I think end goal should be breaking up 24 people groups, or at least changing the fighting style from 24 people fighting within 5-7meters of each other. Barrier is the biggest F U we have numbers ult in the game.
Lets say your barrier does 30k and youre hitting 24 people:
720,000 potential shielding on top of the fact that its not crittable and 75% of the damage you do in AOE format will be halved while attempting to burn that damage off without crit?
Oh they popped another barrier... Cool, only 1.45 million AOE damage to do through AOE caps.
This comfort needs to go, along with purge, in a huge way. Yea big groups will get plowed at some point, but I think thats the point - to have a sort of *risk*. Agreed it shouldnt be big groups hiding everywhere to blow up the other one, but this is where you need better distance counters instituted through ranged AOE, as suggested by ZOS that they want to do. That is non-siege ranged AOE..
I think end goal should be breaking up 24 people groups, or at least changing the fighting style from 24 people fighting within 5-7meters of each other. Barrier is the biggest F U we have numbers ult in the game.
Lets say your barrier does 30k and youre hitting 24 people:
720,000 potential shielding on top of the fact that its not crittable and 75% of the damage you do in AOE format will be halved while attempting to burn that damage off without crit?
Oh they popped another barrier... Cool, only 1.45 million AOE damage to do through AOE caps.
This comfort needs to go, along with purge, in a huge way. Yea big groups will get plowed at some point, but I think thats the point - to have a sort of *risk*. Agreed it shouldnt be big groups hiding everywhere to blow up the other one, but this is where you need better distance counters instituted through ranged AOE, as suggested by ZOS that they want to do. That is non-siege ranged AOE..
Yea the way to take keeps I think is flawed - and disappointed we havent seen proposed changes to moving things around in the keeps. They literally havent changed them at all since forever. People are encouraged to pile up on flags. Youre right about this though, defense is already going to get boosted heavily from the siege and forced fights that will occur after breaching and clashing with stam burns.
These solutions arent simple - but I think the players have the best ideas on how to fix things together, not the devs (alone). More collaboration would be better at this point, and they shouldnt be offended by that. Just giving feedback on huge changes which (any huge change put in motion) will stay in motion - doesnt do much good.
Yea the way to take keeps I think is flawed - and disappointed we havent seen proposed changes to moving things around in the keeps. They literally havent changed them at all since forever. People are encouraged to pile up on flags. Youre right about this though, defense is already going to get boosted heavily from the siege and forced fights that will occur after breaching and clashing with stam burns.
These solutions arent simple - but I think the players have the best ideas on how to fix things together, not the devs (alone). More collaboration would be better at this point, and they shouldnt be offended by that. Just giving feedback on huge changes which (any huge change put in motion) will stay in motion - doesnt do much good.
12 won't make it useless for pve, but will definetly will still allow it to use for pve trains in Cyro.johan.danielsson1994b16_ESO wrote: »12, to not make barrier useless for PvE.
Yea the way to take keeps I think is flawed - and disappointed we havent seen proposed changes to moving things around in the keeps. They literally havent changed them at all since forever. People are encouraged to pile up on flags. Youre right about this though, defense is already going to get boosted heavily from the siege and forced fights that will occur after breaching and clashing with stam burns.
These solutions arent simple - but I think the players have the best ideas on how to fix things together, not the devs (alone). More collaboration would be better at this point, and they shouldnt be offended by that. Just giving feedback on huge changes which (any huge change put in motion) will stay in motion - doesnt do much good.
Agreed. Barrier and purge nerfs don't bother me too much open field cuz it's more about kiting and maneuvering than anything else. Work keeps, siege changes + purge + barrier nerfs is gonna be the nightmare. Like, I don't need barriers to defend. I'll set oil cats, meatbags, and just stack out of LoS. Barrier is the only mobile mitigation, and without it you're forced to just run through a crazy amount of damage while I sit safe... and than I bomb you and that's it.
This will encourage people to bring down multiple walls, Swiss cheese a keep. Which isn't in itself bad but once people catch onto that they'll start bringing the numbers to do it effectively. And than we are in a situation where we gotta stack groups to take keep and the server dies.
I really dunno. I feel like every big change they've made just dumbs the game down and a change like this would be in the same vein. If barrier is nerfed below 12, if purge doesn't cure siege, than I can't stand still in ground mitigation and I can't maneuver with mobile mitigation-- I feel like there is literally no reason to not just run bats
Yea the way to take keeps I think is flawed - and disappointed we havent seen proposed changes to moving things around in the keeps. They literally havent changed them at all since forever. People are encouraged to pile up on flags. Youre right about this though, defense is already going to get boosted heavily from the siege and forced fights that will occur after breaching and clashing with stam burns.
