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Quick Post about 5 sticky hot limit

  • YandereGirlfriend
    YandereGirlfriend
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    Radiate77 wrote: »
    Radiate77 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.

    No of course, that’s why I believe it is imperative that when we do trip it, we have some visual indicator so we can move away from someone pushing us over that threshold, and if they’re following you around to keep doing it, well at least it will make good footage for reporting.

    I would rather not be in the situation to begin with and to receive a more thoughtful change than what has been offered.
  • Turtle_Bot
    Turtle_Bot
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    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.

    Ground HoTs are much better than sticky HoTs both in terms of server load AND gameplay/counterplay because ground HoTs CAN BE PURGED.

    Throw down a single negate and every single infinitely stacked ground HoT vanishes into thin air (including procs, sets, etc.), completely removing those calculations from the servers load.

    This is exactly what we used to do against ball groups back in the day when ground HoTs used to be significantly stronger than sticky HoTs. We combined negates with sieges and a bomber or 2 and that would fairly reliably wipe the entire ball group when coordinated properly (which you guessed it, also removed the thousands of buff/debuff/DoT/HoT/movement/stat/positioning calculations that those groups were overloading the servers with as well, improving performance even further because the servers regularly had time to catch up the 3-5 minutes of lag instead of trying to catch up on the 2-3 hours+ of lag generated by current ball groups that cannot be killed with their omni-present heals that cannot be removed).
  • ZOS_GregoryV
    Greetings,

    Upon review, we have decided to close this thread as it there is a more active thread on this topic, which can be found here.

    Regards,
    -Greg-
    The Elder Scrolls Online: Tamriel Unlimited - ZeniMax Online Studios
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