Alchimiste1 wrote: »if you are 1vXing and are getting hit by some friendly hots are you really 1vXing ?
Alchimiste1 wrote: »if you are 1vXing and are getting hit by some friendly hots are you really 1vXing ?
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.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.
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.
Artisian0001 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.
acastanza_ESO wrote: »
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.
Artisian0001 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.
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.
Artisian0001 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.
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.
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.
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.
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.
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.