CameraBeardThePirate wrote: »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.
Ball Groups have counters though; coordination and knowing their tactics. Knowing how to recognize when a ball group is about to tear through the zerg is already enough to survive against them.
Don't get me wrong, I think heal stacking should be nerfed, but at the end of the day, you aren't going to beat a coordinated group unless you coordinate a group yourselves. That's by design.
As a ballgroups player, I'll leave my comment here.
The healing overtime within the ballgroup makes it look very strong, but don't be fooled, we don't just have vigor/radianting running, we have dedicated healers ready to boost our health when needed, we have support sets that greatly reduce the damage we receive, such as transmutation, gossamer, rallying, sanctuary, spc among others...
I can say with certainty that bad players inside a ballgroup are a delay, don't think that just because you managed to kill a guy outside the ballgroup that this guy is bad, you just killed him because he has a build that only serves to play inside ballgroups, outside of a ballgroup the compilation is garbage, however, each player needs to have the highly focused compilation for that style of play, which only works for that style of play.
Another detail is that it is not an easy task to play in a ballgroup, you can even be bad and become resistant in a ballgroup, but you are only being carried by those who are really fit. An example in which we already had players who tried and failed to play this style of game, they simply don't have the focus to follow orders and stay together and have an adaptive mind, that is, they don't have the real spirit of playing cooperatively.
In conclusion, I believe that the reward for playing this style of game has to be something very good, taking into account everything that is needed to have a decent ballgroup.
As a ballgroups player, I'll leave my comment here.
The healing overtime within the ballgroup makes it look very strong, but don't be fooled, we don't just have vigor/radianting running, we have dedicated healers ready to boost our health when needed, we have support sets that greatly reduce the damage we receive, such as transmutation, gossamer, rallying, sanctuary, spc among others...
I can say with certainty that bad players inside a ballgroup are a delay, don't think that just because you managed to kill a guy outside the ballgroup that this guy is bad, you just killed him because he has a build that only serves to play inside ballgroups, outside of a ballgroup the compilation is garbage, however, each player needs to have the highly focused compilation for that style of play, which only works for that style of play.
Another detail is that it is not an easy task to play in a ballgroup, you can even be bad and become resistant in a ballgroup, but you are only being carried by those who are really fit. An example in which we already had players who tried and failed to play this style of game, they simply don't have the focus to follow orders and stay together and have an adaptive mind, that is, they don't have the real spirit of playing cooperatively.
In conclusion, I believe that the reward for playing this style of game has to be something very good, taking into account everything that is needed to have a decent ballgroup.
Most people here aren't saying that players shouldn't be able to group up and fine-tune their builds for group play, and plenty of us understand that ball group play isn't easy or lacks skill. Everyone should get the benefits of skillful builds and play, whether its solo, small-man or large group. The issue for me and many others that I see commenting are that the pendulum has swung too far towards group play vs. disorganized. Yes, highly-tuned groups should absolutely win vs. equal numbers or greater every time unless they mess up. Currently though I've seen a few ball groups that can survive against and repeatedly wipe many times their number, to the point that their only counter is an opposing ball of similar quality, and to me this is just too far out of balance. FIghting them is so frustrating that most of the skilled soloers that I regularly see just refuse to engage them, leaving the B, C and D teams to get farmed by them.
The most highly skilled solo player shouldn't be able to survive against unlimited odds, no matter how much effort they put into getting to the top, and neither should the most highly skilled ball group. Everyone needs to lose sometimes.
Edit: word choice
ShadowProc wrote: »Great thought. Unfortunately they would just put a RAM up and flag keep. Or hit front door randomly to prevent repair
As a ballgroups player, I'll leave my comment here.
The healing overtime within the ballgroup makes it look very strong, but don't be fooled, we don't just have vigor/radianting running, we have dedicated healers ready to boost our health when needed, we have support sets that greatly reduce the damage we receive, such as transmutation, gossamer, rallying, sanctuary, spc among others...
I can say with certainty that bad players inside a ballgroup are a delay, don't think that just because you managed to kill a guy outside the ballgroup that this guy is bad, you just killed him because he has a build that only serves to play inside ballgroups, outside of a ballgroup the compilation is garbage, however, each player needs to have the highly focused compilation for that style of play, which only works for that style of play.
