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Poll: PvP HoT Stacking Options for Update 49

  • PrinceMeroborn
    PrinceMeroborn
    Soul Shriven
    Rungar wrote: »
    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.



    This seems like a reasonable idea for PvP stacking!
  • Danse_Mayhem
    Danse_Mayhem
    ✭✭✭✭
    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
    Edited by Danse_Mayhem on January 26, 2026 8:09PM
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    DAMN THIS COMMENT IS FANCY!
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    YouTube.com/DarkProjectMayhem
  • ArctosCethlenn
    ArctosCethlenn
    ✭✭✭✭
    Good points re healing soul since the easy access to both major and minor vitality is a bit much, though not really a hot-stacking problem.

    I really think any nerf targeting sticky hots should focus on the aoe ones rather than including purely single target stuff like rune focus, but that's probably a "in a future patch" thing. for now, at least with a threshold of 8 one person can't easily troll anything from solo to smallscale to largescale play.
    Edited by ArctosCethlenn on January 26, 2026 9:45PM
  • tye77732145
    tye77732145
    ✭✭
    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

    Agreed, I’d recommend reducing healing effectiveness after a certain number of stacks, but more importantly, significantly nerfing the amount of shields that can be applied and stacked. The players raising these concerns aren’t wrong.

    To be honest, ball groups as they currently exist are actively harming Cyrodiil, especially Grey Host. They are driving players away and damaging the health of the PvP environment at its core.

    If the goal is a competitive, skill-driven PvP experience, these mechanics need real limits. Addressing shield stacking and excessive sustain would go a very long way toward restoring competitive balance and improving the overall PvP experience.
  • tye77732145
    tye77732145
    ✭✭
    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

    I can’t even be upset, he’s not wrong at all. Healing Soul providing Major Vitality is genuinely true, and while many of us use it, we also have to be honest: it’s kind of overtuned.

    As for the Warden builds, most of them are running Shalks alongside Assassination, paired with Cleansing Ritual and Restoring Knight, which makes them extremely difficult to kill. Some open with Incapacitating Strike, followed by Merciless Resolve and Shalks hitting at the same time when timed correctly. Some even run balorghs and a bomber, which is absolutely ascenine.

    When this is done with three to five other players and layered with heavy shielding, any incoming damage or even sustained DoT pressure is instantly mitigated. The truth is, and while I don’t blame individuals for it, people have become obsessed with the META to the point that it has turned into a serious plague.

    I understand that no one wants to lose, and I don’t fault them for that. At the same time, this obsession is what pushes games into the state we see today, not necessarily the class abilities themselves. It may simply be human nature to exploit systems when given the opportunity because one wants to dominate the other.

    The result is that you’re overwhelmed and deleted almost every time, with very little room for counterplay.
  • Lord_Hev
    Lord_Hev
    ✭✭✭✭✭
    ✭✭
    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.

    Been saying this for a while, if all scribing heals were removed, the 3x offensive skilline meta subclassing would also instantaneously be balanced. Aka... it wouldn't be possible, unless you are completely reliant on a group healer.
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • Yudo
    Yudo
    ✭✭✭✭
    Still believe this is a distraction. Some ppl are very thirsty for a change, and probably will accept anything at this point, but I just cannot agree with this.

    I am hoping for the real solution where you simply limit cross healing, or make reductions apply on HOTs.
    I do not need this in between distraction that is just going to spark more request and time investment with no stable baseline.
  • olsborg
    olsborg
    ✭✭✭✭✭
    ✭✭✭✭✭
    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
    1. 33% at 5
    2. 50% at 8

    This is a good one, for now atleast.

    PC EU
    PvP only
  • Kickimanjaro
    Kickimanjaro
    ✭✭✭
    I voted that this should not be implemented as is. Other posters have changed my mind. I don't think this is the right solution long term, but something needs to change and most people (who aren't me) seem to want this, so let's see how it goes.

