Joy_Division wrote: »StaticWave wrote: »I still don't get the logic of the argument "I can't solo heal and go where I want to" against behavioral change. There is no such thing as "solo healing". If you're playing a healer, then you are most likely zerging, period. I mean, how else are you going to heal when no people are there to heal? People who claim they solo heal are like those "solo players" that claim they solo but actually surf in a large zerg. Why not just get in a group and be more productive? The group is only good if everyone's in sync, and if you're not agreeing with the leader then simply leave and form your own groups. Cyrodiil is full of uncoordinated players who will gladly join a group you form. Why is it so hard to understand lol?
Healers basically want to do the same thing most DPS have done since launch: do their own thing while zerg-surfing without being singularly blamed for all the lag caused in Cyrodiil.
The majority of players in a faction stack are "solo" DPS who seem to have no problem pointing accusatory fingers and pretending that when they spam skills and flood the server with calculations for proc sets, double dot poisons, status effects, etc., their behavior is not noticeably contributing to server overload. If you play in Cyrodiil on anything, you are most likely zerging, period.
Since you can;t seem to grasp why people might not want to just join a PuG group despite the many responses in this thread, why don't you experience for yourself. EVERY time you log into cyrodiil type LFG and see how it goes for say a year.
Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »StaticWave wrote: »I still don't get the logic of the argument "I can't solo heal and go where I want to" against behavioral change. There is no such thing as "solo healing". If you're playing a healer, then you are most likely zerging, period. I mean, how else are you going to heal when no people are there to heal? People who claim they solo heal are like those "solo players" that claim they solo but actually surf in a large zerg. Why not just get in a group and be more productive? The group is only good if everyone's in sync, and if you're not agreeing with the leader then simply leave and form your own groups. Cyrodiil is full of uncoordinated players who will gladly join a group you form. Why is it so hard to understand lol?
Healers basically want to do the same thing most DPS have done since launch: do their own thing while zerg-surfing without being singularly blamed for all the lag caused in Cyrodiil.
The majority of players in a faction stack are "solo" DPS who seem to have no problem pointing accusatory fingers and pretending that when they spam skills and flood the server with calculations for proc sets, double dot poisons, status effects, etc., their behavior is not noticeably contributing to server overload. If you play in Cyrodiil on anything, you are most likely zerging, period.
Since you can;t seem to grasp why people might not want to just join a PuG group despite the many responses in this thread, why don't you experience for yourself. EVERY time you log into cyrodiil type LFG and see how it goes for say a year.
if you are a healer wanting to faction surf but still want to heal people just invite everyone who types LFG yourself and start to surf the faction - if people want heals they will come to you.
Same as before except clicking twice on names in chat (or downloading auto invite).
Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »StaticWave wrote: »I still don't get the logic of the argument "I can't solo heal and go where I want to" against behavioral change. There is no such thing as "solo healing". If you're playing a healer, then you are most likely zerging, period. I mean, how else are you going to heal when no people are there to heal? People who claim they solo heal are like those "solo players" that claim they solo but actually surf in a large zerg. Why not just get in a group and be more productive? The group is only good if everyone's in sync, and if you're not agreeing with the leader then simply leave and form your own groups. Cyrodiil is full of uncoordinated players who will gladly join a group you form. Why is it so hard to understand lol?
Healers basically want to do the same thing most DPS have done since launch: do their own thing while zerg-surfing without being singularly blamed for all the lag caused in Cyrodiil.
The majority of players in a faction stack are "solo" DPS who seem to have no problem pointing accusatory fingers and pretending that when they spam skills and flood the server with calculations for proc sets, double dot poisons, status effects, etc., their behavior is not noticeably contributing to server overload. If you play in Cyrodiil on anything, you are most likely zerging, period.
Since you can;t seem to grasp why people might not want to just join a PuG group despite the many responses in this thread, why don't you experience for yourself. EVERY time you log into cyrodiil type LFG and see how it goes for say a year.
if you are a healer wanting to faction surf but still want to heal people just invite everyone who types LFG yourself and start to surf the faction - if people want heals they will come to you.
Same as before except clicking twice on names in chat (or downloading auto invite).
Interesting though that they have introduced mechanics counter to their desired behavior.
The manipulate group size and ally targeted effects, to manipulate player behavior and force smaller fights, but keep Volundrung in the game to favor the highest population and encourage faction stacking (else lose the map).
They remove deer and glow bugs to reduce server calculations, but they put buffed NPCs at spawn locations all over the map. Also scores of crown store mounts with heavy particle effects.
They obviously have no clear direction.
Soul_Demon wrote: »Interesting though that they have introduced mechanics counter to their desired behavior.
The manipulate group size and ally targeted effects, to manipulate player behavior and force smaller fights, but keep Volundrung in the game to favor the highest population and encourage faction stacking (else lose the map).
They remove deer and glow bugs to reduce server calculations, but they put buffed NPCs at spawn locations all over the map. Also scores of crown store mounts with heavy particle effects.
