It shouldn’t be a race from 100 to 0 where the only winner is who damages fastest.
Yes but shouldn’t you be able to outheal all incoming damage in a 1v1? At least sometimes? At least if you’re winning? If you’re winning a 1v1 you should, if you so desire, be able to top your health off. It shouldn’t be a race from 100 to 0 where the only winner is who damages fastest.
I don’t think burst and damage should outperform healing. It should be perfectly balanced and the winner should be who knows when to do what… who makes the best usage of their global cooldowns.
You say my 10% will make some broken heals less broken. Well that’s what we should want isn’t it? 30% is a whole new meta. And two weeks later everybody will scream omg they nerfed it too hard why do they always nerf it with a hammer.
@Thecompton73 to nerf balls you want to nerf cross-healing stacking. This is not the easiest thing to implment, so I've ommited it.
edit1: also it will not change anything about 1v1 gameplay.
Healing absorption is horrible mechanic and we don't want to see more of it. It's like oblivion damage.
Problem with any sets and status effects is that balls will stack all the effects much more effeciently than zergs.
It is incredibly punishing to newer players, that can't outDPS pros even if they have greater numbers.
MashmalloMan wrote: »In the simplest way to put it, this is what ZOS aims for.
- Healing = Damage
MashmalloMan wrote: »Give me 1 good reason why a newer player who doesn't understand these core concepts should kill a pro simply because they did a DPS rotation on them due to healing never being able to match the incoming damage they're taking unless they happen to have a 3rd party involved?
What I don't want to see is healing broadly nerfed to the point where making a dedicated healing build for PvP becomes useless.
MashmalloMan wrote: »No thank you. Your idea doesn't tackle the root of the issue and is a bad bandaid like solution to a larger issue. 1v1s are fine depending on the class (some are over the top), group play is where healing is ridiculous right now.
The solution in almost every scenario should never be a blanket nerf to everything like -30% on Battle Spirit as this will devastate some classes while barely scracthing the builds that were overperforming.
Some general idea's to fight the real problem, not all of them need to apply at once, but they should be looked at:
- Make Rapid Regen only target the original caster or at least, provide an option via settings somehow. This will passively shift builds away from Radiating Regen. The option is still there, but not every single player would have it slotted. This is a similar solution that we saw apply back in the day to Resolving vs Echoing Vigor. No one switched to Echoing Vigor when Resolving Vigor was made self targeted only. Echoing does suck, but thats a larger issue..
- -30% nerf to any heal you do to other players via battlespirit.
- Aoe hot caps to 1 or 2 of each skill/effect. Primarily focussed on the issue regen stacking has caused as it's the most popular, but only tackling regen would shift the stacking in large groups to other sources, so why not look at everything instead, it would also make build diversity for premade play more interesting.
- Coupled with the above change. Reapplication of aoe hots will only refresh the duration and copy the most recent applicators tooltip (instead of just extending the first casts values). This would mean crappy heals should be thought about more instead of multiple players blindly stacking whatever they have on each other.
- Look at the overperforming classes and off healing ease of access. Eg. Sorc's flappy bird heals 2 targets + itself for the same value, it's 2skill bar skill, but you can shift some of the benefits elsewhere instead of making it heal 1 extra target for the full amount every cast. It completely outclasses every other classes burst heal. Eg. Templar has an insane amount of heals that wouldn't be a problem for just themselves as it's sort of their identity, but many of them apply in aoe to other people for the same value. AKA, Backlash, Rushed Ceremony, Ritutal of Retribution. Couple that with Regen and they're aoe healing monsters without specifically speccing for it like a healer would.
- Bring back only being able to heal your group instead of anybody (in pvp, leave pve the same), only really a Cyro issue, but it would also make healing more meaningful. You are meant to be a team.
I reserve the idea that our primary source of survival should almost always be ourselves which is another reason nerfing healing across the board is a bad idea. We deserve to die if we mess up instead of being carried by a random person stacking 5 hots on us without even trying to do so. I feel practically unkillable in some BG matches where I have a few regen stacks on me, when you have someone with a mag burst heal too, it's just game over. They don't even need to be a healer. Templar, Sorc, Necro and NB all have burst heals for themselves that effect others for the same value. DK and Necro have passive burst heals via Cauterize and Mender.
When classes choose the best skills for self healing that also happen to off heal, there's an issue. It should be a choice and if there is no choice or can't be a choice then fixing it directly through Battlespirit is an easy solution.
I'll share an experience I had. I main stam sorc and I've played them for 95% of my time on ESO, I have every class, but I don't meta chase and my experience on other classes is very little for pvp. I happened to be interested in Templar following a few changes recently. I made a build and got into pvp. The first thing I noticed is how much I was able to help other people while being just as proficient for myself as that luxary isn't on stam sorc. On my stam sorc, my heals are Dark Deal, Critical Surge and Vigor.
Templar on the other hand, Ritual, Backlash, Rushed Ceramony, Regen, Bubble, Jabs, Rune. It's fine that Templar's survival is based on stacking healing, I've got speed on Sorc where healing is lacking, the problem is most of the above heals are aoe and I didn't give anything up to achieve that. Converting from Stam Sorc, Ceramony is my Dark Deal, Regen is my Vigor, Ritual is my Crit Surge. Bubble is my Elude. Rune is my Hurricane. Jabs is my spammable. Backlash is my Haunting Curse. I easily converted my sorc playstyle to templar and managed to output crazy offhealing.
The ability to see a team mate in danger and swap to back bar and heal them from 10% to 100% by spamming my burst heal is just ridiculously helpful. On my stam sorc, I'm completely selfish, but it's the only legit way to play them. Not complaining about Sorc, I think their kit is fine for melee and ranged. I'm just saying aoe heals should be adjusted somehow and the above solutions are how it can be achieved.
MashmalloMan wrote: »It is incredibly punishing to newer players, that can't outDPS pros even if they have greater numbers.
I really don't understand this mentality and your comments in the thread.
A newer player should lose to a pro because the pro knows how to keep their buffs and sustained healing up, while also keeping their reactive defense up in prediction of burst to come. A pro knows to line up burst and CC properly for combo's to kill someone. A pro knows what every skill and action does, how sustain management works and how to notice an oponents behaviours to predict if they should combo them or not.
Give me 1 good reason why a newer player who doesn't understand these core concepts should kill a pro simply because they did a DPS rotation on them due to healing never being able to match the incoming damage they're taking unless they happen to have a 3rd party involved?
It makes no sense.
In the simplest way to put it, this is what ZOS aims for.
- Healing = Damage
- Mitigation + evasion + proactive counters (shields/hots) = combo's and/or burst.
Off healing as many stated here is the problem. Your solution kills any and all complexity to pvp and it's based on a questionable idea that somehow, someone who doesn't understand pvp should be able to kill someone that does. Why?
MashmalloMan wrote: »In the simplest way to put it, this is what ZOS aims for.
- Healing = Damage
Healing is way above that atm.
Backbar heal staff + Vigor + class spammable (+ class HoT) = more than top DPS build can hit.MashmalloMan wrote: »Give me 1 good reason why a newer player who doesn't understand these core concepts should kill a pro simply because they did a DPS rotation on them due to healing never being able to match the incoming damage they're taking unless they happen to have a 3rd party involved?
Because they can't match the damage needed to kill even if they have 3rd party involved, or even 5 of them.
Heck, two "pros" would fight each other forever in CP PvP most of the time, especially on the builds that are used to 1vX.
Nebula_DooM wrote: »They should reintroduce befoul as a champion point. With the new system however, there is no diminishing returns and befoul could outright be op so change the percentage where needed.