Healers are mad they are going to have to work for their AP.
No longer can they just spam AoE heals on a opened keep entrance, irrespective of how many alliance members have gone in or died. They got AP for healing anyone, and they could sit safety outside the keep and heal EVERY alliance member that ran through the oil and meatbagged gate.
Now you're going to have to react, and follow the 11 other members of your group into the keep and make sure those members stay alive, rather than just freelance healing an entire zerg.
PeterUnlustig wrote: »As someone who played healer alot in pvp, i really like this changes. As said here before, healers cant just afk heal in the back anymore or hide behind zergs. While this might be inconvenient at first it really helps people to improve at their role.
Every pvper out there will agree with this: good Healers are the strongest builds for any group fight in PVP
While healers in cp are not extremly overpowered, a strong healer in non-cp PVP can carry an entire group through every fight.
So to the healers in pvp i say, maybe its time to step up your game!
why the change to group size and limiting healing to groups is a bad change
it forces a change to a viable playstyle which has been arround since game released. not every support has to be in a group to feel "needed", some of us enjoy running arround on our own, without blindly following a crown (which not allways is a good leader).
it leads to situations, where a healer is literally useless, even if he is grouped up. for example in a busy defending szenario, where some of the group die, the others are on a wall trying to defend against the ballgroup which got inside the first gate and 2 are like 10 kilometers away because they dont have rapids anymore to catch up. so I as healer stand there, nothing in range to heal, while i have to watch my fellow alliance defender dying left and right of me without beeing able to do anything
it does NOT change anything in the current performance of cyrodill as stated by the devs themselfs. and i think that it buffs organized ballgroups, since they dont feel the change as they were running the optimal healer/support roles anyways, while it even easier for the to run over 3 or 4 groups of pugs, because for pugs crosshealing is essential.
I think you guys are overvaluing crossheals for pugs. To survive a ballgroup you have to avoid the damage, and not hope that you get healed after you take a 15k grave robber to the face.
PeterUnlustig wrote: »As someone who played healer alot in pvp, i really like this changes. As said here before, healers cant just afk heal in the back anymore or hide behind zergs. While this might be inconvenient at first it really helps people to improve at their role.
Every pvper out there will agree with this: good Healers are the strongest builds for any group fight in PVP
While healers in cp are not extremly overpowered, a strong healer in non-cp PVP can carry an entire group through every fight.
So to the healers in pvp i say, maybe its time to step up your game!
my prime argument is not the AP gains from zergsurfing, its not that i have to step up my game, its not that i am more valuable because i can now carry a 12 man group
it is the following: this change leads to players i can not interact with! i have to stand besides them and watch them die, without beeing able to do ANYTHING. Sure a DD role is not afflicted by that, because his primary interaction (dealing dmg to enemies) is allways possible. imagine the outcry if there would be certain groups that are flagged non-hostile for other DDs because ZOS likes the behavioral changes of it.
for me this is at its core a wrong decision in an MMO with a large scale battlefield. i hope you get my point and can now stop saying APleecher and Zergsurfer and what not
my prime argument is not the AP gains from zergsurfing, its not that i have to step up my game, its not that i am more valuable because i can now carry a 12 man group
it is the following: this change leads to players i can not interact with! i have to stand besides them and watch them die, without beeing able to do ANYTHING. Sure a DD role is not afflicted by that, because his primary interaction (dealing dmg to enemies) is allways possible. imagine the outcry if there would be certain groups that are flagged non-hostile for other DDs because ZOS likes the behavioral changes of it.
for me this is at its core a wrong decision in an MMO with a large scale battlefield. i hope you get my point and can now stop saying APleecher and Zergsurfer and what not
GrumpyDuckling wrote: »So, do these upcoming changes mean that I will no longer be able to use Nature's Grasp (Warden vine skill) to swing off of randoms?
GrumpyDuckling wrote: »So, do these upcoming changes mean that I will no longer be able to use Nature's Grasp (Warden vine skill) to swing off of randoms?
