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The Balance of Healers and Supports in PvP

  • MincMincMinc
    MincMincMinc
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    SolarRune wrote: »
    Much better idea is to de-couple healing and damage so that you actually have to BE a healer in order to heal like a healer.

    Allowing DDs to stacking healing (including cross-healing) via stacking damage stats is one of the most bizarre design decisions I have ever seen.

    Talk about having your cake and eating it, too.

    I too think this would be important, it reduces the amount of people that can produce the bigger heals - so the echoing vigor from a DD would effectively be a small heal - so even if stacked it would 3 or 4 seperate casting from different DDs to represent what is now a single resolving vigor from a DD currently.

    But this would need to be joined with other elements, the health vs damage balance needs sorting aswell - TTD needs to be vastly reduced, and everything else being equal the balance (in PVP) should always be with the aggressor.

    spelling/phrasing

    Or we fix the actual issue which is allowing infinite stacking. Which we used to prevent early in the game, but pve and trials groups demanded we allow all dots and hots to stack because there were only so many skills back then and 12 players typically ran into build conflicts. With the vengeance(dare I say that word) split pvp skill system zos could copy the live skills and change them to not stack in pvp which we couldn't do through battlespirit before.

    There are so many benefits other than balancing. For instance we prevent runaway abuse where we see every group running 12x of the same BIS skill. These BIS skills get reserved for solo players and small groups incentivizing spreading out the playerbase reducing lag. Lag which we hit two fold because now you can prevent 12x of the same tick form happening and cascading to proc 10x different effects each tick.

    The only downsides to not allowing stacking is that in rare instances you come across a random player and run the same heal you may not be able to help them. Considering these situations would be so absurdly rare in today's selection of skills the monumental pros outweigh the rare cons.
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple purple/gold mats would suffice.
  • Radiate77
    Radiate77
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    Jierdanit wrote: »
    Much better idea is to de-couple healing and damage so that you actually have to BE a healer in order to heal like a healer.

    Allowing DDs to stacking healing (including cross-healing) via stacking damage stats is one of the most bizarre design decisions I have ever seen.

    Talk about having your cake and eating it, too.

    The only thing that would do is make organized groups even more overpowered and force everyone to play with a healer if they want to be in any way competitive.

    Cross-healing between DDs is not the problem. Designated healers making groups almost immortal and easily outhealing the damage of 2 or more DDs is a much bigger issue.

    No, all they need to do is have Healing scale aggressively into Max Stamina or Magicka.

    Back in the day, before scaling was altered, healing used to lean more into resources and solo players would run sets like Necropotence and Bone Pirate, and we had no problem whatsoever.

    This is how you fix the problem without destroying surviveability for solo players, across all content.
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • MincMincMinc
    MincMincMinc
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    Radiate77 wrote: »
    Jierdanit wrote: »
    Much better idea is to de-couple healing and damage so that you actually have to BE a healer in order to heal like a healer.

    Allowing DDs to stacking healing (including cross-healing) via stacking damage stats is one of the most bizarre design decisions I have ever seen.

    Talk about having your cake and eating it, too.

    The only thing that would do is make organized groups even more overpowered and force everyone to play with a healer if they want to be in any way competitive.

    Cross-healing between DDs is not the problem. Designated healers making groups almost immortal and easily outhealing the damage of 2 or more DDs is a much bigger issue.

    No, all they need to do is have Healing scale aggressively into Max Stamina or Magicka.

    Back in the day, before scaling was altered, healing used to lean more into resources and solo players would run sets like Necropotence and Bone Pirate, and we had no problem whatsoever.

    This is how you fix the problem without destroying surviveability for solo players, across all content.

    Well people ran more sustain because major/minor used to be 2/3 what it is now. Not to mention movement speed has doubled so sprint isnt a sustain issue for anyone. Gap closers arent needed so people can run more buffs etc. At the same time because regen is so high and free nobody needs capacity sustain to give yourself reserve. Much easier to trade off for health because now we have so many health based heals. Add insult to injury and zos even slapped on extra regen for jewlery WD glyphs. Go a step further and they made the regen mundus's more efficient than the wd mundus. Go a step further and we have monster helms that give multiple regens for a 1 piece..............we can list like 10 more things if we want.

    Alot of our issues come from zos ballooning sources of sustain or stats without reducing values. Same happened with speed. Same is happening with crit damage and our lack of crit resist.
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple purple/gold mats would suffice.
  • NikoSquared
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    I’d like to bring this post back as the new PTS notes have been released for Battle Spirit.

    50% heal debuff for having 3 HoTs is quite ridiculous, it is extremely easy to reach that cap as a dedicated healer by using scribing or vigor/resto as a single player.

    This would make it so Players could not only easily grief others by applying mass weak HoTs (think scribing), but also needlessly punish Dedicated Healers as they will be completely unable to use sticky HoTs, since it’s likely players are already running their own.

    This change needs to be modified to either scale with the number of active sticky HoTs (think 5% per HoT up to 50%), or only affect healing from other players so players can still save themselves even if being griefed.
  • Tonturri
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    Sure healing is a problem, but what're my options if I want to do some DoTs? A healer can easily find and upkeep a bunch of HoTs on their allies, but my choices if I want to try to blanket the enemy group in DoTs are...basically zero, they're pretty much all single target DoTs or ground-targeted effects. Or melee. We already have a bajillion copies of the same skill doing damage over time as a ground effect with different visuals and slightly different modifiers/shapes, maybe time to provide some better options too.
  • ZOS_Hadeostry
    Greetings,

    We have closed this topic as it was originally created in 2024. In many cases, it's better to create a new thread on a topic that you want to discuss as opposed to bumping one that is rather old.
    Staff Post
This discussion has been closed.