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  • universal_wrath
    universal_wrath
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    Kadoin wrote: »
    PS: The problem is a lot less prominent in no-CP PvP. Also I don’t know how this patch is affecting large group fights.

    Maybe because you can't get ridiculous amounts of healing and defense in no CP via the CP system, free sustain, and max stats which helps you go on the defensive more often that you ever could in no-CP.

    You also cannot discount the CP abilities you gain too that are contributing like vengence, tactician, unchained, spell absorbtion, ... - oh wow, its pretty much all of them that are also contributing to the problem!

    Now, if someone is layering 3+ HoTs and withstanding damage, I don't think it needs a nerf because it ultimately means they must run a sustain build or give opportunities to be attacked, both of which are downsides to the build.

    The only HoTs I think need to be nerfed all happen to come from set sources, like Bogdan, Robes of the Hist, etc. OR maybe proc sets should stop being scaled with CP both offensive and healing proc sets.

    I also still think, ever since Murkmire PTS, that BRP resto and DW need to have a cooldown or downside to their use.

    But I'm sure what I said would be unpopular ...

    EDIT: Fixed something confusing

    I was really reliefed when zos increased the cost of DW cloak for like 2 secs and as I continoued reading, they made an exception to quick cloak and gave it a cost reduction. If quick cloak would have stayed the same, it would have been expensive to sustain because it would have costed 4500+ stamina.
  • Davadin
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    Mostly the title, self-healing, especially periodic healing has become too powerful in comparison to offensive options, turning CP pvp into extended periods of jumping around at full HP because sustained offensive pressure can’t break through the HoTs as they currently exist.

    Even in light/medium armor with no defensive sets while fighting another person in light/medium.

    Intensive Mender, Cauterize, and Living Dark are the notable offenders, but the list of overtuned HoTs is pretty long.

    It’s not an issue of class balance, since every class can effortlessly live forever unless they get 100-to-0’d in one burst. It’s just tedious and unrewarding gameplay.

    PS: The problem is a lot less prominent in no-CP PvP. Also I don’t know how this patch is affecting large group fights.

    weird. i've been killing people more effective now.

    maybe it's just the New Moon Acolyte on my Heavy build lol...

    but yes, i tend to live longer too nowadays.....


    how is Cauterize an offender when in a group or proximity to other, the heal will go to another person...
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • Major_Lag
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    mague wrote: »
    The big but is that it favors organised vs. organised. Unorganised has no longer tools to break up organised groups.
    Recently I've been seeing some no-skill AoE spam ballgroups which have one or more "purge monkeys" who spam purge every GCD. Any DoTs I tried to apply were instantly removed.

    This got me thinking... would Inevitable Detonation do any good there?
    I couldn't check it myself at the time, because I was on a healer build and didn't even have any spare skillpoints to unlock the ability.

    The ballgroup in question was rolling in one tight blob, a well-aimed Inevitable Deto would have hit ALL of these monkeys. But, would it have been enough?

    Edit: nevermind, I just noticed the other thread which answers this specific question. :|
    Edited by Major_Lag on October 30, 2019 3:07PM
  • Dr_Ganknstein
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    Mayrael wrote: »
    On CP campaign I'm still able to deliver pretty hard hitting blows. Yes I need to work more for my kills but it's not impossible as fights where my enemies drop into execution range are most common (most of them sooner or later ends in death). So TBH I don't see a problem in killing people when compared to last patch.

    Edit:
    I think that dot meta was really stupid because anyone could deliver significant amounts of damage without risking to much, now combat feels more rewarding. I like it.

    You playing templar?
  • NBrookus
    NBrookus
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    mague wrote: »
    The big but is that it favors organised vs. organised. Unorganised has no longer tools to break up organised groups. I am quite sure this is intended and this is not bad per se. I also agree this is not a problem of class balance or battlespirit balance.

    While true, the game also still largely favors numbers. A small organized group fighting a large semi-organized blob will lose. The question is how long they hold out and how many kills they get.
    The game lacks collision. Organised are able to move or stay where ever they want and as long as they want. They can pick any scroll anytime of the day. As long as a group is able to run literally THROUGH another group and dump all damage in a huge spike while passing them there is no longer room for "open groups" or PUGs.

