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Should ball groups violate TOS?

  • SerafinaWaterstar
    SerafinaWaterstar
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    @Amottica - are you PSEU?

    I doubt it, as DC ballgroups there do NOT play the objectives.

    They come in after the hard work of sieging is done & then run around on the inside not taking flags but farming AP. Yes, we do know how to deal with them now, but its very tedious & not fun.

    They grab scrolls & then do the same, farming AP and not helping their side get any campaign points. And if we get too close to wiping them they run away & dump it in the water.

    If I was DC I would be considering changing alliances as they troll everyone, including their own faction.

    I play in a guild group (astoundingly unorganised, but fun) and yes, we can kill ballgroups but would prefer not to have to. The fights aren’t as fun. Just dull.

  • Avran_Sylt
    Avran_Sylt
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    Amottica wrote: »
    Avran_Sylt wrote: »
    Amottica 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.

    Large organized groups, which seem to be what we call ball groups, do play the objectives. The group I play with, typically 4-6 players and sometimes as many as 8, captures and defends the keeps and resources. We do not always play with the horde since it is occasionally logical for a well-organized group to take another objective or location that needs defending.

    In other words, sometimes we relieve the pressure on the location most players are trying to take or defend, which ultimately helps the horde.

    We have also taken scrolls for the silly reason of bringing them back to a keep in our alliance, which makes our alliance stronger and other alliances weaker. That is not an AP farm but a logical and tactical mission.

    And I find this cut and run statement interesting. Maybe that is when we leave the massive group of people and take another resource to harm the enemy or defend another location that is important to keep. That is hardly cut and run.

    We are a competent group because we are very organized, have strong leadership, and are all on comms. This gives us a huge advantage over most groups of equal size and even larger.

    You lure casuals and solos to your groups and stomp on them by flagging areas away from the horde. Sure, it makes your horde need to deal with less, but usually means there's less unorganized casual fodder to help pad kills for the casuals of your horde, so they do less PvP while you hoard these players mostly to yourself and ultimately result in less horde-fighting overall.

    You pretty much play PvDoor and PvE against underequipped players until an equally coordinated group or the zerg comes to kill you because you screwed up their spawn-lines and can't get back into the fight quickly again all the while dunking on those boneheaded enough to try and help their faction unorganized.

    Tactics or not, you're basically just making the PvP experience worse for the average PvP player. Good for your team, but help prevent wide-scale battles overall. In Real Life: amazing. In a game: annoying.

    I respect the skill and coordination, but dear lord you're annoying whenever things get hectic and fun, it's like whenever there's a large battle going on there's some killjoys that seem to say "no, you don't get to spawn". Though, I suppose there is Battlegrounds to sate those that want constant fighting.

    I also do love ESO's brilliant idea that the losing faction needs to lose harder with Keep/Scroll/Emperor factionwide stat bonuses. Let's mechanically punish failure ontop of the failure itself!

    Seriously?

    So, a skilled group that does well creates a worse experience for the "average PvP player." We do not complain when we lose a fight to an equal or larger group. We move on while figuring out how we could have succeeded against that group. As I explained to a guild in a different game, there is always someone better, which means there is always something to learn and room to improve.

    That is PvP. Get used to it. Otherwise, there is PvE. Organize and rise to the challenge because we are not the problem!



    Please read the quote I was responding to.

    Since you won't, here's my response to the last person that misread my response:

    The bloke I was responding to isn't a ball-group player. They're part of the small 2-5man resource trolls that cutoff and flag keeps where no one else is/no other groups are there to oppose them.

    And onto your response:

    A skilled group that does nothing but wait at captured resources, cut keeps, dumpster noobs, flag keeps when no one comes to fight them, and running when things get tough, are annoying.

    Yes, it's Cyrodiil PvP, and annoying. I'm ranged, I'm not going to completely change my build and gather a group just to go try and small-scale wardens circling the floors of a resource keep when I can just stick to where the battles are.
  • React
    React
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    SkaraMinoc wrote: »
    ZOS_Kevin wrote: »
    Just wanted to chime in here and echo a lot of what is being said here. Groups coordinating in PvP is not breaking any TOS. We are not going to punish players for working together in coordinated play. We fully recognize that players do have valid issues with coordinated groups pushes and some of that comes down to giving you more tools to disrupt a coordinated team. We'll have a bit more on this in the next PvP Q&A, but wanted to at least note for the general group here that coordinated play does not violate Terms of Service.

    The problem is an average player can join a group and become nearly unkillable and do 2-3x the damage they would normally do solo. Basically you become Emperor by joining a 12 player group in Cyrodiil and arguably stronger.

    This is the part a lot of people don't seem to understand. The powercreep these groups have benefited from has gotten so absurdly out of hand that you essentially have groups of 12 emperor-equivalent players running around simply because they grouped together and equipped the correct sets.

    There is nothing wrong with coordinated 12 man groups. There is nothing wrong with building a strong group composition. But there is something wrong with the current power levels achieved by doing these things, and zenimax needs to do something to address it.

    I mean seriously, consider the stats these players are achieving now. We're talking about 10k+ WD, 30k+ pen, 125% + crit damage, over cap resistances, 3300+ Crit resistance, infinite levels of sustain, 40-50k HP, 40%+ AOE damage mitigation, every possible flat damage mitigation buff and % damage modifier, emperor levels of ulti gen, 15k+ HPS from one single HOT being cast by all 12 people, 20-30k in damage shields active at all times, etc.

    When you are playing the game with stats like these, it doesn't matter what you do. You can be a low APM, low skill player and perform just fine in this setting if you can follow the most basic mechanics of staying near your crown and rotating a few abilities. Anyone who has ever had emperor knows how disgustingly strong you are in comparison to a normal player, to the point they'd never have a hope of killing you - all 12 ball group players operate at this level at all times.

    The reward for grouping together with a comp like this is far too high for the effort it takes. It needs to be brought in line through things like limiting HOT stacks, limiting active shields, reducing effective HP, and putting some kind of limit or diminishing return on buff sets.
    Edited by React on March 18, 2025 6:14PM
    @ReactSlower - PC/NA - 2000+ CP
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  • LadyGP
    LadyGP
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    @Amottica - are you PSEU?

    I doubt it, as DC ballgroups there do NOT play the objectives.

    They come in after the hard work of sieging is done & then run around on the inside not taking flags but farming AP. Yes, we do know how to deal with them now, but its very tedious & not fun.

    They grab scrolls & then do the same, farming AP and not helping their side get any campaign points. And if we get too close to wiping them they run away & dump it in the water.

    If I was DC I would be considering changing alliances as they troll everyone, including their own faction.

    I play in a guild group (astoundingly unorganised, but fun) and yes, we can kill ballgroups but would prefer not to have to. The fights aren’t as fun. Just dull.

