ShadowProc wrote: »Izanagi.Xiiib16_ESO wrote: »Proposed set and ability changes:
Plaguebreak: Detonates upon expiration. The damage from this set is reduced by 1.5% per group member.
So you want a solo player in plaguebreak to be able to aoe bomb everyone on a flag from range every 10 seconds?
I think players in general really need to consider what they ask for more carefully. Lets say you finally get rid of stacking heals. Whats next when you still cant kill the group, more proc sets, siege buffs. is 1 button one-shot cyrodiil really what is desired? whoever sees each other first gets the kill.
Lets look at the main reasons groups are especially strong currently:
1) Cyrodiil population size, gone are the 24m groups and the multiple guilds which used to be of some counter. In general unless a small group of players who know how to actually kill groups are present (normally those who play in groups and actually know their weaknesses) there are no longer enough pugs in cyro to make a real impact in most cases.
2) Group tools which used to aide those who weren't as strong such as purge, root and snare removal (rapid spam) have all been nerfed or removed completely making it harder for those who used to be able to achieve some success in larger number play because they were carried by 3-4 players in the group. This didn't impact the groups who were already used to 12m play because they weren't carrying as many players and so had to adapt less.
3) There are so many buffs and group buff sets players can basically invest everything into health and still deal huge damage in bursts. So basically you have enough health to survive not being burst but can still burst others. Include onto this all the proc sets which now stack and burn through players with ease. Synergy damage which scales on the person using the synergy allowing for supports to boost DD's output by huge amounts without the dd sacrificing much.
Healing is sure part of 3 but it's only really 1 small aspect of it.
As opposed to groups just los and bombing pugs every 10 seconds?
I honestly do not understand Drac, Tyr, etc are still having fun after all these years spamming in a ball against pugs while being nearly unkillable.
Why punish good players for synergizing with each other instead of zerging around?
Dem_kitkats1 wrote: »Why punish good players for synergizing with each other instead of zerging around?
Because there are no counters to it. When there are no counters to something it means the game isn't balance. Yes, organized group play will always have an advantage, but other groups should still have ways to counter you or at least make you work a little harder. Players can't CC ball groups, can't break through the infinite healing and mitigation that gear easily provides them, and siege hasn't been adjusted to the current environment. So how is that balanced? Counter play should be more than players having move out of the way so they don’t get snagged into the rolling speed ball. Do you really want gameplay to be only ball groups stalling eachother out because that's the only viable way to play?
neferpitou73 wrote: »Dem_kitkats1 wrote: »Why punish good players for synergizing with each other instead of zerging around?
Because there are no counters to it. When there are no counters to something it means the game isn't balance. Yes, organized group play will always have an advantage, but other groups should still have ways to counter you or at least make you work a little harder. Players can't CC ball groups, can't break through the infinite healing and mitigation that gear easily provides them, and siege hasn't been adjusted to the current environment. So how is that balanced? Counter play should be more than players having move out of the way so they don’t get snagged into the rolling speed ball. Do you really want gameplay to be only ball groups stalling eachother out because that's the only viable way to play?
There is a counter to it as you point out tho: Make your own group. Cyrodiil is the large scale PvP mode of this game. It's meant for groups. If you're expecting a solo player, or even a group of randoms to wipe a group that has optimized itself to kill large groups of players than you're going to be disappointed.
Instead of all this talk of nerfing things I wish they would just add ways for small scale groups to have more impact on the map.
HonestLoverr wrote: »neferpitou73 wrote: »Dem_kitkats1 wrote: »Why punish good players for synergizing with each other instead of zerging around?
Because there are no counters to it. When there are no counters to something it means the game isn't balance. Yes, organized group play will always have an advantage, but other groups should still have ways to counter you or at least make you work a little harder. Players can't CC ball groups, can't break through the infinite healing and mitigation that gear easily provides them, and siege hasn't been adjusted to the current environment. So how is that balanced? Counter play should be more than players having move out of the way so they don’t get snagged into the rolling speed ball. Do you really want gameplay to be only ball groups stalling eachother out because that's the only viable way to play?
There is a counter to it as you point out tho: Make your own group. Cyrodiil is the large scale PvP mode of this game. It's meant for groups. If you're expecting a solo player, or even a group of randoms to wipe a group that has optimized itself to kill large groups of players than you're going to be disappointed.
