EP has ball groups?
Truthfully, zenimax destroyed pvp, in many decisions, over the course of years.
If the population cap was still reasonable there would be plenty of fights and people and the impact of ball groups would be diminished. But the current problems aren’t the fault of the ball groups, who are just doing their best to have whatever fun they can. The same is true of
Bombers, and pvdoor zergs, and nightcappers, and whatever else is being complained about these days.
adirondack wrote: »AD has groups? I thought everyone was just solo.
adirondack wrote: »AD has groups? I thought everyone was just solo.
Quoted for truth. I post up LFG when I get into Cyro and have not gotten in invite in months. I've given up and once I finish the new AD achievement I'll be switching alliances. No sense in being loyal to an alliance that won't work together.
Have siege, will travel!
Sorry but that say all. Just finally do a Cap for Hots.
But we talk about Zos. Zos include Sets like PB against Purge. Dude sets against a mechanic. Oh lord...
Sorry but that say all. Just finally do a Cap for Hots.
But we talk about Zos. Zos include Sets like PB against Purge. Dude sets against a mechanic. Oh lord...
This picture says it all. I count 11 vigors and 2 radiating regens all ticking at once. (Maybe there is another HOT Im not sure). Lets say each heals at 1k per tick. That's 13,000 HPS obviously crits make it higher). Each member of these immortal balls runs at 42k health.
A coldfire hits for ~10k. So a single cold fire is healed away.
Plus, these groups spam siege shield (and maybe some barriers). Often the coldfire only hits for 5k.
So, you would need Twelve separate coldfires to hit all the group members at exactly the same second. If they are spread over a few seconds, the HPS immediately brings them up to health.
So, if the coldfires do not hit at exactly the same second but over 3 seconds (as if the ballgroup with its snowtreaders and spamming charging maneuver was ever localized--not) you would need approximately 20 coldfire ballista shots hitting all the ball group members over the 3 second span.
In practice, at least in GH PCNA, these toxic immortal ball groups wait until someone else opens a keep (since if they actually siege they can be hit as described above), then they run into the keep, go up to the third floor, and run laps around the third floor for 20, 30, 60 minutes until everyone is bored to death. On the third floor siege cannot be concentrated on these groups.
Very occasionally they get successfully bombed.
It is the stupidest game play I can imagine, although who knows, maybe the people in those groups feel immortal and uber rather than feel like decapitated chickens running around mindlessly.
Turtle_Bot wrote: »EP has ball groups?
Truthfully, zenimax destroyed pvp, in many decisions, over the course of years.
If the population cap was still reasonable there would be plenty of fights and people and the impact of ball groups would be diminished. But the current problems aren’t the fault of the ball groups, who are just doing their best to have whatever fun they can. The same is true of
Bombers, and pvdoor zergs, and nightcappers, and whatever else is being complained about these days.
Not sure what platform you play on, but EP is nothing but ball groups, faction stacks, night capping groups, pvdoor zergs and large zergs on PC EU. They constantly have GH at a minimum of 2 bars (more often 3 bars or locked) 24/7 and have made GH so unplayable that the other alliances have both left for BR. Even on BR, EP also still has 2 bars or more all the time even while GH is still locked while the other alliances can barely fill only BR, so yes, EP definitely has ball groups (at least on PC EU).
1 resource starts to flip off red in GH, instantly there's 20+ EP there to take it back, it's gotten stupid and the map is basically unplayable now, even during prime time.
AD has groups, but they never invite randoms and never communicate with zone. They'd rather farm AP at KC or Rayles while EP and DC gate AD.
In practice, at least in GH PCNA, these toxic immortal ball groups wait until someone else opens a keep (since if they actually siege they can be hit as described above), then they run into the keep, go up to the third floor, and run laps around the third floor for 20, 30, 60 minutes until everyone is bored to death. On the third floor siege cannot be concentrated on these groups.
Very occasionally they get successfully bombed.
It is the stupidest game play I can imagine, although who knows, maybe the people in those groups feel immortal and uber rather than feel like decapitated chickens running around mindlessly.
Sorry but that say all. Just finally do a Cap for Hots.
But we talk about Zos. Zos include Sets like PB against Purge. Dude sets against a mechanic. Oh lord...
