Organized groups should come in many flavors and playstyles, not a single oppressive "ball" strat that dominates everything small to large scale. This same ball strat still dominates without procs or cp, as the bulk of its power comes from the stacked healing and mobility buffs that make it nigh unkillable, not so much its damage. The consequence of this power imbalance is that the ball strat is much better at stalling fights than actually taking the flags from the zerg, but this is not so much a problem when the primary goal is to "farm pugs" aka repeatedly kill the same disorganized casuals.Don't enjoy this playstyle? No-proc campaign, BG's, & dueling.
xylena_lazarow wrote: »Organized groups should come in many flavors and playstyles, not a single oppressive "ball" strat that dominates everything small to large scale. This same ball strat still dominates without procs or cp, as the bulk of its power comes from the stacked healing and mobility buffs that make it nigh unkillable, not so much its damage. The consequence of this power imbalance is that the ball strat is much better at stalling fights than actually taking the flags from the zerg, but this is not so much a problem when the primary goal is to "farm pugs" aka repeatedly kill the same disorganized casuals.Don't enjoy this playstyle? No-proc campaign, BG's, & dueling.
So what you are saying then, is that if I do not enjoy the "playstyle" of joining a competitive group just to stall fights and stomp pugs, that I should leave Cyro? Don't worry, that's exactly what keeps happening. But once upon a time, Cyro was home to all sorts of group and solo playstyles and skill levels, and better lived up to the game's promise of "play how you like."
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?
Its almost as if HOT stacking is overtuned when you can just rely on stacking multiple HOTs to keep a group alive. So much that DDs don't have to worry about keeping themselves alive when their healers can carry their survivability for them by simply applying passive HOTs.
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?
I don't know why everyone in this thread glazes over the fact that the ball groups are by far, the largest negative impact on performance that exists. Zenimax themselves acknowledged this back at the beginning of their year of performance testing, and said that the reason they have such a negative impact on server performance is because of the spamming of abilities and the constant calculations related to those abilities.
It is so obvious that having 5 RRs and 5 vigors on you should not exist in the game, and even more obvious that removing the ability to do this will be the easiest way to massively reduce the calculations your "coordinated groups" cause. As the ball group players themselves have said "we'll adapt". So what is the issue with removing this function?
neferpitou73 wrote: »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?
I don't know why everyone in this thread glazes over the fact that the ball groups are by far, the largest negative impact on performance that exists. Zenimax themselves acknowledged this back at the beginning of their year of performance testing, and said that the reason they have such a negative impact on server performance is because of the spamming of abilities and the constant calculations related to those abilities.
It is so obvious that having 5 RRs and 5 vigors on you should not exist in the game, and even more obvious that removing the ability to do this will be the easiest way to massively reduce the calculations your "coordinated groups" cause. As the ball group players themselves have said "we'll adapt". So what is the issue with removing this function?
And yet when they did test to see if those abilities were the problem they saw no improvement in performance. And mysteriously when they actually fixed their servers there was no lag even at prime time with several ball groups on the server.
neferpitou73 wrote: »
My group only runs Vigor/RR on our healers and we still stomp zergs.
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.
neferpitou73 wrote: »
My group only runs Vigor/RR on our healers and we still stomp zergs.
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.
I may have come off as too literal in my previous post, but the point is, If only your healers are using HOTs and stacking them, and your DDs apparently are not using any heals for themselves, this still proves how ridiculously overperforming cross healing is (HOT stacking especially) when are able to stomp zergs like this in your own words. I'm also certain if you were to look at how much healing is being done, the great majority of it would be coming from HOTs rather than more reactive heals, hence why I mentioned groups are being carried by passive cross HOTs.
The other sentence I've bolded also points out how overtuned cross healing is when you yourself claim that DDs in your group don't even have to worry about their own survivability because of the absurd amount of healing being pumped out by healers these days. What that does is promote passive gameplay over reactive gameplay which ultimately dumbs down the game.
Organized groups do not need access to the amount of healing currently available to play effectively. They already have the advantage of organization, communication, coordination and potential set stacking over unorganized and uncoordinated zerg masses. If anything the ridiculous amount of cross healing achievable these days actually diminishes whatever tactical skill is involved when playing as a group since it allows the group to play more carelessly and get away with arbitrary actions that would have otherwise gotten them killed without the carry that is cross healing right now.
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.
neferpitou73 wrote: »Did you miss the part where I said we run 4 healers, who are obviously running more than RR/Vigor?
neferpitou73 wrote: »Did you miss the part where I said we run 4 healers, who are obviously running more than RR/Vigor?
So each member has 4 Vigors and 4 RR.
3 Vigors = 1 Resolving Vigor, 2 RR = 1 Resolving Vigor.
Your group has 3 Resolving Vigors passively.
