Darkstorne wrote: »From a PVE perspective, lowering max health would be a disaster. Honestly, increasing max health might help PVE healers out, because this game already suffers from any damage taken from a boss attack being a major problem (vet dungeon perspective and higher, not normal dungeons where tanks and healers sadly seem to be optional).
Reactive healing, unlike in most MMOs, doesn't work well here. In WoW you might think "that DPS is at 75% health, he's fine, I'll heal the tank who's at 50% health then swing back around to the DPS if he drops below 60%" etc. In ESO damage happens so fast and in such large amounts that any time anyone drops below 100% health they need healing immediately. So the strategy has to be a reliance on HOTs to keep everyone topped up from basic damage (mobs, dots etc) and then the DPS' job is mostly to avoid taking damage from boss attacks. If they do take damage, it's usually such a huge amount that as a healer you then have to hit your emergency panic button big heal to get them back up to 100% immediately, because one more hit and that DPS is dead.
It's why skilled healers don't do much healing in this game. When paired with skilled DPS there isn't much reactive healing to do, so the focus becomes buffing the DPS and assisting with damage yourself to bring the boss down as fast as possible, reducing the amount of time spent dodging the big damage mechanics.
Honestly, as a long-time fan of PVE healing in MMOs, ESO has the weirdest healing mechanics I've ever seen. The goal is damage avoidance - if your group needs active heals it's probably because they messed up - and as a healer you should be maximising your time spent dealing damage and buffing the group, not healing.
MurkyWetWolf198 wrote: »Healing is strong
Everyone knows it's OP, not even ultra-gankblade PvP Sweatlords can kill Johnny Heals-a-Lot, the Argonian Warden, let alone the common pvper.
I got a solution.
Healing wouldn't be as effective if max health was generally lower. The dead can't heal themselves, so just gotta kill them before they can heal, get through their whole healthbar quick
But a straight nerf to max hp wouldn't work. Johnny Heals-a-Lot would just sacrifice more stats for health and healing. And that would hurt the common player too
No no, I got something better
Damage and healing are both calculated through WD/SD and max resources. However, the max resources play very little affect in this calculation (ratio is like 10.5 resource to 1 WD/SD)
What if we changed that ratio?
By tilting the ratio in favor of resources, say 7-1 (a substantial amount, but not earth shattering), max resources become way more important, right?
DON'T weaken WD/SD, just make resources more effective/impactful/strong/whatever
Ultra-gankblade PvP Sweatlords will be able to get more damage by sacking health, hopefully enough to kill Johnny Heals-a-Lot
Common players will get a new source of damage, and be encouraged away from turning into more Johnnys, and they might be able to fight back against Sweatlords with BIG DD Numbers
Meanwhile, Johnny Heals-a-Lot won't be able to get more max resource because he's all into max health. If he wants access to the increased healing, he's gotta get squishier, lower that hp
Also, this solves some other issues;
Those useless set-bonuses adding max resources aren't useless anymore
This won't negatively affect PvE, and will even help them recover damage lost from U35
Sustain will become relatively easier, and recovery won't be as important (well, it'll be important, just not literally the end-all-be-all)
Sorcs would pop-tf-off cause max mag would actually be a good stat
MurkyWetWolf198 wrote: »Healing is strong
Everyone knows it's OP, not even ultra-gankblade PvP Sweatlords can kill Johnny Heals-a-Lot, the Argonian Warden, let alone the common pvper.
I got a solution.
Healing wouldn't be as effective if max health was generally lower. The dead can't heal themselves, so just gotta kill them before they can heal, get through their whole healthbar quick
But a straight nerf to max hp wouldn't work. Johnny Heals-a-Lot would just sacrifice more stats for health and healing. And that would hurt the common player too
No no, I got something better
Damage and healing are both calculated through WD/SD and max resources. However, the max resources play very little affect in this calculation (ratio is like 10.5 resource to 1 WD/SD)
What if we changed that ratio?
