MartiniDaniels wrote: »You are absolutely wrong that it is uncalled. A lot of players are sure that healing is overpowered in PVP, and nerfing it on battle spirit level is best way to deal with it without ruining actual healing abilities.
Or do you want another round of decreased on 66%, increased by 33% like in U23-24?
Can someone explain to me why all of healing needed to be nerfed when only these places healing was op:
1. HoTs
2. Sets that also ironically provide HoTs
3. HP% healing that will remain less affected than heals that required stat investment.
Really ZOS lost the plot...
So you’re saying they should have nerfed rapid regen and vigor instead?
What I like about this change is it might mean there’s no need to transmute a pvp set. A mag class could wear mother’s sorrow and NMA and do okay.. maybe. Devil’s in the details.
Sneaky-Snurr wrote: »@BeardimusDefence is too strong right now, heal bot templars bursting back up. Let's try it and see before we comment as I don't think it's a bad thing.
*scratches head*
I don't see how resistance/defence is too strong atm. Please enlighten me.
Also, is the heal bot templar in a group/pug/zerg ball? If so, it is essentially a group vs group matter. 'Templar heal bots' are only capable of healing, I'm sure their dmg isn't too strong either since most good endgame Templar healers I know use any % buff (that includes major and minor buffs) to heals and resistances wherever that may come from.
Also, you're a Sorc pet healer. Your heals are definitely huge to start with so 20% healing nerf will definitely affect you adversely.
If anything, CP should be looked at. Or maybe the Alliance War heal buff passive as a start. Not a mindless blanket nerf to heals across the board.
@MuskrapMartiniDaniels wrote: »You are absolutely wrong that it is uncalled. A lot of players are sure that healing is overpowered in PVP, and nerfing it on battle spirit level is best way to deal with it without ruining actual healing abilities.
Or do you want another round of decreased on 66%, increased by 33% like in U23-24?
Adjusting battle spirit is not the solution lol Healing pre scalebreaker was fine. The only problems were when you came across groups and the amount of cross healing that happened. Which is where they should start nerfing. Otherwise, The players that get hit the most are solo players and No CP players. But nerfing all healing recieved by 20% is definitely a bad call
@BeardimusSneaky-Snurr wrote: »@BeardimusDefence is too strong right now, heal bot templars bursting back up. Let's try it and see before we comment as I don't think it's a bad thing.
*scratches head*
I don't see how resistance/defence is too strong atm. Please enlighten me.
Also, is the heal bot templar in a group/pug/zerg ball? If so, it is essentially a group vs group matter. 'Templar heal bots' are only capable of healing, I'm sure their dmg isn't too strong either since most good endgame Templar healers I know use any % buff (that includes major and minor buffs) to heals and resistances wherever that may come from.
Also, you're a Sorc pet healer. Your heals are definitely huge to start with so 20% healing nerf will definitely affect you adversely.
If anything, CP should be looked at. Or maybe the Alliance War heal buff passive as a start. Not a mindless blanket nerf to heals across the board.
Defence is strong right now. As individual players it's easy to burst back to an almost full bar. Agreed they can be trolling players that are better off ignored, but honnestly it's a good thing on that front.
And yes am a pet sorc healer when in a group, again I think the nerf is manageable.
Personally I think this is better approach, reduce the impact to OP self heals, reduce the ball groups.
The only oddity is the base crit resist. Whilst I relish that and despise running full Impen on a sorc (needed since the ward nerf) it does take the edge of burst as many players underspec on court resist particular in noCP.
Now following on from that point, it means more crit resist thus less burst. And burst is what kills and out paces heals.
Honnestly I think heals needed nerfing and I'm happy with how they gone about it. Happy enough to wait and see.
Sneaky-Snurr wrote: »@MuskrapMartiniDaniels wrote: »You are absolutely wrong that it is uncalled. A lot of players are sure that healing is overpowered in PVP, and nerfing it on battle spirit level is best way to deal with it without ruining actual healing abilities.
Or do you want another round of decreased on 66%, increased by 33% like in U23-24?
Adjusting battle spirit is not the solution lol Healing pre scalebreaker was fine. The only problems were when you came across groups and the amount of cross healing that happened. Which is where they should start nerfing. Otherwise, The players that get hit the most are solo players and No CP players. But nerfing all healing recieved by 20% is definitely a bad call
Fully agree with you. Players with weak heals will be affected the most and they're easily the majority of the players in the game. They'll definitely complain for more nerfs in the future.@BeardimusSneaky-Snurr wrote: »@BeardimusDefence is too strong right now, heal bot templars bursting back up. Let's try it and see before we comment as I don't think it's a bad thing.
