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MMO's have never before allowed God Mode

  • BasP
    BasP
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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?

    If it's just for stuff like normal Dungeons or the first arcs of Infinite Archive, any DPS build with the Ring of the Pale Order should be sufficient I think.
  • spartaxoxo
    spartaxoxo
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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.

    Some of the old P2W games also allowed people to buy godmode. I remember one I played had someone decide to jokingly take the "face roll" phrase literally and made a video literally rolling his face on a keyboard and killing like 10 people wearing basic gear.
  • Taril
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    spartaxoxo wrote: »
    "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.

    Some of the old P2W games also allowed people to buy godmode. I remember one I played had someone decide to jokingly take the "face roll" phrase literally and made a video literally rolling his face on a keyboard and killing like 10 people wearing basic gear.

    Whenever someone brings up "God Mode" in an MMO, I always remember back to Warhammer Online and the OP Slayer combo.

    Whereby they had a passive that made them auto-attack 50% faster, had a set bonus that made them auto-attack 25% faster and had a weapon proc that made them auto-attack 25% faster.

    Which was all additive, not multiplicative. Meaning they had an attack speed of 0.0 seconds. Which resulted in them instantly killing ANY target because they would attack infinite times instantly (Which resulted in a lot of server crashes to boot - Especially when taking out Keep Bosses that are supposed to keep groups of 20-30 people engaged for several minutes, having the Slayer just rock up and auto attack like 1000 times instantly does not jive well with server stability)

    Of course, this was on top of your usual "God Mode" ball groups, where it was all full of Bright Wizards/Sorcerers and Slayers/Choppa's and bunches of healers whereby those DD classes outperformed everything else because of the nature of how they were balanced (BW/Sorc got extra damage from stacking up their class resource, but the higher it was they had a chance to damage themselves when casting. While Slayer/Choppa got bonus damage from being fully enraged but took 50% more damage. Both mechanics downsides were completely nullified by having a pocket healer and thus they were just stronger than every class that didn't get these outrageous damage boosts)

    Which is generally indicative of overall MMO PvP balance and how players do things. Ball groups are just the most effective ways to do things.

    I recall all these ball groups in Warhammer's RvR, running around taking keeps uncontested because you couldn't stop a ball group.

    Ball groups in GW2's WvWvW were a major part of my experience with it. With again, a lack of ways to deal with a co-ordinated ball which would just run around taking all objectives.

    Even in WoW, it was all about ball groups. For classic's impromtu open world PvP (Crossroads attacks and the like) it was all about having co-ordinated ball groups. This continued for after they made the achievements for taking out captial city bosses (Where you get a ball group and it can not only survive, but take out a raid boss. Despite being outnumbered by literally 100's to 1 because your in the opposing factions main cities). As well as for its short lived open world PvP zone which even had the idea to make it so you have to queue for it so that it could manage the populations it was just about ball groups doing ball group things.

    It's just the basic nature of how combat works. Having co-ordinated groups can allow better distribution of supporting effects that compound into a very hard to take down ball (Heck, even in real life. Ye Olde wars were based around formations, with the most notable (And successful) being Roman phalanx/testudo)

    Unless you explicitly design things that punish groups heavily (Like Azureblight or Magicka Detonation which deal scaling damage based on numbers of targets) or completely neuter the effectiveness of skills within a group (Such as making effects a static value that is split between targets affected rather than providing the full effect to each target) you generally will always see a lot of ball groups.

    But even then, you'd likely still get them... Just they'd co-ordinate enough to spread apart so that these things have less impact rather than all stacking on top of each other... Meaning all that happens is that unco-ordinated groups get nerfed...
  • Deimus
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    We've told them a million times heal stacking needs to be removed from PvP.

    We'll find out soon if they follow through on that letter when it comes to listening to player feedback and improving Cyrodiil. Either they tackle it in the upcoming PTS patch or we keep telling them the same things while the Cyro population continues to dwindle.
    Grave Robber - Robbed
    Harmony - Shattered
    Stalking Blastbones - Sacrificed
    Corpse Consumers - Buried
  • gronoxvx
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    Funny thing is no matter what happens, any changes to ball groups will effect the pug and non-optimized groups in cyrodiil as most use the same things, but not to the calibre that a ball group does. Which im sure will *** off a lot of people. All it will do is promote zerging and server stacking even more than there is now.

    There are plenty of counters to ball groups. Its just that they require planning and timing (eg negates in pinch points or negating their negates before countering with an ult dump).

