ShadowProc wrote: »Artisian0001 wrote: »Artisian0001 wrote: »A sweeping change this large just shows how unserious the devs are. It's actually just an insult to anyone who PvPs and plays with just 2 friends or more. Saying "oh well it's a work in progress" is a joke. You don't start from some insane position and slowly bring it to normality, it would be the other way around.
Sweeping change? To be fair I would prefer a hard cap at 3 HoTs so absolutely no HoT more than that. So for me that 50% is not even enough yet. Also that would reduce server calculations by a lot and with that lag. Its absolutely insane to me that you can stack 12 RR and 12 Vigor plus any other heal you please. And thats something people complain about since years, and now finally they address it.
50% isn't enough? Okay go play another game lol The opinion of people whose PvP consists of staring down from inside a keep sieging and dying to every other person isn't something I take serious.
Funny enough ball group play is as difficult to play as sieging is right now compared to the first 5 years. How anyone has fun knowing they are basically immortal is crazy to me. Anything that makes it to where a group can be taken down is a big positive for the health of the game. Now, a group can’t be killed until they get bored and decide to move on. Ball groups don’t engage with each other because the skill gap is gone and you can’t kill each other.
I agree. This isn’t enough but a good start.
Ball groups engage each other all the time. What are you even talking about? They fight away from the rest of the population to keep pugs from blowing them up. So many people on this forum have no clue what they're talking about when they mention ball groups.
Fascinating. I'm not sure what game you've been playing where PUGs are blowing up ballgroups and ballgroups are fighting away from the rest of the population, but it's certainly not ESO. A pug is sieging a keep and the only thing that can stop that is a well timed bomber when there is no camp up or a ballgroup arriving on the scene and immediately cleaning up every pug that's there. Ballgroups can easily take outnumbered fights against pugs because there are no healers in pugs 99% of the time and even when there is one, a ballgroup has every member run Healing Burst and Echoing Vigor (that's 24 hots btw). It's gotten to the point where even well timed bombers cannot take out ballgroups anymore because it requires one-shotting the target in a single damage instance as those 24 running hots will simply heal away the first 15k damage before the second 15k damage can connect and secure a kill. It is that crazy. Don't believe me? Find a friendly ballgroup and just run next to them, then post combat metrics of your healing received. Outside of other ballgroups, major misplays and possibly multiple bombers with perfect timing, nothing is scratching ballgroups nowadays, certainly not "PUGs".
You're right, so many people on this forum have no clue what they are talking about when they mention ballgroups. Were you counting yourself there?
ZOS_GinaBruno wrote: »Hi everyone,
First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.
For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.
We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.
Artisian0001 wrote: »ShadowProc wrote: »Artisian0001 wrote: »Artisian0001 wrote: »A sweeping change this large just shows how unserious the devs are. It's actually just an insult to anyone who PvPs and plays with just 2 friends or more. Saying "oh well it's a work in progress" is a joke. You don't start from some insane position and slowly bring it to normality, it would be the other way around.
Sweeping change? To be fair I would prefer a hard cap at 3 HoTs so absolutely no HoT more than that. So for me that 50% is not even enough yet. Also that would reduce server calculations by a lot and with that lag. Its absolutely insane to me that you can stack 12 RR and 12 Vigor plus any other heal you please. And thats something people complain about since years, and now finally they address it.
50% isn't enough? Okay go play another game lol The opinion of people whose PvP consists of staring down from inside a keep sieging and dying to every other person isn't something I take serious.
Funny enough ball group play is as difficult to play as sieging is right now compared to the first 5 years. How anyone has fun knowing they are basically immortal is crazy to me. Anything that makes it to where a group can be taken down is a big positive for the health of the game. Now, a group can’t be killed until they get bored and decide to move on. Ball groups don’t engage with each other because the skill gap is gone and you can’t kill each other.
I agree. This isn’t enough but a good start.
Ball groups engage each other all the time. What are you even talking about? They fight away from the rest of the population to keep pugs from blowing them up. So many people on this forum have no clue what they're talking about when they mention ball groups.
Fascinating. I'm not sure what game you've been playing where PUGs are blowing up ballgroups and ballgroups are fighting away from the rest of the population, but it's certainly not ESO. A pug is sieging a keep and the only thing that can stop that is a well timed bomber when there is no camp up or a ballgroup arriving on the scene and immediately cleaning up every pug that's there. Ballgroups can easily take outnumbered fights against pugs because there are no healers in pugs 99% of the time and even when there is one, a ballgroup has every member run Healing Burst and Echoing Vigor (that's 24 hots btw). It's gotten to the point where even well timed bombers cannot take out ballgroups anymore because it requires one-shotting the target in a single damage instance as those 24 running hots will simply heal away the first 15k damage before the second 15k damage can connect and secure a kill. It is that crazy. Don't believe me? Find a friendly ballgroup and just run next to them, then post combat metrics of your healing received. Outside of other ballgroups, major misplays and possibly multiple bombers with perfect timing, nothing is scratching ballgroups nowadays, certainly not "PUGs".
You're right, so many people on this forum have no clue what they are talking about when they mention ballgroups. Were you counting yourself there?
