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Are 'Ball-Groups' even logical ?

  • zyk
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    Derra wrote: »
    i don´t think you can counter them with one player - you can however join the zerg fighting them and that will help - but it faces the same problem that was brought up by sanct before: do you really wanna be the guy joining the zerg to kill them?
    otherwise i´m 100% sure you wouldn´t touch zs or uf with your bombblade unless they´re not already fighting outnumbered.
    Why not do this? The players in this game have to get over numbers as if it's the only or most important factor. A highly organized group like Drac or ZS might fight outnumbered, but they have every other advantage most of the time.

    Let's face it. These groups go pug hunting. In other games it's considered lame when Clans group up on public servers to wipe disorganized randoms. It's lame for the same reason here too. So there's no shame in helping random teammates overcome a powerful foe. I'd call that virtuous.

  • Etaniel
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    It's not beholden upon the playerbase to fix ZOS's ineptitude when it comes to server performance and stability.

    Stop blaming players when the only place that deserves the blame is the company we're paying good money for bad service from.

    11/10 solution, been proven to work 125% of the time with Zenimax
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  • Xsorus
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    You know what would help more then anything

    If EP and AD didn't ball group their whole Faction in one area.

    That would help performance for sure.

  • Thogard
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    Xsorus wrote: »
    You know what would help more then anything

    If EP and AD didn't ball group their whole Faction in one area.

    That would help performance for sure.

    You could always just.. not go there...
    PC NA - @dazkt - Dazk Ardoonkt / Sir Thogalot / Dask Dragoh’t / Dazk Dragoh’t / El Thogardo

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  • Vilestride
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    zyk wrote: »
    Derra wrote: »
    i don´t think you can counter them with one player - you can however join the zerg fighting them and that will help - but it faces the same problem that was brought up by sanct before: do you really wanna be the guy joining the zerg to kill them?
    otherwise i´m 100% sure you wouldn´t touch zs or uf with your bombblade unless they´re not already fighting outnumbered.
    Why not do this? The players in this game have to get over numbers as if it's the only or most important factor. A highly organized group like Drac or ZS might fight outnumbered, but they have every other advantage most of the time.

    Let's face it. These groups go pug hunting. In other games it's considered lame when Clans group up on public servers to wipe disorganized randoms. It's lame for the same reason here too. So there's no shame in helping random teammates overcome a powerful foe. I'd call that virtuous.

    When 99% of the player base is PUGs it's kinda hard to not be fighting PUGs no?

    Though I'm sure the groups we are fighting every raid don't appreciate you referring to them as PUGs.
    Obviously there aren't as many large scale guilds as there once was but PUG hunting's not the word I'd use unless by PUG hunting you mean 'being in cyrodil'.

    We tried to advocate a large group GvG scene (12v12). No one went for it. The smallscale scene is doing better in that regard at least and seems to still be active but despite there being plenty of large-scale guilds active day to day, it's not something many, if any of them are interested in.

    Can't testify for the EU/ZS situation but I gotta imagine there are similar issues.
    Edited by Vilestride on July 10, 2018 8:15AM
  • zyk
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    Vilestride wrote: »

    When 99% of the player base is PUGs it's kinda hard to not be fighting PUGs no?

    Though I'm sure the groups we are fighting every raid don't appreciate you referring to them as PUGs.
    Obviously there aren't as many large scale guilds as there once was but PUG hunting's not the word I'd use unless by PUG hunting you mean 'being in cyrodil'.

    We tried to advocate a large group GvG scene (12v12). No one went for it. The smallscale scene is doing better in that regard at least and seems to still be active but despite there being plenty of active large-scale guilds active day to day, it's not something many, if any of them are interested in.

    Can't testify for the EU/ZS situation but I gotta imagine there are similar issues.

