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MMO's have never before allowed God Mode

Theignson
Theignson
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It's the whole point of the game not to allow god mode, to make a balance between risk and reward. HIgh damage is squishy, super tanky has no damage-- that was the basic equation

ZOS despite hundreds of posts by the most experienced players still does not grasp that in PvP ball groups are now God Mode.

This is really obvious in the hours I play, when it isnt poplocked. One 6 man ball group is god mode. They cannot be killed by the collection of pugs that a 1-2 bar alliance has.

They jump around oblivious to any damage: shrug off any cold fire siege. Any poor sap that tries to fight them just gets 6v1 to death.

Of course its worse when these ball groups are on the alliance with the 3 to 1 population advantage, which for some reason is almost always the case.

God Mode ruins the game. That is so simple and I don't know why they don't understand
4 GOs, and General, and bunches of prefects etc-- all classes...I've wasted a lot of time in PVP over the last 8 years
  • bmnoble
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    What do you expect to happen when you have a group of skilled people often with years of experience playing the game, communicating via voice chat to coordinate their actions and cover for each others weaknesses against people in random groups with minimal coordination beyond, show up to defend/attack this keep/resource etc.. or just people seeing the sword icons on the map showing a battle taking place and heading their to join in.

    It's not so different than a pre-made group going up against a pug group in battlegrounds just on a larger scale without the time limits of a match and the swapping out the opponents.



    To me one way I see to counter something like that would be a timed handicap that is applied to players who are getting a lot of kills in a short amount of time, gradually making the effects of battle spirit more severe.

    That resets back to zero when they are killed or slowly fades away while out of combat for an extended amount of time, think of it as working similar to the bounties in PVE zones, heck just copy that altogether and have an AP bounty that is visible to other players or something.
  • spartaxoxo
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    It seems they might be trying to address this in a campaign next year.
    So, we will be experimenting with a Cyrodiil campaign where all classes will have PvP-specific (and more performant) skills that replace the standard player skills with the expectation that we can support more players per campaign
  • tohopka_eso
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    Another game I play PvP in does this. PvE and PvP have separate skills. One reason I don't PvP in ESO is because of shared skills between the two.
  • Reginald_leBlem
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    bmnoble wrote: »
    What do you expect to happen when you have a group of skilled people often with years of experience playing the game, communicating via voice chat to coordinate their actions and cover for each others weaknesses against people in random groups with minimal coordination beyond, show up to defend/attack this keep/resource etc.. or just people seeing the sword icons on the map showing a battle taking place and heading their to join in.

    It's not so different than a pre-made group going up against a pug group in battlegrounds just on a larger scale without the time limits of a match and the swapping out the opponents.



    To me one way I see to counter something like that would be a timed handicap that is applied to players who are getting a lot of kills in a short amount of time, gradually making the effects of battle spirit more severe.

    That resets back to zero when they are killed or slowly fades away while out of combat for an extended amount of time, think of it as working similar to the bounties in PVE zones, heck just copy that altogether and have an AP bounty that is visible to other players or something.

    I don't love solutions that punish people for working together and optimizing sets/skills.

    We need some sort of answer that provides something similar to the pve normal vrs vet experience. We need a veteran and normal cyrodiil, so the highly coordinated groups have somewhere they can go and fight each other, while people who are newer can actually learn the map without being steamrolled.


  • karthrag_inak
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    "MMO's have never before allowed God Mode"

    Not true. In Star Wars Galaxies, the original Jedi class was unlockable and a fully leveled Jedi knight was capable of easily taking out a group of 20 fully stacked characters at once. Of course, it also exhibited severe death penalties and was exceedingly hard to achieve and level up.

