acastanza_ESO wrote: »The only, literally only QOL I care about is removing the egregious abuse of game mechanics that is ballgrouping.
The #1 problem with these groups is their abusive healstacking.
This combined with Earthgore, Barrier, and now the absurdly strong Arcanist shield ult is literally breaking the game.
[snip]
acastanza_ESO wrote: »The only, literally only QOL I care about is removing the egregious abuse of game mechanics that is ballgrouping.
The #1 problem with these groups is their abusive healstacking.
This combined with Earthgore, Barrier, and now the absurdly strong Arcanist shield ult is literally breaking the game.
[snip]
Why not just form a bigger Ball? Its literally how AvAvA is supposed to be played.
Seraphayel wrote: »I mean maybe they tried to tackle this with the new Cyrodiil set that reduces healing by up to 35%?
Turtle_Bot wrote: »Seraphayel wrote: »I mean maybe they tried to tackle this with the new Cyrodiil set that reduces healing by up to 35%?
The problem is they are trying to use sets to fix a mechanics issue [snip]
They need to fix the mechanics like they did for sorc shields in the past. Using sets allows those same sets to be used by the same groups that those sets are supposed to counter to make those groups even stronger again. Using sets just doesn't work when trying to fix a balance issue caused by game mechanics.
Seraphayel wrote: »Turtle_Bot wrote: »Seraphayel wrote: »I mean maybe they tried to tackle this with the new Cyrodiil set that reduces healing by up to 35%?
The problem is they are trying to use sets to fix a mechanics issue [snip]
They need to fix the mechanics like they did for sorc shields in the past. Using sets allows those same sets to be used by the same groups that those sets are supposed to counter to make those groups even stronger again. Using sets just doesn't work when trying to fix a balance issue caused by game mechanics.
I mean this reasoning can be applied to each and every change they make. If A can make use of it, B can as well. Doesn’t matter if it’s changing mechanics or sets.
I mean the set not only reduces healing on your target by up to 35%, but also your own healing by up to 15%. So the set has a downside, too. I don’t know how it’s calculated, but if it’s in full effect and your enemy uses it as well, that means 50% less healing overall (or is it not addictive but multiplicative?).
SimonThesis wrote: »Hot stacking is sooo last year anyway. Organization beats less organization, organizing isnt an exploit. They organize the same way vet trial groups do and they have very clever theory crafters. Most ballgroups these days now have a 30k barrier (60k outside of cyro) and a gibbering shield on the entire group every 10 seconds plus 4-5 healers. The real problem is that it only takes 3 ballgroup dps to kill a stack of 20 in a second.
x99KungFuTacosx wrote: »
HoT stacking is still a major problem that is fixable. Every ball group you see has 4+ healers all running radiating regen, orbs, echoing vigor, among other things. Personally I'd take it a step further and put a .5 sec cooldown on burst heals (e.g. combat prayer) too, so you can't be healed by two different combat prayers at the same time.
x99KungFuTacosx wrote: »
HoT stacking is still a major problem that is fixable. Every ball group you see has 4+ healers all running radiating regen, orbs, echoing vigor, among other things. Personally I'd take it a step further and put a .5 sec cooldown on burst heals (e.g. combat prayer) too, so you can't be healed by two different combat prayers at the same time.
I'm not sure that would be liked by trial groups
Tyrant_Tim wrote: »After testing, I found out that new monster set applies it’s heal debuff in an AoE, as long as you can fill the ball group healer with negative effects and dots, the entire group is going down due to that AoE 35% heal reduction.
acastanza_ESO wrote: »Tyrant_Tim wrote: »After testing, I found out that new monster set applies it’s heal debuff in an AoE, as long as you can fill the ball group healer with negative effects and dots, the entire group is going down due to that AoE 35% heal reduction.
Ballgroups run 6-10 healers.
This is not a problem that can be fixed with sets!
CameraBeardThePirate wrote: »acastanza_ESO wrote: »Tyrant_Tim wrote: »After testing, I found out that new monster set applies it’s heal debuff in an AoE, as long as you can fill the ball group healer with negative effects and dots, the entire group is going down due to that AoE 35% heal reduction.
Ballgroups run 6-10 healers.
This is not a problem that can be fixed with sets!
This is just wrong though. They don't run 6-10 healers, they run 1 or 2 healers. It's just that every single non-healer either has Echoing or Radiating slotted, and if they're a Warden, Polar Wind. With how juiced their stats are from group sets, those abilities slotted on every member is more than enough healing.
CameraBeardThePirate wrote: »acastanza_ESO wrote: »Tyrant_Tim wrote: »After testing, I found out that new monster set applies it’s heal debuff in an AoE, as long as you can fill the ball group healer with negative effects and dots, the entire group is going down due to that AoE 35% heal reduction.
Ballgroups run 6-10 healers.
This is not a problem that can be fixed with sets!
This is just wrong though. They don't run 6-10 healers, they run 1 or 2 healers. It's just that every single non-healer either has Echoing or Radiating slotted, and if they're a Warden, Polar Wind. With how juiced their stats are from group sets, those abilities slotted on every member is more than enough healing.
Tyrant_Tim wrote: »CameraBeardThePirate wrote: »acastanza_ESO wrote: »Tyrant_Tim wrote: »After testing, I found out that new monster set applies it’s heal debuff in an AoE, as long as you can fill the ball group healer with negative effects and dots, the entire group is going down due to that AoE 35% heal reduction.
Ballgroups run 6-10 healers.
This is not a problem that can be fixed with sets!
This is just wrong though. They don't run 6-10 healers, they run 1 or 2 healers. It's just that every single non-healer either has Echoing or Radiating slotted, and if they're a Warden, Polar Wind. With how juiced their stats are from group sets, those abilities slotted on every member is more than enough healing.
Right, so there are usually only two people with reliable purges in the group. If two people are wearing that monster set, there is going to be very good uptime on heal prevention.
We’re actually going to start seeing people die this patch and I can’t express how long this defensive meta feels like it’s been.