Healing is overtuned
And Cyrodiil isn’t about the solo Nightblade montages people romanticize. If you want to get better, you join a PvP guild, hop into Discord, learn from others, and experience what organized PvP actually feels like. When you don’t join Discord or a PvP guild and you only run in random pugs, the experience feels completely different—and a lot of players end up quitting before they ever understand the depth the game can have.
And Cyrodiil isn’t about the solo Nightblade montages people romanticize. If you want to get better, you join a PvP guild, hop into Discord, learn from others, and experience what organized PvP actually feels like. When you don’t join Discord or a PvP guild and you only run in random pugs, the experience feels completely different—and a lot of players end up quitting before they ever understand the depth the game can have.
BardokRedSnow wrote: »@ZOS_GinaBruno Something yall dont seem to realize is that what people want from pvp is for people to be killable, including ballgroups. Or maybe y'all do but are going about it the wrong way. As was said by @Durham vengeance isnt going to stop your balancing act, its only going to expose the problems of pvp with the core classes from the start. Sets gave us potential to close the gap between our chosen class and the op ones, and subclassing somewhat has that potential also, but your solution to both lag and revitalizing pvp numbers is a lot simpler.
Mym used to be so much fun, and I believe the last time it was, was during your release of plaguebreak, hrothgars, and Dark Convergence, glitches and problems aside, because it was a damage meta and people were killable. You guys moved in a bad direction when you gave vigor minor resolve, and nerfed the damage perks in the blue tree, making everyone much tankier. Between that, nerfing damage sets that can kill ballgroups like plaguebreak and azura's blight, and scribing skills adding even more healing potential, the game got staler because people stopped dying, making the pvp more frustrating and also attributing to the lag in the game because ballgroups spamming skills and running around keeps for sometimes hours was killing the server. The longer combat goes, the more unstable the game gets per person using skills.
In summation you guys really need to kill healing potential at least by 20 percent, if not 30. Limit heal stacking, unnerf sets that can kill the ballgroups, and when new players complain about the end game pvp being too hard to get into, you need to ignore them because clearly they're not sticking around when it is more accessible. These changes are a lot easier than trying to fundamentally change pvp, and even with vengeance you will still need to cut healing if you really want it to be successful and maintain its audience long term.
Which at this rate I can tell you, it won't.
tldr: nerf heals, bring back the damage meta. More fun for everyone, vengeance or greyhost.
shadyjane62 wrote: »ShutUpitsRed wrote: »Personally, I'm against Vengeance replacing normal Cyrodiil.
I'd rather have Vengeance Cyro than Subclassed Cyro.
This. A thousand times this.^^^^^^^^^
We couldn’t Subclass last Vengeance, and the campaign was weaker for it.
skinnymini wrote: »BardokRedSnow wrote: »@ZOS_GinaBruno Something yall dont seem to realize is that what people want from pvp is for people to be killable, including ballgroups. Or maybe y'all do but are going about it the wrong way. As was said by @Durham vengeance isnt going to stop your balancing act, its only going to expose the problems of pvp with the core classes from the start. Sets gave us potential to close the gap between our chosen class and the op ones, and subclassing somewhat has that potential also, but your solution to both lag and revitalizing pvp numbers is a lot simpler.
Mym used to be so much fun, and I believe the last time it was, was during your release of plaguebreak, hrothgars, and Dark Convergence, glitches and problems aside, because it was a damage meta and people were killable. You guys moved in a bad direction when you gave vigor minor resolve, and nerfed the damage perks in the blue tree, making everyone much tankier. Between that, nerfing damage sets that can kill ballgroups like plaguebreak and azura's blight, and scribing skills adding even more healing potential, the game got staler because people stopped dying, making the pvp more frustrating and also attributing to the lag in the game because ballgroups spamming skills and running around keeps for sometimes hours was killing the server. The longer combat goes, the more unstable the game gets per person using skills.
In summation you guys really need to kill healing potential at least by 20 percent, if not 30. Limit heal stacking, unnerf sets that can kill the ballgroups, and when new players complain about the end game pvp being too hard to get into, you need to ignore them because clearly they're not sticking around when it is more accessible. These changes are a lot easier than trying to fundamentally change pvp, and even with vengeance you will still need to cut healing if you really want it to be successful and maintain its audience long term.
Which at this rate I can tell you, it won't.
tldr: nerf heals, bring back the damage meta. More fun for everyone, vengeance or greyhost.
But you can kill ball groups? A well timed negate with a roa/vd bomber? You can't x an organised group. I play in a ballgroup and we are definitely killable.
We're in a crit meta as of this patch, so nerfing heals ain't gonna help, If anything they're needed, I saw several other old timers and experienced PvPers.
Are you serious? Yes nerfing heals and speeds will do it. Why are you not in a ball group in Vengeance, and in Vengeance you are 10 times much more killable!
