MincMincMinc wrote: »TheAwesomeChimpanzee wrote: »It is almost unbelievable to me that a change like this was proposed, and nobody at ZOS stopped to think about the consequences, both for pug healers, and for all the ways this can be abused to deliberately reduce someone’s, or an entire group’s, healing.
......
Finally, I have been a ball group player for a long time, and I am not blind to the fact that ball group power creep, especially in 10 to 12 player groups, has gotten out of hand. A nerf is needed. I just think the current version is overtuned, and if the out of group interaction is not fixed immediately, it is also inherently exploitable.
Yeah really this 50% cut is just a dummy switch for anyone not smart enough to avoid being hit. 1vX solo and smallmans have a workaround already to avoid the heal cut entirely. All ball groups need to do is bypass the hots that trigger the issue. If anything this can be to the benefit of a ball group, cuz now zergs that were bad at healing to begin with suddenly have half the heals you do.
ZOS_GinaBruno wrote: »Hi everyone,
First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.
For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.
We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.
ZOS_GinaBruno wrote: »Hi everyone,
First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.
For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.
We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.
ZOS_GinaBruno wrote: »Hi everyone,
First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.
For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.
We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.
ZOS_GinaBruno wrote: »Hi everyone,
First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.
For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.
We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.
ArctosCethlenn wrote: »MincMincMinc wrote: »TheAwesomeChimpanzee wrote: »It is almost unbelievable to me that a change like this was proposed, and nobody at ZOS stopped to think about the consequences, both for pug healers, and for all the ways this can be abused to deliberately reduce someone’s, or an entire group’s, healing.
......
Finally, I have been a ball group player for a long time, and I am not blind to the fact that ball group power creep, especially in 10 to 12 player groups, has gotten out of hand. A nerf is needed. I just think the current version is overtuned, and if the out of group interaction is not fixed immediately, it is also inherently exploitable.
Yeah really this 50% cut is just a dummy switch for anyone not smart enough to avoid being hit. 1vX solo and smallmans have a workaround already to avoid the heal cut entirely. All ball groups need to do is bypass the hots that trigger the issue. If anything this can be to the benefit of a ball group, cuz now zergs that were bad at healing to begin with suddenly have half the heals you do.
Correct, pretty sure all the balls already know how to adjust their comps to avoid the reductions from sticky hots, so while we may see a slight drop in efficiency, that isn't gonna matter when fighting zergs that lose half their healing.
Look at how quickly balls adapted to plaguebreak, one of the support roles in ball used to be a dedicated purger to spam efficient purge, that set released and everyone dropped the role from comp instantly. Zone/yells spent months yelling at people to stop purging before the knowledge really spread; not because people were bad, but just because they didn't know about the new danger.
.....
MincMincMinc wrote: »ArctosCethlenn wrote: »MincMincMinc wrote: »TheAwesomeChimpanzee wrote: »It is almost unbelievable to me that a change like this was proposed, and nobody at ZOS stopped to think about the consequences, both for pug healers, and for all the ways this can be abused to deliberately reduce someone’s, or an entire group’s, healing.
......
Finally, I have been a ball group player for a long time, and I am not blind to the fact that ball group power creep, especially in 10 to 12 player groups, has gotten out of hand. A nerf is needed. I just think the current version is overtuned, and if the out of group interaction is not fixed immediately, it is also inherently exploitable.
Yeah really this 50% cut is just a dummy switch for anyone not smart enough to avoid being hit. 1vX solo and smallmans have a workaround already to avoid the heal cut entirely. All ball groups need to do is bypass the hots that trigger the issue. If anything this can be to the benefit of a ball group, cuz now zergs that were bad at healing to begin with suddenly have half the heals you do.
Correct, pretty sure all the balls already know how to adjust their comps to avoid the reductions from sticky hots, so while we may see a slight drop in efficiency, that isn't gonna matter when fighting zergs that lose half their healing.
Look at how quickly balls adapted to plaguebreak, one of the support roles in ball used to be a dedicated purger to spam efficient purge, that set released and everyone dropped the role from comp instantly. Zone/yells spent months yelling at people to stop purging before the knowledge really spread; not because people were bad, but just because they didn't know about the new danger.
.....
Plague now is probably worse for the game because it is the reason ball groups moved away from purging off effects and strain on the server >>>> now ball groups are leaving the effects on them and keeping hots/buffs rolling nonstop.
ZOS_GinaBruno wrote: »Hi everyone,
First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.
For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.
We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.
ZOS_GinaBruno wrote: »Hi everyone,
First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.
For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.
We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.
The_Meathead wrote: »I can't say how much I appreciate the fact you guys have Ballgroups and Heal/Shield stacking on your radar and are really trying to do something about how absurd it's become, and how vocal you're being with letting us know the intent, reasoning, and direction.
