The_Meathead wrote: »So... of note, I'm glancing over who voted for what just now
And as of the time of this post, six or seven names I recognize as Ballgroup players from previous conversations have voted for 'Only Shield Strength' and one voted for 'No.' Mind you, there's some assumption on my part as to who is what (and I apologize if I got anyone wrong), but it's not terribly hard to figure out in long threads.
More power to them for voting and trying to defend their preferences, not knocking that in the slightest, but it makes me awfully dubious of the chances reducing ONLY Shields would do big things for moving the needle in terms of diminishing the real power of Ballgroups that has been the biggest topic du jour.
It's also worth a chuckle that they voted as a block, rather suddenly, in true Ballgroup fashion. I doubt it was intentional or noteworthy, but man... talk about sticking to your methods.
Just sharing the latter bit for a laugh, I'm not saying it's nefarious.
Based on the current trend of this poll, it can be safely said that there is no consensus in the PvP community. If there is a point that I missed in this poll, but everyone agrees on, please feel free to mention it.
Other than that, I would sincerely appreciate it if those who voted 'No' and 'Other' shared what's on their minds, what argument made them vote the way they did. Just please try and avoid walls of text; let's keep it simple, like a summary.
Based on the current trend of this poll, it can be safely said that there is no consensus in the PvP community. If there is a point that I missed in this poll, but everyone agrees on, please feel free to mention it.
Other than that, I would sincerely appreciate it if those who voted 'No' and 'Other' shared what's on their minds, what argument made them vote the way they did. Just please try and avoid walls of text; let's keep it simple, like a summary.
On the contrary. 45% of respondents say they want to see the skill stacking and shield stacking removed. Another 44% want either heal or shield stacking removed. That's 88% that want one or both heal and shield stacking removed from Cyrodiil.
That's not a lack of consensus, that's a pretty strong consensus.
No. Because what you propose to do affects PvE. The developers won't do this. Accordingly, each of your thoughtless votes in this matter brings you closer to the original option from the developers. Which is the real reason.
Then the question is still what to do with all the healing reduction effects that have already been added?
YandereGirlfriend wrote: »Definitely in favor of only one copy of a given healing/shielding morph operating on a player.
But the proposal for shields was ambiguous enough for me not to vote for it.
I think that you want to ensure as much continuity with PvE rules and combat mechanics as is possible with any change. So I disfavor highly arbitrary and meta-gamey restrictions like "shields can only reach X% of a target's Max HP" or "players may only have Y shields on them at a given time". Not only do those approaches come with their own significant drawbacks, edge-cases, and overhead, but they do not articulate with the rest of the game's mechanics at all and so we should, IMO, pull other levers first for balancing shields.
In my eyes, the biggest two offending skills are, without a doubt, Warding Burst and Shielding Conti. Why? Because they are mundane abilities that can and are spammed nearly every GCD during combat, and, when you build for it, exceed ultimate-like levels of shielding without having to... use an actual ultimate. If you look at ballgroup logs for shields, those two abilities always top the charts.
The skills behave that way because they, for whatever bad reason or oversight, scale with Max HP and not exclusively with Max Resources as they should. So groups pump-up Max HP on one caster and then use them to spam giant HP-inflated shields on everyone else. As a rule, self-shields meant for PvE tanks should be the only shields to scale with Max HP and everything else should scale from Max Resources.
That simple change would completely neuter the Scribing shields for PvP groups and groups would likely stop using them altogether as a result (I know that my group would), eliminating a huge portion of their overall shield stack and relegating what remains to the domain of ultimates, which, IMO, should be strong.
From there, you can simply use the existing Battle Spirit mechanics to globally tune shield strength if it was still necessary, to perhaps 45% strength.
No. Because what you propose to do affects PvE. The developers won't do this. Accordingly, each of your thoughtless votes in this matter brings you closer to the original option from the developers. Which is the real reason.
Then the question is still what to do with all the healing reduction effects that have already been added?
