The value of one HoT instance corresponds with the damage per second one player is likely to do. Whether that be light attacks or DoTs or whatever, one HoT is roughly balanced to be the antithesis of this. With the knowledge that you'll probably need to use a burst heal in tandem to heal through burst damage.
12 players stacking HoTs is going to be absurdly strong from the perspective of anyone but another 12 person group. Against a 12 person group capable of 12 DoTs, AoEs, Ult dumps or whatever it's fairly balanced. The only exception being of course better group synergy, uptimes, support gear, and coordination. In other words "skill gap."
There's nothing wrong with HoT stacking-- teamwork is an important part of the game. Isn't the real problem just that it's hard to amass enough players with enough coordination and timely damage to counter it?
And if that's the case... It's almost a "learn to play," issue. Or perhaps a "learn to deal," issue. But if it MUST be resolved, why don't we just make the max group size smaller?
Telling a coordinated PvP raid team they can't heal eachother (or half of them can't,) is pretty lame. And I have yet to see a very good reason for it. Just a bunch of solo players and small scalers that are bothered by the un-X-able.
Thank you for that breakdown @CameraBeardThePirate there was a lot of important stuff there I didn't consider/incorporate.
I still think I have a point though... Maybe you can explain to me why I don't.
My point, moreso than "HoTs equal DoTs," is that HoTs seem balanced in 1v1 scenarios. HoTs seem easily outdamageable, is my point. So I'm wondering why nobody complains about HoTs until there's a bunch of them. Why isn't the answer just to obviously get more people? Why would you rather severely handicap their playstyle than just accept that "oh, well, that's a bunch of pretty good players there, can't do anything about them."
Resolving Vigor is like 4x more powerful than Echoing Vigor, if only being used on one person. Why aren't people complaining about Resolving Vigor?
I'm struggling to see why the skill is to blame. Everything points to the number of people being the differentiating factor.
Thank you for that breakdown @CameraBeardThePirate there was a lot of important stuff there I didn't consider/incorporate.
I still think I have a point though... Maybe you can explain to me why I don't.
My point, moreso than "HoTs equal DoTs," is that HoTs seem balanced in 1v1 scenarios. HoTs seem easily outdamageable, is my point. So I'm wondering why nobody complains about HoTs until there's a bunch of them. Why isn't the answer just to obviously get more people? Why would you rather severely handicap their playstyle than just accept that "oh, well, that's a bunch of pretty good players there, can't do anything about them."
Resolving Vigor is like 4x more powerful than Echoing Vigor, if only being used on one person. Why aren't people complaining about Resolving Vigor?
I'm struggling to see why the skill is to blame. Everything points to the number of people being the differentiating factor.
CameraBeardThePirate wrote: »Thank you for that breakdown @CameraBeardThePirate there was a lot of important stuff there I didn't consider/incorporate.
I still think I have a point though... Maybe you can explain to me why I don't.
My point, moreso than "HoTs equal DoTs," is that HoTs seem balanced in 1v1 scenarios. HoTs seem easily outdamageable, is my point. So I'm wondering why nobody complains about HoTs until there's a bunch of them. Why isn't the answer just to obviously get more people? Why would you rather severely handicap their playstyle than just accept that "oh, well, that's a bunch of pretty good players there, can't do anything about them."
Resolving Vigor is like 4x more powerful than Echoing Vigor, if only being used on one person. Why aren't people complaining about Resolving Vigor?
I'm struggling to see why the skill is to blame. Everything points to the number of people being the differentiating factor.
Also; Resolving Vigor is definitely overtuned and pretty much everyone that I PvP with (guildies, friends, etc) agrees with that. Adding Minor Resolve to it made it mandatory in group sizes < 6 (the inflection point where stacking Echoing becomes more powerful) and it heavily contributes to the tank meta.
CameraBeardThePirate wrote: »Thank you for that breakdown @CameraBeardThePirate there was a lot of important stuff there I didn't consider/incorporate.
I still think I have a point though... Maybe you can explain to me why I don't.
