Joy_Division wrote: »
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.
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.
Joy_Division wrote: »
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.
I'm talking about adding geared up and able people to your ballgroups. You're talking about rando VD procs wandering around.
If more people doesn't make a ballgroup stronger then why are ballgroups 12 people instead of 6? Why are these conversations full of smaller groups seeking a counter to bigger groups? And why, when yours is missing players, do you seek to fill the roles?
The answer of course is because less isn't more. More is obviously more. It should go without saying that adding a crappy player in lesser gear who doesn't know what to do or where to be could be a liability. That's the 5%, not the 95%, of why ballgroups want 12 people and what it does for them.
Edited cuz my quoting was messed up.
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.
Not sure why you don't just smallscale at this point? It's much more challenge. There's not enough people in Cyrodiil to justify having a full on ballgroup these days.Joy_Division wrote: »
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.
I'm talking about adding geared up and able people to your ballgroups. You're talking about rando VD procs wandering around.
If more people doesn't make a ballgroup stronger then why are ballgroups 12 people instead of 6? Why are these conversations full of smaller groups seeking a counter to bigger groups? And why, when yours is missing players, do you seek to fill the roles?
The answer of course is because less isn't more. More is obviously more. It should go without saying that adding a crappy player in lesser gear who doesn't know what to do or where to be could be a liability. That's the 5%, not the 95%, of why ballgroups want 12 people and what it does for them.
Edited cuz my quoting was messed up.
The answer is not to limit group sizes further. Heal stacking is 100% to blame. Having more people in your group means more healing when everyone has echoing vigor and a restoration staff, however this did not used to be the case. 24 man groups were completely fine before heal stacking got out of control. This sort of a thing wasn't an issue from 2015-2017. There were certainly organized large groups, but they didn't all have 33k+ health and they didn't have a crazy amount of healing. Even at 24 people these groups were killable.
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.
Not sure why you don't just smallscale at this point? It's much more challenge. There's not enough people in Cyrodiil to justify having a full on ballgroup these days.Joy_Division wrote: »
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.
I'm talking about adding geared up and able people to your ballgroups. You're talking about rando VD procs wandering around.
If more people doesn't make a ballgroup stronger then why are ballgroups 12 people instead of 6? Why are these conversations full of smaller groups seeking a counter to bigger groups? And why, when yours is missing players, do you seek to fill the roles?
The answer of course is because less isn't more. More is obviously more. It should go without saying that adding a crappy player in lesser gear who doesn't know what to do or where to be could be a liability. That's the 5%, not the 95%, of why ballgroups want 12 people and what it does for them.
Edited cuz my quoting was messed up.
The answer is not to limit group sizes further. Heal stacking is 100% to blame. Having more people in your group means more healing when everyone has echoing vigor and a restoration staff, however this did not used to be the case. 24 man groups were completely fine before heal stacking got out of control. This sort of a thing wasn't an issue from 2015-2017. There were certainly organized large groups, but they didn't all have 33k+ health and they didn't have a crazy amount of healing. Even at 24 people these groups were killable.
Izanagi.Xiiib16_ESO wrote: »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.
Not sure why you don't just smallscale at this point? It's much more challenge. There's not enough people in Cyrodiil to justify having a full on ballgroup these days.Joy_Division wrote: »
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.
I'm talking about adding geared up and able people to your ballgroups. You're talking about rando VD procs wandering around.
If more people doesn't make a ballgroup stronger then why are ballgroups 12 people instead of 6? Why are these conversations full of smaller groups seeking a counter to bigger groups? And why, when yours is missing players, do you seek to fill the roles?
The answer of course is because less isn't more. More is obviously more. It should go without saying that adding a crappy player in lesser gear who doesn't know what to do or where to be could be a liability. That's the 5%, not the 95%, of why ballgroups want 12 people and what it does for them.
Edited cuz my quoting was messed up.
