
CatalinaWineMixer2 wrote: »People who only go to PvP as healers will quit over this. Healing is not the problem when there is so much damage allowed in there. Im so very glad Vengeance is coming. There is no hope for GH, its completely out of control. Its beyond saving at this point. I still go and im the last of all of my Guilds to do so. Most of them outright quit the game because of what Subclass did to PvP. The rest of the ones who stayed will only play Vengeance now. Next, they will chase the tanks away and they will quit. Or maybe play Vengeance but I honestly doubt it.
CatalinaWineMixer2 wrote: »People who only go to PvP as healers will quit over this. Healing is not the problem when there is so much damage allowed in there. Im so very glad Vengeance is coming. There is no hope for GH, its completely out of control. Its beyond saving at this point. I still go and im the last of all of my Guilds to do so. Most of them outright quit the game because of what Subclass did to PvP. The rest of the ones who stayed will only play Vengeance now. Next, they will chase the tanks away and they will quit. Or maybe play Vengeance but I honestly doubt it.
BXR_Lonestar wrote: »CatalinaWineMixer2 wrote: »People who only go to PvP as healers will quit over this. Healing is not the problem when there is so much damage allowed in there. Im so very glad Vengeance is coming. There is no hope for GH, its completely out of control. Its beyond saving at this point. I still go and im the last of all of my Guilds to do so. Most of them outright quit the game because of what Subclass did to PvP. The rest of the ones who stayed will only play Vengeance now. Next, they will chase the tanks away and they will quit. Or maybe play Vengeance but I honestly doubt it.
1) the way healing works generally in this game. Its the inverse of damage and it scales off of damage stats. Healing needs to scale independently from other stats in the game so you can't heal AND do damage. It should be one or the other - not both. Pick a role and stick with it!
BXR_Lonestar wrote: »CatalinaWineMixer2 wrote: »People who only go to PvP as healers will quit over this. Healing is not the problem when there is so much damage allowed in there. Im so very glad Vengeance is coming. There is no hope for GH, its completely out of control. Its beyond saving at this point. I still go and im the last of all of my Guilds to do so. Most of them outright quit the game because of what Subclass did to PvP. The rest of the ones who stayed will only play Vengeance now. Next, they will chase the tanks away and they will quit. Or maybe play Vengeance but I honestly doubt it.
1) the way healing works generally in this game. Its the inverse of damage and it scales off of damage stats. Healing needs to scale independently from other stats in the game so you can't heal AND do damage. It should be one or the other - not both. Pick a role and stick with it!
This would be a horrible change that would make the game unplayable for everyone thats not interested in running in big groups. The variety of playstyles is what makes eso pvp special and is the reason to play the game for everyone I talk to. If you want strict role based gameplay, stick to the 90% of this game that is pve content.
heimdall14_9 wrote: »CatalinaWineMixer2 wrote: »People who only go to PvP as healers will quit over this. Healing is not the problem when there is so much damage allowed in there. Im so very glad Vengeance is coming. There is no hope for GH, its completely out of control. Its beyond saving at this point. I still go and im the last of all of my Guilds to do so. Most of them outright quit the game because of what Subclass did to PvP. The rest of the ones who stayed will only play Vengeance now. Next, they will chase the tanks away and they will quit. Or maybe play Vengeance but I honestly doubt it.
i dont want to be forced away from a game mode i enjoy just because they choose to do nothing with it and i will not play in vengeance for that very reason
heimdall14_9 wrote: »CatalinaWineMixer2 wrote: »People who only go to PvP as healers will quit over this. Healing is not the problem when there is so much damage allowed in there. Im so very glad Vengeance is coming. There is no hope for GH, its completely out of control. Its beyond saving at this point. I still go and im the last of all of my Guilds to do so. Most of them outright quit the game because of what Subclass did to PvP. The rest of the ones who stayed will only play Vengeance now. Next, they will chase the tanks away and they will quit. Or maybe play Vengeance but I honestly doubt it.
i dont want to be forced away from a game mode i enjoy just because they choose to do nothing with it and i will not play in vengeance for that very reason
The game mode doesn't work - on a fundamental technical level.
