Theist_VII wrote: »Apply a penalty to healing/shields received from other players specifically through battlespirit, and limit stacks of same morph sticky HOTs to two.
This will instantly improve the problem scenarios with overtuned heals/supports as well as group hot/shielding stacking, without hurting solo/uncoordinated players nearly as much. Supports will still be effective and arguably even more in demand, but they won't be as broken as they are right now. Who knows, maybe if we're lucky we'd even be able to move the healthbars of a 60k EHP ballgroup player!
This is exactly how it should be. Simply nerfing healing done by more % or have it scale on something other than w/s damage isn't going to put much if any dent into the problem and would just cause problems elsewhere. It's healing received from other players than needs to be cut down by a lot, as well as the infinite healstacking. It's probably much easier to implement as well without disrupting gameplay everywhere else in the game.
Nope, the best solution would be to make heals scale off of Max Magicka or Max Stamina.
Changing this would have zero effect on PvE as players run either single or bi-stat food while stacking one stat, tanks still have their Max Health heals like Green Dragon’s Blood, and players that want to solo in PvP can still heal themselves by moving Health points into their resources… just like what ball groups and healers would have to do, all while everyone except for tanks benefit from the continued damage scaling off of those stats.
This would force people to consider stat sets once again for survival while reducing the overall procs we see in today’s PvP.
Not rocket science, still unclear why this hasn’t happened yet, as it fixes literally every problem.
xylena_lazarow wrote: »No, I'd be moving from my 64 hp DK brawler into a Sorc or NB that actually benefits from a max stat pool meta. And so would a lot of other minmax tryhards. Forcing solo brawlers into inferior max stat pool builds, that are now strained for density by another stat, accomplishes what exactly? Ball groups don't lose a thing. If you think ball groups can't minmax around this restriction with ease, then you vastly underestimate them, and should talk to more ball group players.Theist_VII wrote: »Explain how moving from Tarnished Nightmare to Bone Pirate would devolve your experience
Theist_VII wrote: »Apply a penalty to healing/shields received from other players specifically through battlespirit, and limit stacks of same morph sticky HOTs to two.
This will instantly improve the problem scenarios with overtuned heals/supports as well as group hot/shielding stacking, without hurting solo/uncoordinated players nearly as much. Supports will still be effective and arguably even more in demand, but they won't be as broken as they are right now. Who knows, maybe if we're lucky we'd even be able to move the healthbars of a 60k EHP ballgroup player!
This is exactly how it should be. Simply nerfing healing done by more % or have it scale on something other than w/s damage isn't going to put much if any dent into the problem and would just cause problems elsewhere. It's healing received from other players than needs to be cut down by a lot, as well as the infinite healstacking. It's probably much easier to implement as well without disrupting gameplay everywhere else in the game.
Nope, the best solution would be to make heals scale off of Max Magicka or Max Stamina.
Changing this would have zero effect on PvE as players run either single or bi-stat food while stacking one stat, tanks still have their Max Health heals like Green Dragon’s Blood, and players that want to solo in PvP can still heal themselves by moving Health points into their resources… just like what ball groups and healers would have to do, all while everyone except for tanks benefit from the continued damage scaling off of those stats.
This would force people to consider stat sets once again for survival while reducing the overall procs we see in today’s PvP.
Not rocket science, still unclear why this hasn’t happened yet, as it fixes literally every problem.
What exactly is this going to do? This is just moving stats around to achieve the same strength it's already at now. Dedicated heals and shields will still be insanely strong because you didn't even need high W/S to give out strong heals to begin with. You also say 0 effect, but then say individuals in PvP would need to move points out of health to get more healing for themselves which would make them more of a prime target for a 1 GCD gank. The goal is to make dedicated healers not make every immortal with their high heals by reducing the amount of healing they can give to other players, not make individuals weaker by forcing them to drop points out of health so they can keep themselves alive.
Except for all the brawler builds that got nuked, pushing solo/smallscale meta even harder into SorcBlade.Theist_VII wrote: »With the proposed change, all bases are covered.