My point, moreso than "HoTs equal DoTs," is that HoTs seem balanced in 1v1 scenarios. HoTs seem easily outdamageable, is my point. So I'm wondering why nobody complains about HoTs until there's a bunch of them. Why isn't the answer just to obviously get more people? Why would you rather severely handicap their playstyle than just accept that "oh, well, that's a bunch of pretty good players there, can't do anything about them."
Resolving Vigor is like 4x more powerful than Echoing Vigor, if only being used on one person. Why aren't people complaining about Resolving Vigor?
I'm struggling to see why the skill is to blame. Everything points to the number of people being the differentiating factor.
Also; Resolving Vigor is definitely overtuned and pretty much everyone that I PvP with (guildies, friends, etc) agrees with that. Adding Minor Resolve to it made it mandatory in group sizes < 6 (the inflection point where stacking Echoing becomes more powerful) and it heavily contributes to the tank meta.
Okay. I think I understand all that. But so I quoted this last paragraph to ask one more question. If Resolving Vigor is mandatory for all groups 6 or less... Then surely Echoing needs to continue to hit 7, right? Or what's really the point of it's existence?
And this is primarily why I've never agreed with these topics. There needs to be some benefit to having a big group and playing "meta" or what's the point? Has it gotten out of hand? Probably, but I'm not so sure this isn't also true for solo players.
I think Echoing Vigor only hits 6 people anyway, right? And you need to cast it twice to get the whole group?
Rather than limiting HoT stacks I would prefer any of these solutions:
1) If Echoing/radiating hits 6 targets then let it be 6 and only 6. Recasting to hit a new target should remove an old target simultaneously. Effectively limiting HoT stacks to 6, but in a better way I think, and 6 is an important number because you wouldn't use Echoing with less than 6 anyway. I have never seen someone say 6+ in these discussions and this is primarily why I've always been opposed.
2) Leave the potential stacks the same but nerf healing, across the board, by 10 or 15 percent. Solo players are also capable of way too much healing. Why only fix one thing?
3) Make max group size smaller (6.) If you remove HoT stacking then ballgroups will be uniquely capable of having dedicated burst heal spammers. It won't fix anything anyway. Reducing group size will attack this issue and also some of the issues surrounding this issue (lag and trolling.)
The problem right now is shield stacking and speed. Shields give an extra buffer which means even more dmg must be done. It also saves ballgroups from dying, allowing hots to bring health back up. Speed, or a dedicated rapids provider in a group, is also too strong. It always has been. It allows ballgroups to move much faster than everyone else, putting them safely out of siege or any sorta burst that pugs can do.
The problem right now is shield stacking and speed. Shields give an extra buffer which means even more dmg must be done. It also saves ballgroups from dying, allowing hots to bring health back up. Speed, or a dedicated rapids provider in a group, is also too strong. It always has been. It allows ballgroups to move much faster than everyone else, putting them safely out of siege or any sorta burst that pugs can do.
I didn't forget about ya @CameraBeardThePirate and in fact I admit I'm not sure what to say. I was hoping if I gave it a little time someone else would have something else to say.
It's hard to argue with you on this. So that's me admitting you are making good points. But still we have some differences of opinion.
You said a group of 6 or less would optimally all run Resolving. I suggested then that we limit Echoing stacks to 6, so that it more or less matches Resolving. You didn't say anything specifically in response to this but you did say anything more than 6, with Echoing, is "MUCH" more. I don't see how it jumped so far. I'm trying to find a number where Echoing is just slightly stronger (when stacked,) and let that be the limit.
I'll always disagree that it shouldn't stack at all. It's an MMORPG. Teamwork shouldn't just be a thing but it should be encouraged. There should be benefits. People don't go into PvE trials all prepared to heal themselves. They have healers... They have tanks, and they have DPS. Why should a PvP ballgroup suddenly start slotting selfish heals? Isn't being able to heal eachother an obvious benefit?
