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Cyrodiil Healing Nerf!!

  • Djiku
    Djiku
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    As has been pointed out here, reducing ALL healing is way over the top. HOTs is still very strong and finally targetting Ballgroups.
    You really need to make it that you can only apply sticky HOTs to people you are grouped with. Otherwise random players can screw you over.
  • Alchimiste1
    Alchimiste1
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    if you are 1vXing and are getting hit by some friendly hots are you really 1vXing ?
  • Durham
    Durham
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    I would rather not have stacking HOTs and Shields.
    PVP DEADWAIT
    PVP The Unguildables
  • Overamera
    Overamera
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    if you are 1vXing and are getting hit by some friendly hots are you really 1vXing ?

    You can 1vX and have 3 HoTs in your build no?
  • Artisian0001
    Artisian0001
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    if you are 1vXing and are getting hit by some friendly hots are you really 1vXing ?

    You are going to have nobody to 1vx when this change goes through. All the bad group players will stop playing and the only thing that will be left is people who want to 1vx and then 1vxing each other isn't going to be as fun as you think it is.
  • ArctosCethlenn
    ArctosCethlenn
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    In the current form, limit or remove the ability to apply sticky hots to people you're not grouped with so nobody has to worry about random "allied" pugs cutting their healing in half. No one should ever be put in a situation where an allied player jumping in to help is an active detriment. And if you're solo and running say, templar rune + selfish vigor, or polar + vigor, or me with swallow soul + vigor, all it takes is one hot from an outside actor and you're right ***.

    A better fix to hot stacking would be to make echoing vigor a major buff and radiating regeneration a minor buff so folks can't be running around with 10-12 vigors and 4-6 RRs in a ball group. One of each, maybe two of each if you want to be generous, with no ability for ungrouped players to interfere with people's ability to heal.
    Edited by ArctosCethlenn on January 12, 2026 7:35PM
  • Stamicka
    Stamicka
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    I think this is a good change, and for everyone who says it's a bad change, keep in mind that they specifically said 3 or more "sticky" heals.

    It'd be helpful if they defined which skills specifically count, but if it's just Echoing Vigor + Regeneration and morphs, this isn't likely to impact many people outside of coordinated ball groups. Things like the templar ritual, healing springs, burst heals won't count towards it. I'm curious if crit surge and the rune focus heal are considered sticky hots.

    I think this change would be even better if they changed healing so that only people within a group can heal each other, and anyone ungrouped can heal other ungrouped people.
    PC NA and Xbox NA
  • Teeba_Shei
    Teeba_Shei
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    If this change goes through I'm canceling ESO plus and going to play another game.

    Edit: Nevermind. I'm just canceling it now.
    Edited by Teeba_Shei on January 12, 2026 7:36PM
  • monkiie
    monkiie
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    This is the greatest change in ESO's history if it goes live. Throw in shielding taken as well.
  • Artisian0001
    Artisian0001
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    Stamicka wrote: »
    I think this is a good change, and for everyone who says it's a bad change, keep in mind that they specifically said 3 or more "sticky" heals.

    It'd be helpful if they defined which skills specifically count, but if it's just Echoing Vigor + Regeneration and morphs, this isn't likely to impact many people outside of coordinated ball groups. Things like the templar ritual, healing springs, burst heals won't count towards it. I'm curious if crit surge and the rune focus heal are considered sticky hots.

    I think this change would be even better if they changed healing so that only people within a group can heal each other, and anyone ungrouped can heal other ungrouped people.

    I can go around on a character with a level 3 ruby ash resto staff with radiating regen, echoing vigor, and sages remedy, that heals for under 100 HPS combined and make your heals do 50% less.
    Edited by Artisian0001 on January 12, 2026 7:38PM
  • ArctosCethlenn
    ArctosCethlenn
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    Stamicka wrote: »
    I think this is a good change, and for everyone who says it's a bad change, keep in mind that they specifically said 3 or more "sticky" heals.

    It'd be helpful if they defined which skills specifically count, but if it's just Echoing Vigor + Regeneration and morphs, this isn't likely to impact many people outside of coordinated ball groups. Things like the templar ritual, healing springs, burst heals won't count towards it. I'm curious if crit surge and the rune focus heal are considered sticky hots.

    I think this change would be even better if they changed healing so that only people within a group can heal each other, and anyone ungrouped can heal other ungrouped people.
    Rune focus and Polar winds are both sitcky hots, so a solo running either of those plus selfish vigor loses half of all their healing if some rando drives past and tags them with a dinky echoing vigor. Surge is not a sticky hot.
  • Militan1404
    Militan1404
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    ZOS_Kevin wrote: »
    Just chatted with the combat team. For those who think this change needs more work, we’re passing this feedback on so our teams can iterate on this. Please make sure to clearly express your feedback so we can take it into account during adjustments.

