Current problem of healing in pvp

AdmSeptim
AdmSeptim
Soul Shriven
I'm usual PvP player in the eso and would like to pay attention of developers to the problem with the healing in current pvp. Even without the existing meta of numerous proc sets, with healing reduction to 60% - in most cases it's simply does not possible to heal incoming damage in PvP, and in addition to a new patch were decreased major mending and major vitality baffs that make worse current situation (even despite the problem of proc sets in pvp, which is in no way was fixed by developers).
For many builds, healing is almost the only way to survive, so reducing healing is a negative tendention. And on the other hand, a positive effect will have a return to the mechanics of previous patches (when the healing was reduced by 50% rather than 60%). Also, what concerns the processing of buffs and debuffs (in general, I agree with the changes, however, reducing the major mending and major vitality to 16% is unreasonable, it was more logical to add them to a single indicator of 25%, and also to increase the reworked buff major protection from 10%, i.e. because the indicator does not even match its name "major".
Edited by AdmSeptim on September 24, 2020 1:53PM
  • React
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    They need to revert the battle spirit back to 50%.

    Patches where healing was too high in the past sucked. Nobody likes fighting tanks, and nobody likes when the healing is so high that you can stay alive with little to no effort against anybody.

    That being said, we're now in a meta where there are a TON of proc sets, light attacks are doing more damage than ever, and dots are semi-relevant and very common in pvp. All of this coupled with the significantly nerfed healing (and the upcoming loss of 6% crit from CP) makes surviving outnumbered near impossible.

    There needs to be a balance. Outnumbered PVP isn't supposed to be easy, but I shouldn't be dying to 3 inexperienced players wearing a total of 4 proc sets doing nothing but light attacking me and dropping their ults when they have them because they're outdpsing all of my healing, when I'm playing as close to flawlessly as the game permits. Reverting the additional battle spirit healing nerf that was imposed (3?) patches ago would be completely appropriate now, given the nerfs to the major healing/mitigation buffs as well as the reduction of crit chance.
    Edited by React on September 24, 2020 2:03PM
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  • Sahidom
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    You may thank all the tank meta and high burst healing builds that turned into pain points for the PVP crowd, cant kill them, healing negates DOT, etc. While it was needed to tame some of those builds but it would be worthwhile to review the additional Battle Spirit decrease after Update 28.
  • idk
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    Healing will always be in either a bad place or two strong in PvP. Zos has struggled with balancing this game for years and for some reason they have not been able to figure out how to manage having glass cannons and very tanky players in the same match. Couple that with PvE where they add new content every year that requires Zos to push the power creep each year which in the end makes much of the rest of the name to trivial that many players do not even have to bother with healers.

    I have never seen a game managed anywhere near like this. Then again, I have never played a game that after 6 years performs worse than it did at the end of the first year.
  • Xargas13
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    Eh, despite healing nerf, I still see people healing to full, I'm guessing thanks to those buffs, so nerfing them is a good idea if they want to keep the healing nerf. I think it would be better to introduce healing cap then to introduce a blank nerf, or just nerf abilities that are over performing. This patch hit mag necro very hard, hard to stay alive when your healing just sucks, while others healing to full like it's nothing.
  • Swomp23
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    What about instant heals stay at 40% and HoT goes back to 50%?
    XBox One - NA
  • Mobius0
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    The problem with ESO healing is that anyone can heal decently well without investing too much into it. With no PvP penalties, I can heal myself from near zero to full with no healing bonuses, in the click of one button, which is essentially free now due to PvP skill rearrangement.

    If dedicated healers were squishy and did terrible DPS, then healing wouldn't need to take such a hit. The problem is a healer can tank, DPS, and heal.

    If you ask me, untying healing strength from weapon damage, would be a huge step in the right direction. And remove heals based on max HP. This would help untie healing from DPS and tankiness.
    Edited by Mobius0 on September 25, 2020 5:18PM
  • Taleof2Cities
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    AdmSeptim wrote: »
    I'm usual PvP player in the eso and would like to pay attention of developers to the problem with the healing in current pvp.

    It's not a developer problem, it's players refusing to adapt to change.

    Has anyone in this thread thought about changing your build for more sustain/healing ... or bringing a healer for small scale?

    Asking ZOS to revert Battle Spirit when they clearly explained the reason for the change in a developer comment isn't going to fly.

    Keeping the same pre-Update 27 build (and asking ZOS for a handout) doesn't make much sense either.

    It's like players are still living in early July 2020.

