Maintenance for the week of November 18:
[COMPLETE] PlayStation®: EU megaserver for maintenance – November 19, 23:00 UTC (6:00PM EST) - November 20, 17:00 UTC (12:00PM EST) https://forums.elderscrollsonline.com/en/discussion/668861

Oh, Ballgroups

  • Sleepsin
    Sleepsin
    ✭✭✭✭
    Sleepsin wrote: »
    Sleepsin wrote: »
    Sleepsin wrote: »
    Sleepsin wrote: »
    Sleepsin wrote: »
    There is zero valor in zerging
    Imagine a literal tank, with thick metal armor and a really big gun, rolling around against a bunch of untrained peasants with sticks and stones. I'd say those peasants have some valor. The fight is not in their favor.

    The point of my post was that, to use your analogy, those exact same peasants would simply be zerging-down a smaller group of peasants if not for the ballgroup, doing the exact same thing to the smaller group that they accuse the ballgroup of doing to them. This is why there is no honor in zerging. They will always eat up the small-mans, solos, and low-pop factions with no remorse, thinking that numerical might always makes right.

    Now imagine that heavy tank actively avoiding other heavy tanks so he can attacking the peasants. That would be what ball groups are doing. Before you start talking about tactics, this is a game not real life.

    Except this is a battlefield where there are no peasants and everyone is a combatant....Erroneous analogy IMO.

    So the complaint is going to be that a group of 12 coordinated players is insurmountable for a group of 30 uncoordinated players, and therefore, the coordinated players should be punished? It seems that the people who are outnumbered are the ones who are getting "bullied" here.

    And it is routinely the people who do the outnumbering that complain over and over and over again that they're getting "zerged" by a ballgroup of 12....

    You still don't get it. When ball groups start fighting each other, then there will be no need to complain. We all see what they are doing..

    We fight EVERYONE. Doesn't matter if it is another ballgroup or a bunch of disorganized people. If your on the same battlefield and your on the wrong color, you are our enemy. It's that simple. We actually love nothing more than to fight good ballgroups because that is who you have to beat in order to build your reputation.

    Now some ballgroups may not feel the same way that my group does, but that is an individual mentality issue, and not a ballgroup issue.

    Just stop. We all see the ball groups actively avoiding each other.

    I've definitely seen ball groups actively avoiding OUR group after we have had good hits on them. But we don't run from fights with other groups. We will pass on getting sandwiched between two groups fighting eachother, but that is more due to the fact that Blues are the #1 target when we are on the field, and Reds and Yellows in my server have a gentleman's agreement to focus Blues first. But that is more about not fighting when you clearly are at a disadvantage. That is something people complaining in this thread could learn about...

    I'll say it agian, we can all see the ball groups actively avoiding each other, even when they are at the same keep.

    You see, this is what I call a circular argument, and we're just not going to get anywhere with this conversation. Absolute waste of time. You act as if it is within my power (or anyone's power for that matter) to force ballgroups to fight eachother. There is no such power on this planet that will force two groups who don't want to fight eachother to fight eachother. End of story. The reality is that some groups will and some groups wont. I don't imagine that you've actually stuck around just to watch epic clashes between to ballgroups, but they do, in fact, happen. Quite regularly I will add, because those are the kind of fights that keep me playing the game.

    Again, all ballgroups are are highly coordinated and otpimized groups. There is nothing wrong with that. Quite literally ANYONE can form a ballgroup, provided you know what sets and skills to run with each component and you have a willing crown. It's just like playing high-end PVE, but in a PVP atmosphere. Is it going to be easy to fight? No. Just like it wouldn't be easy to match up against higher ranked players in Battlegrounds. But that doesn't mean it is an unwinnable fight - if you know what you are doing. I'm guessing that you don't know how to combat these groups, and so rather than try to figure that out, you seek to have the Devs come down on them instead. Good move. Doesn't sound like you really want to invest and become a better player.

    It is not as if Cyrodil has skill-based matchmaking, which I think is something you would be a proponent of to protect you from having to compete against higher-skilled players. That kind of PVP wouldn't work in Cyrodil, which is a large open battlefield with multiple objectives to try to control. Being that Cyrodil is such a large area with multiple objectives, again, it seems the solution would be for you to target a different objective that steers you away from the ballgroup...

    It's a circle argument because you are trying to justify a poor play style. Most people don't have a problem with skilled groups. It is when ball groups just run the wall or spawn camp. Ball groups are NOT highly skilled, they exploit heal/shield stacking. If ESO had a PvP dev that behavior would have been fixed, if a trial could be exploited in such a manner, people would be banned. You don't have the "power" to control other groups, but you do have control over your own game play and what you defend on the forums.

