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Heals are a little ridiculous right now

DrSlaughtr
DrSlaughtr
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So as with every update, I play all my classes evenly. I've mostly focused on DK, templar and NB. On all three classes, I am insanely hard to kill, even by multiple targets, even on my squishy NB, because I can heal through massive amounts of damage. The changes to DK Burning Embers alone are just dumb when you consider we already had access with arguably the best heal in the game.

And on top of that, ball group have once again been buffed, making them massively harder to kill than they ever were, while also offering more sets to further push damage. This let's them running a third or even fourth healer, all spamming the same HOTs, stacking them on every player.

I wanted to give this update a fair chance even after seeing the PC complaints, but after the better part of a week on console, I am very concerned with how many fights are just stalemates for minutes on end. It shouldn't take 15 minutes to clear out a 5 man group of DKs when you have 20 plus dropping bombs on them. I've been on both sides of this. I personally find it incredibly boring to just tank people all night long, so I'm leaving behind my DK and templar, focusing on my NB and sorc, but survivability is too high there, as well (though not quite as much).

I mean, look at this explanation to Burning Embers.
This change was made to help offer the Dragonknight more steady healing in the midst of combat,

I don't remember anyone out there campaigning for DK to be even stronger in the heals department.

I think damage on most classes is fine at this point, even if a few are slightly performing better. But the healing is just out of this world. TTK is even higher and everyone on my end seems pretty frustrated.

I'm happy to hear from anyone who disagrees with some good insight that I may be lacking, but this seems like a no brainer.
I drink and I stream things.
  • WrathOfInnos
    WrathOfInnos
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    It should improve as players adapt to the new patch. Few people like high TTK or stalemates, so they will naturally shift to more damage, which has the side effect of losing some sustain or survivability. I suspect there will always be some troll tanks that cannot be killed 1v1, but soon the vast majority of players will find the appropriate balance of damage and become mortal again.
    Edited by WrathOfInnos on April 3, 2022 1:35AM
  • DrSlaughtr
    DrSlaughtr
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    It should improve as players adapt to the new patch. Few people like high TTK or stalemates, so they will naturally shift to more damage, which has the side effect of losing some sustain or survivability. I suspect there will always be some troll tanks that cannot be killed 1v1, but soon the vast majority of players will find the appropriate balance of damage and become mortal again.

    maybe but I'm already two tapping people on my magDK while still having gonzo heals. Can't really improve on that damage. It also won't matter for ball groups.
    I drink and I stream things.
  • Hescrow
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    BTW TTK for stamsorc is close to 0 against magdk and magplar TBH :disappointed:
  • VarisVaris
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    It should improve as players adapt to the new patch. Few people like high TTK or stalemates, so they will naturally shift to more damage, which has the side effect of losing some sustain or survivability. I suspect there will always be some troll tanks that cannot be killed 1v1, but soon the vast majority of players will find the appropriate balance of damage and become mortal again.

    Laughs in PC EU.
    No one has to give up any survivability on magdk or magplar in order to achieve kills and unless the actual person playing them dies there is no way their character will either.

    No one will willfully reduce their survivability just to invite people to kill them on a more tanky build while you will still struggle to kill them even when going full damage (most magdks and magplar already run 3 offensive sets)

    This patch is bad and it will just become worse with time.
  • divnyi
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    I would unironically want to see heals cut in half or something like this, and damage being toned down a bit.
    Damage done with 2x damage sets should not be outheal'able.
  • VarisVaris
    VarisVaris
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    divnyi wrote: »
    I would unironically want to see heals cut in half or something like this, and damage being toned down a bit.
    Damage done with 2x damage sets should not be outheal'able.

    And then what?
    That will just result in players building more tanky and even more of them playing magdk and magplar because they are the only classes that can attempt to survive every other class will be even easier to kill for them if you nerf heals across the board.