No. Because what you propose to do affects PvE. The developers won't do this. Accordingly, each of your thoughtless votes in this matter brings you closer to the original option from the developers. Which is the real reason.
Then the question is still what to do with all the healing reduction effects that have already been added?
why would it effect pve? this has all been stirred up by a proposed 50% healing nerf to pvp in cyrodiil. nothing to do with pve.
No. Because what you propose to do affects PvE. The developers won't do this. Accordingly, each of your thoughtless votes in this matter brings you closer to the original option from the developers. Which is the real reason.
Then the question is still what to do with all the healing reduction effects that have already been added?
Based on the current trend of this poll, it can be safely said that there is no consensus in the PvP community. If there is a point that I missed in this poll, but everyone agrees on, please feel free to mention it.
Other than that, I would sincerely appreciate it if those who voted 'No' and 'Other' shared what's on their minds, what argument made them vote the way they did. Just please try and avoid walls of text; let's keep it simple, like a summary.
On the contrary. 45% of respondents say they want to see the skill stacking and shield stacking removed. Another 44% want either heal or shield stacking removed. That's 88% that want one or both heal and shield stacking removed from Cyrodiil.
That's not a lack of consensus, that's a pretty strong consensus.
heimdall14_9 wrote: »YandereGirlfriend wrote: »Definitely in favor of only one copy of a given healing/shielding morph operating on a player.
But the proposal for shields was ambiguous enough for me not to vote for it.
I think that you want to ensure as much continuity with PvE rules and combat mechanics as is possible with any change. So I disfavor highly arbitrary and meta-gamey restrictions like "shields can only reach X% of a target's Max HP" or "players may only have Y shields on them at a given time". Not only do those approaches come with their own significant drawbacks, edge-cases, and overhead, but they do not articulate with the rest of the game's mechanics at all and so we should, IMO, pull other levers first for balancing shields.
In my eyes, the biggest two offending skills are, without a doubt, Warding Burst and Shielding Conti. Why? Because they are mundane abilities that can and are spammed nearly every GCD during combat, and, when you build for it, exceed ultimate-like levels of shielding without having to... use an actual ultimate. If you look at ballgroup logs for shields, those two abilities always top the charts.
The skills behave that way because they, for whatever bad reason or oversight, scale with Max HP and not exclusively with Max Resources as they should. So groups pump-up Max HP on one caster and then use them to spam giant HP-inflated shields on everyone else. As a rule, self-shields meant for PvE tanks should be the only shields to scale with Max HP and everything else should scale from Max Resources.
That simple change would completely neuter the Scribing shields for PvP groups and groups would likely stop using them altogether as a result (I know that my group would), eliminating a huge portion of their overall shield stack and relegating what remains to the domain of ultimates, which, IMO, should be strong.
From there, you can simply use the existing Battle Spirit mechanics to globally tune shield strength if it was still necessary, to perhaps 45% strength.
once you used PvE as part of your reasoning you lost me
we are talking about an BATTLE SPIRIT change that well do 0 change to how PvE works and how PvE works has no place in the matter how PvP should work , thats been the biggest factor with PVP has been out of control for so long PVE being effected by change to skills ... DONT LET AN CHANGE TO BATTLE SPIRIT GET BOLOCKED FOR THE SAME ABUSED REASON
heimdall14_9 wrote: »YandereGirlfriend wrote: »Definitely in favor of only one copy of a given healing/shielding morph operating on a player.
But the proposal for shields was ambiguous enough for me not to vote for it.
I think that you want to ensure as much continuity with PvE rules and combat mechanics as is possible with any change. So I disfavor highly arbitrary and meta-gamey restrictions like "shields can only reach X% of a target's Max HP" or "players may only have Y shields on them at a given time". Not only do those approaches come with their own significant drawbacks, edge-cases, and overhead, but they do not articulate with the rest of the game's mechanics at all and so we should, IMO, pull other levers first for balancing shields.
