Just_Attivi wrote: »I like the gist of it, but I see significant balance issues for the non ball groups.
lets say Im duo'ing, and I cast echoing vigor and a cleansing ritual. Eventually these heals overheal myself or my duo, and applies this cost increase. Now, I want to set myself up to go offensive, but have 3 seconds left on vigor and 17 seconds left on ritual, I recast Vigor at 33% more cost (actual percent doesnt mater in this example). Fight continues, I take all the pressure and my duo takes none. Both heals overheal my duo repeatedly, keeping the increase cost penalty. Now both vigor and ritual are dropping off, I recast both at 33%. (or 66%?) my resources are tanked and all I did was cast each skill nearing cooldown.
Organization, and team work should not be punished. Poor sportsmanship, playing selfishly, and only going after easy targets needs to be disincentivized.
if( max_health == true && recently_hit == false ) { apply increased healing cost debuff }This would reduce the effectiveness of vigor spam without eliminating it as a way to contribute. It would encourage people to fully kit healer to mitigate the increased resource cost of healing a group. And it wouldn't affect a smart fighting rotation, as the debuff will have worn off before you re-apply your buffs in a fight, grouped or un-grouped. If it was even applied to begin with, as being max-health and untouched in the middle of a fight is increasingly unlikely the smaller the scale, or the more you're out-numbered.
Organization, and team work should not be punished. Poor sportsmanship, playing selfishly, and only going after easy targets needs to be disincentivized.
AS much as khajiit dislikes bot train style groups they do not want to see them punished for being more organized than others. Especially when there are so many selfish players which choose to play bad builds. Players who seem to think that everyone else is suppose to play better while they sit back and wait for a 'free' tick.
That latter are of course the preferred targets of the former. They are after all usually playing slow, low health, low damage ranged builds. Perfect targets for their counterparts whom claim that K/D and or AP is a display of 'skill'.
Thus removing the rewards for the more toxic and selfish play styles is a far wiser, and way more fair, solution than just punishing one half of the problem.
Of course all of that would require a massive revamp of the current AP and campaign scoring system.
outside of ballgroup range.only going after easy targets … sit back and wait for a 'free' tick
because they impair gaming experience of enemys and allies outside their group.Poor sportsmanship, playing selfishly, and only going after easy targets
Organization, and team work should not be punished. Poor sportsmanship, playing selfishly, and only going after easy targets needs to be disincentivized.
AS much as khajiit dislikes bot train style groups they do not want to see them punished for being more organized than others. Especially when there are so many selfish players which choose to play bad builds. Players who seem to think that everyone else is suppose to play better while they sit back and wait for a 'free' tick.
That latter are of course the preferred targets of the former. They are after all usually playing slow, low health, low damage ranged builds. Perfect targets for their counterparts whom claim that K/D and or AP is a display of 'skill'.
Thus removing the rewards for the more toxic and selfish play styles is a far wiser, and way more fair, solution than just punishing one half of the problem.
Of course all of that would require a massive revamp of the current AP and campaign scoring system.
In other words everyone not playing in a ballgroup is a selfish ranged ganker build with poor sportsmanship going after easy targets.
The letter despite beeing „preferred targets“ are not targets because they are avoiding to fight ballgroups because in your own words they areoutside of ballgroup range.only going after easy targets … sit back and wait for a 'free' tick
Many ranged gankers are also organized in group with discord working as a team to Xv1 easy targets in form of solo players. They are stillbecause they impair gaming experience of enemys and allies outside their group.Poor sportsmanship, playing selfishly, and only going after easy targets
Ballgroups are about as unselfish sozial teams as cartely and assembly line workers when they obey leaders and give buffs/heals/shields to their group knowing they get everything multiple times back.
They also have poor sportsmanship and are playing selfishly and only going after easy targets when farming unorganized randoms while having all these group effekts.
I dont know what others mean with punishing teamwork but guess they mean reducing the overrewarding of ballgroups
I understand it as artificially making teamwork less effektive than naturally. Currently teamwork is artificially made more effektive than naturally as in ballgroups if 1 player uses multitarget set/skill everybody else gets it for free and if you nerf them ballgroups would still be artificially more effektive unless you remove it completely.
Even than still ballgroups would get rewarded for beeing organized and be more effektive than unorganized randoms naturally but not atificially.
Except ballgroups and ranged bow gankers there are also competitive solo and smallscale player. Are they selfish and poor sportsman for using „selfish“ builds and not using ballgroup builds giving crosshealing/shielding and groupbuffs to their non existent teammates that give them nothing back? Wearing a ballgroup build with poor selfhealing they will not be useful and survive long in a PuG.