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Now that solo is almost unplayable time to nerf group play

Fawn4287
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Solo was already difficult and now even harder thanks to healing nerfs, these of course don’t effect large groups and zergs because healing was already ridiculously abundant and this in turn encourages large group play even more so. There really needs to be some downsides to large group play, of which there currently is nearly none other than bombing (something large groups do and have counters to anyway). Im not saying solo should be easy, it should be the contrary, however thanks to off cross healing, defensive ults and the ability to simply hold block till the zerg comes to the rescue, it makes even incredibly easy to kill 1 combo players turtle up and wait for their group to save the day. This combined with how easily a group can all drop single target ults on 1 person, makes even the worst lightning heavy attack spamming zergling pump out some formidable DPS.

I think the fix is to change healing and ult gain to a pool of stats rather than a flat value to all IN PVP . A 24 man group shouldn’t generate 300 ult in total for all getting a light attack on one person they are zerging down, 1 remembrance shouldn’t be able to pump out 250k+ of healing a second for all targets they are healing, a group of templars shouldn’t receive 10k healing a second each for stacking their circles. It’s ridiculous how difficult solo and small scale is with ZOS making it harder, whilst large group play only gets easier and more practical. There definitely needs to be a cooldown on resurrection spamming, each interrupt should gain a debuff stopping you from being able to resurrect for 10 seconds, stop making interrupt a CC, using an immovable and being able to place a forward camp , resurrect another player or sit in meditate without be able to be interrupted is ridiculous, reduce the benefits of mindless stacking, make healing challenging and rewarding, bring some skill back to PvP and encourage small scale in a game thats currently is a sheer who has the greater numbers battle of the zergs.
  • barney2525
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    is this Cyradil? BG? what are you talking about ?

    IMHO - if you are solo PvPing in an area where there is a 24 person enemy zerg - why would you think you had a fighting chance?

    I'm confused

    :#
  • Taleof2Cities
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    ^^^

    The post above mine asks good questions, @Fawn4287.

    If you're having trouble with large groups, try finding smaller enemy groups or solos that are more manageable to fight.

    If your healing output isn't what you'd like it to be (or not the same before the patch), make some changes to your build.

    Every PvP player (including me) was affected by the healing nerf ... including healers in organized raids and non-healers running solo.
  • MincVinyl
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    ^^^

    The post above mine asks good questions, @Fawn4287.

    If you're having trouble with large groups, try finding smaller enemy groups or solos that are more manageable to fight.

    If your healing output isn't what you'd like it to be (or not the same before the patch), make some changes to your build.

    Every PvP player (including me) was affected by the healing nerf ... including healers in organized raids and non-healers running solo.

    What OP is pointing out is the fact that it is harder for a solo player to cope with the change versus a much larger group. Comparing a single player versus 10+ players having to change something in their builds is not equivalent. The damage of the group would relatively stay the same, with the healers adjusting a few things. The solo player will in turn lose something to gain something in terms of damage/heal/tank
    Imo currently there are too many "participation trophy" like mechanics that are ruining solo/small man. Now by solo/small man I do not simply mean super elite 1vXers that run around the same towers and rocks that they did for the past 5 years. I mean your average joe and friends wanting to start pvping, but can't do to how population/numbers based combat is now.

    Major Mechanic changes that hurt solo/small man
    Dynamic Ult gen (what OP is getting at)
    How ultimates are currently is almost no different than a timed cooldown with few variations available build wise. Ults still are a major part in turning the tides when out numbered, having mechanics that reward players for accomplishing more would be a nice incentive for people to spread combat out and actually be able to go out on their own. If newer players just have the notion that they will always lose if they get in a 1vX why should they not run in a group?

    How over time effects stack
    Currently most over time effects stack, which was not the case a few years ago. This allows 30 people using suffocation mechanics like dots to have easy guaranteed dps using the BiS skill of the month. Take the sloads/soul trap meta for instance, and guess how sloads was fixed. We have been seeing the same issue in healing aswell, where every single person is running and stacking radiating because it is simply the BiS skill that just about anyone has access to. Back when the same source would not stack players would have to look towards inclass options instead which pushed for more diversity in what the average player might run. Even skill wise there would be more diversity, where some players might run radiating and some would could run rapid to make sure the group would be covered. A chunk of lag would most likely disappear from the game from the shear amount of useless calculations prevented from happening during massive fights.