I'm always baffled by what people consider skillful or creative, to use your words. 6 people running around as a team but all using Resolving on themselves... That's creative?? I think it's much more creative that ballgroups don't need Resolving. The creativity is lost on people, I think, because frankly the game is just old and there's not much new under the sun... But whoever first "theory crafted" their ballgroup so that their members could save barspace by having dedicated people providing certain necessary buffs (minor resolve, minor berserk,) was pretty creative. They probably don't have to give themselves major resolve or brutality either. The benefits are almost endless. And only one of the benefits is that they can use that extra barspace to all run Echoing Vigor. It is creative... Or at least it was.
I don't see why these people aren't given more credit. They went out there, farmed every support set they could find, assigned it to people, coordinated their buffs, combined all their heals... And now they can't be touched. It doesn't seem to me like their skill or creativity is lacking.
It seems to me more like a significant portion of the vet PvP playerbase has just gotten tired of capping flags, shooting siege, returning scrolls, or winning campaigns. They want transmutes, they want fights, and that's about it. They don't like it when a 12-stack goes upstairs in a castle to troll 30 enemies, or the mechanics that allow it, but I doubt they would think twice about taking 8 enemies alone into a resource tower and killing them-- or the mechanics that allowed for it.
So that'll probably always be my hang-up with the issue. The problem exists on multiple levels but the proffered solutions only focus one angle. 1 can kill 8 and it becomes an applauded clip but 12 kills 30 and it's somehow lame.
I say good on them, in both cases. I see no reason why you shouldn't be able to heal someone not in your group. And HoTs should stack at least high enough to match a solo morph of the same skill.
Why? Because grouping in an MMORPG is of innate benefit. It's supposed to make you stronger simply by doing it. A numbers advantage is not something broken that needs fixing it is the most fundamental concept there could be. And the answer to how to combat 12 peoples healing is equally simple... Get 12 people to do damage.
I've never been in a ballgroup but I've been a member of several guild groups that were basically one step down from that. The numbers were there-- the communication was there-- but the buffs and morphs and healing were not there because we all were running our brawler 1vX type builds. We used to have enemy groups to fight. It was SO fun. I miss that. And I support any 12 people that get together with their buddies and wreak havoc on the map. It's kinda what you're supposed to do. And it's what you'd be fighting against if the game weren't so old and people hadn't just... Didn't want to. Even my old groups didn't die to anything less than a coordinated ulti-dump. Why should they now?
SO. I'm sorry that was so long. And rambling. Please-- don't take it as something you need to respond to. Take it more like my final comments. And if you actually read the whole thing and think about it then you've done me a favor.
CameraBeardThePirate wrote: »The problem right now is shield stacking and speed. Shields give an extra buffer which means even more dmg must be done. It also saves ballgroups from dying, allowing hots to bring health back up. Speed, or a dedicated rapids provider in a group, is also too strong. It always has been. It allows ballgroups to move much faster than everyone else, putting them safely out of siege or any sorta burst that pugs can do.
Shields are definitely strong rn.I didn't forget about ya @CameraBeardThePirate and in fact I admit I'm not sure what to say. I was hoping if I gave it a little time someone else would have something else to say.
It's hard to argue with you on this. So that's me admitting you are making good points. But still we have some differences of opinion.
You said a group of 6 or less would optimally all run Resolving. I suggested then that we limit Echoing stacks to 6, so that it more or less matches Resolving. You didn't say anything specifically in response to this but you did say anything more than 6, with Echoing, is "MUCH" more. I don't see how it jumped so far. I'm trying to find a number where Echoing is just slightly stronger (when stacked,) and let that be the limit.
I'll always disagree that it shouldn't stack at all. It's an MMORPG. Teamwork shouldn't just be a thing but it should be encouraged. There should be benefits. People don't go into PvE trials all prepared to heal themselves. They have healers... They have tanks, and they have DPS. Why should a PvP ballgroup suddenly start slotting selfish heals? Isn't being able to heal eachother an obvious benefit?
