This is beyond stupid - easily one of the dumbest things I have ever seen on a video game

  • Jeremy
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    Drummerx04 wrote: »
    Jeremy wrote: »
    Koensol wrote: »
    Jeremy wrote: »
    Koensol wrote: »
    Jeremy wrote: »
    Idinuse wrote: »
    Well you soloed a flag boss in the sewers and won, that's pretty damn impressive to me. Stay away from the bosses, find the crafting station on the city map, check what district and climb the right ladder. From there sneak to the crafting station.

    Oh, and don't mind the "I one shoot everything in the game and it's not just my BiW build (best in world) but it's actually my skills and fast fingers...and muscle memory, I'm so good I'm marrying myself" ***. Their egos are so self inflated they talk with a helium voice.... :D

    Only the blue one. The red one killed me - or whether I let it kill me after running around with it chasing me for a half hour (and I'm not exaggerating..... it must chase you literally forever). If my heals had not been cut in half however I could have probably beaten it.

    And honestly that's what annoys me so much about this. It's how they cut my healing in half. If they are going to put players who focus on healing skills at a disadvantage when fighting enemies down there then they should do the same to offensive characters.
    Dude.. you are in a pvp zone. They can't just balance it for you like it was PvE.t.

    Fine then. Then they should cut damage in half against non-player enemies as well.

    That's really the only way this argument makes sense to me.
    And make it even harder for you?

    Whether it is harder or easier for me is not the point of my criticism.

    It is the fact that healing abilities suffer a huge 50% nerf when fighting against non-player enemies in Imperial City while offensive abilities go unpunished. That's simply unfair.

    If my build's focus is going to be cut in half so should everyone else's. It's b.s. that offensive characters who do not use healing abilities suffer no kind of penalties when fighting against non-player enemies.

    Except pretty much every solo build has some form of ability based self healing via Rally, Vigor, Surge, Funnel Health, BoL, Twilight, any resto skill etc, so literally every player in IC has their healing nerfed and thus their survival potential reduced against mobs.

    Your position that the change somehow affects you unjustly is just really hollow. As a dps, my shields and healing is cut in half while outgoing damage is unchanged. As a healer, your shields and healing are cut in half while outgoing damage is unchanged. If you can't handle mobs in IC then either you are a bad dps or you are a bad healer.

    So you think my argument that cutting heals in half yet not damage unjustly affects healers is a hollow argument?

    I would love to see the reaction if heals were left the same and just your damage was cut in half. I wonder then how hollow it would be.
    Edited by Jeremy on November 21, 2017 12:21AM
  • starkerealm
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    idk wrote: »
    I do not think the same build that works in Cyrodiil works as well in IC. It helps to have more survival and certainly more health in Cyrodiil.

    Yeah, with a handful of exceptions, this is very true. To an extent, most normal PvE builds can handle PvE content in Cyrodiil. But, when you go in the IC, tight quarters, and thick enemy placement can cause things to go pear-shaped fast, if you don't manage to keep control of the skirmishes. That's without players joining in and snuffing you.
  • laksikus
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    A traditional Dunmer tale

    There was once a mudcrab who suffered much. He had a limp and a hacking cough. His shell was misshapen, causing him pain. He was weary at all times, and told everyone he was surely dying. He roamed the valley one day, complaining to any who would listen.

    The shalk created a brace from part of his shell and offered it to the mudcrab. "Here, mudcrab, try bracing your leg," he advised.

    "No, no, no," said the mudcrab, "I have tried that and it does not work."

    "Mudcrab," said the alit, "let me bite on your shell and crack it just a bit to relieve the pressure."

    The mudcrab said, "You are trying to trick me, alit! You just want an easy snack!"

    Almalexia, who was roaming the land that day, heard these conversations and entered the valley, where she appeared as a humble guar.

    "Mudcrab," she said, "take this draught I have made for your cough."

