What if, instead, full 12 man groups were health capped. Make it diminishing returns for groups, through Battlespirit.
If you are running solo, this doesn't impact you at all. For every player you add to your group, the cap diminishes.
Health for example:
Solo: Uncapped
Duo: 40K cap
Trio: 38K
4Man 36K
5: 34K
6: 32K
7: 30K
8: 28K
9: 26K
10: 24K
11: 22K
12: 20K
12 man groups would still maintain the healing, defensive, and damage advantage. But, they would lose out on stacking health. Making it more dangerous for them when they do end up in execute as their health pool is significantly lower. I mean, think about a 40K health player in execute for the 50% execute skills, that is still 20K damage, or almost an entire player worth of health to chew through. However, a player capped at 20K health, is now in a more precarious spot in execute at 10K health.
The HP scale isn't a bad idea but there are some problems I think. This will make normal zergs very squishy. Like very.
Ballgroups will probably prioritize more damage, which might make ballgroup v ballgroup fun again. That'd be cool.
Ultimately though I think 20k is too low. I'd like it better if the scale stopped at like 26.
Ball groups run complimentary skills, sets, add-ons to restrict who can take and use synergies so they are most effective etc. This level of coordination with the level of cross healing by anyone in the vicinity is just mind bogglingly powerful. I cannot believe that we are still seeing the ability of more than 2 of the same HOTs and DOTs stacking let alone 10+ on the same player. It has to be possible to limit this with battle spirit active so as not to impact PVE in the least.
The only ones that have anything to say positive for ball groups are those IN the ball groups melting everyone's faces around them while their 25 to 50 HOTs tick away keeping them alive. I am not against coordinated groups at all, but the stacking mechanisms in this game are just too powerfully stacked period.
Not saying this should be the only solution, but - also, why not buff DoTs, and/or make AoE application easier? In most games I've ever played that have PvP, part of the back and forth involves HoTs vs DoTs, or in a broader sense keeping health above a certain theshold beacuse below that threshold you're vulnerable to being killed much more easily due to burst or w/e, and DoTs were a staple in trying to strain your enemy healers' resources enough or just bring HP pools down low enough through rot that you had a window to kill someone (that is, they're now regenning maybe 5k HP/S instead of 10k or whatever the case may be and so you have a longer time interval to smash them). It looks like part of the problem is the ridiculously easy availability of and capability to coat your entire group in a heck-ton of over time heals, whereas most DoTs are single target, ground targetted, etc/other limitations.
I think it's important for solutions to combat imbalances to originate from, well, the combat part. Like the health cap thing - I think, while it very well might work, it looks and imo would *feel* absolutely atrocious just from a gameplay perspective, even from the PoV of someone who would benefit. Winning a fight because the enemy has arbitrarily capped health pools would feel...yucky, imo. Hard to articulate here, but eh.
SimonThesis wrote: »The problem is damage is very high and time to kill is so low, right now it only takes 3 dps + lead dps to kill a stack of 20 in a second. Thats why they have room to have 5 healers and 3 supports etc. Years ago when damage was weaker they needed more dps and everyone ran less health. If damage was nerfed they'd need more dps and less healers.
Also yall are going down the wrong road with the health thing, they'll just stack even more shields instead of health. Or they'll take the lost health turn into max resources and their healers will be stronger.
SimonThesis wrote: »The problem is damage is very high and time to kill is so low, right now it only takes 3 dps + lead dps to kill a stack of 20 in a second. Thats why they have room to have 5 healers and 3 supports etc. Years ago when damage was weaker they needed more dps and everyone ran less health. If damage was nerfed they'd need more dps and less healers.
Also yall are going down the wrong road with the health thing, they'll just stack even more shields instead of health. Or they'll take the lost health turn into max resources and their healers will be stronger.
SimonThesis wrote: »The problem is damage is very high and time to kill is so low, right now it only takes 3 dps + lead dps to kill a stack of 20 in a second. Thats why they have room to have 5 healers and 3 supports etc. Years ago when damage was weaker they needed more dps and everyone ran less health. If damage was nerfed they'd need more dps and less healers.
Also yall are going down the wrong road with the health thing, they'll just stack even more shields instead of health. Or they'll take the lost health turn into max resources and their healers will be stronger.
SimonThesis wrote: »The problem is damage is very high and time to kill is so low, right now it only takes 3 dps + lead dps to kill a stack of 20 in a second. Thats why they have room to have 5 healers and 3 supports etc. Years ago when damage was weaker they needed more dps and everyone ran less health. If damage was nerfed they'd need more dps and less healers.
Also yall are going down the wrong road with the health thing, they'll just stack even more shields instead of health. Or they'll take the lost health turn into max resources and their healers will be stronger.
I mean whatever we decide here-- if by some miracle it were to get adopted in a patch-- the ballgroups will adapt. That's what some people really don't understand. It isn't X, it isn't Y, it isn't Z. There's just a bunch of them, they're organized, and they're good players.
Just like a PvE trial group, or like every good solo player, they're gonna read up on the notes brainstorm adjustments and come in Day 2 as strong as ever.
