console has always had bad lag. On pc the add on used to track damage/healing/ults puts so much strain on a server just one 12 man group will lock the server up and they know. they perform better in lagsilentxthreat wrote: »[quote=also its funny to blame the lag on addons. pretty sure lag existed on consoles when there was no addons but whatever. its clearly a server issue.
Friendly-assasin81 wrote: »Why is there still ballgroups in cyrodiil?
Ruins the whole campaign. Its stupid to have people run around doing nothing for the caimpaign objective and are unkillable...
They almost look like they are cheating(some of them might be)....
silentxthreat wrote: »Friendly-assasin81 wrote: »Why is there still ballgroups in cyrodiil?
Ruins the whole campaign. Its stupid to have people run around doing nothing for the caimpaign objective and are unkillable...
They almost look like they are cheating(some of them might be)....
ball groups are the main reason of lag with the add ons they use to track everything. they kill server pop and gate camp at early am hours. we need massive nerfs to heal stacking and snow treads because in this meta the only thing that kills them is a better ball group and they just dont fight each other.
if you cant fix the problems they exploit just ban them
BardokRedSnow wrote: »If you took away Proc of Agony, Invidious death and warden charm most of these ball groups couldn’t kill a fly.
This was proven by Vengeance: ball groups (mostly) refused to play because they died just like pugs. They did not show any superior skills. This means they were relying on proc sets to replace abilities.(plus mass group heals prodding absurdly high HPS)
If you watch ball groups in Zerodil you see every 8 seconds a huge 24m diameter Proc of Agony. All night long. these sets replace the need to actually use skills to lock down players.
How it works: everyone knows that the huge number of heals/ shields/ abilities they cast drastically hurts performance. My FPS can drop to 10 around ball groups. In that jumbled mess, you can get pulled absurdly far from PoA (yes it is still broken) due to Desync. You think you are 20m past the pull circle, but no. Then in the jumbled visual mess and stuttering sound of 10 fps, it is impossible to see you are charmed until “too late” !. Then the conveniently gathered players who are cc,ed (because Crutch of Agony does not induce cc immunity) get pounded by northern storm plus colossus.
The only people defending these sets are the actually large numbers of people using them. ZOS has ignored the thousands of posts about them.
Small groups who have 45k hp plus immortality due to stacked heals plus stacked shields plus 200 run speed at all times would still be impossible to kill without these sets and skills but that is a separate (but related) problem
Not wanting to participate in Vengeance isn't a ballgroup exclusive thing, lol Vengeance is a zerg fest, not skill based. Whoever has the biggest zerg will win in the button mash fest, that is boring. And not at all what an mmo rpg is supposed to play like.
That said, you're right in spirit. Either you play in a ball because youre afraid of dying alone or you play in a ball to counter other balls.... either way it's boring for anyone else.
All Zos needs to do is kill heal stacking and cross healing. Weaken healing in general, it is obnoxious. People would still be able to play with procs and there would be much less immortal groups and tanks to worry about, though not entirely.
Ball groups weren't as bad when we had sets that could kill them but they're all nerfed now. So nerfing heal stacking and cross healing is the answer.
silentxthreat wrote: »this is incorrect. The lag does not stem from Ballgroups. This is a server issue. Look back before Ballgrouping became a thing and the server STILL had issues then. ZOS has, possibly, not done their part for a while in resolving server related issues.
BXR_Lonestar wrote: »The problem with ballgroups is the things that everyone suggests to "eliminate" ballgroups or "counter" ballgroups is just going to make ballgroups stronger. Look at what happened when they implemented sets designed to kill ballgroups.
Pull sets (dark convergence and rush of agony) ended up being used by ballgroups to be more efficient at killing.
Sets like Vicious Death, Hrothgar's Chill, and Plaguebreak were all used by ballgroups at some point to be more efficient at killing (and vicious death is still used today because it hasn't been nerfed to the ground).
Sets like Spellshredder and oakfather's retribution are designed to enhance your combat effectiveness against ballgroups that have all the major and minor buffs, but all this does is increase the strength of a ballgroup in ball on ball situations.