    Really? Our DC ball group spent our whole raid running around the map with vanq taking back keeps/protecting the north while most of DC was at ash last night.
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • LadyGP
    LadyGP
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    React wrote: »
    SkaraMinoc wrote: »
    ZOS_Kevin wrote: »
    Just wanted to chime in here and echo a lot of what is being said here. Groups coordinating in PvP is not breaking any TOS. We are not going to punish players for working together in coordinated play. We fully recognize that players do have valid issues with coordinated groups pushes and some of that comes down to giving you more tools to disrupt a coordinated team. We'll have a bit more on this in the next PvP Q&A, but wanted to at least note for the general group here that coordinated play does not violate Terms of Service.

    The problem is an average player can join a group and become nearly unkillable and do 2-3x the damage they would normally do solo. Basically you become Emperor by joining a 12 player group in Cyrodiil and arguably stronger.

    This is the part a lot of people don't seem to understand. The powercreep these groups have benefited from has gotten so absurdly out of hand that you essentially have groups of 12 emperor-equivalent players running around simply because they grouped together and equipped the correct sets.

    There is nothing wrong with coordinated 12 man groups. There is nothing wrong with building a strong group composition. But there is something wrong with the current power levels achieved by doing these things, and zenimax needs to do something to address it.

    I mean seriously, consider the stats these players are achieving now. We're talking about 10k+ WD, 30k+ pen, 125% + crit damage, over cap resistances, 3300+ Crit resistance, infinite levels of sustain, 40-50k HP, 40%+ AOE damage mitigation, every possible flat damage mitigation buff and % damage modifier, emperor levels of ulti gen, 15k+ HPS from one single HOT being cast by all 12 people, 20-30k in damage shields active at all times, etc.

    When you are playing the game with stats like these, it doesn't matter what you do. You can be a low APM, low skill player and perform just fine in this setting if you can follow the most basic mechanics of staying near your crown and rotating a few abilities. Anyone who has ever had emperor knows how disgustingly strong you are in comparison to a normal player, to the point they'd never have a hope of killing you - all 12 ball group players operate at this level at all times.

    The reward for grouping together with a comp like this is far too high for the effort it takes. It needs to be brought in line through things like limiting HOT stacks, limiting active shields, reducing effective HP, and putting some kind of limit or diminishing return on buff sets.

    As per usual, React has a great post on how to fix the problem without out right destroying the 12 person group.
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • Kaelthorn_Nightbloom
    Kaelthorn_Nightbloom
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    Stridig wrote: »
    SkaraMinoc wrote: »
    ZOS_Kevin wrote: »
    Just wanted to chime in here and echo a lot of what is being said here. Groups coordinating in PvP is not breaking any TOS. We are not going to punish players for working together in coordinated play. We fully recognize that players do have valid issues with coordinated groups pushes and some of that comes down to giving you more tools to disrupt a coordinated team. We'll have a bit more on this in the next PvP Q&A, but wanted to at least note for the general group here that coordinated play does not violate Terms of Service.

    The problem is an average player can join a group and become nearly unkillable and do 2-3x the damage they would normally do solo. Basically you become Emperor by joining a 12 player group in Cyrodiil and arguably stronger.

    Uhhh..... That's the point. Group play is literally the point. Also, coordinated group play is nowhere near as easy and full of no skill people as those who don't play in them say they are. Is stuff broken? Yes. Hopefully they can fix broken things and balance the game better. But I assure you, when they do, good players in coordinated groups will still win fights.

    I've played all open world PvP MMOs. Most groups are not this powerful. ESO is a major outlier here.

    Groups aren't even an issue until you start getting about 9+ players together. Then the exponential uplift really starts to happen. When you have 12 players then you have capacity to bring in sets like Grave Guardian that would normally never be used in PvP. (+4430 armor to entire group)

    Groups in the 4-8 player size are mostly balanced I think. The healing is strong and they have coordinated burst damage but they are actually killable. It's the 9-12 player groups that are the issue because of the extra healing and set capacity.

    Not suggesting any fixes, just pointing out the power difference in group size.

    2 second doodle - blue good, red bad

    NGMg7dO.png

    Edited by Kaelthorn_Nightbloom on March 18, 2025 8:38PM
    PC NA
  • Stridig
    Stridig
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    SkaraMinoc wrote: »
    Stridig wrote: »
    SkaraMinoc wrote: »
    ZOS_Kevin wrote: »
    Just wanted to chime in here and echo a lot of what is being said here. Groups coordinating in PvP is not breaking any TOS. We are not going to punish players for working together in coordinated play. We fully recognize that players do have valid issues with coordinated groups pushes and some of that comes down to giving you more tools to disrupt a coordinated team. We'll have a bit more on this in the next PvP Q&A, but wanted to at least note for the general group here that coordinated play does not violate Terms of Service.

    The problem is an average player can join a group and become nearly unkillable and do 2-3x the damage they would normally do solo. Basically you become Emperor by joining a 12 player group in Cyrodiil and arguably stronger.

    Uhhh..... That's the point. Group play is literally the point. Also, coordinated group play is nowhere near as easy and full of no skill people as those who don't play in them say they are. Is stuff broken? Yes. Hopefully they can fix broken things and balance the game better. But I assure you, when they do, good players in coordinated groups will still win fights.

    I've played all open world PvP MMOs. Most groups are not this powerful. ESO is a major outlier here.

    Groups aren't even an issue until you start getting about 9+ players together. Then the exponential uplift really starts to happen. When you have 12 players then you have capacity to bring in sets like Grave Guardian that would normally never be used in PvP. (+4430 armor to entire group)

    Groups in the 4-8 player size are mostly balanced I think. The healing is strong and they have coordinated burst damage but they are actually killable. It's the 9-12 player groups that are the issue because of the extra healing and set capacity.

    Not suggesting any fixes, just pointing out the power difference in group size.

    2 second doodle - blue good, red bad

    NGMg7dO.png

    I'm aware of all these things. I even mentioned in this thread that broken things need fixing and balance needs work. What my argument is, is all of these things are available to everyone. But the majority of players refuse to group with other players. They just want to zerg surf and leech AP. Then they get mad because they aren't a solo god and get salty. It's dumb. But then again, we are in the era of participation trophies so whatever
    Enemy to many
    Friend to all
  • LadyGP
    LadyGP
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    Stridig wrote: »
    SkaraMinoc wrote: »
    Stridig wrote: »
    SkaraMinoc wrote: »
    ZOS_Kevin wrote: »
    Just wanted to chime in here and echo a lot of what is being said here. Groups coordinating in PvP is not breaking any TOS. We are not going to punish players for working together in coordinated play. We fully recognize that players do have valid issues with coordinated groups pushes and some of that comes down to giving you more tools to disrupt a coordinated team. We'll have a bit more on this in the next PvP Q&A, but wanted to at least note for the general group here that coordinated play does not violate Terms of Service.

    The problem is an average player can join a group and become nearly unkillable and do 2-3x the damage they would normally do solo. Basically you become Emperor by joining a 12 player group in Cyrodiil and arguably stronger.

    Uhhh..... That's the point. Group play is literally the point. Also, coordinated group play is nowhere near as easy and full of no skill people as those who don't play in them say they are. Is stuff broken? Yes. Hopefully they can fix broken things and balance the game better. But I assure you, when they do, good players in coordinated groups will still win fights.

