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.
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.
It's a matter of risk and punishment. Ranged proc stack gankers are damage builds that take zero risk. Even if they make a mistake, they gotta go braindead to not be able to escape. Any melee brawler or melee ganker puts themselves in the line of fire, risks being zerged or 1v1d by a tryhard, and needs to always be responsible for their own survival.Bammlschwamml wrote: »Stacking damage is easier than stacking heals.
The ability to stack abilities that heal on the entire group has become a mindless and abused mechanism in PvP (both Cyrodiil and BGs).
These two abilities are the most abused, but there are others that are also very strong.
Echoing Vigor - Let loose a battle cry, instilling you and your allies with resolve and healing for 3480 Health over 20 seconds.
Radiating Regeneration - Share your staff's life-giving energy, healing you or up to 3 nearby allies for 3594 over 10 seconds.
As an example we tried overwhelming a ball group stacked together on a Ram at a keep. Multiple Oils and Cold Fire Ballistas along with a Nightblade bomb didn't even budge their heal bars.
The number of stacks for these abilities needs to be limited. Bring back the value of having dedicated heals for groups instead of preemptive 30k HPS heal stacking.
We've had Overtuned healing procs sets in the past that have been balanced example "Earthgore" and heal stacking is the next iteration that needs to be adjusted.
This adjustment would be a great addition to the PvP addition expected in the next update.
The issue is the ease of survival. Individually they can make mistake after mistake and not be punished by it.
That's the difference between skillful 1vX play and skillful 8-12vX play. If that one player misses a heal or positions poorly, they die. In a ball group, even if 4 out of 12 players miss their Vigors, you still have 8 Vigors and 4 Regens giving you 16k healing per second.
P.S. I'm not talking about ball groups that zerg-surf or outnumber other players, but groups that fight against 2-5 times their numbers.
I DON'T UNDERSTAND WHY UNORGANIZED ZERGSURFERS EXPECT TO KILL AN ORGANIZED GROUP!!!
P.S. I'm not talking about ball groups that zerg-surf or outnumber other players, but groups that fight against 2-5 times their numbers.
I DON'T UNDERSTAND WHY UNORGANIZED ZERGSURFERS EXPECT TO KILL AN ORGANIZED GROUP!!!
@Einstein_
Except with the current population caps a single Ball group of 12 players is making up 1/6th to 1/8th of the factions population.
Unless it's a final Emperor keep battle or Volendrung its unlikely that the 12 player group is even fighting outnumbered. And with their constant relocation it's very rare for them to be in a situation where they have 1/2 of the server in one spot going after them...
What ends up happening is a lot of 12v5-10s where the ball group has a massive advantage.
P.S. I'm not talking about ball groups that zerg-surf or outnumber other players, but groups that fight against 2-5 times their numbers.
I DON'T UNDERSTAND WHY UNORGANIZED ZERGSURFERS EXPECT TO KILL AN ORGANIZED GROUP!!!
@Einstein_
Except with the current population caps a single Ball group of 12 players is making up 1/6th to 1/8th of the factions population.
Unless it's a final Emperor keep battle or Volendrung its unlikely that the 12 player group is even fighting outnumbered. And with their constant relocation it's very rare for them to be in a situation where they have 1/2 of the server in one spot going after them...
What ends up happening is a lot of 12v5-10s where the ball group has a massive advantage.
@evLRise
The issue is the ease of survival. Individually they can make mistake after mistake and not be punished by it.
That's the difference between skillful 1vX play and skillfull 8-12vX play. That 1 player misses a heal or positions poorly they die. A ball group could miss 4/12 vigors and you'd still have 8 vigors / 4 Regens giving you 16k healing per second.
They also generally DON'T slot a heal because if you're spending time healing yourself your DPS is lacking.
Positioning matters and can wipe the group.
DPS phases where you need to hit a certain threshold need to be obtained or you can wipe the group.
Healing performed by the healers need to be on point or the group will wipe.
Your lead calls for damage countdowns, calls out pretty much all ults and who cast each ult when, calls for most synergy casts, directs where the group moves at all times, needs to call for heals as soon as someone drops below 75-80% HP, puts the group in wipe danger on failed pulls, tracks your group's and enemy groups timers simultaneously and has to adapt decision making and gameplay around it, to name a few "mechanics".Tanks have various mechanics, that if they fail will wipe the group.
What does a ball group need to do in PvP?
I'm in a phone so I'm not gonna do the fancy quoting each section, sorry!
Wasn't comparing solo play potential because group play, I think it's obvious that a group is going to have a bigger impact than one person (short of bombers).
The point was you don't have 11 other people's skills keeping you alive in a 1vX.
It's niche but there are a lot of group damage absorption sets in the game that function in PvP. Obviously this would take some theory crafting to work out, and when everyone slotting vigor for heals is EZ mode no sense in trying.
Except groups are built to withstand this. Hence the 40k health minimum. You'd need 2-3 players to die to even be threatened by the plague/vicious explosion. And they'd have to all die simultaneously because a second later and you'll have recovered 15-25k health. Once again EZ mode survival, takes a lot of mistakes to drop 40k health with 20k HPS.
Makes everyone low in resources? Are we playing the same game in 2024? Sustain hasn't been an issue for like 3 years. Especially in a 12 man with all the group buffs that are possible.
Sure popping barrier / Gibbering can be a reaction based event and I'm sure this has wiped groups. But it takes A LOT of incoming damage to threaten 40k health players stacked with 20k HPS. This is likely for 12v12 organized play (which y'all seem to mostly avoid).
LOL I spam echoing vigor to farm AP a couple casts and I can't count the number of green heals I see. It's not hard man.
I want 12 man groups to exist. But I also want it to require skillfull play. Bring back true dedicated healers, give groups reasons to separate depending on the situation to regroup, stop influencing 40k health tanks that do mediocre damage x12 in pulls then run away until their next ult.