    Have you ever played in a ball group? It is far more than heal/shield stacking. Some groups do a great job of shield stacking, but my group does not stack shields. If you encounter these groups, there is actually a counter for that via scribing. Heal stacking helps, but it is NOT the heal stacking that is your biggest issue because enough burst dps will overwhelm the heal stacking. It is well timed heals from the supporting healers, smart use of healing ults, and great healer play that is making these groups hard to kill. Kill the healers and the dominoes start to fall. I know this for a fact because I have seen how the group does both WITH and WITHOUT a healer. If heal stacking is what made them strong, you would see groups dropping the healers in favor of more DPS or support/pulls.

    Yes I have played in a ball groups. 75% of the people in the group are expected spam their buffs, stack on crown, not speak and use proxy and ult when told.
  • Kartalin
    Kartalin
    ✭✭✭✭✭
    ✭✭
    Sleepsin wrote: »
    Yes I have played in a ball groups. 75% of the people in the group are expected spam their buffs, stack on crown, not speak and use proxy and ult when told.
    Well there is such a thing as battle comms. There's also still back an forth conversations going between supports and such. Two sorcs setting up the negate order midcombat, if there's more than one barrier negotiating who goes first, things like that.
    People calling out when another group is about to attack, pointing out other imminent threats. There shouldn't be just one person talking. One person calling movement sure, whether to use offensive ults or not, but not just complete silence otherwise.

    Also we've always had great chats and laughs in the lead up to group start times, during breaks, and after the raid ends, literally every single ball group I've been a part of. Sure you need to be locked in during combat but we're still having fun and recognize that we enjoy playing this game together.


    To the topic at hand, I'm of the same mind as @Joy_Division, that healing and shielding have gotten too far out of hand in our groups compared to what it had been in the past. Shielding only became a problem with the arcanist and scribing.
    • PC/NA
    • Karllotta, AD Magplar, AR 50
    • Hatched-In-Glacier, DC Magden, AR 44
    • Miraliys, EP Warden, AR 35
    • Kartalin, AD Stamblade, AR 35
    • Miralys, AD Magsorc, AR 35
    • Milthalas, EP Magblade, AR 35
    • Kallenna, AD Magcro, AR 34
    • Lyranais, EP Magsorc, AR 33
    • Lemon Party - Meanest Girls - @ Kartalin - Youtube
  • Soraka
    Soraka
    ✭✭✭✭✭
    Valentyne wrote: »
    "Zerg on zerg is probably the most fun there is to have in ESO"

    You and other players like you are the reason Cyrodil is the way it currently is. Mindless cookie cutter builds spamming skills with no idea how to actually play the game. Keep fights are practically non-existent now because of the zerg mentality. Nobody will go anywhere without 20 people or even leave a keep to fight unless they have numbers just to fight a single person.

    Ballgroups are the only thing keeping the map active because if anyone shows up at a keep beside a 12 man with comped gear they are immiediately zerged down by 20 lancers and abunch of block tanks. If it was just zerg vs zerg no alliance would ever make it past an outpost because all they do is die, respawn and run back every 30 seconds.

    Zerg fights are probably the dumbest thing that has ever happened in Cyrodil, they are not real fights. 10 nightblades with tarnished hiding behind tanks or the generic warden using guard on a dark convergence necro that will ult drop 20 people and run away.

    This one's kinda funny, because you addressed me and I'm literally none of the stuff you named in the thread.

    Of the six builds I play on my Templar, only one could be considered Cookie Cutter (my own Rangeplar set up) and it's the one I play the absolute least, because I don't enjoy it as much. I engage in any size fight I find at any time, LOVE Keep fights, and enjoy the heck out of small group conflicts. Heck, I even send praise messages to people on other Factions if they impress me, win or lose, but most of all I'm constantly doing objectives with my Faction in any way possible.

    That said, yes, I do think Zerg on Zerg is the most fun part of Cyrodiil and by extension ESO PvP. When a large number of players are attacking a Keep while another large group tries to defend, I love it. Milegate fights even more, and probably my very favorite is when the Gates get opened and we're defending a Scroll at its Temple with 20 or so people. For whatever reason, that last one's always the most fun to me.

    Maybe you don't define that stuff as Zerg on Zerg?

    As to your specifics, I agree Tarnished from Magblades at Ranged was no fun and thankfully got nerfed. Tanks are irritating, but I feel they have a place even if I too grumble while fighting them. Dark Convergence, Wardens running in circles around a pebble, etc, yeah, it can all be frustrating. Bombers, Gankers, too, but that's all part of the game.

    So, it's funny to hear you say those things about parts of PvP that felt imbalanced or non-fun to you, and then defend Ball Groups of all things, because they're the big brother to all of that. They're the ultimate manipulation possible on the biggest scale grouping allows (minus the AD triple Ball Group night cappers, lately) of overpowered current mechanics.

