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.
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: »A sweeping change this large just shows how unserious the devs are. It's actually just an insult to anyone who PvPs and plays with just 2 friends or more. Saying "oh well it's a work in progress" is a joke. You don't start from some insane position and slowly bring it to normality, it would be the other way around.
MincMincMinc 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.
Grand Healing: Converted this ability into a true AoE HoT, rather than a hybrid spammable hybrid HoT.
- Increased the duration from 3 seconds to 8 seconds, but you may only have 1 active at a time.
- Reduced the healing per tick by approximately 44%.
- Reduced cost to 2808 from 3510.
- Illustrious Healing (morph): This ability continues to increase the duration. The new duration is 9 seconds, which ranks up to 12 seconds at Rank IV. It also increases the healing of the ability per tick by 50%.
Regeneration:
- Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
- Increased cost to 2700 from 2160.
- Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
- Mutagen (morph): This morph no longer attempts to grant affected targets a burst heal and purge if they were under 20% Health after the heal triggered. It will now instead heal up to 2 additional targets in your radius, and is called Radiating Regeneration to better showcase its ability to diverge to targets.
Developer Comment: This change was done to better help healers grant high mobility targets healing with the skill, and to tone down the incredibly powerful ability to come back from the brink of death passively.
Artisian0001 wrote: »A sweeping change this large just shows how unserious the devs are. It's actually just an insult to anyone who PvPs and plays with just 2 friends or more. Saying "oh well it's a work in progress" is a joke. You don't start from some insane position and slowly bring it to normality, it would be the other way around.
Artisian0001 wrote: »A sweeping change this large just shows how unserious the devs are. It's actually just an insult to anyone who PvPs and plays with just 2 friends or more. Saying "oh well it's a work in progress" is a joke. You don't start from some insane position and slowly bring it to normality, it would be the other way around.
Sweeping change? To be fair I would prefer a hard cap at 3 HoTs so absolutely no HoT more than that. So for me that 50% is not even enough yet. Also that would reduce server calculations by a lot and with that lag. Its absolutely insane to me that you can stack 12 RR and 12 Vigor plus any other heal you please. And thats something people complain about since years, and now finally they address it.
Artisian0001 wrote: »Artisian0001 wrote: »A sweeping change this large just shows how unserious the devs are. It's actually just an insult to anyone who PvPs and plays with just 2 friends or more. Saying "oh well it's a work in progress" is a joke. You don't start from some insane position and slowly bring it to normality, it would be the other way around.
Sweeping change? To be fair I would prefer a hard cap at 3 HoTs so absolutely no HoT more than that. So for me that 50% is not even enough yet. Also that would reduce server calculations by a lot and with that lag. Its absolutely insane to me that you can stack 12 RR and 12 Vigor plus any other heal you please. And thats something people complain about since years, and now finally they address it.
50% isn't enough? Okay go play another game lol The opinion of people whose PvP consists of staring down from inside a keep sieging and dying to every other person isn't something I take serious.
Artisian0001 wrote: »Artisian0001 wrote: »A sweeping change this large just shows how unserious the devs are. It's actually just an insult to anyone who PvPs and plays with just 2 friends or more. Saying "oh well it's a work in progress" is a joke. You don't start from some insane position and slowly bring it to normality, it would be the other way around.
Sweeping change? To be fair I would prefer a hard cap at 3 HoTs so absolutely no HoT more than that. So for me that 50% is not even enough yet. Also that would reduce server calculations by a lot and with that lag. Its absolutely insane to me that you can stack 12 RR and 12 Vigor plus any other heal you please. And thats something people complain about since years, and now finally they address it.
50% isn't enough? Okay go play another game lol The opinion of people whose PvP consists of staring down from inside a keep sieging and dying to every other person isn't something I take serious.
Bold statement coming from someone crying about a mere healstacking nerf.
MincMincMinc 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 actually think that ground based healing is far more balanced than sticky HoTs, not sure about the performance cost. So think of it this way, with sticky HoTs you can just press one button and the game decides who the heal should go to. Players can basically move wherever you want without having to worry about positioning to keep their healing. This allows coordinated groups to push and position themselves however they want without much thought, it's part of what makes them so effective.
Ground based heals create a trade off between repositioning and staying healed. When sets like Vicious Death exist, it's probably not a great idea for players to always stand close together in a ground based HoT constantly. It requires a bit more effort from the healers and the group as a whole to perform well as a group when ground based HoTs become more important.
