Izanagi.Xiiib16_ESO wrote: »@Iriidius I don't believe you are correct about healing, in ESO it always used to but the case that healing is actually mitigation due to the way burst dmg and burst healing is calculated. It could have changed but it's kinda of academic and comes down to more theory of dmg than anything else. (It doesn't strictly lower the dmg you take more so boosts your health so the dmg is effectively mitigated)
Freilauftomate wrote: »@Izanagi.Xiiib16_ESOIzanagi.Xiiib16_ESO wrote: »@Iriidius I don't believe you are correct about healing, in ESO it always used to but the case that healing is actually mitigation due to the way burst dmg and burst healing is calculated. It could have changed but it's kinda of academic and comes down to more theory of dmg than anything else. (It doesn't strictly lower the dmg you take more so boosts your health so the dmg is effectively mitigated)
This sounds interesting. But i am not sure what you mean. Could you please try to explain this in other words, and tell us where you got this info? Because it would be a very big deal if this means what i think it means.
Izanagi.Xiiib16_ESO wrote: »Freilauftomate wrote: »@Izanagi.Xiiib16_ESOIzanagi.Xiiib16_ESO wrote: »@Iriidius I don't believe you are correct about healing, in ESO it always used to but the case that healing is actually mitigation due to the way burst dmg and burst healing is calculated. It could have changed but it's kinda of academic and comes down to more theory of dmg than anything else. (It doesn't strictly lower the dmg you take more so boosts your health so the dmg is effectively mitigated)
This sounds interesting. But i am not sure what you mean. Could you please try to explain this in other words, and tell us where you got this info? Because it would be a very big deal if this means what i think it means.
@Freilauftomate
Player A has 5k HP.
in the same game tick player A receives 6k Damage (which would normally kill them) but is also healed for 3k health player A will survive with 2K health (5+3) - 6. This effectively means that healing burst 'raises' the HP / mitigates the damage taken rather than simply 'restoring missing health'.
I'm fairly sure this is how ESO has worked since launch (or at least its how it used to work, mainly for PVE trial fight reasons) its very hard to reliably test but it certainly feels like this when you are playing. It's one of the reasons HoT's are so strong.
Joy_Division wrote: »Izanagi.Xiiib16_ESO wrote: »Freilauftomate wrote: »@Izanagi.Xiiib16_ESOIzanagi.Xiiib16_ESO wrote: »@Iriidius I don't believe you are correct about healing, in ESO it always used to but the case that healing is actually mitigation due to the way burst dmg and burst healing is calculated. It could have changed but it's kinda of academic and comes down to more theory of dmg than anything else. (It doesn't strictly lower the dmg you take more so boosts your health so the dmg is effectively mitigated)
This sounds interesting. But i am not sure what you mean. Could you please try to explain this in other words, and tell us where you got this info? Because it would be a very big deal if this means what i think it means.
@Freilauftomate
Player A has 5k HP.
in the same game tick player A receives 6k Damage (which would normally kill them) but is also healed for 3k health player A will survive with 2K health (5+3) - 6. This effectively means that healing burst 'raises' the HP / mitigates the damage taken rather than simply 'restoring missing health'.
I'm fairly sure this is how ESO has worked since launch (or at least its how it used to work, mainly for PVE trial fight reasons) its very hard to reliably test but it certainly feels like this when you are playing. It's one of the reasons HoT's are so strong.
This is correct and how the game calculated incoming damage and heals for years. I stopped paying attention to ZOS's patch notes for quite some time now and don't know if things changed.
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As someone who used-to and would like to play in an organized group again (if ESO ever gets interesting enough to have more than a handful of group players per faction stick around), I can assure the people who hate "ball groups" that I and fair number of us also think it's a bad mechanic that people can have 12 HoTs ticking on them. By removing the excessive HoTs, it would widen the gap between a good guild and a mediocre one, and open up new theory-crafting to a stale meta.
I am actually surprised ZOS has not done something about this yet because years ago this issue was identified and ZOS tacitly acknowledged it by providing us with a set to try and deal with the issue (Snake in the Stars). I suspect they don't want to mess with healing because it probably would affect PvE and ZOS is allergic to implementing things just on Battlespirit.
It would be nice if ZOS could communicate to us and articulate their thoughts on the issue and their hesitation to do something about it, or *gasp* put something on the PTS just to see how things might play out. But that sort of thing only happens in games in which PvP has developmental resources devoted to it. You think enough threads have been made about this issue, but there has not been. ZOS has been slow to implement highly vocalized changes in PvP, but they have done so many times in the past (AOE caps, lowering group size, virtual elimination of purge spam, etc.) My suggestion is to make even more of these threads until they communicate to us their stance on PvP heal stacking and their plans going forward.
