Of courseMore dots more dots more dots! Please tell me this is a reference to the old WoW Onyxia video. Love it.
Most of the proposed fixes are controversial, as you say, so that's where things get tricky. Personally I've always wanted healing to scale off something other than spell damage. But most of the vet PvPers seem to enjoy running solo or very small scale so this idea never gets much traction. It is essential to their playstyle that one build be able to do everything. And while, I won't lie, this is a very fun aspect of the game-- it really goes hand in hand with half of what you outlined as being reasons for how we got to this state. Sea serpent, rallying cry, 1v1s being boring, all that. Ironically this is the best solution but the last one most people would want. Because it would be advantageous for groups. And for some reason players of this MMO really look down on grouping.
Next, an idea you had that I agree very much with. Buff defiles. Absolutely. Nuff said. Now I think it should maybe remain purgeable but I do think making certain things not purgeable would be a good way to go. Siege, for one thing. People hate siege about as much as they hate groups-- but I've stood on enough rams totally ignoring the 4 oils pouring on my head over and over again enough times to be of the opinion that it's actually kinda underpowered. And don't get me wrong it does plenty of damage the problem is that you can just make it go away. Also, maybe give each class some kind of DoT or debuff that can't be purged. Like some classes have stuns that can't be blocked. I think it'd be a nice addition for some abilities to not be purged. Curse, fetcherflies, crippling Grasp, I dunno, crap like that.
Effectively Caltrops aren't cleansable. Just like Eruption or Wall of Frost, the snare is continuously applied as long as you're within the area (if you cleanse it, it's back the next milisecond).Also maybe some snares shouldn't be cleansable either. Caltrops. Crap like that.
i11ionward wrote: »Some skills really need an instant effect when purgeed. For example, some dots can instantly deal the remaining damage.
Woodenplank wrote: »SolutionsNow I won't pretend to have all the answers, so this will mostly be my POW, with a bunch of popular suggestions sprinkled in.
Nerf Healing (inherently)
So this one is problematic, because you don't want PVP balance issues spilling over into PVE (or vice versa).
One of the main problems with unkillable people is how healing effects stack, however, such as a bazillion Echoing Vigors outhealing anything short of gigantic siege busts. I think ZOS can and should implement diminishing returns for stacks. E.g. 1 Vigor = 100% effect, 2 Vigors = 175% effect, 3 Vigors = 231% effect, 4th only adds up to 279%, and so on.
This would have virtually no PVE impact, since you typically only run 1-2 healers.
Woodenplank wrote: »
Adjust Battle Spirit
Certainly the most straightforward way. Nerf healing harder, and/or reduce the Damage Resistance.
Woodenplank wrote: »
Buff the counters!
Things like Major and Minor Defile, which serve to counter healing. Issue being that they can be purged (Mara's Balm, anyone? No? Forgot about it already?). ZOS tried to counter that whole idea with Plaguebreak, which was a tad... or very hamfisted. Personally I'd love to see Cleansing effects see a "fatigue" effect, where they cost increasingly more with spammed casts (like Roll Dodging or Streaks already do).
Woodenplank wrote: »
More dots, more dots, more dots
Give some of the lost power back to the Damage over time effects, and let people counteract the constancy of healing with constancy of DotS. Right now the meta feels very topped-off and safe or zero health and confused about how quickly you died. Death recaps in Cyrodiil are typically just like so and so Vicious Death, somesuch Plaguebreak, X amount Liquid Lightning Synergy, Y amount Dragonknight Standard synergy, etc. etc.
Woodenplank wrote: »
Make more damage sets
Not Damage Mythics, not 2-pieces on front bar for free power, but actual 5/5 damage sets that require you to sacrifice durability to equip them.
And no... I don't mean another "(5)-if you kill someone everything next to them also explodes, lol", but just an actual solid damage set without fancy side effects for innocent bystanders.Controversial....And more, I'm certain! I'd love to hear more suggestions, or for you to shoot down the holes I've missed in the suggestions made here!
Separate Weapon/Spell Damage from Healing Power. Since hybridization the difference between Weapon and Spell Damage is essentially nill any way, except for like two exceptions or so in the whole game. By splitting healing power and damage power we might see people forced to sacrifice healing to be able to score kills, or make the über tanky players sort of... harmless.
This being the most controversial suggestion, I'm sure it'll never happen. I'm not even sure it would alleviate the issue as intended.