They obviously have no clear direction.
Well, when you look at it objectively you see that forcing small groups of 12 players creates an environment where if a new player tries to get into one of those groups they are nothing more than a liability until they are performing at top level. 12 mans can only carry maybe two players at anytime who are not fully trained- larger groups of 24 can carry much more new and learning players at a time......so the result of shifting to 12 mans is casual/new players will really not have many opportunities to learn how to play or improve outside of solo play.
If you play solo you stand no chance to take on these ball groups at all..No chance and even more so with healers not able to heal the random groups or others sharing buffs. Most of the new and learning players will not stay in cyro long or bother to try and learn- the result is the new players will stop coming to cyro and being able to improve without being farmed or pushed out - the game experience for them will be horrible. Ganked or run over and farmed by ball groups until they leave and no 12 mans can tolerate to pick them up in meaningful numbers- its just not fun to be farmed or ganked non stop till you finally quit because no one is picking up players and teaching them how to play out in that environment, and make no mistake no one will.
By reducing group size and also taking away heals/buffs outside those groups what they have done is really removed most opportunities for new players to be learn how to play, as casual players....most players start as casual and become more involved as they learn......this removes that chance almost entirely as 12 mans can only tolerate so much and the new players are nothing more than bombs- Its quite inevitable that the zone will die eventually and become ball groups and gankers- nothing more. There is no other play this change can possibly cause beyond that end result.
But if you are a ballgroup this is godsend. Its the perfect storm for them for sure- ungrouped players who dont know much are not a threat at all to them, most will perish in first wave of sub assault, fear, fear, fear- dead. Stunlock and no one will be able to pick up newer players to explain what to try to avoid that due to them being liabilities with VD bombs they rely on after the stun locks so no one will pick them up in groups.
VaranisArano wrote: »Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »StaticWave wrote: »I still don't get the logic of the argument "I can't solo heal and go where I want to" against behavioral change. There is no such thing as "solo healing". If you're playing a healer, then you are most likely zerging, period. I mean, how else are you going to heal when no people are there to heal? People who claim they solo heal are like those "solo players" that claim they solo but actually surf in a large zerg. Why not just get in a group and be more productive? The group is only good if everyone's in sync, and if you're not agreeing with the leader then simply leave and form your own groups. Cyrodiil is full of uncoordinated players who will gladly join a group you form. Why is it so hard to understand lol?
Healers basically want to do the same thing most DPS have done since launch: do their own thing while zerg-surfing without being singularly blamed for all the lag caused in Cyrodiil.
The majority of players in a faction stack are "solo" DPS who seem to have no problem pointing accusatory fingers and pretending that when they spam skills and flood the server with calculations for proc sets, double dot poisons, status effects, etc., their behavior is not noticeably contributing to server overload. If you play in Cyrodiil on anything, you are most likely zerging, period.
Since you can;t seem to grasp why people might not want to just join a PuG group despite the many responses in this thread, why don't you experience for yourself. EVERY time you log into cyrodiil type LFG and see how it goes for say a year.
if you are a healer wanting to faction surf but still want to heal people just invite everyone who types LFG yourself and start to surf the faction - if people want heals they will come to you.
Same as before except clicking twice on names in chat (or downloading auto invite).
So..."start your own group" as a solution?
I already addressed the reasons why I no longer lead PUGs in an earlier comment. I have led LFG players before and it is not comparable to the gameplay Joy_Division describes that healers used to be able to do.
When my PVP guild isn't on, I want to heal when and where I want to (which included, but wasn't always zergsurfing) without being tied to a PUG crown, stuck with PUG teammates who don't bring siege or scatter in a fight, or forced to lead my own group (of PUGs who don't bring siege and scatter in a fight, natch.) Since ZOS apparently likes making these my only options, my PVP healer is only going to be running with my guild, because they actually bring siege and don't act like my heals are friendly fire.
Soul_Demon wrote: »Interesting though that they have introduced mechanics counter to their desired behavior.
The manipulate group size and ally targeted effects, to manipulate player behavior and force smaller fights, but keep Volundrung in the game to favor the highest population and encourage faction stacking (else lose the map).
They remove deer and glow bugs to reduce server calculations, but they put buffed NPCs at spawn locations all over the map. Also scores of crown store mounts with heavy particle effects.
They obviously have no clear direction.
Well, when you look at it objectively you see that forcing small groups of 12 players creates an environment where if a new player tries to get into one of those groups they are nothing more than a liability until they are performing at top level. 12 mans can only carry maybe two players at anytime who are not fully trained- larger groups of 24 can carry much more new and learning players at a time......so the result of shifting to 12 mans is casual/new players will really not have many opportunities to learn how to play or improve outside of solo play.
If you play solo you stand no chance to take on these ball groups at all..No chance and even more so with healers not able to heal the random groups or others sharing buffs. Most of the new and learning players will not stay in cyro long or bother to try and learn- the result is the new players will stop coming to cyro and being able to improve without being farmed or pushed out - the game experience for them will be horrible. Ganked or run over and farmed by ball groups until they leave and no 12 mans can tolerate to pick them up in meaningful numbers- its just not fun to be farmed or ganked non stop till you finally quit because no one is picking up players and teaching them how to play out in that environment, and make no mistake no one will.
