MincMincMinc wrote: »We know skill reworks are happening right now. It is EXCEEDINGLY crucial Zos has this discussion BEFORE they finish all the reworks. What are the different levels of options possible on the table?
- Zos could simply give up and do nothing for pvp and wait another 10 years
- Do a targeted blanket stat sheet modifier on everyone as we have already rejected because it does not solve the very niche issue.
- Ideally pvp would have its own gamerule changes like not allowing dots/hots to stack. Like Gina said though, these options just aren't realisticly feasible. To implement something like this coding wise, you would need to duplicate all the skills in the game and have pve and pvp versions like we saw them use in the vengeance system. This doubles their workload and is not in zos's budget.
A change like this acts as a future automatic balancing tool for zos. Think about metas like the sloads or master dw meta......If the old gamerule of not allowing any dot to stack existed, well zos couldnt accidentally forget to code in a cooldown or stack condition for EVERY future proc set......This also acts as softcaps to prevent runaway group scenarios like we see with ballgroups stacking 12x of the same BIS heals.......This also provides Calculation Culling in extreme scenarios to prevent runaway performance issues like at breaches , where lets be honest, pugs are spam casting into a blackhole void and not every dot tick is necessary.- The option without splitting workload would be to continue with skill reworks in a smarter way knowing these issues exist. Except zos has to remember to avoid allowing abusive stacking interactions. Much like how there are no gamerules for proc sets. Zos upon every release of a skill has to remember to put stack limits or cooldowns or shorter durations.
For example Echoing Vigor. Echoing could be 8m. Echoing could be shorter duration. Echoing could have a tooltip proportional to the intended number of affected players. Do not balance a skill like echoing to be 1/5 the tick of a single target heal.....WHEN IT WILL HIT MORE THAN 5 PEOPLE!!!!! Make the skill 1/12 if it hits 12 people. If you want a small man oriented heal, change resolving to have a 5m small bonus heal on 3 other allies nearby.
Other examples are to change skills to avoid aoe all together, you can redesign skills like breath of life to be an actual AIMED single target heal instead of a massive aoe conal smartheal that does a million calculations just to only heal one person at the end of the day.
These don't need to be so game design restrictive either. You can have one morph of breath be the aoe conal smart heal that does 30% less heals than the other aimed heal morph or cost 30% more. There could simply be a price to pay for "accessibility', laziness, and Lag on the server.
You sure it shouldn't be 87% or 89%?Reducing healing received by 88%. Reduce shield durability by 88%. That's the simplest solution.
MincMincMinc wrote: »We know skill reworks are happening right now. It is EXCEEDINGLY crucial Zos has this discussion BEFORE they finish all the reworks. What are the different levels of options possible on the table?
- Zos could simply give up and do nothing for pvp and wait another 10 years
- Do a targeted blanket stat sheet modifier on everyone as we have already rejected because it does not solve the very niche issue.
- Ideally pvp would have its own gamerule changes like not allowing dots/hots to stack. Like Gina said though, these options just aren't realisticly feasible. To implement something like this coding wise, you would need to duplicate all the skills in the game and have pve and pvp versions like we saw them use in the vengeance system. This doubles their workload and is not in zos's budget.
A change like this acts as a future automatic balancing tool for zos. Think about metas like the sloads or master dw meta......If the old gamerule of not allowing any dot to stack existed, well zos couldnt accidentally forget to code in a cooldown or stack condition for EVERY future proc set......This also acts as softcaps to prevent runaway group scenarios like we see with ballgroups stacking 12x of the same BIS heals.......This also provides Calculation Culling in extreme scenarios to prevent runaway performance issues like at breaches , where lets be honest, pugs are spam casting into a blackhole void and not every dot tick is necessary.- The option without splitting workload would be to continue with skill reworks in a smarter way knowing these issues exist. Except zos has to remember to avoid allowing abusive stacking interactions. Much like how there are no gamerules for proc sets. Zos upon every release of a skill has to remember to put stack limits or cooldowns or shorter durations.
For example Echoing Vigor. Echoing could be 8m. Echoing could be shorter duration. Echoing could have a tooltip proportional to the intended number of affected players. Do not balance a skill like echoing to be 1/5 the tick of a single target heal.....WHEN IT WILL HIT MORE THAN 5 PEOPLE!!!!! Make the skill 1/12 if it hits 12 people. If you want a small man oriented heal, change resolving to have a 5m small bonus heal on 3 other allies nearby.
Other examples are to change skills to avoid aoe all together, you can redesign skills like breath of life to be an actual AIMED single target heal instead of a massive aoe conal smartheal that does a million calculations just to only heal one person at the end of the day.
These don't need to be so game design restrictive either. You can have one morph of breath be the aoe conal smart heal that does 30% less heals than the other aimed heal morph or cost 30% more. There could simply be a price to pay for "accessibility', laziness, and Lag on the server.
Teeba_Shei wrote: »MincMincMinc wrote: »We know skill reworks are happening right now. It is EXCEEDINGLY crucial Zos has this discussion BEFORE they finish all the reworks. What are the different levels of options possible on the table?
- Zos could simply give up and do nothing for pvp and wait another 10 years
- Do a targeted blanket stat sheet modifier on everyone as we have already rejected because it does not solve the very niche issue.
- Ideally pvp would have its own gamerule changes like not allowing dots/hots to stack. Like Gina said though, these options just aren't realisticly feasible. To implement something like this coding wise, you would need to duplicate all the skills in the game and have pve and pvp versions like we saw them use in the vengeance system. This doubles their workload and is not in zos's budget.
A change like this acts as a future automatic balancing tool for zos. Think about metas like the sloads or master dw meta......If the old gamerule of not allowing any dot to stack existed, well zos couldnt accidentally forget to code in a cooldown or stack condition for EVERY future proc set......This also acts as softcaps to prevent runaway group scenarios like we see with ballgroups stacking 12x of the same BIS heals.......This also provides Calculation Culling in extreme scenarios to prevent runaway performance issues like at breaches , where lets be honest, pugs are spam casting into a blackhole void and not every dot tick is necessary.- The option without splitting workload would be to continue with skill reworks in a smarter way knowing these issues exist. Except zos has to remember to avoid allowing abusive stacking interactions. Much like how there are no gamerules for proc sets. Zos upon every release of a skill has to remember to put stack limits or cooldowns or shorter durations.
