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https://forums.elderscrollsonline.com/en/discussion/comment/8098811/#Comment_8098811

Dear ZOS…

Danse_Mayhem
Danse_Mayhem
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Dear ZOS,
Healing is so crazy high in pvp right now, that anyone wanting to just turtle up can spam 10k+ class burst heals over and over, and basically be invincible, making everyone so tanky no matter what build they are on. To the point of it generally taking 3-4 people to take one person down. Even all of my previously squish builds are now ultra survivable due to crazy high heals… And when a group has an actual healer, it’s near impossible to drop them as there are no real counters.

Multiple negates + dark convergence to cover a large area can sometimes work, but it only buys a short window as it can be rolled out of very fast.

Plaguebreak and dark convergence, even vicious death are clearly not the counter to ball groups - Since the ball groups and zergs just use them to better effect to decimate smaller groups and it tilts the balance even further.

My suggestion is to buff defile again. Once upon a time, major defile used to be a base of 30%, ramping up to 45% with CP increase. That stacked with minor defile could be an amazing counter to strong heals in pvp, with a dedicated tank using these effects. Now if anyone remembers OG fasallas guile… Ok I’m not asking for 80% and above heal reduction, but somewhere in the middle would be nice.

Maybe being major defile back up to 30%? Or even just add a CP so that builds have to spec heavily into this counter?

This would also fix the BIG issue with battlegrounds. Deathmatch has just become whichever team can stack the middle the hardest with a healer or 2 - Sometimes this is all 3 teams which leads to the time running out and barely any kills happening.

ESO is in desperate need of a heal counter. Please make it happen.

Cheers

[Edited Title for Real Life Politics]
Edited by Psiion on January 13, 2022 1:59AM
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DAMN THIS COMMENT IS FANCY!
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YouTube.com/DarkProjectMayhem
  • Necrotech_Master
    Necrotech_Master
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    the other counter to healing, heal absorption, has very very few things that can apply that but if they also improved that to go with defile it might make some more sense

    as far as im aware there are 2 things that can apply heal absorbtion, soldier of anguish set (terrible set dropped from rewards of the worthy) and one of the morphs of the psijic time stop skill

    neither one is very strong though (only applying about 4500 heal absorption, which is way too low, like this value got nerfed by battle spirit for dmg shields), if these were closer to 10-15k, it would effectively absorb 1-3 GCD worth of heal spam (either from self or as a group)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014
  • xylena_lazarow
    xylena_lazarow
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    Last I checked, optimized 12-person PvP raids are getting 20k passive heals per second on each player, and it takes an estimated 100k AoE burst damage to threaten the group. This is difficult even for another optimized group to pull off, disorganized randoms aren't doing this outside pure luck (even with a massive zerg), hence the constant "ball group" complaints on the forums. The problem goes all the way to 1v1 too, where an optimized defensive build will 100% always stall out an optimized offensive build (assuming they're played with equal skill).

    It's a huge mess at every scale of PvP, a massive rebalance of PvP healing mechanics (including health regen, defile debuffs, resource management, and stacking effects) is needed, is this even on the devs' radar?
    PC/NA || CP/Cyro || RIP soft caps
  • SkaraMinoc
    SkaraMinoc
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    an optimized defensive build will 100% always stall out an optimized offensive build

    This part is 100% true. A fully optimized meta offensive PvP build has no chance at killing a meta healer build. It's not even close. You might get the healer to 70% with initial burst but there's no chance to actually kill the healer w/ the amount of healing and block mitigation. The only exception is Mag Sorc healer due to the weak pet that can be killed. Mag Sorc isn't a competitive Deathmatch healer anyways.

    Defile is only slightly annoying. It's not strong enough to really make a difference.

    Contrast this to Mortal Strike from WoW.

    VwKUmK1.png

    Imagine a -50% healing debuff in ESO.
    PC NA
  • Necrotech_Master
    Necrotech_Master
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    SkaraMinoc wrote: »
    an optimized defensive build will 100% always stall out an optimized offensive build

    This part is 100% true. A fully optimized meta offensive PvP build has no chance at killing a meta healer build. It's not even close. You might get the healer to 70% with initial burst but there's no chance to actually kill the healer w/ the amount of healing and block mitigation. The only exception is Mag Sorc healer due to the weak pet that can be killed. Mag Sorc isn't a competitive Deathmatch healer anyways.

    Defile is only slightly annoying. It's not strong enough to really make a difference.

    Contrast this to Mortal Strike from WoW.

    VwKUmK1.png

    Imagine a -50% healing debuff in ESO.

    we actually used to have way stronger stuff until it was all nerfed

    as the OP mentions, -heal used to be a lot stronger (major and minor defile pre nerf, fasalla guile pre-nerf, and other sets that relied on defile as main points such as thurvokun and duroks bane)

    i remember running in IC once with someone who used fasalla + duroks and could get to around -95% healing if opponent was in melee range (pre nerfs, with old CP)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014
  • Abyssmol
    Abyssmol
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    Dear ZOS,
    Healing is so crazy high in pvp right now, that anyone wanting to just turtle up can spam 10k+ class burst heals over and over, and basically be invincible, making everyone so tanky no matter what build they are on. To the point of it generally taking 3-4 people to take one person down. Even all of my previously squish builds are now ultra survivable due to crazy high heals… And when a group has an actual healer, it’s near impossible to drop them as there are no real counters.

