@ZOS_Kevin, this should be added on top of turning off healing from players outside of the group, because it should not ruin your gameplay if some random healer will decide to stack a lot of HoTs on you out of nowhere. Or, if you can, you could decrease healing received from other targets, but left player's own healing as is, because loosing healing you used to is frustrating, but receiving less healing from random healers from outside of group is OK.
That logic on hots vs dots really only applies in solo and smallscale; largescale it is significantly easier to apply hots to everyone than dots, and requires very specific setups to spam aoe dots, while the hots don't take any particular investment.edward_frigidhands wrote: »Artisian0001 wrote: »Again, on another note, a scaling healing reduction based on group size would be nice, or even a flat 50% to HoTs once you reach a certain number of people in group, but reaching just 3 HoTs is a lazy way around it. Large groups can still just shield stack and use direct heals, smaller groups are the ones that take the biggest hit from this, and larger groups will not be able to siege efficiently anymore which will lead to mainly open field fights that favor those larger groups.
No this would not be the answer. Remember HoTs are the answer to DoTs in this game. They are meant to be counters.
A scaling healing debuff that increases with crowd or group size that people don't fully understand in a game that is advertised as a "massively multiplayer online game" is a bad idea for reasons I don't think anyone should need to explain.
Larger groups are meant to kill smaller ones. The answer would be more people or better tactics. Not some arbitrary healing debuff that goes against the balance of the game.
edward_frigidhands wrote: »
Larger groups are meant to kill smaller ones. The answer would be more people or better tactics. Not some arbitrary healing debuff that goes against the balance of the game.
edward_frigidhands wrote: »Artisian0001 wrote: »Okay, you have effectively ruined the game.
Can you give some context here? That way, we can provide feedback to the team.
3 healing over time effects on you halfing all of your received healing is a change that makes no sense.
HoTs and DoTs need to be balanced in the same way because they are polar opposite answers to each other in the game's balance scheme.
The way Major Defile is there to counter Major Vitality as an equal and opposite counter part.
3 healing over time effects on you halving all of your healing would need to be countered by 3 damage over time effects halving all damage you take for the duration as a counter balance. Neither of the two belong in the game. PVP or otherwise.
This change will break the game in all environments with battle spirit.
What is the actual problem you guys are attempting to address with this change?
Is it ballgroups? This won't stop them. Because it won't stop their ability to kill. It might make them more lethal because they are going to be killing groups that have no idea why they can't heal through the damage.
Is this meant to stop people from piling several rows of HoTs and DoTs which potentially impact performance? The answer to that will be to address how HoTs and DoTs work in the entire game because those issues are present in Trials, World content and PvP. You can't address that with Battle Spirit.
This needs to go back to formula.
You guys need to try and shift more damage and healing to direct damage from over time effects.
Or have buffs that combine HoTs and DoTs into one effect such as Major/Minor Corrosion and Major/Minor Renewal.
I am a little alarmed that a change like this even made it to the PTS in response to feedback regarding ball groups.
The thing is, that healing over time outpaces damage over time by far already..
While it is a problem for Cyrodiil healers, I would say PvP doesn't need dedicated healers,
I like that ZOS has the intent to address this issue.
But the way they've addressed it is SO INCREDIBLY concerning because it demonstrates a complete and fundamental lack of understanding of Cyrodilic PVP.
edward_frigidhands wrote: »
While it is a problem for Cyrodiil healers, I would say PvP doesn't need dedicated healers,
If I am being honest, this one line invalidates any feedback you have to offer because of how much that goes against the point of this game.
Supporting the breaking of healing because you don't think the game's pvp should have dedicated healers is an absurd point of view for someone playing an MMORPG with a tagline that states "play the way you want".
Artisian0001 wrote: »TheLoreMaster420 wrote: »ZOs, You actually cooked this update - all the Quality of Life changes are amazing.
Then you shoved the worst balancing change to mar all the amazing player experience updates.
