Flame_of_Hades wrote: »fullheartcontainer wrote: »ITT, "I can't get good, so the ceiling should be lowered"
most of the things he asked for hurt noobs and big groups the most lol.
also, id love for that revive change to happen. its so annoying when you kill 4-5 people out of a 15 man group, have to move away from the destro ult/negate/any ground based ult zone the group dropped, and then they rez everyone you killed.
1. is just plain a poorly thought out idea. It would encourage players to leave Cyrodiil sooner.
2. We have to see someone in sneak to be able to hit them with a dot so it is pointless. If you happen upon them we already have a means to pull them out of stealth.
3. Restricting heals (and healing sets) to only work for the person wearing/casting them seems like a poor idea. I can explain why but it just seems so obvious.
4. LOL.
5. Rapids has already been nerfed to only affect the group. It was designed as a group buff.
I am stopping there. This really sounds like the small group needs to run with a larger group or find better strats if these items are causing so much trouble for them.
they aren't causing trouble. it's just a wish list to make this game more in line with MMOs that have had more competitive PvP that rewarded skillful play.
Each of these items is designed to reward skillful play and penalize zerging without punishing the zerglings individually. That is all.
PS: i meant add a dot component to snipe, not to put a dot on the sniper.
1. is just plain a poorly thought out idea. It would encourage players to leave Cyrodiil sooner.
2. We have to see someone in sneak to be able to hit them with a dot so it is pointless. If you happen upon them we already have a means to pull them out of stealth.
3. Restricting heals (and healing sets) to only work for the person wearing/casting them seems like a poor idea. I can explain why but it just seems so obvious.
4. LOL.
5. Rapids has already been nerfed to only affect the group. It was designed as a group buff.
I am stopping there. This really sounds like the small group needs to run with a larger group or find better strats if these items are causing so much trouble for them.
they aren't causing trouble. it's just a wish list to make this game more in line with MMOs that have had more competitive PvP that rewarded skillful play.
Each of these items is designed to reward skillful play and penalize zerging without punishing the zerglings individually. That is all.
PS: i meant add a dot component to snipe, not to put a dot on the sniper.
Considering you want to nerf heals in a game that has a short TTK it seems more like you want to make the game less challenging. Maybe it is the way you approached it or the games you are comparing it to are very easy to kill someone.
xskinzcity wrote: »Cyrodiil is suppose to be large scale warfare whether you like it or not.. people keep forgetting.
From the perspective of the GM of a small scale guild on PC NA that typically runs 4-6. Heavy focus on Stam lineup. Strong Stam bias is acknowledged. Here’s my wishlist of changes that would balance the game from our perspective without directly hurting other playstyles:
1. Battlespirit buff - the time it takes an ally to rez you is doubled for each death you have in a 2min window, with the window resetting on every new death.
5. Rapids only breaks snares/roots for the caster, or for 4, or something along those lines.
6. Fall damage reduction CP - for the lulz
I honestly use ST primarily to bust nbs out of cloak . If it’s a channel then they can’t bash it anyway without breaking cloakDeadlyRecluse wrote: »From the perspective of the GM of a small scale guild on PC NA that typically runs 4-6. Heavy focus on Stam lineup. Strong Stam bias is acknowledged. Here’s my wishlist of changes that would balance the game from our perspective without directly hurting other playstyles:
1. Battlespirit buff - the time it takes an ally to rez you is doubled for each death you have in a 2min window, with the window resetting on every new death.
5. Rapids only breaks snares/roots for the caster, or for 4, or something along those lines.
6. Fall damage reduction CP - for the lulz
These three (and the war elephant, of course) are good ideas imo.
The rest are....problematic.
Making steel tornado a channel would be funny AF though.
1. is just plain a poorly thought out idea. It would encourage players to leave Cyrodiil sooner.
2. We have to see someone in sneak to be able to hit them with a dot so it is pointless. If you happen upon them we already have a means to pull them out of stealth.
3. Restricting heals (and healing sets) to only work for the person wearing/casting them seems like a poor idea. I can explain why but it just seems so obvious.