    Multiple negates + dark convergence to cover a large area can sometimes work, but it only buys a short window as it can be rolled out of very fast.

    Plaguebreak and dark convergence, even vicious death are clearly not the counter to ball groups - Since the ball groups and zergs just use them to better effect to decimate smaller groups and it tilts the balance even further.

    My suggestion is to buff defile again. Once upon a time, major defile used to be a base of 30%, ramping up to 45% with CP increase. That stacked with minor defile could be an amazing counter to strong heals in pvp, with a dedicated tank using these effects. Now if anyone remembers OG fasallas guile… Ok I’m not asking for 80% and above heal reduction, but somewhere in the middle would be nice.

    Maybe being major defile back up to 30%? Or even just add a CP so that builds have to spec heavily into this counter?

    This would also fix the BIG issue with battlegrounds. Deathmatch has just become whichever team can stack the middle the hardest with a healer or 2 - Sometimes this is all 3 teams which leads to the time running out and barely any kills happening.

    ESO is in desperate need of a heal counter. Please make it happen.

    Cheers

    As long as ZOS remove major defile from Blastbones, then I'm okay with your suggestion. BB provides 100% uptime of major defile, and we have more than enough necros running around.
  • Alchimiste1
    Alchimiste1
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    reverting the changes to defile won't do anything to combat ball groups. The only people this will affect are the 1-5 players being chased by a 20 man alliance zerg. Ball groups will just purge off the defile constantly. Time has shown this. Time has also shown how displeased people were when single target defiles where so strong.

    If you want to combat ball groups, you need to go after cross healing. Make it so the same abilities can't stack like radiating.
    Edited by Alchimiste1 on January 14, 2022 12:02AM
  • geonsocal
    geonsocal
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    how hard is it to keep up major and minor defile?

    are you saying that even doing this, still wouldn't be effective against players/groups?

    at the moment, i don't think any of my 17 builds are built around utilizing major and minor defile...looks good on tool tips though...
    PVP Campaigns Section: Playstation NA and EU (Gray Host) - This Must be the Place
  • baselesschart
    baselesschart
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    Just for the sake of the healing meta I'm okay with defile being buffed to what its original value was. While they're at it, add it back to incap and I'll be happy. Incap has gone through many unnecessary changes
    A fairly mediocre nightblade that occasionally kills people
  • edward_frigidhands
    edward_frigidhands
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    reverting the changes to defile won't do anything to combat ball groups. The only people this will affect are the 1-5 players being chased by a 20 man alliance zerg. Ball groups will just purge off the defile constantly. Time has shown this. Time has also shown how displeased people where when single target defiles where so strong.

    If you want to combat ball groups, you need to go after cross healing. Make it so the same abilities can't stack like radiating.

    This.
  • Brrrofski
    Brrrofski
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    reverting the changes to defile won't do anything to combat ball groups. The only people this will affect are the 1-5 players being chased by a 20 man alliance zerg. Ball groups will just purge off the defile constantly. Time has shown this. Time has also shown how displeased people where when single target defiles where so strong.

    If you want to combat ball groups, you need to go after cross healing. Make it so the same abilities can't stack like radiating.

    This is the correct issue.

    Defile will just screw smaller groups and solo.

    Heal stacking in pvp is the issue.

    Regen is a big one. It should just replace it everytime that it's casted
  • Dem_kitkats1
    Dem_kitkats1
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    Brrrofski wrote: »
    reverting the changes to defile won't do anything to combat ball groups. The only people this will affect are the 1-5 players being chased by a 20 man alliance zerg. Ball groups will just purge off the defile constantly. Time has shown this. Time has also shown how displeased people where when single target defiles where so strong.

    If you want to combat ball groups, you need to go after cross healing. Make it so the same abilities can't stack like radiating.

    This is the correct issue.

    Defile will just screw smaller groups and solo.

    Heal stacking in pvp is the issue.

    Regen is a big one. It should just replace it everytime that it's casted

    Just going after cross healing will punish smaller groups as well. If you don't have the ability to heal eachother how do you hope to take down a zerg or ball groups with dedicated healers? Heal stacking is so powerful because there is no counter to it. At least with a buff in defile small groups could have a better chance at targeting healers and actually have an impact. With the way things are at the moment it's impossible.
    Why do you think magplars and dks are meta right now? They have access to so much self healing and purging and there is no way for others to counter it meaningfully.
    Edited by Dem_kitkats1 on January 12, 2022 5:59PM
  • YoureWrongImRight
    YoureWrongImRight
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    Brrrofski wrote: »
    reverting the changes to defile won't do anything to combat ball groups. The only people this will affect are the 1-5 players being chased by a 20 man alliance zerg. Ball groups will just purge off the defile constantly. Time has shown this. Time has also shown how displeased people where when single target defiles where so strong.

    If you want to combat ball groups, you need to go after cross healing. Make it so the same abilities can't stack like radiating.

    This is the correct issue.

    Defile will just screw smaller groups and solo.

    Heal stacking in pvp is the issue.

    Regen is a big one. It should just replace it everytime that it's casted

    And by this you basically just mean that it prevents 1 player from being able to easily fight 5-10 weaker players.

