Araneae6537 wrote: »I disagree about heals being strong. Focused DPS will always overpower heals but yes, I would expect teams to focus enemy healers first! If healers didn’t have the potential to make a difference in a match, then I don’t know why anyone would wish to play one in PVP and that would be a shame.
Dem_kitkats1 wrote: »Normally I've been playing solo in BGs as of late and in doing so I always knew that the healing is strong in this game, but it was less of an issue for me in the solo que modes. However, my friend returned from a hiatus so we've been queuing as a duo for a couple of weeks. We've been on teams with healers and without. Healing is ridiculous and pretty much makes or breaks the match. On teams with healers we steamrolled teams without one and in return without a healer we were steamrolled by those who did. And in the rare occurrence that all three teams had one it just became a battle of who could outheal the others the most.
Just wondering how people counter healing other than the entire team just trying to burst down one healer? I know balancing is difficult and in no way am I saying that healing should be nerfed, but I feel that there needs to be more ways of countering healing.
YoureWrongImRight wrote: »Self healing is too strong and healers are too strong.
The fact that people are capable of going 1v5, 1v10 even shows that it's too strong.
The fact that you can watch duels in Wayrest and it's basically just 2 guys smashing each other for 5-10 minutes until 1 of them finally lands a crit and everything in their combo at once shows that it's too strong.
DoT builds are basically irrelevant as anyone can easily out heal them, you need to basically destroy your target outright to be effective. It removes all the flavor from the game by making high burst the only meaningful way to play.
Major defile needs a huge buff, at least double what it does now and more ways for more classes to be able to apply it. You should be able to do something active to counter healing with a debuff that you need to consciously apply and re-apply when it is cleared. There needs to be more active ways to counter things than simply stun.
In a BG people are not usually just fighting out in the open where you can just lay into them, when you are being dps trained you dance around poles and block LoS constantly which is extremely easy to do. All while throwing out tons of healing abilities that you can cast while jumping around, barely need to do any targeting with because they are all auto target, or just ground target the object you're jumping around.
Give more classes a way to actively mitigate healing in a meaningful way, and give healers more to think about by more actively having to pay attention and cleanse those debuffs. It wouldn't need to affect PvE in any way.
Would also be of great help to disjoin healing ability from weapon and spell damage stat as others have stated before. Have a new stat, "Healing Power"? And have this be the driver of your healing output instead of weapon or spell damage. It's not right that you can go an all out damage build, hit like a truck, and also have that damage stat vastly improve your healing output. This would leave dedicated healers as is and reduce self and cross healing to bring it more in line and make healing a more important role.
WabanakiWarrior wrote: »Yes welcome to the party. A good healer is OP in bgs. With 4 premade groups with experienced healers, it's like a tickle fight.
You guys don’t know what you’re asking for. I understand you’re frustrated but separating damage and healing into two separate stats would completely change how the game functions meaning unless the entire game is rebalanced around this change, you will get a complete disaster.
The general idea of nerfing self healing is misguided. Nerfing cross healing specifically either via small Battlespirit tweaks would be a much better solution.
Honestly sounds to me like alot of people in this thread have learn to play issues. Cross heal stacking is a bit out of control I agree, but the suggestions in this thread are horribly out of touch with the reality of game balancing.
You guys don’t know what you’re asking for. I understand you’re frustrated but separating damage and healing into two separate stats would completely change how the game functions meaning unless the entire game is rebalanced around this change, you will get a complete disaster.
The general idea of nerfing self healing is misguided. Nerfing cross healing specifically either via small Battlespirit tweaks would be a much better solution.
Honestly sounds to me like alot of people in this thread have learn to play issues. Cross heal stacking is a bit out of control I agree, but the suggestions in this thread are horribly out of touch with the reality of game balancing.
YoureWrongImRight wrote: »You guys don’t know what you’re asking for. I understand you’re frustrated but separating damage and healing into two separate stats would completely change how the game functions meaning unless the entire game is rebalanced around this change, you will get a complete disaster.
