superbiquette wrote: »"Do you think 40 players sitting ontop of each other all spamming AoE heals is balanced?"
i think you've a really strange view of pvp , but i must say you have some good event idea.
Goregrinder wrote: »
Damage is what causes players to die, and what makes PVP possible. Without damage there would be no PVP since PVP inherently requires players to die in order for it to function...otherwise it's not "PVP" but a button clicking contest between players. Healing doesn't really help people die, it does the opposite.
Do you think 40 players sitting ontop of each other all spamming AoE heals is balanced?
robertthebard wrote: »It's not like anyone is locked out from solo work, just from healing from outside a group, maybe buffs work the same way?
Goregrinder wrote: »So you don't want to join a group? Awesome, no worries do your thang bro!
robertthebard wrote: »It's not like anyone is locked out from solo work, just from healing from outside a group, maybe buffs work the same way?
Healers are literally locked out from solo work. And yes, that includes buffing randoms.Goregrinder wrote: »So you don't want to join a group? Awesome, no worries do your thang bro!
How do solo healers "do [their] thang", bro, if they don't join a group? Their """"thang"""" is healing and buffing their alliance. They can't do that if they don't join a group now.
QuebraRegra wrote: »none of these changes make sense to me.... but I typically only play PVP healer in SUB50 non-vet.
Seems like *** changes. Who's at the helm for these changes now?
Goregrinder wrote: »QuebraRegra wrote: »none of these changes make sense to me.... but I typically only play PVP healer in SUB50 non-vet.
Seems like *** changes. Who's at the helm for these changes now?
The changes already happened a while ago. Like 2 patches ago now I think yeah?
QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »none of these changes make sense to me.... but I typically only play PVP healer in SUB50 non-vet.
Seems like *** changes. Who's at the helm for these changes now?
The changes already happened a while ago. Like 2 patches ago now I think yeah?
yeah I'm only recently back after long hiatus. Hence i'm all for reverting them.
Goregrinder wrote: »superbiquette wrote: »"Do you think 40 players sitting ontop of each other all spamming AoE heals is balanced?"
i think you've a really strange view of pvp , but i must say you have some good event idea.
Thank you...so back to my question:
Would you say that 40 players sitting ontop of each other all healing each other by spamming their Area of Effect healing abilities is balanced in Cyrdodill? Or do you think that would be unbalanced.
Goregrinder wrote: »QuebraRegra wrote: »none of these changes make sense to me.... but I typically only play PVP healer in SUB50 non-vet.
Seems like *** changes. Who's at the helm for these changes now?
The changes already happened a while ago. Like 2 patches ago now I think yeah?
Goregrinder wrote: »robertthebard wrote: »It's not like anyone is locked out from solo work, just from healing from outside a group, maybe buffs work the same way?
Healers are literally locked out from solo work. And yes, that includes buffing randoms.Goregrinder wrote: »So you don't want to join a group? Awesome, no worries do your thang bro!
How do solo healers "do [their] thang", bro, if they don't join a group? Their """"thang"""" is healing and buffing their alliance. They can't do that if they don't join a group now.
If you read what I wrote, I'm for non-multi target heals being fired outside of a group, that way a solo healer can do their solo thang all day, er'day!
If 40 players stacked on each other spamming aoe heals is not balanced then exactly the same has to be said if they're spamming aoe damage instead.
Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »none of these changes make sense to me.... but I typically only play PVP healer in SUB50 non-vet.
Seems like *** changes. Who's at the helm for these changes now?
The changes already happened a while ago. Like 2 patches ago now I think yeah?
yeah I'm only recently back after long hiatus. Hence i'm all for reverting them.
Ah gotcha, yeah it took some of us a bit to adapt to the new flow of combat but I'm personally digging the group size limit change and the group requirement for AoE heals. That means there is a hard limit to how many AoE heals can actually hit a single player, your own plus up to 11 other player's AoE heals, nothing more.
QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »none of these changes make sense to me.... but I typically only play PVP healer in SUB50 non-vet.
Seems like *** changes. Who's at the helm for these changes now?
