MurderMostFoul wrote: »SoixanteNeuf wrote: »Solution : Experiment with a Battle Spirit healing debuff, where healing from 3rd parties have diminishing returns. Something more needs to be implemented to incentivize groups to NOT stick together while stacking heals.
I've been thinking something along these lines for awhile.
Currently Battle Spirit:
-Increase Health by 5000
-Reduce damage taken by 50%
-Reduce healing received and damage shield strength by 50%
-Increase range of abilities with greater than 28m range by 8m in Cyrodiil
Add:
-Reduce healing received from other players by an additional 25%
SoixanteNeuf wrote: »MurderMostFoul wrote: »SoixanteNeuf wrote: »Solution : Experiment with a Battle Spirit healing debuff, where healing from 3rd parties have diminishing returns. Something more needs to be implemented to incentivize groups to NOT stick together while stacking heals.
I've been thinking something along these lines for awhile.
Currently Battle Spirit:
-Increase Health by 5000
-Reduce damage taken by 50%
-Reduce healing received and damage shield strength by 50%
-Increase range of abilities with greater than 28m range by 8m in Cyrodiil
Add:
-Reduce healing received from other players by an additional 25%
I personally think it should be diminishing returns, so the first "healing received" stack/heal isn't reduced but the subsequent ones from other players are, exponentially.
This way, it'll reduce stalemating/ballgrouping via :
- Retaining the usefulness of healers (in very small numbers. ideally just 1) and discourage group compositions from stacking healers to stalemate.
- Discourage ball groups from sticking together in large numbers. They'll gain more of a healing advantage by splitting up.
- Punishing bg compositions with more than 1 healer, since the 2nd healer will have significantly decreased utility = less stalemating.
It would help if they increased dot damage by 10-20% as well as reinstate dizzy stun.
SoixanteNeuf wrote: »MurderMostFoul wrote: »SoixanteNeuf wrote: »Solution : Experiment with a Battle Spirit healing debuff, where healing from 3rd parties have diminishing returns. Something more needs to be implemented to incentivize groups to NOT stick together while stacking heals.
I've been thinking something along these lines for awhile.
Currently Battle Spirit:
-Increase Health by 5000
-Reduce damage taken by 50%
-Reduce healing received and damage shield strength by 50%
-Increase range of abilities with greater than 28m range by 8m in Cyrodiil
Add:
-Reduce healing received from other players by an additional 25%
I personally think it should be diminishing returns, so the first "healing received" stack/heal isn't reduced but the subsequent ones from other players are, exponentially.
This way, it'll reduce stalemating/ballgrouping via :
- Retaining the usefulness of healers (in very small numbers. ideally just 1) and discourage group compositions from stacking healers to stalemate.
- Discourage ball groups from sticking together in large numbers. They'll gain more of a healing advantage by splitting up.
- Punishing bg compositions with more than 1 healer, since the 2nd healer will have significantly decreased utility = less stalemating.
It would help if they increased dot damage by 10-20% as well as reinstate dizzy stun.
im 99% PvE player, but yesterday saw that ball group in Cyro. That was actually impressive. [...].
im 99% PvE player, but yesterday saw that ball group in Cyro. That was actually impressive.
- permanent super speed for all players
- superior coordination, they moving like synchronized bots
- absolutely unstopable for anything, their players health never droped even for 20% as i observe it from distance
- didn't kill everything on site, they actually "chu chu train" near me without any attention. So i think they mostly use attacks based on direction of movement. More like a death train, rather than ball.
Good luck that 1vsX cool dudes dealing with such encounters.
im 99% PvE player, but yesterday saw that ball group in Cyro. That was actually impressive. [...].
Thats normal in Cyro. Uncoordinated groups can only win against that with a far superior number of players (and maybe siege).
Issue is, we see the same in BGs with just 4 people. A premade BG group with dedicated healer cannot be beaten, unless you outskill them as a group significantly. With proper MMR matchmaking (which we currently dont have btw) its not possible.
But even without coordination, a dedicated healer is an invincibility buff.
And even even! without a dedicated healer. Look at all the tank trolls in flag games. Its just no fun.
- didn't kill everything on site, they actually "chu chu train" near me without any attention. So i think they mostly use attacks based on direction of movement. More like a death train, rather than ball.
SoixanteNeuf wrote: »OG_Kaveman wrote: »People working together in a mmo? Heaven forbid.
Note : Overperforming relative to previous patches