    Internal cooldowns
    When there are mechanics whether they are damage/healing/tanking that are changed to have internal cooldowns instead of numerical balance, they lose the ability to scale against the number of players. Seventh legion was a perfect example, where against a solo player it was manageable, but when against a large group it would exponentially get stronger. Instead of toning it down a hard nerf made it be reduced to a timed cooldown which acted as a limit, making the set act in a linear fashion against groups that would only ever reach a limit to what it offered. Then during overhauls it completely lost its use along with other popular sets. The same mechanics worked with the old fury, which was easy to outplay in a 1v1 but against larger and larger groups it would gain enough strength to level the playing field. These possible exponential scaling power mechanics gave the possibility for a solo player to beat out groups gaining linear power based on population/numbers.

    Cast times on ults
    In outnumbered situations generally it comes down to sustain versus suffocation. Can the player do something about their situation before time runs out. CC immunity will only last so long. Buffs will only be up so many times. Ults will only be up once every ~50 seconds. When truly outnumbered in a suffocation position having the stars align in a certain time period is a critical window. Adding in a poorly working mechanic that solved nothing only hurt these time windows and skilled play across the board.

    Summerset--> Murkmire movement changes
    Before summerset there were barely any complaints with the state of movement in the game, then came swift. When swift was found to be too strong(due to server issues) Zos's answer was to limit movement based buffs to 4 seconds with anything beyond requiring trading parts of your build away. Snares and roots when fighting larger groups work as a suffocation mechanic where they will be on you off cooldown which eats away your stam pool. Now you can give up something on your build to have a counter, which causes you to lose a GCD(an ability cast) and pay resources still in order to have fluid movement for 2-4 seconds before having to cast immunity again. If you ever played when Forward Momentum gave 8 seconds of immunity, mechanics that were meant to be "soft cc" were just a thorn in your side that you had to counter properly when it happened. Ever since murkmire, having fluid movement meant you had to not only give up a GCD every 4-5 casts, but you must constantly play a tedious never ending battle of "immune slow immune slow" much like stop and go traffic. Unlike with stuns the issue is that the snares and roots are thrown everywhere in the game and there are plenty tied to aoe's that the caster's do not give a second thought to who they apply to. For a solo player it is an impossible reality to have fluid movement in combat without more sources of longer immunity.
  • bmnoble
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    Cyrodiil is a zone designed for large scale PVP at least when it works.

    You can't expect a solo player to have a fighting chance against a large group at most you might take out a few in a PUG group.

    The moment your up against a coordinated group with voice chat your screwed regardless of how great a player you are.


    What they need to do is add a brand new PVP zone that has no grouping no Alliances with neutral area's with vendors banks etc.. that allow no fighting, once you leave a neutral zone you can't attack anyone or be attacked for a few minutes to give you time to get out into the map.

    And maybe a new BG mode 4 players death match's, 4 players enter each has a set number of lives last one standing wins. Number of players can vary but this mode is intended for smaller scale PVP than what we currently have rather than a battle royal.

    The existing PVP zones are not solo friendly no amount of nerfing or changing things is going to prevent a large number of players wiping out a smaller group or a solo player.


    That is my 2 cents.

  • perolord
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    The one and only solution is, that you start changing your build that will be good enough for this patch... i mean, this is in every MMO, there are patches in which there are changes and then you need to study your build and change it...

  • pieratsos
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    bmnoble wrote: »
    Cyrodiil is a zone designed for large scale PVP at least when it works.

    You can't expect a solo player to have a fighting chance against a large group at most you might take out a few in a PUG group.

    The moment your up against a coordinated group with voice chat your screwed regardless of how great a player you are.


