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.
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.
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!
YandereGirlfriend wrote: »
For your log post, though, if you broke that out by ability I would imagine that you would find Warding Burst and Warding Conti as the top two skills contributing to that player's shielding output.
In my eyes, those are the two skills that should be in the crosshairs for scaling changes in future updates. Ultimate abilities should be powerful but those regular Scribing shields that a player can spam every GCD for the magnitude of a Barrier have no business being that strong..

YandereGirlfriend wrote: »I would much rather see HOT morphs limited to one stack per player to mimic the behavior of named buffs and damage shields.
The issue being persistent HOTs, why not allow only a single (or two) instances of the same HOTs (or shield) on any player at any time, the same way we have unique buffs and debuffs ?
This will keep the defensive power of ball groups in check and allow more counterplays. It also allows best PVPers to take down key targets, which is close to impossible now when they stick together, while keeping group play interesting for those who like it. Direct heals will mater more but are more expensive to run in the long time which will further reward smart casting.
Organised groups will be more interesting due to the strategy in composing them, slotting currently lesser used skills, reviving those less popular ones this way and bringing value to theory-crafting for this demographics of players (especially the group leaders).
Looks to me like the best solution by far, like very far.
Teeba_Shei wrote: »YandereGirlfriend wrote: »
For your log post, though, if you broke that out by ability I would imagine that you would find Warding Burst and Warding Conti as the top two skills contributing to that player's shielding output.
In my eyes, those are the two skills that should be in the crosshairs for scaling changes in future updates. Ultimate abilities should be powerful but those regular Scribing shields that a player can spam every GCD for the magnitude of a Barrier have no business being that strong..
Barrier also stacks with all the other shields, so it can be an issue. The healers are running Barrier—this just shows what this one person runs. This person was also doing 50% of the group "healing" through shields. A nerf to healing will just cause them to invest even more into shielding, which is already doing about three times the work that burst healing and HoTs are doing in these groups. Shields are so incredibly overtuned, and ZOS trying to fix it through some half-baked HoT nerf just breaks my heart. They’re so hopelessly lost that they don’t even understand the root cause of the problem.
Teeba_Shei wrote: »YandereGirlfriend wrote: »
For your log post, though, if you broke that out by ability I would imagine that you would find Warding Burst and Warding Conti as the top two skills contributing to that player's shielding output.
In my eyes, those are the two skills that should be in the crosshairs for scaling changes in future updates. Ultimate abilities should be powerful but those regular Scribing shields that a player can spam every GCD for the magnitude of a Barrier have no business being that strong..
Barrier also stacks with all the other shields, so it can be an issue. The healers are running Barrier—this just shows what this one person runs. This person was also doing 50% of the group "healing" through shields. A nerf to healing will just cause them to invest even more into shielding, which is already doing about three times the work that burst healing and HoTs are doing in these groups. Shields are so incredibly overtuned, and ZOS trying to fix it through some half-baked HoT nerf just breaks my heart. They’re so hopelessly lost that they don’t even understand the root cause of the problem.
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.
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.
Not making ingame surveys but asking this in a forum wich 1% of playerbase max are using, is scandalous anyway
Artisian0001 wrote: »It's very obvious to anyone who actually knows how ballgroups play or what they use to preform well that shield stacking is the main issue. The people saying to limit shields to only one unique instance of that shield just because they heard someone say the same thing about HoTs as if that changes anything at all is funny. The people in most of these threads have literally zero idea how the skills even work, never mind what makes group strong.
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.
Teeba_Shei wrote: »
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.
Teeba_Shei wrote: »
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.
Teeba_Shei wrote: »
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.”
Teeba_Shei wrote: »
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.
Teeba_Shei wrote: »
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.
Teeba_Shei wrote: »
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
Teeba_Shei wrote: »
Meanwhile, the core ball group problem remains intact, because shields are still doing what they’ve always done: preventing damage from mattering.
