
I mean, in fairness, they hosted a poll and this is what won... Yes, the poll should have had more options, BUT the players did have a say and this won.
gariondavey wrote: »That poll was not good
They also said the change that many were advocating for (1 instance of a named sticky hot only) was too much work to code
MincMincMinc wrote: »gariondavey wrote: »That poll was not good
They also said the change that many were advocating for (1 instance of a named sticky hot only) was too much work to code
Right because there is no lightswitch for this code wise. You have to go onto each skill effect and adjust how it stacks. Meaning pve and pvp will either both have to stack or not stack. It may be possible for them to do an IF/OR type statement where you branch off to a pve and pvp version depending if battlespirit is active. However you are really spaghetti-fying the code.
Or split pve and pvp with the vengeance system so you can make a copy of each skill for pve and for pvp. Then the PvP versions have their timers changed and have more pvp specific changes.
Keep in mind this is just skills, there are hundreds of proc sets that do over time effects which could follow the stacking/nostacking ruleset. Think back to the summerset sloads meta, it could have been completely avoided if zos prevented the over time from stacking. This applies for really any proc set. We always see issues when zos doesnt properly think through where the cooldowns or timers should be.
YandereGirlfriend wrote: »MincMincMinc wrote: »gariondavey wrote: »That poll was not good
They also said the change that many were advocating for (1 instance of a named sticky hot only) was too much work to code
Right because there is no lightswitch for this code wise. You have to go onto each skill effect and adjust how it stacks. Meaning pve and pvp will either both have to stack or not stack. It may be possible for them to do an IF/OR type statement where you branch off to a pve and pvp version depending if battlespirit is active. However you are really spaghetti-fying the code.
Or split pve and pvp with the vengeance system so you can make a copy of each skill for pve and for pvp. Then the PvP versions have their timers changed and have more pvp specific changes.
Keep in mind this is just skills, there are hundreds of proc sets that do over time effects which could follow the stacking/nostacking ruleset. Think back to the summerset sloads meta, it could have been completely avoided if zos prevented the over time from stacking. This applies for really any proc set. We always see issues when zos doesnt properly think through where the cooldowns or timers should be.
I can't think of very many sets that apply a sticky HOT to more than one target. Most sets with a heal proc are tied to a fixed area or radius around the wearer or are limited by other game mechanics, such as Twilight Remedy (not that anyone uses that set).
I mean, in fairness, they hosted a poll and this is what won... Yes, the poll should have had more options, BUT the players did have a say and this won.
Thumbless_Bot wrote: »Quick... what's the math on 8 radiating or echoing per second... with battle spirit it's what, 16-20k per second... so 9 would be 18 - 22.5k per second?
So minus a third of that is 12k - 15k having per second.
This is not a big enough hit imho. It will have literally zero impact in cyro.
My math night be high or low so anyone who knows what an actual healer gets per tick on radiating and or echoing please chime in.
YandereGirlfriend wrote: »Thumbless_Bot wrote: »Quick... what's the math on 8 radiating or echoing per second... with battle spirit it's what, 16-20k per second... so 9 would be 18 - 22.5k per second?
So minus a third of that is 12k - 15k having per second.
This is not a big enough hit imho. It will have literally zero impact in cyro.
My math night be high or low so anyone who knows what an actual healer gets per tick on radiating and or echoing please chime in.
My Echoing Vigor ticks in Cyrodiil are typically 1.7k so: 8 instances * 1700 per tick = 13600 per tick / 2 second tick rate = 6800 HPS; w/ 33% penalty = 4556 HPS.
That is actually... not that outlandish at all.
If outside-of-group heals were banned and you could reliably build for 7 stacks, then you would be wiser to remain fixed at 7, as that number would give you 5950 HPS without any additional penalty.
You could also make the decision as a group to try to overcome via brute force the penalty by stacking even more sticky HOTs, since after you trip the penalty once there is no further disincentive to continue gaining stacks.
In this example, though, you wouldn't actually come out ahead until you reached 11 stacks, and even then, only barely so. It wouldn't really be worth your time until you were in fairly implausible territory if using only Vigor and Radiating Regen, like 15+ combined stacks. IMO, that modest gain in background HPS is definitely not worth nerfing your burst heals by 33%.
So if it were up to me (and it is), then I definitely would opt to remain under 8 stacks. And with room to absorb several stray stacks cast either by trolls or else well-intentioned zone players. Which gets even more complicated given how many basic class abilities also count as stacks toward the penalty (see my previous posts).
The upshot is that Vigor and Radiating are essentially dead skills now, in the sense that you do not run them on more than the absolute minimum number of players. Which is good and represents progress, to be clear. But I would still like to see a single instance cap per morph applied in the future. The poor server would like to see that cap as well.
There was a time when this change would have hit harder but the days of DDs running back-bar Radiating Regen are behind us.
