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Do we need rework on cross healing & healing over time, especially in pvp?

Howda
Howda
✭✭✭
Healing over time to become a named buff that can cross heal only twice (stack)

No burst cross healing in pvp. Etc etc. Let's discuss.
Howda
Don't
Blood for the PACT
Dark Elf Dragonknight
[EU]

Do we need rework on cross healing & healing over time, especially in pvp? 54 votes

Yes
59%
beardedJoekiesow002expThe UninvitedxMauiWauiRedRoomGamingbinhoCGPsaintNordSwordnBoardReactBenTSGmaster_vanargandsharquezThe_Titan_TimKingExecrationPhoenixGreyLuedeACamaroGuyCrow_IXOBJnoob 32 votes
No
40%
chessalavakia_ESOBucky BallsButch_McFlencherTheSpunkyLobsterTommy_The_GunshadowkittincanmanTertullianVerbum_RithimusArtim_Xp00txRedBranchRadagastThePinkAraneae6537IshtarknowsbugendgamesmugMiracle19LebkuchenMidniteOwl1913 22 votes
  • chessalavakia_ESO
    chessalavakia_ESO
    ✭✭✭✭✭
    No
    I think you'd be better off trying to deal with potential excess group healing with a scalpel first before trying to hammer it down.

  • OBJnoob
    OBJnoob
    ✭✭✭✭✭
    Yes
    I voted yes but don't particularly like the two examples you gave.

    Self-heals should be 100% what they are now and cross heals of any kind should be... I dunno, 65%. Write it into battlespirit. See how it pans out. Go from there.
  • AdamLAD
    AdamLAD
    ✭✭✭✭✭
    Yes
    Destroy it into the ground. It's not a tank meta. It's a healing meta. All I fight in cyrodill is healers it's absolutely horrendous. No one dies. Not because I'm doing little damage, it's because they can't be bursted down due to high HP and how good healing is. There seriously needs to be a HP cap in PvP and healing need to be seriously toned down. You can't burst 30k hp down to 0 quick enough when healing is ridiculous. Since HP is so high it takes numerous bursts of damage to kill them and that's just WITHOUT healing on top. Damage as it is, is fine. Few skills maybe a bit ridiculous like speccy bow and snipe but that's it. If zenimax toned down healing and put a cap on HP then the game would be in a healthier state for PvP
  • Tommy_The_Gun
    Tommy_The_Gun
    ✭✭✭✭✭
    ✭✭✭✭✭
    No
    I think that what should be addressed 1st are ball groups and how they can effectively scale stuff so it is 1000% more potent for them. Imho only those are the problem. Despite high healing, solo players, zergs & zerg surfers die quite easily. Ball group on the other hand can casually out heal 20+ sieges... Until we have some kind of battle spirit scaling, so it would make stuff weaker the more people are in the group, balancing PvP in this game is kinda pointless.
    Edited by Tommy_The_Gun on January 9, 2023 11:20PM
  • blktauna
    blktauna
    ✭✭✭✭✭
    Can only carry 2 heal stacks at a time. easy peasy.
    PCNA
    PCEU
  • axi
    axi
    ✭✭✭✭✭
    I think the main issue isnt crosshealing in itself but the fact that majority of burst heals is selfheals and crossheals at the same time while ESO have a system where heals find their targets automatically.

    Imagine if there would be an ability that deals high burst damage automatically to enemy with the lowest health within large AoE radius. That would be called OP as hell yet for heals it's normal.
    Edited by axi on January 9, 2023 11:47PM
  • MidniteOwl1913
    MidniteOwl1913
    ✭✭✭✭✭
    No
    I think you'd be better off trying to deal with potential excess group healing with a scalpel first before trying to hammer it down.

    Considering it's already been nerfed pretty hard. Across the board, they don't just nerf PVP when they "balance". It's already hard enough to run even normal-mode DLC dungeons.

    Yeah, yeah, cross-heals isn't the same, but when addressing this issue in U35 all healing got nerfed.

    Ball groups are so successful because they are disciplined, organized, and practiced. That's why they remain successful even after everything that has been done.
    Edited by MidniteOwl1913 on January 10, 2023 12:38AM
    PS5/NA
  • chessalavakia_ESO
    chessalavakia_ESO
    ✭✭✭✭✭
    No
    I think you'd be better off trying to deal with potential excess group healing with a scalpel first before trying to hammer it down.

