MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »[*] Movement speed being double what it used to doesnt help
Movement is not double what it used to be. They added a movement speed cap and nerfed a lot of movement speed abilities and potions. It used to be super easy, as a solo player, to have 100% uptime on Major Expedition, and it gave 40% movement speed. They actually toned movement down after that because players were moving so fast that they couldn’t hit each other.
It used to be so fast that I could actually outrun players who were sprinting on mounts.
Well it all changed in summerset when they released 10% swift jewelry. Prior to that the average player was at 100% movement speed with maybe 30% major. Then people had 60% suddenly and instead of zos adjusting the speeds buffs down they just adjusted the uptimes of major and snare immunities. So after that the game started feeling like this drag racing "redlight greenlight" type game.
Most solo and BG setups land at 150-200% movement speed without sprint. Yet back then you'd be at 130% on nonstamsorc builds. So I say doubling buffs because +30% to +75%ish. Way more sources in everyday builds were added, but they should have reduced values more to keep the same average speeds.
Even further back yeah there were the uncapped scroll run build days, but on a normal functional combat build you wouldnt have speed 5 pieces on.
I can't spend my entire day on here fact checking you. Major expedition from potions was 40% not 30%.
Well this was in clockwork before summerset at 30%
Reduced the bonus movement speed from the Major Expedition buff category to 30% from 40%.
https://en.uesp.net/wiki/Online:Patch/1.3.0.0
Ahh so it was 40% much earlier. Right and since then they have added handfuls of extra speed in just about every possible build choice. Except without reducing the values to keep the same average speed.
Teeba_Shei wrote: »MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »[*] Movement speed being double what it used to doesnt help
Movement is not double what it used to be. They added a movement speed cap and nerfed a lot of movement speed abilities and potions. It used to be super easy, as a solo player, to have 100% uptime on Major Expedition, and it gave 40% movement speed. They actually toned movement down after that because players were moving so fast that they couldn’t hit each other.
It used to be so fast that I could actually outrun players who were sprinting on mounts.
Well it all changed in summerset when they released 10% swift jewelry. Prior to that the average player was at 100% movement speed with maybe 30% major. Then people had 60% suddenly and instead of zos adjusting the speeds buffs down they just adjusted the uptimes of major and snare immunities. So after that the game started feeling like this drag racing "redlight greenlight" type game.
Most solo and BG setups land at 150-200% movement speed without sprint. Yet back then you'd be at 130% on nonstamsorc builds. So I say doubling buffs because +30% to +75%ish. Way more sources in everyday builds were added, but they should have reduced values more to keep the same average speeds.
Even further back yeah there were the uncapped scroll run build days, but on a normal functional combat build you wouldnt have speed 5 pieces on.
I can't spend my entire day on here fact checking you. Major expedition from potions was 40% not 30%.
Well this was in clockwork before summerset at 30%
Reduced the bonus movement speed from the Major Expedition buff category to 30% from 40%.
https://en.uesp.net/wiki/Online:Patch/1.3.0.0
Ahh so it was 40% much earlier. Right and since then they have added handfuls of extra speed in just about every possible build choice. Except without reducing the values to keep the same average speed.
They nerfed swift and a bunch of other things as well. They made a lot of the sources of speed fall into the major and minor categories, so they no longer stack. You used to be able to reach crazy speeds.
MincMincMinc wrote: »Teeba_Shei wrote: »Just remove Combat Medic and be done with it. I'm incredibly surprised they never tried to change this passive. If healing away from a keep is balanced, then when you move to keep battles, healing is suddenly overtuned.
@ZOS_Kevin @ZOS_GinaBruno Heal cut argument result.
After 20 pages of brutal probably TOS boundary arguments I think some of us actually came to an agreement. Remove the combat medic passive. There is no reason to boost heals in keeps, where we know fights might stagnate on the server and linger on and on causing lag.
If anything we can take out one small part of an equation that adds to the lag. We obviously can't find the silver bullet and likely you need to start taking smaller wins. This wont completely fix the STACKING issue of hots, but atleast cuts into the overhealing in keep fights. Honestly the only way to deal with stacking is change gamerules for all hots/dots or change how individual skills function.
edward_frigidhands wrote: »edward_frigidhands wrote: »Artisian0001 wrote: »Okay, you have effectively ruined the game.
Can you give some context here? That way, we can provide feedback to the team.
3 healing over time effects on you halfing all of your received healing is a change that makes no sense.
HoTs and DoTs need to be balanced in the same way because they are polar opposite answers to each other in the game's balance scheme.
The way Major Defile is there to counter Major Vitality as an equal and opposite counter part.
3 healing over time effects on you halving all of your healing would need to be countered by 3 damage over time effects halving all damage you take for the duration as a counter balance. Neither of the two belong in the game. PVP or otherwise.
This change will break the game in all environments with battle spirit.
What is the actual problem you guys are attempting to address with this change?
Is it ballgroups? This won't stop them. Because it won't stop their ability to kill. It might make them more lethal because they are going to be killing groups that have no idea why they can't heal through the damage.
Is this meant to stop people from piling several rows of HoTs and DoTs which potentially impact performance? The answer to that will be to address how HoTs and DoTs work in the entire game because those issues are present in Trials, World content and PvP. You can't address that with Battle Spirit.
This needs to go back to formula.
You guys need to try and shift more damage and healing to direct damage from over time effects.
Or have buffs that combine HoTs and DoTs into one effect such as Major/Minor Corrosion and Major/Minor Renewal.
I am a little alarmed that a change like this even made it to the PTS in response to feedback regarding ball groups.
The thing is, that healing over time outpaces damage over time by far already..
If you feel that is the case then your feedback and logical response to that feedback should be to address the individual numbers of those HoTs or DoTs that are out of line rather than introducing a game breaking debuff that breaks healing altogether and allows an entire one side of the game to be much weaker to build into (healing) than others (tanking/damage dealing).
What is being suggested here is the opposite of the word balance in it's very definition.
edward_frigidhands wrote: »edward_frigidhands wrote: »Artisian0001 wrote: »Okay, you have effectively ruined the game.
Can you give some context here? That way, we can provide feedback to the team.
3 healing over time effects on you halfing all of your received healing is a change that makes no sense.
HoTs and DoTs need to be balanced in the same way because they are polar opposite answers to each other in the game's balance scheme.
The way Major Defile is there to counter Major Vitality as an equal and opposite counter part.
3 healing over time effects on you halving all of your healing would need to be countered by 3 damage over time effects halving all damage you take for the duration as a counter balance. Neither of the two belong in the game. PVP or otherwise.
This change will break the game in all environments with battle spirit.
What is the actual problem you guys are attempting to address with this change?
Is it ballgroups? This won't stop them. Because it won't stop their ability to kill. It might make them more lethal because they are going to be killing groups that have no idea why they can't heal through the damage.