Instead of all this talk of nerfing things I wish they would just add ways for small scale groups to have more impact on the map.
Running around with a group at literally unstoppable fullspeed aoe oneshotting everyone is not fighting. Its avoiding fights. Nice large scale brawls, where every class brings something to the table for a timed ulti dump like the good old ESO days. Where no necro bombers with sets like dc and pb rule the show.
Seriously, you catch more bombs in this medieval fantasy game with swords and magic than in a modern warfare shooter with rocket launchers. Its just silly man.
HOT stacking is out of hand since hybridization. I can understand the apprehension from the developers side of making specific HOTs not stack but something has to be done here.
MEBengalsFan2001 wrote: »HOT stacking is out of hand since hybridization. I can understand the apprehension from the developers side of making specific HOTs not stack but something has to be done here.
I think more needs to be done to improve PVP in general. For instance there are times where I am tanky and can have 3+ players chasing me around a keep and other times I get killed by two hits. The times I'm killed by two hits blow my mind as it usually happens when I'm blocking and that is with 30K+ resistance, flare for another 10% damage reduction and I have the staff that provides another 3% damage reduction against players.
The other thing is gear sets should not and I repeat should be how groups are managed in this game. I believe our selected role should impact how things are work in PVP; for instance if you are not a tank you get 50% of your resistance value. If you are not a DPS you get 50% of your damage value. If you are not a healer you get 50% less healing out. These are in addition to the current battle spirit buffs we have.
A player now using Pariah and hoping they are god and playing as a DPS will only get 50% of their resistance making that 35k+ resistance much more useless in PVP and healers thinking that they can stand there and tank and heal well your resistance is also lower making you a bit more squishy as well. And tanks can't super heal any more because now you get 50% so roughly a quarter of what you get in PVE, making tanks mostly useful to absorb damage.
The other thing is now tanks and healers can't flip the tide by popping a potion and now having OP damage as well as strong heals.
Roles should matter and make an impact on PVP.
These minor changes would really lower how powerful ball groups are ATM because the DPS heals that we now see will be less and tanks in ball groups will now have to rely on healers more etc...
Or another option is to put hard caps in PVP for base stats on roles. For instance tanks and healers damage numbers can't get higher than 3K unbuffed. DPS can't get higher than 20K resistance unbuffed, etc... I would still make it so non-healers have even less healing in PVP.
.....The stacking of same morph heals is the easiest low-hanging fruit to adjust, and it is ridiculous that we're now going to have to wait a minimum of four more months for this to be addressed since our chapter releases tomorrow.
I honestly do not understand Drac, Tyr, etc are still having fun after all these years spamming in a ball against pugs while being nearly unkillable.
I honestly do not understand Drac, Tyr, etc are still having fun after all these years spamming in a ball against pugs while being nearly unkillable.
The thing is, a well-organized group will always be superior when facing a group of pugs. They are organized and as a group better prepared. They are also likely on comms which provides even more advantage.
This is and should be the case in Cyrodiil and BGs. It is also what should be expected.
HonestLoverr wrote: »I honestly do not understand Drac, Tyr, etc are still having fun after all these years spamming in a ball against pugs while being nearly unkillable.
The thing is, a well-organized group will always be superior when facing a group of pugs. They are organized and as a group better prepared. They are also likely on comms which provides even more advantage.
This is and should be the case in Cyrodiil and BGs. It is also what should be expected.
Nearly godmode and oneshotting people at once is definitely something I would call superior too. But should this be the case? No way. This is not some tiny advantage we are talking about. The heal and kill potential of organized groups while literally immune to any kind of CC + movement speed buffs is absolutely broken as hell and needs to be fixed without nerfing everyone outside those groups too much again like it happened several times in the past when ZOS was going for a change.
neferpitou73 wrote: »HonestLoverr wrote: »I honestly do not understand Drac, Tyr, etc are still having fun after all these years spamming in a ball against pugs while being nearly unkillable.
The thing is, a well-organized group will always be superior when facing a group of pugs. They are organized and as a group better prepared. They are also likely on comms which provides even more advantage.
This is and should be the case in Cyrodiil and BGs. It is also what should be expected.
Nearly godmode and oneshotting people at once is definitely something I would call superior too. But should this be the case? No way. This is not some tiny advantage we are talking about. The heal and kill potential of organized groups while literally immune to any kind of CC + movement speed buffs is absolutely broken as hell and needs to be fixed without nerfing everyone outside those groups too much again like it happened several times in the past when ZOS was going for a change.