    "Guar, you are not a healer. It is better to suffer than risk a poor remedy," replied the mudcrab.

    And Almalexia revealed herself to the creatures, who gasped in surprise. "Mudcrab," she said, "all of these creatures have offered you help, but you refuse. You are in love with complaining, and you will never be healed."

    And so Almalexia teaches us that you cannot aid the unwilling.[\quote]
  • Bbsample197
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    Jeremy wrote: »
    Wait you died to NPCs in Imperial City? ROFL

    Yes I did. Many times. In fact I lost count.

    Try going in there as a build that focuses on healing and I suspect you may have similar results.

    I always go on Imperial City as a healer, never have problems with it
    Edited by Bbsample197 on November 21, 2017 12:21AM
  • Jeremy
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    I find it astounding that you claim to be able to solo world bosses, but you can't handle the district guards. Your healing, cut in half, should still be powerful enough to keep you alive.

    You are most definitely not geared properly, and likely not trying hard enough to survive.

    There are plenty, plenty of us who have no issue, whatsoever, surviving in the districts.

    I'm sorry, but work on you before you call for nerfs and display insulting behavior over your own failings.

    Oh, no. Those District Alliance Guards? Those will straight up murder you if you don't know their mechanics. I'm not at all surprised a person unfamiliar with Imperial City struggled with them.

    Far reaching ranged abilities that hit like a truck the moment they see you? Check. Eclipse bubbles that reflect all your melee damage back at you? Check. Negates? Check. Massive amounts of self-healing? Check.

    It takes some practice to solo these guys and familiarity with how they work. Fortunately, I've been soloing resources in Cyrodiil so I got my district capture for the Star-Made Knight achievement solo on both a magicka and stamina character. For both characters, I found that AoE skills were very helpful and I had to pay close attention to my health and just spam self-heals when an Eclipse was on me. For a magicka character, Destro staff AoEs are nice. For once, Pulsar is actually useful. When I'm there to solo flags, I'm not shy about popping an Eye of the Storm and letting my ultimate do the work. On my stamina character, using a bow was extremely helpful with poison DOTs and Endless Hail, since I could kill myself using melee weapons if a poorly timed Eclipse hit me. Again, both methods required paying attention to my health and stopping to heal if I needed to.

    So I guess this is a long way of saying that I agree its a learn to play thing. Players can learn to beat the District Alliance Guards and they aren't that bad once you know how they work. But they do operate differently from most other enemies, which makes the learning curve pretty steep the first couple of times.

    They are definitely not as easy as they are making out - especially for players who are accustomed to using heals as a defense only to suddenly find that their healing has been slashed in half.
  • starkerealm
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    laksikus wrote: »
    A traditional Dunmer tale

    There was once a mudcrab who suffered much. He had a limp and a hacking cough. His shell was misshapen, causing him pain. He was weary at all times, and told everyone he was surely dying. He roamed the valley one day, complaining to any who would listen.

    The shalk created a brace from part of his shell and offered it to the mudcrab. "Here, mudcrab, try bracing your leg," he advised.

    "No, no, no," said the mudcrab, "I have tried that and it does not work."

    "Mudcrab," said the alit, "let me bite on your shell and crack it just a bit to relieve the pressure."

    The mudcrab said, "You are trying to trick me, alit! You just want an easy snack!"

    Almalexia, who was roaming the land that day, heard these conversations and entered the valley, where she appeared as a humble guar.

    "Mudcrab," she said, "take this draught I have made for your cough."

    "Guar, you are not a healer. It is better to suffer than risk a poor remedy," replied the mudcrab.

    And Almalexia revealed herself to the creatures, who gasped in surprise. "Mudcrab," she said, "all of these creatures have offered you help, but you refuse. You are in love with complaining, and you will never be healed."

    And so Almalexia teaches us that you cannot aid the unwilling.

    Much as I loathe Almalexia in general... yep.

