Tevalicious wrote: »Ball group healer here. I like that you actually brought tangible changes to the discussion, but it would not stop us. All we would have to do is put more stock into burst healing and damage shields (not difficult changes to make). There will always be a way for ball groups to survive that people will want to nerf. This is probably the most well thought out proposal I have seen to nerfing hot stacking, so props for thinking this hard into it. In my opinion the only way pugs have a chance against ball groups that really don't want to die is to have someone teach them how to counter ball groups. Running at a bull with a bunch of plastic forks will never work if that makes any sense. It will take some degree of coordination to take down the high degree of coordination and teamwork there is in a 12 person ball group.
ShadowProc wrote: »Tevalicious wrote: »Ball group healer here. I like that you actually brought tangible changes to the discussion, but it would not stop us. All we would have to do is put more stock into burst healing and damage shields (not difficult changes to make). There will always be a way for ball groups to survive that people will want to nerf. This is probably the most well thought out proposal I have seen to nerfing hot stacking, so props for thinking this hard into it. In my opinion the only way pugs have a chance against ball groups that really don't want to die is to have someone teach them how to counter ball groups. Running at a bull with a bunch of plastic forks will never work if that makes any sense. It will take some degree of coordination to take down the high degree of coordination and teamwork there is in a 12 person ball group.
The ego of ball groups. First off there is not a lot of coordination. I played in them for the first 5 years. And I can say some of those groups would mop the floor with most if not all there are now. That took skill back then. There was no carry sets like DC stacking all the pugs nicely, snow treaders, VD, prox det, etc. Those have made ball groups extremely easy and boring.
It is one person calling direction and counting down prox and mini prox. It’s a joke now.
I acknowledge I am being a hypocrite as like I stated I played and defended that style on the forums, but I know better now.
Zos, I appreciate the effort in initially attempting to make this game a large scale pvp focused game, but you know as well as most of us that the servers just can’t do it. The upgrades were awesome and whenever there isn’t a ball group farming performance is amazing now. But time to throw in the towel before some change that negatively effects PVE and doesn’t correct the problem.
We know performance got drastically better when groups we’re reduced from 24 to 12. Time to lower it farther. I suggest 8 or 6.
As group players often state it takes “teamwork and coordination”. Fine. Lower group size and they won’t be effected due to their teamwork and coordination. They still will be on comms together.
They don’t need the crutch of cross healing which destroys performance and other broken mechanics in their favor. They literally laugh at tanking performance and 95% of the other players not having fun because they are tanking performance and can still farm AP.
People have proposed similar before, but I don't think this will go through mainly because of PVE players.
If healing becomes a 1 buff thing pve players will complain because they usually run 2 healers in trials and would only receive benefit from 1 healer.
Make it 2 instances of the same heal so that it doesn't effect pve and then it's good
Tevalicious wrote: »ShadowProc wrote: »Tevalicious wrote: »Ball group healer here. I like that you actually brought tangible changes to the discussion, but it would not stop us. All we would have to do is put more stock into burst healing and damage shields (not difficult changes to make). There will always be a way for ball groups to survive that people will want to nerf. This is probably the most well thought out proposal I have seen to nerfing hot stacking, so props for thinking this hard into it. In my opinion the only way pugs have a chance against ball groups that really don't want to die is to have someone teach them how to counter ball groups. Running at a bull with a bunch of plastic forks will never work if that makes any sense. It will take some degree of coordination to take down the high degree of coordination and teamwork there is in a 12 person ball group.
The ego of ball groups. First off there is not a lot of coordination. I played in them for the first 5 years. And I can say some of those groups would mop the floor with most if not all there are now. That took skill back then. There was no carry sets like DC stacking all the pugs nicely, snow treaders, VD, prox det, etc. Those have made ball groups extremely easy and boring.
It is one person calling direction and counting down prox and mini prox. It’s a joke now.
I acknowledge I am being a hypocrite as like I stated I played and defended that style on the forums, but I know better now.
Zos, I appreciate the effort in initially attempting to make this game a large scale pvp focused game, but you know as well as most of us that the servers just can’t do it. The upgrades were awesome and whenever there isn’t a ball group farming performance is amazing now. But time to throw in the towel before some change that negatively effects PVE and doesn’t correct the problem.
We know performance got drastically better when groups we’re reduced from 24 to 12. Time to lower it farther. I suggest 8 or 6.
As group players often state it takes “teamwork and coordination”. Fine. Lower group size and they won’t be effected due to their teamwork and coordination. They still will be on comms together.
They don’t need the crutch of cross healing which destroys performance and other broken mechanics in their favor. They literally laugh at tanking performance and 95% of the other players not having fun because they are tanking performance and can still farm AP.
The performance was at its worst when groups were capped at 12 (before server updates). When servers were updates performance got 100x better regardless of there being ball groups or not. Ball grouping just within the past year is drastically different with each patch. It still takes a ton of coordination because of the sets that you describes being used against us. It goes both ways. The only way the group I am in can do well against 40-60 people (or against another guild in a GvG) is if we are all on point the whole fight. If anyone missteps they die. One person calls but everyone communicates and has to work together or else we fail. If you think that it is easy I invite you to join one of our raids and see how you do.
Tevalicious wrote: »Ball group healer here. I like that you actually brought tangible changes to the discussion, but it would not stop us. All we would have to do is put more stock into burst healing and damage shields (not difficult changes to make). There will always be a way for ball groups to survive that people will want to nerf.
ShadowProc wrote: »We know performance got drastically better when groups we’re reduced from 24 to 12. Time to lower it farther. I suggest 8 or 6.