    The more healing they are doing the more effective your defile debuffs are, so what is the issue? It's hurting them more than it's hurting you. If there are mechanisms that debuff healing you will have less hybrid builds because their heals will be weakened significantly and not worth slotting. Move healing power to it's own distinct stat and you'll have even less hybrids.
    These unskilled zerging players don't pay attention to their debuffs and don't cure them so it should benefit you more than them.

    The only reason to complain about cross healing is they've created an environment where it takes nothing away from you to have great healing output. Separate healing from damage and solve the problem.
    Edited by YoureWrongImRight on January 12, 2022 6:24PM
  • xDeusEJRx
    xDeusEJRx
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    Brrrofski wrote: »
    reverting the changes to defile won't do anything to combat ball groups. The only people this will affect are the 1-5 players being chased by a 20 man alliance zerg. Ball groups will just purge off the defile constantly. Time has shown this. Time has also shown how displeased people where when single target defiles where so strong.

    If you want to combat ball groups, you need to go after cross healing. Make it so the same abilities can't stack like radiating.

    This is the correct issue.

    Defile will just screw smaller groups and solo.

    Heal stacking in pvp is the issue.

    Regen is a big one. It should just replace it everytime that it's casted

    Just going after cross healing will punish smaller groups as well. If you don't have the ability to heal eachother how do you hope to take down a zerg or ball groups with dedicated healers? Heal stacking is so powerful because there is no counter to it. At least with a buff in defile small groups could have a better chance at targeting healers and actually have an impact. With the way things are at the moment it's impossible.
    Why do you think magplars and dks are meta right now? They have access to so much self healing and purging and there is no way for others to counter it meaningfully.

    Heal stacking is still gonna be more effective even with defiles, especially in a large zerg. Even if my heals are gutted by 50%, if there's 20 of us all throwing down radiating regen, we can outheal you and defile you in the exact same way and it'll hurt the smaller group more because there's less healing to go around due to less numbers.
    They need to put a cap on the amount of similar heals you can have on yourself, or remove similar heals entirely and make it just refresh the buff. They removed vigor's shared heal for this exact reason but continue to let mag users to stack radiating regens
    Edited by xDeusEJRx on January 12, 2022 8:30PM
    Solo PvP'er PS5 NA player

    90% of my body is made of Magblade
  • YoureWrongImRight
    YoureWrongImRight
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    xDeusEJRx wrote: »
    Brrrofski wrote: »
    reverting the changes to defile won't do anything to combat ball groups. The only people this will affect are the 1-5 players being chased by a 20 man alliance zerg. Ball groups will just purge off the defile constantly. Time has shown this. Time has also shown how displeased people where when single target defiles where so strong.

    If you want to combat ball groups, you need to go after cross healing. Make it so the same abilities can't stack like radiating.

    This is the correct issue.

    Defile will just screw smaller groups and solo.

    Heal stacking in pvp is the issue.

    Regen is a big one. It should just replace it everytime that it's casted

    Just going after cross healing will punish smaller groups as well. If you don't have the ability to heal eachother how do you hope to take down a zerg or ball groups with dedicated healers? Heal stacking is so powerful because there is no counter to it. At least with a buff in defile small groups could have a better chance at targeting healers and actually have an impact. With the way things are at the moment it's impossible.
    Why do you think magplars and dks are meta right now? They have access to so much self healing and purging and there is no way for others to counter it meaningfully.

    Heal stacking is still gonna be more effective even with defiles, especially in a large zerg. Even if my heals are gutted by 50%, if there's 20 of us all throwing down radiating regen, we can outheal you and defile you in the exact same way and it'll hurt the smaller group more because there's less healing to go around due to less numbers.
    They need to put a cap on the amount of similar heals you can have on yourself, or remove similar heals entirely and make it just refresh the buff. They removed vigor's shared heal for this exact reason but continue to let mag users to stack radiating regens

    So magplars that are full damage builds should be throwing out 15-20k Honor heals on each other, stand in runes/ritual + bubble getting another 8-12k passive and that is just fine, we should leave people with no counter? lol
  • xDeusEJRx
    xDeusEJRx
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    xDeusEJRx wrote: »
    Brrrofski wrote: »
    reverting the changes to defile won't do anything to combat ball groups. The only people this will affect are the 1-5 players being chased by a 20 man alliance zerg. Ball groups will just purge off the defile constantly. Time has shown this. Time has also shown how displeased people where when single target defiles where so strong.

    If you want to combat ball groups, you need to go after cross healing. Make it so the same abilities can't stack like radiating.

    This is the correct issue.

    Defile will just screw smaller groups and solo.

    Heal stacking in pvp is the issue.

    Regen is a big one. It should just replace it everytime that it's casted

    Just going after cross healing will punish smaller groups as well. If you don't have the ability to heal eachother how do you hope to take down a zerg or ball groups with dedicated healers? Heal stacking is so powerful because there is no counter to it. At least with a buff in defile small groups could have a better chance at targeting healers and actually have an impact. With the way things are at the moment it's impossible.
    Why do you think magplars and dks are meta right now? They have access to so much self healing and purging and there is no way for others to counter it meaningfully.

