Just reduce the amount of times vigor, regen and shields can stack. Simple. There is no need for echoing vigor to stack a million times and there’s no need for overall healing, whether you’re solo or in a group, to be affected depending on a variable outside of your control
Exactly this.
Balls would be forced to "bring" more healing to their comp if cross healing was limited. Literally only a few skills like vigor, radiant, conti or burst. Puts a hard on how much it can scale, forces more healing into comps to survive, without affecting those below the cap. Ball groups will find a way around anyway, but this is a healthier step forward.
TheAwesomeChimpanzee wrote: »So before discussing 33% vs 50%, or 3 vs 5 HoTs, the priority has to be making this strictly group scoped, both for counting toward the trigger and for any replacement or refreshing behavior. If that safeguard is not in place, no amount of tuning makes it safe to ship.ZOS_GinaBruno wrote: »Hi all, thanks for the continued feedback provided in this thread. We recognize that many of you would still like to see this issue addressed – we do too! – and reverting this change doesn’t mean we are shelving it. Again, this first try was exactly that – it was a first try and just didn’t land. This is all part of development being a bit more fluid moving forward and allowing us the space to iterate and try different things.
We do still plan to revert this change which you’ll see in next week’s PTS patch, but in the spirit of iteration and talking through options, here are a couple options (it would need to be one or the other) we may be able to explore for Update 49:There are a lot of good suggestions in this thread, but realistically, many require time-consuming code changes and bandwidth is currently very tight with everything else the team is working on. Also keep in mind any options we lay out for Update 49 don’t and won’t prevent us from considering a longer-term option later. We are definitely open to discussing a short-term solution, though, and are interested to hear what you think of the two options presented above.
- We could reduce the 50% modifier to a lower value, such as 33%
- We could increase the number of HoTs it takes to trigger the modifier, maybe to 5
Is it possible to use this mechanic for a diminishing returns effect? e.g.
33% penalty at 5 hots
66% penalty at 10 hots
99% penalty at 15 hots
Is it possible to use this mechanic for a diminishing returns effect? e.g.
33% penalty at 5 hots
66% penalty at 10 hots
99% penalty at 15 hots
ZOS_GinaBruno wrote: »Hi all, thanks for the continued feedback provided in this thread. We recognize that many of you would still like to see this issue addressed – we do too! – and reverting this change doesn’t mean we are shelving it. Again, this first try was exactly that – it was a first try and just didn’t land. This is all part of development being a bit more fluid moving forward and allowing us the space to iterate and try different things.
We do still plan to revert this change which you’ll see in next week’s PTS patch, but in the spirit of iteration and talking through options, here are a couple options (it would need to be one or the other) we may be able to explore for Update 49:There are a lot of good suggestions in this thread, but realistically, many require time-consuming code changes and bandwidth is currently very tight with everything else the team is working on. Also keep in mind any options we lay out for Update 49 don’t and won’t prevent us from considering a longer-term option later. We are definitely open to discussing a short-term solution, though, and are interested to hear what you think of the two options presented above.
- We could reduce the 50% modifier to a lower value, such as 33%
- We could increase the number of HoTs it takes to trigger the modifier, maybe to 5
MincMincMinc wrote: »Is it possible to use this mechanic for a diminishing returns effect? e.g.
33% penalty at 5 hots
66% penalty at 10 hots
99% penalty at 15 hots
This is another option, but the worst offenders that are causing us to need the rule put in place are just going to avoid the rule all together while reaping the benefit of the casuals becoming DRASTICALLY weaker.
Not only will it now achieve the primary purpose, but this will only add extra strain on the server so we are going to be better off without it.
Simpler solutions would be for zos to just look at ball groups and what they are stacking. Maybe echoing vigor should only be a 8m radius and only heal 3 other allies at a time?
The group mechanics in the game should be pushed towards longer cooldown systems like ultimates. Coordinating negates is a prime example of good group play design.
Izanagi.Xiiib16_ESO wrote: »TheAwesomeChimpanzee wrote: »So before discussing 33% vs 50%, or 3 vs 5 HoTs, the priority has to be making this strictly group scoped, both for counting toward the trigger and for any replacement or refreshing behavior. If that safeguard is not in place, no amount of tuning makes it safe to ship.ZOS_GinaBruno wrote: »Hi all, thanks for the continued feedback provided in this thread. We recognize that many of you would still like to see this issue addressed – we do too! – and reverting this change doesn’t mean we are shelving it. Again, this first try was exactly that – it was a first try and just didn’t land. This is all part of development being a bit more fluid moving forward and allowing us the space to iterate and try different things.
