Cuddlypuff wrote: »It's fine until you have some ball groups stacking on top of other ball groups stacking on top of the faction zerg, causing exponential layers of crossheals and lag. I miss the days when ball groups farmed an enemy trikeep far away instead of faction stacking.
BlakMarket wrote: »Cuddlypuff wrote: »It's fine until you have some ball groups stacking on top of other ball groups stacking on top of the faction zerg, causing exponential layers of crossheals and lag. I miss the days when ball groups farmed an enemy trikeep far away instead of faction stacking.
Zos brought in sets to deter stacking but then keep cross healing enabled that encourages stacking, makes no sense.
They only disabled cross heals between different groups/solo players, not cross healing inside groups. A 12 men group with cross healing have enaugh targets for cross heals, and enaugh people that heal them. Their radiant regen/group vigor find enaugh targets in group to reach cap, they have no capacity left for players outside group. But if i see another solo player beeing targeted by multiple enemys and needing heal i cant heal him because he is not in my group. Cross healing inside groups also have to be disabled like cross healing between different groups.
Cuddlypuff wrote: »They only disabled cross heals between different groups/solo players, not cross healing inside groups. A 12 men group with cross healing have enaugh targets for cross heals, and enaugh people that heal them. Their radiant regen/group vigor find enaugh targets in group to reach cap, they have no capacity left for players outside group. But if i see another solo player beeing targeted by multiple enemys and needing heal i cant heal him because he is not in my group. Cross healing inside groups also have to be disabled like cross healing between different groups.
The cross-heal targeting is not that intelligent. Try surfing a ball group on your own faction - you won't ever die until they die.
They only disabled cross heals between different groups/solo players, not cross healing inside groups. A 12 men group with cross healing have enaugh targets for cross heals, and enaugh people that heal them. Their radiant regen/group vigor find enaugh targets in group to reach cap, they have no capacity left for players outside group. But if i see another solo player beeing targeted by multiple enemys and needing heal i cant heal him because he is not in my group. Cross healing inside groups also have to be disabled like cross healing between different groups.
neferpitou73 wrote: »Disabling cross healing is just going to make it easier for ball groups to farm zergs. Zergs of random players are not grouped together and with cross healing disabled you prevent them from healing each other.
-eThey only disabled cross heals between different groups/solo players, not cross healing inside groups. A 12 men group with cross healing have enaugh targets for cross heals, and enaugh people that heal them. Their radiant regen/group vigor find enaugh targets in group to reach cap, they have no capacity left for players outside group. But if i see another solo player beeing targeted by multiple enemys and needing heal i cant heal him because he is not in my group. Cross healing inside groups also have to be disabled like cross healing between different groups.
Isn't removing cross healing in groups basically the same as just removing healers from pvp (as in you can only heal yourself)? Because I can't picture that being a popular or fun decision.
neferpitou73 wrote: »Disabling cross healing is just going to make it easier for ball groups to farm zergs. Zergs of random players are not grouped together and with cross healing disabled you prevent them from healing each other.
-eThey only disabled cross heals between different groups/solo players, not cross healing inside groups. A 12 men group with cross healing have enaugh targets for cross heals, and enaugh people that heal them. Their radiant regen/group vigor find enaugh targets in group to reach cap, they have no capacity left for players outside group. But if i see another solo player beeing targeted by multiple enemys and needing heal i cant heal him because he is not in my group. Cross healing inside groups also have to be disabled like cross healing between different groups.
Isn't removing cross healing in groups basically the same as just removing healers from pvp (as in you can only heal yourself)? Because I can't picture that being a popular or fun decision.
BlakMarket wrote: »neferpitou73 wrote: »Disabling cross healing is just going to make it easier for ball groups to farm zergs. Zergs of random players are not grouped together and with cross healing disabled you prevent them from healing each other.
-eThey only disabled cross heals between different groups/solo players, not cross healing inside groups. A 12 men group with cross healing have enaugh targets for cross heals, and enaugh people that heal them. Their radiant regen/group vigor find enaugh targets in group to reach cap, they have no capacity left for players outside group. But if i see another solo player beeing targeted by multiple enemys and needing heal i cant heal him because he is not in my group. Cross healing inside groups also have to be disabled like cross healing between different groups.
Isn't removing cross healing in groups basically the same as just removing healers from pvp (as in you can only heal yourself)? Because I can't picture that being a popular or fun decision.
I think group cross healing should be still enabled, but outside of group should be disabled to promote more small scale pvp and not faction stacked zergs.
Also, ballgroups only run for a couple of hours and are easy to avoid, you really make the conscious decision to get farmed by them, plenty of other fights on the map when they run,
BlakMarket wrote: »neferpitou73 wrote: »Disabling cross healing is just going to make it easier for ball groups to farm zergs. Zergs of random players are not grouped together and with cross healing disabled you prevent them from healing each other.
