Another point to touch on is resto regen should NOT stack. It should be the highest HoT wins to refresh it, not stack several times rolling 3-6k HoTs.
Another point to touch on is resto regen should NOT stack. It should be the highest HoT wins to refresh it, not stack several times rolling 3-6k HoTs.
One regen carries SPC, Transmutation, Symphony, Hope Infusion, From the brink, Enlivening overflow, Maturation and heals for 1000 hps.
The other one... heals for 1050 hps.
in Cyrodiil ?
Join a group.
You will heal group members in priority.
damage to healing ratio is way out of whack across all types of healing. But since the "hybridization" everyone and their dog is running resto so we have essentially doubled down on healing across the board. Ball groups slotting vigor + regen just running around spamming heals. you can have as much damage as you like but you sure as hell aren't killing them without a massive ulti dump of a same size group and even that doesn't work half the time, hold block and heal out of it.
Heal stacking needs to go in pvp its a plague and its killing the vibe of cyrodiil.
For the purpose of group and solo play, ZOS should consider adding an option that disables cross healing for an individual player. Of course, when entering tge Imperial City or Cyrodiil a notification should appear to let the player know that cross healing is currently disabled for them.
Smart healing in this game has always been iffy. In my experience it mostly works, but in the OP's scenario I could see a heal prioritizing a random in full divines rather than the groupmate that is almost at excute range with ult just about ready. In any case groupmate priority should be by default, regardless of other players in area. Maybe smart healing should have a cutoff where a groupmate at 60% health is treated as if they are at 1% health in relation to any randoms in the area.
IMO cross healing should stay, since the alliance you're in is in a way your default group that helps you capture and defend objectives. Healing is a big part of that and one should be permitted to save randoms in their alliance with heals when the opportunity presents itself. Victory shouldn't be determined by who has the most premades in a given fight. Ex: a keep lights up and there is 4 small ball groups at the front door, it would be unreasonable for the scattered defenders to try to randomly group with each other just to stand a chance at defending.
I fully agree that heal stacking is dumb. Logically one would think the stronger heal would win out and replace the weaker one, but nope stack away as much as you want.
However, I agree with @EF321 that the weaker heal might have more oomph via buffs and procs making it much more important than the one that is slightly stronger. In relation to what @MEBengalsFan2001 mentioned, ZOS could possibly make it so that the stronger heal just refreshes the timer and increases the overall healing while maintaining the buffs/procs from the weaker heal (ex: even though the heal used by one player is weaker than another, they can still use the heal to activate buffs and procs).
ResidentContrarian wrote: »How about not being around randoms for the heal to go there in the first place? #s have to have a disadvantage somewhere...