I don't think this is punishing enough to make a difference. These groups are healing many times in excess of the damage theyr'e taking, so a 33% reduction probably won't phase them. If it is too punishing, they'll stack 7 HOTS and shift their efforts to shields and burst burst heals, maybe with a few ground HOTs mixed in. At least when it was being proposed at 5, that was a number thst would actually be difficult to avoid having.
As for the stacking mechanics, please explore this further. Times have changed, and in this post youre referencing something from 5+ years ago. This isn't the same game or community thet it was 5+ years ago. Healing is exponentially stronger than it was back then, and every other aspect of survivability has been power crept as well.
Making it so same morph HOTS don't stack would instantly solve the hot issue.
Hope to see shields addressed in a future patch!
MincMincMinc wrote: »I don't think this is punishing enough to make a difference. These groups are healing many times in excess of the damage theyr'e taking, so a 33% reduction probably won't phase them. If it is too punishing, they'll stack 7 HOTS and shift their efforts to shields and burst burst heals, maybe with a few ground HOTs mixed in. At least when it was being proposed at 5, that was a number thst would actually be difficult to avoid having.
As for the stacking mechanics, please explore this further. Times have changed, and in this post youre referencing something from 5+ years ago. This isn't the same game or community thet it was 5+ years ago. Healing is exponentially stronger than it was back then, and every other aspect of survivability has been power crept as well.
Making it so same morph HOTS don't stack would instantly solve the hot issue.
Hope to see shields addressed in a future patch!
HARD AGREE, from an old pvper here. You would instantly solve the issue if over time effects didnt stack. Sadly we dug a 10 year deep hole. Code wise I believe this has to be done per skill and cant be done through battlespirit. Meaning pve and pvp would need split skills and double the workload during each balance patch. Not to mention having to do a pass recoding every over time effect in the game skill and set wise.
You can implement this bad blanket and it will atleast prevent hot stacking in favor of more instant active defense. However smart groups will simply avoid using 8 hots. The other way to implement this is to stage it up so 4 hots = 10% debuff. 6 hots = 20%, 8 hots = -30%.
Half the ballgroup issue isnt just hot stacking too, its the abuse of permanent immunity through snowtreaders. Which zos already removed group wide snare/root immunity on rapids because it was abused for years. How long till we address snowtreaders?
I don't think this is punishing enough to make a difference. These groups are healing many times in excess of the damage theyr'e taking, so a 33% reduction probably won't phase them. If it is too punishing, they'll stack 7 HOTS and shift their efforts to shields and burst burst heals, maybe with a few ground HOTs mixed in. At least when it was being proposed at 5, that was a number thst would actually be difficult to avoid having.
As for the stacking mechanics, please explore this further. Times have changed, and in this post youre referencing something from 5+ years ago. This isn't the same game or community thet it was 5+ years ago. Healing is exponentially stronger than it was back then, and every other aspect of survivability has been power crept as well.
Making it so same morph HOTS don't stack would instantly solve the hot issue.
Hope to see shields addressed in a future patch!
ZOS_GinaBruno wrote: »Hi everyone!
Last week, we had shared two options to help address healing in PvP - most notably with stacked HoTs - after removing the initial change on the PTS: reducing the modifier to a lower value, or increasing the number of HoTs it would take to trigger the modifier. There was a lot of back-and-forth discussion in the original thread and, understandably, some pretty strong opinions.
As we start to finalize what will be going into Update 49, we’d like to ask what you would ultimately like to see, knowing our current bandwidth limitations. As we mentioned before, this is not the end all, be all; we do still intend to explore other options in the future beyond Update 49.
The two poll options below are currently the only options for Update 49. We did see many of you asking about not allowing the same type of heals to stack; this is something that was actually in the game years ago, and the sentiment was so poor that we removed it from the game. It’s something we could explore or iterate on in the future, but not for Update 49. We look forward to hearing and seeing what everyone is leaning toward for this update!
I don't think this is punishing enough to make a difference. These groups are healing many times in excess of the damage theyr'e taking, so a 33% reduction probably won't phase them. If it is too punishing, they'll stack 7 HOTS and shift their efforts to shields and burst burst heals, maybe with a few ground HOTs mixed in. At least when it was being proposed at 5, that was a number thst would actually be difficult to avoid having.
As for the stacking mechanics, please explore this further. Times have changed, and in this post youre referencing something from 5+ years ago. This isn't the same game or community thet it was 5+ years ago. Healing is exponentially stronger than it was back then, and every other aspect of survivability has been power crept as well.
Making it so same morph HOTS don't stack would instantly solve the hot issue.
Hope to see shields addressed in a future patch!
