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Should Zos do something about ballgroups in cyrodiil ?

  • Rave the Histborn
    Rave the Histborn
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    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......

    What's stopping them from all joining a discord and all running solo together as a group?
  • Rockett
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    No, cyrodill is for armies to fight against other armies. Battlegrounds is where small scale PvP is at, 1v1 dueling and small scale group pvp should be added to battlegrounds in addition to what it currently offers.
  • Dojohoda
    Dojohoda
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    My ideas for tightly clumped pvp'ers >:)

    Increase the damage of siege weapons per target hit.

    Change Inevitable Detonation: If the bomb is dispelled or removed early, the explosion is triggered immediately and the damage is increased from 25% per target to 40% per target.
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  • Sephyr
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    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. :D
  • THEDKEXPERIENCE
    THEDKEXPERIENCE
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    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.
  • VaranisArano
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    Sephyr 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. :D

    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?
  • oXI_Viper_IXo
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    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?

    The same reason they would buff DoTs by 50% and then nerf them by 60%. It's the ZOS way 😉
  • Carespanker
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    Sephyr 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. :D


    Op siege was hilarious, but not good enough to fix cyro lag via ball/zerg groups. The best way is to spread them out via smaller fights throughout the map instead of making objectives that inspire faction stacks (which I gave my idea on how to here). Either through objectives or smaller scale pvp interactions of equal or opposite importance to keep people busy all over the map instead of afk at aleswell waiting for the bleakers ep to show up. Every edition to cyrodiil has done nothing but inspire more people to stack up and thus more lag.

    Either Zos spends a couple mil upgrading servers, hiring new staff, and fine-tuning their game to support 300 people in the same chunk (which really doesn't sound like bethesda or zenimax tbh) or they need to give us reasons to not be in the same chunk. The lag from large scale pvp will not be fixed until then.
  • purple-magicb16_ESO
    purple-magicb16_ESO
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    No. Join a zergball and have fun with us.
    I don't comment here often but when I do, I get [snip]
  • RinaldoGandolphi
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    FENGRUSH wrote: »
    Reyleigh wrote: »
    You guys are missing the point

    OK, I'll bite.

    Wow me with your brilliance as to what realistic suggestions ZOS could possibly institute in the next 6 months that would "do something" about ball groups.

    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.

    Yup
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  • Sephyr
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    Sephyr 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. :D

    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.
    Edited by Sephyr on March 9, 2020 8:59PM
  • Commancho
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    There are enaugh counter-plays against ballgroups.
  • VaranisArano
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    Sephyr wrote: »
    Sephyr 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. :D

    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. :lol:
  • Beardimus
    Beardimus
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    The defence for ball groups is rife here.

    People actually enjoy playing like that?

    Sheesh..
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  • Sephyr
    Sephyr
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    Sephyr wrote: »
    Sephyr 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. :D

    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. :lol:

    No worries. People are just so focused on performance, it's gotten rather exasperating to say the least. Everyone has their opinions on it and it's something I'd just rather not because it's a dumpster fire either way one goes.

    My post is merely about the chaos. For the entirety of the bug the front page was plastered with "OH MY GOD NERF THIS, THIS IS AWFUL". And then zone chat was super spicy. People complaining that their group was just wiped by siege because they just stood there. Those were the days that made life worth living.
  • oXI_Viper_IXo
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    Beardimus wrote: »
    The defence for ball groups is rife here.

    People actually enjoy playing like that?

    Sheesh..

    Well, yes...

    There is something satisfying about playing in a tight, coordinated group and wiping groups with much larger numbers.

    Not everyone enjoys playing the game in the same way.
  • Abyssmol
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    Mr_Walker wrote: »
    Abyssmol wrote: »
    RedGirl41 wrote: »
    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.

    folks can go to where the fight is; the difference is that there would not be big groups coordinating movement, heals, and ults. Lets make it very easy for you - many folks, in the same area, in small groups.

    You offer no idea on how to deal with ballgroups and resort to call other players' idea dumb. Sir, you are a ***!


  • Iskiab
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    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.
    Edited by Iskiab on March 9, 2020 10:27PM
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  • Crash427
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    Iskiab wrote: »
    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.

