KitLightning wrote: »
true, if anything it might be cathartic to see the devs also getting run down by ball groups. [/Thrusts-His-Spear wrote: »The healing change is the best thing to happen to eso pvp in a long time. No more unkillable zergs
Umm, you do realize that if 1 person faced off against a platoon in real life that they would have no chance right? Why do you think it should be different in game? Numbers matter in war.
No, OP has good points here....it really needs to be reverted since it empowers organized groups and nerfs everyone else who just wants to skirt around large conflicts. As for server performance...that is another issue entirely.
because it is a game? A game where skill actually matters. There have been real life situations where 1 man has killed 8 people with only a pistol with 8 bullets (Thomas Baker, https://en.wikipedia.org/wiki/Thomas_Baker_(Medal_of_Honor_recipient) Another example is CS:GO a skill based and tactical FPS shooter, even against professional players, people have managed to clutch a round in a 1v5 because they played better.
So why shouldnt we be able to kill 8 less experienced players alone when we are clearly way more expierenced and skilled than them. However this is almost impossible in this pvp meta because everyone is stacking proc sets and you die from armor sets, not players, but armor sets. There is no skill in using 1 skill and proccing 3 dots on 1 person and its really boring to fight with/against. Now imagine 3 players with full proc set damage trying to kill you, you cant do anything other than delay the death you will have. I miss the good old times when people had to use skills to kill people and had to follow them closely to kill them instead of just spamming 3 skills to proc them to death.
Because one person taking on and beating 8 people at the same exact time is a rare exception, not a norm. In most other games that require skill, 'going in 1v5' is equivalent to intentionally feeding lol. Winning a 1v5 fight is exceptionally rare and in most cases it's actually the enemy trickling in 1 or two at a time, not actually fighting all 5 at once. Thats actually the trick to fighting multiple enemies is to force them to file in one at a time and not all at once. A scenario where you are focused by 8 people at once and still beat them is absolutely insane.
Narvuntien wrote: »Cryodil is 12 man PVP content.
If you want to solo... duel.
If you are a solo player in Cryodil just type lfg in group chat, if no group picks you up the next thing is to collect a PUG group from other people spamming lfg in chat.
I have had some of my best pvp running pug groups.
YandereGirlfriend wrote: »I see many posts bashing ball groups as like an illegitimate style of play or something, which I find very odd.
Putting together an effective ball group composition is a theory-crafting and general game mechanics challenge equal to, at the very least, optimizing for a trial in a high-end PvE guild.
Yet nobody denigrates skilled trials groups for pushing scores on the exact same content that random Craglorn groups struggle to barely clear.
The exact same dynamic exists between ball groups and the PUGs in Cyrodiil, except in that case it's PvP, where egos are on the line. In Cyrodiil, players tend to get salty when they're wiped and need to find easy explanations to explain why they died, whether they are grounded in reality... or not.
Now, I tend to think that 12-person groups are amazing and I personally agree with the healing changes. But I can empathize with solo PvP healers who feel as though they have been robbed of their playstyle. There is likely a better solution to the problem than the current one but I do also think that it would be a mistake to simply revert back to how it used to be.
YandereGirlfriend wrote: »I see many posts bashing ball groups as like an illegitimate style of play or something, which I find very odd.
Putting together an effective ball group composition is a theory-crafting and general game mechanics challenge equal to, at the very least, optimizing for a trial in a high-end PvE guild.
Yet nobody denigrates skilled trials groups for pushing scores on the exact same content that random Craglorn groups struggle to barely clear.
The exact same dynamic exists between ball groups and the PUGs in Cyrodiil, except in that case it's PvP, where egos are on the line. In Cyrodiil, players tend to get salty when they're wiped and need to find easy explanations to explain why they died, whether they are grounded in reality... or not.
Now, I tend to think that 12-person groups are amazing and I personally agree with the healing changes. But I can empathize with solo PvP healers who feel as though they have been robbed of their playstyle. There is likely a better solution to the problem than the current one but I do also think that it would be a mistake to simply revert back to how it used to be.
YandereGirlfriend wrote: »I see many posts bashing ball groups as like an illegitimate style of play or something, which I find very odd.
Putting together an effective ball group composition is a theory-crafting and general game mechanics challenge equal to, at the very least, optimizing for a trial in a high-end PvE guild.
Yet nobody denigrates skilled trials groups for pushing scores on the exact same content that random Craglorn groups struggle to barely clear.
The exact same dynamic exists between ball groups and the PUGs in Cyrodiil, except in that case it's PvP, where egos are on the line. In Cyrodiil, players tend to get salty when they're wiped and need to find easy explanations to explain why they died, whether they are grounded in reality... or not.
Now, I tend to think that 12-person groups are amazing and I personally agree with the healing changes. But I can empathize with solo PvP healers who feel as though they have been robbed of their playstyle. There is likely a better solution to the problem than the current one but I do also think that it would be a mistake to simply revert back to how it used to be.
YandereGirlfriend wrote: »I see many posts bashing ball groups as like an illegitimate style of play or something, which I find very odd.