    None of this changes the reality of the situation. No one should feel shame helping a disorganized collection of random players that range in aptitude fight a group of highly organized hardcore players in optimal, synergizing builds. That it's looked down upon by some is absurd.
    Edited by zyk on July 10, 2018 7:56AM
  • Thogard
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    Vilestride wrote: »
    zyk wrote: »
    Derra wrote: »
    i don´t think you can counter them with one player - you can however join the zerg fighting them and that will help - but it faces the same problem that was brought up by sanct before: do you really wanna be the guy joining the zerg to kill them?
    otherwise i´m 100% sure you wouldn´t touch zs or uf with your bombblade unless they´re not already fighting outnumbered.
    Why not do this? The players in this game have to get over numbers as if it's the only or most important factor. A highly organized group like Drac or ZS might fight outnumbered, but they have every other advantage most of the time.

    Let's face it. These groups go pug hunting. In other games it's considered lame when Clans group up on public servers to wipe disorganized randoms. It's lame for the same reason here too. So there's no shame in helping random teammates overcome a powerful foe. I'd call that virtuous.

    When 99% of the player base is PUGs it's kinda hard to not be fighting PUGs no?

    Though I'm sure the groups we are fighting every raid don't appreciate you referring to them as PUGs.
    Obviously there aren't as many large scale guilds as there once was but PUG hunting's not the word I'd use unless by PUG hunting you mean 'being in cyrodil'.

    We tried to advocate a large group GvG scene (12v12). No one went for it. The smallscale scene is doing better in that regard at least and seems to still be active but despite there being plenty of active large-scale guilds active day to day, it's not something many, if any of them are interested in.

    Can't testify for the EU/ZS situation but I gotta imagine there are similar issues.

    Whether they’re a pug or a “group” really depends on how big your own group is.

    A group of six might come across another group of six. To them, not a pug.

    But if you’re running 18, then to be outnumbered you’d need to fight another group of at least 18. You could fight the same group of six from before, but then you’re really just zerging them down. If that group of six kites until they reach two other groups of six, yeah at that point they’ll have 18, but it’s not a group of 18... it’s an unorganized pug (I’d say zerg) of 18.
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  • Vilestride
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    zyk wrote: »
    Vilestride wrote: »

    When 99% of the player base is PUGs it's kinda hard to not be fighting PUGs no?

    Though I'm sure the groups we are fighting every raid don't appreciate you referring to them as PUGs.
    Obviously there aren't as many large scale guilds as there once was but PUG hunting's not the word I'd use unless by PUG hunting you mean 'being in cyrodil'.

    We tried to advocate a large group GvG scene (12v12). No one went for it. The smallscale scene is doing better in that regard at least and seems to still be active but despite there being plenty of active large-scale guilds active day to day, it's not something many, if any of them are interested in.

    Can't testify for the EU/ZS situation but I gotta imagine there are similar issues.

    None of this changes the reality of the situation. No one should feel shame helping a disorganized collection of random players that range in aptitude fight a group of highly organized hardcore players in optimal, synergizing builds. That it's looked down upon by some is absurd.

    Agreed. Players can play however they want. If anyone is actually induced with a feeling of shame when play this game then I'd suggest they put it down for a while because it's getting way to real for them.

    Thogard wrote: »
    Vilestride wrote: »
    zyk wrote: »
    Derra wrote: »
    i don´t think you can counter them with one player - you can however join the zerg fighting them and that will help - but it faces the same problem that was brought up by sanct before: do you really wanna be the guy joining the zerg to kill them?
    otherwise i´m 100% sure you wouldn´t touch zs or uf with your bombblade unless they´re not already fighting outnumbered.
    Why not do this? The players in this game have to get over numbers as if it's the only or most important factor. A highly organized group like Drac or ZS might fight outnumbered, but they have every other advantage most of the time.

    Let's face it. These groups go pug hunting. In other games it's considered lame when Clans group up on public servers to wipe disorganized randoms. It's lame for the same reason here too. So there's no shame in helping random teammates overcome a powerful foe. I'd call that virtuous.