    It will be a good datapoint for follow-up balance changes.
  • Howda
    Howda
    ✭✭✭
    I suggest healing overtime to become major and minor healing buffs. They will not stack which will make healing very important but not so important like now when 12 people can rule Cyro when they are online and stack heals.

    Or of this is not a good idea then healing should only stack twice. 2 vigors 2 regeneration. The 3rd one onwards could refresh its duration.

    Or 2nd stack can become minor healing with diminishing return and 3rd refreshes.

    Some heals should be reworked for sure taking trials and 4 man content in consideration while in the same time battle spirit is used to tweak pvp.
    Howda
    Don't
    Blood for the PACT
    Dark Elf Dragonknight
    [EU]
  • Nepenthe
    Nepenthe
    ✭✭✭
    Perhaps we should give this the Pale Order treatment?

    "While Battle Spirit is active, outgoing healing, health recovery, and shield strength reduced by x% per group member?"
    (on top of the existing 50%)

    Maybe an increasing percentage with larger group size (to penalize smaller groups less), or starting with group sizes greater than 4?

    Ex.
    Group Size________Heal Penalty
    1 ________________ 0%
    2 ________________ 1%
    3 ________________ 2%
    4 ________________ 3%
    5 ________________ 9%
    6 ________________ 15%
    7 ________________ 21%
    8 ________________ 27%
    9 ________________ 36%
    10 ________________ 45%
    11 ________________ 54%
    12 ________________ 63%

    or

    Group Size________Heal Penalty
    1 ________________ 0%
    2 ________________ 0%
    3 ________________ 0%
    4 ________________ 0%
    5 ________________ 9%
    6 ________________ 18%
    7 ________________ 27%
    8 ________________ 36%
    9 ________________ 45%
    10 ________________ 54%
    11 ________________ 63%
    12 ________________ 72%
    Edited by Nepenthe on January 28, 2026 4:32PM
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    Nepenthe wrote: »
    Perhaps we should give this the Pale Order treatment?

    "While Battle Spirit is active, outgoing healing, health recovery, and shield strength reduced by x% per group member?"
    (on top of the existing 50%)

    Maybe an increasing percentage with larger group size (to penalize smaller groups less), or starting with group sizes greater than 4?

    Ex.
    Group Size________Heal Penalty
    1 ________________ 0%
    2 ________________ 1%
    3 ________________ 2%
    4 ________________ 3%
    5 ________________ 9%
    6 ________________ 15%
    7 ________________ 21%
    8 ________________ 27%
    9 ________________ 36%
    10 ________________ 45%
    11 ________________ 54%
    12 ________________ 63%

    or

    Group Size________Heal Penalty
    1 ________________ 0%
    2 ________________ 0%
    3 ________________ 0%
    4 ________________ 0%
    5 ________________ 9%
    6 ________________ 18%
    7 ________________ 27%
    8 ________________ 36%
    9 ________________ 45%
    10 ________________ 54%
    11 ________________ 63%
    12 ________________ 72%

    The server is already dying while running the game on Live and this sort of thing only heaps even more busywork onto its plate. Those numbers are also completely excessive and punitive. You would be making it basically mechanically illegal to run a full group, which is counter to the very design of Cyrodiil.

    There is a sort of social engineering angle to some of these suggestions that I quite dislike, which is the implication that we should all be playing the game as some "loose confederation of 1vX'ers" rather than as normal groups. Obviously, it is 1vX'er types who push this angle the strongest but that playstyle is not inherently "correct" or somehow more noble versus the others.

    Planning and coordination is not nefarious and everyone has access to it. The goal is to curb the clear excesses of coordinated groups, such as shields and sticky HOTs, not to actively penalize people for having friends, being smart, and playing together.

    Limit sticky HOTs to one instance per morph per player. Anything else is overthinking it.
  • monkiie
    monkiie
    ✭✭✭
    33% is not enough, 8 HoTs is too many, and it still needs shielding added.
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