Is this meant to stop people from piling several rows of HoTs and DoTs which potentially impact performance? The answer to that will be to address how HoTs and DoTs work in the entire game because those issues are present in Trials, World content and PvP. You can't address that with Battle Spirit.
This needs to go back to formula.
You guys need to try and shift more damage and healing to direct damage from over time effects.
Or have buffs that combine HoTs and DoTs into one effect such as Major/Minor Corrosion and Major/Minor Renewal.
I am a little alarmed that a change like this even made it to the PTS in response to feedback regarding ball groups.
The thing is, that healing over time outpaces damage over time by far already..
If you feel that is the case then your feedback and logical response to that feedback should be to address the individual numbers of those HoTs or DoTs that are out of line rather than introducing a game breaking debuff that breaks healing altogether and allows an entire one side of the game to be much weaker to build into (healing) than others (tanking/damage dealing).
What is being suggested here is the opposite of the word balance in it's very definition.
You can purge dots, especially in a group setting— I cannot purge your hots.
Also, find me one DoT outside of an ult that dpses more than resolving vigor hpses- I’ll wait
gariondavey wrote: »MincMincMinc wrote: »Teeba_Shei wrote: »Just remove Combat Medic and be done with it. I'm incredibly surprised they never tried to change this passive. If healing away from a keep is balanced, then when you move to keep battles, healing is suddenly overtuned.
@ZOS_Kevin @ZOS_GinaBruno Heal cut argument result.
After 20 pages of brutal probably TOS boundary arguments I think some of us actually came to an agreement. Remove the combat medic passive. There is no reason to boost heals in keeps, where we know fights might stagnate on the server and linger on and on causing lag.
If anything we can take out one small part of an equation that adds to the lag. We obviously can't find the silver bullet and likely you need to start taking smaller wins. This wont completely fix the STACKING issue of hots, but atleast cuts into the overhealing in keep fights. Honestly the only way to deal with stacking is change gamerules for all hots/dots or change how individual skills function.
Remove that AND
-HOTS don't stack (1 per named spell)
-Shields are limited to 60 percent max hp (another value can be proposed/discussed)
-PvE support sets don't work in PvP
-Snow treaders have a 30 percent movement speed penalty.
Then, we will have some better balance.
Artisian0001 wrote: »edward_frigidhands wrote: »edward_frigidhands wrote: »Artisian0001 wrote: »Okay, you have effectively ruined the game.
Can you give some context here? That way, we can provide feedback to the team.
3 healing over time effects on you halfing all of your received healing is a change that makes no sense.
HoTs and DoTs need to be balanced in the same way because they are polar opposite answers to each other in the game's balance scheme.
The way Major Defile is there to counter Major Vitality as an equal and opposite counter part.
3 healing over time effects on you halving all of your healing would need to be countered by 3 damage over time effects halving all damage you take for the duration as a counter balance. Neither of the two belong in the game. PVP or otherwise.
This change will break the game in all environments with battle spirit.
What is the actual problem you guys are attempting to address with this change?
Is it ballgroups? This won't stop them. Because it won't stop their ability to kill. It might make them more lethal because they are going to be killing groups that have no idea why they can't heal through the damage.
Is this meant to stop people from piling several rows of HoTs and DoTs which potentially impact performance? The answer to that will be to address how HoTs and DoTs work in the entire game because those issues are present in Trials, World content and PvP. You can't address that with Battle Spirit.
This needs to go back to formula.
You guys need to try and shift more damage and healing to direct damage from over time effects.
Or have buffs that combine HoTs and DoTs into one effect such as Major/Minor Corrosion and Major/Minor Renewal.
I am a little alarmed that a change like this even made it to the PTS in response to feedback regarding ball groups.
The thing is, that healing over time outpaces damage over time by far already..
If you feel that is the case then your feedback and logical response to that feedback should be to address the individual numbers of those HoTs or DoTs that are out of line rather than introducing a game breaking debuff that breaks healing altogether and allows an entire one side of the game to be much weaker to build into (healing) than others (tanking/damage dealing).
What is being suggested here is the opposite of the word balance in it's very definition.
You can purge dots, especially in a group setting— I cannot purge your hots.
Also, find me one DoT outside of an ult that dpses more than resolving vigor hpses- I’ll wait
Nobody in big groups purges DoTs. If your group is 5+ people you are just effectively killing yourself to plague, so this argument doesn't really matter.
Artisian0001 wrote: »edward_frigidhands wrote: »edward_frigidhands wrote: »Artisian0001 wrote: »Okay, you have effectively ruined the game.
Can you give some context here? That way, we can provide feedback to the team.
3 healing over time effects on you halfing all of your received healing is a change that makes no sense.
HoTs and DoTs need to be balanced in the same way because they are polar opposite answers to each other in the game's balance scheme.
The way Major Defile is there to counter Major Vitality as an equal and opposite counter part.
3 healing over time effects on you halving all of your healing would need to be countered by 3 damage over time effects halving all damage you take for the duration as a counter balance. Neither of the two belong in the game. PVP or otherwise.
This change will break the game in all environments with battle spirit.
What is the actual problem you guys are attempting to address with this change?
Is it ballgroups? This won't stop them. Because it won't stop their ability to kill. It might make them more lethal because they are going to be killing groups that have no idea why they can't heal through the damage.
Is this meant to stop people from piling several rows of HoTs and DoTs which potentially impact performance? The answer to that will be to address how HoTs and DoTs work in the entire game because those issues are present in Trials, World content and PvP. You can't address that with Battle Spirit.
This needs to go back to formula.
You guys need to try and shift more damage and healing to direct damage from over time effects.
Or have buffs that combine HoTs and DoTs into one effect such as Major/Minor Corrosion and Major/Minor Renewal.
I am a little alarmed that a change like this even made it to the PTS in response to feedback regarding ball groups.
The thing is, that healing over time outpaces damage over time by far already..
If you feel that is the case then your feedback and logical response to that feedback should be to address the individual numbers of those HoTs or DoTs that are out of line rather than introducing a game breaking debuff that breaks healing altogether and allows an entire one side of the game to be much weaker to build into (healing) than others (tanking/damage dealing).
What is being suggested here is the opposite of the word balance in it's very definition.
You can purge dots, especially in a group setting— I cannot purge your hots.
Also, find me one DoT outside of an ult that dpses more than resolving vigor hpses- I’ll wait
Nobody in big groups purges DoTs. If your group is 5+ people you are just effectively killing yourself to plague, so this argument doesn't really matter.
First sentence already ridiculously incorrect.
Purify is everywhere- need screenshots for proof?
Artisian0001 wrote: »edward_frigidhands wrote: »edward_frigidhands wrote: »Artisian0001 wrote: »Okay, you have effectively ruined the game.
