uuuhhh nice @Artorias24 i didnt know that!
Cynism over
sure i could open a group, but since i am not big into PVP and leading 11 other arround a huge map with objectives and tactis i dont know about would be a bad experience for me and the others... so i kinda depend on people that know what they do.
i mean i would not lead a VSS raid if i didnt knew what to to exactly, since its just not going to be a nice experience
Or join a guild? Seriously theres so many options. I was much the same on xbox na. Found a guild. Joined. Now i can run in a group any time i like. Try it.
'If it helps cut down on the lag.....'
And when it doesnt help, but they still implement the change permenently?
Same BS happened to purge and I am still bitter about it.
Worldbosses, dolmens/geysirs/dragons/harrowstorms, delves and public dungeons. And whatwasits and theothertings in Craglorn. People do these grouped and ungrouped, farm or pass by and jump in.
While guild groups run trial healersCaffeinatedMayhem wrote: »Or players can learn to run self heals and buffs. Some of us do this already. Off heals were nice, but I can get by without. Group up zerglings.
I really like this test! For me its by far the least disruptive to gameplay yet and performance yesterday seemed better than the weeks before (even though the week 4 test was very restrictive for example).
Apart from having less lag, it even seems like a flat out improvement to Cyrodiil gameplay to me, and imo should stay regardless of ZOS final performance solution. For example, it makes skills like rapid regen in solo play and healers for the group in small scale much more reliable than before, since the healing skills wont go to random people that arent even necessarily involved in the fight.
Overall its an improvement for:
- solo players in solo builds
- small scale, especially healers
- organized large scale
While it is a downgrade for:
- ungrouped players in healer/support builds that zerg surf (why play support if not in a group, though?)
- random faction stacks (one of the causes of lag)
And to the players complaining about either not wanting to group up with randoms or not getting group invited, there are two easy fixes! 1) You are interested in group play -> join a PvP guild and enjoy a guaranteed group spot (depending on the guild), and much better group play, or 2) You like solo play -> create a well rounded solo build and enjoy skills like cauterize, rapid regen, honor the dead, and so on to be a reliable heal on yourself.
So overall, this current test imo is a godsend, since it not only improves gameplay and seemingly lag, it also doesnt destroy the functionality of any builds like the last couple of tests (my magden and magplar builds for example were completely dysfunctional with cooldowns + cost increase).
Worldbosses, dolmens/geysirs/dragons/harrowstorms, delves and public dungeons. And whatwasits and theothertings in Craglorn. People do these grouped and ungrouped, farm or pass by and jump in.
Ok but why would healer switch to DPS in that case. In open world you dont have dedicated roles anyway.
Why you’d want to run around mindlessly healing faction members anyways is beyond me. Group up and dedicate your healing to specific people, not just radiating regen-ing your way to easy AP in the middle of a massive zerg doing sweet bot all.
I really like this test! For me its by far the least disruptive to gameplay yet and performance yesterday seemed better than the weeks before (even though the week 4 test was very restrictive for example).
Apart from having less lag, it even seems like a flat out improvement to Cyrodiil gameplay to me, and imo should stay regardless of ZOS final performance solution. For example, it makes skills like rapid regen in solo play and healers for the group in small scale much more reliable than before, since the healing skills wont go to random people that arent even necessarily involved in the fight.
Overall its an improvement for:
- solo players in solo builds
- small scale, especially healers
- organized large scale
While it is a downgrade for:
- ungrouped players in healer/support builds that zerg surf (why play support if not in a group, though?)
- random faction stacks (one of the causes of lag)
And to the players complaining about either not wanting to group up with randoms or not getting group invited, there are two easy fixes! 1) You are interested in group play -> join a PvP guild and enjoy a guaranteed group spot (depending on the guild), and much better group play, or 2) You like solo play -> create a well rounded solo build and enjoy skills like cauterize, rapid regen, honor the dead, and so on to be a reliable heal on yourself.
So overall, this current test imo is a godsend, since it not only improves gameplay and seemingly lag, it also doesnt destroy the functionality of any builds like the last couple of tests (my magden and magplar builds for example were completely dysfunctional with cooldowns + cost increase).
A PvP guild I was in would have more people than can be in the group. Now that groups can only be 12 the problem is even worse. It was really common to have players from the guild tag along with the group even though they were not in the group. Now we can't do that.
Your 2nd point is basically just saying don't come to Cyrodiil with a healer. That is not an answer. Well it isn't a good one anyway.
You are also missing several possible scenarios where not being able to heal out of your group could be problematic for your factions war efforts. As example I get separated from my group. Maybe I died and needed to go back to the nearest keep. That keep comes under attack and there are only a few of us there to defend. Unfortunately for us we are not in the same group. So no heals. Doesn't sound like much fun as there will be no significant fight at all.