For example Echoing Vigor. Echoing could be 8m. Echoing could be shorter duration. Echoing could have a tooltip proportional to the intended number of affected players. Do not balance a skill like echoing to be 1/5 the tick of a single target heal.....WHEN IT WILL HIT MORE THAN 5 PEOPLE!!!!! Make the skill 1/12 if it hits 12 people. If you want a small man oriented heal, change resolving to have a 5m small bonus heal on 3 other allies nearby.
Other examples are to change skills to avoid aoe all together, you can redesign skills like breath of life to be an actual AIMED single target heal instead of a massive aoe conal smartheal that does a million calculations just to only heal one person at the end of the day.
These don't need to be so game design restrictive either. You can have one morph of breath be the aoe conal smart heal that does 30% less heals than the other aimed heal morph or cost 30% more. There could simply be a price to pay for "accessibility', laziness, and Lag on the server.
You're way overthinking this. At this point this is a solution in search of a problem.
Izanagi.Xiiib16_ESO wrote: »
Perfect solution - Increase healing reduction related to length of time in combat. 1% per min of combat. 100% healing reduction if you're fighting for over 100 mins.
"Stuck in combat" bug is now a death sentence, not just an annoyance xDIzanagi.Xiiib16_ESO wrote: »Perfect solution - Increase healing reduction related to length of time in combat. 1% per min of combat. 100% healing reduction if you're fighting for over 100 mins.
MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »We know skill reworks are happening right now. It is EXCEEDINGLY crucial Zos has this discussion BEFORE they finish all the reworks. What are the different levels of options possible on the table?
- Zos could simply give up and do nothing for pvp and wait another 10 years
- Do a targeted blanket stat sheet modifier on everyone as we have already rejected because it does not solve the very niche issue.
- Ideally pvp would have its own gamerule changes like not allowing dots/hots to stack. Like Gina said though, these options just aren't realisticly feasible. To implement something like this coding wise, you would need to duplicate all the skills in the game and have pve and pvp versions like we saw them use in the vengeance system. This doubles their workload and is not in zos's budget.
A change like this acts as a future automatic balancing tool for zos. Think about metas like the sloads or master dw meta......If the old gamerule of not allowing any dot to stack existed, well zos couldnt accidentally forget to code in a cooldown or stack condition for EVERY future proc set......This also acts as softcaps to prevent runaway group scenarios like we see with ballgroups stacking 12x of the same BIS heals.......This also provides Calculation Culling in extreme scenarios to prevent runaway performance issues like at breaches , where lets be honest, pugs are spam casting into a blackhole void and not every dot tick is necessary.- The option without splitting workload would be to continue with skill reworks in a smarter way knowing these issues exist. Except zos has to remember to avoid allowing abusive stacking interactions. Much like how there are no gamerules for proc sets. Zos upon every release of a skill has to remember to put stack limits or cooldowns or shorter durations.
For example Echoing Vigor. Echoing could be 8m. Echoing could be shorter duration. Echoing could have a tooltip proportional to the intended number of affected players. Do not balance a skill like echoing to be 1/5 the tick of a single target heal.....WHEN IT WILL HIT MORE THAN 5 PEOPLE!!!!! Make the skill 1/12 if it hits 12 people. If you want a small man oriented heal, change resolving to have a 5m small bonus heal on 3 other allies nearby.
Other examples are to change skills to avoid aoe all together, you can redesign skills like breath of life to be an actual AIMED single target heal instead of a massive aoe conal smartheal that does a million calculations just to only heal one person at the end of the day.
These don't need to be so game design restrictive either. You can have one morph of breath be the aoe conal smart heal that does 30% less heals than the other aimed heal morph or cost 30% more. There could simply be a price to pay for "accessibility', laziness, and Lag on the server.
You're way overthinking this. At this point this is a solution in search of a problem.
You say that to my wall of text options, but yeah simple solutions exist zos could do in an hour. Like adjusting echoing vigor's tooltip.
It is a skill that hits 12 people.....balance it so it will be 1/12 that of a single target heal.
MathResolving tooltip = 9834 /5s = 1966.8hps
Echoing tooltip = 6348 /16s = 396.75hps
396.75hps/1966.8hps = 0.20 which shows the healing per sec of echoing is 1/5 resolving even though it affects 12 people.
What should echoing's tooltip be?
1966.8hps /12people = 163.9hps
163.9 *16s == 2622.4 tooltip
Teeba_Shei wrote: »MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »We know skill reworks are happening right now. It is EXCEEDINGLY crucial Zos has this discussion BEFORE they finish all the reworks. What are the different levels of options possible on the table?
- Zos could simply give up and do nothing for pvp and wait another 10 years
- Do a targeted blanket stat sheet modifier on everyone as we have already rejected because it does not solve the very niche issue.
- Ideally pvp would have its own gamerule changes like not allowing dots/hots to stack. Like Gina said though, these options just aren't realisticly feasible. To implement something like this coding wise, you would need to duplicate all the skills in the game and have pve and pvp versions like we saw them use in the vengeance system. This doubles their workload and is not in zos's budget.
A change like this acts as a future automatic balancing tool for zos. Think about metas like the sloads or master dw meta......If the old gamerule of not allowing any dot to stack existed, well zos couldnt accidentally forget to code in a cooldown or stack condition for EVERY future proc set......This also acts as softcaps to prevent runaway group scenarios like we see with ballgroups stacking 12x of the same BIS heals.......This also provides Calculation Culling in extreme scenarios to prevent runaway performance issues like at breaches , where lets be honest, pugs are spam casting into a blackhole void and not every dot tick is necessary.- The option without splitting workload would be to continue with skill reworks in a smarter way knowing these issues exist. Except zos has to remember to avoid allowing abusive stacking interactions. Much like how there are no gamerules for proc sets. Zos upon every release of a skill has to remember to put stack limits or cooldowns or shorter durations.
For example Echoing Vigor. Echoing could be 8m. Echoing could be shorter duration. Echoing could have a tooltip proportional to the intended number of affected players. Do not balance a skill like echoing to be 1/5 the tick of a single target heal.....WHEN IT WILL HIT MORE THAN 5 PEOPLE!!!!! Make the skill 1/12 if it hits 12 people. If you want a small man oriented heal, change resolving to have a 5m small bonus heal on 3 other allies nearby.
