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Add cast times to BOL and Vigor

  • Kutsuu
    Kutsuu
    ✭✭✭✭✭
    This game should always have had 3 main stats instead of 2 (Healing Power, Weapon Power, Spell Power). We posted so many arguments/threads in beta about healing and damage sharing the same stat, and the type of gameplay it would cause where glass cannons also had the best healing. PVP at this point is mostly an exercise in who can first successfully burst the other before they heal up.
    PC/NA

    Envy Me - Sorc
    Kutsus - NB
    Kutsmuffin - Temp
    Kutsuu the Destroyer - NB
    Kutsuu - Temp
    Natsu Dragoneel - DK
    Kutsumo - NB
  • AzuraKin
    AzuraKin
    ✭✭✭✭✭
    Kutsuu wrote: »
    This game should always have had 3 main stats instead of 2 (Healing Power, Weapon Power, Spell Power). We posted so many arguments/threads in beta about healing and damage sharing the same stat, and the type of gameplay it would cause where glass cannons also had the best healing. PVP at this point is mostly an exercise in who can first successfully burst the other before they heal up.

    ye but if they did that, then may have issue with a game that does split damage and healing into seperate stats, where healers are shut out of meta now in the game for over 2 years now because you can 1 shot everyone in 1-2 rounds (you can stop an entire team from going first round and yes turn based game.)
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
  • ZarosA
    ZarosA
    ✭✭
    Nerfing the only reliable heal a stamina build has, SUCH a great idea.....
  • idk
    idk
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    Kutsuu wrote: »
    This game should always have had 3 main stats instead of 2 (Healing Power, Weapon Power, Spell Power). We posted so many arguments/threads in beta about healing and damage sharing the same stat, and the type of gameplay it would cause where glass cannons also had the best healing. PVP at this point is mostly an exercise in who can first successfully burst the other before they heal up.

    @Kutsuu

    It seems you want to restrict players to either healer or dps. As such this would create an imbalance across the board.

    Additionally, commenting about arguments made over 30 months ago brings nothing to this thread. Provide reasoning for what you suggest or have this thread fall into oblivion quickly.
  • Kutsuu
    Kutsuu
    ✭✭✭✭✭
    Kutsuu wrote: »
    This game should always have had 3 main stats instead of 2 (Healing Power, Weapon Power, Spell Power). We posted so many arguments/threads in beta about healing and damage sharing the same stat, and the type of gameplay it would cause where glass cannons also had the best healing. PVP at this point is mostly an exercise in who can first successfully burst the other before they heal up.

    @Kutsuu

    It seems you want to restrict players to either healer or dps. As such this would create an imbalance across the board.

    Additionally, commenting about arguments made over 30 months ago brings nothing to this thread. Provide reasoning for what you suggest or have this thread fall into oblivion quickly.

    You act like it would be unprecedented to separate healing and DPS. Yes, I do think it should be a choice to be strong in one or the other. Stacking to extremes in one stat should not give you the best of both.

    You are both of course correct that it would throw everything out the window at this stage of the game, thus my mention of our hopes in beta that they could make the change early. I'm sorry that you seem unable to understand my point.
    PC/NA

    Envy Me - Sorc
    Kutsus - NB
    Kutsmuffin - Temp
    Kutsuu the Destroyer - NB
    Kutsuu - Temp
    Natsu Dragoneel - DK
    Kutsumo - NB
  • idk
    idk
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    Kutsuu wrote: »
    Kutsuu wrote: »
    This game should always have had 3 main stats instead of 2 (Healing Power, Weapon Power, Spell Power). We posted so many arguments/threads in beta about healing and damage sharing the same stat, and the type of gameplay it would cause where glass cannons also had the best healing. PVP at this point is mostly an exercise in who can first successfully burst the other before they heal up.

    @Kutsuu

    It seems you want to restrict players to either healer or dps. As such this would create an imbalance across the board.

    Additionally, commenting about arguments made over 30 months ago brings nothing to this thread. Provide reasoning for what you suggest or have this thread fall into oblivion quickly.

    You act like it would be unprecedented to separate healing and DPS. Yes, I do think it should be a choice to be strong in one or the other. Stacking to extremes in one stat should not give you the best of both.