These solutions arent simple - but I think the players have the best ideas on how to fix things together, not the devs (alone). More collaboration would be better at this point, and they shouldnt be offended by that. Just giving feedback on huge changes which (any huge change put in motion) will stay in motion - doesnt do much good.
Agreed. Barrier and purge nerfs don't bother me too much open field cuz it's more about kiting and maneuvering than anything else. Work keeps, siege changes + purge + barrier nerfs is gonna be the nightmare. Like, I don't need barriers to defend. I'll set oil cats, meatbags, and just stack out of LoS. Barrier is the only mobile mitigation, and without it you're forced to just run through a crazy amount of damage while I sit safe... and than I bomb you and that's it.
This will encourage people to bring down multiple walls, Swiss cheese a keep. Which isn't in itself bad but once people catch onto that they'll start bringing the numbers to do it effectively. And than we are in a situation where we gotta stack groups to take keep and the server dies.
I really dunno. I feel like every big change they've made just dumbs the game down and a change like this would be in the same vein. If barrier is nerfed below 12, if purge doesn't cure siege, than I can't stand still in ground mitigation and I can't maneuver with mobile mitigation-- I feel like there is literally no reason to not just run bats
Bats for everyone! Can't stand still in a dmg mitigation ult like nova or veil because of the super cereal siege changes, barrier is worthless below 12, and only bought you about a second of breathing room as it was when being bombed.
Negates will also suffer from a loss of effectiveness because again, standing still. Sooo, with the exception of nb who want to run soul siphon/tether, who in their right mind would run anything other than bats?
Is the meta going to just be bats on everybody and/or armies of stam dk's running corrosive?both sound silly.
For the people who voted for barrier to hit 4, at that point just pop bone shield and have people synergize it. Reducing an ult to the same effectiveness as a bad undaunted skill hopefully puts things in perspective a bit more.
Fengrush, you mentioned a 30k barrier in your other post, and that's faaaaar higher than what you'd fight against in pvp. For perspective, when my temp was built for strong barriers, I'd hit a 20k baseline as a healer, and most healers don't run anywhere near as high spell dmg and magicka. It's certainly possible to hit a 30k barrier, but it would be on a very gimped and vulnerable build.
Barrier nerfs are fine, IF damage overall wasn't just bomb and done. The upcoming meta is significantly going to be lacking in realistic mitigation.
vortexman11 wrote: »I chose 12 because it seems like the most balanced between 24 and 4. But I think I should of chosen other...
To me the ideal barrier would scale based on the amount of ultimate built up, starting at 200, all the way up to 1000. At 200 ultimate it would effect 4 people, then every 40 more ultimate allows it to hit one more person, up to 24 when 1000 ultimate is built up.
I actually like this idea a lot.
But the value of ultimate / additional player would need to be thoroughly tested.
Na, no way. Then you just have people sitting tagging PvE mobs for 5 minutes to get a full barrier? I understand the idea of being rewarded for extra ulti, but this is not how to do it.
@Ghost-Shot I think the smart targeting and group only effect is a given at this point. Just the direction the game is headed. I think its a good feel actually.
booksmcread wrote: »The forthcoming change to barrier is what happens when you listen to 1% of the player base instead of actually playing the game, using proper assessment tools and metrics, and paying attention to how the majority of players play and enjoy the game.
Ghost-Shot wrote: »vortexman11 wrote: »I chose 12 because it seems like the most balanced between 24 and 4. But I think I should of chosen other...
To me the ideal barrier would scale based on the amount of ultimate built up, starting at 200, all the way up to 1000. At 200 ultimate it would effect 4 people, then every 40 more ultimate allows it to hit one more person, up to 24 when 1000 ultimate is built up.
I actually like this idea a lot.
But the value of ultimate / additional player would need to be thoroughly tested.
Na, no way. Then you just have people sitting tagging PvE mobs for 5 minutes to get a full barrier? I understand the idea of being rewarded for extra ulti, but this is not how to do it.
@Ghost-Shot I think the smart targeting and group only effect is a given at this point. Just the direction the game is headed. I think its a good feel actually.
I really want to think its a given, but at this point i have no faith and i don't see barrier even being worth spending skill points on. I wouldn't be happy about it but it would be acceptable IF smart targeting will be addressed so you can coordinate in a 24 man that these 2 healers will barrier going through the breach and those 2 will barrier at the top of the stairs.