Can you give some context here? That way, we can provide feedback to the team.
3 healing over time effects on you halfing all of your received healing is a change that makes no sense.
HoTs and DoTs need to be balanced in the same way because they are polar opposite answers to each other in the game's balance scheme.
The way Major Defile is there to counter Major Vitality as an equal and opposite counter part.
3 healing over time effects on you halving all of your healing would need to be countered by 3 damage over time effects halving all damage you take for the duration as a counter balance. Neither of the two belong in the game. PVP or otherwise.
This change will break the game in all environments with battle spirit.
What is the actual problem you guys are attempting to address with this change?
Is it ballgroups? This won't stop them. Because it won't stop their ability to kill. It might make them more lethal because they are going to be killing groups that have no idea why they can't heal through the damage.
Is this meant to stop people from piling several rows of HoTs and DoTs which potentially impact performance? The answer to that will be to address how HoTs and DoTs work in the entire game because those issues are present in Trials, World content and PvP. You can't address that with Battle Spirit.
This needs to go back to formula.
You guys need to try and shift more damage and healing to direct damage from over time effects.
Or have buffs that combine HoTs and DoTs into one effect such as Major/Minor Corrosion and Major/Minor Renewal.
I am a little alarmed that a change like this even made it to the PTS in response to feedback regarding ball groups.
The thing is, that healing over time outpaces damage over time by far already..
If you feel that is the case then your feedback and logical response to that feedback should be to address the individual numbers of those HoTs or DoTs that are out of line rather than introducing a game breaking debuff that breaks healing altogether and allows an entire one side of the game to be much weaker to build into (healing) than others (tanking/damage dealing).
What is being suggested here is the opposite of the word balance in it's very definition.
You can purge dots, especially in a group setting— I cannot purge your hots.
Also, find me one DoT outside of an ult that dpses more than resolving vigor hpses- I’ll wait
Nobody in big groups purges DoTs. If your group is 5+ people you are just effectively killing yourself to plague, so this argument doesn't really matter.
First sentence already ridiculously incorrect.
Purify is everywhere- need screenshots for proof?
Artisian0001 wrote: »edward_frigidhands wrote: »edward_frigidhands wrote: »Artisian0001 wrote: »Okay, you have effectively ruined the game.
Can you give some context here? That way, we can provide feedback to the team.
3 healing over time effects on you halfing all of your received healing is a change that makes no sense.
HoTs and DoTs need to be balanced in the same way because they are polar opposite answers to each other in the game's balance scheme.
The way Major Defile is there to counter Major Vitality as an equal and opposite counter part.
3 healing over time effects on you halving all of your healing would need to be countered by 3 damage over time effects halving all damage you take for the duration as a counter balance. Neither of the two belong in the game. PVP or otherwise.
This change will break the game in all environments with battle spirit.
What is the actual problem you guys are attempting to address with this change?
Is it ballgroups? This won't stop them. Because it won't stop their ability to kill. It might make them more lethal because they are going to be killing groups that have no idea why they can't heal through the damage.
Is this meant to stop people from piling several rows of HoTs and DoTs which potentially impact performance? The answer to that will be to address how HoTs and DoTs work in the entire game because those issues are present in Trials, World content and PvP. You can't address that with Battle Spirit.
This needs to go back to formula.
You guys need to try and shift more damage and healing to direct damage from over time effects.
Or have buffs that combine HoTs and DoTs into one effect such as Major/Minor Corrosion and Major/Minor Renewal.
I am a little alarmed that a change like this even made it to the PTS in response to feedback regarding ball groups.
The thing is, that healing over time outpaces damage over time by far already..
If you feel that is the case then your feedback and logical response to that feedback should be to address the individual numbers of those HoTs or DoTs that are out of line rather than introducing a game breaking debuff that breaks healing altogether and allows an entire one side of the game to be much weaker to build into (healing) than others (tanking/damage dealing).
What is being suggested here is the opposite of the word balance in it's very definition.
You can purge dots, especially in a group setting— I cannot purge your hots.
Also, find me one DoT outside of an ult that dpses more than resolving vigor hpses- I’ll wait
Nobody in big groups purges DoTs. If your group is 5+ people you are just effectively killing yourself to plague, so this argument doesn't really matter.
First sentence already ridiculously incorrect.
Purify is everywhere- need screenshots for proof?
Second, plague breaker has been incomprehensibly nerfed to the point where the damage it provides (especially without followup) is laughable especially in the context of ballgroups with each member having a typical 35k+ health pool and an endless supply of main heals and off heals.
Outside of siege damage, anything not resolved via the above solution is easily cured via one or 2 defensive ultimates (think trees, earth gore monster set, and barrier being a handful of examples)
Artisian0001 wrote: »Artisian0001 wrote: »edward_frigidhands wrote: »edward_frigidhands wrote: »Artisian0001 wrote: »Okay, you have effectively ruined the game.
Can you give some context here? That way, we can provide feedback to the team.
3 healing over time effects on you halfing all of your received healing is a change that makes no sense.
HoTs and DoTs need to be balanced in the same way because they are polar opposite answers to each other in the game's balance scheme.
The way Major Defile is there to counter Major Vitality as an equal and opposite counter part.
3 healing over time effects on you halving all of your healing would need to be countered by 3 damage over time effects halving all damage you take for the duration as a counter balance. Neither of the two belong in the game. PVP or otherwise.
This change will break the game in all environments with battle spirit.
What is the actual problem you guys are attempting to address with this change?
Is it ballgroups? This won't stop them. Because it won't stop their ability to kill. It might make them more lethal because they are going to be killing groups that have no idea why they can't heal through the damage.
Is this meant to stop people from piling several rows of HoTs and DoTs which potentially impact performance? The answer to that will be to address how HoTs and DoTs work in the entire game because those issues are present in Trials, World content and PvP. You can't address that with Battle Spirit.
This needs to go back to formula.
You guys need to try and shift more damage and healing to direct damage from over time effects.
Or have buffs that combine HoTs and DoTs into one effect such as Major/Minor Corrosion and Major/Minor Renewal.
I am a little alarmed that a change like this even made it to the PTS in response to feedback regarding ball groups.
The thing is, that healing over time outpaces damage over time by far already..
If you feel that is the case then your feedback and logical response to that feedback should be to address the individual numbers of those HoTs or DoTs that are out of line rather than introducing a game breaking debuff that breaks healing altogether and allows an entire one side of the game to be much weaker to build into (healing) than others (tanking/damage dealing).
What is being suggested here is the opposite of the word balance in it's very definition.
You can purge dots, especially in a group setting— I cannot purge your hots.
Also, find me one DoT outside of an ult that dpses more than resolving vigor hpses- I’ll wait
Nobody in big groups purges DoTs. If your group is 5+ people you are just effectively killing yourself to plague, so this argument doesn't really matter.