Passive cross-healing does more to your group than you want to admit.
Izanagi.Xiiib16_ESO wrote: »neferpitou73 wrote: »Did you miss the part where I said we run 4 healers, who are obviously running more than RR/Vigor?
So each member has 4 Vigors and 4 RR.
3 Vigors = 1 Resolving Vigor, 2 RR = 1 Resolving Vigor.
Your group has 3 Resolving Vigors passively.
Passive cross-healing does more to your group than you want to admit.
Whats the problem with dedicated healers being able to heal group members in this way? The issue is actually just due to heal scaling being based on the same stats as damage. Split healing and damage stats could make things quite interesting. They already split proc sets in this manor just not skills...
Ragnaroek93 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.
I heavily disagree with that tbh. Crosshealing is the #1 issue by far and it's pretty obvious. Having 10 hots on everybody isn't balanced, period. Nobody fights a ballgroup and thinks "*** snow treaders" afterwards lol. Ballgroups have been an issue way before they introduced any of the stuff you've mentioned.
I also don't understand your argument. An organized group will always have an advantage, no matter if they remove crosshealing or not. Revmoving crosshealing wouldn't take that advantage away, it would make them actually killable, as they should are. Right now healing is so overpowered that it allows bad players to stall a fight against much better players forever. Healing on certain classes is already so strong that solo players can stall a fight forever (while playing significantly worse than their opponent), group healing makes this issue completely gamebreaking.
ESO PvP boils down to good players who avoid fighting each other because most of these fights would be endless stalemates and they go to stomp bad and new players all over again instead. #fun
neferpitou73 wrote: »Izanagi.Xiiib16_ESO wrote: »neferpitou73 wrote: »Did you miss the part where I said we run 4 healers, who are obviously running more than RR/Vigor?
So each member has 4 Vigors and 4 RR.
3 Vigors = 1 Resolving Vigor, 2 RR = 1 Resolving Vigor.
Your group has 3 Resolving Vigors passively.
Passive cross-healing does more to your group than you want to admit.
Whats the problem with dedicated healers being able to heal group members in this way? The issue is actually just due to heal scaling being based on the same stats as damage. Split healing and damage stats could make things quite interesting. They already split proc sets in this manor just not skills...
I've always thought having resistances affect heals in the same way they affect damage could also be interesting, but I couldn't tell you how balanced that would be.Ragnaroek93 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.
I heavily disagree with that tbh. Crosshealing is the #1 issue by far and it's pretty obvious. Having 10 hots on everybody isn't balanced, period. Nobody fights a ballgroup and thinks "*** snow treaders" afterwards lol. Ballgroups have been an issue way before they introduced any of the stuff you've mentioned.
I also don't understand your argument. An organized group will always have an advantage, no matter if they remove crosshealing or not. Revmoving crosshealing wouldn't take that advantage away, it would make them actually killable, as they should are. Right now healing is so overpowered that it allows bad players to stall a fight against much better players forever. Healing on certain classes is already so strong that solo players can stall a fight forever (while playing significantly worse than their opponent), group healing makes this issue completely gamebreaking.
ESO PvP boils down to good players who avoid fighting each other because most of these fights would be endless stalemates and they go to stomp bad and new players all over again instead. #fun
No. All of these things are far more important than cross heals. You still had cross heals way back but groups didn't feel near as powerful as they do now. Let me go through the list.
--snow treaders--makes it impossible to lock down ball groups, and given there already high speed this gives them a major advantage in maneuvering
--harmony--esentially free damage, pretty much every DD in every ball group runs harmony on their jewelry and the supports run almost every synergy possible. Heck, when I'm playing DD I even keybind "take synergy" to one of my skill buttons so I can just keep spamming synergies.
--Dark Convergence--an automatic stack creator, we have an entire build created to running just this set and doing CC so we can stack large groups for synergy bombs, and almost every ball group does as well.
--Plaguebreak--meant to prevent purge spam in ball groups. In actuality it doesn't affect us at all due to CP and additional healers. Instead we just run it on one build to blow up PUGs we fight.
--Occult Overload--now does more effective damage than VD. My group wiped once to another group because an enemy group killed a couple gaurds near us. While I appreciate the effort to reintroduce bombers this wasn't the way to do it.
--Hybridization--If there is a cross-healing problem this is the source of it. The hybridization of stats and sets allowed us to increase our damage and heals by a lot.
For instance this is what we were running in Rough Riders before the stat hybridization:
https://en.uesp.net/wiki/Special:EsoBuildData?id=372592
This is something more akin to what my group would run now (although I'd change the sets):
https://en.uesp.net/wiki/Special:EsoBuildData?id=454867
Notice the ridiculous increase in spell and weapon damage and the regen tooltip.
I haven't even added CP on those builds.
