This is how the mythic was originally structured however the change in reducing the effectiveness was added when it basically removed the need for healers in the game. All DPS simply equipped the ring and instead of two healers in your trial group you added two more DPS.
I believe the ring is working as intended and is balanced well for what it is, an item to help solo players with survivability when a healer is otherwise not available.
You should not need a healer in large group content but if you need training wheels look into Hexos Ward 5pc and Ice Heart Monster Helm.
TheDragonMeister wrote: »I do see your point personally but every other mythic only has 1 drawback where as pale order has 2 which is a bit of a major setback imo.
This is how the mythic was originally structured however the change in reducing the effectiveness was added when it basically removed the need for healers in the game. All DPS simply equipped the ring and instead of two healers in your trial group you added two more DPS.
I believe the ring is working as intended and is balanced well for what it is, an item to help solo players with survivability when a healer is otherwise not available.
You should not need a healer in large group content but if you are looking for training wheels to get started in group play look into Hexos Ward 5pc and Ice Heart Monster Helm.
TheDragonMeister wrote: »I do see your point personally but every other mythic only has 1 drawback where as pale order has 2 which is a bit of a major setback imo.
Balance don't work that way, sorry.
colossalvoids wrote: »The item currently is balanced around using it while solo/duo, any changes would basically require lowering healing amounts which would be pretty unfortunate let's just say.
Game in a sense require having multiple gear sets if you want to do different types of content as if using right tools for the right situations, in this case it won't be too cumbersome having other mythic ring from group content or any other mythic really and having the ring from one of the main sets already equipped. Seems like a small drawback comparing to people having almost full 200 slots for just gear and consumables.
colossalvoids wrote: »The item currently is balanced around using it while solo/duo, any changes would basically require lowering healing amounts which would be pretty unfortunate let's just say.
Game in a sense require having multiple gear sets if you want to do different types of content as if using right tools for the right situations, in this case it won't be too cumbersome having other mythic ring from group content or any other mythic really and having the ring from one of the main sets already equipped. Seems like a small drawback comparing to people having almost full 200 slots for just gear and consumables.
Restore 20% of the damage you deal as Health. This value is decreased by 4% per ally you are grouped with and you cannot be healed by anyone but yourself, your pets, or your Companions.
The whole point of the limitation is to stop it from being overpowered.
As a solo player I have no problems at all. I'd rather it stay this way than for them to balance out it by nerfing the ring some other way.
The whole point of the limitation is to stop it from being overpowered.
As a solo player I have no problems at all. I'd rather it stay this way than for them to balance out it by nerfing the ring some other way.
20% of the damage you do as heal; let's say you do 100k dps, you're getting 20k just from your damage, plus any self heals you have. You kill things much faster because, as others pointed out, trials were swapping out healer roles for 2 additional dps instead (making healers irrelevant). There's really not a way to balance this ring to be used in both full group content and for solo content. It already actually is a single drawback line that you've split in your head so maybe add an "and":Restore 20% of the damage you deal as Health. This value is decreased by 4% per ally you are grouped with and you cannot be healed by anyone but yourself, your pets, or your Companions.
You should not be using this ring in trial content, simple as that. That's the point of it. Solo content is where it shines. Swap out your ring for something else when you are in a trial.
20% of the damage you do as heal; let's say you do 100k dps, you're getting 20k just from your damage, plus any self heals you have. You kill things much faster because, as others pointed out, trials were swapping out healer roles for 2 additional dps instead (making healers irrelevant). There's really not a way to balance this ring to be used in both full group content and for solo content. It already actually is a single drawback line that you've split in your head so maybe add an "and":Restore 20% of the damage you deal as Health. This value is decreased by 4% per ally you are grouped with and you cannot be healed by anyone but yourself, your pets, or your Companions.
You should not be using this ring in trial content, simple as that. That's the point of it. Solo content is where it shines. Swap out your ring for something else when you are in a trial.
