but when its 4 or 5 bad players v 1 I don’t want to be spammed with back to back fossilise/streaks whilst having back to back mets dropped on me, getting triple imcapped by a group of nightblades or absolutely spammed with roots and snares that half seem to persist through shuffle.
Unless there is a very serious skill level difference a single player going up against a small group will be at a disadvantage.
Unless there is a very serious skill level difference a single player going up against a small group will be at a disadvantage.
Yes, and there is nothing wrong with that, IMO.
But on top of the natural advantage of larger numbers, do the groups really need further strong buffs from game mechanics without much investment from their side, like smart cross healing, while the solo player gets debuffed by multiple skills, glyphs, and poisons to Oblivion?
It's an MMO, group play should be viable and encouraged. But the game is also designed for solo and smallscale play to be viable, it just has been made harder and harder over the years, by direct changes and by how the playerbase has changed. It's time for ZOS to find a working way to break up at least the huge faction stack zergs a bit.
It's an MMO, group play should be viable and encouraged. But the game is also designed for solo and smallscale play to be viable, it just has been made harder and harder over the years, by direct changes and by how the playerbase has changed. It's time for ZOS to find a working way to break up at least the huge faction stack zergs a bit.
the game being comprised of 40% healers
back to back fossilise/streaks [...] back to back mets dropped on me, getting triple imcapped by a group of nightblades [...] 3/5 death recap skills being single target ults
from uncoordinated players that can’t do much more than spam light attacks
but I want raise the skill gap of group play and it to require players to do more than spam regen, cleanse and magcro bomb for kills.
In my opinion a few things should happen in PvP:
* Reduce group size to 12: This does not go against the AvAvA design because you can still participate in large scale fights. No it doesn't prevent people from stacking multiple 12 man groups on top of eachother but that's where my next suggestion comes in. No one needs a 24 man group to accomplish anything in Cyrodil. + smaller groups gives better performance. The fewer bigger ballgroups running around spamming AoE's, the better performance.
* Limit cross healing to people within your group. This mea s you can only receive and give healing to people you're grouped wtih. This means as a soloplayer/un-grouped player, your heals will only go to yourself (looking at you rapid regen). This change also promotes group play because if you want to have an impact in a large scale fight, you need to group up if you want to support your allies.
These two changes benefits everyone in Cyrodil. Only people I see that are against similar suggestions are the ones who wants to continue with their unhealthy playstyle of running in 24+ man groups that causes the majority of all problems in Cyrodil.
Now first and foremost I’m not trying to say “make it ez pz so I can get 400 views on my unkillable stamsorc 1vX montage greymoor video”, but playing in a large group is just so incredibly and ridiculously easy. You can be so bad that you don’t even break CCs but thankfully with the game being comprised of 40% healers and everyone with a resto staff spamming auto aim regen its actually so hard to kill grouped people a lot of the time. Im not saying I should be able to survive a 24 man zerg spamming attacks at me but when its 4 or 5 bad players v 1 I don’t want to be spammed with back to back fossilise/streaks whilst having back to back mets dropped on me, getting triple imcapped by a group of nightblades or absolutely spammed with roots and snares that half seem to persist through shuffle. Again I’m not saying that it should be easy by any means but I shouldn’t be seeing 3/5 death recap skills being single target ults from uncoordinated players that can’t do much more than spam light attacks. Dynamic ulti gain definitely needs to be implemented again, not having the outnumbered player generate more ult but have the group thats heavily outnumbering generate far, far less. Significantly nerf cross healing is desperately needed, its crazy how much healing a 35k health warden or templar tank can pump out, and with such cheap but very strong healing ultimates its so difficult to kill anyone once one of these players comes by and supplements everyones healing with their bogdan and healing repertoire. Once again I don’t want it to gain anything but I want raise the skill gap of group play and it to require players to do more than spam regen, cleanse and magcro bomb for kills.
Just make heals require targets rather than smart targeting. or at least do what 5gey did with HTD/BOL which requires you to be facing your healed targets. Enough of just spamming and it automatically picking who needs what.
In my opinion a few things should happen in PvP:
* Reduce group size to 12: This does not go against the AvAvA design because you can still participate in large scale fights. No it doesn't prevent people from stacking multiple 12 man groups on top of eachother but that's where my next suggestion comes in. No one needs a 24 man group to accomplish anything in Cyrodil. + smaller groups gives better performance. The fewer bigger ballgroups running around spamming AoE's, the better performance.
