StackonClown wrote: »can someone explain - is HOT stacking what makes ball groups so hard to take on?
does hot stacking make these players unkillable or does hot stacking cause others to lag?
I sometimes see these ball groups inside an enemy keep - they seem to follow an NPC-like loop, never ever stopping.
So these guys would clearly all be on discord - giggling amongst themselves ??
StackonClown wrote: »can someone explain - is HOT stacking what makes ball groups so hard to take on?
does hot stacking make these players unkillable or does hot stacking cause others to lag?
I sometimes see these ball groups inside an enemy keep - they seem to follow an NPC-like loop, never ever stopping.
So these guys would clearly all be on discord - giggling amongst themselves ??
MincMincMinc wrote: »StackonClown wrote: »can someone explain - is HOT stacking what makes ball groups so hard to take on?
does hot stacking make these players unkillable or does hot stacking cause others to lag?
I sometimes see these ball groups inside an enemy keep - they seem to follow an NPC-like loop, never ever stopping.
So these guys would clearly all be on discord - giggling amongst themselves ??
Its mainly the shields that are preventing them from dying in the current meta. Shields are an anti burst tool whereas hots are an anti suffocation tool for tankiness. We are in a crit heavy meta because zos has given crit damage out like candy. The reason players always ran 7 impen was because a critical hit unmitigated basically means you do double damage or effectively doing two skills in one cast.....leading to a burst meta.
For shields think, if you could have 30khp that means in one instance of damage you could survive 30k damage. If we throw on 30k shields now you can survive 60k of instant burst. Once you lose those shields you need to recast back up actively to be ready to survive burst again.
Hots on the other hand are over time but are a guaranteed blanket. So if you have 30khp and hots you will still die to that 30k burst, but any little hits are going to ensure you are back at the 30k. So Hots are more of a counter to a bunch of little hits.
Hots however are probably more server lag intensive just because they lead to many ticks and potentially many cascading calculation events. If you have 12x people all casting 12x hots that tick 12x that trigger up to 10x proc events per player you can see how these factors could start going up exponentially for the server. For each of these factors you can come up with server rule limitations.
- For Groups you can limit the max player count in a group which can pair with rules like "this heal/set only works on group members"
- For the AoE you can do AoE hit limits, maybe "this heal only hits 6 players, but this morph heals 12 for less"
- For the hot you can prevent stacking so only one source can be applied at a time, preventing abusive copy/paste meta skills.
- For the procs you can make harder uptimes and harder proc triggers. (Think of rallying cry lasting 20s, but with a 15s cooldown giving no downtime. Or instead of the trigger being "spam aoe hots" you could make the trigger something like "when you use a single target heal on an ally")
YandereGirlfriend wrote: »MincMincMinc wrote: »StackonClown wrote: »can someone explain - is HOT stacking what makes ball groups so hard to take on?
does hot stacking make these players unkillable or does hot stacking cause others to lag?
I sometimes see these ball groups inside an enemy keep - they seem to follow an NPC-like loop, never ever stopping.
So these guys would clearly all be on discord - giggling amongst themselves ??
Its mainly the shields that are preventing them from dying in the current meta. Shields are an anti burst tool whereas hots are an anti suffocation tool for tankiness. We are in a crit heavy meta because zos has given crit damage out like candy. The reason players always ran 7 impen was because a critical hit unmitigated basically means you do double damage or effectively doing two skills in one cast.....leading to a burst meta.
For shields think, if you could have 30khp that means in one instance of damage you could survive 30k damage. If we throw on 30k shields now you can survive 60k of instant burst. Once you lose those shields you need to recast back up actively to be ready to survive burst again.
Hots on the other hand are over time but are a guaranteed blanket. So if you have 30khp and hots you will still die to that 30k burst, but any little hits are going to ensure you are back at the 30k. So Hots are more of a counter to a bunch of little hits.
Hots however are probably more server lag intensive just because they lead to many ticks and potentially many cascading calculation events. If you have 12x people all casting 12x hots that tick 12x that trigger up to 10x proc events per player you can see how these factors could start going up exponentially for the server. For each of these factors you can come up with server rule limitations.
- For Groups you can limit the max player count in a group which can pair with rules like "this heal/set only works on group members"
- For the AoE you can do AoE hit limits, maybe "this heal only hits 6 players, but this morph heals 12 for less"
- For the hot you can prevent stacking so only one source can be applied at a time, preventing abusive copy/paste meta skills.
- For the procs you can make harder uptimes and harder proc triggers. (Think of rallying cry lasting 20s, but with a 15s cooldown giving no downtime. Or instead of the trigger being "spam aoe hots" you could make the trigger something like "when you use a single target heal on an ally")
These are all very good points.