    If we had collision and the existing mechanics where numbers forces a flag flip, we'd really have a mega tank meta.
  • Ragnaroek93
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    I mean it's like this since Dark Brotherhood with last patch being the exception. TTK is too high except with maybe some meta duel builds.
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • LukosCreyden
    LukosCreyden
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    This reminds me. I saw a Bosmer girl outside Davon' Watch the other day with max bub and butt sliders and minimum height. It was named "Pigtails and Tickletoes". First time I have ever wanted to rage-uninstall.
    Struggling to find a new class to call home.Please send help.
  • Iskiab
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    IF they do nerf healing they should do it through battlespirit. Maybe have battlespirit reduce damage by 2/3 and healing by 1-4.

    It won’t do much to help solo players. They’ll still get rocked by organized groups. With the way the game is setup even if 1 person can stay alive easily against one person, they’ll die quickly when against two.
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • casparian
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    Iskiab wrote: »
    It won’t do much to help solo players. They’ll still get rocked by organized groups..
    Aren't you in Homicide? How would you know anything about solo play or organized groups?
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • Iskiab
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    casparian wrote: »
    Iskiab wrote: »
    It won’t do much to help solo players. They’ll still get rocked by organized groups..
    Aren't you in Homicide? How would you know anything about solo play or organized groups?

    Oh, someone’s salty. Yes I am, don’t get salty about being thumped by 24 people. You guys who complain about 3x groups to make excuses for losing are laughable.
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • casparian
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    Iskiab wrote: »
    casparian wrote: »
    Iskiab wrote: »
    It won’t do much to help solo players. They’ll still get rocked by organized groups..
    Aren't you in Homicide? How would you know anything about solo play or organized groups?

    Oh, someone’s salty. Yes I am, don’t get salty about being thumped by 24 people. You guys who complain about 3x groups to make excuses for losing are laughable.
    Point to a place where I made an excuse for anything. And you didn't answer my question :p
    Edited by casparian on October 30, 2019 7:06PM
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • SipofMaim
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    This reminds me. I saw a Bosmer girl outside Davon' Watch the other day with max bub and butt sliders and minimum height. It was named "Pigtails and Tickletoes". First time I have ever wanted to rage-uninstall.

    Hell is other people.
  • xylena_lazarow
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    PvP defense currently outpaces offense by too wide a margin. In an evenly matched fight, if one side wants to stalemate by going defensive, that's what's going to happen. The past 2+ years have seen significant PvP nerfs to DoTs, Defiles, stun combos, and offensive sustain. Healing, mitigation, and defensive sustain haven't moved much.

    Some tweaks to the PvP Battle Spirit modifier would go a long way. Without affecting PvE at all, they could increase certain types of damage, reduce group healing, reduce blocking effectiveness, decrease the cost of abilities that deal damage, or anything else they see fit to put the "death" back in deathmatch.

    This defensive stalemate meta rewards avoiding risk. It rewards you for sitting there blocking and healing, waiting for your side to massively outnumber the enemy, and punishes you for going in for a kill while numbers are even. It rewards stacking larger and larger numbers of players more than it rewards improving your skill or coordination, which is as bad for server performance as it is for gameplay.

    I'll take overtuned Twilights and bash-spamming Goliaths over this guar turd of a combat update any day. All hail the tank meta, may everyone zerg and nobody die.
    PC/NA || Cyro/BGs || retired until Dagon brings a new dawn of PvP metas
  • Nirnroot420
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    PvP defense currently outpaces offense by too wide a margin. In an evenly matched fight, if one side wants to stalemate by going defensive, that's what's going to happen. The past 2+ years have seen significant PvP nerfs to DoTs, Defiles, stun combos, and offensive sustain. Healing, mitigation, and defensive sustain haven't moved much.

