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So what's the counter to ball groups in U40?

  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    JerBearESO wrote: »
    Mutli targeted healing/shielding should be devided amongst all targets when battle spirit is active, as a new standard. PvP solved.

    10k over 10 seconds (just an example) becomes 5k over 10 seconds per target for 2 targets, and 3.3k per for 3 targets, 2.5k for 4. You get it....

    Just solved. Literally entire PvP solved hahahaha

    Server would likely grind to a halt more so than it does now trying to calculate how many players were hit by each ability.

    Personally I would
    1) Revert the sticky HoT vs Ground HoT changes so that ground HoT's and Burst healing are the most effective rather than sticky HoT's
    2) Change the way healing scales & dmg scale, (should scale entirely from max stats rather than weapon dmg and damage should only scale from weapon dmg - like with proc sets) This way players who want a mix of both healing and damage have to invest in both. The reason for this is because players currently don't need to invest in stats at all and can just go all 64 into health with almost no punishment to their output.
    3) Consider some adjustment to scale player damage by some factor of their HP
    4) Adjust group sets to scale with number of group members when Battle Spirit is enabled - Similar to Rallying Cry. OR change group sets to only affect the people in your 4 man and implement raid frame functionality for assigning players to groups (I would prefer this).
    5) Adjust Rushing Agony either the pull should happen just before the damage (i.e. a timer after the charge with a circle to allow for counterplay similar to dark convergence) or at minimum it should apply cc immunity when a player with battle spirit is pulled by it.

    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Roleplay Circle (AOE Rats/ Zerg Squad / Banana Squad)
  • Olen_Mikko
    Olen_Mikko
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    I'm not against coordinated gameplay. After all, that's just smart.

    But I'm against the current balancing that will eventually make everything pigeonholed to single certain playstyle with nothing but unkillable builds.

    Solution is so simple:

    Only one HoT per skill could be active (similar to how kjalnar works) and healing power is reduced more people are in group, just like pale order.

    And it could be done easily for only pvp, with battle spirit condition.

    That'll make Pvp much more enjoyable
    NB enthusiastic:
    1. Woodhippie stamblade - DW hard-hitter / PvE
    2. Know-it-all elf Magblade - Healer / PvE & PvP
    3. Hate-them-all elf Magblade - Destrostaff AoE monster / PvE
    4. Cyrodiil-Refugee stamblade - Stamina Tank / PvE

    Go dominion or go home

    Nightblade-Hipster. I played Nightblade before it was cool - from 1.5 onwards.
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