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.
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.
Sad to see this change is already in the bin because even though it IS imperfect, and would absolutely need adjusting to avoid HOT trolling and the other logistical issues regular PVPers have raised, it still showed a movement and willingness toward breaking up healstacking and other problems with raids being uncrackable. And any change in that direction is a good one for me, honestly, because it's been too busted for too long.
Artisian0001 wrote: »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.
There was no strawman, and you still haven't addressed your claim of 4-6 person groups being unkillable. Maybe you just don't know what a strawman is? I didn't do anything to distort your own position on groups, I said most people have some issue with larger groups just being able to consistently kill groups smaller than them. This isn't a strawman, if you choose to include yourself in the majority that gets upset about this then that's on you, but even if you did there was still no gap in logic. Should an equally skilled 4 man group be able to beat a 12 man group all other things equal? That wouldn't may any sense.
Try understanding what a strawman is and not get frustrated with someone disagreeing with your point and at the same time pointing out the lies you try to tell to back it. Calling mechanics exploitative while you would obviously benefit from the changes you are petitioning for while saying I am protecting these is ironic.
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.
Literally all of this. The only people I’ve seen upset with this healing change are the ball group players. I primarily play solo and I welcome this change. Just like React said above, 12 man groups and even the 4-6 man groups should not have such strong shields and heals. When a 4 man group can hold a enemy keep hostage with 3 bars trying to kill them and can’t, there’s a serious problem
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.
Literally all of this. The only people I’ve seen upset with this healing change are the ball group players. I primarily play solo and I welcome this change. Just like React said above, 12 man groups and even the 4-6 man groups should not have such strong shields and heals. When a 4 man group can hold a enemy keep hostage with 3 bars trying to kill them and can’t, there’s a serious problem

MincMincMinc wrote: »Artisian0001 wrote: »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.
There was no strawman, and you still haven't addressed your claim of 4-6 person groups being unkillable. Maybe you just don't know what a strawman is? I didn't do anything to distort your own position on groups, I said most people have some issue with larger groups just being able to consistently kill groups smaller than them. This isn't a strawman, if you choose to include yourself in the majority that gets upset about this then that's on you, but even if you did there was still no gap in logic. Should an equally skilled 4 man group be able to beat a 12 man group all other things equal? That wouldn't may any sense.
Try understanding what a strawman is and not get frustrated with someone disagreeing with your point and at the same time pointing out the lies you try to tell to back it. Calling mechanics exploitative while you would obviously benefit from the changes you are petitioning for while saying I am protecting these is ironic.
There is no strawman.....proceeds to make a strawman
MincMincMinc wrote: »Artisian0001 wrote: »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.
There was no strawman, and you still haven't addressed your claim of 4-6 person groups being unkillable. Maybe you just don't know what a strawman is? I didn't do anything to distort your own position on groups, I said most people have some issue with larger groups just being able to consistently kill groups smaller than them. This isn't a strawman, if you choose to include yourself in the majority that gets upset about this then that's on you, but even if you did there was still no gap in logic. Should an equally skilled 4 man group be able to beat a 12 man group all other things equal? That wouldn't may any sense.
Try understanding what a strawman is and not get frustrated with someone disagreeing with your point and at the same time pointing out the lies you try to tell to back it. Calling mechanics exploitative while you would obviously benefit from the changes you are petitioning for while saying I am protecting these is ironic.
There is no strawman.....proceeds to make a strawman
Artisian0001 wrote: »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.
Literally all of this. The only people I’ve seen upset with this healing change are the ball group players. I primarily play solo and I welcome this change. Just like React said above, 12 man groups and even the 4-6 man groups should not have such strong shields and heals. When a 4 man group can hold a enemy keep hostage with 3 bars trying to kill them and can’t, there’s a serious problem
This doesn't exist at all. There is no 4 man group holding back an entire 3 bars. You are doing the exact same thing react is doing but to an even worse extent lol
Artisian0001 wrote: »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.
