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
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
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.
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?)
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.
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
Cirantille wrote: »
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Sincerely
PvE healer main
Cirantille wrote: »
-
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.
Cirantille wrote: »
-
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.
TequilaFire wrote: »Cirantille wrote: »
-
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.
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.
TequilaFire wrote: »Cirantille wrote: »
-
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
TequilaFire wrote: »TequilaFire wrote: »Cirantille wrote: »
-
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.
TequilaFire wrote: »TequilaFire wrote: »Cirantille wrote: »
-
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?
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.