During the testing period nothing was done with the synergies. Maybe on purpose.
Hello all,
With the change of group size limit to 12 players, I think everyone can agree that the less organised players clearly have a disadvantage over organised groups (e.g. "ball groups"), and such groups are also needed to run a trail. In that respect here is no clear distinction between PVP and PVE.
I have lately been discussing a lot with guild members, since our results (such as AP/hr, K/D ratio, KB 's) were declining. And the most important question was, what could be done by the game makers to increase results back to acceptable? A lot of players have been spewing thoughts lately, and now it is our turn.
During the testing period nothing was done with the synergies. Maybe on purpose. But we think that it could be the key to make a segregation between PVP and PVE.
Why not introducing something like the opposite of synergies, antergies.
In Cyrodiil every synergy would also be an antergy. Synergies could be used by group members, and antergies by opponents to give the opposite effect (quenching).
If we now have a situation were a group is so organised that it takes a lot of players (e.g. "zerg") to elliminate it, and the performance of the game is going down due to the critical mass. Then chances that players could quench synergies are increasing. The idea would then be that a battle would be finished quicker, with less players, resulting better performances.
According KISS-principles such a change would not take much energy to introduce.
Thanks for you attention.
IAmIcehouse wrote: »
To your point... Are you saying you can cast a synergy that an enemy can also trigger and that hurts the casting alliance? Incoming trolls nova-bombing their own alliance.
Ballgroups have been around since before the harmony meta. Take that away and we'll just shift to something else again. The flavor of the forum posts complaining may change, but it'll be the same issue.
@Soul_Demon Thanks for the feedback of your experiences. Not many players will disagree that fighting a ball group gives a hopeless feeling. Especially about the handicaps they give us. Would it not be nice if there would be a way to prevent this.
Something that is stimulating.
Izanagi.Xiiib16_ESO wrote: »
@Soul_Demon Thanks for the feedback of your experiences. Not many players will disagree that fighting a ball group gives a hopeless feeling. Especially about the handicaps they give us. Would it not be nice if there would be a way to prevent this.
Something that is stimulating.
I think a lot of players would also agree that fighting 48+ players was a fairly hopeless feeling when you can't even use skills. At the time the players who were empowered by AOE Caps and stacking so many players did so without any thought to others. I remember quite a few groups from EU and also some from NA.
Thats why its fairly interesting to see a lot of players posting now about how they dislike ball groups when they were created and improved to specifically combat this group stacking without stooping to the same levels.
Now the players who no longer can be carried in such large groups (due to things like VD, proxy det and other changes which have made stacks weaker) have reduced their sizes generally down to 24 ish or 2 groups with the new cap are complaining about the ball groups which they spawned trying to again find ways to benefit faction stacks again.
I think the simple message is - Spread out, go take multiple keeps with your multiple individual groups and fight not just on the front lines and pvp will perform better for all.
NeillMcAttack wrote: »So your solution to fighting a ball group, is to jump head first into them in the hope that an antergy will pop that I can activate in the 2 secs I will survive.
I mean, the current means of fighting a ball is staying out of their “B-line”, let’s call it. Moving around them, and staying out of that “event horizon” that insta kills a solo player.
I also can’t see it leading to interesting or rewarding gameplay. Not that ball v ball is in any way interesting right now. But just jumping straight onto each other and hoping to pop synergies doesn’t sound like a solution.
NeillMcAttack wrote: »So your solution to fighting a ball group, is to jump head first into them in the hope that an antergy will pop that I can activate in the 2 secs I will survive.
I mean, the current means of fighting a ball is staying out of their “B-line”, let’s call it. Moving around them, and staying out of that “event horizon” that insta kills a solo player.
I also can’t see it leading to interesting or rewarding gameplay. Not that ball v ball is in any way interesting right now. But just jumping straight onto each other and hoping to pop synergies doesn’t sound like a solution.
I think the idea about synergies (antergies) should not be ending at the bottom of the stack to easy.
