Alchimiste1 wrote: »I think people might be blowing out of proportion the amount of people this actually would affect.
I've quicky logged on pts and tested a few things.
The following abilities DO NOT contribute to the sticky hot limit before debuff:
- Crit surge
- blood craze
- extended ritual
- cinder storm
- healing orbs
abilities that DO count towards the limit
- restoring focus
- vigor
- radiation regens
- cauterize
as it stand, I feel like this change would really only target people who have plenty of echoing and radiant regens on them like ball groups.
Feel free to leave a comment about other abilities you want me to test.
MXVIIDREAM wrote: »Did they not roll this change back yesterday
MXVIIDREAM wrote: »Did they not roll this change back yesterday
Hi all, thanks for the continued feedback provided in this thread. We recognize that many of you would still like to see this issue addressed – we do too! – and reverting this change doesn’t mean we are shelving it. Again, this first try was exactly that – it was a first try and just didn’t land. This is all part of development being a bit more fluid moving forward and allowing us the space to iterate and try different things.
We do still plan to revert this change which you’ll see in next week’s PTS patch, but in the spirit of iteration and talking through options, here are a couple options (it would need to be one or the other) we may be able to explore for Update 49:
We could reduce the 50% modifier to a lower value, such as 33%
We could increase the number of HoTs it takes to trigger the modifier, maybe to 5
There are a lot of good suggestions in this thread, but realistically, many require time-consuming code changes and bandwidth is currently very tight with everything else the team is working on. Also keep in mind any options we lay out for Update 49 don’t and won’t prevent us from considering a longer-term option later. We are definitely open to discussing a short-term solution, though, and are interested to hear what you think of the two options presented above.
YandereGirlfriend wrote: »We can see from my post above that:
1. The breadth of the punishment falls far wider than most people imagine. It is NOT just Radiating Regen and Vigor that is impacted. Tons of everyday healing abilities that solo players take for granted fall into the outlawed category, including supremely "bread and butter" abilities such as Templar Rune, Polar Wind, Necromancer Tether, etc.).
2. Certain classes (e.g. Necromancer) are punished incredibly severely vs. other classes (e.g. Sorcerer) by having a huge proportion of their overall class healing abilities falling into the outlawed category. How is this fair and balanced? Obviously, it isn't.
This proposal remains incredibly slapdash and half-baked and should never see the light of day.
Are we certain that Blood Craze & Rend are not affected? Can someone test this?
https://www.youtube.com/watch?v=nuA6n7y2XpwAlchimiste1 wrote: »"Conveniently omitted" ? @YandereGirlfriend
what are you talking about I said I quickly tested not that I tested everything. also, I did test templar rune its right on the list if you can read.
also, why would some of those be outlawed? 5 isn't an insignificant amount.
Artisian0001 wrote: »Alchimiste1 wrote: »"Conveniently omitted" ? @YandereGirlfriend
what are you talking about I said I quickly tested not that I tested everything. also, I did test templar rune its right on the list if you can read.
also, why would some of those be outlawed? 5 isn't an insignificant amount.
You said it would mostly affect ballgroups because these are the ones you've tested. If I log on and only test 3 and they all affect ballgroups because I conveniently only tested those, that would be extremely dishonest. You left out a huge list that ruin it for smaller groups as well, and it still doesn't affect shields which is a major issue because most large groups already use them, and even more would if it went through.
MincMincMinc wrote: »The implementation of the rule though doesn't fix the reason for the rule in the first place.
>> There is too much heal over time stacking in pvp
The problem isn't that all heals are too high for all players. We can go as far to argue that for solo and smallman players, there are no issues with hots. We only see the issues as we get to larger and more dense groups abusing the same 2-3 BIS skills without any gamerules to softcap the issue.
You go and make one TYPE of heal "banned" well now we have 12 person groups spamming aoe ground hots. I can only imagine adding the ground calcs and persistence in large fights will impact the server even worse than doing a single initial aoe check.
Either make the change to not allow hots/dots/effects to stack and be abused. Or go to the individual skills and limit them there. EX: echoing could only be 8m and affect 3 group members at a time.
Alchimiste1 wrote: »YandereGirlfriend wrote: »We can see from my post above that:
1. The breadth of the punishment falls far wider than most people imagine. It is NOT just Radiating Regen and Vigor that is impacted. Tons of everyday healing abilities that solo players take for granted fall into the outlawed category, including supremely "bread and butter" abilities such as Templar Rune, Polar Wind, Necromancer Tether, etc.).