4. LOL.
5. Rapids has already been nerfed to only affect the group. It was designed as a group buff.
I am stopping there. This really sounds like the small group needs to run with a larger group or find better strats if these items are causing so much trouble for them.
they aren't causing trouble. it's just a wish list to make this game more in line with MMOs that have had more competitive PvP that rewarded skillful play.
Each of these items is designed to reward skillful play and penalize zerging without punishing the zerglings individually. That is all.
PS: i meant add a dot component to snipe, not to put a dot on the sniper.
Considering you want to nerf heals in a game that has a short TTK it seems more like you want to make the game less challenging. Maybe it is the way you approached it or the games you are comparing it to are very easy to kill someone.
I want to nerf AOE healing... the kind of healing taken advantage of by large, organized groups.
This isn’t the kind of healing that beginners get.
1. is just plain a poorly thought out idea. It would encourage players to leave Cyrodiil sooner.
2. We have to see someone in sneak to be able to hit them with a dot so it is pointless. If you happen upon them we already have a means to pull them out of stealth.
3. Restricting heals (and healing sets) to only work for the person wearing/casting them seems like a poor idea. I can explain why but it just seems so obvious.
4. LOL.
5. Rapids has already been nerfed to only affect the group. It was designed as a group buff.
I am stopping there. This really sounds like the small group needs to run with a larger group or find better strats if these items are causing so much trouble for them.
they aren't causing trouble. it's just a wish list to make this game more in line with MMOs that have had more competitive PvP that rewarded skillful play.
Each of these items is designed to reward skillful play and penalize zerging without punishing the zerglings individually. That is all.
PS: i meant add a dot component to snipe, not to put a dot on the sniper.
Considering you want to nerf heals in a game that has a short TTK it seems more like you want to make the game less challenging. Maybe it is the way you approached it or the games you are comparing it to are very easy to kill someone.
A nerf to healing springs would hurt ball groups the most.
1. is just plain a poorly thought out idea. It would encourage players to leave Cyrodiil sooner.
2. We have to see someone in sneak to be able to hit them with a dot so it is pointless. If you happen upon them we already have a means to pull them out of stealth.
3. Restricting heals (and healing sets) to only work for the person wearing/casting them seems like a poor idea. I can explain why but it just seems so obvious.
4. LOL.
5. Rapids has already been nerfed to only affect the group. It was designed as a group buff.
I am stopping there. This really sounds like the small group needs to run with a larger group or find better strats if these items are causing so much trouble for them.
they aren't causing trouble. it's just a wish list to make this game more in line with MMOs that have had more competitive PvP that rewarded skillful play.
Each of these items is designed to reward skillful play and penalize zerging without punishing the zerglings individually. That is all.
PS: i meant add a dot component to snipe, not to put a dot on the sniper.
Considering you want to nerf heals in a game that has a short TTK it seems more like you want to make the game less challenging. Maybe it is the way you approached it or the games you are comparing it to are very easy to kill someone.
I want to nerf AOE healing... the kind of healing taken advantage of by large, organized groups.
This isn’t the kind of healing that beginners get.
Pretty much the only healing ESO has is AOE. Considering only one of the single target heals can actually be targeted you are essentially asking for a nerf to healing in PvP in general.
This is also the kind of healing beginners get, for whatever reason you find that relevant. The first heal available to everyone is AoE and it is the one you want to nerf extremely hard, to the point it would be virtually useless.1. is just plain a poorly thought out idea. It would encourage players to leave Cyrodiil sooner.
2. We have to see someone in sneak to be able to hit them with a dot so it is pointless. If you happen upon them we already have a means to pull them out of stealth.
3. Restricting heals (and healing sets) to only work for the person wearing/casting them seems like a poor idea. I can explain why but it just seems so obvious.
4. LOL.
5. Rapids has already been nerfed to only affect the group. It was designed as a group buff.
I am stopping there. This really sounds like the small group needs to run with a larger group or find better strats if these items are causing so much trouble for them.
they aren't causing trouble. it's just a wish list to make this game more in line with MMOs that have had more competitive PvP that rewarded skillful play.
