Maintenance for the week of January 5:
· [COMPLETE] NA megaservers for maintenance – January 7, 4:00AM EST (9:00 UTC) - 10:00AM EST (15:00 UTC)
· [COMPLETE] EU megaservers for maintenance – January 7, 4:00AM EST (9:00 UTC) - 10:00AM EST (15:00 UTC)

10% healing recieved is not enough to solve the radiating regeneration stacking issue

D3N7157
D3N7157
✭✭✭✭
I suggest following change:
-Rapid regeneration now is only a self heal working like vigor
-Radiating regeneration gets a 33% healing reduction from current live levels on top of 10% healing recieved

This will bring it closer to how mutagen was working in the past and i (im sure many others too) believe it was a more balanced approach
not affecting solo players and small group but limiting the cross healing in the big zergballs / organised raids which at the moment have
100% magicka composition just due to potent healing radiating regen stacking is providing.

I just came up with an interesting idea:
-every instance of rapid regen active at the same time reduces the healing of each instance by 25%

what are your thoughts about it
Edited by D3N7157 on April 19, 2020 3:31PM

10% healing recieved is not enough to solve the radiating regeneration stacking issue 71 votes

Yes - Radiating Regeneration needs further adjustment
43%
GilvothBeolundKalveittkalunteStrider__RoshinKalantenk125xSoggyBizkitTheHyperionTyharBerenhirPureEnvelope35red_emuhelios777JierdanitSilverPawsPapachicomikey_reachCoggonuttytom 31 votes
No - Radiating Regeneration isn't going to be an issue anymore
56%
xaraanIruil_ESODaviiid_ESOKiramekuAektannArcVelarianTequilaFireVevvevku5hAedarylLord_EomerKr3doKadoinLumennQbikenEctheliontnacilLuckylancerfullheartcontainerWILC0ChickenSucker 40 votes
  • TequilaFire
    TequilaFire
    ✭✭✭✭✭
    ✭✭✭✭✭
    No - Radiating Regeneration isn't going to be an issue anymore
    My thoughts are nothing really matters in a sinking game.

  • Kadoin
    Kadoin
    ✭✭✭✭✭
    ✭✭
    No - Radiating Regeneration isn't going to be an issue anymore
    Wasn't the skill only buffed 20% after losing its emergency heal and cleanse of one debuff? And it needs more nerfing? Wow. PvP is already DoA next patch for a number of reasons, this blanket nerf was just icing..
  • Joinovikova
    Joinovikova
    ✭✭✭✭
    No - Radiating Regeneration isn't going to be an issue anymore
    D3N7157 wrote: »
    I suggest following change:
    -Rapid regeneration now is only a self heal working like vigor
    -Radiating regeneration gets a 33% healing reduction from current live levels on top of 10% healing recieved

    This will bring it closer to how mutagen was working in the past and i (im sure many others too) believe it was a more balanced approach
    not affecting solo players and small group but limiting the cross healing in the big zergballs / organised raids which at the moment have
    100% magicka composition just due to potent healing radiating regen stacking is providing.

    I just came up with an interesting idea:
    -every instance of rapid regen active at the same time reduces the healing of each instance by 25%

    what are your thoughts about it

    if they also revert mag sheidl strenght and cost they can hit Radiating regeneration....
  • olsborg
    olsborg
    ✭✭✭✭✭
    ✭✭✭✭✭
    Doesnt matter what they do if they dont fix performance, game is withering away as we speak..

    PC EU
    PvP only
  • D3N7157
    D3N7157
    ✭✭✭✭
    Yes - Radiating Regeneration needs further adjustment
    olsborg wrote: »
    Doesnt matter what they do if they dont fix performance, game is withering away as we speak..

    Surely nerfing radiating regen stacking is a big QoL improvement tho
  • TequilaFire
    TequilaFire
    ✭✭✭✭✭
    ✭✭✭✭✭
    No - Radiating Regeneration isn't going to be an issue anymore
    D3N7157 wrote: »
    olsborg wrote: »
    Doesnt matter what they do if they dont fix performance, game is withering away as we speak..

