Drummerx04 wrote: »And make it even harder for you?Dude.. you are in a pvp zone. They can't just balance it for you like it was PvE.t.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....
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.
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.
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.
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.
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]
rustic_potato 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.
VaranisArano wrote: »Judas Helviaryn wrote: »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.
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.
Bbsample197 wrote: »rustic_potato 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
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.
starkerealm 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.
VaranisArano 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.
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.
Bbsample197 wrote: »rustic_potato 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?
Bbsample197 wrote: »Bbsample197 wrote: »rustic_potato 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
Hippie4927 wrote: »starkerealm 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?
starkerealm wrote: »Hippie4927 wrote: »starkerealm 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 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.
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.
starkerealm 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.
starkerealm wrote: »starkerealm 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?
Hippie4927 wrote: »starkerealm wrote: »Hippie4927 wrote: »starkerealm 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.
starkerealm 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.
This is absolutely a L2P issue
And a pretty hilarious one at that
starkerealm 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.
Bbsample197 wrote: »Bbsample197 wrote: »rustic_potato 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?
starkerealm wrote: »starkerealm 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.
starkerealm 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.
starkerealm wrote: »starkerealm 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.