electriczzz wrote: »I wouldn't give a damn about them if they wouldn't make the entire game unplayable for everyone with all their resto staff spamms and aoes left and right.
I see that the tests so far don't make a difference and the moment one ball group enters the field it's nearly unplayable for almost everyone involved, why can't ZOS see that it's not the individual players who cause the lags but connect it to the so called"organized groups"? I love cyrodiil but the state it's in every day past a certain hour is emberassing.
They should've placed tests in place to prevent big groups from stacking and spamming the same stuff instead of putting cooldowns on aoes. It's so infuriating having to wait 3-10 seconds after using a leap/charge ( if they even go off) for the damage to arrive and in the meantime can't deal damage because everything is locked until the damage registered.
Add IC and the sewers for small scale high risk fighting.Cyrodiil was not designed for duels, though. The whole point is large scale warfare. Legions, aka organized ball groups, were part of the design. There are duels for 1v1 and battlegrounds for small scale.
electriczzz wrote: »I wouldn't give a damn about them if they wouldn't make the entire game unplayable for everyone with all their resto staff spamms and aoes left and right.
I see that the tests so far don't make a difference and the moment one ball group enters the field it's nearly unplayable for almost everyone involved, why can't ZOS see that it's not the individual players who cause the lags but connect it to the so called"organized groups"? I love cyrodiil but the state it's in every day past a certain hour is emberassing.
They should've placed tests in place to prevent big groups from stacking and spamming the same stuff instead of putting cooldowns on aoes. It's so infuriating having to wait 3-10 seconds after using a leap/charge ( if they even go off) for the damage to arrive and in the meantime can't deal damage because everything is locked until the damage registered.
electriczzz wrote: »I wouldn't give a damn about them if they wouldn't make the entire game unplayable for everyone with all their resto staff spamms and aoes left and right.
I see that the tests so far don't make a difference and the moment one ball group enters the field it's nearly unplayable for almost everyone involved, why can't ZOS see that it's not the individual players who cause the lags but connect it to the so called"organized groups"? I love cyrodiil but the state it's in every day past a certain hour is emberassing.
They should've placed tests in place to prevent big groups from stacking and spamming the same stuff instead of putting cooldowns on aoes. It's so infuriating having to wait 3-10 seconds after using a leap/charge ( if they even go off) for the damage to arrive and in the meantime can't deal damage because everything is locked until the damage registered.
electriczzz wrote: »I wouldn't give a damn about them if they wouldn't make the entire game unplayable for everyone with all their resto staff spamms and aoes left and right.
I see that the tests so far don't make a difference and the moment one ball group enters the field it's nearly unplayable for almost everyone involved, why can't ZOS see that it's not the individual players who cause the lags but connect it to the so called"organized groups"? I love cyrodiil but the state it's in every day past a certain hour is emberassing.
They should've placed tests in place to prevent big groups from stacking and spamming the same stuff instead of putting cooldowns on aoes. It's so infuriating having to wait 3-10 seconds after using a leap/charge ( if they even go off) for the damage to arrive and in the meantime can't deal damage because everything is locked until the damage registered.
Why are you wanting players, who maximise the potential of the skills, mechanics and gear available to them to, perform as a team, play well within the ToS, and who pay exactly the same as you do in order to play the game banned, instead of asking ZOS, the people who put the game mechanics together to allow ball groups to dominate, to actually balance the game?
electriczzz wrote: »I wouldn't give a damn about them if they wouldn't make the entire game unplayable for everyone with all their resto staff spamms and aoes left and right.
I see that the tests so far don't make a difference and the moment one ball group enters the field it's nearly unplayable for almost everyone involved, why can't ZOS see that it's not the individual players who cause the lags but connect it to the so called"organized groups"? I love cyrodiil but the state it's in every day past a certain hour is emberassing.
They should've placed tests in place to prevent big groups from stacking and spamming the same stuff instead of putting cooldowns on aoes. It's so infuriating having to wait 3-10 seconds after using a leap/charge ( if they even go off) for the damage to arrive and in the meantime can't deal damage because everything is locked until the damage registered.
Why are you wanting fellow players, who maximise the potential of the skills, mechanics and gear available to them to, perform as a team, play well within the ToS, and who pay exactly the same as you do in order to play the game banned, instead of asking ZOS (the people who put the game mechanics together to allow ball groups to dominate), to actually balance the game?
JamieAubrey wrote: »Ball groups are THE problem, week one they where all farming in IC and the lag was decent, as soon as they arrived for week 2 then well
PC/EU
What is sad is zos is looking for an easy fix, when the issue has deeper mechanical and game design issues.
Why do players even accumulate in 50+ man groups?
- no objectives to separate? Resources useless at keep seiges.
- win by numbers?
- benefits for grouping with less people?
- combat dynamics?
- AP system is poorly designed to focus everyone into keep takes instead of promoting good combat
- Campaign scoreboard at fault?