Another detail is that it is not an easy task to play in a ballgroup, you can even be bad and become resistant in a ballgroup, but you are only being carried by those who are really fit. An example in which we already had players who tried and failed to play this style of game, they simply don't have the focus to follow orders and stay together and have an adaptive mind, that is, they don't have the real spirit of playing cooperatively.
In conclusion, I believe that the reward for playing this style of game has to be something very good, taking into account everything that is needed to have a decent ballgroup.
Most people here aren't saying that players shouldn't be able to group up and fine-tune their builds for group play, and plenty of us understand that ball group play isn't easy or lacks skill. Everyone should get the benefits of skillful builds and play, whether its solo, small-man or large group. The issue for me and many others that I see commenting are that the pendulum has swung too far towards group play vs. disorganized. Yes, highly-tuned groups should absolutely win vs. equal numbers or greater every time unless they mess up. Currently though I've seen a few ball groups that can survive against and repeatedly wipe many times their number, to the point that their only counter is an opposing ball of similar quality, and to me this is just too far out of balance. FIghting them is so frustrating that most of the skilled soloers that I regularly see just refuse to engage them, leaving the B, C and D teams to get farmed by them.
The most highly skilled solo player shouldn't be able to survive against unlimited odds, no matter how much effort they put into getting to the top, and neither should the most highly skilled ball group. Everyone needs to lose sometimes.
Edit: word choice
So you are saying ballgroup should lose sometimes just because enemies have bigger numbers? Do I get it right? If I do - how many enemy players can ballgroup take so it's fair in your opinion? 20? 30? And when there is 31people on enemy side ball should automatically wipe?
If enemy refuses to group up, doesn't have the setup, knowledge, is pew pewing randomy - I say ballgroup should be able to take down even 300 of such players if ball is good enough(zos increase max server population pls)
Make. Your. Own. Group. Because I can guarantee you things won't change even if you remove hots from the game, add x amount of anti-ballgroup sets, add x, nerf y. Things will always be the same.
How would you feel about when a keep turns, the enemy factions get set outside and doors close?
As a ballgroups player, I'll leave my comment here.
The healing overtime within the ballgroup makes it look very strong, but don't be fooled, we don't just have vigor/radianting running, we have dedicated healers ready to boost our health when needed, we have support sets that greatly reduce the damage we receive, such as transmutation, gossamer, rallying, sanctuary, spc among others...
I can say with certainty that bad players inside a ballgroup are a delay, don't think that just because you managed to kill a guy outside the ballgroup that this guy is bad, you just killed him because he has a build that only serves to play inside ballgroups, outside of a ballgroup the compilation is garbage, however, each player needs to have the highly focused compilation for that style of play, which only works for that style of play.
Another detail is that it is not an easy task to play in a ballgroup, you can even be bad and become resistant in a ballgroup, but you are only being carried by those who are really fit. An example in which we already had players who tried and failed to play this style of game, they simply don't have the focus to follow orders and stay together and have an adaptive mind, that is, they don't have the real spirit of playing cooperatively.
In conclusion, I believe that the reward for playing this style of game has to be something very good, taking into account everything that is needed to have a decent ballgroup.
WaywardArgonian wrote: »Ballgroups are just the meta for group play, and as with any meta, getting rid of it will just lead to a new meta, and the same category of players will prevail to more or less the same extent.
You can take certain measures to make ballgroup gameplay less effective, but those same measures will often also affect unorganized groups. Like, say you turn crosshealing off, ballgroups would have a tougher time, but at the same time, I've seen how many ballgroup pushes fail because there's 3 Templars in the zerg who all have their Practiced Incantation up. Or that idea that was mentioned that if a keep flips, the enemy faction is transported outside and the doors close. What would happen is that a ballgroup can hijack a siege like they often do already, make the faction they stole it from transport outside, and then the farming would continue at outer main gate.
As a ballgroups player, I'll leave my comment here.