    What they need to do is add a brand new PVP zone that has no grouping no Alliances with neutral area's with vendors banks etc.. that allow no fighting, once you leave a neutral zone you can't attack anyone or be attacked for a few minutes to give you time to get out into the map.

    And maybe a new BG mode 4 players death match's, 4 players enter each has a set number of lives last one standing wins. Number of players can vary but this mode is intended for smaller scale PVP than what we currently have rather than a battle royal.

    The existing PVP zones are not solo friendly no amount of nerfing or changing things is going to prevent a large number of players wiping out a smaller group or a solo player.


    That is my 2 cents.

    OP is not talking about making cyro a solo zone or having a chance to 1v24. He literally says that it should be hard to play solo.

    What he is talking about is the general direction of the game over the years which saw combat getting dumbed down and removing skill from the game. It's not about making solo easy. It should be hard. But the thing is that it should be hard because u are outnumbered. Not because the mechanics are designed in a way to favor the numbers and punish the solo guy. That's like a football game in which one team gets a red card and plays with 1 player down and then the ref starts favoring the team playing with a full team . That's plain stupid.
  • Grandchamp1989
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    The healing nerfs only affect PVP, yes?

    Just need to make sure I understand..
  • Rukia541
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    My experience in cyrodiil is those cancerous soloers bunkering for days on end vs a zerg while I abandon them all because I have better things to do. So lame, shouldn't be possible, I stopped playing that horrendous mode.
  • oXI_Viper_IXo
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    The healing nerfs only affect PVP, yes?

    Just need to make sure I understand..

    Yep
  • Tammany
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    Cleanse spammers do not like your post.
  • Fawn4287
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    ^^^

    The post above mine asks good questions, @Fawn4287.

    If you're having trouble with large groups, try finding smaller enemy groups or solos that are more manageable to fight.

    If your healing output isn't what you'd like it to be (or not the same before the patch), make some changes to your build.

    Every PvP player (including me) was affected by the healing nerf ... including healers in organized raids and non-healers running solo.

    The issue is all forms of PvP, healers disgustingly overperform in all forms of PvP with little to no effort required, nowadays they are all half way to tanks with 30k health and a Sword and board Which makes burst down the healer impossible when trying to kill off utility first. Even the ability to stack for example 2 incaps and a met on someone, even the most incompetent players that cant keep up their buffs or to save themselves just hold block when you try to focus them down and do no real damage other than an ult, there should almost be a cooldown on how many single target ults you can drop on 1 player, getting triple bugs and dbreakered by a 3 man with requires some coordination, comms and awareness but a constant flow of mets, blastbones, curses and incaps coupled with snare and immobile spams are unbearable.
  • Fawn4287
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    Fawn4287 wrote: »
    ^^^

    The post above mine asks good questions, @Fawn4287.

    If you're having trouble with large groups, try finding smaller enemy groups or solos that are more manageable to fight.

    If your healing output isn't what you'd like it to be (or not the same before the patch), make some changes to your build.

    Every PvP player (including me) was affected by the healing nerf ... including healers in organized raids and non-healers running solo.

    The issue is all forms of PvP, healers disgustingly overperform in all forms of PvP with little to no effort required, nowadays they are all half way to tanks with 30k health and a Sword and board Which makes burst down the healer impossible when trying to kill off utility first. Even the ability to stack for example 2 incaps and a met on someone, even the most incompetent players that cant keep up their buffs or to save themselves just hold block when you try to focus them down and do no real damage other than an ult, there should almost be a cooldown on how many single target ults you can drop on 1 player, getting triple bugs and dbreakered by a 3 man with requires some coordination, comms and awareness but a constant flow of mets, blastbones, curses and incaps coupled with snare and immobile spams are unbearable.

    Thats before I even begin to talk about snipe stacking desyncs
  • PeterUnlustig
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    barney2525 wrote: »
    is this Cyradil? BG? what are you talking about ?

    IMHO - if you are solo PvPing in an area where there is a 24 person enemy zerg - why would you think you had a fighting chance?