The changes already happened a while ago. Like 2 patches ago now I think yeah?
yeah I'm only recently back after long hiatus. Hence i'm all for reverting them.
Ah gotcha, yeah it took some of us a bit to adapt to the new flow of combat but I'm personally digging the group size limit change and the group requirement for AoE heals. That means there is a hard limit to how many AoE heals can actually hit a single player, your own plus up to 11 other player's AoE heals, nothing more.
when they make a similar limit to block AOE dps to a single group call me.....
Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »none of these changes make sense to me.... but I typically only play PVP healer in SUB50 non-vet.
Seems like *** changes. Who's at the helm for these changes now?
The changes already happened a while ago. Like 2 patches ago now I think yeah?
yeah I'm only recently back after long hiatus. Hence i'm all for reverting them.
Ah gotcha, yeah it took some of us a bit to adapt to the new flow of combat but I'm personally digging the group size limit change and the group requirement for AoE heals. That means there is a hard limit to how many AoE heals can actually hit a single player, your own plus up to 11 other player's AoE heals, nothing more.
Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »none of these changes make sense to me.... but I typically only play PVP healer in SUB50 non-vet.
Seems like *** changes. Who's at the helm for these changes now?
The changes already happened a while ago. Like 2 patches ago now I think yeah?
yeah I'm only recently back after long hiatus. Hence i'm all for reverting them.
Ah gotcha, yeah it took some of us a bit to adapt to the new flow of combat but I'm personally digging the group size limit change and the group requirement for AoE heals. That means there is a hard limit to how many AoE heals can actually hit a single player, your own plus up to 11 other player's AoE heals, nothing more.
when they make a similar limit to block AOE dps to a single group call me.....
I don't really have to call you, AoE healing is already limited to a group of 12....as it should be, so I am already good to go.
robertthebard wrote: »
You see, I feel like encouraging group play in an MMO is a good thing. It's not like anyone is locked out from solo work, just from healing from outside a group, maybe buffs work the same way? So yes, I find this thread hilarious. If a group really needs your heals, they could add you to their party, yes?
Goregrinder wrote: »superbiquette wrote: »"Do you think 40 players sitting ontop of each other all spamming AoE heals is balanced?"
i think you've a really strange view of pvp , but i must say you have some good event idea.
Thank you...so back to my question:
Would you say that 40 players sitting ontop of each other all healing each other by spamming their Area of Effect healing abilities is balanced in Cyrdodill? Or do you think that would be unbalanced.
QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »none of these changes make sense to me.... but I typically only play PVP healer in SUB50 non-vet.
Seems like *** changes. Who's at the helm for these changes now?
The changes already happened a while ago. Like 2 patches ago now I think yeah?
yeah I'm only recently back after long hiatus. Hence i'm all for reverting them.
Ah gotcha, yeah it took some of us a bit to adapt to the new flow of combat but I'm personally digging the group size limit change and the group requirement for AoE heals. That means there is a hard limit to how many AoE heals can actually hit a single player, your own plus up to 11 other player's AoE heals, nothing more.
when they make a similar limit to block AOE dps to a single group call me.....Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »none of these changes make sense to me.... but I typically only play PVP healer in SUB50 non-vet.
Seems like *** changes. Who's at the helm for these changes now?
The changes already happened a while ago. Like 2 patches ago now I think yeah?
yeah I'm only recently back after long hiatus. Hence i'm all for reverting them.
Ah gotcha, yeah it took some of us a bit to adapt to the new flow of combat but I'm personally digging the group size limit change and the group requirement for AoE heals. That means there is a hard limit to how many AoE heals can actually hit a single player, your own plus up to 11 other player's AoE heals, nothing more.
when they make a similar limit to block AOE dps to a single group call me.....
I don't really have to call you, AoE healing is already limited to a group of 12....as it should be, so I am already good to go.
not so fast.... AOE is limited to 12, but not limited to "group" right? I mean if 32 singletons run through a gate and you AOE DPS skill then 12 will be hit right? So how does that work with AOE heals?
The point is you can't heal randoms, but you can AOE DPS them (up to 12).
