Necrotech_Master wrote: »ive always felt the siege to be a little on the weak side because:
A) siege dmg can be resisted/shielded and
B ) even before this update i always noticed most people would outheal siege dmg due to point A
it just sounds like the problem is getting worse and honestly siege dmg should probably be straight up oblivion at this point
This is how they designed the new set Rallying Cry and how they reworked Pale Order. A promising idea. Another would be for HoTs that travel with the player to be restricted to self-heals only. Group HoT stacking was not nearly as much of a problem when the primary PvP raid healing ability was the stationary Healing Springs.I always thought they should have heals scale with amount of people effected, almost like reverse proxy det. Make radiating regen lose X% of overall healing...
In theory the combination of threatening siege and Plaguebreak would force stacked groups to spread out so they could purge the siege without nuking themselves, creating an opening for the enemy to pick them off before they regroup. This of course does not happen when groups can brute force heal through siege.TechMaybeHic wrote: »When plague break became a thing, I felt like the replacement to purges we're to heal through it. Grant it; you still didn't want to just stand there and keep eating it.
xylena_lazarow wrote: »In theory the combination of threatening siege and Plaguebreak would force stacked groups to spread out so they could purge the siege without nuking themselves, creating an opening for the enemy to pick them off before they regroup. This of course does not happen when groups can brute force heal through siege.TechMaybeHic wrote: »When plague break became a thing, I felt like the replacement to purges we're to heal through it. Grant it; you still didn't want to just stand there and keep eating it.
There are mechanics in PvE that force groups to spread out, or to perform special actions against damage sources that cannot be healed through. These balancing factors no longer exist in PvP, which has become a degenerate game mode.
TechMaybeHic wrote: »xylena_lazarow wrote: »In theory the combination of threatening siege and Plaguebreak would force stacked groups to spread out so they could purge the siege without nuking themselves, creating an opening for the enemy to pick them off before they regroup. This of course does not happen when groups can brute force heal through siege.TechMaybeHic wrote: »When plague break became a thing, I felt like the replacement to purges we're to heal through it. Grant it; you still didn't want to just stand there and keep eating it.
There are mechanics in PvE that force groups to spread out, or to perform special actions against damage sources that cannot be healed through. These balancing factors no longer exist in PvP, which has become a degenerate game mode.
The problem with relying on plague break to force players to spread out and then purge, is this games amazing performance where someone's things will not go off on the bar you are pressing a button, then go off when you are on the other bar at the same position, and that could be purge so it's generally best not slotted.
I agree in principle of not being able to just heal through, but the practical does not matchup
This would be an acceptable first step. Their healing would seem less oppressive if you could actually stick them in harmful AoE for more than a quarter second, or use CC to break up a moving stack.A bit unrelated, but I would also get rid of snowtreaders and immovable poisons. Leave the 15 sec immovable pots. Groups can still outheal dmg, but snares being more effective in keeping them within siege would be helpful.
VaranisArano wrote: »(For those of you suggesting that siege get buffed, I see you don't remember what happened during the Summerset siege buffs: everyone who wasn't in a ball group got melted. Those buffs got reverted for a reason.)
NordSwordnBoard wrote: »Solo, at a keep using one oil and a lancer I can wipe an unaware ram crew with one or two volleys.
Large battle, same positional situation with more oils, more anti personnel siege, but more enemy healing and the lancer is far less effective. Lag makes the lancer too slow in firing and they become less effective than single shot coldfire.
I assume lancers came about to punish stacked players, not for me to get a nice def tick.
If they refuse to adjust cross healing which I think is the root problem, I'd be OK with siege melting people again. I remember the backlash from previous siege buffs, so maybe somewhere in the middle? Buff Coldfires and Lancers to be more valuable and rare siege that people fear losing unlike disposable meatbags and oils.
What's worse? Failing to capture a keep due to counter siege overwhelming you - or failing to stop a siege because groups move with impunity through red circles and supposed "kill boxes"?
NordSwordnBoard wrote: »Solo, at a keep using one oil and a lancer I can wipe an unaware ram crew with one or two volleys.
Large battle, same positional situation with more oils, more anti personnel siege, but more enemy healing and the lancer is far less effective. Lag makes the lancer too slow in firing and they become less effective than single shot coldfire.
I assume lancers came about to punish stacked players, not for me to get a nice def tick.
If they refuse to adjust cross healing which I think is the root problem, I'd be OK with siege melting people again. I remember the backlash from previous siege buffs, so maybe somewhere in the middle? Buff Coldfires and Lancers to be more valuable and rare siege that people fear losing unlike disposable meatbags and oils.
What's worse? Failing to capture a keep due to counter siege overwhelming you - or failing to stop a siege because groups move with impunity through red circles and supposed "kill boxes"?