    Edited by Taleof2Cities on September 25, 2020 6:47PM
  • Joy_Division
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    AdmSeptim wrote: »
    I'm usual PvP player in the eso and would like to pay attention of developers to the problem with the healing in current pvp.

    It's not a developer problem, it's players refusing to adapt to change.

    Has anyone in this thread thought about changing your build for more sustain/healing ... or bringing a healer for small scale?

    Asking ZOS to revert Battle Spirit when they clearly explained the reason for the change in a developer comment isn't going to fly.

    Keeping the same pre-Update 27 build (and asking ZOS for a handout) doesn't make much sense either.

    It's like players are still living in early July 2020.

    Gonna have to disagree here.

    Players are very good at adapting from patch to patch. That is why many of us now are so quick to drop our "mains" when ZOS nerfs the crap out of them and instead either roll out those classes least effected by ZOS's sweeping nerfs or just load up on proc sets. This is why forumites every patch scream for ZOS to nerf something they think is overperforming, precisely because players are very good at adapting and using said alleged overperforming stuff. Or at least the ones who are good at the game and use the forums for reasons other than to lobby for nerfs.

    What I think you mean is that players refuse to bang their heads against the wall in a futile attempt to play something that ZOS has smashed with the nerf hammer.

    PvP balance is 95% a developer problem: players can only choose to use the tools that ZOS gives us, and if the players choose to use abusive proc sets, roll out FOTM builds, or opt not to use underwhelming options, that on the devs.

    I can almost guarantee that players have done more than consider bringing a healer for small scale; most have in fact done so since 2014
  • Sahidom
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    I was dueling a magTempalr and we were testing sustain/healing from focused attacks; and this is fairly consistent versus stamina builds; end results we're being able to recover above 50% was almost impossible with or without a hard CC to break free to recover. That's with 8% + 5% player damage mitigation on mid range resistances. This isn't a QQ post or cry for a nerf; damage has exceeded any healing on a well developed PVP build. There is a high L2P curve that a few players can pull out of that death spiral; but everyone else, you're going to die fast and efficient.

    Despite those rounds of testing sets with the purpose to recover from focused damage; there is a lot of healing still in PVP when you start adding dedicated healers. I do agree that non-group members hmshould be excluded from group member healing, smart or otherwise. You do have to adapt to the climate of the changes, and I'll still continue to run tests on this particular character to find the magic mix.
  • Taleof2Cities
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    Gonna have to disagree here.

    Players are very good at adapting from patch to patch. That is why many of us now are so quick to drop our "mains" when ZOS nerfs the crap out of them and instead either roll out those classes least effected by ZOS's sweeping nerfs or just load up on proc sets. This is why forumites every patch scream for ZOS to nerf something they think is overperforming, precisely because players are very good at adapting and using said alleged overperforming stuff. Or at least the ones who are good at the game and use the forums for reasons other than to lobby for nerfs.

    What I think you mean is that players refuse to bang their heads against the wall in a futile attempt to play something that ZOS has smashed with the nerf hammer.

    PvP balance is 95% a developer problem: players can only choose to use the tools that ZOS gives us, and if the players choose to use abusive proc sets, roll out FOTM builds, or opt not to use underwhelming options, that on the devs.

    I can almost guarantee that players have done more than consider bringing a healer for small scale; most have in fact done so since 2014

    Got it, @Joy_Division ... some good points that I didn't think about. Much appreciated.
  • Xargas13
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    Mobius0 wrote: »
    The problem with ESO healing is that anyone can heal decently well without investing too much into it. With no PvP penalties, I can heal myself from near zero to full with no healing bonuses, in the click of one button, which is essentially free now due to PvP skill rearrangement.

    If dedicated healers were squishy and did terrible DPS, then healing wouldn't need to take such a hit. The problem is a healer can tank, DPS, and heal.

    If you ask me, untying healing strength from weapon damage, would be a huge step in the right direction. And remove heals based on max HP. This would help untie healing from DPS and tankiness.

    That, that is a great idea, hybrids over performing in BGs sometimes, tanks often deal so much damage, that it is the same as they would spec in DPS, no idea how it is done either.
  • Fawn4287
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    Blanket nerfs to heals just makes builds like dragon nights go from difficult to near impossible with an overall nearly 20% nerf to healing, whilst builds like magsorc and stamblade having their cheesy easy ‘make all damage stop’ abilities like streak/bol and invis cloak even stronger than they currently are, sorc doubles up by escaping the last healing nerfs thanks to wards now having no use of major buffs meaning they escape the nerfs twice, with recovery and resistance buffs meaning they actually become even stronger with the overall nerfs.
  • Kurat
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    Proc sets wearing zergling says hi :smile:
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