    Need more work?? dont make heal over time stack, its as easy as that, no reasson to over complicate it. Healers would have no place in pvp anymore, you could even join the other faction on a character with weak heals nerf their heal by 50%.
  • The_Meathead
    The_Meathead
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    OUT-FRIGGIN-STANDING!

    Thank you tremendously for taking this first step and making a clear effort to diminish the absurdity of what Ball Groups can currently pull off.

    EDIT: While I truly can't applaud the intent enough, the many others in the thread are correct: this isn't quite the right method. Here's the chance to show communication and PTS interaction works in full! I have faith, though - and that feels great.
    Edited by The_Meathead on January 12, 2026 8:25PM
  • Stamicka
    Stamicka
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    Stamicka wrote: »
    I think this is a good change, and for everyone who says it's a bad change, keep in mind that they specifically said 3 or more "sticky" heals.

    It'd be helpful if they defined which skills specifically count, but if it's just Echoing Vigor + Regeneration and morphs, this isn't likely to impact many people outside of coordinated ball groups. Things like the templar ritual, healing springs, burst heals won't count towards it. I'm curious if crit surge and the rune focus heal are considered sticky hots.

    I think this change would be even better if they changed healing so that only people within a group can heal each other, and anyone ungrouped can heal other ungrouped people.

    I can go around on a character with a level 3 ruby ash resto staff with radiating regen, echoing vigor, and sages remedy, that heals for under 100 HPS combined and make your heals do 50% less.

    I mean I specifically addressed that by suggesting that only grouped people should be able to heal each other. They actually experimented with this idea back in like 2020 or so. Not sure why they changed it back, but I thought it was a step in the right direction.
    PC NA and Xbox NA
  • J18696
    J18696
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    ZOS_Kevin wrote: »
    da0sibe6mbpc.png

    This looks like a great change, finally nerfing OP HOT stacking in Cyrodiil. But question for @ZOS_GinaBruno @ZOS_Kevin, the wording is a little confusing here. Does having 3+ HOTs nerf all healing (e.g. Blessing of Restoration will get halved too), or just the HOTs themselves?

    Just checked in with the team. All healing will be reduced if you have 3 or more healing over time effects on your character.

    Can we get a clarification on how this works does it only affect healing others do to yourself or all healing including your own
    PC NA Server
    @J18696
    Characters
    Pridē - Dragonknight
    Vanıty - Arcanist
  • Artisian0001
    Artisian0001
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    Stamicka wrote: »
    Stamicka wrote: »
    I think this is a good change, and for everyone who says it's a bad change, keep in mind that they specifically said 3 or more "sticky" heals.

    It'd be helpful if they defined which skills specifically count, but if it's just Echoing Vigor + Regeneration and morphs, this isn't likely to impact many people outside of coordinated ball groups. Things like the templar ritual, healing springs, burst heals won't count towards it. I'm curious if crit surge and the rune focus heal are considered sticky hots.

    I think this change would be even better if they changed healing so that only people within a group can heal each other, and anyone ungrouped can heal other ungrouped people.

    I can go around on a character with a level 3 ruby ash resto staff with radiating regen, echoing vigor, and sages remedy, that heals for under 100 HPS combined and make your heals do 50% less.

    I mean I specifically addressed that by suggesting that only grouped people should be able to heal each other. They actually experimented with this idea back in like 2020 or so. Not sure why they changed it back, but I thought it was a step in the right direction.

    Removing healing from outside of group was a good change IMO as well, it should have stuck, but if both of these changes went through the population would fall even more. The people who love these changes don't even realize the people they farm aren't going to even be in the game to kill anymore if the changes go through. You aren't going to see bad solo players running around trying to have fun, they will just leave, because groups won't include them for their random healing as it will be detrimental with the change.

    Not even just big groups die, groups of 4+ die as well, and then the only thing left is the people who complain about ballgroups that don't realize they need those bad ballgroup players on the game so they can kill them.
    Edited by Artisian0001 on January 12, 2026 7:47PM
  • Lord_Hev
    Lord_Hev
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    Yes... as other sensible rational comments have been put forth here. This should -only- apply to Healing over time stickies AND more specifically; healing over time stickies NOT sourced by yourself but from others. This would impact the biggest offenders the most.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • Alchimiste1
    Alchimiste1
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  • Overamera
    Overamera
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    So playing templar with rune, ritual and vigor will instantly make you take 50% less healing and many more examples. This should be more aimed towards bigger groups. Now even as a solo player your healing will be gutted if your build has than 3 HoTs. This is why I think 3 HoTs is too low.
    Edited by Overamera on January 12, 2026 7:53PM
  • Militan1404
    Militan1404
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    Overamera wrote: »
    So playing templar with rune, ritual and vigor will instantly make you take 50% less healing and many more examples. This should be more aimed towards bigger groups. Now even as a solo player your healing will be gutted if your build has more than 3 HoTs. This is why I think 3 HoTs is too low.

