Artisian0001 wrote: »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.
Groups in ESO get too many advantages to be discouraged by 25% healing reduction.
If Ballgroups dont play in a group they loose all Buffs from sets and skills that require grouping.
Loosing 20 Statprocs and Buffskills is a huge gamechanger and too much to give up.
If they remove healing outside group again completely like some players here ask than ungrouped ballgroups will have same healing as a solo player which is still much lower than in group with 25% reduction.
You aren't engaging with the issue though, this would be 25% for a 3 man group. This change is absurd on it's face, but even more absurd when you factor in that it works on smaller groups just as bad. The comments on this thread alone within the past hour have given suggestions that dwarf in intellect the absolute absurdity of whatever lapse in judgement an entire team needed to even suggest implementing this.
Can’t wait for ball groups to adjust (as they always do) by stacking as much shielding as possible and finding any and all heals that don’t count towards this debuff so they keep survival strong and the pug Zergs get a 50% heal debuff due to no coordination of skills leading to over cross healing debuffing themselves.
This is clearly a well thought out plan by ZOS. Only people who have actual experience in PvP could come up with such a concept.
I have to seriously ask. Do you people actually PvP? At this point I’m convinced they don’t as all their “fixes” are terrible and or backfire. Really at this point. ZOS should spend time with their people actually playing in eso pvp groups and learn all sides. Spend one month with some “zerg” guilds. See what they do. (No offense on the name just can’t think of what else to say) 1 month playing with small scalers. 1 month in a ball group. Get an idea of what’s going on instead of what appears to just be throwing darts at a board.
Artisian0001 wrote: »You have no understanding of the TOS if you think a ballgroup running down smaller groups or solo players is against TOS.
Artisian0001 wrote: »You have no understanding of the TOS if you think a ballgroup running down smaller groups or solo players is against TOS.
True, because this particular case is not stated in TOS as such. Gamebreaking though is. Thank you for admitting it.
Artisian0001 wrote: »Can’t wait for ball groups to adjust (as they always do) by stacking as much shielding as possible and finding any and all heals that don’t count towards this debuff so they keep survival strong and the pug Zergs get a 50% heal debuff due to no coordination of skills leading to over cross healing debuffing themselves.
This is clearly a well thought out plan by ZOS. Only people who have actual experience in PvP could come up with such a concept.
I have to seriously ask. Do you people actually PvP? At this point I’m convinced they don’t as all their “fixes” are terrible and or backfire. Really at this point. ZOS should spend time with their people actually playing in eso pvp groups and learn all sides. Spend one month with some “zerg” guilds. See what they do. (No offense on the name just can’t think of what else to say) 1 month playing with small scalers. 1 month in a ball group. Get an idea of what’s going on instead of what appears to just be throwing darts at a board.
Remember the last time an ESO dev streamed PvP and he called his own build a "troll build" where he proceeded to do absolutely nothing during a streamed BG event with Sypher and go like 0-10 every game slowly dying while holding block? These are the same people who think of these changes and these are also the people who complain about ballgroups being too dominant while having zero understanding of the game, and zero gameplay ability. They do not play the game, if they do it's rare, if they do often they care more about housing. Nobody on the PvP dev team is actively participating in PvP, if they were you would see their names, and you never do.
Artisian0001 wrote: »Can’t wait for ball groups to adjust (as they always do) by stacking as much shielding as possible and finding any and all heals that don’t count towards this debuff so they keep survival strong and the pug Zergs get a 50% heal debuff due to no coordination of skills leading to over cross healing debuffing themselves.
This is clearly a well thought out plan by ZOS. Only people who have actual experience in PvP could come up with such a concept.
I have to seriously ask. Do you people actually PvP? At this point I’m convinced they don’t as all their “fixes” are terrible and or backfire. Really at this point. ZOS should spend time with their people actually playing in eso pvp groups and learn all sides. Spend one month with some “zerg” guilds. See what they do. (No offense on the name just can’t think of what else to say) 1 month playing with small scalers. 1 month in a ball group. Get an idea of what’s going on instead of what appears to just be throwing darts at a board.
Remember the last time an ESO dev streamed PvP and he called his own build a "troll build" where he proceeded to do absolutely nothing during a streamed BG event with Sypher and go like 0-10 every game slowly dying while holding block? These are the same people who think of these changes and these are also the people who complain about ballgroups being too dominant while having zero understanding of the game, and zero gameplay ability. They do not play the game, if they do it's rare, if they do often they care more about housing. Nobody on the PvP dev team is actively participating in PvP, if they were you would see their names, and you never do.