The healing overtime within the ballgroup makes it look very strong, but don't be fooled, we don't just have vigor/radianting running, we have dedicated healers ready to boost our health when needed, we have support sets that greatly reduce the damage we receive, such as transmutation, gossamer, rallying, sanctuary, spc among others...
I can say with certainty that bad players inside a ballgroup are a delay, don't think that just because you managed to kill a guy outside the ballgroup that this guy is bad, you just killed him because he has a build that only serves to play inside ballgroups, outside of a ballgroup the compilation is garbage, however, each player needs to have the highly focused compilation for that style of play, which only works for that style of play.
Another detail is that it is not an easy task to play in a ballgroup, you can even be bad and become resistant in a ballgroup, but you are only being carried by those who are really fit. An example in which we already had players who tried and failed to play this style of game, they simply don't have the focus to follow orders and stay together and have an adaptive mind, that is, they don't have the real spirit of playing cooperatively.
In conclusion, I believe that the reward for playing this style of game has to be something very good, taking into account everything that is needed to have a decent ballgroup.
Most people here aren't saying that players shouldn't be able to group up and fine-tune their builds for group play, and plenty of us understand that ball group play isn't easy or lacks skill. Everyone should get the benefits of skillful builds and play, whether its solo, small-man or large group. The issue for me and many others that I see commenting are that the pendulum has swung too far towards group play vs. disorganized. Yes, highly-tuned groups should absolutely win vs. equal numbers or greater every time unless they mess up. Currently though I've seen a few ball groups that can survive against and repeatedly wipe many times their number, to the point that their only counter is an opposing ball of similar quality, and to me this is just too far out of balance. FIghting them is so frustrating that most of the skilled soloers that I regularly see just refuse to engage them, leaving the B, C and D teams to get farmed by them.
The most highly skilled solo player shouldn't be able to survive against unlimited odds, no matter how much effort they put into getting to the top, and neither should the most highly skilled ball group. Everyone needs to lose sometimes.
Edit: word choice
So you are saying ballgroup should lose sometimes just because enemies have bigger numbers? Do I get it right? If I do - how many enemy players can ballgroup take so it's fair in your opinion? 20? 30? And when there is 31people on enemy side ball should automatically wipe?
If enemy refuses to group up, doesn't have the setup, knowledge, is pew pewing randomy - I say ballgroup should be able to take down even 300 of such players if ball is good enough(zos increase max server population pls)
Make. Your. Own. Group. Because I can guarantee you things won't change even if you remove hots from the game, add x amount of anti-ballgroup sets, add x, nerf y. Things will always be the same.
WaywardArgonian wrote: »Ballgroups are just the meta for group play, and as with any meta, getting rid of it will just lead to a new meta, and the same category of players will prevail to more or less the same extent.
You can take certain measures to make ballgroup gameplay less effective, but those same measures will often also affect unorganized groups. Like, say you turn crosshealing off, ballgroups would have a tougher time, but at the same time, I've seen how many ballgroup pushes fail because there's 3 Templars in the zerg who all have their Practiced Incantation up. Or that idea that was mentioned that if a keep flips, the enemy faction is transported outside and the doors close. What would happen is that a ballgroup can hijack a siege like they often do already, make the faction they stole it from transport outside, and then the farming would continue at outer main gate.
WaywardArgonian wrote: »Ballgroups are just the meta for group play, and as with any meta, getting rid of it will just lead to a new meta, and the same category of players will prevail to more or less the same extent.
You can take certain measures to make ballgroup gameplay less effective, but those same measures will often also affect unorganized groups. Like, say you turn crosshealing off, ballgroups would have a tougher time, but at the same time, I've seen how many ballgroup pushes fail because there's 3 Templars in the zerg who all have their Practiced Incantation up. Or that idea that was mentioned that if a keep flips, the enemy faction is transported outside and the doors close. What would happen is that a ballgroup can hijack a siege like they often do already, make the faction they stole it from transport outside, and then the farming would continue at outer main gate.
And well organized groups with good leadership will always be the meta because they figure out how to adapt to changes.
As such they will always be stronger than groups twice and three times larger than them because of how well organize they are and how well they are led.
What we like best is when we come upon a similarly skilled group as the fights test how strong our group really is.
So change healing and we will still have these threads about the same groups.