    Some tweaks to the PvP Battle Spirit modifier would go a long way. Without affecting PvE at all, they could increase certain types of damage, reduce group healing, reduce blocking effectiveness, decrease the cost of abilities that deal damage, or anything else they see fit to put the "death" back in deathmatch.

    This defensive stalemate meta rewards avoiding risk. It rewards you for sitting there blocking and healing, waiting for your side to massively outnumber the enemy, and punishes you for going in for a kill while numbers are even. It rewards stacking larger and larger numbers of players more than it rewards improving your skill or coordination, which is as bad for server performance as it is for gameplay.

    I'll take overtuned Twilights and bash-spamming Goliaths over this guar turd of a combat update any day. All hail the tank meta, may everyone zerg and nobody die.

    Battle Spirit is the key mechanic here and I'm not entirely sure why more adjustments aren't made to it. It's a way to balance PvP without affecting whatever passes for the pve community these days, and can be tinkered with endlessly to find balance, rather than the constant editing of abilities and sets to create new metas.

    Use Battle Spirit to (further) reduce heals or increase cost for healing abilities, and you have something approaching balance. Because, as you rightfully pointed out, anyone can drag something to a stalemate at the moment, and due to the fragile egos of most of the Cyrodiil population, they'll take that route 9/10 times instead of trying for a burst, creating this awful combat based on heals and necro ult rotations.

    BGs and no-CP are a affected a *bit* less by the defense meta, but the base problem still exists, in that any high MMR BG match will most likely be won by the group with the most heals. Adjusting Battle Spirit would have slightly inflated results in no-CP vs. CP, but I think a sweet spot can be attained.
  • ZarkingFrued
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    Mostly the title, self-healing, especially periodic healing has become too powerful in comparison to offensive options, turning CP pvp into extended periods of jumping around at full HP because sustained offensive pressure can’t break through the HoTs as they currently exist.

    Even in light/medium armor with no defensive sets while fighting another person in light/medium.

    Intensive Mender, Cauterize, and Living Dark are the notable offenders, but the list of overtuned HoTs is pretty long.

    It’s not an issue of class balance, since every class can effortlessly live forever unless they get 100-to-0’d in one burst. It’s just tedious and unrewarding gameplay.

    PS: The problem is a lot less prominent in no-CP PvP. Also I don’t know how this patch is affecting large group fights.

    Cauterize XD? Its every 5 seconds, it's not saving you from bursts
  • Major_Lag
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    BGs and no-CP are a affected a *bit* less by the defense meta, but the base problem still exists, in that any high MMR BG match will most likely be won by the group with the most heals.
    As a Cyrodiil healer main, I'm thoroughly baffled by what you are implying here.

    So, in effect, you are saying that a team(group) should not be rewarded for having a good composition and working as a cohesive group (as opposed to a situation where you have "4 solo players" who just happen to be formally grouped)?

    The only meta in which additional healing would make little to no difference, is a heavy cheese burst meta where everyone is made of glass and can only take 1 or 2 hits.
    I don't think I need to explain how and why such a meta would be very unhealthy for the game.

    IMO, the root of the problem is elsewhere:
    As long as healing output scales off of OFFENSIVE stats, we will have this problem persist in one form or another.

    As a dedicated healer, I build primarily for sustain; this naturally leads to reasonable tankiness - as it should be.
    But now, consider this... as a DEDICATED HEALER, I have a much lower per-player healing output than DAMAGE-ORIENTED builds with their self heals (!!!). True, the total healing output is still higher, but my point stands.

    TL;dr: currently there's simply no penalty to building for good damage output while still being tanky AF. This needs to change, and fast.
  • Infectious1X
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    Major_Lag wrote: »
    BGs and no-CP are a affected a *bit* less by the defense meta, but the base problem still exists, in that any high MMR BG match will most likely be won by the group with the most heals.
    As a Cyrodiil healer main, I'm thoroughly baffled by what you are implying here.

    So, in effect, you are saying that a team(group) should not be rewarded for having a good composition and working as a cohesive group (as opposed to a situation where you have "4 solo players" who just happen to be formally grouped)?