    As its been said already, these are optimized groups so you cant expect to be able to solo or compete with them with less players. Are they overpowered? Yes. Are they god mode? Definitely not.
  • xylena_lazarow
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    gronoxvx wrote: »
    Funny thing is no matter what happens, any changes to ball groups will effect the pug and non-optimized groups in cyrodiil
    The big difference is the optimized comp (sum of classes gear builds etc) that buffs them to the sky before the fight even starts, then stacks insane amounts of effects once it does. Randoms by nature will never ever have access to the power of an optimized comp. So yeah, there is something they can nerf that would have little to no effect on randoms.
    PC/NA || Cyro/BGs || retired until Dagon brings a new dawn of PvP metas
  • Soraka
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    This era of ball groups is different than it has been. The usual arguments don't seem to fit any more. Like Xy mentioned above, they can barely kill each other.

    My usual disclaimer: I've never had an issue with the ball group play style, I like all flavors in Cyro it keeps it interesting. Zerg, solo, bomber, random drunk spouting obscure song lyrics, and ball groups. I don't blame the ball groups and I'm not here to shame their playstyle.

    Something went (extra) wrong at some point with the balance and ball groups, doing as they do, are now very God mode adjacent.

    It's very hard to survive it at all, compared to the past. It's very hard to deal with at all, compared to the past. The only choice is to let them do whatever they want and hope they get bored or one or two lags out.

    It's really NOT the same age old argument any more.
  • BXR_Lonestar
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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?

    For PVE this is more difficult because PVE emphasizes sustained damage output during the course of a fight, whereas PVP is about burst damage. So in PVP wearing a set like Balorg's maximizes your burst damage opportunities without having to invest much in damage armor sets. However, Balorg would not necessarily result in great DPS increase because you need to build your ultimate up to 500 to get the maximum benefit.

    Nonetheless, there ARE some good PVE builds that allow you to be survivable and still do damage. Magplars are going to be survivable regardless of build because Jabs heal and a few other skills can be morphed to damage and contribute to healing.

    1 Bar pet sorcs are also great solo player options. 5 piece seargants mail, 5 piece storm master (or macabre's vintage for trash pulls) + oakensoul and you can solo some very difficult content because your pets are a distraction, you usually end up with ~ 30k health, and your DPS should still be 60k + easy.

    I have even seen an arcanist build that uses Brairheart and and a critical chance set (mother's sorrow for example) to maximize crit damage (and hence, heals from Brairheart) in order to increase survivability.
  • Vulsahdaal
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    Soraka wrote: »
    This era of ball groups is different than it has been. The usual arguments don't seem to fit any more. Like Xy mentioned above, they can barely kill each other.

    My usual disclaimer: I've never had an issue with the ball group play style, I like all flavors in Cyro it keeps it interesting. Zerg, solo, bomber, random drunk spouting obscure song lyrics, and ball groups. I don't blame the ball groups and I'm not here to shame their playstyle.

    Something went (extra) wrong at some point with the balance and ball groups, doing as they do, are now very God mode adjacent.

    It's very hard to survive it at all, compared to the past. It's very hard to deal with at all, compared to the past. The only choice is to let them do whatever they want and hope they get bored or one or two lags out.

    It's really NOT the same age old argument any more.


    Yep, thats what I was saying in my post. Last night on GH, there was a bananaball wreaking havoc outside a keep. I just put myself on a high spot, (they dont seem to like wooden stairs) smh and watching the carnage.

    I kept yelling to kite them, not to feed them, and when they would mow down a group of 7 or so, Id hop down and rez. Only to climb back up on my perch, so I can watch the same ones I just rezzed charge at them again.

    What was the definition of insanity again?
  • Tigor
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    Ice comet rain or ignore ball groups. Players should keep distance from them otherwise the farming starts.
    Decimation Elite (Ebonheart Pact) GM 5xAR50 PC-EU
  • Vulsahdaal
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    Tigor wrote: »
    Ice comet rain or ignore ball groups. Players should keep distance from them otherwise the farming starts.

    Absolutely. The only issue is when theyre inside an unflagged keep. But is still possible to starve them there, and if by such luck you happen to find yourself on the track as the train is charging towards you, just jump over the side. This is usually what I do.
  • Deimus
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    As with all posts on ballgroups you have the usual going off topic/trying to derail from the main point or saying any potential solutions will hurt zergs and all other players more so we shouldn't try anything!

    Well when was the last time you fought a solo, pug, or zerg with 10+ HoTs and 40k damage shields constantly running? Or do you, a non-ballgroup player ever find yourself suddenly capable of ignoring all siege, bombs, and ults just because you're surrounded by other players in your faction?

    Removing heal stacking and nerfing shields placed on other players will have little to no impact on most players it will be business as usual. For ballgroups they'll actually feel the impact and have to interact with PvP like everyone else.

    Siege and bombs would actually become a valid counterplay option like they claim it to be. :D
    Grave Robber - Robbed
    Harmony - Shattered
    Stalking Blastbones - Sacrificed
    Corpse Consumers - Buried
  • Tigor
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    Vulsahdaal wrote: »
    Tigor wrote: »
    Ice comet rain or ignore ball groups. Players should keep distance from them otherwise the farming starts.