    Surely nerfing radiating regen stacking is a big QoL improvement tho

    For who? Rock runners?
    What's next a solo only Cyro queue?
    Edited by TequilaFire on April 19, 2020 4:01PM
  • Major_Lag
    Major_Lag
    ✭✭✭✭✭
    While I agree with making Rapid a self heal (or at the very least, make it prioritize the caster before everyone else), a flat nerf to Radiating is not going to accomplish much.

    Nerfing Radiating without touching any of the other AoE heals won't affect ballgroups significantly enough to notice the difference, because these kinds of groups stack many different sources of healing - both HoTs and burst heals; Radiating is just a fraction of the overall healing floating around in those groups.

    This change would at best slightly nerf zergs, which tend to be too disorganized and spread out to benefit greatly from the other, smaller area AoE heals. (Or, maybe they would just learn to stack more instead?)
  • Jeremy
    Jeremy
    ✭✭✭✭✭
    ✭✭✭✭✭
    D3N7157 wrote: »
    I suggest following change:
    -Rapid regeneration now is only a self heal working like vigor
    -Radiating regeneration gets a 33% healing reduction from current live levels on top of 10% healing recieved

    This will bring it closer to how mutagen was working in the past and i (im sure many others too) believe it was a more balanced approach
    not affecting solo players and small group but limiting the cross healing in the big zergballs / organised raids which at the moment have
    100% magicka composition just due to potent healing radiating regen stacking is providing.

    I just came up with an interesting idea:
    -every instance of rapid regen active at the same time reduces the healing of each instance by 25%

    what are your thoughts about it

    The developer's post was bizarre. But from what I gathered, it didn't have anything exclusively to do with Rapid/Radiating regeneration. The developer seemed to believe healing was just too strong generally because it was too "volatile" when many players used it at once. Apparently it's fine for many players to get together and slaughter the living daylights out of people, but if many players get together and heal each other then there's a problem. Basically I read it as just blatant bias against healing, something that has always permeated this game. And when they make battle spirit reduce healing by 60% compared to damage by 50% they'll just be making that bias official. Because if anything is "volatile" on this game when many players get together and use it at once it's damage... like the force of a nuclear bomb volatile. I've even had characters with over 50k health and max resistances reduced to ash in seconds (if even that) by coordinated attacks of players all targeting me at once. So this idea that healing is more "volatile" than damage when groups coordinate their efforts is frankly absurd. Because I've never seen anything more "volatile" on a video game in my life than what happens to health bars on this game when people get zerged by multiple attackers. So his argument was... I'll be nice, just bizarre like I said.
    Edited by Jeremy on April 19, 2020 4:33PM
  • Kadoin
    Kadoin
    ✭✭✭✭✭
    ✭✭
    No - Radiating Regeneration isn't going to be an issue anymore
    Jeremy wrote: »
    D3N7157 wrote: »
    I suggest following change:
    -Rapid regeneration now is only a self heal working like vigor
    -Radiating regeneration gets a 33% healing reduction from current live levels on top of 10% healing recieved

    This will bring it closer to how mutagen was working in the past and i (im sure many others too) believe it was a more balanced approach
    not affecting solo players and small group but limiting the cross healing in the big zergballs / organised raids which at the moment have
    100% magicka composition just due to potent healing radiating regen stacking is providing.

    I just came up with an interesting idea:
    -every instance of rapid regen active at the same time reduces the healing of each instance by 25%

    what are your thoughts about it

    The developer's post was bizarre. But from what I gathered, it didn't have anything exclusively to do with Rapid/Radiating regeneration. The developer seemed to believe healing was just too strong generally because it was too "volatile" when many players used it at once. Apparently it's fine for many players to get together and slaughter the living daylights out of people, but if many players get together and heal each other then there's a problem. Basically I read it as just blatant bias against healing, something that has always permeated this game. And when they make battle spirit reduce healing by 60% compared to damage by 50% they'll just be making that bias official. Because if anything is "volatile" on this game when many players get together and use it at once it's damage... like the force of a nuclear bomb volatile. I've even had characters with over 50k health and max resistances reduced to ash in seconds (if even that) by coordinated attacks of players all targeting me at once. So this idea that healing is more "volatile" than damage when groups coordinate their efforts if frankly absurd. Does he even play the game? Because I've never seen anything more "volatile" on a video game in my life than what happens to health bars on this game when people get zerged by multiple attackers. So his argument was... I'll be nice, just bizarre like I said.

