Issues with the sets themselves aside, all that had to be done for anti zerg and ball group issues is:
Make purge work like templar ritual. - i.e. cleanse the caster, others cleanse through synergy. Allow 1 less effects worth of cleanse on morphs than templar one so class maintains identity by having higher effect cleanse and damage or healing.
Don't allow more than 1 instance of radiating regen, vines, nature's embrace, cleansing/extended ritual, or grand healing to be effective per target. (they do this with other buffs and ground effects already............................................................)
Might even clean up some performance issues. Since they said the anti-cross healing test was the best on performance. I would assume 12 or 30 people's heals stacking might have something to do with that.
The pendulum swings between mountain and mole hill constantly. One extreme to the next, when other things are already coded similarly throughout the game.
Issues with the sets themselves aside, all that had to be done for anti zerg and ball group issues is:
Make purge work like templar ritual. - i.e. cleanse the caster, others cleanse through synergy. Allow 1 less effects worth of cleanse on morphs than templar one so class maintains identity by having higher effect cleanse and damage or healing.
Don't allow more than 1 instance of radiating regen, vines, nature's embrace, cleansing/extended ritual, or grand healing to be effective per target. (they do this with other buffs and ground effects already............................................................)
Might even clean up some performance issues. Since they said the anti-cross healing test was the best on performance. I would assume 12 or 30 people's heals stacking might have something to do with that.
The pendulum swings between mountain and mole hill constantly. One extreme to the next, when other things are already coded similarly throughout the game.
Issues with the sets themselves aside, all that had to be done for anti zerg and ball group issues is:
Make purge work like templar ritual. - i.e. cleanse the caster, others cleanse through synergy. Allow 1 less effects worth of cleanse on morphs than templar one so class maintains identity by having higher effect cleanse and damage or healing.
Don't allow more than 1 instance of radiating regen, vines, nature's embrace, cleansing/extended ritual, or grand healing to be effective per target. (they do this with other buffs and ground effects already............................................................)
Might even clean up some performance issues. Since they said the anti-cross healing test was the best on performance. I would assume 12 or 30 people's heals stacking might have something to do with that.
The pendulum swings between mountain and mole hill constantly. One extreme to the next, when other things are already coded similarly throughout the game.
Those healing changes will have unintended consequences in PvE, which has heal checks balanced around having more than one of these heals on a player. It will also make certain trial fights significantly harder (i.e. Hunter-Killers) for casual groups, if purge requires a synergy.
Until this game treats PvE and PvP balance differently, blanket changes to core skills must be approached very carefully.
Issues with the sets themselves aside, all that had to be done for anti zerg and ball group issues is:
Make purge work like templar ritual. - i.e. cleanse the caster, others cleanse through synergy. Allow 1 less effects worth of cleanse on morphs than templar one so class maintains identity by having higher effect cleanse and damage or healing.
Don't allow more than 1 instance of radiating regen, vines, nature's embrace, cleansing/extended ritual, or grand healing to be effective per target. (they do this with other buffs and ground effects already............................................................)
Might even clean up some performance issues. Since they said the anti-cross healing test was the best on performance. I would assume 12 or 30 people's heals stacking might have something to do with that.
The pendulum swings between mountain and mole hill constantly. One extreme to the next, when other things are already coded similarly throughout the game.
You do realise that there is something called PvE? Why should these skills be destroyed for the sake of PvP? If anything, they need to be separated from each other.
Issues with the sets themselves aside, all that had to be done for anti zerg and ball group issues is:
Make purge work like templar ritual. - i.e. cleanse the caster, others cleanse through synergy. Allow 1 less effects worth of cleanse on morphs than templar one so class maintains identity by having higher effect cleanse and damage or healing.
Don't allow more than 1 instance of radiating regen, vines, nature's embrace, cleansing/extended ritual, or grand healing to be effective per target. (they do this with other buffs and ground effects already............................................................)
Might even clean up some performance issues. Since they said the anti-cross healing test was the best on performance. I would assume 12 or 30 people's heals stacking might have something to do with that.
The pendulum swings between mountain and mole hill constantly. One extreme to the next, when other things are already coded similarly throughout the game.
You do realise that there is something called PvE? Why should these skills be destroyed for the sake of PvP? If anything, they need to be separated from each other.
If they got rid of the pulling part, I guess I can see the point (the point, I guess, being anti-zerg). But pulling everyone together and creating compact groups of multiple players seems to be the problem.
If they got rid of the pulling part, I guess I can see the point (the point, I guess, being anti-zerg). But pulling everyone together and creating compact groups of multiple players seems to be the problem.
But it's not a problem in their mind, or they would have patched it on live, like they did with Hrothgar's Chill. In fact, the pull (off of and through walls) wasn't even addressed on the latest PTS. So expect it to be yanking people around indefinitely.