    ...also, not that it matters, but, you've got a derped up quote tag in there.
  • Jeremy
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    Jeremy wrote: »
    Wait you died to NPCs in Imperial City? ROFL

    Yes I did. Many times. In fact I lost count.

    Try going in there as a build that focuses on healing and I suspect you may have similar results.

    I always go on Imperial City as a healer, never have problems with it

    Even against the two enemies I mentioned?
  • geonsocal
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    Jeremy wrote: »
    geonsocal wrote: »
    man, I still remember bringing my level 30, no cp NB into IC for the first time...i was pissed too...

    those grievous twilights will stay on your butt forever...try to get away and you'd run smack dab into some other mob which would aggro on to you...

    good thing I was a NB, cuz all I did was sneak around for the first couple of months...

    not sure I saw it above - what class are you using for your healer @Jeremy ?

    Yes - that stupid guy holding a flag will literally chase you forever. I found that out the hard way. lol

    And I play as a Templar.

    I can accept that the place is intended to be some kind of sneak fest. Fine. There should be content for players who enjoy that sort of thing.

    But what I can't accept how they nerf healing yet leave damage alone when fighting monsters down there. That's just inherently unfair to me so I'm going to *** about it.

    I get it now - you got in a fight with one of the bannerman in the sewers...yeah, those guys are beastly...they got some of the coolest names in the game though :)

    valid point then in regard to the bannermen...they were designed for multiple players fighting against them...even the one flag guys (they go up to 3 flags, not sure if there are any with 4 flags) take at least 3 decent players (I'm sure there are some folks whom can solo them)...

    same thing as the district bosses...

    once they spot you it's near impossible to get away from them...

    the sewer bannermen could definitely be taken down a notch, seeing how hard it is to come by multiple players in the sewers these days...

    as a templar if you have your destro staff leveled you should be able to handle most stuff - except the bannermen in the sewers and the district bosses up top in the city...

    beautiful eerie atmosphere for the zone...
    Edited by geonsocal on November 21, 2017 12:26AM
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • Hippie4927
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    @Hippie4927, part of the problem here is when you've got someone who insists, "no, this system isn't fair," and won't listen to advice saying, "no, change what you're doing." Which, yeah, it doesn't lead to a productive exchange, because anyone offering advice is getting shot down.

    @starkerealm I get what you're saying but when people begin by implying you're an idiot and THEN give advice, it's hard to take it as advice. (not saying you did this but others did). I'm not a big PVP'er and I don't understand all the intricacies of PVP'ing. I didn't even know that healing was cut in half and would love for someone to explain why that is. What does it add to the PVP experience?
    PC/NA/EP ✌️
  • starkerealm
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    Jeremy wrote: »
    So I guess this is a long way of saying that I agree its a learn to play thing. Players can learn to beat the District Alliance Guards and they aren't that bad once you know how they work. But they do operate differently from most other enemies, which makes the learning curve pretty steep the first couple of times.

    They are definitely not as easy as they are making out - especially for players who are accustomed to using heals as a defense only to suddenly find that their healing has been slashed in half.

    The District Guards aren't easy. They are, however, doable. I probably got smeared across the walls two or three times, when I first went after them.

    The important thing, actually, frequently in ESO, when you get hard countered and snuffed, is to be flexible, look at your skills, and adjust to deal with the problems you're facing and the situation you're in. Not all abilities and builds work in all situations.
  • Jeremy
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    idk wrote: »
    Jeremy wrote: »
    idk wrote: »
    Jeremy wrote: »
    idk wrote: »
    1. Sounds like you ran into a boss that is not intended, and certainly not designed, to be done solo. Pretty much the bosses in DLC zones are not easy as those in the original zones.

    2. You were in a PvP zone and all our damage, healing and shields are cut in half. This is the norm and it is the same in Cyrodiil, including the delvs there.

    My damage was not cut in half against these monsters. I was doing the same amount of damage that I always do. It was just my healing that was affected.