    You are both of course correct that it would throw everything out the window at this stage of the game, thus my mention of our hopes in beta that they could make the change early. I'm sorry that you seem unable to understand my point.

    I am not acting in such a manner. Your acting as though it is required when it is not and are not explaining why there needs to be a separate stat for healing and damage.

    So, I will explain why it is not needed. That stat is only part of what determines the size of a heal or how much damage a skill does. Only part and not the deciding factor.

    The deciding factor in the size of a heal of damage done is the formula behind each skill. It is what drives this in every MMO. As such differing stats are not required.

    And that is the reason this topic will not get traction and has not been a recurring though in the forums.
  • Kutsuu
    Kutsuu
    ✭✭✭✭✭
    Kutsuu wrote: »
    Kutsuu wrote: »
    This game should always have had 3 main stats instead of 2 (Healing Power, Weapon Power, Spell Power). We posted so many arguments/threads in beta about healing and damage sharing the same stat, and the type of gameplay it would cause where glass cannons also had the best healing. PVP at this point is mostly an exercise in who can first successfully burst the other before they heal up.

    @Kutsuu

    It seems you want to restrict players to either healer or dps. As such this would create an imbalance across the board.

    Additionally, commenting about arguments made over 30 months ago brings nothing to this thread. Provide reasoning for what you suggest or have this thread fall into oblivion quickly.

    You act like it would be unprecedented to separate healing and DPS. Yes, I do think it should be a choice to be strong in one or the other. Stacking to extremes in one stat should not give you the best of both.

    You are both of course correct that it would throw everything out the window at this stage of the game, thus my mention of our hopes in beta that they could make the change early. I'm sorry that you seem unable to understand my point.

    I am not acting in such a manner. Your acting as though it is required when it is not and are not explaining why there needs to be a separate stat for healing and damage.

    So, I will explain why it is not needed. That stat is only part of what determines the size of a heal or how much damage a skill does. Only part and not the deciding factor.

    The deciding factor in the size of a heal of damage done is the formula behind each skill. It is what drives this in every MMO. As such differing stats are not required.

    And that is the reason this topic will not get traction and has not been a recurring though in the forums.

    Not sure where I said it's required. It's simply my opinion that they should be separated so that you have to choose between good healing or good damage, and not both at once. When the formula behind each skill includes it scaling off the same stat and stacking that stat increases both, and you can easily put abilities of each type on your bar - there is very little tradeoff. Sure, CPs can be allocated differently to provide more of one or the other but with things like vitality pots and major mending most DPS players can heal themselves from low health to full in 1-2 seconds. I'm not saying someone who's stacked a full DPS build shouldn't be able to heal themselves, but I do think their heals should be significantly weaker than someone who has focused on healing while that healer should do significantly less damage. My proposal would be that healing on a full on DPS build would be something like using a magicka skill on a stam build - maybe 1/3-1/2 the effectiveness.

    My reasoning for this is pretty simple. The current play style of this game in small scale combat revolves around bursting someone from 100-0 before they are able to recover and heal back to full within moments or put up a huge defensive shield. Without extreme levels of burst damage, players would rarely die unless focused by multiple opponents. With DPS players healing for less and healers doing less damage, you can safely begin to reduce burst damage while fights can still end. I simply do not enjoy the whole burst vs burst yo-yo health bar thing we have going on.

    Your mention of it not being a recurring theme on these forums doesn't mean much to me. Campaigns by players on this forum have a lot to do with the current state of the game, which is not very good. ZOS has made it clear that they grease the squeaky wheel whether it's reasonable or not.

    Again, I do think the game is too far along for this idea to be feasible. I have a feeling more than half the player base would quit if they made such a significant mechanical change to the game. It's just a dream of a different game at this point.
    PC/NA

    Envy Me - Sorc
    Kutsus - NB
    Kutsmuffin - Temp
    Kutsuu the Destroyer - NB
    Kutsuu - Temp
    Natsu Dragoneel - DK
    Kutsumo - NB
  • idk
    idk
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    Kutsuu wrote: »
    Kutsuu wrote: »
    Kutsuu wrote: »
    This game should always have had 3 main stats instead of 2 (Healing Power, Weapon Power, Spell Power). We posted so many arguments/threads in beta about healing and damage sharing the same stat, and the type of gameplay it would cause where glass cannons also had the best healing. PVP at this point is mostly an exercise in who can first successfully burst the other before they heal up.