BXR_Lonestar wrote: »CatalinaWineMixer2 wrote: »People who only go to PvP as healers will quit over this. Healing is not the problem when there is so much damage allowed in there. Im so very glad Vengeance is coming. There is no hope for GH, its completely out of control. Its beyond saving at this point. I still go and im the last of all of my Guilds to do so. Most of them outright quit the game because of what Subclass did to PvP. The rest of the ones who stayed will only play Vengeance now. Next, they will chase the tanks away and they will quit. Or maybe play Vengeance but I honestly doubt it.
1) the way healing works generally in this game. Its the inverse of damage and it scales off of damage stats. Healing needs to scale independently from other stats in the game so you can't heal AND do damage. It should be one or the other - not both. Pick a role and stick with it!
This would be a horrible change that would make the game unplayable for everyone thats not interested in running in big groups. The variety of playstyles is what makes eso pvp special and is the reason to play the game for everyone I talk to. If you want strict role based gameplay, stick to the 90% of this game that is pve content.
BXR_Lonestar wrote: »CatalinaWineMixer2 wrote: »People who only go to PvP as healers will quit over this. Healing is not the problem when there is so much damage allowed in there. Im so very glad Vengeance is coming. There is no hope for GH, its completely out of control. Its beyond saving at this point. I still go and im the last of all of my Guilds to do so. Most of them outright quit the game because of what Subclass did to PvP. The rest of the ones who stayed will only play Vengeance now. Next, they will chase the tanks away and they will quit. Or maybe play Vengeance but I honestly doubt it.
1) the way healing works generally in this game. Its the inverse of damage and it scales off of damage stats. Healing needs to scale independently from other stats in the game so you can't heal AND do damage. It should be one or the other - not both. Pick a role and stick with it!
This would be a horrible change that would make the game unplayable for everyone thats not interested in running in big groups. The variety of playstyles is what makes eso pvp special and is the reason to play the game for everyone I talk to. If you want strict role based gameplay, stick to the 90% of this game that is pve content.
BXR_Lonestar wrote: »CatalinaWineMixer2 wrote: »People who only go to PvP as healers will quit over this. Healing is not the problem when there is so much damage allowed in there. Im so very glad Vengeance is coming. There is no hope for GH, its completely out of control. Its beyond saving at this point. I still go and im the last of all of my Guilds to do so. Most of them outright quit the game because of what Subclass did to PvP. The rest of the ones who stayed will only play Vengeance now. Next, they will chase the tanks away and they will quit. Or maybe play Vengeance but I honestly doubt it.
Healing isn't the problem. There are 3 problems I see with healing:
1) the way healing works generally in this game. Its the inverse of damage and it scales off of damage stats. Healing needs to scale independently from other stats in the game so you can't heal AND do damage. It should be one or the other - not both. Pick a role and stick with it!
2) There few counters to healing. We have a small amount of healing absorption from scribing, and we have major/minor defile, but they are mostly from proc sets and you can't cast them and pelt large groups of people with them. And even if you could, the total debuff between the two (I think 16-18%) is only enough to cancel out major and minor mending, and it isn't sufficient to cancel out OTHER sources of improved healing. Negate is a hard counter, but only if they're standing in a bubble, and it is really difficult to KEEP players in the negate bubble. IMO, negate bubble needs to be bigger, or put a silence on players that is sticky.
3) You can have super strong heals AND be super tanky. IMO, heals should be very weak if you are wearing anything but light armor. As a healer, your survivability should come from being able to hide behind your group and keep them upright and have sustained heal output. You shouldn't also be one of the tankiest characters on the battlefield. Right now, a healer can be super tanky AND sustain, AND have powerful enough heals to keep your group upright against all but the most extreme damage output. That's a problem from a game design standpoint (I happen to love it).