    When 99% of the player base is PUGs it's kinda hard to not be fighting PUGs no?

    Though I'm sure the groups we are fighting every raid don't appreciate you referring to them as PUGs.
    Obviously there aren't as many large scale guilds as there once was but PUG hunting's not the word I'd use unless by PUG hunting you mean 'being in cyrodil'.

    We tried to advocate a large group GvG scene (12v12). No one went for it. The smallscale scene is doing better in that regard at least and seems to still be active but despite there being plenty of active large-scale guilds active day to day, it's not something many, if any of them are interested in.

    Can't testify for the EU/ZS situation but I gotta imagine there are similar issues.

    Whether they’re a pug or a “group” really depends on how big your own group is.

    A group of six might come across another group of six. To them, not a pug.

    But if you’re running 18, then to be outnumbered you’d need to fight another group of at least 18. You could fight the same group of six from before, but then you’re really just zerging them down. If that group of six kites until they reach two other groups of six, yeah at that point they’ll have 18, but it’s not a group of 18... it’s an unorganized pug (I’d say zerg) of 18.

    Agreed, hence me referring to the large scale guilds we fight each raid. All of whom regularly run similar numbers to ourselves.
    Edited by Vilestride on July 10, 2018 8:05AM
  • Derra
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    zyk wrote: »
    Derra wrote: »
    i don´t think you can counter them with one player - you can however join the zerg fighting them and that will help - but it faces the same problem that was brought up by sanct before: do you really wanna be the guy joining the zerg to kill them?
    otherwise i´m 100% sure you wouldn´t touch zs or uf with your bombblade unless they´re not already fighting outnumbered.
    Why not do this? The players in this game have to get over numbers as if it's the only or most important factor. A highly organized group like Drac or ZS might fight outnumbered, but they have every other advantage most of the time.

    Let's face it. These groups go pug hunting. In other games it's considered lame when Clans group up on public servers to wipe disorganized randoms. It's lame for the same reason here too. So there's no shame in helping random teammates overcome a powerful foe. I'd call that virtuous.

    reasons not to do it for us:
    1. repercussions - they´re in a position of power to make gameplay for us as solo or smallgrp players a lot harder if they´d care for that
    2. the fights still last long and aren´t fun

    For me personally fighting an organised ballgrp is the most unfun and undesireable pvp experience eso offers. Why would people wasted limited playtime to do things they don´t enjoy.

    So for me it would be doing something i don´t enjoy purely by wanting to give people a bad time while they do something they enjoy. I find that attitude somewhat toxic and sadly encounter it too often in online gaming.
    Fun shouldn´t be had by making other people have none.
    Edited by Derra on July 10, 2018 8:10AM
    <Noricum>
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  • Izanagi.Xiiib16_ESO
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    @zyk the reason players feel they don't want to zerg down enemy groups is because they would rather fight them GvG style.

    The situation Sanct was referring to is where both groups are similar number in order to be reasonably well matched and thus adding pugs to one side makes it a walk over thus removing the enjoyment of the fight and victory.

    I get that for a lot of groups this sort of feeling of it not being a victory isn't a thing. The victory is more important regardless if it comes from highly favourable circumstances. But specifically for us the fight is more entertaining .

    I really feel for your factions groups by the fact you call them all pugs though :/
    Edited by Izanagi.Xiiib16_ESO on July 10, 2018 9:02AM
    @Solar_Breeze
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  • Biro123
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    Derra wrote: »
    zyk wrote: »
    Derra wrote: »
    i don´t think you can counter them with one player - you can however join the zerg fighting them and that will help - but it faces the same problem that was brought up by sanct before: do you really wanna be the guy joining the zerg to kill them?
    otherwise i´m 100% sure you wouldn´t touch zs or uf with your bombblade unless they´re not already fighting outnumbered.
    Why not do this? The players in this game have to get over numbers as if it's the only or most important factor. A highly organized group like Drac or ZS might fight outnumbered, but they have every other advantage most of the time.

