@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.
Okay. well I don't like it and I'll go play planetside2 or GW2 or where-ever my few hundred dollars a year I spend on this will take me.
And I do believe I will not find it hard to find gear and skill that heals other players in the other best large scale pvp mmo out there.
Guild wars will be very pleased with my return to their platform.
And you can play in broken gear game.
Madhatten512 wrote: »If you want to heal join a group period. Its not a hard concept. The server can't handle faction stacking with 100 people spamming cross heals. This is coming from a guy that only plays in a duo. Since they lowered groups size, and made the healing changes pvp performance has improved. So im sorry u cant stack on top of 70 pugs and spam heal them all, but u can't anymore. Deal with it. Find a group to play with and become an actual healer.
Madhatten512 wrote: »If you want to heal join a group period. Its not a hard concept. The server can't handle faction stacking with 100 people spamming cross heals. This is coming from a guy that only plays in a duo. Since they lowered groups size, and made the healing changes pvp performance has improved. So im sorry u cant stack on top of 70 pugs and spam heal them all, but u can't anymore. Deal with it. Find a group to play with and become an actual healer.
I just watched a 12 man ball group kill get about 500 kills moving at max speed, with perma purge, and no one could heal each other, while the ball group carried the scroll away. literally hundreds and hundreds of kills.
The patch is garbage.
Fix it. It's horrible.
I just watched a 12 man ball group kill get about 500 kills moving at max speed, with perma purge, and no one could heal each other, while the ball group carried the scroll away. literally hundreds and hundreds of kills.
The patch is garbage.
Fix it. It's horrible.
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.
I do not want to join and follow a group. I want to heal whoever is next to me because if they die I die when 25 dudes are trying to kill us.
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.
I do not want to join and follow a group. I want to heal whoever is next to me because if they die I die when 25 dudes are trying to kill us.
If you are not next to your group you are failing your role as a healer.
You should embrace the challenge to better your awareness and positioning as to what your group is doing.
I know I'm fighting a losing battle talking to "solo" healers, but you had it way too easy for way too long.
For example, your alliance is sieging a keep, the gate is down and your alliance wants to push. Do you push in? No, you sit outside spamming heals at the gate for some easy AP. While once your alliance gets inside, no healers are there and they die. But you're OK with that, you "did your job" by healing them when they pushed. You'll stroll in when it's safe.
Screw that, get in a group, when that group pushes, follow them and keep them alive.
If that's too painful because they're all idiots, make friends and teach them, or join a group you can learn from.
It is large scale mass MULTIPLAYER teams. Play with your team.
Madhatten512 wrote: »If you want to heal join a group period. Its not a hard concept. The server can't handle faction stacking with 100 people spamming cross heals. This is coming from a guy that only plays in a duo. Since they lowered groups size, and made the healing changes pvp performance has improved. So im sorry u cant stack on top of 70 pugs and spam heal them all, but u can't anymore. Deal with it. Find a group to play with and become an actual healer.
Madhatten512 wrote: »If you want to heal join a group period. Its not a hard concept. The server can't handle faction stacking with 100 people spamming cross heals. This is coming from a guy that only plays in a duo. Since they lowered groups size, and made the healing changes pvp performance has improved. So im sorry u cant stack on top of 70 pugs and spam heal them all, but u can't anymore. Deal with it. Find a group to play with and become an actual healer.
Madhatten512 wrote: »If you want to heal join a group period. Its not a hard concept. The server can't handle faction stacking with 100 people spamming cross heals. This is coming from a guy that only plays in a duo. Since they lowered groups size, and made the healing changes pvp performance has improved. So im sorry u cant stack on top of 70 pugs and spam heal them all, but u can't anymore. Deal with it. Find a group to play with and become an actual healer.
VaranisArano wrote: »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.
I quite agree. I suppose I should have been clearer: what I've seen again and again is that ZOS can't balance teamwork. Coordinated groups are always going to be better than disorganized groups by their very nature.
Its just that sometimes ZOS' balancing decisions hand those organized groups even more advantages than they already had. "Buff defile" is one of those balancing decisions that I've seen ball groups wield to devastating effect, so I can't blame ZOS for not going with it now as the supposedly obvious option. The healing disparity between ball groups and PUGs is especially noticeable with the end to cross-healing - well, "buff defile" is another route to the same end, from the other direction.
So while "buff defile" might be an attractive alternative for healers like me looking our playstyle getting hosed in Cyrodiil, ZOS has to consider balancing Cyrodiil for all players. They've already done the "buff defile" thing and it was a direct buff to ball groups (who really don't need the help right now.) Why would they try the same thing a second time, expecting a different result?
As you say, I think ZOS needed to look at different options if cross-healing was the behavior they wanted to target. They managed to hit all sorts of informal grouping and alliance loyalty with the nerfhammer with this change.
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.
I walk around in the m,iddle of enemy ball groups all the time, it's my specialty. ANd how am I to get 11 noobs to follow me into the enemy zerg.
