Do you think there should be a limit to the odds that a ball group at the pinnacle of group performance should be able to survive against? What we currently have is the top performing groups being literally unkillable. I'm not being hyperbolic. I've seen probably 2 or 3 groups that have had almost the entire opposing faction trying to get them out of a keep and repeatedly failing for over an hour. In your view, is this ok?
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.
Turtle_Bot wrote: »xylena_lazarow wrote: »
It seems, to me, more like people want to nerf groups than to nerf healing. I just don't see the incredible amount of healing solo players can bestow upon themselves being brought up as often. Yes, people wish Coag healed for less-- IF we happen to be talking about how OP DKs are. And yes, people wish Polar Wind healed for less-- IF we happen to be talking about the health stacking meta.
But when we talk about ball-groups nobody wants vigor to heal for less, do they? No, they just want less instances of it. And we discuss how many would be fair and we say "oh, well, maybe 3 or 4 so PvErs won't complain." But what doesn't get said out loud is how coincidentally beneficial this would be for small-scalers.
12 perfectly coordinated people seem unkillable for the same reason some solo players seem unkillable. So yes, by all means, nerf healing. But do it by actually nerfing healing, not by nerfing teamwork.Turtle_Bot wrote: »xylena_lazarow wrote: »Turtle_Bot wrote: »This exactly. This whole "cyrodiil is for groups only" narrative has completely ruined Cyrodiil in recent times.Gonna add to this, ball groups are not the only valid group play. Casual zergs, solo surfing, joining pugs, smallscaling... all valid group playstyles that deserve a place in Cyrodiil, and once had before ZOS completely lost sight of group power creep.People are saying Cyrodiil is meant for groups because group playYea it's gross, not that there isn't a learning curve or skill going into their comp and strat, but once you're there it wraps around to anti-skill gameplay like face-tanking ults and casually standing in red siege circles. One of the worst offenders is Snow Treaders, allowing them to trivially ignore things like Caltrops and Oil Catapults. Even some of the hardcore ball groupers I've chatted with would have no problem with Snow Treaders being outright deleted from PvP.Turtle_Bot wrote: »but at the moment the design of sets and heal stacking mechanics in the game has made it so that ball groups essentially have god-mode active all the time as long as they wear the designated sets and click their AoE sticky HoTs once every 10 seconds
Yep, just had one ball group, I bombed them under a negate and with siegefire (oils, coldfire balista, etc) raining down on them, nope, healthbars didn't even budge because they already had all their HoTs ticking before the negate was cast on them, so even though it was a direct bomb (on the entire group) all under the negate and siegefire and no abilities could be cast by them, they just casually walked out of it like nothing had happened and continued on farming the pugs that were around. That is not even remotely close to being balanced and needs fixing.
No group should be able to survive under that kind of pressure combined with counter play combined with that amount of damage, all being applied at the same time. That kind of thing is supposed to counter ball groups, but nope, not this one, they just walked out and the health bars (all at 40k) didn't even budge because of all of the stacked HoTs that were passively healing for far more than any achievable damage could be inflicted even though they couldn't cast any heals at that time.
I think it's interesting that the 12man surviving is a problem but if for example there was no siege and was no negate and 1 person bombed 12 nobody here would have a problem with it.
1 person killing 12 all at once is a lot more unbalanced than 1 person not being able to kill 12.
12 people healing eachother is simply teamwork-- there's nothing unbalanced or exploitative about it. With the things that some solo individuals can do, why should a ballgroup be capable of any less?
The problem, honestly, is the game is too old now and even the vets who refuse to leave are tired of it as it was originally meant to be... And so they are abandoning things like objectives and campaign points, heading out solo only to kill and wishing for the game to change into some sandbox where they can run around having fun without being bothered by things that they don't appreciate. Like big groups. Or tanks. Or siege.
Except I never said that it was me alone as a single player that should be killing that ball group, it was a bomb on top of siege-fire AND negate with others around to help out and that group v group SHOULD BE ABLE TO KILL ball groups, especially when USING ABILITIES THAT ARE SUPPOSED TO BE COUNTERS!
I'm not talking about some non-existent hypothetical situation like you constantly are with your constant attempts to derail the fact that ball groups are completely OP currently and need adjusting, I am talking about actual in game play and scenarios that are supposed to counter ball groups but the ball groups are completely immune to those counters thanks to how absurd HoT stacking has gotten over the years combined with carry sets like snow treaders.