    Grouping, communication, and teamwork should always and will always have -enormous- inherent advantages, but the mechanics for stacking are simply too great right now - particularly when things that have managed to provide a threat to Ball Groups have repeatedly been nerfed. It's just out of hand.

    You said, "Ballgroups are the only thing keeping the map active" and I think most would disagree strongly with that.

    If anything, Ballgroups are probably one of the biggest drains on the population and activity in Cyrodiil, as players get tired of them and simply quit coming.

    Very well said. I sense this entire discussion keeps getting muddied with defensiveness and accusations on both sides of the argument. I wish that we could keep in mind that multiple things can be true because it feels like it keeps becoming ball groups vs not ball groups when I believe there's a place for all of it.

    Yes people can form their own ball groups. Yes people don't have to. Yes ball groups by nature should be more organized and difficult to defeat than pugs. However, the power creep and poor balance has become overwhelmingly a problem that should not be ignored, and due to blame shifting of ZOS mishandling of PVP onto ball groups, many ball groupers have become apologists for bad balance in order to defend their playstyle. It is not the same thing (balance vs playstyle). Even lag from ball groups is not their problem. It's a ZOS problem. I don't think the answer is everyone should become ball group players in order to pretend there is not a real balance issue that ball groups are maximizing to their benefit - which is their right to do. I think ZOS needs to evaluate the health of PVP and address it competently.

    Can we please not cover up issues in order to defend our play styles and conversely can we please not blame issues on how players choose to play.

    (That being said I think there's some petty behavior happening with some ball groups lately.)
    Edited by Soraka on November 15, 2024 9:41PM
  • Turtle_Bot
    Turtle_Bot
    ✭✭✭✭✭
    ✭✭
    At this point, I'm at a place where I just laugh and say "cry more please."
    Here's another analogy. The ball group is the high school varsity football team. The zerg is a random freshmen 3rd period gym class with 20 kids and half of them haven't reached puberty yet. Who are you putting your money on?

    I'll counter your analogy with another one:

    If ballgrouper's are the varsity and the zerglings the freshmen football players - then shouldn't the freshmen football players see that the varsity players are on the playing field and go elsewhere? It's not like they are being forced to stay there and fight the ballgroup. Cyrodil is a big map after all!

    And if your alliance already owns most of the map and there isn't anywhere else to go, that is just the nature of the game. It is going to be incrementally more difficult to take keeps the less keeps the enemy has, because if they have any presence in the server, there are going to be higher concentrations of enemy players in fewer areas.

    No.

    There is only one field and that is Cyrodiil. If the "freshmen" could go play in another Cyrodiil absent all the organized groups, then would immediately home that campaign and never look back. Expecting everyone else to just leave when critical AvAvA objectives by a group that ZOS's poor combat balance has made too powerful is not a fair solution as it caters to only one type of PvP players (and not even all of them as I dislike playing with non-competitive rules, even when I am the beneficiary).

    But your response shows that you don't think there is any place at all for organized and highly skilled and coordinated groups in Cyrodil.

    Careful. Your bias is showing.

    LOL. I have run in organized groups since 2014.

    Yes, my "bias" shows. I am biased aginst bad balance.

    If the answer to dealing with oppressively strong enemies fueled by highly dubious mechanics is too bad, leave, wait until we log off, that's all that needs to be said about how bad the balance is.

    Tell you what. We'll stop ball grouping when people stop running 50 man zergs. It just isn't going to happen. Ball groups ARE the counter to big zergs and being outnumbered. If you don't have overwhelming numbers, then yes, your best answer is concede the objective and go elsewhere. Unless you want to spend your time in PVP allowing yourself to get frustrated.

    You do realise the "50 man zergs" are a DIRECT RESULT of ball groups gaining too much power right?

    We never used to see "50 man zergs" because they weren't needed unless there was a massive 3-way fight over a super important key objective (e.g. final keep battle to crown/dethrone an emp or defend a scroll temple) because stacking that many players from the faction into 1 spot just to fight 1 ball group was just terrible strategy, due to leaving the rest of the map completely undefended against the third alliance that would just walk in PvDoor the rest of the map.

    It was only once ball groups got so grossly overpowered compared to everything else a few years back that a typical 20-30 person zerg could no longer do anything at all to ball groups, that we started to see faction stacks appear, because that was the ONLY play the zergs had to actually have a chance against a ball group.
  • Tra_Lalan
    Tra_Lalan
    ✭✭✭✭✭
    I don't blame the ballroup players for ruining the pvp expierience for everyone else. I blame the DEVs for having that kind of inbalance for such a long time in their game.

    Whenever I try to give Cyro another try, after some time a ball group appears and then I remember why I quit before.