    I'm confused

    :#

    Lul why shouldnt you have a chance to kite them, separate them and fight them when they are splitt up and vulnerable.
    Its not like you would tank them open field and kill them.

    This game has/had great mechanics to solo pvp outnumbered. But most classes had no other defenses then healing (all mag besides magsorc). And its only getting worse.
  • Qbiken
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    Generally speaking it feels like healing is bugged in PvP. The change in battlespirit doesn't feel like a 20% healing nerf, but significantly more.

    I've seen people getting 2k rally heals (after the 20 second duration runs out) with major vitality up, while not having any defile debuffs on them. Seen similar cases with other healing skills like vigor, Breath of life/honour the dead etc, behaving very strangely.

    Either some specific skills are bugged or zos messed something up when adjusting battlespirit.
  • VaranisArano
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    Here's the thing: no matter what you do to change PVP, large organized raids will always do it better than solo/small man PVPers.

    Reduce healing? Nerf Cleanse? The raid can bring way more healers than anyone else. The raid can actually afford to have dedicated healers if they want to.

    Change sets? The raid has 12 to 24 people who can change their sets to provide a greater amount of buffs, debuffs, and procs than anyone else.

    Buff TTK? Adjust CCs? Guess who can direct more damage and more skills at any given target than anything else in the campaign besides a faction stack? That's right, its the large organized raid.

    Buff the "zerg-buster" skills like proxy set or destro staff ulti? The raid will use them better than anyone else. Nerf them? The raid still has the numbers to use more of them to make up the lack in damage.


    Anything you do to buff small man is going to buff the large organized raids even more, simply because they've got more people to work with.
    Anything you do to nerf large groups, they'll adapt and adjust too, usually blunting the effect because, again, they've got more people to work with.
    We've seen that again and again with every change ZOS makes. Large organized groups remain on top and yet players persist in trying to find a silver bullet.

    There isn't one. Not in ESO. Teamwork + numbers is OP in Cyrodiil.

    The only real answer is the same one as what happened to Battlegrounds. No groups. But then its not really Cyrodiil, is it?
  • Blackleopardex
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    Fawn4287 wrote: »
    Solo was already difficult and now even harder thanks to healing nerfs, these of course don’t effect large groups and zergs because healing was already ridiculously abundant and this in turn encourages large group play even more so. There really needs to be some downsides to large group play, of which there currently is nearly none other than bombing (something large groups do and have counters to anyway). Im not saying solo should be easy, it should be the contrary, however thanks to off cross healing, defensive ults and the ability to simply hold block till the zerg comes to the rescue, it makes even incredibly easy to kill 1 combo players turtle up and wait for their group to save the day. This combined with how easily a group can all drop single target ults on 1 person, makes even the worst lightning heavy attack spamming zergling pump out some formidable DPS.

    I think the fix is to change healing and ult gain to a pool of stats rather than a flat value to all IN PVP . A 24 man group shouldn’t generate 300 ult in total for all getting a light attack on one person they are zerging down, 1 remembrance shouldn’t be able to pump out 250k+ of healing a second for all targets they are healing, a group of templars shouldn’t receive 10k healing a second each for stacking their circles. It’s ridiculous how difficult solo and small scale is with ZOS making it harder, whilst large group play only gets easier and more practical. There definitely needs to be a cooldown on resurrection spamming, each interrupt should gain a debuff stopping you from being able to resurrect for 10 seconds, stop making interrupt a CC, using an immovable and being able to place a forward camp , resurrect another player or sit in meditate without be able to be interrupted is ridiculous, reduce the benefits of mindless stacking, make healing challenging and rewarding, bring some skill back to PvP and encourage small scale in a game thats currently is a sheer who has the greater numbers battle of the zergs.