    I am not talking about against other players.

    It still looks like you ran into a boss. It is not that difficult to kill the non boss NPCs and if damage against NPCs are not affected by battle spirit it still would and should affect healing since it would be to much of a challenge to have the game determine what you are attacking, especially since a player can enter the mix at any time.

    Basically, it is a PvP/PvE zone so battle spirit will be in effect. It is probably just coming to understand that and you can plan accordingly, and avoid the boss types as there are a few up top and in the sewers.

    The bosses roam so their active area is fairly large making them hard to drop agro against them.

    I found it impossible to drop aggro from them.

    My argument is that this battle spirit needs to affect all players equally in all situations. Yes, the trash in Imperial City is not difficult to kill. But I can still only heal at half my normal capacity against them where as offensive characters can still do their max damage against them.

    My build's focus is crippled where as offensive builds continue to perform at the same numbers against non-player enemies. That is just b.s. to me and nothing I have read here has convinced me otherwise.

    Our damage should be nerfed the same as heals IMO regardless of our target. No reason for it to be different. I think we are in agreement on this.

    Thank you.

    At least there is one person here who can understand what my actual argument is here and agrees with it.

    Edited by Jeremy on November 21, 2017 12:28AM
  • Bbsample197
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    Jeremy wrote: »
    Jeremy wrote: »
    Wait you died to NPCs in Imperial City? ROFL

    Yes I did. Many times. In fact I lost count.

    Try going in there as a build that focuses on healing and I suspect you may have similar results.

    I always go on Imperial City as a healer, never have problems with it

    Even against the two enemies I mentioned?

    you know, you can always avoid them i always go there to craft, and didnt get any problems with those bosses
  • laksikus
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    ZOS intended IC mobs to be as hard as they are now.
    With normal dmg and halved shields and heals.

    If they halved dmg they would just half mob HP aswell so it doesnt get harder.


    Apart from that, there is not really such a thing in eso like a healer solo build.
    If you are a healer then you need DDs to kill stuff.
    If you kill things yourself you arent a healer, but a player that uses his skills to kill and to stay alive. his heals and shields are therefore halfed like its evrywhere in pvp, and your dmg is like everyomes else.
  • Jeremy
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    Jeremy wrote: »
    Jeremy wrote: »
    Wait you died to NPCs in Imperial City? ROFL

    Yes I did. Many times. In fact I lost count.

    Try going in there as a build that focuses on healing and I suspect you may have similar results.

    I always go on Imperial City as a healer, never have problems with it

    Even against the two enemies I mentioned?

    you know, you can always avoid them i always go there to craft, and didnt get any problems with those bosses

    I know you can avoid them. I can avoid the entire zone if I choose.

    But that's not really what I asked now is it?
    Edited by Jeremy on November 21, 2017 12:28AM
  • starkerealm
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    Hippie4927 wrote: »
    @Hippie4927, part of the problem here is when you've got someone who insists, "no, this system isn't fair," and won't listen to advice saying, "no, change what you're doing." Which, yeah, it doesn't lead to a productive exchange, because anyone offering advice is getting shot down.

    @starkerealm I get what you're saying but when people begin by implying you're an idiot and THEN give advice, it's hard to take it as advice. (not saying you did this but others did). I'm not a big PVP'er and I don't understand all the intricacies of PVP'ing. I didn't even know that healing was cut in half and would love for someone to explain why that is. What does it add to the PVP experience?

    It actually removes some very unpleasant things from the PVP experience. Unkillable zergs, and one hit kill ganks.

    Healing and damage are halved to slow down the time to kill on players. The basic thought process is, if you're wandering through Cyrodiil and suddenly drop dead from a Lethal Arrow, that's not fun for you. So, PvP has modifiers applied to it, in order to slow down time to kill, and make sure that if you are ganked, you have time to respond, and interact with your opponent. (Also, why the sets like Viper and Red Mountain took a nerf, recently. Players were stacking proc sets together, to create instant kill scenarios.)

