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.
godchucknzilla wrote: »Multiple Instances of Echoing Vigor / Regeneration Buff on Group Members is Broken, We a Need Cap to One Instance of these Buffs Per Player..
I can only test this on 2 players and it indeed puts two instances of these healing buffs on both players. I'm hearing you can have 10+ instances of Echoing Vigor rolling on you if you an your 11 other group members get close and cast this skill. If this is the case, this is busted. I'm also assuming Restoration staff regeneration does the same thing. Hot's need to be capped 1 instance per player and only refreshed on reapplication. There is no way anyone should have 12 instances of Echoing Vigor on themselves. I can't believe this is live and enabling garbage players to group up and run around in circles griefing enemy players in keeps for hours.
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.
Nope. This is completely untrue, as most ball group fights (12v12) end in a stalemate as they cannot kill eachother. Often times it takes more than double their numbers and numerous siege to kill them, and half the time the end result is they don't actually die and simply get bored of farming players that are no longer worth AP.
You are suggesting that healing is equivalent to damage in this game. This is dramatically incorrect. Healing vastly outparses damage in 90%+ of scenarios.
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.
Nope. This is completely untrue, as most ball group fights (12v12) end in a stalemate as they cannot kill eachother. Often times it takes more than double their numbers and numerous siege to kill them, and half the time the end result is they don't actually die and simply get bored of farming players that are no longer worth AP.
You are suggesting that healing is equivalent to damage in this game. This is dramatically incorrect. Healing vastly outparses damage in 90%+ of scenarios.
Most 1v1s end in a stalemate as well. And most 4v4s end in stalemates as well (as anyone who's seen high level DM Bgs end 150-90-75 can tell you.)
I am not saying damage outpaces healing. Nor am I saying healing shouldn't be adjusted. I'm saying that the size of the group or how perfectly they coordinate is not the problem.
Constantly seeking ways to nerf groups without changing anything for small scalers is going to lead to unfair mechanics that leave us in a TRULY unfair state wherein 9 people statistically equal 12 and 4 statistically equal 9.
And this might make a lot of people happy. Changing cyrodiil from a group oriented battlefield to a solo/small oriented battlefield might make a lot of people happy. That doesn't make it fair, balanced, or how the game was intended to be played. It just means the game has been around too long, people don't care about campaign score or taking keeps anymore, and the majority of "good players" as represented here on these forums are solo and small-scalers who would be happy farming a tower for hours because their only metric for success is killing.
@bachpain Well said. My opinion hasn't really changed, but I admit I don't really have anything to say to that.
It just seems to me like healing as a whole is overperforming. It overperforms in 1v1s, 4v4s, and yes it obviously reaches it's peak in a full group. I would rather see something done to healing, yes even at the expense of small-scalers, than see a mechanism introduced that punishes grouping beyond a certain size.
I guess... Okay here's my problem. If someone can explain this to me perhaps I will agree after all: Why is it that 12 people surviving against 30 is so much more problematic than 1 person surviving against 5? Don't both require you to be more skilled? Don't both require you to be "meta" while the opponents are probably not?
Poor @React probably wishes I would stop saying his name (and has every right to,) but I gotta ask. You showed a clip of you killing 65 people a month ago. If you can kill 65 people without dying then how many people should 12 yous be able to fight? What's the difference?
Thecompton73 wrote: »@bachpain Well said. My opinion hasn't really changed, but I admit I don't really have anything to say to that.
It just seems to me like healing as a whole is overperforming. It overperforms in 1v1s, 4v4s, and yes it obviously reaches it's peak in a full group. I would rather see something done to healing, yes even at the expense of small-scalers, than see a mechanism introduced that punishes grouping beyond a certain size.
I guess... Okay here's my problem. If someone can explain this to me perhaps I will agree after all: Why is it that 12 people surviving against 30 is so much more problematic than 1 person surviving against 5? Don't both require you to be more skilled? Don't both require you to be "meta" while the opponents are probably not?
Poor @React probably wishes I would stop saying his name (and has every right to,) but I gotta ask. You showed a clip of you killing 65 people a month ago. If you can kill 65 people without dying then how many people should 12 yous be able to fight? What's the difference?
When one person kills 5 they're doing it with their own skills and are limited to 2-3 sets bonuses plus whatever self buffs they can give themselves from the skills on their own bar.
Billium813 wrote: »Thecompton73 wrote: »@bachpain Well said. My opinion hasn't really changed, but I admit I don't really have anything to say to that.