It's funny how you guys think that veils and negate will be useless because you cannot stand still. You are over exaggerating and getting a bit ridiculous here. The time it takes usually to wipe an enemy group with a well done negate is a matter of a few seconds. Standing still for a few seconds or moving constantly won't change much against one or two siege volleys. lol
Anyway, the way the game works right now, with a 24men ball group roaming inside a keep , most sieges don't even work. So I would not worry too much about sieges until they fix performances.
booksmcread wrote: »The forthcoming change to barrier is what happens when you listen to 1% of the player base instead of actually playing the game, using proper assessment tools and metrics, and paying attention to how the majority of players play and enjoy the game.
The game we have now and will continue to have is because they listened to the "99%". I voted 6 because I agree with the change, but 12 or having it scale on ultimate charge is perfectly fine with me. Your posts are the very definition of hyperbole.
As for the rest of the thread... people are looking at this as if they are only making this one change in the next patch. No one has all of the facts yet.Ghost-Shot wrote: »vortexman11 wrote: »I chose 12 because it seems like the most balanced between 24 and 4. But I think I should of chosen other...
To me the ideal barrier would scale based on the amount of ultimate built up, starting at 200, all the way up to 1000. At 200 ultimate it would effect 4 people, then every 40 more ultimate allows it to hit one more person, up to 24 when 1000 ultimate is built up.
I actually like this idea a lot.
But the value of ultimate / additional player would need to be thoroughly tested.
Na, no way. Then you just have people sitting tagging PvE mobs for 5 minutes to get a full barrier? I understand the idea of being rewarded for extra ulti, but this is not how to do it.
@Ghost-Shot I think the smart targeting and group only effect is a given at this point. Just the direction the game is headed. I think its a good feel actually.
I really want to think its a given, but at this point i have no faith and i don't see barrier even being worth spending skill points on. I wouldn't be happy about it but it would be acceptable IF smart targeting will be addressed so you can coordinate in a 24 man that these 2 healers will barrier going through the breach and those 2 will barrier at the top of the stairs.
My impression is that's how it will be done. It's the smart way to do it.
It should hit all allies around you, but the size of the shield should diminish with more players hit.
Having Barrier only hit a random part of your group makes it inconsistent, and inconsistent mechanics are not used in competitive PvP games. The part of your group that it does not hit, even if it's just 4/24 people, can and will eventually (in some fights) still be bursted down. This defeats the purpose of using Barrier at all. If Barrier is ever made to affect a flat number of people that is smaller than a group's size, that group will eventually (through playtesting and refinement) resort to having good reflexes with Nova/Veil mitigation drops instead of running Barrier at all.
TLDR: Groups who really really want to run larger than a flat Barrier cap will just learn to play without it.
vortexman11 wrote: »I chose 12 because it seems like the most balanced between 24 and 4. But I think I should of chosen other...
To me the ideal barrier would scale based on the amount of ultimate built up, starting at 200, all the way up to 1000. At 200 ultimate it would effect 4 people, then every 40 more ultimate allows it to hit one more person, up to 24 when 1000 ultimate is built up.
I actually like this idea a lot.
But the value of ultimate / additional player would need to be thoroughly tested.
Na, no way. Then you just have people sitting tagging PvE mobs for 5 minutes to get a full barrier? I understand the idea of being rewarded for extra ulti, but this is not how to do it.
PosternHouse wrote: »Option B: full raid groups of vampires with devouring swarm (since barrier will be useless and people need to sustain)
It should hit all allies around you, but the size of the shield should diminish with more players hit (just not too much).
12 would be cool, but I'd only want that if it was "smart", in that it gives a barrier to those who don't have one/have the lowest total shield in your group. That way you can still cover the raid with barriers if you really feel like spending two ultimates for it, and need way more coordination/dedicated barrier casters to keep everyone in shields for long. Then people are forced to make tougher decisions regarding how many DPS ultimates to slot, which ones, if anyone's running War Horn or Negate, etc.
It's funny how you guys think that veils and negate will be useless because you cannot stand still. You are over exaggerating and getting a bit ridiculous here. The time it takes usually to wipe an enemy group with a well done negate is a matter of a few seconds. Standing still for a few seconds or moving constantly won't change much against one or two siege volleys. lol
Anyway, the way the game works right now, with a 24men ball group roaming inside a keep , most sieges don't even work. So I would not worry too much about sieges until they fix performances.
Even as it is now, against any force worth fighting standing still is death. Buffing damage and siege while taking away mobility enhances that to a rediculous degree.
@Manoekin Would you elaborate why you feel barriers should be at 6? With the coming changes I'm really surprised you're on that side of the argument, I'd love to hear your PoV on this.