SgtNuttzmeg wrote: »why the change to group size and limiting healing to groups is a bad change
it forces a change to a viable playstyle which has been arround since game released. not every support has to be in a group to feel "needed", some of us enjoy running arround on our own, without blindly following a crown (which not allways is a good leader).
it leads to situations, where a healer is literally useless, even if he is grouped up. for example in a busy defending szenario, where some of the group die, the others are on a wall trying to defend against the ballgroup which got inside the first gate and 2 are like 10 kilometers away because they dont have rapids anymore to catch up. so I as healer stand there, nothing in range to heal, while i have to watch my fellow alliance defender dying left and right of me without beeing able to do anything
it does NOT change anything in the current performance of cyrodill as stated by the devs themselfs. and i think that it buffs organized ballgroups, since they dont feel the change as they were running the optimal healer/support roles anyways, while it even easier for the to run over 3 or 4 groups of pugs, because for pugs crosshealing is essential.
This sounds to me like an issue of your group being too spread out. If you do not coordinate your movements and stick together there isn't much you can do even ungrouped. As a healer you need to be with your group. If anything though it shows how valuable you are now. If you had been able to heal some of those people might not have died. This is not a bad thing. This means groups will start to seek out people like you. People will want to run with you more so than before. People will want multiple healers in their groups.my prime argument is not the AP gains from zergsurfing, its not that i have to step up my game, its not that i am more valuable because i can now carry a 12 man group
it is the following: this change leads to players i can not interact with! i have to stand besides them and watch them die, without beeing able to do ANYTHING. Sure a DD role is not afflicted by that, because his primary interaction (dealing dmg to enemies) is allways possible. imagine the outcry if there would be certain groups that are flagged non-hostile for other DDs because ZOS likes the behavioral changes of it.
for me this is at its core a wrong decision in an MMO with a large scale battlefield. i hope you get my point and can now stop saying APleecher and Zergsurfer and what not
This isn't the only MMO with this kind of restriction. Most large scale pvp MMOs have alot more forms of control over who and what you can heal.
Healers are mad they are going to have to work for their AP.
No longer can they just spam AoE heals on a opened keep entrance, irrespective of how many alliance members have gone in or died. They got AP for healing anyone, and they could sit safety outside the keep and heal EVERY alliance member that ran through the oil and meatbagged gate.
Now you're going to have to react, and follow the 11 other members of your group into the keep and make sure those members stay alive, rather than just freelance healing an entire zerg.
Joy_Division wrote: »Healers are mad they are going to have to work for their AP.
No longer can they just spam AoE heals on a opened keep entrance, irrespective of how many alliance members have gone in or died. They got AP for healing anyone, and they could sit safety outside the keep and heal EVERY alliance member that ran through the oil and meatbagged gate.
Now you're going to have to react, and follow the 11 other members of your group into the keep and make sure those members stay alive, rather than just freelance healing an entire zerg.
LOL.
No, instead they might stop healing altogether, pick up a bow, and just spam poison injection with 3 proc sets from the safety of a faction stack. That's how real PvPers work for their AP.
SgtNuttzmeg wrote: »why the change to group size and limiting healing to groups is a bad change
it forces a change to a viable playstyle which has been arround since game released. not every support has to be in a group to feel "needed", some of us enjoy running arround on our own, without blindly following a crown (which not allways is a good leader).
it leads to situations, where a healer is literally useless, even if he is grouped up. for example in a busy defending szenario, where some of the group die, the others are on a wall trying to defend against the ballgroup which got inside the first gate and 2 are like 10 kilometers away because they dont have rapids anymore to catch up. so I as healer stand there, nothing in range to heal, while i have to watch my fellow alliance defender dying left and right of me without beeing able to do anything
it does NOT change anything in the current performance of cyrodill as stated by the devs themselfs. and i think that it buffs organized ballgroups, since they dont feel the change as they were running the optimal healer/support roles anyways, while it even easier for the to run over 3 or 4 groups of pugs, because for pugs crosshealing is essential.
This sounds to me like an issue of your group being too spread out. If you do not coordinate your movements and stick together there isn't much you can do even ungrouped. As a healer you need to be with your group. If anything though it shows how valuable you are now. If you had been able to heal some of those people might not have died. This is not a bad thing. This means groups will start to seek out people like you. People will want to run with you more so than before. People will want multiple healers in their groups.my prime argument is not the AP gains from zergsurfing, its not that i have to step up my game, its not that i am more valuable because i can now carry a 12 man group
it is the following: this change leads to players i can not interact with! i have to stand besides them and watch them die, without beeing able to do ANYTHING. Sure a DD role is not afflicted by that, because his primary interaction (dealing dmg to enemies) is allways possible. imagine the outcry if there would be certain groups that are flagged non-hostile for other DDs because ZOS likes the behavioral changes of it.