And yet any group can reach that level of play if they put the time into it; and in a competitive environment of course some are going to do that. Cyrodiil is the only place in the game where large scale groups can fight each other.
When I see people complaining like this all I see is "I didn't want to put the same amount of time in as they did, so please punish them."
neferpitou73 wrote: »HonestLoverr wrote: »I honestly do not understand Drac, Tyr, etc are still having fun after all these years spamming in a ball against pugs while being nearly unkillable.
The thing is, a well-organized group will always be superior when facing a group of pugs. They are organized and as a group better prepared. They are also likely on comms which provides even more advantage.
This is and should be the case in Cyrodiil and BGs. It is also what should be expected.
Nearly godmode and oneshotting people at once is definitely something I would call superior too. But should this be the case? No way. This is not some tiny advantage we are talking about. The heal and kill potential of organized groups while literally immune to any kind of CC + movement speed buffs is absolutely broken as hell and needs to be fixed without nerfing everyone outside those groups too much again like it happened several times in the past when ZOS was going for a change.
And yet any group can reach that level of play if they put the time into it; and in a competitive environment of course some are going to do that. Cyrodiil is the only place in the game where large scale groups can fight each other.
When I see people complaining like this all I see is "I didn't want to put the same amount of time in as they did, so please punish them."
Ragnaroek93 wrote: »neferpitou73 wrote: »HonestLoverr wrote: »I honestly do not understand Drac, Tyr, etc are still having fun after all these years spamming in a ball against pugs while being nearly unkillable.
The thing is, a well-organized group will always be superior when facing a group of pugs. They are organized and as a group better prepared. They are also likely on comms which provides even more advantage.
This is and should be the case in Cyrodiil and BGs. It is also what should be expected.
Nearly godmode and oneshotting people at once is definitely something I would call superior too. But should this be the case? No way. This is not some tiny advantage we are talking about. The heal and kill potential of organized groups while literally immune to any kind of CC + movement speed buffs is absolutely broken as hell and needs to be fixed without nerfing everyone outside those groups too much again like it happened several times in the past when ZOS was going for a change.
And yet any group can reach that level of play if they put the time into it; and in a competitive environment of course some are going to do that. Cyrodiil is the only place in the game where large scale groups can fight each other.
When I see people complaining like this all I see is "I didn't want to put the same amount of time in as they did, so please punish them."
Everybody in a ballgroup has literally 34859345893458345954 health per second, what effort are we talking about? Because you're able to organize enough people to play with you deserve to be (almost) unkillable?
neferpitou73 wrote: »Ragnaroek93 wrote: »neferpitou73 wrote: »HonestLoverr wrote: »I honestly do not understand Drac, Tyr, etc are still having fun after all these years spamming in a ball against pugs while being nearly unkillable.
The thing is, a well-organized group will always be superior when facing a group of pugs. They are organized and as a group better prepared. They are also likely on comms which provides even more advantage.
This is and should be the case in Cyrodiil and BGs. It is also what should be expected.
Nearly godmode and oneshotting people at once is definitely something I would call superior too. But should this be the case? No way. This is not some tiny advantage we are talking about. The heal and kill potential of organized groups while literally immune to any kind of CC + movement speed buffs is absolutely broken as hell and needs to be fixed without nerfing everyone outside those groups too much again like it happened several times in the past when ZOS was going for a change.
And yet any group can reach that level of play if they put the time into it; and in a competitive environment of course some are going to do that. Cyrodiil is the only place in the game where large scale groups can fight each other.
When I see people complaining like this all I see is "I didn't want to put the same amount of time in as they did, so please punish them."
Everybody in a ballgroup has literally 34859345893458345954 health per second, what effort are we talking about? Because you're able to organize enough people to play with you deserve to be (almost) unkillable?
Yes. In a group based game mode; a group that organizes itself, divides it's roles among it's members, theorycrafts optimal builds, and trains it's members, will and should always have a major advantage over an unorganized mob. The fact that you don't want to make a group like this does not make it unfair.
EDIT: I do want to add tho, that while I disagree that heal stacking is a major problem, there are aspects of groups that are overtuned mostly based on changes made over the past 2 years by ZOS: namely:
-Snow treaders
-harmony
-Dark Convergence
-Plaguebreak
-The Occult Overload change
-Hybridization (leading to increased stats on DDs and healers)
-Group size reductions (which makes PUGs fend for themselves more)
All of which I have been opposed to. And I have no issue with them targeting these things.
