Elvenheart wrote: »BXR_Lonestar 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?
karthrag_inak 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.
spartaxoxo wrote: »karthrag_inak 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.
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.Funny thing is no matter what happens, any changes to ball groups will effect the pug and non-optimized groups in cyrodiil
Elvenheart wrote: »BXR_Lonestar 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?
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.
Ice comet rain or ignore ball groups. Players should keep distance from them otherwise the farming starts.
Vulsahdaal 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.
Reginald_leBlem 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.
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.
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.
karthrag_inak 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.