The general idea of nerfing self healing is misguided. Nerfing cross healing specifically either via small Battlespirit tweaks would be a much better solution.
Honestly sounds to me like alot of people in this thread have learn to play issues. Cross heal stacking is a bit out of control I agree, but the suggestions in this thread are horribly out of touch with the reality of game balancing.
You need to provide more justification than just saying "it is misguided and will break the game". Explain how you feel it would break the game. How does it break the game to have a separate stat that drives healing output which has a base value just like weapon and spell damage. Which would remain at a lower value if you did not use healing sets/glyphs etc that provided more value to this stat.
This way dedicated healers would automatically have higher more meaningful healing output, people who want to be more balanced playstyle off healers could do that to, and full on DPS builds would obviously have the lowest healing ability which would make complete sense.
I get that people want to leave it the same when you just want to play bubble templar and be able to solo queue and not have anything to do with your team as your own healing output is so high you don't care what they're even doing. Team games should be exactly that, team based. DPS characters are not doing any healing output in PvE nor should they really be doing that much healing in PvP.
How do you nerf cross healing without nerfing dedicated healers directly. how would a debuff work to reduce healing from other DPS characters or off healers but not nerf a dedicated healer build?
I guess when you watch all these people who are CP 2000+ dueling in Wayrest it is a learn to play issue that keeps the duel going for 5-10 minutes. It has nothing to do with the fact that the mitigation, self healing, and resource regen rates are so high that nobody can even kill each other.
This game is far from perfect in many aspects, for how easy it is to throw out healing it is far too powerful coming from a DPS character. Especially when lag is such a huge issue on top of that, it is extremely difficult to combo abilities together to get them to all land with perfect timing when the guy you're trying to kill is rubber banding all over the place hopping back and forth around a post breaking LoS constantly. All while healing back up from < 20% back up to 100% in a few seconds.
KhajiitLivesMatter wrote: »YoureWrongImRight wrote: »You guys don’t know what you’re asking for. I understand you’re frustrated but separating damage and healing into two separate stats would completely change how the game functions meaning unless the entire game is rebalanced around this change, you will get a complete disaster.
The general idea of nerfing self healing is misguided. Nerfing cross healing specifically either via small Battlespirit tweaks would be a much better solution.
Honestly sounds to me like alot of people in this thread have learn to play issues. Cross heal stacking is a bit out of control I agree, but the suggestions in this thread are horribly out of touch with the reality of game balancing.
You need to provide more justification than just saying "it is misguided and will break the game". Explain how you feel it would break the game. How does it break the game to have a separate stat that drives healing output which has a base value just like weapon and spell damage. Which would remain at a lower value if you did not use healing sets/glyphs etc that provided more value to this stat.
This way dedicated healers would automatically have higher more meaningful healing output, people who want to be more balanced playstyle off healers could do that to, and full on DPS builds would obviously have the lowest healing ability which would make complete sense.
I get that people want to leave it the same when you just want to play bubble templar and be able to solo queue and not have anything to do with your team as your own healing output is so high you don't care what they're even doing. Team games should be exactly that, team based. DPS characters are not doing any healing output in PvE nor should they really be doing that much healing in PvP.
How do you nerf cross healing without nerfing dedicated healers directly. how would a debuff work to reduce healing from other DPS characters or off healers but not nerf a dedicated healer build?
I guess when you watch all these people who are CP 2000+ dueling in Wayrest it is a learn to play issue that keeps the duel going for 5-10 minutes. It has nothing to do with the fact that the mitigation, self healing, and resource regen rates are so high that nobody can even kill each other.
