Sandman929 wrote: »There’s been some great suggestions in regards to eliminating heal stacking and cool downs on purge and I’d even be for disabling proxy det and vd for groups, but even if they did that an organized group will always have an advantage. No amount of nerfing is ever going to change that.
Even if they do remove heal stacking and purge cool downs gotta remember that it will also apply to everyone else so you could end up hurting yourself even more.
The biggest problem I see with ball groups isn’t really with them it’s the people they kill. They always chase them wasting all their resources and not keeping their buffs and heals up. Then the ball group turns around and kills them. They follow the same pattern back and forth. Instead of moving 5 feet to the side and keeping their buffs up, they try to run away and get trampled over and over. I don’t think the game should be adjusted for people not willing to learn the basics. Just my opinion as a solo.
What you're pointing out is an example of their offensive power and coordination, and changing heal stacking and group purging won't impact that at all, agreed. Where I see a problem with balance has to do with their defensive power and those are absolutely tied to stacked healing and group purging.
Changing those defensive mechanics won't change the players who are eager to dive into choke points and get hit by 4-5 ultimates at once, but that's not a problem from my perspective, that's just getting outplayed. Where I see a problem is that the defensive mechanics used by organized groups are so far out of balance versus unorganized groups that even with siege damage, bomb attempts, and disruptive tactics (chaining, fear traps, etc) it still takes almost a perfect storm of lag and bad luck to overcome the defensive power.
That's not healthy and it's not balanced.
Sandman929 wrote: »There’s been some great suggestions in regards to eliminating heal stacking and cool downs on purge and I’d even be for disabling proxy det and vd for groups, but even if they did that an organized group will always have an advantage. No amount of nerfing is ever going to change that.
Even if they do remove heal stacking and purge cool downs gotta remember that it will also apply to everyone else so you could end up hurting yourself even more.
The biggest problem I see with ball groups isn’t really with them it’s the people they kill. They always chase them wasting all their resources and not keeping their buffs and heals up. Then the ball group turns around and kills them. They follow the same pattern back and forth. Instead of moving 5 feet to the side and keeping their buffs up, they try to run away and get trampled over and over. I don’t think the game should be adjusted for people not willing to learn the basics. Just my opinion as a solo.
What you're pointing out is an example of their offensive power and coordination, and changing heal stacking and group purging won't impact that at all, agreed. Where I see a problem with balance has to do with their defensive power and those are absolutely tied to stacked healing and group purging.
Changing those defensive mechanics won't change the players who are eager to dive into choke points and get hit by 4-5 ultimates at once, but that's not a problem from my perspective, that's just getting outplayed. Where I see a problem is that the defensive mechanics used by organized groups are so far out of balance versus unorganized groups that even with siege damage, bomb attempts, and disruptive tactics (chaining, fear traps, etc) it still takes almost a perfect storm of lag and bad luck to overcome the defensive power.
That's not healthy and it's not balanced.
First off if you want to look at the tank meta it starts right here with ball groups. Used to be 27k hp was required, then it went to 30k, next it went to 32k, and some ball groups these days I target players within them and can't find anyone with less then 35k hp. How is anyone supposed to try to compete against that other than by following along, and trying to build more tanky, and stay out of VD range as well. If you are solo or pug and not doing this, you are already behind the 8 ball. So there is that.
Compound it with all the defensive benefits you gain by grouping with layered hots and purging basically every second whether through gear procs or manual purges, and it's just nuts. Will be interested to see if curse lasts longer than 1 second without procs running to see if it is proc set purges or manually pressed purges wiping curse every second by these groups.
Top it off with perma CC spamming, ulti dumping, AOE bombing skills by 8 or so members of these groups all landing simultaneously. People want to see bomber builds removed, well a ball group literally has 8 bombers in their group, built for immortality so their bombs are only half as strong, but when 8 do it at once they are suddenly 4 times stronger than a single bomber.
It's a mess from every angle. Should they be stronger, yes, but it's just crazy how much stronger they can be. I don't necessarily want the play style to go away, but if you want to talk about power creep their is no bigger power creep in the game than what you see between optimizing a PvP group compared to a non optimized pug group. This power creep needs to be reeled in, between optimized groups and pugs.
I have some nice footage here to sum up this whole discussion.
It basically shows all aspects of this discussion. We encounter:
- the unresponsive and repetitive behaviour of unorganized groups stacking up again and again
- around 6:00 minutes into the video we see how a small group of "zerglings" suddenly is able to pressure an organized ball group by pulling out single players and disrupting movement
- we see how the leader starts to make mistakes trying to save the tick(which he loses) as well as his players (which he eventually saves)
- we see how this happens due to absolutely *** game additions like rezz ult and earthgore, which - while being a staple of unorganized zerg gameplay - are also used by organized groups
The example group has only three proximity detonations and two players with VD while around two third of their damage is stamina based and doesn't stem from the sources that are deemed as so problematic here.
Joy_Division wrote: »But even if they did, Mutagen used to be quite meh (and sometimes not even used) so instead it was Healing Springs, which at least required the group to remain stationary or lose their HoTs, and thus times these groups were vulnerable.
However things used to be, there's no way a powerful HoT that requires no aiming, hits multiple people, and sticks to them should have ever been introduced into the game, let alone have remained for as long as it has. I started this game as a healer so I sympathize with them and it's hard to heal the insane damage that is incoming. But that sort of mitigation/healing power that you always have in that video should be only reserved for limited times or at specific place using an ultimate (which was the entire purpose of something like Veil of Blades).