    You just don't want a guy with a bazooka during a kickboxing competition, its not fun.
  • Avran_Sylt
    Avran_Sylt
    ✭✭✭✭✭
    I miss the days where you could attrition the begeezus out of resources with CC and poisons to lockdown even the most oppressive of ballgroups.
  • Sleepsin
    Sleepsin
    ✭✭✭✭
    This Wednesday ZOS is going to stream some PvP at 12:30 EST. Any chance they will go into Cyrodill and fight some ball groups?
  • gronoxvx
    gronoxvx
    ✭✭✭✭✭
    Sleepsin wrote: »
    This Wednesday ZOS is going to stream some PvP at 12:30 EST. Any chance they will go into Cyrodill and fight some ball groups?

    No. Because they all play snipe blades.

    You actually think they play this game seriously after working for 10 hours a day on it? Lmao.
  • Jabbs_Giggity
    Jabbs_Giggity
    ✭✭✭✭✭
    @The_Meathead

    No worries. Your are just expressing your frustration and what a lot of people are thinking. I'm just saying, having been in groups on all three factions, that there always comes a time when the uncomfortable talk happens, becuase the group is getting wiped, loses, or too many mistakes are made. Those are extremely unpleasant and awkward situations that nobody wants any part of. I don't think non group players understand that is part of running in a group, and nobody wants to be judged in such a spotlight where there mistake or death or sub optimal play is put in front of their peers.

    It is what it is.

    I actually disagree with this, and your previous post, dramatically. BG's absolutely are a problem explicitly caused by improper balance design. Before I state my argument, let's get the obvious out of the way in simple terms...EVERY, and I mean every, single tool available to counter ball groups has been directly nerfed by ZOS to a point of being ineffective at the behest of Ball Group players complaining.

    With that being said, many on this forum have expressed the idea that, "create your own group and see how easy it is...". Well, I did that. We literally created a random PUG group on the fly of 12 players. Assigned roles to each player, told them which gear and skills to run.
    Skip to the end result...We were completely unstoppable the entire night against small scale organized, unorganized whole faction zergs, and other organized ball groups. The margin for error was literally so minimal that even one, two or three mistakes did not slow us down. This is a direct result to over-used unbalanced sets and build combinations. We used three healers, one tank, three bombers and t he rest damage dealers. Never wiped once the whole night.

    It became so stale by the end of the night that, aside from some Randoms who thought they could He-Man us single handedly, no one would engage us and often would abandon keeps for us to PVD.

    This gameplay does, in fact, ruin ESO AVA PVP and it needs to be addressed.
  • Jabbs_Giggity
    Jabbs_Giggity
    ✭✭✭✭✭
    Sleepsin wrote: »
    There is zero valor in zerging
    Imagine a literal tank, with thick metal armor and a really big gun, rolling around against a bunch of untrained peasants with sticks and stones. I'd say those peasants have some valor. The fight is not in their favor.

    The point of my post was that, to use your analogy, those exact same peasants would simply be zerging-down a smaller group of peasants if not for the ballgroup, doing the exact same thing to the smaller group that they accuse the ballgroup of doing to them. This is why there is no honor in zerging. They will always eat up the small-mans, solos, and low-pop factions with no remorse, thinking that numerical might always makes right.

    Now imagine that heavy tank actively avoiding other heavy tanks so he can attacking the peasants. That would be what ball groups are doing. Before you start talking about tactics, this is a game not real life.

    Except this is a battlefield where there are no peasants and everyone is a combatant....Erroneous analogy IMO.

    So the complaint is going to be that a group of 12 coordinated players is insurmountable for a group of 30 uncoordinated players, and therefore, the coordinated players should be punished? It seems that the people who are outnumbered are the ones who are getting "bullied" here.

    And it is routinely the people who do the outnumbering that complain over and over and over again that they're getting "zerged" by a ballgroup of 12....

    I think the point is that a group of 12 should absolutely NOT be able to take on a group of 30. Organized or not. There is no drawbacks to running a comp BG and it isn't even difficult now because the sets and skill builds are too easy to come by and carry the whole group.

    No one is saying to "nerf Ball Groups". What people are asking for, is for tactics used by BG's to be adjusted. For a simple example, Snowtreaders gives 100% uptime on snare immunity. Simple fix is to reduce the effectiveness per group member - 100, 95, 90, 85, 80, etc.
    Another example, is to cap cross heals and shields. Some even say unless you are a designated Healer role, with drawbacks to damage output, etc.