Tevalicious wrote: »If anyone missteps they die.
Cuddlypuff wrote: »I don't think anybody is seriously complaining about being farmed by highly skilled groups that actively outplay an entire faction's attempts at bombing, negating and meatbagging etc. My personal gripe is when bad groups of bad players crutch on lag, passive evasion and passive healing to survive my perfectly timed burst during their panicked and disorganized transition, when they should and deserve to wipe. If a group is soft stacking their healers, mini dumping and faking transitions, reversing over or breaking out to kill threats etc, then I am perfectly happy to admit they are simply unbeatable.
I honestly don't think that fixing cross healing will fix the zerg groups.
Also don't forget that cross healing also helps the small groups that tries to face the zerg.
Tevalicious wrote: »ShadowProc wrote: »Tevalicious wrote: »Ball group healer here. I like that you actually brought tangible changes to the discussion, but it would not stop us. All we would have to do is put more stock into burst healing and damage shields (not difficult changes to make). There will always be a way for ball groups to survive that people will want to nerf. This is probably the most well thought out proposal I have seen to nerfing hot stacking, so props for thinking this hard into it. In my opinion the only way pugs have a chance against ball groups that really don't want to die is to have someone teach them how to counter ball groups. Running at a bull with a bunch of plastic forks will never work if that makes any sense. It will take some degree of coordination to take down the high degree of coordination and teamwork there is in a 12 person ball group.
The ego of ball groups. First off there is not a lot of coordination. I played in them for the first 5 years. And I can say some of those groups would mop the floor with most if not all there are now. That took skill back then. There was no carry sets like DC stacking all the pugs nicely, snow treaders, VD, prox det, etc. Those have made ball groups extremely easy and boring.
It is one person calling direction and counting down prox and mini prox. It’s a joke now.
I acknowledge I am being a hypocrite as like I stated I played and defended that style on the forums, but I know better now.
Zos, I appreciate the effort in initially attempting to make this game a large scale pvp focused game, but you know as well as most of us that the servers just can’t do it. The upgrades were awesome and whenever there isn’t a ball group farming performance is amazing now. But time to throw in the towel before some change that negatively effects PVE and doesn’t correct the problem.
We know performance got drastically better when groups we’re reduced from 24 to 12. Time to lower it farther. I suggest 8 or 6.
As group players often state it takes “teamwork and coordination”. Fine. Lower group size and they won’t be effected due to their teamwork and coordination. They still will be on comms together.
They don’t need the crutch of cross healing which destroys performance and other broken mechanics in their favor. They literally laugh at tanking performance and 95% of the other players not having fun because they are tanking performance and can still farm AP.
The performance was at its worst when groups were capped at 12 (before server updates). When servers were updates performance got 100x better regardless of there being ball groups or not. Ball grouping just within the past year is drastically different with each patch. It still takes a ton of coordination because of the sets that you describes being used against us. It goes both ways. The only way the group I am in can do well against 40-60 people (or against another guild in a GvG) is if we are all on point the whole fight. If anyone missteps they die. One person calls but everyone communicates and has to work together or else we fail. If you think that it is easy I invite you to join one of our raids and see how you do.
Hayblinkin wrote: »I appreciate your insight, but I don't think that groups have the sustain necessary to use burst and shields as a substitute. It does sound like you would be okay with this proposed change, so that's awesome.
Hayblinkin wrote: »This is not true. Radiating Regen ticks for 10 seconds which means you have a maximum of 10 seconds to get back into group and get pumped with heals again. By staggering the casting of this skill ball groups can guarantee that players will always have at least 2-3 instances ticking when someone gets pulled out of group or missteps as you put it. 10 seconds is a long time in PvP.
You listen to 1 guy lol not really coordinating. You do what you are told and wear what you are told to wear. There is no real assisting on targets because you do not really have to target individuals. Your groups are like weed eaters mowing down grass blades not knowing who you are killing, unless its another ball group.
Ball grouping is most efficient way to ear AP, the most efficient way to get kills by the 100s. The game is actually reinforces this style of play because of the way healing works. I do not blame people for playing this way at all!
However the true end game in after ball grouping this is when you reduce the size your grouping. This takes a ton of coordination each player has to do its part there is no carry! You typically have 1 primary healer, that also has another purpose. In small mans each person has multiple roles in every fight. You see everyone you kill. You generally stay away from ball groups. Unless you have built your small group to bomb them. Some of the best players who did do ball groups have shrunk down into these groups. This is more fun then ball grouping ever was.
ShadowProc wrote: »Tevalicious wrote: »ShadowProc wrote: »Tevalicious wrote: »Ball group healer here. I like that you actually brought tangible changes to the discussion, but it would not stop us. All we would have to do is put more stock into burst healing and damage shields (not difficult changes to make). There will always be a way for ball groups to survive that people will want to nerf. This is probably the most well thought out proposal I have seen to nerfing hot stacking, so props for thinking this hard into it. In my opinion the only way pugs have a chance against ball groups that really don't want to die is to have someone teach them how to counter ball groups. Running at a bull with a bunch of plastic forks will never work if that makes any sense. It will take some degree of coordination to take down the high degree of coordination and teamwork there is in a 12 person ball group.
The ego of ball groups. First off there is not a lot of coordination. I played in them for the first 5 years. And I can say some of those groups would mop the floor with most if not all there are now. That took skill back then. There was no carry sets like DC stacking all the pugs nicely, snow treaders, VD, prox det, etc. Those have made ball groups extremely easy and boring.
It is one person calling direction and counting down prox and mini prox. It’s a joke now.