Joy_Division wrote: »I have some nice footage here to sum up this whole discussion.
It basically shows all aspects of this discussion. We encounter:
- the unresponsive and repetitive behaviour of unorganized groups stacking up again and again
- around 6:00 minutes into the video we see how a small group of "zerglings" suddenly is able to pressure an organized ball group by pulling out single players and disrupting movement
- we see how the leader starts to make mistakes trying to save the tick(which he loses) as well as his players (which he eventually saves)
- we see how this happens due to absolutely *** game additions like rezz ult and earthgore, which - while being a staple of unorganized zerg gameplay - are also used by organized groups
The example group has only three proximity detonations and two players with VD while around two third of their damage is stamina based and doesn't stem from the sources that are deemed as so problematic here.
Gonna be honest here. I run in an organized group so I know the drill of how and why they function. But after 30 seconds of watching the video, the only thing I could keep my eyes on was the buff tracker, which often had at least 4 rapid regenerations going on at one time. Seeing 37K health is also something I have difficulty unseeing, but you are quite right in your later post that says this is a consequence of ZOS's changes that did not take into account long term implications.
Years ago, I remember our group used to run the three different versions of Hots (including the unmorphed version) for the specific reason so they would stack. I stopped caring how exactly ZOS's unwritten mechanics worked years ago so I can't say for certain whether or not back in the day we were wrong that the same named heals stacked. But even if they did, Mutagen used to be quite meh (and sometimes not even used) so instead it was Healing Springs, which at least required the group to remain stationary or lose their HoTs, and thus times these groups were vulnerable.
However things used to be, there's no way a powerful HoT that requires no aiming, hits multiple people, and sticks to them should have ever been introduced into the game, let alone have remained for as long as it has. I started this game as a healer so I sympathize with them and it's hard to heal the insane damage that is incoming. But that sort of mitigation/healing power that you always have in that video should be only reserved for limited times or at specific place using an ultimate (which was the entire purpose of something like Veil of Blades).
I tell myself I run a minimal UI because I don't like clutter, but maybe it's really because I just don't want to see these numbers and mechanics in detail.
Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »But even if they did, Mutagen used to be quite meh (and sometimes not even used) so instead it was Healing Springs, which at least required the group to remain stationary or lose their HoTs, and thus times these groups were vulnerable.
However things used to be, there's no way a powerful HoT that requires no aiming, hits multiple people, and sticks to them should have ever been introduced into the game, let alone have remained for as long as it has. I started this game as a healer so I sympathize with them and it's hard to heal the insane damage that is incoming. But that sort of mitigation/healing power that you always have in that video should be only reserved for limited times or at specific place using an ultimate (which was the entire purpose of something like Veil of Blades).
Since we are discussing old patches, HoT's have always stacked, the reason players didn't use mutagen etc in the past is because of the number of targets hit vs its healing amount. Springs was simply more effective and efficient (due to its magicka return and stacking healing meaning that you could have 4 ticks proc'd at once). The only reason for using mutagen was early pre-buffing and for the built in purge effect if dropping low (was really useful during the Wall of Elements purge bug days).
The thing you are maybe remembering was the old barrier ulti stacking (which required different morphs / levels) so Barrier I and Barrier II would stack, or Barrier + Morph 1 + Morph 2 etc..
Heals in ESO have always been stacking in nature. That is just the design of the game since launch. They have always been active mitigation and it is built into the core foundation of the combat. Even now, Springs from multiple players still stack, you can be hit by the same single target heal from multiple players at once. The only thing which was changed was the ability for individual players to self-stack multiple versions of the same ground effects.
Here's were the important side is. Almost all heals in ESO are smart target, this means that you have no control over who gets the healing. One of the reasons why springs was so strong is that you could control where you were healing (by means of placing the ground effect) and thus you had more control over who you healed. (Its much better to heal where the damage will be than everyone). Radiating regeneration doesn't have this luxury, its heals are very random, if you cast it 3 times there's as much chance that 1 player has his buff refreshed 3 times and 1 player doesn't get any (depending on the incoming dmg at the time). Additionally it only hits a maximum of 3 players. This is half the current healing cap per skill.
Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »But even if they did, Mutagen used to be quite meh (and sometimes not even used) so instead it was Healing Springs, which at least required the group to remain stationary or lose their HoTs, and thus times these groups were vulnerable.
However things used to be, there's no way a powerful HoT that requires no aiming, hits multiple people, and sticks to them should have ever been introduced into the game, let alone have remained for as long as it has. I started this game as a healer so I sympathize with them and it's hard to heal the insane damage that is incoming. But that sort of mitigation/healing power that you always have in that video should be only reserved for limited times or at specific place using an ultimate (which was the entire purpose of something like Veil of Blades).
Since we are discussing old patches, HoT's have always stacked, the reason players didn't use mutagen etc in the past is because of the number of targets hit vs its healing amount. Springs was simply more effective and efficient (due to its magicka return and stacking healing meaning that you could have 4 ticks proc'd at once). The only reason for using mutagen was early pre-buffing and for the built in purge effect if dropping low (was really useful during the Wall of Elements purge bug days).
The thing you are maybe remembering was the old barrier ulti stacking (which required different morphs / levels) so Barrier I and Barrier II would stack, or Barrier + Morph 1 + Morph 2 etc..
