Major_Mangle wrote: »Form a better ball group.
Every MMO ever made that has large scale PvP has this “issue” which isn’t actually an issue it’s just basic design. The more organized team wins the battle and a bunch of randoms will never beat them unless they have a crazy numbers advantage.
Ball groups in this game aren’t doing anything malicious or scandalous. They are just working together as a team utilizing the best strategy of skills and gear available. This is what large groups do in any MMO.
Anything you try to nerf, like making it so HoTs don’t stack, won’t kill ball groups. They will adapt and still wipe the floor with you. You can’t nerf ball groups.
Advocating for clearly overpowered item sets or skills so that a single player can instantly kill groups of organized players has always been and always will be hilarious and horrible potential game design.
Well, the funny part about azureblight (I assume you refer to that in this case) is that in order for it to be effective vs larger stacks of players/ballgroups you needed 4-5 players to run it in an organized way and specifically build around it. So people did exactly what you talk about: Form their own groups to combat these ballgroups. Didn´t take long before some very vocal players on the forums spread some propaganda about the set.....
So while people from time to time do come up with counters to certain mechanics and playstyles, people with strong agendas tend to go lengths to remove that counterplay.
Form a better ball group.
Every MMO ever made that has large scale PvP has this “issue” which isn’t actually an issue it’s just basic design. The more organized team wins the battle and a bunch of randoms will never beat them unless they have a crazy numbers advantage.
Ball groups in this game aren’t doing anything malicious or scandalous. They are just working together as a team utilizing the best strategy of skills and gear available. This is what large groups do in any MMO.
Anything you try to nerf, like making it so HoTs don’t stack, won’t kill ball groups. They will adapt and still wipe the floor with you. You can’t nerf ball groups.
Advocating for clearly overpowered item sets or skills so that a single player can instantly kill groups of organized players has always been and always will be hilarious and horrible potential game design.
They aren’t a problem. Why are they a problem?
Ultimately all a ball group is is a group of players participating in large scale PvP and attempting to min max their effectiveness.
But they cause lag? Sorry, not a ball group problem, that’s a server problem.
But they can’t be beaten by pugs or solo players? Sorry, why exactly should that be possible?
Avran_Sylt wrote: »Long-range High-Cost single-target pull/displacement. Probably something like an ultimate. More than 50m. Pick the ball apart.
BXR_Lonestar wrote: »First you need to understand why there are ballgroups to begin with. In my alliance, where you are routinely outnumbered by at least a bar every night (and where reds and yellows refuse to actually engage in serious combat against the other), Ball grouping is really the only way to combat overwhelming numbers. If it were not for ball groups, 30 man + groups would rule Cyrodil all day long. They outnumber you, they can outseige you. And without ballgroups, the ONLY thing that would dictate outcomes is who has the numbers advantage. Is that really what players want? If it is and they get their way, people will just log on, look at the population bar to see if its favorable, and either switch to the color that has the most players, or they won't play at all.
So understand this: ballgroups aren't a "problem." They're a response to a problem, which is zerging. And I see no issue with it. Its basically highly coordinated PVP very similar to high end PVE. And just like in PVE, there are low tier players, mid tier players, and high tier players - and you need to be a high tier player in addition to build for maximum group synergy in order to actually be a serious threat as a ballgroup.
So no, I don't believe that any nerfs are necessary here. And having played in one, I know exactly how to counter them, but I don't want to share "TOP TEN THINGS THAT IRK BALLGROUP PLAYERS" because then I'll see that a lot more on the battlefield, which I don't really want to do.
I know the perception is that ballgroups have no counter, but that is simply not true. If you watch big ballgroup fights and you start taking notice of what factors cause one group to fail vs the other, or if you see huge battles in which ballgroups are participants, you can see what things will bog down the group, you can figure it out. It's actually really not that difficult. But it requires players to be more than thoughtless potatoes charging into a situation that they have no plan of attack and no coordination with their other teammates who are present on the battlefield.
DarthKitana wrote: »BXR_Lonestar wrote: »First you need to understand why there are ballgroups to begin with. In my alliance, where you are routinely outnumbered by at least a bar every night (and where reds and yellows refuse to actually engage in serious combat against the other), Ball grouping is really the only way to combat overwhelming numbers. If it were not for ball groups, 30 man + groups would rule Cyrodil all day long. They outnumber you, they can outseige you. And without ballgroups, the ONLY thing that would dictate outcomes is who has the numbers advantage. Is that really what players want? If it is and they get their way, people will just log on, look at the population bar to see if its favorable, and either switch to the color that has the most players, or they won't play at all.
So understand this: ballgroups aren't a "problem." They're a response to a problem, which is zerging. And I see no issue with it. Its basically highly coordinated PVP very similar to high end PVE. And just like in PVE, there are low tier players, mid tier players, and high tier players - and you need to be a high tier player in addition to build for maximum group synergy in order to actually be a serious threat as a ballgroup.