This should be managed carefully. If dots just deal their remaining damage on purging, there's not much reason to purge them any way, is there?i11ionward wrote: »Some skills really need an instant effect when purgeed. For example, some dots can instantly deal the remaining damage.
Yes, heal stacking was my main concern, as that turns to the most ridiculous results.I agree that heal stacking should be nerfed, I don't think healing itself should be nerfed though. I would be fine with no heal stacking of the same morphs altogether. I think it should only be different morphs that stack. The most recently applied HOT is the one that overrides the others and when grouped you can only heal and be healed by your group members.
i11ionward wrote: »[quote="Woodenplank;d-637242"
More dots, more dots, more dots
Give some of the lost power back to the Damage over time effects, and let people counteract the constancy of healing with constancy of DotS. Right now the meta feels very topped-off and safe or zero health and confused about how quickly you died. Death recaps in Cyrodiil are typically just like so and so Vicious Death, somesuch Plaguebreak, X amount Liquid Lightning Synergy, Y amount Dragonknight Standard synergy, etc. etc.
I agree to some extent. Vampirism went from being auto-include in PVE (pre-Greymoor) to auto-include in PVP for the Undeath passive.- Vampirism: A big issue right now is Vampire. Undeath passive is really the only thing vampire has going for it, but it's just too strong and it gives a crazy amount of mitigation that starts scaling immediately. It needs to be adjusted.
I don't think max health is the problem. You look at the strongest defensive sets for the past several cycles (you mention the most infamous trio in your own next point) have not been about stacking health. Rallying Cry and Mara's Balm? Not a single line of max health. Pariah does have 1 line of max health, but it's about the armor.- Max Health: Max Health pools are too high. 30k+ is too much and the average should be brought down to 25k and below. This could happen in a variety of ways, but I think it needs to be done.
- Certain Sets Need to Go: Sets like Pariah, Maras, and even Rallying Cry give too much defensive power.
- Core Combat Costs/ Sustain: This one is only somewhat of a problem. The game should encourage timed blocks and timed rolls. Right now people can roll and block SO much for a variety of reasons (there's red CP thats partially responsible). You don't have to think about when to block or roll, you can constantly do those things with very little penalty. This needs adjustment.
If these things are adjusted, healing strength won't even matter. We need to get back to a place where not blocking/rolling/shielding at the right time means you get bursted. Back in the day it didn't matter if you had amazing healing, a curse + frag + endless fury would 100-0 your health bar. Damage right now is high enough to do this if vampirism and high health pools weren't a thing. The game was designed around burst killing. It needs to come back.
Woodenplank wrote: »This should be managed carefully. If dots just deal their remaining damage on purging, there's not much reason to purge them any way, is there?i11ionward wrote: »Some skills really need an instant effect when purgeed. For example, some dots can instantly deal the remaining damage.
Do you mean that some DOTs also apply a lot of other debuffs? Or are you saying there's no need to "be careful" about the Purge-effects of DOTs, because people often have a lot of other debuffs any way?i11ionward wrote: »The enemy usually does not apply one dot, you usually get 5-10 debuffs from him.
It's not a waste if you made your enemy cast Purge, is it? I mean they also "wasted" resources and GCD on removing the dot.i11ionward wrote: »And a debuff or dot with the instant effect is just a small benefit to the enemy that his resources and GCD were not wasted due to one purge.
i11ionward wrote: »And the instant effect may not necessarily be damage, it may be a stun, a hold, or, in the end, a silence.
i11ionward wrote: »Woodenplank wrote: »This should be managed carefully. If dots just deal their remaining damage on purging, there's not much reason to purge them any way, is there?i11ionward wrote: »Some skills really need an instant effect when purgeed. For example, some dots can instantly deal the remaining damage.
Not really. The enemy usually does not apply one dot, you usually get 5-10 debuffs from him. And a debuff or dot with the instant effect is just a small benefit to the enemy that his resources and GCD were not wasted due to one purge. And the instant effect may not necessarily be damage, it may be a stun, a hold, or, in the end, a silence.
Woodenplank wrote: »It's not a waste if you made your enemy cast Purge, is it? I mean they also "wasted" resources and GCD on removing the dot.
i11ionward wrote: »Woodenplank wrote: »This should be managed carefully. If dots just deal their remaining damage on purging, there's not much reason to purge them any way, is there?i11ionward wrote: »Some skills really need an instant effect when purgeed. For example, some dots can instantly deal the remaining damage.