You misunderstood what he was saying. Pugs blow up ballgroups when they are on the same faction. A pug can VD or plaguebreak someone during a GvG so groups who GvG often do it away from keeps. It has nothing to do with the pug killing someone on the opposite side, though if they are smart, they can deal a decent amount of damage to a single target during a burst window when a group is hitting.
Artisian0001 wrote: »ShadowProc wrote: »Artisian0001 wrote: »Artisian0001 wrote: »A sweeping change this large just shows how unserious the devs are. It's actually just an insult to anyone who PvPs and plays with just 2 friends or more. Saying "oh well it's a work in progress" is a joke. You don't start from some insane position and slowly bring it to normality, it would be the other way around.
Sweeping change? To be fair I would prefer a hard cap at 3 HoTs so absolutely no HoT more than that. So for me that 50% is not even enough yet. Also that would reduce server calculations by a lot and with that lag. Its absolutely insane to me that you can stack 12 RR and 12 Vigor plus any other heal you please. And thats something people complain about since years, and now finally they address it.
50% isn't enough? Okay go play another game lol The opinion of people whose PvP consists of staring down from inside a keep sieging and dying to every other person isn't something I take serious.
Funny enough ball group play is as difficult to play as sieging is right now compared to the first 5 years. How anyone has fun knowing they are basically immortal is crazy to me. Anything that makes it to where a group can be taken down is a big positive for the health of the game. Now, a group can’t be killed until they get bored and decide to move on. Ball groups don’t engage with each other because the skill gap is gone and you can’t kill each other.
I agree. This isn’t enough but a good start.
Ball groups engage each other all the time. What are you even talking about? They fight away from the rest of the population to keep pugs from blowing them up. So many people on this forum have no clue what they're talking about when they mention ball groups.
Fascinating. I'm not sure what game you've been playing where PUGs are blowing up ballgroups and ballgroups are fighting away from the rest of the population, but it's certainly not ESO. A pug is sieging a keep and the only thing that can stop that is a well timed bomber when there is no camp up or a ballgroup arriving on the scene and immediately cleaning up every pug that's there. Ballgroups can easily take outnumbered fights against pugs because there are no healers in pugs 99% of the time and even when there is one, a ballgroup has every member run Healing Burst and Echoing Vigor (that's 24 hots btw). It's gotten to the point where even well timed bombers cannot take out ballgroups anymore because it requires one-shotting the target in a single damage instance as those 24 running hots will simply heal away the first 15k damage before the second 15k damage can connect and secure a kill. It is that crazy. Don't believe me? Find a friendly ballgroup and just run next to them, then post combat metrics of your healing received. Outside of other ballgroups, major misplays and possibly multiple bombers with perfect timing, nothing is scratching ballgroups nowadays, certainly not "PUGs".
You're right, so many people on this forum have no clue what they are talking about when they mention ballgroups. Were you counting yourself there?
You misunderstood what he was saying. Pugs blow up ballgroups when they are on the same faction. A pug can VD or plaguebreak someone during a GvG so groups who GvG often do it away from keeps. It has nothing to do with the pug killing someone on the opposite side, though if they are smart, they can deal a decent amount of damage to a single target during a burst window when a group is hitting.
No I don't think I did. Is friendly fire active in Cyrodiil? How are pugs blowing up ballgroups "when they are on the same faction"? How is a pug "blowing up" a ballgroup in any context? VD requires a kill to trigger its effect and one proc is not enough to take out an entire group. You need to get a chain reaction going. Good luck with that. And Plaguebreak is a joke now.
Artisian0001 wrote: »ShadowProc wrote: »Artisian0001 wrote: »Artisian0001 wrote: »A sweeping change this large just shows how unserious the devs are. It's actually just an insult to anyone who PvPs and plays with just 2 friends or more. Saying "oh well it's a work in progress" is a joke. You don't start from some insane position and slowly bring it to normality, it would be the other way around.
Sweeping change? To be fair I would prefer a hard cap at 3 HoTs so absolutely no HoT more than that. So for me that 50% is not even enough yet. Also that would reduce server calculations by a lot and with that lag. Its absolutely insane to me that you can stack 12 RR and 12 Vigor plus any other heal you please. And thats something people complain about since years, and now finally they address it.
50% isn't enough? Okay go play another game lol The opinion of people whose PvP consists of staring down from inside a keep sieging and dying to every other person isn't something I take serious.
Funny enough ball group play is as difficult to play as sieging is right now compared to the first 5 years. How anyone has fun knowing they are basically immortal is crazy to me. Anything that makes it to where a group can be taken down is a big positive for the health of the game. Now, a group can’t be killed until they get bored and decide to move on. Ball groups don’t engage with each other because the skill gap is gone and you can’t kill each other.
I agree. This isn’t enough but a good start.
Ball groups engage each other all the time. What are you even talking about? They fight away from the rest of the population to keep pugs from blowing them up. So many people on this forum have no clue what they're talking about when they mention ball groups.
