It’s time to make all class burst heals scale off highest offensive stats.

  • Sanguinor2
    Sanguinor2
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    Stamcro with a burst heal that also gives resistances sounds sooooo balanced. Good Thing stamcro Mitigation isnt a Problem already lmao.
    Politeness is respecting others.
    Courage is doing what is fair.
    Modesty is speaking of oneself without vanity.
    Self control is keeping calm even when anger rises.
    Sincerity is expressing oneself without concealing ones thoughts.
    Honor is keeping ones word.
  • John_Falstaff
    John_Falstaff
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    BRCOURTN wrote: »
    Why offensive stat? Tanks would lose burst heal that way.

    tanks are already the easiest role in the game, who cares if they get a little debut.

    All tanks have to do is buff then taunt then shield then heal then debuff then heavy attack and then not drop block and repeat... while being dynamic based on the needs of the group.

    You officially don't know a single thing about PvE tanking.
  • John_Falstaff
    John_Falstaff
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    D3N7157 wrote: »
    ZonasArch wrote: »
    BRCOURTN wrote: »
    Why offensive stat? Tanks would lose burst heal that way.

    tanks are already the easiest role in the game.

    Easy to spot who never played a tank before.
    Oh the constant mental pressure of holding right mouse button oh nook compared to complex DD and healing rotations tanking is mechanically undemanding

    As are you. Sorry, but have you ever seen tank up close? I mean, you clearly heard that role exists, but you don't know zilch about it. Having tanked Fungal Grotto on your DD fake isn't considered a tanking experience, have to note upfront.
  • zvavi
    zvavi
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    Now now guys, let's calm down and try getting something that everyone will like, how about scaling heals of highest attribute?
  • John_Falstaff
    John_Falstaff
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    Scaling off highest attribute would work, I reckon. No changes in current healing for tanks (except templars, who gain the tanking heal that way, which is a plus), and some healing for the rest.

    Though the way it seems to be, ZOS is against healing in PvP, so we're not seeing more accessible healing any time soon.
  • EvilAutoTech
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    Scaling off highest attribute would work, I reckon. No changes in current healing for tanks (except templars, who gain the tanking heal that way, which is a plus), and some healing for the rest.

    Though the way it seems to be, ZOS is against healing in PvP, so we're not seeing more accessible healing any time soon.

    Zos could adjust battle spirit numbers even more than planned (a nerf is a nerf, after all) and that would give people a reason to try tanking on a Templar. Right now it's just the weirdos (yes, my main is a Templar tank).
  • zvavi
    zvavi
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    Scaling off highest attribute would work, I reckon. No changes in current healing for tanks (except templars, who gain the tanking heal that way, which is a plus), and some healing for the rest.

    Though the way it seems to be, ZOS is against healing in PvP, so we're not seeing more accessible healing any time soon.

    Zos could adjust battle spirit numbers even more than planned (a nerf is a nerf, after all) and that would give people a reason to try tanking on a Templar. Right now it's just the weirdos (yes, my main is a Templar tank).

    I actually want to level a Templar tank, but I enjoy tanking on sorc too much, that even my necro tank gets neglected as a casualty, not to mention my shelved dk and nb. If only I had a proper self heal though that doesn't need to be double barred :looks at wardens: I should just get to it and lvl the templar though, just so I have a correct view of tanking on all classes (even though, pretty sure that it will be very similar to my nb setup, just instead of dark cloak+bone shield it will be vigor+radiant ward)
    Edited by zvavi on April 24, 2020 1:46PM
  • Langeston
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    Personally, I think healing should be completely de-coupled from damage stats — if you want great healing you should have to build for it. This "jack of all trades, master of all trades" mentality is BS. If you want insane healing or defenses, your damage should suffer. If you want to do insane damage, your healing/defense should be weaker. If you want to be adequate in all 3 categories, you shouldn't be able to excel in any of them. That's what balance is, and it's sorely lacking for most classes right now.

    In my opinion balance should work similar to this: you have 150 points you can allocate however you like into three categories (healing, defense, damage.) You can put a maximum of 100 points into any of the categories — so if you put 100 into healing, you have 50 points left to distribute between damage and defense/tankiness. This way there are actual opportunity costs to being able to shred someone to pieces in 3 skills — you can be shredded as well. If you want a nice balance between the 3 categories you can put 50 points into each of them. You won't out-damage the first example, but you'll out-heal them and/or have better damage mitigation. Yin and Yang.

    (Note that this is just an example of how the balance should work, I don't actually want a "3 category point system." I also know that this is a pipe dream, and I don't expect that the combat team is even capable of successfully pulling something like this off.)
    Edited by Langeston on April 25, 2020 1:04AM
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