    The game does not need any more changes across the board but rather one's focused on the actual issue which mostly stem from the changes made in the last year (hybridization, living darkness Buff, armor hybridization, embers Buff, corrosive hybridization, whip Buff, javalin Buff, rune focus heal,...)
  • auz
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    Just start with heals not being able to stack. The real problem with groups is all the layers of heals. Remove that and more people will die. Keep damage as it is and see what happens. It can't be worse than it is now
  • Urzigurumash
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    auz wrote: »
    Just start with heals not being able to stack. The real problem with groups is all the layers of heals. Remove that and more people will die. Keep damage as it is and see what happens. It can't be worse than it is now

    It would be worse for Solo Queue BGs. One team might get a mix of classes and HoTs, another team might get the same classes with the same HoTs.
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • MEBengalsFan2001
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    So as with every update, I play all my classes evenly. I've mostly focused on DK, templar and NB. On all three classes, I am insanely hard to kill, even by multiple targets, even on my squishy NB, because I can heal through massive amounts of damage. The changes to DK Burning Embers alone are just dumb when you consider we already had access with arguably the best heal in the game.

    And on top of that, ball group have once again been buffed, making them massively harder to kill than they ever were, while also offering more sets to further push damage. This let's them running a third or even fourth healer, all spamming the same HOTs, stacking them on every player.

    I wanted to give this update a fair chance even after seeing the PC complaints, but after the better part of a week on console, I am very concerned with how many fights are just stalemates for minutes on end. It shouldn't take 15 minutes to clear out a 5 man group of DKs when you have 20 plus dropping bombs on them. I've been on both sides of this. I personally find it incredibly boring to just tank people all night long, so I'm leaving behind my DK and templar, focusing on my NB and sorc, but survivability is too high there, as well (though not quite as much).

    I mean, look at this explanation to Burning Embers.
    This change was made to help offer the Dragonknight more steady healing in the midst of combat,

    I don't remember anyone out there campaigning for DK to be even stronger in the heals department.

    I think damage on most classes is fine at this point, even if a few are slightly performing better. But the healing is just out of this world. TTK is even higher and everyone on my end seems pretty frustrated.

    I'm happy to hear from anyone who disagrees with some good insight that I may be lacking, but this seems like a no brainer.

    Healing is a bit to strong right now; I'm sure the devs are monitoring it and will adjust it accordingly.

    As someone that plays mainly as a healer PVE and does DPS in PVPs the update has made healing to strong because it is using our highest combined stats. How strong a heal is should be centered around the higher resource pool as many healer forgo spell damage and focus on recovery and their resource pool for additional heals/buffs. By adjusting healing to be based just on resource pool it would improve the game both in PVE and PVP.
  • VarisVaris
    VarisVaris
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    So as with every update, I play all my classes evenly. I've mostly focused on DK, templar and NB. On all three classes, I am insanely hard to kill, even by multiple targets, even on my squishy NB, because I can heal through massive amounts of damage. The changes to DK Burning Embers alone are just dumb when you consider we already had access with arguably the best heal in the game.

    And on top of that, ball group have once again been buffed, making them massively harder to kill than they ever were, while also offering more sets to further push damage. This let's them running a third or even fourth healer, all spamming the same HOTs, stacking them on every player.

    I wanted to give this update a fair chance even after seeing the PC complaints, but after the better part of a week on console, I am very concerned with how many fights are just stalemates for minutes on end. It shouldn't take 15 minutes to clear out a 5 man group of DKs when you have 20 plus dropping bombs on them. I've been on both sides of this. I personally find it incredibly boring to just tank people all night long, so I'm leaving behind my DK and templar, focusing on my NB and sorc, but survivability is too high there, as well (though not quite as much).

    I mean, look at this explanation to Burning Embers.
    This change was made to help offer the Dragonknight more steady healing in the midst of combat,

    I don't remember anyone out there campaigning for DK to be even stronger in the heals department.

