SimonThesis wrote: »Organization beats less organization, especially with how many group buffs and buff sets in the game. 12 players in meta sets with more raid buffs and buff sets than you get from a trial dummy will beat an unorganized mass in offmeta sets, hot stacking or not.
SimonThesis wrote: »Ballgroups have a ton of very clever theorycrafters they'll just adapt and be stronger for it, no hot stacking they'll have everyone run selfish hots and rely on damage shields more. When ballgroupers say they'll adapt they mean someone will just find something even more broken and they will all be harder to kill.
SimonThesis wrote: »Ballgroups actually routinely fight each other, just watch Morgans streams. They even used to have ballgroup tournaments with 5+ ballgroups in one town back in the day. What makes ballgroup v. ballgroup fights long are the necrorezes.
For the love of God, can you PLEEEEEEEEEEEEASE ZOS, do something about this plague that is ruining the enjoyment of pvp on PC NA-server!? AD has 4-5 ball groups and EP 2 of their own running around all the time! IT'S UNPLAYABLE, especially with how bad the servers are with skills not going off. We're back to the state of pvp before the servers were "replaced"! If you want to know what degrades it this quickly: BALL GROUPS!! Completely and utterly unplayable! How haven't you been able to do something about these groups after all these years?!?
God, I'm waiting anxiously for an mmorpg that doesn't frustrate me to the point of wanting to destroy the controller! ZOS, you do NOT deserve our money!!
I wouldn't say ballgrouping is the highest level of skill but I would say it's the highest level of play.
But if the ballgroup were faced with another ballgroup... And say 4 soul tethers, 4 D-Leaps, and 4 Dawnbreaker all went off at the same time on a chunk of 6 of them... Well, guess what? The needed number has been met.
Which is a totally legit viewpoint and style and leads to some of the best players the game has ever seen. But their comfort should not be prioritized over the grouping aspects of an MMO when the solution, if they really cared, is already so simple.
We have immortal permaCorrosive DKs "ruining PvP." We have 50k HP Polar Wind wardens "ruining BGs." And apparently we have ballgroups "ruining Cyrodiil." The problem is the same on all three levels. Survivability is too high.
Pretending it's only about ballgroups or cross healing is a terrible over-simplification. But you can see by the amount of agreement which viewpoint most people here have. And it's therefore easy to infer which kind of player they are.
1) Thats what I meant by highest level of play. Pooling everything from all aspects of the game and forming it into the largest allowable group size to pwn your enemies. Im pretty sure that's the goal... Not that it is or should be everyone's goal. But if you'd never played this game before and someone said to you "this game has a huge open world zone with castles and siege weapons, group sizes up to 12, three factions, and 350 people at a time," I think you'd expect a certain amount of it.I wouldn't say ballgrouping is the highest level of skill but I would say it's the highest level of play.
It's neither. It's a super-optimized raid composition providing every single buff set in the game with multiple dedicated supports and healers, pull sets, and plaguebreak/VD to blow up stacks of people. As a DPS, you can literally turn your brain off whilst pressing synergies and waiting for the group lead to call your ultimate. It's boring. It's why I play in smallscale compositions instead. It's more fun to 4v30 than 12v30.But if the ballgroup were faced with another ballgroup... And say 4 soul tethers, 4 D-Leaps, and 4 Dawnbreaker all went off at the same time on a chunk of 6 of them... Well, guess what? The needed number has been met.
And they still take forever to kill one another.Which is a totally legit viewpoint and style and leads to some of the best players the game has ever seen. But their comfort should not be prioritized over the grouping aspects of an MMO when the solution, if they really cared, is already so simple.
Again, no-one is asking for a Ballgroup to be 1vXable. That's an absurd assumption to make. Also, the solution isn't to create more ballgroups to deal with the ballgroups that already exist. It'd create more problems; IE unplayable lag, more players getting frustrated. Why are people so against simply toning down their nigh-unkillable power?We have immortal permaCorrosive DKs "ruining PvP." We have 50k HP Polar Wind wardens "ruining BGs." And apparently we have ballgroups "ruining Cyrodiil." The problem is the same on all three levels. Survivability is too high.
Pretending it's only about ballgroups or cross healing is a terrible over-simplification. But you can see by the amount of agreement which viewpoint most people here have. And it's therefore easy to infer which kind of player they are.
Correct, Polar Wind and Corrosive Armor also issues, and they need nerfed as well. It's still not an argument about dealing with the issues presented by Ballgroups.
Ballgroups certainly aren't the only problems with PvP, but this thread is specifically about Ballgroups, hence why people are talking about Ballgroups in a thread designed to talk about Ballgroups.
Also-- what kind of player am I supposed to be, exactly?
In the end, and I've said it before, but as long as Corrosive DKs are out there Xing, and Polar Windens are out there destroying BGs, and Xers are posting videos of 65 kills, and your group of 3 is killing 30... Then I find the current state of ballgroups to be proportionate balanced and fair. This is the only reason I bring it up of course. Because yes this is a thread about ballgroups.