    I've played all open world PvP MMOs. Most groups are not this powerful. ESO is a major outlier here.

    Groups aren't even an issue until you start getting about 9+ players together. Then the exponential uplift really starts to happen. When you have 12 players then you have capacity to bring in sets like Grave Guardian that would normally never be used in PvP. (+4430 armor to entire group)

    Groups in the 4-8 player size are mostly balanced I think. The healing is strong and they have coordinated burst damage but they are actually killable. It's the 9-12 player groups that are the issue because of the extra healing and set capacity.

    Not suggesting any fixes, just pointing out the power difference in group size.

    2 second doodle - blue good, red bad

    NGMg7dO.png

    I'm aware of all these things. I even mentioned in this thread that broken things need fixing and balance needs work. What my argument is, is all of these things are available to everyone. But the majority of players refuse to group with other players. They just want to zerg surf and leech AP. Then they get mad because they aren't a solo god and get salty. It's dumb. But then again, we are in the era of participation trophies so whatever

    Two things can be true.

    The vast majority put in little to no effort to try to improve theirsetup/work with others to counter ball groups.

    Ball groups are way OP right now. The erra of top tier players making a ball group are gone. Anyone can join a ball group and be good now.
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • barney2525
    barney2525
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    wazzz56 wrote: »
    Is this satire?

    Nah. It's ' If you can't beat it, convince the company to remove it from the game '.

    :#
  • Amottica
    Amottica
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    Avran_Sylt wrote: »
    Amottica wrote: »
    Avran_Sylt wrote: »
    Amottica 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.

    Large organized groups, which seem to be what we call ball groups, do play the objectives. The group I play with, typically 4-6 players and sometimes as many as 8, captures and defends the keeps and resources. We do not always play with the horde since it is occasionally logical for a well-organized group to take another objective or location that needs defending.

    In other words, sometimes we relieve the pressure on the location most players are trying to take or defend, which ultimately helps the horde.

    We have also taken scrolls for the silly reason of bringing them back to a keep in our alliance, which makes our alliance stronger and other alliances weaker. That is not an AP farm but a logical and tactical mission.

    And I find this cut and run statement interesting. Maybe that is when we leave the massive group of people and take another resource to harm the enemy or defend another location that is important to keep. That is hardly cut and run.

    We are a competent group because we are very organized, have strong leadership, and are all on comms. This gives us a huge advantage over most groups of equal size and even larger.

    You lure casuals and solos to your groups and stomp on them by flagging areas away from the horde. Sure, it makes your horde need to deal with less, but usually means there's less unorganized casual fodder to help pad kills for the casuals of your horde, so they do less PvP while you hoard these players mostly to yourself and ultimately result in less horde-fighting overall.

    You pretty much play PvDoor and PvE against underequipped players until an equally coordinated group or the zerg comes to kill you because you screwed up their spawn-lines and can't get back into the fight quickly again all the while dunking on those boneheaded enough to try and help their faction unorganized.

    Tactics or not, you're basically just making the PvP experience worse for the average PvP player. Good for your team, but help prevent wide-scale battles overall. In Real Life: amazing. In a game: annoying.

    I respect the skill and coordination, but dear lord you're annoying whenever things get hectic and fun, it's like whenever there's a large battle going on there's some killjoys that seem to say "no, you don't get to spawn". Though, I suppose there is Battlegrounds to sate those that want constant fighting.

    I also do love ESO's brilliant idea that the losing faction needs to lose harder with Keep/Scroll/Emperor factionwide stat bonuses. Let's mechanically punish failure ontop of the failure itself!

    Seriously?

    So, a skilled group that does well creates a worse experience for the "average PvP player." We do not complain when we lose a fight to an equal or larger group. We move on while figuring out how we could have succeeded against that group. As I explained to a guild in a different game, there is always someone better, which means there is always something to learn and room to improve.

    That is PvP. Get used to it. Otherwise, there is PvE. Organize and rise to the challenge because we are not the problem!



    Please read the quote I was responding to.

    Since you won't, here's my response to the last person that misread my response:

    The bloke I was responding to isn't a ball-group player. They're part of the small 2-5man resource trolls that cutoff and flag keeps where no one else is/no other groups are there to oppose them.

    And onto your response:

    A skilled group that does nothing but wait at captured resources, cut keeps, dumpster noobs, flag keeps when no one comes to fight them, and running when things get tough, are annoying.

    Yes, it's Cyrodiil PvP, and annoying. I'm ranged, I'm not going to completely change my build and gather a group just to go try and small-scale wardens circling the floors of a resource keep when I can just stick to where the battles are.

    and I would say that a group that is effective in helping their alliance is doing something positive. Cutting off transit is an effective tactic in itself, plus it distracts the enemy from whatever keeps it is trying to take.

    As far as the rest of your response, there are groups and players of different skill levels. I do not think it is upon us, especially skilled and experienced players, to judge the actions of others. If they are doing something that annoys the enemy, they are truly doing something.

    Oh, I'm adding this. If they set traps and people walk right into them, who is to blame for that?

    Edited by Amottica on March 19, 2025 2:42AM
  • Amottica
    Amottica
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    LadyGP wrote: »
    @Amottica - are you PSEU?

    I doubt it, as DC ballgroups there do NOT play the objectives.

    They come in after the hard work of sieging is done & then run around on the inside not taking flags but farming AP. Yes, we do know how to deal with them now, but its very tedious & not fun.

    They grab scrolls & then do the same, farming AP and not helping their side get any campaign points. And if we get too close to wiping them they run away & dump it in the water.

    If I was DC I would be considering changing alliances as they troll everyone, including their own faction.

    I play in a guild group (astoundingly unorganised, but fun) and yes, we can kill ballgroups but would prefer not to have to. The fights aren’t as fun. Just dull.

    Really? Our DC ball group spent our whole raid running around the map with vanq taking back keeps/protecting the north while most of DC was at ash last night.

    @SerafinaWaterstar

    It looks like PSEU does have ballgrops that play the objectives.

    Thank you, @LadyGP, for chiming in. It is good to see PS has quality groups. I would have expected no less.


  • Avran_Sylt
    Avran_Sylt
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    Amottica wrote: »
    Avran_Sylt wrote: »
    Amottica wrote: »
    Avran_Sylt wrote: »
    Amottica 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.

    Large organized groups, which seem to be what we call ball groups, do play the objectives. The group I play with, typically 4-6 players and sometimes as many as 8, captures and defends the keeps and resources. We do not always play with the horde since it is occasionally logical for a well-organized group to take another objective or location that needs defending.

    In other words, sometimes we relieve the pressure on the location most players are trying to take or defend, which ultimately helps the horde.

    We have also taken scrolls for the silly reason of bringing them back to a keep in our alliance, which makes our alliance stronger and other alliances weaker. That is not an AP farm but a logical and tactical mission.

    And I find this cut and run statement interesting. Maybe that is when we leave the massive group of people and take another resource to harm the enemy or defend another location that is important to keep. That is hardly cut and run.