Heals in ESO have always been stacking in nature. That is just the design of the game since launch. They have always been active mitigation and it is built into the core foundation of the combat. Even now, Springs from multiple players still stack, you can be hit by the same single target heal from multiple players at once. The only thing which was changed was the ability for individual players to self-stack multiple versions of the same ground effects.
Here's were the important side is. Almost all heals in ESO are smart target, this means that you have no control over who gets the healing. One of the reasons why springs was so strong is that you could control where you were healing (by means of placing the ground effect) and thus you had more control over who you healed. (Its much better to heal where the damage will be than everyone). Radiating regeneration doesn't have this luxury, its heals are very random, if you cast it 3 times there's as much chance that 1 player has his buff refreshed 3 times and 1 player doesn't get any (depending on the incoming dmg at the time). Additionally it only hits a maximum of 3 players. This is half the current healing cap per skill.
I didn't check it as of late but the targeting issue with Regeneration should have been resolved for years, as 2.7.1 patched regeneration to be a smart heal:
https://forums.elderscrollsonline.com/en/discussion/comment/3671748/#Comment_3671748
Also, I am fairly sure mutagen did not stack back in the day when healing springs were a thing (also it only healed for half of its current tooltip and over 20 seconds and only 2 targets)
I'm a little concerned about some videos I've watched of ball groups. I actually saw players swapping gear in the middle of combat, evidenced by the live feed they were putting on twitch. How is this even possible? How could they swap gear when that is supposed to be locked?
Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »But even if they did, Mutagen used to be quite meh (and sometimes not even used) so instead it was Healing Springs, which at least required the group to remain stationary or lose their HoTs, and thus times these groups were vulnerable.
However things used to be, there's no way a powerful HoT that requires no aiming, hits multiple people, and sticks to them should have ever been introduced into the game, let alone have remained for as long as it has. I started this game as a healer so I sympathize with them and it's hard to heal the insane damage that is incoming. But that sort of mitigation/healing power that you always have in that video should be only reserved for limited times or at specific place using an ultimate (which was the entire purpose of something like Veil of Blades).
Since we are discussing old patches, HoT's have always stacked, the reason players didn't use mutagen etc in the past is because of the number of targets hit vs its healing amount. Springs was simply more effective and efficient (due to its magicka return and stacking healing meaning that you could have 4 ticks proc'd at once). The only reason for using mutagen was early pre-buffing and for the built in purge effect if dropping low (was really useful during the Wall of Elements purge bug days).
The thing you are maybe remembering was the old barrier ulti stacking (which required different morphs / levels) so Barrier I and Barrier II would stack, or Barrier + Morph 1 + Morph 2 etc..
Heals in ESO have always been stacking in nature. That is just the design of the game since launch. They have always been active mitigation and it is built into the core foundation of the combat. Even now, Springs from multiple players still stack, you can be hit by the same single target heal from multiple players at once. The only thing which was changed was the ability for individual players to self-stack multiple versions of the same ground effects.
Here's were the important side is. Almost all heals in ESO are smart target, this means that you have no control over who gets the healing. One of the reasons why springs was so strong is that you could control where you were healing (by means of placing the ground effect) and thus you had more control over who you healed. (Its much better to heal where the damage will be than everyone). Radiating regeneration doesn't have this luxury, its heals are very random, if you cast it 3 times there's as much chance that 1 player has his buff refreshed 3 times and 1 player doesn't get any (depending on the incoming dmg at the time). Additionally it only hits a maximum of 3 players. This is half the current healing cap per skill.
It's plus sides are that HoT heals where you don't need to be standing on the healing spot are obviously better for situations where you need to spread out (think the current synergy, proxy scaling, vd meta).
Ironically groups were weaker before because they were forced to stack in the damage due to the healing method (after the AOE cap change) but people cheered that springs was being removed so that "groups couldn't stack up", for me it just tells me that people in general don't understand group combat mechanics whenever I see similar style posts these days.
Now you have those who are upset because healing can only go onto allies within groups, and cheering that ZOS has rescinded this restriction. Yet at the same time calling for heal stacking to be removed. This will mean that you have less healing from ungrouped allies, because when you are low and 4 people cast single target mutagen at you you will only get one of them as an ungrouped player. People when solo tend to only use a certain range of specific heals. Meaning Groups will have even more healing if both went ahead. (from the pugs + their own group).
Joy_Division wrote: »but as the video above clearly shows, which is composed of at least half stamina players, somehow manage to consistently have 3 and 4 of these HoTs ticking at the same time.Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »But even if they did, Mutagen used to be quite meh (and sometimes not even used) so instead it was Healing Springs, which at least required the group to remain stationary or lose their HoTs, and thus times these groups were vulnerable.
However things used to be, there's no way a powerful HoT that requires no aiming, hits multiple people, and sticks to them should have ever been introduced into the game, let alone have remained for as long as it has. I started this game as a healer so I sympathize with them and it's hard to heal the insane damage that is incoming. But that sort of mitigation/healing power that you always have in that video should be only reserved for limited times or at specific place using an ultimate (which was the entire purpose of something like Veil of Blades).
Since we are discussing old patches, HoT's have always stacked, the reason players didn't use mutagen etc in the past is because of the number of targets hit vs its healing amount. Springs was simply more effective and efficient (due to its magicka return and stacking healing meaning that you could have 4 ticks proc'd at once). The only reason for using mutagen was early pre-buffing and for the built in purge effect if dropping low (was really useful during the Wall of Elements purge bug days).
The thing you are maybe remembering was the old barrier ulti stacking (which required different morphs / levels) so Barrier I and Barrier II would stack, or Barrier + Morph 1 + Morph 2 etc..
