Excerpt from
https://forums.elderscrollsonline.com/en/discussion/521860/update-26-combat-preview/p1
Greetings Gang!
(...)
Lastly, in this update we are making some small adjustments to Critical Resistance and Healing affecting PvP specifically. Over the years, we’ve seen healing become quite volatile in PvP with the ability to negate a high amount of damage in just 1 ability cast for many players at once. This isn’t just 1 ability that causes this type of health bar swinging, so we are making adjustments to Battlespirit which now reduces healing taken by 60% instead of 50%.
Gearing up for PvP isn’t a simple task because of the need for Critical Resistance. The other issue regarding itemization in PvP is that it’s very limiting due to the need for building Critical Resistance. This means other popular traits and builds aren’t as viable in PvP unless you’re a glass cannon or top-end player. To bring more viable stat and set combinations into PvP play, we are now granting a baseline Critical Resistance. In conjunction with that change, we are making several adjustments to item sets which grant Critical Resistance. We also are making changes to the Impenetrable trait by reducing the value.
We hope these updates enhance your day to day adventures in ESO, and we’ll see you in Tamriel! We look forward to your feedback regarding the changes above, as well as item sets and your general playtesting experience when Update 26 hits PTS next week!
I don't know about you guys/gals but the above looks, smells and sounds like ZOS again catering to players with low APM a.k.a bad players, who don't even want to spend miniscule amount of time to theorycraft gearsets to better their stats by improving on their weaknesses (simple SWOT analysis anyone?)? Do you realise that it's a
20% HEALING NERF in PvP compared to what we have now? I play in no-CP and the heals are already not too 'volatile' to start with. If you're arguing about ball groups, then large heals are to be expected and players must do well to counter groups with organised play.
Let's suppose if these changes to Battle Spirit go into Live. Do you think it's going to solve the 'volatility' of heals (I call BS for
@ZOS_BrianWheeler's reasoning) players have ie. well-geared players (WG) vs. poorly-geared players (PG)? Answer is a definite
NO. What it will do is nerf everyone's heals to a large degree (20% nerf!) till those PG players can't even cope to go around Cyro/BGs with at least a fighting chance to survive.
Just please
@ZOS_BrianWheeler @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_RichLambert,
do not go through with the Battle Spirit changes, please reconsider. It will not serve the whole PvP community well especially
new and PG PvP-centric players. Feeling the brunt of the nerf, I'm sure the uninstall button/New World MMO is going to sound more appealing to them. Do not mess this up, ZOS.
Justification for suggestion number 3:
A battle spirit that reduced armor values would've fixed a lot of this tank meta.
A clear, definable decision should be made to survive damage or deal damage.
I'm fed up with it being okay that a pvp tank can absorb twice as much damage as a dps, have more regen, health and resources but still do 90% of the damage. That's beyond broken.
So what happens?
Everyone gravitates towards these builds because meta.
Either increase damage on squishy builds or reduce armor/damage on tanky ones
@RedFireDisco
Actually, flat number armour values in Phys and Spell Resistance are barely the problem in this whole issue. It can easily be countered with penetration debuffs whose values are high enough to negate a large part of a tank's flat armour number.
Now here's where I want everyone's attention: If you find a tank or damage dealer being too tanky, the problem really lies in the inherent
%-based buffs (and also debuffs) from Major & Minor Protection in which the former gives a humongous 30% damage reduction with little to no counter to. Minor gives 8% damage reduction.
Add to the problem with debuffs like
Minor Maim which reduces damage dealt by enemies by 15% plus lots of
cross healing received from allies.
Since nerfs are the name of the game to ZOS and there are little to no counters in the game to negate these huge buffs/debuffs, then I strongly urge ZOS to at the very least
consider one of or a few of my suggestion(s).
If you're arguing that those tanky players are running solo, then just remove the cross healing received from the equation and the point still stands; %-based dmg mitigation is currently too strong with little to no counter available to render its usefulness.
Flat armour values are the least of the problem and the counters are readily available in abundance.
Potential alternatives to the healing nerfs:
Through Battle Spirit;
1.0 Limit the
number of cross heals received from players
1.1 Reduce the amount of heals by x% a player can receive from 'foreign' heal sources (ie. anything other than self-initiated heals) as others have mentioned in this thread.
Maybe a limit to 1.0 & 1.1 ie. how many can be stacked on a player too. That will nerf zergs and ball groups effectively since there's only so much heals a player can receive.
2.
CP adjustments;
Disable CP PvP. Make PvP strictly a No-CP affair. That way, a huge aspect of PvE will be left separately to that of PvP.
3.
%-based damage mitigation buff adjustments;
Reduce the %-based buffs ie. Major and Minor Protection by half in PvP through Battle Spirit (this includes Major/Minor Maim as well). Sets that give 5-10% damage reduction from players nerfed by half through Battle Spirit too.
Here's a link for a more furnished and condensed version of the thread, just in case you guys want to have a look (it's in the PTS section of the forum):
https://forums.elderscrollsonline.com/en/discussion/524745/zos-please-revert-the-changes-to-battle-spirit-alternatives-provided-therein/p1
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