zos wrote:In reviewing the data for all the different tests, [the testing did] not have a significant enough impact on improving the overall player experience.
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.
Joy_Division wrote: »I feel your frustration
To answer your question:zos wrote:In reviewing the data for all the different tests, [the testing did] not have a significant enough impact on improving the overall player experience.
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.
The worst about this change is that it made ballgroups even stronger. Nowadays you either play parcour in a resource tower or spam AOEs in a ballgroup.
If you "don't play nice with others" why are you a healer?
Surely you'd be better off being something more selfish as you clearly don't want to help your alliance, but just tag along for some easy participation points.
Join a group and help them.
If you "don't play nice with others" why are you a healer?
Surely you'd be better off being something more selfish as you clearly don't want to help your alliance, but just tag along for some easy participation points.
Join a group and help them.
If healing was a problem why did they nerf defile?
Like hellllllllo!
DreadDaedroth wrote: »It's odd that support roles like healers can enjoy AvAvA only in small 12 players groups and they cannot support and play with their alliance.
VaranisArano wrote: »If healing was a problem why did they nerf defile?
Like hellllllllo!
Because everyone thinks about "Oh, I'll use defile to kill that tank guy" and forgets to consider the ball group who has several players creating defile effects making it even easier for them to murder massed PUGs (who get less healing than the ball group to begin with.)
There used to be several sets that had powerful defile effects. Then there was a patch when the organized groups started using them to cut through PUGs like a hot knife through cheesecake and ZOS promptly nerfed them all.
VaranisArano wrote: »If healing was a problem why did they nerf defile?
Like hellllllllo!
Because everyone thinks about "Oh, I'll use defile to kill that tank guy" and forgets to consider the ball group who has several players creating defile effects making it even easier for them to murder massed PUGs (who get less healing than the ball group to begin with.)
There used to be several sets that had powerful defile effects. Then there was a patch when the organized groups started using them to cut through PUGs like a hot knife through cheesecake and ZOS promptly nerfed them all.
Sounds contradictory doesn't it? So ball groups kill pugs to hard, and they ultimately make it so pugs cant heal each other...
Thanks for the insight, but it's just compounding my point made, isn't it?
This is why I'm calling this hack work around. the developers failure to balance the monstrosity they have created should not result in my (being a paying customer) having years of collection rendered obsolete because they are incompetent in the ability to balance their own game mechanics and conventions. If there's too much heals then address it at the skill. and these skills have to do the same thing in cyro as in pve, because i build my ride in pve... now i build my ride and get to cyro AND NOTHING WORKS! and it is not okay.
VaranisArano wrote: »If healing was a problem why did they nerf defile?
Like hellllllllo!
Because everyone thinks about "Oh, I'll use defile to kill that tank guy" and forgets to consider the ball group who has several players creating defile effects making it even easier for them to murder massed PUGs (who get less healing than the ball group to begin with.)
There used to be several sets that had powerful defile effects. Then there was a patch when the organized groups started using them to cut through PUGs like a hot knife through cheesecake and ZOS promptly nerfed them all.
Sounds contradictory doesn't it? So ball groups kill pugs to hard, and they ultimately make it so pugs cant heal each other...
Thanks for the insight, but it's just compounding my point made, isn't it?
This is why I'm calling this hack work around. the developers failure to balance the monstrosity they have created should not result in my (being a paying customer) having years of collection rendered obsolete because they are incompetent in the ability to balance their own game mechanics and conventions. If there's too much heals then address it at the skill. and these skills have to do the same thing in cyro as in pve, because i build my ride in pve... now i build my ride and get to cyro AND NOTHING WORKS! and it is not okay.
VaranisArano wrote: »If healing was a problem why did they nerf defile?
Like hellllllllo!
Because everyone thinks about "Oh, I'll use defile to kill that tank guy" and forgets to consider the ball group who has several players creating defile effects making it even easier for them to murder massed PUGs (who get less healing than the ball group to begin with.)
There used to be several sets that had powerful defile effects. Then there was a patch when the organized groups started using them to cut through PUGs like a hot knife through cheesecake and ZOS promptly nerfed them all.