Even more, I'm impressed and happy to see you listening to PTS feedback again and responding so quickly and definitively.
That said, I hope VERY much that "in a future update" means one that's coming on the PTS in a few weeks, and not one that's coming in a few months+. You have me feeling renewed optimism I didn't expect, and I hope some of the suggestions in this thread soon find their way to eyes who can make appropriate use.
ZOS_GinaBruno wrote: »Hi everyone,
First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.
For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.
We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.
TheAwesomeChimpanzee wrote: »It is almost unbelievable to me that a change like this was proposed, and nobody at ZOS stopped to think about the consequences, both for pug healers, and for all the ways this can be abused to deliberately reduce someone’s, or an entire group’s, healing.
From the clarification in this thread, if a player has 3 or more Heal over Time effects active on them, then all healing they receive is reduced by 50%. Even if the intent is “sticky” HoTs only, this is a huge problem if out of group players can affect that count. If a random pug can put a sticky HoT on someone outside their group, and push them into the 3 plus threshold, then this becomes griefing on demand, and Cyrodiil will be ruined for everyone. I am assuming this part will get changed quickly.
Even if you restrict it to sticky HoTs from your own group only, a 50% healing reduction is still way too much. It basically makes those abilities feel useless, and it hits small coordinated groups the same way it hits full 12 player ball groups. A 3 to 4 man squad should not be punished as hard as a 12 man.
Also, even with the restriction, organized groups will adapt. They will stack more shields, keep sticky HoTs at two, and lean harder on AoE HoTs and burst heals. That is still a nerf, but it does not solve the main problem, which in my opinion is shield stacking and overall defensive power creep.
If the goal is to nerf organized cross healing without breaking the game for everyone else, here are two better options.
1. Cap each sticky HoT type per target
Instead of punishing someone for having multiple HoTs, cap how many of each specific sticky HoT a player can have at once. For example, allow only 1 to 2 Echoing Vigors, 1 to 2 Radiating Regenerations, 1 to 2 similar sticky HoTs, etc. If a new one is applied past the cap, it replaces and refreshes the oldest one, or it overrides the existing one of the same type.
This hits the actual issue, which is stacking the same high value sticky HoTs from many different players at the same time. It also avoids nuking small groups for doing normal coordinated play.
It also helps performance. If the goal is to reduce server strain, limiting how many HoT ticks can be active on one target is a direct way to do it.
This assumes one important safeguard, out of group players should not be able to override, replace, or refresh your group’s HoTs. If they can, then any system like this can still be abused.
2. Add a group size scaling heal and shield taken debuff
A more balanced approach is a Battle Spirit modifier that scales with group size, starting at 3 players and scaling up to
12. That is where cross healing starts to matter, and where the power gap starts to get out of hand.
For example, starting at 3 players, apply a 2.5% healing taken and shielding taken reduction (similar to minor/major defile) per extra group member, up to 12. That puts a 12 man group at 25%, while smaller groups take a much smaller hit. A 3 to 4 person group gets a light penalty, a 6 to 8 gets a real penalty, and a 10 to 12 gets hit the hardest, which is the point.
This also hits shield stacking more directly than the current proposal. Right now the PTS change mainly pushes groups to rely even more on shields, because shields become the obvious workaround. If you scale both healing and shielding together, you are targeting the whole defensive package that makes large organized groups so hard to kill.
Yes, this adds a group size check, but the current PTS approach already adds conditional logic when healing happens anyway. If we are doing extra checks, it makes more sense to do them in a way that is fair across group sizes, instead of a flat 50% penalty that treats 3 players like 12.
Finally, I have been a ball group player for a long time, and I am not blind to the fact that ball group power creep, especially in 10 to 12 player groups, has gotten out of hand. A nerf is needed. I just think the current version is overtuned, and if the out of group interaction is not fixed immediately, it is also inherently exploitable.
ZOS_GinaBruno wrote: »Hi everyone,
First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.
For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.
We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.
Super disappointing to see the team cave to complaining coming primarily from the people that benefit from HOT stacking being so absurdly overpowered, without having a backup solution in mind. I mean there is one offender in particular who has posted 65+ comments in this thread alone...
This issue has gone unaddressed for years now. You have to start somewhere with adjustments. This solution may not have been ideal for a number of reasons, some of which I even agree with - but letting the issue continue to go unaddressed is arguably worse than just testing this out and seeing how things change.
Really hope we get some clear paths forward laid out to target this issue in the very near future. You cannot continue to allow these balance issues to remain if you want the game to make a comeback in 2026.
ZOS_GinaBruno wrote: »Hi everyone,
First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.
For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.
We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.
ZOS_GinaBruno wrote: »Hi everyone,
First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.