But hey, lets completely ignore inconvenient truths because it doesn't agree with out narrative that ball groups need to be left alone to be the only god-mode available in the game.....
Sorry if you found my hypothetical to be derailing... I thought, and still think, that it's worth mentioning that bombers are capable of killing large groups. Even by themselves. And I took some liberties to change your scenario to one of my choosing but I wasn't trying to detract from what you said... Simply piggyback off of it and say something of my own.
My point being that there are mechanics for solo players to destroy large groups and it happens all the time. So it just seems to me like what we're complaining about isn't groups or cross healing it's just that SOME groups are annoyingly good and people begrudge the fact that nothing can be done about them.
And I just don't see a huge difference between 12 people all synched up fighting the world -v- one person wearing rallying maras and Markyn fighting 12. The only difference between "that 12" and "this 12" is that "this 12" knows what they're doing. Well "this 12" who knows what they're doing aren't going to die to a talented 5-man, and I think it's pretty lame to ask for game mechanics to change in a way that limits options and abilities for one playstyle but not others.
Let's just be honest and say that "we the small scalers" like to fight outnumbered because it's challenging and "we" think anybody who doesn't have the same idea of fun, challenge, and style as us is lame and doesn't matter. "We" see big groups as being pugs, whether they are or not, and coming across 12 people we can't touch is enraging. But when "we" stand toe to toe with 12 that's just because "we" are so awesome and if they don't like it they need to L2P.
12 people coordinating buff sets and healing eachother is the pinnacle of what this game is supposed to be. It's the pinnacle of PvE and also the pinnacle of PvP. It's an MMO for goodness sake. If you want to run around solo or with just a couple talented friends then you just have to accept that some people won't fall into your level of competition-- whether they be lower or, occasionally, higher.
Turtle_Bot wrote: »As someone else stated, ball groups are able to hold IMPORTANT objectives hostage to farm the enemy pug groups, solos cannot do that, solos cannot have that kind of impact on the map let alone the campaign unless the enemy zone leaders let them do so, while ball groups are able to have that kind of impact on the map and campaign and there is nothing that anyone can do about it because the ball groups are running around with god-mode thanks to HoT stacking.
Have you ever killed more than 5 people by yourself? Has your group of 5 ever killed 10? 15? 20? So, proportionately, how many should a ballgroup be able to kill? 20? 40? 60? I don't see the problem. At 60 enemies being farmed this, as far as power imbalance goes, equates to 1 Xer killing 5 people. The most I've ever seen in a video is 1 solo player killing 65 people. There were a lot of enemies on his screen but let's be realistic and assume some of the people respawned came back and got killed again. So, conservatively, maybe he was fighting 30 people. Screw it let's say only 20. So a ballgroup with 12 players like this should be able to kill 240 people.
Dem_kitkats1 wrote: »Small-scale, solo playstyles are different in that players need to be much more active in juggling healing, buff uptimes and damage. With less people more choices need to be made in order to have an adequate healing/damage ratio in order to be successful. Coordination is more important as you have less people and sets to rely on. They die when they mistakes, and numbers can overwhelm them because of that.
Let's be real in that raid gear bears a lot of the weight for ballgroup playstyles, and are not adjusted for the PvP environment. Hence, countering them is nearly impossible, and outright imbalanced. Solo bombers killing 65 people are able to do so because of controversial sets. Coordinated groups could kill 3 times their numbers, but it shouldn't be unadjusted sets and mechanics that are the reason for them doing so.
They generally don't win the objective, nor do they actually wipe the whole zerg. They stall the fight and hold the objective hostage by running in circles so they can kill the same handful of disorganized casuals over and over. The solo equivalent would be running around an enemy resource tower for 20 mintues and your only kills are this one same 20k hp guy.a ballgroup is perfectly balanced and within their rights to kill 120
xylena_lazarow wrote: »They generally don't win the objective, nor do they actually wipe the whole zerg. They stall the fight and hold the objective hostage by running in circles so they can kill the same handful of disorganized casuals over and over. The solo equivalent would be running around an enemy resource tower for 20 mintues and your only kills are this one same 20k hp guy.a ballgroup is perfectly balanced and within their rights to kill 120
ShadowProc wrote: »Turtle_Bot wrote: »As someone else stated, ball groups are able to hold IMPORTANT objectives hostage to farm the enemy pug groups, solos cannot do that, solos cannot have that kind of impact on the map let alone the campaign unless the enemy zone leaders let them do so, while ball groups are able to have that kind of impact on the map and campaign and there is nothing that anyone can do about it because the ball groups are running around with god-mode thanks to HoT stacking.