First sentence already ridiculously incorrect.
Purify is everywhere- need screenshots for proof?
Purify isn't the same thing as running purge, purge removes it from everyone at the same time, multiplying the damage on the set. If you are talking about just a single person using purify and then people using the purify synergy then sure, but even the people who use this aren't the big groups that run a bunch of HoTs, they are the smaller groups who fight a few people and don't have plaguebreak on 4+ members at all times. We should be talking about the groups that can't run it to begin with, as they are the ones with the amount of HoTs people are concerned about.
Artisian0001 wrote: »Artisian0001 wrote: »edward_frigidhands wrote: »edward_frigidhands wrote: »Artisian0001 wrote: »Okay, you have effectively ruined the game.
Can you give some context here? That way, we can provide feedback to the team.
3 healing over time effects on you halfing all of your received healing is a change that makes no sense.
HoTs and DoTs need to be balanced in the same way because they are polar opposite answers to each other in the game's balance scheme.
The way Major Defile is there to counter Major Vitality as an equal and opposite counter part.
3 healing over time effects on you halving all of your healing would need to be countered by 3 damage over time effects halving all damage you take for the duration as a counter balance. Neither of the two belong in the game. PVP or otherwise.
This change will break the game in all environments with battle spirit.
What is the actual problem you guys are attempting to address with this change?
Is it ballgroups? This won't stop them. Because it won't stop their ability to kill. It might make them more lethal because they are going to be killing groups that have no idea why they can't heal through the damage.
Is this meant to stop people from piling several rows of HoTs and DoTs which potentially impact performance? The answer to that will be to address how HoTs and DoTs work in the entire game because those issues are present in Trials, World content and PvP. You can't address that with Battle Spirit.
This needs to go back to formula.
You guys need to try and shift more damage and healing to direct damage from over time effects.
Or have buffs that combine HoTs and DoTs into one effect such as Major/Minor Corrosion and Major/Minor Renewal.
I am a little alarmed that a change like this even made it to the PTS in response to feedback regarding ball groups.
The thing is, that healing over time outpaces damage over time by far already..
If you feel that is the case then your feedback and logical response to that feedback should be to address the individual numbers of those HoTs or DoTs that are out of line rather than introducing a game breaking debuff that breaks healing altogether and allows an entire one side of the game to be much weaker to build into (healing) than others (tanking/damage dealing).
What is being suggested here is the opposite of the word balance in it's very definition.
You can purge dots, especially in a group setting— I cannot purge your hots.
Also, find me one DoT outside of an ult that dpses more than resolving vigor hpses- I’ll wait
Nobody in big groups purges DoTs. If your group is 5+ people you are just effectively killing yourself to plague, so this argument doesn't really matter.
First sentence already ridiculously incorrect.
Purify is everywhere- need screenshots for proof?
Second, plague breaker has been incomprehensibly nerfed to the point where the damage it provides (especially without followup) is laughable especially in the context of ballgroups with each member having a typical 35k+ health pool and an endless supply of main heals and off heals.
Outside of siege damage, anything not resolved via the above solution is easily cured via one or 2 defensive ultimates (think trees, earth gore monster set, and barrier being a handful of examples)
You are just wrong. Tell me you don't understand the game more. Please show me the patch where plaguebreaks damage was heavily nerfed.
Artisian0001 wrote: »Artisian0001 wrote: »edward_frigidhands wrote: »edward_frigidhands wrote: »Artisian0001 wrote: »Okay, you have effectively ruined the game.
Can you give some context here? That way, we can provide feedback to the team.
3 healing over time effects on you halfing all of your received healing is a change that makes no sense.
HoTs and DoTs need to be balanced in the same way because they are polar opposite answers to each other in the game's balance scheme.
The way Major Defile is there to counter Major Vitality as an equal and opposite counter part.
3 healing over time effects on you halving all of your healing would need to be countered by 3 damage over time effects halving all damage you take for the duration as a counter balance. Neither of the two belong in the game. PVP or otherwise.
This change will break the game in all environments with battle spirit.
What is the actual problem you guys are attempting to address with this change?
Is it ballgroups? This won't stop them. Because it won't stop their ability to kill. It might make them more lethal because they are going to be killing groups that have no idea why they can't heal through the damage.
Is this meant to stop people from piling several rows of HoTs and DoTs which potentially impact performance? The answer to that will be to address how HoTs and DoTs work in the entire game because those issues are present in Trials, World content and PvP. You can't address that with Battle Spirit.
This needs to go back to formula.
You guys need to try and shift more damage and healing to direct damage from over time effects.
Or have buffs that combine HoTs and DoTs into one effect such as Major/Minor Corrosion and Major/Minor Renewal.
I am a little alarmed that a change like this even made it to the PTS in response to feedback regarding ball groups.
The thing is, that healing over time outpaces damage over time by far already..
If you feel that is the case then your feedback and logical response to that feedback should be to address the individual numbers of those HoTs or DoTs that are out of line rather than introducing a game breaking debuff that breaks healing altogether and allows an entire one side of the game to be much weaker to build into (healing) than others (tanking/damage dealing).
What is being suggested here is the opposite of the word balance in it's very definition.
You can purge dots, especially in a group setting— I cannot purge your hots.
Also, find me one DoT outside of an ult that dpses more than resolving vigor hpses- I’ll wait
Nobody in big groups purges DoTs. If your group is 5+ people you are just effectively killing yourself to plague, so this argument doesn't really matter.
First sentence already ridiculously incorrect.
Purify is everywhere- need screenshots for proof?
Second, plague breaker has been incomprehensibly nerfed to the point where the damage it provides (especially without followup) is laughable especially in the context of ballgroups with each member having a typical 35k+ health pool and an endless supply of main heals and off heals.
Outside of siege damage, anything not resolved via the above solution is easily cured via one or 2 defensive ultimates (think trees, earth gore monster set, and barrier being a handful of examples)
You are just wrong. Tell me you don't understand the game more. Please show me the patch where plaguebreaks damage was heavily nerfed.
Player of 10+ years and I was actually thinking you were relatively new. Regardless, players have acknowledged that the root cause of this change (ball groups) are a problem and now the developers have finally taken the initiative to attempt to effectively resolve the core of that problem (unmitigated survivability) regardless of what you or I are typing here.
In other words, whether or not you like it- the problem will be solved (one way or another) in the current course.
Artisian0001 wrote: »Artisian0001 wrote: »Artisian0001 wrote: »edward_frigidhands wrote: »edward_frigidhands wrote: »Artisian0001 wrote: »Okay, you have effectively ruined the game.
Can you give some context here? That way, we can provide feedback to the team.
3 healing over time effects on you halfing all of your received healing is a change that makes no sense.
