Teeba_Shei wrote: »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
If you were playing a healer in a group(Pug or otherwise) you would be casting spells and having them do nothing. Sounds like fun.
IncultaWolf wrote: »Teeba_Shei wrote: »Crazy how the developers want vengeance to work so badly they are actively making changes to kill the good version of cyrodiil.
This looks like a good change. I've noticed several people complaining in this thread also play in a ballgroup what a coincidence. Current version of cyrodiil isn't good, it's full of unkillable 12 man groups farming pvers at a keep for hours until they get bored and chasing down solo players.
Blood_again wrote: »
See. The problem is. Before Patch 49, you would not be considered a troll... you'd be considered helpful. And this is a pretty big issue, if you ask me.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%.
Couldn't be more clear than this; perfect summary.
@ZOS_Kevin, since you asked, I'm going to expand a bit on playstyles here. I believe I made a post on this a while back but it would be faster for me to just summarize again, I think.
Imo, this change was conceived from the perspective of considering damage dealers (or groups of damage dealers) who "abuse" self heals to be impossible to kill, or PvP tank griefers who distract but almost never die. It also seems more to be from the perspective that people are running in large groups and have sufficient heals with them, such that they're benefiting from more healing than should be accessible to a single group.
First of all, not all of us want to join a big group when participating in the large fights in Cyrodiil. This is for a few reasons.
- It's been much tougher to find groups to join since the group size was changed from 24 to 12. The longer PvP has been "under siege" (haha), the less people are playing, so there just aren't a lot of people grouping up and whatnot. I stopped trying to spam zone and join groups a long time ago.
- Not everyone wants to join comms or be that coordinated, but can still help arrive in larger fights and turn the tide of battle. Frankly I think this is the most fun IN Cyrodiil... showing up solo or duo and impacting what's going on.
- ESO doesn't have a dynamic group merge (Rift was a game I played that did), so if it's common practice (it is for me) to jump into Cyro with one or two other friends, and kind of be rogue agents, going with the wind and popping around, it's a royal pain to ungroup, have your little subgroup try to get into the same larger group, and then disband and regroup all the time when you decide to move on. It's not smooth or clean or fun or, at the moment, necessary.
What this potential change means, as-is, is that solo players or small groups will frequently be considered trolls or disruptions on their own side if this change goes live as is, when they're only trying to help, and the people who enjoy this kind of play style will likely stop playing. Most people don't want to be constantly yelled at or criticized by their own team. And, as I explained above, there are reasons why people might prefer to not bother with grouping. I mention this preemptively as the next logical thought will be "well, then make it so you can only receive healing from your own group" or something like that. But that would, again, kill this playstyle.
Second, some of us enjoy being supports. We actually make builds with the primary aim of being able to heal up a group or random people we meet across the battlefield. I love my PvP healers. I never play in organized groups. A good chunk of my characters and my favorite role will have nothing to offer the battle at all if my team mates either get angry that I'm healing them or can't receive my healing at all. Not EVERYONE is DPS-focused. Are there not medics in wars?!?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.)
I don't know what the solution is. I was always more of a fan of better leveraging defile, than nerfing healing, but I do know that too much healing is a problem. But, please, for the sake of the solo'ers and small groups, don't implement a solution that makes us hated amongst our own faction! This is like the Ring of the Pale Order all over again, before it was nerfed per group member, in that it became a thing that someone could wear a piece of armor and make someone else's role pointless and ineffective. Except, this is worse, because the PvP crowd can be a bit more opinionated and quicker to report. Besides just the fact that it will ruin the fun for the playstyles I mentioned, not everyone reads patch notes, and not everyone plays the game all the time. I can totally see people being reported for simply healing their teammates and not knowing things have changed, and that is just crazy. I can also see people using it to sabotage the other factions and have some situations where the reporting would be ridiculous and some situations where it might be warranted. Please, please don't create that mess.
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.
Artisian0001 wrote: »Okay, you have effectively ruined the game.
Can you give some context here? That way, we can provide feedback to the team.

I will attach group logs from PVE to PVP.

Three total, duplicates count towards the number.
