Teeba_Shei wrote: »50% healing nerf 2.0
The goal seems to be targeted specifically at Ball Groups, but this will hurt "normal" players the most. Nuking all healing received by 50% with a mostly uncontrollable proc condition is one of the worse decisions I have ever seen in this game. Burst healing is one of the primary ways solo players survive.Being a healer in PvP is now a net negative to your faction's survivability.
Instead:
1. Only applies to Healing over time skills
2. 2.5% healing received reduction for each player you are grouped with. 12 players = 27.50%, 30% if you count yourself.
3. Limit the number of the same HOT on each person. Example: 3 Echoing Vigor stacks, hit by #4 resets the oldest one.
The amount of extra calculations this would add to the server would be insane. The lag would be the worst its ever been.
MeridiaFavorsMe wrote: »I hate to say it, but this really feels like they’re rolling out this garbage in week one on purpose, just so when the real change they want to make comes later it doesn’t seem as bad by comparison.
This is a textbook negotiation tactic — start with an extreme, unreasonable position so that when you “compromise,” people are relieved and accept something they would’ve pushed back on otherwise. It’s the same thing you see in salary negotiations, and it’s incredibly transparent here.
If that’s what’s happening, it’s hard not to see this as manipulative rather than thoughtful balance design.
MeridiaFavorsMe wrote: »I hate to say it, but this really feels like they’re rolling out this garbage in week one on purpose, just so when the real change they want to make comes later it doesn’t seem as bad by comparison.
This is a textbook negotiation tactic — start with an extreme, unreasonable position so that when you “compromise,” people are relieved and accept something they would’ve pushed back on otherwise. It’s the same thing you see in salary negotiations, and it’s incredibly transparent here.
If that’s what’s happening, it’s hard not to see this as manipulative rather than thoughtful balance design.
Just chatted with the combat team. For those who think this change needs more work, we’re passing this feedback on so our teams can iterate on this. Please make sure to clearly express your feedback so we can take it into account during adjustments.
Teeba_Shei wrote: »Crazy how the developers want vengeance to work so badly they are actively making changes to kill the good version of cyrodiil.
IncultaWolf wrote: »Teeba_Shei wrote: »Crazy how the developers want vengeance to work so badly they are actively making changes to kill the good version of cyrodiil.
This looks like a good change. I've noticed several people complaining in this thread also play in a ballgroup what a coincidence. Current version of cyrodiil isn't good, it's full of unkillable 12 man groups farming pvers at a keep for hours until they get bored and chasing down solo players.
IncultaWolf wrote: »Teeba_Shei wrote: »Crazy how the developers want vengeance to work so badly they are actively making changes to kill the good version of cyrodiil.
This looks like a good change. I've noticed several people complaining in this thread also play in a ballgroup what a coincidence. Current version of cyrodiil isn't good, it's full of unkillable 12 man groups farming pvers at a keep for hours until they get bored and chasing down solo players.
master_vanargand wrote: »Great.
What this means is that in 4v4, you should decide the role of the healer.
For group healing, you should only use "Radiating Regeneration" and not "Echoing Vigor".
DPS and tanks can use just one HoT without any problems.
The penalty for having three or more HoTs is very well balanced.
"Ward Ally" will attract attention.
However, HoTs like "Radiating Regeneration" should not stack.
You don't want to accidentally receive two HoTs from another player.
Other morphs, like "Echoing Vigor" and "Resolving Vigor", should not stack.
It doesn't matter if someone plays in a ball or not if everyone with a pulse can see that the nerf hits everyone in all forms of pvp, from solos to small groups to zergs to balls.IncultaWolf wrote: »Teeba_Shei wrote: »Crazy how the developers want vengeance to work so badly they are actively making changes to kill the good version of cyrodiil.
This looks like a good change. I've noticed several people complaining in this thread also play in a ballgroup what a coincidence. Current version of cyrodiil isn't good, it's full of unkillable 12 man groups farming pvers at a keep for hours until they get bored and chasing down solo players.