    We are a competent group because we are very organized, have strong leadership, and are all on comms. This gives us a huge advantage over most groups of equal size and even larger.

    You lure casuals and solos to your groups and stomp on them by flagging areas away from the horde. Sure, it makes your horde need to deal with less, but usually means there's less unorganized casual fodder to help pad kills for the casuals of your horde, so they do less PvP while you hoard these players mostly to yourself and ultimately result in less horde-fighting overall.

    You pretty much play PvDoor and PvE against underequipped players until an equally coordinated group or the zerg comes to kill you because you screwed up their spawn-lines and can't get back into the fight quickly again all the while dunking on those boneheaded enough to try and help their faction unorganized.

    Tactics or not, you're basically just making the PvP experience worse for the average PvP player. Good for your team, but help prevent wide-scale battles overall. In Real Life: amazing. In a game: annoying.

    I respect the skill and coordination, but dear lord you're annoying whenever things get hectic and fun, it's like whenever there's a large battle going on there's some killjoys that seem to say "no, you don't get to spawn". Though, I suppose there is Battlegrounds to sate those that want constant fighting.

    I also do love ESO's brilliant idea that the losing faction needs to lose harder with Keep/Scroll/Emperor factionwide stat bonuses. Let's mechanically punish failure ontop of the failure itself!

    Seriously?

    So, a skilled group that does well creates a worse experience for the "average PvP player." We do not complain when we lose a fight to an equal or larger group. We move on while figuring out how we could have succeeded against that group. As I explained to a guild in a different game, there is always someone better, which means there is always something to learn and room to improve.

    That is PvP. Get used to it. Otherwise, there is PvE. Organize and rise to the challenge because we are not the problem!



    Please read the quote I was responding to.

    Since you won't, here's my response to the last person that misread my response:

    The bloke I was responding to isn't a ball-group player. They're part of the small 2-5man resource trolls that cutoff and flag keeps where no one else is/no other groups are there to oppose them.

    And onto your response:

    A skilled group that does nothing but wait at captured resources, cut keeps, dumpster noobs, flag keeps when no one comes to fight them, and running when things get tough, are annoying.

    Yes, it's Cyrodiil PvP, and annoying. I'm ranged, I'm not going to completely change my build and gather a group just to go try and small-scale wardens circling the floors of a resource keep when I can just stick to where the battles are.

    and I would say that a group that is effective in helping their alliance is doing something positive. Cutting off transit is an effective tactic in itself, plus it distracts the enemy from whatever keeps it is trying to take.

    As far as the rest of your response, there are groups and players of different skill levels. I do not think it is upon us, especially skilled and experienced players, to judge the actions of others. If they are doing something that annoys the enemy, they are truly doing something.

    Oh, I'm adding this. If they set traps and people walk right into them, who is to blame for that?

    Allow me to present my perspective: when I play AD there’s typically a group of EP that sit on Fare resources without the cut really impacting any transistus lines. All they do is sit there and kill curious solos (myself included when I don’t think they’d have bothered to sit there for so long).

    I get cutting nearby keeps that spawn closest to the conflict, but these blokes are just trolls. I’ve since just taken to ignoring them. I don’t really care much about winning the campaign, and more about just getting into big fights. And it annoys me that these blokes consistently detract from those large scale fights. Go play Battlegrounds if you want small-scale.

    And I think ganking is a fair strategy too, I’m in agreement. Though IMO there needs to be more ways to gank more durable targets than just squishies. (With opportunity cost of course)
  • Vulkunne
    Vulkunne
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    @Amottica - are you PSEU?

    I doubt it, as DC ballgroups there do NOT play the objectives.

    They come in after the hard work of sieging is done & then run around on the inside not taking flags but farming AP. Yes, we do know how to deal with them now, but its very tedious & not fun.

    They grab scrolls & then do the same, farming AP and not helping their side get any campaign points. And if we get too close to wiping them they run away & dump it in the water.

    If I was DC I would be considering changing alliances as they troll everyone, including their own faction.

    I play in a guild group (astoundingly unorganised, but fun) and yes, we can kill ballgroups but would prefer not to have to. The fights aren’t as fun. Just dull.

    It's the same problem on Blackreach as well. So, while there's some good ideas here, I would like to add that the power problem, as React put it (which was spelled out really well, so I'll refer it), isn't just making them unstoppable its making these ball groups into almost like 'server admins' with some games the admins have all the cheats and hacks and all the power. The only difference is the ball groups can't kick people from the server, but they often bring lag that does.

    See that's why this is such a problem and its not like years ago when only a couple guilds did this for fun or whatever its become like a plague on the game. I couldn't tell you last time I logged into primetime because whenever a ball group ruins a siege everyone has to stop playing the game to deal with them. And another it ain't about them being better players or more experienced players either, so kindly stop saying that. If you're ball group is so much skilled, experienced and better then me then step out of your comfort zone and fight me or others like me.

    Come fight us and prove you're stronger. Because right now, you got half the group which might be skilled, but the other half is just repetition. Sorry but I'm not buying this stuff about being better players and all. I think the ball group players are good at following orders. Ok. You know how to follow orders but being on the skill level that many of you throw out there requires you to think for yourself. It requires you to have real knowledge of how to survive in a fight instead of the system just lazily and automatically pooling ALL these various buffs into on a global process for almost the entire group. C'mon man. No, it's not hard to fight when you have a bunch of people doing nothing but sending you heals and buffs.
    Edited by Vulkunne on March 26, 2025 12:36PM
    Perhaps this is where a ronin such as you belongs. Today, Victory is mine. Long Live the Empire.
  • Amottica
    Amottica
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    Avran_Sylt wrote: »
    Amottica wrote: »
    Avran_Sylt wrote: »
    Amottica wrote: »
    Avran_Sylt wrote: »
    Amottica 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.

    Large organized groups, which seem to be what we call ball groups, do play the objectives. The group I play with, typically 4-6 players and sometimes as many as 8, captures and defends the keeps and resources. We do not always play with the horde since it is occasionally logical for a well-organized group to take another objective or location that needs defending.

    In other words, sometimes we relieve the pressure on the location most players are trying to take or defend, which ultimately helps the horde.

    We have also taken scrolls for the silly reason of bringing them back to a keep in our alliance, which makes our alliance stronger and other alliances weaker. That is not an AP farm but a logical and tactical mission.

    And I find this cut and run statement interesting. Maybe that is when we leave the massive group of people and take another resource to harm the enemy or defend another location that is important to keep. That is hardly cut and run.

    We are a competent group because we are very organized, have strong leadership, and are all on comms. This gives us a huge advantage over most groups of equal size and even larger.

    You lure casuals and solos to your groups and stomp on them by flagging areas away from the horde. Sure, it makes your horde need to deal with less, but usually means there's less unorganized casual fodder to help pad kills for the casuals of your horde, so they do less PvP while you hoard these players mostly to yourself and ultimately result in less horde-fighting overall.

