WordsOfPower wrote: »In the interest of curiosity, can I see if we can get actual agreement on this issue?
No more than one occurrence of a named HoT ability can hit a single individual?
If not, WHAT IS YOUR REASON for opposing this hypothetical change?
MEBengalsFan2001 wrote: »VarisVaris wrote: »MEBengalsFan2001 wrote: »TheEndBringer 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 magika 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.
Urzigurumash wrote: »WordsOfPower wrote: »In the interest of curiosity, can I see if we can get actual agreement on this issue?
No more than one occurrence of a named HoT ability can hit a single individual?
If not, WHAT IS YOUR REASON for opposing this hypothetical change?
3. Why mess with any of that when we could just see what happens when Battlespirit is adjusted?
VarisVaris wrote: »Urzigurumash wrote: »WordsOfPower wrote: »In the interest of curiosity, can I see if we can get actual agreement on this issue?
No more than one occurrence of a named HoT ability can hit a single individual?
If not, WHAT IS YOUR REASON for opposing this hypothetical change?
3. Why mess with any of that when we could just see what happens when Battlespirit is adjusted?
So you want yet another change across the board that will negatively affect every spec while the outliers will still remain stronger relatively.
I can't wait to fight a magplar or magdk that still can't die while they pull 9k dps in a duel and my healing has been reduced by x%
Yes this will totally be an exciting and fun fight.
Urzigurumash wrote: »VarisVaris wrote: »Urzigurumash wrote: »WordsOfPower wrote: »In the interest of curiosity, can I see if we can get actual agreement on this issue?
No more than one occurrence of a named HoT ability can hit a single individual?
If not, WHAT IS YOUR REASON for opposing this hypothetical change?
3. Why mess with any of that when we could just see what happens when Battlespirit is adjusted?
So you want yet another change across the board that will negatively affect every spec while the outliers will still remain stronger relatively.
I can't wait to fight a magplar or magdk that still can't die while they pull 9k dps in a duel and my healing has been reduced by x%
Yes this will totally be an exciting and fun fight.
My solution is more expedient than perfect, but again, Coag hasn't been buffed since mDK was in the gutter. Obviously mDK got big offensive and sustain buffs which means Coag now supports a much better kit overall, but -
Shouldn't the specs with lower healing have better burst? I don't think there have been any buffs to DK or Necro healing since No Proc Greyhost, when StamBlade and MagSorc were much more easily able to burst opponents down than they are now, and before the last adjustment to Battlespirit. Heals are only half of the equation, victory requires "outhealing damage" or "outdamaging heals".
So a global nerf to healing could help tip the scales a bit more towards NB and Sorc and away from DK and Templar. That's my logic. No good?
VarisVaris wrote: »Urzigurumash wrote: »VarisVaris wrote: »Urzigurumash wrote: »WordsOfPower wrote: »In the interest of curiosity, can I see if we can get actual agreement on this issue?
No more than one occurrence of a named HoT ability can hit a single individual?
If not, WHAT IS YOUR REASON for opposing this hypothetical change?
3. Why mess with any of that when we could just see what happens when Battlespirit is adjusted?
So you want yet another change across the board that will negatively affect every spec while the outliers will still remain stronger relatively.
I can't wait to fight a magplar or magdk that still can't die while they pull 9k dps in a duel and my healing has been reduced by x%
Yes this will totally be an exciting and fun fight.
My solution is more expedient than perfect, but again, Coag hasn't been buffed since mDK was in the gutter. Obviously mDK got big offensive and sustain buffs which means Coag now supports a much better kit overall, but -
Shouldn't the specs with lower healing have better burst? I don't think there have been any buffs to DK or Necro healing since No Proc Greyhost, when StamBlade and MagSorc were much more easily able to burst opponents down than they are now, and before the last adjustment to Battlespirit. Heals are only half of the equation, victory requires "outhealing damage" or "outdamaging heals".
So a global nerf to healing could help tip the scales a bit more towards NB and Sorc and away from DK and Templar. That's my logic. No good?
Magdk healing has been significantly buffed over the last year.
Embers hot, whip CD gone, battle roar buff.
Trying to tip the scale towards nb or sorc won't play out as you project it as magdks or magplar will only build for more survivability while their already overwhelming offensive capabilities still allow them to prevent anyone from going on the offense against them.
