Izanagi.Xiiib16_ESO wrote: »@ZOS_JessicaFolsom @ZOS_Kevin
Any chance of a dev comment if any adjustments are being planned to this could be included in the Week 3 summary?
Izanagi.Xiiib16_ESO wrote: »TheAwesomeChimpanzee wrote: »master_vanargand wrote: »Couldn't the damage shield scaling issue simply be addressed by splitting a 12-player group into three smaller teams and coordinating via Discord or similar platforms?
That way, "ball groups" could still maintain massive shields.
It would significantly nerf PUGs (pick-up groups) while potentially making ball groups even stronger.
Does this even make sense?
Instead of scaling, wouldn't it be better to just set a flat cap—say, at 60%?
Personally, I think there should be a 30% cap for both groups and solo players.
No, and I think suggestions like this show a misunderstanding of how a properly built ball group actually functions. You cannot just divide a 12-man into three groups of four and expect it to retain the same effectiveness while taking advantage of larger shields.
A 12-man split into two groups of six is at least plausible, but anything smaller than that is almost certainly a net loss because of how many sets, buffs, heals, and group-limited skills stop reaching the entire composition. Splitting into three groups would make the overall 12-man significantly weaker regardless of the extra shield size they gain.
Even splitting into two groups of six may already cost enough group-specific buffs and set coverage that it isn't necessarily worth doing under the current proposed scaling. Lowering the baseline cap to around 90–100% and then scaling downward from there would make that tradeoff much clearer and essentially remove the incentive for 12-man ball groups to split at all, rather than leaving it as a potentially viable workaround.
This assumes that ballgroups will religiously stick to 12m when they split which in most cases these days is very unlikely.
If a group isn't already running significantly lower than 12 they are far more likely to run more than 12 to retain the same power. (Just like old 24m groups back in the day would often run far more comfortably).
for example 2x 8m with 40k base hp still has a shield cap of 160% hp. 64k shields is more than enough to be as oppressive as current shields.
Again so things are super clear for ZOS the problems are (with shielding specifically there are other problems too)
1) Multi target/aoe Shields should not scale with HP (single target shields are fine to do so) (e.g. Soul Burst, Contingency, Bone Shield)
2) Grouping up should not be punished, Skills and sets which are over tuned in terms of the reward they provide by being in a group should be adjusted instead.
3) Hybridisation has caused main stats (stam/mag) to essentially be irrelevant and due to this HP Stacking is too rewarding. Especially because attributes and bonuses/enchants scale more favourably with HP.
For example tri-stat glyphs award free off-stat with no 'cost' since players are trying to boost their health anyway. They need to be nerfed so that you receive all 3 stats but at a reduced amount.
Izanagi.Xiiib16_ESO wrote: »CameraBeardThePirate wrote: »So does this change just ruin Arcanist's self shield on their ultimate? Not even referring to the morph that shields others, only the self shield portion. It's a massive shield (about 2.5x your healthbar) but it isn't a "real" shield in that it only absorbs 60% of the damage you take and the other 40% goes to your health.
This shield needs to be excluded from this nerf, or at least the Sanctum of the Abyssal Sea morph. No reason a completely selfish shield should get nerfed, especially when it would c ok mpletely kill the damage proc on it.
This was the whole point of where I mentioned that AOE shields should be affected but not single target shields. Arc Self Shield from the ulti would be a single target but the group portion of it should be affected.
Additionally personally I don't think that shielding should be capped lower the higher your group size. There's already a restriction of 1 shield per type so its not the same as HoT stacking. What should be affected is the scaling so the shields aren't so large in the first place. AOE Shields should only be affected by max stats(stam/mag) NOT HP and the scaling should be lower than current values.
TheAwesomeChimpanzee wrote: »Izanagi.Xiiib16_ESO wrote: »TheAwesomeChimpanzee wrote: »master_vanargand wrote: »Couldn't the damage shield scaling issue simply be addressed by splitting a 12-player group into three smaller teams and coordinating via Discord or similar platforms?
That way, "ball groups" could still maintain massive shields.
It would significantly nerf PUGs (pick-up groups) while potentially making ball groups even stronger.
Does this even make sense?
Instead of scaling, wouldn't it be better to just set a flat cap—say, at 60%?
Personally, I think there should be a 30% cap for both groups and solo players.
No, and I think suggestions like this show a misunderstanding of how a properly built ball group actually functions. You cannot just divide a 12-man into three groups of four and expect it to retain the same effectiveness while taking advantage of larger shields.
A 12-man split into two groups of six is at least plausible, but anything smaller than that is almost certainly a net loss because of how many sets, buffs, heals, and group-limited skills stop reaching the entire composition. Splitting into three groups would make the overall 12-man significantly weaker regardless of the extra shield size they gain.
Even splitting into two groups of six may already cost enough group-specific buffs and set coverage that it isn't necessarily worth doing under the current proposed scaling. Lowering the baseline cap to around 90–100% and then scaling downward from there would make that tradeoff much clearer and essentially remove the incentive for 12-man ball groups to split at all, rather than leaving it as a potentially viable workaround.
This assumes that ballgroups will religiously stick to 12m when they split which in most cases these days is very unlikely.
If a group isn't already running significantly lower than 12 they are far more likely to run more than 12 to retain the same power. (Just like old 24m groups back in the day would often run far more comfortably).
for example 2x 8m with 40k base hp still has a shield cap of 160% hp. 64k shields is more than enough to be as oppressive as current shields.
Again so things are super clear for ZOS the problems are (with shielding specifically there are other problems too)
1) Multi target/aoe Shields should not scale with HP (single target shields are fine to do so) (e.g. Soul Burst, Contingency, Bone Shield)
2) Grouping up should not be punished, Skills and sets which are over tuned in terms of the reward they provide by being in a group should be adjusted instead.
3) Hybridisation has caused main stats (stam/mag) to essentially be irrelevant and due to this HP Stacking is too rewarding. Especially because attributes and bonuses/enchants scale more favourably with HP.
For example tri-stat glyphs award free off-stat with no 'cost' since players are trying to boost their health anyway. They need to be nerfed so that you receive all 3 stats but at a reduced amount.Izanagi.Xiiib16_ESO wrote: »CameraBeardThePirate wrote: »So does this change just ruin Arcanist's self shield on their ultimate? Not even referring to the morph that shields others, only the self shield portion. It's a massive shield (about 2.5x your healthbar) but it isn't a "real" shield in that it only absorbs 60% of the damage you take and the other 40% goes to your health.
This shield needs to be excluded from this nerf, or at least the Sanctum of the Abyssal Sea morph. No reason a completely selfish shield should get nerfed, especially when it would c ok mpletely kill the damage proc on it.
This was the whole point of where I mentioned that AOE shields should be affected but not single target shields. Arc Self Shield from the ulti would be a single target but the group portion of it should be affected.
Additionally personally I don't think that shielding should be capped lower the higher your group size. There's already a restriction of 1 shield per type so its not the same as HoT stacking. What should be affected is the scaling so the shields aren't so large in the first place. AOE Shields should only be affected by max stats(stam/mag) NOT HP and the scaling should be lower than current values.
There should be some form of counter-scaling in this game regardless. After all these years, the incentives to run 12 players instead of any smaller group are simply too large, so group-size-based penalties should absolutely be a thing.
That said, I do think the base penalties should be lower, especially at the smaller group sizes, so the system doesn’t create an incentive for larger groups to simply split into multiple smaller groups to avoid the scaling.
These numbers are not final and we are expecting to adjust them based on feedback.