Not really. The enemy usually does not apply one dot, you usually get 5-10 debuffs from him. And a debuff or dot with the instant effect is just a small benefit to the enemy that his resources and GCD were not wasted due to one purge. And the instant effect may not necessarily be damage, it may be a stun, a hold, or, in the end, a silence.
Yeah, I'm still thinking this is a good idea. Not that I want many abilities to operate like this but if a few were sprinkled in here and there you could use it as an excuse to increase class diversity. Which would spice up balance and the meta from a class standpoint if not a gear one. Like okay DKs are the strongest and maybe that stays the same. But if templars really had their number. If DoTs were more the DK identity like it used to be, and templars could purge most of the pressure, then you'd see an influx of templars to combat the influx of DKs. But then maybe say, Curse stops being purgeable. In fact maybe not only can it not be purged but if you try to purge it then you get both explosions at once. Now too many templars are met with certain players hopping on their sorcs. But those same sorcs tend to lose to DKs because of all the DoTs. Imagine newly highlighted identities for the other classes as well and now we have a meta that self-balances like an ecosystem. An ecosystem like that can handle occasional imbalances of power better than what we currently have.
First example: Don't wardens have a passive making snares weaker against them? But why? If for some reason you don't have RaT then honestly the ONLY snare removal ability worth slotting is Swift Predator, which belongs to warden. They really don't need that passive.
Solution: Remove snare immunity from Race Against Time. Give it something else, small, as compensation. Remove the aforementioned passive from Wardens, strengthen it, and give it to Sorcs. Sorcs are 50%... Naw, screw it, 75% resistant to snares AND they last 25% as long. Now you have a class that can really kite, but is still countered by DoTs and gap closers, and it is perhaps more appropriate for them not to have a great burst heal.
How does this interact with all the people wearing Snow Treaders though?Make Crippling Grasp bypass snare immunity. Well, no, snare immunity is already more rare now that it isn't on RaT so here's a more unique idea. If you try to become immune to snares while effected by crippling Grasp you become "wounded" and can not sprint for 5 seconds. Why crippling Grasp? Because NBs are the assassin class and because the skill name is just super fitting.
Make necros the defile class. I don't play necros so for all I know they already are-- but if not, do it. They are apparently supposed to be a DoT class but I hear most people say that's dumb cuz they have no DoTs. Okay, that's fine, cuz we already have a DoT class. Most of their damage should be disease for high chance to proc minor defile, and one stam and one mag skill (an important one that they actually use,) should give major defile. This defile (just the major,) can't be purged. Because. Remove their +15% DoT damage and make it -15% DoT taken instead.
Okay I'm done. But stuff like that. Make things more thematic. More unique.
i11ionward wrote: »Woodenplank wrote: »It's not a waste if you made your enemy cast Purge, is it? I mean they also "wasted" resources and GCD on removing the dot.
Yes, it's quite fair (I knew that someone would cite this situation as an example).
But if you "wasted" three GCDs on dots and the opponent "wasted" only one on purge, it's not so fair anymore, is it?
Woodenplank wrote: »If you want to swich meta towards less tankiness you have to reduce burst, and boost sustained damage. Increasing burst will only make ppl use more tanky builds.
Woodenplank wrote: »Perhaps a moderate shift from burst damage to consistent "pressure" would help alleviate the oppresiveness of healing and tankyness.
Because of high base and low scaling on offensive and healing skills. On top of previous problem the highest source of penetration comes from weapons, debuffs and procs which opens almost all slots to defensive sets without any competitionVinnyGambini wrote: »So why ppl go tanky?
Because of high base and low scaling on offensive and healing skills. On top of previous problem the highest source of penetration comes from weapons, debuffs and procs which opens almost all slots to defensive sets without any competitionVinnyGambini wrote: »So why ppl go tanky?
Because of high base and low scaling on offensive and healing skills. On top of previous problem the highest source of penetration comes from weapons, debuffs and procs which opens almost all slots to defensive sets without any competitionVinnyGambini wrote: »So why ppl go tanky?
UPDATE 29:
Characters now also take 10% reduced damage at base, to reduce the loss of the mitigation from the Champion Point system.
Characters now also start with 1000 Weapon and Spell Damage regardless of your level.
I think this is when everything changed in my opinion.
Woodenplank wrote: »Effectand 1v1s that end not because either combatant dies, but because both grow too bored to continue.