It just seems to me like healing as a whole is overperforming. It overperforms in 1v1s, 4v4s, and yes it obviously reaches it's peak in a full group. I would rather see something done to healing, yes even at the expense of small-scalers, than see a mechanism introduced that punishes grouping beyond a certain size.
I guess... Okay here's my problem. If someone can explain this to me perhaps I will agree after all: Why is it that 12 people surviving against 30 is so much more problematic than 1 person surviving against 5? Don't both require you to be more skilled? Don't both require you to be "meta" while the opponents are probably not?
Poor @React probably wishes I would stop saying his name (and has every right to,) but I gotta ask. You showed a clip of you killing 65 people a month ago. If you can kill 65 people without dying then how many people should 12 yous be able to fight? What's the difference?
When one person kills 5 they're doing it with their own skills and are limited to 2-3 sets bonuses plus whatever self buffs they can give themselves from the skills on their own bar.
Lol, ya no. They are 100% abusing something in the game and you can't convince me otherwise. Be it Mara's or Ash Cloud or whatever.
This is my biggest issue with ESO PvP. Sure, ball groups are a thing, ya ya whatever they need some nerfs or whatever... But no single player should be able to single handedly take down 5+ players that are all actively trying to kill them. Its total BS.
I mean, yes I agree, but so doesn't that just make them really good group members? And if the 30 were organized equally well then would we even be having this discussion?
I do see how it snowballs-- I understand that. But if the 30 were in fact two groups of 12 and one 6-man then shouldn't they just do the same thing?
The 30 could stack 30 vigors and regens if they wanted. They could all ulti-dump at the exact same time if they wanted. And if this happened I don't think we'd be having this discussion.
I don't know. I appreciate you changing your mind and giving me some feedback @Thecompton73 but I still just kinda feel like this is a learn to play issue.
I realize that traveling in large groups is distasteful to some. Boring... Loud... Restrictive. But isn't that what Cyrodiil was designed for? And isn't a good 12-man therefore the pinnacle of PvP? It might not be what we all enjoy and it may not be a great showcase for individual skill, but don't they have the right to "win the game?"
They took the time to assign sets and skills for everybody. They do things in cadence, timed and called by one crystal clear voice. They grinded, gathered, and honed every little thing the game has to offer and practiced it to perfect 100% uptime. If the 30 isn't willing to do the same then they have no more right to complain than 6 pugs getting Xed by one good player.
Billium813 wrote: »I wonder if ZOS is loath to remove heal stacking from Echoing Vigor because it may be a crutch for weaker players. I have been in a number of PUG 4-man vet dungeons where the group is just so bad that everyone starts running Echoing Vigor. With 4 stacks of Echoing Vigor running, it seems like even a bad group can power their way through some difficult content.
I really just think that Vigor punches way above its weight for a generic group heal. What would ESO look like if Vigor disappeared entirely?
Thecompton73 wrote: »The thing is this isn't a philosophical debate. It's a game that's supposed to be fun. If the way the game currently works allows a very small minority of the population to have all the fun while they make the large majority miserable it is simply bad for the health of the game and shouldn't be allowed. Theorizing about absolute values of fairness or equity need to be put aside for the greater good of the game.
Billium813 wrote: »Thecompton73 wrote: »@bachpain Well said. My opinion hasn't really changed, but I admit I don't really have anything to say to that.
It just seems to me like healing as a whole is overperforming. It overperforms in 1v1s, 4v4s, and yes it obviously reaches it's peak in a full group. I would rather see something done to healing, yes even at the expense of small-scalers, than see a mechanism introduced that punishes grouping beyond a certain size.
I guess... Okay here's my problem. If someone can explain this to me perhaps I will agree after all: Why is it that 12 people surviving against 30 is so much more problematic than 1 person surviving against 5? Don't both require you to be more skilled? Don't both require you to be "meta" while the opponents are probably not?
Poor @React probably wishes I would stop saying his name (and has every right to,) but I gotta ask. You showed a clip of you killing 65 people a month ago. If you can kill 65 people without dying then how many people should 12 yous be able to fight? What's the difference?
When one person kills 5 they're doing it with their own skills and are limited to 2-3 sets bonuses plus whatever self buffs they can give themselves from the skills on their own bar.
Lol, ya no. They are 100% abusing something in the game and you can't convince me otherwise. Be it Mara's or Ash Cloud or whatever.