By reducing group size and also taking away heals/buffs outside those groups what they have done is really removed most opportunities for new players to be learn how to play, as casual players....most players start as casual and become more involved as they learn......this removes that chance almost entirely as 12 mans can only tolerate so much and the new players are nothing more than bombs- Its quite inevitable that the zone will die eventually and become ball groups and gankers- nothing more. There is no other play this change can possibly cause beyond that end result.
But if you are a ballgroup this is godsend. Its the perfect storm for them for sure- ungrouped players who dont know much are not a threat at all to them, most will perish in first wave of sub assault, fear, fear, fear- dead. Stunlock and no one will be able to pick up newer players to explain what to try to avoid that due to them being liabilities with VD bombs they rely on after the stun locks so no one will pick them up in groups.
I don’t think vet players realize how confusing and utterly uncounterable a group like this is to a new player.
VaranisArano wrote: »Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »StaticWave wrote: »I still don't get the logic of the argument "I can't solo heal and go where I want to" against behavioral change. There is no such thing as "solo healing". If you're playing a healer, then you are most likely zerging, period. I mean, how else are you going to heal when no people are there to heal? People who claim they solo heal are like those "solo players" that claim they solo but actually surf in a large zerg. Why not just get in a group and be more productive? The group is only good if everyone's in sync, and if you're not agreeing with the leader then simply leave and form your own groups. Cyrodiil is full of uncoordinated players who will gladly join a group you form. Why is it so hard to understand lol?
Healers basically want to do the same thing most DPS have done since launch: do their own thing while zerg-surfing without being singularly blamed for all the lag caused in Cyrodiil.
The majority of players in a faction stack are "solo" DPS who seem to have no problem pointing accusatory fingers and pretending that when they spam skills and flood the server with calculations for proc sets, double dot poisons, status effects, etc., their behavior is not noticeably contributing to server overload. If you play in Cyrodiil on anything, you are most likely zerging, period.
Since you can;t seem to grasp why people might not want to just join a PuG group despite the many responses in this thread, why don't you experience for yourself. EVERY time you log into cyrodiil type LFG and see how it goes for say a year.
if you are a healer wanting to faction surf but still want to heal people just invite everyone who types LFG yourself and start to surf the faction - if people want heals they will come to you.
Same as before except clicking twice on names in chat (or downloading auto invite).
So..."start your own group" as a solution?
I already addressed the reasons why I no longer lead PUGs in an earlier comment. I have led LFG players before and it is not comparable to the gameplay Joy_Division describes that healers used to be able to do.
When my PVP guild isn't on, I want to heal when and where I want to (which included, but wasn't always zergsurfing) without being tied to a PUG crown, stuck with PUG teammates who don't bring siege or scatter in a fight, or forced to lead my own group (of PUGs who don't bring siege and scatter in a fight, natch.) Since ZOS apparently likes making these my only options, my PVP healer is only going to be running with my guild, because they actually bring siege and don't act like my heals are friendly fire.
This is part of the behavior target. Faction stacks are propped up by randoms able to cross heal *everyone*. Harder to faction stack with this change and survive simply by having healers scattered everywhere spamming smart heals.
VaranisArano wrote: »Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »StaticWave wrote: »I still don't get the logic of the argument "I can't solo heal and go where I want to" against behavioral change. There is no such thing as "solo healing". If you're playing a healer, then you are most likely zerging, period. I mean, how else are you going to heal when no people are there to heal? People who claim they solo heal are like those "solo players" that claim they solo but actually surf in a large zerg. Why not just get in a group and be more productive? The group is only good if everyone's in sync, and if you're not agreeing with the leader then simply leave and form your own groups. Cyrodiil is full of uncoordinated players who will gladly join a group you form. Why is it so hard to understand lol?
Healers basically want to do the same thing most DPS have done since launch: do their own thing while zerg-surfing without being singularly blamed for all the lag caused in Cyrodiil.
The majority of players in a faction stack are "solo" DPS who seem to have no problem pointing accusatory fingers and pretending that when they spam skills and flood the server with calculations for proc sets, double dot poisons, status effects, etc., their behavior is not noticeably contributing to server overload. If you play in Cyrodiil on anything, you are most likely zerging, period.
Since you can;t seem to grasp why people might not want to just join a PuG group despite the many responses in this thread, why don't you experience for yourself. EVERY time you log into cyrodiil type LFG and see how it goes for say a year.
if you are a healer wanting to faction surf but still want to heal people just invite everyone who types LFG yourself and start to surf the faction - if people want heals they will come to you.
Same as before except clicking twice on names in chat (or downloading auto invite).
So..."start your own group" as a solution?