    @Kutsuu

    It seems you want to restrict players to either healer or dps. As such this would create an imbalance across the board.

    Additionally, commenting about arguments made over 30 months ago brings nothing to this thread. Provide reasoning for what you suggest or have this thread fall into oblivion quickly.

    You act like it would be unprecedented to separate healing and DPS. Yes, I do think it should be a choice to be strong in one or the other. Stacking to extremes in one stat should not give you the best of both.

    You are both of course correct that it would throw everything out the window at this stage of the game, thus my mention of our hopes in beta that they could make the change early. I'm sorry that you seem unable to understand my point.

    I am not acting in such a manner. Your acting as though it is required when it is not and are not explaining why there needs to be a separate stat for healing and damage.

    So, I will explain why it is not needed. That stat is only part of what determines the size of a heal or how much damage a skill does. Only part and not the deciding factor.

    The deciding factor in the size of a heal of damage done is the formula behind each skill. It is what drives this in every MMO. As such differing stats are not required.

    And that is the reason this topic will not get traction and has not been a recurring though in the forums.

    Not sure where I said it's required. It's simply my opinion that they should be separated so that you have to choose between good healing or good damage, and not both at once. When the formula behind each skill includes it scaling off the same stat and stacking that stat increases both, and you can easily put abilities of each type on your bar - there is very little tradeoff.

    And you bought a game that billed itself where the trinity was no longer pure. Your suggestion it to force a trinity.

    Tanks can toss dps (sets specifically designed to increase a tanks dps) and dps can heal. Dungeons can be done without either and it was billed as such.
  • AzuraKin
    AzuraKin
    ✭✭✭✭✭
    actually i came up with a good way to balance bol without cast time: make it unable to be cast from block, after casting block is silenced for 2s and magicka and stamina regen from all sources is negated for 6s. and multiple casts within 6s of each other add to the times not refresh.
    Edited by AzuraKin on 4 December 2016 07:04
    v160 spellsword (nightblade)
    v160 restoration archmage (Templar)
    v160 battlemage (sorcerer)
    v160 restoration archmage (Templar)
    v160 warrior (DragonKnight)
    v160 assassin (nightblade)
    v160 swordsman (sorcerer)
    v160 spellsword (nightblade)
  • idk
    idk
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    Paraflex wrote: »
    Best mag heal in the game is BOL and it's a smart heal.

    Best stam heal in the game is Vigor and it's a heal over time.

    I think by adding a cast time of 1.5 seconds would help balance PvP in the game. I think people will have to adjust to the new pace of the game. Having the best heals in the game interruptible will make people use other skills like healing springs which is strong but you have to target an area and actually think about the placement.

    Poor idea @Paraflex because of the issues it would bring to PvE. There is already a delay on BoL because the heal needs to travel and much damage is unforgivable to a degree that the increased delay you are suggesting is not practical.

    While BoL is not the main heal for PvE trials by any means, when it is needed it is needed then, not 1.5 to 2 seconds later. This is not WoW or SWTOR.

    So, this idea will not become reality in this game.

  • Kutsuu
    Kutsuu
    ✭✭✭✭✭
    Kutsuu wrote: »
    Kutsuu wrote: »
    Kutsuu wrote: »
    This game should always have had 3 main stats instead of 2 (Healing Power, Weapon Power, Spell Power). We posted so many arguments/threads in beta about healing and damage sharing the same stat, and the type of gameplay it would cause where glass cannons also had the best healing. PVP at this point is mostly an exercise in who can first successfully burst the other before they heal up.

    @Kutsuu

    It seems you want to restrict players to either healer or dps. As such this would create an imbalance across the board.

    Additionally, commenting about arguments made over 30 months ago brings nothing to this thread. Provide reasoning for what you suggest or have this thread fall into oblivion quickly.

    You act like it would be unprecedented to separate healing and DPS. Yes, I do think it should be a choice to be strong in one or the other. Stacking to extremes in one stat should not give you the best of both.

    You are both of course correct that it would throw everything out the window at this stage of the game, thus my mention of our hopes in beta that they could make the change early. I'm sorry that you seem unable to understand my point.

