In other words, only 1% minmax comp groups have the luxury of being able to fit niche debuffs that are a waste of build space for the 99% of solo/smallscale/zerg players who need general builds and actually keep this game alive.Defiles can definitely help when you have a full group backing you up
xylena_lazarow wrote: »In other words, only 1% minmax comp groups have the luxury of being able to fit niche debuffs that are a waste of build space for the 99% of solo/smallscale/zerg players who need general builds and actually keep this game alive.
xylena_lazarow wrote: »In other words, only 1% minmax comp groups have the luxury of being able to fit niche debuffs that are a waste of build space for the 99% of solo/smallscale/zerg players who need general builds and actually keep this game alive.
But this is yet another bit of flexibility that ball groups can enjoy that solos or smaller scale groups can't as easily make use of.
xylena_lazarow wrote: »Better would be subjective. It would be a different game if you rigidly separate healing and damage like that.
xylena_lazarow wrote: »In other words, only 1% minmax comp groups have the luxury of being able to fit niche debuffs that are a waste of build space for the 99% of solo/smallscale/zerg players who need general builds and actually keep this game alive.
It's like you read my first sentence and then stopped there to reply. Defiles can definitely help when you have a full group backing you up.
dark_hunterxmg wrote: »
I was agreeing with you on both points in my reply.
That's what zergs are made of, and zergs are what keep it alive. Those multi 24s aren't comp groups, probably a guild core, but mostly random solo zergers joining for structure and direction, who go back to solo zerg surfing when the raid ends. Definitely with you that 24 to 12 was awful. Big enough for pug stomping, too small to prevent pug stomping.Izanagi.Xiiib16_ESO wrote: »Solo/smallscale never kept the game alive
WaywardArgonian wrote: »
dark_hunterxmg wrote: »Not looking for trinity style pvp. I'm talking about balance. Healing is way over tuned. It goes for cross heals from damage dealers and self heals for damage dealers. Healing should not scale upward with weapon damage. A single player can be 50% healer, 50% damage dealer, and be 100% great at both.
dark_hunterxmg wrote: »So many people talk about the healing problem, the tank problem, the shield problem, yet not many actually want to give up any of that for some real balancing. As it turns out, players want to be able to do everything solo in this multi-player game. Scribing has made this worse.
dark_hunterxmg wrote: »
The stacking of self heals is a problem too. A damage dealer packing 5k/s+ HoT and a 10k burst heal is excessive.
dark_hunterxmg wrote: »No single heal is the culprit here. It's the stacking of heals. We already have a reduction with battle spirit but when heals can be stacked, it is easily overcome. That is why I suggest damage output being reduced when total healing capacity of the player is increased. "Full damage" players are in reality more like 40-50% healers.
I understand why some wouldn't want to make a change. Power would have to be given up. This multi-player game glorifies solo play above all others. Making a change like this would cause solo play to be more difficult in favor of encouraging group play and game balance.
Most of the players talking about these problems do not mean the ability to deal dmg and heal on a single character and preventing that would not solve their problem.
Hardened Ward already scales from maximum magicka only and players ask to nerf magicka stacking despite it beeing totally not viable without hardened ward.
Tank problem also has to do with high mitigation/hp
players with hp scaling heals. Alikr duells usually last short between full dmg players but in Cyrodiil players do not want to kill alone but stalemate until their friends come.
Healers and Shielders dont contribute to healing and shielding problem less than dds/soloplayer.
Players complain about other players healing/shielding beeing too strong no matter if they scale with hp, mag/stam, wpndmg or nothing.
Beeing able to deal dmg and heal solo totally doesnt mean you are able to do everything solo.
However not beeing able to deal dmg and heal solo
means you are able to do nothing solo and need a group with healer and dd for everything.
Who could have thought that in the online spinoff and in absence of es6 also successor of solo rpg elder scrolls gameseries players recruited from solo rpgs want to be able to „do everything solo“ or actually at least deal dmg and selfheal.
Even in groups most players prefer to selfheal and deal dmg not just because everyone can keep their solobuild and avoid situations where group is only dds or only healers but also because it is more fun.
Even with selfheal PvP is barely soloplayable when every group attacks soloplayers on sight.
If they cant find most players rather leave or try on other faction than play solo.
This could easily be adjusted by having self healing be unaffected and only the 'healing of others' be modified.
That would hurt solo players more than ballgroup dds as solo have to slot more healing skills while still doing less healing. Selfhealing doesnt make players a healer, every healer healing only himself would get removed from group for beeing fakehealer.
TyrantNikolai wrote: »Cross healing in pvp is excessive no doubt. However self heals are completely fine and should scale off the way they do as intended otherwise say good bye to solo pvping.There is already extremely strong cyrodiil monster set Jeralls Mountain Chief that already counters single target "self healers". Meanwhile sets like azure-blight which were great for countering coordinated "ballzergs" and were removed entirely which is just a sign what this company supports unkillable ez mode ball zerging. Overwhelming is another example of a weak single target set but great at one point for countering players while you are outnumbered. Zos clearly prioritizes a certain audience that wants to be unkillable endless cross healing ball zerg.
dark_hunterxmg wrote: »
Solo PvP should be hard. It shouldn't be a matter of just slotting more heals. Most heals already scale on weapon damage. Stacking 4k+/s HoT and a burst on top of that is excessive for any player that is damage oriented. There is no drawback to this. Some of these skills can even provide cross healing for others. Every heal can also provide a buff of some sort as well. With scribing you can even get resource return and major regen buffs on a single burst heal. Solo PvP should be hard. Being a glass cannon is one thing. Being a glass cannon, but able survive attacks from multiple people solely due to over tuned healing should not be a thing.
