ZOS_GinaBruno wrote: »Hi everyone!
Last week, we had shared two options 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!
This is not the best option. It is in fact terrible. Comp groups will adapt by running every uniquely named effect in the game. Pugs will rage quit as they overwrite each others' heals. The balls are maybe less tanky but the power gap is even wider than before.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
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!
This is not the best option. It is in fact terrible. Comp groups will adapt by running every uniquely named effect in the game. Pugs will rage quit as they overwrite each others' heals. The balls are maybe less tanky but the power gap is even wider than before.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
They need to do something that punishes the deliberate stacking that comp groups do, but not the incidental stacking that happens with pugs or randoms. Easier said than done. I would think diminishing returns would be the desired effect, but how to get there? Dunno.
MashmalloMan wrote: »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
At 8 stacks, how would you even achieve this?
Thinking from the mind of a troll, lets say they stack all health, no w/s damage or max resources to keep their HOTS weak. Now they have to follow a group, spamming 5+ hots on multiple allies, just to get them at -33% hot reduction. Even with super weak hots, you just gave your enemy 5 hots they wouldn't otherwise have, in addition to still being able to burst heal and shield themselves.
I fail to see how any of that succeeds in trolling other players. I'd happily take the troll for free hots. What a waste of time and engery they could spend on better trolling.
Artisian0001 wrote: »MashmalloMan wrote: »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
At 8 stacks, how would you even achieve this?
Thinking from the mind of a troll, lets say they stack all health, no w/s damage or max resources to keep their HOTS weak. Now they have to follow a group, spamming 5+ hots on multiple allies, just to get them at -33% hot reduction. Even with super weak hots, you just gave your enemy 5 hots they wouldn't otherwise have, in addition to still being able to burst heal and shield themselves.
I fail to see how any of that succeeds in trolling other players. I'd happily take the troll for free hots. What a waste of time and engery they could spend on better trolling.
This is just silly, I also think you don't understand the change based on your wording. HoTs aren't the only thing reduced, they are just what trigger the reduction, it applies to all healing. Someone giving 200 HPS and then ruining every other HoT, ground HoT, and direct heal would be a huge reduction in healing, even for a duo. Like you said, they would make themself as tanky as possible and then run around with a level 3 ruby ash resto staff in grey quality and the tooltip for their echoing would be extremely low, along with every other HoT they apply. Their trolling would be extremely effective and healing from outside of group should be disabled because of this, or at the very least HoT application so they can't add to the limit. Otherwise, I don't really mind the change, but shields still need to be reduced. Ballgroups live for shields and will avoid the issue just by stacking even more of them, as well as more ground HoTs.
MashmalloMan wrote: »Artisian0001 wrote: »MashmalloMan wrote: »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
At 8 stacks, how would you even achieve this?
Thinking from the mind of a troll, lets say they stack all health, no w/s damage or max resources to keep their HOTS weak. Now they have to follow a group, spamming 5+ hots on multiple allies, just to get them at -33% hot reduction. Even with super weak hots, you just gave your enemy 5 hots they wouldn't otherwise have, in addition to still being able to burst heal and shield themselves.
I fail to see how any of that succeeds in trolling other players. I'd happily take the troll for free hots. What a waste of time and engery they could spend on better trolling.
This is just silly, I also think you don't understand the change based on your wording. HoTs aren't the only thing reduced, they are just what trigger the reduction, it applies to all healing. Someone giving 200 HPS and then ruining every other HoT, ground HoT, and direct heal would be a huge reduction in healing, even for a duo. Like you said, they would make themself as tanky as possible and then run around with a level 3 ruby ash resto staff in grey quality and the tooltip for their echoing would be extremely low, along with every other HoT they apply. Their trolling would be extremely effective and healing from outside of group should be disabled because of this, or at the very least HoT application so they can't add to the limit. Otherwise, I don't really mind the change, but shields still need to be reduced. Ballgroups live for shields and will avoid the issue just by stacking even more of them, as well as more ground HoTs.
Apologies, you're right I did think this new proposal was adjusted to only include healing received from HOTS, but upon second glance it looks like they took the initial idea and just made it less potent. Unfortunate.