In my eyes, the biggest two offending skills are, without a doubt, Warding Burst and Shielding Conti. Why? Because they are mundane abilities that can and are spammed nearly every GCD during combat, and, when you build for it, exceed ultimate-like levels of shielding without having to... use an actual ultimate. If you look at ballgroup logs for shields, those two abilities always top the charts.
The skills behave that way because they, for whatever bad reason or oversight, scale with Max HP and not exclusively with Max Resources as they should. So groups pump-up Max HP on one caster and then use them to spam giant HP-inflated shields on everyone else. As a rule, self-shields meant for PvE tanks should be the only shields to scale with Max HP and everything else should scale from Max Resources.
That simple change would completely neuter the Scribing shields for PvP groups and groups would likely stop using them altogether as a result (I know that my group would), eliminating a huge portion of their overall shield stack and relegating what remains to the domain of ultimates, which, IMO, should be strong.
From there, you can simply use the existing Battle Spirit mechanics to globally tune shield strength if it was still necessary, to perhaps 45% strength.
once you used PvE as part of your reasoning you lost me
we are talking about an BATTLE SPIRIT change that well do 0 change to how PvE works and how PvE works has no place in the matter how PvP should work , thats been the biggest factor with PVP has been out of control for so long PVE being effected by change to skills ... DONT LET AN CHANGE TO BATTLE SPIRIT GET BOLOCKED FOR THE SAME ABUSED REASON
You don't understand that BATTLE SPIRIT is a kind of buff/debuff. It doesn't allow you to change skill mechanics. And all the suggestions in this thread are about skill changes.
Any skill change affects PVE. If I have to explain this to you, maybe you shouldn't post your opinion here. You're too incompetent.
heimdall14_9 wrote: »YandereGirlfriend wrote: »Definitely in favor of only one copy of a given healing/shielding morph operating on a player.
But the proposal for shields was ambiguous enough for me not to vote for it.
I think that you want to ensure as much continuity with PvE rules and combat mechanics as is possible with any change. So I disfavor highly arbitrary and meta-gamey restrictions like "shields can only reach X% of a target's Max HP" or "players may only have Y shields on them at a given time". Not only do those approaches come with their own significant drawbacks, edge-cases, and overhead, but they do not articulate with the rest of the game's mechanics at all and so we should, IMO, pull other levers first for balancing shields.
In my eyes, the biggest two offending skills are, without a doubt, Warding Burst and Shielding Conti. Why? Because they are mundane abilities that can and are spammed nearly every GCD during combat, and, when you build for it, exceed ultimate-like levels of shielding without having to... use an actual ultimate. If you look at ballgroup logs for shields, those two abilities always top the charts.
The skills behave that way because they, for whatever bad reason or oversight, scale with Max HP and not exclusively with Max Resources as they should. So groups pump-up Max HP on one caster and then use them to spam giant HP-inflated shields on everyone else. As a rule, self-shields meant for PvE tanks should be the only shields to scale with Max HP and everything else should scale from Max Resources.
That simple change would completely neuter the Scribing shields for PvP groups and groups would likely stop using them altogether as a result (I know that my group would), eliminating a huge portion of their overall shield stack and relegating what remains to the domain of ultimates, which, IMO, should be strong.
From there, you can simply use the existing Battle Spirit mechanics to globally tune shield strength if it was still necessary, to perhaps 45% strength.
once you used PvE as part of your reasoning you lost me
we are talking about an BATTLE SPIRIT change that well do 0 change to how PvE works and how PvE works has no place in the matter how PvP should work , thats been the biggest factor with PVP has been out of control for so long PVE being effected by change to skills ... DONT LET AN CHANGE TO BATTLE SPIRIT GET BOLOCKED FOR THE SAME ABUSED REASON
You don't understand that BATTLE SPIRIT is a kind of buff/debuff. It doesn't allow you to change skill mechanics. And all the suggestions in this thread are about skill changes.