Heals in ESO have always been stacking in nature. That is just the design of the game since launch. They have always been active mitigation and it is built into the core foundation of the combat. Even now, Springs from multiple players still stack, you can be hit by the same single target heal from multiple players at once. The only thing which was changed was the ability for individual players to self-stack multiple versions of the same ground effects.
Here's were the important side is. Almost all heals in ESO are smart target, this means that you have no control over who gets the healing. One of the reasons why springs was so strong is that you could control where you were healing (by means of placing the ground effect) and thus you had more control over who you healed. (Its much better to heal where the damage will be than everyone). Radiating regeneration doesn't have this luxury, its heals are very random, if you cast it 3 times there's as much chance that 1 player has his buff refreshed 3 times and 1 player doesn't get any (depending on the incoming dmg at the time). Additionally it only hits a maximum of 3 players. This is half the current healing cap per skill.
It's plus sides are that HoT heals where you don't need to be standing on the healing spot are obviously better for situations where you need to spread out (think the current synergy, proxy scaling, vd meta).
Ironically groups were weaker before because they were forced to stack in the damage due to the healing method (after the AOE cap change) but people cheered that springs was being removed so that "groups couldn't stack up", for me it just tells me that people in general don't understand group combat mechanics whenever I see similar style posts these days.
Now you have those who are upset because healing can only go onto allies within groups, and cheering that ZOS has rescinded this restriction. Yet at the same time calling for heal stacking to be removed. This will mean that you have less healing from ungrouped allies, because when you are low and 4 people cast single target mutagen at you you will only get one of them as an ungrouped player. People when solo tend to only use a certain range of specific heals. Meaning Groups will have even more healing if both went ahead. (from the pugs + their own group).
Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »but as the video above clearly shows, which is composed of at least half stamina players, somehow manage to consistently have 3 and 4 of these HoTs ticking at the same time.Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »But even if they did, Mutagen used to be quite meh (and sometimes not even used) so instead it was Healing Springs, which at least required the group to remain stationary or lose their HoTs, and thus times these groups were vulnerable.
However things used to be, there's no way a powerful HoT that requires no aiming, hits multiple people, and sticks to them should have ever been introduced into the game, let alone have remained for as long as it has. I started this game as a healer so I sympathize with them and it's hard to heal the insane damage that is incoming. But that sort of mitigation/healing power that you always have in that video should be only reserved for limited times or at specific place using an ultimate (which was the entire purpose of something like Veil of Blades).
Since we are discussing old patches, HoT's have always stacked, the reason players didn't use mutagen etc in the past is because of the number of targets hit vs its healing amount. Springs was simply more effective and efficient (due to its magicka return and stacking healing meaning that you could have 4 ticks proc'd at once). The only reason for using mutagen was early pre-buffing and for the built in purge effect if dropping low (was really useful during the Wall of Elements purge bug days).
The thing you are maybe remembering was the old barrier ulti stacking (which required different morphs / levels) so Barrier I and Barrier II would stack, or Barrier + Morph 1 + Morph 2 etc..
Heals in ESO have always been stacking in nature. That is just the design of the game since launch. They have always been active mitigation and it is built into the core foundation of the combat. Even now, Springs from multiple players still stack, you can be hit by the same single target heal from multiple players at once. The only thing which was changed was the ability for individual players to self-stack multiple versions of the same ground effects.
Here's were the important side is. Almost all heals in ESO are smart target, this means that you have no control over who gets the healing. One of the reasons why springs was so strong is that you could control where you were healing (by means of placing the ground effect) and thus you had more control over who you healed. (Its much better to heal where the damage will be than everyone). Radiating regeneration doesn't have this luxury, its heals are very random, if you cast it 3 times there's as much chance that 1 player has his buff refreshed 3 times and 1 player doesn't get any (depending on the incoming dmg at the time). Additionally it only hits a maximum of 3 players. This is half the current healing cap per skill.
It's plus sides are that HoT heals where you don't need to be standing on the healing spot are obviously better for situations where you need to spread out (think the current synergy, proxy scaling, vd meta).
Ironically groups were weaker before because they were forced to stack in the damage due to the healing method (after the AOE cap change) but people cheered that springs was being removed so that "groups couldn't stack up", for me it just tells me that people in general don't understand group combat mechanics whenever I see similar style posts these days.
Now you have those who are upset because healing can only go onto allies within groups, and cheering that ZOS has rescinded this restriction. Yet at the same time calling for heal stacking to be removed. This will mean that you have less healing from ungrouped allies, because when you are low and 4 people cast single target mutagen at you you will only get one of them as an ungrouped player. People when solo tend to only use a certain range of specific heals. Meaning Groups will have even more healing if both went ahead. (from the pugs + their own group).
Which part of the video do they consistently have 3 or 4 mutagens (im not talking about some situation where they are not really in combat and everyone is focused on healing - I think if everyone focuses on it then why shouldn't there be multiple heals going out, but in actual combat situations in the video they have barely 1-2 mutagens up, and im sure they have more than 2 healers).
What people don't seem to understand is that if healing is nerfed then groups get more tanky, have more hp.
When healing is higher and damage is lower groups build more squishy in order to deal more damage.
ShadowProc wrote: »I am amazed that some players are so self centered on playing in ball groups and ruining the game for so many. There are a handful of groups that make the game unfun/unplayable for hundreds of others.