    When you half damage, you also kind of need to half healing, otherwise, healing becomes hilariously powerful. As is, a couple good healers in Cryodiil can make a major difference to keeping a group of players alive. Let them have normal healing rates, and your Templars and Wardens would become godlike. (This isn't actually hyperbole either.)

    As is, it is possible to make some ridiculously tanky builds for Cyrodiil. They can't actually do anything to you, but they're a pain to kill.
  • Hippie4927
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    Hippie4927 wrote: »
    @Hippie4927, part of the problem here is when you've got someone who insists, "no, this system isn't fair," and won't listen to advice saying, "no, change what you're doing." Which, yeah, it doesn't lead to a productive exchange, because anyone offering advice is getting shot down.

    @starkerealm I get what you're saying but when people begin by implying you're an idiot and THEN give advice, it's hard to take it as advice. (not saying you did this but others did). I'm not a big PVP'er and I don't understand all the intricacies of PVP'ing. I didn't even know that healing was cut in half and would love for someone to explain why that is. What does it add to the PVP experience?

    It actually removes some very unpleasant things from the PVP experience. Unkillable zergs, and one hit kill ganks.

    Healing and damage are halved to slow down the time to kill on players. The basic thought process is, if you're wandering through Cyrodiil and suddenly drop dead from a Lethal Arrow, that's not fun for you. So, PvP has modifiers applied to it, in order to slow down time to kill, and make sure that if you are ganked, you have time to respond, and interact with your opponent. (Also, why the sets like Viper and Red Mountain took a nerf, recently. Players were stacking proc sets together, to create instant kill scenarios.)

    When you half damage, you also kind of need to half healing, otherwise, healing becomes hilariously powerful. As is, a couple good healers in Cryodiil can make a major difference to keeping a group of players alive. Let them have normal healing rates, and your Templars and Wardens would become godlike. (This isn't actually hyperbole either.)

    As is, it is possible to make some ridiculously tanky builds for Cyrodiil. They can't actually do anything to you, but they're a pain to kill.

    @starkerealm Thank you for that explanation. It makes sense now. I still have so much to learn about this game which is what keeps it interesting for me.
    PC/NA/EP ✌️
  • Taleof2Cities
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    As a PvP healer myself, I guess I just embraced the challenge of battle spirit ... and worked through (maybe still working through B) ) each patch update like another relay in an obstacle course.

    Just like every other PvP healer in the game does.

    So, instead of blaming the devs and calling it a "misguided decision", it's a challenge to be better.

    Why not be better?

    Especially when players in your role and your Alliance (as well as other Alliances) share the same problem & playing field.

    Bonus points from your guildmates if you run a PvP healer with a support set (e.g. worm, spell power cure, transmutation) ... while still having functional heals and defense.
  • Jeremy
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    @Hippie4927, part of the problem here is when you've got someone who insists, "no, this system isn't fair," and won't listen to advice saying, "no, change what you're doing." Which, yeah, it doesn't lead to a productive exchange, because anyone offering advice is getting shot down.

    Telling someone to L2P is hardly productive advice. Nor is accusing someone of refusing to adapt as you did.

    And I wasn't asking for your advice on how to play anyway.

    I was asking for the developers to change how healing is nerfed by half against non-player enemies in the Imperial City where as other aspects of your character isn't - such as damage etc. It is unfair in my judgement and needs to be addressed.

    Edited by Jeremy on November 21, 2017 12:37AM
  • Jeremy
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    laksikus wrote: »
    ZOS intended IC mobs to be as hard as they are now.
    With normal dmg and halved shields and heals.

    If they halved dmg they would just half mob HP aswell so it doesnt get harder.


    Apart from that, there is not really such a thing in eso like a healer solo build.
    If you are a healer then you need DDs to kill stuff.
    If you kill things yourself you arent a healer, but a player that uses his skills to kill and to stay alive. his heals and shields are therefore halfed like its evrywhere in pvp, and your dmg is like everyomes else.

