ToddIngram wrote: »One instance of each heal per player at any given time. No heal stacking is the fix.
MashmalloMan wrote: »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.