KuroyukiESO wrote: »LostToTheSea wrote: »If you guys aren't willing to kite and string your targets out to distance yourself from the healbots keeping your X alive, then all you want is an easier X. As I said, the majority of those who put themselves through a true challenge in their 1vXs and see 1vX for what it should be are long gone. Don't come at me with that. 1vX is 1vX.
You basically just said that 1vX is only 1vX if done a certain way, but then said that 1vX is 1vX. Make up your mind. I've been doing this for years regardless, I don't need your blessing to determine whether my fights are valid or not. I was just trying to say that real 1vXers are tired of the carry mechanics in this game, and ZOS is putting forward the steps to fix them. God job ZOS.
LostToTheSea wrote: »KuroyukiESO wrote: »LostToTheSea wrote: »If you guys aren't willing to kite and string your targets out to distance yourself from the healbots keeping your X alive, then all you want is an easier X. As I said, the majority of those who put themselves through a true challenge in their 1vXs and see 1vX for what it should be are long gone. Don't come at me with that. 1vX is 1vX.
You basically just said that 1vX is only 1vX if done a certain way, but then said that 1vX is 1vX. Make up your mind. I've been doing this for years regardless, I don't need your blessing to determine whether my fights are valid or not. I was just trying to say that real 1vXers are tired of the carry mechanics in this game, and ZOS is putting forward the steps to fix them. God job ZOS.
Hello? Who's not tired of the carry mechanics in the game? That's a balancing issue. There's 2 levels to 1vX: Carried 1vX and non-carried 1vX. That's it. I never said anywhere that 1vX is done a certain way. 1vX is dynamic. You adapt to the fight at hand and the targets in front of you. The odds are against you, the 1, as you well know. The fight and game design is not supposed to be catered to you, the 1. It's overcoming the X, no matter what it is, in whatever way necessary. That's what 1vX is and you know this already. You are just happy your X's will be much simpler now or what? If those players are grouped, then all those carry mechanics you're speaking of are still present. Why are you two so defensive of your egos?
KuroyukiESO wrote: »LostToTheSea wrote: »KuroyukiESO wrote: »LostToTheSea wrote: »If you guys aren't willing to kite and string your targets out to distance yourself from the healbots keeping your X alive, then all you want is an easier X. As I said, the majority of those who put themselves through a true challenge in their 1vXs and see 1vX for what it should be are long gone. Don't come at me with that. 1vX is 1vX.
You basically just said that 1vX is only 1vX if done a certain way, but then said that 1vX is 1vX. Make up your mind. I've been doing this for years regardless, I don't need your blessing to determine whether my fights are valid or not. I was just trying to say that real 1vXers are tired of the carry mechanics in this game, and ZOS is putting forward the steps to fix them. God job ZOS.
Hello? Who's not tired of the carry mechanics in the game? That's a balancing issue. There's 2 levels to 1vX: Carried 1vX and non-carried 1vX. That's it. I never said anywhere that 1vX is done a certain way. 1vX is dynamic. You adapt to the fight at hand and the targets in front of you. The odds are against you, the 1, as you well know. The fight and game design is not supposed to be catered to you, the 1. It's overcoming the X, no matter what it is, in whatever way necessary. That's what 1vX is and you know this already. You are just happy your X's will be much simpler now or what? If those players are grouped, then all those carry mechanics you're speaking of are still present. Why are you two so defensive of your egos?
I am not defensive of any kind of ego. I just know that over the years, 1vX has become more and more difficult due to lag, power creep, meta shifts, and the introduction of new /over performing sets and mechanics. 1vX in current patches is much more difficult than it used to be, and not because it takes "more skill". It's because the things being thrown at you in modern ESO are just outrageous, and the abysmal performance doesn't help at all. I don't want 1vX to be easy, no, quite the opposite. I still want it to be hard, but I want it to be hard in the way it used to be. "How many are there", "Is there good los around me?", "What classes am I dealing with?" as opposed to "How laggy is the server right now?", "How many different procs are there?", "How many of them have 60k HP and health based healing?"
Can someone tell me the source where this change has been decided?
Last I heard, all of this was just being "tested", and nothing was finalized yet, but this discussion seems to indicate otherwise.
That said, there were a few elements from the various tests that we’ve decided to enable for both PC and console for the foreseeable future, as we liked the behavioral changes they brought. Starting on Monday, November 9 for consoles and November 16 for PC, we will be limiting group sizes in Cyrodiil to 12 players, and all ally-targeted abilities will only apply to those in your group.
-Decreased group size to 4
-Removed the ability to lose a projectile by breaking line of sight.
