@xylena_lazarow
If most alternatives are mediocre or worse then by definition that one set is out performing "most" hence not balanced.
An entire restructure of old set bonuses being brought into line with this set sounds much less likely then balancing a few over performing sets.
And for the record wretched vitality is also an extremely over performing set. 390 of each recovery (magicka and stamina) is extremely strong for a 5 PC bonus that can proc from the back bar. Amber plasm is 245 of each and isn't a proc for reference (and we all know health recovery doesn't matter).
And my intention isn't to nerf those outnumbered. I would love to have sets like that. But they SHOULD be coded as such. A single player not in a group but that's still between 10 other same alliance players isn't a single player.
And a player fighting a single other player shouldn't have buffs made to boost them in an outnumbered fight if that is the intention of this set.
Making everything mediocre is the worst form of balance. Why bother with a build system at that point? Nobody is going to start running bad sets just because Rallying got deleted from the game, they'll run Wretched or damage procs, maybe Trickery or Kynmarcher, but the meta will be just as narrow because there are hundreds of sets in this game that are simply not worth using at all, ever. And somehow people will demand more nerfs thinking surely that'll fix it this time.If most alternatives are mediocre or worse then by definition that one set is out performing "most" hence not balanced.
@xylena_lazarow A single player not in a group but that's still between 10 other same alliance players isn't a single player.
TechMaybeHic wrote: »I always wonder, why have a group buff feature if it is going to have a group count reduction? And it is possible to run with other players without actually grouping up. Especially now with friendly target markers.
@xylena_lazarow A single player not in a group but that's still between 10 other same alliance players isn't a single player.TechMaybeHic wrote: »I always wonder, why have a group buff feature if it is going to have a group count reduction? And it is possible to run with other players without actually grouping up. Especially now with friendly target markers.
Rallying cry does not apply to players outside of your group.
TechMaybeHic wrote: »@xylena_lazarow A single player not in a group but that's still between 10 other same alliance players isn't a single player.TechMaybeHic wrote: »I always wonder, why have a group buff feature if it is going to have a group count reduction? And it is possible to run with other players without actually grouping up. Especially now with friendly target markers.
Rallying cry does not apply to players outside of your group.
I know. I am saying to get around the group size penalty. With friendly markers and discord; theres no need to group to a point where you lose the benefits
TechMaybeHic wrote: »@xylena_lazarow A single player not in a group but that's still between 10 other same alliance players isn't a single player.TechMaybeHic wrote: »I always wonder, why have a group buff feature if it is going to have a group count reduction? And it is possible to run with other players without actually grouping up. Especially now with friendly target markers.
Rallying cry does not apply to players outside of your group.
I know. I am saying to get around the group size penalty. With friendly markers and discord; theres no need to group to a point where you lose the benefits
Yeah, but what are you gonna do, put four people in Rallying cry so they can all get 1650 crit resist and 300 WD rather than all benefiting from group sets such as apocryphal, PA, Arkasis, cryptcannon, saxheel, etc? Just wouldn't make any sense really.
TechMaybeHic wrote: »TechMaybeHic wrote: »@xylena_lazarow A single player not in a group but that's still between 10 other same alliance players isn't a single player.TechMaybeHic wrote: »I always wonder, why have a group buff feature if it is going to have a group count reduction? And it is possible to run with other players without actually grouping up. Especially now with friendly target markers.
Rallying cry does not apply to players outside of your group.
I know. I am saying to get around the group size penalty. With friendly markers and discord; theres no need to group to a point where you lose the benefits
Yeah, but what are you gonna do, put four people in Rallying cry so they can all get 1650 crit resist and 300 WD rather than all benefiting from group sets such as apocryphal, PA, Arkasis, cryptcannon, saxheel, etc? Just wouldn't make any sense really.
I guess it doesn't but then why does it matter if Rallying Cry is penalized be group size when the group would be better off with the other sets you mention?
See, I think you're approaching this all wrong with the "remove the group penalty" thing.
The set is designed to provide stat density to players who are likely at a "numbers disadvantage" in terms of allies vs enemies. However, it does this poorly because the scaling isn't nearly aggressive enough.
The set needs a slight nerf to the value, mainly the crit resist. But what it really needs is a true aggressive group scaling so that it is only worth using by players who are actually at a numbers disadvantage (solo, duo, trio).
Change it to reduce the value by 33% for every member in the group. Lower the crit resist to 990, keep the SD at 300.
Solo = 990 crit resist, 300 WD/SD
Duo = 660 crit resist, 200 WD/SD
Trio = 330 crit resist, 100 WD/SD
4+ group = 0 stats.
DrNukenstein wrote: »+1 for don't nerf, add/rework more stuff that works like it.
Other good examples of this:DrNukenstein wrote: »Stygian for example is a bad set. It's a bad set because the buff doesn't cross bars, and you have to be in combat to proc it.
the1andonlyskwex wrote: »Just make it so it only procs when you crit heal a group member other than yourself. That will make it significantly less useful for solo players (remember, if it were intended as a solo set it wouldn't buff your group at all), while still retaining it's value for small groups.
@NyassaV
I agree fighting outnumbered should be given new PvP sets, but they should be coded as such to give bonuses when taking damage from several unique player sources.
As it stands right now Rallying Cry grossly overperforms in a 1 v 1 scenario. And is not balanced against other sets that give the same bonus types as this set.
You are at a serious disadvantage if you aren't running this set which needs to be changed. That's why Reactive armor, Mara's balm, Master Dual Wield, etc etc all needed to be changed.
And guess what this set is also making it harder for you to fight outnumbered as well because 3 of the 5 people you're trying to burst down are wearing this set and you're doing 15-25% less crit damage to them making them tankier and taking away your best chance to put them down (hard hitting crits). This set coupled with the 35k health meta makes it very hard to put even average players down in a 1v1. They just have too much time to react with the ability to heal to full with the extra spell damage and crit this set also offers.
Another idea is to tie the buff values to the number of light armor pieces worn. So maybe 50 weapon damage and 200 crit resist per piece of light armor worn. It is a light armor set after all and this would force a defensive tradeoff for using it.