    The only meta in which additional healing would make little to no difference, is a heavy cheese burst meta where everyone is made of glass and can only take 1 or 2 hits.
    I don't think I need to explain how and why such a meta would be very unhealthy for the game.

    IMO, the root of the problem is elsewhere:
    As long as healing output scales off of OFFENSIVE stats, we will have this problem persist in one form or another.

    As a dedicated healer, I build primarily for sustain; this naturally leads to reasonable tankiness - as it should be.
    But now, consider this... as a DEDICATED HEALER, I have a much lower per-player healing output than DAMAGE-ORIENTED builds with their self heals (!!!). True, the total healing output is still higher, but my point stands.

    TL;dr: currently there's simply no penalty to building for good damage output while still being tanky AF. This needs to change, and fast.

    I agree completely with this statement. The idea that healing should scale off damage is ridiculous and for what? So solo players in a fricken MMO (this part right here, MMO, as in MULTIPLAYER game, not single player) can go through already easy PvE content!? A single dedicated healer isn’t the problem. It’s when you combine both their healing and everyone else’s absurd self-healing that it becomes a problem. 1v1 fights almost always end in stalemates even when one (or both) go for pure dps stats. Group fights take even longer because of dedicated healers.

    People claim the nerfing of dots was a major problem and the main contributor to this, which is not entirely true. Sure, it made things worse, but it wasn’t the root of the problem. Certain classes (looking at you temps) have strong purges and burst healing, so dots hardly affected them anyways. Strong dots still took a significant amount of time to deal damage, which was still outclassed by any burst healing.

  • Infectious1X
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    Iskiab wrote: »
    IF they do nerf healing they should do it through battlespirit. Maybe have battlespirit reduce damage by 2/3 and healing by 1-4.

    It won’t do much to help solo players. They’ll still get rocked by organized groups. With the way the game is setup even if 1 person can stay alive easily against one person, they’ll die quickly when against two.

    Not that this is targeted at you, but why do people think a solo person or smaller group should be able to do much against a larger group in the first place? This is the only game I’ve ever played where people feel as though a 1vX or outnumbered situation should be consistently winnable and I don’t understand that mentality.

    Being outnumbered means you should generally lose. Simple as that. Obviously there are many variables that need to be taken into account to determine outcomes, such as player skill, organized vs unorganized, etc. but as a general rule, if you’re outnumbered, you’re losing that fight.
    Edited by Infectious1X on October 31, 2019 9:06AM
  • Major_Lag
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    Not that this is targeted at you, but why do people think a solo person or smaller group should be able to do much against a larger group in the first place? This is the only game I’ve ever played where people feel as though a 1vX or outnumbered situation should be consistently winnable and I don’t understand that mentality.
    Let me enlighten you then:
    1vX in ESO is only possible against players of considerably lower skill. Most 1vXers who I know, would use the term "zerglings" to describe such unskilled players.

    With the right build and under the right circumstances, it's even possible (and very viable) to kill off the players outnumbering you, until none are left. Again, this only works provided that your opponents are sufficiently bad.

    1vX against players of comparable skill? Forget it, not happening.
    When players of a similar skill level are involved on both sides, the number of combatants on each side generally decides the outcome. As it should be.
    (edit: epic BBcode fail)
    Edited by Major_Lag on October 31, 2019 2:39PM
  • technohic
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    They never should have nerfed defiles uptime and eliminated sources. Major and minor should have been cut in half each and made more widely available.

    Id also suggest that they make it harder to purge like you purge only the defile if it is purged. Would possibly be a buff to DKs or any DOT build against enemies with purge as their DOTs would still be going.

    Onslaught should not have been nerfed so short although it did need a slight nerf, and they should add a shatter effect or something to meteor to give a similar effect.

    Cast times on ultimates are horrible in the current game performance. all it takes is a hesitation to go off a second late and the target heals to full.

    DOTs needed a nerf but it was too much.

