WrathOfInnos wrote: »You should be able to stack multiple Rapid Regens at the same time. This was fixed maybe a year ago, before that they would overwrite. If it’s not working then it’s a bug.
For the record: I"m not 100% positive this is how it works on this game. Though my testing seems to indicate that it is.
It's a pretty basic principle in game design - especially the multiplayer variety - that the most potent spell effect should take priority over the weaker one. Yet for some reason (and I can't really think of a good one) that does not seem to be the case on Elder Scrolls Online.
For example: let's say there are two players in a group using Rapid Regeneration. Instead of the Healer's regeneration taking priority (assuming they have the stronger heal) it seems to me these spells cancel one another out. So basically which ever spell is cast more recently is the effect that remains active, regardless if it's actually weaker than the effect it replaced or not.
If that is the case: that's a faulty design error that needs to be corrected. As someone who often plays as a Templar Tank that makes use of restoration staff abilities to improve my self-healing, I wouldn't want to accidentally remove the regeneration effect on other players that a healer may have put on them, especially if the healer's regen was stronger than my own. This is especially a problem since healing spells automatically target players based on their health in this game so a player is unable to limit their casting to themselves only. So I hope the combat team looks into this.
For the record: I"m not 100% positive this is how it works on this game. Though my testing seems to indicate that it is.
It's a pretty basic principle in game design - especially the multiplayer variety - that the most potent spell effect should take priority over the weaker one. Yet for some reason (and I can't really think of a good one) that does not seem to be the case on Elder Scrolls Online.
For example: let's say there are two players in a group using Rapid Regeneration. Instead of the Healer's regeneration taking priority (assuming they have the stronger heal) it seems to me these spells cancel one another out. So basically which ever spell is cast more recently is the effect that remains active, regardless if it's actually weaker than the effect it replaced or not.
If that is the case: that's a faulty design error that needs to be corrected. As someone who often plays as a Templar Tank that makes use of restoration staff abilities to improve my self-healing, I wouldn't want to accidentally remove the regeneration effect on other players that a healer may have put on them, especially if the healer's regen was stronger than my own. This is especially a problem since healing spells automatically target players based on their health in this game so a player is unable to limit their casting to themselves only. So I hope the combat team looks into this.
Just tomplay devil's advocate here alittle
In your scenario why have two healers ... The weaker one will pretty much do nothing to help
Cos of the second healer has a stronger skill on one chances are it will be stronger on all rendering him pointless until the first dies
For the record: I"m not 100% positive this is how it works on this game. Though my testing seems to indicate that it is.
It's a pretty basic principle in game design - especially the multiplayer variety - that the most potent spell effect should take priority over the weaker one. Yet for some reason (and I can't really think of a good one) that does not seem to be the case on Elder Scrolls Online.
For example: let's say there are two players in a group using Rapid Regeneration. Instead of the Healer's regeneration taking priority (assuming they have the stronger heal) it seems to me these spells cancel one another out. So basically which ever spell is cast more recently is the effect that remains active, regardless if it's actually weaker than the effect it replaced or not.
If that is the case: that's a faulty design error that needs to be corrected. As someone who often plays as a Templar Tank that makes use of restoration staff abilities to improve my self-healing, I wouldn't want to accidentally remove the regeneration effect on other players that a healer may have put on them, especially if the healer's regen was stronger than my own. This is especially a problem since healing spells automatically target players based on their health in this game so a player is unable to limit their casting to themselves only. So I hope the combat team looks into this.
Just tomplay devil's advocate here alittle
In your scenario why have two healers ... The weaker one will pretty much do nothing to help
Cos of the second healer has a stronger skill on one chances are it will be stronger on all rendering him pointless until the first dies