WreckfulAbandon wrote: »This change does nothing to curb the power of ball groups and only incentivizes running in a ball group more as most sources of healing have been nerfed, except of course for heal stacking.
WreckfulAbandon wrote: »This change does nothing to curb the power of ball groups and only incentivizes running in a ball group more as most sources of healing have been nerfed, except of course for heal stacking.
WreckfulAbandon wrote: »This change does nothing to curb the power of ball groups and only incentivizes running in a ball group more as most sources of healing have been nerfed, except of course for heal stacking.
Cyrodiil is group content.
WreckfulAbandon wrote: »This change does nothing to curb the power of ball groups and only incentivizes running in a ball group more as most sources of healing have been nerfed, except of course for heal stacking.
Cyrodiil is group content.
Yes but ball grouping has hurt the game for years. They have tried for years to break up that style of play. However each time they try they fail lol. This patch seems like they will have to make some major adjustments next patch.
Running 4 mans and 6 mans and assisting/ bombing and actually knowing who you kill adds so much more dept to the PVP experience.
silentxthreat wrote: »Regeneration: Reduced the healing per tick of this ability and its morphs by 40%.
Rapid Regeneration (morph): This morph now also increases healing done by up to 50% on targets under 100% Health.
I think this is a really good change overall but in pvp its been abused by groups years having every member in the raid of 20+ player raids spam it Rapid Regeneration (morph). These all stack where the group is almost impossible to kill by normal pick up groups or by a single player through the amount of healing because every rapid regen cast stacks. Even though lag in large scale pvp is better its still very noticeable when these groups are around and I do believe its because the spam of these type of spells
I propose we nerf regeneration and other like spells to not stack. If you apply this spell to your self or someone else they only get one hot not 30 from all members
Looks to me ZOS has been improving organized group play for years, not break it up.
WreckfulAbandon wrote: »This change does nothing to curb the power of ball groups and only incentivizes running in a ball group more as most sources of healing have been nerfed, except of course for heal stacking.
Cyrodiil is group content.
doesurmindglow wrote: »Looks to me ZOS has been improving organized group play for years, not break it up.
4-6 player groups are still groups. They have a lot more in common with ball groups than they really like to admit. Most ball groups *are* 4-6 man groups short of the 2 nights/whatever a week that they are organized for a full raid.
But what I think he's saying is "they try but they fail." Which for some reason in the forums' bizarro world doesn't get applied going forward, only backward. "Like yes, they've tried many times and failed every single time; but this time, this time they will succeed" tends to be the prevailing wisdom out here, which I've come to believe is so hilarious I no even longer bother trying to explain why a specific change will not do what it's imagined it will do.
Immersion achieved. Seriously though, how about instead of healing for an hour wall running, the ball group wipes the zerg and takes the objective, then moves to the next objective. Don't worry, pugs still won't be able to hurt you.I know, how about groups have to collect firewood and cloth to build a fire/tent and rest for 5 min to heal.
xylena_lazarow wrote: »Immersion achieved. Seriously though, how about instead of healing for an hour wall running, the ball group wipes the zerg and takes the objective, then moves to the next objective. Don't worry, pugs still won't be able to hurt you.I know, how about groups have to collect firewood and cloth to build a fire/tent and rest for 5 min to heal.
silentxthreat wrote: »Regeneration: Reduced the healing per tick of this ability and its morphs by 40%.
Rapid Regeneration (morph): This morph now also increases healing done by up to 50% on targets under 100% Health.
I think this is a really good change overall but in pvp its been abused by groups years having every member in the raid of 20+ player raids spam it Rapid Regeneration (morph). These all stack where the group is almost impossible to kill by normal pick up groups or by a single player through the amount of healing because every rapid regen cast stacks. Even though lag in large scale pvp is better its still very noticeable when these groups are around and I do believe its because the spam of these type of spells
I propose we nerf regeneration and other like spells to not stack. If you apply this spell to your self or someone else they only get one hot not 30 from all members
There is nothing wrong for big groups being strong and immortal.
What is wrong is that these groups are extremely efficient on the Cyrodiil map. If 2 players could quickly undo what a group of 20 are doing then 20 players would have to split, half would protect the keep they just took and half would take another keep.
Does it make any sense?
WreckfulAbandon wrote: »This change does nothing to curb the power of ball groups and only incentivizes running in a ball group more as most sources of healing have been nerfed, except of course for heal stacking.
Cyrodiil is group content.
Yes but ball grouping has hurt the game for years. They have tried for years to break up that style of play. However each time they try they fail lol. This patch seems like they will have to make some major adjustments next patch.
Running 4 mans and 6 mans and assisting/ bombing and actually knowing who you kill adds so much more dept to the PVP experience.
Looks to me ZOS has been improving organized group play for years, not break it up.
4-6 player groups imo just run around rocks & towers while running 1vX builds that encompass dd/tank/heals in one build, killing unorganized solo players. Different perspectives I suppose.
dylanjaygrobbelaarb16_ESO wrote: »nobody is under the impression only balls benefit from hots LOL they just benefit much more from hot stacking: an organized group of 12 with 10 back bar spamming radiating will all have more hots up on each player than a random group of 20 pugs with a bunch in stam builds and solo builds with no cross heals. If there was no hot stacking of the same skill and it refreshed the time instead, everyone would actually have the same amount on them. that would easily be a 15-20k hps nerf to some groups while a much smaller nerf to unorganized groups that might, if they are lucky, have 2-3 rapid regen instead of 8-12
doesurmindglow wrote: »dylanjaygrobbelaarb16_ESO wrote: »nobody is under the impression only balls benefit from hots LOL they just benefit much more from hot stacking: an organized group of 12 with 10 back bar spamming radiating will all have more hots up on each player than a random group of 20 pugs with a bunch in stam builds and solo builds with no cross heals. If there was no hot stacking of the same skill and it refreshed the time instead, everyone would actually have the same amount on them. that would easily be a 15-20k hps nerf to some groups while a much smaller nerf to unorganized groups that might, if they are lucky, have 2-3 rapid regen instead of 8-12
Yeah the thing is: They don't benefit from HOT stacking, not really. They benefit from adapting rapidly. HOT stacking is an adaptation they devised because a lot of people demanded they nerf purge, which they did. Another adaptation will follow this one, and people will be back here demanding they must now nerf that also.
Let's cut to the chase: "Ball groups" have already adapted to these changes. Most of them have been testing and gearing damage shields and high ulti gen setups for several weeks already. Some are going to 40k health across the board. Many of them have already replaced the missing HPS by this afternoon. The ones that haven't have alternatives in mind.
Less optimized groups might get around to realizing they've lost a lot of their healing maybe a week or two after the patch goes live, if ever.
But like how Plaguebreak was finally going to get rid of ball groups for good, no one will listen to me this time either. So I guess we'll just see how this plays out.
dylanjaygrobbelaarb16_ESO wrote: »so your saying its impossible for something that ball groups use to be imbalanced because they will find something else strong if its adjusted. do you not understand the flaw in logic... plaguebreak is not overperforming, all the ball groups are stronger and they will just change sets if it changes too much, nothing to see here LOL for real?
Look, i understand and completely agree with what your saying, competitive players are the best at finding things that are overtuned and abusing it and they will adapt very quickly; this however has zero to do with if what is being used is balanced and good for the game or unbalanced and causing isssues.