Each of these items is designed to reward skillful play and penalize zerging without punishing the zerglings individually. That is all.
PS: i meant add a dot component to snipe, not to put a dot on the sniper.
Considering you want to nerf heals in a game that has a short TTK it seems more like you want to make the game less challenging. Maybe it is the way you approached it or the games you are comparing it to are very easy to kill someone.
A nerf to healing springs would hurt ball groups the most.
It would hurt any group with a healer, including small groups.
With your follow up comments it seems my earlier comment is supported even further.
The best small group I ran with could take on large zergs. It takes good leadership and good team planning.
1. is just plain a poorly thought out idea. It would encourage players to leave Cyrodiil sooner.
2. We have to see someone in sneak to be able to hit them with a dot so it is pointless. If you happen upon them we already have a means to pull them out of stealth.
3. Restricting heals (and healing sets) to only work for the person wearing/casting them seems like a poor idea. I can explain why but it just seems so obvious.
4. LOL.
5. Rapids has already been nerfed to only affect the group. It was designed as a group buff.
I am stopping there. This really sounds like the small group needs to run with a larger group or find better strats if these items are causing so much trouble for them.
they aren't causing trouble. it's just a wish list to make this game more in line with MMOs that have had more competitive PvP that rewarded skillful play.
Each of these items is designed to reward skillful play and penalize zerging without punishing the zerglings individually. That is all.
PS: i meant add a dot component to snipe, not to put a dot on the sniper.
Considering you want to nerf heals in a game that has a short TTK it seems more like you want to make the game less challenging. Maybe it is the way you approached it or the games you are comparing it to are very easy to kill someone.
I want to nerf AOE healing... the kind of healing taken advantage of by large, organized groups.
This isn’t the kind of healing that beginners get.
Pretty much the only healing ESO has is AOE. Considering only one of the single target heals can actually be targeted you are essentially asking for a nerf to healing in PvP in general.
This is also the kind of healing beginners get, for whatever reason you find that relevant. The first heal available to everyone is AoE and it is the one you want to nerf extremely hard, to the point it would be virtually useless.1. is just plain a poorly thought out idea. It would encourage players to leave Cyrodiil sooner.
2. We have to see someone in sneak to be able to hit them with a dot so it is pointless. If you happen upon them we already have a means to pull them out of stealth.
3. Restricting heals (and healing sets) to only work for the person wearing/casting them seems like a poor idea. I can explain why but it just seems so obvious.
4. LOL.
5. Rapids has already been nerfed to only affect the group. It was designed as a group buff.
I am stopping there. This really sounds like the small group needs to run with a larger group or find better strats if these items are causing so much trouble for them.
they aren't causing trouble. it's just a wish list to make this game more in line with MMOs that have had more competitive PvP that rewarded skillful play.
Each of these items is designed to reward skillful play and penalize zerging without punishing the zerglings individually. That is all.
PS: i meant add a dot component to snipe, not to put a dot on the sniper.
Considering you want to nerf heals in a game that has a short TTK it seems more like you want to make the game less challenging. Maybe it is the way you approached it or the games you are comparing it to are very easy to kill someone.
A nerf to healing springs would hurt ball groups the most.
It would hurt any group with a healer, including small groups.
With your follow up comments it seems my earlier comment is supported even further.
The best small group I ran with could take on large zergs. It takes good leadership and good team planning.
Healing springs on a small group healer that fights Zergs?
What server are you on? I want to find these Zergs that are so small or so bad that the small scalers are able to stay in one place.
Because on pc NA the Zergs won’t waste any time before introducing you to their friends scattershot and meatbag.
1. is just plain a poorly thought out idea. It would encourage players to leave Cyrodiil sooner.
2. We have to see someone in sneak to be able to hit them with a dot so it is pointless. If you happen upon them we already have a means to pull them out of stealth.
3. Restricting heals (and healing sets) to only work for the person wearing/casting them seems like a poor idea. I can explain why but it just seems so obvious.
