MincMincMinc wrote: »You forgot to say the answer is always sets.......that the ballgroups end up running
So every Ballgroup DD would slot Spellshredder to get incredible 2% more dmg against solobuilds using only resolving vigor over mechanical acuity, vicious death or other sets increasing dmg much more often for every group member?
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MincMincMinc wrote: »MincMincMinc wrote: »My suggestion was not to keep hots/shield stacking infinitely but to create a shared cap for multiple or all hots and shields.
I prefer both fighting and making build for ballgroup with 4 times the same hot over fighting a ballgroup with 10 different hots or shields.
Once a group composition with different hots got theorycrafted other ballgroup will copy it and it will not stop current ballgroups who are willing to spend much time minmaxing but gatekeeping any groups with changing members and less time.
A cap like this could function similar. My main drive for the no effect stacking is for the performance aspect and anti meta aspect. For instance being run down by 5 people with sloads soul meta. The no stacking has a drastic change on solo gameplay which hardly exists for low and mid tier players.
You do have a point where the zerg vs ballgroup scenario can suffer, but math wise there can be alot of playroom depending on the scale of skills, scenarios, etc. Which I dont think we can get through the numbers on the forums for either of us to change minds on that. Power creep and additions to the game do help your case more and more with hot sets being added and new skill lines etc.
Any proposed cap concepts? only 10 and the last one drops off? Maybe hots get pooled and capped at XX%hp/s?
Cap should be lower than 10 which is still a lot and probably what smalleror negligent ballgroups reach while still farming everyone so more like 5.
They could drop the oldest or just not apply new hots, both would be better than now, even when they always drop weakest one keeping the stronger ones it would be much better than now.
Capping the total healing rather than the number of hots would be good solution too but should be an absolute value rather than relative/percentage of hp as otherwise 50k hp gets even more attractive.
Itd have to be based on %hp. To account for power creep. Although zos has done a decent job at not adding too much health to the game. Most pvp builds have been around 30k for about 6-7 years I think.
IMO tristat armor glyphs should be balanced out by now. Food/drink should be reworked aswell
How does %hp account for power creep other than increasing it when a 60k hp player could get twice as much healing+shielding (by allies) as a 30k hp player?
A ballgroup with higher health would not just be harder to burst but also better outheal sustained dmg.
Stacking hp should mainly increase hp pool protecting against burst and not make more things scale with it than already do.
60k hp players are already hard enaugh to kill.
I used to despise the idea of ball groups entering Cyrodiil and lagging everyone out as a steamroll of aoe heals and deals. Over time, though, I have noticed the voices who aim to kill ball groups are the ones who already feel entitled to "1vX" culture and simply want to be able to murder 12-man groups solo as well to feed egos. I think I've finally taken the side of the ball groups, as the player agency of the new player isn't taken into account in today's iteration of PVP while the ball group takes that agency and pumps it to 1000%. Every member of that group matters and has an important role to fill, played at top level mechanically and setup-wise (the bar isn't that high).MISTFORMBZZZ wrote: »It's so funny how some people seem to think one person should be able to kill or entirely invalidate the playstyle of 12 other people by being gifted sets or items or skills by the developers with little to 0 actual effort required on their part.
But God forbid 12 people utilise the mechanics already available in the game to coordinate themselves to fight 12v50+ because that shouldn't be allowed because it's ruining the game.
Or you hav people demanding ball group killer sieges so they even less have to pvp but sit 2 miles away and be able to one shot 12 people.
Like you can already kill ballgroups with negate, bomb and siege, we are doing this every evening in a four man group, its easier then ever before.
But i guess instead its easier to ask the devs to make the game easier 😬
Hope we are all really getting the vengeance so this is finally over with the nail in the coffin
MISTFORMBZZZ wrote: »
Vengeance solves this overall.
The problem with Vengeance is the playerbase for Cyrodiil will literally dissolve in two months after trying the new game mode out. It seems fun and all for a week but it will kill PvP marking a huge blow to ESO's playerbase.
I believe buffing inactive subclasses to compete with Animal Companion would be way more effective. The goal of ZOS according to their statements is to have players "Play how they want" essential or so to speak. This aligns with that goal
The solution would be to make new siege equipment and buff damage subclasses that are not on par with Animal Companion for PvP.
PVP is basically already dead in ESO, friend. My wife and I sit in 8v8 BG Group queue for 3 hours to no match. GH is pop locked (300 player cap) and Blackreach is empty. IC is always empty with maybe 30 players at one time in the CP instance. Check the Alliance War AP contribution page. You may get 500 players on the leaderboard? Being generous. Vengeance has a pop cap of 800+ and it was 2 bar/locked on all factions during each test week so far. 2 months of that is like a Cardiogenic shock to ESO PVP, even if it dies after. GH is 1 bar dead during the week and gets its 300 with no spillover to Blackreach on weekends. Nobody plays.The problem with Vengeance is the playerbase for Cyrodiil will literally dissolve in two months after trying the new game mode out. It seems fun and all for a week but it will kill PvP marking a huge blow to ESO's playerbase.