Any skill change affects PVE. If I have to explain this to you, maybe you shouldn't post your opinion here. You're too incompetent.
heimdall14_9 wrote: »YandereGirlfriend wrote: »Definitely in favor of only one copy of a given healing/shielding morph operating on a player.
But the proposal for shields was ambiguous enough for me not to vote for it.
I think that you want to ensure as much continuity with PvE rules and combat mechanics as is possible with any change. So I disfavor highly arbitrary and meta-gamey restrictions like "shields can only reach X% of a target's Max HP" or "players may only have Y shields on them at a given time". Not only do those approaches come with their own significant drawbacks, edge-cases, and overhead, but they do not articulate with the rest of the game's mechanics at all and so we should, IMO, pull other levers first for balancing shields.
In my eyes, the biggest two offending skills are, without a doubt, Warding Burst and Shielding Conti. Why? Because they are mundane abilities that can and are spammed nearly every GCD during combat, and, when you build for it, exceed ultimate-like levels of shielding without having to... use an actual ultimate. If you look at ballgroup logs for shields, those two abilities always top the charts.
The skills behave that way because they, for whatever bad reason or oversight, scale with Max HP and not exclusively with Max Resources as they should. So groups pump-up Max HP on one caster and then use them to spam giant HP-inflated shields on everyone else. As a rule, self-shields meant for PvE tanks should be the only shields to scale with Max HP and everything else should scale from Max Resources.
That simple change would completely neuter the Scribing shields for PvP groups and groups would likely stop using them altogether as a result (I know that my group would), eliminating a huge portion of their overall shield stack and relegating what remains to the domain of ultimates, which, IMO, should be strong.
From there, you can simply use the existing Battle Spirit mechanics to globally tune shield strength if it was still necessary, to perhaps 45% strength.
once you used PvE as part of your reasoning you lost me
we are talking about an BATTLE SPIRIT change that well do 0 change to how PvE works and how PvE works has no place in the matter how PvP should work , thats been the biggest factor with PVP has been out of control for so long PVE being effected by change to skills ... DONT LET AN CHANGE TO BATTLE SPIRIT GET BOLOCKED FOR THE SAME ABUSED REASON
You don't understand that BATTLE SPIRIT is a kind of buff/debuff. It doesn't allow you to change skill mechanics. And all the suggestions in this thread are about skill changes.
Any skill change affects PVE. If I have to explain this to you, maybe you shouldn't post your opinion here. You're too incompetent.
That's exactly in line with how people want them to fix this problem though modify battlespirit tobe able to change how skills function rather than just buff/debuff it dosnt matter how long it takes to implement so long as its a goal for the future
heimdall14_9 wrote: »YandereGirlfriend wrote: »Definitely in favor of only one copy of a given healing/shielding morph operating on a player.
But the proposal for shields was ambiguous enough for me not to vote for it.
I think that you want to ensure as much continuity with PvE rules and combat mechanics as is possible with any change. So I disfavor highly arbitrary and meta-gamey restrictions like "shields can only reach X% of a target's Max HP" or "players may only have Y shields on them at a given time". Not only do those approaches come with their own significant drawbacks, edge-cases, and overhead, but they do not articulate with the rest of the game's mechanics at all and so we should, IMO, pull other levers first for balancing shields.
In my eyes, the biggest two offending skills are, without a doubt, Warding Burst and Shielding Conti. Why? Because they are mundane abilities that can and are spammed nearly every GCD during combat, and, when you build for it, exceed ultimate-like levels of shielding without having to... use an actual ultimate. If you look at ballgroup logs for shields, those two abilities always top the charts.
The skills behave that way because they, for whatever bad reason or oversight, scale with Max HP and not exclusively with Max Resources as they should. So groups pump-up Max HP on one caster and then use them to spam giant HP-inflated shields on everyone else. As a rule, self-shields meant for PvE tanks should be the only shields to scale with Max HP and everything else should scale from Max Resources.