IMO ZOS should reach out to a couple members of the community and sit them down and say hey... we want to fix pvp... we know ball groups are a problem.. we aren't making them go away.. but how can we make the experience better for everyone... without having to do something as wild as vengence.
Then just have a conversation.
I'm sure they could get a couple good nugets from said conversation. There are a lot of people who run ball groups who would give honest feedback on how to counter them, while still making the game fun for everyone.
Obviously, it's up to ZoS what they would do with said feedback and they might have their own design decisions (which is totally fine) but nothing wrong with having a conversation... it's free info.
heimdall14_9 wrote: »heimdall14_9 wrote: »CatalinaWineMixer2 wrote: »People who only go to PvP as healers will quit over this. Healing is not the problem when there is so much damage allowed in there. Im so very glad Vengeance is coming. There is no hope for GH, its completely out of control. Its beyond saving at this point. I still go and im the last of all of my Guilds to do so. Most of them outright quit the game because of what Subclass did to PvP. The rest of the ones who stayed will only play Vengeance now. Next, they will chase the tanks away and they will quit. Or maybe play Vengeance but I honestly doubt it.
i dont want to be forced away from a game mode i enjoy just because they choose to do nothing with it and i will not play in vengeance for that very reason
The game mode doesn't work - on a fundamental technical level.
im sorry to say the game mode is great , the care its gotten has been trash .. i started PVP in 2015 and it was the BEST part of the game until around 2018 then its been down hill with no care being gave to it .. so to say it doesnt work is only showing that pvp has been left to rot
heimdall14_9 wrote: »heimdall14_9 wrote: »CatalinaWineMixer2 wrote: »People who only go to PvP as healers will quit over this. Healing is not the problem when there is so much damage allowed in there. Im so very glad Vengeance is coming. There is no hope for GH, its completely out of control. Its beyond saving at this point. I still go and im the last of all of my Guilds to do so. Most of them outright quit the game because of what Subclass did to PvP. The rest of the ones who stayed will only play Vengeance now. Next, they will chase the tanks away and they will quit. Or maybe play Vengeance but I honestly doubt it.
i dont want to be forced away from a game mode i enjoy just because they choose to do nothing with it and i will not play in vengeance for that very reason
The game mode doesn't work - on a fundamental technical level.
im sorry to say the game mode is great , the care its gotten has been trash .. i started PVP in 2015 and it was the BEST part of the game until around 2018 then its been down hill with no care being gave to it .. so to say it doesnt work is only showing that pvp has been left to rot
The same complaints about performance that exist today were also voiced in 2015. It's always had the same underlying fundamental technical flaw. Large scale battles with umpteen skill combos, proc sets, HoT/DoT/Shield stacking and more are and always have been too much for the servers.
heimdall14_9 wrote: »IMO ZOS should reach out to a couple members of the community and sit them down and say hey... we want to fix pvp... we know ball groups are a problem.. we aren't making them go away.. but how can we make the experience better for everyone... without having to do something as wild as vengence.
Then just have a conversation.
I'm sure they could get a couple good nugets from said conversation. There are a lot of people who run ball groups who would give honest feedback on how to counter them, while still making the game fun for everyone.
Obviously, it's up to ZoS what they would do with said feedback and they might have their own design decisions (which is totally fine) but nothing wrong with having a conversation... it's free info.
we are in the state we are in because zos has done just that TAKE THE WORDS OF WHOM THEY LIKE/KNOW and forgetting rest of the players .. thats been the way to long its time EVERY PLAYER has a voice or no player does having inside crowd controlling the game to fit how THEY want to play helps ONLY THEM
heimdall14_9 wrote: »IMO ZOS should reach out to a couple members of the community and sit them down and say hey... we want to fix pvp... we know ball groups are a problem.. we aren't making them go away.. but how can we make the experience better for everyone... without having to do something as wild as vengence.
Then just have a conversation.
I'm sure they could get a couple good nugets from said conversation. There are a lot of people who run ball groups who would give honest feedback on how to counter them, while still making the game fun for everyone.