If you have 3 Echoing Vigor on you, all incoming heals are 50%, if you’re using two HoTs on your solo build, skills like Rune Focus or Structured Entropy, and some random tags you with a 250hps Radiating Regeneration, that 250 Radiating Regeneration becomes 125hps, halving all of your other heals, including future burst heals.
Even if someone doesn’t tag you and you’re a fan of Vigor as all PvP builds are, then with any combination of two Class, Weapon, Scribing, or Guild Skill HoTs, and a Vigor active, all three heals are going to be reduced to 50% the second that you hit Vigor.
This is a mess, and I have no doubt we will see some change to how this new Battle Spirit debuff functions before the end of this cycle.
Three total, duplicates count towards the number.
If you have 3 Echoing Vigor on you, all incoming heals are 50%, if you’re using two HoTs on your solo build, skills like Rune Focus or Structured Entropy, and some random tags you with a 250hps Radiating Regeneration, that 250 Radiating Regeneration becomes 125hps, halving all of your other heals, including future burst heals.
Even if someone doesn’t tag you and you’re a fan of Vigor as all PvP builds are, then with any combination of two Class, Weapon, Scribing, or Guild Skill HoTs, and a Vigor active, all three heals are going to be reduced to 50% the second that you hit Vigor.
This is a mess, and I have no doubt we will see some change to how this new Battle Spirit debuff functions before the end of this cycle.
Yet it was proven again how far off the devs are from the people who actually play the game.

@ZOS_Kevin
To be clear, I am all for trying out the 50% reduction and seeing how it goes. A drastic and heavy change is definitely needed to begin reigning in the power of comped groups, both small and large. That said, there are definitely some obvious drawbacks to the approach taken today, and it seems like it is likely to be a "calculation heavy" thing to implement.
The below quote from gariondavey is definitely the best way I can think of approaching this issue in a way that might not have as many negative drawbacks as the 50% healing reduction, and almost certainly has less calculations to consider.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.
Applying this same system to damage shields is a very important thing to consider in the near future, too. Regardless of whether the 50% reduction route is taken or Garion's approach, or even the 3x same morph hot stack limit that has been suggested on these forums for years - none of them will be sufficient anymore with how far out of hand shield stacking (and buff set stacking!) has gotten. I would hope the team plans to closely monitor whatever route is taken in the short term, and be prepared to make more focused changes like this in the following patch if needed. The community will thank you for it.
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: »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
Smaller groups not being able to have 3 echoing on them or something is a huge hit to a 3-4 man group. Smaller groups still suffer the most from this.
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: »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
Smaller groups not being able to have 3 echoing on them or something is a huge hit to a 3-4 man group. Smaller groups still suffer the most from this.
I almost never see groups with less than 5 players use echoing over resolving vigor, a group of 3 can and usually will use resolving over echoing vigor and do fine.
„Smaller groups“ healstacking 5 echoing vigor are just a smaller version of big groups stacking 12 echoing vigor and deserve to get nerfed just like them.
5 echoing vigor are almost twice the healing of 1 resolving vigor with much longer duration so they are up 100% of the time while casting resolving vigor every 5 seconds is unrealistic.
Even after 50% reduction HPS on every player is almost as much as resolving vigor with 30% of the casts and ressoursses spend.
Artisian0001 wrote: »@ZOS_Kevin
To be clear, I am all for trying out the 50% reduction and seeing how it goes. A drastic and heavy change is definitely needed to begin reigning in the power of comped groups, both small and large. That said, there are definitely some obvious drawbacks to the approach taken today, and it seems like it is likely to be a "calculation heavy" thing to implement.
The below quote from gariondavey is definitely the best way I can think of approaching this issue in a way that might not have as many negative drawbacks as the 50% healing reduction, and almost certainly has less calculations to consider.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.
Applying this same system to damage shields is a very important thing to consider in the near future, too. Regardless of whether the 50% reduction route is taken or Garion's approach, or even the 3x same morph hot stack limit that has been suggested on these forums for years - none of them will be sufficient anymore with how far out of hand shield stacking (and buff set stacking!) has gotten. I would hope the team plans to closely monitor whatever route is taken in the short term, and be prepared to make more focused changes like this in the following patch if needed. The community will thank you for it.