Could you post a single video where a 1vXer is fighting 65 players at the same time? 30? 15, even? You're talking about the total kills over the duration of an entire fight. A good smallscale can get 200+ in a good keep fight. A ballgroup 300-400 probably. It's not comparable.
No I can not. I'm referencing React's video. And yes I concede the point that he wasn't literally fighting 65 people all at once.
Is this a stone that when turned will topple my stance? Or is this just you detracting from the overall scope of my point by bringing focus to a tiny detail?
I may have exaggerated. The point still stands.
You can kill these 30 but not those 12? HMMM. It's almost like there's some skill involved with the 12.
And just to show how my point still stands... your own words again. A "good small-scale," shall we say your 4 then? Can kill 200+? And a ballgroup (3x as many people,) only 3 or 4 hundred?
Once again... Balanced. I would say, if anything, your 4man needs nerfing. But that would be petty.
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.
I don't think your other points merited a response due to them having been addressed. But since you're insistent,You can kill these 30 but not those 12? HMMM. It's almost like there's some skill involved with the 12.
Or maybe, simply, perhaps, that 20-30k crosshealing per second can't be overcome by anything except a ballgroup with equal damage or a faction stack of players + siege.
Nerfing crosshealing and healstacking would also nerf smallscales and force us to adapt. Don't know how your point still stands.
3) I don't think I accused anyone of wanting to X a ballgroup. But since you say it's more fun to 3v30 than 12v30 I think we should take note that 3v30 = 1v10. And a ballgroup is only 12. So I think you're closer to the assumption you assumed than you assume. Also, in that same sentence, it becomes clear that your small-scale group can kill 30. So not only should we expect a full 12man to be able to kill 120 (if the game is balanced,) but we should also stop downplaying the skill it takes to be in one. You can kill these 30 but not those 12? HMMM. It's almost like there's some skill involved with the 12.
Organizing our own groups will make life much harder for well-organized groups. I live it here and in previous games with similar PvP.
After all, that is what this is all about. Making changes to the game and trying to make life harder for organized groups does more harm to everyone else as the well-organized groups adjust to the change better. They often use the changes to their advantage. History in ESO proves this.
Elendir2am wrote: »Organizing our own groups will make life much harder for well-organized groups. I live it here and in previous games with similar PvP.
After all, that is what this is all about. Making changes to the game and trying to make life harder for organized groups does more harm to everyone else as the well-organized groups adjust to the change better. They often use the changes to their advantage. History in ESO proves this.
And that is why harmony-dumping had to went off? It was most effective way for small-scale group to protect their faction from ball-groups.
In the end, and I've said it before, but as long as Corrosive DKs are out there Xing, and Polar Windens are out there destroying BGs, and Xers are posting videos of 65 kills, and your group of 3 is killing 30... Then I find the current state of ballgroups to be proportionate balanced and fair. This is the only reason I bring it up of course. Because yes this is a thread about ballgroups.
Could you post a single video where a 1vXer is fighting 65 players at the same time? 30? 15, even? You're talking about the total kills over the duration of an entire fight. A good smallscale can get 200+ in a good keep fight. A ballgroup 300-400 probably. It's not comparable.
Elendir2am wrote: »Organizing our own groups will make life much harder for well-organized groups. I live it here and in previous games with similar PvP.
After all, that is what this is all about. Making changes to the game and trying to make life harder for organized groups does more harm to everyone else as the well-organized groups adjust to the change better. They often use the changes to their advantage. History in ESO proves this.
And that is why harmony-dumping had to went off? It was most effective way for small-scale group to protect their faction from ball-groups.
I fail to get your point. It seems the comment suggests that one change harmed small-scale groups and that such a change negates my comment and that is incorrect.
Regardless, a small-scale group with a good leader and player that play well and follows the group can clean the clock of a zerg/ball group.
Turtle_Bot wrote: »Yes, solos and small scale can troll the map, but all they can reliably threaten are the resources or maybe the outposts, which can be dealt with much faster and for much less cost to the rest of the map due to there being 3 separate resources to ride between and flip to cut a keep (much slower) and the outer (AP) keeps acting as pseudo bypasses for the outposts and the outposts having short rides from their neighboring keeps for when you need to retake them. This is unlike a ball group that can flag a main keep and flip its flags within minutes if not responded to with enough numbers and with enough early warning.
@Elendir2am
So when a small-scale "times their attack perfectly" it is skill, but when a ballgroup does it the dps were "walking around with their eyes shut until their leader called for an ultimate," right?
And when a small-scale lures someone into a trap (like say up to the 3rd floor stairs,)they are being strategic but when a ballgroup does it they are trolling right?
When a small-scale fights 5x their numbers it is skill but when a ballgroup does it the same thing it's broken mechanics right?
LOL. I'm not the one with the narrow view.
What does everyone think about lowering the max group size?
I know that this answer is kinda distasteful and a sign of a declining game... But it does seem to fix the problem doesn't it?
Honestly the game is old and the servers suck. There may be nothing we can do about that.