Sounds contradictory doesn't it? So ball groups kill pugs to hard, and they ultimately make it so pugs cant heal each other...
Thanks for the insight, but it's just compounding my point made, isn't it?
This is why I'm calling this hack work around. the developers failure to balance the monstrosity they have created should not result in my (being a paying customer) having years of collection rendered obsolete because they are incompetent in the ability to balance their own game mechanics and conventions. If there's too much heals then address it at the skill. and these skills have to do the same thing in cyro as in pve, because i build my ride in pve... now i build my ride and get to cyro AND NOTHING WORKS! and it is not okay.
I think it is the other way:
Ball groups kill unorganized players easily. So to counter that, forcing players to group for healing means that more groups will be coordinated together to take on ball groups.
I personally like these changes. As both someone who mostly plays ungrouped and who runs a healer in Cyrodil on occasion.
As a mostly ungrouped player, my conditional mag heals, like healing ward and rapid regen, are now guaranteed to hit me, no matter what. That is awesome. Prior to this, casting either of those skills was a coin flip on if they would actually land on yourself when you needed them.
As far as queuing as a healer, running around to random keeps hoping there are people there to help is far less helpful than joining a group and helping that group survive. I've healed many a random siege prior to this change, and all it amounted to was following the mindless zerg in defense and captures. There really is no "choice" about where to go or who to help. If you are a healer helping two random people on a resource, you are less useful than a healer helping people in the zerg. And if you are joining the zerg to heal, you aren't really given a choice where to go.
And if you really don't want to follow crown, start your own group and be crown. Then you can lead your group to any fight on the map you want at any time you want.
VaranisArano wrote: »VaranisArano wrote: »If healing was a problem why did they nerf defile?
Like hellllllllo!
Because everyone thinks about "Oh, I'll use defile to kill that tank guy" and forgets to consider the ball group who has several players creating defile effects making it even easier for them to murder massed PUGs (who get less healing than the ball group to begin with.)
There used to be several sets that had powerful defile effects. Then there was a patch when the organized groups started using them to cut through PUGs like a hot knife through cheesecake and ZOS promptly nerfed them all.
Sounds contradictory doesn't it? So ball groups kill pugs to hard, and they ultimately make it so pugs cant heal each other...
Thanks for the insight, but it's just compounding my point made, isn't it?
This is why I'm calling this hack work around. the developers failure to balance the monstrosity they have created should not result in my (being a paying customer) having years of collection rendered obsolete because they are incompetent in the ability to balance their own game mechanics and conventions. If there's too much heals then address it at the skill. and these skills have to do the same thing in cyro as in pve, because i build my ride in pve... now i build my ride and get to cyro AND NOTHING WORKS! and it is not okay.
Kinda. I play a PVP healer, so I definitely dislike the changes.
But since I heal in a PVP guild as well, ZOS trying to nerf healing is not as simple as "buff defile instead!" Cyrodiil balance is hard because you can have one group of 12 players who're in voice comms, have dedicated healers, wear specific sets, and stick together...and on the other side you have 12 players who LFGed in zone chat. How do you balance that?
The answer I've seen again and again is that ZOS can't do it. Either they inadvertently strengthen ball groups or they leave ball groups as the people with the best access to certain things. This healing change reminds me of when ZOS nerfed all speed sources except for Rapids, thus leaving ball groups as the speediest people in Cyrodiil because they were the only people who could afford to spam Rapids in combat.
Araneae6537 wrote: »VaranisArano wrote: »VaranisArano wrote: »If healing was a problem why did they nerf defile?
Like hellllllllo!
Because everyone thinks about "Oh, I'll use defile to kill that tank guy" and forgets to consider the ball group who has several players creating defile effects making it even easier for them to murder massed PUGs (who get less healing than the ball group to begin with.)
There used to be several sets that had powerful defile effects. Then there was a patch when the organized groups started using them to cut through PUGs like a hot knife through cheesecake and ZOS promptly nerfed them all.
