gariondavey wrote: »I think you have the starting of a good idea here, but here is the more simple solution:
When you have the dps role selected while battle spirit is active:
Your aoe burst heals, aoe heal over time spells, and aoe shielding are all reduced by 90 percent on targets other than yourself.
Your single target burst heals and single target shielding on all targets are unchanged.
Your damage output is unchanged.
When you have the healer role selected while battle spirit is active:
Your aoe burst heals, aoe heal over time spells, and aoe shielding are all full strength on all targets.
Your single target burst heals and single target shielding on all targets are unchanged.
Your damage output is reduced by 90 percent.
When you have the tank role selected while battle spirit is active:
Your aoe burst heals, aoe heal over time spells and aoe shielding are all reduced by 90 percent on targets other than yourself.
Your single target burst heals and single target shielding on all targets are unchanged.
Your damage output is reduced by 90 percent.
The tools for this are already in game so no need to add new stuff, just change the battle spirit functionality a bit.
Healers can heal all targets effectively but don't do damage. Healers will matter.
Dps can heal themselves or 1 person effectively but don't add to overhealing issues via nerfed aoe healing. They will be able to deal damage as usual.
Tanks will be useless but they already pretty much were in fights (if you aren't considering cyro siege stuff, which I am not).
The trinity preserved with a simple solution via in game roles and battlespirit, which already exist.
Necrotech_Master wrote: »gariondavey wrote: »I think you have the starting of a good idea here, but here is the more simple solution:
When you have the dps role selected while battle spirit is active:
Your aoe burst heals, aoe heal over time spells, and aoe shielding are all reduced by 90 percent on targets other than yourself.
Your single target burst heals and single target shielding on all targets are unchanged.
Your damage output is unchanged.
When you have the healer role selected while battle spirit is active:
Your aoe burst heals, aoe heal over time spells, and aoe shielding are all full strength on all targets.
Your single target burst heals and single target shielding on all targets are unchanged.
Your damage output is reduced by 90 percent.
When you have the tank role selected while battle spirit is active:
Your aoe burst heals, aoe heal over time spells and aoe shielding are all reduced by 90 percent on targets other than yourself.
Your single target burst heals and single target shielding on all targets are unchanged.
Your damage output is reduced by 90 percent.
The tools for this are already in game so no need to add new stuff, just change the battle spirit functionality a bit.
Healers can heal all targets effectively but don't do damage. Healers will matter.
Dps can heal themselves or 1 person effectively but don't add to overhealing issues via nerfed aoe healing. They will be able to deal damage as usual.
Tanks will be useless but they already pretty much were in fights (if you aren't considering cyro siege stuff, which I am not).
The trinity preserved with a simple solution via in game roles and battlespirit, which already exist.
the only problem i can see with this, is there would be no reason anyone would select the tank role
95% of players would end up just selecting dps, because the healing and shielding penalties are the same as tank, but your not penalizing dmg
the other 5% would probably actually select healer being dedicated healers
but there would be no reason to ever select tank role if its the same as the dps role, but your also penalizing dmg dealt
I like the simplicity of your approach @gariondavey.
Healers would still need to take extra damage in order to balance their survivability, given the disparity between the power of heals vs the power of damage in the game.
I think this is a great modification to the delivery of the suggestion.
gariondavey wrote: »Necrotech_Master wrote: »gariondavey wrote: »I think you have the starting of a good idea here, but here is the more simple solution:
When you have the dps role selected while battle spirit is active:
Your aoe burst heals, aoe heal over time spells, and aoe shielding are all reduced by 90 percent on targets other than yourself.
Your single target burst heals and single target shielding on all targets are unchanged.
Your damage output is unchanged.
When you have the healer role selected while battle spirit is active:
Your aoe burst heals, aoe heal over time spells, and aoe shielding are all full strength on all targets.
Your single target burst heals and single target shielding on all targets are unchanged.
Your damage output is reduced by 90 percent.
When you have the tank role selected while battle spirit is active:
Your aoe burst heals, aoe heal over time spells and aoe shielding are all reduced by 90 percent on targets other than yourself.
Your single target burst heals and single target shielding on all targets are unchanged.
Your damage output is reduced by 90 percent.
The tools for this are already in game so no need to add new stuff, just change the battle spirit functionality a bit.
Healers can heal all targets effectively but don't do damage. Healers will matter.