    I'd do course correction on the above rather than go after nerfing heals, armor, and health recovery. Not just because it would *** off PVEers but because its just doubling down on mistakes that already have had unforeseen side effects.
  • Fur_like_snow
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    Zeni loves giving themselves extra work too do in an odd way it sounds a bit like job security. Now 3 months down the road they’ll adjust HoTs right before they nerf/buff something else they’ll have to fix in a future update.
    Edited by Fur_like_snow on October 31, 2019 5:03PM
  • Nirnroot420
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    Major_Lag wrote: »
    BGs and no-CP are a affected a *bit* less by the defense meta, but the base problem still exists, in that any high MMR BG match will most likely be won by the group with the most heals.
    As a Cyrodiil healer main, I'm thoroughly baffled by what you are implying here.

    So, in effect, you are saying that a team(group) should not be rewarded for having a good composition and working as a cohesive group (as opposed to a situation where you have "4 solo players" who just happen to be formally grouped)?

    The only meta in which additional healing would make little to no difference, is a heavy cheese burst meta where everyone is made of glass and can only take 1 or 2 hits.
    I don't think I need to explain how and why such a meta would be very unhealthy for the game.

    IMO, the root of the problem is elsewhere:
    As long as healing output scales off of OFFENSIVE stats, we will have this problem persist in one form or another.

    As a dedicated healer, I build primarily for sustain; this naturally leads to reasonable tankiness - as it should be.
    But now, consider this... as a DEDICATED HEALER, I have a much lower per-player healing output than DAMAGE-ORIENTED builds with their self heals (!!!). True, the total healing output is still higher, but my point stands.

    TL;dr: currently there's simply no penalty to building for good damage output while still being tanky AF. This needs to change, and fast.

    There's a difference between "having a good composition" and being effectively unbeatable because of a general nerf to damage output while leaving healing output unchanged. I know as a "Cyrodiil healer main" you don't participate much in actual combat, but coming on the forums, completely misunderstanding concepts, and then complaining that spell damage makes spells more effective just screams zergling to me.

    You build for tankiness and sustain, ergo your spells hit like wet noodles. This is your playstyle. Heals, for the most part, are magicka-based skills, also known as spells. The reason damage builds can heal well is because of spell damage, but the reason they're "tanky af" is more or less due to the fact that damage output is lower than last patch, and healing output remains the same. The problem is that the damage skills do less damage. This wasn't a problem the last few patches. It's an overbearing one now.

    Tl;dr: If you built for damage last patch, and not tankiness, your heals are still very effective while your damage is less so. And since everyone's damage is lesser, those players that build for damage are tankier. Your suggestion to nerf heals based on spell damage is counter-intuitive and nonsensical.
  • tinythinker
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    Always problems. Because of so many mix and match skill lines and gear sets, as well as solo versus group and highly experienced versus not, some subsets of the PvP population are always going to be over-buffed and others over-nerfed. And if they do more with Battle Spirit to curb the extremes, the same thing.
    Sarousse wrote: »
    God, I miss softcaps so hard.
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  • xylena_lazarow
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    Major_Lag wrote: »
    TL;dr: currently there's simply no penalty to building for good damage output while still being tanky AF. This needs to change, and fast.[/b]

    There's also little to no tradeoff between effective group healing and personal survivability. Healing and tanking should be distinct roles that you have to build for, like in PvE, not a package deal you get for free by running any generic SnB/Resto heavy armor setup.
    PC/NA || Cyro/BGs || retired until Dagon brings a new dawn of PvP metas
  • Major_Lag
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    I know as a "Cyrodiil healer main" you don't participate much in actual combat
    Define "actual combat", then?

    Needless to say, as a healer I'm where I need to be... which is where the action is.
    If you were implying I run in a ballgroup - no, I don't; besides our faction doesn't even have a "proper" ballgroup on PCEU Kaal. And even if it did, I would not want to run in it anyway.

    I do get focused quite often, and have to deal with that. Of course as a healer, this normally means resorting to defensive plays while relying on other members of my group to deal with the threat... which is a textbook example of teamwork.
    Not unlike a "useless" PvP tank keeping the enemy group busy in a tower, so that your group can siege the keep in the meantime. Etc.

