RaidingTraiding wrote: »Honestly I think a bigger issue is rush of agony. A lot of groups wouldnt know how to kill anything without crutching off of this set. There's hardly any counterplay to being pulled from the next continent to instant death from a set that has an 8 second cool down, does good damage, has a poor telegraph, and doesn't obey cc rules. Why it was buffed is beyond me. Then you have the same groups running around with 40khp and 40k shields on at all times. IMO those issues need to be looked at first before anything else. Can nerf cross healing all you want, you won't kill groups with that many shields who can just burst heal anyways.
- Limit stacks of the same hot to 2, i.e. you can only have two stacks of echoing vigor on you regardless of the source. This won't impact raids in PVE since at most 2 healers are present.
This isn't correct on either count.
It's not true that you only ever see 2 healers at most in one fight in PvE. You can also have situations where you temporarily have none but still need significant heals.
On Chimera in vSE (especially HM), you can end up with dps needing to survive a portal like Lion without a tank and/or healer. Not being able to stack Echoing more than twice means a much higher risk than being able to stack it three or four times. Currently you can have all the dps slot Echoing to give such a group the best chance at surviving. If each HoT can only stack twice, you're looking at dps slotting two group heals to ensure you can get decent output - and that means speccing even further out of damage, creating a greater challenge than already exists. (ETA: You also have the question of communicating on the fly who will run Echoing and who will have to run the other HoT(s), in a situation where communication is already at a premium due to needing to tank the boss and do the crystals.)
On Ansuul HM some groups run a hybrid healer in addition to the 2 full healers to try to survive the massive incoming damage. None of those healers does portals, where you typically want 3 dps and a tank (who can offer some healing but also needs to be able to tank some very hard-hitting attacks). It's not like vSS HM, where the dps can self-heal to mitigate the environmental ramping DoT and should be avoiding damage from the Servant. Stacking Conduit in vSE HM portals means stacking group heals to survive - the alternative to stacking is splitting and getting fried by the flank cleave.
As long as ZOS keeps creating situations in PvE where you need dps to be able to heal others like this, stacking Echoing has a place.
i11ionward wrote: »Since we are talking about ball groups, let me remind you about Snow Treaders. It's pretty cheating to have free permanent ≥55% running speed with no counter play.
SoloPlayerZP wrote: »Suggested solution: nerf cross healing only by a value (one third would be my suggestion) under battle spirit.
Somehow the feedback they are seeing indicates we just want battlegrounds.
xylena_lazarow wrote: »Hard agree about Snow Treaders, deleting counterplay like Oil Catapults and Caltrops is bad for PvP.
StaticWave wrote: »Yes, sets like Azure Blight or Plaguebreak are a bandaid fix to counter ball groups, but can we address the actual issue making ball groups nigh unkillable - HoT stacking?
Seriously, there have been multiple threads about this topic. The best suggestion I’ve seen was limiting HoTs to 2 instances of the same skill. For example, you can only stack 2 Echoing Vigor, 2 Radiating Regen, 2 Sage’s Remedy, etc.
We don’t need more bandaid fixes. We need the core issue fixed for long term PvP health.
Somehow the feedback they are seeing indicates we just want battlegrounds.
This. Its the only way you can stop groups like this is to disable grouping and kill cyro. Kill ball groups, zergs will take their place.
Taking away heal stacking would be great, but then people will be crying they die too fast when theyre in a faction stacked fight like hammer. Theyve already addressed "time to kill" issues before which has resulted in the permanent tank meta we have now.
Siege is already the top counter to ballgroups. Especially with how broken oils and lancers are.
i11ionward wrote: »
This is still very similar to the current version, but will require active actions for ball groups to maintain permanent immunity.
EDIT: It is possible to make the duration of immunity dependent on the number of players in the group. For example, 8 seconds if you are alone, and -0.5 seconds for each player in the group (with 12 players the duration will be 2.5 seconds)
EDIT: Of course, to avoid abuse, a small cooldown is needed to obtain immunity, for example:
Immunity to snares and immobilizations can occur once every 5 seconds.
gariondavey wrote: »i11ionward wrote: »
This is still very similar to the current version, but will require active actions for ball groups to maintain permanent immunity.
EDIT: It is possible to make the duration of immunity dependent on the number of players in the group. For example, 8 seconds if you are alone, and -0.5 seconds for each player in the group (with 12 players the duration will be 2.5 seconds)
EDIT: Of course, to avoid abuse, a small cooldown is needed to obtain immunity, for example:
Immunity to snares and immobilizations can occur once every 5 seconds.
Better to just reduce +speed boosts while wearing boots by 50 percent or something like that