Literally all of this. The only people I’ve seen upset with this healing change are the ball group players. I primarily play solo and I welcome this change. Just like React said above, 12 man groups and even the 4-6 man groups should not have such strong shields and heals. When a 4 man group can hold a enemy keep hostage with 3 bars trying to kill them and can’t, there’s a serious problem
This doesn't exist at all. There is no 4 man group holding back an entire 3 bars. You are doing the exact same thing react is doing but to an even worse extent lol
Maybe not on your platform there isn’t 🤷🏼♂️
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.
Literally all of this. The only people I’ve seen upset with this healing change are the ball group players. I primarily play solo and I welcome this change. Just like React said above, 12 man groups and even the 4-6 man groups should not have such strong shields and heals. When a 4 man group can hold a enemy keep hostage with 3 bars trying to kill them and can’t, there’s a serious problem
I honestly don’t care if you believe me or not, I’m still standing by my original point that the only ones who seem to have an issue with this healing change are the ball group players which is sounding like you’re one of them since you’ve been in this thread nonstop refreshing responding to literally any and all support of this changeArtisian0001 wrote: »Artisian0001 wrote: »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.
Literally all of this. The only people I’ve seen upset with this healing change are the ball group players. I primarily play solo and I welcome this change. Just like React said above, 12 man groups and even the 4-6 man groups should not have such strong shields and heals. When a 4 man group can hold a enemy keep hostage with 3 bars trying to kill them and can’t, there’s a serious problem
This doesn't exist at all. There is no 4 man group holding back an entire 3 bars. You are doing the exact same thing react is doing but to an even worse extent lol
Maybe not on your platform there isn’t 🤷🏼♂️
Sure, I see your signature as PS5, can you show me a video of a 4 man holding up 3 bars? That would be extreme.
I honestly don’t care if you believe me or not, I’m still standing by my original point that the only ones who seem to have an issue with this healing change are the ball group players which is sounding like you’re one of them since you’ve been in this thread nonstop refreshing responding to literally any and all support of this changeArtisian0001 wrote: »Artisian0001 wrote: »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.
Literally all of this. The only people I’ve seen upset with this healing change are the ball group players. I primarily play solo and I welcome this change. Just like React said above, 12 man groups and even the 4-6 man groups should not have such strong shields and heals. When a 4 man group can hold a enemy keep hostage with 3 bars trying to kill them and can’t, there’s a serious problem
This doesn't exist at all. There is no 4 man group holding back an entire 3 bars. You are doing the exact same thing react is doing but to an even worse extent lol
Maybe not on your platform there isn’t 🤷🏼♂️
Sure, I see your signature as PS5, can you show me a video of a 4 man holding up 3 bars? That would be extreme.
Artisian0001 wrote: »MincMincMinc wrote: »Artisian0001 wrote: »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.
There was no strawman, and you still haven't addressed your claim of 4-6 person groups being unkillable. Maybe you just don't know what a strawman is? I didn't do anything to distort your own position on groups, I said most people have some issue with larger groups just being able to consistently kill groups smaller than them. This isn't a strawman, if you choose to include yourself in the majority that gets upset about this then that's on you, but even if you did there was still no gap in logic. Should an equally skilled 4 man group be able to beat a 12 man group all other things equal? That wouldn't may any sense.
Try understanding what a strawman is and not get frustrated with someone disagreeing with your point and at the same time pointing out the lies you try to tell to back it. Calling mechanics exploitative while you would obviously benefit from the changes you are petitioning for while saying I am protecting these is ironic.
There is no strawman.....proceeds to make a strawman
This isn't a strawman unless it misrepresents his own argument. I literally did not include him initially in the group I was talking about. Then I asked a clarifying question. This isn't even complicated rhetoric.
MincMincMinc wrote: »Artisian0001 wrote: »MincMincMinc wrote: »Artisian0001 wrote: »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.
There was no strawman, and you still haven't addressed your claim of 4-6 person groups being unkillable. Maybe you just don't know what a strawman is? I didn't do anything to distort your own position on groups, I said most people have some issue with larger groups just being able to consistently kill groups smaller than them. This isn't a strawman, if you choose to include yourself in the majority that gets upset about this then that's on you, but even if you did there was still no gap in logic. Should an equally skilled 4 man group be able to beat a 12 man group all other things equal? That wouldn't may any sense.