HoTs and DoTs need to be balanced in the same way because they are polar opposite answers to each other in the game's balance scheme.
The way Major Defile is there to counter Major Vitality as an equal and opposite counter part.
3 healing over time effects on you halving all of your healing would need to be countered by 3 damage over time effects halving all damage you take for the duration as a counter balance. Neither of the two belong in the game. PVP or otherwise.
This change will break the game in all environments with battle spirit.
What is the actual problem you guys are attempting to address with this change?
Is it ballgroups? This won't stop them. Because it won't stop their ability to kill. It might make them more lethal because they are going to be killing groups that have no idea why they can't heal through the damage.
Is this meant to stop people from piling several rows of HoTs and DoTs which potentially impact performance? The answer to that will be to address how HoTs and DoTs work in the entire game because those issues are present in Trials, World content and PvP. You can't address that with Battle Spirit.
This needs to go back to formula.
You guys need to try and shift more damage and healing to direct damage from over time effects.
Or have buffs that combine HoTs and DoTs into one effect such as Major/Minor Corrosion and Major/Minor Renewal.
I am a little alarmed that a change like this even made it to the PTS in response to feedback regarding ball groups.
The thing is, that healing over time outpaces damage over time by far already..
If you feel that is the case then your feedback and logical response to that feedback should be to address the individual numbers of those HoTs or DoTs that are out of line rather than introducing a game breaking debuff that breaks healing altogether and allows an entire one side of the game to be much weaker to build into (healing) than others (tanking/damage dealing).
What is being suggested here is the opposite of the word balance in it's very definition.
You can purge dots, especially in a group setting— I cannot purge your hots.
Also, find me one DoT outside of an ult that dpses more than resolving vigor hpses- I’ll wait
Nobody in big groups purges DoTs. If your group is 5+ people you are just effectively killing yourself to plague, so this argument doesn't really matter.
First sentence already ridiculously incorrect.
Purify is everywhere- need screenshots for proof?
Second, plague breaker has been incomprehensibly nerfed to the point where the damage it provides (especially without followup) is laughable especially in the context of ballgroups with each member having a typical 35k+ health pool and an endless supply of main heals and off heals.
Outside of siege damage, anything not resolved via the above solution is easily cured via one or 2 defensive ultimates (think trees, earth gore monster set, and barrier being a handful of examples)
You are just wrong. Tell me you don't understand the game more. Please show me the patch where plaguebreaks damage was heavily nerfed.
Player of 10+ years and I was actually thinking you were relatively new. Regardless, players have acknowledged that the root cause of this change (ball groups) are a problem and now the developers have finally taken the initiative to attempt to effectively resolve the core of that problem (unmitigated survivability) regardless of what you or I are typing here.
In other words, whether or not you like it- the problem will be solved (one way or another) in the current course.
You do realize you said the damage was nerfed, even "incomprehensibly" so and didn't substantiate it all all right? This is what every single person on the forums does. The damage on the explosion was never nerfed against groups, it was only increased. You didn't even try to say otherwise, did you just lie and then backtrack when it was obviously wrong? I have been on the game since beta, regardless, I could have started yesterday and it doesn't change anything. Lying to try to score points on the forums seems to be common from the side that doesn't want an actual coherent change against the real problem.
Teeba_Shei wrote: »Artisian0001 wrote: »Artisian0001 wrote: »Artisian0001 wrote: »edward_frigidhands wrote: »edward_frigidhands wrote: »Artisian0001 wrote: »Okay, you have effectively ruined the game.
Can you give some context here? That way, we can provide feedback to the team.
3 healing over time effects on you halfing all of your received healing is a change that makes no sense.
HoTs and DoTs need to be balanced in the same way because they are polar opposite answers to each other in the game's balance scheme.
The way Major Defile is there to counter Major Vitality as an equal and opposite counter part.
3 healing over time effects on you halving all of your healing would need to be countered by 3 damage over time effects halving all damage you take for the duration as a counter balance. Neither of the two belong in the game. PVP or otherwise.
This change will break the game in all environments with battle spirit.
What is the actual problem you guys are attempting to address with this change?
Is it ballgroups? This won't stop them. Because it won't stop their ability to kill. It might make them more lethal because they are going to be killing groups that have no idea why they can't heal through the damage.
Is this meant to stop people from piling several rows of HoTs and DoTs which potentially impact performance? The answer to that will be to address how HoTs and DoTs work in the entire game because those issues are present in Trials, World content and PvP. You can't address that with Battle Spirit.
This needs to go back to formula.
You guys need to try and shift more damage and healing to direct damage from over time effects.
Or have buffs that combine HoTs and DoTs into one effect such as Major/Minor Corrosion and Major/Minor Renewal.
I am a little alarmed that a change like this even made it to the PTS in response to feedback regarding ball groups.
The thing is, that healing over time outpaces damage over time by far already..
If you feel that is the case then your feedback and logical response to that feedback should be to address the individual numbers of those HoTs or DoTs that are out of line rather than introducing a game breaking debuff that breaks healing altogether and allows an entire one side of the game to be much weaker to build into (healing) than others (tanking/damage dealing).
What is being suggested here is the opposite of the word balance in it's very definition.
You can purge dots, especially in a group setting— I cannot purge your hots.
Also, find me one DoT outside of an ult that dpses more than resolving vigor hpses- I’ll wait
Nobody in big groups purges DoTs. If your group is 5+ people you are just effectively killing yourself to plague, so this argument doesn't really matter.
First sentence already ridiculously incorrect.
Purify is everywhere- need screenshots for proof?
Second, plague breaker has been incomprehensibly nerfed to the point where the damage it provides (especially without followup) is laughable especially in the context of ballgroups with each member having a typical 35k+ health pool and an endless supply of main heals and off heals.
Outside of siege damage, anything not resolved via the above solution is easily cured via one or 2 defensive ultimates (think trees, earth gore monster set, and barrier being a handful of examples)
You are just wrong. Tell me you don't understand the game more. Please show me the patch where plaguebreaks damage was heavily nerfed.
Player of 10+ years and I was actually thinking you were relatively new. Regardless, players have acknowledged that the root cause of this change (ball groups) are a problem and now the developers have finally taken the initiative to attempt to effectively resolve the core of that problem (unmitigated survivability) regardless of what you or I are typing here.
In other words, whether or not you like it- the problem will be solved (one way or another) in the current course.
You do realize you said the damage was nerfed, even "incomprehensibly" so and didn't substantiate it all all right? This is what every single person on the forums does. The damage on the explosion was never nerfed against groups, it was only increased. You didn't even try to say otherwise, did you just lie and then backtrack when it was obviously wrong? I have been on the game since beta, regardless, I could have started yesterday and it doesn't change anything. Lying to try to score points on the forums seems to be common from the side that doesn't want an actual coherent change against the real problem.
