GorraShatan wrote: »It seems based on the PTS changes that there's a desire to nerf healing to deal with ball groups. Yay!
So why not buff defile as a way to address that? That wouldn't affect PVE and it has counterplay (purge) which itself has more counterplay (plaguebreak).
Maybe throw in a target cap for healing and shields with battlespirit and a modest buff to siege damage...
GorraShatan wrote: »It seems based on the PTS changes that there's a desire to nerf healing to deal with ball groups. Yay!
So why not buff defile as a way to address that? That wouldn't affect PVE and it has counterplay (purge) which itself has more counterplay (plaguebreak).
Maybe throw in a target cap for healing and shields with battlespirit and a modest buff to siege damage...
YandereGirlfriend wrote: »GorraShatan wrote: »It seems based on the PTS changes that there's a desire to nerf healing to deal with ball groups. Yay!
So why not buff defile as a way to address that? That wouldn't affect PVE and it has counterplay (purge) which itself has more counterplay (plaguebreak).
Maybe throw in a target cap for healing and shields with battlespirit and a modest buff to siege damage...
There already are target caps for all healing abilities.
The best solution is to disallow morph stacking on players and to limit each morph to only a single instance per player.
Has the benefit of also improving performance.
GorraShatan wrote: »YandereGirlfriend wrote: »GorraShatan wrote: »It seems based on the PTS changes that there's a desire to nerf healing to deal with ball groups. Yay!
So why not buff defile as a way to address that? That wouldn't affect PVE and it has counterplay (purge) which itself has more counterplay (plaguebreak).
Maybe throw in a target cap for healing and shields with battlespirit and a modest buff to siege damage...
There already are target caps for all healing abilities.
The best solution is to disallow morph stacking on players and to limit each morph to only a single instance per player.
Has the benefit of also improving performance.
Isn't the cap quite high for vigour and barrier?
MXVIIDREAM wrote: »I think defile being buffed would have groups specing into this and slaughtering smaller groups solo and anything in their way kind of an indirect buff to groups
I’d rather see only one instance of skill on each player one regen one bug or one barrier ect they don’t stack they just refresh does that make sense ?
MincMincMinc wrote: »MXVIIDREAM wrote: »I think defile being buffed would have groups specing into this and slaughtering smaller groups solo and anything in their way kind of an indirect buff to groups
I’d rather see only one instance of skill on each player one regen one bug or one barrier ect they don’t stack they just refresh does that make sense ?
Bingo, we already saw this before in the game. Once you make it hard to heal for everyone, this doesnt target any particular group.
Its a stacking issue, you have to change how things stack.
- How many can stack at any given time?
- How long is the duration, how many GCDs between that can allow more stacks to tick?
- What is the tickrate, what are the chances things line up or are consistent?
- How large is the AoE, what caps does it have?
- Cost of the skill?
- etc.
YandereGirlfriend wrote: »GorraShatan wrote: »YandereGirlfriend wrote: »GorraShatan wrote: »It seems based on the PTS changes that there's a desire to nerf healing to deal with ball groups. Yay!
So why not buff defile as a way to address that? That wouldn't affect PVE and it has counterplay (purge) which itself has more counterplay (plaguebreak).
Maybe throw in a target cap for healing and shields with battlespirit and a modest buff to siege damage...
There already are target caps for all healing abilities.
The best solution is to disallow morph stacking on players and to limit each morph to only a single instance per player.
Has the benefit of also improving performance.
Isn't the cap quite high for vigour and barrier?
The generic cap for AOE heals is 6 targets.
So Vigor hits 6 per cast (this is complicated though because how it chooses those targets is not straightforward).
Radiating Regen, the other most notorious sticky HOT, only hits 3 per cast as per its description.
Ultimates hit 12 because they are... ultimates. This is good and makes sense because ultimates should be powerful.
For Barrier, if two people cast a Barrier then the new Barrier overwrites the old Barrier since shields of the same underlying ability cannot stack. That means that you cannot stack a Replenishing Barrier with a Rejuvenating Barrier or with a base morph Barrier, despite them being different morphs. They all simply count as Barrier and all overwrite each other.
IMO, the healing target caps are fine and relatively well-balanced as they are. The only broken mechanic is simply that sticky HOTs like Vigor and Radiating Regen can stack infinitely if you have enough people casting them. Which is why I quite like the solution of only allowing one instance per player to be active.
madmidwestmark wrote: »Just only allow 1 instance of a heal over time in cyrodiil