ShadowProc wrote: »Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »but as the video above clearly shows, which is composed of at least half stamina players, somehow manage to consistently have 3 and 4 of these HoTs ticking at the same time.Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »But even if they did, Mutagen used to be quite meh (and sometimes not even used) so instead it was Healing Springs, which at least required the group to remain stationary or lose their HoTs, and thus times these groups were vulnerable.
However things used to be, there's no way a powerful HoT that requires no aiming, hits multiple people, and sticks to them should have ever been introduced into the game, let alone have remained for as long as it has. I started this game as a healer so I sympathize with them and it's hard to heal the insane damage that is incoming. But that sort of mitigation/healing power that you always have in that video should be only reserved for limited times or at specific place using an ultimate (which was the entire purpose of something like Veil of Blades).
Since we are discussing old patches, HoT's have always stacked, the reason players didn't use mutagen etc in the past is because of the number of targets hit vs its healing amount. Springs was simply more effective and efficient (due to its magicka return and stacking healing meaning that you could have 4 ticks proc'd at once). The only reason for using mutagen was early pre-buffing and for the built in purge effect if dropping low (was really useful during the Wall of Elements purge bug days).
The thing you are maybe remembering was the old barrier ulti stacking (which required different morphs / levels) so Barrier I and Barrier II would stack, or Barrier + Morph 1 + Morph 2 etc..
Heals in ESO have always been stacking in nature. That is just the design of the game since launch. They have always been active mitigation and it is built into the core foundation of the combat. Even now, Springs from multiple players still stack, you can be hit by the same single target heal from multiple players at once. The only thing which was changed was the ability for individual players to self-stack multiple versions of the same ground effects.
Here's were the important side is. Almost all heals in ESO are smart target, this means that you have no control over who gets the healing. One of the reasons why springs was so strong is that you could control where you were healing (by means of placing the ground effect) and thus you had more control over who you healed. (Its much better to heal where the damage will be than everyone). Radiating regeneration doesn't have this luxury, its heals are very random, if you cast it 3 times there's as much chance that 1 player has his buff refreshed 3 times and 1 player doesn't get any (depending on the incoming dmg at the time). Additionally it only hits a maximum of 3 players. This is half the current healing cap per skill.
It's plus sides are that HoT heals where you don't need to be standing on the healing spot are obviously better for situations where you need to spread out (think the current synergy, proxy scaling, vd meta).
Ironically groups were weaker before because they were forced to stack in the damage due to the healing method (after the AOE cap change) but people cheered that springs was being removed so that "groups couldn't stack up", for me it just tells me that people in general don't understand group combat mechanics whenever I see similar style posts these days.
Now you have those who are upset because healing can only go onto allies within groups, and cheering that ZOS has rescinded this restriction. Yet at the same time calling for heal stacking to be removed. This will mean that you have less healing from ungrouped allies, because when you are low and 4 people cast single target mutagen at you you will only get one of them as an ungrouped player. People when solo tend to only use a certain range of specific heals. Meaning Groups will have even more healing if both went ahead. (from the pugs + their own group).
Which part of the video do they consistently have 3 or 4 mutagens (im not talking about some situation where they are not really in combat and everyone is focused on healing - I think if everyone focuses on it then why shouldn't there be multiple heals going out, but in actual combat situations in the video they have barely 1-2 mutagens up, and im sure they have more than 2 healers).
What people don't seem to understand is that if healing is nerfed then groups get more tanky, have more hp.
When healing is higher and damage is lower groups build more squishy in order to deal more damage.
What do you mean more tanky ? Lol. They literally run 35k plus health. The real good groups have more than 1 to 2 hots up at all times. That’s the difference between the real good groups and the rest. They keep their hots up and spam purge.
Does ZOS even have a PvP dev? If yes, does that dev actively play?
Izanagi.Xiiib16_ESO wrote: »ShadowProc wrote: »Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »but as the video above clearly shows, which is composed of at least half stamina players, somehow manage to consistently have 3 and 4 of these HoTs ticking at the same time.Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »But even if they did, Mutagen used to be quite meh (and sometimes not even used) so instead it was Healing Springs, which at least required the group to remain stationary or lose their HoTs, and thus times these groups were vulnerable.
However things used to be, there's no way a powerful HoT that requires no aiming, hits multiple people, and sticks to them should have ever been introduced into the game, let alone have remained for as long as it has. I started this game as a healer so I sympathize with them and it's hard to heal the insane damage that is incoming. But that sort of mitigation/healing power that you always have in that video should be only reserved for limited times or at specific place using an ultimate (which was the entire purpose of something like Veil of Blades).
Since we are discussing old patches, HoT's have always stacked, the reason players didn't use mutagen etc in the past is because of the number of targets hit vs its healing amount. Springs was simply more effective and efficient (due to its magicka return and stacking healing meaning that you could have 4 ticks proc'd at once). The only reason for using mutagen was early pre-buffing and for the built in purge effect if dropping low (was really useful during the Wall of Elements purge bug days).
The thing you are maybe remembering was the old barrier ulti stacking (which required different morphs / levels) so Barrier I and Barrier II would stack, or Barrier + Morph 1 + Morph 2 etc..
Heals in ESO have always been stacking in nature. That is just the design of the game since launch. They have always been active mitigation and it is built into the core foundation of the combat. Even now, Springs from multiple players still stack, you can be hit by the same single target heal from multiple players at once. The only thing which was changed was the ability for individual players to self-stack multiple versions of the same ground effects.
