McTaterskins wrote: »I just want to point out, that throughout the already accumulated comments, and also mostly evident in the other threads that seem to pertain to the issue....
Even though the solution may be a debate, or the how/why may be a debate.... Everyone seems to agree that there is a problem.
Just. Saying.
McTaterskins wrote: »I just want to point out, that throughout the already accumulated comments, and also mostly evident in the other threads that seem to pertain to the issue....
Even though the solution may be a debate, or the how/why may be a debate.... Everyone seems to agree that there is a problem.
Just. Saying.
But the problem is not with healing. One needs to look for the actual problem and deal with that or face really messing things up.
I noted what the problem is and a very workable solution that also brings add challenge for those that are up for it. Ofc, people going for lesser challenging content will still face the same issue but that is due to their choice.
If anything needs looking at, it's on an individual level.
We don't need a blanket nerf on heals. Some classes have horrid healing still.
Seraphayel wrote: »If anything needs looking at, it's on an individual level.
We don't need a blanket nerf on heals. Some classes have horrid healing still.
Which class exactly? Due to weapon choice each and every single class has more than enough options for healing and with U33 it will just be way more options anyway (especially for Stamina builds).
xylena_lazarow wrote: »While stalling out 1v1s is a problem, it's nowhere near the magnitude of how badly even partially optimized heal stacking completely ruins group PvP at any scale, from BGs and resource nodes to keeps and scroll temples. The unkillable group problem needs to be addressed first, most of the "suggestions" ITT would screw solos/randoms/pugs but do absolutely nothing about the unkillable groups stacking dedicated healers, which would continue filling group PvP with toxic play patterns of faction stacking, pug stomping, and stalemates.
Last time I tried a hardcore smallscale fight was about a month ago, 3v3 each with 2 stam damage and 1 healer/tank, we suffered no deaths at all, they had their one damage player die twice over the 15 minutes and immediately get necro rezzed each time, we all walked away from each other after it became apparent that though we had a slight upper hand, the enemy group could and would endlessly stall us out, especially with them using resource tower LoS defensively. This is the typical outcome of any competitive group engagement, from smallscale to raid.
And then one of my teammates says "that's why we prefer to fight pugs" ...toxic as that may be, trying to fight other competitive groups gets pretty miserable and toxic itself, so what do you even do? Most of my gameplay is spent sitting on a back keep or resource alone waiting for the few minutes I get to fight something vaguely competitive...
xylena_lazarow wrote: »While stalling out 1v1s is a problem, it's nowhere near the magnitude of how badly even partially optimized heal stacking completely ruins group PvP at any scale, from BGs and resource nodes to keeps and scroll temples. The unkillable group problem needs to be addressed first, most of the "suggestions" ITT would screw solos/randoms/pugs but do absolutely nothing about the unkillable groups stacking dedicated healers, which would continue filling group PvP with toxic play patterns of faction stacking, pug stomping, and stalemates.
Last time I tried a hardcore smallscale fight was about a month ago, 3v3 each with 2 stam damage and 1 healer/tank, we suffered no deaths at all, they had their one damage player die twice over the 15 minutes and immediately get necro rezzed each time, we all walked away from each other after it became apparent that though we had a slight upper hand, the enemy group could and would endlessly stall us out, especially with them using resource tower LoS defensively. This is the typical outcome of any competitive group engagement, from smallscale to raid.
And then one of my teammates says "that's why we prefer to fight pugs" ...toxic as that may be, trying to fight other competitive groups gets pretty miserable and toxic itself, so what do you even do? Most of my gameplay is spent sitting on a back keep or resource alone waiting for the few minutes I get to fight something vaguely competitive...
Kidgangster101 wrote: »xylena_lazarow wrote: »While stalling out 1v1s is a problem, it's nowhere near the magnitude of how badly even partially optimized heal stacking completely ruins group PvP at any scale, from BGs and resource nodes to keeps and scroll temples. The unkillable group problem needs to be addressed first, most of the "suggestions" ITT would screw solos/randoms/pugs but do absolutely nothing about the unkillable groups stacking dedicated healers, which would continue filling group PvP with toxic play patterns of faction stacking, pug stomping, and stalemates.