    Agreed.
    6 NB: Tank, Healer, Mag/Stam PVE&PVP.
    I don't read long signatures: https://www.youtube.com/user/Blackleopardex
  • Hexi
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    And tell me, why *SHOULD* you be able to win 1 to 10 odds? Like from an idea standpoint. Cyrodiil is utter cancer, and has always been because of bugged builds and exploits. There's a reason it's empty most of the time.
  • TequilaFire
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    Wow so much misinformation in one OP. smh
    Not to mention for the 1000th time this is an MMO with group PvP play so if you are gonna solo you have to learn to pick your fights better.
    Edited by TequilaFire on June 4, 2020 2:28PM
  • rotaugen454
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    So the fact that you can’t 1v5 means they should change the game for everyone that plays as a group?
    "Get off my lawn!"
  • VaranisArano
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    Hexi wrote: »
    And tell me, why *SHOULD* you be able to win 1 to 10 odds? Like from an idea standpoint. Cyrodiil is utter cancer, and has always been because of bugged builds and exploits. There's a reason it's empty most of the time.

    There's two reasons you win against 1 to 10 odds in Cyrodiil.

    1. Experience Differential.
    In the case of successful 1vX, you often see a very experienced player who knows the terrain be able to defeat a group of very inexperienced players who don't know what they are doing. Against experienced players, 1vX just doesn't happen, either because they know how to handle it, know what to avoid, or just know to ignore the 1vXer.

    2. Teamwork Differential
    Small scale groups can win against much larger zergs when the zerg is disorganized.
    Large raids can win against faction stacks when those players are disorganized.
    Once those numbers get organized, those groups get swarmed.


    Both situations rely on using experience and/or teamwork to defeat a less experienced or less organized group in piecemeal fashion. Against organized opponents who don't let themselves be piecemealed, you don't win against 1 to 10 odds unless you are a bomber who catches them by surprise.
  • Yuke
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    Just switch to stamblade magsorc for the easy solo gains.
    Save Us, Microsoft.

    Noricum & Kitesquad™
    YT-Channel
  • Fawn4287
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    The fix wasn’t to nerf healing taken, the fix is to nerf healing to others by like 50% (even more on burst heals), I play 90% of the time solo and when I occasionally play in a 2 or 3 I do for the additional damage and are running 3 solo builds together. Another major problem with this game is, 3 1vX style builds are always going to be outperformed by group play builds. the best 3 man composition would be 2 magplars heal tanks running nova with a synergy magcro, another huge crutch provided to casual players on this game, theres near 0 counter to this is a 3v3, they have the ability to instantly wipe any group with an atro for major venrability, boneyard synergy for 10k+ and nova synergy for 25k+. This composition requires not really much in terms of comms, coordination, kiting or really anything drastic to survive, a combination of severely overperforming cross heals with 1 overperforming niche jewellery trait turns a group of useless troll tanks Into a emp farming “ball group”.
  • luen79rwb17_ESO
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    Aww solo cheese is spoiled this patch?! I think that was the whole point of the nerfs.
    PC/DC/NAserver

    V16 sorc - V16 temp - V16 dk - V1 nb - V1 temp - V1 dk
  • Fawn4287
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    Aww solo cheese is spoiled this patch?! I think that was the whole point of the nerfs.

    No I think snipe gankers, bombers and troll tanks will be just fine, it seems that those small scalers you struggled to kill while they kite you around the tree will now make up the new ball group all magcro bombing and flattening zerglings on and off peak, good PvP players adapt, become cheesier and roll your zerg in on and off peak which will just kill campaigns for everyone.
  • finehair
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    Here's the thing: no matter what you do to change PVP, large organized raids will always do it better than solo/small man PVPers.

    Reduce healing? Nerf Cleanse? The raid can bring way more healers than anyone else. The raid can actually afford to have dedicated healers if they want to.

    Change sets? The raid has 12 to 24 people who can change their sets to provide a greater amount of buffs, debuffs, and procs than anyone else.

    Buff TTK? Adjust CCs? Guess who can direct more damage and more skills at any given target than anything else in the campaign besides a faction stack? That's right, its the large organized raid.

    Buff the "zerg-buster" skills like proxy set or destro staff ulti? The raid will use them better than anyone else. Nerf them? The raid still has the numbers to use more of them to make up the lack in damage.


