I wear mostly light armor, with three heavy, one of those being Sithis. My heals are all I have. Stam builds done right can down me instantly. Please leave my heals alone.
There are things that need addressing, of course, but I keep seeing calls to nerf healing. Healing is fine, but some builds / classes offer too much mitigation as is. If someone has to spend all day spamming heals, they aren't contributing much. Those players should not, in turn, be able to dish out tons of damage when they're not being focused.
I do not like your proposed purge change, especially if it were to impact PvE, where purge is a necessary trial tool. I also do not like the idea of balancing around ball groups at the cost of individuals. The problem with ball groups instantly healing isn't healing. The problem is ball groups.
But if someone is building their character for lots of sustain so they can spam purge, why is that an issue? What do you want to nerf? They are already losing out on power or tankiness by building for sustain.
This sounds like you have an issue with coordinated groups and not sustain or healing being overtuned.
But if someone is building their character for lots of sustain so they can spam purge, why is that an issue? What do you want to nerf? They are already losing out on power or tankiness by building for sustain.
This sounds like you have an issue with coordinated groups and not sustain or healing being overtuned.
What I want to nerf is a single person having the quad-fecta of dmg, tank, healing, and resource management. No 1 build should be able to do it all, but they are hence 1-2 people running 20 around in circles for minutes on end, but sure let's blame TTK as the culprit and give them 11% more mitigation.
All I'm seeing is people being the master of all 4 aspects--mitigation, damage, healing, resource management, and not giving up anything--this is the definition of overpowered/underbalanced.
Twohothardware wrote: »The number one thing that makes players hard to kill is almost every one of them has sword and board back bar. Blocking takes whatever damage you deal down next to nothing. And for whatever dumb reason they added block cost reduction to medium armor so you can be tanky with higher damage and sustain.
Twohothardware wrote: »The number one thing that makes players hard to kill is almost every one of them has sword and board back bar. Blocking takes whatever damage you deal down next to nothing. And for whatever dumb reason they added block cost reduction to medium armor so you can be tanky with higher damage and sustain.
Said by a true dodgeroll build.
Block is the "only" way to survive on some classes - and knowing when to both block or dodge is a large part of the skill in ESO.
Twohothardware wrote: »Twohothardware wrote: »The number one thing that makes players hard to kill is almost every one of them has sword and board back bar. Blocking takes whatever damage you deal down next to nothing. And for whatever dumb reason they added block cost reduction to medium armor so you can be tanky with higher damage and sustain.
Said by a true dodgeroll build.
Block is the "only" way to survive on some classes - and knowing when to both block or dodge is a large part of the skill in ESO.
The reduced cost for blocking in medium needs to be done away with. You already get reduced cost for dodge roll.
Girl_Number8 wrote: »I completely disagree.
Organized groups are just that organized. They took the time to adjust their builds to support and help each other (non-greedy builds). They coordinate and work together.
I see no reason why a Zerg of unorganized players should be successful against such a group.
Zerglings are usually just PvPing the lazy way. Organized PvP groups are playing the smart way....
Same with a 1 v X or 3 v X you build smarter....and play smarter too
That shouldn’t be punished by nerfs
master_vanargand wrote: »Girl_Number8 wrote: »I completely disagree.
Organized groups are just that organized. They took the time to adjust their builds to support and help each other (non-greedy builds). They coordinate and work together.
I see no reason why a Zerg of unorganized players should be successful against such a group.
Zerglings are usually just PvPing the lazy way. Organized PvP groups are playing the smart way....
Same with a 1 v X or 3 v X you build smarter....and play smarter too
That shouldn’t be punished by nerfs
Is it smart to stack healing?
I don't think so.
It's just breaking the game balance.
At least it's not fun at all.
master_vanargand wrote: »Girl_Number8 wrote: »I completely disagree.
Organized groups are just that organized. They took the time to adjust their builds to support and help each other (non-greedy builds). They coordinate and work together.
