Jimmy_The_Fixer 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
Jimmy_The_Fixer wrote: »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.
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.The big but is that it favors organised vs. organised. Unorganised has no longer tools to break up organised groups.
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.
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.
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.
Aren't you in Homicide? How would you know anything about solo play or organized groups?It won’t do much to help solo players. They’ll still get rocked by organized groups..
Point to a place where I made an excuse for anything. And you didn't answer my question
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.
LukosCreyden wrote: »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.
xylena_lazarow wrote: »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.
Jimmy_The_Fixer wrote: »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.
As a Cyrodiil healer main, I'm thoroughly baffled by what you are implying here.Nirnroot420 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.Nirnroot420 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.
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.
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.
Let me enlighten you then:Infectious1X wrote: »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.
As a Cyrodiil healer main, I'm thoroughly baffled by what you are implying here.Nirnroot420 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.
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.
RIPGod, I miss softcaps so hard.
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]
Define "actual combat", then?Nirnroot420 wrote: »I know as a "Cyrodiil healer main" you don't participate much in actual combat
Of course spell damage makes spells more effective. Water is wet.Nirnroot420 wrote: »but coming on the forums, completely misunderstanding concepts, and then complaining that spell damage makes spells more effective
Shocking! Players fighting in large groups in a PvP environment specifically designed for large group fights! News at 11.Nirnroot420 wrote: »zergling
It is true that the problem is even worse now, for the reason you mentioned.Nirnroot420 wrote: »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.
Ok, so show me where have I said that?Nirnroot420 wrote: »Your suggestion to nerf heals based on spell damage is counter-intuitive and nonsensical.
Define "actual combat", then?Nirnroot420 wrote: »I know as a "Cyrodiil healer main" you don't participate much in actual combat
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.Of course spell damage makes spells more effective. Water is wet.Nirnroot420 wrote: »but coming on the forums, completely misunderstanding concepts, and then complaining that spell damage makes spells more effective
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.Shocking! Players fighting in large groups in a PvP environment specifically designed for large group fights! News at 11.Nirnroot420 wrote: »zergling
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.It is true that the problem is even worse now, for the reason you mentioned.Nirnroot420 wrote: »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.
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.Ok, so show me where have I said that?Nirnroot420 wrote: »Your suggestion to nerf heals based on spell damage is counter-intuitive and nonsensical.
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%).
Infectious1X 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.
Canned_Apples wrote: »Stop playing CP?