Sounds contradictory doesn't it? So ball groups kill pugs to hard, and they ultimately make it so pugs cant heal each other...
Thanks for the insight, but it's just compounding my point made, isn't it?
This is why I'm calling this hack work around. the developers failure to balance the monstrosity they have created should not result in my (being a paying customer) having years of collection rendered obsolete because they are incompetent in the ability to balance their own game mechanics and conventions. If there's too much heals then address it at the skill. and these skills have to do the same thing in cyro as in pve, because i build my ride in pve... now i build my ride and get to cyro AND NOTHING WORKS! and it is not okay.
Kinda. I play a PVP healer, so I definitely dislike the changes.
But since I heal in a PVP guild as well, ZOS trying to nerf healing is not as simple as "buff defile instead!" Cyrodiil balance is hard because you can have one group of 12 players who're in voice comms, have dedicated healers, wear specific sets, and stick together...and on the other side you have 12 players who LFGed in zone chat. How do you balance that?
The answer I've seen again and again is that ZOS can't do it. Either they inadvertently strengthen ball groups or they leave ball groups as the people with the best access to certain things. This healing change reminds me of when ZOS nerfed all speed sources except for Rapids, thus leaving ball groups as the speediest people in Cyrodiil because they were the only people who could afford to spam Rapids in combat.
I don’t think that anyone should expect them to balance them. Working together and coordinating should be most effective, no? You should not expect to be able to defeat any and every enemy or group of enemies. You should have thee option of playing more casual and taking what victories you can or min-maxing and playing in a coordinated group and well expect greater victories that way. What should not happen, in my opinion, is taking away player options, nerfing small groups or ungrouped players, as by making heals group only. If healing unintended targets was a problem, then perhaps priorities needed to be adjusted (low-health group members before nearby allies) or give players that as an option or simply leave it as it was — there were already plenty of morphs and abilities that heal only the caster.
@VaranisArano I simply said why was it nerfed, not buff it, but i see your point.
I think they should add magicka and stamina pool damage, ie: some skills and morphs and sets that simply reduce your resource pools.
It would let players combat the spam themselves, without castrating my gear.
The biggest issue here is that my gear no longer does what it says it should do. And I collected it with the understanding that it SHOULD do as it says.
I do not expect my extensive vault of collected gear to be rendered obsolete, frankly I do not care how they balance it or fix it.
Also any of you that don;t know how to stop the ball groups and are not using lightning balistas. You dont know how to stop the ball group BECAUSE you are not using lightning balistas. Ball group do what they do because of purge, not because of the heals.
They are essentially immune to all DoT and CC's because 4 out of 12 guys do nothing but spam purge. the only way to stop that is by somehow stopping them from casting purge.
VaranisArano wrote: »If healing was a problem why did they nerf defile?
Like hellllllllo!
Because everyone thinks about "Oh, I'll use defile to kill that tank guy" and forgets to consider the ball group who has several players creating defile effects making it even easier for them to murder massed PUGs (who get less healing than the ball group to begin with.)
There used to be several sets that had powerful defile effects. Then there was a patch when the organized groups started using them to cut through PUGs like a hot knife through cheesecake and ZOS promptly nerfed them all.
Sounds contradictory doesn't it? So ball groups kill pugs to hard, and they ultimately make it so pugs cant heal each other...
Thanks for the insight, but it's just compounding my point made, isn't it?
This is why I'm calling this hack work around. the developers failure to balance the monstrosity they have created should not result in my (being a paying customer) having years of collection rendered obsolete because they are incompetent in the ability to balance their own game mechanics and conventions. If there's too much heals then address it at the skill. and these skills have to do the same thing in cyro as in pve, because i build my ride in pve... now i build my ride and get to cyro AND NOTHING WORKS! and it is not okay.
I think it is the other way:
Ball groups kill unorganized players easily. So to counter that, forcing players to group for healing means that more groups will be coordinated together to take on ball groups.
I personally like these changes. As both someone who mostly plays ungrouped and who runs a healer in Cyrodil on occasion.