The main issue of Cyrodiil nowdays are the playstyles enabled overimte by the game itself. When I first joined Cyrodiil, I found a place of freedom, in which everyone brings what they have, and fight together as an alliance for a purpose ( campaign results). Groups were merely 24 random people, among which maybe some friends, simply grouping to go together somewhere for a purpose (take an objective, help their alliance, fight along side each other). It was because of ballgroups that the original nr of grouping in Cyrodiil was reduced.
Nowdays we have so called "organized groups" from 4 to 12, functioning exactly like trial groups - and I do not mean in terms of what they wear or what they do - no, they are indeed very pvp organized. But the mentality of these groups is 100% driven by said trial groups. They even have schedules for when to play together. Fine and well - for them. Some are even decent enough to admit their playstyle is special, and only fight other balls, but the majority - for now it's a well-spread trend - would just run over anyone still daring to play freely. Pretty sure there are special requirements to be in any of these groups - exactly like in "serious trial groups". And the sad part? I see nowdays they are even reffered to as "groups" - simply. As if that is the only variety of groups existing in Cyrodiil.
I'll take anything helping downgrade these types of groups. And if complaints arise? Consider the spread-amount of this trend which led to this situation to begin with. For a free Cyrodiil!
ArctosCethlenn wrote: »It doesn't matter if someone plays in a ball or not if everyone with a pulse can see that the nerf hits everyone in all forms of pvp, from solos to small groups to zergs to balls.IncultaWolf wrote: »Teeba_Shei wrote: »Crazy how the developers want vengeance to work so badly they are actively making changes to kill the good version of cyrodiil.
This looks like a good change. I've noticed several people complaining in this thread also play in a ballgroup what a coincidence. Current version of cyrodiil isn't good, it's full of unkillable 12 man groups farming pvers at a keep for hours until they get bored and chasing down solo players.
something like final tick = tick*1/sqrt(#echos)
assuming a tick tooltip of 1k for simple numbers
1 echo: 1000 per tick
2 echoes: 1/sqrt(2) = 0.707 multiplier to each echo = 707 per tick from each echo, 1414 total healing per tick
3 echoes: 1/sqrt(3) = 0.577 multiplier to each echo = 577 per tick from each echo, 1731 total HpT
4 echoes: 1/sqrt(4) = 0.5 multiplier to each echo = 500 per tick from each echo, 2000 total HpT (vs 4k live version
12 echoes: 1/sqrt(12) = 0.288 multiplier to each echo = 288 per tick from each echo, 3464 total HpT (vs 12k live version)
and so on, and the same applied to other stackable hots (radiating, sets, scribing, funnel health)
the benefit per each new echo cast is reduced so eventually you hit a point where its not worth the resources vs another heal, but you're never in a situation where someone else healing you reduces your total healing taken.
ArctosCethlenn wrote: »It doesn't matter if someone plays in a ball or not if everyone with a pulse can see that the nerf hits everyone in all forms of pvp, from solos to small groups to zergs to balls.IncultaWolf wrote: »Teeba_Shei wrote: »Crazy how the developers want vengeance to work so badly they are actively making changes to kill the good version of cyrodiil.
This looks like a good change. I've noticed several people complaining in this thread also play in a ballgroup what a coincidence. Current version of cyrodiil isn't good, it's full of unkillable 12 man groups farming pvers at a keep for hours until they get bored and chasing down solo players.
something like adjusted tick = tick*1/sqrt(#echos)
assuming a tick tooltip of 1k for simple numbers
1 echo: 1000 per tick
2 echoes: 1/sqrt(2) = 0.707 multiplier to each echo = 707 per tick from each echo, 1414 total healing per tick
3 echoes: 1/sqrt(3) = 0.577 multiplier to each echo = 577 per tick from each echo, 1731 total HpT
4 echoes: 1/sqrt(4) = 0.5 multiplier to each echo = 500 per tick from each echo, 2000 total HpT (vs 4k live version)
12 echoes: 1/sqrt(12) = 0.288 multiplier to each echo = 288 per tick from each echo, 3464 total HpT (vs 12k live version)
and so on, and the same applied to other stackable hots (radiating, sets, scribing, funnel health)
the benefit per each new echo cast is reduced so eventually you hit a point where its not worth the resources vs another heal, but you're never in a situation where someone else healing you reduces your total healing taken.