for me this is at its core a wrong decision in an MMO with a large scale battlefield. i hope you get my point and can now stop saying APleecher and Zergsurfer and what not
This isn't the only MMO with this kind of restriction. Most large scale pvp MMOs have alot more forms of control over who and what you can heal.
your first point: i know that this is a groupissue and a positioning issue, and that is exactly my point, thank you! we are talking about PUGS, and everbody seems to have a consense about PUGs in PVE, and let me tell you, PVP-PUGs are juuuust the same, you can not expect them to be good or know what they are doing
your second point: this is not an argument. other MMOs have tabtarget, so ESO should have tabtarget as well?
SgtNuttzmeg wrote: »
As for my second point I would very much prefer if ESO did not have smart healing. So yes. ESO already has one tab targetable heal. It's by no means the best heal but that is more of a balance issue and is besides the point.
SgtNuttzmeg wrote: »
As for my second point I would very much prefer if ESO did not have smart healing. So yes. ESO already has one tab targetable heal. It's by no means the best heal but that is more of a balance issue and is besides the point.
ESO does not have any mechanism to tab-target an ally. Nor does it have a call target system (where you share an enemy target with your group) nor does it have a follow target system (highlight an ally to follow).
There are heals that highlight allies when you have those heals equipped. There is no way to "lock" that heal onto a particular ally as you would when you are tab-targeting an enemy for a damage skill.
Re: a previous question (@GrumpyDuckling) asking about whether wardens will be able to use Nature's grasp while solo, if the new restrictions follow the tests, Nature's Grasp was able to be used on players outside of group during the tests. If that changes, it is a completely unusable skill to slot while ungrouped. Similarly, mend wounds was able to be used on players outside of group (also not a great solo skill anyway). It seemed that manually targeted heals like that may bypass the rules due to their special targeting.
As far as these changes go, I am very unhappy about them. Whenever I am running around in PvP alone, I am always set up as a damage dealer, no matter if that character is really a dps, healer or tank (or other support build). That being said, I always have a group heal slotted so that when I run across other allies, I can lend a hand if needed.
My biggest concern is not about the guilds I run with. We will adjust. I am unhappy that we're having to adjust in such an extreme manner and essentially be breaking up our longstanding group of friends (practically family), but my main concern is this:
New players will be hurt by this change. One thing ESO desperately needs and has been trying to encourage across the board is a continuous refresh of the player base. The vast majority of new players, whether they are just new to PvP or the game as a whole, do not group. They don't shout LFG in zone. They don't speak in zone most of the time. They run around and try to figure out if this is something they are interested in doing. When I was a newer player in Cyrodiil (many many moons ago), it probably took me about 2 months before I tried joining the zone pug groups. It probably took me at least another month before I actually spoke up in group comms, and I had played another MMO before this and had been active in that PvP environment and in guilds and group comms before. Truly new MMO players are usually painfully shy - especially the more adult population that ESO seems to attract.
New players without a group are going to be lost without side heals that help them out, or without the ability for them to help other players they come across. They won't have that "break in" period where they figure out - usually by surfing active zones on the map - whether or not PvP is fun enough for them to continue playing there. They will either be forced to group before they are ready (a pretty abysmal example of "play the way you want") or they will likely struggle to solo. Many will be driven away without even the chance to experience how much fun PvP can be.
@ZOS_GinaBruno and @ZOS_BrianWheeler - can you elaborate a bit more about what behavioral changes you saw that made this decision look good to you? Did you consider the impact to newer players?
I would propose an alternative to consider. How about making the heals dependent upon grouping status?
1) If you are in a group, then your heals only impact your group and you cannot receive heals from outside of the group.
2) If you are not in a group, you can heal other non-grouped players and receive heals from other non-grouped players.
This basically provides the opportunity for groups to have to be dependent upon each other only, which is the way most groups like it anyway. That also gives solo players the ability to help out other solos. It's not ideal, but could provide a base of support for those who just don't want to group - for whatever reason.
~Caps
SgtNuttzmeg wrote: »
The ambient healing not only wrecks havoc on the servers but causes these large zergs to function in away where only optimized ball groups or equally sized zergs can fight them. TLDR: they want groups to spread out and they want us to die quicker when we do group up. It is better gameplay health wise and better for the server. It is why we saw a stamina version of VD and a significant buff to VD.
