How about keeping it scaling with wpn dmg and max stam/mag like it does since start of the game.i11ionward wrote: »How about making the healing scale from max magicka or stamina? How much will this change affect PvE?
i11ionward wrote: »How about making the healing scale from max magicka or stamina? How much will this change affect PvE?
How about keeping it scaling with wpn dmg and max stam/mag like it does since start of the game.i11ionward wrote: »How about making the healing scale from max magicka or stamina? How much will this change affect PvE?
Max mag/stam stacking will nerf self healing and solo players and buff healers in ballgroups.
VaranisArano wrote: »So here's the catch with cross-healing: obviously ita really powerful when you stick 12 people with cross-heals literally next to each other...but random players also have to be able to effectively heal the person next to them.
The later is what ZOS found out when they instituted group-only healing and why they brought cross healing back.
Suddenly, you couldn't heal that squishy guy next to you who was bomber bait. Suddenly, you couldn't heal the guy helping you defend the keep. Suddenly, you couldn't keep people alive unless you grouped with them. Healers simply couldn't play if they weren't with a group, something that wasn't true of any other playstyle.
Just reducing cross-heals wouldn't be as bad as that test, but we're still dealing with a fundamental disparity of numbers. An ungrouped healer ought to be able to effectively heal the people around them, right? Players who organically show up to fight at the same keep have to be able to effectively heal each other, right? Players who are standing around the same flag or repairing the same wall have to be able to heal each other, right?
But when you take effective cross-healing that allows random players to play together, and you give it to 12 people who practice sticking together like glue, the result is predictably powerful.
And if you lower the effectiveness of crosshealing, and you still have 12 people who practice sticking together like glue, then what cross healing exists will be far more effectively used by the ball group, and they'll absolutely destroy random players even more than they used to. We know, because that's what happened in the no cross-healing test.
@Iriidius Don't you find self healing to be overpowered as well though?
@Iriidius Don't you find self healing to be overpowered as well though?
I am not @Iriidius but OP is not suggesting toning down self-healing but cross-healing. That is the ability to heal others.
Regardless, I do not find it overpowered. We are able to kill people just fine and we run as a small to medium size group.
So if we do not find it an insurmountable challenge to kill someone then what does that suggest?
@Iriidius Don't you find self healing to be overpowered as well though?
I am not @Iriidius but OP is not suggesting toning down self-healing but cross-healing. That is the ability to heal others.
Regardless, I do not find it overpowered. We are able to kill people just fine and we run as a small to medium size group.
So if we do not find it an insurmountable challenge to kill someone then what does that suggest?
Yes, thank you for the response. Depending on their response I was just going to suggest that maybe all healing is a bit overtuned at the moment, and not so much cross healing specifically.
In general I don't find it hard to kill people either. And I die fairly frequently too. But I have seen examples of ballgroups with some very high cross healing. I have also seen solo players accomplishing proportionately similar feats against proportionately similar odds.
I think, for the most part, it stands to reason that a large group would heal themselves and that it would be very effective. Healing is very effective.
Sounds like you never played with a real ballgroup. Ballgroups have different roles and consists of for example 6 dds with dual wield frontbar(spin2win) and froststaff backbar(eye of storm(destro ulti)), 2 supports with bow and resto staff and 4 healers with healingstaff and secondhealingstaff/dualwield.i11ionward wrote: »How about keeping it scaling with wpn dmg and max stam/mag like it does since start of the game.i11ionward wrote: »How about making the healing scale from max magicka or stamina? How much will this change affect PvE?
Max mag/stam stacking will nerf self healing and solo players and buff healers in ballgroups.
In ballgroups everyone is healer
@Iriidius Don't you find self healing to be overpowered as well though?
So because organized groups are already hard to kill because they are coordinated, they should be made even harder to kill by giving ththem cross healing much stronger than self healing and much higher stats by group buff sets? Sure they would also be difficult to kill when they wear 12 solo builds but not as hard as they are now.@Iriidius Don't you find self healing to be overpowered as well though?
I am not @Iriidius but OP is not suggesting toning down self-healing but cross-healing. That is the ability to heal others.
Regardless, I do not find it overpowered. We are able to kill people just fine and we run as a small to medium size group.
So if we do not find it an insurmountable challenge to kill someone then what does that suggest?