I acknowledge I am being a hypocrite as like I stated I played and defended that style on the forums, but I know better now.
Zos, I appreciate the effort in initially attempting to make this game a large scale pvp focused game, but you know as well as most of us that the servers just can’t do it. The upgrades were awesome and whenever there isn’t a ball group farming performance is amazing now. But time to throw in the towel before some change that negatively effects PVE and doesn’t correct the problem.
We know performance got drastically better when groups we’re reduced from 24 to 12. Time to lower it farther. I suggest 8 or 6.
As group players often state it takes “teamwork and coordination”. Fine. Lower group size and they won’t be effected due to their teamwork and coordination. They still will be on comms together.
They don’t need the crutch of cross healing which destroys performance and other broken mechanics in their favor. They literally laugh at tanking performance and 95% of the other players not having fun because they are tanking performance and can still farm AP.
The performance was at its worst when groups were capped at 12 (before server updates). When servers were updates performance got 100x better regardless of there being ball groups or not. Ball grouping just within the past year is drastically different with each patch. It still takes a ton of coordination because of the sets that you describes being used against us. It goes both ways. The only way the group I am in can do well against 40-60 people (or against another guild in a GvG) is if we are all on point the whole fight. If anyone missteps they die. One person calls but everyone communicates and has to work together or else we fail. If you think that it is easy I invite you to join one of our raids and see how you do.
No thank you. I did it before as I stated for 5 years. I moved on to solo small scale and realized how much I was crunching on the group. There is no way around it. Having to build for healing, defense, utility, and offense is much more difficult than building for one role.
I watch Tyr from time to time. They are one of the top guilds now. I see how they function. There is no advanced coordination. It’s members knowing their roles and performing on their own. This playstyle entirely crutches on snow treaders and cross healing.
It got extremely stale for me once I got out on my own and so how much more challenging it is to play alone or with 4 or less. If there is no enemy group present, which most of the time there is not as they avoid each other to farm pugs, then it is not difficult at all. A 12 man can and should easily destroy 60 pugs running around due to their stacked HoTs.
Tevalicious wrote: »Ball group healer here. I like that you actually brought tangible changes to the discussion, but it would not stop us. All we would have to do is put more stock into burst healing and damage shields (not difficult changes to make). There will always be a way for ball groups to survive that people will want to nerf. This is probably the most well thought out proposal I have seen to nerfing hot stacking, so props for thinking this hard into it. In my opinion the only way pugs have a chance against ball groups that really don't want to die is to have someone teach them how to counter ball groups. Running at a bull with a bunch of plastic forks will never work if that makes any sense. It will take some degree of coordination to take down the high degree of coordination and teamwork there is in a 12 person ball group.
OnGodiDoDis wrote: »Tevalicious wrote: »Ball group healer here. I like that you actually brought tangible changes to the discussion, but it would not stop us. All we would have to do is put more stock into burst healing and damage shields (not difficult changes to make). There will always be a way for ball groups to survive that people will want to nerf. This is probably the most well thought out proposal I have seen to nerfing hot stacking, so props for thinking this hard into it. In my opinion the only way pugs have a chance against ball groups that really don't want to die is to have someone teach them how to counter ball groups. Running at a bull with a bunch of plastic forks will never work if that makes any sense. It will take some degree of coordination to take down the high degree of coordination and teamwork there is in a 12 person ball group.
Over-healing is the main culprit here, and I can prove it. I was in a situation that required a friendly ball group to blanket an area with seven simultaneous negates to stop their healers from casting (spoiler alert: they died in 3 seconds). This just proves that their group is being carried by heals, and not skill or snow treaders as you claim. If healing wasn't the problem, then the negates would have no effect on the group.
Tevalicious wrote: »ShadowProc wrote: »Tevalicious wrote: »Ball group healer here. I like that you actually brought tangible changes to the discussion, but it would not stop us. All we would have to do is put more stock into burst healing and damage shields (not difficult changes to make). There will always be a way for ball groups to survive that people will want to nerf. This is probably the most well thought out proposal I have seen to nerfing hot stacking, so props for thinking this hard into it. In my opinion the only way pugs have a chance against ball groups that really don't want to die is to have someone teach them how to counter ball groups. Running at a bull with a bunch of plastic forks will never work if that makes any sense. It will take some degree of coordination to take down the high degree of coordination and teamwork there is in a 12 person ball group.
The ego of ball groups. First off there is not a lot of coordination. I played in them for the first 5 years. And I can say some of those groups would mop the floor with most if not all there are now. That took skill back then. There was no carry sets like DC stacking all the pugs nicely, snow treaders, VD, prox det, etc. Those have made ball groups extremely easy and boring.
It is one person calling direction and counting down prox and mini prox. It’s a joke now.
I acknowledge I am being a hypocrite as like I stated I played and defended that style on the forums, but I know better now.
Zos, I appreciate the effort in initially attempting to make this game a large scale pvp focused game, but you know as well as most of us that the servers just can’t do it. The upgrades were awesome and whenever there isn’t a ball group farming performance is amazing now. But time to throw in the towel before some change that negatively effects PVE and doesn’t correct the problem.
We know performance got drastically better when groups we’re reduced from 24 to 12. Time to lower it farther. I suggest 8 or 6.
As group players often state it takes “teamwork and coordination”. Fine. Lower group size and they won’t be effected due to their teamwork and coordination. They still will be on comms together.
They don’t need the crutch of cross healing which destroys performance and other broken mechanics in their favor. They literally laugh at tanking performance and 95% of the other players not having fun because they are tanking performance and can still farm AP.