Joy_Division wrote: »As someone who used-to and would like to play in an organized group again (if ESO ever gets interesting enough to have more than a handful of group players per faction stick around), I can assure the people who hate "ball groups" that I and fair number of us also think it's a bad mechanic that people can have 12 HoTs ticking on them. By removing the excessive HoTs, it would widen the gap between a good guild and a mediocre one, and open up new theory-crafting to a stale meta.
I am actually surprised ZOS has not done something about this yet because years ago this issue was identified and ZOS tacitly acknowledged it by providing us with a set to try and deal with the issue (Snake in the Stars). I suspect they don't want to mess with healing because it probably would affect PvE and ZOS is allergic to implementing things just on Battlespirit.
It would be nice if ZOS could communicate to us and articulate their thoughts on the issue and their hesitation to do something about it, or *gasp* put something on the PTS just to see how things might play out. But that sort of thing only happens in games in which PvP has developmental resources devoted to it. You think enough threads have been made about this issue, but there has not been. ZOS has been slow to implement highly vocalized changes in PvP, but they have done so many times in the past (AOE caps, lowering group size, virtual elimination of purge spam, etc.) My suggestion is to make even more of these threads until they communicate to us their stance on PvP heal stacking and their plans going forward.
@Joy_Division just agreed with the removal of hot stacking, and I agree with that opinion. So it’s not a unanimous opinion on the side of ball groupers.So the same few ball group RLs defend them constantly while everybody else disagrees. You guys could could at least get some of your guildies to agree with you to make it a bit less obvious.
Izanagi.Xiiib16_ESO wrote: »in the same game tick player A receives 6k Damage (which would normally kill them) but is also healed for 3k health player A will survive with 2K health (5+3) - 6. This effectively means that healing burst 'raises' the HP / mitigates the damage taken rather than simply 'restoring missing health'.
Freilauftomate wrote: »Izanagi.Xiiib16_ESO wrote: »in the same game tick player A receives 6k Damage (which would normally kill them) but is also healed for 3k health player A will survive with 2K health (5+3) - 6. This effectively means that healing burst 'raises' the HP / mitigates the damage taken rather than simply 'restoring missing health'.
Sorry but i don't understand. "The same game tick"? You mean milliseconds?
I think in every calculation heals goes first at least it works this way on sets with healing on certain % of hp
For everyone who has been enjoying the HoT stacking discussions, here's a screen shot from yesterday's FtQ raid before pushing into a keep (where we died to an EP ball group). HoT stacking doesn't make you invulnerable, just mostly so in some contexts!
For everyone who has been enjoying the HoT stacking discussions, here's a screen shot from yesterday's FtQ raid before pushing into a keep (where we died to an EP ball group). HoT stacking doesn't make you invulnerable, just mostly so in some contexts!
So a better ball group beat another ball group... that has nothing to do with balance.
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).
That isn't to say one player should be able to 'rot' an entire enemy group all on their own, of course, or that groups shouldn't have the benefit that comes with, y'know, having more people and being coordinated. But the benefits of having more players and being coordinated should be just that - there are more players and there's coordination, not that the game design and availability or lack of certain options for players also heavily favors them. The only other option I can think of off the top of my head is the Psijic Order CC that can be morphed to absorb healing, making it into an AoE CC + Healing absorb
Maybe sets like VD, etc, should be given the pale order ring treatment too - decreased effectiveness per person in your group. Enough that it's still useful, but open up other options. On the fence about that though, but worth a bit of a think.
TLDR:
- Despite intentions and marketing, ESO's build options are severely limited. Particularly in Cyrodiil, equivalent options to what the opponent does often just don't exist, or are shoe-horned into a specific armor set. Devs should expand skill options.
- Aforementioned armor sets could be changed to have decreased effectiveness for groups. Unsure if this would work, or if people would just make the dude/tte wearing VD not join the group but run with em anyway.
Ball group need to be banned, they over abuse healing skills and kill the pvp. There is no point a random group can be invulnerable for almost everything for a long period of time its like cheating without using cheat engine because you over abuse skills that is in game and the need a fix. So for me it's cheating and they must be banned for that over abuse. @ZOS_GinaBruno, @ZOS_Kevin, @ZOS_JessicaFolsom, @ZOS_BrianWheeler
Minnesinger wrote: »Ball group need to be banned, they over abuse healing skills and kill the pvp. There is no point a random group can be invulnerable for almost everything for a long period of time its like cheating without using cheat engine because you over abuse skills that is in game and the need a fix. So for me it's cheating and they must be banned for that over abuse. @ZOS_GinaBruno, @ZOS_Kevin, @ZOS_JessicaFolsom, @ZOS_BrianWheeler
I am sorry but how could the game ever distinguish a ball group from the other groups? That would create a huge problem what is even a ball group. Where to draw the line that get some banned? I am thinking this type of action will never take place.
