the springs and safety net of 16 players balled so targeting one is much harder.
Play 4-8 and you are held accountable for all of those things yourself. Each and everyone of your members has to hold up more weight while fighting the same or more ratios of enemies.
It is far easier to hop into a larger group.
That’s also why you don’t see said players in bg, small groups, solo v x (not zerg surfing), dueling.
They are less competent when stripped of these inherent advantages a ball /raid gets
Izanagi.Xiiib16_ESO wrote: »VaranisArano wrote: »Murador178 wrote: »If Eso would make organized ball groups skill based they would be fine - but stacking on the crown and spamming aoes isnt interesting PvP. Ontop of that these groups cause lag... .
Idea:
Let aoe scale on number of players hit. If 20 people stack in one steeltornado they are all instant dead by it. This would encourage positioning and skilled teamplay and not we stack on each other with a few healbots and spam AoEs kind of gameplay.
Bigger groups would need to position and cordinate well adding a layer of depth to the gameplay. This change would also reduce lag since those bigger groups would need to split up to not get bombed. The skill cap needed to play in such a group is disguistingly low making it unrewarding for team players.
Bombers already effectively do that. That's a playstyle that takes more skill than jumping into a mass of players and hitting spin-to-win.
You pretty much just want to empower the 1vX playstyle to ridiculous extremes.
I would love this idea to be implemented lol I can imagine the rage now one ball group could kill 100+ ppl so easily and almost never die.
Murador178 wrote: »In the end the non organized pug groups try to beat u by numbers resulting in lag. U can notice when groups like zergsquad are online since the enemy faction will form a HUGE blob to beat them. Blobbing needs to be punished. At the same time these 12 man groups should also need to fear 2 good solo players if they are stacking.
U cant blame the non organized pug zergs for increasing the blob size to team u out of that ressource or castle. Ur group could be seen as the cause of the 60 man blob resulting in lag. In the end u cant be blamed to want easy kills and wins...
Its not like ur 12 man group is hard to play. U are just alot better geared and cordinated stacking on crown using aoes...