MashmalloMan wrote: »Artisian0001 wrote: »MashmalloMan wrote: »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
At 8 stacks, how would you even achieve this?
Thinking from the mind of a troll, lets say they stack all health, no w/s damage or max resources to keep their HOTS weak. Now they have to follow a group, spamming 5+ hots on multiple allies, just to get them at -33% hot reduction. Even with super weak hots, you just gave your enemy 5 hots they wouldn't otherwise have, in addition to still being able to burst heal and shield themselves.
I fail to see how any of that succeeds in trolling other players. I'd happily take the troll for free hots. What a waste of time and engery they could spend on better trolling.
This is just silly, I also think you don't understand the change based on your wording. HoTs aren't the only thing reduced, they are just what trigger the reduction, it applies to all healing. Someone giving 200 HPS and then ruining every other HoT, ground HoT, and direct heal would be a huge reduction in healing, even for a duo. Like you said, they would make themself as tanky as possible and then run around with a level 3 ruby ash resto staff in grey quality and the tooltip for their echoing would be extremely low, along with every other HoT they apply. Their trolling would be extremely effective and healing from outside of group should be disabled because of this, or at the very least HoT application so they can't add to the limit. Otherwise, I don't really mind the change, but shields still need to be reduced. Ballgroups live for shields and will avoid the issue just by stacking even more of them, as well as more ground HoTs.
Apologies, you're right I did think this new proposal was adjusted to only include healing received from HOTS, but upon second glance it looks like they took the initial idea and just made it less potent. Unfortunate.
MeridiaFavorsMe wrote: »MashmalloMan wrote: »Artisian0001 wrote: »MashmalloMan wrote: »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
At 8 stacks, how would you even achieve this?
Thinking from the mind of a troll, lets say they stack all health, no w/s damage or max resources to keep their HOTS weak. Now they have to follow a group, spamming 5+ hots on multiple allies, just to get them at -33% hot reduction. Even with super weak hots, you just gave your enemy 5 hots they wouldn't otherwise have, in addition to still being able to burst heal and shield themselves.
I fail to see how any of that succeeds in trolling other players. I'd happily take the troll for free hots. What a waste of time and engery they could spend on better trolling.
This is just silly, I also think you don't understand the change based on your wording. HoTs aren't the only thing reduced, they are just what trigger the reduction, it applies to all healing. Someone giving 200 HPS and then ruining every other HoT, ground HoT, and direct heal would be a huge reduction in healing, even for a duo. Like you said, they would make themself as tanky as possible and then run around with a level 3 ruby ash resto staff in grey quality and the tooltip for their echoing would be extremely low, along with every other HoT they apply. Their trolling would be extremely effective and healing from outside of group should be disabled because of this, or at the very least HoT application so they can't add to the limit. Otherwise, I don't really mind the change, but shields still need to be reduced. Ballgroups live for shields and will avoid the issue just by stacking even more of them, as well as more ground HoTs.
Apologies, you're right I did think this new proposal was adjusted to only include healing received from HOTS, but upon second glance it looks like they took the initial idea and just made it less potent. Unfortunate.
I don't mean this post an insult to you at all, but this is a prime example of why this sort of poll doesn't work. This person didn't even really understand the question. People are just voting for nerfs, they don't care about how its done or if its balanced.
MincMincMinc wrote: »MeridiaFavorsMe wrote: »MashmalloMan wrote: »Artisian0001 wrote: »MashmalloMan wrote: »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
At 8 stacks, how would you even achieve this?
Thinking from the mind of a troll, lets say they stack all health, no w/s damage or max resources to keep their HOTS weak. Now they have to follow a group, spamming 5+ hots on multiple allies, just to get them at -33% hot reduction. Even with super weak hots, you just gave your enemy 5 hots they wouldn't otherwise have, in addition to still being able to burst heal and shield themselves.
I fail to see how any of that succeeds in trolling other players. I'd happily take the troll for free hots. What a waste of time and engery they could spend on better trolling.