Yes, thank you for the response. Depending on their response I was just going to suggest that maybe all healing is a bit overtuned at the moment, and not so much cross healing specifically.
In general I don't find it hard to kill people either. And I die fairly frequently too. But I have seen examples of ballgroups with some very high cross healing. I have also seen solo players accomplishing proportionately similar feats against proportionately similar odds.
I think, for the most part, it stands to reason that a large group would heal themselves and that it would be very effective. Healing is very effective.
The group I run with is hard to kill. We don’t have everyone running hots on everyone else. We are just well organized and coordinated. Most of our healing comes from dedicated healers and their numbers depend on the size of our group.
So sure. Nerd cross healing and those groups that are hard to kill will still be hard to kill because they are organized and coordinated.
I mean... If we're going to discuss this in hopes of reaching a conclusion we all agree on then let's start by being honest about one thing. Cross healing is not stronger than self healing. Resolving Vigor is like 4x stronger than Echoing Vigor. The game already caters to solo people and small-scalers... You're living proof, wearing Daedric Trickery and Kynmarchers, constantly getting 30% of this or Major that, playing a DK I'm sure it takes 10 people to bring you down. There are so many sets like this and other sets made for bombing. Vicious Death, Plaguebreak, DC, Masters 2H, etc etc. Solo players have plenty of toys to play with if they want to fight outnumbered.
But a DK wearing 0 damage sets can't take down a group and now cross healing is a problem? But in all the pugs you must've Xed you never considered that your own Resolving Vigor or Coag might be OP? Really?
Self healing is stronger than cross healing. Period. The numbers are higher. And to be honest the buffs/debuffs your gear is giving you is on par with their buffs as well.
The ONLY difference is that more people = more heals and more buffs. What's wrong with that? I don't see how that could make more sense.
I mean... If we're going to discuss this in hopes of reaching a conclusion we all agree on then let's start by being honest about one thing. Cross healing is not stronger than self healing. Resolving Vigor is like 4x stronger than Echoing Vigor. The game already caters to solo people and small-scalers... You're living proof, wearing Daedric Trickery and Kynmarchers, constantly getting 30% of this or Major that, playing a DK I'm sure it takes 10 people to bring you down. There are so many sets like this and other sets made for bombing. Vicious Death, Plaguebreak, DC, Masters 2H, etc etc. Solo players have plenty of toys to play with if they want to fight outnumbered.
But a DK wearing 0 damage sets can't take down a group and now cross healing is a problem? But in all the pugs you must've Xed you never considered that your own Resolving Vigor or Coag might be OP? Really?
Self healing is stronger than cross healing. Period. The numbers are higher. And to be honest the buffs/debuffs your gear is giving you is on par with their buffs as well.
The ONLY difference is that more people = more heals and more buffs. What's wrong with that? I don't see how that could make more sense.
I dont know how you define „stronger“, but when a 12 man group stacks 12 echoing vigor they have 4 times the hps of a solo player using resolving vigor and still has to cast it less often and when they stack 12 radiating regeneration they have 6 times the hps of a player using resolving vigor.
Sounds like you never played with a real ballgroup. Ballgroups have different roles and consists of for example 6 dds with dual wield frontbar(spin2win) and froststaff backbar(eye of storm(destro ulti)), 2 supports with bow and resto staff and 4 healers with healingstaff and secondhealingstaff/dualwield.i11ionward wrote: »How about keeping it scaling with wpn dmg and max stam/mag like it does since start of the game.i11ionward wrote: »How about making the healing scale from max magicka or stamina? How much will this change affect PvE?
Max mag/stam stacking will nerf self healing and solo players and buff healers in ballgroups.
In ballgroups everyone is healer
The dds have only echoing vigor slottet. It is a cross heal, but only 1 weak HOT skill, so does it make ballgroup dds healers? Even Trial dds often have echoing vigor slottet.
The support use echoing vigor and radiant regeneration.
The healers echoing vigor, radiant regeneration, combat prayer and many other healing skills.
i11ionward wrote: »How about keeping it scaling with wpn dmg and max stam/mag like it does since start of the game.i11ionward wrote: »How about making the healing scale from max magicka or stamina? How much will this change affect PvE?
Max mag/stam stacking will nerf self healing and solo players and buff healers in ballgroups.
