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An idea about cross healing in PVP

MusCanus
MusCanus
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Since most people (except ZOS themselves) realize that the problem is not the healing itself but rather the amount of cross healing available in ball groups and also CP, here is an idea.

Make cross heals susceptible to resists (also crit resist) and mitigation. This way more tanky builds will receive less heals from their allies and healers will have an incentive to build in some penetration, thus decreasing the overall power of cross heals. Something has to be thought out about damage shields in this case, but I think it can be figured out.

I am not under any illusion that ZOS will ever consider this, cause they don't even listen to more obviously right and conservative proposals, but I'd like to hear what people think about it.

And before the end game PVE'ers start raging, this is about PVP only.
Edited by MusCanus on April 18, 2020 7:37PM
  • OlumoGarbag
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    MusCanus wrote: »
    And before the end game PVE'ers start raging, this is about PVP only.

    Im pretty sure you cant just implement that into battlespirit, you would have to change every line of code for every heal/shield/buff/health regen set. That is a very very big no no for zenimax atm. I think nerfing healing in cp by 20% like planed is a good thing. But the healing in non-cp is perfectly fine how it is at the moment
    class representative for the working class, non-cp, bwb and Trolling
  • MusCanus
    MusCanus
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    As I wrote, I don't think ZOS will even consider this. Just wanted some thoughts on the idea itself.
    Edited by MusCanus on April 18, 2020 9:45PM
  • coletas
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    Zos nerfing zergs?
  • Major_Lag
    Major_Lag
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    MusCanus wrote: »
    Since most people (except ZOS themselves) realize that the problem is not the healing itself but rather the amount of cross healing available in ball groups and also CP, here is an idea.

    Make cross heals susceptible to resists (also crit resist) and mitigation. This way more tanky builds will receive less heals from their allies and healers will have an incentive to build in some penetration, thus decreasing the overall power of cross heals. Something has to be thought out about damage shields in this case, but I think it can be figured out.

    I am not under any illusion that ZOS will ever consider this, cause they don't even listen to more obviously right and conservative proposals, but I'd like to hear what people think about it.

    And before the end game PVE'ers start raging, this is about PVP only.
    It would hurt PvE pretty badly, unless the nerf is done via battlespirit only.
    Which is not bloody likely, since ZOS is extremely reluctant to add anything extra to Battle Spirit beyond what it already does - fair enough, since doing so would add even more calculations for the already dying servers.

    Damage shields are not a problem: the ones that only apply to the caster would need no adjustments in any case, and the ones that do apply to allies are also in a fairly good spot right now.
    The non-ultimate shields which apply to allies were already heavily nerfed in the past few updates, anyway.

    TBH, I'm also not sure if it would even do much to address the tank meta.
    The logical conclusion is that it would drive the tanky group healbot builds to invest more into max HP instead of mitigation - which could possibly make the problem even worse, especially since some abilities scale off of max HP (or are capped to a % of max HP, such as damage shields).
  • Alucardo
    Alucardo
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    It should be like crossing beams in Ghostbusters. If you cross heals, you explode. Problem solved.
    (sqweee )>--- ۜ\(סּںסּَ` )/ۜ
  • idk
    idk
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    MusCanus wrote: »
    And before the end game PVE'ers start raging, this is about PVP only.

    Considering Zos has everything perform in PvP as it does in PvE sans the battle spirit nerf that this comment seems to be ill-informed.

    So OP's idea would, in fact, reduce the healing a tank receives in a PvE trial. That makes the idea pretty much DOA.
    Really, idk
  • Nanfoodle
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    Heals is not the problem. Every tactic should have a counter. Vicious Death could easily be changed to counter ball groups. Zeni needs to start looking at the core role of the trinity and make them needed for all content, instead of knee jerk changes to deal with problems, that just hurt group dynamics. Sometimes the answer is simple, tactic and create a counter. Don't remove the tactic.
  • MusCanus
    MusCanus
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    Major_Lag wrote: »
    TBH, I'm also not sure if it would even do much to address the tank meta.
    The logical conclusion is that it would drive the tanky group healbot builds to invest more into max HP instead of mitigation - which could possibly make the problem even worse, especially since some abilities scale off of max HP (or are capped to a % of max HP, such as damage shields).

    Yeah, good point, haven't thought about that. So... here should also come soft caps lol.
  • MusCanus
    MusCanus
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    idk wrote: »
    MusCanus wrote: »
    And before the end game PVE'ers start raging, this is about PVP only.

    Considering Zos has everything perform in PvP as it does in PvE sans the battle spirit nerf that this comment seems to be ill-informed.

    So OP's idea would, in fact, reduce the healing a tank receives in a PvE trial. That makes the idea pretty much DOA.

    Maybe I wasn't clear enough. I don't believe that would ever happen nor am quite sure that it's the best possible way to address the tank/heal meta. I just think it would be an elegant way to do it if implemented through battle spirit.

    Also it would be more interesting and logical than just introducing voluntary numbers like 50%/60% reduction, +5000 hp.

    The battle spirit itself atm is an ugly crutch though imo. I think it was like that
    "oh ***, the way we balanced the numbers for pve is resulting in people one shotting each other in pvp, what should we do?"
    "let's cut everything by 50%!"
    "yes, and add 5k hp on top of it"
    "sounds about right"

    Why 50% and not 45 or 55? Why 5k and not another number? Cause reasons.
    Edited by MusCanus on April 19, 2020 8:53AM
  • Kadoin
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    Better idea:

    Oblivion damage siege

    and

    Siege that gets extremely powerful the more people are stacked. However 3 sec delay so you have to use stun and immobolize to destroy a ball group or faction stack at the right moment ;)
  • Mancombe_Nosehair
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    Alucardo wrote: »
    It should be like crossing beams in Ghostbusters. If you cross heals, you explode. Problem solved.

    Cross the streams....
  • MusCanus
    MusCanus
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    Alucardo wrote: »
    It should be like crossing beams in Ghostbusters. If you cross heals, you explode. Problem solved.

    Cross the streams....

    ...against the wind.
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