SkaraMinoc wrote: »Reducing healing effectiveness in small-scale PvP is not a good idea.
In high level battlegrounds, the damage is so extreme that any nerfs to healing would cause a major imbalance. When optimized damage builds get Courage, Berserk, etc from their teammates, the burst damage is nearly unhealable. Anyone who plays Deathmatch regularly knows how difficult it is to stay alive even with the best healing in the game.
HonestLoverr wrote: »No. Battlespirit needs to go. Adjustments that got made through battlespirit should be permanent adjustments in literally every content even outside of PvP. They just never get it right with it. The heavily unbalanced gameplay in PvP through battlespirit causes so many things to be op and so many things to be useless couples with cp, cyro buffs. Sets/heals/damage/% boost and debuffs/speed/etc. the current meta is a mess and Battlespirit is one of the roots of this problem.
ZOS is tried to reinvent the wheel several times now in all these years and either broke something from PvP or PvE as a result. They should just get rid of Battlespirit once and for all and rebalance/reinvent all of the stat and scaling systems instead + remove any unnessessary % modifiers left and right. CP and all the cyrodiil buffs that are in place bring the gameplay even further out of balance.
First, if they just make the battle spirit standard that heavily unbalanced gameplay you speak of in PvP will become permanent.
Also, PvE content would have to be rebalanced as a result of battle spirit becoming permanent adjustments in literally every content outside of PvP. Heck, clearing the hardest content would become impossible by the best players.
I am not suggesting Zenimax has a good handle on balance but I am saying making battle spirit permanent across pretty much the entire game would be devastating and make the problem you bring up permanent.
Sandman929 wrote: »No, but it's way past time to address stacking 10 of the same heal
Reduce healing skills values and magicka/spell power scaling and increase the " increase healing received/given % " bonuses from sets and other slottable sources so having one set with these bonuses becomes necessary to do decent healing while doing some dps. The objective would be that healers without sets would have to spam heals more to compensate and have less time to dps but adding more bonuses would free time for the healers to do dps.
Dps would have to either reduce their damage to heal themselves decently or deal with it.
Tanks would also have to invest into" increase healing received " bonuses if they want to heal themselves more or ensure that the healer will be able to heal them.
SkaraMinoc wrote: »Reducing healing effectiveness in small-scale PvP is not a good idea.
In high level battlegrounds, the damage is so extreme that any nerfs to healing would cause a major imbalance. When optimized damage builds get Courage, Berserk, etc from their teammates, the burst damage is nearly unhealable. Anyone who plays Deathmatch regularly knows how difficult it is to stay alive even with the best healing in the game.