The benefits of eliminating sticky HOT stacking would be far greater than the basic decrease in durability for players and groups; exactly as you state, there would be very desirable performance and gameplay implications as well.
I would argue though the game would benefit more from Rallying Cry-style long-duration uptimes with simple proc conditions than it does from the current approach that is centered around intensely short "micro-durations", exotic proc conditions, and mechanics like the standardized 5-second "stack" duration for many item sets.
These intensely short durations typically require additional overhead to manage because they are intended to be constantly refreshed. But perhaps more importantly, they also create negative incentives for gameplay.
For example, if you want to maintain SPC uptime, you need to absolutely spam healing ticks without any real regard for their healing utility. Because the actual healing is not the point. You spam them because SPC only lasts for 5 seconds and so you need to be not only healing but overhealing a target as rapidly as you possibly can. So you, as the healer, are making tons of unnecessary casts that are achieving basically nothing except for bogging-down the server and maintaining your SPC proc. There has got to be a better way.
Clearly, the original design intent is to not make proccing powerful set effects "too easy" for players, which is a valid concern. But it is simply reality that players are going to do whatever it takes to maintain their procs, no matter how wasteful or taxing it is on server performance.
From that perspective, you may as well stop fighting against the metaphorical ocean and instead change micro-duration sets, such as SPC, to require less degenerate gameplay to proc. Giving them a Rallying Cry-style long-duration proc, such that players are no longer incentivized to simply spam spam spam in order to maintain it, would be a worthwhile improvement.
Even adding features such as "Smart Targeting" for buffs, which was implemented for exactly two sets and then randomly dropped as a concept, would be helpful. Giving players certainty that X casts will result in Y outcomes every time, all the time, would assist in culling unnecessary player actions and casts. Yes, this would make life more straightforward for groups. But groups are going to maintain their uptime anyway, so you can have them either crush the server while doing it or you can streamline the process and improve performance for everyone. In my eyes, that that choice is obvious.
We know that this issue with AoEs is density of players in an area. In a trial, BG or overland there are always less than 20 players, so at max the server has to do 20x calculations to see if a player is in the AoE. In Cyrodiil it is many more than 20 because of the much larger density of players, so anytime a ball grouper casts an AoE the server has to see which of the other 150+ players are in the area and then determine if they are friend or foe to determine if the AoE's effect actually affects each toon. It becomes exponentially more compute intensive as each ball grouper and/or zergling spams more AoEs. This is why - IMHO - the versions of skills in Vengeance are what they are. They started out with no AoEs and Vengeance was always snappy. Now that they have let some AoEs leak in, performance can suffer during times with a lot of players in an area and AoEs are being cast.MincMincMinc wrote: »Right on its almost wild that we even question why the game lags. Yet we see design decisions like incentivizing groups to spam aoe hots which do aoe procs with 5 different effects.......etc.
Honestly I would rather zos focus more group play onto ultimates or higher cost skills like seige shield, purge, or timestop for example. Move more group set interactions to incentivize these gameplay interactions. "if you purge 20 effects give each affected group member 300wd". Then drive the normal combat gameplay away from absurdly bloated skills doing 5 paragraphs of aoe proc effects like deep fissure.
We know that this issue with AoEs is density of players in an area. In a trial, BG or overland there are always less than 20 players, so at max the server has to do 20x calculations to see if a player is in the AoE. In Cyrodiil it is many more than 20 because of the much larger density of players, so anytime a ball grouper casts an AoE the server has to see which of the other 150+ players are in the area and then determine if they are friend or foe to determine if the AoE's effect actually affects each toon. It becomes exponentially more compute intensive as each ball grouper and/or zergling spams more AoEs. This is why - IMHO - the versions of skills in Vengeance are what they are. They started out with no AoEs and Vengeance was always snappy. Now that they have let some AoEs leak in, performance can suffer during times with a lot of players in an area and AoEs are being cast.MincMincMinc wrote: »Right on its almost wild that we even question why the game lags. Yet we see design decisions like incentivizing groups to spam aoe hots which do aoe procs with 5 different effects.......etc.
Honestly I would rather zos focus more group play onto ultimates or higher cost skills like seige shield, purge, or timestop for example. Move more group set interactions to incentivize these gameplay interactions. "if you purge 20 effects give each affected group member 300wd". Then drive the normal combat gameplay away from absurdly bloated skills doing 5 paragraphs of aoe proc effects like deep fissure.