Last time I tried a hardcore smallscale fight was about a month ago, 3v3 each with 2 stam damage and 1 healer/tank, we suffered no deaths at all, they had their one damage player die twice over the 15 minutes and immediately get necro rezzed each time, we all walked away from each other after it became apparent that though we had a slight upper hand, the enemy group could and would endlessly stall us out, especially with them using resource tower LoS defensively. This is the typical outcome of any competitive group engagement, from smallscale to raid.
And then one of my teammates says "that's why we prefer to fight pugs" ...toxic as that may be, trying to fight other competitive groups gets pretty miserable and toxic itself, so what do you even do? Most of my gameplay is spent sitting on a back keep or resource alone waiting for the few minutes I get to fight something vaguely competitive...
What they need to do is something I've said for a very long time but no one believed me. They need to approach it from multiple angles tbh.
Make it so heals don't go off spell/wd, or max stats. They need to make it so healing has its own stat just like Regan's. Have it start off at base 800 or something and make it so you can raise it.
Then they need to increase the cost of all moves in the game so that if you don't want Regan on your toon outside of just food then yes you will eventually run out of resources and be done thus helping to eliminate the never ending fighting.
With these changes you force people to choose maybe 2 out of the 3. So you don't have someone that can do everything. It will also make a reason to have Regen builds because you can try to "outlast" your enemies. Or do you want to still spec for crazy high damage and overwhelm your opponent? Or you have to decide to be a full healer where you need the help of your allies because you don't have damage to live on your own.
I say these changes because they are needed for pve as well. For too long Regan hasn't been needed because resource gain is far to much. With this change they have to find a balance maybe creating burst windows where you go ham and down phases where you need to slow down to catch up on resources spent. It also makes healers needed in content again because I used to run just about everything with me as a tank and 3 DPS with self heals and the game was too easy......... And let's be real damage has been WAY OUT OF CONTROL in PvE for far too long.
exeeter702 wrote: »xylena_lazarow wrote: »While stalling out 1v1s is a problem, it's nowhere near the magnitude of how badly even partially optimized heal stacking completely ruins group PvP at any scale, from BGs and resource nodes to keeps and scroll temples. The unkillable group problem needs to be addressed first, most of the "suggestions" ITT would screw solos/randoms/pugs but do absolutely nothing about the unkillable groups stacking dedicated healers, which would continue filling group PvP with toxic play patterns of faction stacking, pug stomping, and stalemates.
Last time I tried a hardcore smallscale fight was about a month ago, 3v3 each with 2 stam damage and 1 healer/tank, we suffered no deaths at all, they had their one damage player die twice over the 15 minutes and immediately get necro rezzed each time, we all walked away from each other after it became apparent that though we had a slight upper hand, the enemy group could and would endlessly stall us out, especially with them using resource tower LoS defensively. This is the typical outcome of any competitive group engagement, from smallscale to raid.
And then one of my teammates says "that's why we prefer to fight pugs" ...toxic as that may be, trying to fight other competitive groups gets pretty miserable and toxic itself, so what do you even do? Most of my gameplay is spent sitting on a back keep or resource alone waiting for the few minutes I get to fight something vaguely competitive...
Congratulations, you now see precicley why eso pvp at "high level" is a meme. Most like to wax poetic about deep strategic cyrodil pvp (lol) and dare suggest what they think the right course of action is in terms of balancing the problem factors. They do this while utterly failing to realize trying to use cyrodil group dynamics as ANY form of reference for what should and shouldnt be nerfed is a fools errand, fill stop. And when you actually come into contact with a pvp scenario that actually carries weight in terms of players ACTUALLY needed to outplay other players where each member of the engagement shoulders equal burden of performance, and both groups are knowledgeable with effective builds, you get stalemates with little back and forth. These types of situations are what truly put pvp under the necessary degrees of scrutiny. And these types of situations are where many players completely lack insight or experience. Their entire mental framework is based around ball groups clashing in the front of a keep wall and want to talk about what should or shouldnt be nerfed in pvp.