Fascinating. I'm not sure what game you've been playing where PUGs are blowing up ballgroups and ballgroups are fighting away from the rest of the population, but it's certainly not ESO. A pug is sieging a keep and the only thing that can stop that is a well timed bomber when there is no camp up or a ballgroup arriving on the scene and immediately cleaning up every pug that's there. Ballgroups can easily take outnumbered fights against pugs because there are no healers in pugs 99% of the time and even when there is one, a ballgroup has every member run Healing Burst and Echoing Vigor (that's 24 hots btw). It's gotten to the point where even well timed bombers cannot take out ballgroups anymore because it requires one-shotting the target in a single damage instance as those 24 running hots will simply heal away the first 15k damage before the second 15k damage can connect and secure a kill. It is that crazy. Don't believe me? Find a friendly ballgroup and just run next to them, then post combat metrics of your healing received. Outside of other ballgroups, major misplays and possibly multiple bombers with perfect timing, nothing is scratching ballgroups nowadays, certainly not "PUGs".
You're right, so many people on this forum have no clue what they are talking about when they mention ballgroups. Were you counting yourself there?
You misunderstood what he was saying. Pugs blow up ballgroups when they are on the same faction. A pug can VD or plaguebreak someone during a GvG so groups who GvG often do it away from keeps. It has nothing to do with the pug killing someone on the opposite side, though if they are smart, they can deal a decent amount of damage to a single target during a burst window when a group is hitting.
What I mean by 'not far enough'
Currently suggesting a 50% reduction on all heals if you have 3+ HoTs. AWESOME! run with it. It's going to affect everyone equally, and any group concerned it's going to nerf their current play style hasn't taken into consideration that perhaps their playstyle needs to be nerfed. Why not 75% reduction for 6+ HoTs, 100% reduction for 10+ HoTs... How about 200% reduction for 14+ HoTs, players start taking damage from having too many HoTs? Friendly fire from purging was already introduced with plaguebreak, just take it a step further.
Artisian0001 wrote: »Artisian0001 wrote: »YandereGirlfriend wrote: »ShadowProc wrote: »ShadowProc wrote: »Artisian0001 wrote: »Artisian0001 wrote: »A sweeping change this large just shows how unserious the devs are. It's actually just an insult to anyone who PvPs and plays with just 2 friends or more. Saying "oh well it's a work in progress" is a joke. You don't start from some insane position and slowly bring it to normality, it would be the other way around.
Sweeping change? To be fair I would prefer a hard cap at 3 HoTs so absolutely no HoT more than that. So for me that 50% is not even enough yet. Also that would reduce server calculations by a lot and with that lag. Its absolutely insane to me that you can stack 12 RR and 12 Vigor plus any other heal you please. And thats something people complain about since years, and now finally they address it.
50% isn't enough? Okay go play another game lol The opinion of people whose PvP consists of staring down from inside a keep sieging and dying to every other person isn't something I take serious.
Funny enough ball group play is as difficult to play as sieging is right now compared to the first 5 years. How anyone has fun knowing they are basically immortal is crazy to me. Anything that makes it to where a group can be taken down is a big positive for the health of the game. Now, a group can’t be killed until they get bored and decide to move on. Ball groups don’t engage with each other because the skill gap is gone and you can’t kill each other.
I agree. This isn’t enough but a good start.
Ball groups engage each other all the time. What are you even talking about? They fight away from the rest of the population to keep pugs from blowing them up. So many people on this forum have no clue what they're talking about when they mention ball groups.
Bro don’t even. I am not some newbie that doesn’t know better that some ball group players on these forums like to talk down to. Beta player and played large scale at launch with some of the best guilds out there. It’s a joke now to anyone that didn’t play back then. Of course ball groups play away from others. That’s the whole damn point of farming. Then they leave to go steal a tick at actual contested keeps.
You missed his point again, though.
He is saying that a big component of ballgrouping is and has always been organized GvGs out in the middle of nowhere where it is just a 12v12 fight between two groups with nobody else around.
That isn't farming and has nothing to do with killing zone players; it's literally a "duel" between groups to see who is better that day. IMO, it's also the most fun content that you can experience in a ballgroup.
Most zone players never see that, though, and so we get the same tired tales about ballgroups only farm pugs, etc..
I don't know where the narrative started that ballgroups don't fight each other. Ballgroups almost exclusively fight other ballgroups, unless others are not on, but so many people here say they avoid each other. The forum has unironically become a place for people to just lie to push what they want.
You keep pushing this narrative that “oh well everyone is just lying.” But are you actively playing on all 3 platforms? I play on PS and I’m not going to sit here and doubt PC and Xbox players since I don’t experience their gameplay. Do BG’s fight each other? Sure, it’s pretty rare but it happens. Example would be last night with not one but two EP ball groups camping DC home keep together. I watched a DC ball group roll up and tried to get them to drop from the keep for a fight, did they? Nope. Would’ve been cool to watch but it is what it is. Just because you don’t like what others are saying here and they go against your narrative doesn’t exactly mean we’re all lying, 😂
This doesn't happen on there either, just like you never substantiated a single claim about a 4 man fighting multiple 3 bar factions, I know because I have been there and have friends who still play there.
