Heals tend to scale with HP because they are intended for PvE tanks
If you saying only max stam/mag scaling then it's an awful idea
PuddingZebra wrote: »Heals tend to scale with HP because they are intended for PvE tanks
If you saying only max stam/mag scaling then it's an awful idea
Fair point. I just feel like in most PvE activities requiring a tank, you'll also have a healer.
My main issue is that currently most builds do everything (DPS/Tanking/healing) by just stacking HP and wep/spell damage.
If tanks in pve have to focus on self-healing, then what's the healer doing?
PuddingZebra wrote: »Heals tend to scale with HP because they are intended for PvE tanks
If you saying only max stam/mag scaling then it's an awful idea
Fair point. I just feel like in most PvE activities requiring a tank, you'll also have a healer.
My main issue is that currently most builds do everything (DPS/Tanking/healing) by just stacking HP and wep/spell damage.
If tanks in pve have to focus on self-healing, then what's the healer doing?
Healer is nonexistent (3dps run) or may be focused on the DPS. They still do need to heal the tank but with the amount of health tanks have it helps for a healer to have assistance. I think what’d help PvP is just make polar wind not heal anyone else. A tank isn’t a healer.
PuddingZebra wrote: »PuddingZebra wrote: »Heals tend to scale with HP because they are intended for PvE tanks
If you saying only max stam/mag scaling then it's an awful idea
Fair point. I just feel like in most PvE activities requiring a tank, you'll also have a healer.
My main issue is that currently most builds do everything (DPS/Tanking/healing) by just stacking HP and wep/spell damage.
If tanks in pve have to focus on self-healing, then what's the healer doing?
Healer is nonexistent (3dps run) or may be focused on the DPS. They still do need to heal the tank but with the amount of health tanks have it helps for a healer to have assistance. I think what’d help PvP is just make polar wind not heal anyone else. A tank isn’t a healer.
Doesn't that sound like an issue though? the fact healers are not needed?
PuddingZebra wrote: »PuddingZebra wrote: »Heals tend to scale with HP because they are intended for PvE tanks
If you saying only max stam/mag scaling then it's an awful idea
Fair point. I just feel like in most PvE activities requiring a tank, you'll also have a healer.
My main issue is that currently most builds do everything (DPS/Tanking/healing) by just stacking HP and wep/spell damage.
If tanks in pve have to focus on self-healing, then what's the healer doing?
Healer is nonexistent (3dps run) or may be focused on the DPS. They still do need to heal the tank but with the amount of health tanks have it helps for a healer to have assistance. I think what’d help PvP is just make polar wind not heal anyone else. A tank isn’t a healer.
Doesn't that sound like an issue though? the fact healers are not needed?
AcadianPaladin wrote: »Yes, yes. Let's nerf tanks and healers. . . because we have too many of them and not enough dd's?
Who cares if one player can do it all? That's called solo play and it is massively popular. I spend about 95% of my time solo so I have to tank, heal and do damage. If you try too hard to force a trinity role, you will alienate and risk losing a large number of solo players.
PuddingZebra wrote: »PuddingZebra wrote: »Heals tend to scale with HP because they are intended for PvE tanks
If you saying only max stam/mag scaling then it's an awful idea
Fair point. I just feel like in most PvE activities requiring a tank, you'll also have a healer.
My main issue is that currently most builds do everything (DPS/Tanking/healing) by just stacking HP and wep/spell damage.
If tanks in pve have to focus on self-healing, then what's the healer doing?
Healer is nonexistent (3dps run) or may be focused on the DPS. They still do need to heal the tank but with the amount of health tanks have it helps for a healer to have assistance. I think what’d help PvP is just make polar wind not heal anyone else. A tank isn’t a healer.
Doesn't that sound like an issue though? the fact healers are not needed?
AcadianPaladin wrote: »If you try too hard to force a trinity role, you will alienate and risk losing a large number of solo players.
BejaProphet wrote: »We tanks have to be able to survive without a healer.
BejaProphet wrote: »We tanks have to be able to survive without a healer.
Why? It's PvE. Find a healer for your group.
Zodiarkslayer wrote: »Another point where PvE and PvP are incompatible.
In PvE healing is fine. You need to be versatile as a healer/support. And the self healing is a requirement for most players. As they are experiencing ESO SOLO.
In PvP there is no serious punishing mechanism to health and armor stacking. The problem lies there.
Tyrant_Tim wrote: »When you have players capable of doing all three of these simultaneously, it invalidates other roles, and creates never-ending fights, or extremely slanted ones, never in-between.
- Tanks should not be able to heal and do damage.
- Healers should not be able to tank and do damage.
- Damage Dealers should not be able to tank and heal.
PuddingZebra wrote: »As the title suggests, Make any healing effect scale with your highest max resource. Similar to how healing proc-sets currently scale.
The goal here is to make builds diverse again.
Currently it's way too effective to just stack HP and high weapon dmg/spell dmg. Changing all healing to scale from max resources would incentivice players to build more balanced setups.
Actually having to choose between offense and defense, rather than the all-in-one package that HP and weapon/spell dmg currently provide.