The only nerf to plaguebreak was that it no longer works in PvE. That nerf doesn't apply to this conversation. The person saying it was nerfed doesn't know what they are talking about.
Artisian0001 wrote: »Artisian0001 wrote: »edward_frigidhands wrote: »edward_frigidhands wrote: »Artisian0001 wrote: »Okay, you have effectively ruined the game.
Can you give some context here? That way, we can provide feedback to the team.
3 healing over time effects on you halfing all of your received healing is a change that makes no sense.
HoTs and DoTs need to be balanced in the same way because they are polar opposite answers to each other in the game's balance scheme.
The way Major Defile is there to counter Major Vitality as an equal and opposite counter part.
3 healing over time effects on you halving all of your healing would need to be countered by 3 damage over time effects halving all damage you take for the duration as a counter balance. Neither of the two belong in the game. PVP or otherwise.
This change will break the game in all environments with battle spirit.
What is the actual problem you guys are attempting to address with this change?
Is it ballgroups? This won't stop them. Because it won't stop their ability to kill. It might make them more lethal because they are going to be killing groups that have no idea why they can't heal through the damage.
Is this meant to stop people from piling several rows of HoTs and DoTs which potentially impact performance? The answer to that will be to address how HoTs and DoTs work in the entire game because those issues are present in Trials, World content and PvP. You can't address that with Battle Spirit.
This needs to go back to formula.
You guys need to try and shift more damage and healing to direct damage from over time effects.
Or have buffs that combine HoTs and DoTs into one effect such as Major/Minor Corrosion and Major/Minor Renewal.
I am a little alarmed that a change like this even made it to the PTS in response to feedback regarding ball groups.
The thing is, that healing over time outpaces damage over time by far already..
If you feel that is the case then your feedback and logical response to that feedback should be to address the individual numbers of those HoTs or DoTs that are out of line rather than introducing a game breaking debuff that breaks healing altogether and allows an entire one side of the game to be much weaker to build into (healing) than others (tanking/damage dealing).
What is being suggested here is the opposite of the word balance in it's very definition.
You can purge dots, especially in a group setting— I cannot purge your hots.
Also, find me one DoT outside of an ult that dpses more than resolving vigor hpses- I’ll wait
Nobody in big groups purges DoTs. If your group is 5+ people you are just effectively killing yourself to plague, so this argument doesn't really matter.
First sentence already ridiculously incorrect.
Purify is everywhere- need screenshots for proof?
Second, plague breaker has been incomprehensibly nerfed to the point where the damage it provides (especially without followup) is laughable especially in the context of ballgroups with each member having a typical 35k+ health pool and an endless supply of main heals and off heals.
Outside of siege damage, anything not resolved via the above solution is easily cured via one or 2 defensive ultimates (think trees, earth gore monster set, and barrier being a handful of examples)
You are just wrong. Tell me you don't understand the game more. Please show me the patch where plaguebreaks damage was heavily nerfed.
Player of 10+ years and I was actually thinking you were relatively new. Regardless, players have acknowledged that the root cause of this change (ball groups) are a problem and now the developers have finally taken the initiative to attempt to effectively resolve the core of that problem (unmitigated survivability) regardless of what you or I are typing here.
In other words, whether or not you like it- the problem will be solved (one way or another) in the current course.
Artisian0001 wrote: »Teeba_Shei wrote: »Artisian0001 wrote: »Artisian0001 wrote: »Artisian0001 wrote: »edward_frigidhands wrote: »edward_frigidhands wrote: »Artisian0001 wrote: »Okay, you have effectively ruined the game.
Can you give some context here? That way, we can provide feedback to the team.
3 healing over time effects on you halfing all of your received healing is a change that makes no sense.
HoTs and DoTs need to be balanced in the same way because they are polar opposite answers to each other in the game's balance scheme.
The way Major Defile is there to counter Major Vitality as an equal and opposite counter part.
3 healing over time effects on you halving all of your healing would need to be countered by 3 damage over time effects halving all damage you take for the duration as a counter balance. Neither of the two belong in the game. PVP or otherwise.
This change will break the game in all environments with battle spirit.
What is the actual problem you guys are attempting to address with this change?
Is it ballgroups? This won't stop them. Because it won't stop their ability to kill. It might make them more lethal because they are going to be killing groups that have no idea why they can't heal through the damage.
Is this meant to stop people from piling several rows of HoTs and DoTs which potentially impact performance? The answer to that will be to address how HoTs and DoTs work in the entire game because those issues are present in Trials, World content and PvP. You can't address that with Battle Spirit.
This needs to go back to formula.
You guys need to try and shift more damage and healing to direct damage from over time effects.
Or have buffs that combine HoTs and DoTs into one effect such as Major/Minor Corrosion and Major/Minor Renewal.
I am a little alarmed that a change like this even made it to the PTS in response to feedback regarding ball groups.
The thing is, that healing over time outpaces damage over time by far already..
If you feel that is the case then your feedback and logical response to that feedback should be to address the individual numbers of those HoTs or DoTs that are out of line rather than introducing a game breaking debuff that breaks healing altogether and allows an entire one side of the game to be much weaker to build into (healing) than others (tanking/damage dealing).
What is being suggested here is the opposite of the word balance in it's very definition.
You can purge dots, especially in a group setting— I cannot purge your hots.
Also, find me one DoT outside of an ult that dpses more than resolving vigor hpses- I’ll wait
Nobody in big groups purges DoTs. If your group is 5+ people you are just effectively killing yourself to plague, so this argument doesn't really matter.
First sentence already ridiculously incorrect.
Purify is everywhere- need screenshots for proof?
Second, plague breaker has been incomprehensibly nerfed to the point where the damage it provides (especially without followup) is laughable especially in the context of ballgroups with each member having a typical 35k+ health pool and an endless supply of main heals and off heals.
Outside of siege damage, anything not resolved via the above solution is easily cured via one or 2 defensive ultimates (think trees, earth gore monster set, and barrier being a handful of examples)
You are just wrong. Tell me you don't understand the game more. Please show me the patch where plaguebreaks damage was heavily nerfed.
Player of 10+ years and I was actually thinking you were relatively new. Regardless, players have acknowledged that the root cause of this change (ball groups) are a problem and now the developers have finally taken the initiative to attempt to effectively resolve the core of that problem (unmitigated survivability) regardless of what you or I are typing here.
In other words, whether or not you like it- the problem will be solved (one way or another) in the current course.
You do realize you said the damage was nerfed, even "incomprehensibly" so and didn't substantiate it all all right? This is what every single person on the forums does. The damage on the explosion was never nerfed against groups, it was only increased. You didn't even try to say otherwise, did you just lie and then backtrack when it was obviously wrong? I have been on the game since beta, regardless, I could have started yesterday and it doesn't change anything. Lying to try to score points on the forums seems to be common from the side that doesn't want an actual coherent change against the real problem.