Obviously, it's up to ZoS what they would do with said feedback and they might have their own design decisions (which is totally fine) but nothing wrong with having a conversation... it's free info.
we are in the state we are in because zos has done just that TAKE THE WORDS OF WHOM THEY LIKE/KNOW and forgetting rest of the players .. thats been the way to long its time EVERY PLAYER has a voice or no player does having inside crowd controlling the game to fit how THEY want to play helps ONLY THEM
My point simply was there are a lot of veteran people who come on the forums and nail feedback from a very unbiased POV. React and BXR being two of them.
heimdall14_9 wrote: »heimdall14_9 wrote: »IMO ZOS should reach out to a couple members of the community and sit them down and say hey... we want to fix pvp... we know ball groups are a problem.. we aren't making them go away.. but how can we make the experience better for everyone... without having to do something as wild as vengence.
Then just have a conversation.
I'm sure they could get a couple good nugets from said conversation. There are a lot of people who run ball groups who would give honest feedback on how to counter them, while still making the game fun for everyone.
Obviously, it's up to ZoS what they would do with said feedback and they might have their own design decisions (which is totally fine) but nothing wrong with having a conversation... it's free info.
we are in the state we are in because zos has done just that TAKE THE WORDS OF WHOM THEY LIKE/KNOW and forgetting rest of the players .. thats been the way to long its time EVERY PLAYER has a voice or no player does having inside crowd controlling the game to fit how THEY want to play helps ONLY THEM
My point simply was there are a lot of veteran people who come on the forums and nail feedback from a very unbiased POV. React and BXR being two of them.
you are right there is some of us that step outside our personal builds and class favorites and gives real honest feedback here , but over the years zos has just listen to them they like/knew , look at the old class rep program any time we tried telling a rep an issue they'd say its not and things we said wasnt they say was making every change about how the rep wanted the class to play not the players .. i hate to see that happen all over again theres to many play styles for 1 player to represent a single class
part of the reason ive came up with this stat based battle system is it favors no class as it hits all classes all playstyles evenly and gives zos ways to find tune any stat that comes to need it not needing to make major changes that buffs something else while putting something else into the dirt like we have seen for years .. i think zos should MANDATE real changes over players wishes , because not all players want fair fun game play they just want to win on their favorite character or the flavor of the month lol
BardokRedSnow wrote: »This writeup both here and in the vengeance thread is right on the money tbh and @ZOS_Kevin I know y'all have trouble scanning through all the different opinions here to see who to take suggestions from and implement ideas from, but many of us have actually been begging for y'all to separate pve and pvp calculations for a while. Also if y'all are serious about making the game more friendly to new players, one of the best ways is to streamline the math calculations so people don't have to whip out the calculator as much. Baseline flat rate figures vs percentages overall seems like a perfect solution for balancing acts, ESPECIALLY now that you guys are adding class masteries on top of everything else.
The only thing I don't believe needs addressing is block damage mitigation specifically, making diminishing returns for it etc, because dedicated tank players really aren't a problem in pvp, we've had them for a while now and they serve a role but overall they're not nearly as much of a problem with the meta as ballgroups are. Its only a problem when generally speaking players are tanky and deal a lot of damage. Then you get boring stalemate fights. We have much less of those with this current meta, but this suggested change in battlespirit will make sure it improves and stay this way, because it'll be easier for everyone to understand, including your dev team who sometimes makes balancing mistakes I assume due to the increasing complexity of the game.
The problem with healing is the stacking of cross healing in groups. What you ask for wouldnt solve that problem at all. If you cant kill single players "because their healing is too strong" you might just have to think about your build and playstyle and maybe improve. I never get the feeling that I cant kill someone because of their healing. The only single targets that cant be killed by a solo player are 50k hp perma block tanks and thats not because their healing is too strong.