Agree about the running in circles just to stomp casuals, that's what leaves a bad taste. It's like running up the score in a Little League baseball game. But the epitome of large scale to me isn't just a 12-person moba, it would be for the ball groups, pugs, solos, smallscalers, etc. to all be coordinating to win for their faction together, which we sadly rarely see.Ball groups are the epitome of cooperative large group play in PvP... run laps farming solos until they get bored of it and jump out. This is what most of us would like to see less of, I believe.
WaywardArgonian wrote: »Ballgroups are just the meta for group play, and as with any meta, getting rid of it will just lead to a new meta, and the same category of players will prevail to more or less the same extent.
You can take certain measures to make ballgroup gameplay less effective, but those same measures will often also affect unorganized groups. Like, say you turn crosshealing off, ballgroups would have a tougher time, but at the same time, I've seen how many ballgroup pushes fail because there's 3 Templars in the zerg who all have their Practiced Incantation up. Or that idea that was mentioned that if a keep flips, the enemy faction is transported outside and the doors close. What would happen is that a ballgroup can hijack a siege like they often do already, make the faction they stole it from transport outside, and then the farming would continue at outer main gate.
And well organized groups with good leadership will always be the meta because they figure out how to adapt to changes.
As such they will always be stronger than groups twice and three times larger than them because of how well organize they are and how well they are led.
What we like best is when we come upon a similarly skilled group as the fights test how strong our group really is.
So change healing and we will still have these threads about the same groups.
No argument from me here. Ball groups are the epitome of cooperative large group play in PvP. Unfortunately, what your group likes best seems to be in the minority as most of the ball groups I see prefer to PvDoor a back keep and run laps farming solos until they get bored of it and jump out. This is what most of us would like to see less of, I believe.
WaywardArgonian wrote: »Ballgroups are just the meta for group play, and as with any meta, getting rid of it will just lead to a new meta, and the same category of players will prevail to more or less the same extent.
You can take certain measures to make ballgroup gameplay less effective, but those same measures will often also affect unorganized groups. Like, say you turn crosshealing off, ballgroups would have a tougher time, but at the same time, I've seen how many ballgroup pushes fail because there's 3 Templars in the zerg who all have their Practiced Incantation up. Or that idea that was mentioned that if a keep flips, the enemy faction is transported outside and the doors close. What would happen is that a ballgroup can hijack a siege like they often do already, make the faction they stole it from transport outside, and then the farming would continue at outer main gate.
And well organized groups with good leadership will always be the meta because they figure out how to adapt to changes.
As such they will always be stronger than groups twice and three times larger than them because of how well organize they are and how well they are led.
What we like best is when we come upon a similarly skilled group as the fights test how strong our group really is.
So change healing and we will still have these threads about the same groups.
No argument from me here. Ball groups are the epitome of cooperative large group play in PvP. Unfortunately, what your group likes best seems to be in the minority as most of the ball groups I see prefer to PvDoor a back keep and run laps farming solos until they get bored of it and jump out. This is what most of us would like to see less of, I believe.
I agree ball groups should kill 100 disorganized players. But a ball group running around on an unlit keep, and if left alone will capture, is ridiculous.
Don’t get me wrong, when I’m geared for solo or small man, I now don’t even engage the ball groups dancing upstairs on a keep, but the problem is, someone has to or my ports will be cut off and now I have to horse around for 20 minutes to find a worth while fight.
Open field, on a bridge, turning a resource, or capturing a keep, a ball group should win vs a Zerg.
Forming pug groups does nothing against the best ball groups, but instead just makes it more convenient for them to wipe the opposing players faster. I've seen the best ball groups repeatedly wipe 3/4 of the opposing faction, including some pretty decent guild groups that just aren't quite up to the same level.
And your repeating of the disingenuous "Removing hots won't change anything" is false. Every good group knows that HoT stacking is the the foundation of good survivability. When you stack burst heals, shields and high mobility on top of that is when you really approach unkillability. If ZOS nerfed HoT stacking then yes, the good groups would adapt, but they would take a big hit to that foundation and it would force them to sacrifice in other areas to maintain that survivability, namely sustain and damage output. They'd still roll over hordes of casuals and glass cannons, but they'd actually be at risk of dying if enough skilled players ganged up on them, which is rarely the case now for the best groups.