    I think damage on most classes is fine at this point, even if a few are slightly performing better. But the healing is just out of this world. TTK is even higher and everyone on my end seems pretty frustrated.

    I'm happy to hear from anyone who disagrees with some good insight that I may be lacking, but this seems like a no brainer.

    Healing is a bit to strong right now; I'm sure the devs are monitoring it and will adjust it accordingly.

    As someone that plays mainly as a healer PVE and does DPS in PVPs the update has made healing to strong because it is using our highest combined stats. How strong a heal is should be centered around the higher resource pool as many healer forgo spell damage and focus on recovery and their resource pool for additional heals/buffs. By adjusting healing to be based just on resource pool it would improve the game both in PVE and PVP.

    No it wouldn't improve PvP at all and I'm tired of having to explain that over and over again.

    There is absolutely no reason to change how heals scale in general the only changes needed are linked to individual skills and capping the amount of hot instances one can have on themselves to 2.

    Changing how heals scale will create countless issues that the dev team will never be able to control and if they attempt to do so they'll create further problems in the process
  • katorga
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    divnyi wrote: »
    I would unironically want to see heals cut in half or something like this, and damage being toned down a bit.
    Damage done with 2x damage sets should not be outheal'able.

    Building for damage = building for heals.

    ZOS just needs to reduce the battle spirit damage debuff, to 33% from 50%.

    If they want to get really radical, make all healing skills and abilities scale from max mag or max stam and all damage skills from max weapon or spell damage. Just like they do with healing proc sets.

    Ironically, that would completely over power classes, like DK, with heals scaling damage done. :D
    Edited by katorga on April 4, 2022 1:36PM
  • Dem_kitkats1
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    katorga wrote: »
    Ironically, that would completely over power classes, like DK, with heals scaling damage done. :D

    Damage abilities that heal you is something I never understood about this game :/ .
  • Stamicka
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    It should improve as players adapt to the new patch. Few people like high TTK or stalemates, so they will naturally shift to more damage, which has the side effect of losing some sustain or survivability. I suspect there will always be some troll tanks that cannot be killed 1v1, but soon the vast majority of players will find the appropriate balance of damage and become mortal again.

    This is not true unfortunately. Especially in regard to this thread. Building more damage often means having better healing as well. There’s also something wrong how offense and defense are balanced in this game. Stacking defense is so much more effective than stacking offense. We’ve been in a tanky/heal meta since 2016 and it only gets worse, never better. Just look at how much health the average pvper has. People are so afraid of dying that they actually give up the ability to kill altogether if it means they can survive.
    JaeyL
    PC NA and Xbox NA
  • DrSlaughtr
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    I don't know what the right answer is, but having someone with 7000+ damage also being able out heal damage from several sources all at once while also killing everyone isn't it.

    We also can't suggest something that would kill PvE.

    I actually like the idea of max stat scaling healing because it would make healers more important on both sides of the coin. Yes some players might then try to build DPS with 40 mag but doing so requires sacrifice which is okay with me.

    But maybe there's a negative to that which I don't see.

    HoT stacking should end in pvp.

    BUFF MAJOR AND MINOR DEFILE. It's been useless for too long.
    I drink and I stream things.
  • xylena_lazarow
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    The power ceiling for defense far exceeds that for offense. Defensive abilities are more efficient, defensive sets are more dense, healing and mitigation keep getting buffed while damage stays the same or is nerfed...
    PC/NA || CP/Cyro || RIP soft caps
  • And0ssus
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    I think its a Combination of multiple Things and Not just healing it self.
    You also have a lot of dmg Mitigation atm in the Game especially the "free" Mitigation of Vampire. It scales up to 30% which is way to much. If you add that on top of the 2 Most disscused classes atm (Temp and DK) that also have healing abilitys that Scale up as lower you health Drops, then it gets a bit crazy.