Theist_VII wrote: »Theist_VII wrote: »Apply a penalty to healing/shields received from other players specifically through battlespirit, and limit stacks of same morph sticky HOTs to two.
This will instantly improve the problem scenarios with overtuned heals/supports as well as group hot/shielding stacking, without hurting solo/uncoordinated players nearly as much. Supports will still be effective and arguably even more in demand, but they won't be as broken as they are right now. Who knows, maybe if we're lucky we'd even be able to move the healthbars of a 60k EHP ballgroup player!
This is exactly how it should be. Simply nerfing healing done by more % or have it scale on something other than w/s damage isn't going to put much if any dent into the problem and would just cause problems elsewhere. It's healing received from other players than needs to be cut down by a lot, as well as the infinite healstacking. It's probably much easier to implement as well without disrupting gameplay everywhere else in the game.
Nope, the best solution would be to make heals scale off of Max Magicka or Max Stamina.
Changing this would have zero effect on PvE as players run either single or bi-stat food while stacking one stat, tanks still have their Max Health heals like Green Dragon’s Blood, and players that want to solo in PvP can still heal themselves by moving Health points into their resources… just like what ball groups and healers would have to do, all while everyone except for tanks benefit from the continued damage scaling off of those stats.
This would force people to consider stat sets once again for survival while reducing the overall procs we see in today’s PvP.
Not rocket science, still unclear why this hasn’t happened yet, as it fixes literally every problem.
What exactly is this going to do? This is just moving stats around to achieve the same strength it's already at now. Dedicated heals and shields will still be insanely strong because you didn't even need high W/S to give out strong heals to begin with. You also say 0 effect, but then say individuals in PvP would need to move points out of health to get more healing for themselves which would make them more of a prime target for a 1 GCD gank. The goal is to make dedicated healers not make every immortal with their high heals by reducing the amount of healing they can give to other players, not make individuals weaker by forcing them to drop points out of health so they can keep themselves alive.
In a balanced game, Healers should be protecting from Damage-Over-Time, HPS should be competing with DPS, not burst damage.
Preventing burst is the responsibility of the player getting hit, which is why we have so many tools in this game to react to it unlike others.
When your targets have less max health, killing targets with 26k health that have 4k HPS within a second is akin to a 30k damage burst instead of a 39k one with the current 35k+ Health we see.
IncultaWolf wrote: »Maybe healing shouldn't be scaling off weapon/spell damage, instead make it something you have to actually invest in. This issue is probably not an easy thing to fix.
The fundamental problem with healing is that there are only 2 base stats.
Max Resource - Which scales Damage and Healing
Max Health - Which scales health and some self sustain options (Notably "Tank" skills)
Ergo, no matter what you do, Healing is always going to end up being broken. If it scales of Max Resource, then DPS who stack it for damage get to also do lots of healing. If it scales off Max Health then healers get to be unkillable tanks.
So maybe we say, that healing only scales off a secondary stat similar to Weapon/Spell Damage... But then we a similar problem to now where DPS stack Max Health to become tanky because they don't care about Max Resource and can stack Max Health as a base stat while having W/S Damage as a secondary stat. Having Heals as a secondary stat would lead to again unkillable tank healers who stack Max Health.
Meaning on a fundamental level, they either have to kill diversity and make ONE resource for all Damage and ONE resource for all healing, or create a new base attribute that specifically scales healing.
Meanwhile, they'd need to tone down (Or remove) W/S Damage and put more emphasis on Max Resource (Also, remove the arbitrary facet of Sorc's shield that allows it to scale off Max Magicka for some reason) to reduce the prevalence of Health Stacking DPS who get tons of damage anyway because of secondary stats.
All of which would be a massive undertaking, with revisions to basically every single set that exists in the game on top of tons of rebalancing.
Stafford197 wrote: »The fundamental problem with healing is that there are only 2 base stats.