- Group size? Probs wont change much but makes it harder to amass
Why is combat balled up instead of spread out?
- Little anti numbers mechanics left: proxy bombing is all thats there?
- What classes still have viable skills that scale with enemy players?
- Seige meta? Persistent catapult ground dot effects cause way more calculations that say a balista.
- Breach meta requires larger and larger ball groups to survive?
- Stack on crown?
Combat mechanic changes?
- Why are there so many aoe cc forms readily available
- Why are there little long duration counters for cc like snares/roots
- What distinguishes using a spammable on one player vs the same ability cost for an aoe that could hit 10+
- Why doesn't aoe scale with amount of players hit? Why is it flat damage in the first place?
- Why were the limits on how many dots/hots groups can generate removed from pvp? Why do all dots/hots stack?
- Should group buffs and heals only go to group members? possibly at a certain group size? 5+? Toggle option?
I mean we can go on about a million things that are mainly an issue since pvp hasn't been looked at since the IC days and has slowly killed itself over the years. I remember when the true end game was pvp back when campaigns would be pop locked with little to no lag for hours on end. Massive allessia bridge fights. The ability to sneak down and around to fight small man fights in the back. Idk this game used to have a massive draw to it pvp wise, but hey i guess nobody in zos figured out how to make it draw in money.
What is sad is zos is looking for an easy fix, when the issue has deeper mechanical and game design issues.
Why do players even accumulate in 50+ man groups?
- no objectives to separate? Resources useless at keep seiges.
- win by numbers?
- benefits for grouping with less people?
- combat dynamics?
- AP system is poorly designed to focus everyone into keep takes instead of promoting good combat
- Campaign scoreboard at fault?
- Group size? Probs wont change much but makes it harder to amass
Why is combat balled up instead of spread out?
- Little anti numbers mechanics left: proxy bombing is all thats there?
- What classes still have viable skills that scale with enemy players?
- Seige meta? Persistent catapult ground dot effects cause way more calculations that say a balista.
- Breach meta requires larger and larger ball groups to survive?
- Stack on crown?
Combat mechanic changes?
- Why are there so many aoe cc forms readily available
- Why are there little long duration counters for cc like snares/roots
- What distinguishes using a spammable on one player vs the same ability cost for an aoe that could hit 10+
- Why doesn't aoe scale with amount of players hit? Why is it flat damage in the first place?
- Why were the limits on how many dots/hots groups can generate removed from pvp? Why do all dots/hots stack?
- Should group buffs and heals only go to group members? possibly at a certain group size? 5+? Toggle option?
I mean we can go on about a million things that are mainly an issue since pvp hasn't been looked at since the IC days and has slowly killed itself over the years. I remember when the true end game was pvp back when campaigns would be pop locked with little to no lag for hours on end. Massive allessia bridge fights. The ability to sneak down and around to fight small man fights in the back. Idk this game used to have a massive draw to it pvp wise, but hey i guess nobody in zos figured out how to make it draw in money.
Perhaps an option would be to share the AP gain from all resources within a group. So the gain in effectiveness to kill players has the drawback that it would be a very ineffective way to earn alliance ranks.
electriczzz wrote: »I wouldn't give a damn about them if they wouldn't make the entire game unplayable for everyone with all their resto staff spamms and aoes left and right.
I see that the tests so far don't make a difference and the moment one ball group enters the field it's nearly unplayable for almost everyone involved, why can't ZOS see that it's not the individual players who cause the lags but connect it to the so called"organized groups"? I love cyrodiil but the state it's in every day past a certain hour is emberassing.
They should've placed tests in place to prevent big groups from stacking and spamming the same stuff instead of putting cooldowns on aoes. It's so infuriating having to wait 3-10 seconds after using a leap/charge ( if they even go off) for the damage to arrive and in the meantime can't deal damage because everything is locked until the damage registered.
pauld1_ESO wrote: »electriczzz wrote: »I wouldn't give a damn about them if they wouldn't make the entire game unplayable for everyone with all their resto staff spamms and aoes left and right.
I see that the tests so far don't make a difference and the moment one ball group enters the field it's nearly unplayable for almost everyone involved, why can't ZOS see that it's not the individual players who cause the lags but connect it to the so called"organized groups"? I love cyrodiil but the state it's in every day past a certain hour is emberassing.
They should've placed tests in place to prevent big groups from stacking and spamming the same stuff instead of putting cooldowns on aoes. It's so infuriating having to wait 3-10 seconds after using a leap/charge ( if they even go off) for the damage to arrive and in the meantime can't deal damage because everything is locked until the damage registered.
I don't know how you ban people for team work,but I do agree it is a problem. Whenever these groups come around my latency doubles. It is easy to avoid the giant red blob of death, but since they lag you out many times you get caught in it anyway. It's really stupid.
In the end this game has a crap infrastructure, it's all ZOS's fault, not ball groups.