Teeba_Shei wrote: »
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.
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.
This is legit bait. Shield CAN'T overheal unless you recast your own shield on top of your own shield. They will hit the full value assuming you don't stack the same shield.
Shields are generally bad vs pressure and are used as a burst counter when encountering similar groups.Teeba_Shei wrote: »
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.
HoTs are not reactive. It's something you keep up in between damage pushes.
Most shields are used reactive fyi ( barrier, burst shields, gibbering shelter etc. )Teeba_Shei wrote: »
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.
Shields won't absorb incoming damage when your average shield gives like 4k shield, has a horrible range / radius and you take 4000 DPS during a fight. Also most shields are capped at 6 targets or less. With the rather low radius they have you will never be able to shield the whole group consistently in any group of 7+. Not only that, shields will always prioritize the same targets due to their "smart" casting rules, which means you have to move around the group in a way that excludes some people that already received shields in order to get it on the other people. By the time you do that the first shield is already dead.Teeba_Shei wrote: »
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.”
Literally what I wrote above. You can slap a Soul Burst from scribing with Shield Focus script, jump in a trial and see how "easy" it is to keep shields up on semi-stationary targets.Teeba_Shei wrote: »
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.
How do you achieve coordinated burst if not through coordinated group play? It's definitely not something that a bunch of solo players will do unless all the stars happen to allign.Teeba_Shei wrote: »
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.
I had no trouble surviving 3 years ago when playing in group despite having 0 shields aside from 1-2 people with a barrier.Teeba_Shei wrote: »
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
Small scale fights won't have 8 HoTs. Open field brawls won't have 8 HoTs. Outnumbered groups don't have 8 HoTs and even if they spam HoTs, with the HoT target cap of 6 you won't hit enough people to reach those numbers unless you press it like 4 times during it's uptime. Which non-ball groups don't do. Ever.Teeba_Shei wrote: »
Meanwhile, the core ball group problem remains intact, because shields are still doing what they’ve always done: preventing damage from mattering.
Again, fake info and not interpreting logs correctly.Teeba_Shei wrote: »
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.
"Me see big number on log. Me know it's OP" is not exactly accurate. Shields are a supplement to healing, and most of the log they just eat chip damage that would have been healed by the HoTs underneath, so it makes virtually 0 difference whether a shield even existed there or not, as they simply eat heals to boost shield number on logs in the majority of cases. Shields are useful in burst situation, where you need a quick recovery moment, and to prepare against incoming burst if you know the timing ( fighting another group ).
Open that nice log of yours, press the overheal button and you'll see that 10m healing was 70m heal pumped out during the same raid. If the shield went on the person that didn't actually need healing in that moment, then it's just a dead useless cast to artifically boost numbers. Shield effectiveness also drops drastically after you have more than 6 people in your group due to target caps. Your "spammable" shields - scribing shields - can only go around you. In general you'll be in the middle of the group when casting them. People who are most exposed to pressure and damage ( front / backline ) have the most inconsistent shields applied to them, so they're not that effective in pressure situation where 1 person gets separated. Running more than 1 person with shields is also dumb as they don't stack. So in a situation where pressure is actually high enough to go through your heals, the shields provide close to no value as around half the group will most probably die.
Since you keep posting logs, why dont you give more context? Your cute picture with contingency, soul burst amd gibbering shield - how many people are in the group? What's the build being played? Average casts are 10k shield for contingency and 7.2k for soul burst. In a 4-man group that's 2500 + 1800 shields per 2 casts for an amazing total of 4.3k.
If it's a 6-man group that's 10000/6 + 7.2/6 for an amazing total of 1.6k + 1.2k shields. A grand total of 2.8k. That is definitely what keeps people alive, no?
Even considering stuff like "its lower than actual value since it didn't hit 6 people everytime" - that's just a testament to how bad the range is.
