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Multiple Instances of Echoing Vigor / Regeneration Buff on Group Members is Broken...

  • OBJnoob
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    Fine. To both of you. Saying it effects performance is one thing though. Saying anything about the strength heal stacking gives you is just failure to go that extra mile yourself in my opinion. It just bothers me when it's called "broken" like it's a bug or something. It's just people winning. In the exact same way then win in PvE. I mean the symbiosis of course, not the very same tactics. It's what you do in mmorgs.
  • ForumBully
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    I always read that the best groups will still dominate, so to me that means nothing is lost by changing this. I don't see why anyone argues against, because it seems like these groups don't need heal stacking to dominate the dojo.
  • React
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    OBJnoob wrote: »
    bachpain wrote: »
    EVERYTHING in the ball group is a symbiotic thing within the group.

    You can do whatever you want with heal stacking but ball groups who reach this level of symbiosis are still going to do what they do.

    Just like 1 good player can beat 5 bad players, 12 good players can beat 60 bad players. There's nothing broken about this.

    And I'm not necessarily saying those 60 players are bad, even though yes I just said that. But the 12 are clearly better.

    Take heal stacking away and what prevents them from just having 3 or 4 or 5 healers doing nothing but heavy attacking and casting AoE burst heals? Who else but a ball group could afford to do that? And won't that iteration be the same?

    Just because someone understands the mechanics and uses them to perfection doesn't mean it's broken.


    I love how you flip-flopped from "numbers should always win" (your exact words) when talking about small scale play, to "its fine for 12 people to tank 60 people" now that it suits your argument.

    At least pick a stance and stick with it if you're going to argue an egregiously incorrect viewpoint.
    Edited by React on March 10, 2023 12:08PM
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  • OBJnoob
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    [snip] I've given many scenarios, some outnumbered and some the opposite. When the less are more skilled they may beat the more. When they are not more skilled they should be quiet and get Xed. That's what I've said the whole time and in multiple ways.

    [snip]

    I'm sure people wish the builds/gear/skills you use to X them would get nerfed too. [snip]

    [edited for baiting]
    Edited by ZOS_Icy on March 10, 2023 2:57PM
  • MetallicMonk
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    ForumBully wrote: »
    I always read that the best groups will still dominate, so to me that means nothing is lost by changing this. I don't see why anyone argues against, because it seems like these groups don't need heal stacking to dominate the dojo.

    It's true, I've never seen this argument in other games, there is literally no situation where you can make the argument that something is unfair to a full size group in PvP. You have every single resource at your disposal that any individual player in the game would have, just in the largest group the game offers.

    Even if 12 people were all in non complementary builds of each other you still have the undeniable advantage of there being as many of you that the game allows, plus being coordinated.
  • React
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    OBJnoob wrote: »
    [snip] I've given many scenarios, some outnumbered and some the opposite. When the less are more skilled they may beat the more. When they are not more skilled they should be quiet and get Xed. That's what I've said the whole time and in multiple ways.

    [snip]

    I'm sure people wish the builds/gear/skills you use to X them would get nerfed too. [snip]

    There isn't anything intricate about directly contradicting the core of your argument with a new one. The mechanic of infinite same morph heal stacking is logically indefensible, and you look uninformed trying to defend it.

    Even here, you're now suggesting it is okay to win outnumbered if you're more skilled than the players you're fighting, despite you having said that four people should never win against a ball group because the ball group has greater numbers. So which is it? Should greater numbers always win? Should skill be the primary determining factor?

    Have you ever found and fought typical ball group players on their own? Perhaps catching one between keeps trying to catch up to their group? From my experience, they typically play the game at a below-average level. Often times 0 weaving, no animation cancelling of any kind, low APM, complete inability to defend themselves without the 15-20k constant hps provided by their group, poor situational awareness, and the list goes on. This certainly isn't true for all of them, but has been my experience when encountering the vast majority of them outside their groups.