-eThey only disabled cross heals between different groups/solo players, not cross healing inside groups. A 12 men group with cross healing have enaugh targets for cross heals, and enaugh people that heal them. Their radiant regen/group vigor find enaugh targets in group to reach cap, they have no capacity left for players outside group. But if i see another solo player beeing targeted by multiple enemys and needing heal i cant heal him because he is not in my group. Cross healing inside groups also have to be disabled like cross healing between different groups.
Isn't removing cross healing in groups basically the same as just removing healers from pvp (as in you can only heal yourself)? Because I can't picture that being a popular or fun decision.
I think group cross healing should be still enabled, but outside of group should be disabled to promote more small scale pvp and not faction stacked zergs.
Also, ballgroups only run for a couple of hours and are easy to avoid, you really make the conscious decision to get farmed by them, plenty of other fights on the map when they run,
xylena_lazarow wrote: »Why are there so many group players that seem to think ungrouped randoms shouldn't even be allowed to fight back?
The toxicity around nigh-unkillable heal stack groups is only going to keep ramping up until major changes are made.
They not only think you shouldnt be able to fight back they also think you shouldnt be able to avoid fighting them. Solo players should be farmed like mats.xylena_lazarow wrote: »Why are there so many group players that seem to think ungrouped randoms shouldn't even be allowed to fight back?
The toxicity around nigh-unkillable heal stack groups is only going to keep ramping up until major changes are made.
xylena_lazarow wrote: »Why are there so many group players that seem to think ungrouped randoms shouldn't even be allowed to fight back?
The toxicity around nigh-unkillable heal stack groups is only going to keep ramping up until major changes are made.
X vs. 1 fights are inherently unfair. I don't think lessening the ability to heal others is going to change that.
xylena_lazarow wrote: »Why are there so many group players that seem to think ungrouped randoms shouldn't even be allowed to fight back?
The toxicity around nigh-unkillable heal stack groups is only going to keep ramping up until major changes are made.
X vs. 1 fights are inherently unfair. I don't think lessening the ability to heal others is going to change that.
VaranisArano wrote: »xylena_lazarow wrote: »Why are there so many group players that seem to think ungrouped randoms shouldn't even be allowed to fight back?
The toxicity around nigh-unkillable heal stack groups is only going to keep ramping up until major changes are made.
X vs. 1 fights are inherently unfair. I don't think lessening the ability to heal others is going to change that.
1vXers generally liked group-only heals because they tend to fight unorganized players anyway. So anything that weakened their opponents was a good thing for them.
Another issue with group-only healing is that it also makes fights between theoretically equal numbers into hilariously unfair fights. We saw that when ZOS tried it.
Let's say you have a group of 6 players at a resource, and 6 ungrouped randoms show up at the same resource. The first 6 players can heal each other. The ungrouped six can't. If this is to be an equal fight, then the ungrouped randoms have to stop beforehand and group up before starting the fight.
Who does that? Nobody. It's just not practical.
Not only did it remove ungrouped healers from PVP completely (group up or play a different character, basically), it also made it a lot harder for ungrouped randoms to fight even when they had equal numbers to their grouped opponents.
When we look at what happened with the 12-man ball groups vs 12 PUGs, well, it was no contest. These are ball groups who trained to fight a faction stack of PUGS who could heal each other...once ZOS split the faction stack into multiple 12-man groups who couldn't heal each other, it was a slaughter.
Xylena's right that group-only healing strongly favored ball groups. To a lesser extent, it favored coordinated small scale groups and 1vXers. It's devastating to ungrouped players who want to play at objectives because suddenly they can't be healed by others who are supposedly on the same team. I mean, when ZOS did group-only healing, you couldn't even heal the guy next to you being targeted by a Vicious Death bomber if he wasn't in your group.
(Not directed at you here, but I find it interesting we're having to rehash the reasons why group-only healing was a problem the last time ZOS tried it. IIRC, they said on stream that it was a bad gameplay experience not being to heal someone who was right next to you.)
Even if the 6 randoms and the 6 man group both have/dont have cross healing, the group still has an advantage because they probably have a leader giving them commands and coordination and maybe they have discord. Would prefer to see 6 randoms defeat the group because the group is probably always grouped and zerging solo players while the randoms are probably solo most of the time.VaranisArano wrote: »xylena_lazarow wrote: »Why are there so many group players that seem to think ungrouped randoms shouldn't even be allowed to fight back?
The toxicity around nigh-unkillable heal stack groups is only going to keep ramping up until major changes are made.
X vs. 1 fights are inherently unfair. I don't think lessening the ability to heal others is going to change that.
1vXers generally liked group-only heals because they tend to fight unorganized players anyway. So anything that weakened their opponents was a good thing for them.
Another issue with group-only healing is that it also makes fights between theoretically equal numbers into hilariously unfair fights. We saw that when ZOS tried it.
Let's say you have a group of 6 players at a resource, and 6 ungrouped randoms show up at the same resource. The first 6 players can heal each other. The ungrouped six can't. If this is to be an equal fight, then the ungrouped randoms have to stop beforehand and group up before starting the fight.
Who does that? Nobody. It's just not practical.
