Kidgangster101 wrote: »VaranisArano wrote: »What is ZOS gonna do? Nerf teamwork? Eliminate all voice comms?
A. ZOS can't give out some sort of magic skill or set that will let players kill the ball groups. They've tried. Everything they do promptly gets used to even better effect by the organized ball groups against everyone else.
B. ZOS can't do anything to fix players stacking up in large battles when that's exactly what Cyrodiil is designed to create: large battles over important keeps and objectives. And if those ball groups spread out and take less important objectives, then players complain that they are PvDooring or farming players. So even if you dropped the max group size to 8 to 12, you'd still see large battles and coordinated groups running together.
Don't say that...... Look what they did to BG lol. The "solo" players got group play removed because they cried......
It's not out of the realm of possibilities that they get grouping removed from cyrodil to......
Make siege OP again. Problem solved. They can't play in a ballgroup if they're dead like the last time it was OP. They were too busy here complaining on the forum about how a giant rock isn't supposed to kill them.
VaranisArano wrote: »In any case, ZOS already tried it. Why would they bring back increased siege damage when it didn't work out for them the first time?
Make siege OP again. Problem solved. They can't play in a ballgroup if they're dead like the last time it was OP. They were too busy here complaining on the forum about how a giant rock isn't supposed to kill them.
Joy_Division wrote: »
Theres a lot they could do. But a lot of people are talking about faction stacking here I'd say, and then there is ball groups. Both impact performance. Both could be immediately impacted on any patch if the devs wanted to deter them. They dont really want to though.
VaranisArano wrote: »Make siege OP again. Problem solved. They can't play in a ballgroup if they're dead like the last time it was OP. They were too busy here complaining on the forum about how a giant rock isn't supposed to kill them.
The reason the siege damage was reverted both of the times ZOS did it (first intentionally with Summerset and then with a bug) is that if the siege damage is enough to wreck a tightly organized team with dedicated healers, its absolute murder on anyone less coordinated. It also turns keep defenses into lengthy, protracted sieges where players try to knock down multiple walls just to make it through the breach, and if there's one thing that Cyrodiil can't handle well performance wise, its giant, protracted battles.
In any case, ZOS already tried it. Why would they bring back increased siege damage when it didn't work out for them the first time?
VaranisArano wrote: »Make siege OP again. Problem solved. They can't play in a ballgroup if they're dead like the last time it was OP. They were too busy here complaining on the forum about how a giant rock isn't supposed to kill them.
The reason the siege damage was reverted both of the times ZOS did it (first intentionally with Summerset and then with a bug) is that if the siege damage is enough to wreck a tightly organized team with dedicated healers, its absolute murder on anyone less coordinated. It also turns keep defenses into lengthy, protracted sieges where players try to knock down multiple walls just to make it through the breach, and if there's one thing that Cyrodiil can't handle well performance wise, its giant, protracted battles.
In any case, ZOS already tried it. Why would they bring back increased siege damage when it didn't work out for them the first time?
You're replying to a post that was pretty much satire. The last sentence should've been obvious.
Edit; Furthermore you seem to think that my post was about performance. Fun fact, it wasn't. It was the fact that people stood willingly in the dumb then turned around and complained about it on the forum.
VaranisArano wrote: »VaranisArano wrote: »Make siege OP again. Problem solved. They can't play in a ballgroup if they're dead like the last time it was OP. They were too busy here complaining on the forum about how a giant rock isn't supposed to kill them.
The reason the siege damage was reverted both of the times ZOS did it (first intentionally with Summerset and then with a bug) is that if the siege damage is enough to wreck a tightly organized team with dedicated healers, its absolute murder on anyone less coordinated. It also turns keep defenses into lengthy, protracted sieges where players try to knock down multiple walls just to make it through the breach, and if there's one thing that Cyrodiil can't handle well performance wise, its giant, protracted battles.
In any case, ZOS already tried it. Why would they bring back increased siege damage when it didn't work out for them the first time?
You're replying to a post that was pretty much satire. The last sentence should've been obvious.