This is just silly, I also think you don't understand the change based on your wording. HoTs aren't the only thing reduced, they are just what trigger the reduction, it applies to all healing. Someone giving 200 HPS and then ruining every other HoT, ground HoT, and direct heal would be a huge reduction in healing, even for a duo. Like you said, they would make themself as tanky as possible and then run around with a level 3 ruby ash resto staff in grey quality and the tooltip for their echoing would be extremely low, along with every other HoT they apply. Their trolling would be extremely effective and healing from outside of group should be disabled because of this, or at the very least HoT application so they can't add to the limit. Otherwise, I don't really mind the change, but shields still need to be reduced. Ballgroups live for shields and will avoid the issue just by stacking even more of them, as well as more ground HoTs.
Apologies, you're right I did think this new proposal was adjusted to only include healing received from HOTS, but upon second glance it looks like they took the initial idea and just made it less potent. Unfortunate.
I don't mean this post an insult to you at all, but this is a prime example of why this sort of poll doesn't work. This person didn't even really understand the question. People are just voting for nerfs, they don't care about how its done or if its balanced.
Well they took an idea that may hurt solo/smallman and made it only hurt ball and largeman pvp groups. Anyone who plays solo/smallman is going to vote yes
MincMincMinc wrote: »MeridiaFavorsMe wrote: »MashmalloMan wrote: »Artisian0001 wrote: »MashmalloMan wrote: »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
At 8 stacks, how would you even achieve this?
Thinking from the mind of a troll, lets say they stack all health, no w/s damage or max resources to keep their HOTS weak. Now they have to follow a group, spamming 5+ hots on multiple allies, just to get them at -33% hot reduction. Even with super weak hots, you just gave your enemy 5 hots they wouldn't otherwise have, in addition to still being able to burst heal and shield themselves.
I fail to see how any of that succeeds in trolling other players. I'd happily take the troll for free hots. What a waste of time and engery they could spend on better trolling.
This is just silly, I also think you don't understand the change based on your wording. HoTs aren't the only thing reduced, they are just what trigger the reduction, it applies to all healing. Someone giving 200 HPS and then ruining every other HoT, ground HoT, and direct heal would be a huge reduction in healing, even for a duo. Like you said, they would make themself as tanky as possible and then run around with a level 3 ruby ash resto staff in grey quality and the tooltip for their echoing would be extremely low, along with every other HoT they apply. Their trolling would be extremely effective and healing from outside of group should be disabled because of this, or at the very least HoT application so they can't add to the limit. Otherwise, I don't really mind the change, but shields still need to be reduced. Ballgroups live for shields and will avoid the issue just by stacking even more of them, as well as more ground HoTs.
Apologies, you're right I did think this new proposal was adjusted to only include healing received from HOTS, but upon second glance it looks like they took the initial idea and just made it less potent. Unfortunate.
I don't mean this post an insult to you at all, but this is a prime example of why this sort of poll doesn't work. This person didn't even really understand the question. People are just voting for nerfs, they don't care about how its done or if its balanced.
Well they took an idea that may hurt solo/smallman and made it only hurt ball and largeman pvp groups. Anyone who plays solo/smallman is going to vote yes
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!
xAlucardx92 wrote: »It is possible to change to "when Battle Spirit is active, you can only have 3 HoT on you". When a new HoT is cast, it overwrites the heal with the shortest runtime ?
The idea of a debuff is poor. A healer tries to heal you and then becomes responsible for your death because the healing is reduced. Sry but that sucks.
Teeba_Shei wrote: »Shielding Is the Real Problem in Ball Groups — Not HoTs
Logs show it clearly: shielding is doing the heavy lifting
In the screenshot below from the logs of a ball group:
Shielding is circled in blue
Healing is circled in red
What stands out immediately is that a huge portion of the healing is overhealing, because the group is constantly sitting behind layers of shields. The healing isn’t “too strong” — it’s often not even being used effectively because damage isn’t reaching health bars in the first place.
I really think the dev team is trying to address an issue that doesn’t actually exist.
Healing isn’t the problem in ball groups — shielding is.
Right now the proposed change to nerf HoTs by applying a heal reduction when you have more than 8 HoTs active doesn’t meaningfully impact what’s making 12-man ball groups so durable. It mainly punishes healing in situations where healing is already not the reason groups are surviving.
Why shields are stronger than healing in a ball group
Shields outperform healing in organized 12-man groups for a few reasons:
1) Shields prevent damage instead of reacting to it
Healing is reactive — it only matters after damage happens.