    I am not acting in such a manner. Your acting as though it is required when it is not and are not explaining why there needs to be a separate stat for healing and damage.

    So, I will explain why it is not needed. That stat is only part of what determines the size of a heal or how much damage a skill does. Only part and not the deciding factor.

    The deciding factor in the size of a heal of damage done is the formula behind each skill. It is what drives this in every MMO. As such differing stats are not required.

    And that is the reason this topic will not get traction and has not been a recurring though in the forums.

    Not sure where I said it's required. It's simply my opinion that they should be separated so that you have to choose between good healing or good damage, and not both at once. When the formula behind each skill includes it scaling off the same stat and stacking that stat increases both, and you can easily put abilities of each type on your bar - there is very little tradeoff.

    And you bought a game that billed itself where the trinity was no longer pure. Your suggestion it to force a trinity.

    Tanks can toss dps (sets specifically designed to increase a tanks dps) and dps can heal. Dungeons can be done without either and it was billed as such.

    You're picking and choosing what to respond to in order to make an argument. It's convenient to quote half of a paragraph out of context and make it sound like something that it is not. I made it pretty clear in the following sentences after the part that you quoted that I think DPS should still be able to heal at reduced effectiveness and even quantified a suggestion (that would obviously need tweaking). You're still eschewing the trinity when any player/class can use use skills that wouldn't normally place them in a holy trinity role, albeit with different levels of effectiveness depending on how they build their character. There was no promise that you would not make tradeoffs when focusing on a role.

    The current balance (and tradeoff) of DPS vs defense when comparing a tank to a glass cannon is a good example of where I'd like to see DPS vs healing stand.

    P.S. - Just a suggestion for your next reply, you could just cut words out of my post until it says something stupid like "DPS shouldn't be able to heal at all" in order to really drive your point home. That would show me.
    Edited by Kutsuu on 4 December 2016 07:30
    PC/NA

    Envy Me - Sorc
    Kutsus - NB
    Kutsmuffin - Temp
    Kutsuu the Destroyer - NB
    Kutsuu - Temp
    Natsu Dragoneel - DK
    Kutsumo - NB
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    Kutsuu wrote: »
    Kutsuu wrote: »
    Kutsuu wrote: »
    Kutsuu wrote: »
    This game should always have had 3 main stats instead of 2 (Healing Power, Weapon Power, Spell Power). We posted so many arguments/threads in beta about healing and damage sharing the same stat, and the type of gameplay it would cause where glass cannons also had the best healing. PVP at this point is mostly an exercise in who can first successfully burst the other before they heal up.

    @Kutsuu

    It seems you want to restrict players to either healer or dps. As such this would create an imbalance across the board.

    Additionally, commenting about arguments made over 30 months ago brings nothing to this thread. Provide reasoning for what you suggest or have this thread fall into oblivion quickly.

    You act like it would be unprecedented to separate healing and DPS. Yes, I do think it should be a choice to be strong in one or the other. Stacking to extremes in one stat should not give you the best of both.

    You are both of course correct that it would throw everything out the window at this stage of the game, thus my mention of our hopes in beta that they could make the change early. I'm sorry that you seem unable to understand my point.

    I am not acting in such a manner. Your acting as though it is required when it is not and are not explaining why there needs to be a separate stat for healing and damage.

    So, I will explain why it is not needed. That stat is only part of what determines the size of a heal or how much damage a skill does. Only part and not the deciding factor.

    The deciding factor in the size of a heal of damage done is the formula behind each skill. It is what drives this in every MMO. As such differing stats are not required.

    And that is the reason this topic will not get traction and has not been a recurring though in the forums.

    Not sure where I said it's required. It's simply my opinion that they should be separated so that you have to choose between good healing or good damage, and not both at once. When the formula behind each skill includes it scaling off the same stat and stacking that stat increases both, and you can easily put abilities of each type on your bar - there is very little tradeoff.

    And you bought a game that billed itself where the trinity was no longer pure. Your suggestion it to force a trinity.

    Tanks can toss dps (sets specifically designed to increase a tanks dps) and dps can heal. Dungeons can be done without either and it was billed as such.

