Disable cross healing again and just go back to standardized gameplay like in NO CP.
Some will whinge and yell and the beginning but it's like all families and ESO is no different, concessions must be made.
Rebirthment wrote: »how about remove the pull mechanic and give it a snare?
Honestly I'm surprised there's not some sort of pull immunity on the set to keep exactly that from happening. I don't think it would be too hard to make the pull apply SOME sort of CC immunity so you don't get bounced around like a pinball.babykubrow wrote: »
I think removing the pull mech would render the set useless. Just make it pull once, and have it respect the protection right after you break free ecc...
Because as of right now, you get out of one to get grabbed into another, and it's ridiculous...
That's not a concession, that's cutting out solo healers who prefer to go in on their own and play by what they want to do instead of following a zerg or other group. It's also excessive and unnecessary when all they need to do to counter the overabundance of healing is make strong HoTs like Radiating Regen refresh on recast rather than stack. I truly don't understand why they haven't tried this yet, but have gone to the lengths of actively shutting down the solo healer playstyle to test the cross-healing thing (and even then that wasn't to address the overabundance of healing, it was to test if it "helped" server performance).Disable cross healing again and just go back to standardized gameplay like in NO CP.
Some will whinge and yell and the beginning but it's like all families and ESO is no different, concessions must be made.
Except when there's lag, or desyncs, which happens all the time to a large population of the PvP playerbase. It's not a matter of just 'git gud' when the game literally won't respond to what you're trying to tell it to do.I'm pretty happy with the ability to counter ball groups with this set. I would disagree that it needs to be nerfed or changed. If you can't dodge roll or block in the middle of big damage, that's a you problem, not a set problem.
Honestly I'm surprised there's not some sort of pull immunity on the set to keep exactly that from happening. I don't think it would be too hard to make the pull apply SOME sort of CC immunity so you don't get bounced around like a pinball.
That's not a concession, that's cutting out solo healers who prefer to go in on their own and play by what they want to do instead of following a zerg or other group. It's also excessive and unnecessary when all they need to do to counter the overabundance of healing is make strong HoTs like Radiating Regen refresh on recast rather than stack. I truly don't understand why they haven't tried this yet, but have gone to the lengths of actively shutting down the solo healer playstyle to test the cross-healing thing (and even then that wasn't to address the overabundance of healing, it was to test if it "helped" server performance).
It's also not whinging to be upset when a playstyle you prefer is literally, 100% shut down and removed from the game.
Except when there's lag, or desyncs, which happens all the time to a large population of the PvP playerbase. It's not a matter of just 'git gud' when the game literally won't respond to what you're trying to tell it to do.
Edit to add that the set shouldn't be able to bounce people endlessly between DC users. It really should apply some sort of CC immunity. It's meant to be a set to counter large groups, but since the pull doesn't apply CC immunity, it can also be used to hassle and run down smaller groups and solo players by forcing them to burn through their Stam for dodge-rolling. The damage from the set might not be as high against smaller groups or individuals, but I imagine it doesn't matter when you get run out of Stam to avoid the damage from skills and whatever other sets people might be using.
I'm sorry, but I have to respectfully disagree with you. That logic just doesn't hold up for me when there's dozens of abilities and proc sets that cause the same exact problems when there are desyncs and lag spikes. This set is no different than any other that creates a snare or ground effect. Selene is an example of another set that is easily dodged or blocked but becomes an issue with lag spikes and desyncs. It hits like a truck under the right circumstances.
And to your edit, there is also always going to be an issue when you're outnumbered. CC is made to force you to use your resources wisely, and that's why many tout their ability to perform in 1vX scenarios.
It's a popular set and many are running it right now. Many of those run in ball groups. That's not a reason to nerf it into the ground as we have seen with many fun sets in the past.
Correct, it needs to be nerfed because it currently does more than Ultimates. No set should be doing everything it's doing. Nerf it because it's overpowered.
I decided to go ahead and grab myself a set and see what I could do. Messed with it a couple of days and found myself paying more attention to whether or not it was ready to go off and where I should throw down something to trigger it. Went back to my normal gear last night. Had a lot more fun and did better because I got back to my regular rotation and play style. That set is toxic in a whole lot of ways. I can see players getting lazy with it and losing what PvP skills (player skills not those assigned to characters) they might have.
It is a crutch for a lot of players and some of those players don't need the crutch. They soon will though if they don't get away from it soon.
Ball groups are groups, cross healing has no effect on them. But cross healing can help solo players survive, and it gives solo healers a reason for playing. Also, ZOS stated that removing cross healing had a "negligible effect" on performance.
So what "concessions" are you saying need to be made?
Just because other skills and sets have the same problem doesn't mean a new set that's introduced has to be allowed to slip for the same reason. We're supposed to learn from mistakes to avoid repeating them. It would seem to me that ZOS should want to add fewer things that can be exacerbated by lag and the like. Technically ALL skills and sets in the game can be affected by these, but we all know that certain things are affected worse (a certain Bow skill comes to mind). I'm not saying the idea or concept of the set is bad, but I am saying that tweaks to make it more balanced isn't the same thing as a nerf. Change doesn't automatically equate nerf (though given ZOS' track record it's understandable when people find change/nerf synonymous, as it's usually the case).I'm sorry, but I have to respectfully disagree with you. That logic just doesn't hold up for me when there's dozens of abilities and proc sets that cause the same exact problems when there are desyncs and lag spikes. This set is no different than any other that creates a snare or ground effect. Selene is an example of another set that is easily dodged or blocked but becomes an issue with lag spikes and desyncs. It hits like a truck under the right circumstances.