    Why would they have to half the HP of a monster if they halved damage?

    They halved healing yet do not half the damage monsters do. So it seems to me if I'm going to have a harder time restoring my HP through heals then players should have a harder time taking HP away as well.

    This idea that only heals should be nerfed when fighting against non-player monsters in Imperial city is a very odd one to me and not one that I'm going to pretend to understand. And certainly not one I'm going to agree with.
    Edited by Jeremy on November 21, 2017 12:44AM
  • starkerealm
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    Jeremy wrote: »
    @Hippie4927, part of the problem here is when you've got someone who insists, "no, this system isn't fair," and won't listen to advice saying, "no, change what you're doing." Which, yeah, it doesn't lead to a productive exchange, because anyone offering advice is getting shot down.

    Telling someone to L2P is hardly productive advice. Nor is accusing someone of refusing to adapt as you did.

    And I wasn't asking for your advice on how to play anyway.

    I was asking for the developers to change how healing is nerfed by half against non-player enemies in the Imperial City where as other aspects of your character isn't - such as damage etc. It is unfair in my judgement and needs to be addressed.

    There's a rather salient detail here: You're not healing the enemies.

    You're in a PvPvE zone.

    Which would you prefer? Heals that are consistent? Or heals that can randomly crash to 50% if a hostile player, in stealth, gets within 100m of you?
  • Voxicity
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    This is absolutely a L2P issue

    And a pretty hilarious one at that :D
  • Jeremy
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    Jeremy wrote: »
    @Hippie4927, part of the problem here is when you've got someone who insists, "no, this system isn't fair," and won't listen to advice saying, "no, change what you're doing." Which, yeah, it doesn't lead to a productive exchange, because anyone offering advice is getting shot down.

    Telling someone to L2P is hardly productive advice. Nor is accusing someone of refusing to adapt as you did.

    And I wasn't asking for your advice on how to play anyway.

    I was asking for the developers to change how healing is nerfed by half against non-player enemies in the Imperial City where as other aspects of your character isn't - such as damage etc. It is unfair in my judgement and needs to be addressed.

    There's a rather salient detail here: You're not healing the enemies.

    You're in a PvPvE zone.

    Which would you prefer? Heals that are consistent? Or heals that can randomly crash to 50% if a hostile player, in stealth, gets within 100m of you?

    I have told you many times what I prefer.

    That both healing and damage both be nerfed equally in respect to fighting non-player enemies in the Imperial City. The real mystery here is why posters like you find such a suggestion so controversial.

    Edited by Jeremy on November 21, 2017 12:47AM
  • starkerealm
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    Hippie4927 wrote: »
    Hippie4927 wrote: »
    @Hippie4927, part of the problem here is when you've got someone who insists, "no, this system isn't fair," and won't listen to advice saying, "no, change what you're doing." Which, yeah, it doesn't lead to a productive exchange, because anyone offering advice is getting shot down.

    @starkerealm I get what you're saying but when people begin by implying you're an idiot and THEN give advice, it's hard to take it as advice. (not saying you did this but others did). I'm not a big PVP'er and I don't understand all the intricacies of PVP'ing. I didn't even know that healing was cut in half and would love for someone to explain why that is. What does it add to the PVP experience?

    It actually removes some very unpleasant things from the PVP experience. Unkillable zergs, and one hit kill ganks.

    Healing and damage are halved to slow down the time to kill on players. The basic thought process is, if you're wandering through Cyrodiil and suddenly drop dead from a Lethal Arrow, that's not fun for you. So, PvP has modifiers applied to it, in order to slow down time to kill, and make sure that if you are ganked, you have time to respond, and interact with your opponent. (Also, why the sets like Viper and Red Mountain took a nerf, recently. Players were stacking proc sets together, to create instant kill scenarios.)