Here's were the important side is. Almost all heals in ESO are smart target, this means that you have no control over who gets the healing. One of the reasons why springs was so strong is that you could control where you were healing (by means of placing the ground effect) and thus you had more control over who you healed. (Its much better to heal where the damage will be than everyone). Radiating regeneration doesn't have this luxury, its heals are very random, if you cast it 3 times there's as much chance that 1 player has his buff refreshed 3 times and 1 player doesn't get any (depending on the incoming dmg at the time). Additionally it only hits a maximum of 3 players. This is half the current healing cap per skill.
It's plus sides are that HoT heals where you don't need to be standing on the healing spot are obviously better for situations where you need to spread out (think the current synergy, proxy scaling, vd meta).
Ironically groups were weaker before because they were forced to stack in the damage due to the healing method (after the AOE cap change) but people cheered that springs was being removed so that "groups couldn't stack up", for me it just tells me that people in general don't understand group combat mechanics whenever I see similar style posts these days.
Now you have those who are upset because healing can only go onto allies within groups, and cheering that ZOS has rescinded this restriction. Yet at the same time calling for heal stacking to be removed. This will mean that you have less healing from ungrouped allies, because when you are low and 4 people cast single target mutagen at you you will only get one of them as an ungrouped player. People when solo tend to only use a certain range of specific heals. Meaning Groups will have even more healing if both went ahead. (from the pugs + their own group).
Which part of the video do they consistently have 3 or 4 mutagens (im not talking about some situation where they are not really in combat and everyone is focused on healing - I think if everyone focuses on it then why shouldn't there be multiple heals going out, but in actual combat situations in the video they have barely 1-2 mutagens up, and im sure they have more than 2 healers).
What people don't seem to understand is that if healing is nerfed then groups get more tanky, have more hp.
When healing is higher and damage is lower groups build more squishy in order to deal more damage.
What do you mean more tanky ? Lol. They literally run 35k plus health. The real good groups have more than 1 to 2 hots up at all times. That’s the difference between the real good groups and the rest. They keep their hots up and spam purge.
Health goal in groups used to be around 25k prior to destro ulti, when destro ulti came in dmg increased so much that in response groups needed to get tankier (because they still did fine dmg). Since then its just got higher (necro class, synergies etc) whereas healing has got lower (more accessible and less reactive but still lower overall) which is why now everyone heals in groups. Thats why im saying if dmg was drastically lowered in Cyro players in groups would likely have to build way more squishy to deal enough dmg to kill stuff still.
You would ofc still have the tanky groups but they would also kill very little.
What do you think causes more lag? a) A group at a back keep killing 20-30 players, b) GvG away in a field somewhere or c) Faction zerg vs Faction Zerg on the front lines?
biminirwb17_ESO wrote: »I don't think I have ever seen a video of a ball group sieging a defended keep. Just watch and wait for the predictable.
Taking an outpost between the other 2 factions.
Backdooring a siege when the door is open or wall down.
And of course the good ol' pvdoor a tri-keep with a top floor to run around.
I see not much has changed in terms of ball groups since I left over a year ago.
Did they ever actually put a 12 person cap on groups in PvP?
ShadowProc wrote: »Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »but as the video above clearly shows, which is composed of at least half stamina players, somehow manage to consistently have 3 and 4 of these HoTs ticking at the same time.Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »But even if they did, Mutagen used to be quite meh (and sometimes not even used) so instead it was Healing Springs, which at least required the group to remain stationary or lose their HoTs, and thus times these groups were vulnerable.
However things used to be, there's no way a powerful HoT that requires no aiming, hits multiple people, and sticks to them should have ever been introduced into the game, let alone have remained for as long as it has. I started this game as a healer so I sympathize with them and it's hard to heal the insane damage that is incoming. But that sort of mitigation/healing power that you always have in that video should be only reserved for limited times or at specific place using an ultimate (which was the entire purpose of something like Veil of Blades).
Since we are discussing old patches, HoT's have always stacked, the reason players didn't use mutagen etc in the past is because of the number of targets hit vs its healing amount. Springs was simply more effective and efficient (due to its magicka return and stacking healing meaning that you could have 4 ticks proc'd at once). The only reason for using mutagen was early pre-buffing and for the built in purge effect if dropping low (was really useful during the Wall of Elements purge bug days).
The thing you are maybe remembering was the old barrier ulti stacking (which required different morphs / levels) so Barrier I and Barrier II would stack, or Barrier + Morph 1 + Morph 2 etc..
Heals in ESO have always been stacking in nature. That is just the design of the game since launch. They have always been active mitigation and it is built into the core foundation of the combat. Even now, Springs from multiple players still stack, you can be hit by the same single target heal from multiple players at once. The only thing which was changed was the ability for individual players to self-stack multiple versions of the same ground effects.
Here's were the important side is. Almost all heals in ESO are smart target, this means that you have no control over who gets the healing. One of the reasons why springs was so strong is that you could control where you were healing (by means of placing the ground effect) and thus you had more control over who you healed. (Its much better to heal where the damage will be than everyone). Radiating regeneration doesn't have this luxury, its heals are very random, if you cast it 3 times there's as much chance that 1 player has his buff refreshed 3 times and 1 player doesn't get any (depending on the incoming dmg at the time). Additionally it only hits a maximum of 3 players. This is half the current healing cap per skill.
It's plus sides are that HoT heals where you don't need to be standing on the healing spot are obviously better for situations where you need to spread out (think the current synergy, proxy scaling, vd meta).
