It is absurd in an MMO (which ESO is no longer, PVP-wise), that a player that has offensive abilities can attack all players in an opposing faction, but a player that has healing/support abilities CANNOT HELP ALL PLAYERS IN THEIR OWN FACTION (only their group, if any). Some of us actually like to heal/buff any player in their faction in need, grouped or not.
Since the dawn of Alliance vs Alliance MMOs (and I have played nearly all of them), a player could build a healer/support avatar TO SUPPORT THEIR FACTION. This too has been part of ESO's design since the very beginning (and I've been playing ESO that long). It stems from the classic DPS/Ranged, Tank/Melee, Healer/Buffer archetypes that pre-dated MMOs.
For ZOS to so casually make such a huge design change for "behavioral" reasons is inexcusable.
For those players not against the change or even for it, you have no idea how much healing and buffing you were getting from the many healers/buffers that WERE PLAYING, so enjoy DYING MORE QUICKLY AND MORE OFTEN, and the same horrible lag.
--Dyn The Disgusted
It is absurd in an MMO (which ESO is no longer, PVP-wise), that a player that has offensive abilities can attack all players in an opposing faction, but a player that has healing/support abilities CANNOT HELP ALL PLAYERS IN THEIR OWN FACTION (only their group, if any). Some of us actually like to heal/buff any player in their faction in need, grouped or not.
Since the dawn of Alliance vs Alliance MMOs (and I have played nearly all of them), a player could build a healer/support avatar TO SUPPORT THEIR FACTION. This too has been part of ESO's design since the very beginning (and I've been playing ESO that long). It stems from the classic DPS/Ranged, Tank/Melee, Healer/Buffer archetypes that pre-dated MMOs.
For ZOS to so casually make such a huge design change for "behavioral" reasons is inexcusable.
For those players not against the change or even for it, you have no idea how much healing and buffing you were getting from the many healers/buffers that WERE PLAYING, so enjoy DYING MORE QUICKLY AND MORE OFTEN, and the same horrible lag.
--Dyn The Disgusted
Is there any definition of MMO that says You need to be able to heal everyone , to earn the trophy of massively multipayer online ? Fact that ESO is an MMO in which there are aspects of the gameplay You don't like , doesn't mean the game looses the rights to be called an MMO. There are MMOs where term "healing others" doesn't even exist.
The change lacks any real logic and @Joy_Division puts that into a great perspective here.
Tommy_The_Gun wrote: »The change lacks any real logic and @Joy_Division puts that into a great perspective here.
Yep. There is absolutely no sense in this change. I mean what is next ? No cross - rezing (solo/group players) ? Or maybe better: We should not be able to deal damage to group when we are solo or solo players when we are grouped.... ?!
^ Because this what you would get if you would standardize everything according to lack of cross solo / group interaction...
I mean I mostly play solo and I am not affected by this change THAT much - but I already see weird stuff happening:
Joy_Division wrote: »Is there any definition of MMO that says You need to be able to heal everyone , to earn the trophy of massively multipayer online ? Fact that ESO is an MMO in which there are aspects of the gameplay You don't like , doesn't mean the game looses the rights to be called an MMO. There are MMOs where term "healing others" doesn't even exist.
The problem is ESO is not one of the MMOs where healing others doesn't exist. Indeed, the Templar class was designed with intent to heal / assist allies.
Instead ZOS has provided an absurd environment in which some members of the same alliance can heal each other while others can't. Meanwhile damage has no such restrictions. Skills that have been designed and balance with the intention of performing a beneficial function to an ally - as noted by the above poster - now often won;t function as they were intended to do. So players will often be playing under a different set of rules/mechanics, something that is antithetical to competition, aside from ignoring the AvAvA component by pretending Cyrodiil is a FFA of groups.
So, OK, it may be still be an massive multiplayer online game, but it's now one that is analogous to a D-Day simulation where a medic in the 82nd Airborne is incapable of administering aid to an "ally" in the 101st even though he has a medical kit ready to go.
Izanagi.Xiiib16_ESO wrote: »There are actually many instances where effects are tied to group only. For example Purge and Manoeuvres was changed to be like this years ago yet people didn't have the same response.
Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »Is there any definition of MMO that says You need to be able to heal everyone , to earn the trophy of massively multipayer online ? Fact that ESO is an MMO in which there are aspects of the gameplay You don't like , doesn't mean the game looses the rights to be called an MMO. There are MMOs where term "healing others" doesn't even exist.
The problem is ESO is not one of the MMOs where healing others doesn't exist. Indeed, the Templar class was designed with intent to heal / assist allies.