    Lag favors the zerg, not the ball group.
  • ArcVelarian
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    Buff Siege Engine damage dealt to Players again. Problem solved.
    Murphy's Law of PvP : If it can be abused and or exploited, it will be abused and or exploited.
  • Mr_Walker
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    Sephyr 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. :D

    Genius, apart from the lack of forethought involved. Good luck taking anything with any sort of defense.

    Best of luck with your PvDoor goals in 2020.

  • Mr_Walker
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    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.

    ^^^

    Play smart against them. If they head towards you, roll dodge straight through them. There's always at least one laggard. Pick him/her off. If you're in a "narrow" keep or outpost, oils on the "wings" cuts down on their movement. Lightning ballistas. Meatbags.

    Ultimately though, if you're outnumbered, just leave. A lot of these groups are bores and hacks who have no interest in playing the map, and often the worst you can do to them is ignore them as they sit in their little resource tower, waiting for someone to show up.
  • technohic
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    Iskiab wrote: »
    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.

    Range doesnt work because you cannot selectively target and eliminate a target to sustain a damage. I mean; try to get a sorc combo on one specific target in a ball. DOTs, debuffs, and CC are nearly instantly purged. And have you tried inevitable? It doesnt hit all that hard.

    If you're killing anything in a ball; it requires a negate and counter coordinated efforts, or someone to screw up 1 by 1 like falling off a ledge.

    Only thing I see performance fix would be being able to actually burst combo on someone in a hurry after pulling them out. Usually they're not very far from being able to sprint back into the reach of purges and heals.

    I mean its kind of coordinated effort that makes them, but it's on the backs of poor target focusing capabilities offensively vs auto target heals and constant purges.
  • pieratsos
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    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?
  • VaranisArano
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    pieratsos 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?

    Cyrodiil was indeed originally designed for groups of 8 to 24 players. It was right there on the Alliance groupfinder (later changed to groups of 2 to 24, then removed because ZOS figured out that the vast majority of groups use voice comms or zone chat to group up). ZOS probably didn't have those particular tactics in mind at launch, but that's hardly the only example of things they didn't anticipate *cough* animation canceling *cough*.

    Cyrodiil is also designed to get large fights going over important objectives like home keeps, Emperorship and scrolls, which can involve anything from ball groups to PUG raids to faction-stacked zergs. Given that the server can't handle large fights very well, even removing ball groups entirely wouldn't actually solve Cyrodiil's performance issues.

    As for teamwork? I'm not sure how using ball groups using voice comms, coordinating their sets and group composition, and moving as a disciplined unit on the battlefield doesn't qualify as teamwork. Its certainly a heck of a lot better teamwork than I see out of the average LFG raid in zone chat where half the people don't bring siege or peel off from the fight as soon as they see a squirrel. But maybe you have a different definition of teamwork you'd like to share?
  • CMDR_Un1k0rn
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    I don't have a problem with it. And it would be pointless arguing against it as this is basically what Cyrodiil was designed for.

    People want to fight in fantasy warfare. Big battles. It's awesome.

    But there's room for everything else too.

    That's the great thing about Cyrodiil, ignoring performance issues.
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  • vamp_emily
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    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.


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  • VaranisArano
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    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.

    Are you judging siege damage from the perspective of someone attacking with siege or from that of someone under siege fire?

    As someone who regularly heals under heavy siege fire during contested keep takes in the CP campaign, yes, you absolutely will die if you ignore the fact that you are being sieged. A group may look like they are shrugging off siege fire to the enemy, but it looks like a very different thing to a healer watching health bars drop with every hit and DOT.

    I find its mostly a matter of perspective. I've been there myself - first griping about how little siege damage I seem to be doing to enemy players and then two fights later thinking "I'm nearly dry on magicka trying to keep everyone alive."
  • D3N7157
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    Beardimus wrote: »
    The defence for ball groups is rife here.

    People actually enjoy playing like that?

    Sheesh..

    Wiping 500+ players within 2/3 hours without ever dying yourself while having a friendly banter with your squad, nothing to enjoy there I suppose, but how would you know...
    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.

    You are aware of dedicated purge spammers? You think how ball groups survived and thrived during the DOT meta, a dedicated purger per 4 group members at that point if you stay mobile you don’t really care about siege.
    Edited by D3N7157 on March 10, 2020 2:33PM
  • Chaos2088
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    There are sets in the game that help thinning out the numbers in ball grps, get an organized grp going and you should be able to break them up.
    @Chaos2088 PC EU Server | AD-PvP
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