    Agree, this would only affect small scale and solo players. Ballgroups would just shield stack instead now. If their intention really is to nerf ballgroups tho.
  • Teeba_Shei
    Teeba_Shei
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    Stamicka wrote: »
    I think this is a good change, and for everyone who says it's a bad change, keep in mind that they specifically said 3 or more "sticky" heals.

    It'd be helpful if they defined which skills specifically count, but if it's just Echoing Vigor + Regeneration and morphs, this isn't likely to impact many people outside of coordinated ball groups. Things like the templar ritual, healing springs, burst heals won't count towards it. I'm curious if crit surge and the rune focus heal are considered sticky hots.

    I think this change would be even better if they changed healing so that only people within a group can heal each other, and anyone ungrouped can heal other ungrouped people.

    I can go around on a character with a level 3 ruby ash resto staff with radiating regen, echoing vigor, and sages remedy, that heals for under 100 HPS combined and make your heals do 50% less.

    Besides for people trolling like this, its super easy to hit that 3 hot limit all on your own. If you're playing in a keep and pugs start throwing heals on you then you can't even burst heal yourself.
  • Moothos
    Moothos
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    Lord_Hev wrote: »
    Yes... as other sensible rational comments have been put forth here. This should -only- apply to Healing over time stickies AND more specifically; healing over time stickies NOT sourced by yourself but from others. This would impact the biggest offenders the most.

    I think this makes a lot of sense.

    Currently as this change is written, it removes some player agency because it allows another player (on your own team, who you can't kill) to reduce the effectiveness of your own heals. If this part of the equation was removed, this change would be great.
  • mocap
    mocap
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    Group sticky HOTs only pls. Vigors and Radiants.
  • monkiie
    monkiie
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    Overamera wrote: »
    So playing templar with rune, ritual and vigor will instantly make you take 50% less healing and many more examples. This should be more aimed towards bigger groups. Now even as a solo player your healing will be gutted if your build has more than 3 HoTs. This is why I think 3 HoTs is too low.

    Thats why they should remove cross healing. You want to heal? then group up.
  • MincMincMinc
    MincMincMinc
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    Stamicka wrote: »
    I think this is a good change, and for everyone who says it's a bad change, keep in mind that they specifically said 3 or more "sticky" heals.

    It'd be helpful if they defined which skills specifically count, but if it's just Echoing Vigor + Regeneration and morphs, this isn't likely to impact many people outside of coordinated ball groups. Things like the templar ritual, healing springs, burst heals won't count towards it. I'm curious if crit surge and the rune focus heal are considered sticky hots.

    I think this change would be even better if they changed healing so that only people within a group can heal each other, and anyone ungrouped can heal other ungrouped people.

    For this reason it is even worse. Now instead of groups spamming targetted hots, they will be spamming massive aoe ground hots.

    Care to take a guess what will lag the server more?

    I still remember the days where you could get a ball group to stack into a corner and spam Grand healing. With enough people you could freeze up the server and cause people to be forced logged out.
    I only use insightful
  • Overamera
    Overamera
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    monkiie wrote: »
    Overamera wrote: »
    So playing templar with rune, ritual and vigor will instantly make you take 50% less healing and many more examples. This should be more aimed towards bigger groups. Now even as a solo player your healing will be gutted if your build has more than 3 HoTs. This is why I think 3 HoTs is too low.

    Thats why they should remove cross healing. You want to heal? then group up.

    What?
  • Muizer
    Muizer
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    This seems a bit clunky? In absolute terms it means if you get a 3rd sticky HoT your healing received drops by half, but then any HoT in excess of 3 will makes it go up again? Just throwing it out there, but would it not be preferable to cap the number of HoT you can have on your character at any time, or even just introduce a max to cumulative HoT?
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • Artisian0001
    Artisian0001
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    Just tested it, aside from the fact that this is a horrible change to begin with, it works outside of group as well. What are you guys thinking even attempting to put this on PTS? This is such an unserious thing to do unless you are trying to completely kill cyro.
  • Teeba_Shei
    Teeba_Shei
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    Crazy how the developers want vengeance to work so badly they are actively making changes to kill the good version of cyrodiil.
  • Radiate77
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    Teeba_Shei wrote: »
    Crazy how the developers want vengeance to work so badly they are actively making changes to kill the good version of cyrodiil.

    I wouldn’t say that, it’s only week 1.
    This healing change could be an iterative process.
This discussion has been closed.