xXMeowMeowXx wrote: »Stop with the nerfling threads because you can’t beat other players in a video game, Cx.
Play Non Cp, so you can cry there too, if you’re so triggered by better players and coordinated groups....
Smh, rn the lag meta and the horrible performance meta in cyro reigns supreme. That is where ZoS needs to put their attention, not hand holding for bad PvPers.
#StopTheNerfs
landsbergis wrote: »Reduce the value an impen pice gives to 150-ish crit resist 😊
relentless_turnip wrote: »Just my thoughts on how to reduce the tank meta, feel free to tell me its ***!!!
Without effecting PVE or no CP(neither of which I think are a problem):
Nerf cross healing through battle spirit.
Reduce healing received from an ally by 75% instead of 50% so only a dedicated healer can have a real impact on ally healing.
Only allow heals to party members in a pvp area, this should reduce server calculations too. What I mean is you should only be able to heal members of your group.
From my personal experience I don't feel self heals are much of a problem, feel free to disagree...
Allow us to switch smart healing priority so it always heals the caster first, this will avoid accidental cross healing, when you just want to use bloody rapid regen on yourself
Then just reduce the effectiveness of the red cp tree in pvp area's, this won't effect no cp or pve as i don't think it is an issue there. I would suggest reducing ironclad's(and thick skinned if DOTs ever become something to fear again) effectiveness by 50% so you will lose roughly 10% mitigation in cp campaigns. This should only happen again in a PvP zone via battle spirit.
I couldnt agree more pal, at least with the reducing healing received from allies. In fact, I think it should be dropped by 50% after the 50% from battle spirit is already applied. The amount of bad players who are carried on the back of templars is awful. A half competent magplar will carry a whole group of bots, and a game should never be like that. Especially considering how a lot of these magplars can still hit like a truck while carrying a group of bad players. It blows my mind.
so only a dedicated healer can have a real impact on ally healing. - Thats how it always should have been.
But just like so many things that should be, we will never see it. Zos likes casuals because casuals make money. And casuals like getting carried by healers, mainly magplars. Zos also likes easy mode, and they dont want people to have to put in too much effort to do well. Its a shame that so many games go down this path, but it is what it is. Easy mode games that are aimed at more casual players and offer little to no challenge throughout almost all of the game, and micro transactions, seem to be the way of the future in most mmos.
relentless_turnip wrote: »Just my thoughts on how to reduce the tank meta, feel free to tell me its ***!!!
Without effecting PVE or no CP(neither of which I think are a problem):
Nerf cross healing through battle spirit.
Reduce healing received from an ally by 75% instead of 50% so only a dedicated healer can have a real impact on ally healing.
Only allow heals to party members in a pvp area, this should reduce server calculations too. What I mean is you should only be able to heal members of your group.
From my personal experience I don't feel self heals are much of a problem, feel free to disagree...
Allow us to switch smart healing priority so it always heals the caster first, this will avoid accidental cross healing, when you just want to use bloody rapid regen on yourself
Then just reduce the effectiveness of the red cp tree in pvp area's, this won't effect no cp or pve as i don't think it is an issue there. I would suggest reducing ironclad's(and thick skinned if DOTs ever become something to fear again) effectiveness by 50% so you will lose roughly 10% mitigation in cp campaigns. This should only happen again in a PvP zone via battle spirit.
I couldnt agree more pal, at least with the reducing healing received from allies. In fact, I think it should be dropped by 50% after the 50% from battle spirit is already applied. The amount of bad players who are carried on the back of templars is awful. A half competent magplar will carry a whole group of bots, and a game should never be like that. Especially considering how a lot of these magplars can still hit like a truck while carrying a group of bad players. It blows my mind.
so only a dedicated healer can have a real impact on ally healing. - Thats how it always should have been.
But just like so many things that should be, we will never see it. Zos likes casuals because casuals make money. And casuals like getting carried by healers, mainly magplars. Zos also likes easy mode, and they dont want people to have to put in too much effort to do well. Its a shame that so many games go down this path, but it is what it is. Easy mode games that are aimed at more casual players and offer little to no challenge throughout almost all of the game, and micro transactions, seem to be the way of the future in most mmos.