Please take actual feedback and revisit this change. If you can't figure out a better way to fight heal stacking don't make a bad change that will affect all of cyrodiil. No change is better than a bad change.
With the current change on PTS you treat a small group <6 players the same as a full 12-man group.
With all of scribing, vigor, and regeneration it is incredible easy for a solo or small group to reach 3 HoTs. You are actively punishing people for grouping and coordinating with each other in an MMO.
I get that ballgroups are strong, but this is just a punishment for playing with friends. You don't even have to be a sweaty 12 man, you can be a casual 3 person group of friends and you get hit as hard as the best ballgroups that play.
Artisian0001 wrote: »Okay, you have effectively ruined the game.
Can you give some context here? That way, we can provide feedback to the team.
@ZOS_Kevin, this should be added on top of turning off healing from players outside of the group, because it should not ruin your gameplay if some random healer will decide to stack a lot of HoTs on you out of nowhere. Or, if you can, you could decrease healing received from other targets, but left player's own healing as is, because loosing healing you used to is frustrating, but receiving less healing from random healers from outside of group is OK.
If I’m in a group with one friend, and we’re fighting around a castle, how would it be fair for us to not receive any healing from other players?
How would this be fair for people who main a healer in Cyrodiil?
There needs to be a smarter solution than simply turning off heals from an out of group source.
Let's test this first on Live for some time (2–4 weeks).
gariondavey wrote: »Artisian0001 wrote: »Okay, you have effectively ruined the game.
Can you give some context here? That way, we can provide feedback to the team.
Further things could be "if you are in a group larger than 6 people in cyrodiil, healing received is reduced by 25 percent" or something like that.
edward_frigidhands wrote: »gariondavey wrote: »Artisian0001 wrote: »Okay, you have effectively ruined the game.
Can you give some context here? That way, we can provide feedback to the team.
Further things could be "if you are in a group larger than 6 people in cyrodiil, healing received is reduced by 25 percent" or something like that.
You want to discourage grouping up in a game labeled an MMORPG...I am struggling to make sense of this one.
The funny thing about this suggestion is that this would not stop the ball groups that we are ready to break the game to counter. They would make smaller groups since they coordinate on voice.
This will hurt regular players who just want to play together.
Correct the change. Add a condition that the healing only affects party members.
gariondavey wrote: »Artisian0001 wrote: »Okay, you have effectively ruined the game.
Can you give some context here? That way, we can provide feedback to the team.
Hey @ZOS_Kevin
After seeing the notes today I was surprised and it seems like concerns are being taken more seriously, so glad to see that.
In terms of this specifically, I have been of the mind that I'd rather have hots overwrite each other if they are the same name. If this was paired with only having 1 damage shield as well (any damage shield overwrites previous one), then ball group healing would drastically be decreased.
If you wished to further decrease ball group strength, disabling pve trial sets in PvP would help with that. After all, rallying cry got disabled in pve.
Further things could be "if you are in a group larger than 6 people in cyrodiil, healing received is reduced by 25 percent" or something like that.
edward_frigidhands wrote: »@ZOS_Kevin, this should be added on top of turning off healing from players outside of the group, because it should not ruin your gameplay if some random healer will decide to stack a lot of HoTs on you out of nowhere. Or, if you can, you could decrease healing received from other targets, but left player's own healing as is, because loosing healing you used to is frustrating, but receiving less healing from random healers from outside of group is OK.
If I’m in a group with one friend, and we’re fighting around a castle, how would it be fair for us to not receive any healing from other players?
How would this be fair for people who main a healer in Cyrodiil?
There needs to be a smarter solution than simply turning off heals from an out of group source.
Let's test this first on Live for some time (2–4 weeks).
The live server is not for testing.
There is already a server for that purpose. You are posting on the forums dedicated to a server dedicated to testing.
That is kind of the point. To check bad changes and decisions like this one and keep them from making it to the live servers where people may login to expect a degree of quality.
Although lately those expectations have eroded.