I already addressed the reasons why I no longer lead PUGs in an earlier comment. I have led LFG players before and it is not comparable to the gameplay Joy_Division describes that healers used to be able to do.
When my PVP guild isn't on, I want to heal when and where I want to (which included, but wasn't always zergsurfing) without being tied to a PUG crown, stuck with PUG teammates who don't bring siege or scatter in a fight, or forced to lead my own group (of PUGs who don't bring siege and scatter in a fight, natch.) Since ZOS apparently likes making these my only options, my PVP healer is only going to be running with my guild, because they actually bring siege and don't act like my heals are friendly fire.
This is part of the behavior target. Faction stacks are propped up by randoms able to cross heal *everyone*. Harder to faction stack with this change and survive simply by having healers scattered everywhere spamming smart heals.
VaranisArano wrote: »Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »StaticWave wrote: »I still don't get the logic of the argument "I can't solo heal and go where I want to" against behavioral change. There is no such thing as "solo healing". If you're playing a healer, then you are most likely zerging, period. I mean, how else are you going to heal when no people are there to heal? People who claim they solo heal are like those "solo players" that claim they solo but actually surf in a large zerg. Why not just get in a group and be more productive? The group is only good if everyone's in sync, and if you're not agreeing with the leader then simply leave and form your own groups. Cyrodiil is full of uncoordinated players who will gladly join a group you form. Why is it so hard to understand lol?
Healers basically want to do the same thing most DPS have done since launch: do their own thing while zerg-surfing without being singularly blamed for all the lag caused in Cyrodiil.
The majority of players in a faction stack are "solo" DPS who seem to have no problem pointing accusatory fingers and pretending that when they spam skills and flood the server with calculations for proc sets, double dot poisons, status effects, etc., their behavior is not noticeably contributing to server overload. If you play in Cyrodiil on anything, you are most likely zerging, period.
Since you can;t seem to grasp why people might not want to just join a PuG group despite the many responses in this thread, why don't you experience for yourself. EVERY time you log into cyrodiil type LFG and see how it goes for say a year.
if you are a healer wanting to faction surf but still want to heal people just invite everyone who types LFG yourself and start to surf the faction - if people want heals they will come to you.
Same as before except clicking twice on names in chat (or downloading auto invite).
So..."start your own group" as a solution?
I already addressed the reasons why I no longer lead PUGs in an earlier comment. I have led LFG players before and it is not comparable to the gameplay Joy_Division describes that healers used to be able to do.
When my PVP guild isn't on, I want to heal when and where I want to (which included, but wasn't always zergsurfing) without being tied to a PUG crown, stuck with PUG teammates who don't bring siege or scatter in a fight, or forced to lead my own group (of PUGs who don't bring siege and scatter in a fight, natch.) Since ZOS apparently likes making these my only options, my PVP healer is only going to be running with my guild, because they actually bring siege and don't act like my heals are friendly fire.
This is part of the behavior target. Faction stacks are propped up by randoms able to cross heal *everyone*. Harder to faction stack with this change and survive simply by having healers scattered everywhere spamming smart heals.
VaranisArano wrote: »The other problem: they took that nerfhammer to every fight in Cyrodiil, not just the faction stack. I can't even heal/buff a random faction mate I see getting ambushed unless we group up. That's way outside of any "nerf the faction stack" goals.
Joy_Division wrote: »VaranisArano wrote: »Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »StaticWave wrote: »I still don't get the logic of the argument "I can't solo heal and go where I want to" against behavioral change. There is no such thing as "solo healing". If you're playing a healer, then you are most likely zerging, period. I mean, how else are you going to heal when no people are there to heal? People who claim they solo heal are like those "solo players" that claim they solo but actually surf in a large zerg. Why not just get in a group and be more productive? The group is only good if everyone's in sync, and if you're not agreeing with the leader then simply leave and form your own groups. Cyrodiil is full of uncoordinated players who will gladly join a group you form. Why is it so hard to understand lol?
Healers basically want to do the same thing most DPS have done since launch: do their own thing while zerg-surfing without being singularly blamed for all the lag caused in Cyrodiil.
The majority of players in a faction stack are "solo" DPS who seem to have no problem pointing accusatory fingers and pretending that when they spam skills and flood the server with calculations for proc sets, double dot poisons, status effects, etc., their behavior is not noticeably contributing to server overload. If you play in Cyrodiil on anything, you are most likely zerging, period.
Since you can;t seem to grasp why people might not want to just join a PuG group despite the many responses in this thread, why don't you experience for yourself. EVERY time you log into cyrodiil type LFG and see how it goes for say a year.
if you are a healer wanting to faction surf but still want to heal people just invite everyone who types LFG yourself and start to surf the faction - if people want heals they will come to you.
Same as before except clicking twice on names in chat (or downloading auto invite).
So..."start your own group" as a solution?
I already addressed the reasons why I no longer lead PUGs in an earlier comment. I have led LFG players before and it is not comparable to the gameplay Joy_Division describes that healers used to be able to do.
