YoureWrongImRight wrote: »We are seriously at the point now where guys are saying that ~750k healing (not including your self heals) by just using matriarch is BAD on a hybrid dps build.
SkaraMinoc wrote: »YoureWrongImRight wrote: »We are seriously at the point now where guys are saying that ~750k healing (not including your self heals) by just using matriarch is BAD on a hybrid dps build.
In a competitive Deathmatch battleground with premades, players will hit 3-5m damage and 2-4m healing consistently.
My top healing score is 5.3 million.
Sarah always hits 3 million damage and sometimes 5+ million damage.
1.2 million damage and 600k healing is appropriate for heal mage but low for primary damage or primary healer.
YoureWrongImRight wrote: »having ridiculous damage and healing scores way up into the 3-5-8 million is simply an indication of one thing... NOBODY IS DYING.
<snip>
Matches go the full 15 minutes all the time these days. What does that tell you about the state of overall healing power?
YoureWrongImRight wrote: »And what about solo players?
Imagine coming to any other MMORPG and requesting the ability for solo player to be able to effectively play against big group
Yes, you would at least need a small group to cover all roles.
The rules will be same for everyone, if you can't heal as DD it means enemy DDs can't heal themselves too. Can dispatch stray players faster, can kill healers first and then the rest of the group. Lots of new possibilities.
Well this game has functioned like that since it was launched.
So because other MMOs don't offer that, this game should now alienate people who like running solo or small groups, so everyone has to play as a ball group?
Cyrodill would be stale and offer one type of play.
BGs would never take place because less people like playing as healer. And you'd be screwed if you got a rubbish one.
Duels would be non existent.
No thanks. Good thing that ZOS will never listen to this suggestion.
@Brrrofski is spot on here. The last thing we need is bigger PvP groups and stale play for small scale / solo. It's the only decent part of PvP.
Please explain how you can make game mechanics that make sense where more people do not have a statistical advantage over less people.
Basically what this boils down to is more experienced players want as many advantages as possible to dunk on newer players. There is no possible way to explain why in a situation where you have 10 players vs 2 players that the 2 players should be on equal footing with 10, it would make absolutely no sense.
You discourage large groups from forming by limiting the rewards they receive for doing so, not by changing actual game mechanics to support solo play over group play.
Even just from a logical perspective as a business, what do you think they care about as a company? Keeping 10 newer players around, or keeping 1 guy around happy who wants to dunk on them? People are not going to continue playing with things the way they are, people load into PvP get frustrated chasing 1 guy around a tower getting bursted down in 1 second, and they log off and just never come back.
People keep saying "oh it's just a learn to play issue", "git gud". Don't worry they are going to learn to play... a different game entirely. Why do you think everyone jumped ship so fast when New World came out? People are sick of it the way it is.
SkaraMinoc wrote: »YoureWrongImRight wrote: »having ridiculous damage and healing scores way up into the 3-5-8 million is simply an indication of one thing... NOBODY IS DYING.
<snip>
Matches go the full 15 minutes all the time these days. What does that tell you about the state of overall healing power?
This is how competitive Team Deathmatch usually works. WoW 5v5 arenas are the same way.
YoureWrongImRight wrote: »I don't get how it's competitive when you don't know who you're going to be matched against and there is no ranked mode for battlegrounds. But that's not really relevant to the thread.
YoureWrongImRight wrote: »So you think it's not a problem that matches are just an endless stalemate when you know how to play?
SkaraMinoc wrote: »2) Removing only spell damage from the healing calculation while still allowing max magicka to boost heals will strongly nerf Mag Sorc. There's a reason the top Mag Sorc players run spell damage. Max magicka has been a weak source of damage for a very long time. It's also a very weak source of healing as well.
Max magica allows to stack very fat shields and do good damage at the same time. Know a couple of players that played that in different metas, it always works good.
SkaraMinoc wrote: »Back to the main topic, if you're going to split spell damage from healing then there will be major side effects that ripple throughout the combat system. This thread is about PvP but trials and dungeons would be affected as well.
ZOS and players would need to plan for this.
SkaraMinoc wrote: »Back to the main topic, if you're going to split spell damage from healing then there will be major side effects that ripple throughout the combat system. This thread is about PvP but trials and dungeons would be affected as well.
ZOS and players would need to plan for this.