Could we get ZOS into this conversation? We need them to know this is happening.
@ZOS_GinaBruno @ZOS_Bill @ZOS_Adrikoth @ZOS_KaiSchober @ZOS_ConnorG
Ragnaroek93 wrote: »Crosshealing is completely out of control and needs to be fixed. Anti ballgroup sets never worked properly and would just be a bandaid fix. Last time we got Dark Convergence and instead of countering ballgroups it made up for a totally miserable experience for everybody.
Cuddlypuff wrote: »neferpitou73 wrote: »Ragnaroek93 wrote: »neferpitou73 wrote: »HonestLoverr wrote: »I honestly do not understand Drac, Tyr, etc are still having fun after all these years spamming in a ball against pugs while being nearly unkillable.
The thing is, a well-organized group will always be superior when facing a group of pugs. They are organized and as a group better prepared. They are also likely on comms which provides even more advantage.
This is and should be the case in Cyrodiil and BGs. It is also what should be expected.
Nearly godmode and oneshotting people at once is definitely something I would call superior too. But should this be the case? No way. This is not some tiny advantage we are talking about. The heal and kill potential of organized groups while literally immune to any kind of CC + movement speed buffs is absolutely broken as hell and needs to be fixed without nerfing everyone outside those groups too much again like it happened several times in the past when ZOS was going for a change.
And yet any group can reach that level of play if they put the time into it; and in a competitive environment of course some are going to do that. Cyrodiil is the only place in the game where large scale groups can fight each other.
When I see people complaining like this all I see is "I didn't want to put the same amount of time in as they did, so please punish them."
Everybody in a ballgroup has literally 34859345893458345954 health per second, what effort are we talking about? Because you're able to organize enough people to play with you deserve to be (almost) unkillable?
Yes. In a group based game mode; a group that organizes itself, divides it's roles among it's members, theorycrafts optimal builds, and trains it's members, will and should always have a major advantage over an unorganized mob. The fact that you don't want to make a group like this does not make it unfair.
EDIT: I do want to add tho, that while I disagree that heal stacking is a major problem, there are aspects of groups that are overtuned mostly based on changes made over the past 2 years by ZOS: namely:
-Snow treaders
-harmony
-Dark Convergence
-Plaguebreak
-The Occult Overload change
-Hybridization (leading to increased stats on DDs and healers)
-Group size reductions (which makes PUGs fend for themselves more)
All of which I have been opposed to. And I have no issue with them targeting these things.
Just about everything mentioned (except harmony synergy spam, hybrid crossheal spam and snow treaders) has diminishing returns in larger groups. The most amusing is all the cheese bomb procs because they only trigger once on death, regardless of the group size that killed the target. Multiple Dcons is also useless unless you want to be handing out free CC immunity for counterbombers to roll dodge through your group on ulti phase and wipe supports from behind.
Anyway if you want the simplest counterargument, look no further than the No Proc tests where ball zergs had no counterplay whatsoever (except painstakingly tab targeting and individually nuking down healers). I've missed a lot of metas in between but I'm pretty sure that ball zerg overall power/effectiveness has only fallen away since then. The first few days of the PC-NA hardware upgrade saw these "overtuned groups" get solo/duo bombed within seconds of forming up, and just exposed the fact that they were solely crutching on lag all along. Unfortunately they later realized that stacking ball groups into a 24-36 man zerg would restore the lag. Combined with the crippling FPS drops since U33 that ZOS has still not acknowledged, I've just lost the motivation to even deal with them.
@neferpitou73 you are talking about organizing, roles etc, but why do you dodging the main point of this thread - organized group has Vigor + Radiant Regeneration stacks, which doesn't require you to fit any role, you spam it regardless of your role.
Vigor heals 3 times less than resolving vigor. Given 12man group, it means you get 4 resolving vigors running all the time just from ONE skill. FOUR. RESOLVING. VIGORS. And I didn't count radiant regens in. How is this fair?
neferpitou73 wrote: »@neferpitou73 you are talking about organizing, roles etc, but why do you dodging the main point of this thread - organized group has Vigor + Radiant Regeneration stacks, which doesn't require you to fit any role, you spam it regardless of your role.
