Update 49 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/categories/pts
Maintenance for the week of January 19:
• [COMPLETE] NA megaservers for patch maintenance – January 21, 4:00AM EST (9:00 UTC) - 10:00AM EST (15:00 UTC)
•[COMPLETE] EU megaservers for patch maintenance – January 21, 9:00 UTC (4:00AM EST) - 15:00 UTC (10:00AM EST)

Cyrodiil Healing Nerf!!

  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    React 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.

    Yeah tell me about it.

    Half of these arguments are just rehashes of power creep arguments. Zos gave people inch by inch leading up to a power crept mile of issues. We suggest tackling one of the issues and suddenly the world is collapsing. Certain people prefer to just let the stew boil and sit in it until all the water has evaporated.

    People are stacking too many hots because zos changed the original game design rules to allow stacking so pve trials wouldnt have issues with the limited number of choices. Before we would have had protections against things like ballgroups abusively stacking 3x12 of the best hot in the game. Protections against new BIS proc hot/dot sets trendsetting the meta. Over the years zos has just kept adding more and more procs and skills. Where before it was ok having things stack, but now the number of sources have multiplied so much farther.
    I only use insightful
  • Wup_sa
    Wup_sa
    ✭✭✭
    Prax3des 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.

    It is still a terrible way and would kill off pvp even more.

    Honestly the best they could do is make hots with same name unable to stack. You cant stack major protection 12 times either so why can you do it with heals?
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    React 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
    I only use insightful
  • Artisian0001
    Artisian0001
    ✭✭✭✭
    xFocused wrote: »
    React 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
    Edited by Artisian0001 on January 13, 2026 8:37PM
  • Teeba_Shei
    Teeba_Shei
    ✭✭✭✭✭
    xFocused wrote: »
    React 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

    699be54qjbj1.png
    Edited by Teeba_Shei on January 13, 2026 8:38PM
  • Thumbless_Bot
    Thumbless_Bot
    ✭✭✭✭✭
    React 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

    Just in case someone isnt sure what a straw man is.

    https://en.wikipedia.org/wiki/Straw_man
  • Artisian0001
    Artisian0001
    ✭✭✭✭
    React 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.
  • xFocused
    xFocused
    ✭✭✭✭✭
    xFocused wrote: »
    React 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 🤷🏼‍♂️
    PS5 - NA
    Necro Main
  • Artisian0001
    Artisian0001
    ✭✭✭✭
    xFocused wrote: »
    xFocused wrote: »
    React 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.
  • heimdall14_9
    heimdall14_9
    ✭✭✭
    xFocused wrote: »
    React 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 can count the numbers of groups ive been in on one hand thats missing 5 fingers since 2018 and I HATE THIS not just dislike but REAL HATE and heres why
    1) severs having to track # of hot's
    2) severs having to track 50% debuff to healing
    3) as an solo player id be cut by 50% at all times using my own heals if 1 outside hot is placed on me
    4) my pvp 2x empress HEALER will now be seen as BAD for her alliance not USEFUL and POWERFUL like she has for 11 years now

    limiting the # of hots was a good thing adding the 50% debuff wasnt
    there you have an solo player telling you how they see this as an bad change not just players standing up for ballgroups
    Nordic-Knights (PSN)/Sir-A-Crowley (PSN)/Sir_Crowley ( PC) 16 account holder !!!!!!!!!!!!! 19x emperor , 98% full game all vet HM SR ND release day ESO VET !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  • xFocused
    xFocused
    ✭✭✭✭✭
    xFocused wrote: »
    xFocused wrote: »
    React 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 change
    PS5 - NA
    Necro Main
  • Artisian0001
    Artisian0001
    ✭✭✭✭
    xFocused wrote: »
    xFocused wrote: »
    xFocused wrote: »
    React 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 change

    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.
    Edited by Artisian0001 on January 13, 2026 8:56PM
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    React 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.
    I only use insightful
  • Artisian0001
    Artisian0001
    ✭✭✭✭
    React 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.
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    React 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.

    It doesnt help how the forums and quoting tends to work. So many arguments start because people cant easily follow the conversations. Also why most threads do loopty loops where something gets discussed, argued, resolved....then someone new hops in responding to the OP and restarts the loop which gets discussed, argued, resolved....repeat
    I only use insightful
  • heimdall14_9
    heimdall14_9
    ✭✭✭
    xFocused wrote: »
    xFocused wrote: »
    React 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.

    im on PS5 and i can tell you of 2 players taking an keep and farming it against 40+ EP and 2 tents lol and we wasnt even grouped up lol
    Nordic-Knights (PSN)/Sir-A-Crowley (PSN)/Sir_Crowley ( PC) 16 account holder !!!!!!!!!!!!! 19x emperor , 98% full game all vet HM SR ND release day ESO VET !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  • xFocused
    xFocused
    ✭✭✭✭✭
    xFocused wrote: »
    xFocused wrote: »
    xFocused wrote: »
    React 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 change

    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.

