Four_Fingers wrote: »Nerfing healing would nerf healing for all so you are back to square one.
We would just self heal within the group, no biggie.
If you nerf cross healing that just means that fewer group members will need to slot heals and it will be an all out damage and mobility ball. No matter what the changes, groups invested in highly coordinated group play will adapt.
Four_Fingers wrote: »Negate shuts down healers and learning to recognize the healers in a group and targeting them is how it supposed to be done. But most want to run around in mindless 40K health tanky zergs and complain about organized groups.
Izanagi.Xiiib16_ESO wrote: »Four_Fingers wrote: »Negate shuts down healers and learning to recognize the healers in a group and targeting them is how it supposed to be done. But most want to run around in mindless 40K health tanky zergs and complain about organized groups.
That's not true, The majority of healing comes from sticky HoT's which aren't removed via negate (Healing Springs meta negate was actually impactful because it removed the stacks and so healing was dramatically lower until stacks could be rebuilt outside of the negate)
Additionally every build can burst heal and the majority of DD's being stam wardens that burst healing is via a stam skill so negate doesn't affect it.
This is why changing healing and damage to not scale on the same stats would make those 'dd' specs less effective at burst healing.
unfortunately the Hybridization is to blame for most of these issues along with poor 'counter' tools due to the move away from ground HoT healing.
Essentially if ZOS wanted to reduce a groups power they would need to
1) Make sets affect less players within the group (ideally make a group management tool so that we can create sub groups of sets similar to games such as WoW where you want for example a Shaman in the melee group because they benefit from that buff vs other classes in other groups etc)
2) After doing 1 increase group size to 24 to encourage 'zerg' pug groups again
3) Scale healing and damage from different stats (ideally max resource scaling for heals and spell/weapon dmg scaling for dmg).
4) Revert the 'Sticky HoT' meta for healing and return to stacked ground based heals or add in an ulti which can remove sticky heals from players.
5) Add CC immunity and a short stun to Rush of Agony (this is just for balance reasons lol)
Izanagi.Xiiib16_ESO wrote: »increase group size to 24 to encourage 'zerg' pug groups again
If you nerf cross healing that just means that fewer group members will need to slot heals and it will be an all out damage and mobility ball. No matter what the changes, groups invested in highly coordinated group play will adapt.
Joy_Division wrote: »Izanagi.Xiiib16_ESO wrote: »increase group size to 24 to encourage 'zerg' pug groups again
They probably should do this regardless. 12 person PuG groups are useless and the more organized groups can barely get 12 now as it is.
Tommy_The_Gun wrote: »I actually have come to the same conclusion.With all do respect they have buffed them continuously for most of the game's life. To expect anything else is foolish. Do as they want: play in a ball group or leave.
The only exception is "ball group" playstyle. ZOS kept buffing them over the years (sometimes indirectly) and arguably they never received a single nerf that would target only that playstyle. One might argue that reducing group size was a nerf, but it had more to do with global Cyro population limit change.
Tommy_The_Gun wrote: »The weirdest part is that they have means to nerf ball groups & only ball groups without affecting any other playstyle. For instance, there are sets (Pale Order, Rallying Cry etc) that scale with the group size & get weaker the larger the group is. Devs could added something like this directly to battle spirit & make it affect skills, passives, everything. Other very often mentioned thing is to reduce stacking of "same type" positive effects, to like 3 or something, so that "average Joe" solo player or small scale group would not feel it at all, but "ball group" would not be able to stack 10+ Vigors & Regeneration all stacked with 100% uptime giving them 20K+ health recovery.
Four_Fingers wrote: »Negate shuts down healers and learning to recognize the healers in a group and targeting them is how it supposed to be done. But most want to run around in mindless 40K health tanky zergs and complain about organized groups.
Four_Fingers wrote: »Negate shuts down healers and learning to recognize the healers in a group and targeting them is how it supposed to be done. But most want to run around in mindless 40K health tanky zergs and complain about organized groups.
Negates have always been useless against HoTs and are now even useless against burst healing when the group knows what they are doing, even in NoProc Cyro. Luckily, most groups will not take advantage of it, at least for a while.