Edit; Furthermore you seem to think that my post was about performance. Fun fact, it wasn't. It was the fact that people stood willingly in the dumb then turned around and complained about it on the forum.
Sorry, I've ordered a new sarcasm detector. At the rate I go through them, I should just get a subscription service.
Truth is, I've seen the argument for increased siege damage as a counter to ball groups made in all sincerity, especially after the time ZOS bugged it out. Hence my confusion.
But I certainly agree with you that whether its PVP or PVE, if you stand in stupid, you look silly if complain when you die.
They created massive Alliance zergs by giving 6k free Ap for taking even empty keeps. If that wasn’t a thing they wouldnt faction stack as bad (obviously there will still be massive groups)
Agree. ZOS should reduce the number of AP given by the total number of players in a group - let's say after 4 players in a group start reducing AP earned by X percentage.
Hmmm. MYM, maps almost hums as folk are out there taking objectives. It's almost like AP makes the map move....
Dumb idea.
I think if performance was ever fixed ball groups wouldn’t be an issue. Poor performance hits cast time abilities hardest for some reason, if inevitable det actually worked most wouldn’t last long.
Most of why they work is eye of the storm, prox det, etc... all the things to blow up melee if they get close work, while at the same time the abilities people need to counter them from range don’t work.
Make siege OP again. Problem solved. They can't play in a ballgroup if they're dead like the last time it was OP. They were too busy here complaining on the forum about how a giant rock isn't supposed to kill them.
THEDKEXPERIENCE wrote: »Ball groups are one of the easiest things to deal with in Cyrodiil. Just don’t try to take them all by yourself and when they do their inevitable push, stand 20 yards to the left or right. The weakness of the ball group is that they can’t - or won’t - turn. You can get 5, 10 or even 20+ kills in minutes just picking off players on the flank.
Conversely if you find a ball group and die more than say, twice, you’re doing it wrong. Just go somewhere else.
I think if performance was ever fixed ball groups wouldn’t be an issue. Poor performance hits cast time abilities hardest for some reason, if inevitable det actually worked most wouldn’t last long.
Most of why they work is eye of the storm, prox det, etc... all the things to blow up melee if they get close work, while at the same time the abilities people need to counter them from range don’t work.
VaranisArano wrote: »What is ZOS gonna do? Nerf teamwork? Eliminate all voice comms?
A. ZOS can't give out some sort of magic skill or set that will let players kill the ball groups. They've tried. Everything they do promptly gets used to even better effect by the organized ball groups against everyone else.
B. ZOS can't do anything to fix players stacking up in large battles when that's exactly what Cyrodiil is designed to create: large battles over important keeps and objectives. And if those ball groups spread out and take less important objectives, then players complain that they are PvDooring or farming players. So even if you dropped the max group size to 8 to 12, you'd still see large battles and coordinated groups running together.
VaranisArano wrote: »What is ZOS gonna do? Nerf teamwork? Eliminate all voice comms?
A. ZOS can't give out some sort of magic skill or set that will let players kill the ball groups. They've tried. Everything they do promptly gets used to even better effect by the organized ball groups against everyone else.
B. ZOS can't do anything to fix players stacking up in large battles when that's exactly what Cyrodiil is designed to create: large battles over important keeps and objectives. And if those ball groups spread out and take less important objectives, then players complain that they are PvDooring or farming players. So even if you dropped the max group size to 8 to 12, you'd still see large battles and coordinated groups running together.
I chuckle every time I read this argument. Since when are ball groups and large scale fights the same thing. Are you seriously telling people that Cyrodiil was designed for groups of 20 people stacking into one square inch and moving in a straight line spamming AOEs? And since when is teamwork and ball groups the same thing?
vamp_emily wrote: »I just think they need to make siege stronger in CP campaigns. Kind of like how it is in Under 50 campaign. You will die if you ignore the fact if you are being sieged.
The defence for ball groups is rife here.
People actually enjoy playing like that?
Sheesh..
vamp_emily wrote: »I just think they need to make siege stronger in CP campaigns. Kind of like how it is in Under 50 campaign. You will die if you ignore the fact if you are being sieged.