TheDragonMeister wrote: »I'm not suggesting balance firstly. I'm just saying that compared to other mythics. Pale order being self-support based and is not able to be used in all content meaning it's not following the "play your way" style the devs are going for.
People will use this "play your way" to try justify everything... it's quite sad at this point, honestly.
I like mythic items for the differents things they do, they're usefulness in different type of contents. They're like tools, a set of tools from wich you can chose the one that fit the situation. Ok there is also a certain number of misses actually from ZOS, but still, you have quite a large pool from wich to pick for the different things you do. And i very like it this way - diverse and more or less balanced.
I'm sorry for people who have troubles adapting to different contents, and i'm sorry for people who have a cool build concept that can be used everywhere, but I think it's better this way, with pale order being a balanced niche mythic - like a lot of other ones. I think it's better for everyone.
colossalvoids wrote: »A lot of sets and other tools are useless in certain scenarios, group play is way different thing plus you should consider coordinated non random groups in your equation.
"100k DPS" thingie is measuring damage output per second through the whole encounter, not per hit of individual ability like spammable. People who do group content on more less serious level are pushing this kind of stuff, that's not something new, never was. With group buffs trash mob DPS can reach ridiculous numbers way past 100k for just one player.
Including pale order on a menu for group PvP would actually make casual experience unbearable because experienced players are the ones who will utilise it to the max, not casual ones. It's also a group activity so there's a healer role for that precisely, in PvP you're not going full damage anyway and probably already are a part healer in a sense if want to stay alive for any amount of time, there's no build that fits all modes, it's impossible.
TheDragonMeister wrote: »Pale order is just self-healing that is currently restricted for solo players. But why? When all other mythics are designed for solo and group gameplay?
You're confusing give some benefit both in solo and group gameplay and "are designed for solo and group gameplay", wich is implying that they give great benefit in solo and group gameplay. I wouldn't really count Wild Hunt in these, neither Faun's lark cladding, nor the shadow's queen cowl. Spaulder of ruin don't give you no benefit in solo, and Harpooner's Wading Kilt hardly does I guess.
TheRoamingSpirit wrote: »colossalvoids wrote: »A lot of sets and other tools are useless in certain scenarios, group play is way different thing plus you should consider coordinated non random groups in your equation.
"100k DPS" thingie is measuring damage output per second through the whole encounter, not per hit of individual ability like spammable. People who do group content on more less serious level are pushing this kind of stuff, that's not something new, never was. With group buffs trash mob DPS can reach ridiculous numbers way past 100k for just one player.
Including pale order on a menu for group PvP would actually make casual experience unbearable because experienced players are the ones who will utilise it to the max, not casual ones. It's also a group activity so there's a healer role for that precisely, in PvP you're not going full damage anyway and probably already are a part healer in a sense if want to stay alive for any amount of time, there's no build that fits all modes, it's impossible.
Sorry if I offended you. I was just confused. I'm not good at math and numbers so I can't calculate overall DPS. I just read the dmg numbers during combat. Sorry that I want to make my character builds universal to make it easier for me to play all content in the game. I'm not claiming to be overpowered or anything. I just play ESO to have fun, I don't find it fun to change my character builds every patch like everyone else. Cause it's too overwhelming for me. But I appreciate your opinion.
To be honest, I'm not looking to build a strong character. I just simply suggested a small change but it already seems that nobody agrees but my twin, So therefore I guess ZOS will just keep it the same and I just can't run trials or BGs with my first character I made in game. Sorry for mentioning the topic, I just thought to try making a suggestion.
TheDragonMeister wrote: »Also I don't see how Pale Order would render healers ineffective if Pale order is only self-healing not group healing so healers would still be useful in trials.
TheDragonMeister wrote: »
Logically you can't hit 100k in 1 hit. The fact people claim to hit high numbers like that is irrelevant.
TheDragonMeister wrote: »We only wanted to suggest a way to make pale order useful for more content, not discussing balance or dps numbers either.