This game is far from perfect in many aspects, for how easy it is to throw out healing it is far too powerful coming from a DPS character. Especially when lag is such a huge issue on top of that, it is extremely difficult to combo abilities together to get them to all land with perfect timing when the guy you're trying to kill is rubber banding all over the place hopping back and forth around a post breaking LoS constantly. All while healing back up from < 20% back up to 100% in a few seconds.
"I guess when you watch all these people who are CP 2000+ dueling in Wayrest it is a learn to play issue that keeps the duel going for 5-10 minutes. It has nothing to do with the fact that the mitigation, self healing, and resource regen rates are so high that nobody can even kill each other."
and its totaly no option many use a super tanky duell build where they only can kill glass canons...
also the change u try to defend would actually break the game cause
1. zos is bad at balancing
2. it would take months/years even with decent balancing skills to be balanced
3. how is a solo player supoused to survive? pvp is not group only
especally point 3 is import for me cause i often go for 1v1-3 and have fun doing so and normaly i use something like 1 defensive 1 offensive set but than how am i suppoused to add a 3. set for healing? i could switch out one of the others but than obvoiusly i would miss dps or health/tankyness
and e.g. my main char which is a stam blade would completly be unuseable than atm blades have good dmg decent healing and no tankiness - so if u take away healing to how is a blade supoused to survive longer than 5sec ? all u would need to do is throw 1 dot or aoe and blade will die defnitly cause for a blade its not a option to switch sets cause than u cant gank anylonger which is the only thing a blade is good at
and btw a few words to zos balancing skills ... u remember warden when it was released? it was trash for atleast 1 year and barly anyone used it ... u remember necro when it was released? was the best class for about a year...
imagine introducing a new stat which requires not only to balance 3 skill lines but to change every passive , active skill, gear , cp, mundus,.... its like rebalancing the whole game
You guys don’t know what you’re asking for. I understand you’re frustrated but separating damage and healing into two separate stats would completely change how the game functions meaning unless the entire game is rebalanced around this change, you will get a complete disaster.
The general idea of nerfing self healing is misguided. Nerfing cross healing specifically either via small Battlespirit tweaks would be a much better solution.
Honestly sounds to me like alot of people in this thread have learn to play issues. Cross heal stacking is a bit out of control I agree, but the suggestions in this thread are horribly out of touch with the reality of game balancing.
Dem_kitkats1 wrote: »You guys don’t know what you’re asking for. I understand you’re frustrated but separating damage and healing into two separate stats would completely change how the game functions meaning unless the entire game is rebalanced around this change, you will get a complete disaster.
The general idea of nerfing self healing is misguided. Nerfing cross healing specifically either via small Battlespirit tweaks would be a much better solution.
Honestly sounds to me like alot of people in this thread have learn to play issues. Cross heal stacking is a bit out of control I agree, but the suggestions in this thread are horribly out of touch with the reality of game balancing.
Lol just because I have a complaint about something doesn't mean that I'm not having any success and that I need to "get good". Cross healing is so powerful because healing in general is so powerful and all classes and builds have access to it at no cost to their damage (I've seen templars alone have equal healing and damage in matches of over 1M each and they weren't even built for healing). This is because of the fact that it is connected to their health and damage stats. I think nerfing cross healing would just punish healers to the point where their role is diminished even more and people just might as well just build into damage reducing the variety of game play even more.
If there are roles in the game, let them be important and valuable. There are threads across the board in PvE and PvP about how there is little need for the roles until you hit vet content (and even then in some cases they aren't needed) because all classes and builds can do eveything and too much of it. So now in PvP you have have a team of damage builds that can heal 1M each and then add a healer on top of that and you're in God mode. So just make a healing stat and add some dedicated healing sets (we know ZOS is good at introducing new sets) that players can build into. And because of PvE, the CP skill line trees already have slots for healing so that wouldn't need to change much and the role of healer would be more significant and gameplay more tactical.
gariondavey wrote: »The solution is so so so so so simple.
You can only have 1 of each named heal on your at a time. Only 1 radiating, 1 echoing, etc.