spiderlair88646 wrote: »We have had to cancel our group due to this bug. It's making pvp unplayable. Please fix this soon. Can we please have a status update? @ZOS_GinaBruno @ZOS_Kevin
LostToTheSea wrote: »As someone who has gone from leading every scale of raid to small scaling/solo play.. If this bug only impacted ballgroups, then honestly this would be a bug worth leaving in the game.
LostToTheSea wrote: »As someone who has gone from leading every scale of raid to small scaling/solo play.. If this bug only impacted ballgroups, then honestly this would be a bug worth leaving in the game.
Photosniper89 wrote: »LostToTheSea wrote: »As someone who has gone from leading every scale of raid to small scaling/solo play.. If this bug only impacted ballgroups, then honestly this would be a bug worth leaving in the game.
I hate to tell you but we have already got around this. Yeah, it's a pain in the ass to deal with but us "ball groups" just adapt to changes like usual.
An min/max group that regularly runs together will ALWAYS dominate the pugs. I hate to tell you...
LostToTheSea wrote: »Photosniper89 wrote: »LostToTheSea wrote: »As someone who has gone from leading every scale of raid to small scaling/solo play.. If this bug only impacted ballgroups, then honestly this would be a bug worth leaving in the game.
I hate to tell you but we have already got around this. Yeah, it's a pain in the ass to deal with but us "ball groups" just adapt to changes like usual.
An min/max group that regularly runs together will ALWAYS dominate the pugs. I hate to tell you...
I'm well aware. I have run comp'd groups of varying optimization over the years, before largely retiring into Xing and zone chat banter. Fact is, pop caps are too low to justify groups that can easily handle x2 current server caps. It's mostly on the devs for not addressing set and crosshealing creep, but there's also a certain point where you realize that in current form it's unhealthy for the population and is actively keeping new/returning players from engaging in pvp (as it has been very obviously for quite some time now).
The whole 'min/max group will ALWAYS dominate' spiel lost its luster when it the devs gifted ballgroups sets that entirely removed the thrill of a min/max group beating overwhelming odds, as well as hybridizing cross healing to where the amount of crutch is so real that it's trivial to even run in a comp'd group aiming to min/max. I've beat that subject to death over the years on NA. Players that avoid challenging PVP will continue to do so and simply put, this game has heavily catered to that crowd in and outside of group for years.
ForumSavant wrote: »LostToTheSea wrote: »Photosniper89 wrote: »LostToTheSea wrote: »As someone who has gone from leading every scale of raid to small scaling/solo play.. If this bug only impacted ballgroups, then honestly this would be a bug worth leaving in the game.
I hate to tell you but we have already got around this. Yeah, it's a pain in the ass to deal with but us "ball groups" just adapt to changes like usual.
An min/max group that regularly runs together will ALWAYS dominate the pugs. I hate to tell you...
I'm well aware. I have run comp'd groups of varying optimization over the years, before largely retiring into Xing and zone chat banter. Fact is, pop caps are too low to justify groups that can easily handle x2 current server caps. It's mostly on the devs for not addressing set and crosshealing creep, but there's also a certain point where you realize that in current form it's unhealthy for the population and is actively keeping new/returning players from engaging in pvp (as it has been very obviously for quite some time now).
The whole 'min/max group will ALWAYS dominate' spiel lost its luster when it the devs gifted ballgroups sets that entirely removed the thrill of a min/max group beating overwhelming odds, as well as hybridizing cross healing to where the amount of crutch is so real that it's trivial to even run in a comp'd group aiming to min/max. I've beat that subject to death over the years on NA. Players that avoid challenging PVP will continue to do so and simply put, this game has heavily catered to that crowd in and outside of group for years.
I don't know how this devolved into a conversation about ballgroups, but group size used to go up to 24, and purge spamming was a huge problem then. You could survive anything if the group played well and was gear optimized. Groups are now half the size and plageubreak removes the ability of purge spamming from group. Obviously there are better sets that exist now then there used to be, but those don't add up to what an optimized group of 24 with equal skill could have done. I agree with the prior comment, if you wanna rely on an exploit to shut down ballgroups permanently, I don't know what kinda group you were leading. Even more so, there are no 12 man groups that can fight 2x the population cap, groups still get overwhelmed.
LostToTheSea wrote: »As someone who has gone from leading every scale of raid to small scaling/solo play.. If this bug only impacted ballgroups, then honestly this would be a bug worth leaving in the game.
If you need to rely on exploits to deal with "ballgroups," perhaps you shouldn't have been leading "every scale of raid" this whole time.
@ZOS_GinaBruno @ZOS_Kevin any time either of you would like to uphold that commitment to better communication... you've got a bunch of PvP folks waiting.
LostToTheSea wrote: »ForumSavant wrote: »LostToTheSea wrote: »Photosniper89 wrote: »LostToTheSea wrote: »As someone who has gone from leading every scale of raid to small scaling/solo play.. If this bug only impacted ballgroups, then honestly this would be a bug worth leaving in the game.
I hate to tell you but we have already got around this. Yeah, it's a pain in the ass to deal with but us "ball groups" just adapt to changes like usual.
