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
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. 😂
Izanagi.Xiiib16_ESO wrote: »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
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. 😂
Healing tether I believe would be considered a ground tether not a HoT (I could be wrong)
but in those incredibly niche examples you would need to adjust your build to a combat change introduced just like any other patch of the game.
Equally I've given examples of how I would have changed the implementation, the issue is the complete 'scrapping' of the idea, everyone agrees the initial implementation wasn't ideal.
CameraBeardThePirate 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.
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.
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.
Izanagi.Xiiib16_ESO wrote: »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
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. 😂
Healing tether I believe would be considered a ground tether not a HoT (I could be wrong)
but in those incredibly niche examples you would need to adjust your build to a combat change introduced just like any other patch of the game.
Equally I've given examples of how I would have changed the implementation, the issue is the complete 'scrapping' of the idea, everyone agrees the initial implementation wasn't ideal.
heimdall14_9 wrote: »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.
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.
heimdall14_9 wrote: »heimdall14_9 wrote: »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.
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.
you are trying to ask for NO CROSS healing and im saying NO as it will kill the WILLINGNESS of solos to help defend/take an keep as its easier to fight in open field then in an keep and it hurt the players that dont group but heals their alliance kinda like how my 2x empress has done as i dont play in groups ( mainly due to the toxic nature of most groups ) but enjoy helping my alliance ( not just part of it " they green bars, leave them to die" group mentality ) solo
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.
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?
heimdall14_9 wrote: »heimdall14_9 wrote: »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.
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.
you are trying to ask for NO CROSS healing and im saying NO as it will kill the WILLINGNESS of solos to help defend/take an keep as its easier to fight in open field then in an keep and it hurt the players that dont group but heals their alliance kinda like how my 2x empress has done as i dont play in groups ( mainly due to the toxic nature of most groups ) but enjoy helping my alliance ( not just part of it " they green bars, leave them to die" group mentality ) solo
If you think no cross healing outside of group will kill soloing, you do not know what soloing is.
Izanagi.Xiiib16_ESO wrote: »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
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. 😂
Healing tether I believe would be considered a ground tether not a HoT (I could be wrong)
but in those incredibly niche examples you would need to adjust your build to a combat change introduced just like any other patch of the game.
Equally I've given examples of how I would have changed the implementation, the issue is the complete 'scrapping' of the idea, everyone agrees the initial implementation wasn't ideal.
ShadowProc wrote: »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.
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.
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
@ZOS_Kevin I think reverting this change fully is missing the mark as well. Is the current proposal sustainable? No, quite obviously not. But scrapping the whole thing immediately and doing nothing because there is no time left isn't exactly a good option either. We could lower the 50% to just 5-10% and just see what happens. Alternatively upping the threshold that triggers the reduced healing to 5 as some have proposed could also be worth exploring until a better solution is found. We also have modifiers to healing over time and direct healing. Utilizing just the healing over time modifier instead of the current "all healing" is another option to look into.
We don't want to spend another three months dealing with excessive healstacking.
ShadowProc wrote: »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.
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.
Ball groups engage each other all the time. What are you even talking about? They fight away from the rest of the population to keep pugs from blowing them up. So many people on this forum have no clue what they're talking about when they mention ball groups.
YandereGirlfriend wrote: »No change is better than a bad or hastily made change. No-Proc Ravenwatch burned that hard wisdom into my brain.
And we absolutely should NOT be "testing changes on Live" as some have suggested.
Let them cook without pressure and return with something simple and targeted that actually solves the problem. Because there is no magic number tweaking that can make the original design of the change acceptable, it is irredeemably flawed approach.
MincMincMinc wrote: »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
All it takes is to have vigor rolling and have something as silly as double health steal poisons trigger.....oops there goes 50% of my healing.
ShadowProc wrote: »ShadowProc wrote: »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.
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.
Ball groups engage each other all the time. What are you even talking about? They fight away from the rest of the population to keep pugs from blowing them up. So many people on this forum have no clue what they're talking about when they mention ball groups.
Bro don’t even. I am not some newbie that doesn’t know better that some ball group players on these forums like to talk down to. Beta player and played large scale at launch with some of the best guilds out there. It’s a joke now to anyone that didn’t play back then. Of course ball groups play away from others. That’s the whole damn point of farming. Then they leave to go steal a tick at actual contested keeps.
YandereGirlfriend wrote: »ShadowProc wrote: »ShadowProc wrote: »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.
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.
Ball groups engage each other all the time. What are you even talking about? They fight away from the rest of the population to keep pugs from blowing them up. So many people on this forum have no clue what they're talking about when they mention ball groups.
Bro don’t even. I am not some newbie that doesn’t know better that some ball group players on these forums like to talk down to. Beta player and played large scale at launch with some of the best guilds out there. It’s a joke now to anyone that didn’t play back then. Of course ball groups play away from others. That’s the whole damn point of farming. Then they leave to go steal a tick at actual contested keeps.
You missed his point again, though.