Staying out of this "B-line" is not an option, since the invaders are mostly unannounced, and therefore disturbing our plan, and you know they do it only with a few resources, and we come repeatedly into contact with this (boring) playstyle. We will never leave the important keypoints on the map because of those groups. Do I make myself clear?
There has to be a solution (or more than one) that can deal with this problem, and often (maybe mostly) problems are solved by introducing something new.
So there should also be a way for solo players to fight ball groups, before leaving Cyrodiil with a hopeless feeling. And I bet you also want to fight on the key points of the map. Don't let yourself be turned away. No one should.
I would recomment solo players not to jump into ball groups with the hope to trigger an antergy. But a bunch of solo players should have a higher chance. In that way there are certainly possibilities for everybody, especially in turning the lag-favor to the majority. Because that is what it is all about.
The synergy itself may also be scrutinized (in Cyrodiil only). What are actually the ranges of synergies? Maybe it needs to be enlagered, or decreased (then antergies would not be needed), or maybe totally removed, to increase chances even more.
This is just and idea. Idea's originate (maybe mostly) from complaints. So write them down, and let it know. It is not over yet.
Soul_Demon wrote: »NeillMcAttack wrote: »So your solution to fighting a ball group, is to jump head first into them in the hope that an antergy will pop that I can activate in the 2 secs I will survive.
I mean, the current means of fighting a ball is staying out of their “B-line”, let’s call it. Moving around them, and staying out of that “event horizon” that insta kills a solo player.
I also can’t see it leading to interesting or rewarding gameplay. Not that ball v ball is in any way interesting right now. But just jumping straight onto each other and hoping to pop synergies doesn’t sound like a solution.
I think the idea about synergies (antergies) should not be ending at the bottom of the stack to easy.
Staying out of this "B-line" is not an option, since the invaders are mostly unannounced, and therefore disturbing our plan, and you know they do it only with a few resources, and we come repeatedly into contact with this (boring) playstyle. We will never leave the important keypoints on the map because of those groups. Do I make myself clear?
There has to be a solution (or more than one) that can deal with this problem, and often (maybe mostly) problems are solved by introducing something new.
So there should also be a way for solo players to fight ball groups, before leaving Cyrodiil with a hopeless feeling. And I bet you also want to fight on the key points of the map. Don't let yourself be turned away. No one should.
I would recomment solo players not to jump into ball groups with the hope to trigger an antergy. But a bunch of solo players should have a higher chance. In that way there are certainly possibilities for everybody, especially in turning the lag-favor to the majority. Because that is what it is all about.
The synergy itself may also be scrutinized (in Cyrodiil only). What are actually the ranges of synergies? Maybe it needs to be enlagered, or decreased (then antergies would not be needed), or maybe totally removed, to increase chances even more.
This is just and idea. Idea's originate (maybe mostly) from complaints. So write them down, and let it know. It is not over yet.
I see your points here and they are good ones...but an even simpler version of this would be that ZOS simply enacted the only testing all the groups seemed to hide away from Cyro for----put a two second cooldown when using either a HOT or AOE (including synergies) and watch the tide of battle turn dramatically. During the test you could cast one but not both in a three second timeframe (too long) but one per two seconds would make major impact----no more spamming overheals to dip into for burst DPS for groups means surviveability or damage, but not both at the same time.
@Izanagi.Xiiib16_ESO We are veterans now. I can't say what has been first, ballgroups or zerg. We from Decimation Elite have been running many large groups in the past, because of lack of dedicated leaders to start a group. Some people from the other alliances might have disliked our role. We stood up and helped many players at the pact side, and that counted more in this "war" (game ). Nowadays more guilds have stepped on the field and with the recent group size limit, we were forced to operate at small scale. To my I regret I heard leaders are leaving now. About the sincere compliants I can say, that those are needed to make changes to happen. I hope you can reconcile with that.