    But still, SWG Pre-CU Jedi was most definitely God Mode in a way that the most trolliest of ESO bomblades could not even fathom.
    Edited by karthrag_inak on January 8, 2025 12:28PM
    PC-NA : 19 Khajiit and 1 Fishy-cat with fluffy delusions. cp3600
    GM of Imperial Gold Reserve trading guild (started in 2017) since 2/2022
    Come visit Karth's Glitter Box, Khajiit's home. Fully stocked guild hall done in sleek Khajiit stylings, with Grand Master Stations, Transmute, Scribing, Trial Dummies, etc. Also has 2 full bowling alleys, nightclub, and floating maze over Wrothgar.(Pariah's Pinacle)
  • Vulsahdaal
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    Theignson wrote: »
    It's the whole point of the game not to allow god mode, to make a balance between risk and reward. HIgh damage is squishy, super tanky has no damage-- that was the basic equation

    ZOS despite hundreds of posts by the most experienced players still does not grasp that in PvP ball groups are now God Mode.

    This is really obvious in the hours I play, when it isnt poplocked. One 6 man ball group is god mode. They cannot be killed by the collection of pugs that a 1-2 bar alliance has.

    They jump around oblivious to any damage: shrug off any cold fire siege. Any poor sap that tries to fight them just gets 6v1 to death.

    Of course its worse when these ball groups are on the alliance with the 3 to 1 population advantage, which for some reason is almost always the case.

    God Mode ruins the game. That is so simple and I don't know why they don't understand

    Ive rarely seen a 6 man ball group, usually its 12 or so. 6 may be manageable? if you can peel a few off the group.

    But other than attempting to pull them off one by one, you cant really kill a ball group. I figure the best way to deal with them is to starve them. Kite wide circles around them, while getting a few useless ranged shots off them. Theyll usually get bored and leave as soon as another battle opens elsewhere.

    Ive never seen them attempt to siege a keep on their own. They wait for someone else to start a battle (doesnt matter if their faction is involved or not) and then pour in like a school of piranha. They usually stay only as long as the feeding is good.

    But yeah, Id certainly like to see them gone permenantly. Having to resort to tactics such as above is a stupid and boring way to pvp, but Ive not yet figured out a different solution.
  • MincMincMinc
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    The problem has always been

    "hey here is a fix for ball groups"

    "But that will nerf zerg players by 0.1%, we cant do that solo players will be too strong"

    The largest example:

    Hots and dots should not stack like they used to....... The problem is that these groups have 12x stacks of hots that ll do 2x their 40khp healthbar per second. "oh but my zerg healer may not be as effective at healing the black hole of 50x pugs, why should they not be worth as much" "Why is class diversity so bad now that everyone is using the same morphs of skills because they now stack?"
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple purple/gold mats would suffice.
  • Avran_Sylt
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    Meatbag trebuchet needs to do something like 40K Healing absorption for 6s if it hits.
  • katorga
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    Ball group has the following defensive advantages:
    • maximum movement speed at all times
    • permanent damage shield coverage, likely from shielding contingency
    • 6-12 instances of at least one HOT running, usually more.
    • multiple instances of burst heals from the players running healing contingency
    • Multiple players spamming rush of agony pulls

    The offensive side is easy, 1-2 bombers, the rest running northern storm, and whirling blades, and maybe one sorc for negate. I was involved in killing one 12 man ball group last night, it completed 10 of my kill 20 wardens quest.
  • Four_Fingers
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    So simple solution play the game in Cyro the way the devs designed it, as group!
    Stop trying to be rambo in a game not designed for you to be rambo.
    Want to play solo? Use BGs.

    I still feel grouping should be required in Cyrodiil which would stop some of this whining.
    Then spruce up BGs more for small scale and solo.
    Everybody wins.

    Edited by Four_Fingers on January 8, 2025 2:06PM
  • Major_Mangle
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    So simple solution play the game in Cyro the way the devs designed it, as group!
    Stop trying to be rambo in a game not designed for you to be rambo.
    Want to play solo? Use BGs.

    I still feel grouping should be required in Cyrodiil which would stop some of this whining.
    Then spruce up BGs more for small scale and solo.
    Everybody wins.

    I don't think most people disprove that it's fine to encourage people to group up and become more powerful, it's an MMO after all and playing with other players should be greatly encouraged and rewarded.