I believe buffing inactive subclasses to compete with Animal Companion would be way more effective. The goal of ZOS according to their statements is to have players "Play how they want" essential or so to speak. This aligns with that goal
The solution would be to make new siege equipment and buff damage subclasses that are not on par with Animal Companion for PvP.
I have noticed the voices who aim to kill ball groups are the ones who already feel entitled to "1vX" culture and simply want to be able to murder 12-man groups solo as well to feed egos.
Kickimanjaro wrote: »Will this set increase the damage done from Siege weapons?
If not, do you think it should?
PVP is basically already dead in ESO, friend. My wife and I sit in 8v8 BG Group queue for 3 hours to no match. GH is pop locked (300 player cap) and Blackreach is empty. IC is always empty with maybe 30 players at one time in the CP instance. Check the Alliance War AP contribution page. You may get 500 players on the leaderboard? Being generous. Vengeance has a pop cap of 800+ and it was 2 bar/locked on all factions during each test week so far. 2 months of that is like a Cardiogenic shock to ESO PVP, even if it dies after. GH is 1 bar dead during the week and gets its 300 with no spillover to Blackreach on weekends. Nobody plays.The problem with Vengeance is the playerbase for Cyrodiil will literally dissolve in two months after trying the new game mode out. It seems fun and all for a week but it will kill PvP marking a huge blow to ESO's playerbase.
I believe buffing inactive subclasses to compete with Animal Companion would be way more effective. The goal of ZOS according to their statements is to have players "Play how they want" essential or so to speak. This aligns with that goal
The solution would be to make new siege equipment and buff damage subclasses that are not on par with Animal Companion for PvP.
CalamityCat wrote: »Disclaimer: I'm not a super experienced/knowledgeable PvPer, but I'm curious what would happen if instead of making suits to try countering ball groups, they added new properties to the different siege weapons instead?
Alternatively I wonder if there could be a limit on how many HOTs/shields you can receive while in PvP combat. So a single group healer isn't limited to say 3 targets like in Vengeance, but recipient players can't stack say more than say 2 at any one time?
MISTFORMBZZZ wrote: »It's so funny how some people seem to think one person should be able to kill or entirely invalidate the playstyle of 12 other people by being gifted sets or items or skills by the developers with little to 0 actual effort required on their part.
But God forbid 12 people utilise the mechanics already available in the game to coordinate themselves to fight 12v50+ because that shouldn't be allowed because it's ruining the game.
MISTFORMBZZZ wrote: »
Wait your cyrodiil is pop locked?
Yet in all this time, they have not once commented on the concerns of the community regarding how these mechanics function currently.
Yet in all this time, they have not once commented on the concerns of the community regarding how these mechanics function currently.
Instead we get Vengeance. A heavily watered down and restricted version of Cyrodiil in an attempt to locate the source for all the lag and latency issues.
We all know the cause of the performance issues. The endless proc sets, vicious deaths, pulls galore and the heal/shield stacking.
Cyrodiil ran so smoothly back in 2015 before the era of proc sets and vigor spams AND we were all on the older gen consoles too
Yet in all this time, they have not once commented on the concerns of the community regarding how these mechanics function currently.
Instead we get Vengeance. A heavily watered down and restricted version of Cyrodiil in an attempt to locate the source for all the lag and latency issues.
We all know the cause of the performance issues. The endless proc sets, vicious deaths, pulls galore and the heal/shield stacking.
Cyrodiil ran so smoothly back in 2015 before the era of proc sets and vigor spams AND we were all on the older gen consoles too
Major_Toughness wrote: »Yet in all this time, they have not once commented on the concerns of the community regarding how these mechanics function currently.
Instead we get Vengeance. A heavily watered down and restricted version of Cyrodiil in an attempt to locate the source for all the lag and latency issues.
We all know the cause of the performance issues. The endless proc sets, vicious deaths, pulls galore and the heal/shield stacking.
Cyrodiil ran so smoothly back in 2015 before the era of proc sets and vigor spams AND we were all on the older gen consoles too
Proc sets make zero difference and that was proven in their first round of tests which then lead to the no-proc campaign in Ravenwatch where performance was almost identical to Gray Host.
It was still no-CP which has a small performance boost.
Thumbless_Bot wrote: »Major_Toughness wrote: »Yet in all this time, they have not once commented on the concerns of the community regarding how these mechanics function currently.
Instead we get Vengeance. A heavily watered down and restricted version of Cyrodiil in an attempt to locate the source for all the lag and latency issues.
We all know the cause of the performance issues. The endless proc sets, vicious deaths, pulls galore and the heal/shield stacking.