I do remember.
I also remember watching them do basic pve and having a hard time.
Look I get it. This is a job for them. It’s not what they do all the time it’s a job. But at some point for the job ya gotta learn. I’m pretty sure if they jumped in with actual groups and I’m not talking some streamer group. Log in at different times or prime time. See the guilds and groups on. See what they do. Join different groups and get an idea of what is being done. I’m convinced they do not know how their own game works. But sadly it seems like most people who play don’t know either
The simple fix here is to return to the old school style cap on buffs.
U get 3 vigors max on you. Ext
Bring back heal debuffs. You used to be able to hit like 76% heal debuff.
Lower damage AND healing.
Allow stam and mag to increase damage again so people are not 35k health dps anymore.
But sadly with all the scribing. Mythics. New sets. Sub classing. This game is just a damn mess balance wise.
Artisian0001 wrote: »Artisian0001 wrote: »Can’t wait for ball groups to adjust (as they always do) by stacking as much shielding as possible and finding any and all heals that don’t count towards this debuff so they keep survival strong and the pug Zergs get a 50% heal debuff due to no coordination of skills leading to over cross healing debuffing themselves.
This is clearly a well thought out plan by ZOS. Only people who have actual experience in PvP could come up with such a concept.
I have to seriously ask. Do you people actually PvP? At this point I’m convinced they don’t as all their “fixes” are terrible and or backfire. Really at this point. ZOS should spend time with their people actually playing in eso pvp groups and learn all sides. Spend one month with some “zerg” guilds. See what they do. (No offense on the name just can’t think of what else to say) 1 month playing with small scalers. 1 month in a ball group. Get an idea of what’s going on instead of what appears to just be throwing darts at a board.
Remember the last time an ESO dev streamed PvP and he called his own build a "troll build" where he proceeded to do absolutely nothing during a streamed BG event with Sypher and go like 0-10 every game slowly dying while holding block? These are the same people who think of these changes and these are also the people who complain about ballgroups being too dominant while having zero understanding of the game, and zero gameplay ability. They do not play the game, if they do it's rare, if they do often they care more about housing. Nobody on the PvP dev team is actively participating in PvP, if they were you would see their names, and you never do.
I do remember.
I also remember watching them do basic pve and having a hard time.
Look I get it. This is a job for them. It’s not what they do all the time it’s a job. But at some point for the job ya gotta learn. I’m pretty sure if they jumped in with actual groups and I’m not talking some streamer group. Log in at different times or prime time. See the guilds and groups on. See what they do. Join different groups and get an idea of what is being done. I’m convinced they do not know how their own game works. But sadly it seems like most people who play don’t know either
The simple fix here is to return to the old school style cap on buffs.
U get 3 vigors max on you. Ext
Bring back heal debuffs. You used to be able to hit like 76% heal debuff.
Lower damage AND healing.
Allow stam and mag to increase damage again so people are not 35k health dps anymore.
But sadly with all the scribing. Mythics. New sets. Sub classing. This game is just a damn mess balance wise.
I agree, but I also think they don't want to know. They prefer being ignorant to the actual issues which is why we get these sweeping changes without any real thought. It's extremely out of touch and even insulting to have something this absurd as a change. A 50% heal reduction to basically any group above 3 is a joke.
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.
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.
Blood_again wrote: »
MincMincMinc wrote: »Yeah this is madness. So now if a random proc healer runs by you and slaps on hots, now your own healing is going to be gutted. Cant wait to be 1vXing and the most dangerous part is when a random teammate shows up trying to heal me thinking he is helping but instead cuts my healing by 50%.
ArctosCethlenn wrote: »Nerfing ball groups, sure fine. But if this is gonna be a thing you should remove the ability to apply sticky hots to people you're not grouped with, otherwise it becomes very easy for people to troll and abuse their own faction; throw a few hots around and halve everyone in the area's healing. When I'm soloing at a keep fight I don't want my self healing reduced cause some dingus threw three bad hots at me.
