WaywardArgonian wrote: »Turtle_Bot wrote: »News flash for ball group players, PuGs and small scales were doing exactly what is being said here to do, adapting, building and speccing via trial and error with sets such as Azureblight.
And yet what did we see when the PuGs and small scales took this advice and did this? Ball group players, instead of taking their own advice, went and made multiple threads to manipulate ZOS into completely deleting Azureblight from PvP. Hypocrisy at its finest.
And ball group players wonder why they currently have such a bad reputation among the general player base.
It is important to remember that loud people making threads on forums about whatever issue never represents the entire playerbase. I play in ballgroups and thought the Azureblight nerf was a mistake as it removed valid counterplay from the game. This change is likely one of the reasons that we are seeing so many threads about ballgroups as of late.
There are ways to address the dominance of 12-man ballgroups without hurting the viability of organized group play, but saying that people violate TOS for using the tools given to them by the game is not one of them.
BXR_Lonestar wrote: »That's kind of the point of ballgroup though. You play as a unit and discard any selfishness for the betterment of the team. Each ballgroup player is weaker when they're alone because of it, but as a unit, we're formidable. And there is nothing wrong with that, it is just a different style of play. We shouldn't be forced to play someone else's way just to suit their needs and desires.
You know, almost like it is a team game...
Turtle_Bot wrote: »I agree that Ball Groups don't violate ToS, I just find the hypocrisy of many (not all) of the comments that defend ball groups (especially current ball groups) talking about learn to play, or skill issue, or get good, etc etc, very tedious, especially when those same commenters are always the first to call for something they don't like to be removed from the game.
Turtle_Bot wrote: »WaywardArgonian wrote: »Turtle_Bot wrote: »News flash for ball group players, PuGs and small scales were doing exactly what is being said here to do, adapting, building and speccing via trial and error with sets such as Azureblight.
And yet what did we see when the PuGs and small scales took this advice and did this? Ball group players, instead of taking their own advice, went and made multiple threads to manipulate ZOS into completely deleting Azureblight from PvP. Hypocrisy at its finest.
And ball group players wonder why they currently have such a bad reputation among the general player base.
It is important to remember that loud people making threads on forums about whatever issue never represents the entire playerbase. I play in ballgroups and thought the Azureblight nerf was a mistake as it removed valid counterplay from the game. This change is likely one of the reasons that we are seeing so many threads about ballgroups as of late.
There are ways to address the dominance of 12-man ballgroups without hurting the viability of organized group play, but saying that people violate TOS for using the tools given to them by the game is not one of them.
I agree that Ball Groups don't violate ToS, I just find the hypocrisy of many (not all) of the comments that defend ball groups (especially current ball groups) talking about learn to play, or skill issue, or get good, etc etc, very tedious, especially when those same commenters are always the first to call for something they don't like to be removed from the game.
Joy_Division wrote: »Turtle_Bot wrote: »WaywardArgonian wrote: »Turtle_Bot wrote: »News flash for ball group players, PuGs and small scales were doing exactly what is being said here to do, adapting, building and speccing via trial and error with sets such as Azureblight.
And yet what did we see when the PuGs and small scales took this advice and did this? Ball group players, instead of taking their own advice, went and made multiple threads to manipulate ZOS into completely deleting Azureblight from PvP. Hypocrisy at its finest.
And ball group players wonder why they currently have such a bad reputation among the general player base.
It is important to remember that loud people making threads on forums about whatever issue never represents the entire playerbase. I play in ballgroups and thought the Azureblight nerf was a mistake as it removed valid counterplay from the game. This change is likely one of the reasons that we are seeing so many threads about ballgroups as of late.
There are ways to address the dominance of 12-man ballgroups without hurting the viability of organized group play, but saying that people violate TOS for using the tools given to them by the game is not one of them.
I agree that Ball Groups don't violate ToS, I just find the hypocrisy of many (not all) of the comments that defend ball groups (especially current ball groups) talking about learn to play, or skill issue, or get good, etc etc, very tedious, especially when those same commenters are always the first to call for something they don't like to be removed from the game.
Yes, but the hypocrisy runs both ways.
So as a ball group player, it is asked that they intentionally use bad sets, bad skills, not coordinate, withdrawal from every uneven fight, never provoke fights because if they do they are a cancer, skilless hacks, miserable people, cheaters, exploiters, who personally ruin PvP for everyone else. The amount of hate collectively and casually thrown at them is incredible. We won;t even talk about the whispers they get every night. That is abusive.
Soloers, small scalers, and PUGs do not subject themselves to these sorts of conditions and laugh when they provoke fights and delete casuals or outnumbered players. There is this double standard where they are allowed to exploit ZOS's terrible mechanics and try their best to kill ball group players (or anyone else), but if ball group players do they same thing, it's "Shame!" That is the underlying implication of these threads that complain about ball groups.