So you actively play on all 3 factions? That’s some wild stuff. Also, you ignored my comment when I asked you if you really think I’m recording every single fight that involves a ball group. If you’d like to keep pushing your narrative of “well I know what it’s like on all 3 platforms and everyone is lying” then keep going I guess but it’s really ruining your credibility 🤷🏼♂️
ZOS_GinaBruno wrote: »Hi everyone,
First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.
For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.
We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.
Teeba_Shei wrote: »What I mean by 'not far enough'
Currently suggesting a 50% reduction on all heals if you have 3+ HoTs. AWESOME! run with it. It's going to affect everyone equally, and any group concerned it's going to nerf their current play style hasn't taken into consideration that perhaps their playstyle needs to be nerfed. Why not 75% reduction for 6+ HoTs, 100% reduction for 10+ HoTs... How about 200% reduction for 14+ HoTs, players start taking damage from having too many HoTs? Friendly fire from purging was already introduced with plaguebreak, just take it a step further.
This is the best suggestion I've heard in this thread. If you have 14+ hots then you should be able to kill your teammates. I'm surprised they didn't take your advice.
Artisian0001 wrote: »Artisian0001 wrote: »ShadowProc wrote: »Artisian0001 wrote: »Artisian0001 wrote: »A sweeping change this large just shows how unserious the devs are. It's actually just an insult to anyone who PvPs and plays with just 2 friends or more. Saying "oh well it's a work in progress" is a joke. You don't start from some insane position and slowly bring it to normality, it would be the other way around.
Sweeping change? To be fair I would prefer a hard cap at 3 HoTs so absolutely no HoT more than that. So for me that 50% is not even enough yet. Also that would reduce server calculations by a lot and with that lag. Its absolutely insane to me that you can stack 12 RR and 12 Vigor plus any other heal you please. And thats something people complain about since years, and now finally they address it.
50% isn't enough? Okay go play another game lol The opinion of people whose PvP consists of staring down from inside a keep sieging and dying to every other person isn't something I take serious.
Funny enough ball group play is as difficult to play as sieging is right now compared to the first 5 years. How anyone has fun knowing they are basically immortal is crazy to me. Anything that makes it to where a group can be taken down is a big positive for the health of the game. Now, a group can’t be killed until they get bored and decide to move on. Ball groups don’t engage with each other because the skill gap is gone and you can’t kill each other.
I agree. This isn’t enough but a good start.
Ball groups engage each other all the time. What are you even talking about? They fight away from the rest of the population to keep pugs from blowing them up. So many people on this forum have no clue what they're talking about when they mention ball groups.
Fascinating. I'm not sure what game you've been playing where PUGs are blowing up ballgroups and ballgroups are fighting away from the rest of the population, but it's certainly not ESO. A pug is sieging a keep and the only thing that can stop that is a well timed bomber when there is no camp up or a ballgroup arriving on the scene and immediately cleaning up every pug that's there. Ballgroups can easily take outnumbered fights against pugs because there are no healers in pugs 99% of the time and even when there is one, a ballgroup has every member run Healing Burst and Echoing Vigor (that's 24 hots btw). It's gotten to the point where even well timed bombers cannot take out ballgroups anymore because it requires one-shotting the target in a single damage instance as those 24 running hots will simply heal away the first 15k damage before the second 15k damage can connect and secure a kill. It is that crazy. Don't believe me? Find a friendly ballgroup and just run next to them, then post combat metrics of your healing received. Outside of other ballgroups, major misplays and possibly multiple bombers with perfect timing, nothing is scratching ballgroups nowadays, certainly not "PUGs".
You're right, so many people on this forum have no clue what they are talking about when they mention ballgroups. Were you counting yourself there?
You misunderstood what he was saying. Pugs blow up ballgroups when they are on the same faction. A pug can VD or plaguebreak someone during a GvG so groups who GvG often do it away from keeps. It has nothing to do with the pug killing someone on the opposite side, though if they are smart, they can deal a decent amount of damage to a single target during a burst window when a group is hitting.
No I don't think I did. Is friendly fire active in Cyrodiil? How are pugs blowing up ballgroups "when they are on the same faction"? How is a pug "blowing up" a ballgroup in any context? VD requires a kill to trigger its effect and one proc is not enough to take out an entire group. You need to get a chain reaction going. Good luck with that. And Plaguebreak is a joke now.
.... because when the pug inside the ballgroup dies he causes them to take damage? There is friendly fire from VD and plague... that's how the set works?
Artisian0001 wrote: »Artisian0001 wrote: »ShadowProc wrote: »Artisian0001 wrote: »Artisian0001 wrote: »A sweeping change this large just shows how unserious the devs are. It's actually just an insult to anyone who PvPs and plays with just 2 friends or more. Saying "oh well it's a work in progress" is a joke. You don't start from some insane position and slowly bring it to normality, it would be the other way around.
Sweeping change? To be fair I would prefer a hard cap at 3 HoTs so absolutely no HoT more than that. So for me that 50% is not even enough yet. Also that would reduce server calculations by a lot and with that lag. Its absolutely insane to me that you can stack 12 RR and 12 Vigor plus any other heal you please. And thats something people complain about since years, and now finally they address it.