--Decreasing group size--This benefited ball groups for several reasons. First, it made it harder to coordinate zerg groups. You now need 2 people instead of 1 to coordinate the same amount of people. This severely limits faction guilds' such as AoC, ability to handle ball groups. Secondly, it made PUGS even more of a liability to have aground since with a smaller group size it's harder to hide the performance of less skilled players.
In other words, what ZOS has basically done the last few years is make us immune to CC, gave us more efficient sets/passives to stack and kill PUGS, higher damage and heals, and reduce zergs' ability to coordinate against us.
If they want to nerf us they should:
--bring back 24 man groups
--Eliminate PB/DC
--Nerf harmony/swift/expedition
--Nerf O_O back to what it was last patch
--Bring back bombers by un-nerfing mech acuity
And if those things are not successful I'll agree to a change in heal stacks. But I'd rather get rid of the buffs they've given us the last few years than change a fundamental aspect of the game, at least at first.
neferpitou73 wrote: »Izanagi.Xiiib16_ESO wrote: »neferpitou73 wrote: »Did you miss the part where I said we run 4 healers, who are obviously running more than RR/Vigor?
So each member has 4 Vigors and 4 RR.
3 Vigors = 1 Resolving Vigor, 2 RR = 1 Resolving Vigor.
Your group has 3 Resolving Vigors passively.
Passive cross-healing does more to your group than you want to admit.
Whats the problem with dedicated healers being able to heal group members in this way? The issue is actually just due to heal scaling being based on the same stats as damage. Split healing and damage stats could make things quite interesting. They already split proc sets in this manor just not skills...
I've always thought having resistances affect heals in the same way they affect damage could also be interesting, but I couldn't tell you how balanced that would be.Ragnaroek93 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.
I heavily disagree with that tbh. Crosshealing is the #1 issue by far and it's pretty obvious. Having 10 hots on everybody isn't balanced, period. Nobody fights a ballgroup and thinks "*** snow treaders" afterwards lol. Ballgroups have been an issue way before they introduced any of the stuff you've mentioned.
I also don't understand your argument. An organized group will always have an advantage, no matter if they remove crosshealing or not. Revmoving crosshealing wouldn't take that advantage away, it would make them actually killable, as they should are. Right now healing is so overpowered that it allows bad players to stall a fight against much better players forever. Healing on certain classes is already so strong that solo players can stall a fight forever (while playing significantly worse than their opponent), group healing makes this issue completely gamebreaking.
ESO PvP boils down to good players who avoid fighting each other because most of these fights would be endless stalemates and they go to stomp bad and new players all over again instead. #fun
No. All of these things are far more important than cross heals. You still had cross heals way back but groups didn't feel near as powerful as they do now. Let me go through the list.
--snow treaders--makes it impossible to lock down ball groups, and given there already high speed this gives them a major advantage in maneuvering
--harmony--esentially free damage, pretty much every DD in every ball group runs harmony on their jewelry and the supports run almost every synergy possible. Heck, when I'm playing DD I even keybind "take synergy" to one of my skill buttons so I can just keep spamming synergies.
--Dark Convergence--an automatic stack creator, we have an entire build created to running just this set and doing CC so we can stack large groups for synergy bombs, and almost every ball group does as well.
--Plaguebreak--meant to prevent purge spam in ball groups. In actuality it doesn't affect us at all due to CP and additional healers. Instead we just run it on one build to blow up PUGs we fight.
--Occult Overload--now does more effective damage than VD. My group wiped once to another group because an enemy group killed a couple gaurds near us. While I appreciate the effort to reintroduce bombers this wasn't the way to do it.
--Hybridization--If there is a cross-healing problem this is the source of it. The hybridization of stats and sets allowed us to increase our damage and heals by a lot.
For instance this is what we were running in Rough Riders before the stat hybridization:
https://en.uesp.net/wiki/Special:EsoBuildData?id=372592
This is something more akin to what my group would run now (although I'd change the sets):
https://en.uesp.net/wiki/Special:EsoBuildData?id=454867
Notice the ridiculous increase in spell and weapon damage and the regen tooltip.
I haven't even added CP on those builds.
--Decreasing group size--This benefited ball groups for several reasons. First, it made it harder to coordinate zerg groups. You now need 2 people instead of 1 to coordinate the same amount of people. This severely limits faction guilds' such as AoC, ability to handle ball groups. Secondly, it made PUGS even more of a liability to have aground since with a smaller group size it's harder to hide the performance of less skilled players.
In other words, what ZOS has basically done the last few years is make us immune to CC, gave us more efficient sets/passives to stack and kill PUGS, higher damage and heals, and reduce zergs' ability to coordinate against us.