    Let's face it. These groups go pug hunting. In other games it's considered lame when Clans group up on public servers to wipe disorganized randoms. It's lame for the same reason here too. So there's no shame in helping random teammates overcome a powerful foe. I'd call that virtuous.

    reasons not to do it for us:
    1. repercussions - they´re in a position of power to make gameplay for us as solo or smallgrp players a lot harder if they´d care for that
    2. the fights still last long and aren´t fun

    For me personally fighting an organised ballgrp is the most unfun and undesireable pvp experience eso offers. Why would people wasted limited playtime to do things they don´t enjoy.

    So for me it would be doing something i don´t enjoy purely by wanting to give people a bad time while they do something they enjoy. I find that attitude somewhat toxic and sadly encounter it too often in online gaming.
    Fun shouldn´t be had by making other people have none.

    I think the most unfun pvp experience is fighting the organised small-group (when I say small - I mean 6-10, cos that seems to be the size nowadays).. ya know, the ones who are all decent players, all have the same guild tag, who sit in a resource with 3.4 of them hidden and when you get close hit you with 3 snipes an incap and cage all from stealth.. Or they botch it, then chase you half way around the keep.. all of them chasing one guy.. One of them spamming snare poisons from bow, one spamming cage...
    Or you have a couple of other random friendlies around - still outnumbered but they still hit you one at a time with simultaneous burst from 4-5 players.
    They don't siege, just bounce around outside the gates of an important keep off-peak when they know there aren't the numbers to zerg them..
    These guys kill solo play and its all there is at certain times.

    I'd rather fight ZS anyday. They won't chase you forever. You see them and know what you're getting into (ie they are not waiting to gank) and they don't runaway or hide in the middle of a bigger zerg as soon as equal or greater numbers appear.


    Edited by Biro123 on July 10, 2018 9:20AM
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  • pieratsos
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    Derra wrote: »
    Derra wrote: »
    Since everything i reply is apparently the words of a loony for you why would i bother - how would you go about fixing performance? It´s apparent that it can´t be fixed on serverside/gamecode level - otherwise it would have been done.
    How would you change the undesireable status quo?

    Fortunately I made a seperate post about the changes I would make quite some months ago.
    https://forums.elderscrollsonline.com/en/discussion/375313/pvp-patch-4-0-0-bringing-the-fight-back-to-cyrodiil-podcast-dracast-episode-5

    Yeah read that back then.
    Still don´t how you´d get the idea any of these changes would improve the games performance as none of the changes aims at changing combat behaviour of people.

    Adjusting rewards. Promoting campaign play. Diminishing nightcapping effectiveness. Giving more weight to holding multiple objectives. Yeh I'm sure none of that would impact how players play at all :)
    frozywozy wrote: »
    @Biro123 @Irylia @Derra @LarsS @pieratsos @ezeepeezee

    I don't feel like replying individually to each of you guys and each of your points so I'll just quote all of ya and comment on important points I have seen coming back repeatedly.

    There are no ways to counter ballgroups

    Several of you guys continue to state that ballgroups can take over any numbers thrown at them. This is simply not true. First of all, it is simply unrealistic to claim that the removal of AOE caps allowed ballgroups to kill as many stacked players as they want. Sure, they have the power to do it once or twice, depending of the leader's call.

    And then what? They have to take constant pressure and survive while rebuilding ultis and kite around under constant negates, timestops, siege damage, chains and such. As I stated previously in this thread, it is so easy to counter an enemy ball group, I do it constantly during offhours on my bomb blade and successfully. It is simply wrong and biased to declare that the only way to counter a ballgroup is to outnumber them. You can do it with one player if timed correctly.

    Ballgroups ignore other ballgroups

    At least most of the time in NA, we fight other guilds mixed with their faction several times a day. I know that Sanct describe why such behavior would happen but to be honest I haven't seen this happening in a long time. The only real occasion of guilds avoiding each other is the fact that some of them literally gave up and avoid us from now on.