And to your edit, there is also always going to be an issue when you're outnumbered. CC is made to force you to use your resources wisely, and that's why many tout their ability to perform in 1vX scenarios.
It's a popular set and many are running it right now. Many of those run in ball groups. That's not a reason to nerf it into the ground as we have seen with many fun sets in the past.
Exactly. The other reason they re-enabled cross - healing a patch later is that Cyro population dwindled, as solo players & group players were not playing using same rule set. So naturally, pretty much all solo players (the ones that play alone or the ones that follow "zergs") were gone. I still remember ESO forums back then and some hilarious threads that Ball Groups were playing only vs other Ball Groups and complained basically that it is much harder to farm AP
Ball groups are groups, cross healing has no effect on them. But cross healing can help solo players survive, and it gives solo healers a reason for playing. Also, ZOS stated that removing cross healing had a "negligible effect" on performance.
So what "concessions" are you saying need to be made?
Most people aren't calling for it to be nerfed heavily, they're simply providing feedback about ways to balance it so it's not too OP. Like I said, one way to help would be to make it so the pull applies CC immunity for a few seconds, so you won't be yote to and fro like a leaf in a whirlwind. Another thing ZOS could do is just...make HoTs refresh instead of stack, and then they wouldn't have to keep introducing sets like DC.
Maybe we all should wear it and just nuke the devil outta cyrodiil.
Get rid of this [snip]
EdmondDontes wrote: »Dark Convergence absolutely is breaking cyrodiil. I'm on the forum now because it's just unbearable to put up with 50% plus of everyone wearing this game breaking set.
Why wasn't Dark Convergence hot fixed same time Hrothgar was?
Your post makes a lot of sense but the point you say is NOT happening is what really worries me. ZOS tends to be kneejerk in their reactions, and if you look through this thread at the the "remove it from the game" and "this needs to be nerfed into the ground" posts, there are quite a few of them. There are not many moderate posts like yours that say "tweak it and things will be fine".
Tommy_The_Gun wrote: »Exactly. The other reason they re-enabled cross - healing a patch later is that Cyro population dwindled, as solo players & group players were not playing using same rule set. So naturally, pretty much all solo players (the ones that play alone or the ones that follow "zergs") were gone. I still remember ESO forums back then and some hilarious threads that Ball Groups were playing only vs other Ball Groups and complained basically that it is much harder to farm AP
^ Performance were pretty much the same, it did not matter if cross - healing was on / off. But since the population dropped significantly, I don't see ZOS disabling cross healing any time soon or most likely - ever again.
Now I see kinda similar situation with new proc sets - CP / Proc campaign is loosing players (population is getting lower), and people migrate to No CP / No Proc campaign.
I more meant in general across some of the other threads and people I've talked to in regards to saying it's not happening much that people are asking for it to be nerfed into the ground or removed, rather than in just this one thread. ZOS kneejerks all the time, but I would also like to believe (perhaps foolishly) that they will listen more to actual feedback than the people posting things that have no actual value (the "lol remove it" or "lol make it weaker" posts that don't offer anything the to discussion).Your post makes a lot of sense but the point you say is NOT happening is what really worries me. ZOS tends to be kneejerk in their reactions, and if you look through this thread at the the "remove it from the game" and "this needs to be nerfed into the ground" posts, there are quite a few of them. There are not many moderate posts like yours that say "tweak it and things will be fine".
I think ZOS plays to the loud voices who say things like "crutch" and "pure PvP" and "skilled players" and things like that. My point here is that nerfing this into the ground (as has been suggested by many in this thread) will make us all lose a mechanism we have against those exploiting group mechanics against solo players, small groups and the like. I personally like this set for that and I've used it in bombing situations and defense against ball groups very successfully. I can live with tweaks, but it would be really sad to play into the hands of a few loud voices who complain in hyperbole.
A compromise? Apply CC immunity when it's used and leave it the way it is.
babykubrow wrote: »I personally would also like to see it no longer pull players off of keep walls.
I've entirely stopped deploying sieges because I honestly refuse to die due to an unavoidable pull, since by the time I release my siege the set pulls me in and off the wall. It's also a really silly way to die, because they always feel like very undeserved kills.
You're kinda forced to stay at the edge otherwise you cannot see what and who are you hitting with a siege weapon.
I witnessed countless teammates get sucked off inner defenses because they were just trying to oil the enemies below, and I feel like it isn't exactly fair.
Indeed. This set IS ruining Cyrodiil. Because you cannot have honest fights anymore. Instead your are constantly being pulled left and right. Playing solo in Cyrodiil, I sometimes could do 1:2 or 1:3 with good maneuvering, but now I am always pulled into the hot mess I want to avoid. Whoever designed DC surely does not like honest PvP.babykubrow wrote: »I've entirely stopped deploying sieges because I honestly refuse to die due to an unavoidable pull, since by the time I release my siege the set pulls me in and off the wall. It's also a really silly way to die, because they always feel like very undeserved kills.
I'm pretty happy with the ability to counter ball groups with this set. I would disagree that it needs to be nerfed or changed. If you can't dodge roll or block in the middle of big damage, that's a you problem, not a set problem.