Cross-healing or otherwise, this idea was just food for thought mostly. The current system is really problematic and something needs to be done, be it what I suggested or something else. At the very least group members should be prioritised if they already aren't and it should be explicitely stated how "smart healing" works, if it even does exist.Joy_Division wrote: »You want to revisit no cross healing even though that was an incredibly divisive mechanic? Easy for people who run in groups to say that mechanic was great because it gives them even more of a rules advantage. No thanks.
This is a problem because when you're prebuffing with Regen or Echoing Vigor on your group sometimes the same targets are selected simply because they are not at max health, so you end up wasting GCDs casting the Regen more than 4 times and Echoing Vigor more than twice - or you simply can't evenly cover the entire group. "Smart heal" needs to be smarter by avoiding to target allies who may be low on health but who already have a Regen or Vigor running on them by the given healer - but that's a somewhat different topic.Joy_Division wrote: »From what I can gather "smart" healing at least attempts to select the six players who most need the heal.
I personally don't see that as a problem. I personally think Tether is inferior to Barrier, but even then with two Tethers you'd cover the entire raid the same way you'd do half the raid with one Tether. It is a gameplay change, but I personally think it's worth it in order to remove uncertainty and apparent 'randomness' from the current game mechanic.Joy_Division wrote: »If I use something like the NB heal tether and have 4 group members really low, under your system, those 4 will receive only half what is on Live.
VD fodder PuGs will be fodder due to their low max HP and resistances, with or without loose heals.Joy_Division wrote: »If I use something like the NB heal tether and have 4 group members really low, under your system, those 4 will receive only half what is on Live.
I would sincerely appreciate folks that either agree or disagree with my propositions to contribute to the conversation by supporting their views rather than merely stating them. My point about diminishing returns was exactly to prevent groups of 7-12 players to benefit from the change I suggested.DTStormfox wrote: »Seems like to me you just want to buff ball groups. I oppose that idea.
My allegiance lies with the Covenant.OP, remind me which guild you’re in, is it Rough Riders or Army of the Covenant, just curious mainly.
BardInSolitude wrote: »This is a problem because when you're prebuffing with Regen or Echoing Vigor on your group sometimes the same targets are selected simply because they are not at max health, so you end up wasting GCDs casting the Regen more than 4 times and Echoing Vigor more than twice - or you simply can't evenly cover the entire group. "Smart heal" needs to be smarter by avoiding to target allies who may be low on health but who already have a Regen or Vigor running on them by the given healer - but that's a somewhat different topic.
I personally don't see that as a problem. I personally think Tether is inferior to Barrier, but even then with two Tethers you'd cover the entire raid the same way you'd do half the raid with one Tether. It is a gameplay change, but I personally think it's worth it in order to remove uncertainty and apparent 'randomness' from the current game mechanic.
Joy_Division wrote: »I would agree that heals should prioritize people actually in your own group. Though if people find that their heals are constantly going to PuGs, that just tells me that that person is zerging and stacking themselves in a blob of Pugs. I've mained a templar since launch and know 100% the deal with this.
Joy_Division wrote: »Gonna be honest here, I have zero sympathy that a group finds it awkward to efficiently stack 4 Radiating Regens on every member. Not being able to further abuse this powerful easy skill is not something I consider a problem.
Soul_Demon wrote: »Personally I feel the healing changes should be focused on simply making all HOT's not stack on player with 100% health.
If a healer casts a heal and it hits a player who is at 100% health it should not do a single thing---no waiting for any time-frame on them for damage to happen, just do absolutely nothing to make heals need to be cast when actual damage to health has happened. Healing a group should not be pre emptive, it should be reacting to what is happening.
At least until there is a mechanic to 'pre stack damage' on a group exists, we should not be allowing the 'pre stacking of heals'
BardInSolitude wrote: »Joy_Division wrote: »I would agree that heals should prioritize people actually in your own group. Though if people find that their heals are constantly going to PuGs, that just tells me that that person is zerging and stacking themselves in a blob of Pugs. I've mained a templar since launch and know 100% the deal with this.Joy_Division wrote: »Gonna be honest here, I have zero sympathy that a group finds it awkward to efficiently stack 4 Radiating Regens on every member. Not being able to further abuse this powerful easy skill is not something I consider a problem.
There are two issues posed in my original post:
1. Player caps in AoE healing and cleansing abilites should not exist because they are unintuitive (and here I should add that the other issue is that no such cap exists for offensive AoE abilities)
2. One solution to this problem would be my aforementioned suggestion.
So if you don't agree with (1) then there's not even a reason to discuss (2). But for folks that do agree with (1) it'd be useful to discuss potential solutions, be it what I suggested or a variety of other things that I might have not even considered.
To be perfectly clear, I started this thread because I see this as a matter of principle above else. I've long found ways to go around the apparent stochasticity of AoE healing and purging but this does not detract from the fact that I believe it to be an inherent issue with the game.
xylena_lazarow wrote: »Group combat should be about killing the enemy, not indefinitely stalling the fight by running around the walls or towers of a hopelessly failed objective in a blob of heal purge spam. Even mediocre groups that can't consistently kill pugs can still do this much, demanding lag-inducing numbers to actually get rid of them. Very tedious.
Let's make a deal. You can stay inside unflagged keeps, if I can once again grab scrolls after the gates close.Izanagi.Xiiib16_ESO wrote: »So is it fine to fight inside a keep provided you can eventually flip the flags?
xylena_lazarow wrote: »Let's make a deal. You can stay inside unflagged keeps, if I can once again grab scrolls after the gates close.Izanagi.Xiiib16_ESO wrote: »So is it fine to fight inside a keep provided you can eventually flip the flags?
ResidentContrarian wrote: »I don't know of a single healer that wants cross-healing gone again, but even if it were to happen, it won't just buff your ball group and would be a massive mistake.
Cross-healing also provides a nerf mechanic for some builds that can stack a massive amount of healing on themselves and allies in a smaller group.
With the balance of the game being heavily tilted to offense, the "buffs" you are talking about will make certain groups (even smaller ones) invincible.
That's not exactly healthy for the game, and will definitely lead to healing nerfs that will give ball groups even more of an advantage than you suggestion already will.
As for caps on AoE healing in PvP, as a healer I never cared. Then again, I actually track every players health and use more than one skill: exactly what healing is supposed to be in the game. I seriously doubt ZOS or anyone else wants to buff one-button playstyles.
DAOC healing took crazy talent. Healers were the most respected part of the group and the most important by far. The healers and CCers were the best players in the group. This game with smart healing healing is just a joke comparted to grandfather of PVP in this game DAOC. Its 10 times easier to pull off, I'm not a big fan of the healing and I also think its a big contributor of latency issues in this game (smart side of it).
ResidentContrarian wrote: »Then again, I actually track every players health and use more than one skill: exactly what healing is supposed to be in the game. I seriously doubt ZOS or anyone else wants to buff one-button playstyles.
DAOC healing took crazy talent. Healers were the most respected part of the group and the most important by far. The healers and CCers were the best players in the group. This game with smart healing healing is just a joke comparted to grandfather of PVP in this game DAOC. Its 10 times easier to pull off, I'm not a big fan of the healing and I also think its a big contributor of latency issues in this game (smart side of it).
Are AOEs adding to the performance issues (and that doesn't just include healing, that includes damage and cc)? We went through months of testing, and the devs said time and again they didn't spot any noticeable improvement when AOEs were limited in various ways. *shrug* That's why they re-implemented cross-healing - because after testing, they didn't see any significant improvement in performance.