Dps can heal themselves or 1 person effectively but don't add to overhealing issues via nerfed aoe healing. They will be able to deal damage as usual.
Tanks will be useless but they already pretty much were in fights (if you aren't considering cyro siege stuff, which I am not).
The trinity preserved with a simple solution via in game roles and battlespirit, which already exist.
the only problem i can see with this, is there would be no reason anyone would select the tank role
95% of players would end up just selecting dps, because the healing and shielding penalties are the same as tank, but your not penalizing dmg
the other 5% would probably actually select healer being dedicated healers
but there would be no reason to ever select tank role if its the same as the dps role, but your also penalizing dmg dealt
Can you think of a reason why the tank role would need the full damage (which they don't deal any of) or group healing (which they don't really do any of)?
When you have the dps role selected while battle spirit is active:
Your aoe burst heals, aoe heal over time spells, and aoe shielding are all reduced by 90 percent on targets other than yourself.
Your single target burst heals and single target shielding on all targets are unchanged.
Your damage output is unchanged.
When you have the tank role selected while battle spirit is active:
Your aoe burst heals, aoe heal over time spells and aoe shielding are all reduced by 90 percent on targets other than yourself.
Your single target burst heals and single target shielding on all targets are unchanged.
Your damage output is reduced by 90 percent.
Necrotech_Master wrote: »gariondavey wrote: »Necrotech_Master wrote: »gariondavey wrote: »I think you have the starting of a good idea here, but here is the more simple solution:
When you have the dps role selected while battle spirit is active:
Your aoe burst heals, aoe heal over time spells, and aoe shielding are all reduced by 90 percent on targets other than yourself.
Your single target burst heals and single target shielding on all targets are unchanged.
Your damage output is unchanged.
When you have the healer role selected while battle spirit is active:
Your aoe burst heals, aoe heal over time spells, and aoe shielding are all full strength on all targets.
Your single target burst heals and single target shielding on all targets are unchanged.
Your damage output is reduced by 90 percent.
When you have the tank role selected while battle spirit is active:
Your aoe burst heals, aoe heal over time spells and aoe shielding are all reduced by 90 percent on targets other than yourself.
Your single target burst heals and single target shielding on all targets are unchanged.
Your damage output is reduced by 90 percent.
The tools for this are already in game so no need to add new stuff, just change the battle spirit functionality a bit.
Healers can heal all targets effectively but don't do damage. Healers will matter.
Dps can heal themselves or 1 person effectively but don't add to overhealing issues via nerfed aoe healing. They will be able to deal damage as usual.
Tanks will be useless but they already pretty much were in fights (if you aren't considering cyro siege stuff, which I am not).
The trinity preserved with a simple solution via in game roles and battlespirit, which already exist.
the only problem i can see with this, is there would be no reason anyone would select the tank role
95% of players would end up just selecting dps, because the healing and shielding penalties are the same as tank, but your not penalizing dmg
the other 5% would probably actually select healer being dedicated healers
but there would be no reason to ever select tank role if its the same as the dps role, but your also penalizing dmg dealt
Can you think of a reason why the tank role would need the full damage (which they don't deal any of) or group healing (which they don't really do any of)?
a tank role would not need dmg for sure
but just using the presented ideas:When you have the dps role selected while battle spirit is active:
Your aoe burst heals, aoe heal over time spells, and aoe shielding are all reduced by 90 percent on targets other than yourself.
Your single target burst heals and single target shielding on all targets are unchanged.
Your damage output is unchanged.When you have the tank role selected while battle spirit is active:
Your aoe burst heals, aoe heal over time spells and aoe shielding are all reduced by 90 percent on targets other than yourself.
Your single target burst heals and single target shielding on all targets are unchanged.
Your damage output is reduced by 90 percent.
the only difference between these is the bolded line, even someone intending to play a tank would not select a tank role when its functionally the same as dps, except it is getting penalized on dmg done as well
it wouldnt matter if the person is just built tankier, or a full on block tank, nobody in their right mind would select the tank roll if this was the only difference with the dps role
Cross healing isn't that strong. Pointlessly parsing pure healers is the real problem. Gotta focus the damage dealers by order of squishiness.
ZOS is never doing anything to counter ball groups. Have you noticed it's mostly EP players that complain. Just transfer off EP to either DC or AD and then you won't have to deal with ball groups. Simple solution.
