Tommy_The_Gun wrote: »I said it countless times and I will say it again: If GROUPS are the problem (not solo players or zergs of solo players), then the only way to address numerous balance problems is for the game to know whenever players are grouped or not and scale things differently when in group and differently when solo. ZOS could even add something like this to Battle Spirit.
What is very weird is that something like this exists already in the game. Some sets, like Ring of Pale order or Rallying Cry have something like this. Those sets become less & less effective the larger the group is.
Snake in the Stars could have something like this added. They could tone down the damage by half, but add a condition like:
Whenever an enemy with Star Venom is healed, they take X Daedric Damage. This value is increased by X% per ally they are grouped with.
Tommy_The_Gun wrote: »I said it countless times and I will say it again: If GROUPS are the problem (not solo players or zergs of solo players), then the only way to address numerous balance problems is for the game to know whenever players are grouped or not and scale things differently when in group and differently when solo. ZOS could even add something like this to Battle Spirit.
What is very weird is that something like this exists already in the game. Some sets, like Ring of Pale order or Rallying Cry have something like this. Those sets become less & less effective the larger the group is.
Snake in the Stars could have something like this added. They could tone down the damage by half, but add a condition like:
Whenever an enemy with Star Venom is healed, they take X Daedric Damage. This value is increased by X% per ally they are grouped with.
So we're going to start off by saying that we'll pass this feedback on to the combat team. Appreciate you posting your detailed feedback here.
Currently, we are keeping a close eye on new sets like Snake in the Stars and will continue to tune over time. We need more player interactions to see how the set will be used and in what situations. Then the team will adjust as needed. So please keep up with feedback.
these groups already have so much healing that they're able to shrug off things like coldfire and oil.
@ZOS_Kevin
Tommy_The_Gun wrote: »I said it countless times and I will say it again: If GROUPS are the problem (not solo players or zergs of solo players), then the only way to address numerous balance problems is for the game to know whenever players are grouped or not and scale things differently when in group and differently when solo. ZOS could even add something like this to Battle Spirit.
The recent change to snake in the stars that brought it's proc cooldown while active from 1 second to 100ms is a great change towards combating these groups and the heal stacking problem. However, the set can only proc on one single person every 12 seconds. Applying a 10-11k oblivion damage dot to one single person in a group like this does nothing - these groups already have so much healing that they're able to shrug off things like coldfire and oil.
Billium813 wrote: »The recent change to snake in the stars that brought it's proc cooldown while active from 1 second to 100ms is a great change towards combating these groups and the heal stacking problem. However, the set can only proc on one single person every 12 seconds. Applying a 10-11k oblivion damage dot to one single person in a group like this does nothing - these groups already have so much healing that they're able to shrug off things like coldfire and oil.
The only thing I am going to point out is that remember SitS procing on one single target every 12 seconds may be a good thing. SitS is not meant to be like Dark Convergence or Plaguebreak, it's not meant for 1 person to be able to single-handedly shutdown an entire ball group! I think ZOS is going for more pin-point, tactical gameplay here.
I think the devs are going for a psuedo-counter/cancel/disable heals through damage. If the quality of the heals are sufficient, SitS wont do much. If they aren't, then the affected player is essentially without heals for the duration. Of course, an alternative mechanic could just be the heal negation from the HM Grundwulf fight in Moongrave Fane and healing just being 100% disabled. That might be too strong though, so they want strong heals to be able to overpower SitS. But, is SitS strong enough! The question is what is the average ball groups HPS?
My question is: if heal stacking is OK, can a single player get multiple copies of SitS proc?
This would be nice for players to focus down a single ball group element! However, as all things go, this might be bad as ball groups could end up just focusing down single players with their own SitS in an even more coordinated effort... hmm, I kind of wish more things had mechanics like Ring of the Pale Order that diminish in value based on group size...
So we're going to start off by saying that we'll pass this feedback on to the combat team. Appreciate you posting your detailed feedback here.
Currently, we are keeping a close eye on new sets like Snake in the Stars and will continue to tune over time. We need more player interactions to see how the set will be used and in what situations. Then the team will adjust as needed. So please keep up with feedback.
MetallicMonk wrote: »Billium813 wrote: »The recent change to snake in the stars that brought it's proc cooldown while active from 1 second to 100ms is a great change towards combating these groups and the heal stacking problem. However, the set can only proc on one single person every 12 seconds. Applying a 10-11k oblivion damage dot to one single person in a group like this does nothing - these groups already have so much healing that they're able to shrug off things like coldfire and oil.