Solo PvP is not just hard but almost impossible and you want to make it completely impossible. (except players goal is to get farmed by groups).
Glass canon players surviving attacks from multiple people are not glasscanons and are not a thing anymore and I wonder where you find them.
dark_hunterxmg wrote: »
It wouldn't be almost impossible. It would be more difficult and it should be. If you aren't a tank, you shouldn't be able to tank a whole group. The glass cannons are indeed glass cannons who are only surviving by Rallying Cry and heal stacking. That's why they are still hard to bring down. All of their stacked heals scale on weapon damage.
dark_hunterxmg wrote: »
Keeping stacks of Jeralls on a Templar or a Warden generally isn't going to happen. They also happen to be great at self healing and cross healing. Jeralls doesn't even bother a lot of other players either, especially if they run the cleanse CP or Mara's Balm. Even a Stam sorc can have full stacks of Jeralls + major/minor defile and still be able to self heal effectively. So if I run Jeralls, I give up a more beneficial set in order to not even counter the thing that it was designed to counter. But also, why does anyone need to run a specific set in order to counter a single damage dealers excessive healing capacity? To say that self healing is just fine is incorrect. Heal stacking is overtuned and needs to have an actual tradeoff.
Just gonna add that I'm not fully understanding this mindset of "solo should be more difficult" but yet comped groups shouldn't be? Maybe I'm just not understanding this comment. I can say that as of right now solo PvP is very much lacking as comped group play is the meta currently and it's honestly making the solo players just log because there's no point in coming into Cyrodiil on a solo build and expecting to have a fun experience, at least not currently. Even tonight, I watched in our ZC as several players logged as EP had 5+ comped ball/small scale groups stacked on one another steamrolling everything, massive cross heals/shields/buffs, etc...but we want to make solo gameplay more difficult? I don't get it.
dark_hunterxmg wrote: »
Comped groups would be more difficult as well. Damage output for each player would be reduced by the amount of heals on their bar or total individual healing capacity. So the massive cross heals means less damage by each player unless they are running actual damage dealers. Comped groups will always be stronger than solo players. There is no way around it. There's also no reason to think that a solo player should be able to take on whole groups alone.
dark_hunterxmg wrote: »
It wouldn't be almost impossible. It would be more difficult and it should be. If you aren't a tank, you shouldn't be able to tank a whole group. The glass cannons are indeed glass cannons who are only surviving by Rallying Cry and heal stacking. That's why they are still hard to bring down. All of their stacked heals scale on weapon damage.
It already is almost impossible and would be even closer to impossible to play solo with your changes.
If you aren't a tank, you aren't able to tank a whole group normally except the whole group has no dmg or never hits. If players have rallyng cry its probably backbared so they have 1 trainee and a mythic too, which is average build and not very glasscanon anymore. You also need dmg build to kill anything alone althought would need tank build to survive.
dark_hunterxmg wrote: »
It really isn't almost impossible now. I see it every day.
With the way healing is now, players can self heal and cross heal without even slotting different skills. A group of Wardens can constantly burst heal each other and themselves, and have HoTs on top of that. They can do this while being very high damage solo builds. Other classes can do similar things. All this overtuned healing needs to be brought down. If someone wants to play healer, then play healer.
Funny you choosed NB for this topic browhich sucks as a PVP healer
. Its nice in PVE tho. Best heal for pvp now is arcanist, especially cos of multitarget shielding.
I personally agree with that there should be different scaling for HEALS/DMG/RESISTANCES, cos now everyone can be all in one, which sucks also, actually a better solution ive had in my topic before.
But AGAIN i have to mention, heals are not that much of a problem, DMG shields are ! granting 100% crit resistance, while also shielding HP, which means you are immune to critics, while you can also heal yourself to full HP UNDER the protection of shield, or even better, someones else heals you and shield you, while youre doing the same on your own, GOD mode cheat literally. Thats why sorcs and DKs are dominating whole PVP.
DMG shields definitely should not be present in PVP content. Its only way to save this games PVP.
YandereGirlfriend wrote: »
Damage shields don't give you Crit immunity. That changed like seven years ago.
xylena_lazarow wrote: »If you want trinity style PvP, then you probably want an entirely different game.
dark_hunterxmg wrote: »There has been a lot of talk about the excessive amount of healing an cross healing in pvp environments. Heal stacking is allowing low resistance, high damage players to stay alive when they would otherwise be dead. Heal stacking with heals that also scale with weapon damage allows players to get the best of both worlds.
Currently a full damage player can slot multiple heals/healing sources (4-6) and have no penalty to being a damage dealer. A nightblade, for example generally has 4 healing abilities standard. Healthy Offering(or healing contingency), Resolving Vigor, Refreshing Path, and Siphoning Strikes. Additionally, Merciless Resolve, Soul Tether, Swallow Soul, and Sap Essence provide healing as well. So that's 3 direct heals and up to 5 other indirect, which all scale with damage and some can cross heal others. Other classes have similar abilities, but this is just one example.
I propose that the number of healing abilities slotted on a players bar should reduce their amount of damage output by (x)%. Direct healing abilities (x)% and indirect (y)%.
Another option would be a calculation of overall healing capacity, with a damage reduction penalty associated.