    Performances go bad when a ballgroup is running

    First, people should always have a look at the population bars. If all 3 factions are locked (with a queue), there is your problem. The servers cannot support that many players at once. It has been proven already so many times in the past. I have been playing this game at all hours of the day and still do lately. When populations drop at 3bars, even with 16men organized groups running, there is 0 latency on my side. Ping stable at 83-102ms.

    I know that alot of people, including guild members disagree with the following solution because they believe the fights would be really hard to find, but personally, I believe that the population cap should be dropped drastically until they figure out how to fix performances. I will touch this point later on.

    Second, when you see a ballgroup rolling in your area and you experience a very high ping, don't jump to conclusion right away. Yes of course they are a major cause of the lag but not the worse. Quite often, you simply have to open your map and have a look at the different crosses and their colors.

    As Solar pointed out in one of his post, we had an episod last week where we went down to pvdoor Faregyl, Alessia, Sej and nobody would respond. In the meantime, our ping was extremely high and abilities / weapon swap very unresponsive. The real cause of the lag was 2 entire factions fighting each other in the Aleswell <=> Bleakers <=> Chalman route. If you see only one place with a faction's color, it most likely mean that all its players are there which causes terrible performances when populations are locked.

    Ballgroups are immune to debuffs

    This is another assumption that I can understand because it kind of make sense to believe that having dedicated purgers make us immune to them but it is simply not true. 90% of our death recaps are full of debuffs (mainly siege damage).

    It is extremely hard to fight under siege pressure, especially this patch as you probably noticed. Scattershots and meatbags cause terrific amount of damage (which I think is a great change). It forces people to bring additional walls down and new strategics / tactics to cover multiple breaches for the defenders.

    But again, don't assume without actually experimenting it yourself. Debuffs are very difficult to counter, for all playstyles.


    @Irylia mentions that people playing in ballgroups wouldn't know what to do in small scale. This is pure trash and toxic talk, as expected coming from him. Tell you what, most of us would probably lose in small scale against your group because you know way better this playstyle and have way more experience.

    This being said, I am 99% sure that you wouldn't be able to achieve what we do in a 16men raid because you don't have the experience with the current meta. You think it's easy but simply don't understand or refuse to because of your ego.

    Don't tell me that you did it in the past. It was way easier before.

    Server performances can be fixed, its a question of money. The marketing dept. probably has a certain amount of income to earn before they finally decide to invest and fix the problem. It always comes down to money. And when the solution resides in rewriting the entire code because of how wrong it was to start with, keeping in mind that the game took 6 years to be developed, it's a lot of investment. Then come the new hardware's, which are more than needed.

    Finally, you have the terrible mentality of most business men who don't want to invest money to get results later on. They want it the other way around, which is unrealistic and stupid. This game had the potential to be the best mmo of all time and still could be. I am 100% sure that if the game performances would be fixed for good, we could have dozens of campaigns opened with thousands of players at once in PvP.

    But the marketing dept. and whoever is in charge to take this decision and invest money into fixing it see the amount of players actually pvping, the money it would take to fix it VS. the amount of players actually pveing VS. the amount of players buying crown crates and they think "Do we really want to make this game great, invest long term and get an absurd amount of money / fame / glory or do we want to make easy average money now?"

    And they decide to go for the safe and easy solution.

    I'll answer to the 2 points I made. For starters we were not those who stated that ball groups can take any numbers thrown at them. The people who run ball groups stated that. Go back and read. They said that this is their goal. To win any fight they encounter regardless of numbers. So in the end even the only counter they have which is overwhelming them with numbers doesn't actually work. This is flawed design. It wouldn't be a problem if the pop cap was higher but with the current cap it is an issue since everyone stack in one keep trying to take on one group. And they still fail. See previous post about unflagged keeps. They kill them they rez instantly and the fight goes on and on and on with numbers growing more and more and the server goes to ***. So spreading the fights and reduce the lag can't happen with this dynamics. That is why people suggest to reduce group sizes.

