5. Removed faction unity whereby a bunch of solo players could choose to work together with a healer to achieve goals... Now said solo players can still achieve goals but healers cannot be apart of that 'teamwork' without actually being grouped with them, which has just removed some meaningful game play from healers.
Along these lines, another undesirable change I've noticed is that since ungrouped healers (and unknown DPS and tanks who's LFG calls go unheeded) no longer find relevance in traveling with clusters of other players, a lot of them have taken to solo capturing resources as one of the few things they can do to help their alliance. The problem with this is, now guild groups who are trying to take keeps by surprise are yelling at the RSS cappers in zone chat for drawing the attention of the enemy, who are now porting in to keep their fort from being cut, while still being unaware of the hit squad setting up at the front door. So naturally, they are in a great position to defend once the sieges start firing. So, not only are they limited in what they can achieve on their own, but they are getting berated by their own people for doing so.
Narvuntien wrote: »Cryodil is 12 man PVP content if you are a healer
Fixed
Everyone else still gets to play solo if they want to.
And women apparently don't get to play at all... oh well.
Vevvev - Man in this context is another way of saying human.
Girl_Number8 wrote: »Narvuntien wrote: »Cryodil is 12 man PVP content if you are a healer
Fixed
Everyone else still gets to play solo if they want to.
And women apparently don't get to play at all... oh well.
Vevvev - Man in this context is another way of saying human.
Or you could of just said a 12 person group....
From the OP I don’t really see what you’re complaining about. If you’re not getting picked up, form your own group. Also, you could join an active PvP guild that has groups always running different campaigns.
Why have you not done either of these or have you?
I mean, I prefer solo and duo but that is how I always have played. Even as a small group of three to four experienced players you can delete full groups.
You should have made friends in PvP by now after playing this game for years. If you haven’t done that then my question is why?
Experienced and even less experienced pocket healers are very valuable for any group.
THEDKEXPERIENCE wrote: »And now I expect to find out that was placebo and my 36,000 point shield only saved me.
THEDKEXPERIENCE wrote: »And now I expect to find out that was placebo and my 36,000 point shield only saved me.
Yep, Barrier was made self only if you aren't in a group.
I've dropped this ulti while helping on a ram and watched everyone around me die, while it saved me. But of course, with no one around left to heal me, I died shortly thereafter.
The scenario would have played out quite differently a couple of months ago.
robertthebard wrote: »So I must admit that I'm a little bit confused, and a bit curious: If this were a "I want solo dungeons" thread, how many would be running with "It's group content, get a group" instead of "yeah, we want our solo"... No trolling or sarcasm intended, it's legit a mysterious thing. Every other thread, when I left back in March was "we need to make areas harder to encourage groups", or something along that line, and yet, here we are, looking at "but my solo content"?
robertthebard wrote: »So I must admit that I'm a little bit confused, and a bit curious: If this were a "I want solo dungeons" thread, how many would be running with "It's group content, get a group" instead of "yeah, we want our solo"... No trolling or sarcasm intended, it's legit a mysterious thing. Every other thread, when I left back in March was "we need to make areas harder to encourage groups", or something along that line, and yet, here we are, looking at "but my solo content"?
Just reading the OP, and the first couple of pages, it's more than a touch ironic that a "solo" player is complaining about not being able to heal a group. Groups should be the last thing you're worried about as a solo player, yes? Again, I'm legit not trying to be trollish here, I just don't get the logic.
Girl_Number8 wrote: »Narvuntien wrote: »Cryodil is 12 man PVP content if you are a healer
Fixed
Everyone else still gets to play solo if they want to.
And women apparently don't get to play at all... oh well.
Vevvev - Man in this context is another way of saying human.
Or you could of just said a 12 person group....
From the OP I don’t really see what you’re complaining about. If you’re not getting picked up, form your own group. Also, you could join an active PvP guild that has groups always running different campaigns.
Why have you not done either of these or have you?
I mean, I prefer solo and duo but that is how I always have played. Even as a small group of three to four experienced players you can delete full groups.