Putting together an effective ball group composition is a theory-crafting and general game mechanics challenge equal to, at the very least, optimizing for a trial in a high-end PvE guild.
Yet nobody denigrates skilled trials groups for pushing scores on the exact same content that random Craglorn groups struggle to barely clear.
The exact same dynamic exists between ball groups and the PUGs in Cyrodiil, except in that case it's PvP, where egos are on the line. In Cyrodiil, players tend to get salty when they're wiped and need to find easy explanations to explain why they died, whether they are grounded in reality... or not.
Now, I tend to think that 12-person groups are amazing and I personally agree with the healing changes. But I can empathize with solo PvP healers who feel as though they have been robbed of their playstyle. There is likely a better solution to the problem than the current one but I do also think that it would be a mistake to simply revert back to how it used to be.
Thrusts-His-Spear wrote: »The healing change is the best thing to happen to eso pvp in a long time. No more unkillable zergs
Umm, you do realize that if 1 person faced off against a platoon in real life that they would have no chance right? Why do you think it should be different in game? Numbers matter in war.
No, OP has good points here....it really needs to be reverted since it empowers organized groups and nerfs everyone else who just wants to skirt around large conflicts. As for server performance...that is another issue entirely.
because it is a game? A game where skill actually matters. There have been real life situations where 1 man has killed 8 people with only a pistol with 8 bullets (Thomas Baker, https://en.wikipedia.org/wiki/Thomas_Baker_(Medal_of_Honor_recipient) Another example is CS:GO a skill based and tactical FPS shooter, even against professional players, people have managed to clutch a round in a 1v5 because they played better.
So why shouldnt we be able to kill 8 less experienced players alone when we are clearly way more expierenced and skilled than them. However this is almost impossible in this pvp meta because everyone is stacking proc sets and you die from armor sets, not players, but armor sets. There is no skill in using 1 skill and proccing 3 dots on 1 person and its really boring to fight with/against. Now imagine 3 players with full proc set damage trying to kill you, you cant do anything other than delay the death you will have. I miss the good old times when people had to use skills to kill people and had to follow them closely to kill them instead of just spamming 3 skills to proc them to death.
Maybe that's why the happydancing about the randoms getting kicked in the *** with the "healing change" comes so naturally to some of them. 🤔Joy_Division wrote: »Put that on top of how ZOS has completely deprived many of how they have been playing for years (and I'll even count the PuG wranglers who ran with 24 because 12 person PuG groups are pretty much useless), and there's going to be a lot of blowback, irrespective of the aesthetic of an entire group being super effective when the primary tactic is running a conga line.
Joy_Division wrote: »UGotBenched91 wrote: »Thrusts-His-Spear wrote: »The healing change is the best thing to happen to eso pvp in a long time. No more unkillable zergs
@Thrusts-His-Spear
So, I haven’t been in cyrodil for a couple months but I hear with the proc set groups are still unkillable despite the healer changes?
They are even stronger than they were before since they still can heal each other, but many of the players they farm cannot.
Goregrinder wrote: »MasterSpatula wrote: »Goregrinder wrote: »ESO supports different playstyles and provides players with choices on how they want to play the game. With that, there will be different rewards or incentives to choose one playstyle over another. Some people love playing solo, others love being grouped. One of the rewards or incentives of being groups is that your heals and theirs all heal everyone within your group. Otherwise you have like 50 players who don't even have to be grouped, all AoE healing each other [snip]
The choice we're presented with is whether you want to have your cake, or eat it. The choice is 100% yours.
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KitLightning wrote: »
true, if anything it might be cathartic to see the devs also getting run down by ball groups.
VaranisArano wrote: »Goregrinder wrote: »MasterSpatula wrote: »Goregrinder wrote: »ESO supports different playstyles and provides players with choices on how they want to play the game. With that, there will be different rewards or incentives to choose one playstyle over another. Some people love playing solo, others love being grouped. One of the rewards or incentives of being groups is that your heals and theirs all heal everyone within your group. Otherwise you have like 50 players who don't even have to be grouped, all AoE healing each other [snip]
The choice we're presented with is whether you want to have your cake, or eat it. The choice is 100% yours.
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Well, aside from those healers who didn't want to be forced into a group to be able to heal [snip]
And no, its not a matter of having our cake (cross-group healing) and eating it too (being able to heal without joining a specific group.)
Its a matter of whether or not we'll be able to play like we always used to be able to in Cyrodiil, where everyone on our faction can heal and be healed by all nearby allies in the same fight, formally grouped or not.
[snip]
Goregrinder wrote: »VaranisArano wrote: »Goregrinder wrote: »MasterSpatula wrote: »Goregrinder wrote: »ESO supports different playstyles and provides players with choices on how they want to play the game. With that, there will be different rewards or incentives to choose one playstyle over another. Some people love playing solo, others love being grouped. One of the rewards or incentives of being groups is that your heals and theirs all heal everyone within your group. Otherwise you have like 50 players who don't even have to be grouped, all AoE healing each other [snip]
The choice we're presented with is whether you want to have your cake, or eat it. The choice is 100% yours.