This is what a fight between an optimized 12-man and 60 randoms on the roof/walls of a tri-keep looks like. The optimized group racks up kills and AP repeatedly killing the same disorganized casuals, but they can't afford to stand still on a flag long enough to flip it against their numbers, meanwhile the disorganized casuals are mathematically incapable of breaking through the optimized group's heal stacking without them standing still inside a meatbag or Negate, which never happens (special thanks to Snow Treaders for helping make sure of that).Jman100582 wrote: »ok lets pvp at this keep for 5 hours and repeat the same fight where nobody wins or loses
Seraphayel wrote: »McTaterskins wrote: »I just want to point out, that throughout the already accumulated comments, and also mostly evident in the other threads that seem to pertain to the issue....
Even though the solution may be a debate, or the how/why may be a debate.... Everyone seems to agree that there is a problem.
Just. Saying.
But the problem is not with healing. One needs to look for the actual problem and deal with that or face really messing things up.
I noted what the problem is and a very workable solution that also brings add challenge for those that are up for it. Ofc, people going for lesser challenging content will still face the same issue but that is due to their choice.
The problem is absolutely with healing. Healing is not the only problem though, but it’s one of the main concerns. It was a big issue until U33, but with U33 it will be the gigantic elephant in a tiny room.
Optimized PvP comps have a lot more dedicated healers stacked than trials PvE comps do, and are also getting incidental cross healing from their damage dealers on top of that.Healing would be an issue if the issue was clearly apparent in the most challenging trials on HM.
Seraphayel wrote: »McTaterskins wrote: »I just want to point out, that throughout the already accumulated comments, and also mostly evident in the other threads that seem to pertain to the issue....
Even though the solution may be a debate, or the how/why may be a debate.... Everyone seems to agree that there is a problem.
Just. Saying.
But the problem is not with healing. One needs to look for the actual problem and deal with that or face really messing things up.
I noted what the problem is and a very workable solution that also brings add challenge for those that are up for it. Ofc, people going for lesser challenging content will still face the same issue but that is due to their choice.
The problem is absolutely with healing. Healing is not the only problem though, but it’s one of the main concerns. It was a big issue until U33, but with U33 it will be the gigantic elephant in a tiny room.
Healing would be an issue if the issue was clearly apparent in the most challenging trials on HM. Zenimax has amped up the power creep over the years making a lot of the older content trivial from every aspect. Even the OP notes this, but in reality, it is the main problem and it needs to be addressed before we can see how big of an issue healing actually is if it is at all.
BalticBlues wrote: »So Stamina will not only have the highest regular damage.
Stamina will not only have the highest proc set damage.
Stamina will not only have the best mobility in the game.
Stamina now will also get the highest healing in the game?
This is the final death blow to the tiny rest of balance in Elder Stamina Online PvP.
What is the point of playing Magicka in PvP?
What is the point of playing Magicka Healers in PvP?
What is the point of playing PvP when finally all players play Stamina?
What is the point of playing PvP when finally all players automatically become Stamina Healers?
I do not see any relevance and discussion about Alcast builds in this thread.May be just not use Alcasts builds [snip] ?
BalticBlues wrote: »I do not see any relevance and discussion about Alcast builds in this thread.May be just not use Alcasts builds [snip] ?
[snip]
btw: Alcast is a great guy. One of the few Youtubers who is not a fan boy but an honest critic.
I am looking forward to what he will say about Healing scaling with Stam Damage.
To me, this is the worst design failure in a lot of design failures over the last 3 years.
Because with this, Stamina can have the biggest damage cake in the game and eat it at the same time by having the biggest healing as well. This is absurd and nonsene lore-wise. If you cannot see this, how about reversing it: Why not scaling damage with healing? So the best healers would get the best damage? Nonsense? Sure. Like the nonsense of scaling healing with damage.
Some YouTube DD Streamers want it all. And got it from the devs over the last 3 years.
And finally they also want to be the best DDs and Healers at the same time? [snip].
It is like Conan the Barbarian wants to steal Elrond's healing to become PvP Jesus himself.