So ZOS needs to decide what their goal is in terms of maximum number of players in a Cyrodiil instance and then tailor the designs of abilities accordingly. The server still has to do calculations when an effect is sticky, so as far as I can see, managing how the abilities work (e.g. in group only, max targets affected, larger cooldowns, etc.) is the only real solution, but nearly no one active in this thread who was screaming about the nerf that they did seems to grasp the reality of doing so many server calculations within the global cooldown that AoEs cause. I personally want them to cap everything at 3 and make all abilities targeted in Cyrodiil. That's how you get hundreds of players involved in a close quarters battle for a keep - which I always thought was the point of Cyrodiil.
ZOS can also make PvP experiences like BGs (and larger w/ a max of maybe 40-50 per side) that are smaller than Cyrodiil's open world which perhaps have some AoE abilities. Abilities just change based upon what type of instance the player is going into: PvE Dungeons/Trials/Overland vs. PvP Small (max 24 players/instance) vs. PvP Medium (max 48 or 60 players/instance) vs. Open World PvP (300+ players/instance).
AoEs, Scribing and Multi-classing increased the number of calculations per global cooldown needed on the server side for Open World PvP because maybe no one is left at ZOS who could understand the consequences of such decisions for the server when a bunch of players were put into close proximity and their abilities could affect all local friendly or hostile players. For Cyrodiil we need the pared down abilities like they made for Vengeance if the goal is hundreds of players in an instance. I don't know why spammed AoE HoTs, DoTs & effects are even a thing in Cyrodiil still.
I don't think you realise that you and I are saying the same thing. Neither of us, I think, want Vengeance to exist & neither are working at cross purposes here.YandereGirlfriend wrote: »This already exists and is called Vengeance. It will be available as a permanent campaign at some point in the future.
I think we're talking about the same thing here. But it would not be "mangling" the ability, we're reducing the number of calculations per global cooldown to scale with playing environment. The mechanics as originally designed were not designed for Open World PvP. That's simply a fact.YandereGirlfriend wrote: »But rather than mangling abilities to be more Vengeance-like, you need to re-shape player incentives. You have to ask yourself why players spam Vigor rather than simply being angry that they do it.
It doesn't happen in a vacuum; it happens because the basic game mechanics (e.g. endless stacking, set procs, CP, etc.) incentivize players to spam it. So rather than mangling Vigor as a skill we should be changing the incentives to help players make decisions that are both in their own best interest as well as in the interests of the server.
I don't really understand what you mean here. Are you talking about limiting healing stacks? If so, I'm all for limiting healing stacks and shield stacks. Only 1 instance of each HoT ability should be able to stack on a player. Period. No 12x stacks of Vigor. One. Period. If a group wants more HoTs then other players need to slot different HoT abilities. And then remove shield stacking altogether. The limit is one shield, period. A shield is a shield is a shield. If two are cast/proc then the higher one wins and cancels out the other.YandereGirlfriend wrote: »So like the limiting to 1x instances per morph change would do exactly that. The skills stay exactly the same but we have removed a huge incentive, the endless stacking, that drives large numbers of players to spam it. You gain nothing of value from having 12x people spamming it vs. only 1x or 2x, which is a massive cast culling that players have now undertaken voluntarily.
So from a technical perspective of how AoE calculations work vs. proc ticks, we know a proc tick from sets, CP or abilities are far less compute intensive in open world PvP than a single cast of any AoE. Every AoE has target calculations that must happen for every player in an instance within a certain distance of the caster. So if an AoE is cast/procs, the server must look at each player reasonablynear the caster and look at the range of the possible target to see if they are in the actual area defined by the AoE. If an ability is defined as targeted to self or group members then the server doesn't have to worry about any of this. It is the per global cooldown "Is player in the area of the AoE?" calculations that go exponential with a large number of players in a relatively small area that cause the lag. I think we both agree on this.YandereGirlfriend wrote: »Sets obviously feed into this dynamic as well, which I have discussed higher up in this thread. Sets that demand a high rate of ticks to proc or to stay active incentivize casting abilities that generate a large number of raw ticks. Change the sets to make them easier to maintain... and you wash away the imperative to make all of those wasteful casts.