The only nerf to plaguebreak was that it no longer works in PvE. That nerf doesn't apply to this conversation. The person saying it was nerfed doesn't know what they are talking about.
Yes, plague was changed to not work on NPCs, which didn't change the damage of the set, and then in another patch the DoT damage was increased, and then the BASE explosion damage was decreased but the explosion scaling was increased so it actually dealt even more damage when it hits 4 or more people. and it always hits more than that against big groups, which is what we are talking about. Just no real conversation to be had with these people.
CameraBeardThePirate wrote: »Artisian0001 wrote: »Teeba_Shei wrote: »Artisian0001 wrote: »Artisian0001 wrote: »Artisian0001 wrote: »edward_frigidhands wrote: »edward_frigidhands wrote: »Artisian0001 wrote: »Okay, you have effectively ruined the game.
Can you give some context here? That way, we can provide feedback to the team.
3 healing over time effects on you halfing all of your received healing is a change that makes no sense.
HoTs and DoTs need to be balanced in the same way because they are polar opposite answers to each other in the game's balance scheme.
The way Major Defile is there to counter Major Vitality as an equal and opposite counter part.
3 healing over time effects on you halving all of your healing would need to be countered by 3 damage over time effects halving all damage you take for the duration as a counter balance. Neither of the two belong in the game. PVP or otherwise.
This change will break the game in all environments with battle spirit.
What is the actual problem you guys are attempting to address with this change?
Is it ballgroups? This won't stop them. Because it won't stop their ability to kill. It might make them more lethal because they are going to be killing groups that have no idea why they can't heal through the damage.
Is this meant to stop people from piling several rows of HoTs and DoTs which potentially impact performance? The answer to that will be to address how HoTs and DoTs work in the entire game because those issues are present in Trials, World content and PvP. You can't address that with Battle Spirit.
This needs to go back to formula.
You guys need to try and shift more damage and healing to direct damage from over time effects.
Or have buffs that combine HoTs and DoTs into one effect such as Major/Minor Corrosion and Major/Minor Renewal.
I am a little alarmed that a change like this even made it to the PTS in response to feedback regarding ball groups.
The thing is, that healing over time outpaces damage over time by far already..
If you feel that is the case then your feedback and logical response to that feedback should be to address the individual numbers of those HoTs or DoTs that are out of line rather than introducing a game breaking debuff that breaks healing altogether and allows an entire one side of the game to be much weaker to build into (healing) than others (tanking/damage dealing).
What is being suggested here is the opposite of the word balance in it's very definition.
You can purge dots, especially in a group setting— I cannot purge your hots.
Also, find me one DoT outside of an ult that dpses more than resolving vigor hpses- I’ll wait
Nobody in big groups purges DoTs. If your group is 5+ people you are just effectively killing yourself to plague, so this argument doesn't really matter.
First sentence already ridiculously incorrect.
Purify is everywhere- need screenshots for proof?
Second, plague breaker has been incomprehensibly nerfed to the point where the damage it provides (especially without followup) is laughable especially in the context of ballgroups with each member having a typical 35k+ health pool and an endless supply of main heals and off heals.
Outside of siege damage, anything not resolved via the above solution is easily cured via one or 2 defensive ultimates (think trees, earth gore monster set, and barrier being a handful of examples)
You are just wrong. Tell me you don't understand the game more. Please show me the patch where plaguebreaks damage was heavily nerfed.
Player of 10+ years and I was actually thinking you were relatively new. Regardless, players have acknowledged that the root cause of this change (ball groups) are a problem and now the developers have finally taken the initiative to attempt to effectively resolve the core of that problem (unmitigated survivability) regardless of what you or I are typing here.
In other words, whether or not you like it- the problem will be solved (one way or another) in the current course.
You do realize you said the damage was nerfed, even "incomprehensibly" so and didn't substantiate it all all right? This is what every single person on the forums does. The damage on the explosion was never nerfed against groups, it was only increased. You didn't even try to say otherwise, did you just lie and then backtrack when it was obviously wrong? I have been on the game since beta, regardless, I could have started yesterday and it doesn't change anything. Lying to try to score points on the forums seems to be common from the side that doesn't want an actual coherent change against the real problem.
The only nerf to plaguebreak was that it no longer works in PvE. That nerf doesn't apply to this conversation. The person saying it was nerfed doesn't know what they are talking about.
Yes, plague was changed to not work on NPCs, which didn't change the damage of the set, and then in another patch the DoT damage was increased, and then the BASE explosion damage was decreased but the explosion scaling was increased so it actually dealt even more damage when it hits 4 or more people. and it always hits more than that against big groups, which is what we are talking about. Just no real conversation to be had with these people.
You're missing the cooldown and application nerfs? You used to be able to apply it much more frequently, but now it is applied on 1 target per ability, even if the ability is AoE, ON TOP OF having a long per target cooldown.. That cooldown increase did heavily nerf the damage output of the set, as you'll have fewer instances applied at any given time.
Alchimiste1 wrote: »How did I provide calculations without combat medic and people still think JUST removing combat medic is enough to reign in the power of ball groups lol.
Increasing the number of HoTs required to 5 seems like the best option to me (of course, this should be a temporary change and tested for a while). Solo players rarely go beyond 3 HoTs; this change would mainly impact those who play in groups, even small ones, which still feels like a fair mechanic to me.
It would likely make any type of player, at any group size, killable, and that sounds fun. It would force players to focus on movement and survival mechanics instead of relying solely on a stack of numbers. Go on. Let’s test this for a while
Artisian0001 wrote: »CameraBeardThePirate wrote: »Artisian0001 wrote: »Teeba_Shei wrote: »Artisian0001 wrote: »Artisian0001 wrote: »Artisian0001 wrote: »edward_frigidhands wrote: »edward_frigidhands wrote: »Artisian0001 wrote: »Okay, you have effectively ruined the game.
Can you give some context here? That way, we can provide feedback to the team.
3 healing over time effects on you halfing all of your received healing is a change that makes no sense.
HoTs and DoTs need to be balanced in the same way because they are polar opposite answers to each other in the game's balance scheme.
The way Major Defile is there to counter Major Vitality as an equal and opposite counter part.
3 healing over time effects on you halving all of your healing would need to be countered by 3 damage over time effects halving all damage you take for the duration as a counter balance. Neither of the two belong in the game. PVP or otherwise.
This change will break the game in all environments with battle spirit.
What is the actual problem you guys are attempting to address with this change?
Is it ballgroups? This won't stop them. Because it won't stop their ability to kill. It might make them more lethal because they are going to be killing groups that have no idea why they can't heal through the damage.