The performance was at its worst when groups were capped at 12 (before server updates). When servers were updates performance got 100x better regardless of there being ball groups or not. Ball grouping just within the past year is drastically different with each patch. It still takes a ton of coordination because of the sets that you describes being used against us. It goes both ways. The only way the group I am in can do well against 40-60 people (or against another guild in a GvG) is if we are all on point the whole fight. If anyone missteps they die. One person calls but everyone communicates and has to work together or else we fail. If you think that it is easy I invite you to join one of our raids and see how you do.
You listen to 1 guy lol not really coordinating. You do what you are told and wear what you are told to wear. There is no real assisting on targets because you do not really have to target individuals. Your groups are like weed eaters mowing down grass blades not knowing who you are killing, unless its another ball group.
Ball grouping is most efficient way to ear AP, the most efficient way to get kills by the 100s. The game is actually reinforces this style of play because of the way healing works. I do not blame people for playing this way at all!
However the true end game in after ball grouping this is when you reduce the size your grouping. This takes a ton of coordination each player has to do its part there is no carry! You typically have 1 primary healer, that also has another purpose. In small mans each person has multiple roles in every fight. You see everyone you kill. You generally stay away from ball groups. Unless you have built your small group to bomb them. Some of the best players who did do ball groups have shrunk down into these groups. This is more fun then ball grouping ever was.
Tevalicious wrote: »ShadowProc wrote: »Tevalicious wrote: »ShadowProc wrote: »Tevalicious wrote: »Ball group healer here. I like that you actually brought tangible changes to the discussion, but it would not stop us. All we would have to do is put more stock into burst healing and damage shields (not difficult changes to make). There will always be a way for ball groups to survive that people will want to nerf. This is probably the most well thought out proposal I have seen to nerfing hot stacking, so props for thinking this hard into it. In my opinion the only way pugs have a chance against ball groups that really don't want to die is to have someone teach them how to counter ball groups. Running at a bull with a bunch of plastic forks will never work if that makes any sense. It will take some degree of coordination to take down the high degree of coordination and teamwork there is in a 12 person ball group.
The ego of ball groups. First off there is not a lot of coordination. I played in them for the first 5 years. And I can say some of those groups would mop the floor with most if not all there are now. That took skill back then. There was no carry sets like DC stacking all the pugs nicely, snow treaders, VD, prox det, etc. Those have made ball groups extremely easy and boring.
It is one person calling direction and counting down prox and mini prox. It’s a joke now.
I acknowledge I am being a hypocrite as like I stated I played and defended that style on the forums, but I know better now.
Zos, I appreciate the effort in initially attempting to make this game a large scale pvp focused game, but you know as well as most of us that the servers just can’t do it. The upgrades were awesome and whenever there isn’t a ball group farming performance is amazing now. But time to throw in the towel before some change that negatively effects PVE and doesn’t correct the problem.
We know performance got drastically better when groups we’re reduced from 24 to 12. Time to lower it farther. I suggest 8 or 6.
As group players often state it takes “teamwork and coordination”. Fine. Lower group size and they won’t be effected due to their teamwork and coordination. They still will be on comms together.
They don’t need the crutch of cross healing which destroys performance and other broken mechanics in their favor. They literally laugh at tanking performance and 95% of the other players not having fun because they are tanking performance and can still farm AP.
The performance was at its worst when groups were capped at 12 (before server updates). When servers were updates performance got 100x better regardless of there being ball groups or not. Ball grouping just within the past year is drastically different with each patch. It still takes a ton of coordination because of the sets that you describes being used against us. It goes both ways. The only way the group I am in can do well against 40-60 people (or against another guild in a GvG) is if we are all on point the whole fight. If anyone missteps they die. One person calls but everyone communicates and has to work together or else we fail. If you think that it is easy I invite you to join one of our raids and see how you do.
No thank you. I did it before as I stated for 5 years. I moved on to solo small scale and realized how much I was crunching on the group. There is no way around it. Having to build for healing, defense, utility, and offense is much more difficult than building for one role.
I watch Tyr from time to time. They are one of the top guilds now. I see how they function. There is no advanced coordination. It’s members knowing their roles and performing on their own. This playstyle entirely crutches on snow treaders and cross healing.
It got extremely stale for me once I got out on my own and so how much more challenging it is to play alone or with 4 or less. If there is no enemy group present, which most of the time there is not as they avoid each other to farm pugs, then it is not difficult at all. A 12 man can and should easily destroy 60 pugs running around due to their stacked HoTs.
I am glad you found what is fun for you, I have also found what is really fun for me. Id like to remind you that ball groups successfully ran all through no proc where boots were not a thing. As for the heal stacking, there is nothing stopping 60 pugs from heal stacking to survive against groups. Literally nothing other than the lack of leadership and coordination that ball groups have. If you watch stream then you know that its more than just the lead talking the entire time. We have to communicate our skills, ults, positions, and when we are in trouble or else we fail. Nothing is stopping other groups or pugs from doing this other than leadership and skill.
ShadowProc wrote: »Tevalicious wrote: »ShadowProc wrote: »Tevalicious wrote: »ShadowProc wrote: »Tevalicious wrote: »Ball group healer here. I like that you actually brought tangible changes to the discussion, but it would not stop us. All we would have to do is put more stock into burst healing and damage shields (not difficult changes to make). There will always be a way for ball groups to survive that people will want to nerf. This is probably the most well thought out proposal I have seen to nerfing hot stacking, so props for thinking this hard into it. In my opinion the only way pugs have a chance against ball groups that really don't want to die is to have someone teach them how to counter ball groups. Running at a bull with a bunch of plastic forks will never work if that makes any sense. It will take some degree of coordination to take down the high degree of coordination and teamwork there is in a 12 person ball group.