    The problem is the disproportionate power scaling groups currently have due to the ridiculous power creep the game has received the last few years. Scribing being the worst offender here with the amount of buffs and shield support it offers for group play. ZOS also adding more and more group/utility buff sets doesn't help either to battle said power creep.

    Groups should be powerful, but it's currently disproportionately too powerful imo.
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • cryptiecopb14_ESO
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    "MMO's have never before allowed God Mode"

    Not true. In Star Wars Galaxies, the original Jedi class was unlockable and a fully leveled Jedi knight was capable of easily taking out a group of 20 fully stacked characters at once. Of course, it also exhibited severe death penalties and was exceedingly hard to achieve and level up.

    But still, SWG Pre-CU Jedi was most definitely God Mode in a way that the most trolliest of ESO bomblades could not even fathom.

    Ahazi server and Pre-CU FTW !!!!
  • Amottica
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    I have yet to see a group in Cyridiil with anything that resembled his mode.

    I have seen some groups more challenging that other groups but players in the group could be killed. While my guild doesn’t always win matches against the large ball groups we often do and we already take some of their members with us when we are defeated.

    Defeating a large group requires being more organized. A group of random pugs will not be a challenge for large groups. We run sometimes up to 6 members. We require our members to be on voice comms and work with specific group comps requiring specific skills to be slotted by various members. We also have great commanders that actually command the group while we are fighting. Oh, and we listen vs squirreling and doing what we want.

    So yea, there is no god mode.
  • xylena_lazarow
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    Theignson wrote: »
    God Mode ruins the game.
    Not if you give ME god mode. Then I could kill all the ball groups. It'd fix everything, trust me bro.
    PC/NA || Cyro/BGs || retired until Dagon brings a new dawn of PvP metas
  • DenverRalphy
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    My PvP experience is very limited, so perhaps that inexerience will shine through in this honest question..

    Why isn't a counter to a ball group simply an opposing ball group? I mean, at that point it's just a matter of who's got the better team and not because of any kind of unfair advantage. No?
    Edited by DenverRalphy on January 8, 2025 3:16PM
  • Elvenheart
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    Theignson wrote: »
    God Mode ruins the game.
    Not if you give ME god mode. Then I could kill all the ball groups. It'd fix everything, trust me bro.

    Here you go…The Sword of a Thousand Truths! 🗡️
  • Four_Fingers
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    See this is what this is truly about, some feel that one uber player should be able to defeat groups.
    Just not the way it works.
    I realize that was satire. lol
  • BXR_Lonestar
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    Ball groups aren't invincible by any stretch. Look online and you can see countless youtube videos of this ball group wrecking that ballgroup. There is a lot of competition at the high-end of PVP play where ballgroups want to one-up all the other well known ball groups out there, and you do so by going out there and killing them. So clearly, IMO, the perceived invincibility is not from ballgroup players fighting other ballgroup players - its from non-ballgroup players fighting ballgroups. In this case though, why shouldn't a coordinated group have an advantage over non-coordinated players? Honestly, this is the aspect that I really don't have a problem with.

    What I do have a problem with though, is that there are items and builds in the game that make you able to allocate your stats elsewhere, and still end up with a tanky character (tanky without healer support) and STILL have enough firepower to kill other players. THIS is really the problem - players running around with 40k+ health that can still burst down even the tankiest of players, where players who have built themselves to be glass cannons would struggle to do half the damage these players do. IMO That is the real problem (and the problem likely gets exacerbated with ballgroup play).

    The solution to this is not more nerfs to items, classes, or abilities though. The solution is that they need to take a look at how damage scales when players wear heavy armor and load up on health. IMO, you should suffer a global 6% damage penalty per piece of heavy armor worn, and you should suffer a 2% damage penalty for every point invested in the health attribute. This may sound harsh, but the damage penalty for heavy armor needs to be high because tanky players in PVP are often using at least 3 pieces of heavy armor (18% damage penalty), and Torc players are often using at least 4 pieces of heavy armor if they're on the tanky side (24% damage penalty). Players also need to invest in the health attribute (plus some heavy armor) to get their health above 30k mark, which is a rough approximate target players aim for in PVP as a minimum survivability threshhold for most builds for the average player.