    Anything you do to buff small man is going to buff the large organized raids even more, simply because they've got more people to work with.
    Anything you do to nerf large groups, they'll adapt and adjust too, usually blunting the effect because, again, they've got more people to work with.
    We've seen that again and again with every change ZOS makes. Large organized groups remain on top and yet players persist in trying to find a silver bullet.

    There isn't one. Not in ESO. Teamwork + numbers is OP in Cyrodiil.

    The only real answer is the same one as what happened to Battlegrounds. No groups. But then its not really Cyrodiil, is it?

    To be fair main strength of those raids are stacking heals. You can easily kite and side step a pushing ball group and not die. Their damage will be enough to kill anything if you stand still and do nothing anyway. The main problem in PvP they are almost impossible to kill. Not because they are very good at kiting enemy skills or have super secret op gear. They have stacked heals; mainly radiating regen and echoing vigor.
    They can make battle spirit heal nerf %90, then ball groups will stack more heals basically and still be the same while solo players and small-scale groups will be getting murdered by npc menders.
    The silver bullet here is to limit the amount of same HOT on 1 player.
  • barney2525
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    Hexi wrote: »
    And tell me, why *SHOULD* you be able to win 1 to 10 odds? Like from an idea standpoint. Cyrodiil is utter cancer, and has always been because of bugged builds and exploits. There's a reason it's empty most of the time.

    There's two reasons you win against 1 to 10 odds in Cyrodiil.

    1. Experience Differential.
    In the case of successful 1vX, you often see a very experienced player who knows the terrain be able to defeat a group of very inexperienced players who don't know what they are doing. Against experienced players, 1vX just doesn't happen, either because they know how to handle it, know what to avoid, or just know to ignore the 1vXer.

    2. Teamwork Differential
    Small scale groups can win against much larger zergs when the zerg is disorganized.
    Large raids can win against faction stacks when those players are disorganized.
    Once those numbers get organized, those groups get swarmed.


    Both situations rely on using experience and/or teamwork to defeat a less experienced or less organized group in piecemeal fashion. Against organized opponents who don't let themselves be piecemealed, you don't win against 1 to 10 odds unless you are a bomber who catches them by surprise.


    But you are not adding in the fact that this is the Age of Discord.

    In the past, it might have been a challenge getting organized. These days it's almost a requirement when you join a group to at least be able to hear the commanders orders. The large group, in this era, is going to be organized more often than not.

    IMHO

    :#
  • PeterUnlustig
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    Fawn4287 wrote: »
    Aww solo cheese is spoiled this patch?! I think that was the whole point of the nerfs.

    No I think snipe gankers, bombers and troll tanks will be just fine, it seems that those small scalers you struggled to kill while they kite you around the tree will now make up the new ball group all magcro bombing and flattening zerglings on and off peak, good PvP players adapt, become cheesier and roll your zerg in on and off peak which will just kill campaigns for everyone.

    Sadly most good smallscaler are just taking a break from this mess of a game
  • Bergzorn
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    Here's the thing: no matter what you do to change PVP, large organized raids will always do it better than solo/small man PVPers.

    Reduce healing? Nerf Cleanse? The raid can bring way more healers than anyone else. The raid can actually afford to have dedicated healers if they want to.

    Change sets? The raid has 12 to 24 people who can change their sets to provide a greater amount of buffs, debuffs, and procs than anyone else.

    Buff TTK? Adjust CCs? Guess who can direct more damage and more skills at any given target than anything else in the campaign besides a faction stack? That's right, its the large organized raid.

    Buff the "zerg-buster" skills like proxy set or destro staff ulti? The raid will use them better than anyone else. Nerf them? The raid still has the numbers to use more of them to make up the lack in damage.


    Anything you do to buff small man is going to buff the large organized raids even more, simply because they've got more people to work with.
    Anything you do to nerf large groups, they'll adapt and adjust too, usually blunting the effect because, again, they've got more people to work with.
    We've seen that again and again with every change ZOS makes. Large organized groups remain on top and yet players persist in trying to find a silver bullet.

    There isn't one. Not in ESO. Teamwork + numbers is OP in Cyrodiil.