    You pretty much play PvDoor and PvE against underequipped players until an equally coordinated group or the zerg comes to kill you because you screwed up their spawn-lines and can't get back into the fight quickly again all the while dunking on those boneheaded enough to try and help their faction unorganized.

    Tactics or not, you're basically just making the PvP experience worse for the average PvP player. Good for your team, but help prevent wide-scale battles overall. In Real Life: amazing. In a game: annoying.

    I respect the skill and coordination, but dear lord you're annoying whenever things get hectic and fun, it's like whenever there's a large battle going on there's some killjoys that seem to say "no, you don't get to spawn". Though, I suppose there is Battlegrounds to sate those that want constant fighting.

    I also do love ESO's brilliant idea that the losing faction needs to lose harder with Keep/Scroll/Emperor factionwide stat bonuses. Let's mechanically punish failure ontop of the failure itself!

    Seriously?

    So, a skilled group that does well creates a worse experience for the "average PvP player." We do not complain when we lose a fight to an equal or larger group. We move on while figuring out how we could have succeeded against that group. As I explained to a guild in a different game, there is always someone better, which means there is always something to learn and room to improve.

    That is PvP. Get used to it. Otherwise, there is PvE. Organize and rise to the challenge because we are not the problem!



    Please read the quote I was responding to.

    Since you won't, here's my response to the last person that misread my response:

    The bloke I was responding to isn't a ball-group player. They're part of the small 2-5man resource trolls that cutoff and flag keeps where no one else is/no other groups are there to oppose them.

    And onto your response:

    A skilled group that does nothing but wait at captured resources, cut keeps, dumpster noobs, flag keeps when no one comes to fight them, and running when things get tough, are annoying.

    Yes, it's Cyrodiil PvP, and annoying. I'm ranged, I'm not going to completely change my build and gather a group just to go try and small-scale wardens circling the floors of a resource keep when I can just stick to where the battles are.

    and I would say that a group that is effective in helping their alliance is doing something positive. Cutting off transit is an effective tactic in itself, plus it distracts the enemy from whatever keeps it is trying to take.

    As far as the rest of your response, there are groups and players of different skill levels. I do not think it is upon us, especially skilled and experienced players, to judge the actions of others. If they are doing something that annoys the enemy, they are truly doing something.

    Oh, I'm adding this. If they set traps and people walk right into them, who is to blame for that?

    Allow me to present my perspective: when I play AD there’s typically a group of EP that sit on Fare resources without the cut really impacting any transistus lines. All they do is sit there and kill curious solos (myself included when I don’t think they’d have bothered to sit there for so long).

    I get cutting nearby keeps that spawn closest to the conflict, but these blokes are just trolls. I’ve since just taken to ignoring them. I don’t really care much about winning the campaign, and more about just getting into big fights. And it annoys me that these blokes consistently detract from those large scale fights. Go play Battlegrounds if you want small-scale.

    And I think ganking is a fair strategy too, I’m in agreement. Though IMO there needs to be more ways to gank more durable targets than just squishies. (With opportunity cost of course)

    Just as there are groups and players at a wide spectrum of skill levels and abilities, there are going to be a great deal of differences in what players and groups want to do, and that is life. The truly well-organized group that does not always stick with the horde but often tries to be impactful elsewhere will be rare. Most groups are going to be either mostly random players not on comms or a casual guild running around having fun.

    Oh, and and ganking is fun. I gank but I hunt the gankers and get them. Yes, they are squishy and tend to be easy fights but it is impactful and better than running with some random group.

  • Pixiepumpkin
    Pixiepumpkin
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    Amottica wrote:

    Oh, and and ganking is fun.

    Not for the players being ganked. Most people who get ganked are not of the tank/durability playstyle.

    Stealth/1 shot combos should not exist in any PVP game.

    PVP should always be a cat and mouse encounter, it should never give all the power to 1 player. This is why balancing happens in the best PVP games and a lack of balance in the worst.

    Being fodder for another player is never fun. This is why World of Warcraft put in a penalty system 20 years ago if you killed the same player over and over. It would behoove ZOS/ESO to do the same.

    "Class identity isn’t just about power or efficiency. It’s about symbolic clarity, mechanical cohesion, and a shared visual and tactical language between players." - sans-culottes
  • Avran_Sylt
    Avran_Sylt
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    Amottica wrote: »
    Avran_Sylt wrote: »
    Amottica wrote: »
    Avran_Sylt wrote: »
    Amottica wrote: »
    Avran_Sylt wrote: »
    Amottica 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.

    Large organized groups, which seem to be what we call ball groups, do play the objectives. The group I play with, typically 4-6 players and sometimes as many as 8, captures and defends the keeps and resources. We do not always play with the horde since it is occasionally logical for a well-organized group to take another objective or location that needs defending.

    In other words, sometimes we relieve the pressure on the location most players are trying to take or defend, which ultimately helps the horde.

    We have also taken scrolls for the silly reason of bringing them back to a keep in our alliance, which makes our alliance stronger and other alliances weaker. That is not an AP farm but a logical and tactical mission.

    And I find this cut and run statement interesting. Maybe that is when we leave the massive group of people and take another resource to harm the enemy or defend another location that is important to keep. That is hardly cut and run.

    We are a competent group because we are very organized, have strong leadership, and are all on comms. This gives us a huge advantage over most groups of equal size and even larger.

    You lure casuals and solos to your groups and stomp on them by flagging areas away from the horde. Sure, it makes your horde need to deal with less, but usually means there's less unorganized casual fodder to help pad kills for the casuals of your horde, so they do less PvP while you hoard these players mostly to yourself and ultimately result in less horde-fighting overall.

    You pretty much play PvDoor and PvE against underequipped players until an equally coordinated group or the zerg comes to kill you because you screwed up their spawn-lines and can't get back into the fight quickly again all the while dunking on those boneheaded enough to try and help their faction unorganized.

    Tactics or not, you're basically just making the PvP experience worse for the average PvP player. Good for your team, but help prevent wide-scale battles overall. In Real Life: amazing. In a game: annoying.

    I respect the skill and coordination, but dear lord you're annoying whenever things get hectic and fun, it's like whenever there's a large battle going on there's some killjoys that seem to say "no, you don't get to spawn". Though, I suppose there is Battlegrounds to sate those that want constant fighting.

    I also do love ESO's brilliant idea that the losing faction needs to lose harder with Keep/Scroll/Emperor factionwide stat bonuses. Let's mechanically punish failure ontop of the failure itself!

    Seriously?

    So, a skilled group that does well creates a worse experience for the "average PvP player." We do not complain when we lose a fight to an equal or larger group. We move on while figuring out how we could have succeeded against that group. As I explained to a guild in a different game, there is always someone better, which means there is always something to learn and room to improve.

    That is PvP. Get used to it. Otherwise, there is PvE. Organize and rise to the challenge because we are not the problem!



    Please read the quote I was responding to.

    Since you won't, here's my response to the last person that misread my response:

    The bloke I was responding to isn't a ball-group player. They're part of the small 2-5man resource trolls that cutoff and flag keeps where no one else is/no other groups are there to oppose them.