    As far as ball groups being immune to debuffs it was explained in detail. It was a comparison between solo and groups. Things like sloads poisons defiles etc do not affect those groups. Those were the debuffs mentioned. If u want to talk about siege, well solo/small scale also get sieged on the regular.
  • Rin_Senya
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    pieratsos wrote: »
    For starters we were not those who stated that ball groups can take any numbers thrown at them. The people who run ball groups stated that. Go back and read. They said that this is their goal. To win any fight they encounter regardless of numbers.
    People say we build with the 'goal' to take any numbers, it doesn't mean it's possible to pull it off.

    pieratsos wrote: »
    So in the end even the only counter they have which is overwhelming them with numbers doesn't actually work.
    it's simply not true. You just need some organisation. 3-4 good organised players could easily wipe most groups fighting outnumbered.
    pieratsos wrote: »
    So spreading the fights and reduce the lag can't happen with this dynamics. That is why people suggest to reduce group sizes.
    Some people don't appear to realize that this suggestion wouldn't make any difference at ALL and players would still stack in one keep lagging the *** out of the server. And it would be even harder to stop that due to the one counter to faction zergs being reduced.

    pieratsos wrote: »
    Things like sloads poisons defiles etc do not affect those groups. Those were the debuffs mentioned. If u want to talk about siege, well solo/small scale also get sieged on the regular.
    These things do effect groups.

    Btw which groups do you feel are unkillable this patch, how many can you count?

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  • ezeepeezee
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    > So in the end even the only counter they have which is overwhelming them with numbers doesn't actually work.
    it's simply not true. You just need some organisation. 3-4 good organised players could easily wipe most groups fighting outnumbered.


    Help me understand this. Are you saying there are 3-4 man groups out there that are somehow built to take out organized groups of 16? How would they do this? Would this require specific builds to do? Are they just running around looking for ball groups to utilize their carefully crafted anti-ball group builds? Or are you just talking about bomb-blades that would attack any kind of group anyway?

    (sorry I messed up the quote formatting)
    Edited by ezeepeezee on July 10, 2018 12:15PM
  • MLRPZ
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    well on EU, i've seen some 4-6 man group with 1 sorc and 3-5 bomber just waiting in sneak to bomb you when you are already fighting outnumbered. so, nothing surprises me anymore
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  • ShadowProc
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    frozywozy wrote: »
    @Biro123 @Irylia @Derra @LarsS @pieratsos @ezeepeezee

    I don't feel like replying individually to each of you guys and each of your points so I'll just quote all of ya and comment on important points I have seen coming back repeatedly.

    There are no ways to counter ballgroups

    Several of you guys continue to state that ballgroups can take over any numbers thrown at them. This is simply not true. First of all, it is simply unrealistic to claim that the removal of AOE caps allowed ballgroups to kill as many stacked players as they want. Sure, they have the power to do it once or twice, depending of the leader's call.

    And then what? They have to take constant pressure and survive while rebuilding ultis and kite around under constant negates, timestops, siege damage, chains and such. As I stated previously in this thread, it is so easy to counter an enemy ball group, I do it constantly during offhours on my bomb blade and successfully. It is simply wrong and biased to declare that the only way to counter a ballgroup is to outnumber them. You can do it with one player if timed correctly.

    Ballgroups ignore other ballgroups

    At least most of the time in NA, we fight other guilds mixed with their faction several times a day. I know that Sanct describe why such behavior would happen but to be honest I haven't seen this happening in a long time. The only real occasion of guilds avoiding each other is the fact that some of them literally gave up and avoid us from now on.

    Performances go bad when a ballgroup is running

    First, people should always have a look at the population bars. If all 3 factions are locked (with a queue), there is your problem. The servers cannot support that many players at once. It has been proven already so many times in the past. I have been playing this game at all hours of the day and still do lately. When populations drop at 3bars, even with 16men organized groups running, there is 0 latency on my side. Ping stable at 83-102ms.