I'm always baffled by what people consider skillful or creative, to use your words. 6 people running around as a team but all using Resolving on themselves... That's creative?? I think it's much more creative that ballgroups don't need Resolving. The creativity is lost on people, I think, because frankly the game is just old and there's not much new under the sun... But whoever first "theory crafted" their ballgroup so that their members could save barspace by having dedicated people providing certain necessary buffs (minor resolve, minor berserk,) was pretty creative. They probably don't have to give themselves major resolve or brutality either. The benefits are almost endless. And only one of the benefits is that they can use that extra barspace to all run Echoing Vigor. It is creative... Or at least it was.
I don't see why these people aren't given more credit. They went out there, farmed every support set they could find, assigned it to people, coordinated their buffs, combined all their heals... And now they can't be touched. It doesn't seem to me like their skill or creativity is lacking.
It seems to me more like a significant portion of the vet PvP playerbase has just gotten tired of capping flags, shooting siege, returning scrolls, or winning campaigns. They want transmutes, they want fights, and that's about it. They don't like it when a 12-stack goes upstairs in a castle to troll 30 enemies, or the mechanics that allow it, but I doubt they would think twice about taking 8 enemies alone into a resource tower and killing them-- or the mechanics that allowed for it.
So that'll probably always be my hang-up with the issue. The problem exists on multiple levels but the proffered solutions only focus one angle. 1 can kill 8 and it becomes an applauded clip but 12 kills 30 and it's somehow lame.
I say good on them, in both cases. I see no reason why you shouldn't be able to heal someone not in your group. And HoTs should stack at least high enough to match a solo morph of the same skill.
Why? Because grouping in an MMORPG is of innate benefit. It's supposed to make you stronger simply by doing it. A numbers advantage is not something broken that needs fixing it is the most fundamental concept there could be. And the answer to how to combat 12 peoples healing is equally simple... Get 12 people to do damage.
I've never been in a ballgroup but I've been a member of several guild groups that were basically one step down from that. The numbers were there-- the communication was there-- but the buffs and morphs and healing were not there because we all were running our brawler 1vX type builds. We used to have enemy groups to fight. It was SO fun. I miss that. And I support any 12 people that get together with their buddies and wreak havoc on the map. It's kinda what you're supposed to do. And it's what you'd be fighting against if the game weren't so old and people hadn't just... Didn't want to. Even my old groups didn't die to anything less than a coordinated ulti-dump. Why should they now?
SO. I'm sorry that was so long. And rambling. Please-- don't take it as something you need to respond to. Take it more like my final comments. And if you actually read the whole thing and think about it then you've done me a favor.
Just to address a couple last things (because I do partially agree on a lot of the points about the game being an MMO and therefore rewarding grouping).
You're right that I shouldn't say Echoing is much more healing as that's a little misleading. Once you hit 6 players, it's a little more healing per second. But it's much more healing per cast as it's a much longer duration. What that means is that every single one of the players on the team can now spend more global cooldowns on other things, whether that's more offense (usually the case), movement/defense, or healing. At 6 players the skill, per cast, becomes much more effective. Freeing up global cooldowns in group play is massive, and spending fewer resources (and casts) in your rotation on healing is also big. It also means that your healing is no longer off/on. Ideally, you'd have everyone keeping it up at all times, but for those moments where you might not be able to refresh your Echoing immediately, everyone else's should hopefully still be ticking.
Lastly, I don't think things shouldn't stack at all, but I do think they need to be limited to 2-3 per morph. You're right, you should be rewarded by grouping, but when everyone can just run the same healing ability and do a huge chunk of the work for the healer, things just get a little out of hand numbers-wise.
WreckfulAbandon wrote: »1 person killing 8 is a failure on the part of the 8 for various potential reasons. They had avenues of counterplay such as build/class selection, game knowledge/mechanics, and actual skill in combat, and were just unable to muster enough of these in their favor to win an 8 v 1. Maybe they were all low level and were missing some important CPs. Either way those 8 definitely have something to improve upon if they don't want to repeat that. Likely an enormous amount of things.
