Major_Mangle wrote: »not nerf. kill healers.
all healing, shields and buffing only work for oneself, including set effects.
I like to play as a healer. I don't work with ball groups, just a small 7-8 person group. Are you saying I shouldn't be allowed to play the role I want to? ZoS's big thing a few years ago was that they were making updates to the game so that we could play the way we wanted to.
7-8 isn't a small group......
This should have been an open ended question and not a poll as the "solution" to ball groups is a combination of things.
Also, I don't find ball groups to be the most annoying part of PVP. I think its the build where literally ten to fifteen players are bombarding a single player and their health bar stays full. Ugh! Now that's something I'd like to complain/talk about lol.
Why is the response to always nerf heals? I'm a healer and have been for the past 6+ years. We have been nerfed into oblivion. We honestly can barely do anything. Rush of agony right now is the biggest problem. That has to be nerfed. Also, one-hit deaths with over 30k damage is ridiculous. There are supposed to be big groups in Cyrodiil. It's supposed to be an army scenario. Battlegrounds is more for small player scenarios. I would like to see a set, though, that causes groups of the opposite faction to be pushed apart and disbanded. Kind of like the opposite of rush of agony.
it is possible to nerf heals only for groups, for example:
- if you are in a group, the healing and shields given to other members of the group are reduced by 2% per additional number of people starting from 2.
or:
- add an incantation delay on aoe healing
- etc
Why is the response to always nerf heals? I'm a healer and have been for the past 6+ years. We have been nerfed into oblivion. We honestly can barely do anything. Rush of agony right now is the biggest problem. That has to be nerfed. Also, one-hit deaths with over 30k damage is ridiculous. There are supposed to be big groups in Cyrodiil. It's supposed to be an army scenario. Battlegrounds is more for small player scenarios. I would like to see a set, though, that causes groups of the opposite faction to be pushed apart and disbanded. Kind of like the opposite of rush of agony.
it is possible to nerf heals only for groups, for example:
- if you are in a group, the healing and shields given to other members of the group are reduced by 2% per additional number of people starting from 2.
or:
- add an incantation delay on aoe healing
- etc
Should be. I think RC works the same way.
But you have to think about it that this will also hit the zerg more then the BGs. So i personally dont think that this will be change anything.
I knew we had all around 7-9k weapon / spelldamage some of our cro bomber was over 10k. So imo there are several aspects the whole sets that buff the BG. They need to cap shields and heals on a normal amount. How could it be that you can stack several rapid regens and vigor. As zerg you will never have this damage the ticks of this skills will outheal the most of the damage they get.
BXR_Lonestar wrote: »You guys honestly over exaggerate the "oppressiveness" of ballgroups. You do realize that if it wasn't for ballgroups, Cyrodil would be nothing but zerg or be zerged right? Meaning that the only thing that would really dictate outcomes is numbers. At that point, you might as well just log on, see which alliance has a population advantage, and make your decision whether or not to play based only on that metric. That isn't healthy for the game either.
Ballgroups can be killed and are often killed. I play in one, and we get killed. I see others play in ball groups and I've watched them get killed. Across all alliances. Red, yellow, Blue. They all get killed. Playing as a ballgroup doesn't make you unkillable, it just makes it harder for players to kill you (so long as you are playing as a unit), and it gives you better ability to kill other players. But you are not unstoppable.
It's against my own personal interest to tell you exactly what kills us the most or how we die the most, and how to attack the ball group, but that part of the game I think is more L2P than anything, but that is where PVP skill and experience comes into play.
Limiting stacking of the same type of healing might work, as it would force people to use healing provided by other sets as a source, which may not be as effective or have more stringent conditions. But this will also affect the zerg groups, and perhaps to a greater extent.
A more effective approach would be to have sets like Dark Convergence scale their damage to the raid more, and to increase the effectiveness of Defile from 6/12% to 10/20%, while also making healing absorption more accessible. Since BG members are closer together, increasing the damage of sets like Dark Convergence should be more effective in destroying BGs, while increasing the effects of Defile and healing absorption will ensure that the total amount of healing done by BGs is reduced.
What we need is a rock-paper-scissors matchup, where BG has an advantage over zerg groups, zerg groups are stronger than single players, and single players (bombers) can deal severe damage to BG. (For example, in some dice games, 6>5>4>3>2>1>6)
For example, designing a new set, the bonus for 5 pieces is: When you are not in a group, when you use the ability that leaves a damaging effect on the ground, a vortex will be created, which will Defile the target within 8 feet after 1.3 seconds and absorb 30,000 points of healing, while causing 10,000 points of damage. The damage is increased by 100% for each additional target.