I'm confused. You want to cut healing by others by 75% but somehow that's suppose to ensure only dedicated healers can heal? While also allowing you to only heal your own group? Ok, like that's just going to do the opposite and make people build even more tanky and slot their own heal and will pretty much be the death of dedicated healers cause their heals will be worthless. Like sorry, but healing is a thing and is certainly not the cause of the "tank meta". I won't argue that mitigation, high damage heavy armor builds, and healing in general needs looked at, but we certainly don't need to ruin someone's whole play style over it just cause you don't like other people getting healed... by a healer... who's job it is to, you know, heal. Of course like everything that somehow equates to being carried by a healer, instead of being called what it really is, playing the game exactly how it was designed to be played in group content.
Deathlord92 wrote: »Not everyone likes to run around with 20 other players nerfing healing that much will kill solo pvp
relentless_turnip wrote: »
Only allow heals to party members in a pvp area, this should reduce server calculations too. What I mean is you should only be able to heal members of your group.
Joy_Division wrote: »relentless_turnip wrote: »
Only allow heals to party members in a pvp area, this should reduce server calculations too. What I mean is you should only be able to heal members of your group.
I guess you like ball groups. Because do you know how more insanely powerful ball groups will become if you only allow them to cross heal? And I guess you hate healers. Because while everyone else can just log in and do whatever, the only way you're going to allow them to play is by forcing them to type LFG in zone.
relentless_turnip wrote: »Just my thoughts on how to reduce the tank meta, feel free to tell me its ***!!!
Without effecting PVE or no CP(neither of which I think are a problem):
Nerf cross healing through battle spirit.
Reduce healing received from an ally by 75% instead of 50% so only a dedicated healer can have a real impact on ally healing.
Only allow heals to party members in a pvp area, this should reduce server calculations too. What I mean is you should only be able to heal members of your group.
From my personal experience I don't feel self heals are much of a problem, feel free to disagree...
Allow us to switch smart healing priority so it always heals the caster first, this will avoid accidental cross healing, when you just want to use bloody rapid regen on yourself
Then just reduce the effectiveness of the red cp tree in pvp area's, this won't effect no cp or pve as i don't think it is an issue there. I would suggest reducing ironclad's(and thick skinned if DOTs ever become something to fear again) effectiveness by 50% so you will lose roughly 10% mitigation in cp campaigns. This should only happen again in a PvP zone via battle spirit.
I couldnt agree more pal, at least with the reducing healing received from allies. In fact, I think it should be dropped by 50% after the 50% from battle spirit is already applied. The amount of bad players who are carried on the back of templars is awful. A half competent magplar will carry a whole group of bots, and a game should never be like that. Especially considering how a lot of these magplars can still hit like a truck while carrying a group of bad players. It blows my mind.
so only a dedicated healer can have a real impact on ally healing. - Thats how it always should have been.
But just like so many things that should be, we will never see it. Zos likes casuals because casuals make money. And casuals like getting carried by healers, mainly magplars. Zos also likes easy mode, and they dont want people to have to put in too much effort to do well. Its a shame that so many games go down this path, but it is what it is. Easy mode games that are aimed at more casual players and offer little to no challenge throughout almost all of the game, and micro transactions, seem to be the way of the future in most mmos.
I'm confused. You want to cut healing by others by 75% but somehow that's suppose to ensure only dedicated healers can heal? While also allowing you to only heal your own group? Ok, like that's just going to do the opposite and make people build even more tanky and slot their own heal and will pretty much be the death of dedicated healers cause their heals will be worthless. Like sorry, but healing is a thing and is certainly not the cause of the "tank meta". I won't argue that mitigation, high damage heavy armor builds, and healing in general needs looked at, but we certainly don't need to ruin someone's whole play style over it just cause you don't like other people getting healed... by a healer... who's job it is to, you know, heal. Of course like everything that somehow equates to being carried by a healer, instead of being called what it really is, playing the game exactly how it was designed to be played in group content.
xXMeowMeowXx wrote: »Stop with the nerfling threads because you can’t beat other players in a video game, Cx.
Play Non Cp, so you can cry there too, if you’re so triggered by better players and coordinated groups....
Smh, rn the lag meta and the horrible performance meta in cyro reigns supreme. That is where ZoS needs to put their attention, not hand holding for bad PvPers.
#StopTheNerfs