Red_Feather wrote: »Are the sets supposed to combat ball groups with "heal bots". Seems like it.
Red_Feather wrote: »Are the sets supposed to combat ball groups with "heal bots". Seems like it.
The problem is these sets also screw up smaller groups and introduce unhealthy gameplay. Countering ball groups with a set will never be a healthy thing at all. Instead of introducing sets to counter ball groups, ZOS needs to attack the mechanics that make ball groups strong. Things like diminishing heals as your group grows in size, capped heals, capped number of players that can be purged, etc. are much better at hurting the strength of a ball group without causing imbalance. But having an entire group completely countered by 1 person using 1 set is very broken gameplay and should not exist in the game.
Red_Feather wrote: »Are the sets supposed to combat ball groups with "heal bots". Seems like it.
The problem is these sets also screw up smaller groups and introduce unhealthy gameplay. Countering ball groups with a set will never be a healthy thing at all. Instead of introducing sets to counter ball groups, ZOS needs to attack the mechanics that make ball groups strong. Things like diminishing heals as your group grows in size, capped heals, capped number of players that can be purged, etc. are much better at hurting the strength of a ball group without causing imbalance. But having an entire group completely countered by 1 person using 1 set is very broken gameplay and should not exist in the game.
Red_Feather wrote: »Red_Feather wrote: »Are the sets supposed to combat ball groups with "heal bots". Seems like it.
The problem is these sets also screw up smaller groups and introduce unhealthy gameplay. Countering ball groups with a set will never be a healthy thing at all. Instead of introducing sets to counter ball groups, ZOS needs to attack the mechanics that make ball groups strong. Things like diminishing heals as your group grows in size, capped heals, capped number of players that can be purged, etc. are much better at hurting the strength of a ball group without causing imbalance. But having an entire group completely countered by 1 person using 1 set is very broken gameplay and should not exist in the game.
Are you saying bombers should be removed and heal caps lowered even further. 😯
MasterSpatula wrote: »Red_Feather wrote: »Are the sets supposed to combat ball groups with "heal bots". Seems like it.
The problem is these sets also screw up smaller groups and introduce unhealthy gameplay. Countering ball groups with a set will never be a healthy thing at all. Instead of introducing sets to counter ball groups, ZOS needs to attack the mechanics that make ball groups strong. Things like diminishing heals as your group grows in size, capped heals, capped number of players that can be purged, etc. are much better at hurting the strength of a ball group without causing imbalance. But having an entire group completely countered by 1 person using 1 set is very broken gameplay and should not exist in the game.
That's pretty much it. In a seven-year-old game, that's plenty of time for people to have the mechanics so figured out that they're able to use them to do things within the rules that plainly could never have been intended. (Same thing with Tower Humpers and LOS. Not technically doing anything wrong, just taking advantage of the quirky way ability firing works vs how LOS work to make sure almost nothing ever lands even from someone inches behind you, which is plainly something a good designer would never have intended.) Rather than look at what in the game's mechanics makes these things possible and deal with them, they add counters to the unintended behavior behavior which are, in turn, almost instantly used in unintended (but, honestly, predictable) ways.
The way to counter ball groups is not with new, plainly-broken sets. It's for ZOS to do something about all that stacking.
ResidentContrarian wrote: »
ResidentContrarian wrote: »
The person hit by those has medium armor and 18k resists, meaning the damage 'should' be low He also has minor and major protection, 10% damage reduction from necromancer ghost and battlespirit reducing that damage, ALL of which only reduce the damage that he should take. How exactly, then, is this sort of damage acceptable to you?
If you think 18k resistance is 'a tank build' that 'trolls', I don't think I need to say much to make my point...
ResidentContrarian wrote: »
The person hit by those has medium armor and 18k resists, meaning the damage 'should' be low He also has minor and major protection, 10% damage reduction from necromancer ghost and battlespirit reducing that damage, ALL of which only reduce the damage that he should take. How exactly, then, is this sort of damage acceptable to you?
If you think 18k resistance is 'a tank build' that 'trolls', I don't think I need to say much to make my point...
Well like the death recap in that comment said.. Have you tried PvE?
Edited to make sure forum mods don't flag me for baiting (the screenshot says that)
ResidentContrarian wrote: »
The person hit by those has medium armor and 18k resists, meaning the damage 'should' be low He also has minor and major protection, 10% damage reduction from necromancer ghost and battlespirit reducing that damage, ALL of which only reduce the damage that he should take. How exactly, then, is this sort of damage acceptable to you?
If you think 18k resistance is 'a tank build' that 'trolls', I don't think I need to say much to make my point...
ResidentContrarian wrote: »ResidentContrarian wrote: »
The person hit by those has medium armor and 18k resists, meaning the damage 'should' be low He also has minor and major protection, 10% damage reduction from necromancer ghost and battlespirit reducing that damage, ALL of which only reduce the damage that he should take. How exactly, then, is this sort of damage acceptable to you?
If you think 18k resistance is 'a tank build' that 'trolls', I don't think I need to say much to make my point...
I have an 18k resistance tank that trolls, so you really don't need to make your point. 18K is actually where I stop my reistance stacking, if I bother at all.
That said the damage is too high there because it certainly doesn't hit that hard for me. But its known to be bugged anyway, so attaching that to a balance argument is pretty pointless.