Curious how you ballgroup and 1vX players would feel about changes that invalidate your preferred "behavior". And those are just a couple examples of possible changes. Feel free to imagine zos making any number of changes to your playstyle. Would you be happy about it happening? Would you appriciate players who would benefit from them coming along and telling you that you have been playing improperly for years? Telling you to man up and stop hiding behind your group or rocks?
Because that is how you are being towards anyone effected by these new changes that ZOS is dictating be implenented. And the CHERRY on top of it all, is the changes are being implemented for what ZOS admits is no notable performance gain.
ExistingRug61 wrote: »Can someone tell me the source where this change has been decided?
Last I heard, all of this was just being "tested", and nothing was finalized yet, but this discussion seems to indicate otherwise.
https://forums.elderscrollsonline.com/en/discussion/comment/7011951/#Comment_7011951
by Gina:That said, there were a few elements from the various tests that we’ve decided to enable for both PC and console for the foreseeable future, as we liked the behavioral changes they brought. Starting on Monday, November 9 for consoles and November 16 for PC, we will be limiting group sizes in Cyrodiil to 12 players, and all ally-targeted abilities will only apply to those in your group.
Okay Taylor, heres an example for you.
-Added Cyrodiil group finder.
-Removed pre-made group in Cyrodiil.
Basically they force you to join a group finder group in order to enter Cyrodiil. If you leave that group you are removed from Cyrodiil.
It seems like you are more invested in the social aspects than the gameplay mechanics. So how would your guild adapt to a new system that actively prevented you from playing as a group?
Lets also assume that said changes would include a mechanic that forces you to stay with crown or you will be replaced and given a lengthy cooldown for joining a new group. Otherwise you could just run back to your guildmates. Pretend they covered all their bases to avoid exploitation.
Would you still support such changes and simply learn to adapt to them?
We should really start gathering ideas how large battles still can take place WHEN those changes arrive.
So what is required to make PuG raid leading more attractive, or at least bearable?
Tommy_The_Gun wrote: »Tbh. If we are going to "segregate" players like that (grouped or solo) I think at this point we should have some kind of global "player over-head" symbol. So every one would know who is in a group or not - because otherwise it will be a guessing game.
Imagine if you are a support / healer and all of the sudden you can not heal some one on a world boss or harrow-storm or PvP, because you have no clue (because there literately is no way for you to know that) that some one you are trying to heal is in a group, and therefore you heals do not work and you are only wasting magicka. Kinda unfair, right ?
I just wish every "play as you want" (solo, group, dps, tank, healer and what have you) would be treated fair, on an equal bases.
We can not heal our allies ? Fine. But at least show me clearly which allies are the ones that my heals wont work on.
Tommy_The_Gun wrote: »Tbh. If we are going to "segregate" players like that (grouped or solo) I think at this point we should have some kind of global "player over-head" symbol. So every one would know who is in a group or not - because otherwise it will be a guessing game.
Imagine if you are a support / healer and all of the sudden you can not heal some one on a world boss or harrow-storm or PvP, because you have no clue (because there literately is no way for you to know that) that some one you are trying to heal is in a group, and therefore you heals do not work and you are only wasting magicka. Kinda unfair, right ?
I just wish every "play as you want" (solo, group, dps, tank, healer and what have you) would be treated fair, on an equal bases.
We can not heal our allies ? Fine. But at least show me clearly which allies are the ones that my heals wont work on.
NotTaylorSwift wrote: »-Decreased group size to 4
-Removed the ability to lose a projectile by breaking line of sight.
Curious how you ballgroup and 1vX players would feel about changes that invalidate your preferred "behavior". And those are just a couple examples of possible changes. Feel free to imagine zos making any number of changes to your playstyle. Would you be happy about it happening? Would you appriciate players who would benefit from them coming along and telling you that you have been playing improperly for years? Telling you to man up and stop hiding behind your group or rocks?
Because that is how you are being towards anyone effected by these new changes that ZOS is dictating be implenented. And the CHERRY on top of it all, is the changes are being implemented for what ZOS admits is no notable performance gain.
But generally ballgroups and small scale/solo players are much better at adapting than people who primarily zerg/zerg surf. Any change to nerf then, like what you said, would probably be adapted to. The ball group I run with played during the first gcd and also during the individual cooldown tests and we changed our builds a little to try and make it work. If the change became permanent we would have looked into more things we could change. The reason everyone was so against cooldowns was because it was unfun and just an all around bad idea that the game wasn’t designed for. But a smaller group size for example was something we talked about, trying to run as 2 smaller groups instead of 1 group (this was during the test which applied cooldowns and costs in groups of 6+, we didn’t actually do this but we talked about it)
Same goes for solo and small scale players, they just adapt to changes that nerf them. Small scale players have been getting nerfed for ages now while zergs get buffed, and they haven’t complained on the forums half as much as Zerg players have since the group limitation announcement. Just change your builds or join a group.