Shields are proactive — they stop burst damage from ever creating pressure.
2) Shields make healing look stronger than it is
When shields are constantly absorbing incoming damage, healing turns into mostly overhealing, which means it’s not actually contributing to survival in the way people think it is.
3) Shields scale better the more coordinated the group is
The more stacked and organized a group is, the easier it is to maintain near-permanent shield uptime. That creates a situation where damage has to break multiple layers before anyone is even “in danger.”
4) Burst windows get erased
In smaller fights, coordinated burst and target swaps can break through healing.
In ball groups, shields often erase those burst windows completely, so fights become less about timing and pressure and more about whether you can overwhelm layers of mitigation.
The HoT nerf doesn’t fix the actual problem
The proposed HoT cap/heal reduction mechanic doesn’t really address the thing that makes ball groups unkillable, because:
- ball groups aren’t surviving because they’re receiving too many HoTs
- they’re surviving because they aren’t taking real health damage most of the time
So this change ends up being a weird “healing tax” that mainly impacts:
- smaller scale fights
- open field brawls
- outnumbered groups trying to survive pressure
- builds that rely on sustained healing to function
Meanwhile, the core ball group problem remains intact, because shields are still doing what they’ve always done: preventing damage from mattering.
This is a 12-man issue, not a general healing issue
This isn’t even a problem in smaller scale groups.
In 4–8 player fights, healing actually has counterplay:
- pressure sticks
- burst creates kill windows
- healing has to work to keep people alive
But in 12-mans, with coordinated stacking and constant shield uptime, healing becomes secondary — it’s mostly just topping people off behind shields.
TL;DR
If the goal is to reduce ball group survivability, nerfing HoTs is targeting the wrong system.
Shield stacking is what’s preventing pressure from sticking and creating kill windows.
The logs already show it: healing is often overhealing because shields are covering the group constantly.
This change ends up nerfing active/burst healing along with passive HoT stacking, while your intended goal is trying to target HoTs specifically—not punish direct healing that actually requires timing and decision-making.
THESE ARE LOGS FROM AN ACTUAL BALL GROUP. ALMOST ALL HEALING IS OVERHEALING. SHIELDING IS WHAT IS TOO EFFECTIVE NOT HOTS.
MashmalloMan wrote: »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
At 8 stacks, how would you even achieve this?
Thinking from the mind of a troll, lets say they stack all health, no w/s damage or max resources to keep their HOTS weak. Now they have to follow a group, spamming 5+ hots on multiple allies, just to get them at -33% hot reduction. Even with super weak hots, you just gave your enemy 5 hots they wouldn't otherwise have, in addition to still being able to burst heal and shield themselves.
I fail to see how any of that succeeds in trolling other players. I'd happily take the troll for free hots. What a waste of time and engery they could spend on better trolling.
Major and Minor Vitality: Updated these buffs to increase healing received and damage shield strength by 6/12%, rather than increasing healing received by 8/16%.
Developer Comment:
We’re opening Vitality to influence damage shield effectiveness in hopes to differentiate the buff types more from Mending, as well as making damage shields less binary in their performance. As such, we’ve slightly lowered the potency of the buff to make up for the fact that it can double up in many cases.
Teeba_Shei wrote: »MincMincMinc wrote: »MeridiaFavorsMe wrote: »MashmalloMan wrote: »Artisian0001 wrote: »MashmalloMan wrote: »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
At 8 stacks, how would you even achieve this?
Thinking from the mind of a troll, lets say they stack all health, no w/s damage or max resources to keep their HOTS weak. Now they have to follow a group, spamming 5+ hots on multiple allies, just to get them at -33% hot reduction. Even with super weak hots, you just gave your enemy 5 hots they wouldn't otherwise have, in addition to still being able to burst heal and shield themselves.
I fail to see how any of that succeeds in trolling other players. I'd happily take the troll for free hots. What a waste of time and engery they could spend on better trolling.