If they want to nerf us they should:
--bring back 24 man groups
--Eliminate PB/DC
--Nerf harmony/swift/expedition
--Nerf O_O back to what it was last patch
--Bring back bombers by un-nerfing mech acuity
And if those things are not successful I'll agree to a change in heal stacks. But I'd rather get rid of the buffs they've given us the last few years than change a fundamental aspect of the game, at least at first.
TheEndBringer wrote: »The one thing you said that I 100% agree with is bringing back NB bombers via mechanical. A few coordinated bombers could wipe a ballgroup. They could wipe a dumb zerg just mindlessly eating up the map. The only reason they were taken away is because last summer during midyear the forums blew up (as they usually do during midyears because of inexperienced players getting killed). It's no coincidence that the following update had MA gutted.
Revert MA with the condition that it cannot crit other proc sets (or just remove proc set crits again). NBs with MA had to work harder than they currently due, but had over 5 seconds better killing power. So you had more time to defend against the burst, but good players would win out. NB bombers were great equalizers and are sorely missed.
Cuddlypuff wrote: »TheEndBringer wrote: »The one thing you said that I 100% agree with is bringing back NB bombers via mechanical. A few coordinated bombers could wipe a ballgroup. They could wipe a dumb zerg just mindlessly eating up the map. The only reason they were taken away is because last summer during midyear the forums blew up (as they usually do during midyears because of inexperienced players getting killed). It's no coincidence that the following update had MA gutted.
Revert MA with the condition that it cannot crit other proc sets (or just remove proc set crits again). NBs with MA had to work harder than they currently due, but had over 5 seconds better killing power. So you had more time to defend against the burst, but good players would win out. NB bombers were great equalizers and are sorely missed.
There needs to be a way for a solo bomber to wipe a ball zerg. The real nerf to NB bombing was the proxy det adjustment that removed all offensive threat w/o tether and completely gutted the playstyle between bombs. I've switched to harmonycro and cleaveDK since then, which are also OP bombers but would never be BIS for one simple reason: lag. Tether bombers can preload all their buffs and damage and stealth in for a single button press of ulti, while all the other bombers rely on complex kiting and combos and extremely tight burst windows that just don't happen up against the lag generated by ball zergs.
neferpitou73 wrote: »neferpitou73 wrote: »
My group only runs Vigor/RR on our healers and we still stomp zergs.
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.
I may have come off as too literal in my previous post, but the point is, If only your healers are using HOTs and stacking them, and your DDs apparently are not using any heals for themselves, this still proves how ridiculously overperforming cross healing is (HOT stacking especially) when are able to stomp zergs like this in your own words. I'm also certain if you were to look at how much healing is being done, the great majority of it would be coming from HOTs rather than more reactive heals, hence why I mentioned groups are being carried by passive cross HOTs.
The other sentence I've bolded also points out how overtuned cross healing is when you yourself claim that DDs in your group don't even have to worry about their own survivability because of the absurd amount of healing being pumped out by healers these days. What that does is promote passive gameplay over reactive gameplay which ultimately dumbs down the game.
Organized groups do not need access to the amount of healing currently available to play effectively. They already have the advantage of organization, communication, coordination and potential set stacking over unorganized and uncoordinated zerg masses. If anything the ridiculous amount of cross healing achievable these days actually diminishes whatever tactical skill is involved when playing as a group since it allows the group to play more carelessly and get away with arbitrary actions that would have otherwise gotten them killed without the carry that is cross healing right now.
What am I not being clear about here? We run our group like a trial group. Are trial healers OP because their DDs don't have to worry about healing?
You guys have had two group leads come in here to tell you that cross heals are not the problem. When they inevitably nerf cross heals and make the game less enjoyable for everyone (as it always happens when the forums get there way) I look forward to seeing what your excuse is when groups are still kicking everyone's butt.
TheEndBringer wrote: »neferpitou73 wrote: »Izanagi.Xiiib16_ESO wrote: »neferpitou73 wrote: »Did you miss the part where I said we run 4 healers, who are obviously running more than RR/Vigor?
So each member has 4 Vigors and 4 RR.
3 Vigors = 1 Resolving Vigor, 2 RR = 1 Resolving Vigor.
Your group has 3 Resolving Vigors passively.
Passive cross-healing does more to your group than you want to admit.
Whats the problem with dedicated healers being able to heal group members in this way? The issue is actually just due to heal scaling being based on the same stats as damage. Split healing and damage stats could make things quite interesting. They already split proc sets in this manor just not skills...
I've always thought having resistances affect heals in the same way they affect damage could also be interesting, but I couldn't tell you how balanced that would be.Ragnaroek93 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.
I heavily disagree with that tbh. Crosshealing is the #1 issue by far and it's pretty obvious. Having 10 hots on everybody isn't balanced, period. Nobody fights a ballgroup and thinks "*** snow treaders" afterwards lol. Ballgroups have been an issue way before they introduced any of the stuff you've mentioned.