    What this would do is this would completely destroy player's ability to be tanky while ALSO being able to do damage. This is really the big problem IMO. If you choose to be a tank - fine, be a tank. But that should come at the opportunity cost of doing damage.

  • xylena_lazarow
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    Why isn't a counter to a ball group simply an opposing ball group?
    Because two ball groups usually can't even kill each other.

    OP are you talking about that DC 6 pack from yesterday? The one with 2 bombers and 4 healers? We stuffed them at Carma and Roe, in practice all they could really do was focus 1 person down before being forced to back off. You can also accomplish that much with half, 3 semi organized, no healers, no ball lol.

    Really the game needs to stop rewarding players for playing to avoid losing. Force the balls to commit to the objective, win, wipe, or scatter into the hills. Stop letting players endlessly run in circles killing the same clueless pugs.
    PC/NA || Cyro/BGs || retired until Dagon brings a new dawn of PvP metas
  • LPapirius
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    Theignson wrote: »
    It's the whole point of the game not to allow god mode, to make a balance between risk and reward. HIgh damage is squishy, super tanky has no damage-- that was the basic equation

    ZOS despite hundreds of posts by the most experienced players still does not grasp that in PvP ball groups are now God Mode.

    This is really obvious in the hours I play, when it isnt poplocked. One 6 man ball group is god mode. They cannot be killed by the collection of pugs that a 1-2 bar alliance has.

    They jump around oblivious to any damage: shrug off any cold fire siege. Any poor sap that tries to fight them just gets 6v1 to death.

    Of course its worse when these ball groups are on the alliance with the 3 to 1 population advantage, which for some reason is almost always the case.

    God Mode ruins the game. That is so simple and I don't know why they don't understand

    They either don't know or don't care. Given the number of posts about this subject over the last year it would be hard for them to claim they don't know about the balance issues with ball groups.
  • Kyip
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    It sucks to run into a ball group, but I do not begrudge them their success. They are playing the group content part of the game very well.
    Edited by Kyip on January 8, 2025 4:26PM
  • DenverRalphy
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    Why isn't a counter to a ball group simply an opposing ball group?
    Because two ball groups usually can't even kill each other.

    <snip>

    If that's the case, then while two ball groups are engaged with each other they're not out steamrolling the rest of the region. No? So why not take that opportunity to send out smaller parties to complete the objective?



  • xylena_lazarow
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    If that's the case, then while two ball groups are engaged with each other
    In practice they tend to deliberately avoid each other, even if they're at the same keep, so that they can each go back to their regularly scheduled pug stomping, rather than a protracted stalemate with another ball. They avoid the objective entirely and will run in circles inside unflagged keeps so they can keep stomping pugs.

    The game structure ends up rewarding this behavior with AP, kills, and a chance to later take the keep for free when opponents finally get bored and leave (lately many seem to be leaving PvP for good).
    Edited by xylena_lazarow on January 8, 2025 4:45PM
    PC/NA || Cyro/BGs || retired until Dagon brings a new dawn of PvP metas
  • Tommy_The_Gun
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    Tbh. players were providing good & reasonable answers on to how to convert ball groups from "god mode" cheat-like position into "force to be reckoned with" position. Two often mentioned solutions is to make stuff to scale with group size & it would become weaker the larger the group is (just like with Pale Order ring, but applied to everything via battle spirit). The other way to make ball group play style weaker without affecting everyone else is to remove stacking of healing & dmg shields sourced from the same type of skill (so no 10x Vigors & 10 regens & 10 scribing heals ticking on one player + 10 shields etc).