I see no reason why a Zerg of unorganized players should be successful against such a group.
Zerglings are usually just PvPing the lazy way. Organized PvP groups are playing the smart way....
Same with a 1 v X or 3 v X you build smarter....and play smarter too
That shouldn’t be punished by nerfs
Is it smart to stack healing?
I don't think so.
It's just breaking the game balance.
At least it's not fun at all.
The same argument can be said about mass grouping. Entire faction pushing 1 direction isn't really smart playing, meanwhile running group oriented abilities and buffs on the otherhand is. Just because people are running in a zerg but have no coordination doesn't make it a smart playstyle, meanwhile those people are running buffs/abilities that help make the group more effective, which I would argue is a smart way of playing. I'd rather have the stam warden running dawnbreaker and healing ult backbar vs a DB/SnB combo that is purely solo-focused.
If working together and propping each other up is "breaking the game balance" why does that not apply to a zerg of 20+ people who don't run in that same playstyle. I mean they very well could as well
Disclaimer: Coming at this from a No-CP perspective, so I imagine CP makes this even worse.
When 1-2 people tower, rock, tree, insert other obstacle humping can outrun, outlast, and outkill 20 people trying to bash them in, then it's not TTK. When a ball group of 12 is getting hammered on by a mish-mash of groups, soloes and whatever that far outnumbers them, the problem is not TTK. The problem is the sheer power of healing, purges, and endless resources. It's the fact that some classes have major burst heals, mitigation, infinite resources, and also can dole out the damage. This leads to the conclusion of one of a few things: class balance, item balance, skill balance, healing balance, and resource management balance--of course most of these all feed on each other--are completely out of whack. All I'm seeing is people being the master of all 4 aspects--mitigation, damage, healing, resource management, and not giving up anything--this is the definition of overpowered/underbalanced.
U31 should be focusing on limiting people from being able to be the master of all things: mitigation, heals, resource management, and damage. This is only multiplied when you add more and more people to a group, i.e. ball groups. They can just steamroll over everyone. Oh wait, but what about the new set that does so much damage when you jump in?. 1. It won't be available in no-proc so it's a non-factor. 2. It doesn't affect healing or resources, and I guarantee the damage will be out healed in a heartbeat by the more organized ball groups or just burst healed by classes with a big heal/rally nearly done.
Outhealing damage and never running out of resources is something that absolutely needs to be looked at not TTK. Time to kill is not an issue unless you, ZOS, hate the gank that much and yet don't realize if the burst doesn't lead to a kill and is mitigated then the ganker usually won't get the kill. They either have to leave and reset, or attempt to make due. To me TTK is nothing but a scapegoat and the real issue is not doing anything about the overhealing and endless resources.
Some solutions, b/c I'm not just going to come with a problem:
First, purge and the morphs should only cleanse siege debuffs, not player based damage effects. This leaves only classes with those cleanses the ability to deal with it. Oh but nightblades and dk's . . . nightblades can cloak away siege dots (usually not always) and dk's can outheal it with dragonblood and mitigation--hell dodge roll the dot already on you, that seems to be a thing.
Second, lightning ballista and meatbag ballistas should have their debuffs improved: have the amount of magicka and stamina drained x3 at the most x1.5 at the least. Have the lighting ballista dmg last 2 more ticks than it does. Let both snares be increased by maybe 10% more. Major defile as a whole needs to get ramped back up to at least 25% (used to be 30 originally) or give it a secondary effect like stam draining that meatbags gives.
Finally, get rid of the damn LOS boxes in keeps. Even if you go back with the enemy behind one LOS issues abound. Get rid of these crutches. These aren't acting like normal trees or rocks. They cause major issues even when you're right on the enemy's butt.
ZOS, if you truly want to help players bust up ball groups then give us (effective) resource draining methods. It's the overhealing and infinite resources. TTK is fine.
And to end this long diatribe: when you create that no-proc, no-cp server, you better damn well have a no-cp with proc server up same day.