Where are all those guys who said fixing heal stacking would be so simple and easy?
heimdall14_9 wrote: »Where are all those guys who said fixing heal stacking would be so simple and easy?
it would be EASY if the team would do as asked for HEALING STACKS no-one has ever added 50% debuff to ALL healing thereafter . its not players that dont understand the game its the dev team that ALWAYS wants to do more then whats been asked for because they cant let the PLAYERS be right
That's sorta the point I was making, a healer should never be placed in a situation where people don't benefit from their participation, let alone are actively hindered by it. It is incredibly shortsighted for zos to consider this change without thinking of the effects beyond 'ball group bad'. It's a disaster of a change for all levels of pvp other than dueling in the wilderness with no other players in miles.ArctosCethlenn wrote: »Nerfing ball groups, sure fine. But if this is gonna be a thing you should remove the ability to apply sticky hots to people you're not grouped with, otherwise it becomes very easy for people to troll and abuse their own faction; throw a few hots around and halve everyone in the area's healing. When I'm soloing at a keep fight I don't want my self healing reduced cause some dingus threw three bad hots at me.
Yep, it took almost... no time at all... for someone to suggest nerfing ungrouped healers, and to call them trolls and dinguses. (No offense intended ArctosCethlenn... I know you are just making a point, as am I.)
Artisian0001 wrote: »heimdall14_9 wrote: »Where are all those guys who said fixing heal stacking would be so simple and easy?
it would be EASY if the team would do as asked for HEALING STACKS no-one has ever added 50% debuff to ALL healing thereafter . its not players that dont understand the game its the dev team that ALWAYS wants to do more then whats been asked for because they cant let the PLAYERS be right
Sad, but true. If HoTs alone in groups of 6+ were nerfed, there would be almost zero outrage. If there were also just limits to the amount of sticky HoTs you could have on you, the outrage would be way less. A flat 50% to EVERYTHING as long as you have 3 HoTs on you is out of touch and seems more like a dev trying to kill their own PvP playerbase.
heimdall14_9 wrote: »Artisian0001 wrote: »heimdall14_9 wrote: »Where are all those guys who said fixing heal stacking would be so simple and easy?
it would be EASY if the team would do as asked for HEALING STACKS no-one has ever added 50% debuff to ALL healing thereafter . its not players that dont understand the game its the dev team that ALWAYS wants to do more then whats been asked for because they cant let the PLAYERS be right
Sad, but true. If HoTs alone in groups of 6+ were nerfed, there would be almost zero outrage. If there were also just limits to the amount of sticky HoTs you could have on you, the outrage would be way less. A flat 50% to EVERYTHING as long as you have 3 HoTs on you is out of touch and seems more like a dev trying to kill their own PvP playerbase.
doing it by group size is just as bad as 50% as all players will do is break up into the best # for groups and use mics to be grouped as an hole so again NO doing it by group size aint the way to go why you think we have ballgroups because they put group sized buffs on sets , lets not see healing be an matter of your group size big or small
Artisian0001 wrote: »heimdall14_9 wrote: »Artisian0001 wrote: »heimdall14_9 wrote: »Where are all those guys who said fixing heal stacking would be so simple and easy?
it would be EASY if the team would do as asked for HEALING STACKS no-one has ever added 50% debuff to ALL healing thereafter . its not players that dont understand the game its the dev team that ALWAYS wants to do more then whats been asked for because they cant let the PLAYERS be right
Sad, but true. If HoTs alone in groups of 6+ were nerfed, there would be almost zero outrage. If there were also just limits to the amount of sticky HoTs you could have on you, the outrage would be way less. A flat 50% to EVERYTHING as long as you have 3 HoTs on you is out of touch and seems more like a dev trying to kill their own PvP playerbase.
doing it by group size is just as bad as 50% as all players will do is break up into the best # for groups and use mics to be grouped as an hole so again NO doing it by group size aint the way to go why you think we have ballgroups because they put group sized buffs on sets , lets not see healing be an matter of your group size big or small
Acting like things are "just as bad" isn't constructive at all to this conversation. Equating things that aren't equal is silly. One is obviously worse than the other and an alternative is better than the 50% that is currently on place on the PTS. I agree putting a flat number at a certain group size might lead to people going 1 less than that group size, but it's vastly better than what the PTS currently has.
heimdall14_9 wrote: »Artisian0001 wrote: »heimdall14_9 wrote: »Artisian0001 wrote: »heimdall14_9 wrote: »Where are all those guys who said fixing heal stacking would be so simple and easy?
