OK if you're reading this you may have already read some of my thoughts on the nerf to BoL. If not you can do so (and read some thoughtful additions from others)
here and also a little over
over here. The gist is that one reason that the nerf to BoL is being taken so badly is that lack of mobility, reduced mitigation from class abilities, and lack of viable healing alternative in Restoring Light have made BoL a big crutch. Kicking someone's cruch is going to tick them off.
For the devs (hello
@Wrobel @ZOS_KNowak etc): You are *super* busy right now collecting data and feedback on lots of combat-related things, making adjustments, etc. I am not asking you to take time for comments in this thread. But when one of you goes on ESO Live in the near future, it would be helpful if you could explain the situations in which you think HR/morphs and HoD are going to be preferable or more useful than BoL, even a BoL that hits two targets instead of three? BoL lacks a self snare and is an instant cast (beats HR) and heals more than one person (beats HoD).
For the rest of us, excluding reverting BoL to pre-2.30, what changes would you like to see for Templar abilities to make you less dependent on BoL? To make it more of an option rather than a no-brainer?
Here some starting ideas to get things started...
Healing Ritual
I've had so many different ideas for this over the past couple of years, just all over the place. Here are my favorites for your consideration.
"The Light"In this new version of Healing Ritual, while you walk about praying and healing you are surrounded in a bright swirling glow as your healing energy pours out to nearby allies. You blind your foes, getting Major Evasion for two seconds (or Major Protection for two seconds or inflicting all nearby enemies with Major Maim for four seconds) starting when you press the button to cast the spell. The heal also begins instantly while you are doing a casting animation and still self-snared. The healing is reduced by 20% or so to compensate for the buff. For Lingering Ritual a smallish HoT applies to allies within the ability radius for 8 seconds after the cast time ends (centered on the caster who is no longer self-snared). Ritual of Rebirth restores one quarter of missing stamina and magicka to two nearby allies other than the caster over the course of three seconds.
"The Buff"
In another alternative I've also been considering, you still get the swirling light and self-snare cast time as per "The Light", but in this case the caster's allies gains Major Protection for 6 seconds or until the caster causes damage. Like "The Light", healing starts when casting begins, as does the buff. Basically the animation is for show not a delay in the heal. As with "The Light" the healing done and/or cost would be adjusted appropriately for balance. The morphs could stay the same as they have been since launch or could be tweaked. For example, Lingering Ritual could extend the buffs to 8 seconds, while Ritual of Rebirth could add Major Heroism or something similar alongside Major Protection.
"The Toggle"Most of my ideas for Healing Ritual have been based on keeping the cast time and the self-snare. This one doesn't. Rather than a specific number of health points that scale with spell damage, max magicka, and healing buffs, have it restore a percentage of their missing health over time as a toggle. Toggling the ability on would drain health from the caster while restoring it to allies. The exact percentage of health restored and the ratio of health drained to health restored would need to be based on internal testing to make sure it wasn't too strong or too weak. But given the risk and self-sacrifice, it would be a really big heal. There is still a risk, but not from the self-snare. Afterward the caster would have a reduction in healing received for a brief time to keep this ability from being abused.
Ritual of Rebirth would reduced the reduction in healing and buff health recovery. The Lingering Ritual Morph would give a delayed heal like it always has, but would be for a percentage of the healing done during the toggle.
At first glance, having a healer risk themselves by trading health for healing may sound like a death sentence for the healer, but again it would be balanced against doing a significant amount of healing to a fixed percentage of missing health. It would have a fast drain and tick for larger percentages of missing health over time. You could still run, sprint, and roll-dodge while saving a 12 player raid on the verge of wiping. And in any case, if you die you can always be rezzed. Hence the need to balance risk and reward to not make it a stealth easy mode mechanic where you just heal everyone to 100% while dying and get a rez after. Since the percentage of health restored goes up over time and since you can't cast anything else (other skills are locked out while channeling), just relying on this all of the time would be waste. It would be a great "Oh crap
button", though.
The cousin to this concept is to drain magicka super-fast instead of caster health, but it's more boring and is like a dull group version of Dark Deal. But it might be workable with some tweaking.
Honor the Dead
A couple of options of for this one:
-also grants the caster Minor Heroism and Minor Mending
-also grants the caster Minor Sorcery and Minor Brutality
The cost rebate for HoD is nice, I'm just looking to sweeten it a little by guaranteeing something for the caster.
And while it isn't part of the Restoring Light skill line, mitigation is also important...
Sunshield
Increase shield strength to 40% of caster's health for
Sun Shield and its morphs. Double the damage on activation for
Radiant Ward while Stunning those caught in the blast of the activation. Add a Knock Down to enemies in range of the AoE damage effect when
Blazing Shield explodes.
Oh, and while we're in the Aedric Spear skill line change the
Spear Wall passive to add a 10% chance to inflict Minor Maim (15% reduction in target's outgoing damage) for 8 seconds on an enemy whose melee attack has been blocked.
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