Try understanding what a strawman is and not get frustrated with someone disagreeing with your point and at the same time pointing out the lies you try to tell to back it. Calling mechanics exploitative while you would obviously benefit from the changes you are petitioning for while saying I am protecting these is ironic.
There is no strawman.....proceeds to make a strawman
This isn't a strawman unless it misrepresents his own argument. I literally did not include him initially in the group I was talking about. Then I asked a clarifying question. This isn't even complicated rhetoric.
So by you saying "Should an equally skilled 4 man group be able to beat a 12 man group all other things equal? That wouldn't may any sense." You are not trying to misrepresent his argument in any way?
Listen ima let yall go down this rabbit hole. Good luck. I just find the arguments funny. Ill go complain about dizzy swing or how onslaught animation looks or literally anything else than try to poke at how you guys argue with each other.
Artisian0001 wrote: »MincMincMinc wrote: »Artisian0001 wrote: »MincMincMinc wrote: »Artisian0001 wrote: »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.
There was no strawman, and you still haven't addressed your claim of 4-6 person groups being unkillable. Maybe you just don't know what a strawman is? I didn't do anything to distort your own position on groups, I said most people have some issue with larger groups just being able to consistently kill groups smaller than them. This isn't a strawman, if you choose to include yourself in the majority that gets upset about this then that's on you, but even if you did there was still no gap in logic. Should an equally skilled 4 man group be able to beat a 12 man group all other things equal? That wouldn't may any sense.
Try understanding what a strawman is and not get frustrated with someone disagreeing with your point and at the same time pointing out the lies you try to tell to back it. Calling mechanics exploitative while you would obviously benefit from the changes you are petitioning for while saying I am protecting these is ironic.
There is no strawman.....proceeds to make a strawman
This isn't a strawman unless it misrepresents his own argument. I literally did not include him initially in the group I was talking about. Then I asked a clarifying question. This isn't even complicated rhetoric.
So by you saying "Should an equally skilled 4 man group be able to beat a 12 man group all other things equal? That wouldn't may any sense." You are not trying to misrepresent his argument in any way?
Listen ima let yall go down this rabbit hole. Good luck. I just find the arguments funny. Ill go complain about dizzy swing or how onslaught animation looks or literally anything else than try to poke at how you guys argue with each other.
It's why I didn't initially point that as his own position, but he seemed to be including himself in the group that believes this, so then it wouldn't be a strawman if he does. He either doesn't include himself in the group, which I didn't think he did, or he does include himself in it, in which case it's his position. Regardless, it's a reductio ad absurdum, and he didn't respond in kind to anything.
Artisian0001 wrote: »Artisian0001 wrote: »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.
Literally all of this. The only people I’ve seen upset with this healing change are the ball group players. I primarily play solo and I welcome this change. Just like React said above, 12 man groups and even the 4-6 man groups should not have such strong shields and heals. When a 4 man group can hold a enemy keep hostage with 3 bars trying to kill them and can’t, there’s a serious problem
This doesn't exist at all. There is no 4 man group holding back an entire 3 bars. You are doing the exact same thing react is doing but to an even worse extent lol
Maybe not on your platform there isn’t 🤷🏼♂️
Sure, I see your signature as PS5, can you show me a video of a 4 man holding up 3 bars? That would be extreme.
Artisian0001 wrote: »I honestly don’t care if you believe me or not, I’m still standing by my original point that the only ones who seem to have an issue with this healing change are the ball group players which is sounding like you’re one of them since you’ve been in this thread nonstop refreshing responding to literally any and all support of this changeArtisian0001 wrote: »Artisian0001 wrote: »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.