Allowing to heal outside a group means players near a keep can work together to defend it simply because they are in the same faction. This being a war between factions healers need to be able to heal all members of their faction. Making healing work for groups only will help fix problems in Cyrodiil but it will be because less players go there.
" it also doesnt destroy the functionality of any builds like the last couple of tests"
It destroys dedicated healers. If a healer can't heal that equates to no functionality. Sure they can make pretty lights but pretty lights don't help win the war.
If this really is a fix then I would guess buffs affecting other players would need to also be adjusted to group only. To that end just make Cyrodiil a group only zone. Either go in as a group of 12 or when you go in you are placed in a group of 12. No more solo play so no more pesky cross anything.
Why you’d want to run around mindlessly healing faction members anyways is beyond me. Group up and dedicate your healing to specific people, not just radiating regen-ing your way to easy AP in the middle of a massive zerg doing sweet bot all.
[snip] See how assuming things about other based on their playstyle or opinion on game mechanics is going to give you an incorrect picture of them and their gameplay?
Solo healers do sweet bot all the same way you group players get carried to your AP gains by your groups. It might be true for some, but generalizing everyone is ignorant.
[edited for baiting]
I realize that most of us do not look at or even see the big picture. We see how we play the game. As such we tend to not take in that big picture and think if a change does not harm us personally, or may even help us if we have problems killing players, that the change is fine for the game.
In those cases, it is easy to say that if it helps performance then we should do it. However, I bet the same people who think we should restrict healing to those in the group of the healer would yell and scream if Zos decided the AoE cooldown should be implemented because it helps performance.
That is the reality of this discussion that many are choosing to ignore. Ignoring it does not make your opinion more sound.
Chilly-McFreeze wrote: »uuuhhh nice @Artorias24 i didnt know that!
Cynism over
sure i could open a group, but since i am not big into PVP and leading 11 other arround a huge map with objectives and tactis i dont know about would be a bad experience for me and the others... so i kinda depend on people that know what they do.
i mean i would not lead a VSS raid if i didnt knew what to to exactly, since its just not going to be a nice experience
Or join a guild? Seriously theres so many options. I was much the same on xbox na. Found a guild. Joined. Now i can run in a group any time i like. Try it.
Not everybody wants to put it that kind of dedication. Log in, jump into cyro, play how you like - or not, depending how this plays out.
barney2525 wrote: »Hang on. Didn't really catch on initially.
Are you saying that, for example, should my Warden be involved in a dragon fight, and I drop some AoE heal - It would only affect me? No one else would get the benefit?
Chilly-McFreeze wrote: »uuuhhh nice @Artorias24 i didnt know that!
Cynism over
sure i could open a group, but since i am not big into PVP and leading 11 other arround a huge map with objectives and tactis i dont know about would be a bad experience for me and the others... so i kinda depend on people that know what they do.
i mean i would not lead a VSS raid if i didnt knew what to to exactly, since its just not going to be a nice experience
Or join a guild? Seriously theres so many options. I was much the same on xbox na. Found a guild. Joined. Now i can run in a group any time i like. Try it.
Not everybody wants to put it that kind of dedication. Log in, jump into cyro, play how you like - or not, depending how this plays out.
Who says you need dedication to join a guild? Most pvp guilds are literally just log in, post lfg in guild chat (compared to zone). Bam there you have it. If you accidentally join a guild that has expectations you dont agree with, Then find another.
It sounds like you want to play in a way that may benefit you, but the opportunities to do so seem rare? Sometimes we need to make sacrifices to get what we want compared to getting it spoon fed to us.
/script JumpToHouse("@Paramedicus")↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑
Why you’d want to run around mindlessly healing faction members anyways is beyond me. Group up and dedicate your healing to specific people, not just radiating regen-ing your way to easy AP in the middle of a massive zerg doing sweet bot all.
[snip] See how assuming things about other based on their playstyle or opinion on game mechanics is going to give you an incorrect picture of them and their gameplay?
Solo healers do sweet bot all the same way you group players get carried to your AP gains by your groups. It might be true for some, but generalizing everyone is ignorant.
[edited for baiting]
See how assuming things about other based on their play style or opinion on game mechanics is gonna give your an incorrect picture of them and their gameplay?
You’re assuming I group heal PvP. Or even group at all. Been there, bored me to tears. Make a dd, look after yourself. I truly don’t see the issue with regulations on how many people you can babysit when someone’s even said to me earlier that I haven’t bothered to quote: you get more AP. You have less people yeeting around to heal, you have coordination within a group. Not really getting what the downside is except you can’t go in as a solo healer anymore and with how bad support roles are in general for cyrodiil I think it’s about time. Cross healing was absolutely dumb. Amount of times i’ve had duels interrupted by some random healer coming in is unbelievable. Stick to a group who actually want it.
[Quoted post was removed]