I fully encourage to spread out over the map. Only that is difficult to maintain, since there is no refery (someone like Zimmeron) repeating this, and historical data tells me that alliances are mostly stacking.
With the idea about the synergy change, I would like to add a new version of a picture that was shown at the beginning of this year. The Ideal lag free game stays an illusion but the model shows it would get closer to it.
Izanagi.Xiiib16_ESO wrote: »@Izanagi.Xiiib16_ESO We are veterans now. I can't say what has been first, ballgroups or zerg. We from Decimation Elite have been running many large groups in the past, because of lack of dedicated leaders to start a group. Some people from the other alliances might have disliked our role. We stood up and helped many players at the pact side, and that counted more in this "war" (game ). Nowadays more guilds have stepped on the field and with the recent group size limit, we were forced to operate at small scale. To my I regret I heard leaders are leaving now. About the sincere compliants I can say, that those are needed to make changes to happen. I hope you can reconcile with that.
I fully encourage to spread out over the map. Only that is difficult to maintain, since there is no refery (someone like Zimmeron) repeating this, and historical data tells me that alliances are mostly stacking.
With the idea about the synergy change, I would like to add a new version of a picture that was shown at the beginning of this year. The Ideal lag free game stays an illusion but the model shows it would get closer to it.
I could simply get similar effects by not allowing the zerg to 'zombie res' and instead encouraging decisive victories or defeats too.
the difference is one rewards players for being in a zerg (the anti synergy idea) and the other rewards players who beat other players in combat.
PeterUnlustig wrote: »1. Just give a second set similar to vicious death that damages targets in a 3m Radius but with a staggering damage the more people are in the circle. 1 Person 5k damage up to 12 People 30k Damage and a 15 second cooldown. That together with VD and inevitable detonation (which explodes from the cleanses) and you can bomb any ballgroup that is stacking too tight.
2. increase cleanse cost per cost/ reduce the targets to 3 with reduce cost. Without the mobility ball groups are doomed to be dead. Rooted in a negate and no one to cleanse you -> you ded
one of these would already make it much much harder for the worse ballgroups, leaving only the few actually good groups like fist.
relentless_turnip wrote: »The solutions to the biggest PvP complaints are simple.
Ball groups and their detriment on performance:
Stop heals stacking of the same type. I.e. only one rapid regen active on a player at a time, receiving another regen will simply refresh the effect.
Individual purge only 8 seconds. Meaning an individual can only remove effects every 8 seconds and not all the time as the synergy operates outside of the GCD.
This is much less calculations performed and ensures ball groups are killed faster reducing server strain again. It is also minimal impact on the majority of players, but huge to the mechanics of a ball group.
Proc sets, tankiness and their synergy with malacath
All damage scales the same i.e with offensive stats. A proc damage set should have its base damage reduced to that of an equivalent skill and then scale exactly the same and be able to crit. Malacath then becomes an option.
When building we make a choice we can wear a stat set like new moon and a proc set and have reasonable damage on our proc and our skills, but have a higher rate of damage.
We wear to stat sets briar and new moon and increase the damage of all our skills, but have reduced rate of damage.
We stack health and wear proc sets then we do no damage, but can heal our selves well with our heal that scales with our health.
We wear 2 defensive sets and become a tank.
We wear a mix of offensive/defensive and we have viable build diversity.
It's clear in my mind at least, that this should be the goal when trying to achieve balance whilst giving players choice. The current meta where you can have it all with next to no impact isn't healthy.
Franky ballgroups have little to to with the lag. Yesterday early primetime on pc/eu Gray Host we had a huge fight with severe lag, note even one ballgroup in sight!
Reasonably the lag depends on the number of actions the servers have to do per second, that reasonably depends on the number of players stacked in a small area. It will also depend on the complexity of the skill (aoe singel target and proc sets) in the area. Ballgroups probably have the highest output of actions due to their knowledge of the game, thus they do cotribute but so do the total numbers of players around.
