spacefracking wrote: »So, it is a theme of cyrodiil that ball groups and zergs are a problem, both gameplay-wise, and performance wise.
A potential fix would be to modify an ability like inevitable detonation in several possible ways:
- Apply (a potentially uncleansable) defile to all non-primary targets
- increase damage
- increase radius
- add heal absorption to non-primary targets
This would prevent overly dense groups from accumulating, which would positively effect both gameplay and performance.
There may be other abilities that could be modified to apply an uncleansable defile that affects players clumped with the primary target as well.
That's all. What do you all think?
spacefracking wrote: »So, it is a theme of cyrodiil that ball groups and zergs are a problem, both gameplay-wise, and performance wise.
A potential fix would be to modify an ability like inevitable detonation in several possible ways:
- 1) Apply (a potentially uncleansable) defile to all non-primary targets
- 2) increase damage
- 3) increase radius
- 4) add heal absorption to non-primary targets
That's all. What do you all think?
Lol wut? Innev det sucks. If I get it cast on me I just purge to set it off without even thinking about it. And if you have 6 people trying to time their burst, well you've got half a ballgroup. Might as well find some support people and go whole hog.
vesselwiththepestle wrote: »Ball groups don't use inevitable detonation. OP is not talking about proxy.
In my opinion it should be just easier to apply inevitable detonation in combat. Due to its cast time it often is very troublesome to apply in lag on a fast running ball group. Maybe a small buff to damage. Currently with ball group members running around in 30k health you need how many inevitable detonations to make even a dent? At least six if I had to guess. If they get cast simultaneously, so they detonate all together with the same purge.
Reinstate no cross healing and keep the 12-man restriction and you'll address many pain points to ball grouping. BUT that doesn't address the over performance from proc sets within an environment without "sandbox" restraints. The current test had brought many PVE into Cyrodiil, at least to check it out, with some up and down success; you can also notice players trying to adjust to the proc restriction, where many feel their own mortality when overly challenged on the field. Ball grouping will be part of the current and future gameplay of Cyrodiil or IC; but without constraints that promote balance (loosely said since player skill is a high factor) and removes toxic elements e.g broken proc sets than you at least establish a baseline on what they want PVP experience to be like; this is also related to ball grouping when you begin to apply quality control principles to the gsmeplay.
Reinstate no cross healing and keep the 12-man restriction and you'll address many pain points to ball grouping. BUT that doesn't address the over performance from proc sets within an environment without "sandbox" restraints. The current test had brought many PVE into Cyrodiil, at least to check it out, with some up and down success; you can also notice players trying to adjust to the proc restriction, where many feel their own mortality when overly challenged on the field. Ball grouping will be part of the current and future gameplay of Cyrodiil or IC; but without constraints that promote balance (loosely said since player skill is a high factor) and removes toxic elements e.g broken proc sets than you at least establish a baseline on what they want PVP experience to be like; this is also related to ball grouping when you begin to apply quality control principles to the gsmeplay.
If they were to reinstate the no cross healing they need to do it across the board. Everyone needs to have the ability to heal others or no one should have the ability to heal others. You can't give some people the ability to do so and not others. Healing is to big of a deal to handle that way. So 100% self healing only, or 100% everyone can heal others no matter what their group status is.
Reinstate no cross healing and keep the 12-man restriction and you'll address many pain points to ball grouping. BUT that doesn't address the over performance from proc sets within an environment without "sandbox" restraints. The current test had brought many PVE into Cyrodiil, at least to check it out, with some up and down success; you can also notice players trying to adjust to the proc restriction, where many feel their own mortality when overly challenged on the field. Ball grouping will be part of the current and future gameplay of Cyrodiil or IC; but without constraints that promote balance (loosely said since player skill is a high factor) and removes toxic elements e.g broken proc sets than you at least establish a baseline on what they want PVP experience to be like; this is also related to ball grouping when you begin to apply quality control principles to the gsmeplay.