Not only did it remove ungrouped healers from PVP completely (group up or play a different character, basically), it also made it a lot harder for ungrouped randoms to fight even when they had equal numbers to their grouped opponents.
When we look at what happened with the 12-man ball groups vs 12 PUGs, well, it was no contest. These are ball groups who trained to fight a faction stack of PUGS who could heal each other...once ZOS split the faction stack into multiple 12-man groups who couldn't heal each other, it was a slaughter.
Xylena's right that group-only healing strongly favored ball groups. To a lesser extent, it favored coordinated small scale groups and 1vXers. It's devastating to ungrouped players who want to play at objectives because suddenly they can't be healed by others who are supposedly on the same team. I mean, when ZOS did group-only healing, you couldn't even heal the guy next to you being targeted by a Vicious Death bomber if he wasn't in your group.
(Not directed at you here, but I find it interesting we're having to rehash the reasons why group-only healing was a problem the last time ZOS tried it. IIRC, they said on stream that it was a bad gameplay experience not being to heal someone who was right next to you.)
I'd rather be zerged down 6v1 in the tower than heal-v-one'd until I get bored and leave. Like I'll be fighting 3 guys, I'll move in to kill the one that's low, then oh no, another 3 guys show up! Do they take advantage of me letting my guard down for an easy kill? Of course not, they spam heals on my target (with at least 1 healing ult) then blob up on the flag doing nothing but spamming more heals. Then we just kinda stare at each other. Nobody dies. Or even fights.X vs. 1 fights are inherently unfair. I don't think lessening the ability to heal others is going to change that.
xylena_lazarow wrote: »I'd rather be zerged down 6v1 in the tower than heal-v-one'd until I get bored and leave. Like I'll be fighting 3 guys, I'll move in to kill the one that's low, then oh no, another 3 guys show up! Do they take advantage of me letting my guard down for an easy kill? Of course not, they spam heals on my target (with at least 1 healing ult) then blob up on the flag doing nothing but spamming more heals. Then we just kinda stare at each other. Nobody dies. Or even fights.X vs. 1 fights are inherently unfair. I don't think lessening the ability to heal others is going to change that.
So yea, nerfing cross healing (and group healing this time) would indeed change things. For the better.
Yup I'm gonna keep saying that we need to buff the ability to end fights, and (severely) nerf the ability to stalemate them. Stacks of mobile HoTs (generally RR/EV) are by far the biggest offender and should be addressed first. Individually tanky-healy players are annoying but ultimately still pretty easy to zerg down.Sounds like what you're after is more decisive fights, rather than fights that go on and on - not the ability to 1vX more effectively, per se. If that is the case, I agree - less heals does tend to equal shorter fights. But wouldn't then it also make sense to want to nerf tanks and self heals? Why not just make everyone a glass cannon? Get rid of roles entirely?
Atm organized groups with cross heal are dominating everything. If you dont belong to them you can 1v1 them because they dont seperate, you cant 1vX them, you cant bomb them, you cant Zerg them and you also cant run away from them, you can only feed them. If you cant beat them you should maybe join them but they are not inviting random noobs like you usually.
So if you are not part of one of this groups you are excluded from PvP or at least chanceless.
BlakMarket wrote: »Pvp would be much healthier without it.
Surviving against multiple players is already difficult enaugh, staying on the offensive even harder, but even if you hit them with enaugh to kill them in 1v1 while you get attacked by multiple other players, you wont kill them because they get cross healed. One player that can hide behind his group mates and get bodyblocked by them whenever they want or run away while you get stunned/snared has already enaugh advantages.
Surviving against multiple players is already difficult enaugh, staying on the offensive even harder, but even if you hit them with enaugh to kill them in 1v1 while you get attacked by multiple other players, you wont kill them because they get cross healed. One player that can hide behind his group mates and get bodyblocked by them whenever they want or run away while you get stunned/snared has already enaugh advantages.
Please let's get our terminology straight here because lots of people keep saying the same words with different meanings.
Cross Healing = Healing Those Outside of your Group
Heal Stacking = Multiple Identical Heal-Over-Time Effects Ticking on a Single Person
The first one is not a problem at all. It's called being a healer helping out others in need. The second one is the issue and it's what allows large groups (especially organized ones where EVERYONE is running vigor and regen) to remain nearly immortal.
Surviving against multiple players is already difficult enaugh, staying on the offensive even harder, but even if you hit them with enaugh to kill them in 1v1 while you get attacked by multiple other players, you wont kill them because they get cross healed. One player that can hide behind his group mates and get bodyblocked by them whenever they want or run away while you get stunned/snared has already enaugh advantages.
Please let's get our terminology straight here because lots of people keep saying the same words with different meanings.
Cross Healing = Healing Those Outside of your Group
Heal Stacking = Multiple Identical Heal-Over-Time Effects Ticking on a Single Person
The first one is not a problem at all. It's called being a healer helping out others in need. The second one is the issue and it's what allows large groups (especially organized ones where EVERYONE is running vigor and regen) to remain nearly immortal.