Honestly what wee need is mechanics that limit zerg/group healing in PvP
Honestly what wee need is mechanics that limit zerg/group healing in PvP
The “Zerg problem” is interesting to me. Sometimes I brainstorm solutions, and if you want to get yelled at discuss Zerg solutions with people, lol.
You could disincentivize it with AP. But that’s problematic because it kinda already is. I make my “living” ganking the Zerg. I can make 10k in an average encounter, me vs 6-8. When they trap me they get, what? 50 AP each? Probably something like that. I don’t mind grouping for strategic objectives, but ap earning in a group stinks for me. It’s already so low that I’m not clear why people Zerg.
Alternatively you could disincentivize it through a per-player power reduction for Zergs. They get weaker as a group grows. That is an utterly unpopular idea, lol. And a bit counter-intuitive. And when solo nightblades started taking down ten person groups, a real war would probably break out at ZOS headquarters.
The strategy they’ve embraced is trying to develop Zerg-busting skills. Yes, most everyone could see how that was going to turn out - the Zergs all equip those abilities, so now they can have Eye of the Storm proc every three seconds, so Zergs are more powerful and solo players are disadvantaged. It was an obvious outcome...but no one ever accused Eric Wroebel’s team of being Rhodes Scholars, exactly.
It’s a tricky problem. I have no solutions for spreading people out, so I can’t be too,harsh on their band-aid approach.
VaranisArano wrote: »Honestly what wee need is mechanics that limit zerg/group healing in PvP
The “Zerg problem” is interesting to me. Sometimes I brainstorm solutions, and if you want to get yelled at discuss Zerg solutions with people, lol.
You could disincentivize it with AP. But that’s problematic because it kinda already is. I make my “living” ganking the Zerg. I can make 10k in an average encounter, me vs 6-8. When they trap me they get, what? 50 AP each? Probably something like that. I don’t mind grouping for strategic objectives, but ap earning in a group stinks for me. It’s already so low that I’m not clear why people Zerg.
Alternatively you could disincentivize it through a per-player power reduction for Zergs. They get weaker as a group grows. That is an utterly unpopular idea, lol. And a bit counter-intuitive. And when solo nightblades started taking down ten person groups, a real war would probably break out at ZOS headquarters.
The strategy they’ve embraced is trying to develop Zerg-busting skills. Yes, most everyone could see how that was going to turn out - the Zergs all equip those abilities, so now they can have Eye of the Storm proc every three seconds, so Zergs are more powerful and solo players are disadvantaged. It was an obvious outcome...but no one ever accused Eric Wroebel’s team of being Rhodes Scholars, exactly.
It’s a tricky problem. I have no solutions for spreading people out, so I can’t be too,harsh on their band-aid approach.
That's because you're discussing zerg-busting like there's only one type of zerg. There's two types.
1. The loose mass of disorganized or loosely grouped players running around together in a zerg. These guys are comparatively easy. Zerg-busting skills work on them, but they've got sheer numbers on their side to make up for the lack of organization. They can be easily picked apart by more experienced solo, small group or organized large groups.
2. The organized raid of 16-24 players (plus whatever PUGs are hanging on their coattails). (Please note that I do not consider an organized raid to be a zerg, but you are clearly talking about them as though they were, so its a useful distinction for the purposes of discussion) These guys are organized and not at all easy to fight. They'll take those zerg-busting skills and use them right back at you. You thought eye of the storm was going to help you bust up their raid? Who's going to use it more effectively, a solo guy or an organized raid? That's right. The raid. But the thing is, you can change those skills the raid uses to survive and it won't matter. The true weapon of an organized raid isn't the skills they use - its their organization. Change the skills, the raid will adapt and still be strong because of their organization.
Now the real problem with balancing counters to zergs is that you have to balance countering both types of zergs. Give solo players something that will wreck the first type of zerg and the second type of zerg picks it up and uses it even more effectively. Try to nerf the second type of zerg and that organized raid will adapt and come back just as strong, which means the organized raid is now relatively stronger in comparison to the first type of disorganized or loosely organized groups and can cut through them like a hot knife through butter. You can counter large numbers of disorganized players, but there's no counter to organization, which is the reason organized raids are so effective and have remained so through all the gameplay changes. Because of that, organized raids will always be extremely effective.