Max Resource - Which scales Damage and Healing
Max Health - Which scales health and some self sustain options (Notably "Tank" skills)
Ergo, no matter what you do, Healing is always going to end up being broken. If it scales of Max Resource, then DPS who stack it for damage get to also do lots of healing. If it scales off Max Health then healers get to be unkillable tanks.
So maybe we say, that healing only scales off a secondary stat similar to Weapon/Spell Damage... But then we a similar problem to now where DPS stack Max Health to become tanky because they don't care about Max Resource and can stack Max Health as a base stat while having W/S Damage as a secondary stat. Having Heals as a secondary stat would lead to again unkillable tank healers who stack Max Health.
Meaning on a fundamental level, they either have to kill diversity and make ONE resource for all Damage and ONE resource for all healing, or create a new base attribute that specifically scales healing.
Meanwhile, they'd need to tone down (Or remove) W/S Damage and put more emphasis on Max Resource (Also, remove the arbitrary facet of Sorc's shield that allows it to scale off Max Magicka for some reason) to reduce the prevalence of Health Stacking DPS who get tons of damage anyway because of secondary stats.
All of which would be a massive undertaking, with revisions to basically every single set that exists in the game on top of tons of rebalancing.
The issue is easy to solve…. remove Weapon/Spell Damage from our stats. Replace it across the game with %Buffs to specific stats (Physical Damage, Frost Damage, Healing Done, etc) which we can use to increase our power instead of having us stack what is essentially a generic “increase all damage and healing done” stat.
Magicka and Stamina will then remain as the only stats which determine baseline damage and healing before %buffs. This increases their importance, simplifies the character stats/calculations, and makes it harder to stack Health/tankiness unless willing to suffer a big loss of effectiveness.
Stafford197 wrote: »The fundamental problem with healing is that there are only 2 base stats.
Max Resource - Which scales Damage and Healing
Max Health - Which scales health and some self sustain options (Notably "Tank" skills)
Ergo, no matter what you do, Healing is always going to end up being broken. If it scales of Max Resource, then DPS who stack it for damage get to also do lots of healing. If it scales off Max Health then healers get to be unkillable tanks.
So maybe we say, that healing only scales off a secondary stat similar to Weapon/Spell Damage... But then we a similar problem to now where DPS stack Max Health to become tanky because they don't care about Max Resource and can stack Max Health as a base stat while having W/S Damage as a secondary stat. Having Heals as a secondary stat would lead to again unkillable tank healers who stack Max Health.
Meaning on a fundamental level, they either have to kill diversity and make ONE resource for all Damage and ONE resource for all healing, or create a new base attribute that specifically scales healing.
Meanwhile, they'd need to tone down (Or remove) W/S Damage and put more emphasis on Max Resource (Also, remove the arbitrary facet of Sorc's shield that allows it to scale off Max Magicka for some reason) to reduce the prevalence of Health Stacking DPS who get tons of damage anyway because of secondary stats.
All of which would be a massive undertaking, with revisions to basically every single set that exists in the game on top of tons of rebalancing.
The issue is easy to solve…. remove Weapon/Spell Damage from our stats. Replace it across the game with %Buffs to specific stats (Physical Damage, Frost Damage, Healing Done, etc) which we can use to increase our power instead of having us stack what is essentially a generic “increase all damage and healing done” stat.
Magicka and Stamina will then remain as the only stats which determine baseline damage and healing before %buffs. This increases their importance, simplifies the character stats/calculations, and makes it harder to stack Health/tankiness unless willing to suffer a big loss of effectiveness.
Maybe easy to solve on paper, but would be incredibly hard to implement. I don't know why people keep saying Massive Game Change is an easy thing to do because it sounds simple on paper. So much of the game would have to change in order to implement it which would take years. Hybridization started like 4 years ago and it's not even completed, yet on paper it's super easy to solve.
We already have healing done and healing received as stats. A flat reduction to healing done/received to/from allies through battle spirit will address the problem that is currently happening in BGs/cyrodiil, and would be much simpler to implement. Address heal stacking too and the chances of players being immortal through crosshealing drops drastically.
