RaidingTraiding wrote: »I don't really think nerfing heal stacking is the silver bullet answer to ball groups. Limiting the number probably wouldn't hurt though, because small groups would still be able to use them without feeling the nerf. Other contributing factors make groups strong. Shield builds are pretty popular now as well as building for more ult gen and always having a barrier up. They also stack a lot of mitigation buffs from cp, and slotting flare for perma major protection. A good majority of ball groups run 6-8 healers also. These are just some examples.
Not to detract too much from the post, but I think a bigger issue is the lack of aoe burst damage. Before the harmony and proxy det nerfs, bombing ball groups with a small group was a lot more doable than it is now, and groups then had to be on the look out more for bombers and small groups because they could actually pose a threat to them. Now they are mostly ignored and only the worst ball groups will die to them. The nerfs to necro also made bombing harder. The scenario the OP mentioned could have possibly wiped the ball group on ram pre proxy det nerf, especially if they were being heavily sieged.
And of course these things were nerfed because of how broken pull sets are. Pull sets made bombing too easy so the answer was to nerf harmony, proxy det, and necro instead of nerfing the pulls themselves. Corrosive armor was also nerfed because of its success when combined with pull sets and masters 2h. Now with these aspects of the game nerfed, the only users of these sets are ball groups, and a few bombers and small groups, which don't have as much success with them as the ball groups. Pull sets also made bombing in ball groups a lot easier by creating a choke point on demand. Groups now don't really need to kite and bait players into chokes as much, so a lot of the skill of movement of these groups isn't as important anymore when you can just group players up with a set. This has lowered the skill level of groups a lot and now a lot of groups that weren't as good before are all of a sudden more competitive and harder to deal with. Because pulls make you lose control of your character for a lot longer than most ccs, its easier to line up and sync damage to burst you down. Because these groups have more players, it's not as hard for them to bomb with the nerfed aoe burst as it is with small groups and solo bombers.
I think the lack of damage is really the key here. If you nerf hot stacking, you still wouldn't have enough damage to put a dent in ball groups, their 6-8 healers would just spam aoe burst heals and barrier more when trying to coordinate an attack. To effectively kill a ball group you need a lot of aoe burst damage in a very small window, enough to burst through their barriers and 40k hp, which was absolutely doable with old harmony, proxy det, and necro. Just something to consider.
RaidingTraiding wrote: »I don't really think nerfing heal stacking is the silver bullet answer to ball groups.
TechMaybeHic wrote: »I would like a non ultimate DOT that scales as high DPS and duration as Vigor HoT. And across the board like that.
AOE DOTs that match the AOE hots just mirror image. Spammables as high as burt heals can get. Only things that come close are like spectral Bow and people lose their minds.
Or lower all healing and shields in Cyrodiil more with battle spirit.
TechMaybeHic wrote: »I would like a non ultimate DOT that scales as high DPS and duration as Vigor HoT. And across the board like that.
AOE DOTs that match the AOE hots just mirror image. Spammables as high as burt heals can get. Only things that come close are like spectral Bow and people lose their minds.
Or lower all healing and shields in Cyrodiil more with battle spirit.
Used to be able to do that with stacking DoT. The complaints were a tidal wave, and all single-target DoTs got nerfed into what they are now.
Turtle_Bot wrote: »There's plenty of damage still in the game (if there wasn't, we wouldn't be seeing zergs building 40k+ health just to survive more than 2 seconds), but because organized groups are abusing that permanent 30k+ HPS ticking on them from stacked HoTs, underneath those shields/burst heals/high health, the damage/counterplay that we currently have, can't do it's job. Take away that 30k HPS that sticky HoTs give and suddenly you'll see the damage we currently have can do it's job because all the counter play options (negate/time stop/siege) can finally do their jobs of chipping away/disabling the ball groups healing long enough for 1-2 seconds of that pressure damage to grant an opportunity for a bomb.]
Necrotech_Master wrote: »health bars not budging is not entirely a healing problem, its also a shielding problem
most ball groups usually have rotating barriers, or the arcanist one + sets that can proc more shields like the blind
I've said this to my guildies many times. They should limit the amount of heals over time that can be stacked. Not only would this help reduce how tanky ball groups are, but I wager it would prob help server performance too, but I could be wrong on that last part.
Turtle_Bot wrote: »I've said this to my guildies many times. They should limit the amount of heals over time that can be stacked. Not only would this help reduce how tanky ball groups are, but I wager it would prob help server performance too, but I could be wrong on that last part.