    You're picking and choosing what to respond to in order to make an argument. It's convenient to quote half of a paragraph out of context and make it sound like something that it is not. I made it pretty clear in the following sentences after the part that you quoted that I think DPS should still be able to heal at reduced effectiveness and even quantified a suggestion (that would obviously need tweaking). You're still eschewing the trinity when any player/class can use use skills that wouldn't normally place them in a holy trinity role, albeit with different levels of effectiveness depending on how they build their character. There was no promise that you would not make tradeoffs when focusing on a role.

    The current balance (and tradeoff) of DPS vs defense when comparing a tank to a glass cannon is a good example of where I'd like to see DPS vs healing stand.

    P.S. - Just a suggestion for your next reply, you could just cut words out of my post until it says something stupid like "DPS shouldn't be able to heal at all" in order to really drive your point home. That would show me.

    I stand firmly by my comments and taking only the core of your argument for quoting purposes.

    You have access to the very same skills for healing and damage as anyone playing the classes you play, yes somehow you are coming off as finding this challenging than some of the players you are facging so you want the game changed to meet how you want to play.

    What is great about PvP is one can go for a high burst build requiring or they can sacrifice some skills for more survival. Both builds work great but the player needs to know how to play them, their strengths and weaknesses.

    Heck, part of what makes this game fun is we have choices and especially in PvP we do not have as much of a cookie cutter build as other games have.

    What I dislike most about your opinion on this matter is you want to remove much of the choice we have.

    Personally, I do not care what people posted in the forums in Beta (over 30 months ago) and this clearly does not have a huge following since it is so rarely brought up in the forums. I really do not care about it now since it will not happen for the very good reasons I have mentioned.
  • Kutsuu
    Kutsuu
    ✭✭✭✭✭
    Kutsuu wrote: »
    Kutsuu wrote: »
    Kutsuu wrote: »
    Kutsuu wrote: »
    This game should always have had 3 main stats instead of 2 (Healing Power, Weapon Power, Spell Power). We posted so many arguments/threads in beta about healing and damage sharing the same stat, and the type of gameplay it would cause where glass cannons also had the best healing. PVP at this point is mostly an exercise in who can first successfully burst the other before they heal up.

    @Kutsuu

    It seems you want to restrict players to either healer or dps. As such this would create an imbalance across the board.

    Additionally, commenting about arguments made over 30 months ago brings nothing to this thread. Provide reasoning for what you suggest or have this thread fall into oblivion quickly.

    You act like it would be unprecedented to separate healing and DPS. Yes, I do think it should be a choice to be strong in one or the other. Stacking to extremes in one stat should not give you the best of both.

    You are both of course correct that it would throw everything out the window at this stage of the game, thus my mention of our hopes in beta that they could make the change early. I'm sorry that you seem unable to understand my point.

    I am not acting in such a manner. Your acting as though it is required when it is not and are not explaining why there needs to be a separate stat for healing and damage.

    So, I will explain why it is not needed. That stat is only part of what determines the size of a heal or how much damage a skill does. Only part and not the deciding factor.

    The deciding factor in the size of a heal of damage done is the formula behind each skill. It is what drives this in every MMO. As such differing stats are not required.

    And that is the reason this topic will not get traction and has not been a recurring though in the forums.

    Not sure where I said it's required. It's simply my opinion that they should be separated so that you have to choose between good healing or good damage, and not both at once. When the formula behind each skill includes it scaling off the same stat and stacking that stat increases both, and you can easily put abilities of each type on your bar - there is very little tradeoff.

    And you bought a game that billed itself where the trinity was no longer pure. Your suggestion it to force a trinity.

    Tanks can toss dps (sets specifically designed to increase a tanks dps) and dps can heal. Dungeons can be done without either and it was billed as such.

    You're picking and choosing what to respond to in order to make an argument. It's convenient to quote half of a paragraph out of context and make it sound like something that it is not. I made it pretty clear in the following sentences after the part that you quoted that I think DPS should still be able to heal at reduced effectiveness and even quantified a suggestion (that would obviously need tweaking). You're still eschewing the trinity when any player/class can use use skills that wouldn't normally place them in a holy trinity role, albeit with different levels of effectiveness depending on how they build their character. There was no promise that you would not make tradeoffs when focusing on a role.

    The current balance (and tradeoff) of DPS vs defense when comparing a tank to a glass cannon is a good example of where I'd like to see DPS vs healing stand.