    Considering it's already been nerfed pretty hard. Across the board, they don't just nerf PVP when they "balance". It's already hard enough to run even normal-mode DLC dungeons.

    Yeah, yeah, cross-heals isn't the same, but when addressing this issue in U35 all healing got nerfed.

    Ball groups are so successful because they are disciplined, organized, and practiced. That's why they remain successful even after everything that has been done.

    They nerfed some heals excessively while leaving other heals alone and buffing others.

    For example, my tank using Polar Wind heals for roughly as much as my healer does with Combat Prayer and Radiating Regeneration.

    Part of the reason for ball group success is like you say that they are disciplined, organized, and practiced but part of it also is that some of the skills and items for PvP work well in a group but work rather poorly otherwise.

    For example, both the Ultimate ability for the Support and the Assault line primarily apply to your group so if you aren't in a group much of the impact doesn't occur.

    Two more of the PvP abilities and seven of the sets are also set up so only group members benefit and not allies.

    That's before you get into sets that you can afford to run in a group that you can't necessarily afford to run solo.

    ZOS's current "anti-group" sets frequently are used by groups because the cost of using them for a group is quite low and they can be used to take out other groups or zergs that might threaten them via massive numbers.

    I think the design could be adjusted to make the lives of ball groups a bit harder without messing up the rest of the game if they aren't so heavy handed.
  • Turtle_Bot
    Turtle_Bot
    ✭✭✭✭✭
    ✭✭
    Yes
    Not a huge rework and definitely not a direct nerf to the healing values of abilities. All that's needed (and something I and many others have been saying for ages now), make it so that HoTs don't stack infinitely (limit to 2 stacks of each HoT so that it shouldn't affect pve which typically only has 2 healers in group, but will cut down on ball groups spamming 50k HPS all the time).
  • Howda
    Howda
    ✭✭✭
    Yes
    I think you'd be better off trying to deal with potential excess group healing with a scalpel first before trying to hammer it down.

    Considering it's already been nerfed pretty hard. Across the board, they don't just nerf PVP when they "balance". It's already hard enough to run even normal-mode DLC dungeons.

    Yeah, yeah, cross-heals isn't the same, but when addressing this issue in U35 all healing got nerfed.

    Ball groups are so successful because they are disciplined, organized, and practiced. That's why they remain successful even after everything that has been done.

    They nerfed some heals excessively while leaving other heals alone and buffing others.

    For example, my tank using Polar Wind heals for roughly as much as my healer does with Combat Prayer and Radiating Regeneration.

    Part of the reason for ball group success is like you say that they are disciplined, organized, and practiced but part of it also is that some of the skills and items for PvP work well in a group but work rather poorly otherwise.

    For example, both the Ultimate ability for the Support and the Assault line primarily apply to your group so if you aren't in a group much of the impact doesn't occur.

    Two more of the PvP abilities and seven of the sets are also set up so only group members benefit and not allies.

    That's before you get into sets that you can afford to run in a group that you can't necessarily afford to run solo.

    ZOS's current "anti-group" sets frequently are used by groups because the cost of using them for a group is quite low and they can be used to take out other groups or zergs that might threaten them via massive numbers.

    I think the design could be adjusted to make the lives of ball groups a bit harder without messing up the rest of the game if they aren't so heavy handed.

    The poll is directed towards pvp and how healing affects pvp in gamestyle and server performance.

    Once a ball group arrives spamming heals I cannot swap weapons yet again to fight against them. All due to spamming healing overtime skills that not just keeps them alive but ruins server experience for everyone around them.

    Ball groups should have an advantage at all times for their time spent preparing, coordination, and effort. However, not on the expense of others experiencing the game poorly due to server overload.

