Spearpoint wrote: »What do you think should be "done"? Implement some sort of "chasoball" effect, where they take progressivily more damage over time while there's many players near each other?
A lot of people here seem to have terminology that doesn't match. My understanding is thus:
A ball group is a 15-24 man group, usually with set composition of healers, support and dps.
A zerg is usually 15+ people grouped without set composition.
A faction stack is 40+ players of multiple groups and solo who run to objectives together.
As I see it, only the last group caused massive disconnects and skills not firing. Although additional laggyness occurs weekends/primetime with all groupings.
KappaKid83 wrote: »Fengrush has really been vocal about this for a while but a great idea, and his idea, is to limit group sizes to 12, makes skills only work within the group and it should really help server load. This does put a damper on being able to just run solo and spam mutagen or just heal for AP grinding but it helps the server a lot and would do a lot for the performance.
Edit: I did not see that Fengrush had commented on this thread already, but yeah, his ideas are really good.
Izanagi.Xiiib16_ESO wrote: »A lot of people here seem to have terminology that doesn't match. My understanding is thus:
A ball group is a 15-24 man group, usually with set composition of healers, support and dps.
A zerg is usually 15+ people grouped without set composition.
A faction stack is 40+ players of multiple groups and solo who run to objectives together.
As I see it, only the last group caused massive disconnects and skills not firing. Although additional laggyness occurs weekends/primetime with all groupings.
The term ball group/bomb group is actually quite outdated with the current meta but it refers to a playstyle rather than a group size.
Originally the design was to take out the maximum number of players with the minimum number of people in a self contained way (without external support from their faction).
For example this is currently around 8-10 (comfortably) but ranging from between 6-12 as a rough guide.
Anything that simply seeks to overwhelm enemy forces with numbers is a zerg.
For example a 'ball group' can zerg their opponents - for example when groups fight a small amount of pugs or even equal numbers of unorganised players.
With how the game is these days most groups of 15+ will generally be "zerging" due to their available opposition numbers. This is especially true for those who primarily fight on the "front lines" alongside their own faction.
Grouping and ball grouping has had a number of challenges in the past but the last few updates have been making it easier and easier to do so. Basically since the start of Elsweyr.
That being said the main reason why groups are so strong these days is that there are fewer and fewer groups to actually counter them. It used to be that all factions had 2-3 groups running in prime time which were capable of countering each other (provided one side or the other had faction support in some circumstances) and at least 1 or 2 "zerg groups" who could also counter a ball group and provide the main "target" for them to focus. Now the server populations and faction locking have adjusted the dynamics (at least on PC NA and EU CP) to where the majority of fights occur at 2 locations on the map and their aren't really any groups which can counter others. Ball groups end up fighting pugs for 90% of their evening, which puts them at a huge advantage as they were designed for vs at least semi coordinated large amounts of players.
KappaKid83 wrote: »Fengrush has really been vocal about this for a while but a great idea, and his idea, is to limit group sizes to 12, makes skills only work within the group and it should really help server load. This does put a damper on being able to just run solo and spam mutagen or just heal for AP grinding but it helps the server a lot and would do a lot for the performance.
Edit: I did not see that Fengrush had commented on this thread already, but yeah, his ideas are really good.
KappaKid83 wrote: »Fengrush has really been vocal about this for a while but a great idea, and his idea, is to limit group sizes to 12, makes skills only work within the group and it should really help server load. This does put a damper on being able to just run solo and spam mutagen or just heal for AP grinding but it helps the server a lot and would do a lot for the performance.
Edit: I did not see that Fengrush had commented on this thread already, but yeah, his ideas are really good.
Which would appear to massively boost organised 12 player groups to the extreme disadvantage of less experienced players simply zerging together. The organised groups should already have the benefit of greater coordination and (one assumes) integrated skills which should allow them to defeat more chaotic larger zergs.
Additionally it would provide no benefit for groups above 12, which then makes it harder to take down other 12 player groups and you’re essentially back where you started only with smaller groups.
