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.
KingLewie_III wrote: »Billium813 wrote: »KingLewie_III wrote: »@Billium813 What point are you trying to make? Vigor is widely used because it's accessible to everyone and one of the best HOTs in the game, and Resolving Vigor also gives Minor Resolve, which is valuable in PVP. When hybridization came around, Vigor received less of a nerf than Regeneration, and with it not being tied to a weapon skill line, became the obvious choice to be put on your skill bar.
My point is that ZOS can't get rid of heal stacking or Vigor. We, and ESO in general, are hopelessly dependent on it. Everything has been balanced for years on it. It's one of the pillars at this point and ZOS would have to remodel the entire house to remove that support beam.
... and it's a pity they've painted themselves into this corner.
You're acting as if this level of heal stacking is fundamental to the entire game, which isnt true. It is only present in open world PVP, as that's the only instance where more than 2 healers are present in a group at a time. For the umpteenth time, this change would have no effect to end game PVE, and if it doesn't affect those running the most difficult content the game has to offer, there's no logical explanation why anyone else would require it.
Billium813 wrote: »My controversial take is that skills like Echoing Vigor are too strong, to the point where 2-3 can completely replace the Healer role. Heal stacking has a large part in making it that strong. But what can we do? If we remove heal stacking, some subpar groups are going to start to struggle with Vet content! Is that bad?
Ragnarok0130 wrote: »
It would affect PVE specifically progression groups consisting of newer raiders. There are times when groups consisting of newer raiders I've run with in trials specifically requested several people to run vigor such as during execute in vCR in order to heal stack through boss AOE damage due to lower DPS numbers drawing out the fight.
NotTaylorSwift wrote: »Yall dont get how hard hot stacking keeps YOU pugs alive also. Sieging keeps vs counter siege would be near impossible if you werent being kept alive by passive hots from random players. Pls bfr.
NotTaylorSwift wrote: »Yall dont get how hard hot stacking keeps YOU pugs alive also. Sieging keeps vs counter siege would be near impossible if you werent being kept alive by passive hots from random players. Pls bfr.
NotTaylorSwift wrote: »Yall dont get how hard hot stacking keeps YOU pugs alive also. Sieging keeps vs counter siege would be near impossible if you werent being kept alive by passive hots from random players. Pls bfr.
Billium813 wrote: »
The real problem is that the longer this goes on, the worse and worse this gets. More and more sets & skills are being balanced AGAINST this HoT stacking mechanic; it's skewing the metrics. The problem is only going to get worse and worse, requiring more and more rebalances if it is to be fixed. Meanwhile, ZOS isn't fixing the root issue, they are just creating more and more apex predators in hopes that they will eat the invading, non-native species running wild. They are painting themselves into a corner cause they can't remove HoT stacking when tons of sets and skills have been balanced JUST TO FIGHT IT!
Turtle_Bot wrote: »In regards to your soccer analogy, you have completely missed the mark, the soccer equivalent would be 1 team full of professional players that constantly turns around and abuses the rules and controls the referee to ensure that they are getting a guaranteed favorable outcome against an opposing team full of casuals that may have 1 or 2 good players. Also, they are not winning 1-0, the scoreline would likely be closer to 20-0 or 30-0.
RaidingTraiding wrote: »In the past hots of the same morph didn’t stack, and if you wanted stacking hots you would have to run different morphs. Also back then groups used other “unbalanced” skills and ways to heal and stay alive, and people complained about those too until those skills were nerfed. A lot of people ignore the fact that cross heals have already received a nerf which happened very recently on top of having already received multiple healing nerfs over the past few years. Currently they are very weak and just stacking hots alone will not save you from siege or high burst damage. A lot of players also don't realize how much healing they receive from pug healers. Not too long ago after the aoe tests, cross healing was disabled, but the change was reverted because a lot of players complained they couldn't heal each other. So to me this sounds like a case of people not wanting hots to stack for organized groups, while at the same time wanting to receive cross heals themselves.
BetweenMidgets wrote: »Turtle_Bot wrote: »In regards to your soccer analogy, you have completely missed the mark, the soccer equivalent would be 1 team full of professional players that constantly turns around and abuses the rules and controls the referee to ensure that they are getting a guaranteed favorable outcome against an opposing team full of casuals that may have 1 or 2 good players. Also, they are not winning 1-0, the scoreline would likely be closer to 20-0 or 30-0.
