JerBearESO wrote: »Let's try a campaign with no cross healing/shielding
Wanted to also drop this screenshot from several months ago - here is what your buff tracker looks like while standing inside of your average 12 man on PC NA.
11 echoing vigors and 2 radiating regens. These guys weren't even in combat either - they were just standing on a ram at a completely empty keep.
Wanted to also drop this screenshot from several months ago - here is what your buff tracker looks like while standing inside of your average 12 man on PC NA.
11 echoing vigors and 2 radiating regens. These guys weren't even in combat either - they were just standing on a ram at a completely empty keep.
This is exactly why it becomes impossible to kill 12 man Co ordinates groups, even some uncoordinated groups in cyro..the problem is they won't remove HoT stacking as it will kill the 'healer' role in pvp if they are not able to share heals.
Wanted to also drop this screenshot from several months ago - here is what your buff tracker looks like while standing inside of your average 12 man on PC NA.
11 echoing vigors and 2 radiating regens. These guys weren't even in combat either - they were just standing on a ram at a completely empty keep.
This is exactly why it becomes impossible to kill 12 man Co ordinates groups, even some uncoordinated groups in cyro..the problem is they won't remove HoT stacking as it will kill the 'healer' role in pvp if they are not able to share heals.
Limiting cross heals wouldn't affect the healer role at all. The majority of these echoing casts are coming from "dps" and "support" players in the group, because every member has it slotted.
Limiting hot stacking, if anything, would actually bring value to the healer role and necessitate having 2-3 actual healers in the group, since the DPS and supports wouldn't be able to contribute to the 12+ stacks of same morph hots anymore.
CameraBeardThePirate wrote: »
Wanted to also drop this screenshot from several months ago - here is what your buff tracker looks like while standing inside of your average 12 man on PC NA.
11 echoing vigors and 2 radiating regens. These guys weren't even in combat either - they were just standing on a ram at a completely empty keep.
This is exactly why it becomes impossible to kill 12 man Co ordinates groups, even some uncoordinated groups in cyro..the problem is they won't remove HoT stacking as it will kill the 'healer' role in pvp if they are not able to share heals.
Limiting cross heals wouldn't affect the healer role at all. The majority of these echoing casts are coming from "dps" and "support" players in the group, because every member has it slotted.
Limiting hot stacking, if anything, would actually bring value to the healer role and necessitate having 2-3 actual healers in the group, since the DPS and supports wouldn't be able to contribute to the 12+ stacks of same morph hots anymore.
Once again, all together now:
Limiting HoT stacking would do nothing but improve the meta.
It is not cross healing that is a problem. It is stacking same instances of same affect with no cap. You can have 10+ Vigors and Radiant Regeneration and the result is that you can outheal multiple siege weapons hitting you at the same time with absolutely ZERO investment in stats that healing scales off.JerBearESO wrote: »Let's try a campaign with no cross healing/shielding
CameraBeardThePirate wrote: »JerBearESO wrote: »Let's try a campaign with no cross healing/shielding
Just lock it to the strongest instance or strongest 2 instances of healing for each specific skill
JerBearESO wrote: »CameraBeardThePirate wrote: »JerBearESO wrote: »Let's try a campaign with no cross healing/shielding
Just lock it to the strongest instance or strongest 2 instances of healing for each specific skill
I don't think this would work out as easily as it sounds. The ball groups would find ways. For example, a combination of various types of heals and shields. There are a lot after all, especially once you include set effects.
CameraBeardThePirate wrote: »JerBearESO wrote: »CameraBeardThePirate wrote: »JerBearESO wrote: »Let's try a campaign with no cross healing/shielding
Just lock it to the strongest instance or strongest 2 instances of healing for each specific skill
I don't think this would work out as easily as it sounds. The ball groups would find ways. For example, a combination of various types of heals and shields. There are a lot after all, especially once you include set effects.
Ok, but at that point they're having to put in actual work for an actual group comp. I'd rather ball groups go into Cyrodiil with a bunch of different HoTs ticking than 12 instances of the same HoT.
And of course ballgroups will find ways - that's by design. The game rewards grouping up. I'm under no delusion that removing HoT stacking would kill ballgroups. It WOULD help the meta though.
CameraBeardThePirate wrote: »JerBearESO wrote: »CameraBeardThePirate wrote: »JerBearESO wrote: »Let's try a campaign with no cross healing/shielding
Just lock it to the strongest instance or strongest 2 instances of healing for each specific skill
I don't think this would work out as easily as it sounds. The ball groups would find ways. For example, a combination of various types of heals and shields. There are a lot after all, especially once you include set effects.
Ok, but at that point they're having to put in actual work for an actual group comp. I'd rather ball groups go into Cyrodiil with a bunch of different HoTs ticking than 12 instances of the same HoT.
And of course ballgroups will find ways - that's by design. The game rewards grouping up. I'm under no delusion that removing HoT stacking would kill ballgroups. It WOULD help the meta though.
DrNukenstein wrote: »If you nerf the in combat sustain, you force specialization through choosing what you use your resources for.
Such a nerf to sustain could be tied to battle spirit to protect the softhearted PVE'ers.
I say it on every pvp balance thread I see. It's not that someone can full heal. It's that they have enough juice to break free, roll, full heal then immediately go on the offensive and 8 seconds later they will have enough juice to do it again.
If such a play pattern were impossible, then immense decision making would happen when you break that stun. Do you risk going on offense because healing would leave you with no juice for several seconds? Do you have enough space to pool some juice? Do you block instead of roll, eating the mitigated follow up but saving some green stuff? Should I maybe just run away?
If the main flow of PVP is that kills happen when a target is out of juice, then better balance can be achieved by making do it all builds run out of juice when they try to do it all.
Zavijah_Arventi wrote: »Cyrodiil is still the best version of this type of game play out there, with GW2 not quite hitting the scratch.
Zavijah_Arventi wrote: »Cyrodiil is still the best version of this type of game play out there, with GW2 not quite hitting the scratch.
Whilst at the same time you ended up with the weirdly named "ball groups" that role-play running around the top floor of a keep for 30 mins against unorganised pugs is "skilled" or engaging Pvp gameplay.