    What makes it worse is that almost all of mag is balanced through healing, so its really a giant nerf to mag hidden behind a blanket nerf. They wanted to really hurt every tank build in Cyrodiil? Should have gone after damage reduction.

    Instead we have nerfs that hit mag even harder, and once again manage to buff stam. Then the OP complains about shield-stacking... really?

    ZOS need to stop playin' and hit those damage reduction builds. Passive damage reduction is really too high and no one should be able to face tank a group without block and roll, and do massive damage - All things that are almost exclusive to stam builds, and yet ZOS continues to nerf mag :D
  • Jeremy
    Jeremy
    ✭✭✭✭✭
    ✭✭✭✭✭
    Major_Lag wrote: »
    While I agree with making Rapid a self heal (or at the very least, make it prioritize the caster before everyone else), a flat nerf to Radiating is not going to accomplish much.

    Nerfing Radiating without touching any of the other AoE heals won't affect ballgroups significantly enough to notice the difference, because these kinds of groups stack many different sources of healing - both HoTs and burst heals; Radiating is just a fraction of the overall healing floating around in those groups.

    This change would at best slightly nerf zergs, which tend to be too disorganized and spread out to benefit greatly from the other, smaller area AoE heals. (Or, maybe they would just learn to stack more instead?)

    I think Rapid Regeneration is fine as is. It's one of the few decent heals all classes have access too, so nerfing it or making it self cast only would be a huge mistake in my opinion. It's also the only reason I started playing my healer again occasionally, as before I concluded healers just sucked on this game and weren't worth my time.

    If there is a problem here it's not healing. It's the effect CP has on PvP. Because these invincible healing characters simply don't exist on none CP PvP.
    Edited by Jeremy on April 19, 2020 4:32PM
  • zvavi
    zvavi
    ✭✭✭✭✭
    ✭✭✭✭✭
    First, it is not 10% healing received, but reduction from 50% received to 40% received, which is a 20% nerf.
    Second, u r assuming regen stacking is the problem this change came to address. Which is, with a high probability, not true.
    Third, the poll has biased options.
    Cheers
  • Defilted
    Defilted
    ✭✭✭✭✭
    Cyro is based around large organized group play. Why is there post after post to change what cyro is intended to be?

    There is BGs and dueling that were creating for the people that do not like organized group play.

    If you run in cyro alone you will get killed by a group.

    Organized group play is the best part of cyro, not the worst.
    XBOX NA
    XBOX Series X

    #NightmareBear
  • D3N7157
    D3N7157
    ✭✭✭✭
    Yes - Radiating Regeneration needs further adjustment
    Defilted wrote: »
    Cyro is based around large organized group play. Why is there post after post to change what cyro is intended to be?

    There is BGs and dueling that were creating for the people that do not like organized group play.

    If you run in cyro alone you will get killed by a group.

    Organized group play is the best part of cyro, not the worst.

    What about a small grp 3-6 man taking on a zerg of 20+ players they should stand a chance too
  • TequilaFire
    TequilaFire
    ✭✭✭✭✭
    ✭✭✭✭✭
    No - Radiating Regeneration isn't going to be an issue anymore
    D3N7157 wrote: »
    Defilted wrote: »
    Cyro is based around large organized group play. Why is there post after post to change what cyro is intended to be?

    There is BGs and dueling that were creating for the people that do not like organized group play.

    If you run in cyro alone you will get killed by a group.

    Organized group play is the best part of cyro, not the worst.

    What about a small grp 3-6 man taking on a zerg of 20+ players they should stand a chance too

    If they know what they are doing they already do.
  • Cirantille
    Cirantille
    ✭✭✭✭✭
    ✭✭
    giphy.gif

    -
    Sincerely
    PvE healer main
  • relentless_turnip
    relentless_turnip
    ✭✭✭✭✭
    ✭✭✭
    Nope... You didn't really have an option for this. No cp healing isn't an issue apart from cross healing. I also use radiating on 2 characters solo...