Edit: spelling
I agree ball groups should kill 100 disorganized players. But a ball group running around on an unlit keep, and if left alone will capture, is ridiculous.
Don’t get me wrong, when I’m geared for solo or small man, I now don’t even engage the ball groups dancing upstairs on a keep, but the problem is, someone has to or my ports will be cut off and now I have to horse around for 20 minutes to find a worth while fight.
Open field, on a bridge, turning a resource, or capturing a keep, a ball group should win vs a Zerg.
So.. you want them magically kicked out of the keep because you need the keep and it's boring for you to fight them? You know ballgroup HAS TO get inside keeps in order to get any pvp action? Nobody wants to fight a ballgroup when you can zerg randoms. Why does it seem ridiculous for you? They got in fair and square. Don't know about other platforms/server but on PC EU keeps are scouted most of the time so getting in while being sieged is a pure pain and now I'm supposed to get kicked outside because.. I didn't flip the keep xD
Forming pug groups does nothing against the best ball groups, but instead just makes it more convenient for them to wipe the opposing players faster. I've seen the best ball groups repeatedly wipe 3/4 of the opposing faction, including some pretty decent guild groups that just aren't quite up to the same level.
And your repeating of the disingenuous "Removing hots won't change anything" is false. Every good group knows that HoT stacking is the the foundation of good survivability. When you stack burst heals, shields and high mobility on top of that is when you really approach unkillability. If ZOS nerfed HoT stacking then yes, the good groups would adapt, but they would take a big hit to that foundation and it would force them to sacrifice in other areas to maintain that survivability, namely sustain and damage output. They'd still roll over hordes of casuals and glass cannons, but they'd actually be at risk of dying if enough skilled players ganged up on them, which is rarely the case now for the best groups.
Edit: spelling
I told you to make your own group. I didn't tell you to start writing "LFM" on zone chat so I'm not sure why are you bringing pug groups right now. If "LFM" is the only thing you are willing to do then you deserve to be farmed. Put some effort to it if you want to kill organised groups.
Hots stacking as a foundation of a good survivability. I'm not sure if I could call it that way. It's just the current most optimal solution to survivability in pvp. If you take it away you will only hurt people who are unable to adapt. Bad groups, smaller groups - maybe they could be stopped by this. Good ballgroups - no. Once you remove hots stacking, then people on forum will start complaining that ballgroups have even more hp, armor, with proxy hitting not for 10k but 9k. But they will still be running around keeps.
I tell you, nothing can be done about it. And it's great. Adapting to changes when ZOS tries to nerf you to the ground is even better than PVP itself. xD
As a ballgroups player, I'll leave my comment here.
The healing overtime within the ballgroup makes it look very strong, but don't be fooled, we don't just have vigor/radianting running, we have dedicated healers ready to boost our health when needed, we have support sets that greatly reduce the damage we receive, such as transmutation, gossamer, rallying, sanctuary, spc among others...
I can say with certainty that bad players inside a ballgroup are a delay, don't think that just because you managed to kill a guy outside the ballgroup that this guy is bad, you just killed him because he has a build that only serves to play inside ballgroups, outside of a ballgroup the compilation is garbage, however, each player needs to have the highly focused compilation for that style of play, which only works for that style of play.
Another detail is that it is not an easy task to play in a ballgroup, you can even be bad and become resistant in a ballgroup, but you are only being carried by those who are really fit. An example in which we already had players who tried and failed to play this style of game, they simply don't have the focus to follow orders and stay together and have an adaptive mind, that is, they don't have the real spirit of playing cooperatively.
In conclusion, I believe that the reward for playing this style of game has to be something very good, taking into account everything that is needed to have a decent ballgroup.
The solution is simple don't run after a ball in narow confinements. Second if a ball is running on top of a keep or walls let them.
If enemy refuses to group up, doesn't have the setup, knowledge, is pew pewing randomy - I say ballgroup should be able to take down even 300 of such players if ball is good enough(zos increase max server population pls)
Make. Your. Own. Group. Because I can guarantee you things won't change even if you remove hots from the game
ShadowProc wrote: »As a ballgroups player, I'll leave my comment here.