In ballgroups everyone is healer
I dont know how you define „stronger“, but when a 12 man group stacks 12 echoing vigor they have 4 times the hps of a solo player using resolving vigor and still has to cast it less often and when they stack 12 radiating regeneration they have 6 times the hps of a player using resolving vigor.
Well. Maybe I chose my words poorly, but yes this is pretty much what I'm getting at. If it takes a 12-man stacking 12 radiatings AND 12 echoings to equal only 6x the healing of a solo player then which heal is stronger?
To me it seems like the solo heal is stronger. And this doesn't mean the solo player is stronger or has much chance of winning it just means that perhaps Echoing Vigor isn't the problem. This morph has already been adjusted to satisfy your complaint. Why should we make it weaker still or limit stacks? It's almost useless until you reach 5+ people and only then it becomes strong. So if you only let it effect 3 or 4 people you've effectively made it garbage and removed it from the game. Surely in a MMO that allows groups of 12 people it wouldn't be balanced or fair to limit group skills in such a way?
That's the point I'm trying to make about cross healing.
As for the rest of your post, as well as what @VaranisArano said, I pretty much agree. I agree that group members will end up with extra skill slots. But again, I think this already has been balanced in a way. I can use Igneous Weapons to give my whole group major brutality and save them a skill slot. But that doesn't mean Igneous Weapons is over performing. It's just being put to good use in the only way it can be. Because the caster is giving up using a different skill that would benefit them more such as Rally. Or if a Warden gives the whole group Major Resolve then the Warden is giving up their own passive minor protection.
So I do realize that they can get their minor protection a different way instead-- but my point, as with Echoing Vigor, is that the solo morphs are in fact stronger. The game has already balanced it this way where solo players can compete with larger numbers. But yes there remains a threshold around 8 or 12 players where the benefit of grouping begins to powerfully overshadow this. But isn't that to be expected? Isn't this fair?
I don't find this exploitative or OP. They're using skills that are already all but useless in any other scenario... They just happen to be using them in the one niche those skills have meaning. And in the end I find that there is nothing wrong with the skills at all, it is simply a matter of more numbers beating less numbers. Which is honestly the way it should be unless there is a tremendous skill gap between the two groups involved. But with a good ballgroup there is no skill gap. So they win. Again... This is pretty much exactly how it should be.
Now... About the sets. I don't have much to say about this. If anything were to be done to nerf large groups... Limiting the number of targets on some of these sets we wear would be the most agreeable to me.
But I do want to stick to my guns a little bit. If we take your build and change it just a little. You're wearing Daedric Trickery and Kynmarchers Cruelty. If you were also wearing Magma Incarnate and Sea Serpents Coil... Then how many powerful buffs and debuffs have you just stacked into a solo build? It's pretty incredible, isn't it? You're a walking ballgroup all by yourself! Please allow an actual ballgroup to be stronger. It's only right.
Althought I have played in ballgroups myself, I dont like the strength advantage ballgroups get by HoT stacking and group buff sets.i11ionward wrote: »Sounds like you never played with a real ballgroup. Ballgroups have different roles and consists of for example 6 dds with dual wield frontbar(spin2win) and froststaff backbar(eye of storm(destro ulti)), 2 supports with bow and resto staff and 4 healers with healingstaff and secondhealingstaff/dualwield.i11ionward wrote: »How about keeping it scaling with wpn dmg and max stam/mag like it does since start of the game.i11ionward wrote: »How about making the healing scale from max magicka or stamina? How much will this change affect PvE?
Max mag/stam stacking will nerf self healing and solo players and buff healers in ballgroups.
In ballgroups everyone is healer
The dds have only echoing vigor slottet. It is a cross heal, but only 1 weak HOT skill, so does it make ballgroup dds healers? Even Trial dds often have echoing vigor slottet.
The support use echoing vigor and radiant regeneration.
The healers echoing vigor, radiant regeneration, combat prayer and many other healing skills.
Yes, I have never played in a coordinated ballgroups. And I think it's normal when a ballgroups is stronger than a solo player (this is generally the law for all MMOs).
What I don't like compared to other MMOs is the following:
1. Stacking HoTs is too simple a mechanic (especially for ballgroups), such groups should rely on kiting, using group sets and group skills, burst heals, etc, and not passive HoT healing 20k per second, IMHO.
