chessalavakia_ESO wrote: »I think you'd be better off trying to deal with potential excess group healing with a scalpel first before trying to hammer it down.
MidniteOwl1913 wrote: »chessalavakia_ESO wrote: »I think you'd be better off trying to deal with potential excess group healing with a scalpel first before trying to hammer it down.
Considering it's already been nerfed pretty hard. Across the board, they don't just nerf PVP when they "balance". It's already hard enough to run even normal-mode DLC dungeons.
Yeah, yeah, cross-heals isn't the same, but when addressing this issue in U35 all healing got nerfed.
Ball groups are so successful because they are disciplined, organized, and practiced. That's why they remain successful even after everything that has been done.
chessalavakia_ESO wrote: »MidniteOwl1913 wrote: »chessalavakia_ESO wrote: »I think you'd be better off trying to deal with potential excess group healing with a scalpel first before trying to hammer it down.
Considering it's already been nerfed pretty hard. Across the board, they don't just nerf PVP when they "balance". It's already hard enough to run even normal-mode DLC dungeons.
Yeah, yeah, cross-heals isn't the same, but when addressing this issue in U35 all healing got nerfed.
Ball groups are so successful because they are disciplined, organized, and practiced. That's why they remain successful even after everything that has been done.
They nerfed some heals excessively while leaving other heals alone and buffing others.
For example, my tank using Polar Wind heals for roughly as much as my healer does with Combat Prayer and Radiating Regeneration.
Part of the reason for ball group success is like you say that they are disciplined, organized, and practiced but part of it also is that some of the skills and items for PvP work well in a group but work rather poorly otherwise.
For example, both the Ultimate ability for the Support and the Assault line primarily apply to your group so if you aren't in a group much of the impact doesn't occur.
Two more of the PvP abilities and seven of the sets are also set up so only group members benefit and not allies.
That's before you get into sets that you can afford to run in a group that you can't necessarily afford to run solo.
ZOS's current "anti-group" sets frequently are used by groups because the cost of using them for a group is quite low and they can be used to take out other groups or zergs that might threaten them via massive numbers.
I think the design could be adjusted to make the lives of ball groups a bit harder without messing up the rest of the game if they aren't so heavy handed.
chessalavakia_ESO wrote: »MidniteOwl1913 wrote: »chessalavakia_ESO wrote: »I think you'd be better off trying to deal with potential excess group healing with a scalpel first before trying to hammer it down
For example, both the Ultimate ability for the Support and the Assault line primarily apply to your group so if you aren't in a group much of the impact doesn't occur.
Two more of the PvP abilities and seven of the sets are also set up so only group members benefit and not allies.
That's before you get into sets that you can afford to run in a group that you can't necessarily afford to run solo.
I find it as part of the snowballing effect and the way that group of skills work to be buffing ball groups to a large extent. I bet it helps the server to limit skills to groups but in the same time makes organized pvp light years ahead to the rest.
I was thinking on "everyone for themsleves", no cross healing at all or anything related to that only comms should be the benefit and of course, set combination. Like Counter Strike. lol
The_Titan_Tim wrote: »Cross-healing is a problem yes, but the biggest problem is how high the average health on a player is.
I’m fine with heals healing a lot when you’re a healer, but when your average player spec’d fully into damage, with under 22k max stamina and magicka is healing 3/4ths of their health with a burst heal, forget about HoTs…
Heals need to scale more primarily with max resources, less with damage, and in the process you will begin to see lower max health healers that suddenly become killable again.
chessalavakia_ESO wrote: »MidniteOwl1913 wrote: »chessalavakia_ESO wrote: »I think you'd be better off trying to deal with potential excess group healing with a scalpel first before trying to hammer it down.
Considering it's already been nerfed pretty hard. Across the board, they don't just nerf PVP when they "balance". It's already hard enough to run even normal-mode DLC dungeons.
Yeah, yeah, cross-heals isn't the same, but when addressing this issue in U35 all healing got nerfed.
Ball groups are so successful because they are disciplined, organized, and practiced. That's why they remain successful even after everything that has been done.
They nerfed some heals excessively while leaving other heals alone and buffing others.
For example, my tank using Polar Wind heals for roughly as much as my healer does with Combat Prayer and Radiating Regeneration.
Part of the reason for ball group success is like you say that they are disciplined, organized, and practiced but part of it also is that some of the skills and items for PvP work well in a group but work rather poorly otherwise.
For example, both the Ultimate ability for the Support and the Assault line primarily apply to your group so if you aren't in a group much of the impact doesn't occur.
Two more of the PvP abilities and seven of the sets are also set up so only group members benefit and not allies.
That's before you get into sets that you can afford to run in a group that you can't necessarily afford to run solo.