    Limiting stacks suggestion, like you can be affected by vigor only from 2 different sources. The third one and so on, are not affecting you and server should not calculate. Hoping that is possible and that it can improve the effect of ball groups to server performance and bring decent looking fight on the table for the rest.
    Edited by Howda on January 10, 2023 7:47AM
    Howda
    Don't
    Blood for the PACT
    Dark Elf Dragonknight
    [EU]
  • Howda
    Howda
    ✭✭✭
    Yes
    I think you'd be better off trying to deal with potential excess group healing with a scalpel first before trying to hammer it down



    For example, both the Ultimate ability for the Support and the Assault line primarily apply to your group so if you aren't in a group much of the impact doesn't occur.

    Two more of the PvP abilities and seven of the sets are also set up so only group members benefit and not allies.

    That's before you get into sets that you can afford to run in a group that you can't necessarily afford to run solo.

    I find it as part of the snowballing effect and the way that group of skills work to be buffing ball groups to a large extent. I bet it helps the server to limit skills to groups but in the same time makes organized pvp light years ahead to the rest.

    I was thinking on "everyone for themsleves", no cross healing at all or anything related to that only comms should be the benefit and of course, set combination. Like Counter Strike. lol
    Edited by Howda on January 10, 2023 8:04AM
    Howda
    Don't
    Blood for the PACT
    Dark Elf Dragonknight
    [EU]
  • Elendir2am
    Elendir2am
    ✭✭✭✭
    I would vote "yes", but I am afraid of what would they created. I don't have much faith in their ability don't screwing PvE healing in process of addressing PvP healing problem.
  • The_Titan_Tim
    The_Titan_Tim
    ✭✭✭✭✭
    Yes
    Cross-healing is a problem yes, but the biggest problem is how high the average health on a player is.

    I’m fine with heals healing a lot when you’re a healer, but when your average player spec’d fully into damage, with under 22k max stamina and magicka is healing 3/4ths of their health with a burst heal, forget about HoTs…

    Heals need to scale more primarily with max resources, less with damage, and in the process you will begin to see lower max health healers that suddenly become killable again.
  • Luede
    Luede
    ✭✭✭✭✭
    Yes
    healing spells would have to be aimed at the target and aeo heals significantly weakened. problem solved
  • Howda
    Howda
    ✭✭✭
    Yes
    Cross-healing is a problem yes, but the biggest problem is how high the average health on a player is.

    I’m fine with heals healing a lot when you’re a healer, but when your average player spec’d fully into damage, with under 22k max stamina and magicka is healing 3/4ths of their health with a burst heal, forget about HoTs…

    Heals need to scale more primarily with max resources, less with damage, and in the process you will begin to see lower max health healers that suddenly become killable again.

    I also think healing could be flat and only affected by sets or mundus stones not linked to resources or damage, being linked to damage is wrong imo.
    Howda
    Don't
    Blood for the PACT
    Dark Elf Dragonknight
    [EU]
  • chessalavakia_ESO
    chessalavakia_ESO
    ✭✭✭✭✭
    No
    Howda wrote: »
    I think you'd be better off trying to deal with potential excess group healing with a scalpel first before trying to hammer it down.

    Considering it's already been nerfed pretty hard. Across the board, they don't just nerf PVP when they "balance". It's already hard enough to run even normal-mode DLC dungeons.

    Yeah, yeah, cross-heals isn't the same, but when addressing this issue in U35 all healing got nerfed.

    Ball groups are so successful because they are disciplined, organized, and practiced. That's why they remain successful even after everything that has been done.

    They nerfed some heals excessively while leaving other heals alone and buffing others.

    For example, my tank using Polar Wind heals for roughly as much as my healer does with Combat Prayer and Radiating Regeneration.

    Part of the reason for ball group success is like you say that they are disciplined, organized, and practiced but part of it also is that some of the skills and items for PvP work well in a group but work rather poorly otherwise.

    For example, both the Ultimate ability for the Support and the Assault line primarily apply to your group so if you aren't in a group much of the impact doesn't occur.

    Two more of the PvP abilities and seven of the sets are also set up so only group members benefit and not allies.

    That's before you get into sets that you can afford to run in a group that you can't necessarily afford to run solo.

    ZOS's current "anti-group" sets frequently are used by groups because the cost of using them for a group is quite low and they can be used to take out other groups or zergs that might threaten them via massive numbers.

    I think the design could be adjusted to make the lives of ball groups a bit harder without messing up the rest of the game if they aren't so heavy handed.

