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Chaosball is a terrible game mode

AnduinTryggva
AnduinTryggva
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Even if both teams are pretty close in team competence level and effort it is too snowballish as of now. A head start from one team is too tough to catch up. Usually the team with the head start wins the entire match and it is futile to even try to alter that. This is a bash to team motivation and probably the most reasonable approach is then to let the winning team keep all three orbs to get over it quickly in the hope to be aloted to a team with the head start next time.

I don't know how to make this game mode more interesting and more ballanced.

I understand that applying a dot for the orb bearer was intented to do that trick but it is apparently not working well enough, specifically with 8v8 where there are sufficient players around to pick up the orb before resetting in case the dot is not outhealed.

Perhaps other ideas could work better although I cannot tell for sure:
- if one team is lagging behind it gets an increase in score rate for each orb. It might be even debatable that if one is behind a certain amount the score for one orb is doubled or even beyond that.
- Instead or in addition to the dot the orb is automatically lost and resetted after some elapsed time.

This is just two roughly sketched ideas. Dunno if they'd work out.

As of now chaosball is just a terrible game mode for BG.
  • DenverRalphy
    DenverRalphy
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    Even if both teams are pretty close in team competence level and effort it is too snowballish as of now. A head start from one team is too tough to catch up. Usually the team with the head start wins the entire match and it is futile to even try to alter that. This is a bash to team motivation and probably the most reasonable approach is then to let the winning team keep all three orbs to get over it quickly in the hope to be aloted to a team with the head start next time.

    Nononono.. I don't PvP much, but when I do Chaosball is my favorite. I've been on teams that have rallied from behind and made spectacular comebacks. Those instances would never have happened if teammates adopted that type of approach.

    "Everyone fights. No-one quits."
    Edited by DenverRalphy on January 10, 2025 1:46PM
  • Taril
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    Aye these sorts of game modes always suck.

    At the very least, it'd be worthwhile if the orb respawned when dropped, instead of dropping where the holder died (I.e. Usually surrounded by their team).

    That way a team that isn't holding the ball, can set up a position around its spawn (Where the team with the ball will have to decide whether to camp out and get the most from the ball by just healing as much as possible, or risk the ball to try and contest the other teams position)

    Though the inherent issue with the mode is that it actively disincentivises PvP since ball holders want to just stay as far away from the enemy as possible while passively ticking up points... (In contrast to capture point modes that promote people going to a static location where fights can occur)

    I vaguely recall playing a variation of this sort of mode whereby the "Ball holder" only got points when actively participating in PvP things (Kills, assists, damage etc) which was novel. Given that it changed the dynamics where instead of promoting kiting/full defense holders, it instead incentivised the aggressive glass cannons to get in and try and maximize points while being the biggest target.

    I'm not sure how well such a variation would present in ESO, but it's worth considering.
  • xylena_lazarow
    xylena_lazarow
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    I love Chaosball, except the monster mode, please buff monster mode it's terrible. It's a massive nerf compared to your normal build, especially the vamp clown, and forces you to ball group since you can't self heal.
    PC/NA || Cyro/BGs || retired until Dagon brings a new dawn of PvP metas
  • Avran_Sylt
    Avran_Sylt
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    I love Chaosball, except the monster mode, please buff monster mode it's terrible. It's a massive nerf compared to your normal build, especially the vamp clown, and forces you to ball group since you can't self heal.

    That is entirely why I like monster mode. (possibly the only caveat is that if you get the wolf and are a glass cannon, you hit like an asteroid)

    You need to be supported while in a vulnerable position by your team, not just by yourself.
  • xylena_lazarow
    xylena_lazarow
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    Avran_Sylt wrote: »
    You need to be supported while in a vulnerable position by your team, not just by yourself.
    Ball grouping is already meta. Don't need to further encourage it. The best modes force teams to coordinate while splitting their squad into units on different objectives. When the whole BG blobs together it's awful.
    PC/NA || Cyro/BGs || retired until Dagon brings a new dawn of PvP metas
  • randconfig
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    It's my favorite gamemode... Especially when two of the chaosballs morph the player into blood scion and werewolf
  • XSTRONG
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    I think capture the relic needs rework especially with all the tanks and healers, very often as soon as a team gets 100 points it ends up in tank/healer stalemate and becomes really boring and annoying.
  • Necrotech_Master
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    its also one of my favorite game modes, especially with the transformation balls lol
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • IncultaWolf
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    its also one of my favorite game modes, especially with the transformation balls lol

    Agreed
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