Goregrinder wrote: »
________________________________________________________________snipped
But if players can out heal each other's damage indefinitely, what do you have? If no one is actually dying, it's not actually Player Vs Player...it's just player's casting glowing lights together at the same time for an hour...literally nothing else.
i dont mind heals within a group only hitting the group, thats fine even if its a dumb band aid that solves nothing, like giving a musician a spoon on the titanic and being like "NAILED IT, problem solved, next!"
but i wandered into Cyro as a fresh level 10 to look at the height of the flames on that dumpster fire after not going in for around a month.
went in as a warden with a resto staff, no sets, with the 3 base skills, first two resto skills, and the heal tree ult.
i was fully aware of the group heal changes but kind of wanted to really feel it, as i have exclusively played Cyro solo since launch i wanted to throw myself into the changes.
needless to say, its garbage.
-try to regen people around you? nope.
-cast illustrious healing on people hit by siege? nope.
-enchanted growth on noob burning to death in oil? nope.
-secluded grove ult on a group getting run down by a blob? nothing.
on the flip side
blob groups
stack on crown? yup.
spam only purge on everyone? yup.
spam radiating on everyone? yup.
[snip]
EDIT:
I want to see twitch streams of ESO devs playing pvp, stream it! show us you all playing it live, and then look us in the eye (through the camera) and explain!
[Edited to remove Bashing]
@Goregrinder I don't necessarily disagree with your premise, ie: "damage being a higher priority than healing".Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »none of these changes make sense to me.... but I typically only play PVP healer in SUB50 non-vet.
Seems like *** changes. Who's at the helm for these changes now?
The changes already happened a while ago. Like 2 patches ago now I think yeah?
yeah I'm only recently back after long hiatus. Hence i'm all for reverting them.
Ah gotcha, yeah it took some of us a bit to adapt to the new flow of combat but I'm personally digging the group size limit change and the group requirement for AoE heals. That means there is a hard limit to how many AoE heals can actually hit a single player, your own plus up to 11 other player's AoE heals, nothing more.
when they make a similar limit to block AOE dps to a single group call me.....Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »none of these changes make sense to me.... but I typically only play PVP healer in SUB50 non-vet.
Seems like *** changes. Who's at the helm for these changes now?
The changes already happened a while ago. Like 2 patches ago now I think yeah?
yeah I'm only recently back after long hiatus. Hence i'm all for reverting them.
Ah gotcha, yeah it took some of us a bit to adapt to the new flow of combat but I'm personally digging the group size limit change and the group requirement for AoE heals. That means there is a hard limit to how many AoE heals can actually hit a single player, your own plus up to 11 other player's AoE heals, nothing more.
when they make a similar limit to block AOE dps to a single group call me.....
I don't really have to call you, AoE healing is already limited to a group of 12....as it should be, so I am already good to go.
not so fast.... AOE is limited to 12, but not limited to "group" right? I mean if 32 singletons run through a gate and you AOE DPS skill then 12 will be hit right? So how does that work with AOE heals?
The point is you can't heal randoms, but you can AOE DPS them (up to 12).
Yes, exactly. Healing and dealing damage shouldn't be balanced equal to each other like you are proposing they should, is my point. Players being able to deal damage to other players should be of the highest priority, with healing/survivability falling somewhere underneath. You're saying they should share the highest priority equally, I am saying they should not.....with damage being a higher priority than healing. Which means being able to cast AoE damage spells and hit more than 12 other targets, but only being able to heal those in your group is more balanced than treating them equally.
If players will each other too fast, what are you left with? You're still left with Player Versus Player, with players able to kill other players.
But if players can out heal each other's damage indefinitely, what do you have? If no one is actually dying, it's not actually Player Vs Player...it's just player's casting glowing lights together at the same time for an hour...literally nothing else.
Goregrinder wrote: »If 40 players stacked on each other spamming aoe heals is not balanced then exactly the same has to be said if they're spamming aoe damage instead.
1) If 40 players are spamming AoE's in an area, and enemy players are willingly standing in said AoE's, they absolutely deserve to die.
2) If players are dying left and right, then PVP is working as it is intended to in every game that has PVP....players have to die, otherwise it's not PVP.