You should have made friends in PvP by now after playing this game for years. If you haven’t done that then my question is why?
Experienced and even less experienced pocket healers are very valuable for any group.
robertthebard wrote: »So I must admit that I'm a little bit confused, and a bit curious: If this were a "I want solo dungeons" thread, how many would be running with "It's group content, get a group" instead of "yeah, we want our solo"... No trolling or sarcasm intended, it's legit a mysterious thing. Every other thread, when I left back in March was "we need to make areas harder to encourage groups", or something along that line, and yet, here we are, looking at "but my solo content"?
Just reading the OP, and the first couple of pages, it's more than a touch ironic that a "solo" player is complaining about not being able to heal a group. Groups should be the last thing you're worried about as a solo player, yes? Again, I'm legit not trying to be trollish here, I just don't get the logic.
robertthebard wrote: »So I must admit that I'm a little bit confused, and a bit curious: If this were a "I want solo dungeons" thread, how many would be running with "It's group content, get a group" instead of "yeah, we want our solo"... No trolling or sarcasm intended, it's legit a mysterious thing. Every other thread, when I left back in March was "we need to make areas harder to encourage groups", or something along that line, and yet, here we are, looking at "but my solo content"?
Just reading the OP, and the first couple of pages, it's more than a touch ironic that a "solo" player is complaining about not being able to heal a group. Groups should be the last thing you're worried about as a solo player, yes? Again, I'm legit not trying to be trollish here, I just don't get the logic.
Are you confused? Your analogy works only if dungeons had been solo content since the game dropped and years later the rules were changed - starting this patch, AOE skills like endless hail and elemental rage will now only damage the first enemy they hit, unless you are in a group of four - and THEN people complained about no longer being able to solo.
The insight that a "solo" player can't really heal anybody but himself because a "solo" player would be of course be all alone in the wilderness, not anywhere near faction allies spontaneously defending a keep, has been addressed repeatedly by extremely patient types. Yes. Players who aren't in formal groups were and are in fact worried about supporting any and all members of their alliance in the alliance war.
robertthebard wrote: »robertthebard wrote: »So I must admit that I'm a little bit confused, and a bit curious: If this were a "I want solo dungeons" thread, how many would be running with "It's group content, get a group" instead of "yeah, we want our solo"... No trolling or sarcasm intended, it's legit a mysterious thing. Every other thread, when I left back in March was "we need to make areas harder to encourage groups", or something along that line, and yet, here we are, looking at "but my solo content"?
Just reading the OP, and the first couple of pages, it's more than a touch ironic that a "solo" player is complaining about not being able to heal a group. Groups should be the last thing you're worried about as a solo player, yes? Again, I'm legit not trying to be trollish here, I just don't get the logic.
Are you confused? Your analogy works only if dungeons had been solo content since the game dropped and years later the rules were changed - starting this patch, AOE skills like endless hail and elemental rage will now only damage the first enemy they hit, unless you are in a group of four - and THEN people complained about no longer being able to solo.
The insight that a "solo" player can't really heal anybody but himself because a "solo" player would be of course be all alone in the wilderness, not anywhere near faction allies spontaneously defending a keep, has been addressed repeatedly by extremely patient types. Yes. Players who aren't in formal groups were and are in fact worried about supporting any and all members of their alliance in the alliance war.
Then make, or join a group. Reading here, it's a 12 person activity, 12 people == group activity. If I want to participate in group activities, I'm going to join a group, not sit on the sidelines complaining that I can't solo it, or that they took steps to encourage group play in a group play environment. The irony here being, of course, how the topic is usually the other way around, ie, "if you want to take part in group activities, you should have a group to do so".
So I guess I'm less confused, and more amused at the irony.
robertthebard wrote: »Then make, or join a group. Reading here, it's a 12 person activity, 12 people == group activity. If I want to participate in group activities, I'm going to join a group, not sit on the sidelines complaining that I can't solo it, or that they took steps to encourage group play in a group play environment. The irony here being, of course, how the topic is usually the other way around, ie, "if you want to take part in group activities, you should have a group to do so".