When my PVP guild isn't on, I want to heal when and where I want to (which included, but wasn't always zergsurfing) without being tied to a PUG crown, stuck with PUG teammates who don't bring siege or scatter in a fight, or forced to lead my own group (of PUGs who don't bring siege and scatter in a fight, natch.) Since ZOS apparently likes making these my only options, my PVP healer is only going to be running with my guild, because they actually bring siege and don't act like my heals are friendly fire.
This is part of the behavior target. Faction stacks are propped up by randoms able to cross heal *everyone*. Harder to faction stack with this change and survive simply by having healers scattered everywhere spamming smart heals.
From your point of view.
Somehow the random ungrouped healer has become the scapegoat for server calculations and lag when it is obvious to anyone who has played since Launch or read zone chat on a weekend night that it's the organized raids whose presence tanks performance, aside from the balance issues their potency has caused.
Yet somehow ZOS decides to make them relatively stronger because everyone one of their members can always heal/buff each other whereas that's not the case for the players they farm.
It's no surprise at all that some high profile players who run in organized raids are applauding these changes, even tough ZOS has admitted it did not have the impact on performance they were looking for. So spare me the justifications about performance; It's about wanting to play in an environment where the rules and mechanics are both convenient and favorable to them while being unfavorable to their opponents.
I remember years ago how you were a very prominent critic of AoE caps because you were frustrated that your abilities were artificially nerfed/reduced in effectiveness because of inconsistent rules/mechanics that favored the people you fought against.
My my, how things have changed over the years.
Soul_Demon wrote: »Interesting though that they have introduced mechanics counter to their desired behavior.
The manipulate group size and ally targeted effects, to manipulate player behavior and force smaller fights, but keep Volundrung in the game to favor the highest population and encourage faction stacking (else lose the map).
They remove deer and glow bugs to reduce server calculations, but they put buffed NPCs at spawn locations all over the map. Also scores of crown store mounts with heavy particle effects.
They obviously have no clear direction.
Well, when you look at it objectively you see that forcing small groups of 12 players creates an environment where if a new player tries to get into one of those groups they are nothing more than a liability until they are performing at top level. 12 mans can only carry maybe two players at anytime who are not fully trained- larger groups of 24 can carry much more new and learning players at a time......so the result of shifting to 12 mans is casual/new players will really not have many opportunities to learn how to play or improve outside of solo play.
If you play solo you stand no chance to take on these ball groups at all..No chance and even more so with healers not able to heal the random groups or others sharing buffs. Most of the new and learning players will not stay in cyro long or bother to try and learn- the result is the new players will stop coming to cyro and being able to improve without being farmed or pushed out - the game experience for them will be horrible. Ganked or run over and farmed by ball groups until they leave and no 12 mans can tolerate to pick them up in meaningful numbers- its just not fun to be farmed or ganked non stop till you finally quit because no one is picking up players and teaching them how to play out in that environment, and make no mistake no one will.
By reducing group size and also taking away heals/buffs outside those groups what they have done is really removed most opportunities for new players to be learn how to play, as casual players....most players start as casual and become more involved as they learn......this removes that chance almost entirely as 12 mans can only tolerate so much and the new players are nothing more than bombs- Its quite inevitable that the zone will die eventually and become ball groups and gankers- nothing more. There is no other play this change can possibly cause beyond that end result.
But if you are a ballgroup this is godsend. Its the perfect storm for them for sure- ungrouped players who dont know much are not a threat at all to them, most will perish in first wave of sub assault, fear, fear, fear- dead. Stunlock and no one will be able to pick up newer players to explain what to try to avoid that due to them being liabilities with VD bombs they rely on after the stun locks so no one will pick them up in groups.
Soul_Demon wrote: »Soul_Demon wrote: »Interesting though that they have introduced mechanics counter to their desired behavior.
The manipulate group size and ally targeted effects, to manipulate player behavior and force smaller fights, but keep Volundrung in the game to favor the highest population and encourage faction stacking (else lose the map).
They remove deer and glow bugs to reduce server calculations, but they put buffed NPCs at spawn locations all over the map. Also scores of crown store mounts with heavy particle effects.
They obviously have no clear direction.
Well, when you look at it objectively you see that forcing small groups of 12 players creates an environment where if a new player tries to get into one of those groups they are nothing more than a liability until they are performing at top level. 12 mans can only carry maybe two players at anytime who are not fully trained- larger groups of 24 can carry much more new and learning players at a time......so the result of shifting to 12 mans is casual/new players will really not have many opportunities to learn how to play or improve outside of solo play.
If you play solo you stand no chance to take on these ball groups at all..No chance and even more so with healers not able to heal the random groups or others sharing buffs. Most of the new and learning players will not stay in cyro long or bother to try and learn- the result is the new players will stop coming to cyro and being able to improve without being farmed or pushed out - the game experience for them will be horrible. Ganked or run over and farmed by ball groups until they leave and no 12 mans can tolerate to pick them up in meaningful numbers- its just not fun to be farmed or ganked non stop till you finally quit because no one is picking up players and teaching them how to play out in that environment, and make no mistake no one will.