The answer is not to limit group sizes further. Heal stacking is 100% to blame. Having more people in your group means more healing when everyone has echoing vigor and a restoration staff, however this did not used to be the case. 24 man groups were completely fine before heal stacking got out of control. This sort of a thing wasn't an issue from 2015-2017. There were certainly organized large groups, but they didn't all have 33k+ health and they didn't have a crazy amount of healing. Even at 24 people these groups were killable.
This isn't accurate, the reason 24m's were killable is because their players were not as skilled as the smaller groups killing them and because healing was ground based not sticky HoT based and could be removed via negate.
ZOS has since changed the amount of damage that group members can provide eachother with sets (increased drastically) and the amount delayed burst damage. both of these changes encourage groups to stack higher hp because there is no downside (the attributes lost are more than made up for by group sets and the hp is required to survive the potential burst).
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.
Not sure why you don't just smallscale at this point? It's much more challenge. There's not enough people in Cyrodiil to justify having a full on ballgroup these days.Joy_Division wrote: »
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.
I'm talking about adding geared up and able people to your ballgroups. You're talking about rando VD procs wandering around.
If more people doesn't make a ballgroup stronger then why are ballgroups 12 people instead of 6? Why are these conversations full of smaller groups seeking a counter to bigger groups? And why, when yours is missing players, do you seek to fill the roles?
The answer of course is because less isn't more. More is obviously more. It should go without saying that adding a crappy player in lesser gear who doesn't know what to do or where to be could be a liability. That's the 5%, not the 95%, of why ballgroups want 12 people and what it does for them.
Edited cuz my quoting was messed up.
The answer is not to limit group sizes further. Heal stacking is 100% to blame. Having more people in your group means more healing when everyone has echoing vigor and a restoration staff, however this did not used to be the case. 24 man groups were completely fine before heal stacking got out of control. This sort of a thing wasn't an issue from 2015-2017. There were certainly organized large groups, but they didn't all have 33k+ health and they didn't have a crazy amount of healing. Even at 24 people these groups were killable.
Was there a limit on HoT stacks back then? Because if not, I'm not sure what your point is. The meta has apparently shifted to a heal stacking one, but that doesn't mean it wasn't possible before. The change probably has to do with hybridization because now everybody can use Regen and Vigor with equal effectiveness.
And you talk about ballgroups running around with 33k HP as though small-scale and solo players don't. I think you're confusing what the problem is with the game and what the problem is with ballgroups. A lot of people here want to fix ballgroups without fixing the game. I'm trying to explain how that wouldn't really be fair and would leave everything else screwed up.
I think the poster above me probably had better things to say than I did.
But I'll leave you with this thought... Reducing max group size, by and large, would also limit HoT stacks. Not literally, on paper, but very effectively in practice. And that's what we want. Not to steal possibilities. But to present different choices and needs.
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.
Not sure why you don't just smallscale at this point? It's much more challenge. There's not enough people in Cyrodiil to justify having a full on ballgroup these days.Joy_Division wrote: »
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.
I'm talking about adding geared up and able people to your ballgroups. You're talking about rando VD procs wandering around.
If more people doesn't make a ballgroup stronger then why are ballgroups 12 people instead of 6? Why are these conversations full of smaller groups seeking a counter to bigger groups? And why, when yours is missing players, do you seek to fill the roles?
The answer of course is because less isn't more. More is obviously more. It should go without saying that adding a crappy player in lesser gear who doesn't know what to do or where to be could be a liability. That's the 5%, not the 95%, of why ballgroups want 12 people and what it does for them.
Edited cuz my quoting was messed up.
The answer is not to limit group sizes further. Heal stacking is 100% to blame. Having more people in your group means more healing when everyone has echoing vigor and a restoration staff, however this did not used to be the case. 24 man groups were completely fine before heal stacking got out of control. This sort of a thing wasn't an issue from 2015-2017. There were certainly organized large groups, but they didn't all have 33k+ health and they didn't have a crazy amount of healing. Even at 24 people these groups were killable.