    P.S. - Just a suggestion for your next reply, you could just cut words out of my post until it says something stupid like "DPS shouldn't be able to heal at all" in order to really drive your point home. That would show me.

    I stand firmly by my comments and taking only the core of your argument for quoting purposes.

    You have access to the very same skills for healing and damage as anyone playing the classes you play, yes somehow you are coming off as finding this challenging than some of the players you are facging so you want the game changed to meet how you want to play.

    What is great about PvP is one can go for a high burst build requiring or they can sacrifice some skills for more survival. Both builds work great but the player needs to know how to play them, their strengths and weaknesses.

    Heck, part of what makes this game fun is we have choices and especially in PvP we do not have as much of a cookie cutter build as other games have.

    What I dislike most about your opinion on this matter is you want to remove much of the choice we have.

    Personally, I do not care what people posted in the forums in Beta (over 30 months ago) and this clearly does not have a huge following since it is so rarely brought up in the forums. I really do not care about it now since it will not happen for the very good reasons I have mentioned.

    I suppose your strategy is to overwhelm me with fallacy. It's quite annoying, so I guess you're on the right track if all you care about is getting me to stop responding to you. I explained my reasoning clearly in a previous post, you know the one you ignored most of, and it has nothing to do with what is or is not challenging to me. I'll not repeat myself.

    Are you suggesting that having a third stat to work with, meaning one more than two, would actually be less choices? That's an interesting perspective considering I can't really think of a way to rationalize a situation where two is in fact greater than three.

    In any case it's pretty clear where this is going. Honestly I'd have been up for a decent debate if you could at least try to respond to what I'm saying instead of hacking away at straw men. If there's an achievement for that, I'm sure you'll earn it in quick order.
    PC/NA

    Envy Me - Sorc
    Kutsus - NB
    Kutsmuffin - Temp
    Kutsuu the Destroyer - NB
    Kutsuu - Temp
    Natsu Dragoneel - DK
    Kutsumo - NB
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    Kutsuu wrote: »
    Kutsuu wrote: »
    Kutsuu wrote: »
    Kutsuu wrote: »
    Kutsuu wrote: »
    This game should always have had 3 main stats instead of 2 (Healing Power, Weapon Power, Spell Power). We posted so many arguments/threads in beta about healing and damage sharing the same stat, and the type of gameplay it would cause where glass cannons also had the best healing. PVP at this point is mostly an exercise in who can first successfully burst the other before they heal up.

    @Kutsuu

    It seems you want to restrict players to either healer or dps. As such this would create an imbalance across the board.

    Additionally, commenting about arguments made over 30 months ago brings nothing to this thread. Provide reasoning for what you suggest or have this thread fall into oblivion quickly.

    You act like it would be unprecedented to separate healing and DPS. Yes, I do think it should be a choice to be strong in one or the other. Stacking to extremes in one stat should not give you the best of both.

    You are both of course correct that it would throw everything out the window at this stage of the game, thus my mention of our hopes in beta that they could make the change early. I'm sorry that you seem unable to understand my point.

    I am not acting in such a manner. Your acting as though it is required when it is not and are not explaining why there needs to be a separate stat for healing and damage.

    So, I will explain why it is not needed. That stat is only part of what determines the size of a heal or how much damage a skill does. Only part and not the deciding factor.

    The deciding factor in the size of a heal of damage done is the formula behind each skill. It is what drives this in every MMO. As such differing stats are not required.

    And that is the reason this topic will not get traction and has not been a recurring though in the forums.

    Not sure where I said it's required. It's simply my opinion that they should be separated so that you have to choose between good healing or good damage, and not both at once. When the formula behind each skill includes it scaling off the same stat and stacking that stat increases both, and you can easily put abilities of each type on your bar - there is very little tradeoff.

    And you bought a game that billed itself where the trinity was no longer pure. Your suggestion it to force a trinity.

    Tanks can toss dps (sets specifically designed to increase a tanks dps) and dps can heal. Dungeons can be done without either and it was billed as such.

    You're picking and choosing what to respond to in order to make an argument. It's convenient to quote half of a paragraph out of context and make it sound like something that it is not. I made it pretty clear in the following sentences after the part that you quoted that I think DPS should still be able to heal at reduced effectiveness and even quantified a suggestion (that would obviously need tweaking). You're still eschewing the trinity when any player/class can use use skills that wouldn't normally place them in a holy trinity role, albeit with different levels of effectiveness depending on how they build their character. There was no promise that you would not make tradeoffs when focusing on a role.