The example of a 12 v 30 (assuming we are talking uncoordinated pugs here) is different because when 12 coordinated players on the move stack enough HoTs to literally heal 40+% per second it's just a massive numbers advantage that the 12 wields over the 30. If you're solo or small scale and you see one of these groups set up shop in a keep you move on. Adding your 2-3 man group to the 20+ players currently being farmed by the 12 man just increases the amount of players being farmed by them. At best you simply see that they are not dying to your group's damage, or the pugs' damage, or all the siege they're getting hit by, get bored and leave.
So this gets closer to the point I'm trying to make here. The 1v8 is someone with no cross heals/heal stacking whatsoever. So if most will conclude the 1v8 takes greater skill maybe there is something more to this after all than just "1vX go brrr." I absolutely challenge the contention that heal stacking could be nerfed in a considerable way and ballgroups would seamlessly adapt. They would find some ways to mitigate the loss, but they would not be able to carry on in the same way at all.Nerf cross heals all you want. Nerf group support sets too while you're at it. Nerf everything until a ballgroup is just 12 people wearing meta Xing gear with meta Xing skill bars. If the 1 can still beat the 8 then the 12 are still probably going to beat the 30. Or maybe 96, hmm, since that's what would actually be a proportionate comparison.
SkaraMinoc wrote: »Coordinated group gameplay should be allowed and encouraged. But I don't understand why players are allowed to stack healing over time to the point where groups are able to regenerate 50% of their health per second or more. This isn't balanced or healthy for the game in any way. Just because 12 players group together doesn't mean they should become nearly unkillable.
WreckfulAbandon wrote: »So this gets closer to the point I'm trying to make here. The 1v8 is someone with no cross heals/heal stacking whatsoever. So if most will conclude the 1v8 takes greater skill maybe there is something more to this after all than just "1vX go brrr." I absolutely challenge the contention that heal stacking could be nerfed in a considerable way and ballgroups would seamlessly adapt. They would find some ways to mitigate the loss, but they would not be able to carry on in the same way at all.Nerf cross heals all you want. Nerf group support sets too while you're at it. Nerf everything until a ballgroup is just 12 people wearing meta Xing gear with meta Xing skill bars. If the 1 can still beat the 8 then the 12 are still probably going to beat the 30. Or maybe 96, hmm, since that's what would actually be a proportionate comparison.
CameraBeardThePirate wrote: »The value of one HoT instance corresponds with the damage per second one player is likely to do. Whether that be light attacks or DoTs or whatever, one HoT is roughly balanced to be the antithesis of this. With the knowledge that you'll probably need to use a burst heal in tandem to heal through burst damage.
12 players stacking HoTs is going to be absurdly strong from the perspective of anyone but another 12 person group. Against a 12 person group capable of 12 DoTs, AoEs, Ult dumps or whatever it's fairly balanced. The only exception being of course better group synergy, uptimes, support gear, and coordination. In other words "skill gap."
There's nothing wrong with HoT stacking-- teamwork is an important part of the game. Isn't the real problem just that it's hard to amass enough players with enough coordination and timely damage to counter it?
And if that's the case... It's almost a "learn to play," issue. Or perhaps a "learn to deal," issue. But if it MUST be resolved, why don't we just make the max group size smaller?
Telling a coordinated PvP raid team they can't heal eachother (or half of them can't,) is pretty lame. And I have yet to see a very good reason for it. Just a bunch of solo players and small scalers that are bothered by the un-X-able.
This isn't true though. HoTs quickly outpace DoTs.
Take crits for example. Critical Damage is mitigated by Critical Resistance (or from the damage dealer's point of view, their critical damage punches through a target's critical resistance).
No such interaction exists with critical healing. To quote the bloke from the commercials, "It does exactly what it says on the tin". If you have 100% Critical healing, you'll always be healing for double tooltip value on a crit. There is no way on the damage dealer's side to mitigate this.
This one, single mechanic allows HoTs to outpace DoTs and it's not even close.