50% isn't enough? Okay go play another game lol The opinion of people whose PvP consists of staring down from inside a keep sieging and dying to every other person isn't something I take serious.
Funny enough ball group play is as difficult to play as sieging is right now compared to the first 5 years. How anyone has fun knowing they are basically immortal is crazy to me. Anything that makes it to where a group can be taken down is a big positive for the health of the game. Now, a group can’t be killed until they get bored and decide to move on. Ball groups don’t engage with each other because the skill gap is gone and you can’t kill each other.
I agree. This isn’t enough but a good start.
Ball groups engage each other all the time. What are you even talking about? They fight away from the rest of the population to keep pugs from blowing them up. So many people on this forum have no clue what they're talking about when they mention ball groups.
Fascinating. I'm not sure what game you've been playing where PUGs are blowing up ballgroups and ballgroups are fighting away from the rest of the population, but it's certainly not ESO. A pug is sieging a keep and the only thing that can stop that is a well timed bomber when there is no camp up or a ballgroup arriving on the scene and immediately cleaning up every pug that's there. Ballgroups can easily take outnumbered fights against pugs because there are no healers in pugs 99% of the time and even when there is one, a ballgroup has every member run Healing Burst and Echoing Vigor (that's 24 hots btw). It's gotten to the point where even well timed bombers cannot take out ballgroups anymore because it requires one-shotting the target in a single damage instance as those 24 running hots will simply heal away the first 15k damage before the second 15k damage can connect and secure a kill. It is that crazy. Don't believe me? Find a friendly ballgroup and just run next to them, then post combat metrics of your healing received. Outside of other ballgroups, major misplays and possibly multiple bombers with perfect timing, nothing is scratching ballgroups nowadays, certainly not "PUGs".
You're right, so many people on this forum have no clue what they are talking about when they mention ballgroups. Were you counting yourself there?
You misunderstood what he was saying. Pugs blow up ballgroups when they are on the same faction. A pug can VD or plaguebreak someone during a GvG so groups who GvG often do it away from keeps. It has nothing to do with the pug killing someone on the opposite side, though if they are smart, they can deal a decent amount of damage to a single target during a burst window when a group is hitting.
No I don't think I did. Is friendly fire active in Cyrodiil? How are pugs blowing up ballgroups "when they are on the same faction"? How is a pug "blowing up" a ballgroup in any context? VD requires a kill to trigger its effect and one proc is not enough to take out an entire group. You need to get a chain reaction going. Good luck with that. And Plaguebreak is a joke now.
.... because when the pug inside the ballgroup dies he causes them to take damage? There is friendly fire from VD and plague... that's how the set works?
As I mentioned before, even without being part of the ballgroup, as an ally you are effectively immortal when standing inside "the ball" because you are still being hit with Echoing Vigor and Healing Burst just like the other ballgroup members. You are not dying. VD won't proc on you if you aren't dying. And plaguebreak isn't dealing enough damage either. A ballgroup that starts a Plaguebreak chain reaction because they are spamming cleanse is a bad ballgroup. They don't need to spam cleanse if they can spam healing instead. If your point is "don't nerf ballgroups, some ballgroups are bad" then all I can say to that is - skill issue. When has that ever been a valid argument? "Don't nerf Sorc shields. Some sorcs are forgetting to cast it!" That's just silly. That cannot honestly be your position.
Artisian0001 wrote: »heimdall14_9 wrote: »Artisian0001 wrote: »Artisian0001 wrote: »YandereGirlfriend wrote: »ShadowProc wrote: »ShadowProc wrote: »Artisian0001 wrote: »Artisian0001 wrote: »A sweeping change this large just shows how unserious the devs are. It's actually just an insult to anyone who PvPs and plays with just 2 friends or more. Saying "oh well it's a work in progress" is a joke. You don't start from some insane position and slowly bring it to normality, it would be the other way around.
Sweeping change? To be fair I would prefer a hard cap at 3 HoTs so absolutely no HoT more than that. So for me that 50% is not even enough yet. Also that would reduce server calculations by a lot and with that lag. Its absolutely insane to me that you can stack 12 RR and 12 Vigor plus any other heal you please. And thats something people complain about since years, and now finally they address it.
50% isn't enough? Okay go play another game lol The opinion of people whose PvP consists of staring down from inside a keep sieging and dying to every other person isn't something I take serious.
Funny enough ball group play is as difficult to play as sieging is right now compared to the first 5 years. How anyone has fun knowing they are basically immortal is crazy to me. Anything that makes it to where a group can be taken down is a big positive for the health of the game. Now, a group can’t be killed until they get bored and decide to move on. Ball groups don’t engage with each other because the skill gap is gone and you can’t kill each other.
I agree. This isn’t enough but a good start.
Ball groups engage each other all the time. What are you even talking about? They fight away from the rest of the population to keep pugs from blowing them up. So many people on this forum have no clue what they're talking about when they mention ball groups.