IncultaWolf wrote: »Teeba_Shei wrote: »Crazy how the developers want vengeance to work so badly they are actively making changes to kill the good version of cyrodiil.
This looks like a good change. I've noticed several people complaining in this thread also play in a ballgroup what a coincidence. Current version of cyrodiil isn't good, it's full of unkillable 12 man groups farming pvers at a keep for hours until they get bored and chasing down solo players.
So you instead consolidate it into a single hot that ticks for the final total per two seconds rather than 12 small ticks per two seconds, but the game *already* has to constantly recalculate healing from effects like defiles and vitalityTeeba_Shei wrote: »ArctosCethlenn wrote: »It doesn't matter if someone plays in a ball or not if everyone with a pulse can see that the nerf hits everyone in all forms of pvp, from solos to small groups to zergs to balls.IncultaWolf wrote: »Teeba_Shei wrote: »Crazy how the developers want vengeance to work so badly they are actively making changes to kill the good version of cyrodiil.
This looks like a good change. I've noticed several people complaining in this thread also play in a ballgroup what a coincidence. Current version of cyrodiil isn't good, it's full of unkillable 12 man groups farming pvers at a keep for hours until they get bored and chasing down solo players.
something like final tick = tick*1/sqrt(#echos)
assuming a tick tooltip of 1k for simple numbers
1 echo: 1000 per tick
2 echoes: 1/sqrt(2) = 0.707 multiplier to each echo = 707 per tick from each echo, 1414 total healing per tick
3 echoes: 1/sqrt(3) = 0.577 multiplier to each echo = 577 per tick from each echo, 1731 total HpT
4 echoes: 1/sqrt(4) = 0.5 multiplier to each echo = 500 per tick from each echo, 2000 total HpT (vs 4k live version
12 echoes: 1/sqrt(12) = 0.288 multiplier to each echo = 288 per tick from each echo, 3464 total HpT (vs 12k live version)
and so on, and the same applied to other stackable hots (radiating, sets, scribing, funnel health)
the benefit per each new echo cast is reduced so eventually you hit a point where its not worth the resources vs another heal, but you're never in a situation where someone else healing you reduces your total healing taken.
Cyrodiil is already extremely laggy at prime time. You could probably crash the server if the game had to recalculate the healing per hot stack.
Artisian0001 wrote: »I don't know what reality you are claiming to live in, but going back to the first year of cyro isn't the right play. If you think it is, like has already been said before, just stick to vengeance because ESO GH is not for you. Even when 24 man groups existed, for the VAST MAJORITY of ESO's life, these groups have been coordinated with sets, playstyles, healers, purge, etc. Why people want to devolve is beyond me.
Turtle_Bot wrote: »IncultaWolf wrote: »Teeba_Shei wrote: »Crazy how the developers want vengeance to work so badly they are actively making changes to kill the good version of cyrodiil.
This looks like a good change. I've noticed several people complaining in this thread also play in a ballgroup what a coincidence. Current version of cyrodiil isn't good, it's full of unkillable 12 man groups farming pvers at a keep for hours until they get bored and chasing down solo players.
Interesting isn't it. Even the exact same deflecting comments are appearing all over again, just like they did during the debates regarding Azureblight countering ball groups in PvP. 🤔
Artisian0001 wrote: »I don't know what reality you are claiming to live in, but going back to the first year of cyro isn't the right play. If you think it is, like has already been said before, just stick to vengeance because ESO GH is not for you. Even when 24 man groups existed, for the VAST MAJORITY of ESO's life, these groups have been coordinated with sets, playstyles, healers, purge, etc. Why people want to devolve is beyond me.
