Sorry but you're wrong. Any ball group worth their salt effectively exploits both issues to the point where there's very little that can be done.
the smale group always suffers more from lagg then a larger group. it doesnt matter if in a 10v40 5 ppl of the 40 getting desynced. the bigger group has the "map control" and can just pick their ppl up and they are fine again. but if 3 ppl getting desynct of the 10 man group they lost 1/3 of the group and that will most likly lead to their wipe.
I can tell you that our raids are alway better when we have less lagg.And no, a 12 man doesn't need every skill going off perfectly because it's about blanketing the field with attacks and hots. Even if only half of them land you're still out gunning everyone around you who are suffering the same lag your ball group brought into a battle, except it's worse because your opponents are not stacking the same 3 skills over and over.
same argument can be made for the 40 man stack...they will always have more casts per second then a 10 man group.
The point is that its cordinated vs uncordinated.
i will tell you a Big Big secret how to kill a ballgroup.1 Bomber with harmony and a Temp with nova and Dark convergenz+ any buff set. That perfectly timed is ez 40k dmg in 1s
do we ever see such attmepts to kill us ?, NO/rearly...ppl keep spaming LAs on us and wondering why we dont die.
#Optimized groups are NOT OP, others just.....
TheEndBringer wrote: »Sorry but you're wrong. Any ball group worth their salt effectively exploits both issues to the point where there's very little that can be done.
the smale group always suffers more from lagg then a larger group. it doesnt matter if in a 10v40 5 ppl of the 40 getting desynced. the bigger group has the "map control" and can just pick their ppl up and they are fine again. but if 3 ppl getting desynct of the 10 man group they lost 1/3 of the group and that will most likly lead to their wipe.
I can tell you that our raids are alway better when we have less lagg.And no, a 12 man doesn't need every skill going off perfectly because it's about blanketing the field with attacks and hots. Even if only half of them land you're still out gunning everyone around you who are suffering the same lag your ball group brought into a battle, except it's worse because your opponents are not stacking the same 3 skills over and over.
same argument can be made for the 40 man stack...they will always have more casts per second then a 10 man group.
The point is that its cordinated vs uncordinated.
i will tell you a Big Big secret how to kill a ballgroup.1 Bomber with harmony and a Temp with nova and Dark convergenz+ any buff set. That perfectly timed is ez 40k dmg in 1s
do we ever see such attmepts to kill us ?, NO/rearly...ppl keep spaming LAs on us and wondering why we dont die.
#Optimized groups are NOT OP, others just.....
Any other group isn't assigning a 2 to 3 skill rotation to every member. It's called stacking. If you have 5 people drop a destro ulti and only 3 go off on time you still murdered everyone in front of you. Those other two are still firing, just a little behind. Also a ball group trying to complain about the lag they themselves create is a little silly. If it's so crippling why do it?
Meanwhile a normal group of players have full bar rotations. If any of those gets tripped up by lag, they're dead or at the very least not able to help kill the targets. Oh, you wanna ulti dump that ball group? That's great until the sorc lags out on casting the negate and you just eat every attack that hits you.
Ball groupies would do better by not pretending like they don't exploit the game limitations.
Also relying on bombers to kill any 12 man group, ball or otherwise, has caused a lot of animosity for nightblades and led to these new TTK changes that have made ball groups harder to kill. These new sets aren't doing jack.
neferpitou73 wrote: »Can we put the ball groups cause lag myth to bed already? ZOS did those stupid AOE tests a while back that showed reducing AOE spam didn't improve the performance. If ball groups are the ones causing lag it's because of some flaw in the grouping mechanism (which given their previous track record with that I wouldn't say is out of the question) not because of their tactics.TheEndBringer wrote: »Sorry but you're wrong. Any ball group worth their salt effectively exploits both issues to the point where there's very little that can be done.
the smale group always suffers more from lagg then a larger group. it doesnt matter if in a 10v40 5 ppl of the 40 getting desynced. the bigger group has the "map control" and can just pick their ppl up and they are fine again. but if 3 ppl getting desynct of the 10 man group they lost 1/3 of the group and that will most likly lead to their wipe.
I can tell you that our raids are alway better when we have less lagg.And no, a 12 man doesn't need every skill going off perfectly because it's about blanketing the field with attacks and hots. Even if only half of them land you're still out gunning everyone around you who are suffering the same lag your ball group brought into a battle, except it's worse because your opponents are not stacking the same 3 skills over and over.
same argument can be made for the 40 man stack...they will always have more casts per second then a 10 man group.
The point is that its cordinated vs uncordinated.
i will tell you a Big Big secret how to kill a ballgroup.1 Bomber with harmony and a Temp with nova and Dark convergenz+ any buff set. That perfectly timed is ez 40k dmg in 1s
do we ever see such attmepts to kill us ?, NO/rearly...ppl keep spaming LAs on us and wondering why we dont die.
#Optimized groups are NOT OP, others just.....
Any other group isn't assigning a 2 to 3 skill rotation to every member. It's called stacking. If you have 5 people drop a destro ulti and only 3 go off on time you still murdered everyone in front of you. Those other two are still firing, just a little behind. Also a ball group trying to complain about the lag they themselves create is a little silly. If it's so crippling why do it?
Meanwhile a normal group of players have full bar rotations. If any of those gets tripped up by lag, they're dead or at the very least not able to help kill the targets. Oh, you wanna ulti dump that ball group? That's great until the sorc lags out on casting the negate and you just eat every attack that hits you.
Ball groupies would do better by not pretending like they don't exploit the game limitations.