Was there a limit on HoT stacks back then? Because if not, I'm not sure what your point is. The meta has apparently shifted to a heal stacking one, but that doesn't mean it wasn't possible before. The change probably has to do with hybridization because now everybody can use Regen and Vigor with equal effectiveness.
And you talk about ballgroups running around with 33k HP as though small-scale and solo players don't. I think you're confusing what the problem is with the game and what the problem is with ballgroups. A lot of people here want to fix ballgroups without fixing the game. I'm trying to explain how that wouldn't really be fair and would leave everything else screwed up.
I think the poster above me probably had better things to say than I did.
But I'll leave you with this thought... Reducing max group size, by and large, would also limit HoT stacks. Not literally, on paper, but very effectively in practice. And that's what we want. Not to steal possibilities. But to present different choices and needs.
There was no limit on heal stacking that I remember, but there were very few heals to stack in general. You also have a point with hybridization, most of the time people in organized groups back then would use proxy det and destro ult (post One Tamriel). This meant that most group members couldn't use vigor effectively since they were mag specs. Rapid regeneration and it's morphs from the resto staff skill line were also so much weaker back in the day, I think what is now radiating regen used to be called mutagen and it used to behave more as a purify than an AOE heal. At some point ZOS changed both healing springs and radiating regen which is part of the heal stacking issue of today. Now of course as you said, hybridization is the other issue, everyone now has access to vigor.
It is ridiculous to lower group size limits instead of just addressing the heal stacking issue directly. Remember that cross healing still exists since ZOS reenabled it as well. So you can heal members OUTSIDE of your group with heals that stack. Instead of being a 12 man, you would just run 2 different 6 man groups. Heals would still stack. Nothing gets solved here unless ZOS also turned cross healing back off. I realize everyone has high health these days, but it is especially problematic when you heal back up to full health instantly due to having multiple instances of the same heal on you.
Look I never play in groups larger than 5, but I know a lot of pvpers love large scale fights and big groups. There are actually a lot of people that want 24 man groups back. It was fine in the early years of the game and it would be fine now if healing was properly balanced. Nerfing group size again is just a bad idea. It doesn't solve anything with the current state of cross healing and it punishes the players for an issue that can be fixed without tweaking group size at all. It is such a roundabout way to addressing heal stacking. What do you have against the removal of heal stacking. Why jump through additional useless hoops to address it rather than fixing the core issue?
TechMaybeHic wrote: »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.
You are bored by it but you still run that way? I think this highlights why they should not empower the "ball group" way of running as being the way you have to run to be an organized group. There are other forms of organizing that can be done as far as coordinating attacks and position without it having to be stay stacked tight and everyone layer heals; but the scale is tipped very heavily in that favor and whenever someone mentions it, there's this "Organized play will always win" comment I hate as that is not what people are complaining about.
And yes; randoms are a liability. And so is bringing on less experienced PvPers to a group in comms to teach them up. That's a problem with all these bomb mechanics they keep adding. The group I run with still brings any guildy that wants to learn and I know I at least, certainly feel it. But that's part of being a community and I think the incentive to avoid weak players on your side is extremely bad for the health of the game
I'm talking about adding geared up and able people to your ballgroups. You're talking about rando VD procs wandering around.
If more people doesn't make a ballgroup stronger then why are ballgroups 12 people instead of 6? Why are these conversations full of smaller groups seeking a counter to bigger groups? And why, when yours is missing players, do you seek to fill the roles?
The answer of course is because less isn't more. More is obviously more. It should go without saying that adding a crappy player in lesser gear who doesn't know what to do or where to be could be a liability. That's the 5%, not the 95%, of why ballgroups want 12 people and what it does for them.
Edited cuz my quoting was messed up.
Not sure why you don't just smallscale at this point? It's much more challenge. There's not enough people in Cyrodiil to justify having a full on ballgroup these days.
One thing that seems pretty consistent - even across different games that offer large scale pvp - is that often equivalent options are missing.
In ESO, this is HoTs - I won't claim this is the main issue or anything, but it's a good example. It's relatively easy to cover the group in layers of HoT (and absorb) effects to the point where the win condition is just 'is your burst high enough to chew through the health bar and absorb shields before the next HoT tick, heal, or absorb prevents it', or something to that effect.