ResidentContrarian wrote: »ResidentContrarian wrote: »
The person hit by those has medium armor and 18k resists, meaning the damage 'should' be low He also has minor and major protection, 10% damage reduction from necromancer ghost and battlespirit reducing that damage, ALL of which only reduce the damage that he should take. How exactly, then, is this sort of damage acceptable to you?
If you think 18k resistance is 'a tank build' that 'trolls', I don't think I need to say much to make my point...
I have an 18k resistance tank that trolls, so you really don't need to make your point. 18K is actually where I stop my reistance stacking, if I bother at all.
That said the damage is too high there because it certainly doesn't hit that hard for me. But its known to be bugged anyway, so attaching that to a balance argument is pretty pointless.
You mean a 18k resist build that spams roll dodge in cloak? With that armor you aren't going to tank anybody lol
ResidentContrarian wrote: »ResidentContrarian wrote: »
The person hit by those has medium armor and 18k resists, meaning the damage 'should' be low He also has minor and major protection, 10% damage reduction from necromancer ghost and battlespirit reducing that damage, ALL of which only reduce the damage that he should take. How exactly, then, is this sort of damage acceptable to you?
If you think 18k resistance is 'a tank build' that 'trolls', I don't think I need to say much to make my point...
I have an 18k resistance tank that trolls, so you really don't need to make your point. 18K is actually where I stop my reistance stacking, if I bother at all.
That said the damage is too high there because it certainly doesn't hit that hard for me. But its known to be bugged anyway, so attaching that to a balance argument is pretty pointless.
You mean a 18k resist build that spams roll dodge in cloak? With that armor you aren't going to tank anybody lol
Hrothgar is scaled solely on your armor, meaning LOW armor results in LOWER Hrothgar hits. However, the mitigation in that build is NOT low - It has major protection (providing 10% mitigation) and minor protection (providing 5% mitigation). Those mitigations are the equivelant of 6600 + 3300 further resitance = 9.9k resistance equivalent and giving a total resistance equivalent of 27.9k (42.3% mitigation) which is ample to survive AND at the same time does not increase and DOES decrease the damage of Hrothgar.
To simplify that above information for a person of your experience, my friend's build should take some of the lowest possible Hrothgar damage. The reality is, of course, that the initial tooltip size, methods of buffing that damage, and bugs related to the sets cause it to deal excessively more damage than any other set in the game no matter what build a person uses.
As an example, here is the CMX of the set against a different setup, demonstrating how massively overperforming it is compared to other sets and a player's entire skill bar. What it shows is that the set is designed to remove skill from the game. If you need help understanding CMX, I am happy to help.
neferpitou73 wrote: »ResidentContrarian wrote: »neferpitou73 wrote: »
Dark Convergence and Plague Breaker are similar stories. Plague Breaker in particular is obnoxious. New healers entering Cyrodiil playing in groups are going to purge out of habit and get their entire group killed. All again because ZOS couldn't find a way to balance their own mechanics.
Actually, they could and easily did with cost increase and CD on purge spam. But players decided to flood the forums with complaints and pretend that those solutions were unfair with silly counterarguments like
Purge should be strong because it takes coordination or some other form of drivel that amounted to don't nerf purge because we said so.
Now, that statement that ball groups are hard and always play with tight coordination is being put to the test with these sets and spamming purge is not the best idea in all scenarios. Guess what the result is?
Looks like the result is they can't handle it, just like they couldn't handle the increased damage from siege.
And now that they can't handle something, the sentiment is think of the poor ball groups or stacked players?
Also, if new healers entering Cyro's only job is to spam purge in a group and be effective then it is all the proof someone needs to claim the skill is overtuned and poorly thought out itself.
Without these sets, tanks and purge spam themselves are way overtuned and so are most of the sets being used. Advocate for a nerf of purge, absolute cap to damage reduction, and all the other "obnoxious" things in PvP and then I am sure no one would disagree the set is strong.
But even then, it is only strong when you happen to use one mechanic or if you are tanky. Yeah, doesn't really sound like a problem to me.
I love when people complain about purge as if people are just spamming it just to be jerks. The reason ball groups have purge spammers is that, because of siege purging is absolutely necessary in Cyrodiil. And if you don't believe me try to take a keep without it and see how far you get. Is it possible that purge is overtuned? Sure. Give it a slight nerf. But adding a set to the game that prevents people from purging is going to hurt everyone. Not just the ball groups.
What these sets are going to do is empty out Cyrodiil because noone is going to play with them in it. When people are dying because they can't purge away 6 dots from siege, they'll just leave.
Ah yes, the set that scales with the target's resistances. This was ZOS's attempt to make a counter to people that stacked over 33k resistances to try and fight back penetration and armor reduction abilities/enchantments. The set procs on immobilization and stuns so having an immovability potion is one way to counter the set. Another is stacking damage mitigation not associated with resistances like Major/Minor protection, Dragonknight's Magma Armor ultimate, and stage 3 Vampire's Undeath.
In practice though you're going to get immobilized and stunned at some point so the set is going to end up being pretty strong against the average high resist PvP build. Doesn't help it dumps that damage after a stun either, and that it hits everyone around the target to.... so if you're standing next to your team's dedicated punching bag when they get hit by this thing it's going to hurt you... a LOT!
Does the Plague one only proc on the purge skill, or on other sources of cleansing too?
grannas211 wrote: »
The less ball groups the better.