So I guess I'm less confused, and more amused at the irony.
THEDKEXPERIENCE wrote: »
robertthebard wrote: »Then make, or join a group. Reading here, it's a 12 person activity, 12 people == group activity. If I want to participate in group activities, I'm going to join a group, not sit on the sidelines complaining that I can't solo it, or that they took steps to encourage group play in a group play environment. The irony here being, of course, how the topic is usually the other way around, ie, "if you want to take part in group activities, you should have a group to do so".
So I guess I'm less confused, and more amused at the irony.
There's literally a post by VaranisArano explaining why this isn't that easy five posts above yours. I'm not going to lie, I'm sick of people coming into these threads and smugly suggesting that we former solo healers should ~just group up or make a group, like it's just that simple and the negatives of this haven't been explained ad nauseum (rather like explanations to the excruciatingly disingenuous "lol if ur a solo healer how do u heal anyone if no one is around!!!" posts) often in that very thread.THEDKEXPERIENCE wrote: »
Thanks for this. I guess I have to contribute to the annoying proc meta now since my preferred style of playing no longer exists.
THEDKEXPERIENCE wrote: »This is why when people ask me to be crown I ask the following ...
“Do you want to have fun or do you want to win?”
Both are acceptable options. If you want to have fun then simply stay on crown, make jokes, have conversations and go from there. Who knows, we may even do well.
If your answer is “win” then I ask, “are you sure” and when they say yes I say ok followed by telling everyone to mute their mics and do exactly what I say when I say it. Any talk that isn’t specifically related to “there are 4 enemies to our east” will get you booted after 1 warning. And notice I said East and not “left”. Don’t bring that noob *** to this dominance party.
Fact is I have zero interest in being the second guy. I especially have zero interest in acting like that to PUG people. This is exactly why people think PVPers are toxic.
And this is also why I play solo unless I know for a fact that the crown knows what they are doing.
Joy_Division wrote: »Joy_Division wrote: »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.
You said it yourself.. You dont play as a healer and never well. So i'll just go right ahead and disregard your opinion on the matter.
I've played a healer on EVERY MMO for over 15 years of playing MMOs. This is one of the WORST decisions.
What does it actually accomplish??
As a healer heading into PVP and realizing, once again on AD NA, that we were highly outnumbered, with no large organized groups going up against EP and DC, defending forts with about 20 people maybe a few grouped (i suspect mostly not), I log in and see theres 20+ players about to be rolled by incoming EP, attempt to heal them in a bid to help defend the fort and guess what? We were rolled in 2 seconds and I couldn't even help. Prior to these changes MAYBE my heals could have helped slow down the attack, allow us to push them back out the gate & seal the breach and be a defend. But 20 pugs going against like 40 EP. We had 0 chance, especially now I cant even heal we've -80% chance. In fact we mose well have logged off and just handed them the keys to that fort.
It made no difference. These changes are KILLING the class. And I'll be the first to say it. I'm dropping playing a healer and playing something else. Period. Is this a MMO?? BEcause its not very massive if 1/3 of the play style cant actually play in PVP (meaning DPS, Tank, healer).
If you've played NA, AD before you'd realize numbers are already LOW the majority of the time (outside of peak), as an Australian player, I play MOSTLY out of peak, meaning PVP was already a soggy experience at that for me, but this... this really kills it.. This isn't PVP. We don't even stand a chance anymore without the big shot PVP guilds..
Oh well, make a group. Encourage people to make a group. Eventually they will learn. And i cant relate you what you are saying about your faction because i play DC on xbox. When i started I played EP but there were way too many people on EP back then, and still are. too many zergs. In the campaign i played DC was gated almost all the time. So i made my new main on DC because there would be more EP to kill. Go take a resource solo or with a small group, or even a keep, and wipe people. Thats what I enjoy.