*scratches head*
I don't see how resistance/defence is too strong atm. Please enlighten me.
Also, is the heal bot templar in a group/pug/zerg ball? If so, it is essentially a group vs group matter. 'Templar heal bots' are only capable of healing, I'm sure their dmg isn't too strong either since most good endgame Templar healers I know use any % buff (that includes major and minor buffs) to heals and resistances wherever that may come from.
Also, you're a Sorc pet healer. Your heals are definitely huge to start with so 20% healing nerf will definitely affect you adversely.
If anything, CP should be looked at. Or maybe the Alliance War heal buff passive as a start. Not a mindless blanket nerf to heals across the board.
Defence is strong right now. As individual players it's easy to burst back to an almost full bar. Agreed they can be trolling players that are better off ignored, but honnestly it's a good thing on that front.
And yes am a pet sorc healer when in a group, again I think the nerf is manageable.
Personally I think this is better approach, reduce the impact to OP self heals, reduce the ball groups.
The only oddity is the base crit resist. Whilst I relish that and despise running full Impen on a sorc (needed since the ward nerf) it does take the edge of burst as many players underspec on court resist particular in noCP.
Now following on from that point, it means more crit resist thus less burst. And burst is what kills and out paces heals.
Honnestly I think heals needed nerfing and I'm happy with how they gone about it. Happy enough to wait and see.
All due respect to you, dear Emperor. But I still fail to see how defence is strong now just because heals are strong. Sometimes, players just need to get worn down before they can be killed. And these type of players make up a small section of the PvP community. The overwhelming majority however don't even have the firepower to have large heals to begin with.
Also, when you're in a group, the healing nerfs are obviously going to go unnoticed. I'm talking about solo and small scale situations especially in No CP environment.
@BeardimusSneaky-Snurr wrote: »@MuskrapMartiniDaniels wrote: »You are absolutely wrong that it is uncalled. A lot of players are sure that healing is overpowered in PVP, and nerfing it on battle spirit level is best way to deal with it without ruining actual healing abilities.
Or do you want another round of decreased on 66%, increased by 33% like in U23-24?
Adjusting battle spirit is not the solution lol Healing pre scalebreaker was fine. The only problems were when you came across groups and the amount of cross healing that happened. Which is where they should start nerfing. Otherwise, The players that get hit the most are solo players and No CP players. But nerfing all healing recieved by 20% is definitely a bad call
Fully agree with you. Players with weak heals will be affected the most and they're easily the majority of the players in the game. They'll definitely complain for more nerfs in the future.@BeardimusSneaky-Snurr wrote: »@BeardimusDefence is too strong right now, heal bot templars bursting back up. Let's try it and see before we comment as I don't think it's a bad thing.
*scratches head*
I don't see how resistance/defence is too strong atm. Please enlighten me.
Also, is the heal bot templar in a group/pug/zerg ball? If so, it is essentially a group vs group matter. 'Templar heal bots' are only capable of healing, I'm sure their dmg isn't too strong either since most good endgame Templar healers I know use any % buff (that includes major and minor buffs) to heals and resistances wherever that may come from.
Also, you're a Sorc pet healer. Your heals are definitely huge to start with so 20% healing nerf will definitely affect you adversely.
If anything, CP should be looked at. Or maybe the Alliance War heal buff passive as a start. Not a mindless blanket nerf to heals across the board.
Defence is strong right now. As individual players it's easy to burst back to an almost full bar. Agreed they can be trolling players that are better off ignored, but honnestly it's a good thing on that front.
And yes am a pet sorc healer when in a group, again I think the nerf is manageable.
Personally I think this is better approach, reduce the impact to OP self heals, reduce the ball groups.
The only oddity is the base crit resist. Whilst I relish that and despise running full Impen on a sorc (needed since the ward nerf) it does take the edge of burst as many players underspec on court resist particular in noCP.
Now following on from that point, it means more crit resist thus less burst. And burst is what kills and out paces heals.
Honnestly I think heals needed nerfing and I'm happy with how they gone about it. Happy enough to wait and see.
All due respect to you, dear Emperor. But I still fail to see how defence is strong now just because heals are strong. Sometimes, players just need to get worn down before they can be killed. And these type of players make up a small section of the PvP community. The overwhelming majority however don't even have the firepower to have large heals to begin with.
Also, when you're in a group, the healing nerfs are obviously going to go unnoticed. I'm talking about solo and small scale situations especially in No CP environment.
Interesting, as I play small scale, and in noCP (clearly you spotted that to make the Emperor joke.
Each to their own, where I'm at heals taking a nerf is not a bad thing (that's from a DD small scaler with regards to targets, and I'm happy with it as a healer on balance) I'm also happy with how they've done it.