Other examples are to change skills to avoid aoe all together, you can redesign skills like breath of life to be an actual AIMED single target heal instead of a massive aoe conal smartheal that does a million calculations just to only heal one person at the end of the day.
These don't need to be so game design restrictive either. You can have one morph of breath be the aoe conal smart heal that does 30% less heals than the other aimed heal morph or cost 30% more. There could simply be a price to pay for "accessibility', laziness, and Lag on the server.
You're way overthinking this. At this point this is a solution in search of a problem.
You say that to my wall of text options, but yeah simple solutions exist zos could do in an hour. Like adjusting echoing vigor's tooltip.
It is a skill that hits 12 people.....balance it so it will be 1/12 that of a single target heal.
MathResolving tooltip = 9834 /5s = 1966.8hps
Echoing tooltip = 6348 /16s = 396.75hps
396.75hps/1966.8hps = 0.20 which shows the healing per sec of echoing is 1/5 resolving even though it affects 12 people.
What should echoing's tooltip be?
1966.8hps /12people = 163.9hps
163.9 *16s == 2622.4 tooltip
Shouldn't you have a basic understanding of how the game works before trying to rebalance all of pvp healing? Can you name me one healing skill that hits 12 people?
MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »We know skill reworks are happening right now. It is EXCEEDINGLY crucial Zos has this discussion BEFORE they finish all the reworks. What are the different levels of options possible on the table?
- Zos could simply give up and do nothing for pvp and wait another 10 years
- Do a targeted blanket stat sheet modifier on everyone as we have already rejected because it does not solve the very niche issue.
- Ideally pvp would have its own gamerule changes like not allowing dots/hots to stack. Like Gina said though, these options just aren't realisticly feasible. To implement something like this coding wise, you would need to duplicate all the skills in the game and have pve and pvp versions like we saw them use in the vengeance system. This doubles their workload and is not in zos's budget.
A change like this acts as a future automatic balancing tool for zos. Think about metas like the sloads or master dw meta......If the old gamerule of not allowing any dot to stack existed, well zos couldnt accidentally forget to code in a cooldown or stack condition for EVERY future proc set......This also acts as softcaps to prevent runaway group scenarios like we see with ballgroups stacking 12x of the same BIS heals.......This also provides Calculation Culling in extreme scenarios to prevent runaway performance issues like at breaches , where lets be honest, pugs are spam casting into a blackhole void and not every dot tick is necessary.- The option without splitting workload would be to continue with skill reworks in a smarter way knowing these issues exist. Except zos has to remember to avoid allowing abusive stacking interactions. Much like how there are no gamerules for proc sets. Zos upon every release of a skill has to remember to put stack limits or cooldowns or shorter durations.
For example Echoing Vigor. Echoing could be 8m. Echoing could be shorter duration. Echoing could have a tooltip proportional to the intended number of affected players. Do not balance a skill like echoing to be 1/5 the tick of a single target heal.....WHEN IT WILL HIT MORE THAN 5 PEOPLE!!!!! Make the skill 1/12 if it hits 12 people. If you want a small man oriented heal, change resolving to have a 5m small bonus heal on 3 other allies nearby.
Other examples are to change skills to avoid aoe all together, you can redesign skills like breath of life to be an actual AIMED single target heal instead of a massive aoe conal smartheal that does a million calculations just to only heal one person at the end of the day.
These don't need to be so game design restrictive either. You can have one morph of breath be the aoe conal smart heal that does 30% less heals than the other aimed heal morph or cost 30% more. There could simply be a price to pay for "accessibility', laziness, and Lag on the server.
You're way overthinking this. At this point this is a solution in search of a problem.
You say that to my wall of text options, but yeah simple solutions exist zos could do in an hour. Like adjusting echoing vigor's tooltip.
It is a skill that hits 12 people.....balance it so it will be 1/12 that of a single target heal.
MathResolving tooltip = 9834 /5s = 1966.8hps
Echoing tooltip = 6348 /16s = 396.75hps
396.75hps/1966.8hps = 0.20 which shows the healing per sec of echoing is 1/5 resolving even though it affects 12 people.
What should echoing's tooltip be?
1966.8hps /12people = 163.9hps
163.9 *16s == 2622.4 tooltip
Shouldn't you have a basic understanding of how the game works before trying to rebalance all of pvp healing? Can you name me one healing skill that hits 12 people?
Are you trying to say you cant have one person apply echoing vigor to 12 allies at the same time?
MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »We know skill reworks are happening right now. It is EXCEEDINGLY crucial Zos has this discussion BEFORE they finish all the reworks. What are the different levels of options possible on the table?
- Zos could simply give up and do nothing for pvp and wait another 10 years
- Do a targeted blanket stat sheet modifier on everyone as we have already rejected because it does not solve the very niche issue.
- Ideally pvp would have its own gamerule changes like not allowing dots/hots to stack. Like Gina said though, these options just aren't realisticly feasible. To implement something like this coding wise, you would need to duplicate all the skills in the game and have pve and pvp versions like we saw them use in the vengeance system. This doubles their workload and is not in zos's budget.
A change like this acts as a future automatic balancing tool for zos. Think about metas like the sloads or master dw meta......If the old gamerule of not allowing any dot to stack existed, well zos couldnt accidentally forget to code in a cooldown or stack condition for EVERY future proc set......This also acts as softcaps to prevent runaway group scenarios like we see with ballgroups stacking 12x of the same BIS heals.......This also provides Calculation Culling in extreme scenarios to prevent runaway performance issues like at breaches , where lets be honest, pugs are spam casting into a blackhole void and not every dot tick is necessary.- The option without splitting workload would be to continue with skill reworks in a smarter way knowing these issues exist. Except zos has to remember to avoid allowing abusive stacking interactions. Much like how there are no gamerules for proc sets. Zos upon every release of a skill has to remember to put stack limits or cooldowns or shorter durations.
For example Echoing Vigor. Echoing could be 8m. Echoing could be shorter duration. Echoing could have a tooltip proportional to the intended number of affected players. Do not balance a skill like echoing to be 1/5 the tick of a single target heal.....WHEN IT WILL HIT MORE THAN 5 PEOPLE!!!!! Make the skill 1/12 if it hits 12 people. If you want a small man oriented heal, change resolving to have a 5m small bonus heal on 3 other allies nearby.