There are also FAR more ways to mitigate damage and boost healing than there are ways to prevent healing even without crits - another reason HoTs will always outpace DoTs. It isn't hard to get a bazillion forms of damage mitigation and % modifiers to healing. Meanwhile, Defile is in a sorry state after the (at the time needed) nerf years ago, and Healing Absorption seems to have been abandoned entirely by the devs. (Edit: we'll have to see how the new unnamed-defile set will affect things next patch. Could help, but methinks it's just another tool to be used by ballgroups)
Edit to add: the introduction of the Arcanist has made HoTs pull away from DoTs even more. Shields work heavily in HoTs favors, and just 1 or 2 Arcanists in the group can ensure a team always has at least 10k shields up. At. All. Times. HoTs still heal while shielded, but DoTs won't even touch the healthbar. Oblivion damage used to be the counter to this, directly hurting health even while shielded, but sources of Oblivion damage have (surprise surprise) been nerfed over time and there aren't really any sources left worth running. (Snake in the Stars being the lone exception, but it has its own caveats)
But sure, HoTs and DoTs are created equal everyone.
FantasticFreddie wrote: »CameraBeardThePirate wrote: »The value of one HoT instance corresponds with the damage per second one player is likely to do. Whether that be light attacks or DoTs or whatever, one HoT is roughly balanced to be the antithesis of this. With the knowledge that you'll probably need to use a burst heal in tandem to heal through burst damage.
12 players stacking HoTs is going to be absurdly strong from the perspective of anyone but another 12 person group. Against a 12 person group capable of 12 DoTs, AoEs, Ult dumps or whatever it's fairly balanced. The only exception being of course better group synergy, uptimes, support gear, and coordination. In other words "skill gap."
There's nothing wrong with HoT stacking-- teamwork is an important part of the game. Isn't the real problem just that it's hard to amass enough players with enough coordination and timely damage to counter it?
And if that's the case... It's almost a "learn to play," issue. Or perhaps a "learn to deal," issue. But if it MUST be resolved, why don't we just make the max group size smaller?
Telling a coordinated PvP raid team they can't heal eachother (or half of them can't,) is pretty lame. And I have yet to see a very good reason for it. Just a bunch of solo players and small scalers that are bothered by the un-X-able.
This isn't true though. HoTs quickly outpace DoTs.
Take crits for example. Critical Damage is mitigated by Critical Resistance (or from the damage dealer's point of view, their critical damage punches through a target's critical resistance).
No such interaction exists with critical healing. To quote the bloke from the commercials, "It does exactly what it says on the tin". If you have 100% Critical healing, you'll always be healing for double tooltip value on a crit. There is no way on the damage dealer's side to mitigate this.
This one, single mechanic allows HoTs to outpace DoTs and it's not even close.
There are also FAR more ways to mitigate damage and boost healing than there are ways to prevent healing even without crits - another reason HoTs will always outpace DoTs. It isn't hard to get a bazillion forms of damage mitigation and % modifiers to healing. Meanwhile, Defile is in a sorry state after the (at the time needed) nerf years ago, and Healing Absorption seems to have been abandoned entirely by the devs. (Edit: we'll have to see how the new unnamed-defile set will affect things next patch. Could help, but methinks it's just another tool to be used by ballgroups)
Edit to add: the introduction of the Arcanist has made HoTs pull away from DoTs even more. Shields work heavily in HoTs favors, and just 1 or 2 Arcanists in the group can ensure a team always has at least 10k shields up. At. All. Times. HoTs still heal while shielded, but DoTs won't even touch the healthbar. Oblivion damage used to be the counter to this, directly hurting health even while shielded, but sources of Oblivion damage have (surprise surprise) been nerfed over time and there aren't really any sources left worth running. (Snake in the Stars being the lone exception, but it has its own caveats)
But sure, HoTs and DoTs are created equal everyone.
1) PVP healers do not spec into crit heals, period. That is not a thing.
2) Shields and heals take a harder nerf via battle spirit than damage does.
3) Zos took away a huge source of burst damage when they nefed Harmony into oblivion. We all told them it was a bad idea, they did it anyways.
The value of one HoT instance corresponds with the damage per second one player is likely to do. Whether that be light attacks or DoTs or whatever, one HoT is roughly balanced to be the antithesis of this. With the knowledge that you'll probably need to use a burst heal in tandem to heal through burst damage.