    The fact is, these are more often than not lower skill players who are quite literally untouchable solely due to their ability to stack heals infinitely. Skill doesn't matter in the face of this - you cannot outplay the healing numbers these groups are achieving.

    Meanwhile, they are wrecking server performance. I know you may not fully understand this because you play on console and you have not experienced the new server hardware that we have on PC NA. You are used to the game being unplayable as soon as there is any significant population in cyrodiil. I also played on console and I would have never thought the game was capable of actually performing well.

    On PC NA, you can directly observe the correlation between ball groups logging in/fighting and the cyrodiil campaign becoming unplayable. In fact, the campaigns will work fine during pop locked prime time - if these groups aren't present on the map.

    Between the literal "God mode" being achieved by these groups with little effort and the drastic impact on performance they are having for everyone, I simply do not understand how you could defend this in good faith unless you truly do not understand ESO's combat/balance as a whole.

    [edited to remove quote]
    Edited by ZOS_Icy on March 10, 2023 2:59PM
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  • twing1_
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    A few years ago, many heals only allowed a single instance to be applied to a player. This was broken for other reasons. It meant that a different player's skill choices could make your skill fail to work at all.

    There were no checks of whether the random's heals were ticking higher than your own, or how much duration was remaining. This resulted in scenarios where the healers couldn't even proc certain sets (like SPC) because others already cast the same heals/morphs on allies. Having your entire build negated by another player was not good design. The new system has its flaws, but it is an improvement over the old. At least now you know that casting a heal will have some effect on those around you.

    Haven't read the whole thread yet so forgive me if it has already been mentioned, but what if stacking multiple instances of the same skill halved the value of the skill, and did not eliminate its effectiveness completely?

    Ex/ if someone is running echoing vigor, and a healer also applies echoing vigor to that person, the newly instanced echoing vigor will still tick, but for half the value. If a third one is applied, that one will tick for a quarter of the value, and so on. It keeps being halved.

    This way, sets would still proc, skills would still retain at least some effect, but stacking the skills will be nerfed.

  • ForumBully
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    twing1_ wrote: »
    A few years ago, many heals only allowed a single instance to be applied to a player. This was broken for other reasons. It meant that a different player's skill choices could make your skill fail to work at all.

    There were no checks of whether the random's heals were ticking higher than your own, or how much duration was remaining. This resulted in scenarios where the healers couldn't even proc certain sets (like SPC) because others already cast the same heals/morphs on allies. Having your entire build negated by another player was not good design. The new system has its flaws, but it is an improvement over the old. At least now you know that casting a heal will have some effect on those around you.

    Haven't read the whole thread yet so forgive me if it has already been mentioned, but what if stacking multiple instances of the same skill halved the value of the skill, and did not eliminate its effectiveness completely?

    Ex/ if someone is running echoing vigor, and a healer also applies echoing vigor to that person, the newly instanced echoing vigor will still tick, but for half the value. If a third one is applied, that one will tick for a quarter of the value, and so on. It keeps being halved.

    This way, sets would still proc, skills would still retain at least some effect, but stacking the skills will be nerfed.

    Like any other idea, it's better than the nothing that's been tried so far.
  • Lebkuchen
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    Why does everyone have to exaggerate so much all the time... Echoing Vigor heals every 2 seconds for a very low amount of health. Even in a ballgroup you can not keep up 12 stacks on the whole group all the time, because of some strange targeting rules nobody really understands. Same with Radiating Regeneration.

    There is no group that can not be killed.

    Heal does not outperform damage. It's literally cut in half in Cyrodiil. You can not heal oneshots or well timed damage spikes.

    Cyrodiil offers a big war with a lot of different playstyles that all have their pros and cons. Every playstyle has moments where it can shine, and moments where you just have to accept that you are not equipped for this fight.