Other examples are to change skills to avoid aoe all together, you can redesign skills like breath of life to be an actual AIMED single target heal instead of a massive aoe conal smartheal that does a million calculations just to only heal one person at the end of the day.
These don't need to be so game design restrictive either. You can have one morph of breath be the aoe conal smart heal that does 30% less heals than the other aimed heal morph or cost 30% more. There could simply be a price to pay for "accessibility', laziness, and Lag on the server.
You're way overthinking this. At this point this is a solution in search of a problem.
You say that to my wall of text options, but yeah simple solutions exist zos could do in an hour. Like adjusting echoing vigor's tooltip.
It is a skill that hits 12 people.....balance it so it will be 1/12 that of a single target heal.
MathResolving tooltip = 9834 /5s = 1966.8hps
Echoing tooltip = 6348 /16s = 396.75hps
396.75hps/1966.8hps = 0.20 which shows the healing per sec of echoing is 1/5 resolving even though it affects 12 people.
What should echoing's tooltip be?
1966.8hps /12people = 163.9hps
163.9 *16s == 2622.4 tooltip
Shouldn't you have a basic understanding of how the game works before trying to rebalance all of pvp healing? Can you name me one healing skill that hits 12 people?
Are you trying to say you cant have one person apply echoing vigor to 12 allies at the same time?
Teeba_Shei wrote: »Everyone seems to be bringing up weird anecdotal examples of how ball groups are ruining cyrodiil. Meanwhile, I was out in cyrodiil for the last two days and didn’t see a single ball group. They aren’t that common, and when they do show up, they get destroyed by pugs.
Teeba_Shei wrote: »MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »We know skill reworks are happening right now. It is EXCEEDINGLY crucial Zos has this discussion BEFORE they finish all the reworks. What are the different levels of options possible on the table?
- Zos could simply give up and do nothing for pvp and wait another 10 years
- Do a targeted blanket stat sheet modifier on everyone as we have already rejected because it does not solve the very niche issue.
- Ideally pvp would have its own gamerule changes like not allowing dots/hots to stack. Like Gina said though, these options just aren't realisticly feasible. To implement something like this coding wise, you would need to duplicate all the skills in the game and have pve and pvp versions like we saw them use in the vengeance system. This doubles their workload and is not in zos's budget.
A change like this acts as a future automatic balancing tool for zos. Think about metas like the sloads or master dw meta......If the old gamerule of not allowing any dot to stack existed, well zos couldnt accidentally forget to code in a cooldown or stack condition for EVERY future proc set......This also acts as softcaps to prevent runaway group scenarios like we see with ballgroups stacking 12x of the same BIS heals.......This also provides Calculation Culling in extreme scenarios to prevent runaway performance issues like at breaches , where lets be honest, pugs are spam casting into a blackhole void and not every dot tick is necessary.- The option without splitting workload would be to continue with skill reworks in a smarter way knowing these issues exist. Except zos has to remember to avoid allowing abusive stacking interactions. Much like how there are no gamerules for proc sets. Zos upon every release of a skill has to remember to put stack limits or cooldowns or shorter durations.
For example Echoing Vigor. Echoing could be 8m. Echoing could be shorter duration. Echoing could have a tooltip proportional to the intended number of affected players. Do not balance a skill like echoing to be 1/5 the tick of a single target heal.....WHEN IT WILL HIT MORE THAN 5 PEOPLE!!!!! Make the skill 1/12 if it hits 12 people. If you want a small man oriented heal, change resolving to have a 5m small bonus heal on 3 other allies nearby.
Other examples are to change skills to avoid aoe all together, you can redesign skills like breath of life to be an actual AIMED single target heal instead of a massive aoe conal smartheal that does a million calculations just to only heal one person at the end of the day.
These don't need to be so game design restrictive either. You can have one morph of breath be the aoe conal smart heal that does 30% less heals than the other aimed heal morph or cost 30% more. There could simply be a price to pay for "accessibility', laziness, and Lag on the server.
You're way overthinking this. At this point this is a solution in search of a problem.
You say that to my wall of text options, but yeah simple solutions exist zos could do in an hour. Like adjusting echoing vigor's tooltip.
It is a skill that hits 12 people.....balance it so it will be 1/12 that of a single target heal.
MathResolving tooltip = 9834 /5s = 1966.8hps
Echoing tooltip = 6348 /16s = 396.75hps
396.75hps/1966.8hps = 0.20 which shows the healing per sec of echoing is 1/5 resolving even though it affects 12 people.
What should echoing's tooltip be?
1966.8hps /12people = 163.9hps
163.9 *16s == 2622.4 tooltip
Shouldn't you have a basic understanding of how the game works before trying to rebalance all of pvp healing? Can you name me one healing skill that hits 12 people?
Are you trying to say you cant have one person apply echoing vigor to 12 allies at the same time?
I was going to write an explanation of how echoing vigor works, but I want you to tell me how you think it works before I do that.
MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »We know skill reworks are happening right now. It is EXCEEDINGLY crucial Zos has this discussion BEFORE they finish all the reworks. What are the different levels of options possible on the table?
- Zos could simply give up and do nothing for pvp and wait another 10 years
- Do a targeted blanket stat sheet modifier on everyone as we have already rejected because it does not solve the very niche issue.
- Ideally pvp would have its own gamerule changes like not allowing dots/hots to stack. Like Gina said though, these options just aren't realisticly feasible. To implement something like this coding wise, you would need to duplicate all the skills in the game and have pve and pvp versions like we saw them use in the vengeance system. This doubles their workload and is not in zos's budget.
A change like this acts as a future automatic balancing tool for zos. Think about metas like the sloads or master dw meta......If the old gamerule of not allowing any dot to stack existed, well zos couldnt accidentally forget to code in a cooldown or stack condition for EVERY future proc set......This also acts as softcaps to prevent runaway group scenarios like we see with ballgroups stacking 12x of the same BIS heals.......This also provides Calculation Culling in extreme scenarios to prevent runaway performance issues like at breaches , where lets be honest, pugs are spam casting into a blackhole void and not every dot tick is necessary.- The option without splitting workload would be to continue with skill reworks in a smarter way knowing these issues exist. Except zos has to remember to avoid allowing abusive stacking interactions. Much like how there are no gamerules for proc sets. Zos upon every release of a skill has to remember to put stack limits or cooldowns or shorter durations.