Is this meant to stop people from piling several rows of HoTs and DoTs which potentially impact performance? The answer to that will be to address how HoTs and DoTs work in the entire game because those issues are present in Trials, World content and PvP. You can't address that with Battle Spirit.
This needs to go back to formula.
You guys need to try and shift more damage and healing to direct damage from over time effects.
Or have buffs that combine HoTs and DoTs into one effect such as Major/Minor Corrosion and Major/Minor Renewal.
I am a little alarmed that a change like this even made it to the PTS in response to feedback regarding ball groups.
The thing is, that healing over time outpaces damage over time by far already..
If you feel that is the case then your feedback and logical response to that feedback should be to address the individual numbers of those HoTs or DoTs that are out of line rather than introducing a game breaking debuff that breaks healing altogether and allows an entire one side of the game to be much weaker to build into (healing) than others (tanking/damage dealing).
What is being suggested here is the opposite of the word balance in it's very definition.
You can purge dots, especially in a group setting— I cannot purge your hots.
Also, find me one DoT outside of an ult that dpses more than resolving vigor hpses- I’ll wait
Nobody in big groups purges DoTs. If your group is 5+ people you are just effectively killing yourself to plague, so this argument doesn't really matter.
First sentence already ridiculously incorrect.
Purify is everywhere- need screenshots for proof?
Second, plague breaker has been incomprehensibly nerfed to the point where the damage it provides (especially without followup) is laughable especially in the context of ballgroups with each member having a typical 35k+ health pool and an endless supply of main heals and off heals.
Outside of siege damage, anything not resolved via the above solution is easily cured via one or 2 defensive ultimates (think trees, earth gore monster set, and barrier being a handful of examples)
You are just wrong. Tell me you don't understand the game more. Please show me the patch where plaguebreaks damage was heavily nerfed.
Player of 10+ years and I was actually thinking you were relatively new. Regardless, players have acknowledged that the root cause of this change (ball groups) are a problem and now the developers have finally taken the initiative to attempt to effectively resolve the core of that problem (unmitigated survivability) regardless of what you or I are typing here.
In other words, whether or not you like it- the problem will be solved (one way or another) in the current course.
You do realize you said the damage was nerfed, even "incomprehensibly" so and didn't substantiate it all all right? This is what every single person on the forums does. The damage on the explosion was never nerfed against groups, it was only increased. You didn't even try to say otherwise, did you just lie and then backtrack when it was obviously wrong? I have been on the game since beta, regardless, I could have started yesterday and it doesn't change anything. Lying to try to score points on the forums seems to be common from the side that doesn't want an actual coherent change against the real problem.
The only nerf to plaguebreak was that it no longer works in PvE. That nerf doesn't apply to this conversation. The person saying it was nerfed doesn't know what they are talking about.
Yes, plague was changed to not work on NPCs, which didn't change the damage of the set, and then in another patch the DoT damage was increased, and then the BASE explosion damage was decreased but the explosion scaling was increased so it actually dealt even more damage when it hits 4 or more people. and it always hits more than that against big groups, which is what we are talking about. Just no real conversation to be had with these people.
You're missing the cooldown and application nerfs? You used to be able to apply it much more frequently, but now it is applied on 1 target per ability, even if the ability is AoE, ON TOP OF having a long per target cooldown.. That cooldown increase did heavily nerf the damage output of the set, as you'll have fewer instances applied at any given time.
Considering the comment was, "the damage it provides is laughable" and the damage was never nerfed, the point is flat out wrong. Also, one of the things you pointed out was a bugfix, but yes it only applies every 20s. This doesn't change how much damage it does (literally more) to bigger groups.
Any nerf to shielding should only apply to group shields and not individually exclusive shields.
Artisian0001 wrote: »Increasing the number of HoTs required to 5 seems like the best option to me (of course, this should be a temporary change and tested for a while). Solo players rarely go beyond 3 HoTs; this change would mainly impact those who play in groups, even small ones, which still feels like a fair mechanic to me.
It would likely make any type of player, at any group size, killable, and that sounds fun. It would force players to focus on movement and survival mechanics instead of relying solely on a stack of numbers. Go on. Let’s test this for a while
What do you do about people healing from outside of group then? You have to remove it for this to work and a lot of people are very against this.
MincMincMinc wrote: »Artisian0001 wrote: »Increasing the number of HoTs required to 5 seems like the best option to me (of course, this should be a temporary change and tested for a while). Solo players rarely go beyond 3 HoTs; this change would mainly impact those who play in groups, even small ones, which still feels like a fair mechanic to me.
It would likely make any type of player, at any group size, killable, and that sounds fun. It would force players to focus on movement and survival mechanics instead of relying solely on a stack of numbers. Go on. Let’s test this for a while
What do you do about people healing from outside of group then? You have to remove it for this to work and a lot of people are very against this.
We always see these arguments of NO CROSSHEALING or WE WANT CROSSHEALING......ok why not just ask zos to do both. Make one heal morph go to groups and the other to allies only.
Plenty of doors to open with new skills in the future.
Artisian0001 wrote: »Any nerf to shielding should only apply to group shields and not individually exclusive shields.
If you are talking about not nerfing sorc shield and shields that target just one person, I can say I agree. The real issue is scribing shields combined with barrier, dk ult, gibber, etc. Scribing is probably the biggest issue as they aren't even behind an ultimate and the person just builds HP to increase to value. Very poorly balanced skill.
Artisian0001 wrote: »Any nerf to shielding should only apply to group shields and not individually exclusive shields.
If you are talking about not nerfing sorc shield and shields that target just one person, I can say I agree. The real issue is scribing shields combined with barrier, dk ult, gibber, etc. Scribing is probably the biggest issue as they aren't even behind an ultimate and the person just builds HP to increase to value. Very poorly balanced skill.
Yes precisely. And it falls into the same category as the initial heal reduction battle-spirit that removes player agency from themselves. The group shielding didn't become such an issue until scribing enabled it. The majority of group shield sets have such low shield values as a norm.
Artisian0001 wrote: »Artisian0001 wrote: »Any nerf to shielding should only apply to group shields and not individually exclusive shields.
If you are talking about not nerfing sorc shield and shields that target just one person, I can say I agree. The real issue is scribing shields combined with barrier, dk ult, gibber, etc. Scribing is probably the biggest issue as they aren't even behind an ultimate and the person just builds HP to increase to value. Very poorly balanced skill.
Yes precisely. And it falls into the same category as the initial heal reduction battle-spirit that removes player agency from themselves. The group shielding didn't become such an issue until scribing enabled it. The majority of group shield sets have such low shield values as a norm.
They also have cooldowns. I don't think they are even used because the CD with low value isn't worth a 5 piece. Every log I have seen from coordinated 12 mans is arc shielding as well as scribing shields, they are egregiously strong.