Hold up ... So the player cap for each Campaign is 80 TOTAL?! i always thought it was 80 per faction lol sheesh no wonder the entire map always goes yellow once AD zerg-horde decides to login all at once everyday during "primetime" .Some members of ball groups feel that 12v60 is a fair fight. As it stands pop cap is 80, which means that it's pretty much 12v faction... If that isn't OP idk what is.
NeeScrolls wrote: »Hold up ... So the player cap for each Campaign is 80 TOTAL?! i always thought it was 80 per faction lol sheesh no wonder the entire map always goes yellow once AD zerg-horde decides to login all at once everyday during "primetime" .Some members of ball groups feel that 12v60 is a fair fight. As it stands pop cap is 80, which means that it's pretty much 12v faction... If that isn't OP idk what is.
So basically, it could be: 60 AD vs. 10 DC vs. 10 EP ....and that's it? (DC nor EP could never increase their numbers, unless/until AD players logged out first? ) ***NEVERMIND, i mis-understood @Tiphis post and found this thread about the 'cap' : https://forums.elderscrollsonline.com/en/discussion/comment/6928791#Comment_6928791
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NeeScrolls wrote: »Hold up ... So the player cap for each Campaign is 80 TOTAL?! i always thought it was 80 per faction lol sheesh no wonder the entire map always goes yellow once AD zerg-horde decides to login all at once everyday during "primetime" .Some members of ball groups feel that 12v60 is a fair fight. As it stands pop cap is 80, which means that it's pretty much 12v faction... If that isn't OP idk what is.
So basically, it could be: 60 AD vs. 10 DC vs. 10 EP ....and that's it? (DC nor EP could never increase their numbers, unless/until AD players logged out first? ) ***NEVERMIND, i mis-understood @Tiphis post and found this thread about the 'cap' : https://forums.elderscrollsonline.com/en/discussion/comment/6928791#Comment_6928791
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NordSwordnBoard wrote: »NeeScrolls wrote: »Hold up ... So the player cap for each Campaign is 80 TOTAL?! i always thought it was 80 per faction lol sheesh no wonder the entire map always goes yellow once AD zerg-horde decides to login all at once everyday during "primetime" .Some members of ball groups feel that 12v60 is a fair fight. As it stands pop cap is 80, which means that it's pretty much 12v faction... If that isn't OP idk what is.
So basically, it could be: 60 AD vs. 10 DC vs. 10 EP ....and that's it? (DC nor EP could never increase their numbers, unless/until AD players logged out first? ) ***NEVERMIND, i mis-understood @Tiphis post and found this thread about the 'cap' : https://forums.elderscrollsonline.com/en/discussion/comment/6928791#Comment_6928791
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https://help.elderscrollsonline.com/app/answers/detail/a_id/6533/~/how-will-the-player-population-be-limited?
Officially, Campaign Pop Cap is ~1800 per the ESO website - Updated 2/22/2022.
That's ~600 players each, although it feels more like 150 each.
Its been problem for years now.. And all they need to do is stop stacking dot heals such as rapid healing. Just one cast per player, when casted by another player it should just refresh duration
Tranquilizer wrote: »Its been problem for years now.. And all they need to do is stop stacking dot heals such as rapid healing. Just one cast per player, when casted by another player it should just refresh duration
This is right. Make HOTs somewhat stronger (through Battle Spirit to not spoil PvE), but don't let them stack anymore. Once they stop stacking of HOTs they can start balancing the rest around it.
Also, hybridisation adds to the problem, now in an organized group everyone and their mother is using Radiating Regen and Echoing Vigor altogether.
It's really only a few specific abilities like Living Dark and Spirit Mender. You could maybe argue that bursts like Coag or BoL are too easy to spam. Neither problem would be fixed by blanket nerfs. They need to go after the outliers first.TheEndBringer wrote: »That's only one part of the issue. Self heals are overpowered as well. Getting rid of double hots won't stop players for stacking class heals with bursts.
xylena_lazarow wrote: »Groups just standing in red circles trivially out-healing every siege in the game except Meatbags, which they easily move out of. They often don't even need Siege Shield. Is this how siege battles are intended to play out? And no, we don't need to consider disorganized pug zergs in this discussion, they still die to everything.
NotTaylorSwift wrote: »xylena_lazarow wrote: »Groups just standing in red circles trivially out-healing every siege in the game except Meatbags, which they easily move out of. They often don't even need Siege Shield. Is this how siege battles are intended to play out? And no, we don't need to consider disorganized pug zergs in this discussion, they still die to everything.
I mean, to say they dont need siege shield is just not true. In raids the majority of our group wipes come from huge amounts of sieges, specifically oils, since we can't purge anymore due to plaguebreak. Siege shield is a must. Only thing keeping us alive is hot stacking, optimized cps and builds, and movement. Idk where you see groups trivially out healing 5 or 6 oils but it doesn't happen.
(ballgroup)