To add on to God mode: Snow Treaders, VD, Prox Det, Plague Break, Dark Conv, etc.
For the life of me I don't see how that could be fun. I use to play in a ball group at launch but you had to actually do stuff.
How is it fun when there are so many sets/mechanics that dumb it down so much? I really don't get it. And some of these groups are doing it multiple nights a week for years now. Laughable.
xylena_lazarow wrote: »They generally don't win the objective, nor do they actually wipe the whole zerg. They stall the fight and hold the objective hostage by running in circles so they can kill the same handful of disorganized casuals over and over. The solo equivalent would be running around an enemy resource tower for 20 mintues and your only kills are this one same 20k hp guy.a ballgroup is perfectly balanced and within their rights to kill 120
The trolling is the point of a lot of these complaints. I bet there would be fewer complaints if the ball group wiped the zerg, captured the objective, then moved onto the next fight. It's the holding objectives hostage for the purpose of "farming" weaker players that is sending them to the forums complaining. It's not that they're powerful, it's what they do with that power. The solo may do the same thing, but has a hell of a lot less power than the ball.I'm not defending their right to troll...
xylena_lazarow wrote: »They generally don't win the objective, nor do they actually wipe the whole zerg. They stall the fight and hold the objective hostage by running in circles so they can kill the same handful of disorganized casuals over and over. The solo equivalent would be running around an enemy resource tower for 20 mintues and your only kills are this one same 20k hp guy.a ballgroup is perfectly balanced and within their rights to kill 120
I'm not defending their right to troll I'm just saying the power imbalance between a ballgroup and a 12man casual Zerg isn't that different than the imbalance between a solo Xer and a casual midyear mayhemer.
And honestly isn't the solo guy running around a tower for 20 minutes only killing the casuals who worry more about chasing than managing their resources and accidently get there first over and over again... Isn't that EXACTLY the way it's done?
So I'm afraid I don't see your last point either. Seems more like a point for me. Exact same playstyle, exact same victims, exact same complaint.
xylena_lazarow wrote: »The trolling is the point of a lot of these complaints. I bet there would be fewer complaints if the ball group wiped the zerg, captured the objective, then moved onto the next fight. It's the holding objectives hostage for the purpose of "farming" weaker players that is sending them to the forums complaining. It's not that they're powerful, it's what they do with that power. The solo may do the same thing, but has a hell of a lot less power than the ball.I'm not defending their right to troll...
There are exceptions to this, though. Like I've said before, there are a small handful of groups that have taken this to a higher level and can survive against literally any counter. This is part that I see as imbalanced and needs some kind of adjustment, because for a game to be fun, every player must face the same risk of victory or defeat.
It seems like very simple addition.
AuraNebula wrote: »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.
I'm going to start off by saying I have nothing against ball groups. They're great and are needed in PvP. They help make things exciting.
However Cyrodiil is not specifically for groups only. You can 1vx, 2vx, 3vx, 1v1, etc. It is pretty much designed for everyone and is not specifically for groups only.
I'm just tired of hearing this group only narrative. Solo play is just as valid as group play. Lots of solos are taking resources, making call outs, setting down camps, and helping to siege.
Turtle_Bot wrote: »It seems like very simple addition.
This is the issue though when designing anything in games that has the ability to stack itself infinitely.
stacking things additively without diminishing returns allows for things to get out of balance extremely quickly because the effects they have and the power they enable become multiplied exponentially the more that gets added.
It's why you see in other, better balanced, games, that when abilities and procs are allowed to stack with themselves (if they are allowed to stack with themselves), they stack with diminishing returns. The diminishing returns are put in place to prevent exactly what is currently happening in ESO with ball groups stacking HoTs.
Zos has also already done this with multiple stacking mechanics in the past, including mitigation values and synergy stacking because they allowed for insane damage reduction and damage to the point that nothing was balanced anymore, so I don't see why applying this same fix to the latest form of stacking being abused (HoT stacking) is seen as such a contentious issue, it's been done in the past to other problematic stacking mechanics within eso and is standard practice when balancing mechanics that can stack across all games.
It's not like anyone is asking for HoTs from different abilities be made to not stack, just the HoTs from the same ability not being able to stack infinitely without some sort of diminishing returns to balance this out. This fix not only balances this mechanic and prevents abuse, just like this same fix did with mitigation stacking before they buffed the crap out of block with CP2.0. Ball groups will still be able to stack HoTs, but they will need to diversify and perhaps include other classes and other heals instead of just having everyone slot resto back bar with echoing + radiating and be free to use whatever they want in the other slots.