    Also a Problem imo is that you don't loose to much dmg/healing when you lower your offensive Ressourcepool (Mag/Stam). You still can bump up your Wpn/Spell dmg to a pretty good amount atm - especially in Group Play with all the Buff Sets we have now. With that you can just go for a Higher Healthpool which makes it Harder to get bursted Overall and also Problem Number 1 adds Up then.

    Also if you are lowering just Overall healing by a flat % value it will Hit solo players/classes that are already struggeling a Bit with healing/surviveability.
  • taugrim
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    The changes to DK Burning Embers alone are just dumb when you consider we already had access with arguably the best heal in the game

    Burning Embers is faceroll OP now.

    What was the best heal in the game that DK already had?
    PC | NA | CP 2.3k
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  • DrSlaughtr
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    taugrim wrote: »
    The changes to DK Burning Embers alone are just dumb when you consider we already had access with arguably the best heal in the game

    Burning Embers is faceroll OP now.

    What was the best heal in the game that DK already had?

    Coagulating Blood.
    I drink and I stream things.
  • jaws343
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    There is another source of ridiculous healing at the moment as well.

    Werewolves are practically unkillable. Their heal now scales with their weapon damage, so they can put out insane damage and healing, and all they really have to do is spec into a bit of mag recovery.
  • DrSlaughtr
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    jaws343 wrote: »
    There is another source of ridiculous healing at the moment as well.

    Werewolves are practically unkillable. Their heal now scales with their weapon damage, so they can put out insane damage and healing, and all they really have to do is spec into a bit of mag recovery.

    They are pretty though to kill but they're damage has been nerfed pretty hard so I don't see many of them on XB except on WW Wednesday.
    I drink and I stream things.
  • dinokstrunz
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    jaws343 wrote: »
    There is another source of ridiculous healing at the moment as well.

    Werewolves are practically unkillable. Their heal now scales with their weapon damage, so they can put out insane damage and healing, and all they really have to do is spec into a bit of mag recovery.

    Disagree, Werewolf are pretty awful. I've had zero issues in killing them either this patch.
  • Dem_kitkats1
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    We also can't suggest something that would kill PvE.

    IMO something needs to be done about healing throughout the whole game; both in PvP and PvE. I don't think that having players be more mindful about implementing healing would at all break the game for any content. There are other PvE threads discussing how practically useless pure healers feel in most content. We have healers why don't we actually allow them to have a role and feel more useful outside of coordinated groups? Plus the healing and mitigation is why so much of the content in PvE feels too easy. That's why I actually like and agree with the max offensive stat idea and I think this would bring more balance back to the game.
    The power ceiling for defense far exceeds that for offense. Defensive abilities are more efficient, defensive sets are more dense, healing and mitigation keep getting buffed while damage stays the same or is nerfed...

    Damage is high, we just don't notice because there are so many defensive options. However, I think that these options are exacerbated by extremely high healing that completely negates any damage without any sacrifice.
    And0ssus wrote: »
    I think its a Combination of multiple Things and Not just healing it self.
    You also have a lot of dmg Mitigation atm in the Game especially the "free" Mitigation of Vampire. It scales up to 30% which is way to much.

    I'm fine with high mitigation, because, at least players have to sacrifice something for more mitigation. For extremely high healing players don't have to sacrifice anything. And I don't think that it's any coincidence that the 2 classes that have best healing and damage tool kits, and have access to skills where healing is scaled with damage are the ones that are complained about the most. Healing should be a form of mitigation as well in the sense that if you require more of it, something should be sacrificed.
    And0ssus wrote: »
    Also if you are lowering just Overall healing by a flat % value it will Hit solo players/classes that are already struggeling a Bit with healing/surviveability.