If they were to reinstate the no cross healing they need to do it across the board. Everyone needs to have the ability to heal others or no one should have the ability to heal others. You can't give some people the ability to do so and not others. Healing is to big of a deal to handle that way. So 100% self healing only, or 100% everyone can heal others no matter what their group status is.
Hmm. You know, removing all healing except for self healing *would* solve the problem. It's kind of like a nuke-it scenario, but it's the same as introducing a new meta. Also solves the problem of 3 guys wearing heavy armor and 2 handed weapons running around a tower until they can hit whichever person trying to kill them with dawnbreaker x 3. Those mechs are broken.
If someone is going to be 'immortal' or whatnot, it should be on them to do it. [snip]
Removing all healing except for self healing will actually make healers useless. And there are people who actually like to play that.
Reinstate no cross healing and keep the 12-man restriction and you'll address many pain points to ball grouping. BUT that doesn't address the over performance from proc sets within an environment without "sandbox" restraints. The current test had brought many PVE into Cyrodiil, at least to check it out, with some up and down success; you can also notice players trying to adjust to the proc restriction, where many feel their own mortality when overly challenged on the field. Ball grouping will be part of the current and future gameplay of Cyrodiil or IC; but without constraints that promote balance (loosely said since player skill is a high factor) and removes toxic elements e.g broken proc sets than you at least establish a baseline on what they want PVP experience to be like; this is also related to ball grouping when you begin to apply quality control principles to the gsmeplay.
People still complaining about ballgroups, that's fun, especially when they start playing like us.
Look at PC-EU, 3 guilds or 4 running together on AD side, spamming bombard and negates, glad they finally discovered how to take down groups.
But still they are complaining about our gameplay, while they do the same but with a difference: They're 50+.
Bombard is just horrible for us, you can try to purge it, but don't expect to have that "soft cc immunity", it doesn't exist with it, and zerglings knows it. It makes the fights not even pleasant to play when you got 2-3 bombard spammers in the area.
But do you see any posts of ballgroup members on the forum asking for a bombard nerf, or pugnerf? No.
Always the same people complaining, saying they just want "balance" for ballgroup while they're playing their stamina wardens (or any other stam chars btw) with 40k hp. What a joke.
NeillMcAttack wrote: »It's funny to hear, "I die mostly because I lag", all the time. Imagine trying to balance a game that does not work?
The devs just need to prioritize performance, which can be done by limiting "smart AOE's". I'm fairy sure you could have a really good, working version of Cyro, with a max group size of 3-4, maybe 5, depends on the hour! And sadly, having to re-remove, cross healing.
Otherwise, just get used to the lag, it is here to stay!
Joy_Division wrote: »NeillMcAttack wrote: »It's funny to hear, "I die mostly because I lag", all the time. Imagine trying to balance a game that does not work?
The devs just need to prioritize performance, which can be done by limiting "smart AOE's". I'm fairy sure you could have a really good, working version of Cyro, with a max group size of 3-4, maybe 5, depends on the hour! And sadly, having to re-remove, cross healing.
Otherwise, just get used to the lag, it is here to stay!
You've just described Battlegrounds. If that's what you want so bad, go and que up for it and have a blast.
But I still think enabling friendly damage would make Cyro better, and let's remove smart heals while we're at it. Less incentive to run in a clusterdumb and spam AOEs. You can still have dedicated healers sitting behind the front lines and healing people, just that they'd have to actually target the heals.
But I still think enabling friendly damage would make Cyro better, and let's remove smart heals while we're at it. Less incentive to run in a clusterdumb and spam AOEs. You can still have dedicated healers sitting behind the front lines and healing people, just that they'd have to actually target the heals.
But I still think enabling friendly damage would make Cyro better, and let's remove smart heals while we're at it. Less incentive to run in a clusterdumb and spam AOEs. You can still have dedicated healers sitting behind the front lines and healing people, just that they'd have to actually target the heals.
Probably a good idea to only have friendly fire on faction locked campaigns, since the amount of trolling in non locked campaigns would be insane.
Still, I'd love to see a test with it, it does sound fun and chaotic.