3) Healing and damage abilities shouldn't be balanced as if they provide the same weight in combat because they don't play the same role as each other in PVP. While healing is important in PVP combat, it is not as important as being able to deal damage to players.
If it's really easy for players to survive, but really hard for players to kill each other, that's not balanced PVP. The priority is shifted in the wrong direction, putting healing above damage. But if players can kill each other easily, but not stay alive as easily, then PVP is still balanced.
"...Wait why doesn't it work the other way around? That seems one sided..."
Well yeah in order for PVP to be "balanced" it kind of has to be unbalanced in how dealing damage is balanced against survivability. Players shouldn't be able to one-shot each other with only one attack, no...never. But players being able to perma heal indefinitely would be even worse in any competitive PVP game that has healing.
Since TRUE balance can never be achieved, developers have to constantly pick the "lesser of two-evils" when designing things.
ExistingRug61 wrote: »@Goregrinder I don't necessarily disagree with your premise, ie: "damage being a higher priority than healing".Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »none of these changes make sense to me.... but I typically only play PVP healer in SUB50 non-vet.
Seems like *** changes. Who's at the helm for these changes now?
The changes already happened a while ago. Like 2 patches ago now I think yeah?
yeah I'm only recently back after long hiatus. Hence i'm all for reverting them.
Ah gotcha, yeah it took some of us a bit to adapt to the new flow of combat but I'm personally digging the group size limit change and the group requirement for AoE heals. That means there is a hard limit to how many AoE heals can actually hit a single player, your own plus up to 11 other player's AoE heals, nothing more.
when they make a similar limit to block AOE dps to a single group call me.....Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »none of these changes make sense to me.... but I typically only play PVP healer in SUB50 non-vet.
Seems like *** changes. Who's at the helm for these changes now?
The changes already happened a while ago. Like 2 patches ago now I think yeah?
yeah I'm only recently back after long hiatus. Hence i'm all for reverting them.
Ah gotcha, yeah it took some of us a bit to adapt to the new flow of combat but I'm personally digging the group size limit change and the group requirement for AoE heals. That means there is a hard limit to how many AoE heals can actually hit a single player, your own plus up to 11 other player's AoE heals, nothing more.
when they make a similar limit to block AOE dps to a single group call me.....
I don't really have to call you, AoE healing is already limited to a group of 12....as it should be, so I am already good to go.
not so fast.... AOE is limited to 12, but not limited to "group" right? I mean if 32 singletons run through a gate and you AOE DPS skill then 12 will be hit right? So how does that work with AOE heals?
The point is you can't heal randoms, but you can AOE DPS them (up to 12).
Yes, exactly. Healing and dealing damage shouldn't be balanced equal to each other like you are proposing they should, is my point. Players being able to deal damage to other players should be of the highest priority, with healing/survivability falling somewhere underneath. You're saying they should share the highest priority equally, I am saying they should not.....with damage being a higher priority than healing. Which means being able to cast AoE damage spells and hit more than 12 other targets, but only being able to heal those in your group is more balanced than treating them equally.
If players will each other too fast, what are you left with? You're still left with Player Versus Player, with players able to kill other players.
But if players can out heal each other's damage indefinitely, what do you have? If no one is actually dying, it's not actually Player Vs Player...it's just player's casting glowing lights together at the same time for an hour...literally nothing else.
But,
The change to heals only affecting groups only makes a difference to that equation in the case where you have more players on each side than can fit in one group, or if players aren't grouped.
In all other cases, the healing restriction change hasn't addressed your point at all, ie:
1 X-person group vs another X-person ball group
1v1
etc
In all of these cases, the balance of damage vs healing hasn't been changed at all.
So if your point is that we need to shift the balance between damage and healing back in favour of damage, then this change isn't really useful is it? We still have the same issue with a potential stalemate in a 1v1, with one players damage unable to overcome the others self heals. Or an organised group unable to overcome another organised group's heals. Or an ungrouped group of players unable to overcome an actual grouped group's heals (but strangely not the reverse).
Shouldn't addressing this issue you raise point mean having a look at the relative power of all healing abilities (and/or modifiers). Otherwise it's just arbitrarily imposing the disadvantage on some players who choose to play a certain way, while others are unaffected.