2. Certain classes (e.g. Necromancer) are punished incredibly severely vs. other classes (e.g. Sorcerer) by having a huge proportion of their overall class healing abilities falling into the outlawed category. How is this fair and balanced? Obviously, it isn't.
This proposal remains incredibly slapdash and half-baked and should never see the light of day.
you know I just went down the list of abilities you wrote, and I think you'd be surprised that some of the things you listed arent actually affected. For example necromancer healing tether and green dragon blood.
Can you go on pts and test this for yourself and confirm the results ? maybe I made a mistake
gariondavey wrote: »The thing with spamming ground hots is you have to stand in that area, which makes you easier to hit with aoes and siege. If hots were limited to 1 per named spell, and shields were capped at 60 percent max hp or something like that, ball groups would be way way way more killable.
Make another change like "pve support sets don't work in pvp (similar to how rallying cry doesn't work in pve)" and now ball groups have lost a huge amount of their strength.
MincMincMinc wrote: »The implementation of the rule though doesn't fix the reason for the rule in the first place.
>> There is too much heal over time stacking in pvp
The problem isn't that all heals are too high for all players. We can go as far to argue that for solo and smallman players, there are no issues with hots. We only see the issues as we get to larger and more dense groups abusing the same 2-3 BIS skills without any gamerules to softcap the issue.
You go and make one TYPE of heal "banned" well now we have 12 person groups spamming aoe ground hots. I can only imagine adding the ground calcs and persistence in large fights will impact the server even worse than doing a single initial aoe check.
Either make the change to not allow hots/dots/effects to stack and be abused. Or go to the individual skills and limit them there. EX: echoing could only be 8m and affect 3 group members at a time.
Alchimiste1 wrote: »MincMincMinc wrote: »The implementation of the rule though doesn't fix the reason for the rule in the first place.
>> There is too much heal over time stacking in pvp
The problem isn't that all heals are too high for all players. We can go as far to argue that for solo and smallman players, there are no issues with hots. We only see the issues as we get to larger and more dense groups abusing the same 2-3 BIS skills without any gamerules to softcap the issue.
You go and make one TYPE of heal "banned" well now we have 12 person groups spamming aoe ground hots. I can only imagine adding the ground calcs and persistence in large fights will impact the server even worse than doing a single initial aoe check.
Either make the change to not allow hots/dots/effects to stack and be abused. Or go to the individual skills and limit them there. EX: echoing could only be 8m and affect 3 group members at a time.
I'm not disagreeing that it would be better to just cap the amount of echoing or radiant regens you can have at a time I'm just saying that I'd be willing to try this proposed approach if that is the best they can do with the current coding.
YandereGirlfriend wrote: »Alchimiste1 wrote: »I think people might be blowing out of proportion the amount of people this actually would affect.
I've quicky logged on pts and tested a few things.
The following abilities DO NOT contribute to the sticky hot limit before debuff:
- Crit surge
- blood craze
- extended ritual
- cinder storm
- healing orbs
abilities that DO count towards the limit
- restoring focus
- vigor
- radiation regens
- cauterize
as it stand, I feel like this change would really only target people who have plenty of echoing and radiant regens on them like ball groups.
Feel free to leave a comment about other abilities you want me to test.
Conveniently omitted:
DO APPLY:
1. Templar Incantation and morphs
2. Templar Rune (!!!)
3. Dragonknight Green Dragon Blood (!!!)
4. Soul Siphon HOT
5. Warden Trees HOT
6. Barrier HOT
7. Necromancer AOE burst heal HOT
8. Nightblade Dark Cloak (!!!)
9. Arcanist Evolving Runemend
10. Arcanist Tidal Chakram
11. Necromancer Hungry Scythe
12. Necromancer Bitter Harvest and morphs (!!!)
13. Warden Polar Wind (!!!)
14. Warden Nature's Embrace
15. Psijic Meditate and morphs
16. Nightblade Funnel Health
17. Restoration Staff ultimate Panacea and morphs
18. Restoration Staff Healing Ward
19. All Scribing HOTs
SYNERGIES:
1. Warden Harvest
2. Nightblade Hidden Refresh
POTENTIALLY:
1. Burning Embers
PLUS TONS OF SETS
Most of those above are CORE CLASS SKILLS that are now essentially outlawed in PvP formats.
The U49 framework needs to be sent completely back to the lab and something better thought-up to replace it.