So nerfing speed and heal does work!
skinnymini wrote: »BardokRedSnow wrote: »@ZOS_GinaBruno Something yall dont seem to realize is that what people want from pvp is for people to be killable, including ballgroups. Or maybe y'all do but are going about it the wrong way. As was said by @Durham vengeance isnt going to stop your balancing act, its only going to expose the problems of pvp with the core classes from the start. Sets gave us potential to close the gap between our chosen class and the op ones, and subclassing somewhat has that potential also, but your solution to both lag and revitalizing pvp numbers is a lot simpler.
Mym used to be so much fun, and I believe the last time it was, was during your release of plaguebreak, hrothgars, and Dark Convergence, glitches and problems aside, because it was a damage meta and people were killable. You guys moved in a bad direction when you gave vigor minor resolve, and nerfed the damage perks in the blue tree, making everyone much tankier. Between that, nerfing damage sets that can kill ballgroups like plaguebreak and azura's blight, and scribing skills adding even more healing potential, the game got staler because people stopped dying, making the pvp more frustrating and also attributing to the lag in the game because ballgroups spamming skills and running around keeps for sometimes hours was killing the server. The longer combat goes, the more unstable the game gets per person using skills.
In summation you guys really need to kill healing potential at least by 20 percent, if not 30. Limit heal stacking, unnerf sets that can kill the ballgroups, and when new players complain about the end game pvp being too hard to get into, you need to ignore them because clearly they're not sticking around when it is more accessible. These changes are a lot easier than trying to fundamentally change pvp, and even with vengeance you will still need to cut healing if you really want it to be successful and maintain its audience long term.
Which at this rate I can tell you, it won't.
tldr: nerf heals, bring back the damage meta. More fun for everyone, vengeance or greyhost.
But you can kill ball groups? A well timed negate with a roa/vd bomber? You can't x an organised group. I play in a ballgroup and we are definitely killable.
We're in a crit meta as of this patch, so nerfing heals ain't gonna help, If anything they're needed, I would rather out heal than be instantly wiped by a specbow, null arca pop.
shadyjane62 wrote: »shadyjane62 wrote: »ShutUpitsRed wrote: »Personally, I'm against Vengeance replacing normal Cyrodiil.
I'd rather have Vengeance Cyro than Subclassed Cyro.
This. A thousand times this.^^^^^^^^^
We couldn’t Subclass last Vengeance, and the campaign was weaker for it.
I think you mean you were weaker for the campaign. Subclassing would have given an unfair edge against someone like me that remained pure.
The point of Vengeance is we are all equal in the gear and weapons we use, that skill is what counts.
edward_frigidhands wrote: »I have to ask where you're getting these numbers.
AI...lol
According to DC 100% of EP are unemployed.
edward_frigidhands wrote: »I have to ask where you're getting these numbers.
AI...lol
According to DC 100% of EP are unemployed.
Well they're right about me, I'm retired
skinnymini wrote: »BardokRedSnow wrote: »@ZOS_GinaBruno Something yall dont seem to realize is that what people want from pvp is for people to be killable, including ballgroups. Or maybe y'all do but are going about it the wrong way. As was said by @Durham vengeance isnt going to stop your balancing act, its only going to expose the problems of pvp with the core classes from the start. Sets gave us potential to close the gap between our chosen class and the op ones, and subclassing somewhat has that potential also, but your solution to both lag and revitalizing pvp numbers is a lot simpler.
Mym used to be so much fun, and I believe the last time it was, was during your release of plaguebreak, hrothgars, and Dark Convergence, glitches and problems aside, because it was a damage meta and people were killable. You guys moved in a bad direction when you gave vigor minor resolve, and nerfed the damage perks in the blue tree, making everyone much tankier. Between that, nerfing damage sets that can kill ballgroups like plaguebreak and azura's blight, and scribing skills adding even more healing potential, the game got staler because people stopped dying, making the pvp more frustrating and also attributing to the lag in the game because ballgroups spamming skills and running around keeps for sometimes hours was killing the server. The longer combat goes, the more unstable the game gets per person using skills.
In summation you guys really need to kill healing potential at least by 20 percent, if not 30. Limit heal stacking, unnerf sets that can kill the ballgroups, and when new players complain about the end game pvp being too hard to get into, you need to ignore them because clearly they're not sticking around when it is more accessible. These changes are a lot easier than trying to fundamentally change pvp, and even with vengeance you will still need to cut healing if you really want it to be successful and maintain its audience long term.
Which at this rate I can tell you, it won't.
tldr: nerf heals, bring back the damage meta. More fun for everyone, vengeance or greyhost.
But you can kill ball groups? A well timed negate with a roa/vd bomber? You can't x an organised group. I play in a ballgroup and we are definitely killable.
We're in a crit meta as of this patch, so nerfing heals ain't gonna help, If anything they're needed, I would rather out heal than be instantly wiped by a specbow, null arca pop.
BardokRedSnow wrote: ». You need a Zerg with constant negates and siege plus bombers sprinkled in to reasonably and consistently deal with ballgroups, everything halts when they get involved.
You can also kill block tanks, you can kill anything. It’s annoying I have to explain an obvious truth everyone here recognizes.
Zos caters to ballgroups and nerfed sets that made bombing and killing them easier. I said they run around for hours without dying, not that they’re immortal
I played I can say playing in a ballgroup requires more skill than zerging.
.