Healing is broken in this game. If you have played mmos for 15 years then name some other mmos with healing like this game. Its broken. I mean ffs, i fight max cp players that dont even know how to heal. Its an absolute embarrassment. And do you know the worst part? Its when i fight a group of 5 random players getting carried by a magplar and i cant kill any of them, nor can they kill me. Why? Because they arent using any strategy or combos to kill me, and they are getting carried by some unkillable healer tank that just happend to be there.
Of course things like that are better this update, but now everyones a tank. Or worse, a filthy werewolf, or even worse still, a filthy werewolf in crimson. Quite possibly one of the most broken builds ive ever seen in this game. I dont envy the people balancing this game.
OK, can't 1v5 people so you want the devs to change the rules so their skills won't function. If your expectations are to kill 5 people and you can't, maybe you're the one who should make a group.
Arent you a class rep for templar? Or used to be? Hmmmm 🙄🙄
Anyway, thats not what i said. Like at all, i swear Ill never understand why people dont read on the forums. I can kill plenty of people 1v5, and there are plenty of people i cant kill 1v5. It doesnt matter. I was giving a random example of how 4 extremely inexperienced players can get carried by an inexperienced magplar because healing is broken. And because of the fact that these groups, or not groups i guess, are sometimes uncoordinated, because they arent grouped, they cant kill me and I cant kill them. Now at least they have to actually be grouped if they want to be carried by a healer. And that will give them a better chance of killing people.
Yes, I was a rep because people communicated to ZOS that I can be trusted when it comes to the concerns of everybody who plays the game, not just a small clique who plays the game the way that I do..
If the magplar is inexperienced, then any 1vXer worth their salt will eliminate them first because A) they're inexperienced B] easier to kill C) they're helping the other 4 the most. Templar is my most killed class in PvP. If you're struggling to kill an inexperienced magplar, the issue here is not Cyrodiil's mechanics, rather your ambitions and expectations of 1v5ing people are out of whack with your capabilities.
If the problem is "because they arent grouped, they cant kill me and I cant kill them," that's going to happen indefinitely because Cyrodiil isn't a battleground or arena where everyone is in 12 person groups and these 12 person groups are in separate instances. The environment is always going to have overlapping groups, ungrouped players, and organized guild groups that will create these random clusters where everybody is playing by different rules. Bob and Emily can heal each other, but Armando and Kate who are in-between them can't get healed by either. This is confusing, inconsistent, and antithetical to competition as some people are playing with an advantageous ruleset. When I run with my guild, I feel sorry for all the random ungrouped players that get farmed mercilessly. It is ridiculous that we can run around a keep vs dozens and dozens of players for upwards of 20-30 minutes. Ever since these changes, we can do this for longer and against more players not just because they can;t heal each other, but also because everyone is building tankier (and thus less damage) for the same reason: because they can't heal each other, which just makes this meta even more miserable than it is.
Your statement that grouping "will give them a better chance of killing people" is disingenuous. All that would do is return to the status quo ante bellum, i.e., the way before these changes. It's not better. Not to mention it is unreasonable to expect and demand that in order for players not to suffer from an artificial debuff before engaging 3 tower humpers, people have to all gather at a designated spot by the resource and go through the process of grouping each other (we won't even get into sorting out roles, coordinating sets/skills, having someone step up and host a discord) while the three ulti bomb them. It's often not practical because of the open world nature of Cyrodiil and thus hardly a justification why players deserve to play under a disadvantageous ruleset.
Cyrodill, on the other hand, has always been about my army vs. your army vs. their army. It was about people coming together to help other people united under the same flag. What it's become though, is small elite group (ball or guild, or both) vs. elite group, or elite group vs ungrouped and vulnerable solo players.
Joy_Division wrote: »Joy_Division wrote: »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.
You said it yourself.. You dont play as a healer and never well. So i'll just go right ahead and disregard your opinion on the matter.
I've played a healer on EVERY MMO for over 15 years of playing MMOs. This is one of the WORST decisions.
What does it actually accomplish??
