But they would be reduced in power significantly enough to ease some of the issues with those groups. The group of 12 would still be more effective than a group of 4 or 6 or a loose scattering of ungrouped players, by the very nature of the build synergy they can coordinate. A group of 5-12 gets increasingly severe impact to their overall output. So a 4 man group or lower gets zero reductions. Something in Battlespirit that reduces: Healing Done, Healing Received, Damage Done, Damage mitigation, by X% per player in your group after 4. Honestly, rather than a set like Snake in the Stars, or any set for that matter, being used to address group issues, they should just apply a pale order like mechanic to groups as whole. This value is increased by X% per ally they are grouped with. Whenever an enemy with Star Venom is healed, they take X Daedric Damage. They could tone down the damage by half, but add a condition like: Snake in the Stars could have something like this added. Those sets become less & less effective the larger the group is. Some sets, like Ring of Pale order or Rallying Cry have something like this. What is very weird is that something like this exists already in the game. ZOS could even add something like this to Battle Spirit. I said it countless times and I will say it again: If GROUPS are the problem (not solo players or zergs of solo players), then the only way to address numerous balance problems is for the game to know whenever players are grouped or not and scale things differently when in group and differently when solo. It does not disrupt ball group play at all, and we will see no improvement to this incredibly unhealthy and imbalanced playstyle which is also completely decimating the server performance for PC Edited by React on Febru9:22PM If you do not make this change, this set serves no purpose other than a frustrating tool to be used against solo and outnumbered players by superior numbers. Allow for the set to be applied simultaneously to multiple people, so that it can be applied to the entirety of these ball groups at once, negating some of their absurdly high healing and making them temporarily susceptible to burst. The other two cooldowns will still remain a person can only have one instance of star venom on them at a time, and they may only be affected by star venom once every 12 seconds. If the intention of this set is to counter the heal stacking issue, as mentioned in the recent developer comments, then you need to remove the 12s cooldown on application for the caster. Meanwhile, even though the recent changes made the set less potent against your average "solo" or "ungrouped" players, it still will be very oppresive against them if they're using multiple heal over times, which the vast majority of players do. Applying a 10-11k oblivion damage dot to one single person in a group like this does nothing - these groups already have so much healing that they're able to shrug off things like coldfire and oil. However, the set can only proc on one single person every 12 seconds. The recent change to snake in the stars that brought it's proc cooldown while active from 1 second to 100ms is a great change towards combating these groups and the heal stacking problem. The players in this group are receiving at minimum 10 ticks of healing per second while engaged in combat (or while simply sitting on a ram, spamming their heals endlessly). There are also sets present that will proc healing (earthgore), and other secondary effects such as passive warden off heals, lifesteal, etc. This is in addition to the 2-3 casts of healing springs/ritual, and the 2 casts of healing combustion present. I do not have echoing vigor or radiating regen slotted, so those 11 casts of echoing and two casts of radiating regen are being generated solely by the 12 man group. This is an image of my buff tracker while standing in a typical "ball group", or coordinated 12 man PVP group, on PC NA.
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