    Absolutely. The only issue is when theyre inside an unflagged keep. But is still possible to starve them there, and if by such luck you happen to find yourself on the track as the train is charging towards you, just jump over the side. This is usually what I do.

    Got your point. They are not welcome in an unflagged keep. Collectively ignoring a ball group is not happening. Maybe announce in zone chat in such a direction. There is always a quiet corner to sit it out or just jump over if they accidentally come on your path.
    Decimation Elite (Ebonheart Pact) GM 5xAR50 PC-EU
  • Tinkerhorn
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    Additional members can act more as multipliers rather than additions. I am still of the belief that nerfing cross healing to where a single instance of a skill can be present per individual would go a long way to balancing the game.
    That said it it might be a bit of a pain to code and might be intensive having to backend allocate and prioritise heals, negatively impacting performance?
    A better system might be the application of only a single instance of a hot but you can make it group only and it will apply the heal to every group member in a selected area.
    I know crossing genre to compare is not the best means of comparison, but having a team of 5 players in say an FPS doesn't give each _individual_ 5x the ammo and healing tools for good reason. It certainly doesn't give people the ability to survive 5x the amount of bullets.
    Then again I mostly play solo or zerg surf so I am biased and this could be a stupid take.
    Edited by Tinkerhorn on January 9, 2025 4:54PM
  • Aldoss
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    It's pretty amazing to me that ZOS performed 6 weeks of tests, nearly 5 years ago, and somehow the only change we got from it was 12-man groups instead of 24.

    However, it's also notable that the most discussed solution to cyro combat balance was somehow never tested.

    @ZOS_MattFiror talked about the benefits of being unshackled from the constraints of an annual chapter by allowing the team to experiment more. I think he should use this opportunity to invigorate the playerbase by announcing that this year they will test out a week or two in cyro where hot stacking, shield stacking, and other direct mitigation effects are no more.

    Players should absolutely be incentivized to group up and coordinate their buffs, sets, and abilities, but 12x vigors and 12x regens and 12x shields should never have been a part of that concept. 1 of those that you don't need to source yourself is enough.

    Additionally, RoA has been allowed to control the meta for far too long. It was a huge failure of the combat devs to allow for a set to enter the game that broke the combat mechanic rules.

    If your agency as a player is forcibly removed from you, you absolutely must become immune to cc. No more 12m pulls (sometimes 15m with cyro lag and server delays) into a fear and immobilize. It's lazy gameplay. It's boring. It perpetuates the tank meta by allowing groups to build tanky, abstain from combat for 30 seconds by staying on their back bar, and then ult dumping on the pull because no one can live from a 40k-100k dmg combo w/ balorgh buffed ults.

    It should have been changed years ago, but now is a good time too.
  • VvwvenomwvV
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    I made a suggestion years ago about how to counter this through Battle Spirit, but it was lost and forgotten. I'll try again. Ball groups could be handled easily through the Battle Spirit PvP buff. It would work kinda like Ring of the Pale Order. The more people you are in group with, the less healing you receive. This could be further modified to lessen any and all buffs. The ball group would still have strength in numbers, but wouldn't be GOD mode activated. Doing this through Battle Spirit wouldn't affect PvE.
  • Desiato
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    No one is saying an organized coordinated group shouldn't be successful. It's about the effectiveness of such groups vs other play styles which includes mobs of randoms.

    The ball group dynamics are just some of many in ESO. There is also the relative power of the solo/duo/small group tower farmers vs randoms for example.

    If we consider the past of ESO, we've seen the relative effectiveness of play styles fluctuate.

    From my POV as someone who has PVP'd since 2014 and played all styles from completely solo to some of the better ball groups, I have concluded the relative power gap between ball groups and other play styles is higher than ever. At no point in ESO's history have 12 players been able to be so dominant.

    Not only is the power gap the highest, it comes with the lowest skill requirements ever. As we know, ZOS has a stated objective of lowering the ceiling and raising the floor. This process has made the ball group style easier and more forgiving than ever to play.

    In the past when ESO had higher skill caps, highly skilled ball groups could dominate, but if they made small mistakes, they could easily wipe. From 1.6-3.1ish (2015-2017) I could routinely gank the tails of skilled ball groups if they became too spread out. They were also susceptible to opportunistic VD bombers if they bit off a little more than they could chew.

    No longer is this true.

    The problem extends far beyond ball groups though. The crucial issue is the low skill cap that makes surviving in a PVP mode WAY TOO EASY. In other play style dynamics it results in a high rate of stalemates. In theory, we could all choose to play the most boring builds and we wouldn't worry so much about ball groups. The main problem would then be no one could die.