* Limit cross healing to people within your group. This mea s you can only receive and give healing to people you're grouped wtih. This means as a soloplayer/un-grouped player, your heals will only go to yourself (looking at you rapid regen). This change also promotes group play because if you want to have an impact in a large scale fight, you need to group up if you want to support your allies.
These two changes benefits everyone in Cyrodil. Only people I see that are against similar suggestions are the ones who wants to continue with their unhealthy playstyle of running in 24+ man groups that causes the majority of all problems in Cyrodil.
You can make the PBAOE heals with as small a radius and coefficient, sure. The spam of regen flashing out like a spider web like 20m any direction right to the target in need is too much though.Just make heals require targets rather than smart targeting. or at least do what 5gey did with HTD/BOL which requires you to be facing your healed targets. Enough of just spamming and it automatically picking who needs what.
So fire and forget AOE damage is okay but not heals? Should AOE heals function like damage, either PBAOE or ground targeted with a radius? Just playing devil’s advocate here. Actually I would love for radiant regen to function like echoing vigor.
In my opinion a few things should happen in PvP:
* Reduce group size to 12: This does not go against the AvAvA design because you can still participate in large scale fights. No it doesn't prevent people from stacking multiple 12 man groups on top of eachother but that's where my next suggestion comes in. No one needs a 24 man group to accomplish anything in Cyrodil. + smaller groups gives better performance. The fewer bigger ballgroups running around spamming AoE's, the better performance.
* Limit cross healing to people within your group. This mea s you can only receive and give healing to people you're grouped wtih. This means as a soloplayer/un-grouped player, your heals will only go to yourself (looking at you rapid regen). This change also promotes group play because if you want to have an impact in a large scale fight, you need to group up if you want to support your allies.
These two changes benefits everyone in Cyrodil. Only people I see that are against similar suggestions are the ones who wants to continue with their unhealthy playstyle of running in 24+ man groups that causes the majority of all problems in Cyrodil.
Nord_Raseri wrote: »On my server "large groups" is usually 50 players to the imminent server zerg that comes crashing through the map.
In my opinion a few things should happen in PvP:
* Reduce group size to 12: This does not go against the AvAvA design because you can still participate in large scale fights. No it doesn't prevent people from stacking multiple 12 man groups on top of eachother but that's where my next suggestion comes in. No one needs a 24 man group to accomplish anything in Cyrodil. + smaller groups gives better performance. The fewer bigger ballgroups running around spamming AoE's, the better performance.
* Limit cross healing to people within your group. This mea s you can only receive and give healing to people you're grouped wtih. This means as a soloplayer/un-grouped player, your heals will only go to yourself (looking at you rapid regen). This change also promotes group play because if you want to have an impact in a large scale fight, you need to group up if you want to support your allies.
These two changes benefits everyone in Cyrodil. Only people I see that are against similar suggestions are the ones who wants to continue with their unhealthy playstyle of running in 24+ man groups that causes the majority of all problems in Cyrodil.
Toc de Malsvi wrote: »In my opinion a few things should happen in PvP:
* Reduce group size to 12: This does not go against the AvAvA design because you can still participate in large scale fights. No it doesn't prevent people from stacking multiple 12 man groups on top of eachother but that's where my next suggestion comes in. No one needs a 24 man group to accomplish anything in Cyrodil. + smaller groups gives better performance. The fewer bigger ballgroups running around spamming AoE's, the better performance.
* Limit cross healing to people within your group. This mea s you can only receive and give healing to people you're grouped wtih. This means as a soloplayer/un-grouped player, your heals will only go to yourself (looking at you rapid regen). This change also promotes group play because if you want to have an impact in a large scale fight, you need to group up if you want to support your allies.
These two changes benefits everyone in Cyrodil. Only people I see that are against similar suggestions are the ones who wants to continue with their unhealthy playstyle of running in 24+ man groups that causes the majority of all problems in Cyrodil.
I’m kinda thinking a bit of the opposite. Let people heal everyone. But don’t actually let people formally group. Then they are free to follow a specific player, or get on mics, or in chat to communicate. It won’t hinder groups from doing what they already do, but it will make it maybe a small bit less advantageous.