Ironically groups were weaker before because they were forced to stack in the damage due to the healing method (after the AOE cap change) but people cheered that springs was being removed so that "groups couldn't stack up", for me it just tells me that people in general don't understand group combat mechanics whenever I see similar style posts these days.
Now you have those who are upset because healing can only go onto allies within groups, and cheering that ZOS has rescinded this restriction. Yet at the same time calling for heal stacking to be removed. This will mean that you have less healing from ungrouped allies, because when you are low and 4 people cast single target mutagen at you you will only get one of them as an ungrouped player. People when solo tend to only use a certain range of specific heals. Meaning Groups will have even more healing if both went ahead. (from the pugs + their own group).
Which part of the video do they consistently have 3 or 4 mutagens (im not talking about some situation where they are not really in combat and everyone is focused on healing - I think if everyone focuses on it then why shouldn't there be multiple heals going out, but in actual combat situations in the video they have barely 1-2 mutagens up, and im sure they have more than 2 healers).
What people don't seem to understand is that if healing is nerfed then groups get more tanky, have more hp.
When healing is higher and damage is lower groups build more squishy in order to deal more damage.
These broken Mechanics will continue to drive players away. Why play that when I can hop on call of duty and have the same chance of killing the other players when you have zero chance in this game. Dying is not fun when the outcome is predicted every time.
I am amazed that some players are so self centered on playing in ball groups and ruining the game for so many. There are a handful of groups that make the game unfun/unplayable for hundreds of others.
NotTaylorSwift wrote: »ShadowProc wrote: »Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »but as the video above clearly shows, which is composed of at least half stamina players, somehow manage to consistently have 3 and 4 of these HoTs ticking at the same time.Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »But even if they did, Mutagen used to be quite meh (and sometimes not even used) so instead it was Healing Springs, which at least required the group to remain stationary or lose their HoTs, and thus times these groups were vulnerable.
However things used to be, there's no way a powerful HoT that requires no aiming, hits multiple people, and sticks to them should have ever been introduced into the game, let alone have remained for as long as it has. I started this game as a healer so I sympathize with them and it's hard to heal the insane damage that is incoming. But that sort of mitigation/healing power that you always have in that video should be only reserved for limited times or at specific place using an ultimate (which was the entire purpose of something like Veil of Blades).
Since we are discussing old patches, HoT's have always stacked, the reason players didn't use mutagen etc in the past is because of the number of targets hit vs its healing amount. Springs was simply more effective and efficient (due to its magicka return and stacking healing meaning that you could have 4 ticks proc'd at once). The only reason for using mutagen was early pre-buffing and for the built in purge effect if dropping low (was really useful during the Wall of Elements purge bug days).
The thing you are maybe remembering was the old barrier ulti stacking (which required different morphs / levels) so Barrier I and Barrier II would stack, or Barrier + Morph 1 + Morph 2 etc..
Heals in ESO have always been stacking in nature. That is just the design of the game since launch. They have always been active mitigation and it is built into the core foundation of the combat. Even now, Springs from multiple players still stack, you can be hit by the same single target heal from multiple players at once. The only thing which was changed was the ability for individual players to self-stack multiple versions of the same ground effects.
Here's were the important side is. Almost all heals in ESO are smart target, this means that you have no control over who gets the healing. One of the reasons why springs was so strong is that you could control where you were healing (by means of placing the ground effect) and thus you had more control over who you healed. (Its much better to heal where the damage will be than everyone). Radiating regeneration doesn't have this luxury, its heals are very random, if you cast it 3 times there's as much chance that 1 player has his buff refreshed 3 times and 1 player doesn't get any (depending on the incoming dmg at the time). Additionally it only hits a maximum of 3 players. This is half the current healing cap per skill.
It's plus sides are that HoT heals where you don't need to be standing on the healing spot are obviously better for situations where you need to spread out (think the current synergy, proxy scaling, vd meta).
Ironically groups were weaker before because they were forced to stack in the damage due to the healing method (after the AOE cap change) but people cheered that springs was being removed so that "groups couldn't stack up", for me it just tells me that people in general don't understand group combat mechanics whenever I see similar style posts these days.
Now you have those who are upset because healing can only go onto allies within groups, and cheering that ZOS has rescinded this restriction. Yet at the same time calling for heal stacking to be removed. This will mean that you have less healing from ungrouped allies, because when you are low and 4 people cast single target mutagen at you you will only get one of them as an ungrouped player. People when solo tend to only use a certain range of specific heals. Meaning Groups will have even more healing if both went ahead. (from the pugs + their own group).
Which part of the video do they consistently have 3 or 4 mutagens (im not talking about some situation where they are not really in combat and everyone is focused on healing - I think if everyone focuses on it then why shouldn't there be multiple heals going out, but in actual combat situations in the video they have barely 1-2 mutagens up, and im sure they have more than 2 healers).
What people don't seem to understand is that if healing is nerfed then groups get more tanky, have more hp.
When healing is higher and damage is lower groups build more squishy in order to deal more damage.
These broken Mechanics will continue to drive players away. Why play that when I can hop on call of duty and have the same chance of killing the other players when you have zero chance in this game. Dying is not fun when the outcome is predicted every time.
I am amazed that some players are so self centered on playing in ball groups and ruining the game for so many. There are a handful of groups that make the game unfun/unplayable for hundreds of others.