As a healer heading into PVP and realizing, once again on AD NA, that we were highly outnumbered, with no large organized groups going up against EP and DC, defending forts with about 20 people maybe a few grouped (i suspect mostly not), I log in and see theres 20+ players about to be rolled by incoming EP, attempt to heal them in a bid to help defend the fort and guess what? We were rolled in 2 seconds and I couldn't even help. Prior to these changes MAYBE my heals could have helped slow down the attack, allow us to push them back out the gate & seal the breach and be a defend. But 20 pugs going against like 40 EP. We had 0 chance, especially now I cant even heal we've -80% chance. In fact we mose well have logged off and just handed them the keys to that fort.
It made no difference. These changes are KILLING the class. And I'll be the first to say it. I'm dropping playing a healer and playing something else. Period. Is this a MMO?? BEcause its not very massive if 1/3 of the play style cant actually play in PVP (meaning DPS, Tank, healer).
If you've played NA, AD before you'd realize numbers are already LOW the majority of the time (outside of peak), as an Australian player, I play MOSTLY out of peak, meaning PVP was already a soggy experience at that for me, but this... this really kills it.. This isn't PVP. We don't even stand a chance anymore without the big shot PVP guilds..
Oh well, make a group. Encourage people to make a group. Eventually they will learn. And i cant relate you what you are saying about your faction because i play DC on xbox. When i started I played EP but there were way too many people on EP back then, and still are. too many zergs. In the campaign i played DC was gated almost all the time. So i made my new main on DC because there would be more EP to kill. Go take a resource solo or with a small group, or even a keep, and wipe people. Thats what I enjoy.
Healing is broken in this game. If you have played mmos for 15 years then name some other mmos with healing like this game. Its broken. I mean ffs, i fight max cp players that dont even know how to heal. Its an absolute embarrassment. And do you know the worst part? Its when i fight a group of 5 random players getting carried by a magplar and i cant kill any of them, nor can they kill me. Why? Because they arent using any strategy or combos to kill me, and they are getting carried by some unkillable healer tank that just happend to be there.
Of course things like that are better this update, but now everyones a tank. Or worse, a filthy werewolf, or even worse still, a filthy werewolf in crimson. Quite possibly one of the most broken builds ive ever seen in this game. I dont envy the people balancing this game.
OK, can't 1v5 people so you want the devs to change the rules so their skills won't function. If your expectations are to kill 5 people and you can't, maybe you're the one who should make a group.
Arent you a class rep for templar? Or used to be? Hmmmm 🙄🙄
Anyway, thats not what i said. Like at all, i swear Ill never understand why people dont read on the forums. I can kill plenty of people 1v5, and there are plenty of people i cant kill 1v5. It doesnt matter. I was giving a random example of how 4 extremely inexperienced players can get carried by an inexperienced magplar because healing is broken. And because of the fact that these groups, or not groups i guess, are sometimes uncoordinated, because they arent grouped, they cant kill me and I cant kill them. Now at least they have to actually be grouped if they want to be carried by a healer. And that will give them a better chance of killing people.
Yes, I was a rep because people communicated to ZOS that I can be trusted when it comes to the concerns of everybody who plays the game, not just a small clique who plays the game the way that I do..
If the magplar is inexperienced, then any 1vXer worth their salt will eliminate them first because A) they're inexperienced B] easier to kill C) they're helping the other 4 the most. Templar is my most killed class in PvP. If you're struggling to kill an inexperienced magplar, the issue here is not Cyrodiil's mechanics, rather your ambitions and expectations of 1v5ing people are out of whack with your capabilities.
If the problem is "because they arent grouped, they cant kill me and I cant kill them," that's going to happen indefinitely because Cyrodiil isn't a battleground or arena where everyone is in 12 person groups and these 12 person groups are in separate instances. The environment is always going to have overlapping groups, ungrouped players, and organized guild groups that will create these random clusters where everybody is playing by different rules. Bob and Emily can heal each other, but Armando and Kate who are in-between them can't get healed by either. This is confusing, inconsistent, and antithetical to competition as some people are playing with an advantageous ruleset. When I run with my guild, I feel sorry for all the random ungrouped players that get farmed mercilessly. It is ridiculous that we can run around a keep vs dozens and dozens of players for upwards of 20-30 minutes. Ever since these changes, we can do this for longer and against more players not just because they can;t heal each other, but also because everyone is building tankier (and thus less damage) for the same reason: because they can't heal each other, which just makes this meta even more miserable than it is.