Major_Toughness wrote: »The real answer is to bore them.
Don't fight them, at all.
Let them take the keep, go take another one instead of defending that one.
If they are inside a keep waiting for it to be attacked, go to a different one.
There is nothing worse than not getting fights, or fun fights, as an organised group. Just feels like you are wasting your time.
.
BXR_Lonestar wrote: »Why is the response to always nerf heals? I'm a healer and have been for the past 6+ years. We have been nerfed into oblivion. We honestly can barely do anything. Rush of agony right now is the biggest problem. That has to be nerfed. Also, one-hit deaths with over 30k damage is ridiculous. There are supposed to be big groups in Cyrodiil. It's supposed to be an army scenario. Battlegrounds is more for small player scenarios. I would like to see a set, though, that causes groups of the opposite faction to be pushed apart and disbanded. Kind of like the opposite of rush of agony.
it is possible to nerf heals only for groups, for example:
- if you are in a group, the healing and shields given to other members of the group are reduced by 2% per additional number of people starting from 2.
or:
- add an incantation delay on aoe healing
- etc
Should be. I think RC works the same way.
But you have to think about it that this will also hit the zerg more then the BGs. So i personally dont think that this will be change anything.
I knew we had all around 7-9k weapon / spelldamage some of our cro bomber was over 10k. So imo there are several aspects the whole sets that buff the BG. They need to cap shields and heals on a normal amount. How could it be that you can stack several rapid regens and vigor. As zerg you will never have this damage the ticks of this skills will outheal the most of the damage they get.
I don't think the heals are the issue TBH. The constant HOT's are less of an issue than the timed burst heals that allow ball groups to survive ulti-drops and damage barrages, but that is skilled healer play, not the result of HOT Stacking.
IMO, the problem isn't the HOT stacking as much as it is tanky players ALSO being able to do damage. You can build your character to have 35k+ resistances and still reach grotesque levels of weapon/spell damage and penetration - meaning even though you've effectively built as a tank, you can deal damage as good or better than players who went pure glass-cannon. That shouldn't be a thing. They need to go back and revisit the combat system and make it so that damage scales negatively with armor and health so that there is actually tradeoffs between dealing damage and being survivable. If they did this, then surviviablity in a ball group would necessarily go down because the damage players would have to focus purely on damage and lower their survivability.
BXR_Lonestar wrote: »Why is the response to always nerf heals? I'm a healer and have been for the past 6+ years. We have been nerfed into oblivion. We honestly can barely do anything. Rush of agony right now is the biggest problem. That has to be nerfed. Also, one-hit deaths with over 30k damage is ridiculous. There are supposed to be big groups in Cyrodiil. It's supposed to be an army scenario. Battlegrounds is more for small player scenarios. I would like to see a set, though, that causes groups of the opposite faction to be pushed apart and disbanded. Kind of like the opposite of rush of agony.
it is possible to nerf heals only for groups, for example:
- if you are in a group, the healing and shields given to other members of the group are reduced by 2% per additional number of people starting from 2.
or:
- add an incantation delay on aoe healing
- etc
Should be. I think RC works the same way.
But you have to think about it that this will also hit the zerg more then the BGs. So i personally dont think that this will be change anything.
I knew we had all around 7-9k weapon / spelldamage some of our cro bomber was over 10k. So imo there are several aspects the whole sets that buff the BG. They need to cap shields and heals on a normal amount. How could it be that you can stack several rapid regens and vigor. As zerg you will never have this damage the ticks of this skills will outheal the most of the damage they get.
I don't think the heals are the issue TBH. The constant HOT's are less of an issue than the timed burst heals that allow ball groups to survive ulti-drops and damage barrages, but that is skilled healer play, not the result of HOT Stacking.
IMO, the problem isn't the HOT stacking as much as it is tanky players ALSO being able to do damage. You can build your character to have 35k+ resistances and still reach grotesque levels of weapon/spell damage and penetration - meaning even though you've effectively built as a tank, you can deal damage as good or better than players who went pure glass-cannon. That shouldn't be a thing. They need to go back and revisit the combat system and make it so that damage scales negatively with armor and health so that there is actually tradeoffs between dealing damage and being survivable. If they did this, then surviviablity in a ball group would necessarily go down because the damage players would have to focus purely on damage and lower their survivability.
Major_Mangle wrote: »not nerf. kill healers.
all healing, shields and buffing only work for oneself, including set effects.