So the team that put in hours to learn the game mechanics and parameters, have different contributing members for different roles in the group, and have honed their specific skillset should play with a handicap [snip]
Turtle_Bot wrote: »I said that the team of professional players would be put into a league of equivalently skilled, coordinated and prepared teams of players, they wouldn't be allowed to run rough shot over what is the equivalent of a casual league.
BetweenMidgets wrote: »Turtle_Bot wrote: »I said that the team of professional players would be put into a league of equivalently skilled, coordinated and prepared teams of players, they wouldn't be allowed to run rough shot over what is the equivalent of a casual league.
If you want MMR, you are welcome to play in battlegrounds.
Cyrodiil is designed to be alliance versus alliance - aka large scale battles. The intention is for you to group up with others, in this multiplayer game. Do you have to? No, not at all. Should you, in order to take advantage of buff sets and coordination? Most likely, yes.
I do not believe their should be a "Little League" Cyrodiil - the population has diminished too much to support that idea.
I think that groups that have taken the time to understand the parameters of the game being played should not be penalized.
Turtle_Bot wrote: »BetweenMidgets wrote: »Turtle_Bot wrote: »I said that the team of professional players would be put into a league of equivalently skilled, coordinated and prepared teams of players, they wouldn't be allowed to run rough shot over what is the equivalent of a casual league.
If you want MMR, you are welcome to play in battlegrounds.
Cyrodiil is designed to be alliance versus alliance - aka large scale battles. The intention is for you to group up with others, in this multiplayer game. Do you have to? No, not at all. Should you, in order to take advantage of buff sets and coordination? Most likely, yes.
I do not believe their should be a "Little League" Cyrodiil - the population has diminished too much to support that idea.
I think that groups that have taken the time to understand the parameters of the game being played should not be penalized.
So groups should be allowed to run around being completely immortal, even to other much larger groups of similarly coordinated and prepared players, with the ability to nuke down everything else in their path?
If you want to do that, you are welcome to play in HM trials that are balanced around that type of gameplay.
Edit: lets not also forget the extreme server performance issues that this style of gameplay is causing in cyrodiil that is crashing people games and creating lag so bad that nothing works even when the ball group isn't in combat. Should this be allowed to continue as well? is this fair/balanced gameplay?
RaidingTraiding wrote: »Turtle_Bot wrote: »BetweenMidgets wrote: »Turtle_Bot wrote: »I said that the team of professional players would be put into a league of equivalently skilled, coordinated and prepared teams of players, they wouldn't be allowed to run rough shot over what is the equivalent of a casual league.
If you want MMR, you are welcome to play in battlegrounds.
Cyrodiil is designed to be alliance versus alliance - aka large scale battles. The intention is for you to group up with others, in this multiplayer game. Do you have to? No, not at all. Should you, in order to take advantage of buff sets and coordination? Most likely, yes.
I do not believe their should be a "Little League" Cyrodiil - the population has diminished too much to support that idea.
I think that groups that have taken the time to understand the parameters of the game being played should not be penalized.
So groups should be allowed to run around being completely immortal, even to other much larger groups of similarly coordinated and prepared players, with the ability to nuke down everything else in their path?
If you want to do that, you are welcome to play in HM trials that are balanced around that type of gameplay.
Edit: lets not also forget the extreme server performance issues that this style of gameplay is causing in cyrodiil that is crashing people games and creating lag so bad that nothing works even when the ball group isn't in combat. Should this be allowed to continue as well? is this fair/balanced gameplay?
It's quite an exaggeration to say these groups are immortal. Most groups can be killed by as little as a group of 2 or 3 coordinating a bomb, but a lot of the players that complain about these groups don't want to put the time or effort into coordinating something like that. And that's exactly how these groups can nuke people, they coordinate a few ults per push, most skilled groups don't drop all ults in one push. If they can't die to a larger group that is similarly coordinated and prepared then they really aren't that similar. If you have a group larger than 12 that is the same skill level or similar, then there is no reason you shouldn't be able to kill the smaller group, at the very least you should be able to kill a few players and force them to retreat for a camp. Another thing I noticed is when pugs kill a ball group, or even when a friendly ball group kills an enemy ball group, not much is said about it. It's really not that uncommon for a group to wipe, maybe a more skilled group or a tankier group might take a little more effort to get rid of, but every single group has died at some point.