    The poll is directed towards pvp and how healing affects pvp in gamestyle and server performance.

    Once a ball group arrives spamming heals I cannot swap weapons yet again to fight against them. All due to spamming healing overtime skills that not just keeps them alive but ruins server experience for everyone around them.

    Ball groups should have an advantage at all times for their time spent preparing, coordination, and effort. However, not on the expense of others experiencing the game poorly due to server overload.

    Limiting stacks suggestion, like you can be affected by vigor only from 2 different sources. The third one and so on, are not affecting you and server should not calculate. Hoping that is possible and that it can improve the effect of ball groups to server performance and bring decent looking fight on the table for the rest.

    I'm not going to pretend NA servers are totally perfect now but, they don't die to the point you can't swap weapons when a single ball group shows up healing.

    Depending on where you live in the EU, you might want to give NA servers a spin and see if it's more fun for you till they swap the servers.
  • Janni
    Janni
    ✭✭✭✭
    Yes
    I voted yes but I think it's not the root of the problem. This didn't really seem to be a nightmare problem until after CP 2.0. I was playing in the no-cp camp back then and we all thought the extra stats would turn everyone into a tank. Looks like we were right, sorta. The final nail in the coffin was hybridization though. These two changes, tons of extra free stats and access to every skill in the game, have turned it into what we see now.

    All that having been said yes HoT stacking has always seemed pretty strong to me. We've all made simple suggestions in the past about how to fix this problem.
  • Janni
    Janni
    ✭✭✭✭
    Yes
    Howda wrote: »
    I think you'd be better off trying to deal with potential excess group healing with a scalpel first before trying to hammer it down.

    Considering it's already been nerfed pretty hard. Across the board, they don't just nerf PVP when they "balance". It's already hard enough to run even normal-mode DLC dungeons.

    Yeah, yeah, cross-heals isn't the same, but when addressing this issue in U35 all healing got nerfed.

    Ball groups are so successful because they are disciplined, organized, and practiced. That's why they remain successful even after everything that has been done.

    They nerfed some heals excessively while leaving other heals alone and buffing others.

    For example, my tank using Polar Wind heals for roughly as much as my healer does with Combat Prayer and Radiating Regeneration.

    Part of the reason for ball group success is like you say that they are disciplined, organized, and practiced but part of it also is that some of the skills and items for PvP work well in a group but work rather poorly otherwise.

    For example, both the Ultimate ability for the Support and the Assault line primarily apply to your group so if you aren't in a group much of the impact doesn't occur.

    Two more of the PvP abilities and seven of the sets are also set up so only group members benefit and not allies.

    That's before you get into sets that you can afford to run in a group that you can't necessarily afford to run solo.

    ZOS's current "anti-group" sets frequently are used by groups because the cost of using them for a group is quite low and they can be used to take out other groups or zergs that might threaten them via massive numbers.

    I think the design could be adjusted to make the lives of ball groups a bit harder without messing up the rest of the game if they aren't so heavy handed.

    The poll is directed towards pvp and how healing affects pvp in gamestyle and server performance.

    Once a ball group arrives spamming heals I cannot swap weapons yet again to fight against them. All due to spamming healing overtime skills that not just keeps them alive but ruins server experience for everyone around them.

    Ball groups should have an advantage at all times for their time spent preparing, coordination, and effort. However, not on the expense of others experiencing the game poorly due to server overload.

    Limiting stacks suggestion, like you can be affected by vigor only from 2 different sources. The third one and so on, are not affecting you and server should not calculate. Hoping that is possible and that it can improve the effect of ball groups to server performance and bring decent looking fight on the table for the rest.

    I'm not going to pretend NA servers are totally perfect now but, they don't die to the point you can't swap weapons when a single ball group shows up healing.

    Depending on where you live in the EU, you might want to give NA servers a spin and see if it's more fun for you till they swap the servers.

    Just wanted to chime in that yes, definitely some of us cannot play the game anymore when ballgroups show up. This in on PC NA. Barswaps, skills, breakfrees, taking multiple seconds to respond are all the hallmarks of poor servers performance and are all present when the groups show up. TBF this seems to happen even when we run into just a single other person sometimes. They are not nearly as bad as they used to be be. For example, gravity at least seems to still exists whereas it would stop working before.

