TheMightyRevan wrote: »TheMightyRevan wrote: »-has impact in pve... again noone in pve is gonna use harmony because getting some more sustain from synergies is utterly underwhelming compared to just have more damage from bloodthirsty
there are tanks in this game btw
you do realise, that you already get sustain from synergies through the undaunted passives + harmony already gives you 20% more ressources and healing from synergies. thats all you need as a tank btw. its just a flat nerf. again
Also i didnt really try to go too in depth about it. i only made this thread to highlight the developer comment and show how everything in there is wrong, [snip]
I can see that you never tanked yourself or tanked but not the hardest pve content where main tank can just survive alone in many cases and don't have synergies as much as needed
Tommy_The_Gun wrote: »For a very long time I have had this thing in mind why ZOS is not doing anything to tone down "ball group" playstyle.
You see, every playstyle in PvP that was overperforming in the past and was considered toxic & annoying to deal with was nerfed.
- Snipe one shot solo builds ? Yep. Bow is a joke right now.
- Bombing ? Yep. It was quite easy to pull of, but now it is quite a challenge & successful "bomb" happens rarely, pretty much only during PvP events.
- Shield stacking ? Yep. It was also gutted and was especially painful for sorc class.
- Health recovery based builds ? Also gutted.
I could go on & on about it, but my point is - every possibility nerf to everything & every playstyle happend... except for "ball group" playstyle. The only "nerf" that ever happened was the reduction of the group size, but it was more like a consequence of population limit change, rather than a "nerf".
Every balance change that is happening is not accidental & ZOS devs knows exactly what they are doing. They have the tools. They could have tone down "ball groups" years ago. It is not a rocket science. We have battle spirit & they could have reduced the effectiveness of grouped players (the larger the group the bigger the debuff to various things). But they didn't.
TLDR:
Looking at the balance changes history, various things that were only making ball group stronger & stronger over the years and the recent dev comment, it makes me think that... they are the "target pvp audience". Ball groups. Yep. It seems like this is the case. ZOS is making Cyrodiil for them. At least this is the only logical conclusion.
FantasticFreddie wrote: »LadyLavina wrote: »Op, I understand, really I do,
I'm sure it did see use by PvP'ers in general,
but it was predominantly used by bombers to destroy groups.
The nerf is for the greater good lol.
No, no it really isn't "predominantly used by bombers"
The most common bomb is, as far as I can tell, the good old fashioned nightblade bomber.
Those are the ones that still get me occasionally.
I see necro bombs some, but there is a telegraph and a delay to a necro bomb that you simply do not have with an experienced bomb blade. They are much more avoidable.
I'm convinced people who think it's an ez insta win button have no raid awareness.
TheMightyRevan wrote: »TheMightyRevan wrote: »-has impact in pve... again noone in pve is gonna use harmony because getting some more sustain from synergies is utterly underwhelming compared to just have more damage from bloodthirsty
there are tanks in this game btw
you do realise, that you already get sustain from synergies through the undaunted passives + harmony already gives you 20% more ressources and healing from synergies. thats all you need as a tank btw. its just a flat nerf. again
TheMightyRevan wrote: »TheMightyRevan wrote: »-has impact in pve... again noone in pve is gonna use harmony because getting some more sustain from synergies is utterly underwhelming compared to just have more damage from bloodthirsty
there are tanks in this game btw
you do realise, that you already get sustain from synergies through the undaunted passives + harmony already gives you 20% more ressources and healing from synergies. thats all you need as a tank btw. its just a flat nerf. again
You're getting 4% of your max stats as ressource gain from synergies with the Undaunted passive. As those stats are different for everyone you can't say that it's going to be a nerf if you don't know the exact numbers. Also the new Harmony will provide healing even if it's a damage skill you synergize so that's a buff and you're somewhat able to trigger it on demand which can be a life saver.
Plus some classes and / or builds are way more dependent on ouside sustain than others so generalizing isn't going to work.
TheMightyRevan wrote: »TheMightyRevan wrote: »TheMightyRevan wrote: »-has impact in pve... again noone in pve is gonna use harmony because getting some more sustain from synergies is utterly underwhelming compared to just have more damage from bloodthirsty
there are tanks in this game btw
you do realise, that you already get sustain from synergies through the undaunted passives + harmony already gives you 20% more ressources and healing from synergies. thats all you need as a tank btw. its just a flat nerf. again
You're getting 4% of your max stats as ressource gain from synergies with the Undaunted passive. As those stats are different for everyone you can't say that it's going to be a nerf if you don't know the exact numbers. Also the new Harmony will provide healing even if it's a damage skill you synergize so that's a buff and you're somewhat able to trigger it on demand which can be a life saver.
