MidniteOwl1913 wrote: »I'm a healer in dungeons. It would affect a lot of PVE in a negative way if Radiant Regeneration is nerfed. It works in mobile fights. It works over time. It helps me keep track of the player as I see the beams. It is my workhorse heal.
We've already tried many things to reduce the effectiveness of ballgroups (zerg killer sets, abilities scaling with the amount of nearby enemies, sets dedicated to solo play), but whatever else we've tried, ballgroups were always able to take advantage of it. This won't kill ballgroups, but I don't think we need to do that anyway. Ballgroups just need to be tone down a little. I don't see why this proposal wouldn't work other than maybe some technical reason. At least I cannot think of one.
TheGeordieKitten wrote: »100% agree the Regeneration stacking is an issue but I think they should change it so that Regeneration as a buff stacks, BUT only the strongest heal of the lot, should tick every second. Once the strongest Regeneration ends the second strongest Regeneration buff that still has duration should take over and so on.
Basically, the Regeneration heal itself shouldn't stack, but a "buff" will so the weaker ones can take over (if they still have duration) when the stronger one ends. Or at least that's my thought on it.
etchedpixels wrote: »We've already tried many things to reduce the effectiveness of ballgroups (zerg killer sets, abilities scaling with the amount of nearby enemies, sets dedicated to solo play), but whatever else we've tried, ballgroups were always able to take advantage of it. This won't kill ballgroups, but I don't think we need to do that anyway. Ballgroups just need to be tone down a little. I don't see why this proposal wouldn't work other than maybe some technical reason. At least I cannot think of one.
They will then just optimize around the next clever alternative. Ballgroups are the Borg. Every time you find a weakness they all transform into a new configuration.
The reality is simple. They are groups of 12 players precisely co-ordinated in gear and skills, playing together as a team. They are always going to beat less co-ordinated groups unless hugely out numbered and no amount of game tweaking is going to change this, because they will always be better at using the change.
Even if the game changed to the point that a small tight group in one place was no longer a win they'd still be like this, because they would be the ones running in a precision circle of the optimum radius to space out, co-ordinating their skills and ultimate timings.
Any organized raid is much more than just the use of one skill. Among other things you can also expect more or less optimized builds (sets and CP) focused on supporting group play. This is true for both small scale groups as well as 12 man groups.
The simplest way to leveling the battlefield is in my experience, to play non-proc non-cp. Organized raids are still good there, but they loose some of their advantage.
Healing is an important part of PvE and self-healing is also absolutely needed for PvP. I do not think Rapid Regeneration needs to get its value nerfed and in small scale situations the skill is absolutely fine.
However,
everyone stacking Rapid Regeneration is probably the most important part of ballgroups, which are unhealthy for performance and unfun to fight even if you yourself are in another ballgroup. Of course there are other healing skills as well, but those need to be placed on the ground so people need to stand in them, which is at least one weakness. Rapid Regeneration is on the target and cannot be removed. Players can be pulled out of ground-based healing, they cannot be pulled out of 5 instances of Rapid Regen and adding any type of effect that negates healing will have unwanted ripple effects for the meta.
If we limit the amount of Rapid Regenerations players can benefit from to 2, then PvE will be completely unaffected as trials typically have only 2 healers, and PvP will still have some benefit to having a group healer, but it will be not nearly as obnoxious anymore to fight a group where everyone has rapid regen slotted.
We've already tried many things to reduce the effectiveness of ballgroups (zerg killer sets, abilities scaling with the amount of nearby enemies, sets dedicated to solo play), but whatever else we've tried, ballgroups were always able to take advantage of it. This won't kill ballgroups, but I don't think we need to do that anyway. Ballgroups just need to be tone down a little. I don't see why this proposal wouldn't work other than maybe some technical reason. At least I cannot think of one.
Thoughts?
Maybe. But does that mean we should just roll over and stop trying?