it would be EASY if the team would do as asked for HEALING STACKS no-one has ever added 50% debuff to ALL healing thereafter . its not players that dont understand the game its the dev team that ALWAYS wants to do more then whats been asked for because they cant let the PLAYERS be right
Sad, but true. If HoTs alone in groups of 6+ were nerfed, there would be almost zero outrage. If there were also just limits to the amount of sticky HoTs you could have on you, the outrage would be way less. A flat 50% to EVERYTHING as long as you have 3 HoTs on you is out of touch and seems more like a dev trying to kill their own PvP playerbase.
doing it by group size is just as bad as 50% as all players will do is break up into the best # for groups and use mics to be grouped as an hole so again NO doing it by group size aint the way to go why you think we have ballgroups because they put group sized buffs on sets , lets not see healing be an matter of your group size big or small
Acting like things are "just as bad" isn't constructive at all to this conversation. Equating things that aren't equal is silly. One is obviously worse than the other and an alternative is better than the 50% that is currently on place on the PTS. I agree putting a flat number at a certain group size might lead to people going 1 less than that group size, but it's vastly better than what the PTS currently has.
ill just disagree with you and move on have an great day
rlindsey912nub18_ESO wrote: »If your in a group you already have too many advantages over players who don’t play in groups like like seriously you have just about every major and minor butts also and needing more than hots also is just crazy and I ve 1vx for years with just a burst heal and Vigor you guys are overreacting and the current state of the game is what got the game to where current state is str8 dumpster juice let the tank meta die it’s time for something different it’s ok to die in a Video Game its not the end of the world
rlindsey912nub18_ESO wrote: »If you’re in a group, you already have way too many advantages over players who don’t play in groups. Seriously, you have access to almost every major and minor buff already, so acting like you need unlimited HoTs on top of that is crazy.
I’ve been 1vXing for years using mostly a burst heal and Vigor, and it worked fine. People are overreacting hard to this change. The current state of the game is exactly what led PvP into the dumpster in the first place.
Let the tank meta die. It’s time for something different. And honestly, it’s okay to die in a video game — it’s not the end of the world.
Danse_Mayhem wrote: »HAHA I kinda love this.. healing has been insane for a while.
Seriously though I agree with the many people saying this can and will likely backfire.
Large groups / ball groups (the problem) are just gonna spec further into healing. 50% heal reduction on a pretty stacked ball group that are cross healing each other won’t really stop them.
It’s the smaller groups that will suffer here - They will be punished for catching random heals from other players in cyrodil.
My suggestions;
- Make all heals scale with group size. If you want a bigger group, and access to each others buffs etc, then it comes at a cost of healing debuff (which can be built back up with the right specs)
- Nerf the strength of healing soul and remove major vitality. Yeah don’t come at me on this one, we ALL use it, and a universal skill that ANYONE can slap on ANY build shouldn’t be hands down the strongest burst heal in the game. Adjusting this would actually have people even rethinking their subclassing choices to access healing, and would promote some variety along with balance.
If you really must go live with this, just remove all cross healing completely. No one outside of your group can heal or buff you. Not sure I like that direction but you need to commit to one thing or another
The pts version here will be bad for the game
YandereGirlfriend wrote: »Danse_Mayhem wrote: »HAHA I kinda love this.. healing has been insane for a while.
Seriously though I agree with the many people saying this can and will likely backfire.
Large groups / ball groups (the problem) are just gonna spec further into healing. 50% heal reduction on a pretty stacked ball group that are cross healing each other won’t really stop them.
It’s the smaller groups that will suffer here - They will be punished for catching random heals from other players in cyrodil.
My suggestions;
- Make all heals scale with group size. If you want a bigger group, and access to each others buffs etc, then it comes at a cost of healing debuff (which can be built back up with the right specs)
- Nerf the strength of healing soul and remove major vitality. Yeah don’t come at me on this one, we ALL use it, and a universal skill that ANYONE can slap on ANY build shouldn’t be hands down the strongest burst heal in the game. Adjusting this would actually have people even rethinking their subclassing choices to access healing, and would promote some variety along with balance.
If you really must go live with this, just remove all cross healing completely. No one outside of your group can heal or buff you. Not sure I like that direction but you need to commit to one thing or another
The pts version here will be bad for the game
Adding extra bookkeeping and overhead like this will only further drag down performance.
Just limit players to one copy of a given morph and call it a day.