Stafford197 wrote: »The fundamental problem with healing is that there are only 2 base stats.
Max Resource - Which scales Damage and Healing
Max Health - Which scales health and some self sustain options (Notably "Tank" skills)
Ergo, no matter what you do, Healing is always going to end up being broken. If it scales of Max Resource, then DPS who stack it for damage get to also do lots of healing. If it scales off Max Health then healers get to be unkillable tanks.
So maybe we say, that healing only scales off a secondary stat similar to Weapon/Spell Damage... But then we a similar problem to now where DPS stack Max Health to become tanky because they don't care about Max Resource and can stack Max Health as a base stat while having W/S Damage as a secondary stat. Having Heals as a secondary stat would lead to again unkillable tank healers who stack Max Health.
Meaning on a fundamental level, they either have to kill diversity and make ONE resource for all Damage and ONE resource for all healing, or create a new base attribute that specifically scales healing.
Meanwhile, they'd need to tone down (Or remove) W/S Damage and put more emphasis on Max Resource (Also, remove the arbitrary facet of Sorc's shield that allows it to scale off Max Magicka for some reason) to reduce the prevalence of Health Stacking DPS who get tons of damage anyway because of secondary stats.
All of which would be a massive undertaking, with revisions to basically every single set that exists in the game on top of tons of rebalancing.
The issue is easy to solve…. remove Weapon/Spell Damage from our stats. Replace it across the game with %Buffs to specific stats (Physical Damage, Frost Damage, Healing Done, etc) which we can use to increase our power instead of having us stack what is essentially a generic “increase all damage and healing done” stat.
Magicka and Stamina will then remain as the only stats which determine baseline damage and healing before %buffs. This increases their importance, simplifies the character stats/calculations, and makes it harder to stack Health/tankiness unless willing to suffer a big loss of effectiveness.
Maybe easy to solve on paper, but would be incredibly hard to implement. I don't know why people keep saying Massive Game Change is an easy thing to do because it sounds simple on paper.
Stafford197 wrote: »The fundamental problem with healing is that there are only 2 base stats.
Max Resource - Which scales Damage and Healing
Max Health - Which scales health and some self sustain options (Notably "Tank" skills)
Ergo, no matter what you do, Healing is always going to end up being broken. If it scales of Max Resource, then DPS who stack it for damage get to also do lots of healing. If it scales off Max Health then healers get to be unkillable tanks.
So maybe we say, that healing only scales off a secondary stat similar to Weapon/Spell Damage... But then we a similar problem to now where DPS stack Max Health to become tanky because they don't care about Max Resource and can stack Max Health as a base stat while having W/S Damage as a secondary stat. Having Heals as a secondary stat would lead to again unkillable tank healers who stack Max Health.
Meaning on a fundamental level, they either have to kill diversity and make ONE resource for all Damage and ONE resource for all healing, or create a new base attribute that specifically scales healing.
Meanwhile, they'd need to tone down (Or remove) W/S Damage and put more emphasis on Max Resource (Also, remove the arbitrary facet of Sorc's shield that allows it to scale off Max Magicka for some reason) to reduce the prevalence of Health Stacking DPS who get tons of damage anyway because of secondary stats.
All of which would be a massive undertaking, with revisions to basically every single set that exists in the game on top of tons of rebalancing.
The issue is easy to solve…. remove Weapon/Spell Damage from our stats. Replace it across the game with %Buffs to specific stats (Physical Damage, Frost Damage, Healing Done, etc) which we can use to increase our power instead of having us stack what is essentially a generic “increase all damage and healing done” stat.
Magicka and Stamina will then remain as the only stats which determine baseline damage and healing before %buffs. This increases their importance, simplifies the character stats/calculations, and makes it harder to stack Health/tankiness unless willing to suffer a big loss of effectiveness.
Address heal stacking too and the chances of players being immortal through crosshealing drops drastically.
