SkaraMinoc wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »In ESO competitive Deathmatch you typically only want 1 healer and 3 DPS. Off heals can help during burst windows but you risk losing kills by not having enough DPS.
You literally stated the problem here. You need 3 DPS to make a single kill (with coordinated burst), when opponent's team has 1 healer and 3 dds.
There's no problem with 3 DPS required to get kills
There is a problem that healer+selfheals negate 2dds and 3dds needed to kill.
When every player in the game gets a base 50% mitigation from block, 100% non-aoe mitigation from dodge, and can also line of sight then it becomes obvious why you need that many dd/dps. But let's hate on healers and not talk about that.
SkaraMinoc wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »In ESO competitive Deathmatch you typically only want 1 healer and 3 DPS. Off heals can help during burst windows but you risk losing kills by not having enough DPS.
You literally stated the problem here. You need 3 DPS to make a single kill (with coordinated burst), when opponent's team has 1 healer and 3 dds.
There's no problem with 3 DPS required to get kills
There is a problem that healer+selfheals negate 2dds and 3dds needed to kill.
When every player in the game gets a base 50% mitigation from block, 100% non-aoe mitigation from dodge, and can also line of sight then it becomes obvious why you need that many dd/dps. But let's hate on healers and not talk about that.
SkaraMinoc wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »In ESO competitive Deathmatch you typically only want 1 healer and 3 DPS. Off heals can help during burst windows but you risk losing kills by not having enough DPS.
You literally stated the problem here. You need 3 DPS to make a single kill (with coordinated burst), when opponent's team has 1 healer and 3 dds.
There's no problem with 3 DPS required to get kills
There is a problem that healer+selfheals negate 2dds and 3dds needed to kill.
When every player in the game gets a base 50% mitigation from block, 100% non-aoe mitigation from dodge, and can also line of sight then it becomes obvious why you need that many dd/dps. But let's hate on healers and not talk about that.
SkaraMinoc wrote: »Healing is out of control.
Are we done with this thread yet?
SkaraMinoc wrote: »In ESO competitive Deathmatch you typically only want 1 healer and 3 DPS. Off heals can help during burst windows but you risk losing kills by not having enough DPS.
You literally stated the problem here. You need 3 DPS to make a single kill (with coordinated burst), when opponent's team has 1 healer and 3 dds.
Correct answer to the question @xylena_lazarow asked should be zero. Healer should not fully neutralize a DD. And not because it's bursted down (because this has counterplay in toughness), but because HPS should be lower than DPS, taking two characters of equal tankiness.Players should not have skills that cannot be healed. It means groups would have guaranteed one-shots which would make the solo player even weaker and less viable.
Not true. Can reduce the damage over the board to remove all oneshots and make HP bar matter. Reduce healing even deeper than that.
People build for burst only because DPS is laughably easy to outheal.
Not one-shots, more like those flame channeler npcs that deal escalating damage until interrupted or killed.So again, there is no reason for a player to have a skill that cannot be healed. It does not make sense to have such a skill as it means it is a guaranteed one-shot or somehow the lost HP is permanently lost until death
Emmagoldman wrote: »Healing is about skillz. Great video showing how poor this current meta is
https://youtu.be/F53Lrl9PpVY
SkaraMinoc wrote: »That resto ult build isn't even meta. You can get 100% uptime if you build for it.
With Bloodspawn it's 5 seconds. Otherwise 7 seconds. Keep in mind that you sacrifice a lot of healing power and mitigation to achieve this. It's only good for 1vX, 2v2, and sometimes 3v3. It falls apart in 4v4 Deathmatch.
It's more of a meme build really.
SkaraMinoc wrote: »That resto ult build isn't even meta. You can get 100% uptime if you build for it.
With Bloodspawn it's 5 seconds. Otherwise 7 seconds. Keep in mind that you sacrifice a lot of healing power and mitigation to achieve this. It's only good for 1vX, 2v2, and sometimes 3v3. It falls apart in 4v4 Deathmatch.
It's more of a meme build really.
SkaraMinoc wrote: »With Bloodspawn it's 5 seconds. Otherwise 7 seconds. Keep in mind that you sacrifice a lot of healing power and mitigation to achieve this. It's only good for 1vX, 2v2, and sometimes 3v3. It falls apart in 4v4 Deathmatch.
It's more of a meme build really.
Dem_kitkats1 wrote: »Emmagoldman wrote: »Healing is about skillz. Great video showing how poor this current meta is
https://youtu.be/F53Lrl9PpVY
Thats the thing. People praise oakensoul for the damage, but they don't think about the inverse. Especially when healing is connected to damage.
Dem_kitkats1 wrote: »Emmagoldman wrote: »Healing is about skillz. Great video showing how poor this current meta is
https://youtu.be/F53Lrl9PpVY
Thats the thing. People praise oakensoul for the damage, but they don't think about the inverse. Especially when healing is connected to damage.
Oaken buffs damage way more than healing. Let's check:
Major Berserk - doesn't buff healing
Major Force - doesn't buff healing
Major Courage - buffs healing
Major Heroism - buffs healing
Since everyone agree that Major Heroism needs to go, I don't see oaken be anywhere close to healer meta in the future. Even bruiser would be problematic because less skills = less HoT.
I don't mind oaken be squishier DPS item.
SkaraMinoc wrote: »SkaraMinoc wrote: »In ESO competitive Deathmatch you typically only want 1 healer and 3 DPS. Off heals can help during burst windows but you risk losing kills by not having enough DPS.