This is just silly, I also think you don't understand the change based on your wording. HoTs aren't the only thing reduced, they are just what trigger the reduction, it applies to all healing. Someone giving 200 HPS and then ruining every other HoT, ground HoT, and direct heal would be a huge reduction in healing, even for a duo. Like you said, they would make themself as tanky as possible and then run around with a level 3 ruby ash resto staff in grey quality and the tooltip for their echoing would be extremely low, along with every other HoT they apply. Their trolling would be extremely effective and healing from outside of group should be disabled because of this, or at the very least HoT application so they can't add to the limit. Otherwise, I don't really mind the change, but shields still need to be reduced. Ballgroups live for shields and will avoid the issue just by stacking even more of them, as well as more ground HoTs.
Apologies, you're right I did think this new proposal was adjusted to only include healing received from HOTS, but upon second glance it looks like they took the initial idea and just made it less potent. Unfortunate.
I don't mean this post an insult to you at all, but this is a prime example of why this sort of poll doesn't work. This person didn't even really understand the question. People are just voting for nerfs, they don't care about how its done or if its balanced.
Well they took an idea that may hurt solo/smallman and made it only hurt ball and largeman pvp groups. Anyone who plays solo/smallman is going to vote yes
That's a flaw in the polling. These people are just trying to nerf what they aren't playing to benefit themselves. Their goal isn't to balance pvp.
Artisian0001 wrote: »MincMincMinc wrote: »MeridiaFavorsMe wrote: »MashmalloMan wrote: »Artisian0001 wrote: »MashmalloMan wrote: »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
At 8 stacks, how would you even achieve this?
Thinking from the mind of a troll, lets say they stack all health, no w/s damage or max resources to keep their HOTS weak. Now they have to follow a group, spamming 5+ hots on multiple allies, just to get them at -33% hot reduction. Even with super weak hots, you just gave your enemy 5 hots they wouldn't otherwise have, in addition to still being able to burst heal and shield themselves.
I fail to see how any of that succeeds in trolling other players. I'd happily take the troll for free hots. What a waste of time and engery they could spend on better trolling.
This is just silly, I also think you don't understand the change based on your wording. HoTs aren't the only thing reduced, they are just what trigger the reduction, it applies to all healing. Someone giving 200 HPS and then ruining every other HoT, ground HoT, and direct heal would be a huge reduction in healing, even for a duo. Like you said, they would make themself as tanky as possible and then run around with a level 3 ruby ash resto staff in grey quality and the tooltip for their echoing would be extremely low, along with every other HoT they apply. Their trolling would be extremely effective and healing from outside of group should be disabled because of this, or at the very least HoT application so they can't add to the limit. Otherwise, I don't really mind the change, but shields still need to be reduced. Ballgroups live for shields and will avoid the issue just by stacking even more of them, as well as more ground HoTs.
Apologies, you're right I did think this new proposal was adjusted to only include healing received from HOTS, but upon second glance it looks like they took the initial idea and just made it less potent. Unfortunate.
I don't mean this post an insult to you at all, but this is a prime example of why this sort of poll doesn't work. This person didn't even really understand the question. People are just voting for nerfs, they don't care about how its done or if its balanced.
Well they took an idea that may hurt solo/smallman and made it only hurt ball and largeman pvp groups. Anyone who plays solo/smallman is going to vote yes
Everyone should vote no if it works on people outside of group, it is bad for every single person in that scenario aside from someone who legitimately plays strictly by themself. Everyone else which is 95% of cyro can be trolled maliciously or ignorantly by bad HoTs from random players. I don't want a 33% reduction in my trio/4 man group because of someone hitting me with a 40HPS echoing vigor and radiating.
MincMincMinc wrote: »Teeba_Shei wrote: »MincMincMinc wrote: »MeridiaFavorsMe wrote: »MashmalloMan wrote: »Artisian0001 wrote: »MashmalloMan wrote: »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
At 8 stacks, how would you even achieve this?
Thinking from the mind of a troll, lets say they stack all health, no w/s damage or max resources to keep their HOTS weak. Now they have to follow a group, spamming 5+ hots on multiple allies, just to get them at -33% hot reduction. Even with super weak hots, you just gave your enemy 5 hots they wouldn't otherwise have, in addition to still being able to burst heal and shield themselves.
I fail to see how any of that succeeds in trolling other players. I'd happily take the troll for free hots. What a waste of time and engery they could spend on better trolling.