Bro don’t even. I am not some newbie that doesn’t know better that some ball group players on these forums like to talk down to. Beta player and played large scale at launch with some of the best guilds out there. It’s a joke now to anyone that didn’t play back then. Of course ball groups play away from others. That’s the whole damn point of farming. Then they leave to go steal a tick at actual contested keeps.
You missed his point again, though.
He is saying that a big component of ballgrouping is and has always been organized GvGs out in the middle of nowhere where it is just a 12v12 fight between two groups with nobody else around.
That isn't farming and has nothing to do with killing zone players; it's literally a "duel" between groups to see who is better that day. IMO, it's also the most fun content that you can experience in a ballgroup.
Most zone players never see that, though, and so we get the same tired tales about ballgroups only farm pugs, etc..
I don't know where the narrative started that ballgroups don't fight each other. Ballgroups almost exclusively fight other ballgroups, unless others are not on, but so many people here say they avoid each other. The forum has unironically become a place for people to just lie to push what they want.
You keep pushing this narrative that “oh well everyone is just lying.” But are you actively playing on all 3 platforms? I play on PS and I’m not going to sit here and doubt PC and Xbox players since I don’t experience their gameplay. Do BG’s fight each other? Sure, it’s pretty rare but it happens. Example would be last night with not one but two EP ball groups camping DC home keep together. I watched a DC ball group roll up and tried to get them to drop from the keep for a fight, did they? Nope. Would’ve been cool to watch but it is what it is. Just because you don’t like what others are saying here and they go against your narrative doesn’t exactly mean we’re all lying, 😂
This doesn't happen on there either, just like you never substantiated a single claim about a 4 man fighting multiple 3 bar factions, I know because I have been there and have friends who still play there.
guess they never been to KC on PSN NA GH as it happens often so often EP wont even care to defend or get it back lol 😂
Okay, it happens so often, surely there is a single video of this supposed 2v40 if it happens so often... right?
Artisian0001 wrote: »Artisian0001 wrote: »ShadowProc wrote: »Artisian0001 wrote: »Artisian0001 wrote: »A sweeping change this large just shows how unserious the devs are. It's actually just an insult to anyone who PvPs and plays with just 2 friends or more. Saying "oh well it's a work in progress" is a joke. You don't start from some insane position and slowly bring it to normality, it would be the other way around.
Sweeping change? To be fair I would prefer a hard cap at 3 HoTs so absolutely no HoT more than that. So for me that 50% is not even enough yet. Also that would reduce server calculations by a lot and with that lag. Its absolutely insane to me that you can stack 12 RR and 12 Vigor plus any other heal you please. And thats something people complain about since years, and now finally they address it.
50% isn't enough? Okay go play another game lol The opinion of people whose PvP consists of staring down from inside a keep sieging and dying to every other person isn't something I take serious.
Funny enough ball group play is as difficult to play as sieging is right now compared to the first 5 years. How anyone has fun knowing they are basically immortal is crazy to me. Anything that makes it to where a group can be taken down is a big positive for the health of the game. Now, a group can’t be killed until they get bored and decide to move on. Ball groups don’t engage with each other because the skill gap is gone and you can’t kill each other.
I agree. This isn’t enough but a good start.
Ball groups engage each other all the time. What are you even talking about? They fight away from the rest of the population to keep pugs from blowing them up. So many people on this forum have no clue what they're talking about when they mention ball groups.
Fascinating. I'm not sure what game you've been playing where PUGs are blowing up ballgroups and ballgroups are fighting away from the rest of the population, but it's certainly not ESO. A pug is sieging a keep and the only thing that can stop that is a well timed bomber when there is no camp up or a ballgroup arriving on the scene and immediately cleaning up every pug that's there. Ballgroups can easily take outnumbered fights against pugs because there are no healers in pugs 99% of the time and even when there is one, a ballgroup has every member run Healing Burst and Echoing Vigor (that's 24 hots btw). It's gotten to the point where even well timed bombers cannot take out ballgroups anymore because it requires one-shotting the target in a single damage instance as those 24 running hots will simply heal away the first 15k damage before the second 15k damage can connect and secure a kill. It is that crazy. Don't believe me? Find a friendly ballgroup and just run next to them, then post combat metrics of your healing received. Outside of other ballgroups, major misplays and possibly multiple bombers with perfect timing, nothing is scratching ballgroups nowadays, certainly not "PUGs".
You're right, so many people on this forum have no clue what they are talking about when they mention ballgroups. Were you counting yourself there?
You misunderstood what he was saying. Pugs blow up ballgroups when they are on the same faction. A pug can VD or plaguebreak someone during a GvG so groups who GvG often do it away from keeps. It has nothing to do with the pug killing someone on the opposite side, though if they are smart, they can deal a decent amount of damage to a single target during a burst window when a group is hitting.
No I don't think I did. Is friendly fire active in Cyrodiil? How are pugs blowing up ballgroups "when they are on the same faction"? How is a pug "blowing up" a ballgroup in any context? VD requires a kill to trigger its effect and one proc is not enough to take out an entire group. You need to get a chain reaction going. Good luck with that. And Plaguebreak is a joke now.