He is saying that a big component of ballgrouping is and has always been organized GvGs out in the middle of nowhere where it is just a 12v12 fight between two groups with nobody else around.
That isn't farming and has nothing to do with killing zone players; it's literally a "duel" between groups to see who is better that day. IMO, it's also the most fun content that you can experience in a ballgroup.
Most zone players never see that, though, and so we get the same tired tales about ballgroups only farm pugs, etc..
YandereGirlfriend wrote: »ShadowProc wrote: »ShadowProc wrote: »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.
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.
Ball groups engage each other all the time. What are you even talking about? They fight away from the rest of the population to keep pugs from blowing them up. So many people on this forum have no clue what they're talking about when they mention ball groups.
Bro don’t even. I am not some newbie that doesn’t know better that some ball group players on these forums like to talk down to. Beta player and played large scale at launch with some of the best guilds out there. It’s a joke now to anyone that didn’t play back then. Of course ball groups play away from others. That’s the whole damn point of farming. Then they leave to go steal a tick at actual contested keeps.
You missed his point again, though.
He is saying that a big component of ballgrouping is and has always been organized GvGs out in the middle of nowhere where it is just a 12v12 fight between two groups with nobody else around.
That isn't farming and has nothing to do with killing zone players; it's literally a "duel" between groups to see who is better that day. IMO, it's also the most fun content that you can experience in a ballgroup.
Most zone players never see that, though, and so we get the same tired tales about ballgroups only farm pugs, etc..
YandereGirlfriend wrote: »ShadowProc wrote: »ShadowProc wrote: »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.
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.
Ball groups engage each other all the time. What are you even talking about? They fight away from the rest of the population to keep pugs from blowing them up. So many people on this forum have no clue what they're talking about when they mention ball groups.
Bro don’t even. I am not some newbie that doesn’t know better that some ball group players on these forums like to talk down to. Beta player and played large scale at launch with some of the best guilds out there. It’s a joke now to anyone that didn’t play back then. Of course ball groups play away from others. That’s the whole damn point of farming. Then they leave to go steal a tick at actual contested keeps.
You missed his point again, though.
He is saying that a big component of ballgrouping is and has always been organized GvGs out in the middle of nowhere where it is just a 12v12 fight between two groups with nobody else around.
That isn't farming and has nothing to do with killing zone players; it's literally a "duel" between groups to see who is better that day. IMO, it's also the most fun content that you can experience in a ballgroup.
Most zone players never see that, though, and so we get the same tired tales about ballgroups only farm pugs, etc..
MincMincMinc wrote: »YandereGirlfriend wrote: »ShadowProc wrote: »ShadowProc wrote: »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.
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.
Ball groups engage each other all the time. What are you even talking about? They fight away from the rest of the population to keep pugs from blowing them up. So many people on this forum have no clue what they're talking about when they mention ball groups.
Bro don’t even. I am not some newbie that doesn’t know better that some ball group players on these forums like to talk down to. Beta player and played large scale at launch with some of the best guilds out there. It’s a joke now to anyone that didn’t play back then. Of course ball groups play away from others. That’s the whole damn point of farming. Then they leave to go steal a tick at actual contested keeps.
You missed his point again, though.
He is saying that a big component of ballgrouping is and has always been organized GvGs out in the middle of nowhere where it is just a 12v12 fight between two groups with nobody else around.
That isn't farming and has nothing to do with killing zone players; it's literally a "duel" between groups to see who is better that day. IMO, it's also the most fun content that you can experience in a ballgroup.
Most zone players never see that, though, and so we get the same tired tales about ballgroups only farm pugs, etc..
I see it, i see it all the time when I ride halfway across the map to the only crossed swords on a laggy server, just to see two 12 man groups standing still spamming every imaginable aoe hot, buff, proc, shield imaginable.
YandereGirlfriend wrote: »ShadowProc wrote: »ShadowProc wrote: »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.
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.
Ball groups engage each other all the time. What are you even talking about? They fight away from the rest of the population to keep pugs from blowing them up. So many people on this forum have no clue what they're talking about when they mention ball groups.
Bro don’t even. I am not some newbie that doesn’t know better that some ball group players on these forums like to talk down to. Beta player and played large scale at launch with some of the best guilds out there. It’s a joke now to anyone that didn’t play back then. Of course ball groups play away from others. That’s the whole damn point of farming. Then they leave to go steal a tick at actual contested keeps.
You missed his point again, though.
He is saying that a big component of ballgrouping is and has always been organized GvGs out in the middle of nowhere where it is just a 12v12 fight between two groups with nobody else around.
That isn't farming and has nothing to do with killing zone players; it's literally a "duel" between groups to see who is better that day. IMO, it's also the most fun content that you can experience in a ballgroup.
Most zone players never see that, though, and so we get the same tired tales about ballgroups only farm pugs, etc..
ShadowProc wrote: »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.
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.
Ball groups engage each other all the time. What are you even talking about? They fight away from the rest of the population to keep pugs from blowing them up. So many people on this forum have no clue what they're talking about when they mention ball groups.