I like to play as a healer. I don't work with ball groups, just a small 7-8 person group. Are you saying I shouldn't be allowed to play the role I want to? ZoS's big thing a few years ago was that they were making updates to the game so that we could play the way we wanted to.
7-8 isn't a small group......
BXR_Lonestar wrote: »You guys honestly over exaggerate the "oppressiveness" of ballgroups. You do realize that if it wasn't for ballgroups, Cyrodil would be nothing but zerg or be zerged right? Meaning that the only thing that would really dictate outcomes is numbers. At that point, you might as well just log on, see which alliance has a population advantage, and make your decision whether or not to play based only on that metric. That isn't healthy for the game either.
Ballgroups can be killed and are often killed. I play in one, and we get killed. I see others play in ball groups and I've watched them get killed. Across all alliances. Red, yellow, Blue. They all get killed. Playing as a ballgroup doesn't make you unkillable, it just makes it harder for players to kill you (so long as you are playing as a unit), and it gives you better ability to kill other players. But you are not unstoppable.
It's against my own personal interest to tell you exactly what kills us the most or how we die the most, and how to attack the ball group, but that part of the game I think is more L2P than anything, but that is where PVP skill and experience comes into play.
BXR_Lonestar wrote: »You guys honestly over exaggerate the "oppressiveness" of ballgroups. You do realize that if it wasn't for ballgroups, Cyrodil would be nothing but zerg or be zerged right? Meaning that the only thing that would really dictate outcomes is numbers. At that point, you might as well just log on, see which alliance has a population advantage, and make your decision whether or not to play based only on that metric. That isn't healthy for the game either.
Ballgroups can be killed and are often killed. I play in one, and we get killed. I see others play in ball groups and I've watched them get killed. Across all alliances. Red, yellow, Blue. They all get killed. Playing as a ballgroup doesn't make you unkillable, it just makes it harder for players to kill you (so long as you are playing as a unit), and it gives you better ability to kill other players. But you are not unstoppable.
It's against my own personal interest to tell you exactly what kills us the most or how we die the most, and how to attack the ball group, but that part of the game I think is more L2P than anything, but that is where PVP skill and experience comes into play.
No, we aren't exaggerating the oppressiveness of ball groups. You are attempting to defend your position as a participant in the oppression and exploitation of heal and shield stacking system ZOS refuses to try and balance.
DarthKitana wrote: »BXR_Lonestar wrote: »First you need to understand why there are ballgroups to begin with. In my alliance, where you are routinely outnumbered by at least a bar every night (and where reds and yellows refuse to actually engage in serious combat against the other), Ball grouping is really the only way to combat overwhelming numbers. If it were not for ball groups, 30 man + groups would rule Cyrodil all day long. They outnumber you, they can outseige you. And without ballgroups, the ONLY thing that would dictate outcomes is who has the numbers advantage. Is that really what players want? If it is and they get their way, people will just log on, look at the population bar to see if its favorable, and either switch to the color that has the most players, or they won't play at all.
So understand this: ballgroups aren't a "problem." They're a response to a problem, which is zerging. And I see no issue with it. Its basically highly coordinated PVP very similar to high end PVE. And just like in PVE, there are low tier players, mid tier players, and high tier players - and you need to be a high tier player in addition to build for maximum group synergy in order to actually be a serious threat as a ballgroup.
So no, I don't believe that any nerfs are necessary here. And having played in one, I know exactly how to counter them, but I don't want to share "TOP TEN THINGS THAT IRK BALLGROUP PLAYERS" because then I'll see that a lot more on the battlefield, which I don't really want to do.
I know the perception is that ballgroups have no counter, but that is simply not true. If you watch big ballgroup fights and you start taking notice of what factors cause one group to fail vs the other, or if you see huge battles in which ballgroups are participants, you can see what things will bog down the group, you can figure it out. It's actually really not that difficult. But it requires players to be more than thoughtless potatoes charging into a situation that they have no plan of attack and no coordination with their other teammates who are present on the battlefield.
what we really want is zero ball groups , actually play the game and stop relying on pocket heals. Like thats the whole point of large scale pvp . Stop defending ball /zerg groups .
“Actually play the game” LOL. So playing the game = be bad? The point of large scale PvP is to.. not heal each other??? What am I reading? Large scale PvP is LITERALLY about zerging / organized groups.
JustLovely wrote: »Limit heal and shield stacking to only one instance of each heal or shield. Done.
There is nothing the players can do given the current ball group meta with RoA and so much heal and shield stacking. Only ZOS can fix this. And they can't say they haven't seen the overwhelming feedback that this is what the vast majority of the PvP player base wants to see happen. (nobody asked for template only PvP)