The only thing I am going to point out is that remember SitS procing on one single target every 12 seconds may be a good thing. SitS is not meant to be like Dark Convergence or Plaguebreak, it's not meant for 1 person to be able to single-handedly shutdown an entire ball group! I think ZOS is going for more pin-point, tactical gameplay here.
I think the devs are going for a psuedo-counter/cancel/disable heals through damage. If the quality of the heals are sufficient, SitS wont do much. If they aren't, then the affected player is essentially without heals for the duration. Of course, an alternative mechanic could just be the heal negation from the HM Grundwulf fight in Moongrave Fane and healing just being 100% disabled. That might be too strong though, so they want strong heals to be able to overpower SitS. But, is SitS strong enough! The question is what is the average ball groups HPS?
My question is: if heal stacking is OK, can a single player get multiple copies of SitS proc?
This would be nice for players to focus down a single ball group element! However, as all things go, this might be bad as ball groups could end up just focusing down single players with their own SitS in an even more coordinated effort... hmm, I kind of wish more things had mechanics like Ring of the Pale Order that diminish in value based on group size...
The problem is it just doesn't do much if that's the case, it doesn't counter the exclusively defensive holding block healing players which is what people complain about, or the players wearing maras especially which is a big issue. The only times you're killing these players a lot of times is after completely running their stam if they're extremely bad, or having multiple people attacking them, in both of these instances just doing more damage is probably a better alternative to the set.
So if it doesn't do much to counter extremely defensive players, doesn't help counter the maras meta, and with them not listening to the changes proposed in this thread won't help mitigate ball group healing, which part of the stale healing/defensive meta is this even supposed to be designed for?
I guess the players who spend 10 minutes chasing a single player with 5+ people will see it as a set that helps them counter someone's heals.
So we're going to start off by saying that we'll pass this feedback on to the combat team. Appreciate you posting your detailed feedback here.
Currently, we are keeping a close eye on new sets like Snake in the Stars and will continue to tune over time. We need more player interactions to see how the set will be used and in what situations. Then the team will adjust as needed. So please keep up with feedback.
On the other hand, if you can apply this to everyone in the group at once, you'll be negating perhaps 50% of their healing during that 4 second window. This large of a healing reduction across the entire group will force them to adjust their playstyles, or they'll be getting destroyed by the other incoming damage that they otherwise completely ignore currently.
NotTaylorSwift wrote: »
Yet another post asking for pvp ez mode. This ^ is simply not true. Groups aren’t “shrugging off” coldfire and oils. Ball groups are nerfed so much already. Many have left the game and new aspiring ones usually give up after a few weeks. Plaguebreak effectively removed purge from pvp for groups. Now, siege damage is unblockable for some absurd reason that was never included in any patch notes. A bug that has been left and ignored… yet again. 3-4 oil stacks are enough to start killing ballgroup members 🤷♂️ idk why you think they are shrugging it off as u put it.
NotTaylorSwift wrote: »The only ball groups remaining are the top tier ones. The others have either disbanded/are inactive/play no cp.
NotTaylorSwift wrote: »Stop making pvp easy for people who don’t put any effort into getting better at it!
NotTaylorSwift wrote: »[snip] It’s literally a group based game. Cyrodiil is LARGE SCALE pvp first and foremost. You CHOOSE not to take advantage of the benefits of grouping. The benefits are there for EVERYONE. You shoot yourself in the foot, no one else… it’s not even just grouping. It’s coordinated gameplay which will always come out on top no matter what. Again… this is available for everyone to take advantage of. Discord is free. Teamspeak is free. If you don’t want to use them, it’s your fault. You can’t punish everyone else for YOUR choices.
Billium813 wrote: »So we're going to start off by saying that we'll pass this feedback on to the combat team. Appreciate you posting your detailed feedback here.
Currently, we are keeping a close eye on new sets like Snake in the Stars and will continue to tune over time. We need more player interactions to see how the set will be used and in what situations. Then the team will adjust as needed. So please keep up with feedback.
On the other hand, if you can apply this to everyone in the group at once, you'll be negating perhaps 50% of their healing during that 4 second window. This large of a healing reduction across the entire group will force them to adjust their playstyles, or they'll be getting destroyed by the other incoming damage that they otherwise completely ignore currently.
Applying to everyone in the group seems a bit too oppressive. IMO, 1 single person should not make an entire 12 person ball group panic and run; they've got the numbers, they SHOULD have the advantage. What if it were applied to them and 3 allies within 10 meters?
ForumBully wrote: »Billium813 wrote: »So we're going to start off by saying that we'll pass this feedback on to the combat team. Appreciate you posting your detailed feedback here.