    And onto your response:

    A skilled group that does nothing but wait at captured resources, cut keeps, dumpster noobs, flag keeps when no one comes to fight them, and running when things get tough, are annoying.

    Yes, it's Cyrodiil PvP, and annoying. I'm ranged, I'm not going to completely change my build and gather a group just to go try and small-scale wardens circling the floors of a resource keep when I can just stick to where the battles are.

    and I would say that a group that is effective in helping their alliance is doing something positive. Cutting off transit is an effective tactic in itself, plus it distracts the enemy from whatever keeps it is trying to take.

    As far as the rest of your response, there are groups and players of different skill levels. I do not think it is upon us, especially skilled and experienced players, to judge the actions of others. If they are doing something that annoys the enemy, they are truly doing something.

    Oh, I'm adding this. If they set traps and people walk right into them, who is to blame for that?

    Allow me to present my perspective: when I play AD there’s typically a group of EP that sit on Fare resources without the cut really impacting any transistus lines. All they do is sit there and kill curious solos (myself included when I don’t think they’d have bothered to sit there for so long).

    I get cutting nearby keeps that spawn closest to the conflict, but these blokes are just trolls. I’ve since just taken to ignoring them. I don’t really care much about winning the campaign, and more about just getting into big fights. And it annoys me that these blokes consistently detract from those large scale fights. Go play Battlegrounds if you want small-scale.

    And I think ganking is a fair strategy too, I’m in agreement. Though IMO there needs to be more ways to gank more durable targets than just squishies. (With opportunity cost of course)

    Just as there are groups and players at a wide spectrum of skill levels and abilities, there are going to be a great deal of differences in what players and groups want to do, and that is life. The truly well-organized group that does not always stick with the horde but often tries to be impactful elsewhere will be rare. Most groups are going to be either mostly random players not on comms or a casual guild running around having fun.

    Oh, and and ganking is fun. I gank but I hunt the gankers and get them. Yes, they are squishy and tend to be easy fights but it is impactful and better than running with some random group.

    True. Which is a shame they seem to be further trying to eliminate ganking as a playstyle.

    And lol, yeah. Good ole detect pot ganking. Because why not have your cake and eat it too. Sacrifice no skills, sets, resources or abilities to just enable you to catch a failed gank because you’re still tanky too.

    Sigh at this point I should probably try out sorc and see if streak is a better means of engage and disengage. Heh, I’d still have cloak as an option via a potion purchasable via the alliance siege merchant too.

    Invisibility into Hardened LA Fury LA Meteor LA CFrag LA into Streak would be a pretty nice Unblockable (and unstoppable) burst combo. Starting to think even sorcs may be the best ganking class… upwards of four abilities landing all within about the same GCD (if CFrag wasn’t empowered). But maybe just ward spam until CFrag is empowered, then fury, Meteor, and streak to stun and then ECFrag.
    Edited by Avran_Sylt on March 19, 2025 12:10PM
  • Avran_Sylt
    Avran_Sylt
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    Amottica wrote:

    Oh, and and ganking is fun.

    Not for the players being ganked. Most people who get ganked are not of the tank/durability playstyle.

    Stealth/1 shot combos should not exist in any PVP game.

    PVP should always be a cat and mouse encounter, it should never give all the power to 1 player. This is why balancing happens in the best PVP games and a lack of balance in the worst.

    Being fodder for another player is never fun. This is why World of Warcraft put in a penalty system 20 years ago if you killed the same player over and over. It would behoove ZOS/ESO to do the same.

    I disagree to an extent. If the player isn’t blocking or actively shielding, the possibilities for wombo combos certainly should exist.

    However the threshold with which you can bust such a target should scale with how easy it is to kill the assailant: the higher the defense a player can burst, the easier it is to kill them.

    The balancing factor of this is that being in a group allows you to respond to the gank and res the ganked fairly immediately. (Which is why I don’t view bombing as a healthy ganking playstyle, as it scales with and kills multiple players at once). Albeit as it is now, being in a group disproportionately affects your ability to survive a single-target gank in the first place with proper set synergy, and as a result ganking relies more heavily on the binary effectiveness of a bomber.
    Edited by Avran_Sylt on March 19, 2025 12:27PM
  • gronoxvx
    gronoxvx
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    Tbh zos could do a better job at explaining mechanics and that would stop a lot of the vd fodder in cyro. Can guarantee you 99% of the playerbase doesnt even know you can block RoA, dark con etc.
  • Pixiepumpkin
    Pixiepumpkin
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    Avran_Sylt wrote: »
    Amottica wrote:

    Oh, and and ganking is fun.

    Not for the players being ganked. Most people who get ganked are not of the tank/durability playstyle.

    Stealth/1 shot combos should not exist in any PVP game.

    PVP should always be a cat and mouse encounter, it should never give all the power to 1 player. This is why balancing happens in the best PVP games and a lack of balance in the worst.

    Being fodder for another player is never fun. This is why World of Warcraft put in a penalty system 20 years ago if you killed the same player over and over. It would behoove ZOS/ESO to do the same.

    I disagree to an extent. If the player isn’t blocking or actively shielding, the possibilities for wombo combos certainly should exist.

    However the threshold with which you can bust such a target should scale with how easy it is to kill the assailant: the higher the defense a player can burst, the easier it is to kill them.

    The balancing factor of this is that being in a group allows you to respond to the gank and res the ganked fairly immediately. (Which is why I don’t view bombing as a healthy ganking playstyle, as it scales with and kills multiple players at once). Albeit as it is now, being in a group disproportionately affects your ability to survive a single-target gank in the first place with proper set synergy, and as a result ganking relies more heavily on the binary effectiveness of a bomber.

    Not from stealth. You can't honestly ask someone to block while walking acoss cyrodill so they do not get instagibbed everywhere they go, or even across a BG for that matter.

    As long as a player can react, I have no issue. The problem right now is that you literally can not react. Players should not be forced to all be tanks either.

    I have literally been killed so fast I never saw an animation. I saw my toon running, then the recap screen.
    "Class identity isn’t just about power or efficiency. It’s about symbolic clarity, mechanical cohesion, and a shared visual and tactical language between players." - sans-culottes
  • crappyjazz1964
    crappyjazz1964
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    barney2525 wrote: »
    wazzz56 wrote: »
    Is this satire?

    Nah. It's ' If you can't beat it, convince the company to remove it from the game '.

    :#

    Pretty much this. Part of PVP is accepting that some players or groups of players are going to kill you and that you have to adapt and make adjustments if you want to combat it. Players should look for ways to get better and if they don't want to put in the time and effort they should perhaps consider getting into PVE where *gasp* you have to group and coordinate complementary abilities and skills with other players at times.

    I go to bed at 10 pm usually and if I flip a resource at 9:59 should I expect you all to quit for the night so that it stays flipped for my alliance? Yes, I'm being faceitious and yet some have noted even in this thread that playing past a certain time of day isn't fair or isn't really PvP.
  • Avran_Sylt
    Avran_Sylt
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    Avran_Sylt wrote: »
    Amottica wrote:

    Oh, and and ganking is fun.

