An organized group with a good commander and all on comms are stronger per person in the group than the group that some call ball groups. In such a group, the commander will have specific skills, and even ultimatels, he will tell players to slot, and those players will do as they are told.
A bunch of pugs running together or a disorganized group, especially not on comms, will not perform anywhere near as well and that should be expected.
The best solution is a good plan.
JustLovely wrote: »Limit heal and shield stacking to only one instance of each heal or shield. Done.
There is nothing the players can do given the current ball group meta with RoA and so much heal and shield stacking. Only ZOS can fix this. And they can't say they haven't seen the overwhelming feedback that this is what the vast majority of the PvP player base wants to see happen. (nobody asked for template only PvP)
JustLovely wrote: »Limit heal and shield stacking to only one instance of each heal or shield. Done.
There is nothing the players can do given the current ball group meta with RoA and so much heal and shield stacking. Only ZOS can fix this. And they can't say they haven't seen the overwhelming feedback that this is what the vast majority of the PvP player base wants to see happen. (nobody asked for template only PvP)
AngryPenguin wrote: »
I think ZOS really should bite the bullet and start separating healing out from damage, having them both draw from weapon/spell damage and max resource is not great. They still should to a certain extent, but it should be tilted one way or the other - max resource contributes more to healing and only a little to damage, and vice versa.
They could also potentially tweak the Evasion buffs - 20% and 10% is absolutely massive. Reduce them and leave it, reduce them and add a side benefit, etc. This would actually be a change that'd nerf ball groups without also impacting soloers/non-balls, as solo players or uncoordinated groups aren't really likely to have these buffs covered very well. It'd also make ball groups more susceptible to bombers.
Additionally, there are a *ton* of HoTs that are extremely easy to spread around, but not nearly as many DoTs with he same easy of applicability and strength. There are a chunk of skills across look all classes with morphs that could be changed to a sticky DoT without impacting much, as the other morph would still be the ground-target effect.
Uh. And nerf vigor. Yes, again. Even the single/selfish morph, it's wild how powerful this HoT is compared to every other option. I actually like the hybridization efforts and I think it's overall worth it, but I think it's a huge, obvious sign that this thing is run by p much everyone these days. Even solo magicka builds.
Maybe a siege weapon that purges HoTs and shields? I think it's actually really cool that they added dispel to scribing. A bit unfortunate it only seems applicable to casted skills, which leaves the user very vulnerable, but I think there's room for some extra counterplay and build options here.
More long ranged debuff skills. Necro is a good example - it doesn't seem to really have any actual range on what should be a core class advantage - being able to vomit out debuffs. I really like stuff like bombard and the psijic AoE stun + heal absorb, as they're longer range skills (the second one with a cast time) that you can use to try and drain the resources of a ball group. Having more options to dump debuffs from afar could also help strain ballgroup resources.
The last one would be a large undertaking so I doubt it'll happen but one can dream - reduce base character stat values while increasing the gain from armor, attribute points, etc. Refinangle how and where players get their stats, cause currently it feels like we've been powercrept up the wazoo.
I'm not really fond of other solutions like arbitrary limits on what can and can't stack, although it's a valid solution. If I press a button, generally speaking I should expect to get the benefit of that button regardless of how many other people are pressing it. I think the issue here is that certain buttons, when stacked, just completely outclass other buttons e.g. the availability and stack-ability of group-wide HoTs vs DoTs.
BXR_Lonestar wrote: »First you need to understand why there are ballgroups to begin with. In my alliance, where you are routinely outnumbered by at least a bar every night (and where reds and yellows refuse to actually engage in serious combat against the other), Ball grouping is really the only way to combat overwhelming numbers. If it were not for ball groups, 30 man + groups would rule Cyrodil all day long. They outnumber you, they can outseige you. And without ballgroups, the ONLY thing that would dictate outcomes is who has the numbers advantage. Is that really what players want? If it is and they get their way, people will just log on, look at the population bar to see if its favorable, and either switch to the color that has the most players, or they won't play at all.
So understand this: ballgroups aren't a "problem." They're a response to a problem, which is zerging. And I see no issue with it. Its basically highly coordinated PVP very similar to high end PVE. And just like in PVE, there are low tier players, mid tier players, and high tier players - and you need to be a high tier player in addition to build for maximum group synergy in order to actually be a serious threat as a ballgroup.
So no, I don't believe that any nerfs are necessary here. And having played in one, I know exactly how to counter them, but I don't want to share "TOP TEN THINGS THAT IRK BALLGROUP PLAYERS" because then I'll see that a lot more on the battlefield, which I don't really want to do.
I know the perception is that ballgroups have no counter, but that is simply not true. If you watch big ballgroup fights and you start taking notice of what factors cause one group to fail vs the other, or if you see huge battles in which ballgroups are participants, you can see what things will bog down the group, you can figure it out. It's actually really not that difficult. But it requires players to be more than thoughtless potatoes charging into a situation that they have no plan of attack and no coordination with their other teammates who are present on the battlefield.
AngryPenguin wrote: »An organized group with a good commander and all on comms are stronger per person in the group than the group that some call ball groups. In such a group, the commander will have specific skills, and even ultimatels, he will tell players to slot, and those players will do as they are told.
A bunch of pugs running together or a disorganized group, especially not on comms, will not perform anywhere near as well and that should be expected.
The best solution is a good plan.
This may have been the case 5 years ago in Cyrodiil, but in the last 1-2 years, no, this is not a solution. You clearly have not spent any time at all in Cyrodiil in the last year plus.
I must admit, while I'm someone who just really enjoys absorb shield as a mechanic for a variety of roleplay and thematic reasons, I was extremely surprised that ZOS decided to give everyone easy access to strong absorbs in scribing. Also kinda makes the multi-target absorb skill arcanists have so much less specialJoy_Division wrote: »For players? Nothing short of overwhelming force to push through the never should have been implemented AOE shield spam, dozen HoTs, perma speed cap, perma major + minor evasion, etc.
For Zos? Remove the broken mechanics above, make Rush of Agony work only against monsters, and make Cyrodiil fun so that there will be a healthy population to provide alternatives and counters to organized full groups
Form a better ball group.
Every MMO ever made that has large scale PvP has this “issue” which isn’t actually an issue it’s just basic design. The more organized team wins the battle and a bunch of randoms will never beat them unless they have a crazy numbers advantage.
Ball groups in this game aren’t doing anything malicious or scandalous. They are just working together as a team utilizing the best strategy of skills and gear available. This is what large groups do in any MMO.
Anything you try to nerf, like making it so HoTs don’t stack, won’t kill ball groups. They will adapt and still wipe the floor with you. You can’t nerf ball groups.
Advocating for clearly overpowered item sets or skills so that a single player can instantly kill groups of organized players has always been and always will be hilarious and horrible potential game design.
Anything you try to nerf, like making it so HoTs don’t stack, won’t kill ball groups. They will adapt and still wipe the floor with you. You can’t nerf ball groups.