SgtNuttzmeg wrote: »As far as these changes go, I am very unhappy about them. Whenever I am running around in PvP alone, I am always set up as a damage dealer, no matter if that character is really a dps, healer or tank (or other support build). That being said, I always have a group heal slotted so that when I run across other allies, I can lend a hand if needed.
My biggest concern is not about the guilds I run with. We will adjust. I am unhappy that we're having to adjust in such an extreme manner and essentially be breaking up our longstanding group of friends (practically family), but my main concern is this:
New players will be hurt by this change. One thing ESO desperately needs and has been trying to encourage across the board is a continuous refresh of the player base. The vast majority of new players, whether they are just new to PvP or the game as a whole, do not group. They don't shout LFG in zone. They don't speak in zone most of the time. They run around and try to figure out if this is something they are interested in doing. When I was a newer player in Cyrodiil (many many moons ago), it probably took me about 2 months before I tried joining the zone pug groups. It probably took me at least another month before I actually spoke up in group comms, and I had played another MMO before this and had been active in that PvP environment and in guilds and group comms before. Truly new MMO players are usually painfully shy - especially the more adult population that ESO seems to attract.
New players without a group are going to be lost without side heals that help them out, or without the ability for them to help other players they come across. They won't have that "break in" period where they figure out - usually by surfing active zones on the map - whether or not PvP is fun enough for them to continue playing there. They will either be forced to group before they are ready (a pretty abysmal example of "play the way you want") or they will likely struggle to solo. Many will be driven away without even the chance to experience how much fun PvP can be.
@ZOS_GinaBruno and @ZOS_BrianWheeler - can you elaborate a bit more about what behavioral changes you saw that made this decision look good to you? Did you consider the impact to newer players?
I would propose an alternative to consider. How about making the heals dependent upon grouping status?
1) If you are in a group, then your heals only impact your group and you cannot receive heals from outside of the group.
2) If you are not in a group, you can heal other non-grouped players and receive heals from other non-grouped players.
This basically provides the opportunity for groups to have to be dependent upon each other only, which is the way most groups like it anyway. That also gives solo players the ability to help out other solos. It's not ideal, but could provide a base of support for those who just don't want to group - for whatever reason.
~Caps
I agree with you on the point that new players need to be encouraged to group.
But to address your question. What they are trying to address is faction stacking. Currently the power players get from a faction stack is too strong. The ambient healing not only wrecks havoc on the servers but causes these large zergs to function in away where only optimized ball groups or equally sized zergs can fight them. TLDR: they want groups to spread out and they want us to die quicker when we do group up. It is better gameplay health wise and better for the server. It is why we saw a stamina version of VD and a significant buff to VD.
LostToTheSea wrote: »At the end of the day, this healing change in particular is killing off what it means to engage in dynamic faction-based open world encounter PVP.
LostToTheSea wrote: »SgtNuttzmeg wrote: »
The ambient healing not only wrecks havoc on the servers but causes these large zergs to function in away where only optimized ball groups or equally sized zergs can fight them. TLDR: they want groups to spread out and they want us to die quicker when we do group up. It is better gameplay health wise and better for the server. It is why we saw a stamina version of VD and a significant buff to VD.
ZoS already addressed that the removal of cross healing did not net a significant performance improvement. Maybe it's organized groups known to run 12-48+ people spamming rapid regen/purge/etc and crutching on faulty mechanics. Maybe it's a little bit of everything. I know you mean well by creating this thread and want people to have a sense of optimism about these changes, as you yourself have clearly found a home in a zerg guild that fits your taste.
However, the end result of all this change will have the usual pugs creating up to 7+ variants and still creating these oh so dreaded faction stacks. As those pugs who will try to actually pug with 12 are about to get taught a hard lesson in PVP by veterans, min-maxers, and greater numbers alike.
At the end of the day, this healing change in particular is killing off what it means to engage in dynamic faction-based open world encounter PVP. You have a maximum of 11 other faction members you can meaningfully interact with should you choose to group. This isn't going to address faction stacks. If anything, then I'll wager that quite a few of those players that entertained split fights across the map will simply leave the game over this change.
You want people to spread out? They will. To other games. Veteran and new alike.