2. DDs have very strong burst healing. I just can't get used to it, I've never seen it in other MMOs.
You lost me on your math there I have no idea where you're getting numbers like 144 or 72.
Elendir2am wrote: »Snake in the stars looked like set which would address problems with stacking of too much HoTs. Yet ZOS delivered it in nerfed version. Set which has very limited type of targets, demanding on way of procing, has decent DMG if used well, but very short time of working with much larger cooldown. If SitS wasnt delivered nerfed by ZOS, and was comparable with PB in at least some metrics, HoTs stackers would have to be more careful.
VaranisArano wrote: »So here's the catch with cross-healing: obviously ita really powerful when you stick 12 people with cross-heals literally next to each other...but random players also have to be able to effectively heal the person next to them.
The later is what ZOS found out when they instituted group-only healing and why they brought cross healing back.
Suddenly, you couldn't heal that squishy guy next to you who was bomber bait. Suddenly, you couldn't heal the guy helping you defend the keep. Suddenly, you couldn't keep people alive unless you grouped with them. Healers simply couldn't play if they weren't with a group, something that wasn't true of any other playstyle.
Just reducing cross-heals wouldn't be as bad as that test, but we're still dealing with a fundamental disparity of numbers. An ungrouped healer ought to be able to effectively heal the people around them, right? Players who organically show up to fight at the same keep have to be able to effectively heal each other, right? Players who are standing around the same flag or repairing the same wall have to be able to heal each other, right?
But when you take effective cross-healing that allows random players to play together, and you give it to 12 people who practice sticking together like glue, the result is predictably powerful.
And if you lower the effectiveness of crosshealing, and you still have 12 people who practice sticking together like glue, then what cross healing exists will be far more effectively used by the ball group, and they'll absolutely destroy random players even more than they used to. We know, because that's what happened in the no cross-healing test.
@Turtle_Bot Man. You make me wish I had a computer so I could really get into these debates with you. Have multiple tabs open and crosscheck references and use a calculator and stuff. As it is, I'm normally typing to you on my phone on lunch at work or sitting on the couch at night with my 2 year old son climbing on me. Lol.
I understand, theoretically, where the other guy got his numbers from. 144 is 12x12... I get it.
And I basically get the math you're telling me also.
But some of the things you refer to as being "inherent," like organization, aren't actually inherent by definition. The organization, timing, positioning, blah blah these are all skills and don't come inherent at all. If these were inherent then zergs wouldn't have any trouble fighting them. What is actually inherent is the HoT stacks. 1 person will inherently (okay I'm kinda using the word wrong too, but not for long,) use Resolving Vigor. 4+ people will inherently use Echoing Vigor. 5 people will inherently have 1 more Echoing than 4. 12 people will inherently have 12. It isn't broken or disproportionate at all it is inherent to the numbers advantage.
You say that Resolving Vigor isn't actually 3x as strong as Echoing. I'd like to know how you figure that.
https://elderscrollsonline.wiki.fextralife.com/Assault+Skills Is this link up to date? Because if it is..then let's see here... Resolving Vigor is 5988 over 5 seconds and Echoing is 3480 over 16 seconds. It's 3x as powerful at first glance because we can see the duration is 3x less. Not to mention the number itself is like 75% bigger. So... You're the one with the computer... You do the math.
The difference in these morphs is clearly to give solo people a chance fighting outnumbered. And if your group is only like 4 people then you have a decision to make. And if your group is 6 strong, all stacking Echoing, fighting against a group of 12 doing the same thing then you are only getting half the healing.
Okay. But what's the problem with that? You have twice the people you get twice the healing.
I think we're focused too hard on the math of it. You get it... I'd like to think I get it... Our situation, I'd like to hope, is that we both understand very well but somehow still have opposite opinions. -shrug-
I think you hit the nail on the head in the other thread where basically you said, and I agreed, that:
Solo players can X incredible numbers but that's okay because it's easy to find enough players to eventually take them down.
Small scalers can X even bigger numbers but it's okay for the same reason.
Ballgroups can X insane numbers and it's arguably not okay because of lag and population caps sometimes there just aren't enough players to do anything.
So I fail to see how limiting HoT stacks is the logically precipitated solution to that problem. Making max group sizes smaller is where I land on it.