MEBengalsFan2001 wrote: »One in () typically means that it is eating at a damage shield.
*XYZ are damage reduction from blocking or a set that increases damage reduction
The 2487 would be normal damage.
That is my guess based on what I see as a healer or tank in PVE content.
xylena_lazarow wrote: »What does this represent for those of us who don't use all those popup numbers in the ui?
The power ceiling for mitigation and healing far exceeds that of damage right now. Even a partially optimized group that stacks heals and uses Siege Shield will trivially counter most siege damage. Optimized groups struggle to kill each other, even in BGs we see matches going to timer with the winning side barely having 300 points.Basically just griping on the amount of mitigation there is right now, it is just silly at times. Even dropping oils on people and seeing it do only three digit damage is just lol.
xylena_lazarow wrote: »Optimized groups struggle to kill each other, even in BGs we see matches going to timer with the winning side barely having 300 points.
xylena_lazarow wrote: »The power ceiling for mitigation and healing far exceeds that of damage right now. Even a partially optimized group that stacks heals and uses Siege Shield will trivially counter most siege damage. Optimized groups struggle to kill each other, even in BGs we see matches going to timer with the winning side barely having 300 points.Basically just griping on the amount of mitigation there is right now, it is just silly at times. Even dropping oils on people and seeing it do only three digit damage is just lol.
Heal stacking breaks PvP.
Active damage mitigation costs resources to use. It works? Good, because it should.
You can still kill the player that uses active defences, but you need to apply stronger pressure than he can outsustain. In teamfights that generally means identifying the weakest links and group-pressuring them until they die.
xxslam48xxb14_ESO wrote: »Have you noticed that these tanks are now starting to form mini ball groups and travel in packs of 5-6 now? Usually they got at least one tanky healer in the group too. These fellas are normally playing solo, but now more and more often they are teaming up and its driving me nuts. Same people that will complain to me about teaming up on solo players are now teaming up on solo players themselves. I really really don't like this meta. The normal strategy of zerging the tanks until they die doesn't work at all when there is 6 of them healing each other. It isn't balanced in 1v1s and the balance is even worse when they team up.
xxslam48xxb14_ESO wrote: »Have you noticed that these tanks are now starting to form mini ball groups and travel in packs of 5-6 now? Usually they got at least one tanky healer in the group too. These fellas are normally playing solo, but now more and more often they are teaming up and its driving me nuts. Same people that will complain to me about teaming up on solo players are now teaming up on solo players themselves. I really really don't like this meta. The normal strategy of zerging the tanks until they die doesn't work at all when there is 6 of them healing each other. It isn't balanced in 1v1s and the balance is even worse when they team up.
Experienced players form groups because 1vx is almost impossible compared to before, you can maybe win a 1v5 but it is alot harder and sometimes impossible. Most likely you will just get zerged by 10+ people anyway and die no matter what. So we form groups of 2-5 players so we are actually able to kill players. We kill solo players because we know they would do the same (except the ones we know are friendly). I have be over 4k hours in this game and i dont need to build tanky to survive multiple players with less experience (magplar with kynmarcher + olorime + magma)
SkaraMinoc wrote: »xylena_lazarow wrote: »Optimized groups struggle to kill each other, even in BGs we see matches going to timer with the winning side barely having 300 points.
Just played a similar game this morning. Each team had a strong healer.
Winning team had 135 points.
(5487)(1432)
*343 (4364)
*154 (435)
2487
(2342)(1436)
(7894)*873
*258
Being zerged down in an open world zerg game is to be expected, but the attitude of these sweaty groups that they are still outnumbered skill heroes as they 6v1 the "zergling" in an empty field definitely creates toxicity.We kill solo players because we know they would do the same
SkaraMinoc wrote: »xylena_lazarow wrote: »Optimized groups struggle to kill each other, even in BGs we see matches going to timer with the winning side barely having 300 points.
Just played a similar game this morning. Each team had a strong healer.
Winning team had 135 points.
Maybe they "break the rules" in order to keep the queue moving when there aren't enough players queueing?As an aside the mmr is based purely on bgs played right? Is each character counted separately and does it ever reset? Because I thought it did but haven't been on that guy for like 6 months and even then barely ever did bgs.
SkaraMinoc wrote: »xylena_lazarow wrote: »Optimized groups struggle to kill each other, even in BGs we see matches going to timer with the winning side barely having 300 points.
Just played a similar game this morning. Each team had a strong healer.
Winning team had 135 points.
Yeah that was bad and it shouldn't have even been that high. I was the 0/5 templar on green. He's in pariah/hconq. Pure solo setup, was expecting to need all my own self heals and tankiness from not actually playing any high "mmr" bgs. Only group heal was HTD. And main damage was jabs spam. The 0/7 guy kept asking in group chat what was going on.
And even then barely anybody died except under negates.
As an aside the mmr is based purely on bgs played right? Is each character counted separately and does it ever reset? Because I thought it did but haven't been on that guy for like 6 months and even then barely ever did bgs.
xylena_lazarow wrote: »Maybe they "break the rules" in order to keep the queue moving when there aren't enough players queueing?As an aside the mmr is based purely on bgs played right? Is each character counted separately and does it ever reset? Because I thought it did but haven't been on that guy for like 6 months and even then barely ever did bgs.
