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If you could limit the number of healing in Cyrodiil, how many times per second would that be?

pinkpom
pinkpom
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Edited by pinkpom on January 20, 2026 5:37PM

If you could limit the number of healing in Cyrodiil, how many times per second would that be? 6 votes

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16%
xylena 1 vote
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0%
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0%
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0%
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16%
AD42 1 vote
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0%
66%
YandereGirlfriendIshtarknowsVulkunneLunaFlora 4 votes
  • ToddIngram
    ToddIngram
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    One instance of each heal per player at any given time. No heal stacking is the fix.
  • YandereGirlfriend
    YandereGirlfriend
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    ToddIngram wrote: »
    One instance of each heal per player at any given time. No heal stacking is the fix.

    This.

    There is not a proper answer to this poll question using the options provided.

    The true answer would be, "Unlimited, provided that only one morph of any given ability is allowed to be active on a player".
  • MashmalloMan
    MashmalloMan
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    None of the above. Limiting or removing what a player casts on you will inevitably feel bad as you won't get the intended buffs, waste that players GCD, and/or prevent the caster from being rewarded by abilities or sets like Power Surge.

    Also, limiting stacks for effects like Vigor or Regen to 1 will further force coordinated groups into a more powerful position as non cooordinated groups fail to properly stack unique sources in comparison.

    The solution is to nerf incomming allied heals and shields in proportion to the amount of effects stacked on yourself, but never to 0.

    For example:
    • 1st effect = 100%
    • 2nd effect = 80%
    • 3rd effect = 50%
    • 4th and above effects = 10%

    I'm not saying I understand what the proper scale should be, but this would be the general princible where 1-2 effects are nearly full power with a steep drop off for 3 and above, until it reaches a very harsh minimum.

    Yes, it may feel bad when you're a healer trying to burst heal a group member with 4 effects on them, but they have 3 effects stacked up below your burst heal, and you can still help them with utility, sustain, or buffs like Major Vitality.

    You as a player still have agency to block, dodge roll, and heal 100% potency. Having that severe 10% punishment so early, shouldn't be a problem. Sometimes, you should die if you're outnumbered.
    Edited by MashmalloMan on January 20, 2026 8:07PM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • YandereGirlfriend
    YandereGirlfriend
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    None of the above. Limiting or removing what a player casts on you will inevitably feel bad as you won't get the intended buffs, waste that players GCD, and/or prevent the caster from being rewarded by abilities or sets like Power Surge.

    Also, limiting stacks for effects like Vigor or Regen to 1 will further force coordinated groups into a more powerful position as non cooordinated groups fail to properly stack unique sources in comparison.

    The solution is to nerf incomming allied heals and shields in proportion to the amount of effects stacked on yourself, but never to 0.

    For example:
    • 1st effect = 100%
    • 2nd effect = 80%
    • 3rd effect = 50%
    • 4th and above effects = 10%

    I'm not saying I understand what the proper scale should be, but this would be the general princible where 1-2 effects are nearly full power with a steep drop off for 3 and above, until it reaches a very harsh minimum.

    Yes, it may feel bad when you're a healer trying to burst heal a group member with 4 effects on them, but they have 3 effects stacked up below your burst heal, and you can still help them with utility, sustain, or buffs like Major Vitality.

    You as a player still have agency to block, dodge roll, and heal 100% potency. Having that severe 10% punishment so early, shouldn't be a problem. Sometimes, you should die if you're outnumbered.

    *sad dying server noises*

    From the perspective of an actual ballgrouper, I can tell you with 100% certainty that nerfing morph stacking is the biggest and best possible sledgehammer that you can take toward organized groups benefiting from sticky HOTs.

    It also brings it in-line with the way that buffs and shields behave and such consistent and rational behavior is, IMO, highly desirable from a design point of view. And massively cuts down on the number of recurring calculations that the overburdened game server must contend with.

    Considerations such as "not having your cast count" are simply new conditions that players would adapt to. Most solo players are also not out there running Echoing Vigor anyway because it is an inferior self-heal vs. Green Vigor, so there is not like some overwhelming amount of morph competition from random zone players for a random, say, zone healer to overcome.

    It would also make skill casts and choices more intentional and less "spammy". If someone had a key buff, such as SPC, that they wanted to apply to others then it would incentivize them to use more skill-based, and also counter-able, healing options such as ground AOEs vs. the current "just click Radiating Regen a bunch of times" approach.

    Piling onto the existing server burden with heaps of additional per tick computation is precisely the sort of over-engineered solution that I very much do not want to see. These global healing nerf proposals are also complete non-starters for reasons already enumerated zillions of times across a bunch of other threads.
  • MXVIIDREAM
    MXVIIDREAM
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    Not how much but how much of each skill I don’t think you should be able to stack them one of each heal and shield keeps solo okay but stops ballgroups
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