
BXR_Lonestar wrote: »players can build purely for damage, and because healing works on the same base stats as offensive abilities, building for damage also means your heals are going to also be strong.
If you made healing based on its own stats that are NOT beneficial for any other character to stack (or you just wouldn't stack it if you wanted to do damage), you would weaken healing on damage dealers to the point that it is just pointless for them to try to run a heal because its a waste of space on their bar.
make changes to the game to force healers to be healers, damage dealers to be damage dealers, and tanks to be tanks. Then you can really start to fix some of the things that are broken with this game.
SwordOfSagas wrote: »Ball groups win I guess...
DestroyerPewnack wrote: »First time seeing this. I'm guessing this will be on top of the default healing reduction in PvP, right? o_O
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.
BXR_Lonestar wrote: »Honestly, the best way to ruin heal stacking is to fix how healing works so that it is not the inverse of damage dealing.
Hear me out. Heal stacking works because players can build purely for damage, and because healing works on the same base stats as offensive abilities, building for damage also means your heals are going to also be strong. In other words, if you want strong heals, just build for offensive stats. This is what will allow sweaty groups to survive even without a dedicated healer - because they have strong offensive stats AND they are heal stacking.
If you made healing based on its own stats that are NOT beneficial for any other character to stack (or you just wouldn't stack it if you wanted to do damage), you would weaken healing on damage dealers to the point that it is just pointless for them to try to run a heal because its a waste of space on their bar.
This will reduce heal stacking by approximately 50%, if not more, based on group composition because your damage dealers, pulls, tanks, etc., are no longer able to contribute to heal stacking with skills like vigor and radiating regen.
This won't work for groups running multiple healers, who will still be able to HOT stack, but I think it is a necessary first step towards balancing things in PVP - make changes to the game to force healers to be healers, damage dealers to be damage dealers, and tanks to be tanks. Then you can really start to fix some of the things that are broken with this game.
Take this first step, and then see the impact before you make drastic adjustments to healing. If heal stacking is still too strong, then you can start to make targeted abilities, sets, etc. to serve as hard counters to heals and heal stacking
BXR_Lonestar wrote: »SwordOfSagas wrote: »Ball groups win I guess...
You do realize EVERYONE can benefit from heal stacking, not just ball groups? It's a tactic that every random group can use - come together and equip radiating regen and echoing vigor on your back bar, and play as a unit. Quite literally EVERYONE in the game can do this, and it can only help those random groups.
I only hear complaints about heal stacking from people who refuse to do it...
By the way, you should also know that most ball groups now are carrying 6-8 healers, which is why they are more difficult to kill. The current damage meta is so powerful that you don't need that many DD's so long as they are on point to get kills, so the number of healers people are using now has skyrocketed.