Dagoth_Rac wrote: »Would work for ball groups where 12 players are all cross-healing. But what about traditional small group PvP? With a dedicated healer role? The current heals perform reasonably well as a single heal to cover a group of 3 or 4. But if the heals are cut to a fraction of what they are now? It will force every group, big or small, to engage in cross healing. If heals in a group of 4 are cut to 25% power, you can't have 1 traditional healer. All 4 players need to be healers or there will not be enough incoming healing for that group to survive all but the most trivial engagements.
So, basically, it will hurt ball groups, but hurt other groups even more.
Dagoth_Rac wrote: »Would work for ball groups where 12 players are all cross-healing. But what about traditional small group PvP? With a dedicated healer role? The current heals perform reasonably well as a single heal to cover a group of 3 or 4. But if the heals are cut to a fraction of what they are now? It will force every group, big or small, to engage in cross healing. If heals in a group of 4 are cut to 25% power, you can't have 1 traditional healer. All 4 players need to be healers or there will not be enough incoming healing for that group to survive all but the most trivial engagements.
So, basically, it will hurt ball groups, but hurt other groups even more.
JerBearESO wrote: »Mutli targeted healing/shielding should be devided amongst all targets when battle spirit is active, as a new standard.
For example, an area heal of 10k would instead be 5k per person if affecting 2 players, and if 3 it would be 3.3k, and 2.5k if 4 players. This is soooooo easy to implement and fully solves the grievous issues within PvP stemming from how overperformin cross healing/shielding.
I know it seems that a flat reduction and cross healing is easier, or a cap on heal instances, but those present underlying issues. For example, how do we decide which heal would be in effect? Whichever is stronger? Longer duration? How do you know when your attempts at healing allies are disabled for you due to reached instance cap? And there are other issues with those approaches....
But this! I'm a genius 😎 It should be extremely easy to code in, minimal performance impact since it's a single simple calculation, and solves everything in a way that truly makes sense.
Right?
CameraBeardThePirate wrote: »Seriously, just nix HoT stacking.
ZOS already implemented a stack limit with Chakrams - if an Arcanist casts Chakrams on you, another Arcanist cannot stack nor refresh Chakrams on you. Make that a global change for HoTs but with a limit of 2 instead of 1.
JerBearESO wrote: »Mutli targeted healing/shielding should be devided amongst all targets when battle spirit is active, as a new standard.
For example, an area heal of 10k would instead be 5k per person if affecting 2 players, and if 3 it would be 3.3k, and 2.5k if 4 players. This is soooooo easy to implement and fully solves the grievous issues within PvP stemming from how overperformin cross healing/shielding.
I know it seems that a flat reduction and cross healing is easier, or a cap on heal instances, but those present underlying issues. For example, how do we decide which heal would be in effect? Whichever is stronger? Longer duration? How do you know when your attempts at healing allies are disabled for you due to reached instance cap? And there are other issues with those approaches....
But this! I'm a genius 😎 It should be extremely easy to code in, minimal performance impact since it's a single simple calculation, and solves everything in a way that truly makes sense.
Right?
This would only serve to make heal stacking more prevalent. Also, for the record if you are not allowing stacking then you *always* have to use the strongest hot in effect. Otherwise Timmy the Two-Timer comes in with his weak 150 vigors and regens to deliberately override his 'allies' and allow the other faction to wipe the floor.
And as for the easy-to-code: only zos can say that but it would absolutely be worse for performance. The number of calculations would skyrocket. As it is they can at least early-out after doing some preliminary checks to see who should get the heal and then they only need to run the heal calculations on those targets. Doing it your way would completely negate the benefit of the early-out when reaching the target cap.
JerBearESO wrote: »JerBearESO wrote: »Mutli targeted healing/shielding should be devided amongst all targets when battle spirit is active, as a new standard.
For example, an area heal of 10k would instead be 5k per person if affecting 2 players, and if 3 it would be 3.3k, and 2.5k if 4 players. This is soooooo easy to implement and fully solves the grievous issues within PvP stemming from how overperformin cross healing/shielding.
I know it seems that a flat reduction and cross healing is easier, or a cap on heal instances, but those present underlying issues. For example, how do we decide which heal would be in effect? Whichever is stronger? Longer duration? How do you know when your attempts at healing allies are disabled for you due to reached instance cap? And there are other issues with those approaches....
But this! I'm a genius 😎 It should be extremely easy to code in, minimal performance impact since it's a single simple calculation, and solves everything in a way that truly makes sense.
Right?
This would only serve to make heal stacking more prevalent. Also, for the record if you are not allowing stacking then you *always* have to use the strongest hot in effect. Otherwise Timmy the Two-Timer comes in with his weak 150 vigors and regens to deliberately override his 'allies' and allow the other faction to wipe the floor.
And as for the easy-to-code: only zos can say that but it would absolutely be worse for performance. The number of calculations would skyrocket. As it is they can at least early-out after doing some preliminary checks to see who should get the heal and then they only need to run the heal calculations on those targets. Doing it your way would completely negate the benefit of the early-out when reaching the target cap.
I don't know ZoSs code obviously but I am a programmer and they already have full support for the slight code adjustments needed. They already track how many entities are being affected by an AoE of any kind I would assume, otherwise target capping would be accomplish through rather amateur code implementation, as in per circumstances rather than reusable support.
All that's need from there is a simple value /= targetCount sort of thing.
Should be easy to implement and cost very little, nearly nothing, on server performance
JerBearESO wrote: »Mutli targeted healing/shielding should be devided amongst all targets when battle spirit is active, as a new standard.