Plus some classes and / or builds are way more dependent on ouside sustain than others so generalizing isn't going to work.
for orb/shards it will be the same ressource return, and those are the most important/reliable synergies in pve. So i dont see point in it. And building on synergies for a lifesaver seems pretty risky to me aswell. and if you consider synergies like purify, the new harmony will give you less healing for that than the current does.
Also generalizing it works, coz it will definetely ruin the trait for pvp no matter the class full stop
Maybe Cyrodiil was originally designed for 8-24 man groups, but solo players and smallscales always were an important part of Cyrodiils Population and reduction of population made forming large groups harder. Groups created by group finder are PuGs and not organized groups.VaranisArano wrote: »Tommy_The_Gun wrote: »For a very long time I have had this thing in mind why ZOS is not doing anything to tone down "ball group" playstyle.
You see, every playstyle in PvP that was overperforming in the past and was considered toxic & annoying to deal with was nerfed.
- Snipe one shot solo builds ? Yep. Bow is a joke right now.
- Bombing ? Yep. It was quite easy to pull of, but now it is quite a challenge & successful "bomb" happens rarely, pretty much only during PvP events.
- Shield stacking ? Yep. It was also gutted and was especially painful for sorc class.
- Health recovery based builds ? Also gutted.
I could go on & on about it, but my point is - every possibility nerf to everything & every playstyle happend... except for "ball group" playstyle. The only "nerf" that ever happened was the reduction of the group size, but it was more like a consequence of population limit change, rather than a "nerf".
Every balance change that is happening is not accidental & ZOS devs knows exactly what they are doing. They have the tools. They could have tone down "ball groups" years ago. It is not a rocket science. We have battle spirit & they could have reduced the effectiveness of grouped players (the larger the group the bigger the debuff to various things). But they didn't.
TLDR:
Looking at the balance changes history, various things that were only making ball group stronger & stronger over the years and the recent dev comment, it makes me think that... they are the "target pvp audience". Ball groups. Yep. It seems like this is the case. ZOS is making Cyrodiil for them. At least this is the only logical conclusion.
Cyrodiil was always for large scale, organized groups. Originally, it's groupfinder used to say "groups of 8-24 players." The servers can't live up to that anymore, but it's no surprise that in an AvAvA zone designed for zerging with hundreds of players on screen, tightly organized groups are king. Yeah, you could always do solo and small scale play, but that's not what the Alliance War is purpose-built for, you know?
It's not really true that ZOS hasn't tried to nerf them it just hasn't worked, because it's like trying to nerf the top tier Trials players in PVP. Look at how that's working out for ZOS. They theory craft, adapt to the nerfs, and take advantage of the new buffs. Ball groups do the same thing, and the end result is nothing ZOS has tried works.
Most recently, Plaguebreak was supposed to be a counter to ball groups, from the Dev comments. What ZOS failed to understand (and its the reason they've failed to substantively nerf ball groups) is that an large organized group is going to use anything much better than an unorganized or smaller group. And thus while Plaguebreak can be used effectively against ballgroups, it's also used by those ballgroups against everyone else in combo with all their other advantages.
I could've told them that (and did) because I remember when they nerfed Vicious Death and Eye of the Storm because of ball groups only for it not to work because ball group theorycrafters simply moved to the next tactic or continued to get them on target better than anyone else.
(Blanket nerfs because of group size only reinforced ball group dominance over similarly sized, but less organized PUGs. Voice comms, tactics, and organized builds are one hell of an advantage that ZOS can't nerf.)
Edited: I'd argue that PUGs and casual zerg players are more likely to be ZOS' target audience because there's a lot more of them than either hard-core dedicated solo, small scale, or ball group players. Personally, I don't think ball groups needed any help from getting solo harmony bombers nerfed, but I could see ZOS deciding that Harmony bomber builds aren't ideal for casual play by PUGs and zergs. Incidentally, those are the players least likely to use Harmony themselves, so they'll get the most benefit and least harm from the change.