For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.
We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.

MXVIIDREAM wrote: »TheAwesomeChimpanzee wrote: »It is almost unbelievable to me that a change like this was proposed, and nobody at ZOS stopped to think about the consequences, both for pug healers, and for all the ways this can be abused to deliberately reduce someone’s, or an entire group’s, healing.
From the clarification in this thread, if a player has 3 or more Heal over Time effects active on them, then all healing they receive is reduced by 50%. Even if the intent is “sticky” HoTs only, this is a huge problem if out of group players can affect that count. If a random pug can put a sticky HoT on someone outside their group, and push them into the 3 plus threshold, then this becomes griefing on demand, and Cyrodiil will be ruined for everyone. I am assuming this part will get changed quickly.
Even if you restrict it to sticky HoTs from your own group only, a 50% healing reduction is still way too much. It basically makes those abilities feel useless, and it hits small coordinated groups the same way it hits full 12 player ball groups. A 3 to 4 man squad should not be punished as hard as a 12 man.
Also, even with the restriction, organized groups will adapt. They will stack more shields, keep sticky HoTs at two, and lean harder on AoE HoTs and burst heals. That is still a nerf, but it does not solve the main problem, which in my opinion is shield stacking and overall defensive power creep.
If the goal is to nerf organized cross healing without breaking the game for everyone else, here are two better options.
1. Cap each sticky HoT type per target
Instead of punishing someone for having multiple HoTs, cap how many of each specific sticky HoT a player can have at once. For example, allow only 1 to 2 Echoing Vigors, 1 to 2 Radiating Regenerations, 1 to 2 similar sticky HoTs, etc. If a new one is applied past the cap, it replaces and refreshes the oldest one, or it overrides the existing one of the same type.
This hits the actual issue, which is stacking the same high value sticky HoTs from many different players at the same time. It also avoids nuking small groups for doing normal coordinated play.
It also helps performance. If the goal is to reduce server strain, limiting how many HoT ticks can be active on one target is a direct way to do it.
This assumes one important safeguard, out of group players should not be able to override, replace, or refresh your group’s HoTs. If they can, then any system like this can still be abused.
2. Add a group size scaling heal and shield taken debuff
A more balanced approach is a Battle Spirit modifier that scales with group size, starting at 3 players and scaling up to
12. That is where cross healing starts to matter, and where the power gap starts to get out of hand.
For example, starting at 3 players, apply a 2.5% healing taken and shielding taken reduction (similar to minor/major defile) per extra group member, up to 12. That puts a 12 man group at 25%, while smaller groups take a much smaller hit. A 3 to 4 person group gets a light penalty, a 6 to 8 gets a real penalty, and a 10 to 12 gets hit the hardest, which is the point.
This also hits shield stacking more directly than the current proposal. Right now the PTS change mainly pushes groups to rely even more on shields, because shields become the obvious workaround. If you scale both healing and shielding together, you are targeting the whole defensive package that makes large organized groups so hard to kill.
Yes, this adds a group size check, but the current PTS approach already adds conditional logic when healing happens anyway. If we are doing extra checks, it makes more sense to do them in a way that is fair across group sizes, instead of a flat 50% penalty that treats 3 players like 12.
Finally, I have been a ball group player for a long time, and I am not blind to the fact that ball group power creep, especially in 10 to 12 player groups, has gotten out of hand. A nerf is needed. I just think the current version is overtuned, and if the out of group interaction is not fixed immediately, it is also inherently exploitable.
This if the server could handle it is definitely worth trying. 1 of each skill effecting you should be a thing for sure I feel like the reduces a lot
But group checks has been said for a long long time
The fact the are now really focusing on feed back is brilliant for the games health
Tommy_The_Gun wrote: »ZOS_GinaBruno wrote: »Hi everyone,
First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.
For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.
We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.
This screenshot is floating around for like a couple of years, but I do believe this is the source of "a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs"
It only happens in one specific environment - PvP Group environment. This is the only place in the game where it should be adjusted.
ZOS_GinaBruno wrote: »Hi everyone,
First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.
For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.
We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.
ZOS_GinaBruno wrote: »Hi everyone,
First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.
For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.
We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.
Super disappointing to see the team cave to complaining coming primarily from the people that benefit from HOT stacking being so absurdly overpowered, without having a backup solution in mind. I mean there is one offender in particular who has posted 65+ comments in this thread alone...
This issue has gone unaddressed for years now. You have to start somewhere with adjustments. This solution may not have been ideal for a number of reasons, some of which I even agree with - but letting the issue continue to go unaddressed is arguably worse than just testing this out and seeing how things change.
Really hope we get some clear paths forward laid out to target this issue in the very near future. You cannot continue to allow these balance issues to remain if you want the game to make a comeback in 2026.
