So your solution is to destroy community by destabilizing group sizes because you cannot compete with them when it most certainly is possible to defeat then in a 1vX scenario?
Groups are the life blood of Cyrodiil and hold the game together. They make scores and success equal throughout the game.
Bombing and combo hits on enemy groups are easy ways to take them out along with siege. All it takes is one person to die in those big groups and they fall apart. They aren't going anywhere in multiplayer game. Battlegrounds 8 v 8 solo is a good alternative in my opinion for solo play if it bothers you that much.
OnGodiDoDis wrote: »Group play is a critical, fun aspect of PvP, but it can be problematic if left unchecked. Group sizes were already adjusted before. They went from 24 to 12 players. This was necessary due to the introduction of sets and mechanics that have allowed individual players to wipe out large groups of people. So many sets and mechanics have been introduced since the group sizes dropped down to 12 people, so we are in deep need of another possible rework.
Why are large groups problematic? It isn't only the case that they can coordinate their attacks to create high burst potential. It also isn't only the case that they have unlimited DoTs. An important issue to consider is that groups make the game extremely unenjoyable for everyone on the receiving end of the stick. We can buff classes and skills as much as we want, but if regular players are faced with a large, coordinated group then they will always have a lower chance of winning. It does not matter how good we are. We will not win. This creates deep frustration among the casual community. Hardcore players should absolutely be able to enjoy the game as well. Everyone should. But we need to be able to coexist in harmony.
The only solution I see is to cut group sizes. By a lot. The reason for this is that no matter how small the group is, those people will always have an advantage over people that are not in groups. Groups have the advantage of real-time communication, which is why they can be extremely tanky and still be able to kill people with their low damage because they can time their damage accordingly and they can heal each other more efficiently. If we transitioned to smaller groups, they could keep their unlimited DoTs. Smaller groups are less intimidating for regular players to confront. This is where the game auto-balances itself. If regular players are getting abused by a small group, they could simply gather in numbers and overwhelm the small group. This is something that is NOT currently possible with 12-man groups. Current groups are more than capable of wiping out entire keeps. Simply outnumbering them does not work. They run around inside keeps, unable to be killed for unnecessarily long amounts of time, and they can stay there long after a keep has unflagged. They also hinder regular players from taking the initiative of starting groups of their own. Current large groups are elitist, to say the least, and they prevent regular players from even attempting to run a group due to the high demand in skill required to run one. Due to their large size, they also absorb much of the talent. After a group is solidified, we don't usually see those players grouping with other players. If groups were smaller, we could have more groups and therefore could increase the number of people that do group play. Large groups have become the most effective way to not only kill, but to stay alive. We need to make the solo aspect of PvP more in line with group play. We need to be able to kill players that are grouped up and we should not need half of our alliance to do so. We tried to cut group healing but reverted the change due to backlash from the large-group community. Surprise. They are not going to like any changes that will affect how they play. The vast majority of the PvP community plays either in small groups or solo. So, making changes that will tone down large groups will only benefit us all. Groups should be an asset to the larger player base, not the holy-grail of taking keeps. Let's not even talk about 12-man emperor or hammer groups.
OnGodiDoDis wrote: »An important issue to consider is that groups make the game extremely unenjoyable for everyone on the receiving end of the stick. We can buff classes and skills as much as we want, but if regular players are faced with a large, coordinated group then they will always have a lower chance of winning. It does not matter how good we are. We will not win. This creates deep frustration among the casual community. Hardcore players should absolutely be able to enjoy the game as well. Everyone should. But we need to be able to coexist in harmony.
OnGodiDoDis wrote: »Group play is a critical, fun aspect of PvP, but it can be problematic if left unchecked. Group sizes were already adjusted before. They went from 24 to 12 players. This was necessary due to the introduction of sets and mechanics that have allowed individual players to wipe out large groups of people. So many sets and mechanics have been introduced since the group sizes dropped down to 12 people, so we are in deep need of another possible rework.
Why are large groups problematic? It isn't only the case that they can coordinate their attacks to create high burst potential. It also isn't only the case that they have unlimited DoTs. An important issue to consider is that groups make the game extremely unenjoyable for everyone on the receiving end of the stick. We can buff classes and skills as much as we want, but if regular players are faced with a large, coordinated group then they will always have a lower chance of winning. It does not matter how good we are. We will not win. This creates deep frustration among the casual community. Hardcore players should absolutely be able to enjoy the game as well. Everyone should. But we need to be able to coexist in harmony.
The only solution I see is to cut group sizes. By a lot. The reason for this is that no matter how small the group is, those people will always have an advantage over people that are not in groups. Groups have the advantage of real-time communication, which is why they can be extremely tanky and still be able to kill people with their low damage because they can time their damage accordingly and they can heal each other more efficiently. If we transitioned to smaller groups, they could keep their unlimited DoTs. Smaller groups are less intimidating for regular players to confront. This is where the game auto-balances itself. If regular players are getting abused by a small group, they could simply gather in numbers and overwhelm the small group. This is something that is NOT currently possible with 12-man groups. Current groups are more than capable of wiping out entire keeps. Simply outnumbering them does not work. They run around inside keeps, unable to be killed for unnecessarily long amounts of time, and they can stay there long after a keep has unflagged. They also hinder regular players from taking the initiative of starting groups of their own. Current large groups are elitist, to say the least, and they prevent regular players from even attempting to run a group due to the high demand in skill required to run one. Due to their large size, they also absorb much of the talent. After a group is solidified, we don't usually see those players grouping with other players. If groups were smaller, we could have more groups and therefore could increase the number of people that do group play. Large groups have become the most effective way to not only kill, but to stay alive. We need to make the solo aspect of PvP more in line with group play. We need to be able to kill players that are grouped up and we should not need half of our alliance to do so. We tried to cut group healing but reverted the change due to backlash from the large-group community. Surprise. They are not going to like any changes that will affect how they play. The vast majority of the PvP community plays either in small groups or solo. So, making changes that will tone down large groups will only benefit us all. Groups should be an asset to the larger player base, not the holy-grail of taking keeps. Let's not even talk about 12-man emperor or hammer groups.
Wookyenub18_ESO wrote: »When the group size in Cyrodiil was reduced from 24 to 12, our Guild found a solution. We quit ESO and moved to New World.
PvP is about only one thing: finding "good fights". For two+ years we fielded a group of 16-24 players several nights a week against similar groups from rival guilds.
We sometimes sieged forts to promote/prevent Emp. Or attacked Zergs running scrolls and occasionally ran scrolls ourselves. But we never attacked solos or small groups. When we discovered exploits, we reported them.
But in the end, ZOS drove us away. First they started doing testing on live. Each week they changed parameters related to healing, DoTs, etc. This whip-sawing really pissed off the community.
Then ZoS lied. They told us the testing proved they had to cut group size from 24 to 12 to reduce lag caused by too many players in one place. At the same time they introduced a new feature, The Hammer, which caused the entire server to converge on one spot. This added insult to injury.
Perhaps worse, they restricted healing to the group. This rendered the NPCs protecting forts completely useless as they died immediately. We tried running two groups, but never had enough healers for both. Players in Group 2 would die very quickly to the players in a rival Group 1. So no-one wanted to be in Group 2. We moved to New World.