Agree that it hurts pugs more than comp groups, who will update their comps with every possible uniquely named effect in the game, while pugs are stuck overwriting each others' heals.BixenteN7Akantor wrote: »"Making it so same morph HOTS don't stack would instantly solve the hot issue."
This solution creates great problems and screws non-balls players too.

Teeba_Shei wrote: »What are you doing to address people trolling others by putting hots on them and putting them above the healing reduction cap?
@ZOS_GinaBruno
ZOS_GinaBruno wrote: »Hi everyone!
Last week, we had shared two options to help address healing in PvP - most notably with stacked HoTs - after removing the initial change on the PTS: reducing the modifier to a lower value, or increasing the number of HoTs it would take to trigger the modifier. There was a lot of back-and-forth discussion in the original thread and, understandably, some pretty strong opinions.
As we start to finalize what will be going into Update 49, we’d like to ask what you would ultimately like to see, knowing our current bandwidth limitations. As we mentioned before, this is not the end all, be all; we do still intend to explore other options in the future beyond Update 49.
The two poll options below are currently the only options for Update 49. We did see many of you asking about not allowing the same type of heals to stack; this is something that was actually in the game years ago, and the sentiment was so poor that we removed it from the game. It’s something we could explore or iterate on in the future, but not for Update 49. We look forward to hearing and seeing what everyone is leaning toward for this update!
Major_Mangle wrote: »MincMincMinc wrote: »I don't think this is punishing enough to make a difference. These groups are healing many times in excess of the damage theyr'e taking, so a 33% reduction probably won't phase them. If it is too punishing, they'll stack 7 HOTS and shift their efforts to shields and burst burst heals, maybe with a few ground HOTs mixed in. At least when it was being proposed at 5, that was a number thst would actually be difficult to avoid having.
As for the stacking mechanics, please explore this further. Times have changed, and in this post youre referencing something from 5+ years ago. This isn't the same game or community thet it was 5+ years ago. Healing is exponentially stronger than it was back then, and every other aspect of survivability has been power crept as well.
Making it so same morph HOTS don't stack would instantly solve the hot issue.
Hope to see shields addressed in a future patch!
HARD AGREE, from an old pvper here. You would instantly solve the issue if over time effects didnt stack. Sadly we dug a 10 year deep hole. Code wise I believe this has to be done per skill and cant be done through battlespirit. Meaning pve and pvp would need split skills and double the workload during each balance patch. Not to mention having to do a pass recoding every over time effect in the game skill and set wise.
You can implement this bad blanket and it will atleast prevent hot stacking in favor of more instant active defense. However smart groups will simply avoid using 8 hots. The other way to implement this is to stage it up so 4 hots = 10% debuff. 6 hots = 20%, 8 hots = -30%.
Half the ballgroup issue isnt just hot stacking too, its the abuse of permanent immunity through snowtreaders. Which zos already removed group wide snare/root immunity on rapids because it was abused for years. How long till we address snowtreaders?
Not only snowthreaders, but also the banner that offers snare/root immunity, which is actually a lot more common in larger groups than snowthreaders these days. Personally don´t think there should be any mythic or skill that offers either permanent or group wide snare and root immunity. It´s one of these things that each player should´ve to spend a GCD to get rid of themselves (for the sake of balance).
Edit:
Appreciated that you create a poll and asking for feedback. The communication during this PTS has been very appreciated and I hope it can continue like this in future updates/PTS cycles.
MeridiaFavorsMe wrote: »Honestly, running a forum poll asking players what the “appropriate nerf” should be feels like asking a 5-year-old to weigh in on the optimal monetary policy response to a liquidity trap under New Keynesian DSGE modeling with rational expectations and the zero lower bound. This kind of poll is going to be dominated by people voting for whatever they personally hate fighting, not what actually solves the underlying survivability problem.
You could propose a flat 99% healing nerf in 12-man groups at all times and a huge portion of the forum would still vote yes, because the poll is capturing frustration more than balance.
MXVIIDREAM wrote: »NEITHER do what many people have suggested and make it one instance of healing/shielding per skill best option in everyone’s opinion I’ve seen multiple times
MXVIIDREAM wrote: »NEITHER do what many people have suggested and make it one instance of healing/shielding per skill best option in everyone’s opinion I’ve seen multiple times
Major_Mangle wrote: »MXVIIDREAM wrote: »NEITHER do what many people have suggested and make it one instance of healing/shielding per skill best option in everyone’s opinion I’ve seen multiple times
One instance is just too low tbh, it makes the healer/support role completely redundant. "Diminishing returns" or debuff above a certain threshold is a much better approach.