The healing overtime within the ballgroup makes it look very strong, but don't be fooled, we don't just have vigor/radianting running, we have dedicated healers ready to boost our health when needed, we have support sets that greatly reduce the damage we receive, such as transmutation, gossamer, rallying, sanctuary, spc among others...
I can say with certainty that bad players inside a ballgroup are a delay, don't think that just because you managed to kill a guy outside the ballgroup that this guy is bad, you just killed him because he has a build that only serves to play inside ballgroups, outside of a ballgroup the compilation is garbage, however, each player needs to have the highly focused compilation for that style of play, which only works for that style of play.
Another detail is that it is not an easy task to play in a ballgroup, you can even be bad and become resistant in a ballgroup, but you are only being carried by those who are really fit. An example in which we already had players who tried and failed to play this style of game, they simply don't have the focus to follow orders and stay together and have an adaptive mind, that is, they don't have the real spirit of playing cooperatively.
In conclusion, I believe that the reward for playing this style of game has to be something very good, taking into account everything that is needed to have a decent ballgroup.
Omg you missed it entirely. Playing in ball groups is easiest thing to do in pvp. Anyone who has played that style, and moved on to small scale/solo, will tell you it's much harder solo. Myself included
That was true even before sets like VD, PB, etc were introduced. Then they introduced a set to stack ungrounded players together to make it even easier. Lol. How can you say that with a straight face?
ShadowProc wrote: »As a ballgroups player, I'll leave my comment here.
The healing overtime within the ballgroup makes it look very strong, but don't be fooled, we don't just have vigor/radianting running, we have dedicated healers ready to boost our health when needed, we have support sets that greatly reduce the damage we receive, such as transmutation, gossamer, rallying, sanctuary, spc among others...
I can say with certainty that bad players inside a ballgroup are a delay, don't think that just because you managed to kill a guy outside the ballgroup that this guy is bad, you just killed him because he has a build that only serves to play inside ballgroups, outside of a ballgroup the compilation is garbage, however, each player needs to have the highly focused compilation for that style of play, which only works for that style of play.
Another detail is that it is not an easy task to play in a ballgroup, you can even be bad and become resistant in a ballgroup, but you are only being carried by those who are really fit. An example in which we already had players who tried and failed to play this style of game, they simply don't have the focus to follow orders and stay together and have an adaptive mind, that is, they don't have the real spirit of playing cooperatively.
In conclusion, I believe that the reward for playing this style of game has to be something very good, taking into account everything that is needed to have a decent ballgroup.
Omg you missed it entirely. Playing in ball groups is easiest thing to do in pvp. Anyone who has played that style, and moved on to small scale/solo, will tell you it's much harder solo. Myself included
That was true even before sets like VD, PB, etc were introduced. Then they introduced a set to stack ungrounded players together to make it even easier. Lol. How can you say that with a straight face?
if it was easy everyone would play, it's certainly much easier to assemble your solo build and walk around Cyrodill, grouping with randoms and playing the way you want...
You clearly didn't understand what I meant by "difficult", to play in real ballgroups.
You need correct build, be part of a group, be committed to schedules, have specific addons configured, know how to follow orders, know how to think cooperatively, have focus (as I explained about seeing players trying to play in ballgroups but just couldn't keep it together or focused) faithfully follow the leader, trust their allies, among other things.
You're confusing exactly what I said, it's not a player being carried by a ballgroup, it's being part of it.
TybaltKaine wrote: »Would you walk into a veteran hardmode trial without assembling a cohesive group that plays off of each other's strengths? No. Why would you walk into Cyrodiil that way?
Cyrodiil is designed for group play. You can enter solo, but you won't be able to take a keep or do much of anything else that way.
Solo PVP is in Imperial City. Yes, you occasionally get groups there, but the area is so much smaller and the NPC's so much more threatening that you can kite them into other encounters and mitigate their advantage, see how quick a group dissolves when a boss shows up and a gate opens.
You either adapt to the content you are playing or get left behind. It's that simple.