I do agree that ball group players are often tendentious in trying to defend how they play, and I call them out on it to such an extent that these ball group players sometimes just assume I don't run in an organized group (when in fact I have since 2014). Quite frankly, they probably would be better off just keeping silent rather than try to defend Rush of Agony or claim that heal stacking isn't a big deal. These are absolutely terrible mechanics.
But if them saying "git gud" isn't a very helpful answer, neither is the implied counter of "intentionally play bad" or you're "griefing."
***
This whole debate is frustrating because it is obvious to all of us there are measures ZOS could easily do to try and restore some of the balance that has swung way to far in favor of organized groups. Yet they have not for years. As I have run in organized groups since 2014, I would argue that what can we can do with 12 is more than what we could do with 24 back in say 2016. Easily. The amount of collective power, defense, health, shielding, healing, mobility, etc., is so broken, it makes the game genuinely unfun to play. This is true down to the individual level, so it's crazy what 12 solid organized players can do in coms with group buffing sets that did not exist back in 2016.
It is inconceivable to me that the devs would just allow a set like Rush of Agony that violates its own core mechanics to exist for years and years, being blissfully ignorant that this set is now the core "tactic" of every single organized group. Or that people on this forum would post screenshots of players literally with a dozen HoTs on them and be totally cool with that. Years and years. So after all this time, we're finally going to get this "Vengeance" campaign to test? Instead of developing an entirely new untested campaign that doesn't even follow ESO's established rules, how about at least trying to make the current game appealing as it once was?
crappyjazz1964 wrote: »People complained in another thread that people were playing at night while they were sleeping and that wasn't fair. You can't take this stuff seriously.
WaywardArgonian wrote: »BXR_Lonestar wrote: »That's kind of the point of ballgroup though. You play as a unit and discard any selfishness for the betterment of the team. Each ballgroup player is weaker when they're alone because of it, but as a unit, we're formidable. And there is nothing wrong with that, it is just a different style of play. We shouldn't be forced to play someone else's way just to suit their needs and desires.
You know, almost like it is a team game...
I did not say there was anything wrong with group play; I challenged your claim that HoT stacking is not the main source of ballgroup survivability when it clearly is.
BXR_Lonestar wrote: »Its really not though. It is a useful tool, but it is not "THE MAIN" source of survivability. At the mesh point, all those HOT stacks don't do squat in the face of getting ulti-dumped. That is where the healers are really doing their work and earning their roster spot. The HOT stacks are handy for when we're absorbing potshots while maneuvering, and that is pretty much it. It allows us to focus less on burst healing while moving so we can focus on maneuvering, finding a pull, evading someone elses pull, etc.. HOT stacks will easily be overwhelmed by seige damage and burst damage from well timed combos if that is all we were relying on, and as a healer I can tell you that HOTS represent a relatively small amount of heals that I'm throwing out there.
If anything, the main reason why ballgroups have such good survivability is the fact that most ball groups run, at minimum, 3 healers (some run as many as 6), and we're fighting in formation, which makes it really easy to throw out a bunch of strong burst heals at critical points in the fight to completely negate any incoming damage that you can dump on us. Basically, we're survivable because healers are doing their job. If this is an issue, then I think there is a philosophical question to be posed, namely "Do you believe healers have a role in PVP?"
And I will also reiterate once again that literally EVERYONE can enjoy the benefits of HOT stacking so long as you use the group versions of skills (Radiating regen and echoing vigor mainly, but there are other skills that work as well and scribed skills). You are just not getting benefits from being in a group and having coordinated buffs/sets. And I could even be lying there, because I'm pretty sure buffs from SPC effect everyone healed, not just those in group.
WaywardArgonian wrote: »BXR_Lonestar wrote: »Its really not though. It is a useful tool, but it is not "THE MAIN" source of survivability. At the mesh point, all those HOT stacks don't do squat in the face of getting ulti-dumped. That is where the healers are really doing their work and earning their roster spot. The HOT stacks are handy for when we're absorbing potshots while maneuvering, and that is pretty much it. It allows us to focus less on burst healing while moving so we can focus on maneuvering, finding a pull, evading someone elses pull, etc.. HOT stacks will easily be overwhelmed by seige damage and burst damage from well timed combos if that is all we were relying on, and as a healer I can tell you that HOTS represent a relatively small amount of heals that I'm throwing out there.
If anything, the main reason why ballgroups have such good survivability is the fact that most ball groups run, at minimum, 3 healers (some run as many as 6), and we're fighting in formation, which makes it really easy to throw out a bunch of strong burst heals at critical points in the fight to completely negate any incoming damage that you can dump on us. Basically, we're survivable because healers are doing their job. If this is an issue, then I think there is a philosophical question to be posed, namely "Do you believe healers have a role in PVP?"