I'm all for this and so are many other players but I don't have the confidence that the devs can spare the cycles to work on any of this because it only applies to one single portion of the game - Open World PvP - whereas their roadmap as publicly described is what seems to be an attempt to lure new and old PvE-mostly players to the game. So from the perspective of people like me it's not a "knee-jerk" anything, it's looking at what the devs could do with little to no development effort on their part to make the completely broken Open World PvP of ESO slightly less broken. This whole idea of reducing things after 3 HoTs is pretty reasonable to many players because the vast majority of us never actually have 3 sticky HoTs on us ever when in Cyrodiil, but a small vocal minority of very niche playstyle players that (as more than casual PvPers) are already part of a minority of ESO community that would be realistically adversely affected by the change scream bloody murder so fast that ZOS the change doesn't even last more than a few days on PTS before being pulled. That is the very definition of "knee-jerk" from our perspective. But rather than recognizing that the devs are a small team with a big public roadmap so they can't prioritize changes that only affect open world PvP performance, the niche play folks in ball groups and bomber zerglets get on here and scream, "Only do the impossible! Not anything meaningful in the short term!"YandereGirlfriend wrote: »CP has proc effects that share the same negative incentives as set procs but we also have basic balance and scaling to consider. Why do single-target heals and AOE heals both scale to +10% with CP? Why do we have a HOT star (which implies many recurring calculations) but not a corresponding Direct Heal star? If we want players to make better choices, then we should probably incentivize and provide them with healthier alternatives.
Even something as simple as allowing players to flag themselves as heals-always-target-self when playing solo to bypass, for example, the AOE search component when they cast their Healing Soul or Breath of Life, would be beneficial for performance as well as a win-win for players who would now have certainty that their life-saving casts will always go to themselves rather than potentially being stolen by some randoms in the area. You can and should do a similar thing for groups to flag themselves as the only valid targets for their own healing.
So, there are lots of things that you can to do shape player choices without destroying the combat system that we currently enjoy. It just requires a bit more thoughtfulness than the knee-jerk "NERF THIS!" that we typically see online.
MincMincMinc wrote: »There is also the issue of in cyrodil zos has done a lot of work to incentivize balling up and pushing single path objectives only for large group play.
- A prime example being the hammer.....it is literally a singularity point on the map drawing all 3 factions to a singular point.
- Another being the destroyable bridges. The emp ring has two directions, if one goes down and the action dies. Now the 50% going east suddenly joins the other 50% on the west.
- The old small goat paths like under the alessia bridge opened alot of doors for small man fights and duels. These were close enough that noobs fighting on the bridge could be introduced and learn how to solo in some fights and break away from the heard.
- The newer goat paths are SOOOOO far away, most people probably never even ran through them. Why not make a goatpath through the South ASH mountain that leads to the ash mine?
- The outer outposts are SOOOOO far away, why not move something like carmala closer to the middle gate to incentivize fighting through that? Look how bruma is located between bleaks and dragonclaw and it is fought over all the time by solos and smallman groups.
- Things like resources being worth little compared to keep flips for the faction. Resource bonuses not playing pivotal roles in keep seiges, so groups can just stack 50 on ram and wait 3 mins for it to open with no reason to split up during seiges. They could go back to guards giving insane buffs. Lumber yards preventing doors from being seiged. Mines buffing the walls. We could spend hours talking about how resource nodes could be better designed to force large groups to split up and then force smaller groups to split further to hold nodes.
- Mountspeed and stamina being so fast and near infinite makes it so casual ganking isnt a thing anymore. Ganking used to be a core noob way of learning how to pvp solo for both the attacker and the defender. Now we only see 1 shot theorycrafters trying to pull it off. This MAJOR learning environment is basically gone from the game.
This is all great stuff and is all relatively low effort for the dev team to (re)implement everything in this list. I'd argue that all of this would have been far lower effort than that spent on developing Vengeance and would have had a much more positive impact in terms of re-growing the ESO PvP community.
The last one is my favorite. Hardly anyone gets knocked off their speedy mount anymore in Cyrodiil. If they do, you know they're a PVE'er. And I can't figure out how someone riding on a mount can get hit with a literal meteor/comet and not be always knocked off their mount and unavoidably stunned on the ground. If ZOS want to make just one change to the game, this is an easy one. Meteors always dismount a player and always unavoidably stun anyone hit by one. One should never see "DODGED" as the result of casting a meteor on a target. Remove the unavoidable stun from Streak and make meteor be an actual meteor.MincMincMinc wrote: »There is also the issue of in cyrodil zos has done a lot of work to incentivize balling up and pushing single path objectives only for large group play.
- A prime example being the hammer.....it is literally a singularity point on the map drawing all 3 factions to a singular point.
- Another being the destroyable bridges. The emp ring has two directions, if one goes down and the action dies. Now the 50% going east suddenly joins the other 50% on the west.
- The old small goat paths like under the alessia bridge opened alot of doors for small man fights and duels. These were close enough that noobs fighting on the bridge could be introduced and learn how to solo in some fights and break away from the heard.