Joy_Division wrote: »SgtNuttzmeg wrote: »As far as these changes go, I am very unhappy about them. Whenever I am running around in PvP alone, I am always set up as a damage dealer, no matter if that character is really a dps, healer or tank (or other support build). That being said, I always have a group heal slotted so that when I run across other allies, I can lend a hand if needed.
My biggest concern is not about the guilds I run with. We will adjust. I am unhappy that we're having to adjust in such an extreme manner and essentially be breaking up our longstanding group of friends (practically family), but my main concern is this:
New players will be hurt by this change. One thing ESO desperately needs and has been trying to encourage across the board is a continuous refresh of the player base. The vast majority of new players, whether they are just new to PvP or the game as a whole, do not group. They don't shout LFG in zone. They don't speak in zone most of the time. They run around and try to figure out if this is something they are interested in doing. When I was a newer player in Cyrodiil (many many moons ago), it probably took me about 2 months before I tried joining the zone pug groups. It probably took me at least another month before I actually spoke up in group comms, and I had played another MMO before this and had been active in that PvP environment and in guilds and group comms before. Truly new MMO players are usually painfully shy - especially the more adult population that ESO seems to attract.
New players without a group are going to be lost without side heals that help them out, or without the ability for them to help other players they come across. They won't have that "break in" period where they figure out - usually by surfing active zones on the map - whether or not PvP is fun enough for them to continue playing there. They will either be forced to group before they are ready (a pretty abysmal example of "play the way you want") or they will likely struggle to solo. Many will be driven away without even the chance to experience how much fun PvP can be.
@ZOS_GinaBruno and @ZOS_BrianWheeler - can you elaborate a bit more about what behavioral changes you saw that made this decision look good to you? Did you consider the impact to newer players?
I would propose an alternative to consider. How about making the heals dependent upon grouping status?
1) If you are in a group, then your heals only impact your group and you cannot receive heals from outside of the group.
2) If you are not in a group, you can heal other non-grouped players and receive heals from other non-grouped players.
This basically provides the opportunity for groups to have to be dependent upon each other only, which is the way most groups like it anyway. That also gives solo players the ability to help out other solos. It's not ideal, but could provide a base of support for those who just don't want to group - for whatever reason.
~Caps
I agree with you on the point that new players need to be encouraged to group.
But to address your question. What they are trying to address is faction stacking. Currently the power players get from a faction stack is too strong. The ambient healing not only wrecks havoc on the servers but causes these large zergs to function in away where only optimized ball groups or equally sized zergs can fight them. TLDR: they want groups to spread out and they want us to die quicker when we do group up. It is better gameplay health wise and better for the server. It is why we saw a stamina version of VD and a significant buff to VD.
Who says ZOS is trying to address faction stacking? Not ZoS. They didn't say that at all. They just gave us some vague statements about "behaviors," which is dubious to begin with since the test restrictions far more determined our behavior (the most common being, I'm not playing) than the changes that they made.
If ZOs cared about faction stacking, they'd change the map to give players a reason to actually not stack on top of each other. Care = invest money and resources. Follow the money. Put your money where your mouth is. ZOS never hired a PvP dev to take Brian;s place when he moved to combat lead. ZOS does not care about Cyrodiil. You know their last two big changes? Nothing about the map. Just restrictions (locks and now this) that they know will upset a huge portion of the player base. They aren't even capable of making ANY change that will make their Cyrodiil customer base happy.
Just consider one of the most basic instances that happen all the time: two grouped players take a resource and two ungrouped players go out of the keep to take it back. That should be an even fight. Under this new system, it's not; one side is playing under an advantageous ruleset. That is dumb, negates the entire premise of us being in the same alliance working for the same objectives, not to mention is just a pain in the butt that every freaking time we log onto Cyrodiil, we *have* to type LFG or be tied to the hip of someone else just so we don;t get screwed by having our abilities not function because we don;t play the way the devs, who wont even hire a PvP dev, want out "behaviors" to be.
The only thing that ZOS cares about is server calculations: something they've been telling us for years is the reason for lag and something they've assured in in every freaking patch that they made changes to reduce them that will result is improved performance. Yet somehow performance still sucks and is worse than ever. Now they have become so fanatical in this pursuit that has gotten us nowhere, they are imposing restrictions that just turn Cyrodiil into a glorified group FFA, make a mockery of the AvAvA concept, and outright eliminate how people have been playing for years.
TLDR: it sucks.