Theist_VII wrote: »Stafford197 wrote: »The fundamental problem with healing is that there are only 2 base stats.
Max Resource - Which scales Damage and Healing
Max Health - Which scales health and some self sustain options (Notably "Tank" skills)
Ergo, no matter what you do, Healing is always going to end up being broken. If it scales of Max Resource, then DPS who stack it for damage get to also do lots of healing. If it scales off Max Health then healers get to be unkillable tanks.
So maybe we say, that healing only scales off a secondary stat similar to Weapon/Spell Damage... But then we a similar problem to now where DPS stack Max Health to become tanky because they don't care about Max Resource and can stack Max Health as a base stat while having W/S Damage as a secondary stat. Having Heals as a secondary stat would lead to again unkillable tank healers who stack Max Health.
Meaning on a fundamental level, they either have to kill diversity and make ONE resource for all Damage and ONE resource for all healing, or create a new base attribute that specifically scales healing.
Meanwhile, they'd need to tone down (Or remove) W/S Damage and put more emphasis on Max Resource (Also, remove the arbitrary facet of Sorc's shield that allows it to scale off Max Magicka for some reason) to reduce the prevalence of Health Stacking DPS who get tons of damage anyway because of secondary stats.
All of which would be a massive undertaking, with revisions to basically every single set that exists in the game on top of tons of rebalancing.
The issue is easy to solve…. remove Weapon/Spell Damage from our stats. Replace it across the game with %Buffs to specific stats (Physical Damage, Frost Damage, Healing Done, etc) which we can use to increase our power instead of having us stack what is essentially a generic “increase all damage and healing done” stat.
Magicka and Stamina will then remain as the only stats which determine baseline damage and healing before %buffs. This increases their importance, simplifies the character stats/calculations, and makes it harder to stack Health/tankiness unless willing to suffer a big loss of effectiveness.
Maybe easy to solve on paper, but would be incredibly hard to implement. I don't know why people keep saying Massive Game Change is an easy thing to do because it sounds simple on paper.
Making your Max Resources predominately scale your healing would provide the least harm, and is such an easy solution.
You change two % variables in the code. While it might be difficult for someone without years of experience coding, a group of developers could trace the code after repeated trial and error (assuming they don’t have it in a file already documented) and adjust it within a weekend of work. Then they could begin playtesting.
If the code is so tangled that a weekend for your whole team would be an insufficient time frame to isolate two variables, there truly is no hope.
My belief in where the difficulty truly resides, would be getting the several extremely difficult to obtain “Okay” answers from the gatekeepers of positive change within the game. Anyone who’s worked for a company with as many layers as Zenimax Online Studios can attest to how difficult enacting change truly is.Stafford197 wrote: »The fundamental problem with healing is that there are only 2 base stats.
Max Resource - Which scales Damage and Healing
Max Health - Which scales health and some self sustain options (Notably "Tank" skills)
Ergo, no matter what you do, Healing is always going to end up being broken. If it scales of Max Resource, then DPS who stack it for damage get to also do lots of healing. If it scales off Max Health then healers get to be unkillable tanks.
So maybe we say, that healing only scales off a secondary stat similar to Weapon/Spell Damage... But then we a similar problem to now where DPS stack Max Health to become tanky because they don't care about Max Resource and can stack Max Health as a base stat while having W/S Damage as a secondary stat. Having Heals as a secondary stat would lead to again unkillable tank healers who stack Max Health.
Meaning on a fundamental level, they either have to kill diversity and make ONE resource for all Damage and ONE resource for all healing, or create a new base attribute that specifically scales healing.
Meanwhile, they'd need to tone down (Or remove) W/S Damage and put more emphasis on Max Resource (Also, remove the arbitrary facet of Sorc's shield that allows it to scale off Max Magicka for some reason) to reduce the prevalence of Health Stacking DPS who get tons of damage anyway because of secondary stats.
All of which would be a massive undertaking, with revisions to basically every single set that exists in the game on top of tons of rebalancing.