Ground based HoTs could also be exempt (or not diminish by as much) from this change since to keep that healing they lock the ball group down to a single (or at least a significantly smaller) location which can be much easier to apply counter pressure through sieges and negates which are designed to counter the ball groups than the current sticky HoT stacking that follows the group allows for.
Turtle_Bot wrote: »It seems like very simple addition.
This is the issue though when designing anything in games that has the ability to stack itself infinitely.
stacking things additively without diminishing returns allows for things to get out of balance extremely quickly because the effects they have and the power they enable become multiplied exponentially the more that gets added.
It's why you see in other, better balanced, games, that when abilities and procs are allowed to stack with themselves (if they are allowed to stack with themselves), they stack with diminishing returns. The diminishing returns are put in place to prevent exactly what is currently happening in ESO with ball groups stacking HoTs.
Zos has also already done this with multiple stacking mechanics in the past, including mitigation values and synergy stacking because they allowed for insane damage reduction and damage to the point that nothing was balanced anymore, so I don't see why applying this same fix to the latest form of stacking being abused (HoT stacking) is seen as such a contentious issue, it's been done in the past to other problematic stacking mechanics within eso and is standard practice when balancing mechanics that can stack across all games.
It's not like anyone is asking for HoTs from different abilities be made to not stack, just the HoTs from the same ability not being able to stack infinitely without some sort of diminishing returns to balance this out. This fix not only balances this mechanic and prevents abuse, just like this same fix did with mitigation stacking before they buffed the crap out of block with CP2.0. Ball groups will still be able to stack HoTs, but they will need to diversify and perhaps include other classes and other heals instead of just having everyone slot resto back bar with echoing + radiating and be free to use whatever they want in the other slots.
Ground based HoTs could also be exempt (or not diminish by as much) from this change since to keep that healing they lock the ball group down to a single (or at least a significantly smaller) location which can be much easier to apply counter pressure through sieges and negates which are designed to counter the ball groups than the current sticky HoT stacking that follows the group allows for.
It's just literally not the same though. It's just not!
Reduced damage taken needs to have diminishing returns because it's a percentage that theoretically could be stacked to 100 and therefore make you literally take no damage no matter how many opponents show up. This WOULD be broken in the way you think HoT stacking is.
But HoT stacking is not. Because it isn't a percentage-- it's a fairly weak heal with an actual number attached to it. A number that is easily matched by a DPS. The ONLY reason it seems strong is because there are 12. Which is, again, just a number... A number that can be matched. Get 12 people together if you want to fight a ballgroup.
It really is just that simple.
[snip]
I really don't care one way or the other. Tower farmers never bothered me and neither do ball groups. I decided to play against them, sometimes, and often get killed. I stay until it's no longer fun and then I leave.
I'm just trying to provide a different perspective wherein, if they want to compete with large groups who actually have talent, they might consider it to be fair that they themselves get a large group.
This shouldn't be taken hyperbolically to assume that I mean everyone should form a ballgroup or that solo players don't matter. People should, in my opinion, just take a reality pill and realize it wouldn't be fair to handicap large groups in a way that makes some of their numbers less valuable or able to do less things. What IS fair is that 2 beats 1 and 6 beats 3 and 12 beats 8. And if the one wants to beat 2 then they have to be good enough. And it happens every day. And if the 3 wants to beat the 6 they have to be good enough. And it happens every day. And if the 8 wants to beat the 12 they have to be good enough. And it happens every day. And if you encounter a group of 12 (the largest group possible,) that is good then the only way you can realistically compete with them is to have the same numbers with the same cohesion.
Everybody can't be X'd. Learn it. All groups aren't pugs. Respect it. Sometimes someone else's right to have fun will ruin yours. Live with it.
12 people with 12 ultis all landing at once will obliterate a ballgroup. The amount of damage you can pile into one or two seconds, from a min/maxed group dwarfs the tiny ticks of HoTs.
People throw around the term "faction stack" in this thread as though that's supposed to be the next echelon up. It's not, ladies and gentlemen. Faction stack = Zerg.
[Edited for Baiting]
The HoT stacking is the main thing that enables trolling but does not enable them to actually end a fight.Also, and lastly... I respect that SOME of the complaints are about the trolling and not the power. But we both know which one limiting HoT stacks is targeting.
xylena_lazarow wrote: »