If it's a 12-man group, its rather the same. 2.8k on 6 people while the other 6 get nothing. Or a grand average of 1.4k shield on the whole group. Applying these amazing 4k shields to the whole 12-man takes 4 seconds, 18k mag ( if you invest in max HP to scale them, that's your complete mag pool by the way ) and they get deleted from half a fire ballista tick.
Stop spreading misinformation.
master_vanargand wrote: »33%? That's a stupid number.
It's pointless and a fraud.
Need make damage shields non-stackable.
DovahkiinHealsYou wrote: »I can see you put a lot of effort into attempting to find a way around addressing the issue, supplemented by conclusions based on misunderstanding. I'm not even going to begin to ask you why you think the shield amounts are being divided and instead ask, do you think an effective HP of 65k at all times is healthy?

Barrier also stacks with all the other shields, so it can be an issue. The healers are running Barrier—this just shows what this one person runs. This person was also doing 50% of the group "healing" through shields. A nerf to healing will just cause them to invest even more into shielding, which is already doing about three times the work that burst healing and HoTs are doing in these groups. Shields are so incredibly overtuned, and ZOS trying to fix it through some half-baked HoT nerf just breaks my heart. They’re so hopelessly lost that they don’t even understand the root cause of the problem.

DovahkiinHealsYou wrote: »I can see you put a lot of effort into attempting to find a way around addressing the issue, supplemented by conclusions based on misunderstanding. I'm not even going to begin to ask you why you think the shield amounts are being divided and instead ask, do you think an effective HP of 65k at all times is healthy?
Shield amounts are divided because if a cast says 5k shield, that's the amount of total shielding you did PER CAST. Meaning that among the people which received your shields, which can be anywhere between 1-6 ( capped as 6 targets ), the sum of the shields provided is 5k.
Effective 65k at all time lul. Send me a log with actually dangerous damage taken DPS, where shield uptimes are not 100% as you mention, not 80%, not 60%, just 50% is enough. I'm waiting. Take all the time you need. I'll be here for a while. Shouldn't be hard, no?
Here's a spoiler alert for you just in case, a random log piece from last week:
Uptimes are also dependent on the fight. If I'm fighting 6 people that can't break through 10k shields, my uptimes will obviously be higher. If I'm getting non stop nuked by 5 ballistas, DoTs, oils etc., Chances are that even if I spent time casting the exact same shield non stop and nothing else, my uptime won't even get close to 100%.
For people who don't understand how logs work - the uptime is on the person casting, not on the group. Since you ALWAYS get your own cast, often group members don't due to being out of range / outside of the 6-person target cap etc., therefore uptime on the group itself is significantly lower.
As a matter of fact, feel free to join my group and show me how you keep up so amazing uptimes.
Barrier also stacks with all the other shields, so it can be an issue. The healers are running Barrier—this just shows what this one person runs. This person was also doing 50% of the group "healing" through shields. A nerf to healing will just cause them to invest even more into shielding, which is already doing about three times the work that burst healing and HoTs are doing in these groups. Shields are so incredibly overtuned, and ZOS trying to fix it through some half-baked HoT nerf just breaks my heart. They’re so hopelessly lost that they don’t even understand the root cause of the problem.
To give you an actual understanding of what's going on, in this lovely picture, our friend left out the fields on top which display what each column is.
First column with the bar is the total amount of shield provided. Second column is total casts. 3rd column is average cast - meaning the sum of shields your cast did. you see stuff like 10k for contingency, which means that if you hit 5 people on average, each get 2k shield from that skill cast .4rd Column is number of hits. But then you have a really cool column which is called Avg Hit on column #5. Which displays 1.1k, 1.1k, 1.3k. That is the average shields you give per person / per cast during the raid. It takes all your casts from the log, and divides the casts & hits to see how much individual shield you pump out on average from a skill cast.
It looks lovely and OP beyond reason doesn't it?