    The best suggestion I have heard is that these changes only effect cp battle spirit. If change teaches us anything though it is that the answer is totally subjective. My experience is as I have explained.
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    The poll has been heavily biased by OP by adding other suggestions completely irrelevant to the actual question in the poll plus their own opinion. As a result, there is no credibility in the results of the poll so Zos has no reason to consider it for one second. It is nothing more than entertainment value and even that is questionable.
  • D3N7157
    D3N7157
    ✭✭✭✭
    Yes - Radiating Regeneration needs further adjustment
    Cirantille wrote: »
    giphy.gif

    -
    Sincerely
    PvE healer main

    my second suggestion was to decrease the healing when you stack more than 1 mutagens (lets call it old name for convenience) so with 2 healers you only get a 25% overall healing reduction but a ball zerg of 20 people will get barely
    any cross healing compared to current live server for 6 players stacking mutagen on each its gonna be 150% healing reduction.
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    D3N7157 wrote: »
    Cirantille wrote: »
    giphy.gif

    -
    Sincerely
    PvE healer main

    my second suggestion was to decrease the healing when you stack more than 1 mutagens (lets call it old name for convenience) so with 2 healers you only get a 25% overall healing reduction but a ball zerg of 20 people will get barely
    any cross healing compared to current live server for 6 players stacking mutagen on each its gonna be 150% healing reduction.

    Any idea that adds more load to the server, increasing lag, is a great idea. The server would have to determine how many stacks were on a player to figure out what healing reduction would occur, therefore adding to the server lag in Cyrodiil immensely. If enough stacks of heals are going out at any given time it will solve itself as we will not be able to use any skills, including the heals.
  • Xologamer
    Xologamer
    ✭✭✭✭
    No - Radiating Regeneration isn't going to be an issue anymore
    it will be increased to 60% reduce which will be a 20% nerf in game which is way way way to much
  • TequilaFire
    TequilaFire
    ✭✭✭✭✭
    ✭✭✭✭✭
    No - Radiating Regeneration isn't going to be an issue anymore
    D3N7157 wrote: »
    Cirantille wrote: »
    giphy.gif

    -
    Sincerely
    PvE healer main

    my second suggestion was to decrease the healing when you stack more than 1 mutagens (lets call it old name for convenience) so with 2 healers you only get a 25% overall healing reduction but a ball zerg of 20 people will get barely
    any cross healing compared to current live server for 6 players stacking mutagen on each its gonna be 150% healing reduction.

    I would just split the group into groups of six and coordinate them in guild voice chat considering I run in guild groups.
  • D3N7157
    D3N7157
    ✭✭✭✭
    Yes - Radiating Regeneration needs further adjustment
    D3N7157 wrote: »
    Cirantille wrote: »
    giphy.gif

    -
    Sincerely
    PvE healer main

    my second suggestion was to decrease the healing when you stack more than 1 mutagens (lets call it old name for convenience) so with 2 healers you only get a 25% overall healing reduction but a ball zerg of 20 people will get barely
    any cross healing compared to current live server for 6 players stacking mutagen on each its gonna be 150% healing reduction.

    I would just split the group into groups of six and coordinate them in guild voice chat considering I run in guild groups.

    Still you are going to get less healing than you would normally and this is what at least half of us want it seems
  • Wlnamp
    Wlnamp
    ✭✭✭
    to be honest I don’t see any prospects for periodical heal (HOT s) in this game. DMG is to fast and hot s is to slow, u need one target have 3-4 hot s to be effective.
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    Wlnamp wrote: »
    to be honest I don’t see any prospects for periodical heal (HOT s) in this game. DMG is to fast and hot s is to slow, u need one target have 3-4 hot s to be effective.

    This is true. Further, I do not see OP even talking about the use of defile.
  • D3N7157
    D3N7157
    ✭✭✭✭
    Yes - Radiating Regeneration needs further adjustment
    Wlnamp wrote: »
    to be honest I don’t see any prospects for periodical heal (HOT s) in this game. DMG is to fast and hot s is to slow, u need one target have 3-4 hot s to be effective.