An min/max group that regularly runs together will ALWAYS dominate the pugs. I hate to tell you...
I'm well aware. I have run comp'd groups of varying optimization over the years, before largely retiring into Xing and zone chat banter. Fact is, pop caps are too low to justify groups that can easily handle x2 current server caps. It's mostly on the devs for not addressing set and crosshealing creep, but there's also a certain point where you realize that in current form it's unhealthy for the population and is actively keeping new/returning players from engaging in pvp (as it has been very obviously for quite some time now).
The whole 'min/max group will ALWAYS dominate' spiel lost its luster when it the devs gifted ballgroups sets that entirely removed the thrill of a min/max group beating overwhelming odds, as well as hybridizing cross healing to where the amount of crutch is so real that it's trivial to even run in a comp'd group aiming to min/max. I've beat that subject to death over the years on NA. Players that avoid challenging PVP will continue to do so and simply put, this game has heavily catered to that crowd in and outside of group for years.
I don't know how this devolved into a conversation about ballgroups, but group size used to go up to 24, and purge spamming was a huge problem then. You could survive anything if the group played well and was gear optimized. Groups are now half the size and plageubreak removes the ability of purge spamming from group. Obviously there are better sets that exist now then there used to be, but those don't add up to what an optimized group of 24 with equal skill could have done. I agree with the prior comment, if you wanna rely on an exploit to shut down ballgroups permanently, I don't know what kinda group you were leading. Even more so, there are no 12 man groups that can fight 2x the population cap, groups still get overwhelmed.
Rely was an interesting choice of a word. My entire comment was an off-the-cuff comment towards health of the community/performance in general. Our groups excelled pre and post convergence/rush/etc. I know of 2 guilds off the top of my head that could effortlessly farm x2-x3 current pop caps. It's not because they are all superstar players. Even their leads/longest standing players will readily admit to how carried they are. The latter is why I stopped leading groups. There is a point where you're just lagging the server and taking fights that are auto-Ws in current pop cap w/ competent players. The best min/max group on NA ran 12 during the 24 era btw.
BardInSolitude wrote: »Just bumping this post. What do y'all fellow Cyro enthusiasts think? Are we going to get an update soon?
TheHealingWhisperer wrote: »Hello hello! Cyro unplayable.
negate 1
https://clips.twitch.tv/BoxyInterestingCrocodileRuleFive-dbpT58tmDiLlddBj
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https://clips.twitch.tv/SpikyMistyThymeGingerPower-WRX_1SMRINFWlvte
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https://clips.twitch.tv/CooperativeDignifiedWasabiSmoocherZ-tB3Sf_qfdHDWS5Kh
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https://clips.twitch.tv/WealthyBusyOrangeOhMyDog-R5eGlFQ0h7qYaYX1
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https://clips.twitch.tv/VibrantLitigiousPhoneMVGame-ygttL_q0bvF52jFB
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https://clips.twitch.tv/ImpartialCrypticCiderDendiFace-Qv-HEa2TRe4V1gDA
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https://clips.twitch.tv/CoyRoundStinkbugFeelsBadMan-FJodr7M0K7C1Vzj4
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https://clips.twitch.tv/AthleticFairAntelopeDeIlluminati-0cEyAr1sC7v_VsI-
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https://clips.twitch.tv/TentativeAmazingOctopusM4xHeh-UNHZZYqTnFkPwJyv
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https://clips.twitch.tv/EmpathicBloodyEggplantHotPokket-XdN1Ql4P5mIUvuOo
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https://clips.twitch.tv/HomelyEagerButterSaltBae-uixEtbJN8bEhebGo
negate 12
https://clips.twitch.tv/WealthyHealthyEggplantDoubleRainbow-AKNMBVP5Mw8wkB92
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https://clips.twitch.tv/AverageStrangeMonkeyThunBeast-ENncxhgR924odG-X
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https://clips.twitch.tv/RelievedAgilePhoneTBTacoLeft-2KvPqkSAkmHrNEbA
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https://clips.twitch.tv/BetterEnticingAlmondPhilosoraptor-KmH9YsSP2TnGbfLb
negate 16
https://clips.twitch.tv/SecretiveVainHorseradishANELE-eHXeUozLIwE0Pjy5
ZOS_GinaBruno wrote: »Hey all, just to update here, the fix is almost complete and we are currently planning to include it in the incremental patch on Monday, Nov 13.
ZOS_GinaBruno wrote: »Hey all, just to update here, the fix is almost complete and we are currently planning to include it in the incremental patch on Monday, Nov 13.
Izanagi.Xiiib16_ESO wrote: »Can the team explain why the effects of Negate couldn't be temporarily disabled on players via hotfix whilst the bug occurs and a full fix was investigated?
LostToTheSea wrote: »I won't fully reveal, but you might pick up on the hint that I have led players from every guild on NA AD over the years.
LostToTheSea wrote: »You included.
ZOS_GinaBruno wrote: »Hey all, just to update here, the fix is almost complete and we are currently planning to include it in the incremental patch on Monday, Nov 13.
ZOS_GinaBruno wrote: »Hey all, just to update here, the fix is almost complete and we are currently planning to include it in the incremental patch on Monday, Nov 13.