I also don't understand your argument. An organized group will always have an advantage, no matter if they remove crosshealing or not. Revmoving crosshealing wouldn't take that advantage away, it would make them actually killable, as they should are. Right now healing is so overpowered that it allows bad players to stall a fight against much better players forever. Healing on certain classes is already so strong that solo players can stall a fight forever (while playing significantly worse than their opponent), group healing makes this issue completely gamebreaking.
ESO PvP boils down to good players who avoid fighting each other because most of these fights would be endless stalemates and they go to stomp bad and new players all over again instead. #fun
No. All of these things are far more important than cross heals. You still had cross heals way back but groups didn't feel near as powerful as they do now. Let me go through the list.
--snow treaders--makes it impossible to lock down ball groups, and given there already high speed this gives them a major advantage in maneuvering
--harmony--esentially free damage, pretty much every DD in every ball group runs harmony on their jewelry and the supports run almost every synergy possible. Heck, when I'm playing DD I even keybind "take synergy" to one of my skill buttons so I can just keep spamming synergies.
--Dark Convergence--an automatic stack creator, we have an entire build created to running just this set and doing CC so we can stack large groups for synergy bombs, and almost every ball group does as well.
--Plaguebreak--meant to prevent purge spam in ball groups. In actuality it doesn't affect us at all due to CP and additional healers. Instead we just run it on one build to blow up PUGs we fight.
--Occult Overload--now does more effective damage than VD. My group wiped once to another group because an enemy group killed a couple gaurds near us. While I appreciate the effort to reintroduce bombers this wasn't the way to do it.
--Hybridization--If there is a cross-healing problem this is the source of it. The hybridization of stats and sets allowed us to increase our damage and heals by a lot.
For instance this is what we were running in Rough Riders before the stat hybridization:
https://en.uesp.net/wiki/Special:EsoBuildData?id=372592
This is something more akin to what my group would run now (although I'd change the sets):
https://en.uesp.net/wiki/Special:EsoBuildData?id=454867
Notice the ridiculous increase in spell and weapon damage and the regen tooltip.
I haven't even added CP on those builds.
--Decreasing group size--This benefited ball groups for several reasons. First, it made it harder to coordinate zerg groups. You now need 2 people instead of 1 to coordinate the same amount of people. This severely limits faction guilds' such as AoC, ability to handle ball groups. Secondly, it made PUGS even more of a liability to have aground since with a smaller group size it's harder to hide the performance of less skilled players.
In other words, what ZOS has basically done the last few years is make us immune to CC, gave us more efficient sets/passives to stack and kill PUGS, higher damage and heals, and reduce zergs' ability to coordinate against us.
If they want to nerf us they should:
--bring back 24 man groups
--Eliminate PB/DC
--Nerf harmony/swift/expedition
--Nerf O_O back to what it was last patch
--Bring back bombers by un-nerfing mech acuity
And if those things are not successful I'll agree to a change in heal stacks. But I'd rather get rid of the buffs they've given us the last few years than change a fundamental aspect of the game, at least at first.
I've read a lot of your replies and I'm a little confused.
On one hand you think cross-healing isn't very beneficial, but you are defending taking it away. So either it is an advantage or it isn't.
Two healers spamming rr and vigor can put 10k ticks on everyone else in the group in short order. That's not counting any other active or passive heals they are laying down, or any other health buffs they are adding (such as minor toughness from warden).
There is nothing skillful about running a ballgroup except for the coordination. That takes time to get down. But most ballgroups rely on the advantages the game gives them that are not based on skill alone. It's not my fault I can't blow up that tower or that tree or that rock the ballgroup keeps dancing around for 20 minutes. It's not my faut they run snowtreaders to block the skills and sets that at one point in time were effective against ballgroups.
Most ballgroups go to a combat marker, run inside the keep and find a tower or get inside the inner. They then spend as much time possible kiting enemies around, until finally enough opposing numbers show up they either die or run away.
Let's go through your suggestions.
24 man groups. Okay. Do you not remember 24 man ballgroups? The problem doesn't change.
PB/DC. The issue with these two sets is they are usable by ballgroups and emps, and not very effective anymore on other players. They could use some tuning up.
Harmony/Swift/Expedition. So we want to kill these very usable traits and buff because of ball groups? No, I don't think so. Ballgroups make up a very small percentage of the population. I don't think nerfing anything that is beneficial to everyone else just because it -might- hurt ballgroups is a very good idea. It wouldn't, by the way. You'd just make everyone a little slower. They've also already nerfed harmony once.
The one thing you said that I 100% agree with is bringing back NB bombers via mechanical. A few coordinated bombers could wipe a ballgroup. They could wipe a dumb zerg just mindlessly eating up the map. The only reason they were taken away is because last summer during midyear the forums blew up (as they usually do during midyears because of inexperienced players getting killed). It's no coincidence that the following update had MA gutted.