.... because when the pug inside the ballgroup dies he causes them to take damage? There is friendly fire from VD and plague... that's how the set works?
As I mentioned before, even without being part of the ballgroup, as an ally you are effectively immortal when standing inside "the ball" because you are still being hit with Echoing Vigor and Healing Burst just like the other ballgroup members. You are not dying. VD won't proc on you if you aren't dying. And plaguebreak isn't dealing enough damage either. A ballgroup that starts a Plaguebreak chain reaction because they are spamming cleanse is a bad ballgroup. They don't need to spam cleanse if they can spam healing instead. If your point is "don't nerf ballgroups, some ballgroups are bad" then all I can say to that is - skill issue. When has that ever been a valid argument? "Don't nerf Sorc shields. Some sorcs are forgetting to cast it!" That's just silly. That cannot honestly be your position.
Artisian0001 wrote: »Artisian0001 wrote: »Artisian0001 wrote: »ShadowProc wrote: »Artisian0001 wrote: »Artisian0001 wrote: »A sweeping change this large just shows how unserious the devs are. It's actually just an insult to anyone who PvPs and plays with just 2 friends or more. Saying "oh well it's a work in progress" is a joke. You don't start from some insane position and slowly bring it to normality, it would be the other way around.
Sweeping change? To be fair I would prefer a hard cap at 3 HoTs so absolutely no HoT more than that. So for me that 50% is not even enough yet. Also that would reduce server calculations by a lot and with that lag. Its absolutely insane to me that you can stack 12 RR and 12 Vigor plus any other heal you please. And thats something people complain about since years, and now finally they address it.
50% isn't enough? Okay go play another game lol The opinion of people whose PvP consists of staring down from inside a keep sieging and dying to every other person isn't something I take serious.
Funny enough ball group play is as difficult to play as sieging is right now compared to the first 5 years. How anyone has fun knowing they are basically immortal is crazy to me. Anything that makes it to where a group can be taken down is a big positive for the health of the game. Now, a group can’t be killed until they get bored and decide to move on. Ball groups don’t engage with each other because the skill gap is gone and you can’t kill each other.
I agree. This isn’t enough but a good start.
Ball groups engage each other all the time. What are you even talking about? They fight away from the rest of the population to keep pugs from blowing them up. So many people on this forum have no clue what they're talking about when they mention ball groups.
Fascinating. I'm not sure what game you've been playing where PUGs are blowing up ballgroups and ballgroups are fighting away from the rest of the population, but it's certainly not ESO. A pug is sieging a keep and the only thing that can stop that is a well timed bomber when there is no camp up or a ballgroup arriving on the scene and immediately cleaning up every pug that's there. Ballgroups can easily take outnumbered fights against pugs because there are no healers in pugs 99% of the time and even when there is one, a ballgroup has every member run Healing Burst and Echoing Vigor (that's 24 hots btw). It's gotten to the point where even well timed bombers cannot take out ballgroups anymore because it requires one-shotting the target in a single damage instance as those 24 running hots will simply heal away the first 15k damage before the second 15k damage can connect and secure a kill. It is that crazy. Don't believe me? Find a friendly ballgroup and just run next to them, then post combat metrics of your healing received. Outside of other ballgroups, major misplays and possibly multiple bombers with perfect timing, nothing is scratching ballgroups nowadays, certainly not "PUGs".
You're right, so many people on this forum have no clue what they are talking about when they mention ballgroups. Were you counting yourself there?
You misunderstood what he was saying. Pugs blow up ballgroups when they are on the same faction. A pug can VD or plaguebreak someone during a GvG so groups who GvG often do it away from keeps. It has nothing to do with the pug killing someone on the opposite side, though if they are smart, they can deal a decent amount of damage to a single target during a burst window when a group is hitting.
No I don't think I did. Is friendly fire active in Cyrodiil? How are pugs blowing up ballgroups "when they are on the same faction"? How is a pug "blowing up" a ballgroup in any context? VD requires a kill to trigger its effect and one proc is not enough to take out an entire group. You need to get a chain reaction going. Good luck with that. And Plaguebreak is a joke now.
.... because when the pug inside the ballgroup dies he causes them to take damage? There is friendly fire from VD and plague... that's how the set works?
As I mentioned before, even without being part of the ballgroup, as an ally you are effectively immortal when standing inside "the ball" because you are still being hit with Echoing Vigor and Healing Burst just like the other ballgroup members. You are not dying. VD won't proc on you if you aren't dying. And plaguebreak isn't dealing enough damage either. A ballgroup that starts a Plaguebreak chain reaction because they are spamming cleanse is a bad ballgroup. They don't need to spam cleanse if they can spam healing instead. If your point is "don't nerf ballgroups, some ballgroups are bad" then all I can say to that is - skill issue. When has that ever been a valid argument? "Don't nerf Sorc shields. Some sorcs are forgetting to cast it!" That's just silly. That cannot honestly be your position.
I mean, do you just not play ESO? Random players die inside a ballgroup all the time as a person outside of group. This is pretty obvious considering ballgroups of 12 kill each other and killing the person outside of the group is even easier than killing one of the 12 inside the actual group that is being prioritized. The easiest way for ballgroups of equal skill to kill each other would be to blow up a pug inside the other group and VD+Plague the rest.