Only if they un-nerf health recovery
It is a mechanic on proc sets already, and in clearly proven to be balanced.
You can't go with 35k HP, stack regens so you don't care about pools and stack WD/SD to be able to heal via proc sets.
You need to be an actual healer or at least squishy DPS to use heal sets.
It's time to do the same to the skills. Plain and simple.
It is a mechanic on proc sets already, and in clearly proven to be balanced.
You can't go with 35k HP, stack regens so you don't care about pools and stack WD/SD to be able to heal via proc sets.
You need to be an actual healer or at least squishy DPS to use heal sets.
It's time to do the same to the skills. Plain and simple.
I would like to see a mechanic where the higher your wpn/spell dmg is the lower your resistances/armor go, something like that.
It is a mechanic on proc sets already, and in clearly proven to be balanced.
You can't go with 35k HP, stack regens so you don't care about pools and stack WD/SD to be able to heal via proc sets.
You need to be an actual healer or at least squishy DPS to use heal sets.
It's time to do the same to the skills. Plain and simple.
I would like to see a mechanic where the higher your wpn/spell dmg is the lower your resistances/armor go, something like that.
Oof, the change to kill 1vXing.
And what about solo players?
Imagine coming to any other MMORPG and requesting the ability for solo player to be able to effectively play against big group
Yes, you would at least need a small group to cover all roles.
The rules will be same for everyone, if you can't heal as DD it means enemy DDs can't heal themselves too. Can dispatch stray players faster, can kill healers first and then the rest of the group. Lots of new possibilities.
YoureWrongImRight wrote: »@VaranisArano
If healers were more desirable due to DD's not being able to completely heal themselves more people would play them and you would see more of them in PUG's. Why would anyone want to roll a healer or tank who plays in a PUG right now? Makes no sense to play one and then go try to run with randoms.
What does effectively mean to you? Like they can't cast one vigor and go from 30% to 100% over 5 seconds. Yea that seems overly effective to me.
Why are we trying to balance mechanics around solo's and random PUGs? I don't get it. If you're not at a disadvantage by having poor group composition that means that there are junk roles or ineffective roles in the game.
Perhaps they can implement some good changes and your guild will come back since they jumped ship immediately when another game came out like everyone else.
VaranisArano wrote: »And what about solo players?
Imagine coming to any other MMORPG and requesting the ability for solo player to be able to effectively play against big group
Yes, you would at least need a small group to cover all roles.
The rules will be same for everyone, if you can't heal as DD it means enemy DDs can't heal themselves too. Can dispatch stray players faster, can kill healers first and then the rest of the group. Lots of new possibilities.
Considering that Battlegrounds has a popular solo option used to avoid premade groups, and Cyrodiil is no longer balanced around groups of 8 to 24, I think it's worth acknowledging that ESO, while an MMORPG, doesn't expect it's PVPers to run in premade groups with a dedicated healer.
It's worth noting that I was a raid healer in Cyrodiil (before my guild left for New World.)
What you are asking for sounds to me like taking away the ability to self-heal effectively from players who build for tankiness or damage. That is - in order for a Stam build to use Vigor effectively, they need to build for the healing Stat, right?
Here's the deal: my Raid would've cackled over this change. We had several dedicated healers, backing up players who individually specialized in tankiness, CCs and damage. We're already min-maxed to cover each other's weakness with numbers.
Now you suggest taking self-healing away from our opponents. Or if they have to put stats and gear towards self-healing, that's less tankiness or damage they can throw at us. Glorious! Weakening our PUG and small scale opponents plays right in our favor. We lose a little, but our non-specialized opponents lose a lot more.
That strategy of "kill healers first, then the rest of the group"...yeah, that's a good description of what the ball groups are going to do to their unorganized opponents. The ball groups aren't going get easier for PUGs (now with less healing) to crack. That strategy is easier said than done vs a strong ball group, and harder yet with weakened PUGs.
If you were trying to make premade groups more powerful than they already are vs PUGs in Cyrodiil, this'll do it.
xylena_lazarow wrote: »Healers shouldn't also be tanks, tanks shouldn't heal. How we get there, let ZOS figure that out.
VaranisArano wrote: »xylena_lazarow wrote: »Healers shouldn't also be tanks, tanks shouldn't heal. How we get there, let ZOS figure that out.
Whelp, there goes Warden.