The issue is easy to solve…. remove Weapon/Spell Damage from our stats. Replace it across the game with %Buffs to specific stats (Physical Damage, Frost Damage, Healing Done, etc) which we can use to increase our power instead of having us stack what is essentially a generic “increase all damage and healing done” stat.
Magicka and Stamina will then remain as the only stats which determine baseline damage and healing before %buffs. This increases their importance, simplifies the character stats/calculations, and makes it harder to stack Health/tankiness unless willing to suffer a big loss of effectiveness.
Address heal stacking too and the chances of players being immortal through crosshealing drops drastically.
Also want to add, yes, cross-heals need to not stack, but replace/refresh each other when you have two of the same one. That is it’s own problem.
CameraBeardThePirate wrote: »Something has to budge ZOS. Increase the Battle Spirit heal debuff, make Healing Skills scale on something other than offensive stats, eliminate HoT Stacking, re-buff Defile, or all of the above. Heals are just obscene without a third team to pressure a group.
It's been like this for a while, but it's easy to dismiss when it's in Cyro as "oh well that's just a ballgroup". In BGs it was kept in check by the third team applying more pressure, but now it's just absurd - and this is coming from someone that mains a healer/support currently.
My build can spit out 30k shields every 2 globals to my entire team in a Battleground. Thats 15k HPS per target from literally just two skills. 60k total HPS for the group is insane - add on lifesteal, my own HoTs, and my teammates HoTs and you can see just how ridiculous that is.
I don't think solo players should be crippled alongside grouping players.
Parasaurolophus wrote: »I wouldn't mind completely killing the healer role in pvp, significantly reducing outgoing healing.
StihlReign wrote: »Parasaurolophus wrote: »I wouldn't mind completely killing the healer role in pvp, significantly reducing outgoing healing.
A resto staff skill rework to make skills more targeted vs staff spamming and hitting random targets would be a nice start.
Apply a penalty to healing/shields received from other players specifically through battlespirit, and limit stacks of same morph sticky HOTs to two.
This will instantly improve the problem scenarios with overtuned heals/supports as well as group hot/shielding stacking, without hurting solo/uncoordinated players nearly as much. Supports will still be effective and arguably even more in demand, but they won't be as broken as they are right now. Who knows, maybe if we're lucky we'd even be able to move the healthbars of a 60k EHP ballgroup player!
Seriously, why are so many people out to get healers?
Not an acceptable trade-off, especially not in this case when we are talking about one of the three tenants of an MMO (healer, tank, DPS)
Considering how some things in ESO have their ''opposites'' like Resolve/Breach, Expedition/Snares, Protection/Vulnerability, etc I wonder if introducing the ability to remove non-permanent positive effects on a target via certain skills would help.
Theist_VII wrote: »Stafford197 wrote: »The fundamental problem with healing is that there are only 2 base stats.
Max Resource - Which scales Damage and Healing
Max Health - Which scales health and some self sustain options (Notably "Tank" skills)
Ergo, no matter what you do, Healing is always going to end up being broken. If it scales of Max Resource, then DPS who stack it for damage get to also do lots of healing. If it scales off Max Health then healers get to be unkillable tanks.
So maybe we say, that healing only scales off a secondary stat similar to Weapon/Spell Damage... But then we a similar problem to now where DPS stack Max Health to become tanky because they don't care about Max Resource and can stack Max Health as a base stat while having W/S Damage as a secondary stat. Having Heals as a secondary stat would lead to again unkillable tank healers who stack Max Health.
Meaning on a fundamental level, they either have to kill diversity and make ONE resource for all Damage and ONE resource for all healing, or create a new base attribute that specifically scales healing.
Meanwhile, they'd need to tone down (Or remove) W/S Damage and put more emphasis on Max Resource (Also, remove the arbitrary facet of Sorc's shield that allows it to scale off Max Magicka for some reason) to reduce the prevalence of Health Stacking DPS who get tons of damage anyway because of secondary stats.
