ZOS could just limit the active healing effects players receive to one per second; and have the strongest incoming heal be the one the player receives. Doing away with allowing players to be under multiple healing effects in a single second.
PvP_Exploiter wrote: »ZOS could just limit the active healing effects players receive to one per second; and have the strongest incoming heal be the one the player receives. Doing away with allowing players to be under multiple healing effects in a single second.
One heal per second is far too weak, even for PvE.
Limiting the number of instances a player can have of 1 per skill would go a long way.
For example instead of a group of 3 people having 3x radiating regen on them at all times, then can only have 1 maximum, that reduces the amount of cross-healing in PvP.
However, once again, organised groups might have half run radiating, half run rapid and then they stack. Unorganised groups wouldn't do that.
So even though it's a nerf to everyone, organised groups, ball-groups, will still make better of the situation. But would close the gap.
Shouldn't effect PvE, dungeons is one healer if any. Trials might have 2 but you could use different morphs of skills and different class skills to maximise healing potential. I.e don't have 2 templars running extended ritual. Have 1 Templar and 1 warden with the flowers.
YandereGirlfriend wrote: »This would also be a nerf to small-scale PvP - so keep that in mind.
Typically when I see a call to nerf organized groups (which includes small-scale) I am detecting a call to buff simple zerging and faction-stacking.
People might be annoyed sometimes by ball groups but there is nothing less skillful in PvP than zerging. And the less power that organized players have the more power than the faction-stackers have.
So be careful what you wish for.
YandereGirlfriend wrote: »This would also be a nerf to small-scale PvP - so keep that in mind.
Typically when I see a call to nerf organized groups (which includes small-scale) I am detecting a call to buff simple zerging and faction-stacking.
People might be annoyed sometimes by ball groups but there is nothing less skillful in PvP than zerging. And the less power that organized players have the more power than the faction-stackers have.
So be careful what you wish for.
This really goes back to how Feedback is given, is a problem there? Yes. But just saying X is Bad isn't really good Feedback, there's nothing to take action on. That's why it's so important to be specific will feedback. Nerfing something in one place affects it everywhere else because Zos doesn't Separate Balance between content. Personally I think PvP & PvE should have separate balance. And we could even go further with Battle Grounds & Cyrodil PvP being separate as well.