Joy_Division wrote: »Your skills and abilities aren't supposed to be worse or have a downside for grouping up. The whole point of being part of a team is that the a collection of individuals are stronger than the sum of the individual parts.
I can't believe this comes from official patch note. This must be a joke.
They are not doing this because of PvP. Nobody ever run pale order in PvP anyway. They do this because ppl run dungeons in 4 DD compositions.
Now this item is murdered for BGs.
ZOS what are you doing? @ZOS_GinaBruno
It was already an awful choice for a PvP build. That's not what the OP is implying, anyway.
You don’t have to PvP much to quickly see there is virtually no downside to grouping and the more numbers you stack the better. Large groups and particularly ball groups absolutely dominate PvP with virtually no downside in combat, players in ball groups can build tankier and with more damage whilst simultaneously stacking more damage abilities and buffs whilst the bulk of the groups damage dealers being able to virtually forgo self healing, buffing and stacking in to regen thanks to nothing other than stacking numbers. ZOS has identified this an issue in PvE with a change to the Pale Order mythic making it useless in trials and large groups. The ability to essentially multiple damage for every person in the group is beyond strong enough and the ability to heal, buff and cleanse everyone in a group is just flat out broken.
Ring of the Pale Order
Increased the amount of healing done from this set to 20% of your damage done, up from 18%.
This set now loses 4% of its value per group member you are with. This means if you are alone it will stay at 20% but reduce to 8% if you are in a group with 3 other players, and 0% when with 5 or more other players.
This change to Ring of the pale order shows that ZOS can quite easily add a fix that changes stats based on group numbers, meaning its not difficult to add this system to other aspects of the game. This exact system of becoming less effective as you stack more numbers is the perfect way to reduce the effectiveness of large PvP groups. Skills like purge and AOE heals should work like this becoming less effective as you stack more numbers to the point where in a large group purge and cleansing ritual becomes nothing other than a self cleanse and heal. Another change that should adjust the obscene damage these groups put out is ult gain, many of these groups don’t actually rely on normal abilities for survival and damage but ultimates and with sets like arkasis a group gains more ultimate than a solo player which is just terrible balance. This system of decreasing effectiveness based on group size should also be implemented in to the ultimate gain of these groups in some way, causing their ultimate generation build up to occur in a matter of several minutes rather than the 20 or 30 seconds it takes them. There are many ways that ZOS can free PvP players from the tyranny of large groups and its very obvious they have the tools to do so, its up to them if things will ever change.
Joy_Division wrote: »Your skills and abilities aren't supposed to be worse or have a downside for grouping up. The whole point of being part of a team is that the a collection of individuals are stronger than the sum of the individual parts.
Really, why not? Why should there be NO abilities or gear that is not better for small group and solo gameplay style. If they want to put gear into the game that helps those styles, and that doesn't become extremely OP in the hands of 12 this is exactly the sort of thing they need to do. If they want to put gear in the game for the solo playstyle that doesn't make groups of 4 extremely OP, or remove the need for certain playstyles, in this case healers, this is exactly the sort of thing they need to do. I am speaking of this both from a PVE and PVP standpoint as there are issues on both sides of the equation that they are trying to address with this change. This particular change probably has more to do with PVE than PVP, but is a tool that could be used to address these types of issues.
There are other skills and sets that are supposed to help bust zergs and balls that in the hands of balls become extremely OP. I support the same treatment for some of those skills and sets as well. Being in group is supposed to make the collection of individuals stronger than its parts, but it shouldn't make them nigh invincible. Some sets and skills approach making such teams invincible, and should be handled in similar fashion. I hope this is the beginning something that does make groups merely stronger, rather than borderline invincible.
Joy_Division wrote: »Joy_Division wrote: »Your skills and abilities aren't supposed to be worse or have a downside for grouping up. The whole point of being part of a team is that the a collection of individuals are stronger than the sum of the individual parts.
Really, why not? Why should there be NO abilities or gear that is not better for small group and solo gameplay style. If they want to put gear into the game that helps those styles, and that doesn't become extremely OP in the hands of 12 this is exactly the sort of thing they need to do. If they want to put gear in the game for the solo playstyle that doesn't make groups of 4 extremely OP, or remove the need for certain playstyles, in this case healers, this is exactly the sort of thing they need to do. I am speaking of this both from a PVE and PVP standpoint as there are issues on both sides of the equation that they are trying to address with this change. This particular change probably has more to do with PVE than PVP, but is a tool that could be used to address these types of issues.
There are other skills and sets that are supposed to help bust zergs and balls that in the hands of balls become extremely OP. I support the same treatment for some of those skills and sets as well. Being in group is supposed to make the collection of individuals stronger than its parts, but it shouldn't make them nigh invincible. Some sets and skills approach making such teams invincible, and should be handled in similar fashion. I hope this is the beginning something that does make groups merely stronger, rather than borderline invincible.