I know you mainly play solo, or at least you did when you used to stream, so you probably have some gripe with larger groups or even smaller groups of 4 people, but you're smarter than "trying out the 50% reduction and seeing how it goes." You have to know how silly allowing a 50% reduction in healing is to all sources. You must also know the community wouldn't thank them for this. I don't even see you in cyro anymore, all this would do is lead to a further decrease in the people playing, which would give you less people to fight, should you even decide to log in.
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: »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
If you were playing a healer in a group(Pug or otherwise) you would be casting spells and having them do nothing. Sounds like fun.
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.
Artisian0001 wrote: »@ZOS_Kevin
To be clear, I am all for trying out the 50% reduction and seeing how it goes. A drastic and heavy change is definitely needed to begin reigning in the power of comped groups, both small and large. That said, there are definitely some obvious drawbacks to the approach taken today, and it seems like it is likely to be a "calculation heavy" thing to implement.
The below quote from gariondavey is definitely the best way I can think of approaching this issue in a way that might not have as many negative drawbacks as the 50% healing reduction, and almost certainly has less calculations to consider.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.
Applying this same system to damage shields is a very important thing to consider in the near future, too. Regardless of whether the 50% reduction route is taken or Garion's approach, or even the 3x same morph hot stack limit that has been suggested on these forums for years - none of them will be sufficient anymore with how far out of hand shield stacking (and buff set stacking!) has gotten. I would hope the team plans to closely monitor whatever route is taken in the short term, and be prepared to make more focused changes like this in the following patch if needed. The community will thank you for it.
I know you mainly play solo, or at least you did when you used to stream, so you probably have some gripe with larger groups or even smaller groups of 4 people, but you're smarter than "trying out the 50% reduction and seeing how it goes." You have to know how silly allowing a 50% reduction in healing is to all sources. You must also know the community wouldn't thank them for this. I don't even see you in cyro anymore, all this would do is lead to a further decrease in the people playing, which would give you less people to fight, should you even decide to log in.
Nobody wants to fight groups utilizing these mechanics to begin with, the groups hardly even want to fight eachother. Its gotten so out of hand that even the sweaty small scale (4-6) groups are becoming unkillable without receiving a nuclear level burst. This is probably the number one reason many cyrodiil players do not log in anymore - there is no point fighting groups that cannot die because of broken mechanics. You're suggesting that all the "ball group" players will quit, and I genuinely doubt that because theyre probably some of the most obsessed pvp players left - but any that do leave will likely be replaced by people who are willing to play the game again once this absurdity gets reigned in.
I don't have a "gripe" with organized group play. Never did. Its a large scale environment and grouping is perfectly fine, as is gaining some power benefit with proper comp and skill distribution. I do have a problem with the absurd, exponentially scaling power level that mechanics like HOT stacking, shield stacking, and buff set stacking provide though. You cannot argue in good faith that these things are fine as is, nor can you argue that a light nerf to any one of these things will impact that power level. It has been so out of hand for so long, there is no denying it anymore.
You also mis-quoted me at the end. I did not suggest the community would thank them for the 50% healing reduction approach, but that they would for the approach outlined in the quote from Garion, especially if it is also applied to shields.
Restrict it to one HoT and one DoT - new ones replace the old ones - decide if you want the HoT to outheal any given DoT for balancing. Then you can scrap Vengeance because you just solved the root cause of the performance problems in one move.
Restrict it to one HoT and one DoT - new ones replace the old ones - decide if you want the HoT to outheal any given DoT for balancing. Then you can scrap Vengeance because you just solved the root cause of the performance problems in one move.
Teeba_Shei wrote: »Restrict it to one HoT and one DoT - new ones replace the old ones - decide if you want the HoT to outheal any given DoT for balancing. Then you can scrap Vengeance because you just solved the root cause of the performance problems in one move.
You are trying to move back in time to 25 patches ago. Are you also going to remove the extra weapon and spell damage and reduce siege damage back to what it was 25 patches ago? Your suggestion isn't going to fix performance.
The game has massively evolved since then.
If you want to throw healing nerfs on groups then it should probably scale based on group size or something, but so many of the suggestions in this thread are terrible. It seems like the nerfs should specifically be targeting hots if that is the issue being addressed, but the current change is targeting all healing and is going to impact everyone.