The problem with healing is the stacking of cross healing in groups. What you ask for wouldnt solve that problem at all. If you cant kill single players "because their healing is too strong" you might just have to think about your build and playstyle and maybe improve. I never get the feeling that I cant kill someone because of their healing. The only single targets that cant be killed by a solo player are 50k hp perma block tanks and thats not because their healing is too strong.
heimdall14_9 wrote: »heimdall14_9 wrote: »IMO ZOS should reach out to a couple members of the community and sit them down and say hey... we want to fix pvp... we know ball groups are a problem.. we aren't making them go away.. but how can we make the experience better for everyone... without having to do something as wild as vengence.
Then just have a conversation.
I'm sure they could get a couple good nugets from said conversation. There are a lot of people who run ball groups who would give honest feedback on how to counter them, while still making the game fun for everyone.
Obviously, it's up to ZoS what they would do with said feedback and they might have their own design decisions (which is totally fine) but nothing wrong with having a conversation... it's free info.
we are in the state we are in because zos has done just that TAKE THE WORDS OF WHOM THEY LIKE/KNOW and forgetting rest of the players .. thats been the way to long its time EVERY PLAYER has a voice or no player does having inside crowd controlling the game to fit how THEY want to play helps ONLY THEM
My point simply was there are a lot of veteran people who come on the forums and nail feedback from a very unbiased POV. React and BXR being two of them.
you are right there is some of us that step outside our personal builds and class favorites and gives real honest feedback here , but over the years zos has just listen to them they like/knew , look at the old class rep program any time we tried telling a rep an issue they'd say its not and things we said wasnt they say was making every change about how the rep wanted the class to play not the players .. i hate to see that happen all over again theres to many play styles for 1 player to represent a single class
part of the reason ive came up with this stat based battle system is it favors no class as it hits all classes all playstyles evenly and gives zos ways to find tune any stat that comes to need it not needing to make major changes that buffs something else while putting something else into the dirt like we have seen for years .. i think zos should MANDATE real changes over players wishes , because not all players want fair fun game play they just want to win on their favorite character or the flavor of the month lol
I agree with you but I think its fair to give the new leadership at zos some grace.
It's fairly clear there was a very... interesting mindset with the old guard and now that the new leadership is in place things have been trending in the right direction.
So with that being said... willing to give grace to the team and their current leadership until proven otherwise.
heimdall14_9 wrote: »BXR_Lonestar wrote: »CatalinaWineMixer2 wrote: »People who only go to PvP as healers will quit over this. Healing is not the problem when there is so much damage allowed in there. Im so very glad Vengeance is coming. There is no hope for GH, its completely out of control. Its beyond saving at this point. I still go and im the last of all of my Guilds to do so. Most of them outright quit the game because of what Subclass did to PvP. The rest of the ones who stayed will only play Vengeance now. Next, they will chase the tanks away and they will quit. Or maybe play Vengeance but I honestly doubt it.
Healing isn't the problem. There are 3 problems I see with healing:
1) the way healing works generally in this game. Its the inverse of damage and it scales off of damage stats. Healing needs to scale independently from other stats in the game so you can't heal AND do damage. It should be one or the other - not both. Pick a role and stick with it!
2) There few counters to healing. We have a small amount of healing absorption from scribing, and we have major/minor defile, but they are mostly from proc sets and you can't cast them and pelt large groups of people with them. And even if you could, the total debuff between the two (I think 16-18%) is only enough to cancel out major and minor mending, and it isn't sufficient to cancel out OTHER sources of improved healing. Negate is a hard counter, but only if they're standing in a bubble, and it is really difficult to KEEP players in the negate bubble. IMO, negate bubble needs to be bigger, or put a silence on players that is sticky.
