WrathOfInnos wrote: »A few years ago, many heals only allowed a single instance to be applied to a player. This was broken for other reasons. It meant that a different player's skill choices could make your skill fail to work at all.
There were no checks of whether the random's heals were ticking higher than your own, or how much duration was remaining. This resulted in scenarios where the healers couldn't even proc certain sets (like SPC) because others already cast the same heals/morphs on allies. Having your entire build negated by another player was not good design. The new system has its flaws, but it is an improvement over the old. At least now you know that casting a heal will have some effect on those around you.
The_Titan_Tim wrote: »Yeah, this is a massive problem. Probably the most significant one that Cyrodiil faces, heal stacking gives players complete immunity to anything but bombs when in large groups.
godchucknzilla wrote: »If vigor can do this then so should majoWrathOfInnos wrote: »A few years ago, many heals only allowed a single instance to be applied to a player. This was broken for other reasons. It meant that a different player's skill choices could make your skill fail to work at all.
There were no checks of whether the random's heals were ticking higher than your own, or how much duration was remaining. This resulted in scenarios where the healers couldn't even proc certain sets (like SPC) because others already cast the same heals/morphs on allies. Having your entire build negated by another player was not good design. The new system has its flaws, but it is an improvement over the old. At least now you know that casting a heal will have some effect on those around you.
The sets that have a "probelm's proccing" need to be addressed individually then. There's no reason to leave a toxic mechanic in the game because some sets have a "probelm's proccing." I guarrantee you in an organized group nothing is going to have a "probelm's proccing.'
WrathOfInnos wrote: »godchucknzilla wrote: »If vigor can do this then so should majoWrathOfInnos wrote: »A few years ago, many heals only allowed a single instance to be applied to a player. This was broken for other reasons. It meant that a different player's skill choices could make your skill fail to work at all.
There were no checks of whether the random's heals were ticking higher than your own, or how much duration was remaining. This resulted in scenarios where the healers couldn't even proc certain sets (like SPC) because others already cast the same heals/morphs on allies. Having your entire build negated by another player was not good design. The new system has its flaws, but it is an improvement over the old. At least now you know that casting a heal will have some effect on those around you.
The sets that have a "probelm's proccing" need to be addressed individually then. There's no reason to leave a toxic mechanic in the game because some sets have a "probelm's proccing." I guarrantee you in an organized group nothing is going to have a "probelm's proccing.'
Sets not proccing only part of the problem though. Skill casts having no effect is frustrating, and that is why devs fixed that problem years ago.
I also don't think removing stacking vigor/regeneration even hurts ball groups. They plan and coordinate, and will just determine which specific heal and morph each group member will use (one unmorphed vigor, one echoing vigor, one radiating regen, one circle of protection, one circle of preservation, one energy orb, one illustrious, one springs, one grand healing, etc.). Optimized groups will find the meta and remain difficult to kill. Instead this would end up disproportionately affecting pug groups, where all 4-12 players may be counting on using the same skill morph. It's not like you can port and and change morph after entering a random BG group. Everyone's skill casts should be effective.
ForumBully wrote: »Yes it is. ZoS refuses to accept it and instead their brainchild Snake in the Stars was born to punish us all regardless of context.
It's just simpler than addressing the ridiculous stacking mechanics.
WrathOfInnos wrote: »godchucknzilla wrote: »If vigor can do this then so should majoWrathOfInnos wrote: »A few years ago, many heals only allowed a single instance to be applied to a player. This was broken for other reasons. It meant that a different player's skill choices could make your skill fail to work at all.
There were no checks of whether the random's heals were ticking higher than your own, or how much duration was remaining. This resulted in scenarios where the healers couldn't even proc certain sets (like SPC) because others already cast the same heals/morphs on allies. Having your entire build negated by another player was not good design. The new system has its flaws, but it is an improvement over the old. At least now you know that casting a heal will have some effect on those around you.
The sets that have a "probelm's proccing" need to be addressed individually then. There's no reason to leave a toxic mechanic in the game because some sets have a "probelm's proccing." I guarrantee you in an organized group nothing is going to have a "probelm's proccing.'
Sets not proccing only part of the problem though. Skill casts having no effect is frustrating, and that is why devs fixed that problem years ago.
I also don't think removing stacking vigor/regeneration even hurts ball groups. They plan and coordinate, and will just determine which specific heal and morph each group member will use (one unmorphed vigor, one echoing vigor, one radiating regen, one circle of protection, one circle of preservation, one energy orb, one illustrious, one springs, one grand healing, etc.). Optimized groups will find the meta and remain difficult to kill. Instead this would end up disproportionately affecting pug groups, where all 4-12 players may be counting on using the same skill morph. It's not like you can port and and change morph after entering a random BG group. Everyone's skill casts should be effective.