    The fact that you cannot slow down a BG, you have such a tiny CC window (at which point most are immediately shielded automatically) damage reduction to all forms make BG's quite invincible. There is no current drawbacks to running an organized BG with the current compositions because the gear run has zero draw backs.
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
    ✭✭✭✭✭
    ✭✭✭
    The solution to these Cyrodiil Ball-Groups is simple, buff the Siege Weapons, make them instant kill regardless of how much health and defense you have, you are not a stone wall, you should not beable to survive getting hit by something designed to destroy them.
    Edited by TX12001rwb17_ESO on November 18, 2024 6:31AM
  • BXR_Lonestar
    BXR_Lonestar
    ✭✭✭✭✭
    Kartalin wrote: »
    Sleepsin wrote: »
    Yes I have played in a ball groups. 75% of the people in the group are expected spam their buffs, stack on crown, not speak and use proxy and ult when told.
    Well there is such a thing as battle comms. There's also still back an forth conversations going between supports and such. Two sorcs setting up the negate order midcombat, if there's more than one barrier negotiating who goes first, things like that.
    People calling out when another group is about to attack, pointing out other imminent threats. There shouldn't be just one person talking. One person calling movement sure, whether to use offensive ults or not, but not just complete silence otherwise.

    Also we've always had great chats and laughs in the lead up to group start times, during breaks, and after the raid ends, literally every single ball group I've been a part of. Sure you need to be locked in during combat but we're still having fun and recognize that we enjoy playing this game together.


    To the topic at hand, I'm of the same mind as @Joy_Division, that healing and shielding have gotten too far out of hand in our groups compared to what it had been in the past. Shielding only became a problem with the arcanist and scribing.

    If you only have one person talking, there is a problem because everyone needs to have their head on a swivel, especially when there is more than one ballgroup on the field. We always call out large groups of enemy combatants and where they are headed.

    As for heal stacking, I'm not going to say it doesn't help, but if all you had in a ball group is people spamming radiating regeneration and echoing vigor, it wouldn't be nearly enough to let you survive seige and heavy burst damage from other sources. That is NOT the problem, although it is the easy thing to call out and spin as an "exploit." But without a good healer (or several) who know how to time up burst heals in anticipation of incoming burst damage, the ball group would still get wiped out. If the healers mistime this, it also doesn't go particularly well. When the heals are on point, we're nigh unstoppable, and when we're not, we're ordinary.

    This is also true in small group PVP settings too. With a healer, you can take on a lot more than you ever could without a healer and relying on heal stacking alone.
  • BXR_Lonestar
    BXR_Lonestar
    ✭✭✭✭✭
    The solution to these Cyrodiil Ball-Groups is simple, buff the Siege Weapons, make them instant kill regardless of how much health and defense you have, you are not a stone wall, you should not beable to survive getting hit by something designed to destroy them.

    No. If seige 1 shots ball groups, its going to one shot everyone, which will create an entirely different problem.

    I think sets like Seigemaster are kind of a step in the right direction, but they screwed up with the bonuses the set provides. Instead of giving damage reduction and seeing through walls, it should have granted 33% increased seige damage for non-ram seige. That allows players to trade off individual combat effectiveness for extra effectiveness while using seige.

    But beyond that, the best way to beat a good ball group if you DON'T have a ball group yourself is a combined-arms fight, using seige, and foot soldiers alike to your advantage.
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    @The_Meathead

    No worries. Your are just expressing your frustration and what a lot of people are thinking. I'm just saying, having been in groups on all three factions, that there always comes a time when the uncomfortable talk happens, becuase the group is getting wiped, loses, or too many mistakes are made. Those are extremely unpleasant and awkward situations that nobody wants any part of. I don't think non group players understand that is part of running in a group, and nobody wants to be judged in such a spotlight where there mistake or death or sub optimal play is put in front of their peers.

    It is what it is.

    I actually disagree with this, and your previous post, dramatically. BG's absolutely are a problem explicitly caused by improper balance design. Before I state my argument, let's get the obvious out of the way in simple terms...EVERY, and I mean every, single tool available to counter ball groups has been directly nerfed by ZOS to a point of being ineffective at the behest of Ball Group players complaining.

    With that being said, many on this forum have expressed the idea that, "create your own group and see how easy it is...". Well, I did that. We literally created a random PUG group on the fly of 12 players. Assigned roles to each player, told them which gear and skills to run.
    Skip to the end result...We were completely unstoppable the entire night against small scale organized, unorganized whole faction zergs, and other organized ball groups. The margin for error was literally so minimal that even one, two or three mistakes did not slow us down. This is a direct result to over-used unbalanced sets and build combinations. We used three healers, one tank, three bombers and t he rest damage dealers. Never wiped once the whole night.

    It became so stale by the end of the night that, aside from some Randoms who thought they could He-Man us single handedly, no one would engage us and often would abandon keeps for us to PVD.

    This gameplay does, in fact, ruin ESO AVA PVP and it needs to be addressed.

    What exactly are you disagreeing with?

    I will quote myself from this thread:
    I actually agree with just about everything @Iriidius is saying, that ZOS has very much buffed organized groups and has had a habit of removing any counter to them that has been mildly effective.