    When you half damage, you also kind of need to half healing, otherwise, healing becomes hilariously powerful. As is, a couple good healers in Cryodiil can make a major difference to keeping a group of players alive. Let them have normal healing rates, and your Templars and Wardens would become godlike. (This isn't actually hyperbole either.)

    As is, it is possible to make some ridiculously tanky builds for Cyrodiil. They can't actually do anything to you, but they're a pain to kill.

    @starkerealm Thank you for that explanation. It makes sense now. I still have so much to learn about this game which is what keeps it interesting for me.

    Incidentally, if you're wondering why they didn't simply double your health, it probably has something to do with the skills that scale with your health. Additionally, any skills which heal a percentage, would also increase disproportionately. Granted, the only examples I'm thinking of at the moment are Ice Shards and Arctic Wind, but the issue is legitimate.
  • ak_pvp
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    Jeremy wrote: »
    @Hippie4927, part of the problem here is when you've got someone who insists, "no, this system isn't fair," and won't listen to advice saying, "no, change what you're doing." Which, yeah, it doesn't lead to a productive exchange, because anyone offering advice is getting shot down.

    Telling someone to L2P is hardly productive advice. Nor is accusing someone of refusing to adapt as you did.

    And I wasn't asking for your advice on how to play anyway.

    I was asking for the developers to change how healing is nerfed by half against non-player enemies in the Imperial City where as other aspects of your character isn't - such as damage etc. It is unfair in my judgement and needs to be addressed.

    Because of the way the mechanic works. Its easy to say, half dmg vs player characters, less easy to say half healing against player characters, because damage could come anywhere/time, i.e. fighting an enemy with normal healing, get booped by a player, and suddenly you can't heal as much. Too varied. Hence a universal 50% heal/shield nerf.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Jeremy
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    Voxicity wrote: »
    This is absolutely a L2P issue

    And a pretty hilarious one at that :D

    I would agree that your comment is pretty hilarious.

    If you feel are so much better at playing - then please submit a video of you easily dispatching the two monsters I mention in my OP.

    I'll wait for it.
    Edited by Jeremy on November 21, 2017 12:46AM
  • starkerealm
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    ak_pvp wrote: »
    Jeremy wrote: »
    @Hippie4927, part of the problem here is when you've got someone who insists, "no, this system isn't fair," and won't listen to advice saying, "no, change what you're doing." Which, yeah, it doesn't lead to a productive exchange, because anyone offering advice is getting shot down.

    Telling someone to L2P is hardly productive advice. Nor is accusing someone of refusing to adapt as you did.

    And I wasn't asking for your advice on how to play anyway.

    I was asking for the developers to change how healing is nerfed by half against non-player enemies in the Imperial City where as other aspects of your character isn't - such as damage etc. It is unfair in my judgement and needs to be addressed.

    Because of the way the mechanic works. Its easy to say, half dmg vs player characters, less easy to say half healing against player characters, because damage could come anywhere/time, i.e. fighting an enemy with normal healing, get booped by a player, and suddenly you can't heal as much. Too varied. Hence a universal 50% heal/shield nerf.

    This is to say nothing of the very legitimate, if scummy, tactic of picking off players at low health who are fighting mobs alone.
  • idk
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    Jeremy wrote: »
    Jeremy wrote: »
    Jeremy wrote: »
    Wait you died to NPCs in Imperial City? ROFL

    Yes I did. Many times. In fact I lost count.

    Try going in there as a build that focuses on healing and I suspect you may have similar results.

    I always go on Imperial City as a healer, never have problems with it

    Even against the two enemies I mentioned?

    you know, you can always avoid them i always go there to craft, and didnt get any problems with those bosses

    I know you can avoid them. I can avoid the entire zone if I choose.

    But that's not really what I asked now is it?