Which, to some extent - fair! Coordinated groups should benefit from coordination and running specialized builds together. On the other hand, though, there isn't really any option for players fighting the blob. Take a look at HoTs vs DoTs, for example. If I wanted to run a supreme super duper DoT build, my build choice would be...To run something else because that isn't possible. The skills don't exist - it's orders of orders of magnitude easier to blanket a group in HoTs and absorbs than it is to try and deal with that through DoT application. The skills just don't exist in the game, or if they did they were nerfed (warden bug swarm DoT).
I'm not sure what you mean by "alternatives" but you can either HoT, burst heal, relocate, block, shield, or dodge damage. Also you can just straight up mitigate the damage with major protection.There are lots of alternatives to HoTs, if this was your meaning.
Or if your meaning was that solo players don't have anything similar then I'd like to point out that Resolving Vigor (the single target morph,) heals for like 5 times the amount of Echoing Vigor. And while this isn't going to put your solo healing on par with a full ballgroup it is nevertheless a handicap given to solo players to possibly fight and win outnumbered. Also, there is the fact that healing power and damage power scale off the same stat (weapon damage,) and this too benefits solo players.
As far as your hypothetical super DoT build... It isn't hypothetical. It's Dragonstar DW (with rending slashes,) Vateshran Destro (with weakness to elements,) and Maarselok monster set.... And it's what every solo player is running. It isn't particularly tailored to fighting against groups but it is nevertheless insanely strong. Part of the problem, it just now occurs to me, may be that SO many people (not in ballgroups,) are running this build that not enough good players are left to drop the well-timed burst damage that is actually the counter to HoTs.
Which isn't to say that the tools don't exist. Plaguebreak is still a thing... So is Vicious Death, Rush of Agony, Dark Convergence, Azureblight, blah blah all those sets we love to hate. Or just, god forbid, 12 people that got tired of being farmed separately, consolidated their groups, and hit the ballgroup with 4 deep fissures 4 dawnbreakers 4 dragonleaps 4 FoOs 4 Soul Tethers and 4 Whirlwinds all in less than 2 seconds. Throw a Negate in there and some of the sets I just mentioned and guess what? You just learned how to fight ballgroups.
So the next question on everyone's mind that probably needs addressing is "well why should I have to BE a ballgroup to fight a ballgroup? Aren't I supposed to play how I want? And doesn't this indicate that ballgroups are indeed overpowered if only other ballgroups can kill them?"
First off: you can absolutely play how you want. That doesn't mean that you'll win. You can no more be the best at PvP by playing how you want than you can be the best at PvE by playing how you want. Nor poker, nor soccer, nor chess, nor anything else. Accept it. CHOOSE what you want. To play uniquely, or to win? And then play that way.
Secondly: Lots of people play exactly how they want and have great success in PvP. Whether that is the very common DoT build I mentioned earlier or even myriad other ways-- lots of people, solo, are capable of killing 2, 6, 12, or maybe even 30 players all by themselves. They do this with skill. They also sometimes fail... And not always because they messed up or because the other players were better, but sometimes only because they were outnumbered. And this also requires accepting.
Because, and Lastly: A numbers advantage is not an advantage that can be eliminated. 2 players will always be capable of twice the actions per minute that 1 player can do. Twice the damage, twice the healing, and maybe even some synergistic support sets/abilities. So I don't have to tell you what 12 people can do. The thought that 1, or 4, or even 10 players SHOULD be on equal footing with 12 players is an unbalanced idea. The only thing that should allow less to beat more is a skill gap. And with the case of good ballgroups the skill gap just isn't there. People who routinely fight and win, by themselves, against 5 or more players find it hard to believe that anyone who "needs" the help of a group can be as good as they are. So they look at it as a carry... As a broken mechanic... As an exploit. But it's no such thing. It is 1 guy in a meta Xing set-up failing against 12 people in meta group set-ups. If the 1 guy can kill 5 then surely 12 should be able to kill 60. The fact is just that the two playstyles are very different. They are, however, capable of similar (proportionately,) things.