Cross healing is not what makes groups "immortal". You can take cross healing away, and coordinated groups will still be hard to kill, not because they abuse any certain skill or set, but because they put time and effort into learning how the game works and optimizing their group.
HM trials is completely different from anything in pvp, it really doesn't make sense to say its balanced around that type of gameplay.
Server performance is another issue unrelated to this post. I could argue that faction stacking creates more lag than a single group of 12. Now multiple groups of the same faction stacking on each other would generate similar lag to a faction zerg, but from what I have experienced, a single group of 12 alone will not cause performance issues. Maybe the faction that stacks on the group will cause some lag, and in that case if you're fighting the group then you are contributing to the lag. These groups also experience lag, just because they're in a group of 12 doesn't mean they are magically immune to lag. In some cases lag works against the group. A big factor in a group's ability to survive is to have good movement, if they can't cc break or move because of lag then they become a lot more vulnerable.
RaidingTraiding wrote: »Turtle_Bot wrote: »BetweenMidgets wrote: »Turtle_Bot wrote: »I said that the team of professional players would be put into a league of equivalently skilled, coordinated and prepared teams of players, they wouldn't be allowed to run rough shot over what is the equivalent of a casual league.
If you want MMR, you are welcome to play in battlegrounds.
Cyrodiil is designed to be alliance versus alliance - aka large scale battles. The intention is for you to group up with others, in this multiplayer game. Do you have to? No, not at all. Should you, in order to take advantage of buff sets and coordination? Most likely, yes.
I do not believe their should be a "Little League" Cyrodiil - the population has diminished too much to support that idea.
I think that groups that have taken the time to understand the parameters of the game being played should not be penalized.
So groups should be allowed to run around being completely immortal, even to other much larger groups of similarly coordinated and prepared players, with the ability to nuke down everything else in their path?
If you want to do that, you are welcome to play in HM trials that are balanced around that type of gameplay.
Edit: lets not also forget the extreme server performance issues that this style of gameplay is causing in cyrodiil that is crashing people games and creating lag so bad that nothing works even when the ball group isn't in combat. Should this be allowed to continue as well? is this fair/balanced gameplay?
It's quite an exaggeration to say these groups are immortal. Most groups can be killed by as little as a group of 2 or 3 coordinating a bomb, but a lot of the players that complain about these groups don't want to put the time or effort into coordinating something like that.
RaidingTraiding wrote: »
It's quite an exaggeration to say these groups are immortal. Most groups can be killed by as little as a group of 2 or 3 coordinating a bomb, but a lot of the players that complain about these groups don't want to put the time or effort into coordinating something like that. And that's exactly how these groups can nuke people, they coordinate a few ults per push, most skilled groups don't drop all ults in one push. If they can't die to a larger group that is similarly coordinated and prepared then they really aren't that similar. If you have a group larger than 12 that is the same skill level or similar, then there is no reason you shouldn't be able to kill the smaller group, at the very least you should be able to kill a few players and force them to retreat for a camp. Another thing I noticed is when pugs kill a ball group, or even when a friendly ball group kills an enemy ball group, not much is said about it. It's really not that uncommon for a group to wipe, maybe a more skilled group or a tankier group might take a little more effort to get rid of, but every single group has died at some point.
Cross healing is not what makes groups "immortal". You can take cross healing away, and coordinated groups will still be hard to kill, not because they abuse any certain skill or set, but because they put time and effort into learning how the game works and optimizing their group.
HM trials is completely different from anything in pvp, it really doesn't make sense to say its balanced around that type of gameplay.
Server performance is another issue unrelated to this post. I could argue that faction stacking creates more lag than a single group of 12. Now multiple groups of the same faction stacking on each other would generate similar lag to a faction zerg, but from what I have experienced, a single group of 12 alone will not cause performance issues. Maybe the faction that stacks on the group will cause some lag, and in that case if you're fighting the group then you are contributing to the lag. These groups also experience lag, just because they're in a group of 12 doesn't mean they are magically immune to lag. In some cases lag works against the group. A big factor in a group's ability to survive is to have good movement, if they can't cc break or move because of lag then they become a lot more vulnerable.