- The newer goat paths are SOOOOO far away, most people probably never even ran through them. Why not make a goatpath through the South ASH mountain that leads to the ash mine?
- The outer outposts are SOOOOO far away, why not move something like carmala closer to the middle gate to incentivize fighting through that? Look how bruma is located between bleaks and dragonclaw and it is fought over all the time by solos and smallman groups.
- Things like resources being worth little compared to keep flips for the faction. Resource bonuses not playing pivotal roles in keep seiges, so groups can just stack 50 on ram and wait 3 mins for it to open with no reason to split up during seiges. They could go back to guards giving insane buffs. Lumber yards preventing doors from being seiged. Mines buffing the walls. We could spend hours talking about how resource nodes could be better designed to force large groups to split up and then force smaller groups to split further to hold nodes.
- Mountspeed and stamina being so fast and near infinite makes it so casual ganking isnt a thing anymore. Ganking used to be a core noob way of learning how to pvp solo for both the attacker and the defender. Now we only see 1 shot theorycrafters trying to pull it off. This MAJOR learning environment is basically gone from the game.
YandereGirlfriend wrote: »For example, @MincMincMinc often brings up that even most "single-target" heals are actually crypto-AOEs due to Smart Healing. I think that Smart Healing has its place and that shifting healing to a tab-target format would not work in ESO. But there likely exist better solutions than what we have at present, where basically all healing abilities are de facto AOE.
Which is where an idea like a self-heal flag/toggle for individual players and groups comes into play. I think that this new ZOS can implement that if it is something that players want. I would love that for solo and group play, as there are few things more devastating than your needed heals getting stolen by other players. So you are not only saving AOE calculations but also increasing quality of life for players.
MeridiaFavorsMe wrote: »I’m a solo player who runs around Cyrodiil healing on the battlefield. I’m not in a coordinated ball group and I’m not chasing meta setups—I’m just supporting my faction where I can. I already get plenty of hate tells saying I “ruin PvP” simply for helping keep people alive on AD. Even so, I feel like I have real impact in large fights and keep takes by keeping people healed through siege pressure and preventing unnecessary deaths.
This change really worries me because most of my skills are sticky heal-over-time effects. With Battlespirit now reducing healing taken by 50% when multiple HoTs are active, me trying to help people can actively hurt them. Healing allies shouldn’t punish them for receiving healing, especially in large-scale PvP where HoTs are the backbone of support.
I’ve seen the argument that this pushes healing toward “only heal people in your group,” but that doesn’t help my situation at all. I should be able to play solo and heal without being forced to group up just to avoid harming others. Cyrodiil has always supported different playstyles, including solo support players who help whoever is nearby. This change effectively removes that playstyle and turns solo healers into a liability instead of an asset.
I’m worried not just about the gameplay impact, but the social one too. I already get blamed for keeping people alive, and now I’m concerned I’ll get blamed for actively reducing their healing simply by doing my job. That doesn’t feel healthy for PvP or for players who enjoy supporting others outside of organized groups.
BlueTheRaptor333 wrote: »MeridiaFavorsMe wrote: »I’m a solo player who runs around Cyrodiil healing on the battlefield. I’m not in a coordinated ball group and I’m not chasing meta setups—I’m just supporting my faction where I can. I already get plenty of hate tells saying I “ruin PvP” simply for helping keep people alive on AD. Even so, I feel like I have real impact in large fights and keep takes by keeping people healed through siege pressure and preventing unnecessary deaths.
This change really worries me because most of my skills are sticky heal-over-time effects. With Battlespirit now reducing healing taken by 50% when multiple HoTs are active, me trying to help people can actively hurt them. Healing allies shouldn’t punish them for receiving healing, especially in large-scale PvP where HoTs are the backbone of support.
I’ve seen the argument that this pushes healing toward “only heal people in your group,” but that doesn’t help my situation at all. I should be able to play solo and heal without being forced to group up just to avoid harming others. Cyrodiil has always supported different playstyles, including solo support players who help whoever is nearby. This change effectively removes that playstyle and turns solo healers into a liability instead of an asset.
I’m worried not just about the gameplay impact, but the social one too. I already get blamed for keeping people alive, and now I’m concerned I’ll get blamed for actively reducing their healing simply by doing my job. That doesn’t feel healthy for PvP or for players who enjoy supporting others outside of organized groups.
as a semi newish pvp player on playstation in GH. and i main heals. this is gonna hurt me hard if this change is incoming to console. cause no one ever groups up really in NA due to the meta being rally cry and everyone is in there tiny 1-33 man groups or solo. just like myself. so what im reading is they are punishing us solo healers?