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.
Izanagi.Xiiib16_ESO wrote: »IZZEFlameLash wrote: »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.
ZOS just cannot do anything about people playing in groups being stronger. Even if they were to make groupsize max of 1, people will still find a way to work together. There's literally nothing realistic they can do. Buff solo? Then all those individual members of a group get buffed as well. And 3+ people vs 1, you are fighting against far larger stats.
They actually can do quite a lot of things to adjust group play without harming solo play however unfortunately the only players they tend to listen to don't really understand group play and what makes it effective and so the changes they end up making actually harm solo and buff groups 90% of the time.
Why should they do that? So solo players stop complaining about ballgroup because now they complain about not beeing able to enter Cyrodiil?Four_Fingers wrote: »Well considering Cyrodiil's primary purpose is for group play with the ability to still play solo, what do you expect?
Maybe they should make Cyro mandatory grouping and give solo players something like BGs.
If you can just selfheal within the group, than why don‘t you already do it? Probably because it will make your group much weaker. Not having self healing makes the character useless for solo play and you have to go to shrine/armory to change vigor/regen morph, before they added armory to Cyrodiil you had to leave Cyrodiil therefore and maybe there is long queue, so wouldn‘t do that if it doesn‘t give a really big advantage.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.
CrazyKitty wrote: »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.
Don't most MMO's just put a cap on heal stacking? So players can only have one instance of a certain healing ability on them at any given time.
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.
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: »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)
3) This would actually hurt solo players more than ballgroups, because they would have to stack both, while ballgroups have dedicated healers, who would need to stack only max offensive attribute (some already do because healing sets already scale with it) and dds who already stack wpn dmg and have low stamina/magicka pools and only echoing vigor as heal anyway, so it would be easy to adapt for them if they even had to adapt at all, while solo play would be completely destroyed.
If instances of echoing vigor were limited like other players suggested or 4), then only healers would use echoing and ballgroup dds would have no heal at all and wouldn’t need max stamina/magicka except for pool.
It also wouldn‘t decrease the skill gap as players who have higher (wpn)dmg, tankiness and sustain than others will also find a way to build for more healing (max stamina/magicka) than others without sacrificing the former 3.
Players complain about wpn/spell dmg+stam/mag scaling heals and hp scaling heals and they also complained about magicka scaling shields when they were good before race passive and cp rework (lost 10% mag/stam from race and 20% from cp and got flat stat bonuses as compensation, that not only don’t increase investment into this stat but make it obsolet because you have enaugh stats without any investment now) and complain again now that Sorc is getting a heal on top of it before it is even released despite stacking max mag/stam beeing very ineffektive.
Izanagi.Xiiib16_ESO wrote: »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)
3) This would actually hurt solo players more than ballgroups, because they would have to stack both, while ballgroups have dedicated healers, who would need to stack only max offensive attribute (some already do because healing sets already scale with it) and dds who already stack wpn dmg and have low stamina/magicka pools and only echoing vigor as heal anyway, so it would be easy to adapt for them if they even had to adapt at all, while solo play would be completely destroyed.
If instances of echoing vigor were limited like other players suggested or 4), then only healers would use echoing and ballgroup dds would have no heal at all and wouldn’t need max stamina/magicka except for pool.
It also wouldn‘t decrease the skill gap as players who have higher (wpn)dmg, tankiness and sustain than others will also find a way to build for more healing (max stamina/magicka) than others without sacrificing the former 3.
Players complain about wpn/spell dmg+stam/mag scaling heals and hp scaling heals and they also complained about magicka scaling shields when they were good before race passive and cp rework (lost 10% mag/stam from race and 20% from cp and got flat stat bonuses as compensation, that not only don’t increase investment into this stat but make it obsolet because you have enaugh stats without any investment now) and complain again now that Sorc is getting a heal on top of it before it is even released despite stacking max mag/stam beeing very ineffektive.