Some tests I would like to see;
1. Shut of all procsets in cyro. They have proliferated in recent years so they may be an importans source of lag.
2. Remove the camps from cyro. It will shorten the battles, substantially.
3. Give people a good reason to spread out over the map. Events on the map that give you ap and campaign points for ex. More resons to win a campaign like betters rewards and shorter campaigns.
Hello all,
With the change of group size limit to 12 players, I think everyone can agree that the less organised players clearly have a disadvantage over organised groups (e.g. "ball groups"), and such groups are also needed to run a trail. In that respect here is no clear distinction between PVP and PVE.
I have lately been discussing a lot with guild members, since our results (such as AP/hr, K/D ratio, KB 's) were declining. And the most important question was, what could be done by the game makers to increase results back to acceptable? A lot of players have been spewing thoughts lately, and now it is our turn.
During the testing period nothing was done with the synergies. Maybe on purpose. But we think that it could be the key to make a segregation between PVP and PVE.
Why not introducing something like the opposite of synergies, antergies.
In Cyrodiil every synergy would also be an antergy. Synergies could be used by group members, and antergies by opponents to give the opposite effect (quenching).
If we now have a situation were a group is so organised that it takes a lot of players (e.g. "zerg") to elliminate it, and the performance of the game is going down due to the critical mass. Then chances that players could quench synergies are increasing. The idea would then be that a battle would be finished quicker, with less players, resulting better performances.
According KISS-principles such a change would not take much energy to introduce.
Thanks for you attention.
We from Decimation Elite have been running many large groups in the past, because of lack of dedicated leaders to start a group. Some people from the other alliances might have disliked our role. We stood up and helped many players at the pact side, and that counted more in this "war" (game ). Nowadays more guilds have stepped on the field and with the recent group size limit, we were forced to operate at small scale.
So you run in large groups and many players, but when another player joins you, the critical mass is hit. right?If we now have a situation were a group is so organised that it takes a lot of players (e.g. "zerg") to elliminate it, and the performance of the game is going down due to the critical mass. Then chances that players could quench synergies are increasing. The idea would then be that a battle would be finished quicker, with less players, resulting better performances.
NeillMcAttack wrote: »So your solution to fighting a ball group, is to jump head first into them in the hope that an antergy will pop that I can activate in the 2 secs I will survive.
I mean, the current means of fighting a ball is staying out of their “B-line”, let’s call it. Moving around them, and staying out of that “event horizon” that insta kills a solo player.
I also can’t see it leading to interesting or rewarding gameplay. Not that ball v ball is in any way interesting right now. But just jumping straight onto each other and hoping to pop synergies doesn’t sound like a solution.
Good thread @Tigor . At least better than some rage whispers, right? But at least the rage whispers might show the real intention here.
For you, there seems to be one play style. Done. You mentioned it earlier in this thread:We from Decimation Elite have been running many large groups in the past, because of lack of dedicated leaders to start a group. Some people from the other alliances might have disliked our role. We stood up and helped many players at the pact side, and that counted more in this "war" (game ). Nowadays more guilds have stepped on the field and with the recent group size limit, we were forced to operate at small scale.
You simply want that masses will kill everything. If it is healthy or not does not really matter.
But at the same time you say:So you run in large groups and many players, but when another player joins you, the critical mass is hit. right?If we now have a situation were a group is so organised that it takes a lot of players (e.g. "zerg") to elliminate it, and the performance of the game is going down due to the critical mass. Then chances that players could quench synergies are increasing. The idea would then be that a battle would be finished quicker, with less players, resulting better performances.
So when it benefits you, it is okay. Otherwise, something else has to be fixed.
You know, the thing is that there are plenty of valid play styles.
Small scale, even zerging, ball groups and other organized groups.
They are all part of Cyrodiil. The thing is, everyone will have to adapt to changes.
If you don't want to adapt, don't complain about others doing so.
If you want to zerg and get killed by an organized group / ball group you should ask yourself what you did wrong.