    But this just starts an off-topic conversation that should be in another thread so I'll stop there. We should prolly vote on the merits of game balance and not worry about performance impact. That's zeni's job, supposedly.
  • Sparxlost
    Sparxlost
    ✭✭✭
    neeed? no. want? maybe yes
  • NordSwordnBoard
    NordSwordnBoard
    ✭✭✭✭✭
    ✭✭✭
    Yes
    If I had to nail it to one thing: smart heals. Everybody can heal if all you have to do is press a button in a rotation. You can heal without aiming. Smart heals follow even the most quick and nimble player, why stack heals on the ground within enemy aoe damage, when you can simply leave the bad area but still get the heals? The combo of speed, LoS, and HoT for extending/kiting could be reduced if static ground heals became the choice over player based HoT. I remember the backlash against damage over time being over buffed, and the current HoT situation feels similar.

    Increase the cost of heals so that only actual healers are able to sustain heal spam in PvP. Band aid this nerf with a mythic to sell to PvE healers to help ease them into the transition. The mythic could be BiS for PvE healing, help sell a bunch of chapters, and not function in PvP. Learn from the Oakensoul experience!

    Fear is the Mindkiller
  • Artim_X
    Artim_X
    ✭✭✭✭✭
    No
    God forbid someone plays a healer in PvP and wants to save a random in their faction that is helping defend an objective...
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Burn/Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Inferno/Lightning Staff (infused/shock enchant), and Rage of the Ursauk jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Twilight Tormentor (Twilight Matriarch for solo roleplay variant of build), and Power Overload.
    • Ability-Bar 2: Crushing Shock/Storm Pulsar, Streak, Flame/Shock Reach, Unstable Wall of Fire/Storms, Twilight Tormentor (Twilight Matriarch for solo roleplay variant of build) and Fiery/Thunderous Rage.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Mother Ciannait's (1 light and 1 medium. Divines and Max Mag Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), CP restoration staff (Infused with hardening enchant), and CP ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact for regular and NoCP build/Oblivion's Foe for dot build (medium chest and body pieces light. All Impenetrable. Max Mag Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Max Mag Enchants). Knight Slayer/Pariah jewelry/Plaguebreak for dot build (bloodthirsty with spell damage enchant)/lightning staff (infused with oblivion enchant for regular and noCP build/absorb magicka enchant and Sharpened for dot build. Sharpened for dot build)/restoration staff (infused with oblivion enchant regular and noCP build/absorb magicka enchant and Sharpened for dot build).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Empowered Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that only utilizes Aedric Spear abilities.
    • Gear: 5 Infallible Aether (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (Infused/shock enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on head and everything else Magicka Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Max Health Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant/Stealth-Draining Poison IX), and Knight Slayer jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with Spell Damage Enchant).
    • Ability-Bar 1:Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver (Shatter Soul).
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Lover for penetration when playing a sorc or temp.
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Biting Aura, Thaumaturge, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvE Temp: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Fighting Finesse, Master-at-Arms, Weapons Expert, Biting Aura, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • Janni
    Janni
    ✭✭✭✭
    Yes
    Artim_X wrote: »
    God forbid someone plays a healer in PvP and wants to save a random in their faction that is helping defend an objective...

    Nobody is suggesting that we don't want this. The reality is that right now nobody needs what you are suggesting because it's currently the weakest way to play. EVERYONE is a pocket healer now. Literally everyone. And their strength in healing is no less diminished by the fact that they don't play the role in a dedicated fashion. In fact it's stronger! And when you have to fight groups of 12 to 24 of them at a time it makes it impossible to make any kind of strategy for fighting them. They all heal so you can't target the healers in an effort to cut off the group's survival. They all heal so there is no need for the group to counter and defend when a healer is focused. And they all heal so there is no need or room for a dedicated and skilled healer.
  • KingExecration
    KingExecration
    ✭✭✭✭
    Yes
    Mega buff defile again, should’ve never left like it did
  • tincanman
    tincanman
    ✭✭✭✭✭
    No
    Howda wrote: »
    Healing over time to become a named buff that can cross heal only twice (stack)

    No burst cross healing in pvp. Etc etc. Let's discuss.

    should be posted in pvp section...

    pls stop asking for nerfs because you never get what you ask for and sledgehammer tends to be used to achieve stuff no one ever asked for that takes months/years to undo, if ever.

    pve(since you posted in 'combat & char mechanics') healing has been gutted enough, thanks; if any such changes were exclusive to pvp then that's a different discussion (but still no). but we all know any such changes wouldn't be limited to pvp because of that sledgehammer.