We do still plan to revert this change which you’ll see in next week’s PTS patch, but in the spirit of iteration and talking through options, here are a couple options (it would need to be one or the other) we may be able to explore for Update 49:There are a lot of good suggestions in this thread, but realistically, many require time-consuming code changes and bandwidth is currently very tight with everything else the team is working on. Also keep in mind any options we lay out for Update 49 don’t and won’t prevent us from considering a longer-term option later. We are definitely open to discussing a short-term solution, though, and are interested to hear what you think of the two options presented above.
- We could reduce the 50% modifier to a lower value, such as 33%
- We could increase the number of HoTs it takes to trigger the modifier, maybe to 5
Doing this will mean that groups will just split and run together so you get the full benefit of all HoTs and healing form those outside your group. Not a good solution imo
Teeba_Shei wrote: »MincMincMinc wrote: »Is it possible to use this mechanic for a diminishing returns effect? e.g.
33% penalty at 5 hots
66% penalty at 10 hots
99% penalty at 15 hots
This is another option, but the worst offenders that are causing us to need the rule put in place are just going to avoid the rule all together while reaping the benefit of the casuals becoming DRASTICALLY weaker.
Not only will it now achieve the primary purpose, but this will only add extra strain on the server so we are going to be better off without it.
Simpler solutions would be for zos to just look at ball groups and what they are stacking. Maybe echoing vigor should only be a 8m radius and only heal 3 other allies at a time?
The group mechanics in the game should be pushed towards longer cooldown systems like ultimates. Coordinating negates is a prime example of good group play design.
Your solution would impact PvE as well. They are trying to implement a solution that doesn't hit other aspects of the game.
Izanagi.Xiiib16_ESO wrote: »TheAwesomeChimpanzee wrote: »So before discussing 33% vs 50%, or 3 vs 5 HoTs, the priority has to be making this strictly group scoped, both for counting toward the trigger and for any replacement or refreshing behavior. If that safeguard is not in place, no amount of tuning makes it safe to ship.ZOS_GinaBruno wrote: »Hi all, thanks for the continued feedback provided in this thread. We recognize that many of you would still like to see this issue addressed – we do too! – and reverting this change doesn’t mean we are shelving it. Again, this first try was exactly that – it was a first try and just didn’t land. This is all part of development being a bit more fluid moving forward and allowing us the space to iterate and try different things.
We do still plan to revert this change which you’ll see in next week’s PTS patch, but in the spirit of iteration and talking through options, here are a couple options (it would need to be one or the other) we may be able to explore for Update 49:There are a lot of good suggestions in this thread, but realistically, many require time-consuming code changes and bandwidth is currently very tight with everything else the team is working on. Also keep in mind any options we lay out for Update 49 don’t and won’t prevent us from considering a longer-term option later. We are definitely open to discussing a short-term solution, though, and are interested to hear what you think of the two options presented above.
- We could reduce the 50% modifier to a lower value, such as 33%
- We could increase the number of HoTs it takes to trigger the modifier, maybe to 5
Doing this will mean that groups will just split and run together so you get the full benefit of all HoTs and healing form those outside your group. Not a good solution imo
TheAwesomeChimpanzee wrote: »Izanagi.Xiiib16_ESO wrote: »TheAwesomeChimpanzee wrote: »So before discussing 33% vs 50%, or 3 vs 5 HoTs, the priority has to be making this strictly group scoped, both for counting toward the trigger and for any replacement or refreshing behavior. If that safeguard is not in place, no amount of tuning makes it safe to ship.ZOS_GinaBruno wrote: »Hi all, thanks for the continued feedback provided in this thread. We recognize that many of you would still like to see this issue addressed – we do too! – and reverting this change doesn’t mean we are shelving it. Again, this first try was exactly that – it was a first try and just didn’t land. This is all part of development being a bit more fluid moving forward and allowing us the space to iterate and try different things.
We do still plan to revert this change which you’ll see in next week’s PTS patch, but in the spirit of iteration and talking through options, here are a couple options (it would need to be one or the other) we may be able to explore for Update 49:There are a lot of good suggestions in this thread, but realistically, many require time-consuming code changes and bandwidth is currently very tight with everything else the team is working on. Also keep in mind any options we lay out for Update 49 don’t and won’t prevent us from considering a longer-term option later. We are definitely open to discussing a short-term solution, though, and are interested to hear what you think of the two options presented above.