And I will also reiterate once again that literally EVERYONE can enjoy the benefits of HOT stacking so long as you use the group versions of skills (Radiating regen and echoing vigor mainly, but there are other skills that work as well and scribed skills). You are just not getting benefits from being in a group and having coordinated buffs/sets. And I could even be lying there, because I'm pretty sure buffs from SPC effect everyone healed, not just those in group.
Have you ever had access to logs? Because I am also a healer who has played in every group composition imaginable, including ballgroups. And if I log my group's performance and look into the data, Echoing Vigor is nearly always the number 1 source for healing done by a considerable margin, often followed by Radiating Regeneration. This applies not just to me, but to every player in the group.
To say HoTs represent a relatively small amount of the heals that a healer throws out is just outright and demonstrably false. There are some exceptions to the rule of Vigor being the top healing source: Nightblades who run Soul Siphon and Templars who run Ritual of Rebirth can often get a lot of HPS out of those skills, but in general, if the majority of your healing done comes from burst heals, this is an indication that HoT uptimes across the board are not good.
It is of course necessary for healers to burst through damage spikes, but even in these situations you cannot underestimate the buffer that stacked Vigors and Regens give you, significantly raising the ceiling on the amount of burst damage your group can tank through. Even in GvG fights, where all you do is heal through damage spikes with no sieges or random potshots in sight, Echoing Vigor tends to do the biggest amount of actual healing (so no overheals) of any skill percentage-wise.
BXR_Lonestar wrote: »I don't have access to logs because I play on console, so I have to play by feel. Nonetheless, I don't think that devalue's my opinion any.
Our uptime on HOTS is actually very good, but we've dropped resto backbar in favor of an ice staff or s/b, so people are either running just echoing vigor or echoing vigor + scribed heal. But even if all of what you say is true I can tell you that there is a very good reason for those heals adding up to being the most dominant source of healing - and why that could still be of minimal impact. When the ballgroup is moving around and mobile, we absorb a LOT of potshots - people trying to build ulti on us, people trying to draw us into an engagement, people trying to hit us with seige, etc. These are not even encounters where we're fighting, we're just on the very edge of the battle and we're maneuvering to try to get people grouped up for a hit. Yes, we're taking damage, but most of the time it is not burst damage significant enough to warrant breaking sprint to hit the group with a burst heal - in which case, your HOT stacks are just serving the function of keeping your health up so you don't have to suddenly stop and burst heal before engaging with someone. Much of this damage isn't even going to be a serious threat to you or your teammates.
That doesn't mean that these heals actually make that big of a difference when you reach the meshpoint, which is where you are going to live or die as a ballgroup (so long as we stay mobile and out of reach of other ballgroups doing burst damage, we're not going to die). The HOT stacks allow you to shrug off damage while we're maneuvering, but if we do a pull and ONLY rely on our HOTS, we're going to die on the vast majority of our pulls. What allows us to survive is the directed burst heals. I know this for a fact because I literally stand there right outside of the negate zone, and in spite of the HOT stacking, I watch my teammates health rise and fall with my spamming of my burst heals, and if it drops too quickly, with my heal ultimate. That would only be the case if the HOT stacking was overwhelmed with burst damage such that massive amounts of burst heal is necessary to keep people upright.
Your damage window at the mesh point is only a few seconds, so you really only spend a small window hitting your burst heals. Much of your time in in a ballgroup is spent maneuvering looking for that next hit. So yes, I can see how HOT stacking would still add up to be the dominant heal still, while also being a smaller contributor to survivability at the meshpoint. BOTH points can actually be true.
And as I pointed out again: random pugs can also enjoy the benefits of heal stacking if they so choose. They just aren't going to get the benefits of synergy sets, most of which require you to be grouped. Most of them don't know what they're doing though. Most aren't playing in an organized groups. And then they get killed by players who do know what they are doing. That's pretty much how it happens in nearly every PVP game out there. And I really don't see a problem with it. There was a time that I was on the other end of things too. Hell, there are times i am STILL on the other end of things. Its just part of the learning curve and part of the nature of PVP.
Icy_Waffles wrote: »So wait… you think I should be punished for teaming up with others, coordinating, and working together… in a MMORPG? Yikes.
CrazyKitty wrote: »I can totally relate to the OP's point, although not entirely. Ball groups are not, according to the letter of the law, exploiting.
But, ZOS has neglected balance and performance issues in Cyrodiil for so long that ZOS has created a situation where coordinated groups can stack so many heals and shields that they are indestructible, just as though they were exploiting. It's hard to look at a group of 12 players having 12 instances of vigor, 12 instances of radiating regen and 12 instances of two different shields on all 12 group members as anything other than exploiting at this point.