    Not for the players being ganked. Most people who get ganked are not of the tank/durability playstyle.

    Stealth/1 shot combos should not exist in any PVP game.

    PVP should always be a cat and mouse encounter, it should never give all the power to 1 player. This is why balancing happens in the best PVP games and a lack of balance in the worst.

    Being fodder for another player is never fun. This is why World of Warcraft put in a penalty system 20 years ago if you killed the same player over and over. It would behoove ZOS/ESO to do the same.

    I disagree to an extent. If the player isn’t blocking or actively shielding, the possibilities for wombo combos certainly should exist.

    However the threshold with which you can bust such a target should scale with how easy it is to kill the assailant: the higher the defense a player can burst, the easier it is to kill them.

    The balancing factor of this is that being in a group allows you to respond to the gank and res the ganked fairly immediately. (Which is why I don’t view bombing as a healthy ganking playstyle, as it scales with and kills multiple players at once). Albeit as it is now, being in a group disproportionately affects your ability to survive a single-target gank in the first place with proper set synergy, and as a result ganking relies more heavily on the binary effectiveness of a bomber.

    Not from stealth. You can't honestly ask someone to block while walking acoss cyrodill so they do not get instagibbed everywhere they go, or even across a BG for that matter.

    As long as a player can react, I have no issue. The problem right now is that you literally can not react. Players should not be forced to all be tanks either.

    I have literally been killed so fast I never saw an animation. I saw my toon running, then the recap screen.

    That’s where mount speed/stamina comes into play, you don’t give the ganker enough time to close in on you and have enough stamina to outrun the attack, though you might have run over them right into melee range.

    Though I do realize with the in-combat bug it’s not always viable to mount when traveling distances.

    If you’re being killed in one GCD from snipe spam, that’s the price you pay (much like I do, even getting instagibbed by tanker NB’s with IncapSurpriseAttack) for putting a lot into outgoing damage over defense.

    At which point you then play a game of cat and mouse: once killed, respawn, bait an attack out, then pop a detect pot and hunt down the ratkin.

    Scenario dependent, always having a chance to react isn’t necessary, as you do have the ability to respawn and try again with knowledge of the possibility of an incoming attack. The opportunity to basically “live forever” isn’t really conductive to a PvP game where permadeath isn’t a thing IMO.
    Edited by Avran_Sylt on March 19, 2025 2:33PM
  • LadyGP
    LadyGP
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    Amottica wrote: »
    LadyGP wrote: »
    @Amottica - are you PSEU?

    I doubt it, as DC ballgroups there do NOT play the objectives.

    They come in after the hard work of sieging is done & then run around on the inside not taking flags but farming AP. Yes, we do know how to deal with them now, but its very tedious & not fun.

    They grab scrolls & then do the same, farming AP and not helping their side get any campaign points. And if we get too close to wiping them they run away & dump it in the water.

    If I was DC I would be considering changing alliances as they troll everyone, including their own faction.

    I play in a guild group (astoundingly unorganised, but fun) and yes, we can kill ballgroups but would prefer not to have to. The fights aren’t as fun. Just dull.

    Really? Our DC ball group spent our whole raid running around the map with vanq taking back keeps/protecting the north while most of DC was at ash last night.

    @SerafinaWaterstar

    It looks like PSEU does have ballgrops that play the objectives.

    Thank you, @LadyGP, for chiming in. It is good to see PS has quality groups. I would have expected no less.


    I'm PC NA FWIW.
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • Pixiepumpkin
    Pixiepumpkin
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    ✭✭
    Avran_Sylt wrote:
    I have literally been killed so fast I never saw an animation. I saw my toon running, then the recap screen.

    That’s where mount speed/stamina comes into play, you don’t give the ganker enough time to close in on you and have enough stamina to outrun the attack, though you might have run over them right into melee range.
    No amount of stamina, no amount of mount speed is going to counter an invisible opponent who can global you before you can break stun.
    Avran_Sylt wrote:
    If you’re being killed in one GCD from snipe spam, that’s the price you pay (much like I do), for putting a lot into outgoing damage over defense.
    I have had 47k health, 36k resilience tank, blocking get blown up in LITERALLY 2 seconds (died as I broke free). From ONE player, non CP.
    Build has nothing to do with it, no one should be able to kill from stealth.
    Avran_Sylt wrote:
    At which point you then play a game of cat and mouse: once killed, respawn, bait an attack out, then pop a detect pot and hunt down the ratkin.
    I have, and they insta gib me the second the detect pot goes down.
    Avran_Sylt wrote:
    Scenario dependent, always having a chance to react isn’t necessary
    100000000000000000000000000000000000% HARD disagree.

    Game design 101 (literally, I mean literally taught in game design courses) is that no player should have 100% control over another players agency. A player must be able to react. This is why game balance is so difficult and why its ongoing in any pvp game.

    This might be fun for the ganker, its not fun for the recipient. Apprach this topic from a design perspective, not "what I want to see/believe in pvp" perspective.

    When a player can not react to dying due to the rate at how fast they die, then the design is broken. Player A, the ganker might be having a blast, but player B will quit in frustration.

    Lets say this another way.

    When a customer can not react to dying due to the rate at how fast they die, then the design is broken. Customer A, the ganker might be having a blast, but customer B will quit in frustration.

    From a business standpoint, you never want your customer to quit or leave due to frustration. They will take their entertainment desires elswhere which could lead to permanent vacation from your product, and where a customer goes so does their wallet.

    Player A having literal god mode over player B is not a solid, long term business model. This is proven by how niche ESO PvP is.

    "Class identity isn’t just about power or efficiency. It’s about symbolic clarity, mechanical cohesion, and a shared visual and tactical language between players." - sans-culottes
  • xylena_lazarow
    xylena_lazarow
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    Balls choose to run agony
    RoA strat being clear BIS is also making ball groupers quit the game. It's not fun for them either.
    PC/NA || Cyro/BGs || RIP old PvP build system || bring Vengeance
  • MorallyBipolar
    MorallyBipolar
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    LadyGP wrote: »
    Ballgroups shouldn't exist, at least the way they're being used today in PVP, in my opinion, they really hurt the PVP experience, besides causing several connection problems and crashes when we're in the same area as them, the vast majority use set sploits and stacked healing. Currently, there's nothing you can do against a ballgroup.
    That said, there is no fair play in a ballgroup, reason for a ban? Maybe not, as long as ZOS doesn't solve the problem with sets that pull through the wall and even if you block, abilities that stack multiple heals, PVP will not change, and we will have to deal with it...


    rbkjhapsyu2j.png

    PvE groups can get the same heals...

    Isn't that part of the problem causing such performance issues in vet trials just like in PvP? (too much heal stacking)
  • Avran_Sylt
    Avran_Sylt
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    Avran_Sylt wrote:
    I have literally been killed so fast I never saw an animation. I saw my toon running, then the recap screen.