    The current balance (and tradeoff) of DPS vs defense when comparing a tank to a glass cannon is a good example of where I'd like to see DPS vs healing stand.

    P.S. - Just a suggestion for your next reply, you could just cut words out of my post until it says something stupid like "DPS shouldn't be able to heal at all" in order to really drive your point home. That would show me.

    I stand firmly by my comments and taking only the core of your argument for quoting purposes.

    You have access to the very same skills for healing and damage as anyone playing the classes you play, yes somehow you are coming off as finding this challenging than some of the players you are facging so you want the game changed to meet how you want to play.

    What is great about PvP is one can go for a high burst build requiring or they can sacrifice some skills for more survival. Both builds work great but the player needs to know how to play them, their strengths and weaknesses.

    Heck, part of what makes this game fun is we have choices and especially in PvP we do not have as much of a cookie cutter build as other games have.

    What I dislike most about your opinion on this matter is you want to remove much of the choice we have.

    Personally, I do not care what people posted in the forums in Beta (over 30 months ago) and this clearly does not have a huge following since it is so rarely brought up in the forums. I really do not care about it now since it will not happen for the very good reasons I have mentioned.

    I suppose your strategy is to overwhelm me with fallacy. It's quite annoying, so I guess you're on the right track if all you care about is getting me to stop responding to you. I explained my reasoning clearly in a previous post, you know the one you ignored most of, and it has nothing to do with what is or is not challenging to me. I'll not repeat myself.

    Are you suggesting that having a third stat to work with, meaning one more than two, would actually be less choices? That's an interesting perspective considering I can't really think of a way to rationalize a situation where two is in fact greater than three.

    In any case it's pretty clear where this is going. Honestly I'd have been up for a decent debate if you could at least try to respond to what I'm saying instead of hacking away at straw men. If there's an achievement for that, I'm sure you'll earn it in quick order.

    Twisting the fact is interesting yet you call my comments fallacy. Thx for the laugh.

    I have stated the fact that different formulas are in play yet you continue to argue that differing stats are required. The only reason for wanting differing stats is to force someone to choose between healing and damage which would most certainly reduce a players choices. Please do not hide behind smoke and mirrors.

    Additionally, your idea would render one skill in the game completely useless since Vigor is only used by stamina characters.

    What is interesting is the best case I have seen where there was a different stat for healing was still calculated from the same stats DPS equipped. Essentially going back to what I said that it is all in the formulas. In that case the difference in dps vs passives came from passives gained from going healing vs dps. ESO does not have such a system and Zos will not be reworking it since it would be a complete change to the base of the game.

    Further, some want hybrids to be viable for once and well, your idea would trash their dreams, not that I am concerned about hybrids.
    Edited by idk on 4 December 2016 08:23
  • Jsmalls
    Jsmalls
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    I approve this message.

    Signed, A Mag Sorcerer.

    /Sarcasm
  • Paraflex
    Paraflex
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    Paraflex wrote: »
    Best mag heal in the game is BOL and it's a smart heal.

    Best stam heal in the game is Vigor and it's a heal over time.

    I think by adding a cast time of 1.5 seconds would help balance PvP in the game. I think people will have to adjust to the new pace of the game. Having the best heals in the game interruptible will make people use other skills like healing springs which is strong but you have to target an area and actually think about the placement.

    Poor idea @Paraflex because of the issues it would bring to PvE. There is already a delay on BoL because the heal needs to travel and much damage is unforgivable to a degree that the increased delay you are suggesting is not practical.

    While BoL is not the main heal for PvE trials by any means, when it is needed it is needed then, not 1.5 to 2 seconds later. This is not WoW or SWTOR.

    So, this idea will not become reality in this game.

    PvE isn't much of a thought for myself like most things they can adapt because guess what changes will happen we have no power over ZOS.
    Hollykills CP 630 Templar Healer - Ad PS4 Warlord Rank

    Max Stam/Mag Dk
    Max Stam Sorc
    Max Stam/Mag NB

    Don't care to dps much so I heal.


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