I would rather just reduce group size than disallow teammates from healing eachother. As Im constantly saying... 1 good player can X 5. One good small-scale of 4 can X 20. The problem really isn't that one good ballgroup can X 60 because this is proportionate to what we see on other levels. This is what we love and expect from this game, isn't it? The problem is the group size is so big that amassing enough force to overcome it is hard. And the lag.
So reduce max group size, right?
What does everyone think about lowering the max group size?
I know that this answer is kinda distasteful and a sign of a declining game... But it does seem to fix the problem doesn't it?
Honestly the game is old and the servers suck. There may be nothing we can do about that.
I would rather just reduce group size than disallow teammates from healing eachother. As Im constantly saying... 1 good player can X 5. One good small-scale of 4 can X 20. The problem really isn't that one good ballgroup can X 60 because this is proportionate to what we see on other levels. This is what we love and expect from this game, isn't it? The problem is the group size is so big that amassing enough force to overcome it is hard. And the lag.
So reduce max group size, right?
Turtle_Bot wrote: »Elendir2am wrote: »Organizing our own groups will make life much harder for well-organized groups. I live it here and in previous games with similar PvP.
After all, that is what this is all about. Making changes to the game and trying to make life harder for organized groups does more harm to everyone else as the well-organized groups adjust to the change better. They often use the changes to their advantage. History in ESO proves this.
And that is why harmony-dumping had to went off? It was most effective way for small-scale group to protect their faction from ball-groups.
I fail to get your point. It seems the comment suggests that one change harmed small-scale groups and that such a change negates my comment and that is incorrect.
Regardless, a small-scale group with a good leader and player that play well and follows the group can clean the clock of a zerg/ball group.
clean the clock of a zerg, yes, a ball group, not unless that ball group is bad or gets caught out (see bad)
For me it was quickly realizing that, as Zergling #78465357, it didn't matter whether I attempted to do anything requiring skill, or was just mashing enough buttons to approximate 1/60th of the zerg's total DPS and hard stun count. 60 bots could probably do as well as 60 random solos are doing against the balls right now, and the balls wouldn't know the difference.The most demoralizing part is that nothing I do helps.
Elendir2am wrote: »@Elendir2am
So when a small-scale "times their attack perfectly" it is skill, but when a ballgroup does it the dps were "walking around with their eyes shut until their leader called for an ultimate," right?
And when a small-scale lures someone into a trap (like say up to the 3rd floor stairs,)they are being strategic but when a ballgroup does it they are trolling right?
When a small-scale fights 5x their numbers it is skill but when a ballgroup does it the same thing it's broken mechanics right?
LOL. I'm not the one with the narrow view.
You still ignore that small scale can be killed easily. You look just at their offensive power, but problem with balls isn't about their offensive power. You are still working with half of equation, ignoring other and call it math.
Turtle_Bot wrote: »Depending on which zone chat leaders are on, a ball group can kill in the high 100's (700+) if not close to 1000 in 1 session. It also doesn't help that the ball groups size allows it to actually threaten the map which demands a response from the zerg (which is something that solos and small scale cannot do at the same scale and especially in the same short timeframe).
I am yet to see a good counter argument for this factor to tone down ball groups power.
(The following is not directed at you cloud, but more in general)
Yes, solos and small scale can troll the map, but all they can reliably threaten are the resources or maybe the outposts, which can be dealt with much faster and for much less cost to the rest of the map due to there being 3 separate resources to ride between and flip to cut a keep (much slower) and the outer (AP) keeps acting as pseudo bypasses for the outposts and the outposts having short rides from their neighboring keeps for when you need to retake them. This is unlike a ball group that can flag a main keep and flip its flags within minutes if not responded to with enough numbers and with enough early warning.
Ball groups basically hold the map hostage to their whims or risk losing the map entirely (since they will flip keeps faster than the zerg can and you can bet that they will flip as many keeps as required then come wipe the zerg should the zerg choose to ignore the ball group).
It's a lose lose situation for the other factions when a ball group logs on, simply because not only do those factions need to deal with the ball group taking their keeps, but the ball groups faction still has their own zerg also pushing the map (which is basically empty if your zerg goes to deal with the ball group) at the same time.
This is why ball groups need toning down and why they are so frustrating to play against and why they are not comparable to solos or small scale. It has gotten to the stage where there's nothing you can do when they are on, you either simply log off or try to defend what you can against what is essentially the power equivalent to 2 factions attacking you at the same time (or 3 factions worth of power against 1 if the 3rd faction follows the ball groups faction to push your faction, which is often the case) because to simply ignore them is to have the same effect as logging off, you lose the entire map in less than an hour.
TechMaybeHic wrote: »Doesn't really do much now with friendly target Markers. As is; I see more than 12 balled up often.
SimonThesis wrote: »All that did was buff ballgroups more because the pugs weren't as organized. Ballgroups have only ever run 12ish anyway and they're all in comms. I think bringing the group size back to 24 would help better organize the pugs. Your more likely to kill a ballgroup with 24 random people in offmeta sets than 12.