Your statement that grouping "will give them a better chance of killing people" is disingenuous. All that would do is return to the status quo ante bellum, i.e., the way before these changes. It's not better. Not to mention it is unreasonable to expect and demand that in order for players not to suffer from an artificial debuff before engaging 3 tower humpers, people have to all gather at a designated spot by the resource and go through the process of grouping each other (we won't even get into sorting out roles, coordinating sets/skills, having someone step up and host a discord) while the three ulti bomb them. It's often not practical because of the open world nature of Cyrodiil and thus hardly a justification why players deserve to play under a disadvantageous ruleset.
If the magplar is inexperienced, then any 1vXer worth their salt will eliminate them first because A) they're inexperienced B] easier to kill C) they're helping the other 4 the most. Templar is my most killed class in PvP. If you're struggling to kill an inexperienced magplar, the issue here is not Cyrodiil's mechanics, rather your ambitions and expectations of 1v5ing people are out of whack with your capabilities.
Let me clarify, I probably should have said bad instead of inexperienced but i try not to be rude on the forums. I dont mean a cp 400 player whos been playing for 2 months, thats inexperienced.. I mean players who should know enough but just zerg all the time or play lazy. Also im not sure why you think its my capabilities that should be questioned when it should be no issue for 5 people to kill one person. Like at all. And if there is 5 max players failing at killing one player then theres a problem.
It will always depend on the situation and who it is. Of course the healer is always the first target, unless theres a sniper in the back i can quickly run over to and 2 shot. But there are also plenty of healers that have a ridiculous amount of health, are extremely tanky, use a healing proc set, and are extremely hard to run out of resources. And sometimes the players that are being healed by that player are pretty bad. Like players that know how to spam attacks but not heal, or cc break, normally players that would die in 2 seconds, but with a magplar they get carried. And sometimes those players drop just as fast because their build is ***, it just depends on the situation.
If the problem is "because they arent grouped, they cant kill me and I cant kill them," that's going to happen indefinitely because Cyrodiil isn't a battleground or arena where everyone is in 12 person groups and these 12 person groups are in separate instances. The environment is always going to have overlapping groups, ungrouped players, and organized guild groups that will create these random clusters where everybody is playing by different rules. Bob and Emily can heal each other, but Armando and Kate who are in-between them can't get healed by either. This is confusing, inconsistent, and antithetical to competition as some people are playing with an advantageous ruleset.
Ya it is a game, it is competition. Many times being in a group isnt enough, just because 5 bad players are grouped doesnt mean they win, but they stand a better chance if they communicate and work together. I think you misunderstood my point about grouping up, the point is, they are working together and not just running around uncoordinated.
And Maybe if armondo and kate want to get healed they should take a pro tip from bob and emily and get in a group, or throw on a self heal. Works great for me. Im so confused how you dont understand people are choosing to play without a group, just like I do a lot of the time. Im also so confused why you make it seem like finding, or creating, a group in cyrodil is such a massive ordeal? its not.
When I run with my guild, I feel sorry for all the random ungrouped players that get farmed mercilessly. It is ridiculous that we can run around a keep vs dozens and dozens of players for upwards of 20-30 minutes
This is confusing, inconsistent, and antithetical to competition as some people are playing with an advantageous ruleset
Not to mention it is unreasonable to expect and demand that in order for players not to suffer from an artificial debuff before engaging 3 tower humpers, people have to all gather at a designated spot by the resource and go through the process of grouping each other (we won't even get into sorting out roles, coordinating sets/skills, having someone step up and host a discord)
You and I are never going to agree. This is nonsense, and I can feel you disdain for solo players, and i love it. You are just upset about a change, and I honestly sympathize with you, but i disagree. Before this change if you came across 3 people in a tower and you are one of those players that felt like you HAVE to go up there and kill them, you'd still probably die. Depending on the size of the zerg you go up with. Would your chances be better, as a random zerg on their way to the next keep? Of course. But that doesnt make this change wrong.