    The biggest problems we are dealing with are performance issues and bugs. A direct consequence of that is the always shrinking amount of players who are allowed in Cyrodiil at the same time. How many players are 3 bars at the moment? 60? Less? On consoles it feels like it is way less. And most of the time you don't even have that. If we had a healthy amount of players, with all kinds of playstyles, it would be fair and glorious. Ballgroups could farm zerglings, smallscale bomber groups could blow up ballgroups (and zerglings)... Tanks, snipers, bombers, gankers, brawlers, tower runners, oilers, meatbaggers, vxers and all the other players out there could do their thing and be happy. But when you have an unhealthy mix with not enough players and crappy performance it is understandable that there will be a lot of unbalanced situations and unhappy players.

    That's why i think we should focus on getting ZOS to fix all the performance issues and bugs as soon as possible, instead of making each other responsible for playing the game wrong, and asking for changes that will most likely just create more problems than we already have.
  • CameraBeardThePirate
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    Should heal staking be addressed? Absolutely.

    Will it stop ball groups? Only the bad ones (which at this point in the game are the vast majority of the ones that exist). The good ball groups will still run rampant, and there really isn't a way to "fix" that (I don't really think ball groups as a concept should be eliminated).

    Heal stacking is absurd. With sufficient health and enough instances of the same 2 HoTs, you're immortal barring a crazy double NB gank or some other wacky stuff. Not only would fixing heal stacking reduce survivability (something very needed in this meta) but it would also open up the gates for other heal abilities to be used. You'd see far more Refreshing Paths, Braided Tethers, Intensive Menders, Budding Seeds, Funnel Healths, Cauterizes, and other AOE HoTs being used by these large groups out of necessity, since now they can't just all slot Echoing and Radiating and call it good. It would force these big groups to think a bit harder about how their off heals function, and even if there isn't too much thinking involved, it's still better than the current "Let's all slot echoing and radiating" that we have now.
    Edited by CameraBeardThePirate on March 17, 2023 4:41PM
  • Heals_With_Orbs
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    It seems that there's more and more ball groups appearing in Cyrodiil on a weekly basis as players are finding that they can use these skills, vigor etc, and along with broken sets that were offered to counter act these ball groups to their own advantage.

    Its no joke. I was in Cyro gray host a few weeks ago, and 50 players or so could not kill one single person in an AD ball group, and I won't mention who they are.

    I have previously discussed this before, but there's always a few people who say "so you think other play styles shouldn't be allowed?"

    My answer to that is simple, of course, all play styles should be allowed - what I don't agree with is that 12 people can be immortal and invincible to everything that is thrown at them, negates, and all the supposed sets like plaguebreak, dark convergence, snake in the stars, etc etc etc, which do absolutely nothing

    If ZOS won't change healing stacking, then what other options do we have?

    Take a look at snake in the stars, its been nerfed to the ground, has a cool down on it, and also can be cleansed. It appears as "star venom" for 4 seconds, is limited to 1 player, while vigor isnt - and this is supposed to be useful?

    The solution is very easy to sort, but for some reason it isn't - either sort out cross stack healing, or give us sets that actually do the job, or more and more of these ball groups will keep appearing

  • AndreNoir
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    Limit HOTs to two instances of any given source. The reason for two instead of one is simple; it would allow you to benefit from a self-heal and a heal from a dedicated healer, or from the "standard" group composition of two dedicated healers..

    Just no. Only single one with priority of own cast. If someone under guidance of healer then his own healing is already worse.
    There should be a clear and universal rules: why the hell someone can get only one major/minor buff, one aura and on trollking or something but at the same time can get more then one hot ?
    But anyways nowadays developers makes a very bad code so we keep getting Mara that triggers on debuff refreshing and PB that triggers on target's death that was never intended. I have no hopes here
  • BetweenMidgets
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    React wrote: »
    Have you ever found and fought typical ball group players on their own? Perhaps catching one between keeps trying to catch up to their group? From my experience, they typically play the game at a below-average level. Often times 0 weaving, no animation cancelling of any kind, low APM, complete inability to defend themselves without the 15-20k constant hps provided by their group, poor situational awareness, and the list goes on. This certainly isn't true for all of them, but has been my experience when encountering the vast majority of them outside their groups.

