WrathOfInnos wrote: »This is not a simple issue. You can also ask "Should my chosen heal do nothing if someone else on my random BG team has the same ability?" Single instance heals were problematic.
The devs had a good reason to make heals stack, and for years it did not cause any significant problems. What is different now? Damage too low (DoTs and burst nerfed)? Tank meta (strong sets and access to defensive buffs)? There is surely a better solution.
By the way, most MMOs have the ability to quickly and effectively remove buffs (including HoTs) from opponents. But in TESO this possibility is very limited. Another reason why HoTs shouldn't stack since there is no counter to them.Rasande_Robin wrote: »"Heal stacking" is unbalanced because there is no hard counter to it such as cleanse on "dots" so dot stacking is not as effective.
Billium813 wrote: »All things being equal (skill, gear, CP, etc,) 2 players should beat 1. 3 should beat 2. 12 should beat 11.
It seems like your ignoring WHY 2 players should beat 1. Should it be because they out heal the 1 person? Or because there are literally 2 of them, with twice the potential action output (damage and healing)?
WrathOfInnos wrote: »This is not a simple issue. You can also ask "Should my chosen heal do nothing if someone else on my random BG team has the same ability?" Single instance heals were problematic.
The devs had a good reason to make heals stack, and for years it did not cause any significant problems. What is different now? Damage too low (DoTs and burst nerfed)? Tank meta (strong sets and access to defensive buffs)? There is surely a better solution.
Thecompton73 wrote: »It is fine for 12 to beat 1 and it is also fine for 1 to beat 12. What isn't fine is to create limitations that artificially deflate the natural strength of numbers.
I don't know why you find me so irrational and stupid @Thecompton73
I will try to keep my posts shorter. Perhaps I am babbling and muddying my own point. It's a VERY simple point and not irrational at all.
I never said anything about you being stupid. But you will argue in one post greater numbers should always win but then in another claim it's perfectly fine for 12 people to stack enough heals that 50 people, including some using siege, can't kill them as they run the bigger group over again and again farming AP. Those are completely contradictory statements and to be able to hold both positions as valid at the same time is to defy rationality.
People aren't arguing because they want to "deflate the natural strength of numbers" they want that strength to be restored. Whether it's 12v20, 12v30, 12v40 or 12v50, when there are sufficiently greater numbers there needs to be a point in which heal stacking and LOSing and cross buffing each other with 15 different set bonuses is overcome. For every battle in history where smaller numbers used skill, gear and tactics to win a fight there are a hundred where the smaller force might decimate twice their own number yet the math of attrition can't be overcome when the enemy starts with 5X their force.
Thecompton73 wrote: »It is fine for 12 to beat 1 and it is also fine for 1 to beat 12. What isn't fine is to create limitations that artificially deflate the natural strength of numbers.
I don't know why you find me so irrational and stupid @Thecompton73
I will try to keep my posts shorter. Perhaps I am babbling and muddying my own point. It's a VERY simple point and not irrational at all.
I never said anything about you being stupid. But you will argue in one post greater numbers should always win but then in another claim it's perfectly fine for 12 people to stack enough heals that 50 people, including some using siege, can't kill them as they run the bigger group over again and again farming AP. Those are completely contradictory statements and to be able to hold both positions as valid at the same time is to defy rationality.
People aren't arguing because they want to "deflate the natural strength of numbers" they want that strength to be restored. Whether it's 12v20, 12v30, 12v40 or 12v50, when there are sufficiently greater numbers there needs to be a point in which heal stacking and LOSing and cross buffing each other with 15 different set bonuses is overcome. For every battle in history where smaller numbers used skill, gear and tactics to win a fight there are a hundred where the smaller force might decimate twice their own number yet the math of attrition can't be overcome when the enemy starts with 5X their force.
I'm 100% sure whatever contradictory post(s) you read of mine was responding to someone else's hypothetical scenario. The context for whatever reason made me want to attack the debate from a different direction.
I would like to ask you to quote two posts of mine that you feel are contradictory because I would either reconcile them for you or admit to having put my foot in my mouth. But I won't. If you want to, then by all means do so, but it seems unfair to ask you to comb through multiple fast-moving threads.
I've felt the same way the entire time about this discussion. I have criticized solo players for trying to unfairly nerf groups so they can handle them better. Yes. I have also defended a ballgroups right to win against a faction stack. Yes. These two things seem contradictory, yes.
But the thing is it doesn't matter (to me,) who wins the hypothetical fight. 1 should be able to beat 12 if the 12 aren't very good. It's a big ask, but the possibility should be there. And it is. Likewise, 12 should be able to beat 30 if they (the 12,)ARE organized. It should be possible. And it is. These aren't contradictory opinions. These are the same opinions-- one on a large scale and one on a small scale.
What it seems to me is that people want the 1 to have a chance against the 12 even if the 12 ARE organized. Or conversely, they want the 30 to beat the 12 even though the 30 are NOT organized. And their method for solving both problems is basically to introduce a new mechanic limiting possible teamwork. Benefitting people who aren't in teams to begin with AND people who are in teams that don't have very good teamwork.
