I write from the perspective of an officer in a guild that designs and runs "ball group" compositions on a fairly regular basis in open-world PVP. Against my better judgement, I've decided to contribute the warning based on patch notes in their current iteration that several sets are being added to the game that will buff ball groups at the expense of more casual players, solo PVPers, and less organized groups.
We already have precedent for this in-game: Vicious Death. While initially designed as an "anti-big group set," its impact is, unsurprisingly to those of us who actually organize ball groups, the opposite. The incoming sets will have the same exact effect: they will be utilized by organized, optimized compositions ("ball groups") at greater efficiency than the negative impacts on those groups can be realized, allowing them to become yet more effective against opponents who are less organized and less optimized to deal with them.
What can be done to counter optimized group play? I'm not entirely sure this should be a goal, but as it is stated as the intended purpose of the ball group buff sets, I think it would be worth exploring changes that would ACTUALLY accomplish this intention. Instead, I'd consider something along the lines of the following:
- Increase the time to ressurrect other players in Cyrodiil, or implement a cap on rezzes from a given source (ie. camps?) in PVP. One of the biggest aspects of "ball group" invincibility is not in their ability to avoid being killed, but rather in their ability to creatively recover. If you were only able to use a camp once before respawning at a keep, and if rezzes took longer to execute, ball groups would be fail to maintain their composition and be "wiped" more easily. This is not an original idea on my part, as other "ball group" organizers have suggested it, but I agree with them it would actually work. The biggest challenge might be addressing the "necro rez" thematically, as I don't know if it's advisable to eliminate powerful ultimates from a given class. But I think that in PVP it might be possible potentially to address this the same way as camps -- allow a single "necro rez" between keep respawns, but not an endless string of them to recover a healer each and every time they go down.
- Implement diminishing returns on AP at a given objective. As it is right now, occupying a given keep, resource, or outpost for an extended period of time provides exactly the same rewards as (and sometimes, more rewards than) occupying it for a shorter period of time. This discourages "ball groups" from moving, or rather it provides no opportunity cost to attempting to actually take the objective and move onto another, and instead encourages group leaders to stay and "farm" kills at the same objective with their opponents increasingly frustrated it cannot either be retaken or abandoned. If the AP rewarded from kills and from defensive and offensive objective ticks were reduced over time, there would be considerable pressure on group leaders to move their focus on to another objective.
- Provide an AP buff to group leaders and members of 1% per group member (for the leader, so maxing at 12%) and 0.5% (for the group follower, maxing at 6%), or some other similar numbers that make sense. This seems counterintuitive, but the problem of “unkillable ball groups" in PVP can actually be understood more correctly as a "lack of organized groups that are competitive against unkillable ball groups." Outside of a modest ego boost that comes from running a good group, I guess, there are very few obvious incentives to creating your own group and leading it. Unless you can find players ready to go "all the way" in coordinating their builds and synchronizing actions, it usually comes at more cost than benefit to lead a group, follow instructions, and work together. But many people DO want to join groups in open world PVP, but few feel confident or motivated to lead them. We can overcome this issue somewhat by rewarding group leaders slightly for organizing groups. This wouldn't have to be a huge benefit to make a difference, but it would make a huge impact on the ability of "ball groups" to remain dramatically more viable than less organized players by encouraging more organized group leaders.
- Increase the incentives to AP (and perhaps to campaign score) of offensive objectives further from your faction's base, and of defensive objectives closer to your faction's base. I think the way it currently works, "home keeps" have greater incentive than "away keeps." But this system is a blunt instrument, and does little to spread groups across the map, as the difference is very small, poorly understood within game, and does not act effectively on players. At the same time, there is little value to ball groups in "going home," that is, defending an objective closer to their gate instead of "farming" wherever they are. If groups and their leaders realized a bigger missed opportunity from failing to "fall back" to a home keep under attack, or in failing to push to a further objective, they would have less incentive to "farm" a "zerg" of less organized or less optimized players. Similarly, and perhaps more importantly, the "zerg" would realize clear gains from diverting their attentions elsewhere, and thus would spend less of their time in the frustrating experience of "being farmed."
I know the leaders of older and better ball groups than ours have offered similar feedback in the past. I would hope we think less about the "silver bullet set bonus" and more about the incentive structure generally, which is the force actually pushing toward a particular playstyle that invites complaints. These incentives are strong, act on many different groups and players, and cannot, will not, be overcome by the introduction of a single set bonus alone. Only adjusting the larger game mechanics to provide direct, tangible, and obvious rewards to avoid "farming" behaviors will actually make any difference.
Edited by doesurmindglow on July 13, 2021 10:05PM