When I play I’m fighting for the Queen. I’m not fighting for a specific guild. It would be nice if people started seeing their faction as members of their team and not just focusing on their guildies. A change like this could foster more kindness between those of the same faction.
Toc de Malsvi wrote: »In my opinion a few things should happen in PvP:
* Reduce group size to 12: This does not go against the AvAvA design because you can still participate in large scale fights. No it doesn't prevent people from stacking multiple 12 man groups on top of eachother but that's where my next suggestion comes in. No one needs a 24 man group to accomplish anything in Cyrodil. + smaller groups gives better performance. The fewer bigger ballgroups running around spamming AoE's, the better performance.
* Limit cross healing to people within your group. This mea s you can only receive and give healing to people you're grouped wtih. This means as a soloplayer/un-grouped player, your heals will only go to yourself (looking at you rapid regen). This change also promotes group play because if you want to have an impact in a large scale fight, you need to group up if you want to support your allies.
These two changes benefits everyone in Cyrodil. Only people I see that are against similar suggestions are the ones who wants to continue with their unhealthy playstyle of running in 24+ man groups that causes the majority of all problems in Cyrodil.
I’m kinda thinking a bit of the opposite. Let people heal everyone. But don’t actually let people formally group. Then they are free to follow a specific player, or get on mics, or in chat to communicate. It won’t hinder groups from doing what they already do, but it will make it maybe a small bit less advantageous.
When I play I’m fighting for the Queen. I’m not fighting for a specific guild. It would be nice if people started seeing their faction as members of their team and not just focusing on their guildies. A change like this could foster more kindness between those of the same faction.
The issue with blocking grouping is it manes PvP guilds are worthless. Also, the grouping itself does not harm the server's performance. It is the sheer number of players in combat at one location. We see players flock to the same keep under attack regardless of being in a group or not. In fact, a group with a good leader will often set their own course and targets vs following sheep.
Toc de Malsvi wrote: »In my opinion a few things should happen in PvP:
* Reduce group size to 12: This does not go against the AvAvA design because you can still participate in large scale fights. No it doesn't prevent people from stacking multiple 12 man groups on top of eachother but that's where my next suggestion comes in. No one needs a 24 man group to accomplish anything in Cyrodil. + smaller groups gives better performance. The fewer bigger ballgroups running around spamming AoE's, the better performance.
* Limit cross healing to people within your group. This mea s you can only receive and give healing to people you're grouped wtih. This means as a soloplayer/un-grouped player, your heals will only go to yourself (looking at you rapid regen). This change also promotes group play because if you want to have an impact in a large scale fight, you need to group up if you want to support your allies.
These two changes benefits everyone in Cyrodil. Only people I see that are against similar suggestions are the ones who wants to continue with their unhealthy playstyle of running in 24+ man groups that causes the majority of all problems in Cyrodil.
I’m kinda thinking a bit of the opposite. Let people heal everyone. But don’t actually let people formally group. Then they are free to follow a specific player, or get on mics, or in chat to communicate. It won’t hinder groups from doing what they already do, but it will make it maybe a small bit less advantageous.
When I play I’m fighting for the Queen. I’m not fighting for a specific guild. It would be nice if people started seeing their faction as members of their team and not just focusing on their guildies. A change like this could foster more kindness between those of the same faction.
The issue with blocking grouping is it manes PvP guilds are worthless. Also, the grouping itself does not harm the server's performance. It is the sheer number of players in combat at one location. We see players flock to the same keep under attack regardless of being in a group or not. In fact, a group with a good leader will often set their own course and targets vs following sheep.
This is where you're kinda wrong. A few months ago PCNA had a bug where people couldn't group up, and PvP on the main campaign during primetime wasn't laggy or malfunctioning (and that was with a pop locked campaign)
And I've I've during midyear event seen a clear pattern when performance goes down south. As soon as the ballgroups comes online, skills stops firing, delays becomes worse etc.
Even when campaigns are pop locked and no ballgroups are present the performance is manageable, but the moment they show up you might as well go off.
So yes, groups and their sheer size does affect performance. And people can make whatever excuse they want about how Cyrodil "was designed for large scale fights" etc. But guess what, the game can't handle them, so something needs to be changed.
