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Idea to improve health recovery stat

Xsorus
Xsorus
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In recent ESO live they talked about improving it, what if not only did health recovery did the passive healing it does but also went off whenever you were healed, course I think the value of when it did that would probably have to be half of what your recovery stat is. Otherwise you could get some really insane regen builds.
Either way something like that might make the stat a bit more valuable
  • failkiwib16_ESO
    failkiwib16_ESO
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    Increasing maximum stamina and block mitigation for tanking & maximum magicka and spell power for giving better heals will remain as the better choices - unless healing gets big nerf and become dysfunctional then it will never be prioritized high. Since almost all endgame content is group content, then health regen and healing taken will remain inferior to the healing done.
  • RinaldoGandolphi
    RinaldoGandolphi
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    What they should is:

    Give a 1% damage reduction for every X amount of points you have in Health Recovery

    Say for example, every 100 points you have in Health Recovery gives you a 1% reduction in damage from all sources.

    Sure you cna get 3k Health Regen, but you have to sacrifice a lot of weapon damage, spell damage, and Stamina/Magic Regen to get there.,

    it helps Tanks (who need help now that they are no longer regen stamina while blocking), and it makes a stat thats useless worth investing into which should bring more build diversity. It also actually makes the Vampire's Health Regen penalty actually matter instead of being an after thought as non-vamps will have an X amount of damage reduction in compairson to their undead counterparts depending on the value of their health recovery.
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  • Brasseurfb16_ESO
    Brasseurfb16_ESO
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    What they should is:

    Give a 1% damage reduction for every X amount of points you have in Health Recovery

    Say for example, every 100 points you have in Health Recovery gives you a 1% reduction in damage from all sources.

    Sure you cna get 3k Health Regen, but you have to sacrifice a lot of weapon damage, spell damage, and Stamina/Magic Regen to get there.,

    it helps Tanks (who need help now that they are no longer regen stamina while blocking), and it makes a stat thats useless worth investing into which should bring more build diversity. It also actually makes the Vampire's Health Regen penalty actually matter instead of being an after thought as non-vamps will have an X amount of damage reduction in compairson to their undead counterparts depending on the value of their health recovery.

    I think your idea isn't bad at all, but I would go for %healing recieved instead of a %damage reduction.
  • failkiwib16_ESO
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    I think your idea isn't bad at all, but I would go for %healing recieved instead of a %damage reduction.

    From a healers point of view, this is really bad. I would rather see a tank be able to handle a big hit from a boss, than a tank that looses 90% of his health by one hit, and depends desperately on my heals. There are situations where I can get cc'ed, trapped etc. and the tank would die if he takes too much damage.

    For instance the boss in Fungal Grotto that spawns 4 adds, that traps 1 team member. That team member is sometimes me, I am the healer, if the tank can't take the heavy blows from the boss while the dps is trying to free me, he dies and the squishy dps have to deal with the boss till I am freed and the tank is ressurected.

  • Skiserony
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    I think your idea isn't bad at all, but I would go for %healing recieved instead of a %damage reduction.

    From a healers point of view, this is really bad. I would rather see a tank be able to handle a big hit from a boss, than a tank that looses 90% of his health by one hit, and depends desperately on my heals. There are situations where I can get cc'ed, trapped etc. and the tank would die if he takes too much damage.

    For instance the boss in Fungal Grotto that spawns 4 adds, that traps 1 team member. That team member is sometimes me, I am the healer, if the tank can't take the heavy blows from the boss while the dps is trying to free me, he dies and the squishy dps have to deal with the boss till I am freed and the tank is ressurected.

    It would help the tank healing himself ofcourse. With my NB tank, I basically use HoT's to heal myself and big hits I can take. The tricky part is not getting your health up fast enough. Increased healing received actually would be better then for some builds and to me it actually makes more sense too. We already have a hardcap on damage mitigation, which makes with high health recovery it actually isn't always useful.