For example, an area heal of 10k would instead be 5k per person if affecting 2 players, and if 3 it would be 3.3k, and 2.5k if 4 players. This is soooooo easy to implement and fully solves the grievous issues within PvP stemming from how overperformin cross healing/shielding.
I know it seems that a flat reduction and cross healing is easier, or a cap on heal instances, but those present underlying issues. For example, how do we decide which heal would be in effect? Whichever is stronger? Longer duration? How do you know when your attempts at healing allies are disabled for you due to reached instance cap? And there are other issues with those approaches....
But this! I'm a genius 😎 It should be extremely easy to code in, minimal performance impact since it's a single simple calculation, and solves everything in a way that truly makes sense.
Right?
JerBearESO wrote: »JerBearESO wrote: »Mutli targeted healing/shielding should be devided amongst all targets when battle spirit is active, as a new standard.
For example, an area heal of 10k would instead be 5k per person if affecting 2 players, and if 3 it would be 3.3k, and 2.5k if 4 players. This is soooooo easy to implement and fully solves the grievous issues within PvP stemming from how overperformin cross healing/shielding.
I know it seems that a flat reduction and cross healing is easier, or a cap on heal instances, but those present underlying issues. For example, how do we decide which heal would be in effect? Whichever is stronger? Longer duration? How do you know when your attempts at healing allies are disabled for you due to reached instance cap? And there are other issues with those approaches....
But this! I'm a genius 😎 It should be extremely easy to code in, minimal performance impact since it's a single simple calculation, and solves everything in a way that truly makes sense.
Right?
This would only serve to make heal stacking more prevalent. Also, for the record if you are not allowing stacking then you *always* have to use the strongest hot in effect. Otherwise Timmy the Two-Timer comes in with his weak 150 vigors and regens to deliberately override his 'allies' and allow the other faction to wipe the floor.
And as for the easy-to-code: only zos can say that but it would absolutely be worse for performance. The number of calculations would skyrocket. As it is they can at least early-out after doing some preliminary checks to see who should get the heal and then they only need to run the heal calculations on those targets. Doing it your way would completely negate the benefit of the early-out when reaching the target cap.
I don't know ZoSs code obviously but I am a programmer and they already have full support for the slight code adjustments needed. They already track how many entities are being affected by an AoE of any kind I would assume, otherwise target capping would be accomplish through rather amateur code implementation, as in per circumstances rather than reusable support.
All that's need from there is a simple value /= targetCount sort of thing.
Should be easy to implement and cost very little, nearly nothing, on server performance
I am also a programmer - specifically a game programmer. But you don't need to be one to understand that 12^2 is a larger number than 12*6. And it scales worse. n*6 is linear. n^2 is exponential. You change the game to allow a group of arbitrary size to cast heals on everyone in an AoE and I'll bring the server down within a minute of it going live. The game already can barely handle the heal stacking as it is.
At the time you cast echoing vigor, yes, it needs to see who is affected and who isn't so that it can filter out the whitelist for the 'smart healing'. But at the end of the day you are left with 6 people who actually have a heal ticking on them per cast skill. If fifty people stand in a single spot and cast vigor at the same time you won't end up with 2,500 instances of vigor ticking under the current system. You'll end up with 300.
OnGodiDoDis wrote: »JerBearESO wrote: »Mutli targeted healing/shielding should be devided amongst all targets when battle spirit is active, as a new standard.
For example, an area heal of 10k would instead be 5k per person if affecting 2 players, and if 3 it would be 3.3k, and 2.5k if 4 players. This is soooooo easy to implement and fully solves the grievous issues within PvP stemming from how overperformin cross healing/shielding.
I know it seems that a flat reduction and cross healing is easier, or a cap on heal instances, but those present underlying issues. For example, how do we decide which heal would be in effect? Whichever is stronger? Longer duration? How do you know when your attempts at healing allies are disabled for you due to reached instance cap? And there are other issues with those approaches....
But this! I'm a genius 😎 It should be extremely easy to code in, minimal performance impact since it's a single simple calculation, and solves everything in a way that truly makes sense.
Right?
This would effectively kill healing, which we don't want. There would be no way to outheal an ulti dump from a ball group. The groups still win in the end.
JerBearESO wrote: »CameraBeardThePirate wrote: »Seriously, just nix HoT stacking.
ZOS already implemented a stack limit with Chakrams - if an Arcanist casts Chakrams on you, another Arcanist cannot stack nor refresh Chakrams on you. Make that a global change for HoTs but with a limit of 2 instead of 1.
But then an organized ball group just spreads out what kind of HoTs and shields they stack. My suggestion accounts for all circumstances
You're right. I did misunderstand. In that case it's at least an interesting alternative to removal of stacking altogether and probably the best suggestion I've heard outside of that.JerBearESO wrote: »I think you misunderstand. There's no reason to work outside the target caps for the suggested change. We are not removing those caps. They're there for a reason. We just need to devide healing based on AFFECTED targets.
CameraBeardThePirate wrote: »JerBearESO wrote: »CameraBeardThePirate wrote: »Seriously, just nix HoT stacking.
ZOS already implemented a stack limit with Chakrams - if an Arcanist casts Chakrams on you, another Arcanist cannot stack nor refresh Chakrams on you. Make that a global change for HoTs but with a limit of 2 instead of 1.
But then an organized ball group just spreads out what kind of HoTs and shields they stack. My suggestion accounts for all circumstances
So? That's a good thing - it means more build and class diversity and more thought put in to how you build a group composition.
Absolutely not! Stop with these threads about cross-healing, the randomers in Cyrodiil are alive because of me and other healers! And no, some of us don't want to be in groups, we prefer to just heal as we wish as long as we help. Having the heal shared is just trash!
Leave cross-healing alone!