So no, I don't believe that any nerfs are necessary here. And having played in one, I know exactly how to counter them, but I don't want to share "TOP TEN THINGS THAT IRK BALLGROUP PLAYERS" because then I'll see that a lot more on the battlefield, which I don't really want to do.
I know the perception is that ballgroups have no counter, but that is simply not true. If you watch big ballgroup fights and you start taking notice of what factors cause one group to fail vs the other, or if you see huge battles in which ballgroups are participants, you can see what things will bog down the group, you can figure it out. It's actually really not that difficult. But it requires players to be more than thoughtless potatoes charging into a situation that they have no plan of attack and no coordination with their other teammates who are present on the battlefield.
what we really want is zero ball groups , actually play the game and stop relying on pocket heals. Like thats the whole point of large scale pvp . Stop defending ball /zerg groups .
Avran_Sylt wrote: »Long-range High-Cost single-target pull/displacement. Probably something like an ultimate. More than 50m. Pick the ball apart.
This should have been an open ended question and not a poll as the "solution" to ball groups is a combination of things.
not nerf. kill healers.
all healing, shields and buffing only work for oneself, including set effects.
All I’m hearing is that certain item sets are a problem, not groups. ZOS doesn’t spend a lot of time balancing items / skills compared to other games, so let’s start there. Let’s ask for things to be balanced because they are imbalanced.. not because “ball groups are a problem”.
DarthKitana wrote: »BXR_Lonestar wrote: »First you need to understand why there are ballgroups to begin with. In my alliance, where you are routinely outnumbered by at least a bar every night (and where reds and yellows refuse to actually engage in serious combat against the other), Ball grouping is really the only way to combat overwhelming numbers. If it were not for ball groups, 30 man + groups would rule Cyrodil all day long. They outnumber you, they can outseige you. And without ballgroups, the ONLY thing that would dictate outcomes is who has the numbers advantage. Is that really what players want? If it is and they get their way, people will just log on, look at the population bar to see if its favorable, and either switch to the color that has the most players, or they won't play at all.
So understand this: ballgroups aren't a "problem." They're a response to a problem, which is zerging. And I see no issue with it. Its basically highly coordinated PVP very similar to high end PVE. And just like in PVE, there are low tier players, mid tier players, and high tier players - and you need to be a high tier player in addition to build for maximum group synergy in order to actually be a serious threat as a ballgroup.
So no, I don't believe that any nerfs are necessary here. And having played in one, I know exactly how to counter them, but I don't want to share "TOP TEN THINGS THAT IRK BALLGROUP PLAYERS" because then I'll see that a lot more on the battlefield, which I don't really want to do.
I know the perception is that ballgroups have no counter, but that is simply not true. If you watch big ballgroup fights and you start taking notice of what factors cause one group to fail vs the other, or if you see huge battles in which ballgroups are participants, you can see what things will bog down the group, you can figure it out. It's actually really not that difficult. But it requires players to be more than thoughtless potatoes charging into a situation that they have no plan of attack and no coordination with their other teammates who are present on the battlefield.
what we really want is zero ball groups , actually play the game and stop relying on pocket heals. Like thats the whole point of large scale pvp . Stop defending ball /zerg groups .
“Actually play the game” LOL. So playing the game = be bad? The point of large scale PvP is to.. not heal each other??? What am I reading? Large scale PvP is LITERALLY about zerging / organized groups.
not nerf. kill healers.
all healing, shields and buffing only work for oneself, including set effects.
YandereGirlfriend wrote: »Avran_Sylt wrote: »Long-range High-Cost single-target pull/displacement. Probably something like an ultimate. More than 50m. Pick the ball apart.
This is the real answer.
The process of wiping a group always begins with someone getting giga-pulled back into the zerg and focused-down before anyone else has time to react. You do that a few times and now the group is missing huge pieces (remember, it's min-maxed with little redundancies so every player is doing something important and likely unique). If you specifically pull and focus the speeder then it is suddenly an enormous problem.
These are also the sorts of actually constructive things that people can do rather than simply cry out for nerfs to this and that. Learn to see the wireframe of the fights. It's all just patterns repeating themselves. You see those patterns and you see the moments of vulnerability and understand what you can do even as a solo player to exploit them.
not nerf. kill healers.
all healing, shields and buffing only work for oneself, including set effects.
I like to play as a healer. I don't work with ball groups, just a small 7-8 person group. Are you saying I shouldn't be allowed to play the role I want to? ZoS's big thing a few years ago was that they were making updates to the game so that we could play the way we wanted to.
Why is the response to always nerf heals? I'm a healer and have been for the past 6+ years. We have been nerfed into oblivion. We honestly can barely do anything. Rush of agony right now is the biggest problem. That has to be nerfed. Also, one-hit deaths with over 30k damage is ridiculous. There are supposed to be big groups in Cyrodiil. It's supposed to be an army scenario. Battlegrounds is more for small player scenarios. I would like to see a set, though, that causes groups of the opposite faction to be pushed apart and disbanded. Kind of like the opposite of rush of agony.
spartaxoxo wrote: »That's the neat part. You don't