    Anyone who has followed my posting history for the past 9 years will know I have consistently called out ZOS's poor balance when it comes it organized groups.

    So often I argue against the poor balance of organized groups that "ball group" players are convinced I do not run in organized group.
    But your response shows that you don't think there is any place at all for organized and highly skilled and coordinated groups in Cyrodil.

    Careful. Your bias is showing.

    Ok, I get it. You made an impromptu ball group and found it a little too easy and too strong compared to what Cyrodiil’s randoms could do. I've been saying that since 2015

  • Jabbs_Giggity
    Jabbs_Giggity
    ✭✭✭✭✭
    @The_Meathead

    No worries. Your are just expressing your frustration and what a lot of people are thinking. I'm just saying, having been in groups on all three factions, that there always comes a time when the uncomfortable talk happens, becuase the group is getting wiped, loses, or too many mistakes are made. Those are extremely unpleasant and awkward situations that nobody wants any part of. I don't think non group players understand that is part of running in a group, and nobody wants to be judged in such a spotlight where there mistake or death or sub optimal play is put in front of their peers.

    It is what it is.

    I actually disagree with this, and your previous post, dramatically. BG's absolutely are a problem explicitly caused by improper balance design. Before I state my argument, let's get the obvious out of the way in simple terms...EVERY, and I mean every, single tool available to counter ball groups has been directly nerfed by ZOS to a point of being ineffective at the behest of Ball Group players complaining.

    With that being said, many on this forum have expressed the idea that, "create your own group and see how easy it is...". Well, I did that. We literally created a random PUG group on the fly of 12 players. Assigned roles to each player, told them which gear and skills to run.
    Skip to the end result...We were completely unstoppable the entire night against small scale organized, unorganized whole faction zergs, and other organized ball groups. The margin for error was literally so minimal that even one, two or three mistakes did not slow us down. This is a direct result to over-used unbalanced sets and build combinations. We used three healers, one tank, three bombers and t he rest damage dealers. Never wiped once the whole night.

    It became so stale by the end of the night that, aside from some Randoms who thought they could He-Man us single handedly, no one would engage us and often would abandon keeps for us to PVD.

    This gameplay does, in fact, ruin ESO AVA PVP and it needs to be addressed.

    What exactly are you disagreeing with?

    I will quote myself from this thread:
    I actually agree with just about everything @Iriidius is saying, that ZOS has very much buffed organized groups and has had a habit of removing any counter to them that has been mildly effective.

    Anyone who has followed my posting history for the past 9 years will know I have consistently called out ZOS's poor balance when it comes it organized groups.

    So often I argue against the poor balance of organized groups that "ball group" players are convinced I do not run in organized group.
    But your response shows that you don't think there is any place at all for organized and highly skilled and coordinated groups in Cyrodil.

    Careful. Your bias is showing.

    Ok, I get it. You made an impromptu ball group and found it a little too easy and too strong compared to what Cyrodiil’s randoms could do. I've been saying that since 2015

    You are correct. I believe I misread the quote, or perhaps quoted the wrong person. There is so many topics on Ball Groups and usually a handful of people "defending" them.

    I do apologize. Also, side note, @Joy_Division weren't you the Class Rep for Templars? If I am mistaken, it's been a few years at least. I left ESO in 2019 and returned in 2021/2022. Have not played Templar in PVP since U35 and it honestly is still a sore spot when I log on to play now...The class just isn't the same and feels like the only way to play it is as a much weaker version of a Sorc without shields and mobility.
  • Avran_Sylt
    Avran_Sylt
    ✭✭✭✭✭
    Maybe they could create an alchemical poison that when triggered completely negates any healing received for a duration.

    A Catapult that causes the hit target(s) to be unable to be healed for a duration.

    Maybe an Ultimate? (Sorcs Negate unfortunately doesn't move).

    Not just defile to reduce by a percentage, but to completely suppress any healing for a short period. (perhaps a longer period if specced into it such as an alchemical poison source of the debuff + Assassin's Guile).

    Though I imagine well organized ball-groups have cleanses aplenty.
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
    ✭✭✭✭✭
    ✭✭✭
    The solution to these Cyrodiil Ball-Groups is simple, buff the Siege Weapons, make them instant kill regardless of how much health and defense you have, you are not a stone wall, you should not beable to survive getting hit by something designed to destroy them.

    No. If seige 1 shots ball groups, its going to one shot everyone, which will create an entirely different problem.

    I think sets like Seigemaster are kind of a step in the right direction, but they screwed up with the bonuses the set provides. Instead of giving damage reduction and seeing through walls, it should have granted 33% increased seige damage for non-ram seige. That allows players to trade off individual combat effectiveness for extra effectiveness while using seige.

    But beyond that, the best way to beat a good ball group if you DON'T have a ball group yourself is a combined-arms fight, using seige, and foot soldiers alike to your advantage.