I’m not sure what is inherently bad about a player getting AP for healing others. It’s one of the key ways in which healer characters can actually impact a fight and seems every bit as valid as a dd spamming an attack skill.
KappaKid83 wrote: »Fengrush has really been vocal about this for a while but a great idea, and his idea, is to limit group sizes to 12, makes skills only work within the group and it should really help server load. This does put a damper on being able to just run solo and spam mutagen or just heal for AP grinding but it helps the server a lot and would do a lot for the performance.
Edit: I did not see that Fengrush had commented on this thread already, but yeah, his ideas are really good.
Funny how he's the one running around with his cult, trying to reduce the chances of people fighting back... Makes sense, I guess. 😂
KappaKid83 wrote: »Fengrush has really been vocal about this for a while but a great idea, and his idea, is to limit group sizes to 12, makes skills only work within the group and it should really help server load. This does put a damper on being able to just run solo and spam mutagen or just heal for AP grinding but it helps the server a lot and would do a lot for the performance.
Edit: I did not see that Fengrush had commented on this thread already, but yeah, his ideas are really good.
Which would appear to massively boost organised 12 player groups to the extreme disadvantage of less experienced players simply zerging together. The organised groups should already have the benefit of greater coordination and (one assumes) integrated skills which should allow them to defeat more chaotic larger zergs.
Additionally it would provide no benefit for groups above 12, which then makes it harder to take down other 12 player groups and you’re essentially back where you started only with smaller groups.
I’m not sure what is inherently bad about a player getting AP for healing others. It’s one of the key ways in which healer characters can actually impact a fight and seems every bit as valid as a dd spamming an attack skill.
I dont think the definitions you or I supplied are that different. There are others here complainingthat ball groups are causing massive lag in and of themselves. I personally feel that the occurance of 50+ players at any objective is the major cause of lag, not groups in the sub 20 player range, irregardless of if they are a "zerg" or "ballgroup".Izanagi.Xiiib16_ESO wrote: »A lot of people here seem to have terminology that doesn't match. My understanding is thus:
A ball group is a 15-24 man group, usually with set composition of healers, support and dps.
A zerg is usually 15+ people grouped without set composition.
A faction stack is 40+ players of multiple groups and solo who run to objectives together.
As I see it, only the last group caused massive disconnects and skills not firing. Although additional laggyness occurs weekends/primetime with all groupings.
The term ball group/bomb group is actually quite outdated with the current meta but it refers to a playstyle rather than a group size.
Originally the design was to take out the maximum number of players with the minimum number of people in a self contained way (without external support from their faction).
For example this is currently around 8-10 (comfortably) but ranging from between 6-12 as a rough guide.
Anything that simply seeks to overwhelm enemy forces with numbers is a zerg.
For example a 'ball group' can zerg their opponents - for example when groups fight a small amount of pugs or even equal numbers of unorganised players.
With how the game is these days most groups of 15+ will generally be "zerging" due to their available opposition numbers. This is especially true for those who primarily fight on the "front lines" alongside their own faction.
Grouping and ball grouping has had a number of challenges in the past but the last few updates have been making it easier and easier to do so. Basically since the start of Elsweyr.
That being said the main reason why groups are so strong these days is that there are fewer and fewer groups to actually counter them. It used to be that all factions had 2-3 groups running in prime time which were capable of countering each other (provided one side or the other had faction support in some circumstances) and at least 1 or 2 "zerg groups" who could also counter a ball group and provide the main "target" for them to focus. Now the server populations and faction locking have adjusted the dynamics (at least on PC NA and EU CP) to where the majority of fights occur at 2 locations on the map and their aren't really any groups which can counter others. Ball groups end up fighting pugs for 90% of their evening, which puts them at a huge advantage as they were designed for vs at least semi coordinated large amounts of players.