As a mostly ungrouped player, my conditional mag heals, like healing ward and rapid regen, are now guaranteed to hit me, no matter what. That is awesome. Prior to this, casting either of those skills was a coin flip on if they would actually land on yourself when you needed them.
As far as queuing as a healer, running around to random keeps hoping there are people there to help is far less helpful than joining a group and helping that group survive. I've healed many a random siege prior to this change, and all it amounted to was following the mindless zerg in defense and captures. There really is no "choice" about where to go or who to help. If you are a healer helping two random people on a resource, you are less useful than a healer helping people in the zerg. And if you are joining the zerg to heal, you aren't really given a choice where to go.
And if you really don't want to follow crown, start your own group and be crown. Then you can lead your group to any fight on the map you want at any time you want.
@VaranisArano I simply said why was it nerfed, not buff it, but i see your point.
I think they should add magicka and stamina pool damage, ie: some skills and morphs and sets that simply reduce your resource pools.
It would let players combat the spam themselves, without castrating my gear.
The biggest issue here is that my gear no longer does what it says it should do. And I collected it with the understanding that it SHOULD do as it says.
I do not expect my extensive vault of collected gear to be rendered obsolete, frankly I do not care how they balance it or fix it.
Also any of you that don;t know how to stop the ball groups and are not using lightning balistas. You dont know how to stop the ball group BECAUSE you are not using lightning balistas. Ball group do what they do because of purge, not because of the heals.
They are essentially immune to all DoT and CC's because 4 out of 12 guys do nothing but spam purge. the only way to stop that is by somehow stopping them from casting purge.
As this is a living game, expecting your gear to stay the same always is wishful thinking. Plenty of gear sets have been radically changed over the years. There are sets that don't even look like what they once did. Gear changes, the game changes, it's just something you are going to have to adapt to.
The good thing is, with the set collection now, you won't ever have to regrind the gear if you find it becomes usable for you again.
@VaranisArano I simply said why was it nerfed, not buff it, but i see your point.
I think they should add magicka and stamina pool damage, ie: some skills and morphs and sets that simply reduce your resource pools.
It would let players combat the spam themselves, without castrating my gear.
The biggest issue here is that my gear no longer does what it says it should do. And I collected it with the understanding that it SHOULD do as it says.
I do not expect my extensive vault of collected gear to be rendered obsolete, frankly I do not care how they balance it or fix it.
Also any of you that don;t know how to stop the ball groups and are not using lightning balistas. You dont know how to stop the ball group BECAUSE you are not using lightning balistas. Ball group do what they do because of purge, not because of the heals.
They are essentially immune to all DoT and CC's because 4 out of 12 guys do nothing but spam purge. the only way to stop that is by somehow stopping them from casting purge.
As this is a living game, expecting your gear to stay the same always is wishful thinking. Plenty of gear sets have been radically changed over the years. There are sets that don't even look like what they once did. Gear changes, the game changes, it's just something you are going to have to adapt to.
The good thing is, with the set collection now, you won't ever have to regrind the gear if you find it becomes usable for you again.
So I have to go grind transmutes? 30% of dozens of collected gear sets being rendered useless is a large difference from balance and tuning and sets changing. Okay my restoration staff passive doesn't even heal other targets. This is a completely unacceptable level of tolerance to be asked of me.
And no, I will absolutely not give up the value of my gear vault just because I can transmute gear, that is ridiculous.. it would cost me 2 million transmutes to replace my gear vault. And I do not except 30% of that gear being rendered unusable.
I will not pay for this game if they are gunna mess with my vault like that.
And I will not hear any argument that says I should be accepting of the fact that 30% of such an impressive vault of gears should be damaged in a way this heavy handed.
Its not okay, what you are saying is not okay. Taking away this much of my stuff in one blow is not okay, and there's nothing you can say that will make it okay.
@VaranisArano I simply said why was it nerfed, not buff it, but i see your point.
I think they should add magicka and stamina pool damage, ie: some skills and morphs and sets that simply reduce your resource pools.
It would let players combat the spam themselves, without castrating my gear.
The biggest issue here is that my gear no longer does what it says it should do. And I collected it with the understanding that it SHOULD do as it says.