    And if seige can 1 shot everyone then it is a good thing.
    Edited by TX12001rwb17_ESO on November 18, 2024 10:09PM
  • Avran_Sylt
    Avran_Sylt
    ✭✭✭✭✭
    The solution to these Cyrodiil Ball-Groups is simple, buff the Siege Weapons, make them instant kill regardless of how much health and defense you have, you are not a stone wall, you should not beable to survive getting hit by something designed to destroy them.

    No. If seige 1 shots ball groups, its going to one shot everyone, which will create an entirely different problem.

    I think sets like Seigemaster are kind of a step in the right direction, but they screwed up with the bonuses the set provides. Instead of giving damage reduction and seeing through walls, it should have granted 33% increased seige damage for non-ram seige. That allows players to trade off individual combat effectiveness for extra effectiveness while using seige.

    But beyond that, the best way to beat a good ball group if you DON'T have a ball group yourself is a combined-arms fight, using seige, and foot soldiers alike to your advantage.

    And if seige can 1 shot everyone then it is a good thing.

    Oil Barrels IMO need a damage increase to help prevent ram stacking.
  • Theist_VII
    Theist_VII
    ✭✭✭✭✭
    Avran_Sylt wrote: »
    The solution to these Cyrodiil Ball-Groups is simple, buff the Siege Weapons, make them instant kill regardless of how much health and defense you have, you are not a stone wall, you should not beable to survive getting hit by something designed to destroy them.

    No. If seige 1 shots ball groups, its going to one shot everyone, which will create an entirely different problem.

    I think sets like Seigemaster are kind of a step in the right direction, but they screwed up with the bonuses the set provides. Instead of giving damage reduction and seeing through walls, it should have granted 33% increased seige damage for non-ram seige. That allows players to trade off individual combat effectiveness for extra effectiveness while using seige.

    But beyond that, the best way to beat a good ball group if you DON'T have a ball group yourself is a combined-arms fight, using seige, and foot soldiers alike to your advantage.

    And if seige can 1 shot everyone then it is a good thing.

    Oil Barrels IMO need a damage increase to help prevent ram stacking.

    Ball groups are also going to be more likely to run Siege Shield than your average player.
  • Iriidius
    Iriidius
    ✭✭✭✭
    Theist_VII wrote: »
    Avran_Sylt wrote: »
    The solution to these Cyrodiil Ball-Groups is simple, buff the Siege Weapons, make them instant kill regardless of how much health and defense you have, you are not a stone wall, you should not beable to survive getting hit by something designed to destroy them.

    No. If seige 1 shots ball groups, its going to one shot everyone, which will create an entirely different problem.

    I think sets like Seigemaster are kind of a step in the right direction, but they screwed up with the bonuses the set provides. Instead of giving damage reduction and seeing through walls, it should have granted 33% increased seige damage for non-ram seige. That allows players to trade off individual combat effectiveness for extra effectiveness while using seige.

    But beyond that, the best way to beat a good ball group if you DON'T have a ball group yourself is a combined-arms fight, using seige, and foot soldiers alike to your advantage.

    And if seige can 1 shot everyone then it is a good thing.

    Oil Barrels IMO need a damage increase to help prevent ram stacking.

    Ball groups are also going to be more likely to run Siege Shield than your average player.

    Siege shield also needs to be reworked, it is used most effektively by sieging zergs and ballgroups who are unkillable for defenders without siege and exactly the people siege should be used against while outnumbered soloplayers and smallscaler cant sacrifice a slot for siegeshield nor stay in it while being chased by multiple times their number.
    Siege should be used to defend keeps against zergs outnumbered or against ballgroups rather than to zerg down players and siege shield should not protect only the former.
    Give it a solo morph that also has other use to make it worth slotting.
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    @The_Meathead

    No worries. Your are just expressing your frustration and what a lot of people are thinking. I'm just saying, having been in groups on all three factions, that there always comes a time when the uncomfortable talk happens, becuase the group is getting wiped, loses, or too many mistakes are made. Those are extremely unpleasant and awkward situations that nobody wants any part of. I don't think non group players understand that is part of running in a group, and nobody wants to be judged in such a spotlight where there mistake or death or sub optimal play is put in front of their peers.

    It is what it is.

    I actually disagree with this, and your previous post, dramatically. BG's absolutely are a problem explicitly caused by improper balance design. Before I state my argument, let's get the obvious out of the way in simple terms...EVERY, and I mean every, single tool available to counter ball groups has been directly nerfed by ZOS to a point of being ineffective at the behest of Ball Group players complaining.

