Some of the healing proc sets are limited to group members only; this is one set towards cross group healing. If they limited the heals from skills the same way then you'd reduce the cross healing. As ball groups suffers damage, only their ball group may heal them. This does becomes mute when you can form a 24 man ball group in Curodiil.
First you can only heal people on your group. They should cut the heal so that it shares the tooltip for the whole group.
It would heal more in smaller groups because less players to share the actual heal.
Second they should make it so that same heal cannot stack from other players but other morps of the same heal can.
And third they should make AOE heals scale so that it will cost more resources If spammed over and over again.
(Could do this with ground based AOE damage also)
Shokasegambit1 wrote: »Imagine some type of healing reduction set ... 🤣😂
Don't make it so you can't heal someone outside of group. I should be able to run across someone in cyrodiil fighting and be able to heal that person. If you can't help random people in cyrodiil then there is no point in factions at all. Keeps should just be owned by guilds.
I think the best thing is just no stacking of the rapid regen on a person. Ground based heals should be able to stack because that means the group has to be stationary to get the most benefit. Yes this does make the ball groups that like to stand in a barn difficult to kill but PVE needs to be able to stack those.
First you can only heal people on your group. They should cut the heal so that it shares the tooltip for the whole group.
It would heal more in smaller groups because less players to share the actual heal.
Second they should make it so that same heal cannot stack from other players but other morps of the same heal can.
And third they should make AOE heals scale so that it will cost more resources If spammed over and over again.
(Could do this with ground based AOE damage also)
Don't add cost increases to heals. That hurts solo players more than groups.
The major problem is PvP is group healing and purge, it has been for so incredibly long and ZOS refuses to approach this issue directly. Ballgroups only exist purely because of healing, how incredibly powerful, mindless and easy it is for people to spam heals and purge. With rapid regen working as it is, it is like everyone is a healer. Most group healers cruise around with a sword and board, defensive5 piece set set and 30+35k health and still pump out massive healing. Even major defile does nothing to these groups due to the fact that they essentially can’t be debuffed thanks to purge.
The number of issues instantly solved with a nerf to group healing, making purge, healing proc sets and several other heals cast on self only in PvP. The healing taken nerf didn’t work, the AOE nerfs won’t work but directly nerfing ball groups vital group healing and purge stacking will decimate them, or at the very least force them to change up strategies. A terrible proc set meta will make this even worse, these groups will instantly purge every proc damage DOT whilst pumping out a ridiculous amount of free damage, simply by light attacking and allow them to just run even more health!
make the good ballgroups work significantly harder to survive and cause the bad ballgroups to fail because at the moment there is literally 0 downside to stacking like and how they do, even with viscous death you need someone to actually die first to proc it (which spamming 12 stacks of rapid regen + an ungodly amount of AOE heals certainly won’t allow).
3 or 4 healers spamming radiating regen along with all the rapid regens in a giant zerg of 30-40 people is an incredible amount of calculating who is the lowest targets to heal again and again and again, I’m sure large groups are aware of the strain this puts on the server