Revert MA with the condition that it cannot crit other proc sets (or just remove proc set crits again). NBs with MA had to work harder than they currently due, but had over 5 seconds better killing power. So you had more time to defend against the burst, but good players would win out. NB bombers were great equalizers and are sorely missed.
neferpitou73 wrote: »neferpitou73 wrote: »
My group only runs Vigor/RR on our healers and we still stomp zergs.
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.
I may have come off as too literal in my previous post, but the point is, If only your healers are using HOTs and stacking them, and your DDs apparently are not using any heals for themselves, this still proves how ridiculously overperforming cross healing is (HOT stacking especially) when are able to stomp zergs like this in your own words. I'm also certain if you were to look at how much healing is being done, the great majority of it would be coming from HOTs rather than more reactive heals, hence why I mentioned groups are being carried by passive cross HOTs.
The other sentence I've bolded also points out how overtuned cross healing is when you yourself claim that DDs in your group don't even have to worry about their own survivability because of the absurd amount of healing being pumped out by healers these days. What that does is promote passive gameplay over reactive gameplay which ultimately dumbs down the game.
Organized groups do not need access to the amount of healing currently available to play effectively. They already have the advantage of organization, communication, coordination and potential set stacking over unorganized and uncoordinated zerg masses. If anything the ridiculous amount of cross healing achievable these days actually diminishes whatever tactical skill is involved when playing as a group since it allows the group to play more carelessly and get away with arbitrary actions that would have otherwise gotten them killed without the carry that is cross healing right now.
What am I not being clear about here? We run our group like a trial group. Are trial healers OP because their DDs don't have to worry about healing?
You guys have had two group leads come in here to tell you that cross heals are not the problem. When they inevitably nerf cross heals and make the game less enjoyable for everyone (as it always happens when the forums get there way) I look forward to seeing what your excuse is when groups are still kicking everyone's butt.
Cross healing isn't just a ball group issue. Its also an issue when two small groups fight each other and in BGs as well because of the stalemates they cause. The fact that a dedicated healer can often negate the incoming damage of three separate DDs is obviously a problem. Even more so that a dedicated healer can heal enough that for every one there is, three DDs don't even have to worry about staying alive as is apparently the case for your own group. Imagine if the roles were reversed where in order to negate the damage output of one DD, you needed to have three dedicated healers; does that seem fair and balanced to you?
I also wouldn't try using PvE as a reason to justify what's currently happening in PvP. What works in PvE shouldn't always be the case for PvP. I'm sure your PvP trial-like group doesn't include any dedicated tanks; context matters.
Organized groups do not need access to the amount of healing currently available to play effectively.
And yes, as I've already said in my other post and repeating it now, organized groups are still going to dominate even if cross healing is gutted just because of their advantages I had previously mentioned. They'll just have to try a little harder to do so and play more carefully.
neferpitou73 wrote: »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?
I don't know why everyone in this thread glazes over the fact that the ball groups are by far, the largest negative impact on performance that exists. Zenimax themselves acknowledged this back at the beginning of their year of performance testing, and said that the reason they have such a negative impact on server performance is because of the spamming of abilities and the constant calculations related to those abilities.
It is so obvious that having 5 RRs and 5 vigors on you should not exist in the game, and even more obvious that removing the ability to do this will be the easiest way to massively reduce the calculations your "coordinated groups" cause. As the ball group players themselves have said "we'll adapt". So what is the issue with removing this function?
And yet when they did test to see if those abilities were the problem they saw no improvement in performance. And mysteriously when they actually fixed their servers there was no lag even at prime time with several ball groups on the server.
Technically Zenimax did see improvement served side when they did those Cyrodiil tests, though they did not get into specifics about which tests showed improvement.
The main takeaway Zenimax provided is that none of the testing showed any meaningful improvements. So you are correct to note that the testing debunked the theory that stacking of hots does not create that much stress on the server compared to anything else based on actual testing and data received by Zenimax looking into this.
neferpitou73 wrote: »
I will concede your point on nerfing the traits. Although I will still argue that harmony deserves a bit more of a nerf. And outside of niche builds, llke Necro bombers I don't think it's going to be missed.
neferpitou73 wrote: »
Wrong : ) We do run tanks
I've actually always been curious about one thing with ball zergs, and that's the issue of group size. I can make a 4-6 man bombing setup that wipes 24 zerglings on keep 3rd level without any problems. Why would you use a 24 man group and lose out on 6x the AP if it's all diminishing returns from ~4 members onwards. You already get 90% buff/rapids coverage, 4 stacks of crossheals, more than enough cc/damage/synergies to wipe zerg clumps.neferpitou73 wrote: »Yes, I do remember 24 man ball groups. Still weren't as big an issue as today's groups. It was possible to coordinate a zerg group to put up more resistance. Pop caps were also higher which provided much stronger resistance.