Militan1404 wrote: »If this is the best the balance team can come up with? If they dont understand it now and missfire so much patch note after patch note, it just not in their capability to balance this game. Target healing with out targeting shield stacking would only hurt the average joe and small scale players and not ball groups, ball group would be fine and proboly stronger after this change, zergs and small scale would be alot weaker after this. Also healers would be outlawed from pvp after this change, and would just drive away player once again.. it seems we are cooked, if they dont do something players would leave and pvp would die, when they do something its things like this that do more harm to the game than good and again couse players to leave and the game would die eventely..
BardokRedSnow wrote: »Militan1404 wrote: »If this is the best the balance team can come up with? If they dont understand it now and missfire so much patch note after patch note, it just not in their capability to balance this game. Target healing with out targeting shield stacking would only hurt the average joe and small scale players and not ball groups, ball group would be fine and proboly stronger after this change, zergs and small scale would be alot weaker after this. Also healers would be outlawed from pvp after this change, and would just drive away player once again.. it seems we are cooked, if they dont do something players would leave and pvp would die, when they do something its things like this that do more harm to the game than good and again couse players to leave and the game would die eventely..
I wouldnt say all that, clearly from all the changes they've made to the pts they're hearing us out. Its not a big step, but it is a step in the right direction and they're trying to actually understand the problem. I've made a lot of comments about how zos doesn't play their own game lol and while I think largely that's true for pvp especially, whether wrong or not, they're obviously trying to improve and understand it more than they seemingly have in quite a while.
I have seen so many times where they ignored what pts commenters have said and rolled things out as is unchanged, so there is a huge difference now vs how they've operated in the past. And as many have already stated, they've said this is far from their last iteration of healing nerfs, but I hope they also take a look at overshielding as well.
tomofhyrule wrote: »They specifically said - in about 5 different places - that this was not intended to be the final answer.
The problem was that they offerred a solution (50% heal reduction at 3 HoTs), which everyone called out as being too oppressive. They all called for a more nuanced solution, and pretty well 90% of people are calling for "Only allow one of each type of HoT so you don't have 15 Vigors on you at once."
That would require a bit of programming though, so they can't get that change into U49. Their options were to a) keep the oppressive one and adjust the numbers, or b) scrap it entirely. They let the PTS testers vote on which was preferable.
And they directly stated that a future patch will redo that into a more nuanced form, and they're looking at that exact thing that every other person is suggesting and thinking they're the first person to suggest it. It just cant' be done for U49.
Militan1404 wrote: »BardokRedSnow wrote: »Militan1404 wrote: »If this is the best the balance team can come up with? If they dont understand it now and missfire so much patch note after patch note, it just not in their capability to balance this game. Target healing with out targeting shield stacking would only hurt the average joe and small scale players and not ball groups, ball group would be fine and proboly stronger after this change, zergs and small scale would be alot weaker after this. Also healers would be outlawed from pvp after this change, and would just drive away player once again.. it seems we are cooked, if they dont do something players would leave and pvp would die, when they do something its things like this that do more harm to the game than good and again couse players to leave and the game would die eventely..
I wouldnt say all that, clearly from all the changes they've made to the pts they're hearing us out. Its not a big step, but it is a step in the right direction and they're trying to actually understand the problem. I've made a lot of comments about how zos doesn't play their own game lol and while I think largely that's true for pvp especially, whether wrong or not, they're obviously trying to improve and understand it more than they seemingly have in quite a while.
I have seen so many times where they ignored what pts commenters have said and rolled things out as is unchanged, so there is a huge difference now vs how they've operated in the past. And as many have already stated, they've said this is far from their last iteration of healing nerfs, but I hope they also take a look at overshielding as well.
So this is what its become? Just becouse they not ghosting us anymore we should be so starstrucked that we should accept any change they do no matter how stupid it is? Like they self saying all the time lately like its their new slogan «actions says more than words» what actions have we really seen? Not much at all. And now that the player base is getting smaller and smaller they cant really ignore us anymore can they? And this change dosent fix anything, they nerfed small scale and casual healers, and in a way semi-buffed ball groups becouse when everyone else gets weaker, they gets stronger and they wont be affected by this at all and i am sure wasnt the plan. And now we gonna have troll healers running around that buildt for healing as little as possible runing around nerfing players, and real healers would get hate and asked to stay away. This aint a small step in the right direction but a big step in the wrong direction.
tomofhyrule wrote: »They specifically said - in about 5 different places - that this was not intended to be the final answer.
The problem was that they offerred a solution (50% heal reduction at 3 HoTs), which everyone called out as being too oppressive. They all called for a more nuanced solution, and pretty well 90% of people are calling for "Only allow one of each type of HoT so you don't have 15 Vigors on you at once."