What is needed a powerful heal absorbtion field that is NOT mechanically bound to a stun. Like the original implementation of the Necro´s scythe skill.
TechMaybeHic wrote: »
Have to be careful here again as that sort of thing can hit non-ball groups more; and be a zerg empowering tool.
I
The thing is that they do. Ball groups simply don't even notice that there are 5x Ballistas & Meatbag hitting them, cuz they have 10+ Vigors & Rapid regens all ticking on them.Double siege damage, problem solved. Oh wait, you don't have to, all the random solos and PuGs just need to start using siege against us..
Tommy_The_Gun wrote: »The thing is that they do. Ball groups simply don't even notice that there are 5x Ballistas & Meatbag hitting them, cuz they have 10+ Vigors & Rapid regens all ticking on them.Double siege damage, problem solved. Oh wait, you don't have to, all the random solos and PuGs just need to start using siege against us..
Tommy_The_Gun wrote: »I actually have come to the same conclusion.With all do respect they have buffed them continuously for most of the game's life. To expect anything else is foolish. Do as they want: play in a ball group or leave.
The only exception is "ball group" playstyle. ZOS kept buffing them over the years (sometimes indirectly) and arguably they never received a single nerf that would target only that playstyle. One might argue that reducing group size was a nerf, but it had more to do with global Cyro population limit change.
How can you come to the conclusion ballgroups never got nerfed?
I can give you a few examples that hurt the playstyle quite alot for the avg. ballgroup.
- The change to the harmony trait.
It was orginally doing 35% more damage per jewerly = 105% more damage to all synergies picked (which was broken)
Then it got nerfed down to 20% per jewerly = 60% more damage to all synergies picked (still pretty broken)
Then it got removed entirely, you now gain x amount of extra resources when you pick a synergy.
In the end means all ballgroups got a 105% damange reduction on synergies picked (which is a insane dmg nerf).
- The introduction of Plaguebreak.
With the introduction of this set ZOS removed a entire function of ballgroups and that was the way to counter siege in the form of using Purge to remove siege (ofc you could also remove alot of other negative effects but the most hurtful is siege).
So now if you get enough siege on you it doesnt really matter how much healing you have, if you take 3-4 oils thet can tick 10k+ per tick and if you are unlucky you get the ticks in the same GAME tick which means instakill.
Also this made it very hard to run a set like 'Meritorious Service' because you no longer had someone able to spam Purge (and spam casting siege shield or flare is way to expensive so its not really possible) which made all the ballgroups all the suddon loose 3k resist ontop of what i just described
- The changes to Echoing Vigor and Rad Regen
They nerfed the healing per tick of both these skills and extended the duration of Echoing Vigor (yes makes it easier to keep up but still less healing PER TICK).
Ballgroups is NOT unbalanced nor OP, only if you compare it with the avg zerg group that runs random gear, random CP's, maybe some is new in PvP and have no idea what they are doing and so on.
You cant compare a ballgroup that have Min/maxed EVERYTHING wiith the rest of cyro who comes and goes with w/e they want.
Its like you would compare x persons avg car they had for the last 20 years with the newest fastest car in the world and they race against eachohter, makes no sense to make such a comparison.
Tommy_The_Gun wrote: »I actually have come to the same conclusion.With all do respect they have buffed them continuously for most of the game's life. To expect anything else is foolish. Do as they want: play in a ball group or leave.
The only exception is "ball group" playstyle. ZOS kept buffing them over the years (sometimes indirectly) and arguably they never received a single nerf that would target only that playstyle. One might argue that reducing group size was a nerf, but it had more to do with global Cyro population limit change.
How can you come to the conclusion ballgroups never got nerfed?
I can give you a few examples that hurt the playstyle quite alot for the avg. ballgroup.
- The change to the harmony trait.
It was orginally doing 35% more damage per jewerly = 105% more damage to all synergies picked (which was broken)
Then it got nerfed down to 20% per jewerly = 60% more damage to all synergies picked (still pretty broken)
Then it got removed entirely, you now gain x amount of extra resources when you pick a synergy.