    Heal stacking is still gonna be more effective even with defiles, especially in a large zerg. Even if my heals are gutted by 50%, if there's 20 of us all throwing down radiating regen, we can outheal you and defile you in the exact same way and it'll hurt the smaller group more because there's less healing to go around due to less numbers.
    They need to put a cap on the amount of similar heals you can have on yourself, or remove similar heals entirely and make it just refresh the buff. They removed vigor's shared heal for this exact reason but continue to let mag users to stack radiating regens

    So magplars that are full damage builds should be throwing out 15-20k Honor heals on each other, stand in runes/ritual + bubble getting another 8-12k passive and that is just fine, we should leave people with no counter? lol

    I don't see how this is even relevant to what I said here. Most honor heals only work on low health anyways, same as most burst heals.
    Also if you think defile is gonna stop them, you are sorely mistaken. You chose to list every single magplar heal under the sun except extended ritual which drops defile immediately, plus 4 other debuffs. Which I would argue is WORSE than honor the dead because you can essentially clear away all no no debuffs and heal inside it. Lots of mag classes have access to purge too, Necro, warden all have purges. Buff defile if you want but they're just gonna 1 button and do away with it. If you want to target healing, don't allow them to stack all these toxic heals on each other.
    Solo PvP'er PS5 NA player

    90% of my body is made of Magblade
  • YoureWrongImRight
    YoureWrongImRight
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    xDeusEJRx wrote: »
    xDeusEJRx wrote: »
    Brrrofski wrote: »
    reverting the changes to defile won't do anything to combat ball groups. The only people this will affect are the 1-5 players being chased by a 20 man alliance zerg. Ball groups will just purge off the defile constantly. Time has shown this. Time has also shown how displeased people where when single target defiles where so strong.

    If you want to combat ball groups, you need to go after cross healing. Make it so the same abilities can't stack like radiating.

    This is the correct issue.

    Defile will just screw smaller groups and solo.

    Heal stacking in pvp is the issue.

    Regen is a big one. It should just replace it everytime that it's casted

    Just going after cross healing will punish smaller groups as well. If you don't have the ability to heal eachother how do you hope to take down a zerg or ball groups with dedicated healers? Heal stacking is so powerful because there is no counter to it. At least with a buff in defile small groups could have a better chance at targeting healers and actually have an impact. With the way things are at the moment it's impossible.
    Why do you think magplars and dks are meta right now? They have access to so much self healing and purging and there is no way for others to counter it meaningfully.

    Heal stacking is still gonna be more effective even with defiles, especially in a large zerg. Even if my heals are gutted by 50%, if there's 20 of us all throwing down radiating regen, we can outheal you and defile you in the exact same way and it'll hurt the smaller group more because there's less healing to go around due to less numbers.
    They need to put a cap on the amount of similar heals you can have on yourself, or remove similar heals entirely and make it just refresh the buff. They removed vigor's shared heal for this exact reason but continue to let mag users to stack radiating regens

    So magplars that are full damage builds should be throwing out 15-20k Honor heals on each other, stand in runes/ritual + bubble getting another 8-12k passive and that is just fine, we should leave people with no counter? lol

    I don't see how this is even relevant to what I said here. Most honor heals only work on low health anyways, same as most burst heals.
    Also if you think defile is gonna stop them, you are sorely mistaken. You chose to list every single magplar heal under the sun except extended ritual which drops defile immediately, plus 4 other debuffs. Which I would argue is WORSE than honor the dead because you can essentially clear away all no no debuffs and heal inside it. Lots of mag classes have access to purge too, Necro, warden all have purges. Buff defile if you want but they're just gonna 1 button and do away with it. If you want to target healing, don't allow them to stack all these toxic heals on each other.

    So again, the alternative is to just do nothing and leave as is. If you can actually debuff people with something worth purging they will purge it, do it enough times and they will run out of resources, simple.

    I also don't understand your zerging example.

    Lets say you have 20 people each doing 3k/tick, stack them all up it's 60k/tick, seems pretty insurmountable for 5 players to overcome. Let's cut this in half to 30k/tick, can we outdo that with 5 people? Maybe?

    5 players, 15k/tick, easily overcome by the damage of 20 players. Let's cut that in half, 7.5k/tick... still easily overcome by the damage of 20 players.

    So your options were you die, no chance of any kills, or, you die, chance of some kills.

    Fail to see how this has hurt you more than them.
  • xylena_lazarow
    xylena_lazarow
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    SkaraMinoc wrote: »
    A fully optimized meta offensive PvP build has no chance at killing a meta healer build
    Yea the fact that an optimized defensive PvP build is effectively both a healer and a tank is really busted.
    PC/NA || CP/Cyro || RIP soft caps
  • xDeusEJRx
    xDeusEJRx
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    xDeusEJRx wrote: »
    xDeusEJRx wrote: »
    Brrrofski wrote: »
    reverting the changes to defile won't do anything to combat ball groups. The only people this will affect are the 1-5 players being chased by a 20 man alliance zerg. Ball groups will just purge off the defile constantly. Time has shown this. Time has also shown how displeased people where when single target defiles where so strong.

    If you want to combat ball groups, you need to go after cross healing. Make it so the same abilities can't stack like radiating.

    This is the correct issue.

    Defile will just screw smaller groups and solo.

    Heal stacking in pvp is the issue.

    Regen is a big one. It should just replace it everytime that it's casted

    Just going after cross healing will punish smaller groups as well. If you don't have the ability to heal eachother how do you hope to take down a zerg or ball groups with dedicated healers? Heal stacking is so powerful because there is no counter to it. At least with a buff in defile small groups could have a better chance at targeting healers and actually have an impact. With the way things are at the moment it's impossible.
    Why do you think magplars and dks are meta right now? They have access to so much self healing and purging and there is no way for others to counter it meaningfully.