    Plus, tanking wouldn't be really fun if you could it reduce incoming damage by 80% if it would stack on the hardcap.
  • NotSo
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    What if you get a -1 damage from all sources per attribute point in health, it's hardly noticeable on normal attacks but it will really help against DoT effects.
    Gar'Sol the Wanderer VR14 Khajiit Sorcerer Spellblade
  • Skiserony
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    NotSo wrote: »
    What if you get a -1 damage from all sources per attribute point in health, it's hardly noticeable on normal attacks but it will really help against DoT effects.

    And increasing the gap between people with different amount of Champion Points even more? No, that's the last thing you want to do.
    Edited by Skiserony on July 16, 2015 3:37PM
  • NotSo
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    Woah woah woah. I am not a supporter of champion system.
    Gar'Sol the Wanderer VR14 Khajiit Sorcerer Spellblade
  • failkiwib16_ESO
    failkiwib16_ESO
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    Skiserony wrote: »
    It would help the tank healing himself ofcourse. With my NB tank, I basically use HoT's to heal myself and big hits I can take. The tricky part is not getting your health up fast enough. Increased healing received actually would be better then for some builds and to me it actually makes more sense too. We already have a hardcap on damage mitigation, which makes with high health recovery it actually isn't always useful.

    Plus, tanking wouldn't be really fun if you could it reduce incoming damage by 80% if it would stack on the hardcap.

    Then it may be viable for a magicka based tank, that have enough max magicka and spell power to ensure good heals, otherwise it will still be useless. There are different kinds of damage, so having hardcapped mitigation toward physical damage won't save the tank from elemental, poison, disease and magicka attacks, and the vice versa.

    Regarding having fun. I try to keep my team alive normally, because I am healer. If I deliberately went for an inferior build, to give myself and my group a "challenge" in a dungeon, I bet they actually would be pretty pissed off at me. They would loose their trust in me and my intentions as a healer.
  • Skiserony
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    NotSo wrote: »
    Woah woah woah. I am not a supporter of champion system.

    Not saying that, but what you suggested would be useful for tanks but would eventually be more problematic for the CS. More than now.
  • Skiserony
    Skiserony
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    Skiserony wrote: »
    It would help the tank healing himself ofcourse. With my NB tank, I basically use HoT's to heal myself and big hits I can take. The tricky part is not getting your health up fast enough. Increased healing received actually would be better then for some builds and to me it actually makes more sense too. We already have a hardcap on damage mitigation, which makes with high health recovery it actually isn't always useful.

    Plus, tanking wouldn't be really fun if you could it reduce incoming damage by 80% if it would stack on the hardcap.

    Then it may be viable for a magicka based tank, that have enough max magicka and spell power to ensure good heals, otherwise it will still be useless. There are different kinds of damage, so having hardcapped mitigation toward physical damage won't save the tank from elemental, poison, disease and magicka attacks, and the vice versa.

    Regarding having fun. I try to keep my team alive normally, because I am healer. If I deliberately went for an inferior build, to give myself and my group a "challenge" in a dungeon, I bet they actually would be pretty pissed off at me. They would loose their trust in me and my intentions as a healer.
    Yeah true, but then where is the point in tanking in Heavy Armor when you can do it in Light Armor and doing insane damage. That's what happened before and they (gladly) made a tank wearing Heavy Armor to be a decent tank. I'd find it very disturbing if I'd see tanks doing 10k damage in their linen clothes. Or then the tank could actually tank and heal the complete party with ease and have 3 dps in the group.

    Nothing wrong if you can do that, but if it's going to be too easy to do that then everyone will do that and I don't see that ending very well.
  • Xsorus
    Xsorus
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    Increasing maximum stamina and block mitigation for tanking & maximum magicka and spell power for giving better heals will remain as the better choices - unless healing gets big nerf and become dysfunctional then it will never be prioritized high. Since almost all endgame content is group content, then health regen and healing taken will remain inferior to the healing done.

    Well reason I chose that idea is it would directly affect some healing abilities. Right now Stamina and Magicka can both be used for heals which means they end up being a better value in terms of healing then Health Recovery does.

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