[Quoted post was removed]
[Quoted post was removed]
Well, aside from those healers who didn't want to be forced into a group to be able to heal [snip]
And no, its not a matter of having our cake (cross-group healing) and eating it too (being able to heal without joining a specific group.)
Its a matter of whether or not we'll be able to play like we always used to be able to in Cyrodiil, where everyone on our faction can heal and be healed by all nearby allies in the same fight, formally grouped or not.
[snip]
There are many things in life that we used to do because at the time they either worked well or were the only way to do something. Things change, and the way we "used" to play wasn't working anymore with the current level of power creep. The only way PVP works is if players die, which includes groups. Now players are incentivized to work as a team, and be efficient with how they play...more tactical if you will. Rather than spam AoE heals to keep 30 people up.
Goregrinder wrote: »Rather than spam AoE heals to keep 30 people up.
Goregrinder wrote: »VaranisArano wrote: »Goregrinder wrote: »MasterSpatula wrote: »Goregrinder wrote: »ESO supports different playstyles and provides players with choices on how they want to play the game. With that, there will be different rewards or incentives to choose one playstyle over another. Some people love playing solo, others love being grouped. One of the rewards or incentives of being groups is that your heals and theirs all heal everyone within your group. Otherwise you have like 50 players who don't even have to be grouped, all AoE healing each other [snip]
The choice we're presented with is whether you want to have your cake, or eat it. The choice is 100% yours.
[Quoted post was removed]
[Quoted post was removed]
Well, aside from those healers who didn't want to be forced into a group to be able to heal [snip]
And no, its not a matter of having our cake (cross-group healing) and eating it too (being able to heal without joining a specific group.)
Its a matter of whether or not we'll be able to play like we always used to be able to in Cyrodiil, where everyone on our faction can heal and be healed by all nearby allies in the same fight, formally grouped or not.
[snip]
There are many things in life that we used to do because at the time they either worked well or were the only way to do something. Things change, and the way we "used" to play wasn't working anymore with the current level of power creep. The only way PVP works is if players die, which includes groups. Now players are incentivized to work as a team, and be efficient with how they play...more tactical if you will. Rather than spam AoE heals to keep 30 people up.
Goregrinder wrote: »VaranisArano wrote: »Goregrinder wrote: »MasterSpatula wrote: »Goregrinder wrote: »ESO supports different playstyles and provides players with choices on how they want to play the game. With that, there will be different rewards or incentives to choose one playstyle over another. Some people love playing solo, others love being grouped. One of the rewards or incentives of being groups is that your heals and theirs all heal everyone within your group. Otherwise you have like 50 players who don't even have to be grouped, all AoE healing each other [snip]
The choice we're presented with is whether you want to have your cake, or eat it. The choice is 100% yours.
[Quoted post was removed]
[Quoted post was removed]
Well, aside from those healers who didn't want to be forced into a group to be able to heal [snip]
And no, its not a matter of having our cake (cross-group healing) and eating it too (being able to heal without joining a specific group.)
Its a matter of whether or not we'll be able to play like we always used to be able to in Cyrodiil, where everyone on our faction can heal and be healed by all nearby allies in the same fight, formally grouped or not.
[snip]
There are many things in life that we used to do because at the time they either worked well or were the only way to do something. Things change, and the way we "used" to play wasn't working anymore with the current level of power creep. The only way PVP works is if players die, which includes groups. Now players are incentivized to work as a team, and be efficient with how they play...more tactical if you will. Rather than spam AoE heals to keep 30 people up.
just wanted to post a little food for thought.
if this was to fix a problem, what was the problem?
your answer is probably the hyperbolic answer of "1 person healing 30! and keeping them from dying!"
Goregrinder wrote: »The only way PVP works is if players die, which includes groups. Now players are incentivized to work as a team, and be efficient with how they play...more tactical if you will. Rather than spam AoE heals to keep 30 people up.
VaranisArano wrote: »First off, if their idea was "limit healing = players dying", then I assure you my raid healer outputs a lot more healing than my "solo" healer or "PUG healer" ever does. Something about being able to run a dedicated healer within the protection of an organized group with stacked support sets and coordinated movement let's me spam healing on teammates who aren't spread out across the battlefield, you know?
Predictably, this means that any attempt to limit healing was going to benefit organized raids and ball groups...who were already the hardest groups in Cyrodiil to kill, often requiring less organized players to bring a big numbers advantage to the fight.
Second, if ZOS did this because they can't contain power creep and groups not dying, then they should have taken aim at the groups who are hardest to kill.
You guys dont actually want to solo, no what you want is to chase down solo players with randoms while still being able to heal them. No. But you still will chase actual solo players down with a random group and thank god you wont be able to heal them.
Best change ever. You guys dont actually want to solo, no what you want is to chase down solo players with randoms while still being able to heal them. No. But you still will chase actual solo players down with a random group and thank god you wont be able to heal them. You already have the advantage, you dont need more.
Again, one of the best changes they ever made. right along side the group size. Plus its good for performance. Its a step in the right direction for once.
If you really want to randomly heal people find a heal that can still heal others. I dont play a healer, and never will, but ive seen people healing randoms with cauterize. Not sure what else does it.