This picture says it all. I count 11 vigors and 2 radiating regens all ticking at once. (Maybe there is another HOT Im not sure). Lets say each heals at 1k per tick. That's 13,000 HPS obviously crits make it higher). Each member of these immortal balls runs at 42k health.
A coldfire hits for ~10k. So a single cold fire is healed away.
Plus, these groups spam siege shield (and maybe some barriers). Often the coldfire only hits for 5k.
So, you would need Twelve separate coldfires to hit all the group members at exactly the same second. If they are spread over a few seconds, the HPS immediately brings them up to health.
So, if the coldfires do not hit at exactly the same second but over 3 seconds (as if the ballgroup with its snowtreaders and spamming charging maneuver was ever localized--not) you would need approximately 20 coldfire ballista shots hitting all the ball group members over the 3 second span.
In practice, at least in GH PCNA, these toxic immortal ball groups wait until someone else opens a keep (since if they actually siege they can be hit as described above), then they run into the keep, go up to the third floor, and run laps around the third floor for 20, 30, 60 minutes until everyone is bored to death. On the third floor siege cannot be concentrated on these groups.
Very occasionally they get successfully bombed.
It is the stupidest game play I can imagine, although who knows, maybe the people in those groups feel immortal and uber rather than feel like decapitated chickens running around mindlessly.
adirondack wrote: »AD has groups? I thought everyone was just solo.
Quoted for truth. I post up LFG when I get into Cyro and have not gotten in invite in months. I've given up and once I finish the new AD achievement I'll be switching alliances. No sense in being loyal to an alliance that won't work together.
Have siege, will travel!
AD has groups, but they never invite randoms and never communicate with zone. They'd rather farm AP at KC or Rayles while EP and DC gate AD.
MISTFORMBZZZ wrote: »Remove hots and we will stack burstheals. Already started this when snake in the stars was invented and now it works even better then before.
ZoS should simply come up with the ideas to split people accross the Cyrodill. Right now in any given time majority of population is playing in 1-2 places because there is no reason not to.
AD has groups, but they never invite randoms and never communicate with zone. They'd rather farm AP at KC or Rayles while EP and DC gate AD.
That certainly explains why AD is always getting absolutely plowed under and there never seems to be any concerted effort to push red or blue.In practice, at least in GH PCNA, these toxic immortal ball groups wait until someone else opens a keep (since if they actually siege they can be hit as described above), then they run into the keep, go up to the third floor, and run laps around the third floor for 20, 30, 60 minutes until everyone is bored to death. On the third floor siege cannot be concentrated on these groups.
Very occasionally they get successfully bombed.
It is the stupidest game play I can imagine, although who knows, maybe the people in those groups feel immortal and uber rather than feel like decapitated chickens running around mindlessly.
There's an easy fix. Once an attack has been defeated and the keep is no longer flagged, any enemies remaining in the keep should be given a timer to GTFO, or else the keep guards put them to the sword. There is nothing even remotely fun about trying to get 50 people to all gather at X keep to kill a troll ball group that is running the aforementioned HoT stacking shenanigans whilst tower humping.
CameraBeardThePirate wrote: »Ball groups will always exist - it has nothing to do with game balance and everything to do with coordination. True ball groups have all 12 players in complimentary builds - every single player has a specific function that they perform, and each player covers the other's weaknesses.
There's a couple things that could make Ball Groups feel less oppressive (like cutting back on Echoing Vigor/Radiating/Polar stacking), but at the end of the day these groups will always roll through zergs like nothing.
Dem_kitkats1 wrote: »CameraBeardThePirate wrote: »Ball groups will always exist - it has nothing to do with game balance and everything to do with coordination. True ball groups have all 12 players in complimentary builds - every single player has a specific function that they perform, and each player covers the other's weaknesses.
There's a couple things that could make Ball Groups feel less oppressive (like cutting back on Echoing Vigor/Radiating/Polar stacking), but at the end of the day these groups will always roll through zergs like nothing.
I wouldn't classify having no counters as being all that balanced. Coordination can give small groups an edge over zergs, sure, but it shouldn't be easy for a 12 man to steamroll a group of 30 multiple times. Hots are a large problem when there isn't enough damage in game to counter them, and other infinite sources of mitigation. On top of that the ability to stack even remotely enough damage has been severely restricted by the introduction of PB and VD.
I'm not saying group coordination doesn't have a place in Cyro, or it shouldn't be strong, but the resources they have with little to no counters is laughable at this point.