But you explained part of your own issue. Cyrodiil isn’t a death match and isn’t just about getting kills. I’m sure there are many individual players or even small groups you wouldn’t be able to kill on equal terms. So are they an issue as well? You shouldn’t have an even chance of killing absolutely anyone you come across because that doesn’t reward players for learning the game... if you don’t want to use the available skills/sets/items etc in the game that counter ballgroups or learn how to disrupt them, then why should you be rewarded by killing them?
Throwing your solo build skills at them isn’t gonna do anything. Setting up a single oil on top of keep isn’t gonna do anything. There is /zone /yell and /say where you can communicate with other players to work towards disrupting and maybe even killing them. If the other players don’t respond to communication well.... then they are the issue. But you can’t nerf ballgroups just because pugs either don’t know what to do in that situation or just choose to be ineffective. Players need to learn what is in the game outside of zerg surf and solo build skills.
NotTaylorSwift wrote: »ShadowProc wrote: »Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »but as the video above clearly shows, which is composed of at least half stamina players, somehow manage to consistently have 3 and 4 of these HoTs ticking at the same time.Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »But even if they did, Mutagen used to be quite meh (and sometimes not even used) so instead it was Healing Springs, which at least required the group to remain stationary or lose their HoTs, and thus times these groups were vulnerable.
However things used to be, there's no way a powerful HoT that requires no aiming, hits multiple people, and sticks to them should have ever been introduced into the game, let alone have remained for as long as it has. I started this game as a healer so I sympathize with them and it's hard to heal the insane damage that is incoming. But that sort of mitigation/healing power that you always have in that video should be only reserved for limited times or at specific place using an ultimate (which was the entire purpose of something like Veil of Blades).
Since we are discussing old patches, HoT's have always stacked, the reason players didn't use mutagen etc in the past is because of the number of targets hit vs its healing amount. Springs was simply more effective and efficient (due to its magicka return and stacking healing meaning that you could have 4 ticks proc'd at once). The only reason for using mutagen was early pre-buffing and for the built in purge effect if dropping low (was really useful during the Wall of Elements purge bug days).
The thing you are maybe remembering was the old barrier ulti stacking (which required different morphs / levels) so Barrier I and Barrier II would stack, or Barrier + Morph 1 + Morph 2 etc..
Heals in ESO have always been stacking in nature. That is just the design of the game since launch. They have always been active mitigation and it is built into the core foundation of the combat. Even now, Springs from multiple players still stack, you can be hit by the same single target heal from multiple players at once. The only thing which was changed was the ability for individual players to self-stack multiple versions of the same ground effects.
Here's were the important side is. Almost all heals in ESO are smart target, this means that you have no control over who gets the healing. One of the reasons why springs was so strong is that you could control where you were healing (by means of placing the ground effect) and thus you had more control over who you healed. (Its much better to heal where the damage will be than everyone). Radiating regeneration doesn't have this luxury, its heals are very random, if you cast it 3 times there's as much chance that 1 player has his buff refreshed 3 times and 1 player doesn't get any (depending on the incoming dmg at the time). Additionally it only hits a maximum of 3 players. This is half the current healing cap per skill.
It's plus sides are that HoT heals where you don't need to be standing on the healing spot are obviously better for situations where you need to spread out (think the current synergy, proxy scaling, vd meta).
Ironically groups were weaker before because they were forced to stack in the damage due to the healing method (after the AOE cap change) but people cheered that springs was being removed so that "groups couldn't stack up", for me it just tells me that people in general don't understand group combat mechanics whenever I see similar style posts these days.
Now you have those who are upset because healing can only go onto allies within groups, and cheering that ZOS has rescinded this restriction. Yet at the same time calling for heal stacking to be removed. This will mean that you have less healing from ungrouped allies, because when you are low and 4 people cast single target mutagen at you you will only get one of them as an ungrouped player. People when solo tend to only use a certain range of specific heals. Meaning Groups will have even more healing if both went ahead. (from the pugs + their own group).
Which part of the video do they consistently have 3 or 4 mutagens (im not talking about some situation where they are not really in combat and everyone is focused on healing - I think if everyone focuses on it then why shouldn't there be multiple heals going out, but in actual combat situations in the video they have barely 1-2 mutagens up, and im sure they have more than 2 healers).
What people don't seem to understand is that if healing is nerfed then groups get more tanky, have more hp.
When healing is higher and damage is lower groups build more squishy in order to deal more damage.
These broken Mechanics will continue to drive players away. Why play that when I can hop on call of duty and have the same chance of killing the other players when you have zero chance in this game. Dying is not fun when the outcome is predicted every time.
I am amazed that some players are so self centered on playing in ball groups and ruining the game for so many. There are a handful of groups that make the game unfun/unplayable for hundreds of others.
But you explained part of your own issue. Cyrodiil isn’t a death match and isn’t just about getting kills. I’m sure there are many individual players or even small groups you wouldn’t be able to kill on equal terms. So are they an issue as well? You shouldn’t have an even chance of killing absolutely anyone you come across because that doesn’t reward players for learning the game... if you don’t want to use the available skills/sets/items etc in the game that counter ballgroups or learn how to disrupt them, then why should you be rewarded by killing them?
Throwing your solo build skills at them isn’t gonna do anything. Setting up a single oil on top of keep isn’t gonna do anything. There is /zone /yell and /say where you can communicate with other players to work towards disrupting and maybe even killing them. If the other players don’t respond to communication well.... then they are the issue. But you can’t nerf ballgroups just because pugs either don’t know what to do in that situation or just choose to be ineffective. Players need to learn what is in the game outside of zerg surf and solo build skills.