    IMO, PVP is broken beyond minor adjustments. They need to go back to the drawing board and design an actually good PVP game without regard for the PVE side of the game and then find a way to logically incorporate it with the rest of the game.

    I'm not exaggerating when I call it the worst pvp I have ever played. I am not trying to bash anyone. I am trying to provide constructive feedback that hits at the crux of the issue. It is so repulsive to actual enjoyers of PVP that they need to look outside of ESO for constructive feedback on how to improve it. Crucially, good PVP requires high skill caps.

    Before anyone considers actioning me for being so blunt, consider Sypher's recent appearance during an ESO event. I don't know him, I haven't talked to him, but I watched the stream. I felt he *really* wanted to like ESO PVP again, but he seemed repulsed by the state of the game. I feel like most serious PVP players would feel that way about a game in which an average player can decide to play a build that is unlikely to be killable in most circumstances, even when matched against somebody much more skilled than they are.

    Edited by Desiato on January 9, 2025 9:53PM
    spending a year dead for tax reasons
  • Theignson
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    If the server is pop locked like they always used to be, the ball groups are annoying but manageable.

    I mean if you have 40 pugs they can usually take out a 6 man and sometimes a 12 man after a while.

    But when your faction is 1-2 bars, and you have 10 pugs at a keep vs a 6 man, that is when the problem is glaringly obvious.

    That's when the god-mode ( multiple hots, huge shields, Rack of Agony plus Ulti bomb for offense) becomes really obvious.
    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
  • SerafinaWaterstar
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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.


    No. Just, no.

    Join a decent pvp guild.
  • MercilessnVexed
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    Completely unrelated, SerafinaWaterstar, that is one of the coolest names I have ever seen. <3

    ZOS please don't get mad for that. :# I'm saying it's a super cool name (to me).
  • Stx
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    Ah yes, another post complaining about coordinated groups playing together in an MMO.

    I honestly can’t think of a single MMO where a group of coordinated players couldn’t destroy single pugs or even groups of pugs.
  • Soraka
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    Stx wrote: »
    Ah yes, another post complaining about coordinated groups playing together in an MMO.

    I honestly can’t think of a single MMO where a group of coordinated players couldn’t destroy single pugs or even groups of pugs.
    Desiato wrote: »
    No one is saying an organized coordinated group shouldn't be successful. It's about the effectiveness of such groups vs other play styles which includes mobs of randoms.

    The ball group dynamics are just some of many in ESO. There is also the relative power of the solo/duo/small group tower farmers vs randoms for example.

    If we consider the past of ESO, we've seen the relative effectiveness of play styles fluctuate.

    From my POV as someone who has PVP'd since 2014 and played all styles from completely solo to some of the better ball groups, I have concluded the relative power gap between ball groups and other play styles is higher than ever. At no point in ESO's history have 12 players been able to be so dominant.

    Not only is the power gap the highest, it comes with the lowest skill requirements ever. As we know, ZOS has a stated objective of lowering the ceiling and raising the floor. This process has made the ball group style easier and more forgiving than ever to play.

    In the past when ESO had higher skill caps, highly skilled ball groups could dominate, but if they made small mistakes, they could easily wipe. From 1.6-3.1ish (2015-2017) I could routinely gank the tails of skilled ball groups if they became too spread out. They were also susceptible to opportunistic VD bombers if they bit off a little more than they could chew.

    No longer is this true.

    The problem extends far beyond ball groups though. The crucial issue is the low skill cap that makes surviving in a PVP mode WAY TOO EASY. In other play style dynamics it results in a high rate of stalemates. In theory, we could all choose to play the most boring builds and we wouldn't worry so much about ball groups. The main problem would then be no one could die.

    IMO, PVP is broken beyond minor adjustments. They need to go back to the drawing board and design an actually good PVP game without regard for the PVE side of the game and then find a way to logically incorporate it with the rest of the game.

    I'm not exaggerating when I call it the worst pvp I have ever played. I am not trying to bash anyone. I am trying to provide constructive feedback that hits at the crux of the issue. It is so repulsive to actual enjoyers of PVP that they need to look outside of ESO for constructive feedback on how to improve it. Crucially, good PVP requires high skill caps.

    Before anyone considers actioning me for being so blunt, consider Sypher's recent appearance during an ESO event. I don't know him, I haven't talked to him, but I watched the stream. I felt he *really* wanted to like ESO PVP again, but he seemed repulsed by the state of the game. I feel like most serious PVP players would feel that way about a game in which an average player can decide to play a build that is unlikely to be killable in most circumstances, even when matched against somebody much more skilled than they are.

    Edited by Soraka on January 10, 2025 3:43AM
  • Ostonoha
    Ostonoha
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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.

    keep those small generic house deeds and factory crates of swoops hot keyed my friends

    also Flurry > all
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