People keep saying, some only play for a short time, they swap chars etc etc. Why does that matter to join a pug group? It’s a pug group, you don’t have to stay for a set amount of time. You have no dedications there. You can join and leave whenever and how many times you want. Now that people have to group, there will be plenty of pug groups to join. I feel like people who play healers are just worried they won’t be able to find groups, but they will.
"elite ball groups" (12 man or less) can also be carries.
Joy_Division wrote: »[
You have been told this numerous times by numerous people and yet you still claim to want to know why. Stop thinking of yourself and how you think the game should be played.
Let's just go with I don;t want to, among the other reasons that have already been given to you in this thread. I've subbed for 6 years, spent over $1100 on this game, doing my own thing, which I remind you is exactly what ZOS has been saying since even before launch: play as you want.
I don;t want to because I just feel like doing my own thing, going where I want to, not have to follow somebody else's instructions all the time, and not feel the pressure / stress that comes with grouping. It's not that hard of a concept. Sometimes on a lazy Sunday afternoon, I just want play and not be told what to do.
The DPS applauding this change would not for a second accept that their skills would not work unless they were tied to the hip of others every freaking time they wanted to play. I'm in a PvP guild and have friends on every faction, but sometimes I just want to do my own thing. It's not about not be able to find a group. It's that sometimes I don;t want to. Regardless of the stereotypical role people play, they should not feel pressured or coerced or forced to join these soon to be useless 12-man pugs that wont be able to do anything but PvDoor an undefended keep because "if you don;t play how we think you should play, we won't make your skills work at all." That's crap and anyone who is halfway objective will see that.
"NotTaylorSwift wrote:
...All of the excuses people are giving to say that healing in group rather than solo is against their play style are pretty poor. You say u wanna do your own thing? You are STILL following other people as healer whether you are grouped or not. Soloing as a healer is nowhere near the same as soloing as a dd. You literally HAVE to follow the Zerg as a healer anyway...
Dame_Scorpio wrote: »Well, that's your opinion. My reasons for not wanting forced grouping are pretty valid, and no, not all solo healers "follow the Zerg". I gave my perspective on this and highlighted my reasons for loving this playstyle in the sticky thread.
So yeah, I'm absolutely bummed my favourite playstyle is irrelevant, but I'm more disappointed that the whole feeling of Cyrodiil has changed. It used to feel awesome to be able to help anyone and everyone I came across, truly like the whole alliance was part of something greater. Now healers are only relevant to 11 people, which feels selfish..yeah that's the word for how I feel about it.
Anyway, I know lots of people are happy, so I'm happy for them. I just wish they could be a little more gracious in allowing those of us who hate this change to be unhappy. For me, I won't be PvPing anymore because I hate the changes that much, but others will adapt and life goes on. It'll be interesting to see what Cyrodiil is like in a few months, but I suspect there will be far fewer solo and casual types like me.
"NotTaylorSwift wrote:
I’m not trying to invalidate peoples play styles even though it may seem like it. I just really think this reaction of people is just an overreaction. I don’t know your situation but if you aren’t in a pvp guild I’d highly recommend joining one. There are plenty of casual guilds that run multiple groups every day which you can join for as long or as little as you like. This change isn’t the end for healers in pvp and you don’t need to quit over it. A few years ago I was in a casual guild that ran pug groups in zone and guild chat which I always played healer with. Even when they weren’t running a group there were always people online to group with. I’ve always group healed in cyro and never really solo healed. Ye I guess it sucks if healing randoms is what you liked but imo this change is nothing for pvp healers to be so mad about.
From green post:I really enjoy how most of the responses here are based solely on empirical data and not on actual data provided by ZoS. You guys can go back and fourth about the validity of these changes, but in reality none of us know the actual performance hit of groups, smart healing, light attack weaving, or any other game-related tactics. We're relying on data from a company that has consistently provided it like they're doling out a non-renewable resource.
So, please stop talking like you know what's going on; none of us have the actual data to make any rational decisions about the validity of ZoS's claims.
