Elendir2am wrote: »I don't see problem of ballgroups as something to blame ball groups members. Seeing what max optimized group can do should be main goal of this. However, we should be able make theire life much harder, so they should actualy show their skills. It looks more like lobotomy now, when they can just repeat same pattern for long minutes. It is question, why ZOS is resisting to implement some counter play.
By the way, HoTs i so broken now, that clash of balls take long time to resolve either.
They aren't winning objectives. They're stalling fights to troll casuals. That is why we still have these threads.MISTFORMBZZZ wrote: »Organisated groups will always win to unorganisated zergs. Deal with it
xylena_lazarow wrote: »They aren't winning objectives. They're stalling fights to troll casuals. That is why we still have these threads.MISTFORMBZZZ wrote: »Organisated groups will always win to unorganisated zergs. Deal with it
xylena_lazarow wrote: »They aren't winning objectives. They're stalling fights to troll casuals. That is why we still have these threads.MISTFORMBZZZ wrote: »Organisated groups will always win to unorganisated zergs. Deal with it
Well, trolling always needs two parties. There is a side which is beckoning in a fight. And there is a party which falling in. Respawning at the next possibility and charging back in the exact same fight asap without thinking about what just happened is as much of a cause as the beckoning itself.
Don't see a problem in that tho, it's always been this way. That's how a zerg is working, that's why it got this name.
xylena_lazarow wrote: »They aren't winning objectives. They're stalling fights to troll casuals. That is why we still have these threads.MISTFORMBZZZ wrote: »Organisated groups will always win to unorganisated zergs. Deal with it
Well, trolling always needs two parties. There is a side which is beckoning in a fight. And there is a party which falling in. Respawning at the next possibility and charging back in the exact same fight asap without thinking about what just happened is as much of a cause as the beckoning itself.
Don't see a problem in that tho, it's always been this way. That's how a zerg is working, that's why it got this name.
By that same argument it's everyone else's fault for playing cyro in the first place. I don't disagree, you are right ball groups is the correct playstyle and everyone else playing objectives are playing the game wrong. They should just continue and make cyro 12 man group only no solos or small groups and we are both completely in agreement with that.
xylena_lazarow wrote: »They aren't winning objectives. They're stalling fights to troll casuals. That is why we still have these threads.MISTFORMBZZZ wrote: »Organisated groups will always win to unorganisated zergs. Deal with it
Well, trolling always needs two parties. There is a side which is beckoning in a fight. And there is a party which falling in. Respawning at the next possibility and charging back in the exact same fight asap without thinking about what just happened is as much of a cause as the beckoning itself.
Don't see a problem in that tho, it's always been this way. That's how a zerg is working, that's why it got this name.
By that same argument it's everyone else's fault for playing cyro in the first place. I don't disagree, you are right ball groups is the correct playstyle and everyone else playing objectives are playing the game wrong. They should just continue and make cyro 12 man group only no solos or small groups and we are both completely in agreement with that.
I wouldn't go as far as you because I think it's completely viable to do small scale or soloplay in cyro and I don't wanna see these playstyles, which also exist since the beginning, eliminated, although I have to admit that the reduction of population caps created a problem here.
But in the end, yes. Cyro is a warzone in the end and the primary way to do it is groups of 12 (I miss the groups of 24 tho^^). Players which want to do exactly this shouldn't never ever be at a disadvantage there.
And as far at it around organized group vs zerg in PvP, there are the same rules as it is with organized group vs pug in PvE. The latter will never be the better, and never should be. Not in eso nor in any other game I know.
xylena_lazarow wrote: »They aren't winning objectives. They're stalling fights to troll casuals. That is why we still have these threads.MISTFORMBZZZ wrote: »Organisated groups will always win to unorganisated zergs. Deal with it
Well, trolling always needs two parties. There is a side which is beckoning in a fight. And there is a party which falling in. Respawning at the next possibility and charging back in the exact same fight asap without thinking about what just happened is as much of a cause as the beckoning itself.
Don't see a problem in that tho, it's always been this way. That's how a zerg is working, that's why it got this name.
By that same argument it's everyone else's fault for playing cyro in the first place. I don't disagree, you are right ball groups is the correct playstyle and everyone else playing objectives are playing the game wrong. They should just continue and make cyro 12 man group only no solos or small groups and we are both completely in agreement with that.
I wouldn't go as far as you because I think it's completely viable to do small scale or soloplay in cyro and I don't wanna see these playstyles, which also exist since the beginning, eliminated, although I have to admit that the reduction of population caps created a problem here.
But in the end, yes. Cyro is a warzone in the end and the primary way to do it is groups of 12 (I miss the groups of 24 tho^^). Players which want to do exactly this shouldn't never ever be at a disadvantage there.
And as far at it around organized group vs zerg in PvP, there are the same rules as it is with organized group vs pug in PvE. The latter will never be the better, and never should be. Not in eso nor in any other game I know.
The only issue is when ball groups zerg. Then it's kinda pointless fighting them, my favorite is when I get solo ult bombed by them, granted they don't actually need to ult to win the 40 v 8 but I guess they want to ult somebody.
YandereGirlfriend wrote: »The poster above makes a great point - there ARE many moments when ball groups are vulnerable IF you know what to look for. However, most random zone players have no idea how to read the battlefield and do not know much about basic game mechanics, so they miss those opportunities when they arise. Similarly, they can often negatively impact the ability of more experienced players to fight them by giving ball groups things that they want like free Hard-CC immunity via their random, uncoordinated Stuns, easy VD/PB procs, etc.
YandereGirlfriend wrote: »The poster above makes a great point - there ARE many moments when ball groups are vulnerable IF you know what to look for. However, most random zone players have no idea how to read the battlefield and do not know much about basic game mechanics, so they miss those opportunities when they arise. Similarly, they can often negatively impact the ability of more experienced players to fight them by giving ball groups things that they want like free Hard-CC immunity via their random, uncoordinated Stuns, easy VD/PB procs, etc.