For example Echoing Vigor. Echoing could be 8m. Echoing could be shorter duration. Echoing could have a tooltip proportional to the intended number of affected players. Do not balance a skill like echoing to be 1/5 the tick of a single target heal.....WHEN IT WILL HIT MORE THAN 5 PEOPLE!!!!! Make the skill 1/12 if it hits 12 people. If you want a small man oriented heal, change resolving to have a 5m small bonus heal on 3 other allies nearby.
Other examples are to change skills to avoid aoe all together, you can redesign skills like breath of life to be an actual AIMED single target heal instead of a massive aoe conal smartheal that does a million calculations just to only heal one person at the end of the day.
These don't need to be so game design restrictive either. You can have one morph of breath be the aoe conal smart heal that does 30% less heals than the other aimed heal morph or cost 30% more. There could simply be a price to pay for "accessibility', laziness, and Lag on the server.
You're way overthinking this. At this point this is a solution in search of a problem.
You say that to my wall of text options, but yeah simple solutions exist zos could do in an hour. Like adjusting echoing vigor's tooltip.
It is a skill that hits 12 people.....balance it so it will be 1/12 that of a single target heal.
MathResolving tooltip = 9834 /5s = 1966.8hps
Echoing tooltip = 6348 /16s = 396.75hps
396.75hps/1966.8hps = 0.20 which shows the healing per sec of echoing is 1/5 resolving even though it affects 12 people.
What should echoing's tooltip be?
1966.8hps /12people = 163.9hps
163.9 *16s == 2622.4 tooltip
Shouldn't you have a basic understanding of how the game works before trying to rebalance all of pvp healing? Can you name me one healing skill that hits 12 people?
Are you trying to say you cant have one person apply echoing vigor to 12 allies at the same time?
At the same time, with one cast? Or multiple recasts in succession count as at the same time too?First option - no, second - yes.
MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »We know skill reworks are happening right now. It is EXCEEDINGLY crucial Zos has this discussion BEFORE they finish all the reworks. What are the different levels of options possible on the table?
- Zos could simply give up and do nothing for pvp and wait another 10 years
- Do a targeted blanket stat sheet modifier on everyone as we have already rejected because it does not solve the very niche issue.
- Ideally pvp would have its own gamerule changes like not allowing dots/hots to stack. Like Gina said though, these options just aren't realisticly feasible. To implement something like this coding wise, you would need to duplicate all the skills in the game and have pve and pvp versions like we saw them use in the vengeance system. This doubles their workload and is not in zos's budget.
A change like this acts as a future automatic balancing tool for zos. Think about metas like the sloads or master dw meta......If the old gamerule of not allowing any dot to stack existed, well zos couldnt accidentally forget to code in a cooldown or stack condition for EVERY future proc set......This also acts as softcaps to prevent runaway group scenarios like we see with ballgroups stacking 12x of the same BIS heals.......This also provides Calculation Culling in extreme scenarios to prevent runaway performance issues like at breaches , where lets be honest, pugs are spam casting into a blackhole void and not every dot tick is necessary.- The option without splitting workload would be to continue with skill reworks in a smarter way knowing these issues exist. Except zos has to remember to avoid allowing abusive stacking interactions. Much like how there are no gamerules for proc sets. Zos upon every release of a skill has to remember to put stack limits or cooldowns or shorter durations.
For example Echoing Vigor. Echoing could be 8m. Echoing could be shorter duration. Echoing could have a tooltip proportional to the intended number of affected players. Do not balance a skill like echoing to be 1/5 the tick of a single target heal.....WHEN IT WILL HIT MORE THAN 5 PEOPLE!!!!! Make the skill 1/12 if it hits 12 people. If you want a small man oriented heal, change resolving to have a 5m small bonus heal on 3 other allies nearby.
Other examples are to change skills to avoid aoe all together, you can redesign skills like breath of life to be an actual AIMED single target heal instead of a massive aoe conal smartheal that does a million calculations just to only heal one person at the end of the day.
These don't need to be so game design restrictive either. You can have one morph of breath be the aoe conal smart heal that does 30% less heals than the other aimed heal morph or cost 30% more. There could simply be a price to pay for "accessibility', laziness, and Lag on the server.
You're way overthinking this. At this point this is a solution in search of a problem.
You say that to my wall of text options, but yeah simple solutions exist zos could do in an hour. Like adjusting echoing vigor's tooltip.
It is a skill that hits 12 people.....balance it so it will be 1/12 that of a single target heal.
MathResolving tooltip = 9834 /5s = 1966.8hps
Echoing tooltip = 6348 /16s = 396.75hps
396.75hps/1966.8hps = 0.20 which shows the healing per sec of echoing is 1/5 resolving even though it affects 12 people.
What should echoing's tooltip be?
1966.8hps /12people = 163.9hps
163.9 *16s == 2622.4 tooltip
Shouldn't you have a basic understanding of how the game works before trying to rebalance all of pvp healing? Can you name me one healing skill that hits 12 people?
Are you trying to say you cant have one person apply echoing vigor to 12 allies at the same time?
I was going to write an explanation of how echoing vigor works, but I want you to tell me how you think it works before I do that.MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »We know skill reworks are happening right now. It is EXCEEDINGLY crucial Zos has this discussion BEFORE they finish all the reworks. What are the different levels of options possible on the table?
- Zos could simply give up and do nothing for pvp and wait another 10 years
- Do a targeted blanket stat sheet modifier on everyone as we have already rejected because it does not solve the very niche issue.
- Ideally pvp would have its own gamerule changes like not allowing dots/hots to stack. Like Gina said though, these options just aren't realisticly feasible. To implement something like this coding wise, you would need to duplicate all the skills in the game and have pve and pvp versions like we saw them use in the vengeance system. This doubles their workload and is not in zos's budget.
A change like this acts as a future automatic balancing tool for zos. Think about metas like the sloads or master dw meta......If the old gamerule of not allowing any dot to stack existed, well zos couldnt accidentally forget to code in a cooldown or stack condition for EVERY future proc set......This also acts as softcaps to prevent runaway group scenarios like we see with ballgroups stacking 12x of the same BIS heals.......This also provides Calculation Culling in extreme scenarios to prevent runaway performance issues like at breaches , where lets be honest, pugs are spam casting into a blackhole void and not every dot tick is necessary.- The option without splitting workload would be to continue with skill reworks in a smarter way knowing these issues exist. Except zos has to remember to avoid allowing abusive stacking interactions. Much like how there are no gamerules for proc sets. Zos upon every release of a skill has to remember to put stack limits or cooldowns or shorter durations.
