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Is it time to increase healing penalty on battle spirit?

  • Mrtoobyy
    Mrtoobyy
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    Im glad so many bothered with this thread, it's clear Im not the only one thinking something has to change. As someone pointed out maybe its time for softcaps again to counteract effectivness of stacking.
    Or maybe the easiest way to balance everything is the old golden "seperate pve and pvp" but I havent seen that since 2014 and that goes against ZOS " play how you want" philosophy
  • jecks33
    jecks33
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    Remove cross healing and cut in half resistances could be a good start
    PC-EU
  • Kaelthorn_Nightbloom
    Kaelthorn_Nightbloom
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    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.

    Edited by Kaelthorn_Nightbloom on May 31, 2022 6:44PM
    PC NA
  • Urzigurumash
    Urzigurumash
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    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.

    What do you mean exactly, like a Healer in SPC and DDs in Heem-Ja's?

    Across all servers and queues it is probably a tiny fraction of BG players that are in such a composition (like maybe without SPC Heem-Ja's is outperformed by Hunding's, etc.), but I guess next patch the masses will experience what you mean, I assume the paradigm will be you're either a Healer or you wear Oakensoul, and so "optimization" will be easy to achieve even for us "low level" players.

    For those of us rolling around in the dirt in non-optimized pre-mades, or Solo Queue with all Vet players, we've often had the experience of stalled-out DMs since the last change to the Battlespirit modifiers on account of strong cross-healing and even stronger dedicated Healers.
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Urzigurumash
    Urzigurumash
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    jecks33 wrote: »
    Remove cross healing and cut in half resistances could be a good start

    A good start to an all ranged NB and Sorc meta, yes.

    Edited by Urzigurumash on June 1, 2022 6:07PM
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • HonestLoverr
    HonestLoverr
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    Amottica 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.

    If it just gets outright done without making adjustments to the stat and scaling systems and % modifiers, then yes I would agree with you. If they did do adjustments accordingly though, we are much closer to a real balanced environment in every content.

    As some others have already stated, no CP feels like base game. CP feels just thrown on top and pulls everything out of balance. ZOS just picked the cherries in the past and nerfed/buffed too much all over the place (from sets to skills to armor traits etc.) attempting to bring everything on par while also inventing something new which led to constant repeating of this causing the game to never having an even ground for 8 years straight for anyone regardless of PvP or PvE. Overperforming sets, underperforming sets, overperforming skills, underperforming skills, overperforming traits, underperforming traits. overperforming cp, undperforming cp, overperforming buffs, underperforming nerfs, and vice versa, even overperforming bugs (light attack weaving, best example out of all). So, you get the idea.

    All of this resulted in the balance problems we got today. I guess its safe to say everyone knows why battlespirit is there. ZOS knows about all the above things and how gameplay shifts completely in terms of PvP. It should somewhat even out the playing field with everything that gets used or abused there. Just that it often leads to still having things nerfed also in the PvE aspect when something with PvP goes wrong, or the other way around. Getting rid of battlespirit (or even applying it everywhere even) makes an easier time to balance things out once a general baseline for both PvE and PvP gameplay stat and scaling aspects get created.

    Of course this would mean more or less half of damage getting done in PvE (compared to PvP content) for example, like it stands now. But thats not what I was about to suggest. As I said before, a better way that what we have right now in terms of stat influence and the way how scaling works is needed. And it shouldn't be too hard to invent. What this could look like in detail is up to the devs. I doubt anyone here would even come up with possible ideas about anything regardling complete system or stat balancing, if no one even knows what is really possible with their engine, code and future plans for the direction of this game. Balancing gameplay can be simplified or made even complex that it is currently. Its just that once system after system gets applied to balance out old and new aspects while inventing something completely different to keep other aspects fresh and appealing to players, things break left and right quickly.

    And here we are. After all these years having heavy nerf/buff cicles. Too many modifiers, too much complexity. Everything coming together and everything playing a role in the unbalanced state of this game. Hybridization leans towards making thing.. simpler. Which is a good direction. Yet battlespirit and CP play a big role too. As well as scaling. Simplifying them is what is needed as well.