Cuddlypuff wrote: »I've actually always been curious about one thing with ball zergs, and that's the issue of group size. I can make a 4-6 man bombing setup that wipes 24 zerglings on keep 3rd level without any problems. Why would you use a 24 man group and lose out on 6x the AP if it's all diminishing returns from ~4 members onwards. You already get 90% buff/rapids coverage, 4 stacks of crossheals, more than enough cc/damage/synergies to wipe zerg clumps.neferpitou73 wrote: »Yes, I do remember 24 man ball groups. Still weren't as big an issue as today's groups. It was possible to coordinate a zerg group to put up more resistance. Pop caps were also higher which provided much stronger resistance.
I just assumed that groups larger than that were rather casual arrangements where you just accommodated more members for the social factor, rather than any real performance gain.
Cuddlypuff wrote: »I've actually always been curious about one thing with ball zergs, and that's the issue of group size. I can make a 4-6 man bombing setup that wipes 24 zerglings on keep 3rd level without any problems. Why would you use a 24 man group and lose out on 6x the AP if it's all diminishing returns from ~4 members onwards. You already get 90% buff/rapids coverage, 4 stacks of crossheals, more than enough cc/damage/synergies to wipe zerg clumps.neferpitou73 wrote: »Yes, I do remember 24 man ball groups. Still weren't as big an issue as today's groups. It was possible to coordinate a zerg group to put up more resistance. Pop caps were also higher which provided much stronger resistance.
I just assumed that groups larger than that were rather casual arrangements where you just accommodated more members for the social factor, rather than any real performance gain.
neferpitou73 wrote: »neferpitou73 wrote: »
My group only runs Vigor/RR on our healers and we still stomp zergs.
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.
I may have come off as too literal in my previous post, but the point is, If only your healers are using HOTs and stacking them, and your DDs apparently are not using any heals for themselves, this still proves how ridiculously overperforming cross healing is (HOT stacking especially) when are able to stomp zergs like this in your own words. I'm also certain if you were to look at how much healing is being done, the great majority of it would be coming from HOTs rather than more reactive heals, hence why I mentioned groups are being carried by passive cross HOTs.
The other sentence I've bolded also points out how overtuned cross healing is when you yourself claim that DDs in your group don't even have to worry about their own survivability because of the absurd amount of healing being pumped out by healers these days. What that does is promote passive gameplay over reactive gameplay which ultimately dumbs down the game.
Organized groups do not need access to the amount of healing currently available to play effectively. They already have the advantage of organization, communication, coordination and potential set stacking over unorganized and uncoordinated zerg masses. If anything the ridiculous amount of cross healing achievable these days actually diminishes whatever tactical skill is involved when playing as a group since it allows the group to play more carelessly and get away with arbitrary actions that would have otherwise gotten them killed without the carry that is cross healing right now.
What am I not being clear about here? We run our group like a trial group. Are trial healers OP because their DDs don't have to worry about healing?
You guys have had two group leads come in here to tell you that cross heals are not the problem. When they inevitably nerf cross heals and make the game less enjoyable for everyone (as it always happens when the forums get there way) I look forward to seeing what your excuse is when groups are still kicking everyone's butt.
Cross healing isn't just a ball group issue. Its also an issue when two small groups fight each other and in BGs as well because of the stalemates they cause. The fact that a dedicated healer can often negate the incoming damage of three separate DDs is obviously a problem. Even more so that a dedicated healer can heal enough that for every one there is, three DDs don't even have to worry about staying alive as is apparently the case for your own group. Imagine if the roles were reversed where in order to negate the damage output of one DD, you needed to have three dedicated healers; does that seem fair and balanced to you?
I also wouldn't try using PvE as a reason to justify what's currently happening in PvP. What works in PvE shouldn't always be the case for PvP. I'm sure your PvP trial-like group doesn't include any dedicated tanks; context matters.
Organized groups do not need access to the amount of healing currently available to play effectively.
And yes, as I've already said in my other post and repeating it now, organized groups are still going to dominate even if cross healing is gutted just because of their advantages I had previously mentioned. They'll just have to try a little harder to do so and play more carefully.
Cuddlypuff wrote: »I've actually always been curious about one thing with ball zergs, and that's the issue of group size. I can make a 4-6 man bombing setup that wipes 24 zerglings on keep 3rd level without any problems. Why would you use a 24 man group and lose out on 6x the AP if it's all diminishing returns from ~4 members onwards. You already get 90% buff/rapids coverage, 4 stacks of crossheals, more than enough cc/damage/synergies to wipe zerg clumps.
I just assumed that groups larger than that were rather casual arrangements where you just accommodated more members for the social factor, rather than any real performance gain.