Goregrinder wrote: »ExistingRug61 wrote: »@Goregrinder I don't necessarily disagree with your premise, ie: "damage being a higher priority than healing".Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »none of these changes make sense to me.... but I typically only play PVP healer in SUB50 non-vet.
Seems like *** changes. Who's at the helm for these changes now?
The changes already happened a while ago. Like 2 patches ago now I think yeah?
yeah I'm only recently back after long hiatus. Hence i'm all for reverting them.
Ah gotcha, yeah it took some of us a bit to adapt to the new flow of combat but I'm personally digging the group size limit change and the group requirement for AoE heals. That means there is a hard limit to how many AoE heals can actually hit a single player, your own plus up to 11 other player's AoE heals, nothing more.
when they make a similar limit to block AOE dps to a single group call me.....Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »none of these changes make sense to me.... but I typically only play PVP healer in SUB50 non-vet.
Seems like *** changes. Who's at the helm for these changes now?
The changes already happened a while ago. Like 2 patches ago now I think yeah?
yeah I'm only recently back after long hiatus. Hence i'm all for reverting them.
Ah gotcha, yeah it took some of us a bit to adapt to the new flow of combat but I'm personally digging the group size limit change and the group requirement for AoE heals. That means there is a hard limit to how many AoE heals can actually hit a single player, your own plus up to 11 other player's AoE heals, nothing more.
when they make a similar limit to block AOE dps to a single group call me.....
I don't really have to call you, AoE healing is already limited to a group of 12....as it should be, so I am already good to go.
not so fast.... AOE is limited to 12, but not limited to "group" right? I mean if 32 singletons run through a gate and you AOE DPS skill then 12 will be hit right? So how does that work with AOE heals?
The point is you can't heal randoms, but you can AOE DPS them (up to 12).
Yes, exactly. Healing and dealing damage shouldn't be balanced equal to each other like you are proposing they should, is my point. Players being able to deal damage to other players should be of the highest priority, with healing/survivability falling somewhere underneath. You're saying they should share the highest priority equally, I am saying they should not.....with damage being a higher priority than healing. Which means being able to cast AoE damage spells and hit more than 12 other targets, but only being able to heal those in your group is more balanced than treating them equally.
If players will each other too fast, what are you left with? You're still left with Player Versus Player, with players able to kill other players.
But if players can out heal each other's damage indefinitely, what do you have? If no one is actually dying, it's not actually Player Vs Player...it's just player's casting glowing lights together at the same time for an hour...literally nothing else.
But,
The change to heals only affecting groups only makes a difference to that equation in the case where you have more players on each side than can fit in one group, or if players aren't grouped.
In all other cases, the healing restriction change hasn't addressed your point at all, ie:
1 X-person group vs another X-person ball group
1v1
etc
In all of these cases, the balance of damage vs healing hasn't been changed at all.
So if your point is that we need to shift the balance between damage and healing back in favour of damage, then this change isn't really useful is it? We still have the same issue with a potential stalemate in a 1v1, with one players damage unable to overcome the others self heals. Or an organised group unable to overcome another organised group's heals. Or an ungrouped group of players unable to overcome an actual grouped group's heals (but strangely not the reverse).
Shouldn't addressing this issue you raise point mean having a look at the relative power of all healing abilities (and/or modifiers). Otherwise it's just arbitrarily imposing the disadvantage on some players who choose to play a certain way, while others are unaffected.
With heals being restricted to group members only, and a group size now consisting of only 12 players now....that means instead of 30 or 40 players being able to all heal each other, now only up to 12 players can heal each other in Cyrodiil, and they all have to be grouped....no more out of group dumbfire heals. That means less potential heals per player, which means more potential incoming damage per player, which means the likely hood of players dying increased rather than decreased, which is good. Are you saying that's not actually the case?
ExistingRug61 wrote: »Goregrinder wrote: »ExistingRug61 wrote: »@Goregrinder I don't necessarily disagree with your premise, ie: "damage being a higher priority than healing".Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »none of these changes make sense to me.... but I typically only play PVP healer in SUB50 non-vet.