    The fact is, these are more often than not lower skill players who are quite literally untouchable solely due to their ability to stack heals infinitely. Skill doesn't matter in the face of this - you cannot outplay the healing numbers these groups are achieving.

    Of course a member of a ball group is not going to be able to 1vX you.

    They sacrifice their ability to solo in order to bring specific buffs and skills to the group. They are MEANT to play in a group - they are often min-maxing for group-play, not for solo-play.

    That you're basing your opinion of ball group players / enjoyers on this is pretty ignorant.
    PC-NA
  • React
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    React wrote: »
    Have you ever found and fought typical ball group players on their own? Perhaps catching one between keeps trying to catch up to their group? From my experience, they typically play the game at a below-average level. Often times 0 weaving, no animation cancelling of any kind, low APM, complete inability to defend themselves without the 15-20k constant hps provided by their group, poor situational awareness, and the list goes on. This certainly isn't true for all of them, but has been my experience when encountering the vast majority of them outside their groups.

    The fact is, these are more often than not lower skill players who are quite literally untouchable solely due to their ability to stack heals infinitely. Skill doesn't matter in the face of this - you cannot outplay the healing numbers these groups are achieving.

    Of course a member of a ball group is not going to be able to 1vX you.

    They sacrifice their ability to solo in order to bring specific buffs and skills to the group. They are MEANT to play in a group - they are often min-maxing for group-play, not for solo-play.

    That you're basing your opinion of ball group players / enjoyers on this is pretty ignorant.

    Who said anything about them needing to be able to 1vX? None of those things I mentioned, apart from maybe the inability to defend themselves without their groups, have to do with their build. I am speaking specifically about their level of mechanical knowledge and combat capability - which in many cases, is obviously low.

    Regardless, I'm not just basing my opinions on those encounters. I've been around the game since launch and have had just about every encounter with these types of players you can imagine. The fact is that when your gameplay consists of primarily spamming smart-target heals or AOEs in a comped out 12 man where you cannot even get close to dying, your ability to actually perform well without the hard carries present in a 12 man simply will not exist.

    The ability to be totally untouchable without having any significant PVP experience or ability is imbalanced, regardless of what format it is in or what sets are causing it. Ball groups are simply the most egregious offenders of this right now, and have been for a long time.
    Edited by React on April 28, 2023 10:00PM
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  • OBJnoob
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    The fact that so many threads have existed for so many years complaining about untouchable and immortal ball groups makes it rather funny when someone later wants to accuse them of being bad at the game.

    Playing in a group takes one kind of talent and running solo takes another. Healing isn't hard. Neither is healing a teammate. Neither is LOSing. Neither is blocking or rolling. They are all just pushes of a button.

    Acting like one playstyle is so creative and dynamic and skillful while another isn't is very egocentric. Honestly if you're that much better than them get 11 friends together and prove it. Otherwise just be happy with how well you do what you do, which is VERY well from my understanding, and maybe give a modicum of credit to others that do other things well.

    The EXACT same things that make one player untouchable -v- another is what makes ball-groups strong. There's nothing out of balance or exploitative about it. It's teamwork, timing, and maintaining buffs. Now I will admit there's a certain threshold where it becomes exponential, because 12 people with assigned group buff sets can accomplish quite a lot. But again it just really isn't that different from some DLC humping sweatlord with gold meta gear running noobs round and round a tower.

    12 people properly ulti-dumping 12 people properly HoT layering WILL kill them. Cuz burst beats HoTs in a 1v1 and the ratio of numbers doesn't change when multiplied by 12.

    People just don't want to or can't seem to accomplish it.

    "But they can't be snared," okay so why are you allowing yourself to be snared?

    "But they can't be stunned," okay so why are you allowing yourself to be stunned?

    "They have 12 instances of echoing vigor on them," okay so why don't you?