All of which would be a massive undertaking, with revisions to basically every single set that exists in the game on top of tons of rebalancing.
The issue is easy to solve…. remove Weapon/Spell Damage from our stats. Replace it across the game with %Buffs to specific stats (Physical Damage, Frost Damage, Healing Done, etc) which we can use to increase our power instead of having us stack what is essentially a generic “increase all damage and healing done” stat.
Magicka and Stamina will then remain as the only stats which determine baseline damage and healing before %buffs. This increases their importance, simplifies the character stats/calculations, and makes it harder to stack Health/tankiness unless willing to suffer a big loss of effectiveness.
Maybe easy to solve on paper, but would be incredibly hard to implement. I don't know why people keep saying Massive Game Change is an easy thing to do because it sounds simple on paper.
Making your Max Resources predominately scale your healing would provide the least harm, and is such an easy solution.
You change two % variables in the code. While it might be difficult for someone without years of experience coding, a group of developers could trace the code after repeated trial and error (assuming they don’t have it in a file already documented) and adjust it within a weekend of work. Then they could begin playtesting.
If the code is so tangled that a weekend for your whole team would be an insufficient time frame to isolate two variables, there truly is no hope.
My belief in where the difficulty truly resides, would be getting the several extremely difficult to obtain “Okay” answers from the gatekeepers of positive change within the game. Anyone who’s worked for a company with as many layers as Zenimax Online Studios can attest to how difficult enacting change truly is.Stafford197 wrote: »The fundamental problem with healing is that there are only 2 base stats.
Max Resource - Which scales Damage and Healing
Max Health - Which scales health and some self sustain options (Notably "Tank" skills)
Ergo, no matter what you do, Healing is always going to end up being broken. If it scales of Max Resource, then DPS who stack it for damage get to also do lots of healing. If it scales off Max Health then healers get to be unkillable tanks.
So maybe we say, that healing only scales off a secondary stat similar to Weapon/Spell Damage... But then we a similar problem to now where DPS stack Max Health to become tanky because they don't care about Max Resource and can stack Max Health as a base stat while having W/S Damage as a secondary stat. Having Heals as a secondary stat would lead to again unkillable tank healers who stack Max Health.
Meaning on a fundamental level, they either have to kill diversity and make ONE resource for all Damage and ONE resource for all healing, or create a new base attribute that specifically scales healing.
Meanwhile, they'd need to tone down (Or remove) W/S Damage and put more emphasis on Max Resource (Also, remove the arbitrary facet of Sorc's shield that allows it to scale off Max Magicka for some reason) to reduce the prevalence of Health Stacking DPS who get tons of damage anyway because of secondary stats.
All of which would be a massive undertaking, with revisions to basically every single set that exists in the game on top of tons of rebalancing.
The issue is easy to solve…. remove Weapon/Spell Damage from our stats. Replace it across the game with %Buffs to specific stats (Physical Damage, Frost Damage, Healing Done, etc) which we can use to increase our power instead of having us stack what is essentially a generic “increase all damage and healing done” stat.
Magicka and Stamina will then remain as the only stats which determine baseline damage and healing before %buffs. This increases their importance, simplifies the character stats/calculations, and makes it harder to stack Health/tankiness unless willing to suffer a big loss of effectiveness.
Address heal stacking too and the chances of players being immortal through crosshealing drops drastically.
Also want to add, yes, cross-heals need to not stack, but replace/refresh each other when you have two of the same one. That is it’s own problem.
Ok, great. If it's so easy, go work for zos then. Go through every item set in the game and replace anything that gives weapon and spell damage with this new resource. Go through every item set in the game and modify any proc set that scales off of weapon and spell damage so it works with the new resource. Modify every single skill, passive, and CP that affects or is affected by weapon and spell damage. Do the same for every status effect. Make sure you don't forget enemy NPCs because they also have weapon and spell damage applied to their attacks as well. Don't forget about critical heals either. Is this still sounding like an easy weekend project?