The actual reality, in which a person joins a game to have fun and enjoy what free-time one wills to spend on it. And maybe not have a second job in which one must present the self at a certain hour with a certain setup in order to work with a number of strangers just like having a second job ... in ... a game. Basic coordonation is one thing. Strict rules imposed by strict playstyles to the point of schedules and dictated builds by the overal setup of the group, quite another.
Turtle_Bot wrote: »IncultaWolf wrote: »Teeba_Shei wrote: »Crazy how the developers want vengeance to work so badly they are actively making changes to kill the good version of cyrodiil.
This looks like a good change. I've noticed several people complaining in this thread also play in a ballgroup what a coincidence. Current version of cyrodiil isn't good, it's full of unkillable 12 man groups farming pvers at a keep for hours until they get bored and chasing down solo players.
Interesting isn't it. Even the exact same deflecting comments are appearing all over again, just like they did during the debates regarding Azureblight countering ball groups in PvP. 🤔
I haven’t played in a Ball Group in years and I’m saying that this change needs to cook a bit longer.
Those “ball group players” I’m seeing referenced have offered great alternatives that solve the problem for others, I have seen MANY great answers to this problem in this thread alone.
Now there’s no denying that the direction of this change is good, but we also can’t pretend that a solo player won’t run into that new 50% reduction when they go for their burst heal using Living Death, Restoring Light, Green Balance, our fancy new Ardent Flame, and/or any of our skill lines that give even one sticky HoT, irregardless of how small that value is.
Do not discount how horrible of a feeling it will be when you die in PvP because of someone tagging you with Radiating Regeneration.
Artisian0001 wrote: »Artisian0001 wrote: »I don't know what reality you are claiming to live in, but going back to the first year of cyro isn't the right play. If you think it is, like has already been said before, just stick to vengeance because ESO GH is not for you. Even when 24 man groups existed, for the VAST MAJORITY of ESO's life, these groups have been coordinated with sets, playstyles, healers, purge, etc. Why people want to devolve is beyond me.
The actual reality, in which a person joins a game to have fun and enjoy what free-time one wills to spend on it. And maybe not have a second job in which one must present the self at a certain hour with a certain setup in order to work with a number of strangers just like having a second job ... in ... a game. Basic coordonation is one thing. Strict rules imposed by strict playstyles to the point of schedules and dictated builds by the overal setup of the group, quite another.
Who is making you join a group? Nobody. Do exactly what you want, but cyro has been this way for the majority of it's existence. If you don't want to play in a group go play vengeance.
Turtle_Bot wrote: »IncultaWolf wrote: »Teeba_Shei wrote: »Crazy how the developers want vengeance to work so badly they are actively making changes to kill the good version of cyrodiil.
This looks like a good change. I've noticed several people complaining in this thread also play in a ballgroup what a coincidence. Current version of cyrodiil isn't good, it's full of unkillable 12 man groups farming pvers at a keep for hours until they get bored and chasing down solo players.
Interesting isn't it. Even the exact same deflecting comments are appearing all over again, just like they did during the debates regarding Azureblight countering ball groups in PvP. 🤔
Turtle_Bot wrote: »IncultaWolf wrote: »Teeba_Shei wrote: »Crazy how the developers want vengeance to work so badly they are actively making changes to kill the good version of cyrodiil.
This looks like a good change. I've noticed several people complaining in this thread also play in a ballgroup what a coincidence. Current version of cyrodiil isn't good, it's full of unkillable 12 man groups farming pvers at a keep for hours until they get bored and chasing down solo players.
Interesting isn't it. Even the exact same deflecting comments are appearing all over again, just like they did during the debates regarding Azureblight countering ball groups in PvP. 🤔
Artisian0001 wrote: »Artisian0001 wrote: »I don't know what reality you are claiming to live in, but going back to the first year of cyro isn't the right play. If you think it is, like has already been said before, just stick to vengeance because ESO GH is not for you. Even when 24 man groups existed, for the VAST MAJORITY of ESO's life, these groups have been coordinated with sets, playstyles, healers, purge, etc. Why people want to devolve is beyond me.