12 players stacking HoTs is going to be absurdly strong from the perspective of anyone but another 12 person group. Against a 12 person group capable of 12 DoTs, AoEs, Ult dumps or whatever it's fairly balanced. The only exception being of course better group synergy, uptimes, support gear, and coordination. In other words "skill gap."
There's nothing wrong with HoT stacking-- teamwork is an important part of the game. Isn't the real problem just that it's hard to amass enough players with enough coordination and timely damage to counter it?
And if that's the case... It's almost a "learn to play," issue. Or perhaps a "learn to deal," issue. But if it MUST be resolved, why don't we just make the max group size smaller?
Telling a coordinated PvP raid team they can't heal eachother (or half of them can't,) is pretty lame. And I have yet to see a very good reason for it. Just a bunch of solo players and small scalers that are bothered by the un-X-able.
Thank you for that breakdown @CameraBeardThePirate there was a lot of important stuff there I didn't consider/incorporate.
I still think I have a point though... Maybe you can explain to me why I don't.
My point, moreso than "HoTs equal DoTs," is that HoTs seem balanced in 1v1 scenarios. HoTs seem easily outdamageable, is my point. So I'm wondering why nobody complains about HoTs until there's a bunch of them. Why isn't the answer just to obviously get more people? Why would you rather severely handicap their playstyle than just accept that "oh, well, that's a bunch of pretty good players there, can't do anything about them."
Resolving Vigor is like 4x more powerful than Echoing Vigor, if only being used on one person. Why aren't people complaining about Resolving Vigor?
I'm struggling to see why the skill is to blame. Everything points to the number of people being the differentiating factor.
Thank you for that breakdown @CameraBeardThePirate there was a lot of important stuff there I didn't consider/incorporate.
I still think I have a point though... Maybe you can explain to me why I don't.
My point, moreso than "HoTs equal DoTs," is that HoTs seem balanced in 1v1 scenarios. HoTs seem easily outdamageable, is my point. So I'm wondering why nobody complains about HoTs until there's a bunch of them. Why isn't the answer just to obviously get more people? Why would you rather severely handicap their playstyle than just accept that "oh, well, that's a bunch of pretty good players there, can't do anything about them."
Resolving Vigor is like 4x more powerful than Echoing Vigor, if only being used on one person. Why aren't people complaining about Resolving Vigor?
I'm struggling to see why the skill is to blame. Everything points to the number of people being the differentiating factor.
WreckfulAbandon wrote: »So this gets closer to the point I'm trying to make here. The 1v8 is someone with no cross heals/heal stacking whatsoever. So if most will conclude the 1v8 takes greater skill maybe there is something more to this after all than just "1vX go brrr." I absolutely challenge the contention that heal stacking could be nerfed in a considerable way and ballgroups would seamlessly adapt. They would find some ways to mitigate the loss, but they would not be able to carry on in the same way at all.Nerf cross heals all you want. Nerf group support sets too while you're at it. Nerf everything until a ballgroup is just 12 people wearing meta Xing gear with meta Xing skill bars. If the 1 can still beat the 8 then the 12 are still probably going to beat the 30. Or maybe 96, hmm, since that's what would actually be a proportionate comparison.
I don't think it's just "1vX go brrr," I suppose I have said that in the past but I'm trying to be more understanding. I do however think there's some misunderstanding and jealousy between the two styles. Group players complain about Xers and have all sorts of derogatory names to call them... Tanks, trolls, rock jumpers. Xers get zerged down sometimes and have all sorts of derogatory names to call the group members. When they get Xed they are skill-less pugs. When they zerg the Xer down they are also skill-less pugs. And when they choose not to engage they are scared skill-less pugs, LOL.
Anyway the Xer doesn't need to heal stack because their burst heal probably does 80% of their health bar, and casting Resolving and Rapid Regen on themselves is equivalent to having 4 or 6 stacks of what's being complained about on them. The solo morphs are already way stronger, and the fact that healing power scales off of damage is also a huge boon to solo players. The game has already advantaged them in this way and helped make the Xing playstyle viable for players with enough skill. You just have to accept that there is a certain threshold where teamwork pulls ahead. It's only logical and it's only fair.
