The maintenance is complete, and the PTS is now available.

Can we stop buffing ball groups?

Kordai
Kordai
✭✭✭
I understand that they've been buffed every patch for a few years now, but can stop eventually please.

Also the fact that healing is very good right now in pvp and so they decide to make it even better is a fairly hilarious touch, so ridiculous that it goes behind being frustrating and wraps back around to humorous.
  • Mr_Stach
    Mr_Stach
    ✭✭✭✭✭
    ✭✭
    If they can Nerf Healing in PvP and not kill it in PvE, I'm all for it.
    Altoholic, Frost Warden Sympathizer and Main

    Glacial Guardian - Main - Frost Warden Zealot
    The Frost Man Cometh - PC Frost Backup
  • umagon
    umagon
    ✭✭✭✭✭
    ZOS could just limit the active healing effects players receive to one per second; and have the strongest incoming heal be the one the player receives. Doing away with allowing players to be under multiple healing effects in a single second.
  • PvP_Exploiter
    PvP_Exploiter
    ✭✭✭
    umagon wrote: »
    ZOS could just limit the active healing effects players receive to one per second; and have the strongest incoming heal be the one the player receives. Doing away with allowing players to be under multiple healing effects in a single second.

    One heal per second is far too weak, even for PvE.

    Limiting the number of instances a player can have of 1 per skill would go a long way.

    For example instead of a group of 3 people having 3x radiating regen on them at all times, then can only have 1 maximum, that reduces the amount of cross-healing in PvP.
    However, once again, organised groups might have half run radiating, half run rapid and then they stack. Unorganised groups wouldn't do that.
    So even though it's a nerf to everyone, organised groups, ball-groups, will still make better of the situation. But would close the gap.

    Shouldn't effect PvE, dungeons is one healer if any. Trials might have 2 but you could use different morphs of skills and different class skills to maximise healing potential. I.e don't have 2 templars running extended ritual. Have 1 Templar and 1 warden with the flowers.
  • Kordai
    Kordai
    ✭✭✭
    umagon wrote: »
    ZOS could just limit the active healing effects players receive to one per second; and have the strongest incoming heal be the one the player receives. Doing away with allowing players to be under multiple healing effects in a single second.

    One heal per second is far too weak, even for PvE.

    Limiting the number of instances a player can have of 1 per skill would go a long way.

    For example instead of a group of 3 people having 3x radiating regen on them at all times, then can only have 1 maximum, that reduces the amount of cross-healing in PvP.
    However, once again, organised groups might have half run radiating, half run rapid and then they stack. Unorganised groups wouldn't do that.
    So even though it's a nerf to everyone, organised groups, ball-groups, will still make better of the situation. But would close the gap.

    Shouldn't effect PvE, dungeons is one healer if any. Trials might have 2 but you could use different morphs of skills and different class skills to maximise healing potential. I.e don't have 2 templars running extended ritual. Have 1 Templar and 1 warden with the flowers.

    They really need to separate pve and pvp balance. There is just way too much build diversity and varied content that to balance around the 450ish sets, skills and all the other nuances is simply too much.
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    This would also be a nerf to small-scale PvP - so keep that in mind.

    Typically when I see a call to nerf organized groups (which includes small-scale) I am detecting a call to buff simple zerging and faction-stacking.

    People might be annoyed sometimes by ball groups but there is nothing less skillful in PvP than zerging. And the less power that organized players have the more power than the faction-stackers have.

    So be careful what you wish for.
  • Mr_Stach
    Mr_Stach
    ✭✭✭✭✭
    ✭✭
    This would also be a nerf to small-scale PvP - so keep that in mind.

    Typically when I see a call to nerf organized groups (which includes small-scale) I am detecting a call to buff simple zerging and faction-stacking.

    People might be annoyed sometimes by ball groups but there is nothing less skillful in PvP than zerging. And the less power that organized players have the more power than the faction-stackers have.

    So be careful what you wish for.

    This really goes back to how Feedback is given, is a problem there? Yes. But just saying X is Bad isn't really good Feedback, there's nothing to take action on. That's why it's so important to be specific will feedback. Nerfing something in one place affects it everywhere else because Zos doesn't Separate Balance between content. Personally I think PvP & PvE should have separate balance. And we could even go further with Battle Grounds & Cyrodil PvP being separate as well.
    Altoholic, Frost Warden Sympathizer and Main

    Glacial Guardian - Main - Frost Warden Zealot
    The Frost Man Cometh - PC Frost Backup
  • deleted221205-002626
    deleted221205-002626
    ✭✭✭✭✭
    Mr_Stach wrote: »
    This would also be a nerf to small-scale PvP - so keep that in mind.

    Typically when I see a call to nerf organized groups (which includes small-scale) I am detecting a call to buff simple zerging and faction-stacking.

    People might be annoyed sometimes by ball groups but there is nothing less skillful in PvP than zerging. And the less power that organized players have the more power than the faction-stackers have.

    So be careful what you wish for.

    This really goes back to how Feedback is given, is a problem there? Yes. But just saying X is Bad isn't really good Feedback, there's nothing to take action on. That's why it's so important to be specific will feedback. Nerfing something in one place affects it everywhere else because Zos doesn't Separate Balance between content. Personally I think PvP & PvE should have separate balance. And we could even go further with Battle Grounds & Cyrodil PvP being separate as well.

    I hate how they seperate pvp and pve. id prefer all abilities do all the same things everywhere. Balance the encounters and abilties if needed but match everything back up
  • Mr_Stach
    Mr_Stach
    ✭✭✭✭✭
    ✭✭
    Sure they can Balance encounters, but they can't balance people. People will abuse any angle they can find.
    Altoholic, Frost Warden Sympathizer and Main

    Glacial Guardian - Main - Frost Warden Zealot
    The Frost Man Cometh - PC Frost Backup
Sign In or Register to comment.