The ONLY real solution is to make groups smaller. That's literally it. But people don't like that.
ShadowProc wrote: »SimonThesis wrote: »The problem is damage is very high and time to kill is so low, right now it only takes 3 dps + lead dps to kill a stack of 20 in a second. Thats why they have room to have 5 healers and 3 supports etc. Years ago when damage was weaker they needed more dps and everyone ran less health. If damage was nerfed they'd need more dps and less healers.
Also yall are going down the wrong road with the health thing, they'll just stack even more shields instead of health. Or they'll take the lost health turn into max resources and their healers will be stronger.
I mean whatever we decide here-- if by some miracle it were to get adopted in a patch-- the ballgroups will adapt. That's what some people really don't understand. It isn't X, it isn't Y, it isn't Z. There's just a bunch of them, they're organized, and they're good players.
Just like a PvE trial group, or like every good solo player, they're gonna read up on the notes brainstorm adjustments and come in Day 2 as strong as ever.
The ONLY real solution is to make groups smaller. That's literally it. But people don't like that.
Yes and no. They use to be Killable. Need to nerf their cross healing and just as important, if not more important, MOBILITY.
Need to allow moments where they are pinned down and you can focus damage, negates, etc.
The problem is mobility allows them to stay out of sticky situations. Bombard spam meta an example.
They focus anyone that threatens their mobility or healing.
Tommy_The_Gun wrote: »JerBearESO wrote: »ZoS needs to 100% deactivate cross healing for a month and see what happens. Healers will complain, I'm sure, but ZoS needs to see the effect it would have in general. I think it would be called.... enjoyment?
Granted we need an actual solution. But in the meantime, they would see just how many people stay off PvP specifically because of these ball groups shutting cyro enjoyment down for everyone.... That is to say, with cross healing gone for a while, we would see a lot of players staying on their campaign more.
They already know what will happen as they did disabled cross healing in the past. What happened was the following: only ball groups left, most solo players and randoms stopped playing. There were even threads here on forums about ball group players complaining that all they fight are other ball groups...
...which was a hilarious karma twist in a way lol
JerBearESO wrote: »ZoS needs to 100% deactivate cross healing for a month and see what happens. Healers will complain, I'm sure, but ZoS needs to see the effect it would have in general. I think it would be called.... enjoyment?
Granted we need an actual solution. But in the meantime, they would see just how many people stay off PvP specifically because of these ball groups shutting cyro enjoyment down for everyone.... That is to say, with cross healing gone for a while, we would see a lot of players staying on their campaign more.
Deactivating cross-healing only helps ball groups because, you know, they can STILL HEAL EACH OTHER INSIDE THE GROUP!!! And how do you expect people to stay alive when counter-siege is pummeling the siegers if cross-healing isn't allowed?? Only those who do not heal keep pushing this idea about removing cross-healing. That is NOT the issue!
LordSkruff wrote: »Good Afternoon,
I would like to add a few points here i dont have much time for forums.
yes ballgroups are ridiculously overperforming.
Speaking from a long term competetive player and ballgroupers perspective.
they are like big fish in a little pool.
My 12 man is capable of tanking 90+ players if all roles are played perfectly.
It isnt special it has been done many times by several groups.
its clear that this isnt healthy for the longevity of the playerbase's existence in PvP.
Options that i think could be explored are as follows.
increase server cap ( Not great )
this would come with issues like the return of lag however the zergs might big big enough to have some influence. in general this isnt a healthy approach in my opinion. it doesnt resolve the Core problem that is the OVERBEARING odds ballgroups are able to face. eventually youll run into the same problem.
reduce group size max in cyrodill again ( Pretty good )
if group size were at max say 6. there would still be overwhelmingly powerful 6 man groups however they arent quite nearly as overbearing to fight against.
However... groups of 6 Max makes many fights impossible for many groups to co ordinate resulting in stagnant Map Activity.
significantly reduce the effectiveness of group buffing sets in PvP zones ( Great Idea )
One of the REAL problems of effective vs ineffective group play is just how much of a powerful tool group buff sets are...
many of them are JUST as good in solo gameplay as they are in group.
Rallying cry. Perfectly Viable in group sizes of 1+
Trans. Perfectly Viable in group sizes of 2+
Plaguebreak. Perfectly Viable in group sizes of 1+
Olorime. Perfectly Viable in group sizes of 1+
Spc. Perfectly Viable in group sizes of 1+
Powerful assault. Perfectly Viable in group sizes of 1+
Phoenix Moth. Perfectly Viable in group sizes of 1+
there are many more.
Saxhleel.
Pillager.
Sanctuary.
Ebon.
Worm.
Hircine.