Its kind of hard to follow your logic from this reply so I'll try and respond to what I understand you're saying and you can clarify if I mistook one of your points if you want to.
the response to 3) is that it would require players who want to be a 'jack of all trades' to actually have balanced stats to do so rather than just rewarding damage stacking and turning it into tankability due to the extra healing it provides. Yes I think that's a good thing. Sure groups could still run dedicated healers and damage as they have always done but this would at least nerf the 'overpowered' side that even the DD's are great healers right now in groups.
4) The point here is a return to ground based hot healing and burst healing as the main most effective heals. These can be removed via negate and area denial such as siege. This makes healing much more skill based because you have to predict where you will be moving to 'prepare' the ground for healing. In Combination with the above change I think this would allow players to 'counter' healing for short windows of time. Right now you can just have 12 HoT's running on you and there is no counter.
Your final point about players have complained about such resource stacking in the past - Yes that's because stacking resources in the past gave you damage also. The point of this change would be to require stacking resources if you wanted to boost ONLY healing and stacking Damage if you wanted to boost ONLY damage.
Remember that forcing players to 'stack resources' Directly lowers their max hp pools to a certain extent.
Four_Fingers wrote: »And I stand by my claim that Cyrodill is for group play...
Izanagi.Xiiib16_ESO wrote: »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)
3) This would actually hurt solo players more than ballgroups, because they would have to stack both, while ballgroups have dedicated healers, who would need to stack only max offensive attribute (some already do because healing sets already scale with it) and dds who already stack wpn dmg and have low stamina/magicka pools and only echoing vigor as heal anyway, so it would be easy to adapt for them if they even had to adapt at all, while solo play would be completely destroyed.
If instances of echoing vigor were limited like other players suggested or 4), then only healers would use echoing and ballgroup dds would have no heal at all and wouldn’t need max stamina/magicka except for pool.
It also wouldn‘t decrease the skill gap as players who have higher (wpn)dmg, tankiness and sustain than others will also find a way to build for more healing (max stamina/magicka) than others without sacrificing the former 3.
Players complain about wpn/spell dmg+stam/mag scaling heals and hp scaling heals and they also complained about magicka scaling shields when they were good before race passive and cp rework (lost 10% mag/stam from race and 20% from cp and got flat stat bonuses as compensation, that not only don’t increase investment into this stat but make it obsolet because you have enaugh stats without any investment now) and complain again now that Sorc is getting a heal on top of it before it is even released despite stacking max mag/stam beeing very ineffektive.
Its kind of hard to follow your logic from this reply so I'll try and respond to what I understand you're saying and you can clarify if I mistook one of your points if you want to.
the response to 3) is that it would require players who want to be a 'jack of all trades' to actually have balanced stats to do so rather than just rewarding damage stacking and turning it into tankability due to the extra healing it provides. Yes I think that's a good thing. Sure groups could still run dedicated healers and damage as they have always done but this would at least nerf the 'overpowered' side that even the DD's are great healers right now in groups.
4) The point here is a return to ground based hot healing and burst healing as the main most effective heals. These can be removed via negate and area denial such as siege. This makes healing much more skill based because you have to predict where you will be moving to 'prepare' the ground for healing. In Combination with the above change I think this would allow players to 'counter' healing for short windows of time. Right now you can just have 12 HoT's running on you and there is no counter.
Your final point about players have complained about such resource stacking in the past - Yes that's because stacking resources in the past gave you damage also. The point of this change would be to require stacking resources if you wanted to boost ONLY healing and stacking Damage if you wanted to boost ONLY damage.
Remember that forcing players to 'stack resources' Directly lowers their max hp pools to a certain extent.
You present scaling dmg and healing from different stats as a way to reduce group power when it hurts only solo players and makes groups even stronger.
A player can‘t stack both weapon/spell dmg and magicka as high as if he stacks only one of them, so it invites players to stack either weapon dmg and be a dd or stack max magicka/stamina and be a healer, while another player stacks the other one and performs the other role for them, which only a ballgroup can do because a solo player is solo.