4. LOL.
5. Rapids has already been nerfed to only affect the group. It was designed as a group buff.
I am stopping there. This really sounds like the small group needs to run with a larger group or find better strats if these items are causing so much trouble for them.
they aren't causing trouble. it's just a wish list to make this game more in line with MMOs that have had more competitive PvP that rewarded skillful play.
Each of these items is designed to reward skillful play and penalize zerging without punishing the zerglings individually. That is all.
PS: i meant add a dot component to snipe, not to put a dot on the sniper.
Considering you want to nerf heals in a game that has a short TTK it seems more like you want to make the game less challenging. Maybe it is the way you approached it or the games you are comparing it to are very easy to kill someone.
I want to nerf AOE healing... the kind of healing taken advantage of by large, organized groups.
This isn’t the kind of healing that beginners get.
Pretty much the only healing ESO has is AOE. Considering only one of the single target heals can actually be targeted you are essentially asking for a nerf to healing in PvP in general.
This is also the kind of healing beginners get, for whatever reason you find that relevant. The first heal available to everyone is AoE and it is the one you want to nerf extremely hard, to the point it would be virtually useless.1. is just plain a poorly thought out idea. It would encourage players to leave Cyrodiil sooner.
2. We have to see someone in sneak to be able to hit them with a dot so it is pointless. If you happen upon them we already have a means to pull them out of stealth.
3. Restricting heals (and healing sets) to only work for the person wearing/casting them seems like a poor idea. I can explain why but it just seems so obvious.
4. LOL.
5. Rapids has already been nerfed to only affect the group. It was designed as a group buff.
I am stopping there. This really sounds like the small group needs to run with a larger group or find better strats if these items are causing so much trouble for them.
they aren't causing trouble. it's just a wish list to make this game more in line with MMOs that have had more competitive PvP that rewarded skillful play.
Each of these items is designed to reward skillful play and penalize zerging without punishing the zerglings individually. That is all.
PS: i meant add a dot component to snipe, not to put a dot on the sniper.
Considering you want to nerf heals in a game that has a short TTK it seems more like you want to make the game less challenging. Maybe it is the way you approached it or the games you are comparing it to are very easy to kill someone.
A nerf to healing springs would hurt ball groups the most.
It would hurt any group with a healer, including small groups.
With your follow up comments it seems my earlier comment is supported even further.
The best small group I ran with could take on large zergs. It takes good leadership and good team planning.
Healing springs on a small group healer that fights Zergs?
What server are you on? I want to find these Zergs that are so small or so bad that the small scalers are able to stay in one place.
Because on pc NA the Zergs won’t waste any time before introducing you to their friends scattershot and meatbag.
Of course. A good small group with a capable player in command keeps their group together instead of acting like a rag tag group.
The best lead I ran with was Worthless Princess. Unfortunately went back to GW2 due to the poor performance and some crap Zos did in the first year of the game. A large number of the better PvP players left then. Some are still here ofc.
Of course he had us work as a group. Just because a small group is formed does not mean they are working as a group.
DivineFirstYOLO wrote: »@Thogard I think you are a good and reasonable guy, I respect you and I mostly agree, but some of the nerfs you are asking for are not the right way to go. I've also seen your comment in this thread: https://forums.elderscrollsonline.com/en/discussion/438779/rofl-at-the-speed-nerfs-guess-who-wasnt-nerfed-ball-groups/p2
How many people do you usually run with? I agree that rezzing needs to be changed for the reasons that you mentioned, but nerfing maneuver or healing will change combat too much.
We are running as a ball group with around 12 people at the moment and we are sometimes fighting a whole faction. Your suggestions would probably ruin us. Sometimes we raid with less people. You can start a ball group with around 8 people, but you will lack sustain, heal, damage and mobility. Your changes will make it impossible to run with "low" numbers ("low" because 8-12 people is probably not low for you, but it kinda is when you are looking at the relation of 12 vs 60+)
I'm pretty sure your group could wipe a ball group with 8-12 people, so they are not the problem. The real problem are those raids that run with around 20 people and loads of healers so that they can rezz while getting healed. That's why I'm asking why not simply lower group size, let maneuver only hit 16 people or less at once? Or, as you mentioned, change the rezzing system.