Major_Mangle wrote: »Do people who come with these suggestions have zero "maybe this is a bit of an extreme suggestion" phase where they realize their ideas are extremely hyperbole?
acastanza_ESO wrote: »In my opinion, a lot of these "fixes" are over-complicated or barking up the wrong tree.
I think the core balance issue with ESO is actually much more simple, and it's something I have seen talked about here before;
Healing shouldn't scale off damage stats.
Joy_Division wrote: »I don't things are this easy.
It's very much taking a ZOS like approach and applying a blanket nerf to everything rather than identifying the actual problem and comin gup with a specific solution that addresses the core of the issue.
I do agree there is too much healing, but I dislike the term "cross healing," implying that it's somehow "wrong" for one teammate to heal another.
I also think that people who complain about "cross healing" underestimate just how much damage exists in this game. The random PuG running around with a restoration staff is not breaking PvP. Without "cross healings", even attempting to operate a siege on the top floor of the inner keep would be basically impossible - as it is, it is already basically impossible, as the people who try invariably die.
The healing that is a problem comes two specific flavors: AoE healing which was buffed massively in [5.1.5] and the stacking nature of the same HoT, which became prevalent after the [5.1.5] changes and hybridization with vigor. In no universe is Honor the Dead, a 9529 single target heal, balanced with Blessing of Restoration, which hits 6 players for 8118 health (plus providing Minor Resolve). Or even Polar eind for that matter, which ZOS specifically looked and and concluded it was just fine. The devs do not understand just how much AoE healing there is in PvP. A Templar throwing around Honor the Dead or a Dragonknight running the Cauterize morph is not the issue. It the when organized groups can in a single global cooldown output a metric crapton of immediate powerful AoE burst heals and Shields on players who are running around with a dozen Vigors and 6 Radiating Regenerations. That is what needs to stop.
The other huge issue regarding the survivability of organized groups is the Evasion buff. It was a mistake to change this. Every single halfway decent organized group player runs around with 100% uptime and thus 30% free resistance to the most dangerous type of damage they'll face and there is not a damn thing that can be done about it because this is unusual in the ZOS's buff system in that it does not have a counter to cancel it. 30% resistance to any particular type of damage is ridiculously strong, and this covers all AoE damage. Every meteor, every Shalk, every elemental explosion, every Dawnbreaker, every, Tether Bomb, every Stalking Blastbones, every Arcanist flail, every Whirlwind, etc, all of it, gets reduced by 30% before it even begins to chew through groups shield spam and stacking HoTs.
Joy_Division wrote: »every Stalking Blastbones
Necrotech_Master wrote: »gariondavey wrote: »I think you have the starting of a good idea here, but here is the more simple solution:
When you have the dps role selected while battle spirit is active:
Your aoe burst heals, aoe heal over time spells, and aoe shielding are all reduced by 90 percent on targets other than yourself.
Your single target burst heals and single target shielding on all targets are unchanged.
Your damage output is unchanged.
When you have the healer role selected while battle spirit is active:
Your aoe burst heals, aoe heal over time spells, and aoe shielding are all full strength on all targets.
Your single target burst heals and single target shielding on all targets are unchanged.
Your damage output is reduced by 90 percent.
When you have the tank role selected while battle spirit is active:
Your aoe burst heals, aoe heal over time spells and aoe shielding are all reduced by 90 percent on targets other than yourself.
Your single target burst heals and single target shielding on all targets are unchanged.
Your damage output is reduced by 90 percent.
The tools for this are already in game so no need to add new stuff, just change the battle spirit functionality a bit.
Healers can heal all targets effectively but don't do damage. Healers will matter.
Dps can heal themselves or 1 person effectively but don't add to overhealing issues via nerfed aoe healing. They will be able to deal damage as usual.
Tanks will be useless but they already pretty much were in fights (if you aren't considering cyro siege stuff, which I am not).
The trinity preserved with a simple solution via in game roles and battlespirit, which already exist.
the only problem i can see with this, is there would be no reason anyone would select the tank role
95% of players would end up just selecting dps, because the healing and shielding penalties are the same as tank, but your not penalizing dmg
the other 5% would probably actually select healer being dedicated healers
but there would be no reason to ever select tank role if its the same as the dps role, but your also penalizing dmg dealt