    Put your salt back in the shaker and learn to play. Better yet, learn to RESPECT that when a group of people bring together all that a MMO has to offer they will dominate. They deserve to.

  • usmcjdking
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    React wrote: »
    React wrote: »
    Have you ever found and fought typical ball group players on their own? Perhaps catching one between keeps trying to catch up to their group? From my experience, they typically play the game at a below-average level. Often times 0 weaving, no animation cancelling of any kind, low APM, complete inability to defend themselves without the 15-20k constant hps provided by their group, poor situational awareness, and the list goes on. This certainly isn't true for all of them, but has been my experience when encountering the vast majority of them outside their groups.

    The fact is, these are more often than not lower skill players who are quite literally untouchable solely due to their ability to stack heals infinitely. Skill doesn't matter in the face of this - you cannot outplay the healing numbers these groups are achieving.

    Of course a member of a ball group is not going to be able to 1vX you.

    They sacrifice their ability to solo in order to bring specific buffs and skills to the group. They are MEANT to play in a group - they are often min-maxing for group-play, not for solo-play.

    That you're basing your opinion of ball group players / enjoyers on this is pretty ignorant.

    Who said anything about them needing to be able to 1vX? None of those things I mentioned, apart from maybe the inability to defend themselves without their groups, have to do with their build. I am speaking specifically about their level of mechanical knowledge and combat capability - which in many cases, is obviously low.

    Regardless, I'm not just basing my opinions on those encounters. I've been around the game since launch and have had just about every encounter with these types of players you can imagine. The fact is that when your gameplay consists of primarily spamming smart-target heals or AOEs in a comped out 12 man where you cannot even get close to dying, your ability to actually perform well without the hard carries present in a 12 man simply will not exist.

    The ability to be totally untouchable without having any significant PVP experience or ability is imbalanced, regardless of what format it is in or what sets are causing it. Ball groups are simply the most egregious offenders of this right now, and have been for a long time.

    There have been few ball groups who sum was equal to its parts. Not many from what I can recollect, but there were certainly a few groups comprised of legitimately good players. I'm not entirely sure that that is a valid critique for the subject of this thread. Individual performance in a team environment is typically not indicative of the team's effectiveness in any avenue; a good leader can make an average unit excellent.

    With that said, I am extremely doubtful that ZOS has defined what a team's effectiveness in PVP should be. As a result of that, any idea that they put forth is nothing more than glorified guesswork - the data has no meaning as there is no reference. We as players have an idea of how groups in Cyrodiil should perform, but more often than not it's going to be slanted towards either underperfoming (no point in teamplay) or overperforming (immortality). Ideally, ZOS will tell us exactly how they expect coordinated groups to perform in Cyrodiil and hold to it; instead of releasing sets that amount to "if your 12 man coordinated group uses these 18 sets in tandem, you can kill this other 12 man ball group!"
    0331
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  • LordeGian
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    As a ballgroups player, I'll leave my comment here.

    The healing overtime within the ballgroup makes it look very strong, but don't be fooled, we don't just have vigor/radianting running, we have dedicated healers ready to boost our health when needed, we have support sets that greatly reduce the damage we receive, such as transmutation, gossamer, rallying, sanctuary, spc among others...

    I can say with certainty that bad players inside a ballgroup are a delay, don't think that just because you managed to kill a guy outside the ballgroup that this guy is bad, you just killed him because he has a build that only serves to play inside ballgroups, outside of a ballgroup the compilation is garbage, however, each player needs to have the highly focused compilation for that style of play, which only works for that style of play.

    Another detail is that it is not an easy task to play in a ballgroup, you can even be bad and become resistant in a ballgroup, but you are only being carried by those who are really fit. An example in which we already had players who tried and failed to play this style of game, they simply don't have the focus to follow orders and stay together and have an adaptive mind, that is, they don't have the real spirit of playing cooperatively.

    In conclusion, I believe that the reward for playing this style of game has to be something very good, taking into account everything that is needed to have a decent ballgroup.
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