Instead ZOS has provided an absurd environment in which some members of the same alliance can heal each other while others can't. Meanwhile damage has no such restrictions. Skills that have been designed and balance with the intention of performing a beneficial function to an ally - as noted by the above poster - now often won;t function as they were intended to do. So players will often be playing under a different set of rules/mechanics, something that is antithetical to competition, aside from ignoring the AvAvA component by pretending Cyrodiil is a FFA of groups.
So, OK, it may be still be an massive multiplayer online game, but it's now one that is analogous to a D-Day simulation where a medic in the 82nd Airborne is incapable of administering aid to an "ally" in the 101st even though he has a medical kit ready to go.
There are actually many instances where effects are tied to group only. For example Purge and Maneuvers was changed to be like this years ago yet people didn't have the same response.
Also buff gear regularly only affects grouped allies. A couple of patches ago almost all healing sets were changed to only affect grouped allies too, again no outcry.
I don't think it's a bad thing that 'playing together' is encouraged in an MMO. If you don't want to play in a group, make a solo or zerg surf build or even a targeted solo healing build. As people have pointed out there are still plenty of other ways to aid allies if that is your desire. For example body blocking, damage mitigation etc..
I have been MMOing since 1997 and in all that time I can only recall ESO allowing you to heal non-group members.
Reading what you stated above brought me to the perfect way to balance PvP around the fact that ungrouped people cannot heal anyone but themselves. They should also not be able to be damaged by anyone but themselves. This seems about just as logical, and should bring some balance to the situation. No heals for you, no damage for me. Seems balanced, I think I like it.
Hyperbole,
I have been MMOing since 1997 and in all that time I can only recall ESO allowing you to heal non-group members.
The very first AvA (coined RvR by that game) did NOT allow you to heal or buff anyone outside of your own group. So while I can see this change may be frustrating for you, it's not outside the norm, in fact ESO was outside the norm.
I always thought it was odd to allow healing/buffing outside your group and lets not even talk about how easy ESO made healing in the first place with it's genre changing "smart healing" feature.
Hyperbole,
I have been MMOing since 1997 and in all that time I can only recall ESO allowing you to heal non-group members.
The very first AvA (coined RvR by that game) did NOT allow you to heal or buff anyone outside of your own group. So while I can see this change may be frustrating for you, it's not outside the norm, in fact ESO was outside the norm.
I always thought it was odd to allow healing/buffing outside your group and lets not even talk about how easy ESO made healing in the first place with it's genre changing "smart healing" feature.
Ultima Online (UO) was one of the first successful PvP MMOs (it was 2D) and it allowed healing/bandaging anyone in your faction. Dark Age of Camelot (DAoC, then later Warhammer) which was very successful, one of the first that was 3D, and defined the 3 faction MMO, also allowed healing/buffing of anyone in your faction. There were others since I usually played a healing/support class and if I recall correctly includes Everquest (PvP), World of Warcraft (PvP), Aion, and Age of Conan.
Groups originated as simply a means of communicating with a sub group of your faction that would move together, so it usually showed the leader/crown and group members on the map, and group members health. ESO later corrupted this subset of players to limit a few abilities (how does this fit even in lore?) and now even healing. So now with one patch, where I could heal any of hundreds of faction mates I can now heal AT MOST 12, while damage dealers can continue to target any of hundreds. Ridiculous.
What is next up for the group limit nerf? Resurrection? Siege Usage? Only seeing friendly players in your group? It my as well be group instanced -- which is not a true MMO.
--Dyn
But no amount of building for it or sacrifice is going to give us back the ability to heal allies. Yes there might be some overlooked skills that still work. But their intent is to remove ally healing, I am not about to craft a build around their incompetence at implementing their change.
Dunning_Kruger wrote: »
But no amount of building for it or sacrifice is going to give us back the ability to heal allies. Yes there might be some overlooked skills that still work. But their intent is to remove ally healing, I am not about to craft a build around their incompetence at implementing their change.
Instead of building a build; you could build a group. Now your heals hit allies and you are a coordinated force multiplier on the battlefield. That’s the point of an MMORPG is group building.
Healers are by their design a supportive role. They belong in groups. Make your groups and be the cornerstone or join groups. If you want to solo be a true solo role build like a ganker or a tanky DK etc.
Folks that don’t want to join groups to PvP but fight next to groups legitimately don’t want to play an MMORPG. This is the LFR generation in Cyrodiil.
Dunning_Kruger wrote: »
But no amount of building for it or sacrifice is going to give us back the ability to heal allies. Yes there might be some overlooked skills that still work. But their intent is to remove ally healing, I am not about to craft a build around their incompetence at implementing their change.
Instead of building a build; you could build a group. Now your heals hit allies and you are a coordinated force multiplier on the battlefield. That’s the point of an MMORPG is group building.