Yet, you prefer to:
a) rage whisper
b) complain instead of changing or adapting.
To be honest, i think you could do better here. And i don't think that your solution would be "the solution to pvp". Honestly, the issue we are all facing is ZOS and the server performance.
Honestly, you try to discuss ball groups and their play style when most groups weren't even playing during the test weeks and it was laggy af. But yes, we need solutions to a faction stack being unable to kill a group? what?
This does not really sound healthy to pvp.
And don't get me wrong here. I consider all play styles as valid and good. Do whatever floats your boat.
But I do not agree with your conclusions about play style here. You might want to think about that a bit.
But hey, there's something that interests me. You show it here:
The left graphic. Where does this come from? do you have data for this or is this simply your opinion?
Good thread @Tigor . At least better than some rage whispers, right? But at least the rage whispers might show the real intention here.
For you, there seems to be one play style. Done. You mentioned it earlier in this thread:We from Decimation Elite have been running many large groups in the past, because of lack of dedicated leaders to start a group. Some people from the other alliances might have disliked our role. We stood up and helped many players at the pact side, and that counted more in this "war" (game ). Nowadays more guilds have stepped on the field and with the recent group size limit, we were forced to operate at small scale.
You simply want that masses will kill everything. If it is healthy or not does not really matter.
But at the same time you say:So you run in large groups and many players, but when another player joins you, the critical mass is hit. right?If we now have a situation were a group is so organised that it takes a lot of players (e.g. "zerg") to elliminate it, and the performance of the game is going down due to the critical mass. Then chances that players could quench synergies are increasing. The idea would then be that a battle would be finished quicker, with less players, resulting better performances.
So when it benefits you, it is okay. Otherwise, something else has to be fixed.
You know, the thing is that there are plenty of valid play styles.
Small scale, even zerging, ball groups and other organized groups.
They are all part of Cyrodiil. The thing is, everyone will have to adapt to changes.
If you don't want to adapt, don't complain about others doing so.
If you want to zerg and get killed by an organized group / ball group you should ask yourself what you did wrong.
Yet, you prefer to:
a) rage whisper
b) complain instead of changing or adapting.
To be honest, i think you could do better here. And i don't think that your solution would be "the solution to pvp". Honestly, the issue we are all facing is ZOS and the server performance.
Honestly, you try to discuss ball groups and their play style when most groups weren't even playing during the test weeks and it was laggy af. But yes, we need solutions to a faction stack being unable to kill a group? what?
This does not really sound healthy to pvp.
And don't get me wrong here. I consider all play styles as valid and good. Do whatever floats your boat.
But I do not agree with your conclusions about play style here. You might want to think about that a bit.
But hey, there's something that interests me. You show it here:
The left graphic. Where does this come from? do you have data for this or is this simply your opinion?
Actually you are now complaining about me, that is fine, I am open to improve myself every day. But keep in mind it is really frustrating to run after ballgroups under these conditions.
In this threat I am thinking about reducing the lenght of fights with ball groups, by introducing a new thing that might be helpfull to reduce the lag. With the antergies quenching synergies, less people would be needed to achieve this. Opportunities for less critical mass, and beter dispersion over the map. It should be a win win situation with less strong ballgroups and smaller zergs. The graphics are only illustrative and from own experiences. They should help to get the picture in the right perspective.
Do you have ideas how to reduce the lag?
Good thread @Tigor . At least better than some rage whispers, right? But at least the rage whispers might show the real intention here.
For you, there seems to be one play style. Done. You mentioned it earlier in this thread:We from Decimation Elite have been running many large groups in the past, because of lack of dedicated leaders to start a group. Some people from the other alliances might have disliked our role. We stood up and helped many players at the pact side, and that counted more in this "war" (game ). Nowadays more guilds have stepped on the field and with the recent group size limit, we were forced to operate at small scale.
You simply want that masses will kill everything. If it is healthy or not does not really matter.