Well, there is another solution to this problem. Instead disabling other instances of same skill, they can limit them. For example first instance gives 100% effect, second one 50%, third 20% and every other only 5%. Set still procs, skills gives "some" effect, but we avoid overusing of stacks.A few years ago, many heals only allowed a single instance to be applied to a player. This was broken for other reasons. It meant that a different player's skill choices could make your skill fail to work at all.
WrathOfInnos wrote: »godchucknzilla wrote: »If vigor can do this then so should majoWrathOfInnos wrote: »A few years ago, many heals only allowed a single instance to be applied to a player. This was broken for other reasons. It meant that a different player's skill choices could make your skill fail to work at all.
There were no checks of whether the random's heals were ticking higher than your own, or how much duration was remaining. This resulted in scenarios where the healers couldn't even proc certain sets (like SPC) because others already cast the same heals/morphs on allies. Having your entire build negated by another player was not good design. The new system has its flaws, but it is an improvement over the old. At least now you know that casting a heal will have some effect on those around you.
The sets that have a "probelm's proccing" need to be addressed individually then. There's no reason to leave a toxic mechanic in the game because some sets have a "probelm's proccing." I guarrantee you in an organized group nothing is going to have a "probelm's proccing.'
Sets not proccing only part of the problem though. Skill casts having no effect is frustrating, and that is why devs fixed that problem years ago.
I also don't think removing stacking vigor/regeneration even hurts ball groups. They plan and coordinate, and will just determine which specific heal and morph each group member will use (one unmorphed vigor, one echoing vigor, one radiating regen, one circle of protection, one circle of preservation, one energy orb, one illustrious, one springs, one grand healing, etc.). Optimized groups will find the meta and remain difficult to kill. Instead this would end up disproportionately affecting pug groups, where all 4-12 players may be counting on using the same skill morph. It's not like you can port and and change morph after entering a random BG group. Everyone's skill casts should be effective.
WrathOfInnos wrote: »I think some are missing the point. Whatever you nerf, coordinated groups will find the new best option. We've seen it dozens if not hundreds of times over the years. Making things more difficult or less intuitive impacts the less coordinated or less knowledgable players far more than the peak.
Ball groups can absolutely stay within a spring, or a healing orb radius. Ring of Preservation on a ram while the oils rain down is no problem. They could stack on a dime if that's what it took to be in 10+ unique heals. Or rotate barriers, bring in some obscure healing sets, etc.
The pickup groups would be crippled if the same heal ability couldn't stack. They can barely stay close enough to crown for Resolving Vigor or Regen, and they certainly won't stand in a static green circle on the ground or use a different skill just because someone else has it slotted.
I understand the intentions here are good, but the effect would be the opposite. We've lived through that era, it was bad, and it was more or less fixed. Still imperfect, but better.
WrathOfInnos wrote: »I think some are missing the point. Whatever you nerf, coordinated groups will find the new best option. We've seen it dozens if not hundreds of times over the years. Making things more difficult or less intuitive impacts the less coordinated or less knowledgable players far more than the peak.
Ball groups can absolutely stay within a spring, or a healing orb radius. Ring of Preservation on a ram while the oils rain down is no problem. They could stack on a dime if that's what it took to be in 10+ unique heals. Or rotate barriers, bring in some obscure healing sets, etc.
The pickup groups would be crippled if the same heal ability couldn't stack. They can barely stay close enough to crown for Resolving Vigor or Regen, and they certainly won't stand in a static green circle on the ground or use a different skill just because someone else has it slotted.
I understand the intentions here are good, but the effect would be the opposite. We've lived through that era, it was bad, and it was more or less fixed. Still imperfect, but better.
Is echoing vigor unbalanced in a 1v1? Is radiating Regen? If the answer is no then why would it be unbalanced when multiplied by 12?
What is unbalanced is 1 or 4 people expecting to put a dent in 12. While it does happen-- and kudos to those that do-- the groups that stack their HoTs and buffs have found out how to make their 12 man group literally 12 times stronger than the solo player and 3 times stronger than the 4-man. 12x more HoTs and 12x more damage.
This isn't unbalanced. This is the definition of balance.
ForumBully wrote: »Is echoing vigor unbalanced in a 1v1? Is radiating Regen? If the answer is no then why would it be unbalanced when multiplied by 12?
What is unbalanced is 1 or 4 people expecting to put a dent in 12. While it does happen-- and kudos to those that do-- the groups that stack their HoTs and buffs have found out how to make their 12 man group literally 12 times stronger than the solo player and 3 times stronger than the 4-man. 12x more HoTs and 12x more damage.
This isn't unbalanced. This is the definition of balance.
If you don't think it's unbalanced that 50 players and 10 siege can't make a dent in 12 players with stacked heals, then we just have a different idea about balance.