For reference, here's a random burst heal log from the same raid from a DD ( not even a healer ), with no powered trait or ritual mundus:
Would you look at that! The average cast is kinda the same as the Soul Burst EVEN with 80% overheal! The average hit is even bigger! Meaning the skill is way more impactful and doesn't just artifically boosts log numbers. That's crazy!
TLDR: Don't use logs as an argument if you don't understand what you're reading on the logs.

DovahkiinHealsYou wrote: »I can see you put a lot of effort into attempting to find a way around addressing the issue, supplemented by conclusions based on misunderstanding. I'm not even going to begin to ask you why you think the shield amounts are being divided and instead ask, do you think an effective HP of 65k at all times is healthy?
Shield amounts are divided because if a cast says 5k shield, that's the amount of total shielding you did PER CAST. Meaning that among the people which received your shields, which can be anywhere between 1-6 ( capped as 6 targets ), the sum of the shields provided is 5k.
Effective 65k at all time lul. Send me a log with actually dangerous damage taken DPS, where shield uptimes are not 100% as you mention, not 80%, not 60%, just 50% is enough. I'm waiting. Take all the time you need. I'll be here for a while. Shouldn't be hard, no?
Here's a spoiler alert for you just in case, a random log piece from last week:
Uptimes are also dependent on the fight. If I'm fighting 6 people that can't break through 10k shields, my uptimes will obviously be higher. If I'm getting non stop nuked by 5 ballistas, DoTs, oils etc., Chances are that even if I spent time casting the exact same shield non stop and nothing else, my uptime won't even get close to 100%.
For people who don't understand how logs work - the uptime is on the person casting, not on the group. Since you ALWAYS get your own cast, often group members don't due to being out of range / outside of the 6-person target cap etc., therefore uptime on the group itself is significantly lower.
As a matter of fact, feel free to join my group and show me how you keep up so amazing uptimes.
Barrier also stacks with all the other shields, so it can be an issue. The healers are running Barrier—this just shows what this one person runs. This person was also doing 50% of the group "healing" through shields. A nerf to healing will just cause them to invest even more into shielding, which is already doing about three times the work that burst healing and HoTs are doing in these groups. Shields are so incredibly overtuned, and ZOS trying to fix it through some half-baked HoT nerf just breaks my heart. They’re so hopelessly lost that they don’t even understand the root cause of the problem.
To give you an actual understanding of what's going on, in this lovely picture, our friend left out the fields on top which display what each column is.
First column with the bar is the total amount of shield provided. Second column is total casts. 3rd column is average cast - meaning the sum of shields your cast did. you see stuff like 10k for contingency, which means that if you hit 5 people on average, each get 2k shield from that skill cast .4rd Column is number of hits. But then you have a really cool column which is called Avg Hit on column #5. Which displays 1.1k, 1.1k, 1.3k. That is the average shields you give per person / per cast during the raid. It takes all your casts from the log, and divides the casts & hits to see how much individual shield you pump out on average from a skill cast.
It looks lovely and OP beyond reason doesn't it?
For reference, here's a random burst heal log from the same raid from a DD ( not even a healer ), with no powered trait or ritual mundus:
Would you look at that! The average cast is kinda the same as the Soul Burst EVEN with 80% overheal! The average hit is even bigger! Meaning the skill is way more impactful and doesn't just artifically boosts log numbers. That's crazy!
TLDR: Don't use logs as an argument if you don't understand what you're reading on the logs.
It looks lovely and OP beyond reason doesn't it?
For reference, here's a random burst heal log from the same raid from a DD ( not even a healer ), with no powered trait or ritual mundus:
Would you look at that! The average cast is kinda the same as the Soul Burst EVEN with 80% overheal! The average hit is even bigger! Meaning the skill is way more impactful and doesn't just artifically boosts log numbers. That's crazy!
TLDR: Don't use logs as an argument if you don't understand what you're reading on the logs.