TLDR: There's a difference between a zerg of disorganized/loosely grouped players and a "zerg" of organized raids. When you talk about the "Zerg Problem" you have to consider the impact on both groups. Then, realize that no amount of gameplay changes will ever touch the secret weapon of the organized raid: organization.
I often get confused as to how people seem to lump zergs and ball-groups under the same label.
Yep.
In terms of outnumbered players escaping, its much, much easier to escape from an organized ball-group than from an unorganised zerg.
You know the ball-group will follow the leader - and you know the leader won't waste an effective ball-group to chase down a single player - you just need to avoid the masses that they will be going for.
But the great unorganised.. they will chase you to the ends of the earth.. Which you can use actually... I had some fun the other day after escaping from an organised EP group (they stayed to flip a resource instead of chasing) only to run into another DC player sprinting the other way with a horde of AD behind him.. So I led them right into that EP group..
It was beautiful
But yeah, you can also slow enemy keep-takes by pulling a ton of unorganised siegers away from their siege to chase you...
But honestly, death is the usual result - its just a case of how long you can string it out..
@Trashs1
If you don’t play CP, then we can’t really compare notes. The game has gone through so many changes with CP that it’s like two entirely different worlds now.
But what can happen on my magsorc now is that the CPs allow so much power that they can hold up these massive shields, while pushing out these easy mode attacks. Both of these are sustained sort of indefinitely through overly generous magic and health return buffs. Because I never need to block or roll owing to shields, my stam pool is a second magic and health pool via dark exchange.
This wouldn’t happen in non-cp. The shields and heals would be weaker, so a non-cp toon would probably have to compensate at the cost of power. I really don’t know where the balance is in non-cp, I barely ever play it. But if I had to guess...the non-cp mechanics give more importance to sets....that’s where characters have to go to overcome weaknesses. And I think there are waaaaay more powerful and versatile stam configurations out there, so I’d guess the terror of your non-cp campaign is some stam class or other. Stam Sorcs or stamblades, I’d guess.
On my server the terror of the non-cp campaign is the endless utterly unpopulated tracts of Cyrodiil. Hey, ismthat a red?? Nope...just a rabbit. Dang it. And even he’s bored in this campaign.
@Mayrael
A few months ago I added icons to my characters in my signature, which messed it up and erased my other primary toons. Oops. I will ignore the irony of your inane gripe about my signature not mentioning my sorc when yours also doesn’t specifically mention a sorc, and just say that I don’t owe it to you to prove my game credentials to have an opinion on balance. So go suck a mud ball, lol.
My comment about dodging is an over-simplification, but I think most players know what I’m talking about. I’ll expand, though
My sorc has about 40k magic and runs hardened ward and harness Magicka, which together are providing 28k in shields. This costs 5000 magic. A player can on average maybe hit me for 1/3rd of this...9k Damage. So with that hit I can spend 1600 magic and let the shields take it, or I can dodge roll / block. A roll costs about 4K stam. If I just let the shields take it, I can convert that stamina into 9k Health and 5k more magic (actually, a little less stamina, 2300)
So what I said is entirely accurate. It’s more efficient to avoid blocking and dodging because you want to use the stamina pool to convert into the more valuable magic and health.
Sorcs are OP because of the conversion mechanisms in their abilities. My sorcs stamina pool represents a potential to generate 35,000 magic and 55,000 health. On top of this, power surge is generating heals that are something like 400% more efficient then the next comparable skill, rally. The sheer strength of the shields means sorcs can pass up a lot of,potential buffs in lieu of more resources...they almost always get more by adding more magic to their pool.
The current meta doesn’t make them gods, just marginally more powerful than other classes. If this isn’t want you’re experiencing, maybe you’re not as good a sorc player as you could be.
Nerf to heals won't Nerf heals...Players will still build for the healing, but at a larger sacrifice to damage as it stands. I don't think you understand how much players need to build defense into their class as it is. You want us all to be tanks? Nerf to healing would cause that. As current nerfs already have.