Not the groups that play organized like your group and the group that I play with should be punished, but the groups that pretend to be organized, that get carried by numbers and sets (my opinion).
I really hope they will not nerf small scale and mobility as much as they are planning to.
- Remove "smart" healing, have to target them. Weakens less organized healers.
- Change vitality to be in only (other/self) which parallels with defile. Mending to be healing out only. Add a desecrate debuff. Lowering healing out (but not in/to self) to parallel with mend. A few abilities can be changed from one to both/other. Weakens vitality/mending stackers and can target healbots directly now.
- Battle rezing costs 50 ult (doesn't eat all like normal ults.) if bashed, still charges.
- The snare/root idea I have spammed everywhere.
Leave my bb spin2win alone.
fullheartcontainer wrote: »ITT, "I can't get good, so the ceiling should be lowered"
1. is just plain a poorly thought out idea. It would encourage players to leave Cyrodiil sooner.
2. We have to see someone in sneak to be able to hit them with a dot so it is pointless. If you happen upon them we already have a means to pull them out of stealth.
3. Restricting heals (and healing sets) to only work for the person wearing/casting them seems like a poor idea. I can explain why but it just seems so obvious.
4. LOL.
5. Rapids has already been nerfed to only affect the group. It was designed as a group buff.
I am stopping there. This really sounds like the small group needs to run with a larger group or find better strats if these items are causing so much trouble for them.
they aren't causing trouble. it's just a wish list to make this game more in line with MMOs that have had more competitive PvP that rewarded skillful play.
Each of these items is designed to reward skillful play and penalize zerging without punishing the zerglings individually. That is all.
PS: i meant add a dot component to snipe, not to put a dot on the sniper.
Considering you want to nerf heals in a game that has a short TTK it seems more like you want to make the game less challenging. Maybe it is the way you approached it or the games you are comparing it to are very easy to kill someone.
I want to nerf AOE healing... the kind of healing taken advantage of by large, organized groups.
This isn’t the kind of healing that beginners get.
Pretty much the only healing ESO has is AOE. Considering only one of the single target heals can actually be targeted you are essentially asking for a nerf to healing in PvP in general.
This is also the kind of healing beginners get, for whatever reason you find that relevant. The first heal available to everyone is AoE and it is the one you want to nerf extremely hard, to the point it would be virtually useless.1. is just plain a poorly thought out idea. It would encourage players to leave Cyrodiil sooner.
2. We have to see someone in sneak to be able to hit them with a dot so it is pointless. If you happen upon them we already have a means to pull them out of stealth.
3. Restricting heals (and healing sets) to only work for the person wearing/casting them seems like a poor idea. I can explain why but it just seems so obvious.
4. LOL.
5. Rapids has already been nerfed to only affect the group. It was designed as a group buff.
I am stopping there. This really sounds like the small group needs to run with a larger group or find better strats if these items are causing so much trouble for them.
they aren't causing trouble. it's just a wish list to make this game more in line with MMOs that have had more competitive PvP that rewarded skillful play.
Each of these items is designed to reward skillful play and penalize zerging without punishing the zerglings individually. That is all.
PS: i meant add a dot component to snipe, not to put a dot on the sniper.
Considering you want to nerf heals in a game that has a short TTK it seems more like you want to make the game less challenging. Maybe it is the way you approached it or the games you are comparing it to are very easy to kill someone.
A nerf to healing springs would hurt ball groups the most.
It would hurt any group with a healer, including small groups.
With your follow up comments it seems my earlier comment is supported even further.
The best small group I ran with could take on large zergs. It takes good leadership and good team planning.
UppGRAYxDD wrote: »#11 while outnumbered when you take dmg from more then one enemy source, you gain dynamic ultimate regeneration and the battle spirit debuff is reduced by 25% for 30 secs...