For example Echoing Vigor. Echoing could be 8m. Echoing could be shorter duration. Echoing could have a tooltip proportional to the intended number of affected players. Do not balance a skill like echoing to be 1/5 the tick of a single target heal.....WHEN IT WILL HIT MORE THAN 5 PEOPLE!!!!! Make the skill 1/12 if it hits 12 people. If you want a small man oriented heal, change resolving to have a 5m small bonus heal on 3 other allies nearby.
Other examples are to change skills to avoid aoe all together, you can redesign skills like breath of life to be an actual AIMED single target heal instead of a massive aoe conal smartheal that does a million calculations just to only heal one person at the end of the day.
These don't need to be so game design restrictive either. You can have one morph of breath be the aoe conal smart heal that does 30% less heals than the other aimed heal morph or cost 30% more. There could simply be a price to pay for "accessibility', laziness, and Lag on the server.
You're way overthinking this. At this point this is a solution in search of a problem.
You say that to my wall of text options, but yeah simple solutions exist zos could do in an hour. Like adjusting echoing vigor's tooltip.
It is a skill that hits 12 people.....balance it so it will be 1/12 that of a single target heal.
MathResolving tooltip = 9834 /5s = 1966.8hps
Echoing tooltip = 6348 /16s = 396.75hps
396.75hps/1966.8hps = 0.20 which shows the healing per sec of echoing is 1/5 resolving even though it affects 12 people.
What should echoing's tooltip be?
1966.8hps /12people = 163.9hps
163.9 *16s == 2622.4 tooltip
Shouldn't you have a basic understanding of how the game works before trying to rebalance all of pvp healing? Can you name me one healing skill that hits 12 people?
Are you trying to say you cant have one person apply echoing vigor to 12 allies at the same time?
At the same time, with one cast? Or multiple recasts in succession count as at the same time too?First option - no, second - yes.
The end result that matters whether if I throw a group of 12 people together if I can roll my vigor onto 12 people. Yes having a cap does cause you to pay extra, but the end result is still your entire group having 12x of a heal doing 1/5 the single target heal.
Unless you are telling me when you recast it purges your old ticks off the original players healed. Which last I check years ago zos did not have any heal function this way.
Edit: If anything having a 6 person cap is a terrible useless idea because now they force the double pump and double the aoe smartheal checks on the server since you can bypass the "cap".
Artisian0001 wrote: »Artisian0001 wrote: »That in mind, with all the other issues, this change is just not thought out enough and aims to fix some problem that doesn't really exist aside from a vocal minority of people who will still just complain about the next thing once this is changed.
Do you actually believe this? Be honest.
Without a single doubt. The same people still complain about Rush of Agony after it has been nerfed multiple times and is one of the easiest sets to play against. You get a visual and audio que that is delayed by a second and is blocked by the majority of decent players. If you ever watch a GvG with decent groups the pull goes out and even with 12 man GvGs will often times pull nobody because it's extremely obvious. People who complain about this will always just jump to the next thing.
“Just make Echo a major buff and Radiating a minor buff. That way people are limited to one of each, and you don’t get those massively stacked HoTs.”
That was a suggestion from someone who understands the game way better than I do. It sounds reasonable to me, but honestly, I barely know the game mechanics. I don’t even see healing as a huge issue, and ballgroups don’t bother me much either. The lag they create feels like a bigger problem than the groups themselves. Because of that, I feel like @ZOS_GinaBruno and @ZOS_Kevin (or whoever actually handles suggestions) should just disable addons in pvp. That would save a lot of people from lag. I don't lag as often, but there have been times where zergs just vanished around me because they all crashed.
At the end of the day, I don’t really care if people stack heals. We can’t demand balance in one tiny corner of the game when the whole thing is already unbalanced. Unless the plan is to overhaul everything, I’d rather they just leave healing alone. I know that’s not the popular opinion, so if they do decide to change healing, the suggestion above seems like a good plan.
The_Meathead wrote: »“Just make Echo a major buff and Radiating a minor buff. That way people are limited to one of each, and you don’t get those massively stacked HoTs.”
That was a suggestion from someone who understands the game way better than I do. It sounds reasonable to me, but honestly, I barely know the game mechanics. I don’t even see healing as a huge issue, and ballgroups don’t bother me much either. The lag they create feels like a bigger problem than the groups themselves. Because of that, I feel like @ZOS_GinaBruno and @ZOS_Kevin (or whoever actually handles suggestions) should just disable addons in pvp. That would save a lot of people from lag. I don't lag as often, but there have been times where zergs just vanished around me because they all crashed.
At the end of the day, I don’t really care if people stack heals. We can’t demand balance in one tiny corner of the game when the whole thing is already unbalanced. Unless the plan is to overhaul everything, I’d rather they just leave healing alone. I know that’s not the popular opinion, so if they do decide to change healing, the suggestion above seems like a good plan.
First, yay Daisy!
Second, I agree about the AddOns - and have asked a couple times now if perhaps a test period without them present in Cyrodiil might be possible.
Especially after the green text answers we got a few weeks ago spelled out just how loosely they're monitored and also confirmed that AddOns in the past have impacted server performance, I feel like you're on point in connecting the dots as a strong possibility. Whether it's data sharing between members or whatever else, certain Ballgroups most definitely bring lag that I almost never see otherwise.
It's an unpopular suggesting, because people love their AddOns, but I too think there's something there that warrants further digging.
MincMincMinc wrote: »Izanagi.Xiiib16_ESO wrote: »
Perfect solution - Increase healing reduction related to length of time in combat. 1% per min of combat. 100% healing reduction if you're fighting for over 100 mins.
Great now we cant heal anymore because zos's broken timers have me stuck in combat for multiple hours.
Teeba_Shei wrote: »MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »We know skill reworks are happening right now. It is EXCEEDINGLY crucial Zos has this discussion BEFORE they finish all the reworks. What are the different levels of options possible on the table?