    Heal stacking is still gonna be more effective even with defiles, especially in a large zerg. Even if my heals are gutted by 50%, if there's 20 of us all throwing down radiating regen, we can outheal you and defile you in the exact same way and it'll hurt the smaller group more because there's less healing to go around due to less numbers.
    They need to put a cap on the amount of similar heals you can have on yourself, or remove similar heals entirely and make it just refresh the buff. They removed vigor's shared heal for this exact reason but continue to let mag users to stack radiating regens

    So magplars that are full damage builds should be throwing out 15-20k Honor heals on each other, stand in runes/ritual + bubble getting another 8-12k passive and that is just fine, we should leave people with no counter? lol

    I don't see how this is even relevant to what I said here. Most honor heals only work on low health anyways, same as most burst heals.
    Also if you think defile is gonna stop them, you are sorely mistaken. You chose to list every single magplar heal under the sun except extended ritual which drops defile immediately, plus 4 other debuffs. Which I would argue is WORSE than honor the dead because you can essentially clear away all no no debuffs and heal inside it. Lots of mag classes have access to purge too, Necro, warden all have purges. Buff defile if you want but they're just gonna 1 button and do away with it. If you want to target healing, don't allow them to stack all these toxic heals on each other.

    So again, the alternative is to just do nothing and leave as is. If you can actually debuff people with something worth purging they will purge it, do it enough times and they will run out of resources, simple.

    I also don't understand your zerging example.

    Lets say you have 20 people each doing 3k/tick, stack them all up it's 60k/tick, seems pretty insurmountable for 5 players to overcome. Let's cut this in half to 30k/tick, can we outdo that with 5 people? Maybe?

    5 players, 15k/tick, easily overcome by the damage of 20 players. Let's cut that in half, 7.5k/tick... still easily overcome by the damage of 20 players.

    So your options were you die, no chance of any kills, or, you die, chance of some kills.

    Fail to see how this has hurt you more than them.

    The point of the zerging example is that, the person I replied to claimed that "changing cross healing is gonna hurt small groups, we need a more effective way to target the healing"
    But that argument doesn't work as zergs have more numbers, more numbers more regens they can stack on each other which equals more healing they have to keep themselves alive. Small groups won't be effected as much if there was a cap on similar heals, say 2 at once for example. If you're in a 3 man group, you'll have no more than 3 possible regens, but with a 20 man zerg that's potentially 20, even with defile, they're gonna be receiving more healing than the small scale group, enough to make defile meaningless in the grand scheme. That plus, that same zerg can also defile you and screw over your heals in the exact same way you can to them. They argue defile in small groups can let you target healers making these zergs weaker, which is irrelevant if everyone is carrying a resto staff with off heal HoTs on their back bar anyways.
    If you REALLY wanted to help small scale in that scenario, make it so that these zergs can't intensely stack the same heals on each other and have 10+ incoming heals at once, you can't out damage that many heals at once, you just have to hope you can burst someone in your small offensive window when they stop spamming heals. That was the point of the example I made
    Edited by xDeusEJRx on January 12, 2022 11:34PM
    Solo PvP'er PS5 NA player

    90% of my body is made of Magblade
  • YoureWrongImRight
    YoureWrongImRight
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    xDeusEJRx wrote: »
    xDeusEJRx wrote: »
    xDeusEJRx wrote: »
    Brrrofski wrote: »
    reverting the changes to defile won't do anything to combat ball groups. The only people this will affect are the 1-5 players being chased by a 20 man alliance zerg. Ball groups will just purge off the defile constantly. Time has shown this. Time has also shown how displeased people where when single target defiles where so strong.

    If you want to combat ball groups, you need to go after cross healing. Make it so the same abilities can't stack like radiating.

    This is the correct issue.

    Defile will just screw smaller groups and solo.

    Heal stacking in pvp is the issue.

    Regen is a big one. It should just replace it everytime that it's casted

    Just going after cross healing will punish smaller groups as well. If you don't have the ability to heal eachother how do you hope to take down a zerg or ball groups with dedicated healers? Heal stacking is so powerful because there is no counter to it. At least with a buff in defile small groups could have a better chance at targeting healers and actually have an impact. With the way things are at the moment it's impossible.
    Why do you think magplars and dks are meta right now? They have access to so much self healing and purging and there is no way for others to counter it meaningfully.

    Heal stacking is still gonna be more effective even with defiles, especially in a large zerg. Even if my heals are gutted by 50%, if there's 20 of us all throwing down radiating regen, we can outheal you and defile you in the exact same way and it'll hurt the smaller group more because there's less healing to go around due to less numbers.
    They need to put a cap on the amount of similar heals you can have on yourself, or remove similar heals entirely and make it just refresh the buff. They removed vigor's shared heal for this exact reason but continue to let mag users to stack radiating regens

    So magplars that are full damage builds should be throwing out 15-20k Honor heals on each other, stand in runes/ritual + bubble getting another 8-12k passive and that is just fine, we should leave people with no counter? lol

    I don't see how this is even relevant to what I said here. Most honor heals only work on low health anyways, same as most burst heals.
    Also if you think defile is gonna stop them, you are sorely mistaken. You chose to list every single magplar heal under the sun except extended ritual which drops defile immediately, plus 4 other debuffs. Which I would argue is WORSE than honor the dead because you can essentially clear away all no no debuffs and heal inside it. Lots of mag classes have access to purge too, Necro, warden all have purges. Buff defile if you want but they're just gonna 1 button and do away with it. If you want to target healing, don't allow them to stack all these toxic heals on each other.