This is just silly, I also think you don't understand the change based on your wording. HoTs aren't the only thing reduced, they are just what trigger the reduction, it applies to all healing. Someone giving 200 HPS and then ruining every other HoT, ground HoT, and direct heal would be a huge reduction in healing, even for a duo. Like you said, they would make themself as tanky as possible and then run around with a level 3 ruby ash resto staff in grey quality and the tooltip for their echoing would be extremely low, along with every other HoT they apply. Their trolling would be extremely effective and healing from outside of group should be disabled because of this, or at the very least HoT application so they can't add to the limit. Otherwise, I don't really mind the change, but shields still need to be reduced. Ballgroups live for shields and will avoid the issue just by stacking even more of them, as well as more ground HoTs.
Apologies, you're right I did think this new proposal was adjusted to only include healing received from HOTS, but upon second glance it looks like they took the initial idea and just made it less potent. Unfortunate.
I don't mean this post an insult to you at all, but this is a prime example of why this sort of poll doesn't work. This person didn't even really understand the question. People are just voting for nerfs, they don't care about how its done or if its balanced.
Well they took an idea that may hurt solo/smallman and made it only hurt ball and largeman pvp groups. Anyone who plays solo/smallman is going to vote yes
That's a flaw in the polling. These people are just trying to nerf what they aren't playing to benefit themselves. Their goal isn't to balance pvp.Artisian0001 wrote: »MincMincMinc wrote: »MeridiaFavorsMe wrote: »MashmalloMan wrote: »Artisian0001 wrote: »MashmalloMan wrote: »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
At 8 stacks, how would you even achieve this?
Thinking from the mind of a troll, lets say they stack all health, no w/s damage or max resources to keep their HOTS weak. Now they have to follow a group, spamming 5+ hots on multiple allies, just to get them at -33% hot reduction. Even with super weak hots, you just gave your enemy 5 hots they wouldn't otherwise have, in addition to still being able to burst heal and shield themselves.
I fail to see how any of that succeeds in trolling other players. I'd happily take the troll for free hots. What a waste of time and engery they could spend on better trolling.
This is just silly, I also think you don't understand the change based on your wording. HoTs aren't the only thing reduced, they are just what trigger the reduction, it applies to all healing. Someone giving 200 HPS and then ruining every other HoT, ground HoT, and direct heal would be a huge reduction in healing, even for a duo. Like you said, they would make themself as tanky as possible and then run around with a level 3 ruby ash resto staff in grey quality and the tooltip for their echoing would be extremely low, along with every other HoT they apply. Their trolling would be extremely effective and healing from outside of group should be disabled because of this, or at the very least HoT application so they can't add to the limit. Otherwise, I don't really mind the change, but shields still need to be reduced. Ballgroups live for shields and will avoid the issue just by stacking even more of them, as well as more ground HoTs.
Apologies, you're right I did think this new proposal was adjusted to only include healing received from HOTS, but upon second glance it looks like they took the initial idea and just made it less potent. Unfortunate.
I don't mean this post an insult to you at all, but this is a prime example of why this sort of poll doesn't work. This person didn't even really understand the question. People are just voting for nerfs, they don't care about how its done or if its balanced.
Well they took an idea that may hurt solo/smallman and made it only hurt ball and largeman pvp groups. Anyone who plays solo/smallman is going to vote yes
Everyone should vote no if it works on people outside of group, it is bad for every single person in that scenario aside from someone who legitimately plays strictly by themself. Everyone else which is 95% of cyro can be trolled maliciously or ignorantly by bad HoTs from random players. I don't want a 33% reduction in my trio/4 man group because of someone hitting me with a 40HPS echoing vigor and radiating.
Bingo, sadly nobody has proposed better anti ballgroup changes that zos can actually implement. Actually I am pretty sure you two adamantly shot down any possible solution to the group stacking problem. Now we are left with zos only giving us this one blanket option that is low effort.
Everyone votes and comments in their best interest instead of the best interest of the game. Thats just how the forums works 99% of the time. Just look at people who defend onslaught......Ive been playing 2h since IC and even I admit onslaught will be too strong, yet some people still jumped to defend it.