    I'm sorry but in an MMO the solo player will always be at a disadvantage. In trying to cater to the solo and overly empower them, the game has lost it's balance. Because if one player can be powerful well then groups of them will be devastating. And we've all seen how groups will use the very things that empower solos against them. And now we've made it even easier and less effort for groups to coordinate. At least before players in groups had be mindful about positioning around healers and tanks, for if they wandered too far they would be vulnerable. Pressure a healer, or strategically take a healer out, and the group would have an uphill battle. That's not the case anymore as healers have mindless work as DDs can take care of themselves and out heal any damage or counters that come their way. Now coordination is simply point in a direction and go, because you're practically untouchable.

    H.o.t. stacking is ridiculous, I agree, but I think limiting the number of stacks per player would be an easy fix without affecting healer roles and healing in PvE.
    The fact that threads about healing keep popping up is a sign that the healing is not fine.
    Edited by Dem_kitkats1 on April 6, 2022 1:09AM
  • VarisVaris
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    We also can't suggest something that would kill PvE.

    IMO something needs to be done about healing throughout the whole game; both in PvP and PvE. I don't think that having players be more mindful about implementing healing would at all break the game for any content. There are other PvE threads discussing how practically useless pure healers feel in most content. We have healers why don't we actually allow them to have a role and feel more useful outside of coordinated groups? Plus the healing and mitigation is why so much of the content in PvE feels too easy. That's why I actually like and agree with the max offensive stat idea and I think this would bring more balance back to the game.
    The power ceiling for defense far exceeds that for offense. Defensive abilities are more efficient, defensive sets are more dense, healing and mitigation keep getting buffed while damage stays the same or is nerfed...

    Damage is high, we just don't notice because there are so many defensive options. However, I think that these options are exacerbated by extremely high healing that completely negates any damage without any sacrifice.
    And0ssus wrote: »
    I think its a Combination of multiple Things and Not just healing it self.
    You also have a lot of dmg Mitigation atm in the Game especially the "free" Mitigation of Vampire. It scales up to 30% which is way to much.

    I'm fine with high mitigation, because, at least players have to sacrifice something for more mitigation. For extremely high healing players don't have to sacrifice anything. And I don't think that it's any coincidence that 2 classes that have best healing and damage tool kits, and have access to skills where healing is scaled with damage are the ones that are complained about the most. Healing should be a form of mitigation as well in the sense that if you require more of it, something should be sacrificed.
    And0ssus wrote: »
    Also if you are lowering just Overall healing by a flat % value it will Hit solo players/classes that are already struggeling a Bit with healing/surviveability.

    I'm sorry but in an MMO the solo player will always be at a disadvantage. In trying to cater to the solo and overly empower them, the game has lost it's balance. Because if one player can be powerful well then groups of them will be devastating. And we've all seen how groups will use the very things that empower solos against them. And now we've made it even easier and less effort for groups to coordinate. At least before players in groups had be mindful about positioning around healers and tanks, for if they wandered too far they would be vulnerable. Pressure a healer, or strategically take a healer out, and the group would have an uphill battle. That's not the case anymore as healers have mindless work as DDs can take care of themselves and out heal any damage that comes their way and. Now coordination is simply point in a direction and go, because you're practically untouchable.

    H.o.t. stacking is ridiculous, I agree, but I think limiting the number of stacks per player would be an easy fix without affecting healer roles and healing in PvE.
    The fact that threads about healing keep popping up is a sign that the healing is not fine.

    Solo play has been a thing since launch and it is totally possible to balance stuff without ruining solo play completely.

    Healing mechanics in general are fine the only issues stem from overperforming skills or hot stacking (main offender is radiating regen here)

    Detaching healing from weapon/spelldamage will only create more issues without tackling the core problems.
  • DrSlaughtr
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    And0ssus wrote: »
    I think its a Combination of multiple Things and Not just healing it self.
    You also have a lot of dmg Mitigation atm in the Game especially the "free" Mitigation of Vampire. It scales up to 30% which is way to much. If you add that on top of the 2 Most disscused classes atm (Temp and DK) that also have healing abilitys that Scale up as lower you health Drops, then it gets a bit crazy.