The best solutions is limiting sticky HOTs to one copy per morph and disallowing them to stack with themselves.
ToddIngram wrote: »YandereGirlfriend wrote: »Alchimiste1 wrote: »I think people might be blowing out of proportion the amount of people this actually would affect.
I've quicky logged on pts and tested a few things.
The following abilities DO NOT contribute to the sticky hot limit before debuff:
- Crit surge
- blood craze
- extended ritual
- cinder storm
- healing orbs
abilities that DO count towards the limit
- restoring focus
- vigor
- radiation regens
- cauterize
as it stand, I feel like this change would really only target people who have plenty of echoing and radiant regens on them like ball groups.
Feel free to leave a comment about other abilities you want me to test.
Conveniently omitted:
DO APPLY:
1. Templar Incantation and morphs
2. Templar Rune (!!!)
3. Dragonknight Green Dragon Blood (!!!)
4. Soul Siphon HOT
5. Warden Trees HOT
6. Barrier HOT
7. Necromancer AOE burst heal HOT
8. Nightblade Dark Cloak (!!!)
9. Arcanist Evolving Runemend
10. Arcanist Tidal Chakram
11. Necromancer Hungry Scythe
12. Necromancer Bitter Harvest and morphs (!!!)
13. Warden Polar Wind (!!!)
14. Warden Nature's Embrace
15. Psijic Meditate and morphs
16. Nightblade Funnel Health
17. Restoration Staff ultimate Panacea and morphs
18. Restoration Staff Healing Ward
19. All Scribing HOTs
SYNERGIES:
1. Warden Harvest
2. Nightblade Hidden Refresh
POTENTIALLY:
1. Burning Embers
PLUS TONS OF SETS
Most of those above are CORE CLASS SKILLS that are now essentially outlawed in PvP formats.
The U49 framework needs to be sent completely back to the lab and something better thought-up to replace it.
The best solutions is limiting sticky HOTs to one copy per morph and disallowing them to stack with themselves.
This does appear to be another case of ZOS trying a fix that doesn't really address the problem and will adversely effect smaller groups.
Why can't they just cap heals as one instance of each HoT on every player at any given time? Otherwise ball groups will just figure out which heals aren't limited and use only those.
I don't see the fix ZOS is proposing as getting the job done. We'll see how it goes though. I could be wrong, but I doubt it. In the end this system is just going to make ball groups stronger compared to the rest of the population I think.
tsaescishoeshiner wrote: »It only reduces "healing taken", which is healing on you by other players (if it's working as they phrased it). So yes, Critical Surge or Rune Focus will count towards the limit of 5, but they themselves wouldn't ever be reduced in healing. Only sticky HoTs sourced from other players would be reduced.
I think they didn't communicate what "healing taken" means well enough—it's not a term that comes up in too many important ways.
tsaescishoeshiner wrote: »It only reduces "healing taken", which is healing on you by other players (if it's working as they phrased it). So yes, Critical Surge or Rune Focus will count towards the limit of 5, but they themselves wouldn't ever be reduced in healing. Only sticky HoTs sourced from other players would be reduced.
I think they didn't communicate what "healing taken" means well enough—it's not a term that comes up in too many important ways.
Alchimiste1 wrote: »Are we certain that Blood Craze & Rend are not affected? Can someone test this?https://www.youtube.com/watch?v=nuA6n7y2Xpw
looks that way to me.
5437 healing soul with just vigor, 5437 with vigor+ blood craze, 5437 with vigor + blood craze + radiating
I really don’t think 5 HoTs is a bad number to settle on for 3 months while a better change is on the way, I would just really appreciate if this debuff is VISIBLE on our health bar so we know when we’re getting horribly defiled.
Just make our healthbar blackened like with Pale Order, anything, really.
YandereGirlfriend wrote: »I really don’t think 5 HoTs is a bad number to settle on for 3 months while a better change is on the way, I would just really appreciate if this debuff is VISIBLE on our health bar so we know when we’re getting horribly defiled.
Just make our healthbar blackened like with Pale Order, anything, really.
The list of skills is still super broad and like way out of scope from what people are intending when they call to curtail HOTs.
Like, nobody is talking about Polar Wind or Rune or Deaden Pain being a problem in PvP. But they get vacuumed-up just the same as the actually offending skills, Radiating and yellow Vigor. And if you currently use 2-3 of them on your build, which is pretty common for small-scale and solo players, even at 5 you are perilously close to tripping the proc.