You literally stated the problem here. You need 3 DPS to make a single kill (with coordinated burst), when opponent's team has 1 healer and 3 dds.
There's no problem with 3 DPS required to get kills when you have a strong healer on your team. This is similar to WoW and GW2 and that's the intended design for ESO.
xylena_lazarow wrote: »Not one-shots, more like those flame channeler npcs that deal escalating damage until interrupted or killed.So again, there is no reason for a player to have a skill that cannot be healed. It does not make sense to have such a skill as it means it is a guaranteed one-shot or somehow the lost HP is permanently lost until death
One of the core mechanics of popular Battle Royale style open-world PvP games is a shrinking battlefield that prevents players from stalemating or avoiding combat. Stall strats are widely considered unfun in games (including sports).
In casual PvP games, there are always going to be trolls that think forcing their outcome or taking agency away from other players is just as good (or better) than actually winning as designed. This often leads to a toxic game environment.
There is no good reason for this PvP's mechanics to empower stall strats or encourage yet more trolling. The other extreme of one-shot ganking is just as bad. One-sided un-interactive encounters don't make for compelling PvP.
Yea I'm not saying that specifically is the solution, just that there are things they could do that aren't one-shots. If you think indefinitely out-healing damage to stall out fights is fun or good for PvP then we can just agree to disagree.Such things are easy to conceive but the unintended consequences can be more devastating.
xylena_lazarow wrote: »Yea I'm not saying that specifically is the solution, just that there are things they could do that aren't one-shots. If you think indefinitely out-healing damage to stall out fights is fun or good for PvP then we can just agree to disagree.Such things are easy to conceive but the unintended consequences can be more devastating.
Yes that's one of many problems trying to balance both extreme damage and extreme survivability. As it is now we've got the worst of both worlds dealing with unkillable heal stacking in one fight and un-interactable one-shots in the next, no surprise after 8 years of power creep and removal of balancing factors. It's probably not even possible to solve.So to kill the tank in a reasonable time the skill is pretty much a one-shot for much of the rest of the players.
xylena_lazarow wrote: »Yes that's one of many problems trying to balance both extreme damage and extreme survivability. As it is now we've got the worst of both worlds dealing with unkillable heal stacking in one fight and un-interactable one-shots in the next, no surprise after 8 years of power creep and removal of balancing factors. It's probably not even possible to solve.So to kill the tank in a reasonable time the skill is pretty much a one-shot for much of the rest of the players.
xylena_lazarow wrote: »Yes that's one of many problems trying to balance both extreme damage and extreme survivability. As it is now we've got the worst of both worlds dealing with unkillable heal stacking in one fight and un-interactable one-shots in the next, no surprise after 8 years of power creep and removal of balancing factors. It's probably not even possible to solve.So to kill the tank in a reasonable time the skill is pretty much a one-shot for much of the rest of the players.
Straight spam healing is pretty effective in PvP though. Spam RR on your zerg. Spam burst heal if focused.You cant just spam buttons and expect to win all the time
xylena_lazarow wrote: »PvE has mechanics that can't be healed through. PvP should too. Make players kill or be killed.
One-shot mechanics in PvP can be avoided easily. Even then, players do not have mechanics. They use skills. Players should not have skills that cannot be healed. It means groups would have guaranteed one-shots which would make the solo player even weaker and less viable.
SkaraMinoc wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »In ESO competitive Deathmatch you typically only want 1 healer and 3 DPS. Off heals can help during burst windows but you risk losing kills by not having enough DPS.
You literally stated the problem here. You need 3 DPS to make a single kill (with coordinated burst), when opponent's team has 1 healer and 3 dds.
There's no problem with 3 DPS required to get kills
There is a problem that healer+selfheals negate 2dds and 3dds needed to kill.
When every player in the game gets a base 50% mitigation from block, 100% non-aoe mitigation from dodge, and can also line of sight then it becomes obvious why you need that many dd/dps. But let's hate on healers and not talk about that.
SkaraMinoc wrote: »SkaraMinoc wrote: »SkaraMinoc wrote: »In ESO competitive Deathmatch you typically only want 1 healer and 3 DPS. Off heals can help during burst windows but you risk losing kills by not having enough DPS.
You literally stated the problem here. You need 3 DPS to make a single kill (with coordinated burst), when opponent's team has 1 healer and 3 dds.
There's no problem with 3 DPS required to get kills
There is a problem that healer+selfheals negate 2dds and 3dds needed to kill.
When every player in the game gets a base 50% mitigation from block, 100% non-aoe mitigation from dodge, and can also line of sight then it becomes obvious why you need that many dd/dps. But let's hate on healers and not talk about that.
You know this could also be used as an argument for why heals shouldn't be as strong because everyone already has other ways to mitigate damage to keep themselves alive, and adding over the top cross heals could increase TTK to obnoxious levels.
Healing doesn't get mitigated the same way that damage does either. Also consider the values of major berserk and vulnerability and compare them with major mending and vitality. Resto heavy attacks also conveniently help a lot with sustaining healing output. These variables alone are good enough reasons that cross heals should be toned down to make up that difference.
Putting more agency on players having to pay attention to their own survival is a positive thing. Cross healing can still be very useful, but they shouldn't be strong enough so that those who are receiving those heals can start playing on autopilot and begin playing like they can afford to constantly make mistakes and not get punished for them.