Maintenance for the week of February 9:
• NA megaservers for maintenance – February 9, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
• EU megaservers for maintenance – February 9, 9:00 UTC (4:00AM EST) - 17:00 UTC (12:00PM EST)

Poll: PvP HoT Stacking Options for Update 49

  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    If that restriction applied to PvE then people would adapt.

    Current strategies are used because they are the most efficient but there's always a next-most efficient strategy to fall back to.

    This is a timeless truth for both game modes.
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    ✭✭
    Rungar wrote: »
    here's a crazy thought: since so much of the talk on HoT stacking is basically about echoing vigor, and that's so great rn because it's stamina based and two casts can hit the whole group, what if echoing vigor instead cost magicka? it would be prevented in negates and maybe scale differently?

    I'm much more interested in actually fixing balance with the same skills in both PvE and PvP rather than creating an entirely different game for PvP. I want this because, as primarily a PvP player, I don't want to be completely clueless when I try to play PvE content. I like that PvP requires knowledge of the game, abilities, and gear, and I want that knowledge to be applicable elsewhere.
    Yes removing pvp heal stacking would be a good solution and could even help performance by culling ticks and subsequent procs. Diversity wise it also gives a reason for everyone to not run the same skills too. Like how back in the day youd have people running mutagen or rapid regen. Now adays for most skills we only see people run the obviously better morph. In todays copy/paste subclassing reality we could use literally any reason to branch out from the meta

    While I'm not fully convinced that just removing all heal stacking in PvP is the fix, I agree with everything else here. We need more diversity in builds.

    ideally pve and pvp builds should be the same. The problem is that the ESO group content model doesnt support this. If eso is to survive its worth thinking about adding group content that incentivises well rounded builds ( like pvp does) while still maintaining a group-centric theme. There are ways to do this and ive thought it was critical for a long time as we see demand for raid like content diminish in games like wow and others. Players wants are changing and you have to change with
    them or dissappear.

    This has always been zos's intention, but let me know at what point you could take an endgame build that runs between pve and pvp. Its just never really been viable. Even simply because of the need for impen in pvp, yet its useless in pve. Even stats dont operate the same. mobs only have a certain amount of resits whereas in pvp they vary between player. Resists also convert differently meaning how important pen compares to WD differs between pve and pvp.

    in pve you dont have groups of players fully immune running you down with the equivalent of 70k hp+shields while spamming aoe pulls and charms/root/70%snare.

    The combat is not even close to the point it is practically a different game. There was more crossover originally like how most mobs would do similar skills. Some mobs would do the old uppercut long charge into a knockup. This taught new players the pvp counterplay even before pvping. This form of teaching doesnt exist to help players transition into pvp from pve.
    I only use insightful
  • Lord_Hev
    Lord_Hev
    ✭✭✭✭✭
    ✭✭
    Rungar wrote: »
    here's a crazy thought: since so much of the talk on HoT stacking is basically about echoing vigor, and that's so great rn because it's stamina based and two casts can hit the whole group, what if echoing vigor instead cost magicka? it would be prevented in negates and maybe scale differently?

    I'm much more interested in actually fixing balance with the same skills in both PvE and PvP rather than creating an entirely different game for PvP. I want this because, as primarily a PvP player, I don't want to be completely clueless when I try to play PvE content. I like that PvP requires knowledge of the game, abilities, and gear, and I want that knowledge to be applicable elsewhere.
    Yes removing pvp heal stacking would be a good solution and could even help performance by culling ticks and subsequent procs. Diversity wise it also gives a reason for everyone to not run the same skills too. Like how back in the day youd have people running mutagen or rapid regen. Now adays for most skills we only see people run the obviously better morph. In todays copy/paste subclassing reality we could use literally any reason to branch out from the meta

    While I'm not fully convinced that just removing all heal stacking in PvP is the fix, I agree with everything else here. We need more diversity in builds.

    ideally pve and pvp builds should be the same. The problem is that the ESO group content model doesnt support this. If eso is to survive its worth thinking about adding group content that incentivises well rounded builds ( like pvp does) while still maintaining a group-centric theme. There are ways to do this and ive thought it was critical for a long time as we see demand for raid like content diminish in games like wow and others. Players wants are changing and you have to change with
    them or dissappear.

    This has always been zos's intention, but let me know at what point you could take an endgame build that runs between pve and pvp. Its just never really been viable. Even simply because of the need for impen in pvp, yet its useless in pve. Even stats dont operate the same. mobs only have a certain amount of resits whereas in pvp they vary between player. Resists also convert differently meaning how important pen compares to WD differs between pve and pvp.

    in pve you dont have groups of players fully immune running you down with the equivalent of 70k hp+shields while spamming aoe pulls and charms/root/70%snare.

    The combat is not even close to the point it is practically a different game. There was more crossover originally like how most mobs would do similar skills. Some mobs would do the old uppercut long charge into a knockup. This taught new players the pvp counterplay even before pvping. This form of teaching doesnt exist to help players transition into pvp from pve.


    Funny that you mention that. One of the wandering bosses in Night Market actually does a sort of rush of agony + charm one-shot mechanic. If you block and stay in the aoe, it does like 50k damage unblockable. But if you try to use roll dodge to get out of it you get stunned, making you spend more stamina to get out (It snares). lol
    Edited by Lord_Hev on February 4, 2026 7:27PM
    Qaevir/Qaevira Av Morilye/Molag
    Tri-Faction @Lord_Hevnoraak ingame
    PC NA
  • brandsnipe
    brandsnipe
    ✭✭✭
    This is going to be tough to balance. You could limit heals to group members only with group size caps, but then what about two solos join together mid-fight? Diminishing heals on hots might help some, but groups will just adapt. Unfortunately cyrodiil is designed for ball groups and healers are a part of it for survivability. I think a revamped imperial city/new PvP zone that pushes solo/small group play would be fun.

    What about this mode?
    Capture the capital:
    15 vs 15, defend the capital of your alliance against invading forces from one of the other two alliances. I am DC so it would be 15 of us (or how many ever) defending wayrest from 15 AD or EP.
    Points go towards campaign (or some other scoring metric)?

    Honestly, PvP on any game will almost always have a safety in numbers approach and the #1 priority is keeping that group alive.
Sign In or Register to comment.