We have skills that deal damage over time. We have skills that cleanse them.
We have skills that heal over time. We don't have skills that remove them other than Negate?
Considering how some things in ESO have their ''opposites'' like Resolve/Breach, Expedition/Snares, Protection/Vulnerability, etc I wonder if introducing the ability to remove non-permanent positive effects on a target via certain skills would help.
It would basically do the opposite of what the ''Cleanse Skills'' do, so instead of purging negative effects from you/allies, it would remove positive effects from the enemy. Kinda similar to Negate, but no Silence, not an Ultimate and not restricted to a certain class. This ''buff eater'' effect would be added to a few select Class skills with single target skills being limited to 1 removal per cast and AoE having the options for 3-5.
I wonder if something like this could help, or if having options to remove player buffs with non-ult skills would feel a bit too oppressive.
Stafford197 wrote: »The fundamental problem with healing is that there are only 2 base stats.
Max Resource - Which scales Damage and Healing
Max Health - Which scales health and some self sustain options (Notably "Tank" skills)
Ergo, no matter what you do, Healing is always going to end up being broken. If it scales of Max Resource, then DPS who stack it for damage get to also do lots of healing. If it scales off Max Health then healers get to be unkillable tanks.
So maybe we say, that healing only scales off a secondary stat similar to Weapon/Spell Damage... But then we a similar problem to now where DPS stack Max Health to become tanky because they don't care about Max Resource and can stack Max Health as a base stat while having W/S Damage as a secondary stat. Having Heals as a secondary stat would lead to again unkillable tank healers who stack Max Health.
Meaning on a fundamental level, they either have to kill diversity and make ONE resource for all Damage and ONE resource for all healing, or create a new base attribute that specifically scales healing.
Meanwhile, they'd need to tone down (Or remove) W/S Damage and put more emphasis on Max Resource (Also, remove the arbitrary facet of Sorc's shield that allows it to scale off Max Magicka for some reason) to reduce the prevalence of Health Stacking DPS who get tons of damage anyway because of secondary stats.
All of which would be a massive undertaking, with revisions to basically every single set that exists in the game on top of tons of rebalancing.
The issue is easy to solve…. remove Weapon/Spell Damage from our stats. Replace it across the game with %Buffs to specific stats (Physical Damage, Frost Damage, Healing Done, etc) which we can use to increase our power instead of having us stack what is essentially a generic “increase all damage and healing done” stat.
Magicka and Stamina will then remain as the only stats which determine baseline damage and healing before %buffs. This increases their importance, simplifies the character stats/calculations, and makes it harder to stack Health/tankiness unless willing to suffer a big loss of effectiveness.
Maybe easy to solve on paper, but would be incredibly hard to implement. I don't know why people keep saying Massive Game Change is an easy thing to do because it sounds simple on paper. So much of the game would have to change in order to implement it which would take years. Hybridization started like 4 years ago and it's not even completed, yet on paper it's super easy to solve.
We already have healing done and healing received as stats. A flat reduction to healing done/received to/from allies through battle spirit will address the problem that is currently happening in BGs/cyrodiil, and would be much simpler to implement. Address heal stacking too and the chances of players being immortal through crosshealing drops drastically.
CameraBeardThePirate wrote: »xylena_lazarow wrote: »This obliterates most solo builds in the game, while having no significant impact on minmax comp groups, they slightly change their minmax then continue doing the same exact thing. It would basically force an MMO trinity type system on PvP, severely restrict solo play, and widen the gap between comp and randoms. Wrong direction.Theist_VII wrote: »Nope, the best solution would be to make heals scale off of Max Magicka or Max Stamina
As I already explained, it would severely nerf groups too because it would demolish DPS cross heals. DPS cross heals are where the majority of the passive healing of groups comes from. True healers are really only there for defending against and recovering from big combos/dumps.
If you scale heals off of max stat, you now have to pick between 2 of 3 things - max damage, max healing (mag/stam), or max health. Right now you can have all 3, and that's the core issue.