    The issue is that while all those ideas are good & would work, it is ZOS that seems to be the problem here. For whatever reason "Ball Group" play-style actually never received a single nerf or balancing. None. Zero. Nada. Since the game launched, back in 2014, this play-style was never addressed. It just has (for some reason that is unknown to me) "preferential treatment" Over the years it was only getting indirect or even direct buffs. While other play-style with "too good" effort vs result or risk vs reward (Ranged bow Snipe builds or WW for example) were constantly getting adjusted, the ball group play-style was not.

    So here we are, and it gotten to the point where "ball group" is so effective and has so good "effort vs result" that it literally converts a total noobie into a god mode. And while I do know that there are more skilled & less skilled "ball groups" (I can clearly recognise that in game), the basic issue is that it is a meta play-style that was never adjusted and even if you are quite literally on a "bot" level (follow one player, spam one skill) - this play style will make you close to immortal with no counter-play at all. ZOS is constantly trying to balance out classes and stuff. Last patch they even adjusted a skill that operated in a same way for like 10 years. Until they do a proper "ball group only" target adjustment & reduce effectives of this play-style, PvP will be kinda dead. There is no reason to play PvP in any other way.

    Aside from lag (which is mostly caused by those so called "ball groups") - PvP in this game is not just slowly dying, but imho was literally "killed" by ZOS ignorance here, cuz they allowed that one play-style to be so far out in space above everything else & run rampart like this.
  • moo_2021
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    Another game I play PvP in does this. PvE and PvP have separate skills. One reason I don't PvP in ESO is because of shared skills between the two.

    How would you practice PvP skills against a static target? Do they have offer some furniture to transform to PvP mode while in your house?
  • Elvenheart
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    What I do have a problem with though, is that there are items and builds in the game that make you able to allocate your stats elsewhere, and still end up with a tanky character (tanky without healer support) and STILL have enough firepower to kill other players.

    I want to be this type of character for my solo PVE activities, can you tell me what items and builds I should use?
  • moo_2021
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    Elvenheart wrote: »
    What I do have a problem with though, is that there are items and builds in the game that make you able to allocate your stats elsewhere, and still end up with a tanky character (tanky without healer support) and STILL have enough firepower to kill other players.

    I want to be this type of character for my solo PVE activities, can you tell me what items and builds I should use?

    Most PvP builds are focused on burst combo not continuous pressure / high dps. IA builds would be more suitable.
  • Warhawke_80
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    bmnoble wrote: »
    What do you expect to happen when you have a group of skilled people often with years of experience playing the game, communicating via voice chat to coordinate their actions and cover for each others weaknesses against people in random groups with minimal coordination beyond, show up to defend/attack this keep/resource etc.. or just people seeing the sword icons on the map showing a battle taking place and heading their to join in.

    It's not so different than a pre-made group going up against a pug group in battlegrounds just on a larger scale without the time limits of a match and the swapping out the opponents.


    Exactly!

    I can’t help but find it ironic when experienced end-game raiders describe the game as too easy, especially considering the extensive addons they use, the highly coordinated communications , and the wealth of tutorial videos that lay out strategies in detail.

    Yet, the game is deemed 'too easy,' and there's a sense of being far more 'elite' than the average player.

    This is why I find calls for increased difficulty a bit puzzling—given the tools and resources already available, is it really necessary?
    ““Elric knew. The sword told him, without words of any sort. Stormbringer needed to fight, for that was its reason for existence...”― Michael Moorcock, Elric of Melniboné
  • tohopka_eso
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    moo_2021 wrote: »
    Another game I play PvP in does this. PvE and PvP have separate skills. One reason I don't PvP in ESO is because of shared skills between the two.

    How would you practice PvP skills against a static target? Do they have offer some furniture to transform to PvP mode while in your house?

    They have a separate zone with dummies to practice on. I find it much better and easier this way.
  • Elvenheart
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    Well, with a difficulty increase, more tools, resources, and tutorials will need to be made to counter the difficulty increase, and then it will be too easy, and then there will be more calls for increased difficulty, and….
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