It sure is weird, wish we had more transparency from ZOS on how the queue worked. That screenshot though pretty much sums up why the BGs population is so low. Another way that heal stacking breaks PvP.The queue popped fairly quickly though. I was thinking it was a fluke. I only have 18 wins on that toon via achievements so at most I probably have 50 or less total bgs spaced out over 3 years (first bg achievement).
xxslam48xxb14_ESO wrote: »Have you noticed that these tanks are now starting to form mini ball groups and travel in packs of 5-6 now? Usually they got at least one tanky healer in the group too. These fellas are normally playing solo, but now more and more often they are teaming up and its driving me nuts. Same people that will complain to me about teaming up on solo players are now teaming up on solo players themselves. I really really don't like this meta. The normal strategy of zerging the tanks until they die doesn't work at all when there is 6 of them healing each other. It isn't balanced in 1v1s and the balance is even worse when they team up.
MEBengalsFan2001 wrote: »xxslam48xxb14_ESO wrote: »Have you noticed that these tanks are now starting to form mini ball groups and travel in packs of 5-6 now? Usually they got at least one tanky healer in the group too. These fellas are normally playing solo, but now more and more often they are teaming up and its driving me nuts. Same people that will complain to me about teaming up on solo players are now teaming up on solo players themselves. I really really don't like this meta. The normal strategy of zerging the tanks until they die doesn't work at all when there is 6 of them healing each other. It isn't balanced in 1v1s and the balance is even worse when they team up.
Don't forget their ganking NB friend who will try to take out the players using siege on the ball group.
Best way to kill a ball group is with siege equipment. To often I see players running into ball groups only to wonder why they died. Simply because you ran into the ball group. Back away, setup siege (the more the merrier) and go at it until the ball group dies.
MEBengalsFan2001 wrote: »xxslam48xxb14_ESO wrote: »Have you noticed that these tanks are now starting to form mini ball groups and travel in packs of 5-6 now? Usually they got at least one tanky healer in the group too. These fellas are normally playing solo, but now more and more often they are teaming up and its driving me nuts. Same people that will complain to me about teaming up on solo players are now teaming up on solo players themselves. I really really don't like this meta. The normal strategy of zerging the tanks until they die doesn't work at all when there is 6 of them healing each other. It isn't balanced in 1v1s and the balance is even worse when they team up.
Don't forget their ganking NB friend who will try to take out the players using siege on the ball group.
Best way to kill a ball group is with siege equipment. To often I see players running into ball groups only to wonder why they died. Simply because you ran into the ball group. Back away, setup siege (the more the merrier) and go at it until the ball group dies.
Extremely situational though, especially when they are all wearing Snow Treaders and stacking swift and/or Rapids. When they are more mobile good luck getting that siege on them with the delay between aiming and firing.
This only "works" if the lag is bad enough and it's one of the lesser ballgroups prone to such mistakes. The stronger ballgroups are literally never going to be stuck inside a meatbag or negate long enough to matter, and any dot siege you throw at them is trivially outhealed, if you can even hit them when they move so quickly and are immune to soft cc.Meh, just use dark convergence to pull people in the back making them stuck for 5 seconds in prime time lag. Then use plaguebreak to literally one-shot them if they are purging.
None of those teams healstacked though. To me it's obvious to see that "Diamond rank" healers were put in a "Gold rank" match. iIt's a 15 minute long match and there's several Damage Dealers (DD) with under 1m dmg done. Obviously nobody will die. Green had 2 such players, why that team had 0 kills. Orange had a 4m dmg done DDs, but those numbers are usually achieved on AoE DoT builds, which are fluff dmg until you have more than one or you have strong burst teammates, which they didn't have with another sub-1m-dmg-done DD.SkaraMinoc wrote: »xylena_lazarow wrote: »Optimized groups struggle to kill each other, even in BGs we see matches going to timer with the winning side barely having 300 points.
Just played a similar game this morning. Each team had a strong healer.
Winning team had 135 points.
I guess I was counting the 100k heal guys as non-trivial cross healing, but either way, does this look like a healthy BGs meta and queue to you? Cyro too is full of stalemated fights where tryhards can't kill other tryhards.None of those teams healstacked though.
Do you consider players doing 511k and 440k Dmg in a full 15 minute match tryhards? Of course those healers capable of doing 2m+ in 15 mins ate that damage for breakfast.xylena_lazarow wrote: »
Are you trying to say that heal stacking isn't a problem, or jump on me over a technicality? What do you think happens when healers like that are stacked 6 out of 12 in a tryhard Cyro group? I'm just trying to agree with the OP that a meta dominated by healing and tanking is slow, stale, and driving players away from the game. And again, do you think that screenshot is a sign of a healthy BGs environment?Look bro, all I'm saying is that pointing at that particular BG Screenshot and saying "See! Healstacking is a problem" is inaccurate and even detracts from your argument. It's just a case of High MMR healers in a low MMR match.