And these are JUST BASIC SETS.
some of these sets to just name a few of a potential 50+ effective group play sets
are used even in SOLO gameplay extensively as a no brainer solution...
in a typical ballgroup you would have 10+ group buffing sets each of which are pushing the groups tankiness, sustain or damage for the group to a region of 10 - 25% gains PER SET depending on set chosen.
two ways of Interpreting a Potential fix to this i can think of.
if every GROUP buffing specific set was Dynamically Scaling in Power based on Group Size (reducing large groups power)
if every GROUP buffing specific set was nerfed by a blanket 50%
Solo players would remain unaffected (some sets perhaps arent viable anymore in option 2)
Smallscalers would have to decide wether the buff is actually worth it or not.
Large groups would still use said sets but would be massively easier to kill.
i know and appreciate that this would affect PVE greatly causing many sets to be dropped in dungeons completely.
however if there was a battle spirit debuff like group buff sets reduced by say a % proportional to your weight in a group that would be enough i think.
Ballgroups are exactly as everyone already said. organized. sometimes HYPER organized. if you reduce the impact that organization provides to the group. it can only help casual players, become a bigger part of a more interesting fight.
Crosshealing.
Crosshealing is often pointed at as the root of all evil. i think a Cap on how many Crossheals a player can recieve is a Perfect solution to such a Problem. IE ( 6 Echoing Vigors Max 6 Rad Regens Max )
Siege currently IS a massive anti player tool for the casual player.
i dont think you can go ahead and completely destroy crossheal without doing any of the following.
buffing siege shield to mitigate a larger amount of damage or Cover a Larger Area. depending on just HOW BADLY you nerf crossheal.
Similarly. on a more personal note,
i think in general a nerf to siege Damage is in order to let players feel some kind of benefit from actually playing the game and not just siege simulator.
i lose count of the amount of times players STOP what they are doing in the midst of killing or being killed by players. to PLACE A SIEGE to have a Far greater advantage then zerging does. i dont think this is right. it isnt fun for either party. Keeps currently if scounted effectively are almost Completely unapproachable for even organized 12 man groups. DESPITE how overpowered people seem to claim ballgroups are.
In short.
Ease up on the rewards gained for Hyper Optimization. let ballgroups feel up to say 40% less effect from their optimization
Cap the amount of Crossheals a Group can Recieve to Bridge a Gap Between Smaller and Larger groups to 6 of any given hot
Ease up on siege effectiveness flat by 40%
everyone wins.
Let me know what people think.
Regards,
a long term fan.
LordSkruff.
LordSkruff wrote: »I would like to add that group buff sets should most certainly prevail as the best option
for groups in general
I’ll pick a random set
Sanctuary
12% healing received
In solo this doesn’t compete with some of the other options such as.
Old Maras balm
Hist sap
And fairly so.
However if you have 12 players all benefiting from such a buff it quickly turns into an extreme advantage which no other set can compare to.
Even if this set were 4-6% maybe even less it would still hold out great value and be incorporated into many optimized 12 man groups.
Every set like this should just scale down for each person in your group.
You already have the advantage of having an entire extra player to provide a massive effect on damage healing etc, whatever the role is
Does he really need to bring 12% healing with him?
Isn’t 4-6% enough to still outperform almost any other alternative?
ShadowProc wrote: »SimonThesis wrote: »The problem is damage is very high and time to kill is so low, right now it only takes 3 dps + lead dps to kill a stack of 20 in a second. Thats why they have room to have 5 healers and 3 supports etc. Years ago when damage was weaker they needed more dps and everyone ran less health. If damage was nerfed they'd need more dps and less healers.
Also yall are going down the wrong road with the health thing, they'll just stack even more shields instead of health. Or they'll take the lost health turn into max resources and their healers will be stronger.
I mean whatever we decide here-- if by some miracle it were to get adopted in a patch-- the ballgroups will adapt. That's what some people really don't understand. It isn't X, it isn't Y, it isn't Z. There's just a bunch of them, they're organized, and they're good players.
Just like a PvE trial group, or like every good solo player, they're gonna read up on the notes brainstorm adjustments and come in Day 2 as strong as ever.
The ONLY real solution is to make groups smaller. That's literally it. But people don't like that.
Yes and no. They use to be Killable. Need to nerf their cross healing and just as important, if not more important, MOBILITY.
Need to allow moments where they are pinned down and you can focus damage, negates, etc.
The problem is mobility allows them to stay out of sticky situations. Bombard spam meta an example.
They focus anyone that threatens their mobility or healing.
I don't know what to say. I don't much want to go down the long road I've already been down, but I just feel like most of the problems being broached with regard to ballgroups are also true for solo encounters.
Some people wear snow treaders. -shrug- All it takes is a DC or RoA to cluster them. It's really not that hard to target the blob. And frankly they don't move that fast anyway. Just fast-ish.
Some decent tactics my guilds and I have employed in the past are faking ulti-dumps... Which basically means one or two of your crew have to waste their ultis and then quickly retreat in an effort to get the ballgroup to waste their defensive ultis.
Also, try intentionally missing them with a negate. Put it down Infront of their path instead of on top of them. Then ulti dump behind it. Or put it behind them to force them to continue forward.
Using pulls on individuals to extricate them from the herd also works.
GvG fights used to be so fun. I think people forgot how to do it.