If you really want to counter ballgroups without making them stronger, you want sets that will buff the heck out of siege. Combined arms combat can take out a ballgroup right now you get the tanky brawlers working in unison with people who know what they are doing with seige. The problem is that there isn't usually that much coordination with the masses of unorganized players, and because seige damage is kind of weak vs. ballgroups, your margin of error is very thin. Buffing seige damage will increase that margin of error and make these fights more fair, but if you buff seige without the requirement to equip gear, then your just making ballgroups and zergs stronger, which is what you DO NOT want to do.
So instead, what they need is specific siege sets that increase their effectiveness. Not sets like seigemaster, which just let you see through walls and reduce the damage you take. Its a great gimick to try out, but its not that effective really. What I'm talking about are sets that we could stack on dedicated siegers that would make them worthless in hand-to-hand combat, but would make them valuable assets in any siege situation. Sets that do the following:
1. Increase the fire rate and turn rate of siege weapons
2. Increase the actual damage the siege does (both direct and DOT damage)
3. Sets that increase the duration of DoT damage of seige
4. Sets that increase the effected radius of siege
5. Sets that increase your movement speed while you have a siege weapon within a short distance from you (say 8 meters)
6. Sets that increase the duration of the status change inflicted by siege
7. Sets that have unpurgable secondary effects such as snare.
If you have sets that do any/all of these, then siege then becomes a devastating tool to use against ball groups (and zergs), but it cannot be used to empower ballgroups and zergs because players who use these sets will be basically useless outside of defensive sieging, which is precisely the situation you are in most of the time when you are fighting a ballgroup. And these sets also add nothing to the group combat effectiveness, so theres no room for it within a ballgroup.
I agree with the siege remarks.
VD is still a counter to BGs. Solo bombers still disrupt ball groups.
But, the average rando in Cyro is running a selfish build with crafted sets, not Zerg busting sets. They complain about being killed by “groups” when they Zerg surf and pick the wrong fights. That’s how it is, and how it will always be. Nothing should be balanced based on these types of players. Ball groups are actually a good thing, they shouldn’t be penalized for being strategic and playing well together. It’s only a problem when your faction doesn’t have a good one.
Friendly-assasin81 wrote: »Why is there still ballgroups in cyrodiil?
Ruins the whole campaign. Its stupid to have people run around doing nothing for the caimpaign objective and are unkillable...
They almost look like they are cheating(some of them might be)....
I guess people who do Vet hard mode trials with high DPS and organized gear should be removed from the game as well with this logic. Just because people take time out of their day to do math and organized a group doesn't mean they should be punished for it.
KiltMaster wrote: »How to kill ballgroups 101 (yes, it IS possible!)
1) Rally your faction (if you're not in a group)
2) set up counter siege (meatbags, oils, cold fire, lancers, etc.)
3) get some negates
4) USE the siege and negates
5) Pick off the healers or the stragglers
How to avoid ballgroups 101 (yes, it IS possible, too!)
1) watch how they run - usually around/on keep walls
2) realize how their 'pull' works
3) when they go in for a pull, hold BLOCK
4) whilst holding block, walk out of the convergence or area where RoA was
4a) P.S. This is also an effective way to not get bombed
BONUS: Don't walk into obvious choke points, like those narrow parts of the palisade or around a corner where they just went
Four_Fingers wrote: »Our "ball" group stayed out of vengeance in protest, not that we couldn't play zerg like everyone else.
If vengeance becomes permanent, we will adapt and people will still complain.
Four_Fingers wrote: »Friendly-assasin81 wrote: »When i say ballgroup, i mean a group of people that is unkillable and that doesnt play the objective in cyrodiil.
The objective is clearly to win the campaign by taking keeps and scrolls. Ballgroups never take keeps only farms players in them. Ballgroups takes scrolls and farm players with it until the scroll spawns back in the keep it was in...
Ravenwatch was okay before the procsets but is just ballgroup and mostly dead now.
I only play in Greyhost now and my group takes keeps and scrolls but just moves away(if we are fast enough) when there are towertrolls and ballgroups.