    I think the main point is, you got the attention of a boss and did not realize Bosses outside of the original alliance zones. Avoiding the bosses in IC can be a solid choice if uncertain one can solo them. I have never been able to solo them.
  • starkerealm
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    Jeremy wrote: »
    The real mystery here is why posters like you find such a suggestion so controversial.

    Oh, that's easy: because I played in Cyrodiil before 1.6 went live. I remember what PvP was like without those modifiers.
  • Jeremy
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    ak_pvp wrote: »
    Jeremy wrote: »
    @Hippie4927, part of the problem here is when you've got someone who insists, "no, this system isn't fair," and won't listen to advice saying, "no, change what you're doing." Which, yeah, it doesn't lead to a productive exchange, because anyone offering advice is getting shot down.

    Telling someone to L2P is hardly productive advice. Nor is accusing someone of refusing to adapt as you did.

    And I wasn't asking for your advice on how to play anyway.

    I was asking for the developers to change how healing is nerfed by half against non-player enemies in the Imperial City where as other aspects of your character isn't - such as damage etc. It is unfair in my judgement and needs to be addressed.

    Because of the way the mechanic works. Its easy to say, half dmg vs player characters, less easy to say half healing against player characters, because damage could come anywhere/time, i.e. fighting an enemy with normal healing, get booped by a player, and suddenly you can't heal as much. Too varied. Hence a universal 50% heal/shield nerf.

    This is to say nothing of the very legitimate, if scummy, tactic of picking off players at low health who are fighting mobs alone.
    ak_pvp wrote: »
    Jeremy wrote: »
    @Hippie4927, part of the problem here is when you've got someone who insists, "no, this system isn't fair," and won't listen to advice saying, "no, change what you're doing." Which, yeah, it doesn't lead to a productive exchange, because anyone offering advice is getting shot down.

    Telling someone to L2P is hardly productive advice. Nor is accusing someone of refusing to adapt as you did.

    And I wasn't asking for your advice on how to play anyway.

    I was asking for the developers to change how healing is nerfed by half against non-player enemies in the Imperial City where as other aspects of your character isn't - such as damage etc. It is unfair in my judgement and needs to be addressed.

    Because of the way the mechanic works. Its easy to say, half dmg vs player characters, less easy to say half healing against player characters, because damage could come anywhere/time, i.e. fighting an enemy with normal healing, get booped by a player, and suddenly you can't heal as much. Too varied. Hence a universal 50% heal/shield nerf.

    So then make the nerf actually universal as you suggest and half the damage against non-player enemies in the Imperial City as well.
    Edited by Jeremy on November 21, 2017 12:51AM
  • Stovahkiin
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    Jeremy wrote: »
    Jeremy wrote: »
    @Hippie4927, part of the problem here is when you've got someone who insists, "no, this system isn't fair," and won't listen to advice saying, "no, change what you're doing." Which, yeah, it doesn't lead to a productive exchange, because anyone offering advice is getting shot down.

    Telling someone to L2P is hardly productive advice. Nor is accusing someone of refusing to adapt as you did.

    And I wasn't asking for your advice on how to play anyway.

    I was asking for the developers to change how healing is nerfed by half against non-player enemies in the Imperial City where as other aspects of your character isn't - such as damage etc. It is unfair in my judgement and needs to be addressed.

    There's a rather salient detail here: You're not healing the enemies.

    You're in a PvPvE zone.

    Which would you prefer? Heals that are consistent? Or heals that can randomly crash to 50% if a hostile player, in stealth, gets within 100m of you?

    I have told you many times what I prefer.

    That both healing and damage both be nerfed equally in respect to fighting non-player enemies in the Imperial City. The real mystery here is why posters like you find such a suggestion so controversial.

    So people are required to agree with you? Perhaps some responses here (including mine :D ) were less than helpful or respectful, however you can’t expect everyone to agree with you just because *you* don’t agree with how things are already done.
    Beware the battle cattle, but don't *fear* the battle cattle!
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