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Idea for tackling ball groups

  • TequilaFire
    TequilaFire
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    So we would just form multiple groups of 4 synchronized by guild voice chat or Discord each with a healer. lol
    Edited by TequilaFire on November 20, 2021 1:47AM
  • xylena_lazarow
    xylena_lazarow
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    So we would just form multiple groups of 4 synchronized by guild voice chat or Discord each with a healer. lol
    This would actually be awesome, because that's a lower percentage of healers in the comp, and opens the door to split up for multiple coordinated objectives, instead of the usual stack and spam meta.
    PC/NA || CP/Cyro || RIP soft caps
  • LarsS
    LarsS
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    Reducing the group size, to 4 is stupid, it would be the end of the lfg groups which are an important part of Cyrodiil.
    GM for The Daggerfall Authority EU PC
  • techyeshic
    techyeshic
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    Really just need to have self and group abilities separated with self abilities being stronger or less debuffed. They sort of did that with vigor but the stacking makes it work out to be more really easily.
    Edited by techyeshic on November 20, 2021 4:35PM
  • Amottica
    Amottica
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    Amottica wrote: »
    I think they are pretty much saying that no matter what the design is, an organized group can take on much larger groups of unorganized players.
    Taking on larger numbers is not a problem, endless lag-inducing roof stalemates are the problem. It would be better if the ballgroup won so decisively as to make "farming" randoms impossible, they just die and concede.

    Groups can stack enough healing to trivially outheal most siege, while Snow Treaders ensure they never ever get stuck in any threatening AoEs and can flat ignore most things randoms throw at them, like Bombard, Time Stop, Caltrops, etc.

    This large scale meta is extremely stagnant, devoid of counterplay on both sides of such engagements. Give coordinated groups more stuff to coordinate, like siege operators behind their bombers, or splitting the group to hit multiple targets at once. Give us a better large scale meta than stacking as much healing and AoE burst as possible.

    Lag is a problem with game/server design. We should not be blaming players because the sever cannot handle the gameplay as it has been designed.
  • xylena_lazarow
    xylena_lazarow
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    Amottica wrote: »
    Lag is a problem with game/server design. We should not be blaming players because the sever cannot handle the gameplay as it has been designed.
    I agree not to blame the players, it's on ZOS to design better large scale PvP mechanics.
    PC/NA || CP/Cyro || RIP soft caps
  • jerj6925
    jerj6925
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    Hi, Obviously its pie in the sky, but was an interesting challenge. thoughts?


    Problem statement


    Ball groups are undesirable for gameplay and performance reasons.
    A counter to Ballgroups should not be an effective strategy for the ballgroup itself.
    The counter to Ballgroups should not force players into a single build.
    The counter to the Ballgroup should not affect small groups or single players.

    Solution:

    A new Siege weapon called 'Lightning tower'
    Lightning Towers may only be planted defensively in land owned by the tower owner and take 3 seconds to plant with no interruptions.
    Lightning Towers aoe range may not overlap
    The lightning tower triggers when more that 5 enemy players are within range X
    When triggered the tower will instantly pull all once and apply X% of non mitigatable damage that scales from 5 enemy up. While 5 or more enemy are in range the tower will pulse every X seconds. a group of 10 or more will take lethal damage if they absorb more than 2 pulses
    Lightening towers have health and can only destroyed by hand at close range










    Bring back Hrothgars chill but bump the damage to 30%
  • DrSlaughtr
    DrSlaughtr
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    I find it funny that any time someone complains about ball groups, the running line is ball groups should always wipe 20+ pugs.

    I can't speak for pc. On XB NA most groups are on coms. Most groups coordinate. The issue with ball groups is they're easy to deal with if they're sieging or in the open field. The issue is when they have access to a non destructible environment to serve as their defense. Inner of a keep. Tower. Open world ruins, rocks or valleys.

    Then it takes multiple coordinated groups to deal with them. Or it takes one really good group 20 minutes to finally nail the right combo when they make a mistake.

    The enemy isn't ball groups. It's the exploits they wisely use to extend combat much longer than it would go if the fight was out in the open.

    There's no real counter measure because you can't blow up those environmental obstacles and siege engines that could force them out are not strong enough to get through their heals aand mitigation, considering every ball group now is full of 36k+ health tank DDs.
    Edited by DrSlaughtr on November 30, 2021 11:13PM
    I drink and I stream things.
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