    If by "actual combat" you mean "pressuring and bursting down the enemies" - then no, I don't... because it's not my job.
    Healing and buffing a largescale group is already a full-time job as it is - and in any case, a largescale healer build only deals meh amounts of damage, even if you have offensive skills slotted. Only executes are any good.
    but coming on the forums, completely misunderstanding concepts, and then complaining that spell damage makes spells more effective
    Of course spell damage makes spells more effective. Water is wet.
    But this has resulted in the unhealthy situation we have now, where there is not only no penalty to building offensively - in fact it is being rewarded by the broken design.

    if you want high damage OR high healing, you should have to choose one, or make a compromise on both. Not get both without any drawbacks as part of one package, as you currently do.
    zergling
    Shocking! Players fighting in large groups in a PvP environment specifically designed for large group fights! News at 11.

    And no, I don't run smallscale(outnumbered)... but that's only because I have better (more fun) things to do than run in circles all day.
    Been there, done that, did OK at it... but I still don't see how the smallscalers find ithat "fun". I quickly found it boring instead. To each their own, I guess.
    damage builds (...) the reason they're "tanky af" is more or less due to the fact that damage output is lower than last patch, and healing output remains the same. The problem is that the damage skills do less damage. This wasn't a problem the last few patches. It's an overbearing one now.
    It is true that the problem is even worse now, for the reason you mentioned.

    But in actuality, in 1v1 situations that has been an issue for as long as I've been playing PvP, which is over half of a year now.
    1v1 stalemates between experienced, properly-geared PvPers were, and still are, the norm - especially in CP PvP.
    Your suggestion to nerf heals based on spell damage is counter-intuitive and nonsensical.
    Ok, so show me where have I said that?
    What I did say, is that healing should not scale off of OFFENSIVE stats.

    IMO there should be a separate "healing power" stat which only affects heals, with the current weapon/spell damage only affecting, you know, the damage?
    This way, if you wanted high heals you would have to build for it specifically, forcing you to make sacrifices in other areas (damage/sustain/mitigation).
    It would also have gone a long way towards making healers actually useful/needed in most of the dungeon PvE content, which is another major pain point.

    In fact, the required stats already exist in the game... "healing done" and "healing taken".
    Sadly, they are woefully underutilized - with only a small handful of sets and passives affecting those stats, and even then only by a tiny amount (such as 3-6%).
  • ChefZero
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    Major_Lag wrote: »
    I know as a "Cyrodiil healer main" you don't participate much in actual combat
    Define "actual combat", then?

    Needless to say, as a healer I'm where I need to be... which is where the action is.
    If you were implying I run in a ballgroup - no, I don't; besides our faction doesn't even have a "proper" ballgroup on PCEU Kaal. And even if it did, I would not want to run in it anyway.

    I do get focused quite often, and have to deal with that. Of course as a healer, this normally means resorting to defensive plays while relying on other members of my group to deal with the threat... which is a textbook example of teamwork.
    Not unlike a "useless" PvP tank keeping the enemy group busy in a tower, so that your group can siege the keep in the meantime. Etc.

    If by "actual combat" you mean "pressuring and bursting down the enemies" - then no, I don't... because it's not my job.
    Healing and buffing a largescale group is already a full-time job as it is - and in any case, a largescale healer build only deals meh amounts of damage, even if you have offensive skills slotted. Only executes are any good.
    but coming on the forums, completely misunderstanding concepts, and then complaining that spell damage makes spells more effective
    Of course spell damage makes spells more effective. Water is wet.
    But this has resulted in the unhealthy situation we have now, where there is not only no penalty to building offensively - in fact it is being rewarded by the broken design.

    if you want high damage OR high healing, you should have to choose one, or make a compromise on both. Not get both without any drawbacks as part of one package, as you currently do.
    zergling
    Shocking! Players fighting in large groups in a PvP environment specifically designed for large group fights! News at 11.