    So again, the alternative is to just do nothing and leave as is. If you can actually debuff people with something worth purging they will purge it, do it enough times and they will run out of resources, simple.

    I also don't understand your zerging example.

    Lets say you have 20 people each doing 3k/tick, stack them all up it's 60k/tick, seems pretty insurmountable for 5 players to overcome. Let's cut this in half to 30k/tick, can we outdo that with 5 people? Maybe?

    5 players, 15k/tick, easily overcome by the damage of 20 players. Let's cut that in half, 7.5k/tick... still easily overcome by the damage of 20 players.

    So your options were you die, no chance of any kills, or, you die, chance of some kills.

    Fail to see how this has hurt you more than them.

    The point of the zerging example is that, the person I replied to claimed that "changing cross healing is gonna hurt small groups, we need a more effective way to target the healing"
    But that argument doesn't work as zergs have more numbers, more numbers more regens they can stack on each other which equals more healing they have to keep themselves alive. Small groups won't be effected as much if there was a cap on similar heals, say 2 at once for example. If you're in a 3 man group, you'll have no more than 3 possible regens, but with a 20 man zerg that's potentially 20, even with defile, they're gonna be receiving more healing than the small scale group, enough to make defile meaningless in the grand scheme. That plus, that same zerg can also defile you and screw over your heals in the exact same way you can to them. They argue defile in small groups can let you target healers making these zergs weaker, which is irrelevant if everyone is carrying a resto staff with off heal HoTs on their back bar anyways.
    If you REALLY wanted to help small scale in that scenario, make it so that these zergs can't intensely stack the same heals on each other and have 10+ incoming heals at once, you can't out damage that many heals at once, you just have to hope you can burst someone in your small offensive window when they stop spamming heals. That was the point of the example I made

    I am not even disagreeing that people should not be able to have multiple of the same HoT stacked on them, just like I wouldn't agree that people should be able to have multiple of the same DoT on them.

    But how would this solve the issue of 5 magplars spamming single target heals on one guy? It doesn't, for that we need better debuffs to inhibit their healing output.
  • xDeusEJRx
    xDeusEJRx
    ✭✭✭✭✭
    xDeusEJRx wrote: »
    xDeusEJRx wrote: »
    xDeusEJRx wrote: »
    Brrrofski wrote: »
    reverting the changes to defile won't do anything to combat ball groups. The only people this will affect are the 1-5 players being chased by a 20 man alliance zerg. Ball groups will just purge off the defile constantly. Time has shown this. Time has also shown how displeased people where when single target defiles where so strong.

    If you want to combat ball groups, you need to go after cross healing. Make it so the same abilities can't stack like radiating.

    This is the correct issue.

    Defile will just screw smaller groups and solo.

    Heal stacking in pvp is the issue.

    Regen is a big one. It should just replace it everytime that it's casted

    Just going after cross healing will punish smaller groups as well. If you don't have the ability to heal eachother how do you hope to take down a zerg or ball groups with dedicated healers? Heal stacking is so powerful because there is no counter to it. At least with a buff in defile small groups could have a better chance at targeting healers and actually have an impact. With the way things are at the moment it's impossible.
    Why do you think magplars and dks are meta right now? They have access to so much self healing and purging and there is no way for others to counter it meaningfully.

    Heal stacking is still gonna be more effective even with defiles, especially in a large zerg. Even if my heals are gutted by 50%, if there's 20 of us all throwing down radiating regen, we can outheal you and defile you in the exact same way and it'll hurt the smaller group more because there's less healing to go around due to less numbers.
    They need to put a cap on the amount of similar heals you can have on yourself, or remove similar heals entirely and make it just refresh the buff. They removed vigor's shared heal for this exact reason but continue to let mag users to stack radiating regens

    So magplars that are full damage builds should be throwing out 15-20k Honor heals on each other, stand in runes/ritual + bubble getting another 8-12k passive and that is just fine, we should leave people with no counter? lol

    I don't see how this is even relevant to what I said here. Most honor heals only work on low health anyways, same as most burst heals.
    Also if you think defile is gonna stop them, you are sorely mistaken. You chose to list every single magplar heal under the sun except extended ritual which drops defile immediately, plus 4 other debuffs. Which I would argue is WORSE than honor the dead because you can essentially clear away all no no debuffs and heal inside it. Lots of mag classes have access to purge too, Necro, warden all have purges. Buff defile if you want but they're just gonna 1 button and do away with it. If you want to target healing, don't allow them to stack all these toxic heals on each other.

    So again, the alternative is to just do nothing and leave as is. If you can actually debuff people with something worth purging they will purge it, do it enough times and they will run out of resources, simple.

    I also don't understand your zerging example.

    Lets say you have 20 people each doing 3k/tick, stack them all up it's 60k/tick, seems pretty insurmountable for 5 players to overcome. Let's cut this in half to 30k/tick, can we outdo that with 5 people? Maybe?

    5 players, 15k/tick, easily overcome by the damage of 20 players. Let's cut that in half, 7.5k/tick... still easily overcome by the damage of 20 players.

