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45-50k HP polar wind spamming healbot wardens are ruining BGs.

  • Bashev
    Bashev
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    I think we need 2 more debuffs, Major and minor healing done reduction. They should be 30% for Major and 15% for minor.
    Because I can!
  • mmtaniac
    mmtaniac
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    This kind of debuff is nice but ,if something like that will come to game ,then they need to add defense options different than healing to classes. Without it it will be no options for some classes. Templar defense is only healing, this means dead of class for pvp. If they add good defense then maybe.
    Edited by mmtaniac on August 21, 2023 7:56AM
  • Iriidius
    Iriidius
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    katorga wrote: »
    I don't have a strong opinion on this except that Health-scaling heals should NOT be a thing for any class.

    "Yadda yadda what about PvE tanks?" someone will say. Well, that's what actual healers are for.

    That is dead on correct.

    Personally I think:

    1. damage skills should scale from weapon / spell damage only.
    2. Healing skills should scale from max magicka / stamina only.
    3. Defensive skills, shields and block mitigation should scale from max health only.

    Players complain about both health scaling and wpn dmg+max stamina/magicka scaling heals, why do we assume that max stamina/magicka scaling heals wouldnt have the same problem. And block mitigation doesnt scale at all and there is no reason to change that. Block tanks often have 40-50k hp anyway and already can stack block mitigation increases and get much higher block mitigation with lower costs than average PvP players, they dont need additional advantage by making it scale with health. High hp players already have to react slower and block less to not get oneshoted, they shouldnt get better defense for reacting slowly (but still in time).
    Low hp players have to react faster and block more to not get oneshot, they shouldnt also receive more dmg when they do and still get killed and not rewarded for reacting fast.
    This changes would be a step to enforce role specialisation in PvP and exclude solo players and everyone not member of an organized group with role specialisation from PvP.
    They need to undo the link between health and healing and shield sizes. The game needs to go back to being based on max Magicka or Stamina. They did this so tanks can just self heal and keep themselves alive but it breaks all the balance in PvP.

    Players don't even put points in Magicka or Stamina for PvP any more, it all goes into health and just stack weapon/spell damage.

    Before cp rework and race passive rework when „game being based on max Magicka or Stamina“ Max Stamina/Magicka was an important dmg stat much better than crit dmg and crit chance and (almost) as good as wpn dmg. There were already Health based heals and normal heals already scaled with Max(Stam or Magicka)+wpn/spell dmg.
    Nowadays after max magicka/stamina doesnt get increased by 20% from cp and up to 12% from race It is one of the worst stats and players choose almost every other stat over it. They put not only attribute points in health insteat of magicka/stamina to trade magicka/stamina for hp but also use orzargas smoked bear hunch/juwels of misrule insteat of betwitchet sugar skulls to trade mag/stam for mag/stam regen and infused insteat of robust/arkan to trade mag/stam for wpn dmg. To make mag/stam stacking viable again, it should get a 20-40% increase again insteat of making it the only stat for healing to scale.

    Bashev wrote: »
    I think we need 2 more debuffs, Major and minor healing done reduction. They should be 30% for Major and 15% for minor.
    We already got a new set that reduces healing of target by up to 35% this update and havent seen itsfull impact now, with additional healing debuffs zerglings could almost completely disable healing of the players they zerg down and prevent them from outhealing even low dmg.
    Theoretically a healing done debuff is missing, because there are healing done(mending) and healing received(vitality) buffs but only a healing received debuff(defile), but this would have to be 16% for major and 8% for minor to keep balance between buffs and debuffs.
    But all flat healing debuffs hit players with OP healing and players with average or lower healing the same. And one reason for current tank meta also are u35 nerfs to most dmg skills, despite nerfs to healing skills I stalemated many players i could kill before. Most of U35 should get reverted.

    Edited by Iriidius on August 28, 2023 12:35AM
  • JerBearESO
    JerBearESO
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    Yeah I've stopped playing BGs because any team with a healer is typically invincible or at least a thousand times stronger than a non healer team.... The game is not built for cross healing in pvp anymore. Maybe it was fine before but it doesn't work now.

    I reeeeeeally wish the devs would outright cut cross healing via battle spirit for awhile to see how it goes. Maybe try another 50% reduction for a couple weeks, then a full disable for a couple weeks. Just don't see why they aren't touching it. It RUINS pvp
  • OBJnoob
    OBJnoob
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    Making it so players can't heal their teammates isn't a reasonable solution. If it was okay before but it's not okay now then obviously the values need to be lessened.

    There are so many threads that make it seem like ballgroups are the problem. And now, in BGs, polar Wind wardens are the problem. Or healers in general. But honestly the problem is probably that weapon damage equals healing power because guess what the DPS have fatter heals still whether they use it on themselves or someone else.

    A team with a healer really should perform much better than a team without one. That's kinda the point of team PvP.

    The answer isn't to force people to stop healing eachother. The answer is to bring healing back into balance with damage.
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