Ballgroup players will even say in chat, in yell or say and ask the random pugs next to them to go away because they don't want that happening.
ZOS_GinaBruno wrote: »Hi everyone,
First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.
For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.
We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.
ZOS_GinaBruno wrote: »Hi everyone,
First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.
For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.
We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.


ZOS_GinaBruno wrote: »Hi everyone,
First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.
For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.
We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.
Wait, what? So the answer is to do nothing? For another update? An update that comes out in april?? In 3 months?? And you said future update so who even knows if it will be the one after april or even further down the road. I cant even describe how much of a massive mistake this is. You guys cant claim to be changing but then do nothing for another 6 months, about an issue you have let get wildly out of control for the last few years.
I thought the point of seasons was to be able to make these changes faster?? Not in 6 months to a year. Many people, myself included, gave you the same feedback. Stop HoTs, and even shields, from stacking from the same source. But even if thats not something that can be done right away, at least try this before you just write it off. To do nothing is just more of the same zenimax. And to be honest, at least for me, it completely reverses any good faith i felt about this team from this update.
Things were really looking good, but if your answer is to do nothing for god knows how long, for an issue like this, then clearly nothing has changed. At least try this before writing it off. And then down the road maybe try another way. This should be a top priority for zos, but clearly it just isnt.
Teeba_Shei wrote: »ZOS_GinaBruno wrote: »Hi everyone,
First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.
For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.
We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.
Wait, what? So the answer is to do nothing? For another update? An update that comes out in april?? In 3 months?? And you said future update so who even knows if it will be the one after april or even further down the road. I cant even describe how much of a massive mistake this is. You guys cant claim to be changing but then do nothing for another 6 months, about an issue you have let get wildly out of control for the last few years.
I thought the point of seasons was to be able to make these changes faster?? Not in 6 months to a year. Many people, myself included, gave you the same feedback. Stop HoTs, and even shields, from stacking from the same source. But even if thats not something that can be done right away, at least try this before you just write it off. To do nothing is just more of the same zenimax. And to be honest, at least for me, it completely reverses any good faith i felt about this team from this update.
Things were really looking good, but if your answer is to do nothing for god knows how long, for an issue like this, then clearly nothing has changed. At least try this before writing it off. And then down the road maybe try another way. This should be a top priority for zos, but clearly it just isnt.
Why should it be a top priority? PvP is not a top priority. On top of that ball groups are not that big a deal and there aren't even that many. On Friday and Saturday there might be 2-3 groups on, but for the rest of the week there is 0-1 groups on a night. Pugs still kill these groups.
Lastly, this change would have affected everyone not just ball groups. Ball groups probably would've had the most potential to mitigate this change and be unaffected by it while most normal players wouldn't have a way to work around it.
ZOS_GinaBruno wrote: »Hi everyone,
First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.
For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.
We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.
CameraBeardThePirate wrote: »@ZOS_Kevin
Just want to add that I know the team is probably getting some mixed signals from past PTS requests ("scrap bad changes before they hit live!!!") and the feedback in this thread since Gina's announcement that this was getting reverted.
I think the important distinction here is whether the change is something that has been requested or not. In the past, changes like the Stalking Blastbones removal or the Jabs change seemingly came out of nowhere; changes like that are much safer to scrap before they hit live.
With something like this, that's been a highly requested hot button topic for years, I think people would much rather seem something be done in the short term rather than nothing, even if it's a stop-gap solution. A change this huge likely needs some live server testing anyways to really understand how it would affect the meta.
Hope that's somewhat useful for the team, because this communication from the team has been so much better than prior cycles and I would hate for the hot and cold messaging of this thread to prevent that communication from continuing.
ShadowProc wrote: »Artisian0001 wrote: »Artisian0001 wrote: »A sweeping change this large just shows how unserious the devs are. It's actually just an insult to anyone who PvPs and plays with just 2 friends or more. Saying "oh well it's a work in progress" is a joke. You don't start from some insane position and slowly bring it to normality, it would be the other way around.
Sweeping change? To be fair I would prefer a hard cap at 3 HoTs so absolutely no HoT more than that. So for me that 50% is not even enough yet. Also that would reduce server calculations by a lot and with that lag. Its absolutely insane to me that you can stack 12 RR and 12 Vigor plus any other heal you please. And thats something people complain about since years, and now finally they address it.
50% isn't enough? Okay go play another game lol The opinion of people whose PvP consists of staring down from inside a keep sieging and dying to every other person isn't something I take serious.
Funny enough ball group play is as difficult to play as sieging is right now compared to the first 5 years. How anyone has fun knowing they are basically immortal is crazy to me. Anything that makes it to where a group can be taken down is a big positive for the health of the game. Now, a group can’t be killed until they get bored and decide to move on. Ball groups don’t engage with each other because the skill gap is gone and you can’t kill each other.
I agree. This isn’t enough but a good start.
ZOS_GinaBruno wrote: »Hi everyone,
First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.
For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.
We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.