    Also a Problem imo is that you don't loose to much dmg/healing when you lower your offensive Ressourcepool (Mag/Stam). You still can bump up your Wpn/Spell dmg to a pretty good amount atm - especially in Group Play with all the Buff Sets we have now. With that you can just go for a Higher Healthpool which makes it Harder to get bursted Overall and also Problem Number 1 adds Up then.

    Also if you are lowering just Overall healing by a flat % value it will Hit solo players/classes that are already struggeling a Bit with healing/surviveability.

    I am not seeing this. What I see is one player leading a group endlessly around a keep or rock or tower because their solo heals are massively high. I see 1vXers all the time go from a sliver of health to 100% in one global cooldown every night. There are posts on this board right now where people are bragging about taking on 15 people with little effort.

    I get people love to run solo and you want to be able to roll with that playstyle, but if your heals are overtuned, that means everyone in a group is even more. We've had many patches where healing wasn't this obscene and there were always solo players. I think it's a matter of what you expect a solo player to be able to accomplish. If you're wanting to face down being focused by 10 competent DDs at once and potentially win, then we're going to disagree with that.
    I drink and I stream things.
  • BlossomDead
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    What do you mean? I love seeing people with 5% healthbar left healing back up to full life. Gives me a sense of achievement after chipping away at their resistance/def combo for all those 15 minutes prior to this moment. In fact, I think we need at least 40 min to an 1hr grind on average on a single player to achieve an 'I-almost-killed-them' moment.

    Death in PvP at this point. It is very frowned upon.
    Edited by BlossomDead on April 5, 2022 4:08PM
  • MEBengalsFan2001
    MEBengalsFan2001
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    VarisVaris wrote: »
    So as with every update, I play all my classes evenly. I've mostly focused on DK, templar and NB. On all three classes, I am insanely hard to kill, even by multiple targets, even on my squishy NB, because I can heal through massive amounts of damage. The changes to DK Burning Embers alone are just dumb when you consider we already had access with arguably the best heal in the game.

    And on top of that, ball group have once again been buffed, making them massively harder to kill than they ever were, while also offering more sets to further push damage. This let's them running a third or even fourth healer, all spamming the same HOTs, stacking them on every player.

    I wanted to give this update a fair chance even after seeing the PC complaints, but after the better part of a week on console, I am very concerned with how many fights are just stalemates for minutes on end. It shouldn't take 15 minutes to clear out a 5 man group of DKs when you have 20 plus dropping bombs on them. I've been on both sides of this. I personally find it incredibly boring to just tank people all night long, so I'm leaving behind my DK and templar, focusing on my NB and sorc, but survivability is too high there, as well (though not quite as much).

    I mean, look at this explanation to Burning Embers.
    This change was made to help offer the Dragonknight more steady healing in the midst of combat,

    I don't remember anyone out there campaigning for DK to be even stronger in the heals department.

    I think damage on most classes is fine at this point, even if a few are slightly performing better. But the healing is just out of this world. TTK is even higher and everyone on my end seems pretty frustrated.

    I'm happy to hear from anyone who disagrees with some good insight that I may be lacking, but this seems like a no brainer.

    Healing is a bit to strong right now; I'm sure the devs are monitoring it and will adjust it accordingly.

    As someone that plays mainly as a healer PVE and does DPS in PVPs the update has made healing to strong because it is using our highest combined stats. How strong a heal is should be centered around the higher resource pool as many healer forgo spell damage and focus on recovery and their resource pool for additional heals/buffs. By adjusting healing to be based just on resource pool it would improve the game both in PVE and PVP.

    No it wouldn't improve PvP at all and I'm tired of having to explain that over and over again.

    There is absolutely no reason to change how heals scale in general the only changes needed are linked to individual skills and capping the amount of hot instances one can have on themselves to 2.