3) You can have super strong heals AND be super tanky. IMO, heals should be very weak if you are wearing anything but light armor. As a healer, your survivability should come from being able to hide behind your group and keep them upright and have sustained heal output. You shouldn't also be one of the tankiest characters on the battlefield. Right now, a healer can be super tanky AND sustain, AND have powerful enough heals to keep your group upright against all but the most extreme damage output. That's a problem from a game design standpoint (I happen to love it).
defile use to be good now theres no need because its been nurfed so badly . it real doesnt do anything 80%+ of the times
on healers being tanky ( sorry for building the 1st battle mag for pvp in ebon and worm) having a tanky healers not the big issue having heals based on damage is , as you can be tank and have high damage giving you great heals too .. when starting out building my battle mag i had to figure out the sweet spot for how many heavy armor i used and how many light armor to run , how many MAG enchants and how many health i could get away with being heals was based off mag pool and health in pvp was 16k 18k if you was on the high end of health
BXR_Lonestar wrote: »heimdall14_9 wrote: »BXR_Lonestar wrote: »CatalinaWineMixer2 wrote: »People who only go to PvP as healers will quit over this. Healing is not the problem when there is so much damage allowed in there. Im so very glad Vengeance is coming. There is no hope for GH, its completely out of control. Its beyond saving at this point. I still go and im the last of all of my Guilds to do so. Most of them outright quit the game because of what Subclass did to PvP. The rest of the ones who stayed will only play Vengeance now. Next, they will chase the tanks away and they will quit. Or maybe play Vengeance but I honestly doubt it.
Healing isn't the problem. There are 3 problems I see with healing:
1) the way healing works generally in this game. Its the inverse of damage and it scales off of damage stats. Healing needs to scale independently from other stats in the game so you can't heal AND do damage. It should be one or the other - not both. Pick a role and stick with it!
2) There few counters to healing. We have a small amount of healing absorption from scribing, and we have major/minor defile, but they are mostly from proc sets and you can't cast them and pelt large groups of people with them. And even if you could, the total debuff between the two (I think 16-18%) is only enough to cancel out major and minor mending, and it isn't sufficient to cancel out OTHER sources of improved healing. Negate is a hard counter, but only if they're standing in a bubble, and it is really difficult to KEEP players in the negate bubble. IMO, negate bubble needs to be bigger, or put a silence on players that is sticky.
3) You can have super strong heals AND be super tanky. IMO, heals should be very weak if you are wearing anything but light armor. As a healer, your survivability should come from being able to hide behind your group and keep them upright and have sustained heal output. You shouldn't also be one of the tankiest characters on the battlefield. Right now, a healer can be super tanky AND sustain, AND have powerful enough heals to keep your group upright against all but the most extreme damage output. That's a problem from a game design standpoint (I happen to love it).
defile use to be good now theres no need because its been nurfed so badly . it real doesnt do anything 80%+ of the times
on healers being tanky ( sorry for building the 1st battle mag for pvp in ebon and worm) having a tanky healers not the big issue having heals based on damage is , as you can be tank and have high damage giving you great heals too .. when starting out building my battle mag i had to figure out the sweet spot for how many heavy armor i used and how many light armor to run , how many MAG enchants and how many health i could get away with being heals was based off mag pool and health in pvp was 16k 18k if you was on the high end of health
There's no sweet spot anymore though bro, you can have massive heals and be in full heavy armor. One of my builds only has 1 light armor piece and the rest is all heavy - not by choice, just those are the sets that the group needs me to run. I have 17k base mag and stam (0 attribute points in either) and have ZERO sustain issues because someone else is running sustain sets that give me more than enough resource recovery every 10 seconds + running jewels of misrule. I forfeit spell damage and power for % healing buffs and I make use of major/minor mending, and my burst heal is still strong enough to to allow my group members to survive burst from another group. And that is part of the problem.
The base stats need to be adjusted so that heavy armor inhibits healing somehow if they're not going to make healing be based on its own stat. In the TES games, heavy armor would inhibit spell effectiveness, so that is one thing they can potentially look at.
heimdall14_9 wrote: »The problem with healing is the stacking of cross healing in groups. What you ask for wouldnt solve that problem at all. If you cant kill single players "because their healing is too strong" you might just have to think about your build and playstyle and maybe improve. I never get the feeling that I cant kill someone because of their healing. The only single targets that cant be killed by a solo player are 50k hp perma block tanks and thats not because their healing is too strong.
