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.
I don't want to argue with you-- I like your input. Let's just say last time I came to a SiTS thread I said this is really going to suck if it turns into yet another big red circle in the minefield of pulls and crap that is currently cyrodiil. And that IS what these conversations are not so slowly turning into.
So get ready for another DC/plaguebreak-like experience. The ongoing desire of skilled players to have tools to combat otherwise insurmountable numbers IS the cancer in this game. It gave birth to the aforementioned sets, gave birth to the tank meta, gave birth to tower trolls, mist formers...
But asking for something so unnatural is obviously going to create an abomination of mechanisms... I for one am not surprised or confused on how we got where we are. Egos. BIG egos.
Its a shame that good players command so much respect since being good at video games has NOTHING to do with being honest or mature.
ForumBully wrote: »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.
The same way we block a meteor falling from the sky. Its a game and we're talking about a mechanic, not reality.
This set applying to every member of a group that gets hit isn't one person wiping a group, that's a complete exaggeration. It's a brake being applied to the excessive incoming healing and it opens up a window of opportunity where it might take a few less bombs and siege to make a dent. Even then, it might not be enough. But, applying this to one person per one cast does absolutely nothing but punish solo and small scale groups.
Ahhhh i get the point. Cause the set doesnt do what the devs claim they wanted it to do ( what we cant exactly say to what point they want it to do this) we just say it should ruin PvP for everyone.
Edit: and normally when you Nerf the Best play style in healing and damage in any area you nerf everyone else also. Was always like this and will always be like this
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.
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-
I guess it depends on points of view. I mean, no one complains about solo players or zergs. It is always "Ball Groups".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.
ForumBully wrote: »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 ?
This set applying to every member of a group that gets hit isn't one person wiping a group, that's a complete exaggeration. It's a brake being applied to the excessive incoming healing and it opens up a window of opportunity where it might take a few less bombs and siege to make a dent. Even then, it might not be enough. But, applying this to one person per one cast does absolutely nothing but punish solo and small scale groups.
(5 items) Whenever a Major or Minor Debuff is applied to an enemy, if that enemy does not have Star Venom, a stack of Star Venom is applied to them for 4 seconds and Daedric energy will then bounce to a nearby group member within 8 meters, applying a stack of Star Venom to them for 4 seconds. This effect can occur once every 12 seconds.
Whenever an enemy with Star Venom is healed, they take 850 Oblivion Damage for each stack of Star Venom, up to once every 0.1 seconds.
Billium813 wrote: »ForumBully wrote: »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 ?
This set applying to every member of a group that gets hit isn't one person wiping a group, that's a complete exaggeration. It's a brake being applied to the excessive incoming healing and it opens up a window of opportunity where it might take a few less bombs and siege to make a dent. Even then, it might not be enough. But, applying this to one person per one cast does absolutely nothing but punish solo and small scale groups.
I agree that applying to 1 person is not going to do almost anything in a 12 person ball. Even 1 person in a 4 man group won't really do that much. However, 1 person should not be able to proc on 12 people with -50% healing.... that's just WAY too much for one set to do.
What about?(5 items) Whenever a Major or Minor Debuff is applied to an enemy, if that enemy does not have Star Venom, a stack of Star Venom is applied to them for 4 seconds and Daedric energy will then bounce to a nearby group member within 8 meters, applying a stack of Star Venom to them for 4 seconds. This effect can occur once every 12 seconds.
Whenever an enemy with Star Venom is healed, they take 850 Oblivion Damage for each stack of Star Venom, up to once every 0.1 seconds.
ForumBully wrote: »Billium813 wrote: »ForumBully wrote: »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 ?
This set applying to every member of a group that gets hit isn't one person wiping a group, that's a complete exaggeration. It's a brake being applied to the excessive incoming healing and it opens up a window of opportunity where it might take a few less bombs and siege to make a dent. Even then, it might not be enough. But, applying this to one person per one cast does absolutely nothing but punish solo and small scale groups.
I agree that applying to 1 person is not going to do almost anything in a 12 person ball. Even 1 person in a 4 man group won't really do that much. However, 1 person should not be able to proc on 12 people with -50% healing.... that's just WAY too much for one set to do.
What about?(5 items) Whenever a Major or Minor Debuff is applied to an enemy, if that enemy does not have Star Venom, a stack of Star Venom is applied to them for 4 seconds and Daedric energy will then bounce to a nearby group member within 8 meters, applying a stack of Star Venom to them for 4 seconds. This effect can occur once every 12 seconds.
Whenever an enemy with Star Venom is healed, they take 850 Oblivion Damage for each stack of Star Venom, up to once every 0.1 seconds.
The amount might need some tuning, and that amount might need to be on live to find out, but the function has to be more than one proc on one person to even come close to the intent.
(5 items) Whenever a Major or Minor Debuff is applied to an enemy, if that enemy does not have Star Venom, a stack of Star Venom is applied to them for 6 seconds and Daedric energy will then bounce to a nearby group member within 8 meters, up to 2 times, applying a stack of Star Venom to them for 6 seconds. This effect can occur once every 10 seconds.
Whenever an enemy with Star Venom is healed, they take 850 Oblivion Damage for each stack of Star Venom, up to once every 0.1 seconds.
Ball Groups got nerfed in the past (Plaguebreak for example), the problem with nerfing a Ball Group is we use so many Sets skills etc. that you cant nerf them without nerving something else. If you nerf for example the set Spell Power Cure what is a rly strong set for all types of gameplay. You will also nerf PvE then all the PvEers will cry.
If you nerf heal stacking in PvP many Zerglings will Cry cause they cant get healed anymore by other + PvP healer will be unplayable.
If you nerf healing in the Group depending on how many Players are in the Group many big Zerg Guilds will Cry cause they have no healing anymore in the Group but dont want to play solo.
What ever you will do to nerf Ball Groups many players will get the same nerf and cry about this. Ball Grouping is the strongest way to gain maximum healing and damage in PvP and because of this it rly hard to nerf it without nerfing something else.
Same in PvE if you need to nerf the damage because the score pushing Groups have to much damage in their runs and everything is easy for them everyone below them will also suffer form that.
And as i already said if you know how to its easy to wipe a ball Group with 3-4 Players just put some thinking into it and iam sure you will find a way, their are multiple ones trust me
Iam telling the players xD. ZOS for sure knows that their are ways you are able to kill this groups otherwise they wouldnt exist since the release of the game. This set would just be an easy way for players that dont have much Skill or Game knowledge to easy kill Ball Groups.
ForumBully wrote: »Iam telling the players xD. ZOS for sure knows that their are ways you are able to kill this groups otherwise they wouldnt exist since the release of the game. This set would just be an easy way for players that dont have much Skill or Game knowledge to easy kill Ball Groups.
But the set doesn't kill...honestly I'm not even sure how big of a dent it puts in a group that's stays up on healing. Good groups have an absurd amount of overhealing
Billium813 wrote: »ForumBully wrote: »Iam telling the players xD. ZOS for sure knows that their are ways you are able to kill this groups otherwise they wouldnt exist since the release of the game. This set would just be an easy way for players that dont have much Skill or Game knowledge to easy kill Ball Groups.
But the set doesn't kill...honestly I'm not even sure how big of a dent it puts in a group that's stays up on healing. Good groups have an absurd amount of overhealing
Maybe it should only proc damage on overhealing
Billium813 wrote: »Remember when there was all that Cyrodiil testing? ZOS was testing a bunch of stuff for performance testing and whatnot? Did they do any testing with removing heal stacking in PvP?
snip
I have been thinking about this and... I know what am I going to do.