Toc de Malsvi wrote: »In my opinion a few things should happen in PvP:
* Reduce group size to 12: This does not go against the AvAvA design because you can still participate in large scale fights. No it doesn't prevent people from stacking multiple 12 man groups on top of eachother but that's where my next suggestion comes in. No one needs a 24 man group to accomplish anything in Cyrodil. + smaller groups gives better performance. The fewer bigger ballgroups running around spamming AoE's, the better performance.
* Limit cross healing to people within your group. This mea s you can only receive and give healing to people you're grouped wtih. This means as a soloplayer/un-grouped player, your heals will only go to yourself (looking at you rapid regen). This change also promotes group play because if you want to have an impact in a large scale fight, you need to group up if you want to support your allies.
These two changes benefits everyone in Cyrodil. Only people I see that are against similar suggestions are the ones who wants to continue with their unhealthy playstyle of running in 24+ man groups that causes the majority of all problems in Cyrodil.
I’m kinda thinking a bit of the opposite. Let people heal everyone. But don’t actually let people formally group. Then they are free to follow a specific player, or get on mics, or in chat to communicate. It won’t hinder groups from doing what they already do, but it will make it maybe a small bit less advantageous.
When I play I’m fighting for the Queen. I’m not fighting for a specific guild. It would be nice if people started seeing their faction as members of their team and not just focusing on their guildies. A change like this could foster more kindness between those of the same faction.
The issue with blocking grouping is it manes PvP guilds are worthless. Also, the grouping itself does not harm the server's performance. It is the sheer number of players in combat at one location. We see players flock to the same keep under attack regardless of being in a group or not. In fact, a group with a good leader will often set their own course and targets vs following sheep.
Toc de Malsvi wrote: »In my opinion a few things should happen in PvP:
* Reduce group size to 12: This does not go against the AvAvA design because you can still participate in large scale fights. No it doesn't prevent people from stacking multiple 12 man groups on top of eachother but that's where my next suggestion comes in. No one needs a 24 man group to accomplish anything in Cyrodil. + smaller groups gives better performance. The fewer bigger ballgroups running around spamming AoE's, the better performance.
* Limit cross healing to people within your group. This mea s you can only receive and give healing to people you're grouped wtih. This means as a soloplayer/un-grouped player, your heals will only go to yourself (looking at you rapid regen). This change also promotes group play because if you want to have an impact in a large scale fight, you need to group up if you want to support your allies.
These two changes benefits everyone in Cyrodil. Only people I see that are against similar suggestions are the ones who wants to continue with their unhealthy playstyle of running in 24+ man groups that causes the majority of all problems in Cyrodil.
I’m kinda thinking a bit of the opposite. Let people heal everyone. But don’t actually let people formally group. Then they are free to follow a specific player, or get on mics, or in chat to communicate. It won’t hinder groups from doing what they already do, but it will make it maybe a small bit less advantageous.
When I play I’m fighting for the Queen. I’m not fighting for a specific guild. It would be nice if people started seeing their faction as members of their team and not just focusing on their guildies. A change like this could foster more kindness between those of the same faction.
The issue with blocking grouping is it manes PvP guilds are worthless. Also, the grouping itself does not harm the server's performance. It is the sheer number of players in combat at one location. We see players flock to the same keep under attack regardless of being in a group or not. In fact, a group with a good leader will often set their own course and targets vs following sheep.
This is where you're kinda wrong. A few months ago PCNA had a bug where people couldn't group up, and PvP on the main campaign during primetime wasn't laggy or malfunctioning (and that was with a pop locked campaign)
And I've I've during midyear event seen a clear pattern when performance goes down south. As soon as the ballgroups comes online, skills stops firing, delays becomes worse etc.
Even when campaigns are pop locked and no ballgroups are present the performance is manageable, but the moment they show up you might as well go off.
So yes, groups and their sheer size does affect performance. And people can make whatever excuse they want about how Cyrodil "was designed for large scale fights" etc. But guess what, the game can't handle them, so something needs to be changed.
Aren't BG's the solution for players who can't deal with large groups?
ESO is at its core an openworld, alliance v. alliance, pvp model. It will naturally gravitate toward large numbers of players trying to steam roll a map, and other groups gathering to counter them. It would happen even if you could not create groups at all in Cyro.