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Cyrodiil Healing Nerf!!

  • spartaxoxo
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    This seems like a good change but maybe it should only reduce the healing from others and not your self.
  • VixxVexx
    VixxVexx
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    Now make self-healing not effected by this, and make it apply to damage shields as well.
  • CameraBeardThePirate
    CameraBeardThePirate
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    VixxVexx wrote: »
    Now make self-healing not effected by this, and make it apply to damage shields as well.

    Or just make it not apply to direct heals, but still apply to HoTs and Shields.

    Direct heals are not and have never been a problem. It's always been HoTs (and now shields).
  • Lord_Hev
    Lord_Hev
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    Moothos wrote: »
    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.


    Yea exactly. And honestly when I first read it, that's what I thought. Three sticky hots = nerf to further sticky hots... perfect rational and logical. Thank you for nerfing one obnoxious aspect of ballgroups, huzzah! But then... the zos team elaboration on ALL heals incurring the 50% debuff including burst heals from yourself to yourself.... HUH? Why do I have such developed anxiety with patch notes? Absolutely WILD.
    Edited by Lord_Hev on January 12, 2026 8:18PM
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • Artisian0001
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    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.
  • Radiate77
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    I just want to reiterate on what other people have been saying. Whatever change we get to this, it cannot be just a simple HoT number increase.
  • YandereGirlfriend
    YandereGirlfriend
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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.

    ALL healing??! That is SUCH an outrageously bad mistake. One that needs to be rectified ASAP.

    Reducing the effectiveness of the HOTs themselves makes good sense but limiting my own personal burst heal because some random zone players hit me with their Radiating Regens makes ZERO SENSE.

    In that world, it would become an effective strategy to troll other factions by logging in as a zone healer and intentionally nerfing their heals by casting Radiating and Vigor around them.

    If you want to create maximum hostility toward casual zone players trying their best to heal their own faction then THIS change is mission accomplished. People are going to be flaming anyone who touches them with a HOT because that HOT, that they have no control whatsoever over receiving, could easily be a death sentence through no fault of the receiving player or the intention of the caster.
    Edited by YandereGirlfriend on January 12, 2026 8:33PM
  • Wup_sa
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    And what happens when using pale order and such? This is a bad change. The debuff should only happen while in a group.
  • xylena
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    Where are all those guys who said fixing heal stacking would be so simple and easy?
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • MincMincMinc
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    oops my double heal return poison popped at the same time my vigor is rolling......guess im dead
    I only use insightful
  • Militan1404
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    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.

    Just prove that they dont listening.. like they said, action speaks more than words..
  • vgabor
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    The direction is not entirely bad as heal stacking is out of hand in Cyrodiil, but not in the current proposed form. The issue with healing in Cyrodiil is not the size of the healing but the stacking of hots on the characters. And the most simplest solution for this is limiting the number of stacks and not reducing the healing amount. And also it should be included to shields as well.
    I think what could work well is something like this:
    - a character only can have X instance of the same sticky heals or shields on them, max X vigor, max X radiating regen, and so on
    - and if a character gets a X+1instance of a same healing the oldest non-self applied drops (so your own one can be kept on yourself to trigger sets etc)
    - X most likely could be 2 or 3, but this should be tested in practice which works better
    Edited by vgabor on January 12, 2026 8:39PM
  • lonewolf26
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    While I think this is an interesting first pass, I think ball groups would react by leaning further into shield stacking. It's already possible for a single healer to stack an insurmountable number of shields between Chakram, Contingency, Soul Burst, Barrier or Gibbering Shelter as well as a few odds and ends sets. I would think a shield debuff would also need to be applied if too many shields were stacked.
  • 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.