BalticBlues wrote: »I do not see any relevance and discussion about Alcast builds in this thread.May be just not use Alcasts builds [snip] ?
[snip]
btw: Alcast is a great guy. One of the few Youtubers who is not a fan boy but an honest critic.
I am looking forward to what he will say about Healing scaling with Stam Damage.
To me, this is the worst design failure in a lot of design failures over the last 3 years.
Because with this, Stamina can have the biggest damage cake in the game and eat it at the same time by having the biggest healing as well. This is absurd and nonsene lore-wise. If you cannot see this, how about reversing it: Why not scaling damage with healing? So the best healers would get the best damage? Nonsense? Sure. Like the nonsense of scaling healing with damage.
Some YouTube DD Streamers want it all. And got it from the devs over the last 3 years.
And finally they also want to be the best DDs and Healers at the same time? [snip].
It is like Conan the Barbarian wants to steal Elrond's healing to become PvP Jesus himself.
xylena_lazarow wrote: »
xylena_lazarow wrote: »
So the issue is group composition, as you noted. That is life and nothing in the game should be nerfed because of group composition.
Find a better group or group leader if they are running with weaker group compositions.
This is the same tired "git gud" and it makes me think you haven't actually fought the "optimized group vs optimized group" fight, I posted about my last experience somewhere else but tl;dr pretty much guaranteed to stalemate. Fights need to be able to end, the groups that are good now will adapt and still be good without massive heal stacking.So the issue is group composition, as you noted. That is life and nothing in the game should be nerfed because of group composition. Find a better group or group leader if they are running with weaker group compositions.
VarisVaris wrote: »BalticBlues wrote: »I do not see any relevance and discussion about Alcast builds in this thread.May be just not use Alcasts builds [snip] ?
[snip]
btw: Alcast is a great guy. One of the few Youtubers who is not a fan boy but an honest critic.
I am looking forward to what he will say about Healing scaling with Stam Damage.
To me, this is the worst design failure in a lot of design failures over the last 3 years.
Because with this, Stamina can have the biggest damage cake in the game and eat it at the same time by having the biggest healing as well. This is absurd and nonsene lore-wise. If you cannot see this, how about reversing it: Why not scaling damage with healing? So the best healers would get the best damage? Nonsense? Sure. Like the nonsense of scaling healing with damage.
Some YouTube DD Streamers want it all. And got it from the devs over the last 3 years.
And finally they also want to be the best DDs and Healers at the same time? [snip].
It is like Conan the Barbarian wants to steal Elrond's healing to become PvP Jesus himself.
So you're asking for stam to become sitting ducks because the shouldn't heal themselves?
Having healing scale with your offensive stats has been more than fine for the most part of the 8 years since the game launched.
Healing became an issue when it scaled with your defensive stats like HP because that rewarded people for building tanky by making them even more tanky while also punishing any offensive investment as it wouldn't help you with survivability.
Nonsense, where did I say that?VarisVaris wrote: »So you're asking for stam to become sitting ducks because the shouldn't heal themselves?
BalticBlues wrote: »Nonsense, where did I say that?VarisVaris wrote: »So you're asking for stam to become sitting ducks because the shouldn't heal themselves?
But it is essential that there are tradeoffs in the game.
Stam has the strongest DPS in the game because Stam is mostly melee.
If Stam also gets the strongest healing in the game, the balance is gone.
There will be no risk vs reward anymore then - it will be just rewards.
VarisVaris wrote: »xylena_lazarow wrote: »
So the issue is group composition, as you noted. That is life and nothing in the game should be nerfed because of group composition.
Find a better group or group leader if they are running with weaker group compositions.
Of course things should be nerfed if they turn out to be overperforming in certain combinations.
What's even the argument here?
Oh something is completely busted but too bad it's tied to a specific group composition too bad, that's just asking for no further balance changes at all.
They rarely even make minor changes this late in the patch cycle. The best we can hope is that with healing reaching new levels of insane in U33, ZOS finally notices.McTaterskins wrote: »Drumming this issue back up. Seeing any changes in the upcoming patch at this point is likely a pipe dream though. But still. One can hope.