The ego of ball groups. First off there is not a lot of coordination. I played in them for the first 5 years. And I can say some of those groups would mop the floor with most if not all there are now. That took skill back then. There was no carry sets like DC stacking all the pugs nicely, snow treaders, VD, prox det, etc. Those have made ball groups extremely easy and boring.
It is one person calling direction and counting down prox and mini prox. It’s a joke now.
I acknowledge I am being a hypocrite as like I stated I played and defended that style on the forums, but I know better now.
Zos, I appreciate the effort in initially attempting to make this game a large scale pvp focused game, but you know as well as most of us that the servers just can’t do it. The upgrades were awesome and whenever there isn’t a ball group farming performance is amazing now. But time to throw in the towel before some change that negatively effects PVE and doesn’t correct the problem.
We know performance got drastically better when groups we’re reduced from 24 to 12. Time to lower it farther. I suggest 8 or 6.
As group players often state it takes “teamwork and coordination”. Fine. Lower group size and they won’t be effected due to their teamwork and coordination. They still will be on comms together.
They don’t need the crutch of cross healing which destroys performance and other broken mechanics in their favor. They literally laugh at tanking performance and 95% of the other players not having fun because they are tanking performance and can still farm AP.
The performance was at its worst when groups were capped at 12 (before server updates). When servers were updates performance got 100x better regardless of there being ball groups or not. Ball grouping just within the past year is drastically different with each patch. It still takes a ton of coordination because of the sets that you describes being used against us. It goes both ways. The only way the group I am in can do well against 40-60 people (or against another guild in a GvG) is if we are all on point the whole fight. If anyone missteps they die. One person calls but everyone communicates and has to work together or else we fail. If you think that it is easy I invite you to join one of our raids and see how you do.
No thank you. I did it before as I stated for 5 years. I moved on to solo small scale and realized how much I was crunching on the group. There is no way around it. Having to build for healing, defense, utility, and offense is much more difficult than building for one role.
I watch Tyr from time to time. They are one of the top guilds now. I see how they function. There is no advanced coordination. It’s members knowing their roles and performing on their own. This playstyle entirely crutches on snow treaders and cross healing.
It got extremely stale for me once I got out on my own and so how much more challenging it is to play alone or with 4 or less. If there is no enemy group present, which most of the time there is not as they avoid each other to farm pugs, then it is not difficult at all. A 12 man can and should easily destroy 60 pugs running around due to their stacked HoTs.
I am glad you found what is fun for you, I have also found what is really fun for me. Id like to remind you that ball groups successfully ran all through no proc where boots were not a thing. As for the heal stacking, there is nothing stopping 60 pugs from heal stacking to survive against groups. Literally nothing other than the lack of leadership and coordination that ball groups have. If you watch stream then you know that its more than just the lead talking the entire time. We have to communicate our skills, ults, positions, and when we are in trouble or else we fail. Nothing is stopping other groups or pugs from doing this other than leadership and skill.
But the big difference is to be able to take down groups without another group is slowing them down and separating them from each other and pick them apart. Snow treaders has made it actually stupid easy now removing main weakness.
And no they were not as successful which led to them all flooding forums with cries they were getting slowed or immobilized too much from things like bombard.
Zos, why did you remove the only way solo players, WHO MAKE UP THE MAJORITY OF THE PVP PLAYER BASE, to actually be effective and have a chance at taking down ball groups??????? They tank performance and drive new players away. Like seriously why destroy the experience for 95% of the player base?????
Tevalicious wrote: »ShadowProc wrote: »Tevalicious wrote: »ShadowProc wrote: »Tevalicious wrote: »ShadowProc wrote: »Tevalicious wrote: »Ball group healer here. I like that you actually brought tangible changes to the discussion, but it would not stop us. All we would have to do is put more stock into burst healing and damage shields (not difficult changes to make). There will always be a way for ball groups to survive that people will want to nerf. This is probably the most well thought out proposal I have seen to nerfing hot stacking, so props for thinking this hard into it. In my opinion the only way pugs have a chance against ball groups that really don't want to die is to have someone teach them how to counter ball groups. Running at a bull with a bunch of plastic forks will never work if that makes any sense. It will take some degree of coordination to take down the high degree of coordination and teamwork there is in a 12 person ball group.
The ego of ball groups. First off there is not a lot of coordination. I played in them for the first 5 years. And I can say some of those groups would mop the floor with most if not all there are now. That took skill back then. There was no carry sets like DC stacking all the pugs nicely, snow treaders, VD, prox det, etc. Those have made ball groups extremely easy and boring.
It is one person calling direction and counting down prox and mini prox. It’s a joke now.
I acknowledge I am being a hypocrite as like I stated I played and defended that style on the forums, but I know better now.
Zos, I appreciate the effort in initially attempting to make this game a large scale pvp focused game, but you know as well as most of us that the servers just can’t do it. The upgrades were awesome and whenever there isn’t a ball group farming performance is amazing now. But time to throw in the towel before some change that negatively effects PVE and doesn’t correct the problem.
We know performance got drastically better when groups we’re reduced from 24 to 12. Time to lower it farther. I suggest 8 or 6.
As group players often state it takes “teamwork and coordination”. Fine. Lower group size and they won’t be effected due to their teamwork and coordination. They still will be on comms together.
They don’t need the crutch of cross healing which destroys performance and other broken mechanics in their favor. They literally laugh at tanking performance and 95% of the other players not having fun because they are tanking performance and can still farm AP.