Cross healing isn't just a ball group issue. Its also an issue when two small groups fight each other and in BGs as well because of the stalemates they cause. The fact that a dedicated healer can often negate the incoming damage of three separate DDs is obviously a problem. Even more so that a dedicated healer can heal enough that for every one there is, three DDs don't even have to worry about staying alive as is apparently the case for your own group. Imagine if the roles were reversed where in order to negate the damage output of one DD, you needed to have three dedicated healers; does that seem fair and balanced to you?
I also wouldn't try using PvE as a reason to justify what's currently happening in PvP. What works in PvE shouldn't always be the case for PvP. I'm sure your PvP trial-like group doesn't include any dedicated tanks; context matters.
Organized groups do not need access to the amount of healing currently available to play effectively.
And yes, as I've already said in my other post and repeating it now, organized groups are still going to dominate even if cross healing is gutted just because of their advantages I had previously mentioned. They'll just have to try a little harder to do so and play more carefully.
doesurmindglow wrote: »
Cross healing isn't just a ball group issue. Its also an issue when two small groups fight each other and in BGs as well because of the stalemates they cause. The fact that a dedicated healer can often negate the incoming damage of three separate DDs is obviously a problem. Even more so that a dedicated healer can heal enough that for every one there is, three DDs don't even have to worry about staying alive as is apparently the case for your own group. Imagine if the roles were reversed where in order to negate the damage output of one DD, you needed to have three dedicated healers; does that seem fair and balanced to you?
I also wouldn't try using PvE as a reason to justify what's currently happening in PvP. What works in PvE shouldn't always be the case for PvP. I'm sure your PvP trial-like group doesn't include any dedicated tanks; context matters.
Organized groups do not need access to the amount of healing currently available to play effectively.
And yes, as I've already said in my other post and repeating it now, organized groups are still going to dominate even if cross healing is gutted just because of their advantages I had previously mentioned. They'll just have to try a little harder to do so and play more carefully.
I tend to agree with the core point in bold but the problem with this solution is it overlooks how thoroughly the disorganized groups are carried by crossheals also.
RIght now, the many attempts to add "penalties" to "organizing a group" in Cyrodiil has made it a minefield of 26k HP pugs that pop easily for huge bombs on groups of all sizes, and these are most punishing when the group isn't prepared or built for it.
"Ball groups" is the term people use for group compositions that are optimized to fully exploit that killing potential while also minimizing their impact from it. Nerfing crossheals will affect the latter for sure, as I think many people intend; but it will ALSO, and much more importantly, exacerbate the former: now instead of a minefield of 26k HP pugs that proc VD/PB/DC/OO/(more future bomber mech abbreviations here), we'll have a minefield of 26k HP pugs that proc VD/PB/etc and cannot be healed.
For the record, I'm not actually against a limit on HOT stacking as I think it would force groups to be more creative about how they defend themselves. But you're delusional if you think such a change will do anything besides make ball groups stronger.
TheEndBringer wrote: »I don't buy the "hot stacking will hurt pugs" argument because if you aren't in a group with a dedicate healer spamming rr and vigor, you aren't getting stacked hots. If you're lucky you might leech one tick off a passing healer.
...
Yes, if you eliminated hot stacking ball groups would adjust, but any adjustment will make them inherently easier to kill, which will force them to adjust further. Maybe they start specking their DDs to be tankier, but that means their damage goes down, making them less effective in wiping bigger groups of enemies. Maybe their healers have to wear healing gear and have less sustain because they're having to run more healing skills. That means the healer isn't a bloody tank and can be killed easier by the enemy.
neferpitou73 wrote: »Yes, I do remember 24 man ball groups. Still weren't as big an issue as today's groups. It was possible to coordinate a zerg group to put up more resistance. Pop caps were also higher which provided much stronger resistance.
doesurmindglow wrote: »Cuddlypuff wrote: »I've actually always been curious about one thing with ball zergs, and that's the issue of group size. I can make a 4-6 man bombing setup that wipes 24 zerglings on keep 3rd level without any problems. Why would you use a 24 man group and lose out on 6x the AP if it's all diminishing returns from ~4 members onwards. You already get 90% buff/rapids coverage, 4 stacks of crossheals, more than enough cc/damage/synergies to wipe zerg clumps.
I just assumed that groups larger than that were rather casual arrangements where you just accommodated more members for the social factor, rather than any real performance gain.
Properly comped ball groups are the same thing as your "4-6 man bombing setup" but they add healers and speed that make it so they can survive indefinitely rather than the usual 1 or 2 good bombs before they're zerged. That's it, that's the whole difference. Imagine the bombing setup but you can keep bombing basically until a 60 man zerg stacks up that can kill you with siege, and you have a standard ball group.
The AP is better, I promise, as someone who has run extensively with both.