The_Titan_Tim wrote: »Balance is a tricky thing to master in a game as complex as ESO, but one thing has been standing out massively as a determining factor for success in PvP and it’s…
Healing (and how it ties into everything)
Healing has become a massive problem in ESO because it’s too easy to obtain powerful heals, and sustain indefinitely with Champion Points or drinks in their current state making players completely unkillable.
Wearing sets that build into Weapon or Spell Damage, players heal as hard as they attack, fundamentally this is a problem. It has created a meta where max stats only matter to a Magicka Sorcerer, allowing everyone to dump all their points into health, run around with under 25k of their primary resource, 30k+ Health, and through recovery drinks, and or Champion Points, fight forever using stacking Heal-Over-Time abilities. Raising the damage is not enough to address this problem.
What I propose is that Heals receive the Conjured Ward treatment, no longer scaling off of damage, but exclusively off of the casters highest max stat, either Stamina or Magicka.
This change would encourage players to build into their stat of choice, lowering the overall health people see on builds allowing for higher risk gameplay, ending the stalemates of fighting average healers as a mastered DPS. It is of my opinion, that combat should be thought provoking, and punishing if you make a mistake and currently it is not.
Indirectly, adding another stat that players have to build into, would address the proc problems we are facing, as now instead of running two proc sets, it would be necessary to drop one for a stat increasing set.
It’s about time the balance between damage, healing, and sustain were revisited as building into one should make doing the others more difficult, and this would be the least disruptive way to do so as most PvE builds run max stat, essentially facing no changes if this reliance on Stamina or Magicka were to be implemented into the game.
If you’re reading this post and agree that this would be a welcomed change, feel free to comment below and if not, I’d love to hear any reasons why.
Silversmith wrote: »Heals that scale with Health are pretty terrible right now and players can't stack into them and still be offensive. Also Health basing healing and shield mechanics right now are super weak compared to Spell/Attack Power ones.
Silversmith wrote: »Your ideas don't fix the healing problem. As long as Healing scales off of an Offensive stat it will be broken.
chessalavakia_ESO wrote: »I think you'd want to make it scale less off of the max weapon/spell power rather than not have it scale at all.
I could be mistaken but, my impression is most of the healers in the game are slanting towards weapon/spell damage because it does more healing and more damage.
If you swap it to doing 0 healing all of those healers builds will be worthless overnight.
You also ram into the issue that the game has like 15 sets that have bonuses that scale on your maximum stat so your choices would end up being a bit limited.
I'd like to see them address the far more egregious imbalances before making adjustments to a core scaling mechanic that has been in the game forever.
Undeath, combat medic, HOT stacking/cross healing potency, healing CP nodes, survival instincts, and maximum HP are all things that need adjustment currently.
Silversmith wrote: »CP doesn't function in Battlegrounds. Cyro has too many problems to deal with.
Maximum Hitpoints doesn't matter if you can't heal. You'll get chipped away and die.
It is such a poor garbage design to let every class heal, block, dodge, deal damage, and tank.
DrNukenstein wrote: »I don't think it's that the heals are big, it's that the pools are big.
If you're playing meta and with an average amount of skill there's always another roll, always another breakfree, and most definitely another full heal. It's not hard to get someone down to 33% health in one combo. It's hard to get that follow up in before they breakfree roll and heal all in the same second.
Everyone just has too much gas and they never run out. Rather than gut mitigation or healing, I'd rather see hits to base stam and mag. This should go along with a higher resource to damage conversion rate to incentivize building stam/mag over health. Going further, perks that give bonus % pool, should give a larger % resource to damage conversion rate. Going the furthest, with smaller pools it would probably make it easier from a balance POV for points in stam and mag to both contribute to damage.
Thecompton73 wrote: »I'd argue the strength of heals (apart from heal stacking in ball groups) is perfectly acceptable. What is not acceptable is that you can currently have strong heals, strong damage, strong mitigation and strong recovery/cost reduction. Something in that formula needs to come up short somewhere in order for TTK in PvP to be back to where it should be. If damage comes up short, that's a PvP tank. If you don't have strong healing or mitigation a reasonable amount of damage will allow you to either be burst all the way down or keep you from healing back to full as quickly when you lose a significant amount of health. And if you've got all the others but less recovery/cost reduction you might be able to kill quickly while surviving lots of incoming damage, but only for short periods, no running around rocks or towers for 20 minutes spamming heals indefinitely.
The_Titan_Tim wrote: »chessalavakia_ESO wrote: »I think you'd want to make it scale less off of the max weapon/spell power rather than not have it scale at all.
I could be mistaken but, my impression is most of the healers in the game are slanting towards weapon/spell damage because it does more healing and more damage.
If you swap it to doing 0 healing all of those healers builds will be worthless overnight.
You also ram into the issue that the game has like 15 sets that have bonuses that scale on your maximum stat so your choices would end up being a bit limited.
At the very least, that might help a bit, but I’m afraid max health would still be outrageous, healers can afford slightly weaker heals, something more drastic might be necessary as this would only hinder solo players, not dedicated healers. They would remain unkillable because none of their sets or stats would change significantly. Currently a group of 4 players in Battlegrounds can sit there and attack a great healer and nothing will come of it, even if they are great damage dealers, or their burst is very high. The less knowledgeable the healer, the less people they are tanking. But even an average healer can take getting beat on by two people, and if there are two healers on a team? Good luck.
Healing and Tanking have become synonymous in PvP, and when the healer turns everyone around them into a Tank aswell through massive HoTs, stacking with their already powerful ones, you’re left with unkillable DDs, until you kill the Healer who also happens to be immortal.
chessalavakia_ESO wrote: »Might slightly enhancing Defile be useful for bringing the healing down more for PvP if it's still needed?
I wasn't doing PvP in the days when Defile was higher but my impression from what I read about it back then was that it was quite impactful at times.