    When you have 6 mutagens stacked you get 3 ticks per second on average, might be just me but such lies make you seem biased.
  • TequilaFire
    TequilaFire
    ✭✭✭✭✭
    ✭✭✭✭✭
    No - Radiating Regeneration isn't going to be an issue anymore
    D3N7157 wrote: »
    D3N7157 wrote: »
    Cirantille wrote: »
    giphy.gif

    -
    Sincerely
    PvE healer main

    my second suggestion was to decrease the healing when you stack more than 1 mutagens (lets call it old name for convenience) so with 2 healers you only get a 25% overall healing reduction but a ball zerg of 20 people will get barely
    any cross healing compared to current live server for 6 players stacking mutagen on each its gonna be 150% healing reduction.

    I would just split the group into groups of six and coordinate them in guild voice chat considering I run in guild groups.

    Still you are going to get less healing than you would normally and this is what at least half of us want it seems

    The way to deal with this is learn to target and take out healers in a group first.
    Like it or not smart play and organization will always win, except for now when you can't even count on your abilities working in the first place. Now it it is like an RNG fight a lot of the time!
    Bottom line till performance gets back to a least ESO normal lag no changes to any balance should be made so the results can actually be validated.
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    D3N7157 wrote: »
    D3N7157 wrote: »
    Cirantille wrote: »
    giphy.gif

    -
    Sincerely
    PvE healer main

    my second suggestion was to decrease the healing when you stack more than 1 mutagens (lets call it old name for convenience) so with 2 healers you only get a 25% overall healing reduction but a ball zerg of 20 people will get barely
    any cross healing compared to current live server for 6 players stacking mutagen on each its gonna be 150% healing reduction.

    I would just split the group into groups of six and coordinate them in guild voice chat considering I run in guild groups.

    Still you are going to get less healing than you would normally and this is what at least half of us want it seems

    The way to deal with this is learn to target and take out healers in a group first.
    Like it or not smart play and organization will always win, except for now when you can't even count on your abilities working in the first place. Now it it is like an RNG fight a lot of the time!
    Bottom line till performance gets back to a least ESO normal lag no changes to any balance should be made so the results can actually be validated.

    Are you actually suggesting using the same tactics and logic found in PvP of other games to focus and take out the healer first just might help in ESO PvP?
  • TequilaFire
    TequilaFire
    ✭✭✭✭✭
    ✭✭✭✭✭
    No - Radiating Regeneration isn't going to be an issue anymore
    Hell I even do that in overland. lmao
  • StormeReigns
    StormeReigns
    ✭✭✭✭✭
    ✭✭
    idk wrote: »
    D3N7157 wrote: »
    D3N7157 wrote: »
    Cirantille wrote: »
    giphy.gif

    -
    Sincerely
    PvE healer main

    my second suggestion was to decrease the healing when you stack more than 1 mutagens (lets call it old name for convenience) so with 2 healers you only get a 25% overall healing reduction but a ball zerg of 20 people will get barely
    any cross healing compared to current live server for 6 players stacking mutagen on each its gonna be 150% healing reduction.

    I would just split the group into groups of six and coordinate them in guild voice chat considering I run in guild groups.

    Still you are going to get less healing than you would normally and this is what at least half of us want it seems

    The way to deal with this is learn to target and take out healers in a group first.
    Like it or not smart play and organization will always win, except for now when you can't even count on your abilities working in the first place. Now it it is like an RNG fight a lot of the time!
    Bottom line till performance gets back to a least ESO normal lag no changes to any balance should be made so the results can actually be validated.

    Are you actually suggesting using the same tactics and logic found in PvP of other games to focus and take out the healer first just might help in ESO PvP?

    But... but what if the healer is sorc though?1!
    We don't need any more... you know repeats Cant use logic in these areas...
  • Wlnamp
    Wlnamp
    ✭✭✭
    D3N7157 wrote: »
    Wlnamp wrote: »
    to be honest I don’t see any prospects for periodical heal (HOT s) in this game. DMG is to fast and hot s is to slow, u need one target have 3-4 hot s to be effective.

    When you have 6 mutagens stacked you get 3 ticks per second on average, might be just me but such lies make you seem biased.

    I think you're exaggerating.
    While you wait until 3 times your hot stuck up, I will make 3 times more heal for instant healing.

    in this game, periodic effects cannot compete with instant ones, both in damage and in healing
Sign In or Register to comment.