Solo players need to be ‚jack of all trades‘, because if they specialize into one, nobody is doing the other ones for them, while a ballgroup can just let different players perform the roles and if you lack only one of them, you can‘t survive and deal dmg at the same time.
If you lack dmg, you can‘t kill anyone on your own and can only play as a troll tank.
If you lack healing, you can‘t outheal pressured and get parsed down like a dummy and can only play as a „ganker“/assassin.
If you lack tankiness, you can‘t survive burst because you don‘t have enaugh time to react and can only play as a „ganker“/assassin.
Good successful gankers and troll tanks are much more annying than good ‚jack of al trades‘ and unsuccessful gankers and trolltanks stop playing.
But a minmaxer can still have more wpn dmg and more stamina (and more tankiness and more sustain) than a player not minmaxing.
Even when max stat doesn‘t buff dmg anymore, what it already barely does, players will probably still soon complain about 50k magicka/stamina trollhealertanks and ask for a cap or something like this.
You sell us a nerf to solo players as a nerf to ballgroups.
I only referenced point 4) as it will make dds unslot their last remaining heal echoing vigor.
Four_Fingers wrote: »And I stand by my claim that Cyrodill is for group play...
The funny thing is, Cyrodiil (or rather the ESO combat system) has never been very good for the large group play that you would expect in this sort of mode. Which is why when this game launched and many of the GvG/fight guilds from other MMOs with RvR type PvP came to try out Cyrodiil, most of us did not stay long.
Izanagi.Xiiib16_ESO wrote: »Four_Fingers wrote: »And I stand by my claim that Cyrodill is for group play...
The funny thing is, Cyrodiil (or rather the ESO combat system) has never been very good for the large group play that you would expect in this sort of mode. Which is why when this game launched and many of the GvG/fight guilds from other MMOs with RvR type PvP came to try out Cyrodiil, most of us did not stay long.
This isn't true at all. ESO's largescale group combat has been very good and has had many great stages during its development. I've organised multiple GVG events in the past and we've had over 100 players and 6+ guilds at most of them. That being said I'm not aware of those types of things still occurring (I quit playing mainly around NW release and just play casually now).
Izanagi.Xiiib16_ESO wrote: »The main issue was lag.
heng14rwb17_ESO wrote: »Go join a pro pvp guild.
They will teach u how even a solo player can deploy an effective anti-ball measures.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »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)
3) This would actually hurt solo players more than ballgroups, because they would have to stack both, while ballgroups have dedicated healers, who would need to stack only max offensive attribute (some already do because healing sets already scale with it) and dds who already stack wpn dmg and have low stamina/magicka pools and only echoing vigor as heal anyway, so it would be easy to adapt for them if they even had to adapt at all, while solo play would be completely destroyed.
If instances of echoing vigor were limited like other players suggested or 4), then only healers would use echoing and ballgroup dds would have no heal at all and wouldn’t need max stamina/magicka except for pool.
It also wouldn‘t decrease the skill gap as players who have higher (wpn)dmg, tankiness and sustain than others will also find a way to build for more healing (max stamina/magicka) than others without sacrificing the former 3.
Players complain about wpn/spell dmg+stam/mag scaling heals and hp scaling heals and they also complained about magicka scaling shields when they were good before race passive and cp rework (lost 10% mag/stam from race and 20% from cp and got flat stat bonuses as compensation, that not only don’t increase investment into this stat but make it obsolet because you have enaugh stats without any investment now) and complain again now that Sorc is getting a heal on top of it before it is even released despite stacking max mag/stam beeing very ineffektive.
Its kind of hard to follow your logic from this reply so I'll try and respond to what I understand you're saying and you can clarify if I mistook one of your points if you want to.
the response to 3) is that it would require players who want to be a 'jack of all trades' to actually have balanced stats to do so rather than just rewarding damage stacking and turning it into tankability due to the extra healing it provides. Yes I think that's a good thing. Sure groups could still run dedicated healers and damage as they have always done but this would at least nerf the 'overpowered' side that even the DD's are great healers right now in groups.