By reducing group size and also taking away heals/buffs outside those groups what they have done is really removed most opportunities for new players to be learn how to play, as casual players....most players start as casual and become more involved as they learn......this removes that chance almost entirely as 12 mans can only tolerate so much and the new players are nothing more than bombs- Its quite inevitable that the zone will die eventually and become ball groups and gankers- nothing more. There is no other play this change can possibly cause beyond that end result.
But if you are a ballgroup this is godsend. Its the perfect storm for them for sure- ungrouped players who dont know much are not a threat at all to them, most will perish in first wave of sub assault, fear, fear, fear- dead. Stunlock and no one will be able to pick up newer players to explain what to try to avoid that due to them being liabilities with VD bombs they rely on after the stun locks so no one will pick them up in groups.
I don’t think vet players realize how confusing and utterly uncounterable a group like this is to a new player.
Agreed....its play they have long since left behind and probably have trouble remembering. I think the ball groups even underestimate where they will find competent players to replace those in ball groups who leave over time...most of the time they recruited players who learned somewhere to play- but if that stops- the flow of 'experienced' players to replace those who leave stops too. Ultimately it impacts all players at some point.
Soul_Demon wrote: »Soul_Demon wrote: »Interesting though that they have introduced mechanics counter to their desired behavior.
The manipulate group size and ally targeted effects, to manipulate player behavior and force smaller fights, but keep Volundrung in the game to favor the highest population and encourage faction stacking (else lose the map).
They remove deer and glow bugs to reduce server calculations, but they put buffed NPCs at spawn locations all over the map. Also scores of crown store mounts with heavy particle effects.
They obviously have no clear direction.
Well, when you look at it objectively you see that forcing small groups of 12 players creates an environment where if a new player tries to get into one of those groups they are nothing more than a liability until they are performing at top level. 12 mans can only carry maybe two players at anytime who are not fully trained- larger groups of 24 can carry much more new and learning players at a time......so the result of shifting to 12 mans is casual/new players will really not have many opportunities to learn how to play or improve outside of solo play.
If you play solo you stand no chance to take on these ball groups at all..No chance and even more so with healers not able to heal the random groups or others sharing buffs. Most of the new and learning players will not stay in cyro long or bother to try and learn- the result is the new players will stop coming to cyro and being able to improve without being farmed or pushed out - the game experience for them will be horrible. Ganked or run over and farmed by ball groups until they leave and no 12 mans can tolerate to pick them up in meaningful numbers- its just not fun to be farmed or ganked non stop till you finally quit because no one is picking up players and teaching them how to play out in that environment, and make no mistake no one will.
By reducing group size and also taking away heals/buffs outside those groups what they have done is really removed most opportunities for new players to be learn how to play, as casual players....most players start as casual and become more involved as they learn......this removes that chance almost entirely as 12 mans can only tolerate so much and the new players are nothing more than bombs- Its quite inevitable that the zone will die eventually and become ball groups and gankers- nothing more. There is no other play this change can possibly cause beyond that end result.
But if you are a ballgroup this is godsend. Its the perfect storm for them for sure- ungrouped players who dont know much are not a threat at all to them, most will perish in first wave of sub assault, fear, fear, fear- dead. Stunlock and no one will be able to pick up newer players to explain what to try to avoid that due to them being liabilities with VD bombs they rely on after the stun locks so no one will pick them up in groups.
I don’t think vet players realize how confusing and utterly uncounterable a group like this is to a new player.
Agreed....its play they have long since left behind and probably have trouble remembering. I think the ball groups even underestimate where they will find competent players to replace those in ball groups who leave over time...most of the time they recruited players who learned somewhere to play- but if that stops- the flow of 'experienced' players to replace those who leave stops too. Ultimately it impacts all players at some point.
I say this as the ball group. Even for a vet player there’s very little you can do to groups like mine or others. Basically be a tether bomber but that requires game knowledge many do not have .
Soul_Demon wrote: »Soul_Demon wrote: »Interesting though that they have introduced mechanics counter to their desired behavior.
The manipulate group size and ally targeted effects, to manipulate player behavior and force smaller fights, but keep Volundrung in the game to favor the highest population and encourage faction stacking (else lose the map).
They remove deer and glow bugs to reduce server calculations, but they put buffed NPCs at spawn locations all over the map. Also scores of crown store mounts with heavy particle effects.
They obviously have no clear direction.
Well, when you look at it objectively you see that forcing small groups of 12 players creates an environment where if a new player tries to get into one of those groups they are nothing more than a liability until they are performing at top level. 12 mans can only carry maybe two players at anytime who are not fully trained- larger groups of 24 can carry much more new and learning players at a time......so the result of shifting to 12 mans is casual/new players will really not have many opportunities to learn how to play or improve outside of solo play.