Seems like *** changes. Who's at the helm for these changes now?
The changes already happened a while ago. Like 2 patches ago now I think yeah?
yeah I'm only recently back after long hiatus. Hence i'm all for reverting them.
Ah gotcha, yeah it took some of us a bit to adapt to the new flow of combat but I'm personally digging the group size limit change and the group requirement for AoE heals. That means there is a hard limit to how many AoE heals can actually hit a single player, your own plus up to 11 other player's AoE heals, nothing more.
when they make a similar limit to block AOE dps to a single group call me.....Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »Goregrinder wrote: »QuebraRegra wrote: »none of these changes make sense to me.... but I typically only play PVP healer in SUB50 non-vet.
Seems like *** changes. Who's at the helm for these changes now?
The changes already happened a while ago. Like 2 patches ago now I think yeah?
yeah I'm only recently back after long hiatus. Hence i'm all for reverting them.
Ah gotcha, yeah it took some of us a bit to adapt to the new flow of combat but I'm personally digging the group size limit change and the group requirement for AoE heals. That means there is a hard limit to how many AoE heals can actually hit a single player, your own plus up to 11 other player's AoE heals, nothing more.
when they make a similar limit to block AOE dps to a single group call me.....
I don't really have to call you, AoE healing is already limited to a group of 12....as it should be, so I am already good to go.
not so fast.... AOE is limited to 12, but not limited to "group" right? I mean if 32 singletons run through a gate and you AOE DPS skill then 12 will be hit right? So how does that work with AOE heals?
The point is you can't heal randoms, but you can AOE DPS them (up to 12).
Yes, exactly. Healing and dealing damage shouldn't be balanced equal to each other like you are proposing they should, is my point. Players being able to deal damage to other players should be of the highest priority, with healing/survivability falling somewhere underneath. You're saying they should share the highest priority equally, I am saying they should not.....with damage being a higher priority than healing. Which means being able to cast AoE damage spells and hit more than 12 other targets, but only being able to heal those in your group is more balanced than treating them equally.
If players will each other too fast, what are you left with? You're still left with Player Versus Player, with players able to kill other players.
But if players can out heal each other's damage indefinitely, what do you have? If no one is actually dying, it's not actually Player Vs Player...it's just player's casting glowing lights together at the same time for an hour...literally nothing else.
But,
The change to heals only affecting groups only makes a difference to that equation in the case where you have more players on each side than can fit in one group, or if players aren't grouped.
In all other cases, the healing restriction change hasn't addressed your point at all, ie:
1 X-person group vs another X-person ball group
1v1
etc
In all of these cases, the balance of damage vs healing hasn't been changed at all.
So if your point is that we need to shift the balance between damage and healing back in favour of damage, then this change isn't really useful is it? We still have the same issue with a potential stalemate in a 1v1, with one players damage unable to overcome the others self heals. Or an organised group unable to overcome another organised group's heals. Or an ungrouped group of players unable to overcome an actual grouped group's heals (but strangely not the reverse).
Shouldn't addressing this issue you raise point mean having a look at the relative power of all healing abilities (and/or modifiers). Otherwise it's just arbitrarily imposing the disadvantage on some players who choose to play a certain way, while others are unaffected.
With heals being restricted to group members only, and a group size now consisting of only 12 players now....that means instead of 30 or 40 players being able to all heal each other, now only up to 12 players can heal each other in Cyrodiil, and they all have to be grouped....no more out of group dumbfire heals. That means less potential heals per player, which means more potential incoming damage per player, which means the likely hood of players dying increased rather than decreased, which is good. Are you saying that's not actually the case?
No, I don't disagree that what you say is correct - it has reduced the healing available in that situation, and that it means players may die more easily. In that situation. (30 or 40 players)
Rather, what I am saying is that in almost any other situation, nothing has changed.
ie:
if you only have one 12 person group fighting another 12 person group. No change, same amount of healing as before
if you have a 1v1. No change, same amount of healing as before.
So if your premise is that we need more damage vs healing, why don't we ALSO need it in these scenarios?
In which case, shouldn't you be advocating for a change that affects everyone, rather than just an arbitrary set of players who happen to play a certain way?