    So your options were you die, no chance of any kills, or, you die, chance of some kills.

    Fail to see how this has hurt you more than them.

    The point of the zerging example is that, the person I replied to claimed that "changing cross healing is gonna hurt small groups, we need a more effective way to target the healing"
    But that argument doesn't work as zergs have more numbers, more numbers more regens they can stack on each other which equals more healing they have to keep themselves alive. Small groups won't be effected as much if there was a cap on similar heals, say 2 at once for example. If you're in a 3 man group, you'll have no more than 3 possible regens, but with a 20 man zerg that's potentially 20, even with defile, they're gonna be receiving more healing than the small scale group, enough to make defile meaningless in the grand scheme. That plus, that same zerg can also defile you and screw over your heals in the exact same way you can to them. They argue defile in small groups can let you target healers making these zergs weaker, which is irrelevant if everyone is carrying a resto staff with off heal HoTs on their back bar anyways.
    If you REALLY wanted to help small scale in that scenario, make it so that these zergs can't intensely stack the same heals on each other and have 10+ incoming heals at once, you can't out damage that many heals at once, you just have to hope you can burst someone in your small offensive window when they stop spamming heals. That was the point of the example I made

    I am not even disagreeing that people should not be able to have multiple of the same HoT stacked on them, just like I wouldn't agree that people should be able to have multiple of the same DoT on them.

    But how would this solve the issue of 5 magplars spamming single target heals on one guy? It doesn't, for that we need better debuffs to inhibit their healing output.

    My solution would be to the problem is reworking healing itself. The way things are you can stack the hell out of your damage and have no problems healing away most damage. If they re-work how healing works and change the source of healing to something else, that'd help it. Or even make it hybrid sourced where it relies on both damage and max stats. The way it is now, max stat has been so streamlined in PVP that it's almost useless in PVP. Back in the day you would need stamina, especially on some specs because abilities scaled that same way, but since have all been reworked into one stat (weapon/spell damage).
    Reworking it into either hybrid or max stat dependent would take away a lot of that healing power, force people to actually build into max stat in order to get the same healing power, which results in lower WD/SD up in the air lowering the damage ceiling
    Solo PvP'er PS5 NA player

    90% of my body is made of Magblade
  • YoureWrongImRight
    YoureWrongImRight
    ✭✭✭
    xDeusEJRx wrote: »
    xDeusEJRx wrote: »
    xDeusEJRx wrote: »
    xDeusEJRx wrote: »
    Brrrofski wrote: »
    reverting the changes to defile won't do anything to combat ball groups. The only people this will affect are the 1-5 players being chased by a 20 man alliance zerg. Ball groups will just purge off the defile constantly. Time has shown this. Time has also shown how displeased people where when single target defiles where so strong.

    If you want to combat ball groups, you need to go after cross healing. Make it so the same abilities can't stack like radiating.

    This is the correct issue.

    Defile will just screw smaller groups and solo.

    Heal stacking in pvp is the issue.

    Regen is a big one. It should just replace it everytime that it's casted

    Just going after cross healing will punish smaller groups as well. If you don't have the ability to heal eachother how do you hope to take down a zerg or ball groups with dedicated healers? Heal stacking is so powerful because there is no counter to it. At least with a buff in defile small groups could have a better chance at targeting healers and actually have an impact. With the way things are at the moment it's impossible.
    Why do you think magplars and dks are meta right now? They have access to so much self healing and purging and there is no way for others to counter it meaningfully.

    Heal stacking is still gonna be more effective even with defiles, especially in a large zerg. Even if my heals are gutted by 50%, if there's 20 of us all throwing down radiating regen, we can outheal you and defile you in the exact same way and it'll hurt the smaller group more because there's less healing to go around due to less numbers.
    They need to put a cap on the amount of similar heals you can have on yourself, or remove similar heals entirely and make it just refresh the buff. They removed vigor's shared heal for this exact reason but continue to let mag users to stack radiating regens

    So magplars that are full damage builds should be throwing out 15-20k Honor heals on each other, stand in runes/ritual + bubble getting another 8-12k passive and that is just fine, we should leave people with no counter? lol

    I don't see how this is even relevant to what I said here. Most honor heals only work on low health anyways, same as most burst heals.
    Also if you think defile is gonna stop them, you are sorely mistaken. You chose to list every single magplar heal under the sun except extended ritual which drops defile immediately, plus 4 other debuffs. Which I would argue is WORSE than honor the dead because you can essentially clear away all no no debuffs and heal inside it. Lots of mag classes have access to purge too, Necro, warden all have purges. Buff defile if you want but they're just gonna 1 button and do away with it. If you want to target healing, don't allow them to stack all these toxic heals on each other.

    So again, the alternative is to just do nothing and leave as is. If you can actually debuff people with something worth purging they will purge it, do it enough times and they will run out of resources, simple.

    I also don't understand your zerging example.

    Lets say you have 20 people each doing 3k/tick, stack them all up it's 60k/tick, seems pretty insurmountable for 5 players to overcome. Let's cut this in half to 30k/tick, can we outdo that with 5 people? Maybe?

    5 players, 15k/tick, easily overcome by the damage of 20 players. Let's cut that in half, 7.5k/tick... still easily overcome by the damage of 20 players.

    So your options were you die, no chance of any kills, or, you die, chance of some kills.