But it is still annoying when you take a keep and then have a ballgroup running in that you have to run away from because they are un killable...
I have tried Spellshredder and oakfather against them too. Does nothing.
Dont let cyrodiil die because of a few groups with small *******!
Not true at all we always go after emp for someone in our group and usually the only ones taking the ring keeps.
Most non ball groups practice PvP in zone chat. lol
Not to mention the objective in PvP is to kill players not doors.
Four_Fingers wrote: »Friendly-assasin81 wrote: »When i say ballgroup, i mean a group of people that is unkillable and that doesnt play the objective in cyrodiil.
The objective is clearly to win the campaign by taking keeps and scrolls. Ballgroups never take keeps only farms players in them. Ballgroups takes scrolls and farm players with it until the scroll spawns back in the keep it was in...
Ravenwatch was okay before the procsets but is just ballgroup and mostly dead now.
I only play in Greyhost now and my group takes keeps and scrolls but just moves away(if we are fast enough) when there are towertrolls and ballgroups.
But it is still annoying when you take a keep and then have a ballgroup running in that you have to run away from because they are un killable...
I have tried Spellshredder and oakfather against them too. Does nothing.
Dont let cyrodiil die because of a few groups with small *******!
Not true at all we always go after emp for someone in our group and usually the only ones taking the ring keeps.
Most non ball groups practice PvP in zone chat. lol
Not to mention the objective in PvP is to kill players not doors.
That you take keeps only to make group members emperor while allies outside your group are unworthy to even talk with confirms rather than contradicts that you don’t play for objective of winning campaign by taking keeps. Claiming players not in ballgroup only PvP in zone chat is insulting nonsense.
Players not in a group of 12 with stats of 30 need to coordinate with players outside their group to get enaugh players to do things.
Players in different groups have differend opinions and leaders and without groupchat discussions take place in zonechat.
BXR_Lonestar wrote: »The problem with ballgroups is the things that everyone suggests to "eliminate" ballgroups or "counter" ballgroups is just going to make ballgroups stronger. Look at what happened when they implemented sets designed to kill ballgroups.
Pull sets (dark convergence and rush of agony) ended up being used by ballgroups to be more efficient at killing.
Sets like Vicious Death, Hrothgar's Chill, and Plaguebreak were all used by ballgroups at some point to be more efficient at killing (and vicious death is still used today because it hasn't been nerfed to the ground).
Sets like Spellshredder and oakfather's retribution are designed to enhance your combat effectiveness against ballgroups that have all the major and minor buffs, but all this does is increase the strength of a ballgroup in ball on ball situations.
If you really want to counter ballgroups without making them stronger, you want sets that will buff the heck out of siege. Combined arms combat can take out a ballgroup right now you get the tanky brawlers working in unison with people who know what they are doing with seige. The problem is that there isn't usually that much coordination with the masses of unorganized players, and because seige damage is kind of weak vs. ballgroups, your margin of error is very thin. Buffing seige damage will increase that margin of error and make these fights more fair, but if you buff seige without the requirement to equip gear, then your just making ballgroups and zergs stronger, which is what you DO NOT want to do.
So instead, what they need is specific siege sets that increase their effectiveness. Not sets like seigemaster, which just let you see through walls and reduce the damage you take. Its a great gimick to try out, but its not that effective really. What I'm talking about are sets that we could stack on dedicated siegers that would make them worthless in hand-to-hand combat, but would make them valuable assets in any siege situation. Sets that do the following:
1. Increase the fire rate and turn rate of siege weapons
2. Increase the actual damage the siege does (both direct and DOT damage)
3. Sets that increase the duration of DoT damage of seige
4. Sets that increase the effected radius of siege
5. Sets that increase your movement speed while you have a siege weapon within a short distance from you (say 8 meters)
6. Sets that increase the duration of the status change inflicted by siege
7. Sets that have unpurgable secondary effects such as snare.
If you have sets that do any/all of these, then siege then becomes a devastating tool to use against ball groups (and zergs), but it cannot be used to empower ballgroups and zergs because players who use these sets will be basically useless outside of defensive sieging, which is precisely the situation you are in most of the time when you are fighting a ballgroup. And these sets also add nothing to the group combat effectiveness, so theres no room for it within a ballgroup.