- We could reduce the 50% modifier to a lower value, such as 33%
- We could increase the number of HoTs it takes to trigger the modifier, maybe to 5
Doing this will mean that groups will just split and run together so you get the full benefit of all HoTs and healing form those outside your group. Not a good solution imo
Doing that would cost you so many set slots that it just wouldn’t be worth it. Splitting the group into two or more would be more punishing than simply limiting yourself to two “sticky” HoTs per player and leaning harder on AoE heals and burst heals, which would still be a significant hit to ball groups
CameraBeardThePirate wrote: »The_Meathead wrote: »Cut HoTs and Shields down to one of each kind, and don't overthink a solution into something that will impact non-BGers potentially every bit as much or (invariably) more than the BGers.
Important to note that shields are already limited to one of a kind, and furthermore, the limit applies to the base skill, meaning that even 2 different morphs of the same shield cannot stack.
Shielding will need a bigger change to nerf it. Large groups rely on 4 primary shields; Contingency, Chakrams, Barrier, and Arcanist's Bubble ultimate. There are other shields that are also large offenders, such as Soul Burst and Wield Soul, but these shields are slightly less efficient and thus not as commonly used.
The best route to nerfing shields is to either 1) reduce each subsequently stacked shield by a percentage, so that each shield you stack is weaker than the last, or 2) cap the total shielding amount of a player to a % of their health, rather than having a cap for each individual shield (as it doesn’t matter that an individual shield caps at 60% of a target's health when 3 can be combined to double or triple someone's healthbar).
For option 2 I could see Ultimate sourced shields being exempt, but given that Barrier is one of the largest offenders in Ball Groups, something needs to give.
ZOS_GinaBruno wrote: »Hi all, thanks for the continued feedback provided in this thread. We recognize that many of you would still like to see this issue addressed – we do too! – and reverting this change doesn’t mean we are shelving it. Again, this first try was exactly that – it was a first try and just didn’t land. This is all part of development being a bit more fluid moving forward and allowing us the space to iterate and try different things.
We do still plan to revert this change which you’ll see in next week’s PTS patch, but in the spirit of iteration and talking through options, here are a couple options (it would need to be one or the other) we may be able to explore for Update 49:There are a lot of good suggestions in this thread, but realistically, many require time-consuming code changes and bandwidth is currently very tight with everything else the team is working on. Also keep in mind any options we lay out for Update 49 don’t and won’t prevent us from considering a longer-term option later. We are definitely open to discussing a short-term solution, though, and are interested to hear what you think of the two options presented above.
- We could reduce the 50% modifier to a lower value, such as 33%
- We could increase the number of HoTs it takes to trigger the modifier, maybe to 5
DestroyerPewnack wrote: »I'm getting PTSD from the early Dark Convergence days... They introduce things to counter ballgroups, but, because they don't know how their own game works, the ballgroups end up taking full advantage of those things, and we end up suffering for months, before the devs realize they did something wrong.
Here we go again.
ZOS_GinaBruno wrote: »Hi all, thanks for the continued feedback provided in this thread. We recognize that many of you would still like to see this issue addressed – we do too! – and reverting this change doesn’t mean we are shelving it. Again, this first try was exactly that – it was a first try and just didn’t land. This is all part of development being a bit more fluid moving forward and allowing us the space to iterate and try different things.
We do still plan to revert this change which you’ll see in next week’s PTS patch, but in the spirit of iteration and talking through options, here are a couple options (it would need to be one or the other) we may be able to explore for Update 49:There are a lot of good suggestions in this thread, but realistically, many require time-consuming code changes and bandwidth is currently very tight with everything else the team is working on. Also keep in mind any options we lay out for Update 49 don’t and won’t prevent us from considering a longer-term option later. We are definitely open to discussing a short-term solution, though, and are interested to hear what you think of the two options presented above.
- We could reduce the 50% modifier to a lower value, such as 33%
- We could increase the number of HoTs it takes to trigger the modifier, maybe to 5
Alchimiste1 wrote: »I feel like this is fine tbh.
Can people actually start making all the different sticky hots they get while playing solo/small scale.
Because having played this game for so long primarily as a solo and small group player I really can’t recall having over 5 sticky hots on me at a time, unless we were deliberately building into it.
So I ask that people name all the sticky hots that they would have as a 4 man group.
MincMincMinc wrote: »Alchimiste1 wrote: »I feel like this is fine tbh.
Can people actually start making all the different sticky hots they get while playing solo/small scale.
Because having played this game for so long primarily as a solo and small group player I really can’t recall having over 5 sticky hots on me at a time, unless we were deliberately building into it.
So I ask that people name all the sticky hots that they would have as a 4 man group.