- Zos could simply give up and do nothing for pvp and wait another 10 years
- Do a targeted blanket stat sheet modifier on everyone as we have already rejected because it does not solve the very niche issue.
- Ideally pvp would have its own gamerule changes like not allowing dots/hots to stack. Like Gina said though, these options just aren't realisticly feasible. To implement something like this coding wise, you would need to duplicate all the skills in the game and have pve and pvp versions like we saw them use in the vengeance system. This doubles their workload and is not in zos's budget.
A change like this acts as a future automatic balancing tool for zos. Think about metas like the sloads or master dw meta......If the old gamerule of not allowing any dot to stack existed, well zos couldnt accidentally forget to code in a cooldown or stack condition for EVERY future proc set......This also acts as softcaps to prevent runaway group scenarios like we see with ballgroups stacking 12x of the same BIS heals.......This also provides Calculation Culling in extreme scenarios to prevent runaway performance issues like at breaches , where lets be honest, pugs are spam casting into a blackhole void and not every dot tick is necessary.- The option without splitting workload would be to continue with skill reworks in a smarter way knowing these issues exist. Except zos has to remember to avoid allowing abusive stacking interactions. Much like how there are no gamerules for proc sets. Zos upon every release of a skill has to remember to put stack limits or cooldowns or shorter durations.
For example Echoing Vigor. Echoing could be 8m. Echoing could be shorter duration. Echoing could have a tooltip proportional to the intended number of affected players. Do not balance a skill like echoing to be 1/5 the tick of a single target heal.....WHEN IT WILL HIT MORE THAN 5 PEOPLE!!!!! Make the skill 1/12 if it hits 12 people. If you want a small man oriented heal, change resolving to have a 5m small bonus heal on 3 other allies nearby.
Other examples are to change skills to avoid aoe all together, you can redesign skills like breath of life to be an actual AIMED single target heal instead of a massive aoe conal smartheal that does a million calculations just to only heal one person at the end of the day.
These don't need to be so game design restrictive either. You can have one morph of breath be the aoe conal smart heal that does 30% less heals than the other aimed heal morph or cost 30% more. There could simply be a price to pay for "accessibility', laziness, and Lag on the server.
You're way overthinking this. At this point this is a solution in search of a problem.
You say that to my wall of text options, but yeah simple solutions exist zos could do in an hour. Like adjusting echoing vigor's tooltip.
It is a skill that hits 12 people.....balance it so it will be 1/12 that of a single target heal.
MathResolving tooltip = 9834 /5s = 1966.8hps
Echoing tooltip = 6348 /16s = 396.75hps
396.75hps/1966.8hps = 0.20 which shows the healing per sec of echoing is 1/5 resolving even though it affects 12 people.
What should echoing's tooltip be?
1966.8hps /12people = 163.9hps
163.9 *16s == 2622.4 tooltip
Shouldn't you have a basic understanding of how the game works before trying to rebalance all of pvp healing? Can you name me one healing skill that hits 12 people?
Are you trying to say you cant have one person apply echoing vigor to 12 allies at the same time?
I was going to write an explanation of how echoing vigor works, but I want you to tell me how you think it works before I do that.MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »We know skill reworks are happening right now. It is EXCEEDINGLY crucial Zos has this discussion BEFORE they finish all the reworks. What are the different levels of options possible on the table?
- Zos could simply give up and do nothing for pvp and wait another 10 years
- Do a targeted blanket stat sheet modifier on everyone as we have already rejected because it does not solve the very niche issue.
- Ideally pvp would have its own gamerule changes like not allowing dots/hots to stack. Like Gina said though, these options just aren't realisticly feasible. To implement something like this coding wise, you would need to duplicate all the skills in the game and have pve and pvp versions like we saw them use in the vengeance system. This doubles their workload and is not in zos's budget.
A change like this acts as a future automatic balancing tool for zos. Think about metas like the sloads or master dw meta......If the old gamerule of not allowing any dot to stack existed, well zos couldnt accidentally forget to code in a cooldown or stack condition for EVERY future proc set......This also acts as softcaps to prevent runaway group scenarios like we see with ballgroups stacking 12x of the same BIS heals.......This also provides Calculation Culling in extreme scenarios to prevent runaway performance issues like at breaches , where lets be honest, pugs are spam casting into a blackhole void and not every dot tick is necessary.- The option without splitting workload would be to continue with skill reworks in a smarter way knowing these issues exist. Except zos has to remember to avoid allowing abusive stacking interactions. Much like how there are no gamerules for proc sets. Zos upon every release of a skill has to remember to put stack limits or cooldowns or shorter durations.
For example Echoing Vigor. Echoing could be 8m. Echoing could be shorter duration. Echoing could have a tooltip proportional to the intended number of affected players. Do not balance a skill like echoing to be 1/5 the tick of a single target heal.....WHEN IT WILL HIT MORE THAN 5 PEOPLE!!!!! Make the skill 1/12 if it hits 12 people. If you want a small man oriented heal, change resolving to have a 5m small bonus heal on 3 other allies nearby.
Other examples are to change skills to avoid aoe all together, you can redesign skills like breath of life to be an actual AIMED single target heal instead of a massive aoe conal smartheal that does a million calculations just to only heal one person at the end of the day.
These don't need to be so game design restrictive either. You can have one morph of breath be the aoe conal smart heal that does 30% less heals than the other aimed heal morph or cost 30% more. There could simply be a price to pay for "accessibility', laziness, and Lag on the server.
You're way overthinking this. At this point this is a solution in search of a problem.
You say that to my wall of text options, but yeah simple solutions exist zos could do in an hour. Like adjusting echoing vigor's tooltip.
It is a skill that hits 12 people.....balance it so it will be 1/12 that of a single target heal.
MathResolving tooltip = 9834 /5s = 1966.8hps
Echoing tooltip = 6348 /16s = 396.75hps
396.75hps/1966.8hps = 0.20 which shows the healing per sec of echoing is 1/5 resolving even though it affects 12 people.
What should echoing's tooltip be?
1966.8hps /12people = 163.9hps
163.9 *16s == 2622.4 tooltip
Shouldn't you have a basic understanding of how the game works before trying to rebalance all of pvp healing? Can you name me one healing skill that hits 12 people?
Are you trying to say you cant have one person apply echoing vigor to 12 allies at the same time?
At the same time, with one cast? Or multiple recasts in succession count as at the same time too?First option - no, second - yes.