4) The point here is a return to ground based hot healing and burst healing as the main most effective heals. These can be removed via negate and area denial such as siege. This makes healing much more skill based because you have to predict where you will be moving to 'prepare' the ground for healing. In Combination with the above change I think this would allow players to 'counter' healing for short windows of time. Right now you can just have 12 HoT's running on you and there is no counter.
Your final point about players have complained about such resource stacking in the past - Yes that's because stacking resources in the past gave you damage also. The point of this change would be to require stacking resources if you wanted to boost ONLY healing and stacking Damage if you wanted to boost ONLY damage.
Remember that forcing players to 'stack resources' Directly lowers their max hp pools to a certain extent.
You present scaling dmg and healing from different stats as a way to reduce group power when it hurts only solo players and makes groups even stronger.
A player can‘t stack both weapon/spell dmg and magicka as high as if he stacks only one of them, so it invites players to stack either weapon dmg and be a dd or stack max magicka/stamina and be a healer, while another player stacks the other one and performs the other role for them, which only a ballgroup can do because a solo player is solo.
Solo players need to be ‚jack of all trades‘, because if they specialize into one, nobody is doing the other ones for them, while a ballgroup can just let different players perform the roles and if you lack only one of them, you can‘t survive and deal dmg at the same time.
If you lack dmg, you can‘t kill anyone on your own and can only play as a troll tank.
If you lack healing, you can‘t outheal pressured and get parsed down like a dummy and can only play as a „ganker“/assassin.
If you lack tankiness, you can‘t survive burst because you don‘t have enaugh time to react and can only play as a „ganker“/assassin.
Good successful gankers and troll tanks are much more annying than good ‚jack of al trades‘ and unsuccessful gankers and trolltanks stop playing.
But a minmaxer can still have more wpn dmg and more stamina (and more tankiness and more sustain) than a player not minmaxing.
Even when max stat doesn‘t buff dmg anymore, what it already barely does, players will probably still soon complain about 50k magicka/stamina trollhealertanks and ask for a cap or something like this.
You sell us a nerf to solo players as a nerf to ballgroups.
I only referenced point 4) as it will make dds unslot their last remaining heal echoing vigor.
There are some things you perhaps do not understand of 'ballgroup' dynamics. Firstly every member of a competent ball group currently has some form of burst healing in addition to at least echoing vigor as a hot. This is because every player has actually good stats for burst healing and burst healing is a way of mitigating damage outside of armor and dmg reduction.
You say that 4) will make dds unslot their 'last remaining heal'. Isn't everyone complaining about the fact vigor stacks so much? Wouldn't that be a good thing in most poster's here's eyes?
Secondly the reference about players needing to be 'jack of all trades' when playing solo/smallscale is very true. This SHOULD be the advantage of playing as a group because it also comes with a huge weakness. Caught out solo? its very hard to survive if you stacked everything into damage and have no healing. Same with healing - specing fully into magicka will boost your heals but not necessarily your tankiness because your HP will generally be lower to compensate (HP level is tied directly into main stat level in groups). Right now everyone just sticks all 64 points into HP because mainstat doesn't matter at all.
Ganking and Tanks, These types of players have always existed. The thing players complain more about from what I see is tanks who can deal crazy high damage still.
Its annoying but I don't care if I see someone specialize in a role in PVP because that is their choice of playstyle. Players shouldn't be 'good' at every aspect unless they play a balanced build - in which case they should have drawbacks. Group play is a way to mitigate the drawback based on how good your teamwork is - which is a good trade off imo.
Additionally these changes were intended as a 'package' not individual one off changes. Sure not changing group sets or healing and then making just the stat based changes would potentially imbalance things (I would argue not as much as it is right now) but I can take your point considering each change in a vacuum potentially.
Four_Fingers wrote: »Same old mis information passed till it snowballs and everybody believes it.
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