So for 2 the purpose is to make it so that once a NB snipes somebody, they can’t safely recloak for 3-4s because they’ll have a dot ticking on someone.
PS: i meant add a dot component to snipe, not to put a dot on the sniper.
So for 2 the purpose is to make it so that once a NB snipes somebody, they can’t safely recloak for 3-4s because they’ll have a dot ticking on someone.PS: i meant add a dot component to snipe, not to put a dot on the sniper.
From the NB's perspective, having your own DoTs ticking on a target does NOT pull you out of stealth. Otherwise bleedblades and poison injection bow builds would be nearly nonexistent.
Also... lethal arrow already applies a guaranteed DoT as it forces a poisoned status proc.
#2 was a pretty confusing point lol.
From the perspective of the GM of a small scale guild on PC NA that typically runs 4-6. Heavy focus on Stam lineup. Strong Stam bias is acknowledged. Here’s my wishlist of changes that would balance the game from our perspective without directly hurting other playstyles:
1. Battlespirit buff - the time it takes an ally to rez you is doubled for each death you have in a 2min window, with the window resetting on every new death. Yes Please
2. Add a DoT with 100% proc chance to lethal arrow that will pull snipers out of cloak. I assume you mean to the caster? Then I could get behind this. Though I think something like limiting you from returning to cloak for 4 seconds would be better. Make Lethal put the reveal de-buff on you at cast completion
3. Earthgore can only heal the person wearing it (battlespirit only) Just dont think this one works. A single healer should be fine, its the stacks of it that need to go
4. Any group larger than 12 needs a permanent icon on the alliance map that alerts everyone to their position Yes please, this even makes sense Lore wise. Armies cant move stealthy. Though I think it should be tied to "sightings" Make an icon that shows and stays when Combat happens, but that doesn't move with them. (included Alliance NPC combat as something that marks them) This would also allow actual orginized large groups to still ninja back lines.
5. Rapids only breaks snares/roots for the caster, or for 4, or something along those lines. Like this, but I think a cooldown would work better
6. Fall damage reduction CP - for the lulz Buff Bosmer Fall Damage reduction too 6.
8. Guard negate has got to go, or at the very least be fixed to not look like a friendly negate True in all Enemy Negate cases. Friendly vs Enemy should be much easier to tell apart
9. Close range melee/Stam snares like heroic slash and rending slashes are reduced in strength but made unpurgeable by FM/shuffle/purge/rapids/ritual (let’s bring back peel tanks!)
10. Decrease mag shield strength by 30% for its base, but then increase the shield amount by 15% for every enemy player within 10m, up to a max of 8 players. Probably needs to be 28m because Snipe spamers
11. Spin-to-win is a 1s bashable channel. If it gets bashed you still get charged. Maybe just a cost increase. Though I do like the idea of Bashable with the cooldown
Requests that are fun to think about but that would make too many people complain and would never go through:
1. Springs needs to be a spread heal (battle spirit only). For example, for a 1000 delve, It can heal 1 person for 1000, 2 people for 500 each, 4 people for 250 each, 10 people for 100 each.. etc No, punishes Healers too heavily. Again 1 Healer should perform well, its the stacked Healers that need nerfed
2. If that change is made, decrease the residual group healing that vigor does as well, for balance purposes
3. Make it so that destro ults of the same type can’t stack. One flame, one frost, and one lightning destro would all hit a player, but if its 3 flame destros, only one would hit. Apply this for all AOE dots, including warden frost ult, DK banner, and even the DOT portion of DBoS Interesting, but then again Ball Groups are so predicable that its... eh..
4. Make cloak a 1s bashable channel. Haha just kidding, that’ll never happen. lol Fun, but I dont think it would change much even if it happened
If I could only pick one idea, it’d be the rez cooldown.. and make sure is a cooldown on the person being rezzed, not the person doing the resurrecting. Dying needs to have at least a minimal consequence. I would go so far as to just say make Rez time inversly proportinal to the AP you were worth at death. Like 1 AP takes 30sec or some such
Best idea ever:
War Elephant