Dont say no to quickly.
I for one would think it would be good if puncture for example would scale its damage with max health instead of stamina. That way while solo a tank would be capable to run overland content. It would be a good step into solving the extinction of tanks.
No. And I'm saying that quickly.
You can't just think of PvE in this game. Change has to be considered for PvP as well, and after all these years I cannot for the life of me understand why this community can't grasp this...Zos does not separate PvE from PvP no matter how much we think or wish they should. No matter how you personally feel, you have to look at both sides when suggesting skill changes.
Those of us saying no understand a PvP player stacking 80k health or more would be doing ridiculous damage.
Tanks in PvE are not becoming extinct because they don't do damage, it's because they're expected to learn every mechanic in game and get blamed for every stupid one shot death or a player standing where they shouldn't be. It's a role very open to player abuse and people are far too quick to play the blame game instead of taking personal responsibility.
Not to mention this is one of the only games without a AoE taunt, so when your group pulls an entire room, the tank has to individually taunt every add plus the boss, and again, gets blamed if aggro gets pulled from one or two.
It's alot to take when most players want to have fun instead of getting *** on by sweaty tryhards who can't admit when they f'up, but want to blame everyone else around them.
That's why tanking is dying. Because you groan when a tank is new. We don't encourage new tanks, we quit on them. Has zero to do with damage output.
Tanks in PvE are not becoming extinct because they don't do damage, it's because they're expected to learn every mechanic in game and get blamed for every stupid one shot death or a player standing where they shouldn't be.
MartiniDaniels wrote: »MartiniDaniels wrote: »Given how everybody is so sturdy in PVP and healing mostly not mandatory in PVE other then in specific raid heal checks.. ZOS may consider reducing increase of healing from SD/WD and reducing damage+healing from stacking max resource.
Exactly. Healing is mandatory in specific Raid Heal Checks.
With the latest Nerfs to certain Healing, it gets very rough at some points for decent Healers, mainly speaking for Console here.
So let's nerf the possible healing output even more duo to decreasing healing scaling from Damage and Max Ressource Stats, making the decent Healers partly struggle and rely on the Group to heal themselves aswell even more & making the Healer Role even harder and less popular for newer Players.🙃
Sounds good!
Everybody knows healing is overperforming in PVP right now. For PVE there are tons of undiscovered ways to increase healing output which nobody uses because absolutely everything is dedicated to increasing group dps. I'm not calling for nerfs, I just mean OP is right in terms that stacking of different things in ESO doesn't bring comparable results. Basically you need to stack max magicka or weapon damage, everything else has diminishing returns.
ForzaRammer wrote: »I personally believe the fact more than half the healing skills scale to offensive stat rather than receiver’s health is bad. Player with crazy healing or damage shields can still do a crap ton of damage, players with more health oftentimes don’t even become more tanky.
On top of that, i think pve tank can use a little more self heal with all the sustain nerfs. So here is my suggestion on how to make healing in game more balanced.
Skills i think should scale to max hp of the receiver: warden tree, dk cinder storm, nightblade refreshing path, necromancer spirit mender, sorc dark exchange, templar healing ult + extended ritual. I believe regeneration and steadfast ward should scale to health too.