Tommy_The_Gun wrote: »12 man organised group in itself is not a problem. Every playstyle has its place in Cyro eco-system. But the issue is more or less... this:I'm still waiting to see how a 12 man organized group is the problem and not the 30-40 man zergs that plow into a keep, lol. Cross heals, ulti dumps, etc...these things aren't limited to ball groups, you know?This screenshot has been floating around here on ESO forums and basically it shows what the problem is. Previously, only some Ball Groups were using this, but now it seems that more & more people are using this "tricK", even "bad ones" when it comes to skill level.
What this effectively does is it makes a 12 man group close to immortal (even if players are quite new to PvP group play), or if played well - literally immortal. I mean take a look yourself at this screenshot. Every group memeber has more or less like 20 - 30K effective Health recovery. That is why people complain about Balll Groups. Because 12 man group is the only environment where realistically you can take advantage of the lack of cap on max healing per second in PvP or lack of cap for the amount of "same" heals.
Now, is there any way, like literally any way, where you can dish out 40 - 50K damage in one blow to a very tanky target ? Nothing I can think off. Even sieges would need to hit in a precise same millisecond and you would need like 4 of them hitting at once so that the target can not have a chance to passively recover to full. But even if it would work - then there is siege shield.
ZOS allowed for healing to be insanely high in a group environment, but there is no way to realistically deal as much damage. That is aslo the reason why you don't see (for the most part) ball groups fighting each other. Because they ALSO lack the power to counter other Ball Group. The most powerful way of playing in PvP is unable to counter itself.
And I know what you are thinking. Just increase max damage. But what about every ones else ? Non-grouped players would die before the even see who is attacking them. Not to mention ganks. The only way to make it fair it to put a cap on max number of healing effects coming from same effects/skills.
Like I have said before - every play style has its place in ESO. Every play-style has it strong points & weak points and risk vs reward. Bu the issue is, 12 man group in PvP simply has too many strong points with no real reasonable drawbacks, literally, only because the game allows to stack HOTs infinity. Hard to imagine how it would look like if ZOS would not reduce max group size from 24 to 12 when they were reducing Cyro population limit.
Snipe ganking used to be like this. Insane damage, and like 40 meters distance. Low risk, low skill cap, but huge reward. And ZOS wrecked this play-style (rightfully so if you ask me).
CrazyKitty wrote: »
People been telling ZOS that the instances of cross healing needs to be limited to only one instance of each heal skill for years. The solution is obvious and has been pointed out many times over the years. I think it would also reduce server load and lag to implement this change. It's a mystery why ZOS doesn't at least give it a try.
CrazyKitty wrote: »People been telling ZOS that the instances of cross healing needs to be limited to only one instance of each heal skill for years. The solution is obvious and has been pointed out many times over the years. I think it would also reduce server load and lag to implement this change. It's a mystery why ZOS doesn't at least give it a try.
This will be unpopular but if you want to kill off 80% of the ball groups, get rid of the pull sets and VD. These sets are HARD carries for most of these groups.
This will be unpopular but if you want to kill off 80% of the ball groups, get rid of the pull sets and VD. These sets are HARD carries for most of these groups.
Izanagi.Xiiib16_ESO wrote: »
I'm sorry to tell you but groups still function without these sets as evidenced on Ravenwatch. I agree with you though it might be healthier for the game with the population remaining at this point.
Dem_kitkats1 wrote: »Izanagi.Xiiib16_ESO wrote: »
I'm sorry to tell you but groups still function without these sets as evidenced on Ravenwatch. I agree with you though it might be healthier for the game with the population remaining at this point.
Ravenwatch has such a low pop that it's not a fair comparison. Typically, there aren't enough players to really challenge an organized 12 man. No matter what, organized groups will always be strong, but pull sets, and radiating damage only makes organized group play less skillful and shouldn't have a place in PvP.
Izanagi.Xiiib16_ESO wrote: »This will be unpopular but if you want to kill off 80% of the ball groups, get rid of the pull sets and VD. These sets are HARD carries for most of these groups.
I'm sorry to tell you but groups still function without these sets as evidenced on Ravenwatch. I agree with you though it might be healthier for the game with the population remaining at this point.