    Healing shouldn't be penalized even further. It already is a penality to solo roamers. And on the flipsipe it rewards groups instead, up to the point of being literally unkillable. So its clear it must get balanced sooner than later! For example like I suggest, by simplyifing stat and scaling systems + removal of all unnessessary modifiers. No more battlespirit adjusting. No more cherry picking. Reinventing the wheel is more promising to guarantee a better balance.
  • Thecompton73
    Thecompton73
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    After reading through the comments and thinking about the issue I've realized it's not so much that the healing penalty needs to be increased but that the damage penalty needs to be reduced.
    As has been said the problem with TTK right now is that it's too easy for mitigation/healing to outpace incoming damage. This is especially true for DK and Templar, both have such potent self-healing HOTs built into class abilities they can easily stand their ground against multiple opponents and outheal the damage even when stunned. The issue extends to all the other classes as well, though to a lesser extent, since it's possible to stack regen from the healing staff with vigor due to hybridization. And when you get even 2-3 people grouped and cross healing each other it takes a ridiculous amount of damage to outpace the healing; when you get to 6+ doing it they become nearly unkillable.
    If you try to build for high damage to overcome the healing you wind up being such a glass cannon that a Meta build can clap you the second you get stunned and it's still nearly impossible for you to do enough to finish them in return. So building for high damage is just not viable in the current meta and TTK is way way too long. A 1v1 fight between two people on meta builds right now takes at least 15 minutes and most often winds up in a stalemate where they walk away from each other. The other night I watched a group of four fight a group of five for over a half hour, both stacked on top of each other in a 5m radius without one person dying the whole time because all of them were running meta builds.
    But by buffing damage instead of nerfing healing/mitigation high damage builds like an old school Stam NB or MagSorc are once again viable alternatives. Builds made for mitigation/healing can still outplay them and get a win since their damage would also be higher but if the damage build gets in a good combo they can actually finish that tanky build before they get the chance to come back from 10% health to full. And when small or ball groups are heavily outnumbered they can then be put down in a reasonable amount of time while still racking up a decent amount of kills before that happens.
    I would be in favor of the Undeath mitigation passive being changed though since the way it currently works highly favors the meta high health/mitigation/healing builds, saving them when they are on the brink time and time again in a fight while having barely any noticeable effect when it kicks in on high damage squishier builds like a full medium NB or light armor Sorc/Necro.
    Edited by Thecompton73 on June 1, 2022 10:22PM
  • TechMaybeHic
    TechMaybeHic
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    I think you are still on a blanket nerf path which just tends to hit some play styles or classes more than others while being applied to everyone.

    I still think offensive stat sets (not proc damage) need a bump toward damage/debuff to where it truly would be favorable to have at least one rather than a defense set and a proc for 2 5 pieces. Maybe if it was beneficial to have 2 damage sets to counter the tanking up, Wed see more rock paper scissors environment. Right now you do not lose as much to be somewhat tanky.
  • DRTE
    DRTE
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    Stop the heal stacking. stop the nurfs to good solo/small scale heals
    DRAGON SPAWN

    Tyrion septim. Stam DK
    Agneyastra. Mag DK
    Evil Buu. Mag Sorc
    Super Evil Buu. Stam Sorc
    Carmala Jabspammer. Magplar
    Get some help. Stamplar
    Plebby Longstockings. Stamblade
    Nightbot. Magblade
    Unslaad Krosis. Magden
    Dirty lich. Magcro
  • Mr_Stach
    Mr_Stach
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    Cap HoTs at 2. Decrease Healing effectiveness the larger a group is. This would at least incentivize smaller coordinated teams. Ball Groups will not go away but they won't be unstoppable.
    Altoholic, Frost Warden Sympathizer and Main

    Glacial Guardian - Main - Frost Warden Zealot
    The Frost Man Cometh - PC Frost Backup
  • Parasaurolophus
    Parasaurolophus
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    Jut say yes
    PC/EU
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    Better Idea: Remove the healing debuff penalty from the Battle Spirit passive and instead make it so being struck by a player applies a new effect called "Extreme Defile" which reduces healing received by 75% for 5 seconds, this would ensure players fighting NPCs do not have to suffer a pointless penalty.
  • gariondavey
    gariondavey
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    Sandman929 wrote: »
    No, but it's way past time to address stacking 10 of the same heal

    Pretty much this.
    A lot of questionable things being said in this thread indicating people not understanding what the real problem is.
    PC NA @gariondavey, BG, IC & Cyrodiil Focused Since October 2017 Stamplar (main), Magplar, Magsorc, Stamsorc, StamDK, MagDK, Stamblade, Magblade, Magden, Stamden
  • Heartrage
    Heartrage
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    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.
  • Cast_El
    Cast_El
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    No.
    A soon as healing get nerfed players will find another way. Healing, damage mitigation, sets.
    There always will be a meta build.
    Dev need to thinks twice before change anything
  • TechMaybeHic
    TechMaybeHic
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    Heartrage wrote: »
    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.

    People keep bringing this up, but if that happens, it should also make shields and cloack/stealth less effective without investing in radius detection or some shield strength buff. Maybe streak and shade distance needing dedicated stats as well?

    I'm being silly because that's what it is to ignore that some classes are left to face tank and their defense is healing over shields and avoidance they lack.

    A blanket approach does not bring balance. Only shuffles the deck
  • Urzigurumash
    Urzigurumash
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    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.

    An old post, but I think all of us unoptimized, unorganized Pugs and Plebs can appreciate what Skara Minoc said here.

    As discussed in other threads, to me it seems unquestionable: for unoptimized Pugs, being 99 out of 100 PvPers, the years-long issue of "Heals are stronger than Damage" has been resolved by providing Major Force / Berserk / Courage to everybody at the expense of running an SnB / Resto Bar.

    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • Urzigurumash
    Urzigurumash
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    Or maybe it is questionable, I guess a topic for conversation could be:

    Is it only through the exclusion of SnB/Resto Backbars that Major Force/Courage/Berserk has promoted Damage to such a degree that it is not outhealable for many, or would this have occurred if those 3 buffs were easier to obtain even with SnB/Resto Backbars?

    The implication being, that if we find the proliferation of these buffs to be favorable to the pace of combat in PvP, and these buffs were to be available at a high uptime through more means accessible to 2 bar builds, should these 2 bar builds preclude the use of SnB/Resto backbars?

    Edited by Urzigurumash on July 3, 2022 6:37PM
    Xbox NA AD / Day 1 ScrubDK / Wood Orc Cuisine Enthusiast
  • sunshineflame
    sunshineflame
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    nerf self heals...buff cross heals...it's an MMO
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