@Mayrael
A few months ago I added icons to my characters in my signature, which messed it up and erased my other primary toons. Oops. I will ignore the irony of your inane gripe about my signature not mentioning my sorc when yours also doesn’t specifically mention a sorc, and just say that I don’t owe it to you to prove my game credentials to have an opinion on balance. So go suck a mud ball, lol.
My comment about dodging is an over-simplification, but I think most players know what I’m talking about. I’ll expand, though
My sorc has about 40k magic and runs hardened ward and harness Magicka, which together are providing 28k in shields. This costs 5000 magic. A player can on average maybe hit me for 1/3rd of this...9k Damage. So with that hit I can spend 1600 magic and let the shields take it, or I can dodge roll / block. A roll costs about 4K stam. If I just let the shields take it, I can convert that stamina into 9k Health and 5k more magic (actually, quottle less stamina, 2300)
So what I said is entirely accurate. It’s more efficient to avoid blocking and dodging because you want to use the stamina pool to convert into the more valuable magic and health.
Sorcs are OP because of the conversion mechanisms in their abilities. My sorcs stamina pool represents a potential to generate 35,000 magic and 55,000 health. On top of this, power surge is generating heals that are something like 400% more efficient then the next comparable skill, rally. The sheer strength of the shields means sorcs can pass up a lot of,potential buffs in lieu of more resources...they almost always get more by adding more magic to their pool.
The current meta doesn’t make them gods, just marginally more powerful than other classes. If this isn’t want you’re experiencing, maybe you’re not as good a sorc player as you could be.
But the stamina build should not have stamina based heals that's just wrong
Instead they should have something that decreases damage and increases health recovery but not actually heal ... Like an adrenaline shot
All heals should come from the magic pool
But all classes should have access to a self heal and an adrenaline booster preferably as a morph of the other
alexthomp92 wrote: »I can only assume OP is speaking to PvP. There are skills and sets that can be worn to reduce the healing others receive. CP increases the effectiveness for this.
Your problem has not been solved.
These can be cleansed as they are status effects so magplar ritual takes this off and class skill line then buffs healing by giving minor mending for 3 seconds giving a Enough time to move around a corner and heal to full health, force your opponents into the open or walk away if they chase you to open space then you can get them.
VaranisArano wrote: »But the stamina build should not have stamina based heals that's just wrong
Instead they should have something that decreases damage and increases health recovery but not actually heal ... Like an adrenaline shot
All heals should come from the magic pool
But all classes should have access to a self heal and an adrenaline booster preferably as a morph of the other
If you are going to say that all classes should have access to a self heal, its time to recognize that the stamina versions of classes need a stamina-scaling self-heal just as much as the magicka classes need a magicka-scaling self-heal in PVP. This is obvious in Cyrodiil small scale but especially obvious in Battlegrounds where your suggestion would put stamina characters at an extreme disadvantage compared to magicka characters. That's why Vigor is in the Alliance War skill line in the first place, because PVP is the one place where stamina players have to be able to heal themselves without a pocket healer.
(Wardens also completely negate your argument, having been designed by ZOS to be effective healers whether they go stamina or magicka. Its almost like the first new class since the start of the game was properly designed for people to go with stamina or magicka, unlike the other classes that preceded that meta.)
alexthomp92 wrote: »
Not certain what your point is. It's the same for everyone and few have issues with any of this.
My point is reinforcing yours that these reduce heal sets/potions/skills etc aren't a solid solution to the mega heal but as a magplar my heals are strong most of the time but when people place heal reduction effects and I'm taking lots of pressure I need line of sight to cleanse then heal, if people allow me to use line of sight I can ping my health bar back to full easily but if I'm pressured away from objects then I can't pull of a heal combo, if you can make it awkward for your opponent to use line of sight against you then expect their healing to be weaker
Edit for typo
"davey1107 wrote: »
So why do devs let sorcs remain OP?
Waffennacht wrote: »As you learn and grow as a player and eventually move into the more extreme PvP, you'll realize, sorc is not OP
Even with 60 points into befoul it doesn't feel like soul harvest is enough; also it's clunky & can miss.