BardokRedSnow wrote: »StihlReign wrote: »Do you think ZOS can achieve class balance in the refresh without extensive community support?
Not sure. On PTS the devs proposed a nerf to almost all PvP healing. Sounds like a great idea for the entire game, not just PvP - should probably be made game-wide, next available patch. Then address shields, and tune damage...fun times ahead.
I am not an expert in PvE by any means, did some trials vet, some hardmode vet, can tank any of the vet dungeons hardmode but my build is out of date. Did IA past the end til bored with a duo, got to just the end solo. I know people talk about the power creep a lot in pve, but I dont think its as bad an issue as the ballgroups in cyrodiil present.
If they decide to limit healing for pve then fine but for us in pvp its pretty much a dire need because of how toxic their mere existence is for what zos envisions pvp to be. They can exist in a keep for so long despite a whole faction trying to kill them that it brings everything to a screeching halt, plus lagging out the server so bad people crash. All because up until now the healing has been so overtuned.
I only say this because I wouldn't want us needing a heal nerf so badly affecting the pve crowd negatively and getting it reversed. Which is why I think limiting it to battle spirits the right way to go for now before looking elsewhere.
edit: I dont know your pvp experience, not insinuating you arent aware of the ballgroups.
StihlReign wrote: »BardokRedSnow wrote: »StihlReign wrote: »Do you think ZOS can achieve class balance in the refresh without extensive community support?
Not sure. On PTS the devs proposed a nerf to almost all PvP healing. Sounds like a great idea for the entire game, not just PvP - should probably be made game-wide, next available patch. Then address shields, and tune damage...fun times ahead.
I am not an expert in PvE by any means, did some trials vet, some hardmode vet, can tank any of the vet dungeons hardmode but my build is out of date. Did IA past the end til bored with a duo, got to just the end solo. I know people talk about the power creep a lot in pve, but I dont think its as bad an issue as the ballgroups in cyrodiil present.
If they decide to limit healing for pve then fine but for us in pvp its pretty much a dire need because of how toxic their mere existence is for what zos envisions pvp to be. They can exist in a keep for so long despite a whole faction trying to kill them that it brings everything to a screeching halt, plus lagging out the server so bad people crash. All because up until now the healing has been so overtuned.
I only say this because I wouldn't want us needing a heal nerf so badly affecting the pve crowd negatively and getting it reversed. Which is why I think limiting it to battle spirits the right way to go for now before looking elsewhere.
edit: I dont know your pvp experience, not insinuating you arent aware of the ballgroups.
Would applying the change to healing in PvE, (let's keep the same adjustment for this scenario) make fights more impactful?
Another thought - let's say this is the new baseline, and, the list provided of individual affected abilities is accurate. Adjusting/tuning the abilities per character, would be interesting. With subclassing?