This is my biggest issue with ESO PvP. Sure, ball groups are a thing, ya ya whatever they need some nerfs or whatever... But no single player should be able to single handedly take down 5+ players that are all actively trying to kill them. Its total BS.
Hot take here playing devils advocate: maybe we need 12 vigors and mutis in group because we have to fight 40 of you seiging us with cold harbor ballistas while you wear Maras/Rallying Cry and have 40k health. Let’s not get started on the wave of emperor Palpatines in Knight Slayer and Stormmasters heavy attacking you endlessly while getting carpet negated. [snip]
Billium813 wrote: »Thecompton73 wrote: »@bachpain Well said. My opinion hasn't really changed, but I admit I don't really have anything to say to that.
It just seems to me like healing as a whole is overperforming. It overperforms in 1v1s, 4v4s, and yes it obviously reaches it's peak in a full group. I would rather see something done to healing, yes even at the expense of small-scalers, than see a mechanism introduced that punishes grouping beyond a certain size.
I guess... Okay here's my problem. If someone can explain this to me perhaps I will agree after all: Why is it that 12 people surviving against 30 is so much more problematic than 1 person surviving against 5? Don't both require you to be more skilled? Don't both require you to be "meta" while the opponents are probably not?
Poor @React probably wishes I would stop saying his name (and has every right to,) but I gotta ask. You showed a clip of you killing 65 people a month ago. If you can kill 65 people without dying then how many people should 12 yous be able to fight? What's the difference?
When one person kills 5 they're doing it with their own skills and are limited to 2-3 sets bonuses plus whatever self buffs they can give themselves from the skills on their own bar.
Lol, ya no. They are 100% abusing something in the game and you can't convince me otherwise. Be it Mara's or Ash Cloud or whatever.
This is my biggest issue with ESO PvP. Sure, ball groups are a thing, ya ya whatever they need some nerfs or whatever... But no single player should be able to single handedly take down 5+ players that are all actively trying to kill them. Its total BS.
I mean, if we are talking about 5 skilled players, I can I agree with you, the 1 player should not stand a chance.
I'm not a great PVPer, but even I have taken down groups of 4-5 lesser skilled players, because my decisions in combat were better than my opponents and my own skill outweighed theirs. You can't just say that is due to imbalance or abuse. Skill absolutely plays a part in those situations.
It's why most 1vx montages are usually a very highly skilled player finally facing a handful of much lower skilled players. Those montages also usually cut out the countless fights where 1 or two equally skilled players easily took down the 1vXer.
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.
1 great player can X 12 not very good players. A ballgroup can X 12x that number, in theory. This IS balanced.
What's going on here is solo players want to X 12 players that don't suck. That would be unbalanced.
I like the concept of Snake in the Stars, even though I’m not a fan of the new ‘friendly fire’ damage introduced by Plague Break, the current direction of Snake in the Stars won’t affect groups stacking 30k+/s Hots and 20k+ unnamed shields. Snake in the Stars, in its current state, would continue the trend of hurting smaller groups, solo players and zerg surfers.
2 suggestions on how to adjust Snake in the Stars to address to exploitation of over healing in PvP:
1. Have it proc off over healing and scale off the amount of over healing, no cap. (This will be quick to be called for nerfing and the numbers you’ll see may surprise the dev team)
2. Remove the applied timer, OR at min., set the applied to ‘per target’. Tons of useful debuff sets get nerfed to subpar sets with this minor set change.
EVERYTHING in the ball group is a symbiotic thing within the group.
EVERYTHING in the ball group is a symbiotic thing within the group.
Take heal stacking away and what prevents them from just having 3 or 4 or 5 healers doing nothing but heavy attacking and casting AoE burst heals? Who else but a ball group could afford to do that? And won't that iteration be the same?
Just because someone understands the mechanics and uses them to perfection doesn't mean it's broken.
EVERYTHING in the ball group is a symbiotic thing within the group.
You can do whatever you want with heal stacking but ball groups who reach this level of symbiosis are still going to do what they do.
Just like 1 good player can beat 5 bad players, 12 good players can beat 60 bad players. There's nothing broken about this.
And I'm not necessarily saying those 60 players are bad, even though yes I just said that. But the 12 are clearly better.
Take heal stacking away and what prevents them from just having 3 or 4 or 5 healers doing nothing but heavy attacking and casting AoE burst heals? Who else but a ball group could afford to do that? And won't that iteration be the same?
Just because someone understands the mechanics and uses them to perfection doesn't mean it's broken.