Turtle_Bot wrote: »The issue with healing being so strong in pvp is due to stacking multiple instances of the same heal on everyone (ball groups do this to become immortal in pvp by stacking 12+ regen on everyone, with 12+ x 2k ticks, that's 24k per second healing, no amount of burst reliably goes through that).
The best solution to this issue is to make it so that no ability can stack more than twice on the same person while battle spirit is active, that way pve is unaffected and it removes the immortality that ball groups have through stacking 12+ regen/vigor while not affecting smaller groups or unorganised groups that aren't spamming that many regen/vigor every 2 seconds.
if it's reduced to 2 max stacks per person, then that's 4k healing per second no matter how many are being cast, a lot of burst can fight against that and the skill itself wouldn't have needed to be nerfed. Especially if it's done through battle spirit meaning it won't affect pve at all.
Turtle_Bot wrote: »The issue with healing being so strong in pvp is due to stacking multiple instances of the same heal on everyone (ball groups do this to become immortal in pvp by stacking 12+ regen on everyone, with 12+ x 2k ticks, that's 24k per second healing, no amount of burst reliably goes through that).
The best solution to this issue is to make it so that no ability can stack more than twice on the same person while battle spirit is active, that way pve is unaffected and it removes the immortality that ball groups have through stacking 12+ regen/vigor while not affecting smaller groups or unorganised groups that aren't spamming that many regen/vigor every 2 seconds.
if it's reduced to 2 max stacks per person, then that's 4k healing per second no matter how many are being cast, a lot of burst can fight against that and the skill itself wouldn't have needed to be nerfed. Especially if it's done through battle spirit meaning it won't affect pve at all.
Major Defile in PVP has really not been something to focus on as counterplay to heals. I would imagine if the devs wanted to reduce the amount of healing a group of people receive, then why not tinker with what's already in the game rather than nerfing a skill that genuinely helps people out?
There are many skills that apply this already, and very few sets that do so, and I feel it's worth buffing this debuff instead of nerfing a core restoration ability.
They need to either kill cross healing outside group or make named heals only stack maybe 2 times. Like only 2 radiating regens and nothing more. That's the only way to stop the healing problem in PVP. Cause even if radiating regen heals for 1k in pvp, if 5 people are running 1k heals that's now 5k ticking heals, and that's not including every other shared heal classes have in their kit.
They need to either kill cross healing outside group or make named heals only stack maybe 2 times. Like only 2 radiating regens and nothing more. That's the only way to stop the healing problem in PVP. Cause even if radiating regen heals for 1k in pvp, if 5 people are running 1k heals that's now 5k ticking heals, and that's not including every other shared heal classes have in their kit.
I think the latter. Recall they limited cross healing to group members in the recent past, which had minimal impact. Folks stacking heals to the fullest effect are typically grouped together.