ForumBully wrote: »RaidingTraiding wrote: »Turtle_Bot wrote: »BetweenMidgets wrote: »Turtle_Bot wrote: »I said that the team of professional players would be put into a league of equivalently skilled, coordinated and prepared teams of players, they wouldn't be allowed to run rough shot over what is the equivalent of a casual league.
If you want MMR, you are welcome to play in battlegrounds.
Cyrodiil is designed to be alliance versus alliance - aka large scale battles. The intention is for you to group up with others, in this multiplayer game. Do you have to? No, not at all. Should you, in order to take advantage of buff sets and coordination? Most likely, yes.
I do not believe their should be a "Little League" Cyrodiil - the population has diminished too much to support that idea.
I think that groups that have taken the time to understand the parameters of the game being played should not be penalized.
So groups should be allowed to run around being completely immortal, even to other much larger groups of similarly coordinated and prepared players, with the ability to nuke down everything else in their path?
If you want to do that, you are welcome to play in HM trials that are balanced around that type of gameplay.
Edit: lets not also forget the extreme server performance issues that this style of gameplay is causing in cyrodiil that is crashing people games and creating lag so bad that nothing works even when the ball group isn't in combat. Should this be allowed to continue as well? is this fair/balanced gameplay?
It's quite an exaggeration to say these groups are immortal. Most groups can be killed by as little as a group of 2 or 3 coordinating a bomb, but a lot of the players that complain about these groups don't want to put the time or effort into coordinating something like that. And that's exactly how these groups can nuke people, they coordinate a few ults per push, most skilled groups don't drop all ults in one push. If they can't die to a larger group that is similarly coordinated and prepared then they really aren't that similar. If you have a group larger than 12 that is the same skill level or similar, then there is no reason you shouldn't be able to kill the smaller group, at the very least you should be able to kill a few players and force them to retreat for a camp. Another thing I noticed is when pugs kill a ball group, or even when a friendly ball group kills an enemy ball group, not much is said about it. It's really not that uncommon for a group to wipe, maybe a more skilled group or a tankier group might take a little more effort to get rid of, but every single group has died at some point.
Cross healing is not what makes groups "immortal". You can take cross healing away, and coordinated groups will still be hard to kill, not because they abuse any certain skill or set, but because they put time and effort into learning how the game works and optimizing their group.
HM trials is completely different from anything in pvp, it really doesn't make sense to say its balanced around that type of gameplay.
Server performance is another issue unrelated to this post. I could argue that faction stacking creates more lag than a single group of 12. Now multiple groups of the same faction stacking on each other would generate similar lag to a faction zerg, but from what I have experienced, a single group of 12 alone will not cause performance issues. Maybe the faction that stacks on the group will cause some lag, and in that case if you're fighting the group then you are contributing to the lag. These groups also experience lag, just because they're in a group of 12 doesn't mean they are magically immune to lag. In some cases lag works against the group. A big factor in a group's ability to survive is to have good movement, if they can't cc break or move because of lag then they become a lot more vulnerable.
Literally no one is talking about cross healing
RaidingTraiding wrote: »ForumBully wrote: »RaidingTraiding wrote: »Turtle_Bot wrote: »BetweenMidgets wrote: »Turtle_Bot wrote: »I said that the team of professional players would be put into a league of equivalently skilled, coordinated and prepared teams of players, they wouldn't be allowed to run rough shot over what is the equivalent of a casual league.
If you want MMR, you are welcome to play in battlegrounds.
Cyrodiil is designed to be alliance versus alliance - aka large scale battles. The intention is for you to group up with others, in this multiplayer game. Do you have to? No, not at all. Should you, in order to take advantage of buff sets and coordination? Most likely, yes.
I do not believe their should be a "Little League" Cyrodiil - the population has diminished too much to support that idea.
I think that groups that have taken the time to understand the parameters of the game being played should not be penalized.
So groups should be allowed to run around being completely immortal, even to other much larger groups of similarly coordinated and prepared players, with the ability to nuke down everything else in their path?
If you want to do that, you are welcome to play in HM trials that are balanced around that type of gameplay.
Edit: lets not also forget the extreme server performance issues that this style of gameplay is causing in cyrodiil that is crashing people games and creating lag so bad that nothing works even when the ball group isn't in combat. Should this be allowed to continue as well? is this fair/balanced gameplay?