Vigor heals 3 times less than resolving vigor. Given 12man group, it means you get 4 resolving vigors running all the time just from ONE skill. FOUR. RESOLVING. VIGORS. And I didn't count radiant regens in. How is this fair?
Because I don't think it's an issue. My group only runs Vigor/RR on our healers and we still stomp zergs. It's the group coordination and division of labor that allows ball groups to survive. If I'm on a DD I don't have to worry about keeping myself alive and can just run into groups relying on my talented healers to keep me alive. Likewise my healers can rely on the DDs to just kill everything so they can focus on keeping things alive.
I'm just saying, you guys have had two ball group leads come into this thread to tell you they don't think the heal stacks are the issue but have provided several other reasons why they think groups are dominating/overtuned. And we spend hours theorycrafting these comps so we know what we're talking about. Perhaps we should tackle these things before we mess with healing, which will affect literally every part of the game?
neferpitou73 wrote: »@neferpitou73 you are talking about organizing, roles etc, but why do you dodging the main point of this thread - organized group has Vigor + Radiant Regeneration stacks, which doesn't require you to fit any role, you spam it regardless of your role.
Vigor heals 3 times less than resolving vigor. Given 12man group, it means you get 4 resolving vigors running all the time just from ONE skill. FOUR. RESOLVING. VIGORS. And I didn't count radiant regens in. How is this fair?
Because I don't think it's an issue. My group only runs Vigor/RR on our healers and we still stomp zergs. It's the group coordination and division of labor that allows ball groups to survive. If I'm on a DD I don't have to worry about keeping myself alive and can just run into groups relying on my talented healers to keep me alive. Likewise my healers can rely on the DDs to just kill everything so they can focus on keeping things alive.
I'm just saying, you guys have had two ball group leads come into this thread to tell you they don't think the heal stacks are the issue but have provided several other reasons why they think groups are dominating/overtuned. And we spend hours theorycrafting these comps so we know what we're talking about. Perhaps we should tackle these things before we mess with healing, which will affect literally every part of the game?
HonestLoverr wrote: »I honestly do not understand Drac, Tyr, etc are still having fun after all these years spamming in a ball against pugs while being nearly unkillable.
The thing is, a well-organized group will always be superior when facing a group of pugs. They are organized and as a group better prepared. They are also likely on comms which provides even more advantage.
This is and should be the case in Cyrodiil and BGs. It is also what should be expected.
Nearly godmode and oneshotting people at once is definitely something I would call superior too. But should this be the case? No way. This is not some tiny advantage we are talking about. The heal and kill potential of organized groups while literally immune to any kind of CC + movement speed buffs is absolutely broken as hell and needs to be fixed without nerfing everyone outside those groups too much again like it happened several times in the past when ZOS was going for a change.
neferpitou73 wrote: »@neferpitou73 you are talking about organizing, roles etc, but why do you dodging the main point of this thread - organized group has Vigor + Radiant Regeneration stacks, which doesn't require you to fit any role, you spam it regardless of your role.
Vigor heals 3 times less than resolving vigor. Given 12man group, it means you get 4 resolving vigors running all the time just from ONE skill. FOUR. RESOLVING. VIGORS. And I didn't count radiant regens in. How is this fair?
Because I don't think it's an issue. My group only runs Vigor/RR on our healers and we still stomp zergs. It's the group coordination and division of labor that allows ball groups to survive. If I'm on a DD I don't have to worry about keeping myself alive and can just run into groups relying on my talented healers to keep me alive. Likewise my healers can rely on the DDs to just kill everything so they can focus on keeping things alive.
I'm just saying, you guys have had two ball group leads come into this thread to tell you they don't think the heal stacks are the issue but have provided several other reasons why they think groups are dominating/overtuned. And we spend hours theorycrafting these comps so we know what we're talking about. Perhaps we should tackle these things before we mess with healing, which will affect literally every part of the game?
xylena_lazarow wrote: »It's already pretty miserable to fight against nigh-unkillable opponents who drag out objectives just so they can repeatedly kill the same disorganized casuals over and over. It's even more miserable when most of the available counterplay has been deleted. Most sieges are pathetically weak against their heal stacks, and most CC abilities are pathetically useless against their Snow Treaders or other mobility buffs. Same is true whether 4-person smallscale or 12-person ball.
At some point there will be no more pugs left to stomp, and PvP will die.