Also relying on bombers to kill any 12 man group, ball or otherwise, has caused a lot of animosity for nightblades and led to these new TTK changes that have made ball groups harder to kill. These new sets aren't doing jack.
Yep totally don't have a two-bar rotation on my healer or bomber at all I just spam one button until everything dies /S
TheEndBringer wrote: »neferpitou73 wrote: »Can we put the ball groups cause lag myth to bed already? ZOS did those stupid AOE tests a while back that showed reducing AOE spam didn't improve the performance. If ball groups are the ones causing lag it's because of some flaw in the grouping mechanism (which given their previous track record with that I wouldn't say is out of the question) not because of their tactics.TheEndBringer wrote: »Sorry but you're wrong. Any ball group worth their salt effectively exploits both issues to the point where there's very little that can be done.
the smale group always suffers more from lagg then a larger group. it doesnt matter if in a 10v40 5 ppl of the 40 getting desynced. the bigger group has the "map control" and can just pick their ppl up and they are fine again. but if 3 ppl getting desynct of the 10 man group they lost 1/3 of the group and that will most likly lead to their wipe.
I can tell you that our raids are alway better when we have less lagg.And no, a 12 man doesn't need every skill going off perfectly because it's about blanketing the field with attacks and hots. Even if only half of them land you're still out gunning everyone around you who are suffering the same lag your ball group brought into a battle, except it's worse because your opponents are not stacking the same 3 skills over and over.
same argument can be made for the 40 man stack...they will always have more casts per second then a 10 man group.
The point is that its cordinated vs uncordinated.
i will tell you a Big Big secret how to kill a ballgroup.1 Bomber with harmony and a Temp with nova and Dark convergenz+ any buff set. That perfectly timed is ez 40k dmg in 1s
do we ever see such attmepts to kill us ?, NO/rearly...ppl keep spaming LAs on us and wondering why we dont die.
#Optimized groups are NOT OP, others just.....
Any other group isn't assigning a 2 to 3 skill rotation to every member. It's called stacking. If you have 5 people drop a destro ulti and only 3 go off on time you still murdered everyone in front of you. Those other two are still firing, just a little behind. Also a ball group trying to complain about the lag they themselves create is a little silly. If it's so crippling why do it?
Meanwhile a normal group of players have full bar rotations. If any of those gets tripped up by lag, they're dead or at the very least not able to help kill the targets. Oh, you wanna ulti dump that ball group? That's great until the sorc lags out on casting the negate and you just eat every attack that hits you.
Ball groupies would do better by not pretending like they don't exploit the game limitations.
Also relying on bombers to kill any 12 man group, ball or otherwise, has caused a lot of animosity for nightblades and led to these new TTK changes that have made ball groups harder to kill. These new sets aren't doing jack.
Yep totally don't have a two-bar rotation on my healer or bomber at all I just spam one button until everything dies /S
It's not a myth. You can have 50 people battling in a keep with no issue then all of a sudden a ball group rolls in and everything goes to ***. It happens all the time. The AOE tests didn't do jack because it was a poorly thought out test. They also overlapped the tests to where some of them too place during an event and the other phases didn't.
neferpitou73 wrote: »Can we put the ball groups cause lag myth to bed already?
From my observations the tools to impact organized groups are in the game now just underutilized. With plaguebreak being added purging has increased consequences for just spamming it nonstop. Groups responded by increasing their healing output and reducing the usage of purge.
Instead of players keeping the threat of plaguebreak in the playfield they stop using it and now some of those groups have more freedom to use purge. When the proper response would have been to utilize more of the sets that reduce both normal healing output, lower critical healing frequency, or have healing absorption; while keeping the pressure of plaguebreak in the playfield.
I find there is still a large tendency for players to come to large objective encounters in one vs one loadouts, that have little or no wide area or ability to rapidly spread debilitating stats effects with a high up time. Which is understandable as until plaguebreak debilitating status were mostly useless with purge spam.
But it is time for players who come into Cyrodiil and tend on being at these large encounters to start thinking about integrating a least one wide area debilitation or plaguebreak into their loadouts.
While it is not going be an instant victory against organized groups, I think more players need to understand pressuring their damage/healing output, while reducing their frequency of using purge has a greater impact than just haphazardly trying to dps them down.
neferpitou73 wrote: »Can we put the ball groups cause lag myth to bed already?
no sry, if you think ball groups didn't cause any delay u play in one. we can play with our group against 30 people without delay, than the ballgroup (8-12 Player appears) and skills didn't work properly and have 1 sec delay...
"ballgroups do not cause lag", the joke of the century
This sounds pretty much like the best ball groups on the PC NA server (eg Dracarys). It takes a lot of work and effort and it isn't easy to run in those groups. The leader has to be incredibly knowledgeable and make quick judgements.
I agree that such a group should easily be able to beat 3x as many pugs. On my faction, several of (the only ) groups that run are just composed of random pugs. There is no designation of role, no build requirements, no instructions , no training. Even worse, most players dont group and are solo.
My question is, doesn't it get old? You are expected to beat pugs. I see ball groups running around inside keeps for 30 minutes, they farm the pugs one by one, focusing their huge 12 man power on 2-4 pugs at a time and wiping them out, then running around some more.
I don't see the point. Why don't ball groups fight other ball groups? Is it really that fun to slaughter random solo pugs who, by your admission, have 10x less stats, healing, etc?
It is not at all like 1v3-- the solo player has only his own buffs and abilities. The ball groups have 10 radiating regens on them, etc etc.