Currently, we are keeping a close eye on new sets like Snake in the Stars and will continue to tune over time. We need more player interactions to see how the set will be used and in what situations. Then the team will adjust as needed. So please keep up with feedback.
On the other hand, if you can apply this to everyone in the group at once, you'll be negating perhaps 50% of their healing during that 4 second window. This large of a healing reduction across the entire group will force them to adjust their playstyles, or they'll be getting destroyed by the other incoming damage that they otherwise completely ignore currently.
Applying to everyone in the group seems a bit too oppressive. IMO, 1 single person should not make an entire 12 person ball group panic and run; they've got the numbers, they SHOULD have the advantage. What if it were applied to them and 3 allies within 10 meters?
They've got the numbers and they do have the advantage , this is about reining in how out of balance that advantage is. Right now, it takes a faction to defeat 12, and I think that's too much advantage.
Unblockable siege should be fixed, for sure. But to suggest that something other than ball grouping is "PVP ez mode" is very telling. It quite literally cannot get any easier than having 15k+ HPS at any given moment, every single possible buff and set bonus in the game, often times more numbers than your opponents, etc.
It's going to be so funny when you folks get exactly what you want and ballgroups use this to destroy pugs, small-scalers, zergs, and faction stacks alike.
Saying "groups have too many HoTs, this set won't dent it," and saying "the more HoTs my solo NB uses the more oppressive this will be," in the same conversation. LOL.
The bias against groups is reaching a disgusting level. I guess Xing 65 people just isn't enough for some folks.
1 person killing 12 is purely skill-- no broken sets or mechanics need considering. 12 killing 1? Something is wrong, oh God, we can't find a solution, let's beg the developers to literally lower grouped people's stats.
-vomit-
The_Titan_Tim wrote: »Unblockable siege should be fixed, for sure. But to suggest that something other than ball grouping is "PVP ez mode" is very telling. It quite literally cannot get any easier than having 15k+ HPS at any given moment, every single possible buff and set bonus in the game, often times more numbers than your opponents, etc.
Did my eyes deceive me? Did you concede that siege should be mitigated by block? How are you going to block a giant catapult? I get that if we want to talk Roleplay, a character could hold their shield over their head to prevent Oil, but you are not blocking a massive siege weapon.
Billium813 wrote: »it doesn't counter the exclusively defensive holding block healing players which is what people complain about
It is Oblivion Damage, so it can't be blocked
Tbh if you remove the 12s cooldown on application for the caster it will just complety break the game for most players not just 12 man raid Group players. In every 1vX fight or just normal Zerg fight you get healed basically every second and not for high amounts maybe if you are lucky around 2-3k hps. Now a set that does 2848 Oblivion damage every second disables basically the healing for 4 seconds. Now having 1 Person in the Zerg that can apply the set how often it wants to how many people it wants and disable their healing for 4 seconds ??? Sorry but when that will go live everyone will suffer under that set not just the 12 man Groups, cause how i know many people form cyrodill they will just have one Person in the back sitting spamming Altar all the time and then 3 people with high damage builds in front just wiping the floor with Zergs cause they cant heal. Doesnt sound like fun to me tbh.
And in my Opinion 12 man raid Groups deserve that they cant get wiped by a singel person we put legit days every patch in our builds and tactics but then a single person that didnt do much should be able to easy wipe them ?
In real life you are also not able to win in idk Soccer against a team of people that trains and plays together since years and puts days of effort in their tactics. So why should it be like this in a game ?
ForumBully wrote: »It's going to be so funny when you folks get exactly what you want and ballgroups use this to destroy pugs, small-scalers, zergs, and faction stacks alike.
Saying "groups have too many HoTs, this set won't dent it," and saying "the more HoTs my solo NB uses the more oppressive this will be," in the same conversation. LOL.
The bias against groups is reaching a disgusting level. I guess Xing 65 people just isn't enough for some folks.
1 person killing 12 is purely skill-- no broken sets or mechanics need considering. 12 killing 1? Something is wrong, oh God, we can't find a solution, let's beg the developers to literally lower grouped people's stats.
-vomit-
1 isn't killing 12, it's reducing their wall of incoming HoTs. No one is saying anyone in the group should have multiple stacks of SitS on them, just one a piece that is limiting the effectiveness of the 15-20k/sec incoming healing.
Also if you put some effort in your tactics and builds you are able to wipe every 12 man Group with 3-4 players.
So let the 12 man Groups have their fun and if you want to kill them put some effort in with some mates and dont rely on a single set cause otherwise you are not able to think about something to kill them. There are legit more then enough ways in the game to kill such a group if you just know how to