It really depends what counts. Do double lifesteal poisons count? What niche random things can randomly force my healing to be cut in half.
lets say each hot in pvp ticks for 1k and we keep adding an additional hot each line
1k
2k
3k
4K
5k
>>cut by 50%
3k
3.5k
4k
Its just a strange concept to have this mechanic that tips you over the deep end when you otherwise should have been better. Not to mention this tipping is OUT OF YOUR CONTROL. Any random can run past you with 4 proc sets spamming resto skills thinking they are helping and tank your heals.
It just isnt a solution to the problem. Its a blanket without any idea what the target they are trying to address is. Which we all know is ballgroup gameplay. Funny enough ballgroups probably got forced to rely more on hots because plaguebreak made it much harder to rely on using purge to keep their HP bars consistent. Combine that with zos gutting impen and Boosting crit damage, the hots issue is also a result of the butchered stat system turning the game into a random yoyo feeling with healthbars.
MincMincMinc wrote: »Alchimiste1 wrote: »I feel like this is fine tbh.
Can people actually start making all the different sticky hots they get while playing solo/small scale.
Because having played this game for so long primarily as a solo and small group player I really can’t recall having over 5 sticky hots on me at a time, unless we were deliberately building into it.
So I ask that people name all the sticky hots that they would have as a 4 man group.
It really depends what counts. Do double lifesteal poisons count? What niche random things can randomly force my healing to be cut in half.
lets say each hot in pvp ticks for 1k and we keep adding an additional hot each line
1k
2k
3k
4K
5k
>>cut by 50%
3k
3.5k
4k
Its just a strange concept to have this mechanic that tips you over the deep end when you otherwise should have been better. Not to mention this tipping is OUT OF YOUR CONTROL. Any random can run past you with 4 proc sets spamming resto skills thinking they are helping and tank your heals.
It just isnt a solution to the problem. Its a blanket without any idea what the target they are trying to address is. Which we all know is ballgroup gameplay. Funny enough ballgroups probably got forced to rely more on hots because plaguebreak made it much harder to rely on using purge to keep their HP bars consistent. Combine that with zos gutting impen and Boosting crit damage, the hots issue is also a result of the butchered stat system turning the game into a random yoyo feeling with healthbars.
Izanagi.Xiiib16_ESO wrote: »TheAwesomeChimpanzee wrote: »Izanagi.Xiiib16_ESO wrote: »TheAwesomeChimpanzee wrote: »So before discussing 33% vs 50%, or 3 vs 5 HoTs, the priority has to be making this strictly group scoped, both for counting toward the trigger and for any replacement or refreshing behavior. If that safeguard is not in place, no amount of tuning makes it safe to ship.ZOS_GinaBruno wrote: »Hi all, thanks for the continued feedback provided in this thread. We recognize that many of you would still like to see this issue addressed – we do too! – and reverting this change doesn’t mean we are shelving it. Again, this first try was exactly that – it was a first try and just didn’t land. This is all part of development being a bit more fluid moving forward and allowing us the space to iterate and try different things.
We do still plan to revert this change which you’ll see in next week’s PTS patch, but in the spirit of iteration and talking through options, here are a couple options (it would need to be one or the other) we may be able to explore for Update 49:There are a lot of good suggestions in this thread, but realistically, many require time-consuming code changes and bandwidth is currently very tight with everything else the team is working on. Also keep in mind any options we lay out for Update 49 don’t and won’t prevent us from considering a longer-term option later. We are definitely open to discussing a short-term solution, though, and are interested to hear what you think of the two options presented above.
- We could reduce the 50% modifier to a lower value, such as 33%
- We could increase the number of HoTs it takes to trigger the modifier, maybe to 5
Doing this will mean that groups will just split and run together so you get the full benefit of all HoTs and healing form those outside your group. Not a good solution imo
Doing that would cost you so many set slots that it just wouldn’t be worth it. Splitting the group into two or more would be more punishing than simply limiting yourself to two “sticky” HoTs per player and leaning harder on AoE heals and burst heals, which would still be a significant hit to ball groups
There are multiple sets a lot of groups currently double up on as well as sets like SPC and Trans, Alkosh, Bulwark etc which benefit to non-group players. I think the impact of running 2x8m and then cross-heal HoTs would be quite significant and you wouldn't lose much power from shifting the sets onto a few duplicates.
MincMincMinc wrote: »Alchimiste1 wrote: »I feel like this is fine tbh.
Can people actually start making all the different sticky hots they get while playing solo/small scale.
Because having played this game for so long primarily as a solo and small group player I really can’t recall having over 5 sticky hots on me at a time, unless we were deliberately building into it.
So I ask that people name all the sticky hots that they would have as a 4 man group.