    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.
    PC NA and Xbox NA
  • L_Nici
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    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.
    Edited by L_Nici on January 12, 2026 8:43PM
    PC|EU
  • Jman100582
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    The solution is honestly very simple. In the same way scribed shields cannot stack, multiple instances of “sticky hots” shouldn’t be able to stack either. Echoing vigor, mutagen, skills like these NEED to just simply have a limit. They are the outliers. Ground HoT’s can’t really have a limit by design but they aren’t the problem (in terms of balance anyways. They do cause a decent amount of lag if there’s enough of them). Sticky aoe hots need a smaller target cap or just need to not be stackable. If you want to do this sort of iteration with battle spirit proposed in the pts you would need to take away cross healing as well. I don’t want people outside of my group applying hots to me if it’s going to gut my healing
  • Deserrick
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    Consider changing it to:

    You only receive the X largest healings/shieldings applied to you.
  • Artisian0001
    Artisian0001
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    L_Nici 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.
  • L_Nici
    L_Nici
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    L_Nici 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.
    PC|EU
  • ceruulean
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    I saw someone else suggest making a Major and Minor buff. This is probably the way going forward: Major and Minor buffs which increases Health Recovery by a flat amount. Kinda like how Major Courage increases damage by 430.

    Sticky HoTs with smart target would apply the major/minor health recovery, while AoE ground hots and single target aimed heals scale off the caster's stats.
    Edited by ceruulean on January 12, 2026 8:53PM
  • Artisian0001
    Artisian0001
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    L_Nici wrote: »
    L_Nici 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?
  • MincMincMinc
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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.

    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.

    Yeah we also used to not have stacking hots and dots. So people actually had to run rapid regen and mutagen morphs. So build for build people were forced to make interesting niche choices work. Instead now we can "play how you want" except that means to be relevant we all end up playing the same generic meta playstyle with the same meta BIS morphs.

    I also agree it would be better if group play revolved around more skillplay like healers actually aiming instead of all aoe smartheals or smart conal heals. I believe vengeance was actually better in that respect where a skill like breath of life had to be aimed at the target since it was a high burst heal aimed single target. Prefferably I would rather group play revolve around more ult timing, buff casting timing, positioning, synergies than a bunch of robot players with guaranteed immune builds 60k+hps running around pull bombing with sets doing all the work for you.

    "highly skilled" ballgroups these days also being able to opt out of mechanics with things like snowtreaders was debated and fixed long long long ago already. Remember how much of a problem it was when groups could have a rapids spammer give them immunity and speed? I was baffled when they announced snow treaders just did it for you, zos just forgot that the whole rapids issue happened in pvp?

    Snow treaders rant
    This set instead should make you only immune WHILE sprinting. So effectively you still need to use and pay for sprint. Also this prevents groups from being permanently immune with no downsides. To use the immunity you must make a CHOICE whether to cast heals to stay alive or be able to move your feet.
    I only use insightful
  • ArctosCethlenn
    ArctosCethlenn
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    L_Nici wrote: »
    L_Nici 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.
    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.
  • L_Nici
    L_Nici
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    L_Nici wrote: »
    L_Nici 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?
    PC|EU
  • Artisian0001
    Artisian0001
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    L_Nici wrote: »
    L_Nici wrote: »
    L_Nici 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.
    Edited by Artisian0001 on January 12, 2026 8:58PM
  • L_Nici
    L_Nici
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    L_Nici wrote: »
    L_Nici 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.
    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.

    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.
    PC|EU
  • Teeba_Shei
    Teeba_Shei
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    L_Nici wrote: »
    L_Nici wrote: »
    L_Nici 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.
    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.

    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.

    You don't even play Cyrodiil. Why do you care about this change?
    Edited by Teeba_Shei on January 12, 2026 9:02PM
  • ArctosCethlenn
    ArctosCethlenn
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    Also, if this goes through as-is there will 100% be bad actors who run around on alts with low stats spamming hots to deliberately cut everyone's healing. And you can't do anything about that being done by someone on your own faction while you're defending a keep.
  • L_Nici
    L_Nici
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    L_Nici wrote: »
    L_Nici wrote: »
    L_Nici 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.

    When did I ever complain about premades in BGs, I do not even play them. At least not since they are 2 way and even 3 way very rarely. Anyway, if you feel the need for ad hominem, I won that discussion by default.
    PC|EU
  • MincMincMinc
    MincMincMinc
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    Oh 4 people's rapid regens are broken on my buff timer for 2323523512 days.......guess ill have no heals until i log out and hop back into a 50 person que
    I only use insightful
This discussion has been closed.