    I know that alot of people, including guild members disagree with the following solution because they believe the fights would be really hard to find, but personally, I believe that the population cap should be dropped drastically until they figure out how to fix performances. I will touch this point later on.

    Second, when you see a ballgroup rolling in your area and you experience a very high ping, don't jump to conclusion right away. Yes of course they are a major cause of the lag but not the worse. Quite often, you simply have to open your map and have a look at the different crosses and their colors.

    As Solar pointed out in one of his post, we had an episod last week where we went down to pvdoor Faregyl, Alessia, Sej and nobody would respond. In the meantime, our ping was extremely high and abilities / weapon swap very unresponsive. The real cause of the lag was 2 entire factions fighting each other in the Aleswell <=> Bleakers <=> Chalman route. If you see only one place with a faction's color, it most likely mean that all its players are there which causes terrible performances when populations are locked.

    Ballgroups are immune to debuffs

    This is another assumption that I can understand because it kind of make sense to believe that having dedicated purgers make us immune to them but it is simply not true. 90% of our death recaps are full of debuffs (mainly siege damage).

    It is extremely hard to fight under siege pressure, especially this patch as you probably noticed. Scattershots and meatbags cause terrific amount of damage (which I think is a great change). It forces people to bring additional walls down and new strategics / tactics to cover multiple breaches for the defenders.

    But again, don't assume without actually experimenting it yourself. Debuffs are very difficult to counter, for all playstyles.


    @Irylia mentions that people playing in ballgroups wouldn't know what to do in small scale. This is pure trash and toxic talk, as expected coming from him. Tell you what, most of us would probably lose in small scale against your group because you know way better this playstyle and have way more experience.

    This being said, I am 99% sure that you wouldn't be able to achieve what we do in a 16men raid because you don't have the experience with the current meta. You think it's easy but simply don't understand or refuse to because of your ego.

    Don't tell me that you did it in the past. It was way easier before.

    Server performances can be fixed, its a question of money. The marketing dept. probably has a certain amount of income to earn before they finally decide to invest and fix the problem. It always comes down to money. And when the solution resides in rewriting the entire code because of how wrong it was to start with, keeping in mind that the game took 6 years to be developed, it's a lot of investment. Then come the new hardware's, which are more than needed.

    Finally, you have the terrible mentality of most business men who don't want to invest money to get results later on. They want it the other way around, which is unrealistic and stupid. This game had the potential to be the best mmo of all time and still could be. I am 100% sure that if the game performances would be fixed for good, we could have dozens of campaigns opened with thousands of players at once in PvP.

    But the marketing dept. and whoever is in charge to take this decision and invest money into fixing it see the amount of players actually pvping, the money it would take to fix it VS. the amount of players actually pveing VS. the amount of players buying crown crates and they think "Do we really want to make this game great, invest long term and get an absurd amount of money / fame / glory or do we want to make easy average money now?"

    And they decide to go for the safe and easy solution.

    TLDR. I use to complain daily because of ball groups but now I don't because they invited me to guild.

    Could have saved a lot of typing.
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    [removed baiting comment]

    @ShadowProc - I have been playing in medium to large raids since April 2014. :)

    Final, Vokundein, Vehemence (red), Hyjinx, Guild of Shadows, Imperator Rebelium, TYSM, Invictus, Dracarys.

    When the game started lagging too much after 1.6, I stopped running in full 24men raids because I realized how bad performances would be when they would roll inside a keep with 50+ players inside. I started trying to reason with ballgroups capping at 24 and would encourage people to run in smaller groups to help the server.

    Get your facts straight. Btw, are you still running that sloads gank build on your stamblade?
    Edited by ZOS_JesC on July 10, 2018 2:54PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
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    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • ZOS_JesC
    ZOS_JesC
    admin
    Greetings, since the topic has derailed into baiting each other, we have decided to close this thread.
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