The performance was at its worst when groups were capped at 12 (before server updates). When servers were updates performance got 100x better regardless of there being ball groups or not. Ball grouping just within the past year is drastically different with each patch. It still takes a ton of coordination because of the sets that you describes being used against us. It goes both ways. The only way the group I am in can do well against 40-60 people (or against another guild in a GvG) is if we are all on point the whole fight. If anyone missteps they die. One person calls but everyone communicates and has to work together or else we fail. If you think that it is easy I invite you to join one of our raids and see how you do.
No thank you. I did it before as I stated for 5 years. I moved on to solo small scale and realized how much I was crunching on the group. There is no way around it. Having to build for healing, defense, utility, and offense is much more difficult than building for one role.
I watch Tyr from time to time. They are one of the top guilds now. I see how they function. There is no advanced coordination. It’s members knowing their roles and performing on their own. This playstyle entirely crutches on snow treaders and cross healing.
It got extremely stale for me once I got out on my own and so how much more challenging it is to play alone or with 4 or less. If there is no enemy group present, which most of the time there is not as they avoid each other to farm pugs, then it is not difficult at all. A 12 man can and should easily destroy 60 pugs running around due to their stacked HoTs.
I am glad you found what is fun for you, I have also found what is really fun for me. Id like to remind you that ball groups successfully ran all through no proc where boots were not a thing. As for the heal stacking, there is nothing stopping 60 pugs from heal stacking to survive against groups. Literally nothing other than the lack of leadership and coordination that ball groups have. If you watch stream then you know that its more than just the lead talking the entire time. We have to communicate our skills, ults, positions, and when we are in trouble or else we fail. Nothing is stopping other groups or pugs from doing this other than leadership and skill.
But the big difference is to be able to take down groups without another group is slowing them down and separating them from each other and pick them apart. Snow treaders has made it actually stupid easy now removing main weakness.
And no they were not as successful which led to them all flooding forums with cries they were getting slowed or immobilized too much from things like bombard.
Zos, why did you remove the only way solo players, WHO MAKE UP THE MAJORITY OF THE PVP PLAYER BASE, to actually be effective and have a chance at taking down ball groups??????? They tank performance and drive new players away. Like seriously why destroy the experience for 95% of the player base?????
I played in no-proc and proc. We were just as successful then as we are now relative to the meta at the time. Ball groups have nothing to do with performance, that's all on the server side. We had no real impact before or after the server upgrade. Cyrodiil is not majority solo players. Majority of players are in some sort of group or zerg that could easily employ the same tactic that we do to be better.
ShadowProc wrote: »Tevalicious wrote: »ShadowProc wrote: »Tevalicious wrote: »ShadowProc wrote: »Tevalicious wrote: »ShadowProc wrote: »Tevalicious wrote: »Ball group healer here. I like that you actually brought tangible changes to the discussion, but it would not stop us. All we would have to do is put more stock into burst healing and damage shields (not difficult changes to make). There will always be a way for ball groups to survive that people will want to nerf. This is probably the most well thought out proposal I have seen to nerfing hot stacking, so props for thinking this hard into it. In my opinion the only way pugs have a chance against ball groups that really don't want to die is to have someone teach them how to counter ball groups. Running at a bull with a bunch of plastic forks will never work if that makes any sense. It will take some degree of coordination to take down the high degree of coordination and teamwork there is in a 12 person ball group.
The ego of ball groups. First off there is not a lot of coordination. I played in them for the first 5 years. And I can say some of those groups would mop the floor with most if not all there are now. That took skill back then. There was no carry sets like DC stacking all the pugs nicely, snow treaders, VD, prox det, etc. Those have made ball groups extremely easy and boring.
It is one person calling direction and counting down prox and mini prox. It’s a joke now.
I acknowledge I am being a hypocrite as like I stated I played and defended that style on the forums, but I know better now.
Zos, I appreciate the effort in initially attempting to make this game a large scale pvp focused game, but you know as well as most of us that the servers just can’t do it. The upgrades were awesome and whenever there isn’t a ball group farming performance is amazing now. But time to throw in the towel before some change that negatively effects PVE and doesn’t correct the problem.
We know performance got drastically better when groups we’re reduced from 24 to 12. Time to lower it farther. I suggest 8 or 6.
As group players often state it takes “teamwork and coordination”. Fine. Lower group size and they won’t be effected due to their teamwork and coordination. They still will be on comms together.
They don’t need the crutch of cross healing which destroys performance and other broken mechanics in their favor. They literally laugh at tanking performance and 95% of the other players not having fun because they are tanking performance and can still farm AP.
The performance was at its worst when groups were capped at 12 (before server updates). When servers were updates performance got 100x better regardless of there being ball groups or not. Ball grouping just within the past year is drastically different with each patch. It still takes a ton of coordination because of the sets that you describes being used against us. It goes both ways. The only way the group I am in can do well against 40-60 people (or against another guild in a GvG) is if we are all on point the whole fight. If anyone missteps they die. One person calls but everyone communicates and has to work together or else we fail. If you think that it is easy I invite you to join one of our raids and see how you do.
No thank you. I did it before as I stated for 5 years. I moved on to solo small scale and realized how much I was crunching on the group. There is no way around it. Having to build for healing, defense, utility, and offense is much more difficult than building for one role.
I watch Tyr from time to time. They are one of the top guilds now. I see how they function. There is no advanced coordination. It’s members knowing their roles and performing on their own. This playstyle entirely crutches on snow treaders and cross healing.