The end result that matters whether if I throw a group of 12 people together if I can roll my vigor onto 12 people. Yes having a cap does cause you to pay extra, but the end result is still your entire group having 12x of a heal doing 1/5 the single target heal.
Unless you are telling me when you recast it purges your old ticks off the original players healed. Which last I check years ago zos did not have any heal function this way.
Edit: If anything having a 6 person cap is a terrible useless idea because now they force the double pump and double the aoe smartheal checks on the server since you can bypass the "cap".
So you want to make Echoing Vigor require a ball group to see any use? You want it to require 12 people using it to make it as useful as one Resolving Vigor? Brother, you didn’t even know how it worked until about five minutes ago. Maybe stick to learning how the game works before you try to completely destroy Cyrodiil with misguided and misinformed healing nerfs.
Edit: Also, there are a ton of variables that determine who Vigor will hit. You might cast it five times while in combat and near all your teammates, but it might never hit one of the players.
Teeba_Shei wrote: »In short, addons cannot increase lag in Cyrodiil because they never touch the heavy, server-side combat simulation.
Just don't let the same HOTs and Shields stack. You should only be able to have one instance of each HOT and shield. Is that possible short term?
Just don't let the same HOTs and Shields stack. You should only be able to have one instance of each HOT and shield. Is that possible short term?
Just don't let the same HOTs and Shields stack. You should only be able to have one instance of each HOT and shield. Is that possible short term?
Honestly..this is how it should be. Why should one player be able to have 3 or more of the same heal and shield up at all times? And this is coming from a solo player. You have a vigor on you? Then that one vigor stays until the CD is done, same with shields. This is why ball groups are so unkillable is because they have 3+ vigors, 3+ regens, then 3+ shields, then the procs from the heal/buff sets
The_Meathead wrote: »“Just make Echo a major buff and Radiating a minor buff. That way people are limited to one of each, and you don’t get those massively stacked HoTs.”
That was a suggestion from someone who understands the game way better than I do. It sounds reasonable to me, but honestly, I barely know the game mechanics. I don’t even see healing as a huge issue, and ballgroups don’t bother me much either. The lag they create feels like a bigger problem than the groups themselves. Because of that, I feel like @ZOS_GinaBruno and @ZOS_Kevin (or whoever actually handles suggestions) should just disable addons in pvp. That would save a lot of people from lag. I don't lag as often, but there have been times where zergs just vanished around me because they all crashed.
At the end of the day, I don’t really care if people stack heals. We can’t demand balance in one tiny corner of the game when the whole thing is already unbalanced. Unless the plan is to overhaul everything, I’d rather they just leave healing alone. I know that’s not the popular opinion, so if they do decide to change healing, the suggestion above seems like a good plan.
First, yay Daisy!
Second, I agree about the AddOns - and have asked a couple times now if perhaps a test period without them present in Cyrodiil might be possible.
Especially after the green text answers we got a few weeks ago spelled out just how loosely they're monitored and also confirmed that AddOns in the past have impacted server performance, I feel like you're on point in connecting the dots as a strong possibility. Whether it's data sharing between members or whatever else, certain Ballgroups most definitely bring lag that I almost never see otherwise.
It's an unpopular suggesting, because people love their AddOns, but I too think there's something there that warrants further digging.
Teeba_Shei wrote: »Just don't let the same HOTs and Shields stack. You should only be able to have one instance of each HOT and shield. Is that possible short term?
Honestly..this is how it should be. Why should one player be able to have 3 or more of the same heal and shield up at all times? And this is coming from a solo player. You have a vigor on you? Then that one vigor stays until the CD is done, same with shields. This is why ball groups are so unkillable is because they have 3+ vigors, 3+ regens, then 3+ shields, then the procs from the heal/buff sets
Again, more misinformed opinions are coming into this thread. You can't have more than one of the same shield effect on you. It’s important that people who actually understand and play the game are taken more seriously than those who don’t even grasp the basics. We don’t need people who lack the first clue about the game’s mechanics completely ruining Cyrodiil with misguided and misinformed healing nerfs.
Someone else in this thread gave a ton of opinions about how they thought the healing nerfs should be implemented, only for us to find out that they believed one cast of Echoing Vigor could hit 12 people at the same time. This demonstrates a total lack of game knowledge. It’s hard to take an opinion like that seriously when the person clearly doesn’t understand even the basic mechanics of the game.
Teeba_Shei wrote: »Just don't let the same HOTs and Shields stack. You should only be able to have one instance of each HOT and shield. Is that possible short term?
Honestly..this is how it should be. Why should one player be able to have 3 or more of the same heal and shield up at all times? And this is coming from a solo player. You have a vigor on you? Then that one vigor stays until the CD is done, same with shields. This is why ball groups are so unkillable is because they have 3+ vigors, 3+ regens, then 3+ shields, then the procs from the heal/buff sets
Again, more misinformed opinions are coming into this thread. You can't have more than one of the same shield effect on you. It’s important that people who actually understand and play the game are taken more seriously than those who don’t even grasp the basics. We don’t need people who lack the first clue about the game’s mechanics completely ruining Cyrodiil with misguided and misinformed healing nerfs.
Someone else in this thread gave a ton of opinions about how they thought the healing nerfs should be implemented, only for us to find out that they believed one cast of Echoing Vigor could hit 12 people at the same time. This demonstrates a total lack of game knowledge. It’s hard to take an opinion like that seriously when the person clearly doesn’t understand even the basic mechanics of the game.
I’ve been playing this game for years now, played all through some of the worst and best nerfs, metas and so forth when it comes to PvP. I can honestly say this is the worst that comped groups have been in PvP. Sure, maybe I shouldn’t have said shields can stack but the heals stacking is a huge issue at the moment and there needs to be a viable solution. Just last night there were two ball groups in Ash withstanding siege and 30-40 enemy players. Nothing even made a dent in their health bars and they only left the keep when they lost 1-2 players from their group. This is a problem. Comped groups shouldn’t be this unkillable force in the game. As I said in an earlier post, if they can’t figure out the cross heals solution then make sets that can counter these group viable again. Snake in the Stars was supposed to be a counter, it was dead on arrival. It’s kinda insane how the solo and PUG players have to suffer while comped groups are able to have free reign in Cyro 🤷🏼♂️