KappaKid83 wrote: »Fengrush has really been vocal about this for a while but a great idea, and his idea, is to limit group sizes to 12, makes skills only work within the group and it should really help server load. This does put a damper on being able to just run solo and spam mutagen or just heal for AP grinding but it helps the server a lot and would do a lot for the performance.
Edit: I did not see that Fengrush had commented on this thread already, but yeah, his ideas are really good.
Which would appear to massively boost organised 12 player groups to the extreme disadvantage of less experienced players simply zerging together. The organised groups should already have the benefit of greater coordination and (one assumes) integrated skills which should allow them to defeat more chaotic larger zergs.
Additionally it would provide no benefit for groups above 12, which then makes it harder to take down other 12 player groups and you’re essentially back where you started only with smaller groups.
I’m not sure what is inherently bad about a player getting AP for healing others. It’s one of the key ways in which healer characters can actually impact a fight and seems every bit as valid as a dd spamming an attack skill.
Izanagi.Xiiib16_ESO wrote: »A lot of people here seem to have terminology that doesn't match. My understanding is thus:
A ball group is a 15-24 man group, usually with set composition of healers, support and dps.
A zerg is usually 15+ people grouped without set composition.
A faction stack is 40+ players of multiple groups and solo who run to objectives together.
As I see it, only the last group caused massive disconnects and skills not firing. Although additional laggyness occurs weekends/primetime with all groupings.
The term ball group/bomb group is actually quite outdated with the current meta but it refers to a playstyle rather than a group size.
Originally the design was to take out the maximum number of players with the minimum number of people in a self contained way (without external support from their faction).
For example this is currently around 8-10 (comfortably) but ranging from between 6-12 as a rough guide.
Anything that simply seeks to overwhelm enemy forces with numbers is a zerg.
For example a 'ball group' can zerg their opponents - for example when groups fight a small amount of pugs or even equal numbers of unorganised players.
With how the game is these days most groups of 15+ will generally be "zerging" due to their available opposition numbers. This is especially true for those who primarily fight on the "front lines" alongside their own faction.
Grouping and ball grouping has had a number of challenges in the past but the last few updates have been making it easier and easier to do so. Basically since the start of Elsweyr.
That being said the main reason why groups are so strong these days is that there are fewer and fewer groups to actually counter them. It used to be that all factions had 2-3 groups running in prime time which were capable of countering each other (provided one side or the other had faction support in some circumstances) and at least 1 or 2 "zerg groups" who could also counter a ball group and provide the main "target" for them to focus. Now the server populations and faction locking have adjusted the dynamics (at least on PC NA and EU CP) to where the majority of fights occur at 2 locations on the map and their aren't really any groups which can counter others. Ball groups end up fighting pugs for 90% of their evening, which puts them at a huge advantage as they were designed for vs at least semi coordinated large amounts of players.
I have guessed from my point of view, some of them went EP on PCNA to avoid Drac because they really just want to farm PUGs.
KappaKid83 wrote: »Fengrush has really been vocal about this for a while but a great idea, and his idea, is to limit group sizes to 12, makes skills only work within the group and it should really help server load. This does put a damper on being able to just run solo and spam mutagen or just heal for AP grinding but it helps the server a lot and would do a lot for the performance.
Edit: I did not see that Fengrush had commented on this thread already, but yeah, his ideas are really good.
WilliamESO wrote: »Ball groups can't do nothing if you use the immobilize morph of scatter shot then fear then ulti then roll with shuffle cutanim as an example then immobilize again then attack then fear then execute then scatter immobilize morph...
All balls groups run or die when they see me and then i got lots of hates whispers or mails like you are the most aids in the World.wtb mass report with my guild,i will cut your throat... People are crazy # i see low IQs everywhere
A certain faction in no cp has 3 ballzergs, making the game an absolute unplayable garbage when facing them, but it seems they're not affected by it or at least not as much as their opponents
Should this be adressed ?
I know there's a boatload of things that should be adressed right now, but still wth ?