Taleof2Cities 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.
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.
Grandchamp1989 wrote: »The healing nerfs only affect PVP, yes?
Just need to make sure I understand..
Taleof2Cities 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.
Taleof2Cities 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.
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
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.
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.
luen79rwb17_ESO wrote: »Aww solo cheese is spoiled this patch?! I think that was the whole point of the nerfs.
VaranisArano 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?
VaranisArano 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.
luen79rwb17_ESO 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.
VaranisArano 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?
VaranisArano 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.