It got extremely stale for me once I got out on my own and so how much more challenging it is to play alone or with 4 or less. If there is no enemy group present, which most of the time there is not as they avoid each other to farm pugs, then it is not difficult at all. A 12 man can and should easily destroy 60 pugs running around due to their stacked HoTs.
I am glad you found what is fun for you, I have also found what is really fun for me. Id like to remind you that ball groups successfully ran all through no proc where boots were not a thing. As for the heal stacking, there is nothing stopping 60 pugs from heal stacking to survive against groups. Literally nothing other than the lack of leadership and coordination that ball groups have. If you watch stream then you know that its more than just the lead talking the entire time. We have to communicate our skills, ults, positions, and when we are in trouble or else we fail. Nothing is stopping other groups or pugs from doing this other than leadership and skill.
But the big difference is to be able to take down groups without another group is slowing them down and separating them from each other and pick them apart. Snow treaders has made it actually stupid easy now removing main weakness.
And no they were not as successful which led to them all flooding forums with cries they were getting slowed or immobilized too much from things like bombard.
Zos, why did you remove the only way solo players, WHO MAKE UP THE MAJORITY OF THE PVP PLAYER BASE, to actually be effective and have a chance at taking down ball groups??????? They tank performance and drive new players away. Like seriously why destroy the experience for 95% of the player base?????
I played in no-proc and proc. We were just as successful then as we are now relative to the meta at the time. Ball groups have nothing to do with performance, that's all on the server side. We had no real impact before or after the server upgrade. Cyrodiil is not majority solo players. Majority of players are in some sort of group or zerg that could easily employ the same tactic that we do to be better.
Sorry bud. But your wrong and wrong. The majority are solo. And Zos literally confirmed that group player introduces the bad performance as a main contributor. Hence group sizes were adjusted.
Not to mention you guys literally demonstrate it every single day when performance goes down the floor the second a AL farm begins.
And please don’t say successful. It is absolutely the easiest form of pvp play 90% of the time for groups. Having each member focus on one role and not have to build and executed offense, defense, and utility is literally the EASIEST form of play.
You not talking to some pug. I played large group at the highest level at launch. And you cannot deny how easy VD, ST, DC, and prox det.
Supershutze wrote: »One of the big issues with ball groups is the underlying problem behind a lot of pvp balance that nobody seems to grasp: Heal meta.
There is no tank meta, it's just heal meta wearing armour.
There is no burst meta, that's just the only way to bypass heal meta.
Heal meta has been the root of all the big balance problems facing pvp.
Simply put, heals are *way* too powerful, across the board, in pvp and pve, for people that haven't specced into heals.
Imagine a guy with 64 points in health and wearing tank gear parsing for 100k. That's basically the state of heals right now; ridiculous return for literally zero investment.
So what's the solution? Reduce heals: Slash healing *in half,* or more, and buff sets that CP that boost healing to compensate. Get rid of self-heals double dipping on both healing done and healing received.
The only people who should be able to cast those juicy 18k+ burst heals are the people who have specialized in healing.
This helps combat ball groups because suddenly the only people with cross-heals that are worth a damn are the healers, who have to give up damage and durability in exchange.
Izanagi.Xiiib16_ESO wrote: »This is somewhat correct. I would likely do something different than focusing on sets for the answer as too much of the game is derived from sets currently.
The core issue comes from the fact that healing and damage scale from the same attributes and so health stacking doesn't really affect output because spell damage can still be stacked into with no loss of health and limited impact on healing. Additionally regen is very easily boosted in groups due to orb/lamia's/monster helms/other sets which in turn boosts the damage groups can stack into allowing them to again - focus on health to stay alive.
Healing in ESO used to be primarily ground based which made group combat interesting because it required some level of skill from healers to predict group movement and pre-heal in the right areas. Additionally negate was far more impactful as it removed the ground healing which would then have to be re-stacked causing a significant drop in total output for groups. (Negate at the time was less powerful than it is now so it would actually be a far stronger counter these days if that healing meta was re-introduced.)
This was removed because players complained it was too strong (and ZOS thought it might help performance, which got worse instead) however it was actually Earthgore which was mainly carrying at that time.
ZOS then pivoted to Sticky HoT healing. This is far worse because there is no way for a player to remove a HoT from a group.
HoT Healing is really a lot less skilled in general because players don't need to think where the group will be moving to, to setup pre-healing, and only need to focus on their own positioning spamming out as many HoT's as possible and then just burst healing once someone gets low. Couple this with health stacking which means the time between someone getting low and requiring a burst heal and dying is increased (this is the reason groups stack health) and it gives healers more time to react to this where as before they had to understand the current combat and predict these health drops essentially.
The issue is that this 'increased time for reaction' is kind of in line with ZOS's current goals of dumbing down combat lowering the ceiling and so I doubt this will actually ever be addressed.
Things to do which would make it more interesting:
1) Bring back self-stacking on ground healing and slightly increase the potency of it although this can be adjusted over time.
2) Remove earthgore and add a second ultimate in a general tree which can negate ground effects to allow for class diversity. (undaunted ultimate maybe ?)
3) Adjust Vigor and Regeneration to 5s HoTs (similar numbers to self burst healing) which makes it more viable to solo players and still keeps it relevant. Make the Regeneration morphs similar to bubble and vigor, where one always goes to you and one has extra effects.
4) Adjust scaling so that main attribute affects healing more than Spell/Physical damage.
5) Change attributes so that health no longer scales unevenly with mainstat.