I agree with the siege remarks.
VD is still a counter to BGs. Solo bombers still disrupt ball groups.
But, the average rando in Cyro is running a selfish build with crafted sets, not Zerg busting sets. They complain about being killed by “groups” when they Zerg surf and pick the wrong fights. That’s how it is, and how it will always be. Nothing should be balanced based on these types of players. Ball groups are actually a good thing, they shouldn’t be penalized for being strategic and playing well together. It’s only a problem when your faction doesn’t have a good one.
BXR_Lonestar wrote: »BXR_Lonestar wrote: »The problem with ballgroups is the things that everyone suggests to "eliminate" ballgroups or "counter" ballgroups is just going to make ballgroups stronger. Look at what happened when they implemented sets designed to kill ballgroups.
Pull sets (dark convergence and rush of agony) ended up being used by ballgroups to be more efficient at killing.
Sets like Vicious Death, Hrothgar's Chill, and Plaguebreak were all used by ballgroups at some point to be more efficient at killing (and vicious death is still used today because it hasn't been nerfed to the ground).
Sets like Spellshredder and oakfather's retribution are designed to enhance your combat effectiveness against ballgroups that have all the major and minor buffs, but all this does is increase the strength of a ballgroup in ball on ball situations.
If you really want to counter ballgroups without making them stronger, you want sets that will buff the heck out of siege. Combined arms combat can take out a ballgroup right now you get the tanky brawlers working in unison with people who know what they are doing with seige. The problem is that there isn't usually that much coordination with the masses of unorganized players, and because seige damage is kind of weak vs. ballgroups, your margin of error is very thin. Buffing seige damage will increase that margin of error and make these fights more fair, but if you buff seige without the requirement to equip gear, then your just making ballgroups and zergs stronger, which is what you DO NOT want to do.
So instead, what they need is specific siege sets that increase their effectiveness. Not sets like seigemaster, which just let you see through walls and reduce the damage you take. Its a great gimick to try out, but its not that effective really. What I'm talking about are sets that we could stack on dedicated siegers that would make them worthless in hand-to-hand combat, but would make them valuable assets in any siege situation. Sets that do the following:
1. Increase the fire rate and turn rate of siege weapons
2. Increase the actual damage the siege does (both direct and DOT damage)
3. Sets that increase the duration of DoT damage of seige
4. Sets that increase the effected radius of siege
5. Sets that increase your movement speed while you have a siege weapon within a short distance from you (say 8 meters)
6. Sets that increase the duration of the status change inflicted by siege
7. Sets that have unpurgable secondary effects such as snare.
If you have sets that do any/all of these, then siege then becomes a devastating tool to use against ball groups (and zergs), but it cannot be used to empower ballgroups and zergs because players who use these sets will be basically useless outside of defensive sieging, which is precisely the situation you are in most of the time when you are fighting a ballgroup. And these sets also add nothing to the group combat effectiveness, so theres no room for it within a ballgroup.
I agree with the siege remarks.
VD is still a counter to BGs. Solo bombers still disrupt ball groups.
But, the average rando in Cyro is running a selfish build with crafted sets, not Zerg busting sets. They complain about being killed by “groups” when they Zerg surf and pick the wrong fights. That’s how it is, and how it will always be. Nothing should be balanced based on these types of players. Ball groups are actually a good thing, they shouldn’t be penalized for being strategic and playing well together. It’s only a problem when your faction doesn’t have a good one.
VD might be a counter to ball groups, but it also empowers ballgroups to blow up groups of random players. The key to fighting ballgroups is to give the masses a weapon that the ballgroups won't want to use or can't use, and the one weapon I can guarantee you a ballgroup won't want to use is sets that ONLY empower your effectiveness with siege. I think the Siegemaster set was an attempt to give us a siege-buffing set, but it was as if Zos was too scared to make it good, because the set is absolute crap.
And everyone should keep in mind that ballgroups also have a place. Without ballgroups, everything is just zerg. Ballgroups are the counter to zergs.