Sadly it does not say explicitly that only those so called major changes are not affected whatever those changes may be given what was tested really. In fact it is safe to assume it applies to any change that was tested, including reduced groups size as well as limiting skills of any sort. Also another thing:While these improvements look good on a spreadsheet, they do not have a significant enough impact on improving the overall player experience
Now here is a problem as from many players pov overall testing period was flawed by lots of people actually dropping from Cyrodiil - not just solo players or some ball groups that people here seem to be fixated on but regular players that are 100% dedicated to grouping and working together with the rest of alliance also dropped or at least reduced their activity. That includes week when changes to be introduced were tested - which happens to be time when some players (and some guilds even) "officially" dropped from Cyrodiil at least for the time being claiming to never come back. Now here is the question: were those changes successful because they worked well or because some people just got fed up with testing (and therefore test subjects left experiment)? From that pov it is good to have some discussion over validity and actual reasoning behind it.That said, there were a few elements from the various tests that we’ve decided to enable for both PC and console for the foreseeable future, as we liked the behavioral changes they brought
NotTaylorSwift wrote: »Joy_Division wrote: »[
You have been told this numerous times by numerous people and yet you still claim to want to know why. Stop thinking of yourself and how you think the game should be played.
Let's just go with I don;t want to, among the other reasons that have already been given to you in this thread. I've subbed for 6 years, spent over $1100 on this game, doing my own thing, which I remind you is exactly what ZOS has been saying since even before launch: play as you want.
I don;t want to because I just feel like doing my own thing, going where I want to, not have to follow somebody else's instructions all the time, and not feel the pressure / stress that comes with grouping. It's not that hard of a concept. Sometimes on a lazy Sunday afternoon, I just want play and not be told what to do.
The DPS applauding this change would not for a second accept that their skills would not work unless they were tied to the hip of others every freaking time they wanted to play. I'm in a PvP guild and have friends on every faction, but sometimes I just want to do my own thing. It's not about not be able to find a group. It's that sometimes I don;t want to. Regardless of the stereotypical role people play, they should not feel pressured or coerced or forced to join these soon to be useless 12-man pugs that wont be able to do anything but PvDoor an undefended keep because "if you don;t play how we think you should play, we won't make your skills work at all." That's crap and anyone who is halfway objective will see that.
You’re answering a question I didn’t even ask, assuming I’m asking the same thing over and over which I’m clearly not. All of the excuses people are giving to say that healing in group rather than solo is against their play style are pretty poor. You say u wanna do your own thing? You are STILL following other people as healer whether you are grouped or not. Soloing as a healer is nowhere near the same as soloing as a dd. You literally HAVE to follow the Zerg as a healer anyway...
Yeah I get you may wanna go somewhere that the crown is not going but at the end of the day most pug groups are following action on the map, which is what you are doing as a solo healer. What’s the difference between healing a Zerg at Chal or healing a Zerg at BRK?? You just don’t wanna follow a crown? Saying “bla bla bla I wanna do my own thing” is such a poor answer. You literally can’t do your own thing as a healer because you HAVE to go where the alliance is. Which is exactly what pug groups do... And like I said, if you end up in a group you don’t like then join another one. If you like no groups that you join then the problem more than likely lies with you...
Yup.Dame_Scorpio wrote: »So yeah, I'm absolutely bummed my favourite playstyle is irrelevant, but I'm more disappointed that the whole feeling of Cyrodiil has changed. It used to feel awesome to be able to help anyone and everyone I came across, truly like the whole alliance was part of something greater. Now healers are only relevant to 11 people
The only pvp guild I have been a part of is named 'Mostly Outnumbered'. We were formed from players who mostly played solo but always communicated and cooperated in zone chat. Eventually we came together and ran regular groups defending DCs buff campaign from massive zergs coming in from the big campaigns.
I mention this to show that solo players are not always anti social or against teamwork or forming guilds. I also mention this to emphasize that while I might be in zergs healing them a lot, I certainly do not use them to hide behind. Do I use numbers to my advantage? Of course, its basic strategy to kite enemies into range of the zerg. But I am also there throwing myself at zergs when we are outnumbered 2 to 1. A small number of us held AD and EP off at Fort Warden for a long time yesterday when AD was poplocked and EP and DC only had 2 bars. Then we fell back and kept our last scroll from being taken after warden finally did fall.
You can call me a zergling all you want. I really dont feel insulted by being called that. But just know that you are incorrect about my dislike for these changes. I simply want to heal, purge and buff every DC, weather they are a zerg, 1vXer, ball group or solo player... to me as long as you have that blue marker above your head I am willing to die fighting along side you. With this change that goes out the window and am left with a total of 11 players I can ever help.
You might see your guild group as THE weapon you are all working to wield. For me that weapon I am trying to help wield is the entire DC faction. I am a team player to the core, and my team has suddenly been reduced by a factor of 10.