    A better alternative in my view, if any change is needed, would be to ease up on battle spirit damage limitation to let more through. the healing would still mitigate burst somewhat (post-burst recovery) but would put individual(s) purely on the defensive and, if all you can do is block-cast heals without group/ally support (which is perfectly acceptable and to be encouraged) then you're not doing anything else. in the latter case it resolves to ping/resource race/dmg(heal)/luck numbers for outcome.

    And get rid of cast times on ultimates.

    so hard 'no' to any more heal nerfs. thanks.

  • MidniteOwl1913
    MidniteOwl1913
    ✭✭✭✭✭
    No
    tincanman wrote: »
    Howda wrote: »
    Healing over time to become a named buff that can cross heal only twice (stack)

    No burst cross healing in pvp. Etc etc. Let's discuss.

    should be posted in pvp section...

    pls stop asking for nerfs because you never get what you ask for and sledgehammer tends to be used to achieve stuff no one ever asked for that takes months/years to undo, if ever.

    pve(since you posted in 'combat & char mechanics') healing has been gutted enough, thanks; if any such changes were exclusive to pvp then that's a different discussion (but still no). but we all know any such changes wouldn't be limited to pvp because of that sledgehammer.

    A better alternative in my view, if any change is needed, would be to ease up on battle spirit damage limitation to let more through. the healing would still mitigate burst somewhat (post-burst recovery) but would put individual(s) purely on the defensive and, if all you can do is block-cast heals without group/ally support (which is perfectly acceptable and to be encouraged) then you're not doing anything else. in the latter case it resolves to ping/resource race/dmg(heal)/luck numbers for outcome.

    And get rid of cast times on ultimates.

    so hard 'no' to any more heal nerfs. thanks.

    Yes, I notice that the mods seem quick to move posts to places they deem more appropriate, but rarely PVP-focused topics. Even when this is the case here, PVP is in the title, a post obviously in the wrong category.

    And also yes PVE healing has had quite enough nerfs. Not enough healing is more of a problem now if anything. If a change is needed a buff would be more appropriate for PVE.
    PS5/NA
  • Lebkuchen
    Lebkuchen
    ✭✭✭✭✭
    No
    Can we please let them fix performance issues and bugs first? Like only ask for performance improvements and bug fixes for a while, until they understand that it's unplayable when most people want to play (after work/school and on weekends)? I am sick and tired of them breaking the game even more, every time they try to make some useless changes.
  • xXCJsniperXx7
    xXCJsniperXx7
    ✭✭✭
    No
    No, not unless it doesn't nerf pve healing, but that's just wishful thinking.
  • Vevvev
    Vevvev
    ✭✭✭✭✭
    ✭✭✭✭✭
    Buff Major and Minor Defile and you'll nerf healing in PvP. Rarely see that debuff come up in PvE.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Araneae6537
    Araneae6537
    ✭✭✭✭✭
    ✭✭✭✭✭
    No
    Vevvev wrote: »
    Buff Major and Minor Defile and you'll nerf healing in PvP. Rarely see that debuff come up in PvE.

    That could be an issue for necro healers, although I’m not sure how many skills apply it besides the emergency burst heal.

    I think any changes should be done in a way to balance ball groups — not that there shouldn’t be reward for working well as a group — but that seems to be where things seem overpowered. In a regular group I can tell you it’s impossible to out-heal the damage inflicted by skilled players or siege. I don’t know what the answer is, but further nerfing all healing is not it. :confused:
  • MurkyWetWolf198
    MurkyWetWolf198
    ✭✭✭
    Yes
    Would a 30% decrease to healing received tied to Battle Spirit be about right? Think that would be enough to hurt, but not to nuke
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