This is what adapting is. When you know this change has happened your moves should have been to have a build that can heal yourself a bit, and try to group up with people if you want to have these type of large scale fights. I go to these fights and run around alone killing people as I go.
You act like ball groups didnt mercilessly farm people before this change happened. And you over complicate the *** out of what needs to happen when you're grouping up. Its strange. You even validate my argument, about grouping up, with everything you say. We agree its advantageous to group up. We agree you stand a better chance grouped. We agree that if you're running around in a random zerg, not grouped, you're at a bit of a disadvantage vs a zerg that has groups. So why doesnt it fall on the players to group up?
People love to *** on solo players and say oh its a numbers game, its survival of the fittest, you put yourself at a disadvantage going solo, its war dont get mad when 30 people to chase you all around the map, oh its a strategic gameplay and numbers give you the advantage. People also love to say "adapt" when zos makes changes, but now that they changed this people dont want to adapt.
Im not implying you've said these things, maybe you have or havent i really dont know, but the point is that some of these things are valid arguments that people love to make about solo players, or people who complain about a certain change. So arent people choosing to not group putting themselves at an unnecessary disadvantage?
THEDKEXPERIENCE wrote: »
Now at least they have to actually be grouped if they want to be carried by a healer. And that will give them a better chance of killing people.
1vX exists. Of course, its generally successfully done by an experienced player against far less experienced and very disorganized opponents.
And what you ignore here is that the current healing changes should make 1vXing easier than ever. Now, its an experienced player vs far less experienced players who often aren't grouped up and thus can't heal each other.
aetherial_heavenn wrote: »Now at least they have to actually be grouped if they want to be carried by a healer. And that will give them a better chance of killing people.
1vX exists. Of course, its generally successfully done by an experienced player against far less experienced and very disorganized opponents.
And what you ignore here is that the current healing changes should make 1vXing easier than ever. Now, its an experienced player vs far less experienced players who often aren't grouped up and thus can't heal each other.
This change suits 1vXers farming potatoes and DPS zerg surfers tagging with aoes on one bar and running a resto of self heals on the other:
or THE CHEESERS running health tanks with self healing of 18k.
HEALS SHOULD NOT SCALE OFF HEALTH. Over-POWERED heals scaling from spell damage made sustaining big self heals solo easy peasy on mag DPS. This stinks even worse.
When Midyear Mayhem starts and the new PvEers hit Cyro they are going to suffer really badly. I predict oceans of tears. NOT A GOOD PROMOTION OF PVP> Alliance open field PvP is what drew a lot of us to ESO. It's a unique asset. Yet, it seems to be drifting to yet another small arena style play BUT in an alliance war. It makes no sense.
This current situation is just ridiculous. It has made a handful of people happy and upset many more.
1 no performance improvement
2a No ability to join pugs for new healers/support.
2b Almost no zone pickups, even from guild leaders who used to do it because all the LFGs are healers.
3 No useful function for soloers without siege...because they don't have AP. At least they could heal the ram until someone got them organised before this change
4 Ball groups and small groups in voice have extreme advantage now over soloers trying to defend. This compounds the historic one sideness of certain playtimes due to the times when guilds tend to play around the world (aka night-capping by those who forget other counties have their peak while NA are asleep.)
5 More zerg surfing DPS spamming aoes and self heals that tag everything so they never learn to choose targets. Self heals and damage proc sets that proc anyone -targeted or not, grouped or not, mean they don't need to group. This is just plain
unfair.
Please read the thread before responding. Every 5 posts someone says 'just join/make a group. There are fifty ways to say this isn't a solution. Go read them above and think before posting that facile response. Please.