I never said that no abilities and gear should not be better for small group / solo. I just don't think people should be penalized for grouping up. In fact, there are many morphs in ESO which compel the player to do just that: morph A that gives a stronger individual benefit as opposed to morph B that provides more benefits to allies.
As a Templar, I have to choose between Blazing Spear which provides more damage or Luminous Shards which does less damage but gives my allies more resources. A Warden has to choose between Leeching vines morph, which provides allies with the minor Lifesteal buff, or the selfish Living trellis morph that just gives the recipient a heal. Nightblades probably have to make such a choice most often; when I'm solo, I really want Swallow Soul, but if I have allies, Funnel Health. There is lots of gear that is tailored to solo-play; stuff like Pariah grants powerful defensive bonuses to the user that does nothing for allies or group-mates. I used to wear sets like hist robes or Desert Rose all the time, as they provide better healing and resource management (usually under easier proc conditions) than sets that perform similar functions to allies.
All of this is perfectly fine. Having abilities and gear offer stronger benefits for individuals is common RPG practice and not the same thing as "your skill is now weaker because you joined a group even though that 'solo' player who is embedded in a faction stack has their skills work normally."
When people make suggestions based on emotions instead of game health, you get threads like these.
In an AvA situation, just get out of the way of the ball group. You aren't going to solo a group of 12 who are stacked and built to take down zergs of 40+, nor should you be able to.
You don’t have to PvP much to quickly see there is virtually no downside to grouping and the more numbers you stack the better. Large groups and particularly ball groups absolutely dominate PvP with virtually no downside in combat, players in ball groups can build tankier and with more damage whilst simultaneously stacking more damage abilities and buffs whilst the bulk of the groups damage dealers being able to virtually forgo self healing, buffing and stacking in to regen thanks to nothing other than stacking numbers. ZOS has identified this an issue in PvE with a change to the Pale Order mythic making it useless in trials and large groups. The ability to essentially multiple damage for every person in the group is beyond strong enough and the ability to heal, buff and cleanse everyone in a group is just flat out broken.
Ring of the Pale Order
Increased the amount of healing done from this set to 20% of your damage done, up from 18%.
This set now loses 4% of its value per group member you are with. This means if you are alone it will stay at 20% but reduce to 8% if you are in a group with 3 other players, and 0% when with 5 or more other players.
This change to Ring of the pale order shows that ZOS can quite easily add a fix that changes stats based on group numbers, meaning its not difficult to add this system to other aspects of the game. This exact system of becoming less effective as you stack more numbers is the perfect way to reduce the effectiveness of large PvP groups. Skills like purge and AOE heals should work like this becoming less effective as you stack more numbers to the point where in a large group purge and cleansing ritual becomes nothing other than a self cleanse and heal. Another change that should adjust the obscene damage these groups put out is ult gain, many of these groups don’t actually rely on normal abilities for survival and damage but ultimates and with sets like arkasis a group gains more ultimate than a solo player which is just terrible balance. This system of decreasing effectiveness based on group size should also be implemented in to the ultimate gain of these groups in some way, causing their ultimate generation build up to occur in a matter of several minutes rather than the 20 or 30 seconds it takes them. There are many ways that ZOS can free PvP players from the tyranny of large groups and its very obvious they have the tools to do so, its up to them if things will ever change.
When people make suggestions based on emotions instead of game health, you get threads like these.
In an AvA situation, just get out of the way of the ball group. You aren't going to solo a group of 12 who are stacked and built to take down zergs of 40+, nor should you be able to.
I can't believe this comes from official patch note. This must be a joke.
They are not doing this because of PvP. Nobody ever run pale order in PvP anyway. They do this because ppl run dungeons in 4 DD compositions.
Now this item is murdered for BGs.
ZOS what are you doing? @ZOS_GinaBruno
It was already an awful choice for a PvP build. That's not what the OP is implying, anyway.
Grouped members don't have crutch sets like soloers do. If you adjust a few sets most will move on to other useful sets.
If you don't want to large groups in the large group area, take back line resources or towns. Its easy to see where faction stacks are going.
Grouped members don't have crutch sets like soloers do. If you adjust a few sets most will move on to other useful sets.
If you don't want to large groups in the large group area, take back line resources or towns. Its easy to see where faction stacks are going.
Least in proc cyrodil a good ball group can crack a zerg depending on the size of the zergGrouped members don't have crutch sets like soloers do. If you adjust a few sets most will move on to other useful sets.
If you don't want to large groups in the large group area, take back line resources or towns. Its easy to see where faction stacks are going.
Agreed faction stacks are often the counter to ball groups.
Grouped members don't have crutch sets like soloers do. If you adjust a few sets most will move on to other useful sets.
If you don't want to large groups in the large group area, take back line resources or towns. Its easy to see where faction stacks are going.
Joy_Division wrote: »Your skills and abilities aren't supposed to be worse or have a downside for grouping up. The whole point of being part of a team is that the a collection of individuals are stronger than the sum of the individual parts.