Meanwhile the nerf will heavily affect any spec that isn't overtuned right now like stamdk, Magden, Stamsorc as they will have even more trouble staying alive.
The nerfs we need have to be pointed towards individual classes and abilities and should be targeted towards giving back classes an identity that makes them fun and challenging to play with and against while reintroducing some limitations specs like magplar and magdk rightfully had in the past
Or they might do this instead--> https://forums.elderscrollsonline.com/en/discussion/601926/maintenance-on-all-megaservers-april-6-4am-edt .... Assuming that ^ fix is related to this thread?Be careful OP, zos might go and add a heal over time affect to each classes DoT abilities
WordsOfPower wrote: »Someone asked me what would happen with solo queued the team with the most different HoTs would win.
This is such flawed logic I don't even know where to start.
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%.
VarisVaris 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.
Easy fix. bind healing to max stat instead of spell / wep dmg. thing is big dmg = big heals most people build max wep/spell dmg. you remove healing from those stats healing drastically drops.
Easy fix. bind healing to max stat instead of spell / wep dmg. thing is big dmg = big heals most people build max wep/spell dmg. you remove healing from those stats healing drastically drops.
VarisVaris wrote: »Please just read the whole thread again it has been explained more than once why this is a terrible idea that solves nothing but generates many new problems.
Detaching healing from weapon/spelldamage will only create more issues without tackling the core problems.
Trying to tip the scale towards nb or sorc won't play out as you project it as magdks or magplar will only build for more survivability while their already overwhelming offensive capabilities still allow them to prevent anyone from going on the offense against them.
VarisVaris wrote: »Easy fix. bind healing to max stat instead of spell / wep dmg. thing is big dmg = big heals most people build max wep/spell dmg. you remove healing from those stats healing drastically drops.Easy fix. bind healing to max stat instead of spell / wep dmg. thing is big dmg = big heals most people build max wep/spell dmg. you remove healing from those stats healing drastically drops.
Please just read the whole thread again it has been explained more than once why this is a terrible idea that solves nothing but generates many new problems.
TheEndBringer wrote: »VarisVaris wrote: »Easy fix. bind healing to max stat instead of spell / wep dmg. thing is big dmg = big heals most people build max wep/spell dmg. you remove healing from those stats healing drastically drops.Easy fix. bind healing to max stat instead of spell / wep dmg. thing is big dmg = big heals most people build max wep/spell dmg. you remove healing from those stats healing drastically drops.
Please just read the whole thread again it has been explained more than once why this is a terrible idea that solves nothing but generates many new problems.
I don't think anyone made a compelling argument of why this would be bad.
A dedicated healer can run one max stat set with one healing set or group buff set and do their job.
A DD would have to also run at least one max stat set like crafty to pump up their heals. Yes, higher stam/mag increases your damage but doing this means you're choosing crafty over a proc, damage buff set or tank set. You would have to make a sacrifice to hang onto your op healing.
"Players would just build tanker."
I'd rather a player take 10% less damage vs having access to a 20k heal with 3k recovery.
Healers already feel useless outside a ball groups. This would make them more necessary in group play as DDs will have a harder time face tanking multiple sources of damage.
"What about solo players?"
You can't balance the game around someone who wants to 1v12. There have been patches in the past where solo healing was less potent and there were still 1vXers.
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%.
Would put burst builds on the top of the foodchain.
Reducing heals is better approach.
.
I think ALL damage should scale from max spell or max weapon damage. Nothing else.
The amount of damage you can block should scale off health, say 10% per full increment of 10K health (35K health = 30% block).
TheEndBringer 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.
Supershutze wrote: »Heals being ridiculously powerful is a problem, for sure, but the real problem that's been plaguing the game is that there's zero counterplay to healing.
Everyone heals, because nothing can stop them. It's the most powerful defensive ability in the game because there's no way to counter it.
This also means that there's only one way around this; bursting your opponent *before* they can heal. Congrats, every build is now the same build with different flavours. How boring.
If we want to fix the heal meta, we need ways to seriously reduce enemy healing, and ways to outright prevent healing.
Buff defile back to something useful. Give us sources of powerful heal absorption.