It's quite an exaggeration to say these groups are immortal. Most groups can be killed by as little as a group of 2 or 3 coordinating a bomb, but a lot of the players that complain about these groups don't want to put the time or effort into coordinating something like that. And that's exactly how these groups can nuke people, they coordinate a few ults per push, most skilled groups don't drop all ults in one push. If they can't die to a larger group that is similarly coordinated and prepared then they really aren't that similar. If you have a group larger than 12 that is the same skill level or similar, then there is no reason you shouldn't be able to kill the smaller group, at the very least you should be able to kill a few players and force them to retreat for a camp. Another thing I noticed is when pugs kill a ball group, or even when a friendly ball group kills an enemy ball group, not much is said about it. It's really not that uncommon for a group to wipe, maybe a more skilled group or a tankier group might take a little more effort to get rid of, but every single group has died at some point.
Cross healing is not what makes groups "immortal". You can take cross healing away, and coordinated groups will still be hard to kill, not because they abuse any certain skill or set, but because they put time and effort into learning how the game works and optimizing their group.
HM trials is completely different from anything in pvp, it really doesn't make sense to say its balanced around that type of gameplay.
Server performance is another issue unrelated to this post. I could argue that faction stacking creates more lag than a single group of 12. Now multiple groups of the same faction stacking on each other would generate similar lag to a faction zerg, but from what I have experienced, a single group of 12 alone will not cause performance issues. Maybe the faction that stacks on the group will cause some lag, and in that case if you're fighting the group then you are contributing to the lag. These groups also experience lag, just because they're in a group of 12 doesn't mean they are magically immune to lag. In some cases lag works against the group. A big factor in a group's ability to survive is to have good movement, if they can't cc break or move because of lag then they become a lot more vulnerable.
Literally no one is talking about cross healing
Literally this whole thread is about stacking cross heals (RR and Echoing Vigor).
ForumBully wrote: »RaidingTraiding wrote: »ForumBully wrote: »RaidingTraiding wrote: »Turtle_Bot wrote: »BetweenMidgets wrote: »Turtle_Bot wrote: »I said that the team of professional players would be put into a league of equivalently skilled, coordinated and prepared teams of players, they wouldn't be allowed to run rough shot over what is the equivalent of a casual league.
If you want MMR, you are welcome to play in battlegrounds.
Cyrodiil is designed to be alliance versus alliance - aka large scale battles. The intention is for you to group up with others, in this multiplayer game. Do you have to? No, not at all. Should you, in order to take advantage of buff sets and coordination? Most likely, yes.
I do not believe their should be a "Little League" Cyrodiil - the population has diminished too much to support that idea.
I think that groups that have taken the time to understand the parameters of the game being played should not be penalized.
So groups should be allowed to run around being completely immortal, even to other much larger groups of similarly coordinated and prepared players, with the ability to nuke down everything else in their path?
If you want to do that, you are welcome to play in HM trials that are balanced around that type of gameplay.
Edit: lets not also forget the extreme server performance issues that this style of gameplay is causing in cyrodiil that is crashing people games and creating lag so bad that nothing works even when the ball group isn't in combat. Should this be allowed to continue as well? is this fair/balanced gameplay?
It's quite an exaggeration to say these groups are immortal. Most groups can be killed by as little as a group of 2 or 3 coordinating a bomb, but a lot of the players that complain about these groups don't want to put the time or effort into coordinating something like that. And that's exactly how these groups can nuke people, they coordinate a few ults per push, most skilled groups don't drop all ults in one push. If they can't die to a larger group that is similarly coordinated and prepared then they really aren't that similar. If you have a group larger than 12 that is the same skill level or similar, then there is no reason you shouldn't be able to kill the smaller group, at the very least you should be able to kill a few players and force them to retreat for a camp. Another thing I noticed is when pugs kill a ball group, or even when a friendly ball group kills an enemy ball group, not much is said about it. It's really not that uncommon for a group to wipe, maybe a more skilled group or a tankier group might take a little more effort to get rid of, but every single group has died at some point.
Cross healing is not what makes groups "immortal". You can take cross healing away, and coordinated groups will still be hard to kill, not because they abuse any certain skill or set, but because they put time and effort into learning how the game works and optimizing their group.
HM trials is completely different from anything in pvp, it really doesn't make sense to say its balanced around that type of gameplay.