Healers are by their design a supportive role. They belong in groups. Make your groups and be the cornerstone or join groups. If you want to solo be a true solo role build like a ganker or a tanky DK etc.
Folks that don’t want to join groups to PvP but fight next to groups legitimately don’t want to play an MMORPG. This is the LFR generation in Cyrodiil.
Oh ***. Seven years people have been fighting in big disorganized mobs in Cyrodiil, and it was an MMORPG the entire time. You want a MOBA, go play a MOBA.
Dunning_Kruger wrote: »
But no amount of building for it or sacrifice is going to give us back the ability to heal allies. Yes there might be some overlooked skills that still work. But their intent is to remove ally healing, I am not about to craft a build around their incompetence at implementing their change.
Instead of building a build; you could build a group. Now your heals hit allies and you are a coordinated force multiplier on the battlefield. That’s the point of an MMORPG is group building.
Healers are by their design a supportive role. They belong in groups. Make your groups and be the cornerstone or join groups. If you want to solo be a true solo role build like a ganker or a tanky DK etc.
Folks that don’t want to join groups to PvP but fight next to groups legitimately don’t want to play an MMORPG. This is the LFR generation in Cyrodiil.
Sorry but judging from this post you probably did not play many (if any at all) RvR games.Dunning_Kruger wrote: »And most MMORPGs don’t have cyrodiil zerging lol. But they do enforce healers being in groups.
Hyperbole,
I have been MMOing since 1997 and in all that time I can only recall ESO allowing you to heal non-group members.
The very first AvA (coined RvR by that game) did NOT allow you to heal or buff anyone outside of your own group. So while I can see this change may be frustrating for you, it's not outside the norm, in fact ESO was outside the norm.
I always thought it was odd to allow healing/buffing outside your group and lets not even talk about how easy ESO made healing in the first place with it's genre changing "smart healing" feature.
Ultima Online (UO) was one of the first successful PvP MMOs (it was 2D) and it allowed healing/bandaging anyone in your faction. Dark Age of Camelot (DAoC, then later Warhammer) which was very successful, one of the first that was 3D, and defined the 3 faction MMO, also allowed healing/buffing of anyone in your faction. There were others since I usually played a healing/support class and if I recall correctly includes Everquest (PvP), World of Warcraft (PvP), Aion, and Age of Conan.
Groups originated as simply a means of communicating with a sub group of your faction that would move together, so it usually showed the leader/crown and group members on the map, and group members health. ESO later corrupted this subset of players to limit a few abilities (how does this fit even in lore?) and now even healing. So now with one patch, where I could heal any of hundreds of faction mates I can now heal AT MOST 12, while damage dealers can continue to target any of hundreds. Ridiculous.
What is next up for the group limit nerf? Resurrection? Siege Usage? Only seeing friendly players in your group? It my as well be group instanced -- which is not a true MMO.
--Dyn
In DAoC most certainly it did. Only buffs were and still are for groups. As for heals there you have single target heals and group heals. Group heal is only limited to group while single target for any friendly target you are currently targeting regardless of the group itself. in WAR both in case of original release as well as current private server works exactly same - group heals for group, single target heals for anyone in your realm.DAoC most certainly did not allow healing/buffing outside your group, otherwise I would not have had to make a buff bot account to buff my Infil. Warhammer was the same as DAoC in "open world" , though since it had "scenerios" as well, it force grouped there, like our BG's so healing an ally worked inside those as you were basically grouped
Izanagi.Xiiib16_ESO wrote: »It is absurd in an MMO (which ESO is no longer, PVP-wise), that a player that has offensive abilities can attack all players in an opposing faction, but a player that has healing/support abilities CANNOT HELP ALL PLAYERS IN THEIR OWN FACTION (only their group, if any). Some of us actually like to heal/buff any player in their faction in need, grouped or not.
Since the dawn of Alliance vs Alliance MMOs (and I have played nearly all of them), a player could build a healer/support avatar TO SUPPORT THEIR FACTION. This too has been part of ESO's design since the very beginning (and I've been playing ESO that long). It stems from the classic DPS/Ranged, Tank/Melee, Healer/Buffer archetypes that pre-dated MMOs.
For ZOS to so casually make such a huge design change for "behavioral" reasons is inexcusable.
For those players not against the change or even for it, you have no idea how much healing and buffing you were getting from the many healers/buffers that WERE PLAYING, so enjoy DYING MORE QUICKLY AND MORE OFTEN, and the same horrible lag.
--Dyn The Disgusted
A templar can still heal non grouped allies with some abilities as can Wardens.
What templar skills can still heal non-grouped allies?