condition stacking is the ideal solution.
So when you get a dot or hot on you you get a "condition stack" of whatever that skill type is. When someone else casts the same or similar skill the dot timer refreshes itself as you can only have one of these effects. However when this happens you gain a condition stack along with the refresh. If multiple people cast the same type skills you keep getting stacks and the original skill is just refreshed with the new attacker. You cannot advance your own conditions. Only other players can advance a condition stack from a skill. After the last stack is applied only the duration is refreshed. This is compatible with existing gameplay as "stacks" are quite common in many skills and armor effects.
additionally there would be some room for cross ability play where a certain proc and skill would share the same generic dot and thus allow player condition stacking if they were set up for it, at the cost of one of the effects damage.
basically there would be a condition stack for each dot and hot type. The first time the skill is on you there is no stack and each time after advances the stack. Each stack will confer specific buffs and debuffs depending on the skill.
so for a dot lets take the case of poison injection
first cast on you gets you the dot.
if the dots still on you the second cast refreshes the dot but also adds a condition stack of poison.
if you have a stack on you the next time your hit with the same skill you gain another stack.
the stacks and dots will have the same timer. Only the highest stack effect counts.
stack 1: minor defile for the dots duration, poison status x1
stack 2: major defile for the dots duration, poison status x2
stack 3: major and minor defile at the same time for the dots duration. poison status x3 . Non purge-able.
and the case for a hot like regenerating
stack 1: minor fortitude for the duration
stack 2: major fortitude for the duration
stack 3: both at the same time. When the effect ends you are purged as well.
The idea here is to reduce the number of active hots/dots of each type to one but not completely discount the other players contributions through advancing the stacks with crippling or beneficial effects. To make it interesting when you get to max stacks of a dot you can no longer purge it. Max stacks of a hot gives you a free purge when the effect ends.
exapnd on this a little bit
hots and dots of the same damage type can be grouped together as they have a similar effect so the stronger effect overrides both damage and duration. This will further cut down the resources required by the server and improve the gameplay as you wont have 10 of the same thing ticking away on you whether offensively or defensively and pushes gameplay more toward direct damage and healing.
redoing the condition system such as burning, etc into the stack system would dramatically reduce server resources and add more gameplay since if everyone is doing the same thing it wont necessarily be as effective as it was, which makes room for alternate builds, damage types, and effects in pvp, not ust one best build everyone uses.
this system can work for sheilds as well using the same procedure, so you get some tangible benifit, but not the full benifit.
sheilds would have the same 3 stack process and use the timer for sheilds but you can only have one active group shield and one active personal sheild. After that you get stacks of protection which gives you minor then major protection, then both for the duration of the sheild which augments the sheild by making it more efficient.
this could also have a pve application for bosses who might use the same rules, requiring a more diverse arrangement of skills from players to maximize damage since everyone doing the same thing will advance the stacks and there is only limited gain from doing this, but alot of gain if multiple kinds of stacks are active on a boss.
so in summary there are numerous calculation savings for the servers, promotes actual gameplay and diverse player builds while limiting some of the more abused mechanics like ball groups. Its a no brainer really and its easy to implement as the game already has the major and minor buff system, condition system and the advancing stacking system. All thats really needed is the proper overwrite system and to group certain similar effects together by damage type or other effect.
TheLoreMaster420 wrote: »As someone who’s played this game for a long time, it’s really sad seeing the devs so out of touch with the balance issues. In 12-man “ball groups,” most healing is just overhealing because shields absorb damage before health bars are affected. Shields, not HoTs, are what make these groups unkillable. They prevent damage proactively, scale with coordinated groups, and erase burst windows, turning fights into a battle of mitigation rather than strategy. The proposed HoT nerf doesn’t fix this—it mostly punishes active healing where it isn’t the problem.
TL;DR: To reduce ball group survivability, nerf shields, not HoTs
Danse_Mayhem wrote: »Great suggestions here already, I just want to add something about healing soul.
Literally, every single pvper is running resolving vigor and healing soul.
Vigor has been there forever and servers as an okay heal over time that everyone has access to, but it’s balanced because it can’t be relied on completely.
Healing soul is a different thing entirely. Since you can put major vitality on it, the skill becomes the best burst heal in the game. This brings the following issues;
1. There is zero reason to run a healing subclass. Sure some people use restoring light because of its cleanse and armour buff, but that’s the only one. Other healing subclasses just don’t get used, because there’s no point. You can just go 2 damage and 1 tank class, then get the best heal in the game from scribing and call it a day.
2. Major vitality is what’s making this an issue. Most other scribe effects are minor. Why is this major?
3. Since Monomyth is basically the only viable mythic right now, it means everyone is running around with major and minor vitality when they are defending themselves. It’s extremely easy on a 2x damage / - tank skill line to just ‘decide you aren’t gonna die’ and then camp the back bar and be invincible to a large amount of enemies. This is obviously also an issue with Monomyth, but personally I can just run around spamming 15k burst heals on an assassination / aedric spear / shadow build with zero spec into healing just because of these things. That comfortably out heals pretty much any incoming damage unless an entire group is on me with ultimates.
4. Some of the cross healing is from healing soul. I do acknowledge that ball groups cross healing is an issue. 8x echoing vigor and multiple radiating regen is not only unbeatable but it causes extreme lag to be around (whichever side of it you’re on) however this isn’t always the case. Sometimes you’re just fighting a group of 5-6 invincible warden mains, all spamming charm, netch for cleanse and healing soul. This also means they all have a 100% uptime on major vitality and can just throw out a full health bar to each other any time they want.
Cross healing and heal stacking is for sure an issue, but please do not overlook the problem of healing soul and how overtuned this is.
I already know there will be some resistance on this, because we ALL use it, but I think if everyone is honest, we can all admit it’s overtuned. At the very very least it needs major vitality changed to minor vitality. Even then it would still be good. IMO vitality should be removed from those scripts so that healing subclasses are actually viable / attractive again.
Other issues to consider with this patch / test;
- Plaguebreak was nerfed to the point of jo cleansing consequence. Now groups can spam cleanse and since every second player runs netch, this is also a big reason people are near invincible.
- Defile was nerfed into the ground some time ago. This could be buffed again.
- Dedicated shielded are a thing now, spamming chakrams on a max stat build to cover people with massive shields instead of healing. Will this be changed too?
There is absolutely no point in going through this giant test and patch of heal stacking, when we have healing soul that can just be spammed this way for giant burst heals by anyone, and has the whole population of cyrodil running around with major vitality, in addition to the other few things mentioned there ^ It’s all an issue together
Please consider this also @ZOS_GinaBruno
Danse_Mayhem wrote: »4. Some of the cross healing is from healing soul. I do acknowledge that ball groups cross healing is an issue. 8x echoing vigor and multiple radiating regen is not only unbeatable but it causes extreme lag to be around (whichever side of it you’re on) however this isn’t always the case. Sometimes you’re just fighting a group of 5-6 invincible warden mains, all spamming charm, netch for cleanse and healing soul. This also means they all have a 100% uptime on major vitality and can just throw out a full health bar to each other any time they want.
Major_Toughness wrote: »Personally I think 33% at 8 HoTs is not enough, although it is a good start and can be reviewed in future. I would prefer eiither
- 33% at 5
- 50% at 8