I do not expect my extensive vault of collected gear to be rendered obsolete, frankly I do not care how they balance it or fix it.
Also any of you that don;t know how to stop the ball groups and are not using lightning balistas. You dont know how to stop the ball group BECAUSE you are not using lightning balistas. Ball group do what they do because of purge, not because of the heals.
They are essentially immune to all DoT and CC's because 4 out of 12 guys do nothing but spam purge. the only way to stop that is by somehow stopping them from casting purge.
As this is a living game, expecting your gear to stay the same always is wishful thinking. Plenty of gear sets have been radically changed over the years. There are sets that don't even look like what they once did. Gear changes, the game changes, it's just something you are going to have to adapt to.
The good thing is, with the set collection now, you won't ever have to regrind the gear if you find it becomes usable for you again.
So I have to go grind transmutes? 30% of dozens of collected gear sets being rendered useless is a large difference from balance and tuning and sets changing. Okay my restoration staff passive doesn't even heal other targets. This is a completely unacceptable level of tolerance to be asked of me.
And no, I will absolutely not give up the value of my gear vault just because I can transmute gear, that is ridiculous.. it would cost me 2 million transmutes to replace my gear vault. And I do not except 30% of that gear being rendered unusable.
I will not pay for this game if they are gunna mess with my vault like that.
And I will not hear any argument that says I should be accepting of the fact that 30% of such an impressive vault of gears should be damaged in a way this heavy handed.
Its not okay, what you are saying is not okay. Taking away this much of my stuff in one blow is not okay, and there's nothing you can say that will make it okay.
It's the truth though. Tons of gear year to year is rendered useless or less than useful due to balance changing, and players who invested in that gear eat the costs involved, every patch. It's the nature of this type of game and it always will be. The fact is, the gear still works perfectly fine, you just need to be in PVE or in a group to use it. Your gear did not change.
@VaranisArano I simply said why was it nerfed, not buff it, but i see your point.
I think they should add magicka and stamina pool damage, ie: some skills and morphs and sets that simply reduce your resource pools.
It would let players combat the spam themselves, without castrating my gear.
The biggest issue here is that my gear no longer does what it says it should do. And I collected it with the understanding that it SHOULD do as it says.
I do not expect my extensive vault of collected gear to be rendered obsolete, frankly I do not care how they balance it or fix it.
Also any of you that don;t know how to stop the ball groups and are not using lightning balistas. You dont know how to stop the ball group BECAUSE you are not using lightning balistas. Ball group do what they do because of purge, not because of the heals.
They are essentially immune to all DoT and CC's because 4 out of 12 guys do nothing but spam purge. the only way to stop that is by somehow stopping them from casting purge.
As this is a living game, expecting your gear to stay the same always is wishful thinking. Plenty of gear sets have been radically changed over the years. There are sets that don't even look like what they once did. Gear changes, the game changes, it's just something you are going to have to adapt to.
The good thing is, with the set collection now, you won't ever have to regrind the gear if you find it becomes usable for you again.
So I have to go grind transmutes? 30% of dozens of collected gear sets being rendered useless is a large difference from balance and tuning and sets changing. Okay my restoration staff passive doesn't even heal other targets. This is a completely unacceptable level of tolerance to be asked of me.
And no, I will absolutely not give up the value of my gear vault just because I can transmute gear, that is ridiculous.. it would cost me 2 million transmutes to replace my gear vault. And I do not except 30% of that gear being rendered unusable.
I will not pay for this game if they are gunna mess with my vault like that.
And I will not hear any argument that says I should be accepting of the fact that 30% of such an impressive vault of gears should be damaged in a way this heavy handed.
Its not okay, what you are saying is not okay. Taking away this much of my stuff in one blow is not okay, and there's nothing you can say that will make it okay.
It's the truth though. Tons of gear year to year is rendered useless or less than useful due to balance changing, and players who invested in that gear eat the costs involved, every patch. It's the nature of this type of game and it always will be. The fact is, the gear still works perfectly fine, you just need to be in PVE or in a group to use it. Your gear did not change.