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.
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.
[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]
WrathOfInnos 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.
WrathOfInnos 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.
acastanza_ESO wrote: »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..
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.
BetweenMidgets 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.
BetweenMidgets 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.