In the end means all ballgroups got a 105% damange reduction on synergies picked (which is a insane dmg nerf).
- The introduction of Plaguebreak.
With the introduction of this set ZOS removed a entire function of ballgroups and that was the way to counter siege in the form of using Purge to remove siege (ofc you could also remove alot of other negative effects but the most hurtful is siege).
So now if you get enough siege on you it doesnt really matter how much healing you have, if you take 3-4 oils thet can tick 10k+ per tick and if you are unlucky you get the ticks in the same GAME tick which means instakill.
Also this made it very hard to run a set like 'Meritorious Service' because you no longer had someone able to spam Purge (and spam casting siege shield or flare is way to expensive so its not really possible) which made all the ballgroups all the suddon loose 3k resist ontop of what i just described
- The changes to Echoing Vigor and Rad Regen
They nerfed the healing per tick of both these skills and extended the duration of Echoing Vigor (yes makes it easier to keep up but still less healing PER TICK).
Ballgroups is NOT unbalanced nor OP, only if you compare it with the avg zerg group that runs random gear, random CP's, maybe some is new in PvP and have no idea what they are doing and so on.
You cant compare a ballgroup that have Min/maxed EVERYTHING wiith the rest of cyro who comes and goes with w/e they want.
Its like you would compare x persons avg car they had for the last 20 years with the newest fastest car in the world and they race against eachohter, makes no sense to make such a comparison.
You're wasting your time dude explaining basic things to them.
The most interesting thing is that over the years ZoS continued to listen to such experts and personally destroying group gameplay in AvAvA location for which it was intended. Ofc the funniest thing is purge ban because of plaguebreak. They simply removed ALLINACE WAR skill from Cyro. What a genius.
ReggaeRanger wrote: »I don't really like or promote BG's but I respect what it takes to stay together like that and be at the top of their game. I see BG's as an elite group of a faction able to turn the tide of a fight. BGs are the result of no new content or features in Cyr and players being bored.
ReggaeRanger wrote: »I don't really like or promote BG's but I respect what it takes to stay together like that and be at the top of their game. I see BG's as an elite group of a faction able to turn the tide of a fight. BGs are the result of no new content or features in Cyr and players being bored.
I would argue that ballgroups are pretty content with the game. People complaining about ballgroups are a result of no new content and players being bored. Ballgroups are a result of having friends + being allowed to form groups + theorycrafting to min/max the group the same way solo players craft their own builds.
Only a fool would spend more than half a second wondering what makes them strong. More people is what makes them strong.
The only thing that can be done about this is to make the max group size smaller.
Joy_Division wrote: »ReggaeRanger wrote: »I don't really like or promote BG's but I respect what it takes to stay together like that and be at the top of their game. I see BG's as an elite group of a faction able to turn the tide of a fight. BGs are the result of no new content or features in Cyr and players being bored.
I would argue that ballgroups are pretty content with the game. People complaining about ballgroups are a result of no new content and players being bored. Ballgroups are a result of having friends + being allowed to form groups + theorycrafting to min/max the group the same way solo players craft their own builds.
Only a fool would spend more than half a second wondering what makes them strong. More people is what makes them strong.
The only thing that can be done about this is to make the max group size smaller.
As someone who runs in an organized group, I can assure you I and many others are not content with the game. It's stale. It's boring. We all run the same damage specs. Lead is same class, same skill bars. The tactics are the same: pull synchronized delayed damage, disengage after 3 seconds. Rinse, repeat. There aren't very many other groups to fight. So few players are left we outsource to fill out our rosters (which is easy since we all run the same basic setup).
If you think that moar people make the ball groups strong, then you haven't been paying attention. Because anyone under 30K health or plays like a PUG is walking VD fodder as bombing is now open ro numerous specs, the sayings "less is more" and "addition by subtraction" are very real considerations. A good group will actively avoid allies and even goes as far as intentionally not rezzing randoms. A disorganized mass of mediocrity is only effective at one thing in 2023 Cyrodiil: being a target.