Server performance is another issue unrelated to this post. I could argue that faction stacking creates more lag than a single group of 12. Now multiple groups of the same faction stacking on each other would generate similar lag to a faction zerg, but from what I have experienced, a single group of 12 alone will not cause performance issues. Maybe the faction that stacks on the group will cause some lag, and in that case if you're fighting the group then you are contributing to the lag. These groups also experience lag, just because they're in a group of 12 doesn't mean they are magically immune to lag. In some cases lag works against the group. A big factor in a group's ability to survive is to have good movement, if they can't cc break or move because of lag then they become a lot more vulnerable.
Literally no one is talking about cross healing
Literally this whole thread is about stacking cross heals (RR and Echoing Vigor).
Cross healing is heals leaving and entering the group. If people were talking about ending cross healing, the discussion would be around closing groups to outside healing.
Stacked healing is about same-name heals having multiple instances on a character.
These aren't the same.
RaidingTraiding wrote: »ForumBully wrote: »RaidingTraiding wrote: »ForumBully wrote: »RaidingTraiding wrote: »Turtle_Bot wrote: »BetweenMidgets wrote: »Turtle_Bot wrote: »I said that the team of professional players would be put into a league of equivalently skilled, coordinated and prepared teams of players, they wouldn't be allowed to run rough shot over what is the equivalent of a casual league.
If you want MMR, you are welcome to play in battlegrounds.
Cyrodiil is designed to be alliance versus alliance - aka large scale battles. The intention is for you to group up with others, in this multiplayer game. Do you have to? No, not at all. Should you, in order to take advantage of buff sets and coordination? Most likely, yes.
I do not believe their should be a "Little League" Cyrodiil - the population has diminished too much to support that idea.
I think that groups that have taken the time to understand the parameters of the game being played should not be penalized.
So groups should be allowed to run around being completely immortal, even to other much larger groups of similarly coordinated and prepared players, with the ability to nuke down everything else in their path?
If you want to do that, you are welcome to play in HM trials that are balanced around that type of gameplay.
Edit: lets not also forget the extreme server performance issues that this style of gameplay is causing in cyrodiil that is crashing people games and creating lag so bad that nothing works even when the ball group isn't in combat. Should this be allowed to continue as well? is this fair/balanced gameplay?
It's quite an exaggeration to say these groups are immortal. Most groups can be killed by as little as a group of 2 or 3 coordinating a bomb, but a lot of the players that complain about these groups don't want to put the time or effort into coordinating something like that. And that's exactly how these groups can nuke people, they coordinate a few ults per push, most skilled groups don't drop all ults in one push. If they can't die to a larger group that is similarly coordinated and prepared then they really aren't that similar. If you have a group larger than 12 that is the same skill level or similar, then there is no reason you shouldn't be able to kill the smaller group, at the very least you should be able to kill a few players and force them to retreat for a camp. Another thing I noticed is when pugs kill a ball group, or even when a friendly ball group kills an enemy ball group, not much is said about it. It's really not that uncommon for a group to wipe, maybe a more skilled group or a tankier group might take a little more effort to get rid of, but every single group has died at some point.
Cross healing is not what makes groups "immortal". You can take cross healing away, and coordinated groups will still be hard to kill, not because they abuse any certain skill or set, but because they put time and effort into learning how the game works and optimizing their group.
HM trials is completely different from anything in pvp, it really doesn't make sense to say its balanced around that type of gameplay.
Server performance is another issue unrelated to this post. I could argue that faction stacking creates more lag than a single group of 12. Now multiple groups of the same faction stacking on each other would generate similar lag to a faction zerg, but from what I have experienced, a single group of 12 alone will not cause performance issues. Maybe the faction that stacks on the group will cause some lag, and in that case if you're fighting the group then you are contributing to the lag. These groups also experience lag, just because they're in a group of 12 doesn't mean they are magically immune to lag. In some cases lag works against the group. A big factor in a group's ability to survive is to have good movement, if they can't cc break or move because of lag then they become a lot more vulnerable.
Literally no one is talking about cross healing
Literally this whole thread is about stacking cross heals (RR and Echoing Vigor).
Cross healing is heals leaving and entering the group. If people were talking about ending cross healing, the discussion would be around closing groups to outside healing.
Stacked healing is about same-name heals having multiple instances on a character.
These aren't the same.