    Do you honestly believe I record every single fight I find myself in? Again, don’t care if you don’t believe me, I’ve been in keeps multiple times where it’s a 4 man holding that thing hostage being incredibly outnumbered but being able to withstand siege and damage, why? Because of the insane amount of heals and shields they are able to have.

    I get it, you’re a BG player and you don’t like the change, but having 3+ heals on one player at one time is extremely broken and needs a nerf. Guess you’ll just have to adapt 🤷🏼‍♂️
    PS5 - NA
    Necro Main
  • chokehold
    chokehold
    Soul Shriven
    I haven't read all the comments since they are running so fast, so I apologize is this has already been covered. Can't you just put a cap on the total healing someone can receive from DoTs in Cyrodiil? Seems like that would be easier to balance than an instant 50% reduction that can't be controlled.
  • ShadowProc
    ShadowProc
    ✭✭✭✭✭


    L_Nici 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.

    Funny enough ball group play is as difficult to play as sieging is right now compared to the first 5 years. How anyone has fun knowing they are basically immortal is crazy to me. Anything that makes it to where a group can be taken down is a big positive for the health of the game. Now, a group can’t be killed until they get bored and decide to move on. Ball groups don’t engage with each other because the skill gap is gone and you can’t kill each other.

    I agree. This isn’t enough but a good start.
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    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.
    Edited by ZOS_GregoryV on January 14, 2026 6:54PM
  • heimdall14_9
    heimdall14_9
    ✭✭✭
    Quoted post has been removed

    this rolling out would hurt you more then ballgroups

    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
    Edited by ZOS_GregoryV on January 14, 2026 6:56PM
    Nordic-Knights (PSN)/Sir-A-Crowley (PSN)/Sir_Crowley ( PC) 16 account holder !!!!!!!!!!!!! 19x emperor , 98% full game all vet HM SR ND release day ESO VET !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  • monkiie
    monkiie
    ✭✭✭
    Radiate77 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.
    Edited by ZOS_GregoryV on January 14, 2026 7:00PM
  • monkiie
    monkiie
    ✭✭✭
    Quoted post has been removed
    this rolling out would hurt you more then ballgroups

    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

    Thats why its called the PTS. They test changes before release. Overall this would have been a good change with a few tweaks but now its in the can until a future update.
    Edited by ZOS_GregoryV on January 14, 2026 7:01PM
  • heimdall14_9
    heimdall14_9
    ✭✭✭
    monkiie wrote: »
    Radiate77 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
    Edited by ZOS_GregoryV on January 14, 2026 7:03PM
    Nordic-Knights (PSN)/Sir-A-Crowley (PSN)/Sir_Crowley ( PC) 16 account holder !!!!!!!!!!!!! 19x emperor , 98% full game all vet HM SR ND release day ESO VET !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  • monkiie
    monkiie
    ✭✭✭
    monkiie wrote: »
    Radiate77 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.
    Edited by ZOS_GregoryV on January 14, 2026 7:04PM
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
    ✭✭✭✭✭
    ✭✭✭
    Radiate77 wrote: »
    React 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
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Banana Squad (AOE Rats/ Zerg Squad / Roleplay Circle)
  • heimdall14_9
    heimdall14_9
    ✭✭✭
    monkiie wrote: »
    monkiie wrote: »
    Radiate77 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.

    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
    Edited by ZOS_GregoryV on January 14, 2026 7:08PM
    Nordic-Knights (PSN)/Sir-A-Crowley (PSN)/Sir_Crowley ( PC) 16 account holder !!!!!!!!!!!!! 19x emperor , 98% full game all vet HM SR ND release day ESO VET !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  • CameraBeardThePirate
    CameraBeardThePirate
    ✭✭✭✭✭
    ✭✭✭✭✭
    React 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.

    This right here.

    We aren't giving feedback just for you to drop the changes completely.

    Continue to iterate on the change in next week's PTS. The issue has gone on long enough; a patch with an overtuned nerf is at the very least an interesting meta shift.

    Don't just drop the change completely with a promise of future changes. Adjust it slightly for this PTS cycle and then re-visit it over the next PTS cycle.
  • Radiate77
    Radiate77
    ✭✭✭✭✭
    Radiate77 wrote: »
    React 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

    Actually it’s a great one.

    Let’s say you’re playing Winter’s Embrace with Polar Wind, and you’re running Blood Craze and Vigor, all three are now 50%.

    What if you’re using Restoring Light with Restoring Rune using Structured Entropy and Vigor?

    How about Living Death and you have a healing tether up with your own Regeneration and also Vigor…

    You do not need to be getting healed by another player to be absolutely destroyed as a solo by this change, and to say otherwise is to spread misinformation.

    To lament it is something else entirely. 😂
    Edited by Radiate77 on January 13, 2026 10:28PM
  • monkiie
    monkiie
    ✭✭✭
    monkiie wrote: »
    monkiie wrote: »
    Radiate77 wrote: »
    monkiie wrote: »
    React 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

    At this point I'm not really sure what you're trying to say but its gone so off topic of what my original comments intent was.
This discussion has been closed.