Literally all of this. The only people I’ve seen upset with this healing change are the ball group players. I primarily play solo and I welcome this change. Just like React said above, 12 man groups and even the 4-6 man groups should not have such strong shields and heals. When a 4 man group can hold a enemy keep hostage with 3 bars trying to kill them and can’t, there’s a serious problem
This doesn't exist at all. There is no 4 man group holding back an entire 3 bars. You are doing the exact same thing react is doing but to an even worse extent lol
Maybe not on your platform there isn’t 🤷🏼♂️
Sure, I see your signature as PS5, can you show me a video of a 4 man holding up 3 bars? That would be extreme.
So it doesn't exist does it? I didn't think so. You could just source one video if it happens, but it doesn't.
Should I just play the other role and make up lies like everyone on the forums is when trying to argue these points? Every group dies and it's very easy to kill anyone, even those in ballgrops. If you are skilled enough a single person can kill even the best people inside a 40 man zerg!!! Be serious.
Artisian0001 wrote: »Artisian0001 wrote: »A sweeping change this large just shows how unserious the devs are. It's actually just an insult to anyone who PvPs and plays with just 2 friends or more. Saying "oh well it's a work in progress" is a joke. You don't start from some insane position and slowly bring it to normality, it would be the other way around.
Sweeping change? To be fair I would prefer a hard cap at 3 HoTs so absolutely no HoT more than that. So for me that 50% is not even enough yet. Also that would reduce server calculations by a lot and with that lag. Its absolutely insane to me that you can stack 12 RR and 12 Vigor plus any other heal you please. And thats something people complain about since years, and now finally they address it.
50% isn't enough? Okay go play another game lol The opinion of people whose PvP consists of staring down from inside a keep sieging and dying to every other person isn't something I take serious.
Quoted post has been removed
Quoted post has been removed
You can’t have a good take when complaining about a reversion to something universally bad.Quoted post has been removed
HoT stacking is only a problem in medium to large scale groups, yet the proposed solution would have hurt solos and duos.
Running either @gariondavey or @YandereGirlfriend’s suggestions could have fixed the problem, or my suggestion which would have your individual healing not taken account or as a temporary fix raising the HoT number to 5 or 6.
If those were the methods taken, yes we could lament the reversion, but to be unhappy that solo and small scale players that use Restoring Light, Living Death, Bone Tyrant, Green Balance, Winter’s Embrace, Siphoning, Curative Runeforms, Ardent Flame, Mage’s Guild, Dual Wield, or any Scribing skills with any form of HoT aren’t getting rolled by a change that wouldn’t have even touched ball groups as they have 12 of everything at all times, is silly to say the least.
All it would have taken were 3 active HoTs and all healing would be 50%. Including the 3 HoTs.
I guess when you’ve been playing a class without HoTs for a whole decade, it wouldn’t really bother you too much.
heimdall14_9 wrote: »this rolling out would hurt you more then ballgroupsQuoted post has been removed
solo players would be 50% debuff from just 1 outside heal
small groups would be FULL TIME 50% debuff
ballgroups would move to ground based heals and do as they do lol
if your wanting to see ballgroups get pushed out the game cool but not at the cost of solo's and small scale too
limiting hot's GOOD
adding 50% debuff was where they hurt EVERYONE not just ballgroups , who are gong to ALWAYS be there as they will just change from one set of heals to another as thats just what they do
Quoted post has been removed
You can’t have a good take when complaining about a reversion to something universally bad.
HoT stacking is only a problem in medium to large scale groups, yet the proposed solution would have hurt solos and duos.
Running either @gariondavey or @YandereGirlfriend’s suggestions could have fixed the problem, or my suggestion which would have your individual healing not taken account or as a temporary fix raising the HoT number to 5 or 6.
If those were the methods taken, yes we could lament the reversion, but to be unhappy that solo and small scale players that use Restoring Light, Living Death, Bone Tyrant, Green Balance, Winter’s Embrace, Siphoning, Curative Runeforms, Ardent Flame, Mage’s Guild, Dual Wield, or any Scribing skills with any form of HoT aren’t getting rolled by a change that wouldn’t have even touched ball groups as they have 12 of everything at all times, is silly to say the least.
All it would have taken were 3 active HoTs and all healing would be 50%. Including the 3 HoTs.