Oh please. You guys can post cherry picked videos as much as you want but irl your "coordinated teams" just ignores each other so all of yours fairytales about how easy it to break them are pointless
randomly pulled out of the video...
604 kills for 3 deaths is not a healthy balance for a PVP game. The gap between the best and the mediocre needs to be closer.
The problem with that is that for the most part a "Ball Group" is unable to kill other "Ball Group". That is why very often you see them actively avoiding each other. If there is for example "last emp keep" and almost every player in Cyro is there, it is very likely to also see Ball Groups from different alliance there. But the thing is that Ball Groups avoid each other because they know they can not kill each other and they will only waste time and not get any AP (while killing randoms is easy AP for them).Ball groups are not cheating or playing unfair, they are just much better optimised and better organised. The best way to combat the "scourge" of ball groups is to group up, coordinate builds, be on voice, and learn to compete. You cannot beat them so join them... you could even hunt them down, but first evolve past just being a zerg.
Oh please. You guys can post cherry picked videos as much as you want but irl your "coordinated teams" just ignores each other so all of yours fairytales about how easy it to break them are pointless
Then make your own "coordinated team" and don't ignore ballgroups. Hope I helped.
randomly pulled out of the video...
604 kills for 3 deaths is not a healthy balance for a PVP game. The gap between the best and the mediocre needs to be closer.
Why?
Oh please. You guys can post cherry picked videos as much as you want but irl your "coordinated teams" just ignores each other so all of yours fairytales about how easy it to break them are pointless
Then make your own "coordinated team" and don't ignore ballgroups. Hope I helped.
Do solo players not sometimes successfully fight 5x their numbers and win? Do they not use their power to troll more often than to actually take objectives? Same two questions for small-scalers?
Do sets not exist that are specifically designed to target large stacked groups? CP stars? Skills?
Is every solo morph of a buff or heal not significantly more powerful than it's teamwork counterpart?
The question isn't why doesn't the game introduce mechanics to help smaller teams. The question is why don't people acknowledge that there already is. [snip] a numbers advantage??
[edited for baiting]
Do solo players not sometimes successfully fight 5x their numbers and win? Do they not use their power to troll more often than to actually take objectives? Same two questions for small-scalers?
Do sets not exist that are specifically designed to target large stacked groups? CP stars? Skills?
Is every solo morph of a buff or heal not significantly more powerful than it's teamwork counterpart?
The question isn't why doesn't the game introduce mechanics to help smaller teams. The question is why don't people acknowledge that there already is. [snip] a numbers advantage??
[edited for baiting]
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
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.
YandereGirlfriend wrote: »The poster above makes a great point - there ARE many moments when ball groups are vulnerable IF you know what to look for. However, most random zone players have no idea how to read the battlefield and do not know much about basic game mechanics, so they miss those opportunities when they arise. Similarly, they can often negatively impact the ability of more experienced players to fight them by giving ball groups things that they want like free Hard-CC immunity via their random, uncoordinated Stuns, easy VD/PB procs, etc.
If I spec my nb bomb build and run into a dude running around who happened to pop a detect pot I die as most do. So I dont run my bomb build unless I know for sure a ball group is there and not that many solo pugs. But the ball group has to also be engaged with others so that they arent looking around for the unstealthed proxy cast. But then I also need to be able to get out of combat to change the build. But I also need the skill points to be able to complete 2 separate builds. But I also need to either have enough cp for 2 separate builds or have the time to change cp. But I also have to have the skill to pull it off being as absolutely squishy as it is. But I also need to be a nb. If I'm a magdk what exactly is a good counter ball group build? Talons? Won't do anything against snow treaders or RAT or shuffle or phantasmal escape or bir of prey and won't do much damage because the pug that hits it needs to be wearing harmony. Is whip good against ball groups? FOO spam? No and yet that's what most dks run.
Do solo players not sometimes successfully fight 5x their numbers and win? Do they not use their power to troll more often than to actually take objectives? Same two questions for small-scalers?
Do sets not exist that are specifically designed to target large stacked groups? CP stars? Skills?
Is every solo morph of a buff or heal not significantly more powerful than it's teamwork counterpart?
The question isn't why doesn't the game introduce mechanics to help smaller teams. The question is why don't people acknowledge that there already is. And how much further can we go before we've effectively neutered teamwork and artificially decreased the most logical and elementary advantage anyone could have in anything-- a numbers advantage??
As has been said, there is a distinct difference that 1 unkillable 1vxer and an unkillable ball group have on the campaign and on PVP in general.
An unkillable solo player holding down a resource is largely irrelevant. And them taking on 5x their number is 5 players. Add a full group on them and they are likely going to die. But, say they don't. Well, that player can just be ignored. They aren't threatening keeps, certainly aren't taking keeps or preventing keeps from being taken. They are just 1 person holding a resource. They are irrelevant to the flow of combat in Cyrodil.
Whereas, the unkillable group, who eats an entire faction stack repeatedly, are a legitimate problem for keeps and for the flow of combat. If you leave them alone, they take your keep. If you leave them alone, they flag your back keeps and prevent you from transporting around them on the map. And they do it repeatedly, to the point where, you either lose keeps to them, or you repeatedly faction stack them, over and over again, as they respawn and continue to do this. Fighting a ball group like this is never a "just ignore them" scenario, because even if, after 40 minutes of chasing them around a keep you kill them, guess what, there they are again at the next keep. Or right back inside your keep 10 mins later after they respawn nearby. And here you are, faction stacking them again and again and again.
Trying to compare them to solo players is just insanely disingenuous.