6) Adjust tri-stat glyphs and food so that they work by giving a 1:1 on health/mainstat (make them smart in this respect) and then 0.5 in off stat instead of 1 - they currently give too much power
7) Scale orbs similar to the Dark Exchange to give 1/2 stat and then a regen. Make this form of regen a new major/minor buff and share it with Dark Exchange, Symphony of Blades and Lamia (for different durations). This will keep the power in those sets but lower the stacking effects.
8) Limit players to group only healing when they are in a group. Solo players can still heal anyone but don't benefit from group sets and buffs.
Izanagi.Xiiib16_ESO wrote: »
Healing in ESO used to be primarily ground based which made group combat interesting because it required some level of skill from healers to predict group movement and pre-heal in the right areas. Additionally negate was far more impactful as it removed the ground healing which would then have to be re-stacked causing a significant drop in total output for groups. (Negate at the time was less powerful than it is now so it would actually be a far stronger counter these days if that healing meta was re-introduced.)
This was removed because players complained it was too strong (and ZOS thought it might help performance, which got worse instead) however it was actually Earthgore which was mainly carrying at that time.
Supershutze wrote: »Izanagi.Xiiib16_ESO wrote: »This is somewhat correct. I would likely do something different than focusing on sets for the answer as too much of the game is derived from sets currently.
The core issue comes from the fact that healing and damage scale from the same attributes and so health stacking doesn't really affect output because spell damage can still be stacked into with no loss of health and limited impact on healing. Additionally regen is very easily boosted in groups due to orb/lamia's/monster helms/other sets which in turn boosts the damage groups can stack into allowing them to again - focus on health to stay alive.
Healing in ESO used to be primarily ground based which made group combat interesting because it required some level of skill from healers to predict group movement and pre-heal in the right areas. Additionally negate was far more impactful as it removed the ground healing which would then have to be re-stacked causing a significant drop in total output for groups. (Negate at the time was less powerful than it is now so it would actually be a far stronger counter these days if that healing meta was re-introduced.)
This was removed because players complained it was too strong (and ZOS thought it might help performance, which got worse instead) however it was actually Earthgore which was mainly carrying at that time.
ZOS then pivoted to Sticky HoT healing. This is far worse because there is no way for a player to remove a HoT from a group.
HoT Healing is really a lot less skilled in general because players don't need to think where the group will be moving to, to setup pre-healing, and only need to focus on their own positioning spamming out as many HoT's as possible and then just burst healing once someone gets low. Couple this with health stacking which means the time between someone getting low and requiring a burst heal and dying is increased (this is the reason groups stack health) and it gives healers more time to react to this where as before they had to understand the current combat and predict these health drops essentially.
The issue is that this 'increased time for reaction' is kind of in line with ZOS's current goals of dumbing down combat lowering the ceiling and so I doubt this will actually ever be addressed.
Things to do which would make it more interesting:
1) Bring back self-stacking on ground healing and slightly increase the potency of it although this can be adjusted over time.
2) Remove earthgore and add a second ultimate in a general tree which can negate ground effects to allow for class diversity. (undaunted ultimate maybe ?)
3) Adjust Vigor and Regeneration to 5s HoTs (similar numbers to self burst healing) which makes it more viable to solo players and still keeps it relevant. Make the Regeneration morphs similar to bubble and vigor, where one always goes to you and one has extra effects.
4) Adjust scaling so that main attribute affects healing more than Spell/Physical damage.
5) Change attributes so that health no longer scales unevenly with mainstat.
6) Adjust tri-stat glyphs and food so that they work by giving a 1:1 on health/mainstat (make them smart in this respect) and then 0.5 in off stat instead of 1 - they currently give too much power
7) Scale orbs similar to the Dark Exchange to give 1/2 stat and then a regen. Make this form of regen a new major/minor buff and share it with Dark Exchange, Symphony of Blades and Lamia (for different durations). This will keep the power in those sets but lower the stacking effects.
8) Limit players to group only healing when they are in a group. Solo players can still heal anyone but don't benefit from group sets and buffs.
There are some good ideas here, but you still run into the problem where people building for damage get boosted healing for free. i.e people will just return to max resource meta because that will give damage as well as healing.
There needs to a be a serious tradeoff> Damage/healing/durability: Building for one needs to involve sacrifices to the other two.
I'm proposing sets and CP changes because it would be a feasible thing to do; it's not the most perfect solution, but it's a fantastic bandaid.
A much better, albeit difficult to implement solution would be a complete refactor of the game's stats, introducing a new stat that healing scales off, i.e healing power or something.
Supershutze wrote: »So what's the solution? Reduce heals: Slash healing *in half,* or more, and buff sets that CP that boost healing to compensate. Get rid of self-heals double dipping on both healing done and healing received.
Supershutze wrote: »One of the big issues with ball groups is the underlying problem behind a lot of pvp balance that nobody seems to grasp: Heal meta.
There is no tank meta, it's just heal meta wearing armour.
There is no burst meta, that's just the only way to bypass heal meta.
Heal meta has been the root of all the big balance problems facing pvp.
Simply put, heals are *way* too powerful, across the board, in pvp and pve, for people that haven't specced into heals.
Imagine a guy with 64 points in health and wearing tank gear parsing for 100k. That's basically the state of heals right now; ridiculous return for literally zero investment.
So what's the solution? Reduce heals: Slash healing *in half,* or more, and buff sets that CP that boost healing to compensate. Get rid of self-heals double dipping on both healing done and healing received.
The only people who should be able to cast those juicy 18k+ burst heals are the people who have specialized in healing.
This helps combat ball groups because suddenly the only people with cross-heals that are worth a damn are the healers, who have to give up damage and durability in exchange.