I guess when you’ve been playing a class without HoTs for a whole decade, it wouldn’t really bother you too much.
I never said this exact iteration of the change is what should be implemented. Obviously it would hurt solo players but they would just need to tweak it. The patch doesn't come out for another 2 months. Remove cross healing outside of group and/or make the debuff only impact externally applied heals and not self heals. Have you logged into cyrodiil lately? every campaign is a ghost town outside of a 3 hour time window in gray host only and what do you find in those 3 hours? At least half the population of cyrodiil is in a ball group. Its boring to play against because there is no counter. Any change is now delayed to a future update. There are only 4 updates in a year.
heimdall14_9 wrote: »Quoted post has been removed
You can’t have a good take when complaining about a reversion to something universally bad.
HoT stacking is only a problem in medium to large scale groups, yet the proposed solution would have hurt solos and duos.
Running either @gariondavey or @YandereGirlfriend’s suggestions could have fixed the problem, or my suggestion which would have your individual healing not taken account or as a temporary fix raising the HoT number to 5 or 6.
If those were the methods taken, yes we could lament the reversion, but to be unhappy that solo and small scale players that use Restoring Light, Living Death, Bone Tyrant, Green Balance, Winter’s Embrace, Siphoning, Curative Runeforms, Ardent Flame, Mage’s Guild, Dual Wield, or any Scribing skills with any form of HoT aren’t getting rolled by a change that wouldn’t have even touched ball groups as they have 12 of everything at all times, is silly to say the least.
All it would have taken were 3 active HoTs and all healing would be 50%. Including the 3 HoTs.
I guess when you’ve been playing a class without HoTs for a whole decade, it wouldn’t really bother you too much.
I never said this exact iteration of the change is what should be implemented. Obviously it would hurt solo players but they would just need to tweak it. The patch doesn't come out for another 2 months. Remove cross healing outside of group and/or make the debuff only impact externally applied heals and not self heals. Have you logged into cyrodiil lately? every campaign is a ghost town outside of a 3 hour time window in gray host only and what do you find in those 3 hours? At least half the population of cyrodiil is in a ball group. Its boring to play against because there is no counter. Any change is now delayed to a future update. There are only 4 updates in a year.
removing outside heals would kill solos from ever trying to help defend or take an keep and kill off everyone who plays solo but heals or out right kill solo play by forcing them into an group not an good thing to do as even them that run in groups like playing solo at times
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.
Yeah we should have just rolled through with a universal 50% heal reduction on 90% of solo players, but you’d be fine on your Nightblade, right?
heimdall14_9 wrote: »Quoted post has been removed
You can’t have a good take when complaining about a reversion to something universally bad.
HoT stacking is only a problem in medium to large scale groups, yet the proposed solution would have hurt solos and duos.
Running either @gariondavey or @YandereGirlfriend’s suggestions could have fixed the problem, or my suggestion which would have your individual healing not taken account or as a temporary fix raising the HoT number to 5 or 6.
If those were the methods taken, yes we could lament the reversion, but to be unhappy that solo and small scale players that use Restoring Light, Living Death, Bone Tyrant, Green Balance, Winter’s Embrace, Siphoning, Curative Runeforms, Ardent Flame, Mage’s Guild, Dual Wield, or any Scribing skills with any form of HoT aren’t getting rolled by a change that wouldn’t have even touched ball groups as they have 12 of everything at all times, is silly to say the least.
All it would have taken were 3 active HoTs and all healing would be 50%. Including the 3 HoTs.
I guess when you’ve been playing a class without HoTs for a whole decade, it wouldn’t really bother you too much.