I don't like the idea. Not sure why that doesn't make sense.
Billium813 wrote: »Rasande_Robin wrote: »Same buff should max stack 3 times... Not 12 echoing vigor's from 12 players... thats 144 active vigors...
That doesn't sound right
WrathOfInnos wrote: »
The other related issue to HoT stacking is DoT stacking.
It is fine for 12 to beat 1 and it is also fine for 1 to beat 12. What isn't fine is to create limitations that artificially deflate the natural strength of numbers.
I don't know why you find me so irrational and stupid @Thecompton73
I will try to keep my posts shorter. Perhaps I am babbling and muddying my own point. It's a VERY simple point and not irrational at all.
This is true only for CP campaign. In non CP campaign ballgroups dying left and right. Also they get a lot of survivability from Snow Treaders. And if ZOS somehow nerf heal stacking, ballgroups will start stacking 10-12 Hiti's Hearth set.Turtle_Bot wrote: »We are seeing the result of this currently with immortal ball groups
KingLewie_III wrote: »I think you're missing the point. The way things are now, you can stack HOTs to absurd numbers as we've seen in the photo posted in this thread. This makes groups unkillable, even if they're outnumbered 2 to 1 by another coordinated group. And when you get two groups like this that run into each other, no one dies. All it does is create more performance issues on the server for everyone else trying to enjoy the game. It's PVP, everyone should be able to die, and it shouldn't take an act of God to do so.
It's cringe when you've got a bunch of players running around with no buffs up, no heals of their own, just light attacking and roll dodging their hearts out, and they can't die because they've got 27 HoTs coming from external sources.
Billium813 wrote: »Rasande_Robin wrote: »Same buff should max stack 3 times... Not 12 echoing vigor's from 12 players... thats 144 active vigors...
That doesn't sound right
KingLewie_III wrote: »I think you're missing the point. The way things are now, you can stack HOTs to absurd numbers as we've seen in the photo posted in this thread. This makes groups unkillable, even if they're outnumbered 2 to 1 by another coordinated group. And when you get two groups like this that run into each other, no one dies. All it does is create more performance issues on the server for everyone else trying to enjoy the game. It's PVP, everyone should be able to die, and it shouldn't take an act of God to do so.
It's cringe when you've got a bunch of players running around with no buffs up, no heals of their own, just light attacking and roll dodging their hearts out, and they can't die because they've got 27 HoTs coming from external sources.
The performance issue is a serious problem but I wouldn't be so sure casting any 1 skill creates significantly more lag than any other. They could cast radiating Regen every 5 seconds-- or they could spam Breath of Life, Flames of Oblivion, RaT, or just throw Caltrops everywhere they go. Would one be noticably better than the other? Or is the real problem just the number of people in any given place?
As far as the absurdity of having 24 HoTs... I just don't think it's absurd. 1 good solo player probably has 2 HoTs and a burst heal... Probably another 1 or 2 "passive" small heals as well. As such they can survive against twice their numbers, sometimes more. Is 12 people having exactly 12x the same not a perfect mathematical balance? In fact isn't it WEAKER, per Capita, since selfish morphs of heals are like twice as strong?
People may think, as you say, that they just run around without buffs up light attacking and roll dodging willy nilly. This simply isn't the case, and you aren't giving them enough credit.
This is true only for CP campaign. In non CP campaign ballgroups dying left and right. Also they get a lot of survivability from Snow Treaders. And if ZOS somehow nerf heal stacking, ballgroups will start stacking 10-12 Hiti's Hearth set.Turtle_Bot wrote: »We are seeing the result of this currently with immortal ball groups
I think we should leave it as it is.
Militan1404 wrote: »If dots with the same name would stack then hot should also, and vice verse
TechMaybeHic wrote: »Militan1404 wrote: »If dots with the same name would stack then hot should also, and vice verse
It's like groundhogs day with this point.
Again; there is no ability that stops all HOTs off an enemy. And then something like vigor heal tick is almost 4 times the average DOT and; it is not mitigated. Then DOTs usually require a target so are less likely to stack on one specific target in a tight stack while the hots just automatically find the most needy
Really not the same application
Fairness "divorced" from actual gameplay? Aaah, I see. I let you off way too easy.
It is not me trying to divorce fairness from gameplay in order to "have fun." That was you. In darn near those exact words.
If a soccer team is really good at passing, has 70% of possession, and wins 1-0 should we stipulate that every 3 passes someone has to dribble for 10 seconds so that the lesser team has a chance to get the ball?
If I'm playing Monopoly and someone has better properties than me do I get to not pay sometimes so I can have more fun?
Or is the fun from sports and games supposed to be derived from a fairness in rulesets that leads to desire for improvement on the losing end and a feeling of accomplishment on the winning side?
You're all trying to subvert the most basic principal of competition. And therefore diminish the game. Because you can't compete.
The principals of fairness and gameplay are tied snugly together in MY mind. Please don't accuse me of something you are guilty of. Our very brief understanding will evaporate immediately. I thought you said something wise. Turns out you said something subversive.