Now you might say "well people can just reposition their ground based HoTs constantly as they move". That's true, but this is where making sure ground based HoTs cost a lot of resources to cast becomes more important. In my opinion, having to think about where your teammates may go next and making sure ground based HoTs are positioned correctly is more involved than thoughtlessly pressing an auto targeting sticky HoT. It's better for the game for both skill expression and balance.
I think the original devs understood all of this. If you think back, healing springs used to be a weak heal that you had to cast like 3 times in the same area just to get good healing over time from it. When they changed healing springs into a single stronger ground based HoT, they buffed the sticky HoTs to make sure healing was still sufficient for PvE. This was actually a pretty disastrous change because it threw healing in PvP way out of balance and made the heal stacking with sticky heals that we see today possible. This change to healing springs was literally one of the biggest reasons PvP went downhill so fast in 2019. So much that went wrong goes back to that change.
From the 5.1 Patch Notes:Grand Healing: Converted this ability into a true AoE HoT, rather than a hybrid spammable hybrid HoT.
- Increased the duration from 3 seconds to 8 seconds, but you may only have 1 active at a time.
- Reduced the healing per tick by approximately 44%.
- Reduced cost to 2808 from 3510.
- Illustrious Healing (morph): This ability continues to increase the duration. The new duration is 9 seconds, which ranks up to 12 seconds at Rank IV. It also increases the healing of the ability per tick by 50%.
Regeneration:
- Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
- Increased cost to 2700 from 2160.
- Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
- Mutagen (morph): This morph no longer attempts to grant affected targets a burst heal and purge if they were under 20% Health after the heal triggered. It will now instead heal up to 2 additional targets in your radius, and is called Radiating Regeneration to better showcase its ability to diverge to targets.
Developer Comment: This change was done to better help healers grant high mobility targets healing with the skill, and to tone down the incredibly powerful ability to come back from the brink of death passively.
So as you can see here, Radiating Regeneration literally didn't even exist before they moved away from ground based HoTs. It used to be a skill called Mutagen and not many people used it. So the reason we are in this mess to begin with is because they moved away from ground based healing.
Except with this change stacked hots reduce ALL HEALING not only hot healing, dude. so as soon as someone throws a few hots your way your self healing, including burst healing, is halved.Artisian0001 wrote: »Artisian0001 wrote: »A sweeping change this large just shows how unserious the devs are. It's actually just an insult to anyone who PvPs and plays with just 2 friends or more. Saying "oh well it's a work in progress" is a joke. You don't start from some insane position and slowly bring it to normality, it would be the other way around.
Sweeping change? To be fair I would prefer a hard cap at 3 HoTs so absolutely no HoT more than that. So for me that 50% is not even enough yet. Also that would reduce server calculations by a lot and with that lag. Its absolutely insane to me that you can stack 12 RR and 12 Vigor plus any other heal you please. And thats something people complain about since years, and now finally they address it.
50% isn't enough? Okay go play another game lol The opinion of people whose PvP consists of staring down from inside a keep sieging and dying to every other person isn't something I take serious.
Bold statement coming from someone crying about a mere healstacking nerf.
Artisian0001 wrote: »Artisian0001 wrote: »Artisian0001 wrote: »A sweeping change this large just shows how unserious the devs are. It's actually just an insult to anyone who PvPs and plays with just 2 friends or more. Saying "oh well it's a work in progress" is a joke. You don't start from some insane position and slowly bring it to normality, it would be the other way around.
Sweeping change? To be fair I would prefer a hard cap at 3 HoTs so absolutely no HoT more than that. So for me that 50% is not even enough yet. Also that would reduce server calculations by a lot and with that lag. Its absolutely insane to me that you can stack 12 RR and 12 Vigor plus any other heal you please. And thats something people complain about since years, and now finally they address it.
50% isn't enough? Okay go play another game lol The opinion of people whose PvP consists of staring down from inside a keep sieging and dying to every other person isn't something I take serious.
Bold statement coming from someone crying about a mere healstacking nerf.
Bold statement coming from someone who think this boils down to addressing 12 people stacking vigor and RR. Reading is hard huh?
Artisian0001 wrote: »Artisian0001 wrote: »Artisian0001 wrote: »A sweeping change this large just shows how unserious the devs are. It's actually just an insult to anyone who PvPs and plays with just 2 friends or more. Saying "oh well it's a work in progress" is a joke. You don't start from some insane position and slowly bring it to normality, it would be the other way around.