Teeba_Shei wrote: »YandereGirlfriend wrote: »Danse_Mayhem wrote: »HAHA I kinda love this.. healing has been insane for a while.
Seriously though I agree with the many people saying this can and will likely backfire.
Large groups / ball groups (the problem) are just gonna spec further into healing. 50% heal reduction on a pretty stacked ball group that are cross healing each other won’t really stop them.
It’s the smaller groups that will suffer here - They will be punished for catching random heals from other players in cyrodil.
My suggestions;
- Make all heals scale with group size. If you want a bigger group, and access to each others buffs etc, then it comes at a cost of healing debuff (which can be built back up with the right specs)
- Nerf the strength of healing soul and remove major vitality. Yeah don’t come at me on this one, we ALL use it, and a universal skill that ANYONE can slap on ANY build shouldn’t be hands down the strongest burst heal in the game. Adjusting this would actually have people even rethinking their subclassing choices to access healing, and would promote some variety along with balance.
If you really must go live with this, just remove all cross healing completely. No one outside of your group can heal or buff you. Not sure I like that direction but you need to commit to one thing or another
The pts version here will be bad for the game
Adding extra bookkeeping and overhead like this will only further drag down performance.
Just limit players to one copy of a given morph and call it a day.
This is an awful suggestion, but still somehow better than what is on the PTS.
Edit: I agree that performance would be screwed by this though.
Teeba_Shei wrote: »YandereGirlfriend wrote: »Danse_Mayhem wrote: »HAHA I kinda love this.. healing has been insane for a while.
Seriously though I agree with the many people saying this can and will likely backfire.
Large groups / ball groups (the problem) are just gonna spec further into healing. 50% heal reduction on a pretty stacked ball group that are cross healing each other won’t really stop them.
It’s the smaller groups that will suffer here - They will be punished for catching random heals from other players in cyrodil.
My suggestions;
- Make all heals scale with group size. If you want a bigger group, and access to each others buffs etc, then it comes at a cost of healing debuff (which can be built back up with the right specs)
- Nerf the strength of healing soul and remove major vitality. Yeah don’t come at me on this one, we ALL use it, and a universal skill that ANYONE can slap on ANY build shouldn’t be hands down the strongest burst heal in the game. Adjusting this would actually have people even rethinking their subclassing choices to access healing, and would promote some variety along with balance.
If you really must go live with this, just remove all cross healing completely. No one outside of your group can heal or buff you. Not sure I like that direction but you need to commit to one thing or another
The pts version here will be bad for the game
Adding extra bookkeeping and overhead like this will only further drag down performance.
Just limit players to one copy of a given morph and call it a day.
This is an awful suggestion, but still somehow better than what is on the PTS.
Edit: I agree that performance would be screwed by this though.
How so?
You would land with 3 possible HoTs from Regen instead of 12, and only one active Echoing Vigor.
Regeneration
Rapid Regeneration
Radiating Regeneration
Teeba_Shei wrote: »YandereGirlfriend wrote: »Danse_Mayhem wrote: »HAHA I kinda love this.. healing has been insane for a while.
Seriously though I agree with the many people saying this can and will likely backfire.
Large groups / ball groups (the problem) are just gonna spec further into healing. 50% heal reduction on a pretty stacked ball group that are cross healing each other won’t really stop them.
It’s the smaller groups that will suffer here - They will be punished for catching random heals from other players in cyrodil.
My suggestions;
- Make all heals scale with group size. If you want a bigger group, and access to each others buffs etc, then it comes at a cost of healing debuff (which can be built back up with the right specs)
- Nerf the strength of healing soul and remove major vitality. Yeah don’t come at me on this one, we ALL use it, and a universal skill that ANYONE can slap on ANY build shouldn’t be hands down the strongest burst heal in the game. Adjusting this would actually have people even rethinking their subclassing choices to access healing, and would promote some variety along with balance.
If you really must go live with this, just remove all cross healing completely. No one outside of your group can heal or buff you. Not sure I like that direction but you need to commit to one thing or another
The pts version here will be bad for the game
Adding extra bookkeeping and overhead like this will only further drag down performance.
Just limit players to one copy of a given morph and call it a day.
This is an awful suggestion, but still somehow better than what is on the PTS.
Edit: I agree that performance would be screwed by this though.
How so?
You would land with 3 possible HoTs from Regen instead of 12, and only one active Echoing Vigor.
Regeneration
Rapid Regeneration
Radiating Regeneration