Let's wait an see. Burst kills in noCP, remember base crit resist is being added...
What's your personal problem? Think you aren't going to survive? Or are you a healer? Templar by any chance or vigor spammer?
@robprTemplar standing in his circle and spamming sweeps/jabs +/- vigor/regen will not be affected that much. Only classes that will suffer will be those with high cost direct burst heals, like DK Coag.
Also why heal decrease from 50 to 60% results in 20% healing reduction you are speaking of?
Templar standing in his circle and spamming sweeps/jabs +/- vigor/regen will not be affected that much. Only classes that will suffer will be those with high cost direct burst heals, like DK Coag.
Also why heal decrease from 50 to 60% results in 20% healing reduction you are speaking of?
That's the crux right there. In light of that, why don't we nerf healing received from others as suggested in the 1st post instead of the blanket nerf to heals outright? At least it preserves solo play while effectively hurting zergs and ball groups by a respectable amount. Small scale no-CP Cyro and BGs will have their healing powers toned down too and that'll take care of your concerns in BG for teams that run with healers.(...)
BGs with healer in the team get auto win.
Sneaky-Snurr wrote: »Excerpt from https://forums.elderscrollsonline.com/en/discussion/521860/update-26-combat-preview/p1ZOS_BrianWheeler wrote: »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.
EDIT:
Potential alternatives to the healing nerfs:
1. Limiting the number of cross heals or 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 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.
MartiniDaniels wrote: »You are absolutely wrong that it is uncalled. A lot of players are sure that healing is overpowered in PVP, and nerfing it on battle spirit level is best way to deal with it without ruining actual healing abilities.
Or do you want another round of decreased on 66%, increased by 33% like in U23-24?
@LuckylancerLuckylancer wrote: »If I were devs that want to promote casual gameplay, I would laugh at OPs solution. It is soo funy. LoL. I am getting paid for promoting casuals and OP tell me how to nerf casual healing while keep elite healing untouched.
I like shorter combats so I like this idea of nerf. But I need to see it in practice for my final desicions.
All magtoon may drift to shields. Stam>mag so this will close the gap. I will use shield breaker.
Impen nerf and baseline crit resist wont change anything significantly if final number is same for impen users. New non-impen users will cause a slight rise in crit builds. So impen users will have even more midigation!
Fengrush says: having a healer in BG is big advantage in team. Look, I dealth this much damsge and it is healed right away. healing nerf was asked for in this game
@DaffenThis change is going to reduce the effectiveness of some of the pvp troll tanks that are almost unkillable. I have a permablock tank build and it basiacally consists of stacking as much healing as possible, it is also possible to stack as much mitigation as possible but its not as effective as stacking healing. (stacking healing beeing using battalion defender + hist sap, mitigation beeing ironblood + hist sap)
Sneaky-Snurr wrote: »I have a strong feeling that you play PvP exclusively on CP. There has been no instance where there is an unkillable tank/healer in no-CP. Everyone is killable; especially in BG.
Even if your concern is troll tank builds, that actually poses a non-issue to the dynamics of PvP. Those unkillable tanks you mentioned deal absolutely 0 damage. And permablock in no-CP is unheard of these days since you absolutely can run out of resources. Period. Yes you'll be an extremely hard target to kill but it's absolutely and 100% not impossible to kill you off once you're worn down.
If you find those builds a concern still, then walk away from them since they're wet noodle anyways and they gain little to no AP doing so.
@DaffenSneaky-Snurr wrote: »I have a strong feeling that you play PvP exclusively on CP. There has been no instance where there is an unkillable tank/healer in no-CP. Everyone is killable; especially in BG.
Even if your concern is troll tank builds, that actually poses a non-issue to the dynamics of PvP. Those unkillable tanks you mentioned deal absolutely 0 damage. And permablock in no-CP is unheard of these days since you absolutely can run out of resources. Period. Yes you'll be an extremely hard target to kill but it's absolutely and 100% not impossible to kill you off once you're worn down.
If you find those builds a concern still, then walk away from them since they're wet noodle anyways and they gain little to no AP doing so.
I do mostly play my tank in cp pvp, but i was also playing my tank in bg to see how it would perform. Yes i deal 0 damage, but when i queued for bg i picked a suitable gamemode. (capture the relic, chaosball) playing in these gamemodes gave my team almost a guaranteed win as in capture the relic i could stand and protect our relic or capture relic until they ran out of stamina to bash me. Chaosball went a bit different but i am able to hold the ball for quite a while before dying from the dot damage.
All i am saying is that these troll tank build will become less effective as they rely on quite alot of hps abilities and passives.