I never said this exact iteration of the change is what should be implemented. Obviously it would hurt solo players but they would just need to tweak it. The patch doesn't come out for another 2 months. Remove cross healing outside of group and/or make the debuff only impact externally applied heals and not self heals. Have you logged into cyrodiil lately? every campaign is a ghost town outside of a 3 hour time window in gray host only and what do you find in those 3 hours? At least half the population of cyrodiil is in a ball group. Its boring to play against because there is no counter. Any change is now delayed to a future update. There are only 4 updates in a year.
removing outside heals would kill solos from ever trying to help defend or take an keep and kill off everyone who plays solo but heals or out right kill solo play by forcing them into an group not an good thing to do as even them that run in groups like playing solo at times
You wouldnt be forced to group up just to defend a keep. If you need to depend on someone else to heal you then you should group up with them then. It would be easier for a solo player in that environment to defend a keep. If they are fighting a zerg that is not grouped, no one can cross heal the person they are attacking. If the zerg IS grouped up, they will most likely have the healing debuff.
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.
Izanagi.Xiiib16_ESO 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.
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.
Yeah we should have just rolled through with a universal 50% heal reduction on 90% of solo players, but you’d be fine on your Nightblade, right?
Firstly if you're getting HoTs applied to you from allies you're not a solo player your surfing your faction.
Secondly if you play solo (even within the faction) there are actually very few times you get healed let alone have a sticky HoT placed on you aside from Polar wind - most other 'solo' players are using Green Vigor + 1 Burst heal as their only form of healing.
So this argument isn't a good one.
I agree that the solution was poorly implemented but @React is also right
heimdall14_9 wrote: »heimdall14_9 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.
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.
The cry babies won again. I have only seen you have based takes regarding pvp for a decade now. The pvp community is dying and rapidly since subclassing was released. I have played for over 7,000 hours in cyrodiil alone mainly solo or a small group 2-3. The number one issue in cyrodiil has always been the disgusting balance around ball groups. It has gotten worse every single update. I havent logged into cyrodiil since September and I was excited when I saw this change. The game is going back on the shelf until this is addressed in a "future update."
You can’t have a good take when complaining about a reversion to something universally bad.
HoT stacking is only a problem in medium to large scale groups, yet the proposed solution would have hurt solos and duos.
Running either @gariondavey or @YandereGirlfriend’s suggestions could have fixed the problem, or my suggestion which would have your individual healing not taken account or as a temporary fix raising the HoT number to 5 or 6.
If those were the methods taken, yes we could lament the reversion, but to be unhappy that solo and small scale players that use Restoring Light, Living Death, Bone Tyrant, Green Balance, Winter’s Embrace, Siphoning, Curative Runeforms, Ardent Flame, Mage’s Guild, Dual Wield, or any Scribing skills with any form of HoT aren’t getting rolled by a change that wouldn’t have even touched ball groups as they have 12 of everything at all times, is silly to say the least.
All it would have taken were 3 active HoTs and all healing would be 50%. Including the 3 HoTs.
I guess when you’ve been playing a class without HoTs for a whole decade, it wouldn’t really bother you too much.
I never said this exact iteration of the change is what should be implemented. Obviously it would hurt solo players but they would just need to tweak it. The patch doesn't come out for another 2 months. Remove cross healing outside of group and/or make the debuff only impact externally applied heals and not self heals. Have you logged into cyrodiil lately? every campaign is a ghost town outside of a 3 hour time window in gray host only and what do you find in those 3 hours? At least half the population of cyrodiil is in a ball group. Its boring to play against because there is no counter. Any change is now delayed to a future update. There are only 4 updates in a year.
removing outside heals would kill solos from ever trying to help defend or take an keep and kill off everyone who plays solo but heals or out right kill solo play by forcing them into an group not an good thing to do as even them that run in groups like playing solo at times
You wouldnt be forced to group up just to defend a keep. If you need to depend on someone else to heal you then you should group up with them then. It would be easier for a solo player in that environment to defend a keep. If they are fighting a zerg that is not grouped, no one can cross heal the person they are attacking. If the zerg IS grouped up, they will most likely have the healing debuff.
1vX in open field v 1vX in keep/outpost two very different things and its not depending on an heal its just common sense to know that you'll be receiving outside heals when trapped in small area's like an keep/outpost that even makes the solo player even WILLING to go and help because otherwise the solo player knows they have an better chance 1vXing in OPEN FIELD then dying inside an keep you have limited room at