The actual reality, in which a person joins a game to have fun and enjoy what free-time one wills to spend on it. And maybe not have a second job in which one must present the self at a certain hour with a certain setup in order to work with a number of strangers just like having a second job ... in ... a game. Basic coordonation is one thing. Strict rules imposed by strict playstyles to the point of schedules and dictated builds by the overal setup of the group, quite another.
Who is making you join a group? Nobody. Do exactly what you want, but cyro has been this way for the majority of it's existence. If you don't want to play in a group go play vengeance.
Once more - a group is not the same with a ballgroup. I have played in plenty of normal groups, and we have all enjoyed and connected and got things done. Ballgroups are what I said - and this level of missconception which feels precisely like imposing one over the other, as if ballgroups are the only groups into existence is the bothersome attitude. Which is what the problem ultimately is no? Attitude. For balls and any other form of play is much welcome as it should - provided they stick to their lane. Go GvG if you're a ball. Find your own type of playstyle to play against. Don't run over normal groups, or solo players even. Because in the end that is gamebreaking for the others, and sadly nobody considers the ethical side of such behaviour, but it is against TOS. 12 people harrasing an entire faction? Scroll baiting? And other toxic behaviours ballgroups displayed over time? Just because they can? And they can because yes they are better organized, more strict about things, and good for them. In stead of being admired though - as they should, they are disliked. Therefore their power needs be diminished.
YandereGirlfriend wrote: »Turtle_Bot wrote: »IncultaWolf wrote: »Teeba_Shei wrote: »Crazy how the developers want vengeance to work so badly they are actively making changes to kill the good version of cyrodiil.
This looks like a good change. I've noticed several people complaining in this thread also play in a ballgroup what a coincidence. Current version of cyrodiil isn't good, it's full of unkillable 12 man groups farming pvers at a keep for hours until they get bored and chasing down solo players.
Interesting isn't it. Even the exact same deflecting comments are appearing all over again, just like they did during the debates regarding Azureblight countering ball groups in PvP. 🤔
And yet here I am out here calling directly for sticky HOTs to not stack with each other.
Because I am focused on the overall health of the game mode, inclusive of all players, not some simplistic worldview where anything that theoretically harms ballgroups is good no matter the cost to the rest of the game.
The proposed change is an abomination. That is also the overwhelming consensus of this thread, encompassing the comments of ballgroupers, small-scalers, and solo players alike.
Turtle_Bot wrote: »Just chatted with the combat team. For those who think this change needs more work, we’re passing this feedback on so our teams can iterate on this. Please make sure to clearly express your feedback so we can take it into account during adjustments.
@ZOS_Kevin (A bit late in this thread so hopefully it still gets seen) There are 2 ways to go about this, already mentioned by others but I will add my voice to this as well.
1. Make this reduction specifically only apply to heals that you receive from other players, not those you cast yourself.
2. Make this reduction only apply to healing over time effects and damage shields, not to burst heals.
Ideally it would be some combination of both of these adjustments to the proposed healing nerf where it only applies to healing over time effects and those that are cast by other players, but that might have a significant impact on server performance with the amount of check this could require.
The main reasons I have for these adjustments to the nerf are:
1. Burst heals (i.e. reactive defense) are a necessary skill expression to have in any combat game, while healing over time or damage shields (i.e. passive defense) always needs limitations to prevent it being too powerful.
2. As has been mentioned previously as well, there is a very high chance for players so inclined to just go around trolling other players (especially in PvP) spamming very weak heal over time effects to push other players over this threshold, effectively deleting all of their healing and deleting the ability for them to defend themselves.
3. Healers will basically be detrimental to have since they will reduce everyone's healing massively instead of actually healing their allies.
4. It is just too easy for someone to randomly run past and without even thinking cast a heal over time ability that happens to hit an ally that pushes said ally over that threshold killing all healing that ally will receive.