By tilting the ratio in favor of resources, say 7-1 (a substantial amount, but not earth shattering), max resources become way more important, right?
DON'T weaken WD/SD, just make resources more effective/impactful/strong/whatever
Ultra-gankblade PvP Sweatlords will be able to get more damage by sacking health, hopefully enough to kill Johnny Heals-a-Lot
Common players will get a new source of damage, and be encouraged away from turning into more Johnnys, and they might be able to fight back against Sweatlords with BIG DD Numbers
Meanwhile, Johnny Heals-a-Lot won't be able to get more max resource because he's all into max health. If he wants access to the increased healing, he's gotta get squishier, lower that hp
Also, this solves some other issues;
Those useless set-bonuses adding max resources aren't useless anymore
This won't negatively affect PvE, and will even help them recover damage lost from U35
Sustain will become relatively easier, and recovery won't be as important (well, it'll be important, just not literally the end-all-be-all)
Sorcs would pop-tf-off cause max mag would actually be a good stat
Ok, so a LOT of people keep ignoring what you wrote and are claiming this thread is about nerfing healing--it's not.
This post is about separating "healing done" from "damage done" stats. It's been brought up hundreds of times, and it's actually a problem. The people who support the current system are the ones who abuse it the most (streamers, 1vX'ers, etc). I've actually been more happy with the core combat changes that Zenimax has made this year, more than the disappointment with some nerfs to sets/builds. The next steps would be to address the topic of this thread: Separate healing from damage.
That means *Healing critical chance*, *healing critical bonus*, and *raw healing power* must become ~their own stats~ !!!
Resources are important or both healing and damage, and shouldn't be tied to healing amount done/received, only because otherwise the sustain/regen rates would be all put onto DD sets/builds.
MurkyWetWolf198 wrote: »
Man, even you missed my point.
Did no one read my original post?
My idea is really simple; make max resources more powerful. Literally just increase their affect in ability calculations.
I’m not saying separate them from the calculations
I’m not saying make resources for healing and WD/SD for Damage
I’m not saying nerf healing (except a nerf to specifically cross-healing; people in PvP should receive 20%-30% less healing from abilities from other players) (this was irrelevant to my original idea, and only and up in replies)
I’m only saying make resources more powerful
This will buff PvE dps and PvE heals just flat out, no side effects.
This will encourage PvP builds to run more max resources instead of stacking all into max health
Less stacking into max health in PvP will make builds less tanky, and healing will be INDIRECTLY nerfed because heals won’t have as much of a health bar to heal
It’s not perfect, and I’m looking for criticism, but can y’all actually read my points and understand them before responding?
MurkyWetWolf198 wrote: »
Man, even you missed my point.
Did no one read my original post?
My idea is really simple; make max resources more powerful. Literally just increase their affect in ability calculations.
I’m not saying separate them from the calculations
I’m not saying make resources for healing and WD/SD for Damage
I’m not saying nerf healing (except a nerf to specifically cross-healing; people in PvP should receive 20%-30% less healing from abilities from other players) (this was irrelevant to my original idea, and only and up in replies)
I’m only saying make resources more powerful
This will buff PvE dps and PvE heals just flat out, no side effects.
This will encourage PvP builds to run more max resources instead of stacking all into max health
Less stacking into max health in PvP will make builds less tanky, and healing will be INDIRECTLY nerfed because heals won’t have as much of a health bar to heal
It’s not perfect, and I’m looking for criticism, but can y’all actually read my points and understand them before responding?
No, because they already tried your method of max resources effecting heals and damage shields and it was "broken."
Healing needs it's own stats. And if solo players want better self heals, they should sacrifice a little bit of damage to do so. It's like this in most other games, and should be a basis for ESO as well. If you put points into opposing roles, both roles will suffer a little.
So no, I read it and disagreed with your original post, because historically you proposed something that was already tried and failed.
tl;dr Resource stacking used to be "a thing."