To date, even though this issue has been discussed ad infinitum for more than several years on this forum, ZOS has yet to comment on the problem. So it's not exploiting in a ToS violating way, but it absolutely is exploiting a broken system that ZOS refuses to fix/balance. They haven't even admitted their neglect let alone the impacts on Cyrodiil their neglect has had on performance and the joy sucking ball groups exploiting the system ZOS allows to exist.
There is no debating that reducing shield and heal stacking to only one instance of each HoT and shield per player at any given time would greatly reduce server load and improve performance. So why hasn't ZOS even tried a fix that is so obvious and begged for over years?
@ZOS_Kevin
@ZOS_GinaBruno
@ZOS_BrianWheeler
Which sets are the issue? I'm curious to know what people think the problems are.
The_Meathead wrote: »Icy_Waffles wrote: »So wait… you think I should be punished for teaming up with others, coordinating, and working together… in a MMORPG? Yikes.
Nobody sensible thinks this.
Grouping and especially highly communicative and coordinated grouping should and will always offer massive benefits of timing, targeting, and even synergistic gearing/abilities for those who can make the schedule and effort. Groups will always have the advantage, as they should by nature.
It's the synergistic gearing/abilities part that's out of control and needs to be reined in by ZoS. The absurd strength of stacked HoTs and Shields (especially since Scribing arrived), Rush of Agony, Snow Treaders, and more have elevated a coordinated group of 12 players to something that's far too great.
It's equally absurd to expect players not to do the utmost possible and use these methods let alone report them for doing so(!!), and it's on ZOS to establish more reasonable limitations.
DO SOMETHING, ZOS.
Icy_Waffles wrote: »The_Meathead wrote: »Icy_Waffles wrote: »So wait… you think I should be punished for teaming up with others, coordinating, and working together… in a MMORPG? Yikes.
Nobody sensible thinks this.
Grouping and especially highly communicative and coordinated grouping should and will always offer massive benefits of timing, targeting, and even synergistic gearing/abilities for those who can make the schedule and effort. Groups will always have the advantage, as they should by nature.
It's the synergistic gearing/abilities part that's out of control and needs to be reined in by ZoS. The absurd strength of stacked HoTs and Shields (especially since Scribing arrived), Rush of Agony, Snow Treaders, and more have elevated a coordinated group of 12 players to something that's far too great.
It's equally absurd to expect players not to do the utmost possible and use these methods let alone report them for doing so(!!), and it's on ZOS to establish more reasonable limitations.
DO SOMETHING, ZOS.
I’m very sensible, I just disagree with you.
Try to get some friends and work together as pvp is designed. You think it’s any different from pve like a coordinated vet trial group?
CrazyKitty wrote: »I can totally relate to the OP's point, although not entirely. Ball groups are not, according to the letter of the law, exploiting.
But, ZOS has neglected balance and performance issues in Cyrodiil for so long that ZOS has created a situation where coordinated groups can stack so many heals and shields that they are indestructible, just as though they were exploiting. It's hard to look at a group of 12 players having 12 instances of vigor, 12 instances of radiating regen and 12 instances of two different shields on all 12 group members as anything other than exploiting at this point.
To date, even though this issue has been discussed ad infinitum for more than several years on this forum, ZOS has yet to comment on the problem. So it's not exploiting in a ToS violating way, but it absolutely is exploiting a broken system that ZOS refuses to fix/balance. They haven't even admitted their neglect let alone the impacts on Cyrodiil their neglect has had on performance and the joy sucking ball groups exploiting the system ZOS allows to exist.
There is no debating that reducing shield and heal stacking to only one instance of each HoT and shield per player at any given time would greatly reduce server load and improve performance. So why hasn't ZOS even tried a fix that is so obvious and begged for over years?
@ZOS_Kevin
@ZOS_GinaBruno
@ZOS_BrianWheeler
This is my question as well. Why isn't there any focus on fixing the few sets and issues causing such imbalance in Cyrodiil instead of starting over from scratch with a very dumbed down template version of cyrodiil?
@ZOS_Kevin
@ZOS_GinaBruno
@ZOS_BrianWheeler
SerafinaWaterstar wrote: »Ball groups do not fight fair. Or play the objectives. They are selfish players.
They like to farm lone or unco-ordinated groups of players.
They grab scrolls to just farm AP, not place & give points to their alliance; same with keeps - will get in (sometimes taking advantage of another alliance & their effort sieging) & not take the keep but farm AP.
As soon as the opposition shows they can deal with them, they cut and run, never standing to fight.
I am grateful we don’t have toxic ball groups on AD on PSEU - we play to win the campaign & have fun doing so.