IamDestiny wrote: »Just make a mythic that stops crosshealing.
Araneae6537 wrote: »IamDestiny wrote: »Just make a mythic that stops crosshealing.
What even is “cross healing”? Damage removes enemy HP and healing restores ally HP. Some heals specifically target caster only or group members only (the latter distinction being irrelevant in BGs).
Is the argument that damage should reign supreme? That mitigation and healing aren’t balid ways to play the game? I don’t agree with that, if so. IMHO, healing should be effective so that the opponent needs to focus damage, perhaps even on the healer, to get kills.
CameraBeardThePirate wrote: »Araneae6537 wrote: »IamDestiny wrote: »Just make a mythic that stops crosshealing.
What even is “cross healing”? Damage removes enemy HP and healing restores ally HP. Some heals specifically target caster only or group members only (the latter distinction being irrelevant in BGs).
Is the argument that damage should reign supreme? That mitigation and healing aren’t balid ways to play the game? I don’t agree with that, if so. IMHO, healing should be effective so that the opponent needs to focus damage, perhaps even on the healer, to get kills.
The issue is that there are far more ways to mitigate incoming damage than there are ways to mitigate a Target's healing. Crit Resist, %damage taken modifiers, armor, maim, cowardice, purges and blocking can all mitigate incoming damage.
The only ways to mitigate someone else's healing are defile, cowardice, and heal absorption (which is basically useless and scarcely found). You can't mitigate someone's Crit heals like you can with Crit Damage. You can't purge/dispel someone else's HoTs like you can purge DoTs on yourself.
What that means is that Healing is far more efficient than damage. You can mitigate damage sources with relative ease and stack healing. The damage dealer has options to punch through your mitigation, but basically no options to truly stop you from healing. As you scale up in group size/numbers, healing VASTLY outpaces damage, as there are way more buffs to healing and mitigation than there are debuffs to healing.
Throwing on a single group HoT is therefore WAY more efficient than using a single DoT. In large scale PvP this gets out of hand - groups can easily have 10k+ passive HPS (without using burst heals or shields).
Araneae6537 wrote: »IamDestiny wrote: »Just make a mythic that stops crosshealing.
What even is “cross healing”? Damage removes enemy HP and healing restores ally HP. Some heals specifically target caster only or group members only (the latter distinction being irrelevant in BGs).
Is the argument that damage should reign supreme? That mitigation and healing aren’t balid ways to play the game? I don’t agree with that, if so. IMHO, healing should be effective so that the opponent needs to focus damage, perhaps even on the healer, to get kills.
Araneae6537 wrote: »IamDestiny wrote: »Just make a mythic that stops crosshealing.
What even is “cross healing”? Damage removes enemy HP and healing restores ally HP. Some heals specifically target caster only or group members only (the latter distinction being irrelevant in BGs).
Is the argument that damage should reign supreme? That mitigation and healing aren’t balid ways to play the game? I don’t agree with that, if so. IMHO, healing should be effective so that the opponent needs to focus damage, perhaps even on the healer, to get kills.
Galeriano2 wrote: »Araneae6537 wrote: »IamDestiny wrote: »Just make a mythic that stops crosshealing.
What even is “cross healing”? Damage removes enemy HP and healing restores ally HP. Some heals specifically target caster only or group members only (the latter distinction being irrelevant in BGs).
Is the argument that damage should reign supreme? That mitigation and healing aren’t balid ways to play the game? I don’t agree with that, if so. IMHO, healing should be effective so that the opponent needs to focus damage, perhaps even on the healer, to get kills.
One of the core issues of healing vs dmg in ESO is that healing is way easier to produce than dmg. Some of the reasons are for example the fact that both healing and dmg scale from the same stats but dmg also have one additional stat in the form opf penetration so healing gets a headstart which otfen allows healers to build more tankines when there are also heals that scale from max HP which often allows to create a tanks that are healers. Other thing is that lot of heals often find targets automatically.
Imagine if ZoS would add damage ability to the game that would have high tooltip, 100% penetration, high range or big radius and would automaticallly find targets that can be most likely killed with it. People would boycot ability like that immidiatelly yet this is almost excatly how healing works. Healing in ESO is way easier to apply than dmg, this is why in BGs one average healbot can decide on the matches outcome way more than one good DD.
This is salient and more players should notice. Players agreeing on a problem is what gets devs' attention.We may not all agree on the root cause or the solution, but it's pretty clear that a majority of players recognize there's a problem.
xylena_lazarow wrote: »This is salient and more players should notice. Players agreeing on a problem is what gets devs' attention.We may not all agree on the root cause or the solution, but it's pretty clear that a majority of players recognize there's a problem.
Players arguing over proposed solutions is just noise that gets in the way of problems being addressed.
Everything I've read says devs prefer players stick to identifying problems, developing solutions is the devs' job.
Near everyone who PvPs agrees there's too much healing, but there are so many factors contributing to overpowered healing that need to be untangled, let the devs figure that out, they're paid professionals and we're unpaid laypeople.
It's a popular sentiment, but proposed player solutions often won't do what their proponents hope they'll do. You're also making some pretty bold assumptions on how game development works. That's the noise I'm talking about.The PvP community has been pretty clear for years on the heal stacking issue being the problem with ball groups. ZOS has ignored this consistent feedback for going on 5 years now....or longer. This is not a new issue, and the solution is obvious and not overly difficult to implement. Just make it so a player can only have one instance of any given heal on them active at any given time. This would also reduce lag as well.
xylena_lazarow wrote: »It's a popular sentiment, but proposed player solutions often won't do what their proponents hope they'll do. You're also making some pretty bold assumptions on how game development works. That's the noise I'm talking about.The PvP community has been pretty clear for years on the heal stacking issue being the problem with ball groups. ZOS has ignored this consistent feedback for going on 5 years now....or longer. This is not a new issue, and the solution is obvious and not overly difficult to implement. Just make it so a player can only have one instance of any given heal on them active at any given time. This would also reduce lag as well.
It would be more useful to focus on identifying specific problems. Not solving them. For example, Echoing Vigor is the one that gets stacked 12x, this seems like the obvious outlier, it gives each ball member orders of magnitude more passive healing than anyone outside a ball. It wasn't a problem when balls had to use Healing Springs, which they still stacked, but it was stationary (not passively sticky) and demanded using Resto so you couldn't easily jam it on every DD.
There's a lot of different ways this could be solved, sometimes players have good ideas, but when there are multiple different good ideas that could solve the problem... no need for players to argue, that's what professional game devs are for. They could carefully limit the stacking, they could nerf it into useless dust, they could rework it into something new, etc...