If you play solo you stand no chance to take on these ball groups at all..No chance and even more so with healers not able to heal the random groups or others sharing buffs. Most of the new and learning players will not stay in cyro long or bother to try and learn- the result is the new players will stop coming to cyro and being able to improve without being farmed or pushed out - the game experience for them will be horrible. Ganked or run over and farmed by ball groups until they leave and no 12 mans can tolerate to pick them up in meaningful numbers- its just not fun to be farmed or ganked non stop till you finally quit because no one is picking up players and teaching them how to play out in that environment, and make no mistake no one will.
By reducing group size and also taking away heals/buffs outside those groups what they have done is really removed most opportunities for new players to be learn how to play, as casual players....most players start as casual and become more involved as they learn......this removes that chance almost entirely as 12 mans can only tolerate so much and the new players are nothing more than bombs- Its quite inevitable that the zone will die eventually and become ball groups and gankers- nothing more. There is no other play this change can possibly cause beyond that end result.
But if you are a ballgroup this is godsend. Its the perfect storm for them for sure- ungrouped players who dont know much are not a threat at all to them, most will perish in first wave of sub assault, fear, fear, fear- dead. Stunlock and no one will be able to pick up newer players to explain what to try to avoid that due to them being liabilities with VD bombs they rely on after the stun locks so no one will pick them up in groups.
I don’t think vet players realize how confusing and utterly uncounterable a group like this is to a new player.
Agreed....its play they have long since left behind and probably have trouble remembering. I think the ball groups even underestimate where they will find competent players to replace those in ball groups who leave over time...most of the time they recruited players who learned somewhere to play- but if that stops- the flow of 'experienced' players to replace those who leave stops too. Ultimately it impacts all players at some point.
I say this as the ball group. Even for a vet player there’s very little you can do to groups like mine or others. Basically be a tether bomber but that requires game knowledge many do not have .
Joy_Division wrote: »VaranisArano wrote: »Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »StaticWave wrote: »I still don't get the logic of the argument "I can't solo heal and go where I want to" against behavioral change. There is no such thing as "solo healing". If you're playing a healer, then you are most likely zerging, period. I mean, how else are you going to heal when no people are there to heal? People who claim they solo heal are like those "solo players" that claim they solo but actually surf in a large zerg. Why not just get in a group and be more productive? The group is only good if everyone's in sync, and if you're not agreeing with the leader then simply leave and form your own groups. Cyrodiil is full of uncoordinated players who will gladly join a group you form. Why is it so hard to understand lol?
Healers basically want to do the same thing most DPS have done since launch: do their own thing while zerg-surfing without being singularly blamed for all the lag caused in Cyrodiil.
The majority of players in a faction stack are "solo" DPS who seem to have no problem pointing accusatory fingers and pretending that when they spam skills and flood the server with calculations for proc sets, double dot poisons, status effects, etc., their behavior is not noticeably contributing to server overload. If you play in Cyrodiil on anything, you are most likely zerging, period.
Since you can;t seem to grasp why people might not want to just join a PuG group despite the many responses in this thread, why don't you experience for yourself. EVERY time you log into cyrodiil type LFG and see how it goes for say a year.
if you are a healer wanting to faction surf but still want to heal people just invite everyone who types LFG yourself and start to surf the faction - if people want heals they will come to you.
Same as before except clicking twice on names in chat (or downloading auto invite).
So..."start your own group" as a solution?
I already addressed the reasons why I no longer lead PUGs in an earlier comment. I have led LFG players before and it is not comparable to the gameplay Joy_Division describes that healers used to be able to do.
When my PVP guild isn't on, I want to heal when and where I want to (which included, but wasn't always zergsurfing) without being tied to a PUG crown, stuck with PUG teammates who don't bring siege or scatter in a fight, or forced to lead my own group (of PUGs who don't bring siege and scatter in a fight, natch.) Since ZOS apparently likes making these my only options, my PVP healer is only going to be running with my guild, because they actually bring siege and don't act like my heals are friendly fire.
This is part of the behavior target. Faction stacks are propped up by randoms able to cross heal *everyone*. Harder to faction stack with this change and survive simply by having healers scattered everywhere spamming smart heals.
From your point of view.
Somehow the random ungrouped healer has become the scapegoat for server calculations and lag when it is obvious to anyone who has played since Launch or read zone chat on a weekend night that it's the organized raids whose presence tanks performance, aside from the balance issues their potency has caused.
Yet somehow ZOS decides to make them relatively stronger because everyone one of their members can always heal/buff each other whereas that's not the case for the players they farm.
It's no surprise at all that some high profile players who run in organized raids are applauding these changes, even tough ZOS has admitted it did not have the impact on performance they were looking for. So spare me the justifications about performance; It's about wanting to play in an environment where the rules and mechanics are both convenient and favorable to them while being unfavorable to their opponents.
I remember years ago how you were a very prominent critic of AoE caps because you were frustrated that your abilities were artificially nerfed/reduced in effectiveness because of inconsistent rules/mechanics that favored the people you fought against.
My my, how things have changed over the years.