But at the same time you say:So you run in large groups and many players, but when another player joins you, the critical mass is hit. right?If we now have a situation were a group is so organised that it takes a lot of players (e.g. "zerg") to elliminate it, and the performance of the game is going down due to the critical mass. Then chances that players could quench synergies are increasing. The idea would then be that a battle would be finished quicker, with less players, resulting better performances.
So when it benefits you, it is okay. Otherwise, something else has to be fixed.
You know, the thing is that there are plenty of valid play styles.
Small scale, even zerging, ball groups and other organized groups.
They are all part of Cyrodiil. The thing is, everyone will have to adapt to changes.
If you don't want to adapt, don't complain about others doing so.
If you want to zerg and get killed by an organized group / ball group you should ask yourself what you did wrong.
Yet, you prefer to:
a) rage whisper
b) complain instead of changing or adapting.
To be honest, i think you could do better here. And i don't think that your solution would be "the solution to pvp". Honestly, the issue we are all facing is ZOS and the server performance.
Honestly, you try to discuss ball groups and their play style when most groups weren't even playing during the test weeks and it was laggy af. But yes, we need solutions to a faction stack being unable to kill a group? what?
This does not really sound healthy to pvp.
And don't get me wrong here. I consider all play styles as valid and good. Do whatever floats your boat.
But I do not agree with your conclusions about play style here. You might want to think about that a bit.
But hey, there's something that interests me. You show it here:
The left graphic. Where does this come from? do you have data for this or is this simply your opinion?
Actually you are now complaining about me, that is fine, I am open to improve myself every day. But keep in mind it is really frustrating to run after ballgroups under these conditions.
In this threat I am thinking about reducing the lenght of fights with ball groups, by introducing a new thing that might be helpfull to reduce the lag. With the antergies quenching synergies, less people would be needed to achieve this. Opportunities for less critical mass, and beter dispersion over the map. It should be a win win situation with less strong ballgroups and smaller zergs. The graphics are only illustrative and from own experiences. They should help to get the picture in the right perspective.
Do you have ideas how to reduce the lag?
I'm not really complaining here. I just think your main issue is that you do not want to adapt and others are at fault while the main issue of the game still is the performance (which got worse with their performance update).
Furthermore, every group / player will have to adapt after an update. This holds true for small scale and organized groups / ball groups. Yet, for whatever reason, this should not apply to random zergs and while outnumbering others, they should get more utility while already having an advantage due to numbers. I don't think that's a healthy approach.
To answer your last question:
As players:
- Split fights to multiple locations
As ZOS:
- Fix the performance update performance issues
- Reduce the amount of players per campaign (this should only be a temporary solution)
Hello all,
With the change of group size limit to 12 players, I think everyone can agree that the less organised players clearly have a disadvantage over organised groups (e.g. "ball groups"), and such groups are also needed to run a trail. In that respect here is no clear distinction between PVP and PVE.
I have lately been discussing a lot with guild members, since our results (such as AP/hr, K/D ratio, KB 's) were declining. And the most important question was, what could be done by the game makers to increase results back to acceptable? A lot of players have been spewing thoughts lately, and now it is our turn.
During the testing period nothing was done with the synergies. Maybe on purpose. But we think that it could be the key to make a segregation between PVP and PVE.
Why not introducing something like the opposite of synergies, antergies.
In Cyrodiil every synergy would also be an antergy. Synergies could be used by group members, and antergies by opponents to give the opposite effect (quenching).
If we now have a situation were a group is so organised that it takes a lot of players (e.g. "zerg") to elliminate it, and the performance of the game is going down due to the critical mass. Then chances that players could quench synergies are increasing. The idea would then be that a battle would be finished quicker, with less players, resulting better performances.
According KISS-principles such a change would not take much energy to introduce.
Thanks for you attention.
Unfortunately they said they can’t doing anything to fix the lag. Quite frankly I don’t care if people are zerging around as long as it doesn’t make me lag.
Soul_Demon wrote: »