Cyrodiil ran so smoothly back in 2015 before the era of proc sets and vigor spams AND we were all on the older gen consoles too
Proc sets make zero difference and that was proven in their first round of tests which then lead to the no-proc campaign in Ravenwatch where performance was almost identical to Gray Host.
It was still no-CP which has a small performance boost.
Aoe pull sets have an impact on performance.
Aoe heals have an impact on performance.
Not going to get into to a semantic argument about the difference between 'zero' and 'almost identical' except to say they obviously arent the same thing.
Major_Toughness wrote: »Yet in all this time, they have not once commented on the concerns of the community regarding how these mechanics function currently.
Instead we get Vengeance. A heavily watered down and restricted version of Cyrodiil in an attempt to locate the source for all the lag and latency issues.
We all know the cause of the performance issues. The endless proc sets, vicious deaths, pulls galore and the heal/shield stacking.
Cyrodiil ran so smoothly back in 2015 before the era of proc sets and vigor spams AND we were all on the older gen consoles too
Proc sets make zero difference and that was proven in their first round of tests which then lead to the no-proc campaign in Ravenwatch where performance was almost identical to Gray Host.
It was still no-CP which has a small performance boost.
Major_Toughness wrote: »Thumbless_Bot wrote: »Major_Toughness wrote: »Yet in all this time, they have not once commented on the concerns of the community regarding how these mechanics function currently.
Instead we get Vengeance. A heavily watered down and restricted version of Cyrodiil in an attempt to locate the source for all the lag and latency issues.
We all know the cause of the performance issues. The endless proc sets, vicious deaths, pulls galore and the heal/shield stacking.
Cyrodiil ran so smoothly back in 2015 before the era of proc sets and vigor spams AND we were all on the older gen consoles too
Proc sets make zero difference and that was proven in their first round of tests which then lead to the no-proc campaign in Ravenwatch where performance was almost identical to Gray Host.
It was still no-CP which has a small performance boost.
Aoe pull sets have an impact on performance.
Aoe heals have an impact on performance.
Not going to get into to a semantic argument about the difference between 'zero' and 'almost identical' except to say they obviously arent the same thing.
If you would kindly read the post, the next line explains why Ravenwatch performance was, and still will be, better than Gray Host.
SkaraMinoc wrote: »I'd like to know which devs are playing in ball groups because that's the only explanation for why they continue to allow such ridiculous power scaling.
MincMincMinc wrote: »Seeing as pugs and new players can't experience cyrodil, all it will take is for these guilds to break apart when they innevitably get bored and cyro will be dead like the other campaigns.
SkaraMinoc wrote: »Nothing makes a difference now when 12 players roll up with subclassing and scribing. I've tried everything.
- Extremely high single target damage
- Jerall, Defile, Rend / Thrive in Chaos
- Meatbags, Lancers, Coldfire
- Chain pulls
- Rush of Agony + Negate + Streak
- Borrowed Time
None of it does anything.
YandereGirlfriend wrote: »SkaraMinoc wrote: »Nothing makes a difference now when 12 players roll up with subclassing and scribing. I've tried everything.
- Extremely high single target damage
- Jerall, Defile, Rend / Thrive in Chaos
- Meatbags, Lancers, Coldfire
- Chain pulls
- Rush of Agony + Negate + Streak
- Borrowed Time
None of it does anything.
Ask some of the top-tier solo bombers what they do (and then spend the time to actually get good at it) because bombers can and do get ballgroup kills with high frequency since subclassing hit.
YandereGirlfriend wrote: »SkaraMinoc wrote: »Nothing makes a difference now when 12 players roll up with subclassing and scribing. I've tried everything.
- Extremely high single target damage
- Jerall, Defile, Rend / Thrive in Chaos
- Meatbags, Lancers, Coldfire
- Chain pulls
- Rush of Agony + Negate + Streak
- Borrowed Time
None of it does anything.
Ask some of the top-tier solo bombers what they do (and then spend the time to actually get good at it) because bombers can and do get ballgroup kills with high frequency since subclassing hit.
SkaraMinoc wrote: »YandereGirlfriend wrote: »SkaraMinoc wrote: »Nothing makes a difference now when 12 players roll up with subclassing and scribing. I've tried everything.
- Extremely high single target damage
- Jerall, Defile, Rend / Thrive in Chaos
- Meatbags, Lancers, Coldfire
- Chain pulls
- Rush of Agony + Negate + Streak
- Borrowed Time
None of it does anything.
Ask some of the top-tier solo bombers what they do (and then spend the time to actually get good at it) because bombers can and do get ballgroup kills with high frequency since subclassing hit.
Yeah and 1 Merciless Resolve or any attack for that matter will kill you. There's nothing you can do against detect pots, anti-stealth poisons, etc. It's a terrible way to play the game. Also bombing is harder than ever now. Have you tried it this patch?
Major_Toughness wrote: »I wish the answer was sets, because that set was Azureblight but then the ballgroup players brigaded the forums to get it nerfed.