    The only real answer is the same one as what happened to Battlegrounds. No groups. But then its not really Cyrodiil, is it?

    What ZOS could do IMO to aid solo play is to raise the opportunity cost of proc sets by slightly buffing sets that give raw stats. This would benefit everyone, but experienced and skilled solo players would likely get most out of it. Buff versatile sets like Shacklebreaker, even tough it is already strong. Revert the ultimate gain part of the Bloodspawn nerf. Add a 'proper utilization by player needed to rock' factor when spread-sheet balancing.


    no CP PvP PC/EU

    EP Zergborn
    DC Zerg Beacon

    guild master, raid leader, janitor, and only member of Zergbored
  • Nick_Balza
    Nick_Balza
    ✭✭✭
    Why do anyone plays MMO if he wants to use solo content only? PvP in MMO is a group activity and it is designed for teamwork. It is fair that one rambo can't kill 3-10 people. That's balance was designed for.
    GM of small social/casual guild Bar Indoril Nalivayka
    PC - EU. @NickBalza
    Nick Balza - Magicka Nightblade
    John Skellan - Stamina Nightblade (Vampire/Crafter/Bowtard)
    Roland Maybelline - Stamina Templar
    Willow The Firestarter - Magicka DK
    Alexander Veidt - Stamina Necromancer
    Chris Maxwell - Magicka Necromancer (Healer)
    Genevieve Diedonne - Stamina Sorc
    The Beckett - Stamina DK/Werewolf
    Mira Giovanni - Magicka Nightblade (Healer\Tank)

  • ItsJustHashtag
    ItsJustHashtag
    ✭✭✭✭
    Bergzorn wrote: »
    Here's the thing: no matter what you do to change PVP, large organized raids will always do it better than solo/small man PVPers.

    Reduce healing? Nerf Cleanse? The raid can bring way more healers than anyone else. The raid can actually afford to have dedicated healers if they want to.

    Change sets? The raid has 12 to 24 people who can change their sets to provide a greater amount of buffs, debuffs, and procs than anyone else.

    Buff TTK? Adjust CCs? Guess who can direct more damage and more skills at any given target than anything else in the campaign besides a faction stack? That's right, its the large organized raid.

    Buff the "zerg-buster" skills like proxy set or destro staff ulti? The raid will use them better than anyone else. Nerf them? The raid still has the numbers to use more of them to make up the lack in damage.


    Anything you do to buff small man is going to buff the large organized raids even more, simply because they've got more people to work with.
    Anything you do to nerf large groups, they'll adapt and adjust too, usually blunting the effect because, again, they've got more people to work with.
    We've seen that again and again with every change ZOS makes. Large organized groups remain on top and yet players persist in trying to find a silver bullet.

    There isn't one. Not in ESO. Teamwork + numbers is OP in Cyrodiil.

    The only real answer is the same one as what happened to Battlegrounds. No groups. But then its not really Cyrodiil, is it?

    What ZOS could do IMO to aid solo play is to raise the opportunity cost of proc sets by slightly buffing sets that give raw stats. This would benefit everyone, but experienced and skilled solo players would likely get most out of it. Buff versatile sets like Shacklebreaker, even tough it is already strong. Revert the ultimate gain part of the Bloodspawn nerf. Add a 'proper utilization by player needed to rock' factor when spread-sheet balancing.


    Only things that would work to reduce ball groups and zergs is to reduce cross healing or limit it.

    Reduce AP gains the larger your group is or increase AP gains for smaller groups.

    One of the great things about eso is you have the ability to wipe 10-20 players with 2-5 players due to skill and timing.

    They’re actively destroying that.

    When cast times were added to only certain ultimates that is a direct quote from Gilliam stating the following paraphrased version, “cast times are being added so new players have time to counter.” If someone is outplayed and bursted by ultimates they deserve to die.

    Since those have been implemented it’s just a frustrating point because of how the servers perform with cast times.

    Imo that line of thought from the devs shows exactly what they’re plan is for this game and combat. If
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