    And no, I don't run smallscale(outnumbered)... but that's only because I have better (more fun) things to do than run in circles all day.
    Been there, done that, did OK at it... but I still don't see how the smallscalers find ithat "fun". I quickly found it boring instead. To each their own, I guess.
    damage builds (...) the reason they're "tanky af" is more or less due to the fact that damage output is lower than last patch, and healing output remains the same. The problem is that the damage skills do less damage. This wasn't a problem the last few patches. It's an overbearing one now.
    It is true that the problem is even worse now, for the reason you mentioned.

    But in actuality, in 1v1 situations that has been an issue for as long as I've been playing PvP, which is over half of a year now.
    1v1 stalemates between experienced, properly-geared PvPers were, and still are, the norm - especially in CP PvP.
    Your suggestion to nerf heals based on spell damage is counter-intuitive and nonsensical.
    Ok, so show me where have I said that?
    What I did say, is that healing should not scale off of OFFENSIVE stats.

    IMO there should be a separate "healing power" stat which only affects heals, with the current weapon/spell damage only affecting, you know, the damage?
    This way, if you wanted high heals you would have to build for it specifically, forcing you to make sacrifices in other areas (damage/sustain/mitigation).
    It would also have gone a long way towards making healers actually useful/needed in most of the dungeon PvE content, which is another major pain point.

    In fact, the required stats already exist in the game... "healing done" and "healing taken".
    Sadly, they are woefully underutilized - with only a small handful of sets and passives affecting those stats, and even then only by a tiny amount (such as 3-6%).

    I suggested that years ago. Increase healing done stats and give healing a max stat scaling similar to shields.

    But healing mechanically needs a rework in general because smart healing is dumb, boring and not really rewarding.
    PC EU - DC only
  • Waffennacht
    Waffennacht
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    As much as I agree with what I've read; I do not see any major redesigning - unless they do at some point everything - happening any time soon
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Iskiab
    Iskiab
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    Iskiab wrote: »
    IF they do nerf healing they should do it through battlespirit. Maybe have battlespirit reduce damage by 2/3 and healing by 1-4.

    It won’t do much to help solo players. They’ll still get rocked by organized groups. With the way the game is setup even if 1 person can stay alive easily against one person, they’ll die quickly when against two.

    Not that this is targeted at you, but why do people think a solo person or smaller group should be able to do much against a larger group in the first place? This is the only game I’ve ever played where people feel as though a 1vX or outnumbered situation should be consistently winnable and I don’t understand that mentality.

    Being outnumbered means you should generally lose. Simple as that. Obviously there are many variables that need to be taken into account to determine outcomes, such as player skill, organized vs unorganized, etc. but as a general rule, if you’re outnumbered, you’re losing that fight.

    I agree with you, but having enough defense to survive against two people for a limited amount of time should be a minimum I think.

    In other pvp games I’ve played I’ve taken on multiple people, multiple times, and the key was the burst damage was far lower. In ESO the burst damage and healing are at least double of other games, one stun and you’re dead just isn’t fun to me.

    As for this thread, I’m not seeing it. I used hardly any dots last patch and see next to no difference in tankiness.

    Is this a thread for people who got used to dots and dizzy and are having problems adapting? I don’t get it. Yea there are a lot of tanky players in cyrodiil now, like before, but it’s not like they can kill anyone unless multiple of them focus you.

    I played this morning on my alt, and besides one magsorc who lit me up it was mostly tanky players who were ineffective.
    Edited by Iskiab on November 2, 2019 8:44PM
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • deepseamk20b14_ESO
    deepseamk20b14_ESO
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    Stop playing CP?

    I think about it sometimes but no one is ever in No CP. bars are always at 1. Now that BG’s are closed for the time being, not much of a choice lol.
    Hey everyone! Look! It's a signature!
  • ThePhantomThorn
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    solution. build in pen

    i run a spriggan's maul. i will run new moon. i have some points in piercing.

    if you build high pen and burst their tankyness and healing is nothing.

    off balance heavy - incap - la - bow - bash - execute. ded

    think about it like this. if you kill someone before they can heal, they die.

    at least there's no pirate skelly anymore. now just brp dw.
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