To achieve this, I think there also has to be a pass at current HP-scaling heals or shields (i.e. polar wind/arctic wind, dark cloak, Arcanist and sorc shields)
In my opinion, changing the scaling on those abilities to follow the same ruling as any other heal, especially now with defile/vitality changes on the horizon, would make it way more consistent.
moderatelyfatman wrote: »PuddingZebra wrote: »As the title suggests, Make any healing effect scale with your highest max resource. Similar to how healing proc-sets currently scale.
The goal here is to make builds diverse again.
Currently it's way too effective to just stack HP and high weapon dmg/spell dmg. Changing all healing to scale from max resources would incentivice players to build more balanced setups.
Actually having to choose between offense and defense, rather than the all-in-one package that HP and weapon/spell dmg currently provide.
To achieve this, I think there also has to be a pass at current HP-scaling heals or shields (i.e. polar wind/arctic wind, dark cloak, Arcanist and sorc shields)
In my opinion, changing the scaling on those abilities to follow the same ruling as any other heal, especially now with defile/vitality changes on the horizon, would make it way more consistent.
Why not just increase the cost of these skills to prevent tanks from spamming the abilities?
moderatelyfatman wrote: »PuddingZebra wrote: »As the title suggests, Make any healing effect scale with your highest max resource. Similar to how healing proc-sets currently scale.
The goal here is to make builds diverse again.
Currently it's way too effective to just stack HP and high weapon dmg/spell dmg. Changing all healing to scale from max resources would incentivice players to build more balanced setups.
Actually having to choose between offense and defense, rather than the all-in-one package that HP and weapon/spell dmg currently provide.
To achieve this, I think there also has to be a pass at current HP-scaling heals or shields (i.e. polar wind/arctic wind, dark cloak, Arcanist and sorc shields)
In my opinion, changing the scaling on those abilities to follow the same ruling as any other heal, especially now with defile/vitality changes on the horizon, would make it way more consistent.
Why not just increase the cost of these skills to prevent tanks from spamming the abilities?
Or something revolutionary like say a short cool down for certain skills when battle spirit is active
universal_wrath wrote: »moderatelyfatman wrote: »PuddingZebra wrote: »As the title suggests, Make any healing effect scale with your highest max resource. Similar to how healing proc-sets currently scale.
The goal here is to make builds diverse again.
Currently it's way too effective to just stack HP and high weapon dmg/spell dmg. Changing all healing to scale from max resources would incentivice players to build more balanced setups.
Actually having to choose between offense and defense, rather than the all-in-one package that HP and weapon/spell dmg currently provide.
To achieve this, I think there also has to be a pass at current HP-scaling heals or shields (i.e. polar wind/arctic wind, dark cloak, Arcanist and sorc shields)
In my opinion, changing the scaling on those abilities to follow the same ruling as any other heal, especially now with defile/vitality changes on the horizon, would make it way more consistent.
Why not just increase the cost of these skills to prevent tanks from spamming the abilities?
Or something revolutionary like say a short cool down for certain skills when battle spirit is active
No please, this will make will furthur induce people to build more tanky to be avle to survive said cool down.
I suggest like what OP said, dmg skills use weapon/spell dmg, regular healing abilities use max stamin/magicka, and tank healing use max health to scale the power of said skills.
If you want to mix and match stats for skills, you can tweak that skills in a way so they have diminshing returns if you rely solely on one stat while ignoring the other stat like how sorcerers use max magicka only to boost their shields.
the1andonlyskwex wrote: »universal_wrath wrote: »moderatelyfatman wrote: »PuddingZebra wrote: »As the title suggests, Make any healing effect scale with your highest max resource. Similar to how healing proc-sets currently scale.
The goal here is to make builds diverse again.
Currently it's way too effective to just stack HP and high weapon dmg/spell dmg. Changing all healing to scale from max resources would incentivice players to build more balanced setups.
Actually having to choose between offense and defense, rather than the all-in-one package that HP and weapon/spell dmg currently provide.
To achieve this, I think there also has to be a pass at current HP-scaling heals or shields (i.e. polar wind/arctic wind, dark cloak, Arcanist and sorc shields)
In my opinion, changing the scaling on those abilities to follow the same ruling as any other heal, especially now with defile/vitality changes on the horizon, would make it way more consistent.
Why not just increase the cost of these skills to prevent tanks from spamming the abilities?
Or something revolutionary like say a short cool down for certain skills when battle spirit is active
No please, this will make will furthur induce people to build more tanky to be avle to survive said cool down.
I suggest like what OP said, dmg skills use weapon/spell dmg, regular healing abilities use max stamin/magicka, and tank healing use max health to scale the power of said skills.
If you want to mix and match stats for skills, you can tweak that skills in a way so they have diminshing returns if you rely solely on one stat while ignoring the other stat like how sorcerers use max magicka only to boost their shields.
Heals that scale with max health are a way bigger problem in PvP than heals that scale with damage stats. Building for tanking and building for healing need to be separate or every fight turns into a stalemate.