    Changing how heals scale will create countless issues that the dev team will never be able to control and if they attempt to do so they'll create further problems in the process

    Limiting a player to 2 HoT is in itself not viable for classes designed around healing through HoTs. I played other games where one class only healed by HoTs. What should happen is you can't have more than a single HoT from an ability and its morphs. This would greatly reduce the healing that ball groups have. It still wouldn't resolve how much healing a DPS player can do to themselves with burst or self HoTs.

    This game honestly needs an adjustment to how healing and damage is calculated. Damage should not use the resource pool to increase damage, it should be either spell or weapon damage whichever is higher. Healing should be calculated based on your highest resource pool. Also I would like to see more stamina based healing abilities. Maybe even a healing type of melee or ranged weapon other than the resto staff.
    Edited by MEBengalsFan2001 on April 7, 2022 2:28PM
  • Urzigurumash
    Urzigurumash
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    I'm also skeptical that a limit on HoT stacking would have no impact on class balance. Seems to me it would make Necro and DK healing even better, Intensive Mender and Cauterize being Direct Heals.

    Equitable solutions tend to be complicated, simple solutions tend to be inequitable, but there already is a very simple feature to limit the power of healing in PvP. Adjusting the Battlespirit modifiers might not be a perfect solution but it's simple and much more easily effectuated and adjusted than any other idea, with much less chance of causing inextricable changes - such as the nerf to HP Regen leading to more Vampirism leading to an overpowered state of Flame Damage and Dawnbreaker.

    Any nerf to healing, whether a change in scaling, a limit on HoTs, or a reduction in Battlespirit, is going to hurt specs with low healing more than those with high healing. How could it not? Specs with lower healing should have more damage, and thus with a general nerf to healing, may be able to outburst the higher healing specs more easily. Or no?

    Has Coagulating Blood received a buff since the patch which introduced the new Champion system and No Proc Greyhost, where mDK and sDK were both nearly absent and StamBlade and MagSorc were the strongest and most popular solo specs? No I don't think so, I think it was last buffed at Elsweyr, but the Battlespirit modifiers have changed. Like I've asked before - what happens when you take DK and Templar as they are now and drop them into that patch?
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Lebkuchen
    Lebkuchen
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    ...for all those 15 minutes prior to this moment...

    You should not fight one player for 15 minutes in the first place. You can see if you are able to win a fight after a few seconds, maybe a minute. Trying to kill someone for 15 minutes, hoping for lags or a zerg to help you, is just boring. Most players will stop the fight after a few tries to kill the enemy and move on. Sometimes they will even whisper each other and become good friends.
  • Dem_kitkats1
    Dem_kitkats1
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    VarisVaris wrote: »

    Solo play has been a thing since launch and it is totally possible to balance stuff without ruining solo play completely.

    Healing mechanics in general are fine the only issues stem from overperforming skills or hot stacking (main offender is radiating regen here)

    Detaching healing from weapon/spelldamage will only create more issues without tackling the core problems.

    Solo play may have always been a thing, but the solo will never be more powerful than a group, that's just not logical or feasible. Overly strong healing is now just making it impossible for solos to kill anything. Radiant regen aside, players are hitting 18-20k or more healing with burst heals alone, which negates most of the damage a solo can do. By the time you can even chip away at a DD's health bar someone else from the group is already killing you. It's why 1v1s and duels end in high TTKs or stalemates more often. As a solo you can't expect to be unkillable yourself, and then complain when groups indestructible.

    The skills that are overperforming are the ones connected to overpowered healing.
    Edited by Dem_kitkats1 on April 5, 2022 5:55PM
  • xylena_lazarow
    xylena_lazarow
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    The meta is too tanky even on an individual level and gets exponentially worse the more players you have stacking heals. Walking away from yet another stalemated fight is really getting old.
    PC/NA || CP/Cyro || RIP soft caps
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