That simple change would completely neuter the Scribing shields for PvP groups and groups would likely stop using them altogether as a result (I know that my group would), eliminating a huge portion of their overall shield stack and relegating what remains to the domain of ultimates, which, IMO, should be strong.
From there, you can simply use the existing Battle Spirit mechanics to globally tune shield strength if it was still necessary, to perhaps 45% strength.
once you used PvE as part of your reasoning you lost me
we are talking about an BATTLE SPIRIT change that well do 0 change to how PvE works and how PvE works has no place in the matter how PvP should work , thats been the biggest factor with PVP has been out of control for so long PVE being effected by change to skills ... DONT LET AN CHANGE TO BATTLE SPIRIT GET BOLOCKED FOR THE SAME ABUSED REASON
You don't understand that BATTLE SPIRIT is a kind of buff/debuff. It doesn't allow you to change skill mechanics. And all the suggestions in this thread are about skill changes.
Any skill change affects PVE. If I have to explain this to you, maybe you shouldn't post your opinion here. You're too incompetent.
YandereGirlfriend wrote: »heimdall14_9 wrote: »YandereGirlfriend wrote: »Definitely in favor of only one copy of a given healing/shielding morph operating on a player.
But the proposal for shields was ambiguous enough for me not to vote for it.
I think that you want to ensure as much continuity with PvE rules and combat mechanics as is possible with any change. So I disfavor highly arbitrary and meta-gamey restrictions like "shields can only reach X% of a target's Max HP" or "players may only have Y shields on them at a given time". Not only do those approaches come with their own significant drawbacks, edge-cases, and overhead, but they do not articulate with the rest of the game's mechanics at all and so we should, IMO, pull other levers first for balancing shields.
In my eyes, the biggest two offending skills are, without a doubt, Warding Burst and Shielding Conti. Why? Because they are mundane abilities that can and are spammed nearly every GCD during combat, and, when you build for it, exceed ultimate-like levels of shielding without having to... use an actual ultimate. If you look at ballgroup logs for shields, those two abilities always top the charts.
The skills behave that way because they, for whatever bad reason or oversight, scale with Max HP and not exclusively with Max Resources as they should. So groups pump-up Max HP on one caster and then use them to spam giant HP-inflated shields on everyone else. As a rule, self-shields meant for PvE tanks should be the only shields to scale with Max HP and everything else should scale from Max Resources.
That simple change would completely neuter the Scribing shields for PvP groups and groups would likely stop using them altogether as a result (I know that my group would), eliminating a huge portion of their overall shield stack and relegating what remains to the domain of ultimates, which, IMO, should be strong.
From there, you can simply use the existing Battle Spirit mechanics to globally tune shield strength if it was still necessary, to perhaps 45% strength.
once you used PvE as part of your reasoning you lost me
we are talking about an BATTLE SPIRIT change that well do 0 change to how PvE works and how PvE works has no place in the matter how PvP should work , thats been the biggest factor with PVP has been out of control for so long PVE being effected by change to skills ... DONT LET AN CHANGE TO BATTLE SPIRIT GET BOLOCKED FOR THE SAME ABUSED REASON
You don't understand that BATTLE SPIRIT is a kind of buff/debuff. It doesn't allow you to change skill mechanics. And all the suggestions in this thread are about skill changes.
Any skill change affects PVE. If I have to explain this to you, maybe you shouldn't post your opinion here. You're too incompetent.
That's exactly in line with how people want them to fix this problem though modify battlespirit tobe able to change how skills function rather than just buff/debuff it dosnt matter how long it takes to implement so long as its a goal for the future
I think it is more that we do not want skills to function completely differently between the two modes. We literally already have that and it's called Vengeance. I, for one, do not want any semblance of Vengeance or Vengeance-like thinking in my Grey Host.
I also do not want a ton of new conditional logic bloating-up the already chugging servers. Which is why using the existing access points to tweak and balance aspects of the game is preferable to needlessly complicated and overengineered "solutions".