That would require a bit of programming though, so they can't get that change into U49. Their options were to a) keep the oppressive one and adjust the numbers, or b) scrap it entirely. They let the PTS testers vote on which was preferable.
And they directly stated that a future patch will redo that into a more nuanced form, and they're looking at that exact thing that every other person is suggesting and thinking they're the first person to suggest it. It just cant' be done for U49.
Wanted to reiterate this point. This is not meant to be a permanent fix. We know that overall the player base wants a different solution than what was proposed earlier in the PTS cycle. Additionally we need more time to work those things out in between staying on schedule for class rebalancing. There are a lot of things to juggle here, so the poll was merely meant to be a stopgap measure in the meantime. But we fully intend to revisit this in a future update to get a better answer on a future PTS for every to test and work through. The poll was a new attempt to give some agency in what we do in the meantime, until we are able to get back to a more long-term fix. Fully understand that not everyone is happy with this, but it is meant to be temporary. Once we have a more clear understanding of where we can get a new attempt at a fix, we will make sure to follow up with everyone.
Thank you @tomofhyrule for highlighting.
Hello.
If the problem is heal/shield stacking. I'd like to propose three solutions.
1) limit instance stacking to 2 of any named heal. This won't impact PvE at all (2 healers per raid even if identically specd), Should dial down the PvP problem with immortal groups quite a lot. Let the stronger heal stack if there is a tie.
2) During the sorc rework, convert abilities in Dark Magic to Oblivion damage. This would be a hard counter to shield stacking.
3) Add oblivion damage to scribing, specifically on Wield Soul, and Soul Burst as these are thematic.
This would immediately reduce the healing provided by ball groups to 2 per person, incentivize real healers to play pvp (as stronger heals would be desired), and provide a counter to shield stacking by completely mitigating shields in a way that requires player action.
Militan1404 wrote: »BardokRedSnow wrote: »Militan1404 wrote: »If this is the best the balance team can come up with? If they dont understand it now and missfire so much patch note after patch note, it just not in their capability to balance this game. Target healing with out targeting shield stacking would only hurt the average joe and small scale players and not ball groups, ball group would be fine and proboly stronger after this change, zergs and small scale would be alot weaker after this. Also healers would be outlawed from pvp after this change, and would just drive away player once again.. it seems we are cooked, if they dont do something players would leave and pvp would die, when they do something its things like this that do more harm to the game than good and again couse players to leave and the game would die eventely..
I wouldnt say all that, clearly from all the changes they've made to the pts they're hearing us out. Its not a big step, but it is a step in the right direction and they're trying to actually understand the problem. I've made a lot of comments about how zos doesn't play their own game lol and while I think largely that's true for pvp especially, whether wrong or not, they're obviously trying to improve and understand it more than they seemingly have in quite a while.
I have seen so many times where they ignored what pts commenters have said and rolled things out as is unchanged, so there is a huge difference now vs how they've operated in the past. And as many have already stated, they've said this is far from their last iteration of healing nerfs, but I hope they also take a look at overshielding as well.
So this is what its become? Just becouse they not ghosting us anymore we should be so starstrucked that we should accept any change they do no matter how stupid it is? Like they self saying all the time lately like its their new slogan «actions says more than words» what actions have we really seen? Not much at all. And now that the player base is getting smaller and smaller they cant really ignore us anymore can they? And this change dosent fix anything, they nerfed small scale and casual healers, and in a way semi-buffed ball groups becouse when everyone else gets weaker, they gets stronger and they wont be affected by this at all and i am sure wasnt the plan. And now we gonna have troll healers running around that buildt for healing as little as possible runing around nerfing players, and real healers would get hate and asked to stay away. This aint a small step in the right direction but a big step in the wrong direction.
1) limit instance stacking to 2 of any named heal. This won't impact PvE at all (2 healers per raid even if identically specd), Should dial down the PvP problem with immortal groups quite a lot. Let the stronger heal stack if there is a tie.
1) limit instance stacking to 2 of any named heal. This won't impact PvE at all (2 healers per raid even if identically specd), Should dial down the PvP problem with immortal groups quite a lot. Let the stronger heal stack if there is a tie.
I won't comment on PvP Balance, because I got no idea about that, but this is untrue for PvE (true in most situations however).
The endboss of the current raid is usually played with vigor on dds as well, making the number much higher than 2 in PvE.
https://www.esologs.com/zone/rankings/19?boss=63
1) limit instance stacking to 2 of any named heal. This won't impact PvE at all (2 healers per raid even if identically specd), Should dial down the PvP problem with immortal groups quite a lot. Let the stronger heal stack if there is a tie.
I won't comment on PvP Balance, because I got no idea about that, but this is untrue for PvE (true in most situations however).
The endboss of the current raid is usually played with vigor on dds as well, making the number much higher than 2 in PvE.
https://www.esologs.com/zone/rankings/19?boss=63