If a solo player can use Resolving Vigor to get the equivalent of 6x Echoing Vigors then Echoing Vigor should stack no less than 6 times.
Alchimiste1 wrote: »The value of one HoT instance corresponds with the damage per second one player is likely to do. Whether that be light attacks or DoTs or whatever, one HoT is roughly balanced to be the antithesis of this. With the knowledge that you'll probably need to use a burst heal in tandem to heal through burst damage.
12 players stacking HoTs is going to be absurdly strong from the perspective of anyone but another 12 person group. Against a 12 person group capable of 12 DoTs, AoEs, Ult dumps or whatever it's fairly balanced. The only exception being of course better group synergy, uptimes, support gear, and coordination. In other words "skill gap."
There's nothing wrong with HoT stacking-- teamwork is an important part of the game. Isn't the real problem just that it's hard to amass enough players with enough coordination and timely damage to counter it?
And if that's the case... It's almost a "learn to play," issue. Or perhaps a "learn to deal," issue. But if it MUST be resolved, why don't we just make the max group size smaller?
Telling a coordinated PvP raid team they can't heal eachother (or half of them can't,) is pretty lame. And I have yet to see a very good reason for it. Just a bunch of solo players and small scalers that are bothered by the un-X-able.
No, it's not. I remember seeing a stream of two top tier ball groups fight each other and it went on for like 20 minutes. 2-3 died and they would be picked back up never fully wiping. What I got from that is; Even ball groups can wipe ball groups. (Talking about equal skill level).
Alchimiste1 wrote: »The value of one HoT instance corresponds with the damage per second one player is likely to do. Whether that be light attacks or DoTs or whatever, one HoT is roughly balanced to be the antithesis of this. With the knowledge that you'll probably need to use a burst heal in tandem to heal through burst damage.
12 players stacking HoTs is going to be absurdly strong from the perspective of anyone but another 12 person group. Against a 12 person group capable of 12 DoTs, AoEs, Ult dumps or whatever it's fairly balanced. The only exception being of course better group synergy, uptimes, support gear, and coordination. In other words "skill gap."
There's nothing wrong with HoT stacking-- teamwork is an important part of the game. Isn't the real problem just that it's hard to amass enough players with enough coordination and timely damage to counter it?
And if that's the case... It's almost a "learn to play," issue. Or perhaps a "learn to deal," issue. But if it MUST be resolved, why don't we just make the max group size smaller?
Telling a coordinated PvP raid team they can't heal eachother (or half of them can't,) is pretty lame. And I have yet to see a very good reason for it. Just a bunch of solo players and small scalers that are bothered by the un-X-able.
No, it's not. I remember seeing a stream of two top tier ball groups fight each other and it went on for like 20 minutes. 2-3 died and they would be picked back up never fully wiping. What I got from that is; Even ball groups can wipe ball groups. (Talking about equal skill level).
I mean, have you ever seen two solo players in Xing gear duel? It also doesn't end. People tank up when they plan on fighting outnumbered and then a fair fight between skilled players won't end. The ballgroups get their damage from sheer numbers and the Xers get it from arena weapons and procs. If there were more ballgroups to fight other ballgroups then you'd start to see more variety in composition.
@PhoenixGrey I'm not saying a solo player has the advantage when outnumbered I'm just saying some things work in their favor. The way healing and damage scale off the same stat, for one, and the preposterous strength of solo heals.
Also, IF heals suddenly don't stack at all then I would personally consider that a debuff put on groups. Debuff has an in-game definition but it's also a word. It's the opposite of buffing. It's nerfing. Nerfing groups and not solos.
@everyone I'm not trying to argue. Just responding to comments. For the record I proposed a cap on heal stacks of 6. Which is literally HALF of what's currently possible. But that doesn't seem to be enough for anyone. So I'll continue to disagree. Cutting cross healing out completely is a terrible idea.