Aoe caps were bad, how is that different? That also contributed to stacking issues. Theres nothing wrong with group play. The way the maps designed with faction stacks is not good.
This change by itself isnt a solution for macro level issues. Can check out a video I did talking about these things for a while. I presume those who's minds are made up and just hate on pretty much anything I say wont watch. But that's your choice. I'm still for adding single target healing outside of groups. Not the smart healing ones though.
https://youtu.be/LPj2eox5me8
I am curious how the people supporting this change would feel if ally abilities were removed from groups as well.
Joy_Division wrote: »VaranisArano wrote: »Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »StaticWave wrote: »I still don't get the logic of the argument "I can't solo heal and go where I want to" against behavioral change. There is no such thing as "solo healing". If you're playing a healer, then you are most likely zerging, period. I mean, how else are you going to heal when no people are there to heal? People who claim they solo heal are like those "solo players" that claim they solo but actually surf in a large zerg. Why not just get in a group and be more productive? The group is only good if everyone's in sync, and if you're not agreeing with the leader then simply leave and form your own groups. Cyrodiil is full of uncoordinated players who will gladly join a group you form. Why is it so hard to understand lol?
Healers basically want to do the same thing most DPS have done since launch: do their own thing while zerg-surfing without being singularly blamed for all the lag caused in Cyrodiil.
The majority of players in a faction stack are "solo" DPS who seem to have no problem pointing accusatory fingers and pretending that when they spam skills and flood the server with calculations for proc sets, double dot poisons, status effects, etc., their behavior is not noticeably contributing to server overload. If you play in Cyrodiil on anything, you are most likely zerging, period.
Since you can;t seem to grasp why people might not want to just join a PuG group despite the many responses in this thread, why don't you experience for yourself. EVERY time you log into cyrodiil type LFG and see how it goes for say a year.
if you are a healer wanting to faction surf but still want to heal people just invite everyone who types LFG yourself and start to surf the faction - if people want heals they will come to you.
Same as before except clicking twice on names in chat (or downloading auto invite).
So..."start your own group" as a solution?
I already addressed the reasons why I no longer lead PUGs in an earlier comment. I have led LFG players before and it is not comparable to the gameplay Joy_Division describes that healers used to be able to do.
When my PVP guild isn't on, I want to heal when and where I want to (which included, but wasn't always zergsurfing) without being tied to a PUG crown, stuck with PUG teammates who don't bring siege or scatter in a fight, or forced to lead my own group (of PUGs who don't bring siege and scatter in a fight, natch.) Since ZOS apparently likes making these my only options, my PVP healer is only going to be running with my guild, because they actually bring siege and don't act like my heals are friendly fire.
This is part of the behavior target. Faction stacks are propped up by randoms able to cross heal *everyone*. Harder to faction stack with this change and survive simply by having healers scattered everywhere spamming smart heals.
From your point of view.
Somehow the random ungrouped healer has become the scapegoat for server calculations and lag when it is obvious to anyone who has played since Launch or read zone chat on a weekend night that it's the organized raids whose presence tanks performance, aside from the balance issues their potency has caused.
Yet somehow ZOS decides to make them relatively stronger because everyone one of their members can always heal/buff each other whereas that's not the case for the players they farm.
It's no surprise at all that some high profile players who run in organized raids are applauding these changes, even tough ZOS has admitted it did not have the impact on performance they were looking for. So spare me the justifications about performance; It's about wanting to play in an environment where the rules and mechanics are both convenient and favorable to them while being unfavorable to their opponents.
I remember years ago how you were a very prominent critic of AoE caps because you were frustrated that your abilities were artificially nerfed/reduced in effectiveness because of inconsistent rules/mechanics that favored the people you fought against.
My my, how things have changed over the years.
Aoe caps were bad, how is that different? That also contributed to stacking issues. Theres nothing wrong with group play. The way the maps designed with faction stacks is not good.
This change by itself isnt a solution for macro level issues. Can check out a video I did talking about these things for a while. I presume those who's minds are made up and just hate on pretty much anything I say wont watch. But that's your choice. I'm still for adding single target healing outside of groups. Not the smart healing ones though.
https://youtu.be/LPj2eox5me8
Soul_Demon wrote: »If you play solo you stand no chance to take on these ball groups at all..No chance and even more so with healers not able to heal the random groups or others sharing buffs. Most of the new and learning players will not stay in cyro long or bother to try and learn- the result is the new players will stop coming to cyro and being able to improve without being farmed or pushed out - the game experience for them will be horrible. Ganked or run over and farmed by ball groups until they leave and no 12 mans can tolerate to pick them up in meaningful numbers- its just not fun to be farmed or ganked non stop till you finally quit because no one is picking up players and teaching them how to play out in that environment, and make no mistake no one will.
The question I have is, Does Zenimax see this and are intentionally reinforcing this behavior? Or are they simply to myopic to understand the implications of the changes they intend to make.
My feeling is that the person making these decisions runs with an organized group and hangs out in their discord taking their advice and feedback exclusively.