I want my gear to work just like it reads. My gear says heal allies. I SHOULD BE ABLE to heal allies. MY RESTORATION STAFF DOES NOTHING BUT HEAL ALLIES< AND YET I CANNOT HEAL ALLIES
and NONE of you especially the devs have any right or warrant to FORCE my to play with others.
I simply will no longer pay money for this game if my gears functionality is not returned to me, That is final, There will be no more purchases from the crown store or eso+ membership untill my gear works again.
That's it. Ifthey don;t give my gear back, I don't play eso and they can deal with all the bad publicity ill leave in comments on every place on the internet i search for online games when I post exactly this event where they take away all my things.
How many NEW players are gunna play knowing they are gunna be stripped of there time and effort.
[snip]
[Edit for Bashing.]
TheMightyRevan wrote: »VaranisArano wrote: »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.
I quite agree. I suppose I should have been clearer: what I've seen again and again is that ZOS can't balance teamwork. Coordinated groups are always going to be better than disorganized groups by their very nature.
Its just that sometimes ZOS' balancing decisions hand those organized groups even more advantages than they already had. "Buff defile" is one of those balancing decisions that I've seen ball groups wield to devastating effect, so I can't blame ZOS for not going with it now as the supposedly obvious option. The healing disparity between ball groups and PUGs is especially noticeable with the end to cross-healing - well, "buff defile" is another route to the same end, from the other direction.
So while "buff defile" might be an attractive alternative for healers like me looking our playstyle getting hosed in Cyrodiil, ZOS has to consider balancing Cyrodiil for all players. They've already done the "buff defile" thing and it was a direct buff to ball groups (who really don't need the help right now.) Why would they try the same thing a second time, expecting a different result?
As you say, I think ZOS needed to look at different options if cross-healing was the behavior they wanted to target. They managed to hit all sorts of informal grouping and alliance loyalty with the nerfhammer with this change.
buffing defile makes no difference to ball groups whatsoever, they dont need defile. For a Ball Group its all about maximum burst damage, not debuffs. I'm Sorry but so many ppl talk about raid groups when they actually have no clue.
VaranisArano wrote: »TheMightyRevan wrote: »VaranisArano wrote: »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.
I quite agree. I suppose I should have been clearer: what I've seen again and again is that ZOS can't balance teamwork. Coordinated groups are always going to be better than disorganized groups by their very nature.
Its just that sometimes ZOS' balancing decisions hand those organized groups even more advantages than they already had. "Buff defile" is one of those balancing decisions that I've seen ball groups wield to devastating effect, so I can't blame ZOS for not going with it now as the supposedly obvious option. The healing disparity between ball groups and PUGs is especially noticeable with the end to cross-healing - well, "buff defile" is another route to the same end, from the other direction.
So while "buff defile" might be an attractive alternative for healers like me looking our playstyle getting hosed in Cyrodiil, ZOS has to consider balancing Cyrodiil for all players. They've already done the "buff defile" thing and it was a direct buff to ball groups (who really don't need the help right now.) Why would they try the same thing a second time, expecting a different result?
As you say, I think ZOS needed to look at different options if cross-healing was the behavior they wanted to target. They managed to hit all sorts of informal grouping and alliance loyalty with the nerfhammer with this change.
buffing defile makes no difference to ball groups whatsoever, they dont need defile. For a Ball Group its all about maximum burst damage, not debuffs. I'm Sorry but so many ppl talk about raid groups when they actually have no clue.
I played in a PVP raid when defile was buffed many updates ago and we used it to devastating effect. Weakening your enemy makes it easier to mow them down? Who'dve thought? Not gonna lie - we slaughtered PUGs in droves because they couldn't effectively heal when we stacked up defile effects with other debuffs plus our damage. Then it was nerfed, and we switched to something else that we used to devastating effect.
Ball groups don't needdefile to slaughter PUGs. But if its good, they'll use it. We see it again and again: they will use whatever is currently the most effective method of killing players and use it better than any less organized group. Right now, that's sheer burst damage, but it hasn't always been. If buffing defile makes it effective, they'll use that too. Which means handing the only groups with dedicated healers of their own the means to deny healing to their opponents, especially when their opponents are getting less cross heals now. I've been there, done that, and its something I can't see ZOS trying again.
Or to put it the other way: ZOS already nerfed defile once because ball groups used it to devastating effect. Why should they buff it now, expecting a different result?
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.
Madhatten512 wrote: »If you want to heal join a group period. Its not a hard concept. The server can't handle faction stacking with 100 people spamming cross heals.
<snip>
Find a group to play with and become an actual healer.
Soul_Demon wrote: »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.
The changes implemented seem to be coming from people who dont actually play the game in cyro on a regular basis and have no idea how much they buffed the ballgroups with these choices. Worst part is they seem to be doing a 'hit and run' where they implement changes and dont bother to come back and see what the impact is later on
unless someone is seeing some "Z" icons out in cyro that is, but I am not.