ZOS's current "anti-group" sets frequently are used by groups because the cost of using them for a group is quite low and they can be used to take out other groups or zergs that might threaten them via massive numbers.
I think the design could be adjusted to make the lives of ball groups a bit harder without messing up the rest of the game if they aren't so heavy handed.
The poll is directed towards pvp and how healing affects pvp in gamestyle and server performance.
Once a ball group arrives spamming heals I cannot swap weapons yet again to fight against them. All due to spamming healing overtime skills that not just keeps them alive but ruins server experience for everyone around them.
Ball groups should have an advantage at all times for their time spent preparing, coordination, and effort. However, not on the expense of others experiencing the game poorly due to server overload.
Limiting stacks suggestion, like you can be affected by vigor only from 2 different sources. The third one and so on, are not affecting you and server should not calculate. Hoping that is possible and that it can improve the effect of ball groups to server performance and bring decent looking fight on the table for the rest.
chessalavakia_ESO wrote: »chessalavakia_ESO wrote: »MidniteOwl1913 wrote: »chessalavakia_ESO wrote: »I think you'd be better off trying to deal with potential excess group healing with a scalpel first before trying to hammer it down.
Considering it's already been nerfed pretty hard. Across the board, they don't just nerf PVP when they "balance". It's already hard enough to run even normal-mode DLC dungeons.
Yeah, yeah, cross-heals isn't the same, but when addressing this issue in U35 all healing got nerfed.
Ball groups are so successful because they are disciplined, organized, and practiced. That's why they remain successful even after everything that has been done.
They nerfed some heals excessively while leaving other heals alone and buffing others.
For example, my tank using Polar Wind heals for roughly as much as my healer does with Combat Prayer and Radiating Regeneration.
Part of the reason for ball group success is like you say that they are disciplined, organized, and practiced but part of it also is that some of the skills and items for PvP work well in a group but work rather poorly otherwise.
For example, both the Ultimate ability for the Support and the Assault line primarily apply to your group so if you aren't in a group much of the impact doesn't occur.
Two more of the PvP abilities and seven of the sets are also set up so only group members benefit and not allies.
That's before you get into sets that you can afford to run in a group that you can't necessarily afford to run solo.
ZOS's current "anti-group" sets frequently are used by groups because the cost of using them for a group is quite low and they can be used to take out other groups or zergs that might threaten them via massive numbers.
I think the design could be adjusted to make the lives of ball groups a bit harder without messing up the rest of the game if they aren't so heavy handed.
The poll is directed towards pvp and how healing affects pvp in gamestyle and server performance.
Once a ball group arrives spamming heals I cannot swap weapons yet again to fight against them. All due to spamming healing overtime skills that not just keeps them alive but ruins server experience for everyone around them.
Ball groups should have an advantage at all times for their time spent preparing, coordination, and effort. However, not on the expense of others experiencing the game poorly due to server overload.
Limiting stacks suggestion, like you can be affected by vigor only from 2 different sources. The third one and so on, are not affecting you and server should not calculate. Hoping that is possible and that it can improve the effect of ball groups to server performance and bring decent looking fight on the table for the rest.
I'm not going to pretend NA servers are totally perfect now but, they don't die to the point you can't swap weapons when a single ball group shows up healing.
Depending on where you live in the EU, you might want to give NA servers a spin and see if it's more fun for you till they swap the servers.
God forbid someone plays a healer in PvP and wants to save a random in their faction that is helping defend an objective...
Healing over time to become a named buff that can cross heal only twice (stack)
No burst cross healing in pvp. Etc etc. Let's discuss.
Healing over time to become a named buff that can cross heal only twice (stack)
No burst cross healing in pvp. Etc etc. Let's discuss.
should be posted in pvp section...
pls stop asking for nerfs because you never get what you ask for and sledgehammer tends to be used to achieve stuff no one ever asked for that takes months/years to undo, if ever.
pve(since you posted in 'combat & char mechanics') healing has been gutted enough, thanks; if any such changes were exclusive to pvp then that's a different discussion (but still no). but we all know any such changes wouldn't be limited to pvp because of that sledgehammer.
A better alternative in my view, if any change is needed, would be to ease up on battle spirit damage limitation to let more through. the healing would still mitigate burst somewhat (post-burst recovery) but would put individual(s) purely on the defensive and, if all you can do is block-cast heals without group/ally support (which is perfectly acceptable and to be encouraged) then you're not doing anything else. in the latter case it resolves to ping/resource race/dmg(heal)/luck numbers for outcome.
And get rid of cast times on ultimates.
so hard 'no' to any more heal nerfs. thanks.
Buff Major and Minor Defile and you'll nerf healing in PvP. Rarely see that debuff come up in PvE.