It do not work this way.
And the game must not be simpler or some thing must not be nerfed.
We must have counterplay for all actions, than all by fine.
If hots and dots would have upper limit in pvp it will not even be a problem.
You can have 1 bar full tank other full DPS, do it change something ?
You can be full dd and abuse vampire cloud, and do proc of sets with high stats. It will be even worse.
It must be soft limits, like with max def.
Hots no more than, dots no more than, and etc for pvp. May be for pve to with some changes in its work.
Ok he will have a lot of DPS, put proc sets on and will fly vampire cloud, the same abuse gameplay, do your topic limit this gameplay ?
If i get 10 same proc sets on me and targetfly away it is not much different for me.
NeillMcAttack wrote: »Absolutely, to all of it. Not really much more to say.
TequilaFire wrote: »My thoughts are it is getting very old hearing the same old arguments from the same small group of people over and over trying to enforce their vision of how the game should be designed.
I so miss the days before internet soapboxes where you played a game if you liked it and moved on if you didn't.
TequilaFire wrote: »Anything that punishes playstyles is what is negative.
The real problems lay under the hood of the game which should support the playstyles we have enjoyed through the years and the reason many of us bought the game seven years ago in the first place.
If I am labeled negative in wanting to protect group play as well as solo play so be it.
TequilaFire wrote: »My thoughts are it is getting very old hearing the same old arguments from the same small group of people over and over trying to enforce their vision of how the game should be designed.
I so miss the days before internet soapboxes where you played a game if you liked it and moved on if you didn't.
TequilaFire wrote: »My thoughts are it is getting very old hearing the same old arguments from the same small group of people over and over trying to enforce their vision of how the game should be designed.
I so miss the days before internet soapboxes where you played a game if you liked it and moved on if you didn't.
TequilaFire wrote: »Anything that punishes playstyles is what is negative.
The real problems lay under the hood of the game which should support the playstyles we have enjoyed through the years and the reason many of us bought the game seven years ago in the first place.
If I am labeled negative in wanting to protect group play as well as solo play so be it.
relentless_turnip wrote: »Regen I only used as an example, but it is used frequently because it is the most frequently spammed. Especially by ball groups, but also by those who are just trying to get to tier 1 via quick ap gain. I play with some excellent PvP healers and as far as I can tell heal stacking wouldn't really effect them. They provide our group with buffs, hots and burst heals. They also slot things like siege shields etc... never do they spam regen or anyone skill. There is a lot of room for support roles in cyrodill, but spamming regen IMO is not a support build.
The problem with zos only looking at this skill will just mean the ball groups will just find something else to spam. Just as they did with the change to healing springs. I think it needs to be a change to mechanics as oppose to individual skills. As I said I can't see the removal of heal stacking effecting much of the cyrodill player base other than those embodying Rich's original statement prior to the tests.
ExistingRug61 wrote: »TequilaFire wrote: »Anything that punishes playstyles is what is negative.
The real problems lay under the hood of the game which should support the playstyles we have enjoyed through the years and the reason many of us bought the game seven years ago in the first place.
If I am labeled negative in wanting to protect group play as well as solo play so be it.
I don't think that's negative [edit to clarify: I meant I don't think that your opinion was negative, not that I don't think punishing playstyles is negative], we're all here making comments based on the playstyle that we each enjoy. So while I or others may make comments that promote a certain playstyle, I would expect nothing less from others who play differently. At the end of the day the most important thing is that the game is enjoyed by the most number of people. So in my personal case, if I make a suggestion from my limited point of view not realising it would have a negative impact on a larger number of people, I would expect to be informed as such by those with differing views and am happy to accept that.
I see your point that it can get a bit old when the same things keep being suggested/discussed, but I guess some of us do enjoy this sort of discussion, and I guess if there is a change that could be made that enhances our experience without overly detrimentally affecting others, then we would like to suggest the game be changed that way so we can continue enjoying it rather than moving on.relentless_turnip wrote: »Regen I only used as an example, but it is used frequently because it is the most frequently spammed. Especially by ball groups, but also by those who are just trying to get to tier 1 via quick ap gain. I play with some excellent PvP healers and as far as I can tell heal stacking wouldn't really effect them. They provide our group with buffs, hots and burst heals. They also slot things like siege shields etc... never do they spam regen or anyone skill. There is a lot of room for support roles in cyrodill, but spamming regen IMO is not a support build.
The problem with zos only looking at this skill will just mean the ball groups will just find something else to spam. Just as they did with the change to healing springs. I think it needs to be a change to mechanics as oppose to individual skills. As I said I can't see the removal of heal stacking effecting much of the cyrodill player base other than those embodying Rich's original statement prior to the tests.
I dunno, there really aren't that many other spammable heals beyond regen that are an over time effect and are applied to a player so can be stacked. Vines and funnel health are the only other ones I can think of? Does AoE vigor also stack?
Everything else is either a burst/one off heal (so preventing stacking has no effect), an area based effect, like cleansing ritual or refreshing path, or not something that can be spammed, like soul siphon or reviving barrier, or we have the sort of continuous "smart hots", like mender and lotus.
So it then comes down to exactly what we mean by preventing heal stack - is it just preventing stacking of effects that get applied to players? In this case its primarily only regen that is affected. So changing just this type of heal stacking is almost akin to changing only regen and maybe a couple of other skills anyway.
I guess another version is to also stop overlapping ground effects from multiple players (similar to what was done for springs), but that has much wider ranging consequences for pve as well. And then again, do we do the same thing for damage effects for consistency? That is a slippery slope of changes. And what about the one off case of healing seed. Its not really a hot so would it be stopped from overlapping? And if not but other ground hots are then why do we have a case where wardens ground aoe heal stacks but templars doesn't? Its just so messy.
Are the "smart hots" like mender and lotus a problem? Like if you have multiple necros each with a mender and they all auto heal the same player is that considered "heal stacking" that should be prevented? I don't even know how that could be stopped without changing how smart heals work.
I just find that people often throw around the idea of "prevent heal stacking" as if its a simple and far reaching change, but the more I think about it I either think its actually quite a complex and nuanced idea with so many cases to consider, or if done in a more targeted way isn't actually much different to just changing a few affected skills. In the latter case, why not just change the skills?
TequilaFire wrote: »My thoughts are it is getting very old hearing the same old arguments from the same small group of people over and over trying to enforce their vision of how the game should be designed.
I so miss the days before internet soapboxes where you played a game if you liked it and moved on if you didn't.