Sweeping change? To be fair I would prefer a hard cap at 3 HoTs so absolutely no HoT more than that. So for me that 50% is not even enough yet. Also that would reduce server calculations by a lot and with that lag. Its absolutely insane to me that you can stack 12 RR and 12 Vigor plus any other heal you please. And thats something people complain about since years, and now finally they address it.
50% isn't enough? Okay go play another game lol The opinion of people whose PvP consists of staring down from inside a keep sieging and dying to every other person isn't something I take serious.
Bold statement coming from someone crying about a mere healstacking nerf.
Bold statement coming from someone who think this boils down to addressing 12 people stacking vigor and RR. Reading is hard huh?
So you as a solo player are affected? You do run more than 3 HoTs plus multiple burstheals? Do you deal damage at any time?
ArctosCethlenn wrote: »Except with this change stacked hots reduce ALL HEALING not only hot healing, dude. so as soon as someone throws a few hots your way your self healing, including burst healing, is halved.Artisian0001 wrote: »Artisian0001 wrote: »A sweeping change this large just shows how unserious the devs are. It's actually just an insult to anyone who PvPs and plays with just 2 friends or more. Saying "oh well it's a work in progress" is a joke. You don't start from some insane position and slowly bring it to normality, it would be the other way around.
Sweeping change? To be fair I would prefer a hard cap at 3 HoTs so absolutely no HoT more than that. So for me that 50% is not even enough yet. Also that would reduce server calculations by a lot and with that lag. Its absolutely insane to me that you can stack 12 RR and 12 Vigor plus any other heal you please. And thats something people complain about since years, and now finally they address it.
50% isn't enough? Okay go play another game lol The opinion of people whose PvP consists of staring down from inside a keep sieging and dying to every other person isn't something I take serious.
Bold statement coming from someone crying about a mere healstacking nerf.
ArctosCethlenn wrote: »Except with this change stacked hots reduce ALL HEALING not only hot healing, dude. so as soon as someone throws a few hots your way your self healing, including burst healing, is halved.Artisian0001 wrote: »Artisian0001 wrote: »A sweeping change this large just shows how unserious the devs are. It's actually just an insult to anyone who PvPs and plays with just 2 friends or more. Saying "oh well it's a work in progress" is a joke. You don't start from some insane position and slowly bring it to normality, it would be the other way around.
Sweeping change? To be fair I would prefer a hard cap at 3 HoTs so absolutely no HoT more than that. So for me that 50% is not even enough yet. Also that would reduce server calculations by a lot and with that lag. Its absolutely insane to me that you can stack 12 RR and 12 Vigor plus any other heal you please. And thats something people complain about since years, and now finally they address it.
50% isn't enough? Okay go play another game lol The opinion of people whose PvP consists of staring down from inside a keep sieging and dying to every other person isn't something I take serious.
Bold statement coming from someone crying about a mere healstacking nerf.
That is fair and that I already mentioned in my very first post, I am speaking about the HoTs, and I am fully on board with saying there need to be another condition to stop that from happening, being "you can only be healed by groupmembers or yourself" or similar.
Artisian0001 wrote: »Artisian0001 wrote: »Artisian0001 wrote: »Artisian0001 wrote: »A sweeping change this large just shows how unserious the devs are. It's actually just an insult to anyone who PvPs and plays with just 2 friends or more. Saying "oh well it's a work in progress" is a joke. You don't start from some insane position and slowly bring it to normality, it would be the other way around.
Sweeping change? To be fair I would prefer a hard cap at 3 HoTs so absolutely no HoT more than that. So for me that 50% is not even enough yet. Also that would reduce server calculations by a lot and with that lag. Its absolutely insane to me that you can stack 12 RR and 12 Vigor plus any other heal you please. And thats something people complain about since years, and now finally they address it.
50% isn't enough? Okay go play another game lol The opinion of people whose PvP consists of staring down from inside a keep sieging and dying to every other person isn't something I take serious.
Bold statement coming from someone crying about a mere healstacking nerf.
Bold statement coming from someone who think this boils down to addressing 12 people stacking vigor and RR. Reading is hard huh?
So you as a solo player are affected? You do run more than 3 HoTs plus multiple burstheals? Do you deal damage at any time?
Yes my class is affected when solo but I will just drop one HoT, but I can't play with friends at all unless I want a 2-3 man group to have the same healing reduction as a 12 man which makes zero sense. You complain constantly about premade in BGs and are fodder to anyone, I don't know why you are projecting about people dealing dmg.