ZOS_GinaBruno wrote: »Hi everyone,
First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.
For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.
We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.
Super disappointing to see the team cave to complaining coming primarily from the people that benefit from HOT stacking being so absurdly overpowered, without having a backup solution in mind. I mean there is one offender in particular who has posted 65+ comments in this thread alone...
This issue has gone unaddressed for years now. You have to start somewhere with adjustments. This solution may not have been ideal for a number of reasons, some of which I even agree with - but letting the issue continue to go unaddressed is arguably worse than just testing this out and seeing how things change.
Really hope we get some clear paths forward laid out to target this issue in the very near future. You cannot continue to allow these balance issues to remain if you want the game to make a comeback in 2026.
Teeba_Shei wrote: »Tommy_The_Gun wrote: »ZOS_GinaBruno wrote: »Hi everyone,
First, thanks to everyone for providing so much feedback in this thread, and especially for those that were able to hop on the PTS this week to try out this change in real time. We’ve heard your feedback loud and clear – both from this thread and other sources – and we’d like to let you know we are planning to revert the Heal over Time on Battlespirit in next week’s PTS patch.
For additional context, the initial reasoning behind this change was to help with a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs. Transparently, we simply don’t have the time or bandwidth to fully change healing capabilities without significantly affecting future class reworks, which is why we landed with this option, but it clearly missed the mark.
We’ll explore other options to address concerns around healing and damage shields in PvP to be released in a future update, and we’ll share some ideas prior to it hitting the PTS so you can be more involved in the process. Thanks again for sharing your thoughts here, and again, you can expect the revert to occur in next week’s PTS patch.
This screenshot is floating around for like a couple of years, but I do believe this is the source of "a common complaint we’ve seen over the years that healing feels too strong, most notably with stacked HoTs"
It only happens in one specific environment - PvP Group environment. This is the only place in the game where it should be adjusted.
So limit the total number of sticky hots on a person to 6 or something. Nerfing healing by 50% on a majority of players was never a good solution.
MeridiaFavorsMe wrote: »Yeah and in one of those comments the person brought to light one of the lies you said about a 4 man group being unkillable, which you never addressed because you knew it was a lie. When people go about discussion in this way, by attempting to lie to push their own narrative, it makes them look as if they don't actually care, they just want to punish ballgroups because they are upset they can't kill them as a solo player.
I am super proud of the team for realizing the issue with doing this and shifting on it quickly. I would like to see a small change and further ones if necessary, but a 50% is worse than no change in my opinion and I don't play in groups at all.
MeridiaFavorsMe wrote: »Yeah and in one of those comments the person brought to light one of the lies you said about a 4 man group being unkillable, which you never addressed because you knew it was a lie. When people go about discussion in this way, by attempting to lie to push their own narrative, it makes them look as if they don't actually care, they just want to punish ballgroups because they are upset they can't kill them as a solo player.
I am super proud of the team for realizing the issue with doing this and shifting on it quickly. I would like to see a small change and further ones if necessary, but a 50% is worse than no change in my opinion and I don't play in groups at all.
He just made a strawman argument essentially suggesting that I want to be able to 1vX comped groups, which isn't even worth replying to because of how laughably bait it is. Just like you're doing here.
Anyone who has played the game recently and is willing to be honest with themselves knows exactly how strong cross healing/shielding/buff sets have become, even in a 4-6 man setting. When this guy has posted 65+ times in this thread completely denying that the mechanics are over performing, while claiming to be arguing in good faith, it's pretty clear that he is one of the people benefiting the most from the current exploitative nature of these mechanics. Not worth arguing with someone like that.
MeridiaFavorsMe wrote: »Yeah and in one of those comments the person brought to light one of the lies you said about a 4 man group being unkillable, which you never addressed because you knew it was a lie. When people go about discussion in this way, by attempting to lie to push their own narrative, it makes them look as if they don't actually care, they just want to punish ballgroups because they are upset they can't kill them as a solo player.
I am super proud of the team for realizing the issue with doing this and shifting on it quickly. I would like to see a small change and further ones if necessary, but a 50% is worse than no change in my opinion and I don't play in groups at all.
He just made a strawman argument essentially suggesting that I want to be able to 1vX comped groups, which isn't even worth replying to because of how laughably bait it is. Just like you're doing here.
Anyone who has played the game recently and is willing to be honest with themselves knows exactly how strong cross healing/shielding/buff sets have become, even in a 4-6 man setting. When this guy has posted 65+ times in this thread completely denying that the mechanics are over performing, while claiming to be arguing in good faith, it's pretty clear that he is one of the people benefiting the most from the current exploitative nature of these mechanics. Not worth arguing with someone like that.