I don't recall the definitions being outlined anywhere, feel free to drop a link. I see plenty of people refer to stacking the same hots in group as cross healing. Regardless of whatever your specific definitions are we are talking about the same thing, so there is no need to go off on a tangent about heals outside of group. A lot of what I discussed was talking about 12 man groups that aren't stacking with pugs or other groups so you could have easily inferred I wasn't talking about said groups receiving heals from outside the group, since there is no other group nearby to receive heals from.
Turtle_Bot wrote: »RaidingTraiding wrote: »
It's quite an exaggeration to say these groups are immortal. Most groups can be killed by as little as a group of 2 or 3 coordinating a bomb, but a lot of the players that complain about these groups don't want to put the time or effort into coordinating something like that. And that's exactly how these groups can nuke people, they coordinate a few ults per push, most skilled groups don't drop all ults in one push. If they can't die to a larger group that is similarly coordinated and prepared then they really aren't that similar. If you have a group larger than 12 that is the same skill level or similar, then there is no reason you shouldn't be able to kill the smaller group, at the very least you should be able to kill a few players and force them to retreat for a camp. Another thing I noticed is when pugs kill a ball group, or even when a friendly ball group kills an enemy ball group, not much is said about it. It's really not that uncommon for a group to wipe, maybe a more skilled group or a tankier group might take a little more effort to get rid of, but every single group has died at some point.
it is not an exaggeration, it is the truth, ball groups have become completely immortal to everything that is not a faction stack combined with another well coordinated ball group. Most ball groups don't even bother to fight each other because it only ends in a stalemate due to how much passive healing those groups have.
The only "ball groups" that ever truly wipe to a few players are likely a newly formed group, unoptimized, not well coordinated and not properly geared out yet.Cross healing is not what makes groups "immortal". You can take cross healing away, and coordinated groups will still be hard to kill, not because they abuse any certain skill or set, but because they put time and effort into learning how the game works and optimizing their group.
I never mentioned cross healing, I was talking about heal stacking, which IS making ball groups immortal. Stop trying to put words in my mouth that were never stated or even eluded to, [snip]HM trials is completely different from anything in pvp, it really doesn't make sense to say its balanced around that type of gameplay.
Vet HM trials are designed and balanced around having a highly coordinated group of 12 players who know what they are doing and have built the group around overcoming that challenge. You are just factually incorrect here. HM trials are designed around this style of highly coordinated group play.Server performance is another issue unrelated to this post. I could argue that faction stacking creates more lag than a single group of 12. Now multiple groups of the same faction stacking on each other would generate similar lag to a faction zerg, but from what I have experienced, a single group of 12 alone will not cause performance issues. Maybe the faction that stacks on the group will cause some lag, and in that case if you're fighting the group then you are contributing to the lag. These groups also experience lag, just because they're in a group of 12 doesn't mean they are magically immune to lag. In some cases lag works against the group. A big factor in a group's ability to survive is to have good movement, if they can't cc break or move because of lag then they become a lot more vulnerable.
Server performance has everything to do with this post. If the ball groups weren't causing so many infinitely stacking calculations for the servers to process at all times, then we wouldn't have 90% of the lag that those ball groups generate when they log on.
I've played during all times of the game, prime time, middle of the night, mid afternoon, etc for years now and countless others have stated the same thing as I have (that ball groups affect server performance far worse than anything else in the game).
No lag ever comes close to what happens when ball groups log on and start running around the map spamming their infinitely stacking HoTs. Prime time faction stack with all 3 factions pop locked still easily performs better and smoother than when a ball group logs on during the middle of the night to PvD the map down, even when using a laptop.
I'm not saying the game performs perfectly during prime time, but it still performs better than when a ball group logs on and that is purely because of the endless stream of infinitely stacking calculations that the servers have to process because of the infinite heal stacking that ball groups do.
These groups are also far less vulnerable to lag because they have infinite passive healing stacked up. They don't have to worry about reactive gameplay at all because all the defense they could ever need is applied passively through heal stacking. Also, if 1 HoT fails to cast, it doesn't matter because 23 more are still being cast/still ticking, so yes, the groups are basically immune to lag because their defense is passive and not active.
A big factor of anyone surviving is movement, but ball groups have the passive healing over time allowing them to mitigate almost all of this necessity except for the most extreme cases of lag that would have crashed everyone else already.
[Edited for Baiting]