It really depends what counts. Do double lifesteal poisons count? What niche random things can randomly force my healing to be cut in half.
acastanza_ESO wrote: »ZOS_GinaBruno wrote: »Hi all, thanks for the continued feedback provided in this thread. We recognize that many of you would still like to see this issue addressed – we do too! – and reverting this change doesn’t mean we are shelving it. Again, this first try was exactly that – it was a first try and just didn’t land. This is all part of development being a bit more fluid moving forward and allowing us the space to iterate and try different things.
We do still plan to revert this change which you’ll see in next week’s PTS patch, but in the spirit of iteration and talking through options, here are a couple options (it would need to be one or the other) we may be able to explore for Update 49:There are a lot of good suggestions in this thread, but realistically, many require time-consuming code changes and bandwidth is currently very tight with everything else the team is working on. Also keep in mind any options we lay out for Update 49 don’t and won’t prevent us from considering a longer-term option later. We are definitely open to discussing a short-term solution, though, and are interested to hear what you think of the two options presented above.
- We could reduce the 50% modifier to a lower value, such as 33%
- We could increase the number of HoTs it takes to trigger the modifier, maybe to 5
I don't think either of those options are acceptable, they have all the same issues that have been discussed ad nauseam, just tuned down a hair. As long as the solution involves HOTs cutting Burst heals, it is an unacceptable solution.
While I do appreciate ZOS at least attempting to finally look at this, this variant just isn't it and should be shelved in its entirety. If this absolutely must be done with this method, which I hope not, combining both the proposed changes could probably create something that would be tolerable, but the healing reduction absolutely only needs to affect HOTs.
I would quite literally prefer only being able to have one single iteration of a given named HOT on you that can only be overwritten by a version with a larger tooltip.
I do have to say, I do very much appreciate ZOS attempting something here to address a widespread longterm player complaint, seeing the backlash, and quickly committing to both revert it and come to the table with additional options, that is fantastic.
I definitely understand that the class reworks are, justifiably, taking up a huge amount of internal bandwidth, but this change, this way, might not be worth it. I'd rather wait and continue to deal with the status quo, than deal with this janky and bad version for an unknown period of time.
ZOS_GinaBruno wrote: »Hi all, thanks for the continued feedback provided in this thread. We recognize that many of you would still like to see this issue addressed – we do too! – and reverting this change doesn’t mean we are shelving it. Again, this first try was exactly that – it was a first try and just didn’t land. This is all part of development being a bit more fluid moving forward and allowing us the space to iterate and try different things.
We do still plan to revert this change which you’ll see in next week’s PTS patch, but in the spirit of iteration and talking through options, here are a couple options (it would need to be one or the other) we may be able to explore for Update 49:There are a lot of good suggestions in this thread, but realistically, many require time-consuming code changes and bandwidth is currently very tight with everything else the team is working on. Also keep in mind any options we lay out for Update 49 don’t and won’t prevent us from considering a longer-term option later. We are definitely open to discussing a short-term solution, though, and are interested to hear what you think of the two options presented above.
- We could reduce the 50% modifier to a lower value, such as 33%
- We could increase the number of HoTs it takes to trigger the modifier, maybe to 5
Artisian0001 wrote: »It's just so odd to read the proposed change and see that of the countless suggestions they are all ignored. 33% is still an insane number for small groups, whereas 5 HoTs might increase the group limit by a single person not affected by this change. On top of the fact that large groups can still spam shields and not be affected. It's so strange that of all the things suggested, this is the updated proposal, it doesn't appease anyone except those that don't understand how the game works.
Large groups can still avoid this with shield stacking, ground hots, etc.
Smaller groups are still heavily affected when echoing was huge in smaller groups.
There are an endless amount of other options. Start it at a group size of 8, and scale it up based on group size.Ex:
5% at 8
10% at 9
15% at 10
20% at 11
25% at 12
These numbers are still huge but they punish only the bigger groups. You can even start it at 6 and have it ramp up by 4% or something.
A lot of people come to another conclusion of allowing only 1 unique HoT in a group and that's great and all but the skill gets completely gutted at the same time. If you want to make it so only 1 of these can be cast in a huge group you would have to change the skill.
Additionally you can do a ramping reduction in healing based on the number of HoTs on a person, this, sadly, can be avoided as well by doing what was previously mentioned.
Regardless, starting at 33% is still too much. If you want people to be happy without upsetting those that actively play in 12 man groups, or multiple 12 man groups, or those in smaller groups, start the number lower and progressively adjust it based on feedback. All players should be okay with a 10% decrease. Changing this to a 15%, then a 20% if needed, can be done within seconds during regular maintenance. Large changes never happen like this in other games and it just reminds me of the period of DoT changes that ruined the game for months.