    Fail to see how this has hurt you more than them.

    The point of the zerging example is that, the person I replied to claimed that "changing cross healing is gonna hurt small groups, we need a more effective way to target the healing"
    But that argument doesn't work as zergs have more numbers, more numbers more regens they can stack on each other which equals more healing they have to keep themselves alive. Small groups won't be effected as much if there was a cap on similar heals, say 2 at once for example. If you're in a 3 man group, you'll have no more than 3 possible regens, but with a 20 man zerg that's potentially 20, even with defile, they're gonna be receiving more healing than the small scale group, enough to make defile meaningless in the grand scheme. That plus, that same zerg can also defile you and screw over your heals in the exact same way you can to them. They argue defile in small groups can let you target healers making these zergs weaker, which is irrelevant if everyone is carrying a resto staff with off heal HoTs on their back bar anyways.
    If you REALLY wanted to help small scale in that scenario, make it so that these zergs can't intensely stack the same heals on each other and have 10+ incoming heals at once, you can't out damage that many heals at once, you just have to hope you can burst someone in your small offensive window when they stop spamming heals. That was the point of the example I made

    I am not even disagreeing that people should not be able to have multiple of the same HoT stacked on them, just like I wouldn't agree that people should be able to have multiple of the same DoT on them.

    But how would this solve the issue of 5 magplars spamming single target heals on one guy? It doesn't, for that we need better debuffs to inhibit their healing output.

    My solution would be to the problem is reworking healing itself. The way things are you can stack the hell out of your damage and have no problems healing away most damage. If they re-work how healing works and change the source of healing to something else, that'd help it. Or even make it hybrid sourced where it relies on both damage and max stats. The way it is now, max stat has been so streamlined in PVP that it's almost useless in PVP. Back in the day you would need stamina, especially on some specs because abilities scaled that same way, but since have all been reworked into one stat (weapon/spell damage).
    Reworking it into either hybrid or max stat dependent would take away a lot of that healing power, force people to actually build into max stat in order to get the same healing power, which results in lower WD/SD up in the air lowering the damage ceiling

    On this we agree, healing and damage should be entirely separate stats no question. You should not be able to go max damage and as a free gift here is your beast healing on top of that.

    That being said, I STILL think defile needs a buff on top of that.
  • Necrotech_Master
    Necrotech_Master
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    ✭✭✭✭✭
    i was thinking about this, in the case of the defile we have now, it is only -heals received

    but it seems the actual problem is both ways, healing received and healing done

    so possibly instead of strengthening defile by just increasing the value, keep it at the 16% for major but also make it affect healing done (so player has both less outgoing and incoming healing)

    this type of thing would be a bigger pain point for solo players (defile on self means your heals would be -32% since your dealing 16% less healing and taking 16% less healing, which this would be almost equivalent to pre-nerf defile)

    another option could be making disease dmg more potent, right now "diseased" status effect is basically minor defile with a weak dot, instead of being minor defile, each time it ticks it could apply X amount of heal absorption since major and minor defile are easy to get from other sources

    realistically i dont think there is any change that will help in a 1vX situation (solo player is going to get overwhelmed either way), but stuff like this would probably hinder those players who rely on stacking heals from self or others if defile were to affect both heal done and heal received
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014
  • MEBengalsFan2001
    MEBengalsFan2001
    ✭✭✭✭✭
    Dear ZOS,
    Healing is so crazy high in pvp right now, that anyone wanting to just turtle up can spam 10k+ class burst heals over and over, and basically be invincible, making everyone so tanky no matter what build they are on. To the point of it generally taking 3-4 people to take one person down. Even all of my previously squish builds are now ultra survivable due to crazy high heals… And when a group has an actual healer, it’s near impossible to drop them as there are no real counters.

    Multiple negates + dark convergence to cover a large area can sometimes work, but it only buys a short window as it can be rolled out of very fast.

    Plaguebreak and dark convergence, even vicious death are clearly not the counter to ball groups - Since the ball groups and zergs just use them to better effect to decimate smaller groups and it tilts the balance even further.

    My suggestion is to buff defile again. Once upon a time, major defile used to be a base of 30%, ramping up to 45% with CP increase. That stacked with minor defile could be an amazing counter to strong heals in pvp, with a dedicated tank using these effects. Now if anyone remembers OG fasallas guile… Ok I’m not asking for 80% and above heal reduction, but somewhere in the middle would be nice.

    Maybe being major defile back up to 30%? Or even just add a CP so that builds have to spec heavily into this counter?

    This would also fix the BIG issue with battlegrounds. Deathmatch has just become whichever team can stack the middle the hardest with a healer or 2 - Sometimes this is all 3 teams which leads to the time running out and barely any kills happening.

    ESO is in desperate need of a heal counter. Please make it happen.

    Cheers

    [Edited Title for Real Life Politics]

    You need the stamina to hold block and magika to heal through the damage. If you hold block to long and don't have the stamina to sustain the block the higher healing can't save you. Also if you don't have the higher stats from WD/SD or resource pools your heals will be lower. You can't have the best of all worlds. Many players who hold block have higher stamina but lower magika pools making them great target as there stamina starts to go away, even with tri stat you can only block for so long before you run out of resources.

    Try adding some debuffs to the mix such as major/minor breach, vulnerability, etc... it makes those block holders take a bit more damage and they tend to realize it is best to start running.
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