    With that being said, many on this forum have expressed the idea that, "create your own group and see how easy it is...". Well, I did that. We literally created a random PUG group on the fly of 12 players. Assigned roles to each player, told them which gear and skills to run.
    Skip to the end result...We were completely unstoppable the entire night against small scale organized, unorganized whole faction zergs, and other organized ball groups. The margin for error was literally so minimal that even one, two or three mistakes did not slow us down. This is a direct result to over-used unbalanced sets and build combinations. We used three healers, one tank, three bombers and t he rest damage dealers. Never wiped once the whole night.

    It became so stale by the end of the night that, aside from some Randoms who thought they could He-Man us single handedly, no one would engage us and often would abandon keeps for us to PVD.

    This gameplay does, in fact, ruin ESO AVA PVP and it needs to be addressed.

    What exactly are you disagreeing with?

    I will quote myself from this thread:
    I actually agree with just about everything @Iriidius is saying, that ZOS has very much buffed organized groups and has had a habit of removing any counter to them that has been mildly effective.

    Anyone who has followed my posting history for the past 9 years will know I have consistently called out ZOS's poor balance when it comes it organized groups.

    So often I argue against the poor balance of organized groups that "ball group" players are convinced I do not run in organized group.
    But your response shows that you don't think there is any place at all for organized and highly skilled and coordinated groups in Cyrodil.

    Careful. Your bias is showing.

    Ok, I get it. You made an impromptu ball group and found it a little too easy and too strong compared to what Cyrodiil’s randoms could do. I've been saying that since 2015

    You are correct. I believe I misread the quote, or perhaps quoted the wrong person. There is so many topics on Ball Groups and usually a handful of people "defending" them.

    I do apologize. Also, side note, @Joy_Division weren't you the Class Rep for Templars? If I am mistaken, it's been a few years at least. I left ESO in 2019 and returned in 2021/2022. Have not played Templar in PVP since U35 and it honestly is still a sore spot when I log on to play now...The class just isn't the same and feels like the only way to play it is as a much weaker version of a Sorc without shields and mobility.

    All good. There certainly is a lot of frustration out there and a lot of things being said that are weak defenses of ZOS's current balance with regards to organized groups. I totally get it. Hopefully that a lot of battleground players are also voicing dissatisfaction, maybe that will move ZOS to make some needed changes.

    I was a rep back about the time you left and Templar is a sore spot for me like it is for you. Some of my best memories gaming was just messing around on a random Wednesday night in like 2017 by myself on my old Rattlecage Templar build in Cyrodiil. That it was possible to do that without constantly having organized groups just hole themselves up on Arrius 3rd floor is one of the main reasons I agree with people who complain about the balance. I don;t think a person in a similar position in ESO 2024 can ever have the experiences and memoires I did in 2017.
  • Stridig
    Stridig
    ✭✭✭✭✭
    Theist_VII wrote: »
    Avran_Sylt wrote: »
    The solution to these Cyrodiil Ball-Groups is simple, buff the Siege Weapons, make them instant kill regardless of how much health and defense you have, you are not a stone wall, you should not beable to survive getting hit by something designed to destroy them.

    No. If seige 1 shots ball groups, its going to one shot everyone, which will create an entirely different problem.

    I think sets like Seigemaster are kind of a step in the right direction, but they screwed up with the bonuses the set provides. Instead of giving damage reduction and seeing through walls, it should have granted 33% increased seige damage for non-ram seige. That allows players to trade off individual combat effectiveness for extra effectiveness while using seige.

    But beyond that, the best way to beat a good ball group if you DON'T have a ball group yourself is a combined-arms fight, using seige, and foot soldiers alike to your advantage.

    And if seige can 1 shot everyone then it is a good thing.

    Oil Barrels IMO need a damage increase to help prevent ram stacking.

    Ball groups are also going to be more likely to run Siege Shield than your average player.

    I wouldn't be so quick to judge the "average" player in Cyrodiil. The average player has been in Cyrodiil for a long time. At this point the only people who remain are veterans with very small percentage of the population made up of new to Cyrodiil people.
    Enemy to many
    Friend to all
  • The_Meathead
    The_Meathead
    ✭✭✭✭
    I don't think that adding a new set, tweaking sieges, or pumping up a poison or something similar is the answer to BGs.

    As has been stated in this thread and others, it's a rare thing for Ball Groups not to adopt whatever is designed to destroy them and make use of it themselves - and, frustratingly, on the rare occasion something has truly been detrimental to Ball Groups especially, it hasn't gone long without a nerf.

    The whole "here's a set to combat X!" doesn't seem to work for long if at all, imo. It's either a tepid attempt or it's quickly nerfed if it's tremendously effective.

    I'd -much- rather the Devs look instead on limiting the stacking of HoTs, Shields(!!), and maybe nerf the heck out of Snowtreaders or other outliers that make the playstyle so much stronger in this meta than it once was.

    Then Sieges can more against them, Bombers go back to being effective against BGs, and so forth.
Sign In or Register to comment.