    That’s where mount speed/stamina comes into play, you don’t give the ganker enough time to close in on you and have enough stamina to outrun the attack, though you might have run over them right into melee range.
    No amount of stamina, no amount of mount speed is going to counter an invisible opponent who can global you before you can break stun.
    Avran_Sylt wrote:
    If you’re being killed in one GCD from snipe spam, that’s the price you pay (much like I do), for putting a lot into outgoing damage over defense.
    I have had 47k health, 36k resilience tank, blocking get blown up in LITERALLY 2 seconds (died as I broke free). From ONE player, non CP.
    Build has nothing to do with it, no one should be able to kill from stealth.
    Avran_Sylt wrote:
    At which point you then play a game of cat and mouse: once killed, respawn, bait an attack out, then pop a detect pot and hunt down the ratkin.
    I have, and they insta gib me the second the detect pot goes down.
    Avran_Sylt wrote:
    Scenario dependent, always having a chance to react isn’t necessary
    100000000000000000000000000000000000% HARD disagree.

    Game design 101 (literally, I mean literally taught in game design courses) is that no player should have 100% control over another players agency. A player must be able to react. This is why game balance is so difficult and why its ongoing in any pvp game.

    This might be fun for the ganker, its not fun for the recipient. Apprach this topic from a design perspective, not "what I want to see/believe in pvp" perspective.

    When a player can not react to dying due to the rate at how fast they die, then the design is broken. Player A, the ganker might be having a blast, but player B will quit in frustration.

    Lets say this another way.

    When a customer can not react to dying due to the rate at how fast they die, then the design is broken. Customer A, the ganker might be having a blast, but customer B will quit in frustration.

    From a business standpoint, you never want your customer to quit or leave due to frustration. They will take their entertainment desires elswhere which could lead to permanent vacation from your product, and where a customer goes so does their wallet.

    Player A having literal god mode over player B is not a solid, long term business model. This is proven by how niche ESO PvP is.

    Horse speed and stamina counter a gank if you’re fast enough not to be a target in the first place from melee ganks, arguably the strongest form of gank.
    ——
    Hmm. Really the only scenario I can think of that would cause you to die (No CP) like that might have been a Blood Frenzied vamp using Onslaught (ignoring your armor for 5s and stunning) from behind from stealth, proc enchant, True Sworn Fury (or proc set), Balorgh, a proc set with Merciless and possibly ulfsilds if you didn’t spot them applying it/they used regular sneak to get to you.

    But you did say you were blocking… So now I’m skeptical. 1 GCD would have been needed for the block bypassing stun. And there is no combo I can think of in this game aside from Sorc (that needs to apply abilities to stack on top of each other out of stealth) that can do that much damage solo from stealth in the GCD after the Unblockable stun without the involvement of other players.

    Also you first said you were running, not blocking… which is it? Did you bring up two different scenarios?
    ——
    Are you not building enough damage/sustain or lacking closers in order to be able to chase them down/get defensive if you can’t kill them within enough time?
    ——
    Agency and immediate situational reaction are not the same thing.

    You have agency over several types of builds, your core stats, as well how you approach the environment. You have the agency to decide which ones you want to build for/against.

    If you really do not want to be ganked, grab some anti-ganking gear (which are decent offensive/disabling effects too) EG:
    - Zoal the Ever-wakeful
    - Sea-serpents Coil

  • Pixiepumpkin
    Pixiepumpkin
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    Avran_Sylt wrote:

    Horse speed and stamina counter a gank if you’re fast enough not to be a target in the first place from melee ganks, arguably the strongest form of gank.
    Stealth is the key word. One simply can not predict where a stealth 1 shot character will be.
    Avran_Sylt wrote:
    Hmm. Really the only scenario I can think of that would cause you to die (No CP) like that might have been a Blood Frenzied vamp using Onslaught (ignoring your armor for 5s and stunning) from behind from stealth, proc enchant, True Sworn Fury (or proc set), Balorgh, a proc set with Merciless and possibly ulfsilds if you didn’t spot them applying it/they used regular sneak to get to you.
    1 scenario is too much, again, player agency (choosing the appropriate gear before an encounter you can't predict is not player agency)
    Avran_Sylt wrote:
    But you did say you were blocking… So now I’m skeptical.
    Tank case, I was blocking. And globaled as I broke stun
    Other case was this week. Running in a BG, and goto immediate recap screen, never even saw combat. This is an issue with netcode and bad balancing of gear/classes.
    Avran_Sylt wrote:
    Are you not building enough damage/sustain or lacking closers in order to be able to chase them down/get defensive if you can’t kill them within enough time?
    Dying before I even see combat has nothing to do with this.
    Dying as a break a stun has nothing to do with this.
    Avran_Sylt wrote:
    Agency and immediate situational reaction are not the same thing.
    Not when the timing required is more than what is humanly possible due to net code. Engagements should not last .5 second, heck they should not last less than 10 seconds.
    Avran_Sylt wrote:
    You have agency over several types of builds, your core stats, as well how you approach the environment. You have the agency to decide which ones you want to build for/against.
    That is not how player agency works. You simply, as I already explained, can not allow 1 player to have darn near 100% domination over another.
    Avran_Sylt wrote:
    If you really do not want to be ganked, grab some anti-ganking gear (which are decent offensive/disabling effects too) EG:
    - Zoal the Ever-wakeful
    - Sea-serpents Coil
    So much for play it your way.

    "Class identity isn’t just about power or efficiency. It’s about symbolic clarity, mechanical cohesion, and a shared visual and tactical language between players." - sans-culottes
  • Stridig
    Stridig
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    There are literally tools built in to the game to detect stealthed players. But that's not what this forum topic is about.

    Edited by Stridig on March 19, 2025 7:08PM
    Enemy to many
    Friend to all
  • Amottica
    Amottica
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    Stridig wrote: »
    There are literally tools built in to the game to detect stealthed players. But that's not what this forum topic is about.

    I agree but threads like this often take tangents that do not help the discussion.

  • LadyGP
    LadyGP
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    LadyGP wrote: »
    Ballgroups shouldn't exist, at least the way they're being used today in PVP, in my opinion, they really hurt the PVP experience, besides causing several connection problems and crashes when we're in the same area as them, the vast majority use set sploits and stacked healing. Currently, there's nothing you can do against a ballgroup.
    That said, there is no fair play in a ballgroup, reason for a ban? Maybe not, as long as ZOS doesn't solve the problem with sets that pull through the wall and even if you block, abilities that stack multiple heals, PVP will not change, and we will have to deal with it...


    rbkjhapsyu2j.png

    PvE groups can get the same heals...

    Isn't that part of the problem causing such performance issues in vet trials just like in PvP? (too much heal stacking)

    Yes, I am one that thinks heal stacking in general should have a hard look. Usually though, when you make a statement like this, the PvE community loses their collective mind so saying something like that is frowned upon.

    I might be in the minority but as someone who regularly runs in a ball group I would like the heals/shielding looked at and make significant tweaks.
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
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