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.
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.
Giles.floydub17_ESO 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.
Giles.floydub17_ESO 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.
Giles.floydub17_ESO wrote: »Giles.floydub17_ESO 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.
Giles.floydub17_ESO wrote: »Giles.floydub17_ESO 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.
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.
Giles.floydub17_ESO wrote: »Giles.floydub17_ESO wrote: »Giles.floydub17_ESO 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.
Giles.floydub17_ESO wrote: »Giles.floydub17_ESO wrote: »Giles.floydub17_ESO 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.
Giles.floydub17_ESO wrote: »Giles.floydub17_ESO wrote: »Giles.floydub17_ESO wrote: »Giles.floydub17_ESO 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.
Giles.floydub17_ESO wrote: »Giles.floydub17_ESO wrote: »Giles.floydub17_ESO wrote: »Giles.floydub17_ESO 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.
Giles.floydub17_ESO 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.