It 100% would help balance out ball groups in PvP, just have to look at how vigorously ball group players defended that mechanic (with every excuse in the book) in previous threads to see just how effective it would have been in balancing that playstyle.
As for server performance, it's fairly easy to understand why it would help in that aspect too. Just watching a ball group move around between keeps with a minimum of 3-4 casts of vigor/radiating (along with all the calcs resulting from those casts) every GCD while they blob themselves between keeps is easily draining plenty of the servers resources, let alone everything else that occurs once they actually engage in "combat".
The only other areas of the game that sees that sort of ability spam is in vet/HM trials (which are instanced and capped at 12 players) and new zone world bosses/events (which also get laggy with enough players despite better server resources available for these).
mariuszeb17_ESO5 wrote: »Hm , for me the most annoying thing is the speed of movement Ball Groups. I would like in the pvp environment working debuff ( don't purgeable) -> If you are in a large group, each HOT slows your movement speed down by 10% up to 60%.
mariuszeb17_ESO5 wrote: »Hm , for me the most annoying thing is the speed of movement Ball Groups. I would like in the pvp environment working debuff ( don't purgeable) -> If you are in a large group, each HOT slows your movement speed down by 10% up to 60%.
I don't like player speeds in pvp overall. High speeds is what makes LoS breaking consistent. I won't mind if they did -20% speed in battle spirit or something.
Necrotech_Master wrote: »health bars not budging is not entirely a healing problem, its also a shielding problem
most ball groups usually have rotating barriers, or the arcanist one + sets that can proc more shields like the blind
I always thought that crosshealing was refering to all ways to save another player, including crossshields even though shields arnt heals xD
Necrotech_Master wrote: »Necrotech_Master wrote: »health bars not budging is not entirely a healing problem, its also a shielding problem
most ball groups usually have rotating barriers, or the arcanist one + sets that can proc more shields like the blind
I always thought that crosshealing was refering to all ways to save another player, including crossshields even though shields arnt heals xD
i see healing and shielding as separate things
shields act like temporary HP, if you take dmg and are at 75% of your max hp, using a shield does not heal that, but it does help protect you while you are hitting a heal for example (which is why the sorcs hardened ward is very strong right now as it does both heal and shield)
the combination of healing + shielding is why there is a huge survivability, in most cases health bars not budging is lots of shields (which are far far more obvious to see now with the new health bar stuff), the hots just help keep players topped off in the case the shield is broken
Even as a speed addict, agree Celerity doesn't need to exist. It just makes the entire game 10% faster for no good reason. Snow Treaders don't need to exist in PvP either, give them an "outside PvP zones" treatment or something. Hard turning off so much counterplay is part of the reason pugs vs ball is so damn miserable for the pugs.Izanagi.Xiiib16_ESO wrote: »Honestly just remove Celerity CP it would be enough of a difference. As for groups you could adjust snow treaders
Necrotech_Master wrote: »Necrotech_Master wrote: »health bars not budging is not entirely a healing problem, its also a shielding problem
most ball groups usually have rotating barriers, or the arcanist one + sets that can proc more shields like the blind
I always thought that crosshealing was refering to all ways to save another player, including crossshields even though shields arnt heals xD
i see healing and shielding as separate things
shields act like temporary HP, if you take dmg and are at 75% of your max hp, using a shield does not heal that, but it does help protect you while you are hitting a heal for example (which is why the sorcs hardened ward is very strong right now as it does both heal and shield)
the combination of healing + shielding is why there is a huge survivability, in most cases health bars not budging is lots of shields (which are far far more obvious to see now with the new health bar stuff), the hots just help keep players topped off in the case the shield is broken
its the proc sets and the new scribing skills. everyone, i mean eveyone has a shield on their entire hp bar now
xylena_lazarow wrote: »Snow Treaders don't need to exist in PvP either, give them an "outside PvP zones" treatment or something. Hard turning off so much counterplay is part of the reason pugs vs ball is so damn miserable for the pugs.Izanagi.Xiiib16_ESO wrote: »Honestly just remove Celerity CP it would be enough of a difference. As for groups you could adjust snow treaders
HoT stacking is passive defense (something that should always be very small compared to active defense) that is currently outperforming active defenses by a lot.
Hasenpfote wrote: »If heal would be nerfed, more would build glass cannons and then a coordinated glasscanonballs rolls over a group and everbody cry because they stack damage like crazy.
Dots can be stacked aswell, also if you do focus damage, to one target, you can kill this target in less than 2 seconds, regardless if it has 200 hots on it.