HoT/Shield Overlap: Hard limits on how many sources of heals-over-time or damage shields can affect a single target simultaneously, curbing the oppressive nature of group-stacking.
1. The Healing & Shield Ground Rules
Resource-Based Scaling: All heals scale strictly off Max Magicka or Max Stamina (whichever is highest). Damage stats do not touch healing power anymore.
The 1 Unique HoT Cap: A player can only be affected by 1 unique Heal-over-Time (HoT) source per caster. If 12 players cast the same HoT on a group, only the single highest-value tick applies. The other 11 do flat out 0 healing.
Damage Shield Ceiling: Shields do not stack. The highest value takes priority, capped at a hard maximum of 9,000 total damage absorbed.
here i highlighted what would stop heal stacking !!!!!
you can belittle people but cant read, where have i ever said " I CANT KILL SOMEBODY , WHERE DID I SAY ANY OF THIS IS MY PROBLEMS WITH ANYTHING ??????
you are right there is some of us that step outside our personal builds and class favorites and gives real honest feedback here guessing you missed that part to ...
BXR_Lonestar wrote: »heimdall14_9 wrote: »The problem with healing is the stacking of cross healing in groups. What you ask for wouldnt solve that problem at all. If you cant kill single players "because their healing is too strong" you might just have to think about your build and playstyle and maybe improve. I never get the feeling that I cant kill someone because of their healing. The only single targets that cant be killed by a solo player are 50k hp perma block tanks and thats not because their healing is too strong.
HoT/Shield Overlap: Hard limits on how many sources of heals-over-time or damage shields can affect a single target simultaneously, curbing the oppressive nature of group-stacking.
1. The Healing & Shield Ground Rules
Resource-Based Scaling: All heals scale strictly off Max Magicka or Max Stamina (whichever is highest). Damage stats do not touch healing power anymore.
The 1 Unique HoT Cap: A player can only be affected by 1 unique Heal-over-Time (HoT) source per caster. If 12 players cast the same HoT on a group, only the single highest-value tick applies. The other 11 do flat out 0 healing.
Damage Shield Ceiling: Shields do not stack. The highest value takes priority, capped at a hard maximum of 9,000 total damage absorbed.
here i highlighted what would stop heal stacking !!!!!
you can belittle people but cant read, where have i ever said " I CANT KILL SOMEBODY , WHERE DID I SAY ANY OF THIS IS MY PROBLEMS WITH ANYTHING ??????
you are right there is some of us that step outside our personal builds and class favorites and gives real honest feedback here guessing you missed that part to ...
The problem with HoT stacking is that is how this game is designed from the ground up.
Take a step outside of a healer mindset for a minute. How is the best way to build a damage build? You want several DoT abilities that you can layer on the ground, you have a good spammable that you can weave with light attacks, and you just maintain high uptime on your dots while weaving your spammable and light attacks until you hit execute, and then you hit execute as many times as you can between your weaved light attacks.
Healing is the same way: how do you keep your group upright? You layer your HoT's on your group and apply the burst heal when needed.
If we were going to change the paradigm and discourage layering - both from a DPS and Healer standpoint, then you would need the HoT/DoT to be powerful enough and to tick often enough that you don't NEED to layer. But then what are you going to do with your remaining skill slots, because not every character has enough abilities that provide passive benefits just by slotting up a specific skill.
And if the HoT/DoTs were increased in strength, then you have a separate problem of people complaining that heals are too strong.
Overall, I don't think people are ever going to be happy with the state of healing in this game because if a healer is doing their jobs right, you shouldn't be able to kill the players they are healing. And nobody likes to fight unkillable players, and hence why people complain about healing to begin with.
Again, I don't see healing as being a problem. I don't see HoT stacking as being a problem. The problem is that there are no counters to healing and that ANY player on the battlefield can heal stack effectively. If you could only healstack effectively as a healer, that would go a long way to reduce some of the HoT stacking because EVERY DD is able to contribute to the HoT stacking because they have high offensive stats.