IZZEFlameLash wrote: »What they needed was crosshealing restriction in pvp zone only. Healing is much needed in PvE side if you go beyond anything Normal difficulty.
Instead, we got healing nerf that hurts in some dlc contents due to mechanics.
The healing changes have been difficult to adjust for in more advanced content. The vast majority of players have never and likely will never encounter this content or the issues we're dealing with though, so I guess it doesn't really matter and it's an "us" problem, as usual.
TheGreatBlackBear wrote: »Being useful or useless as a healer was never about filling healthbars in end game. It's about buff and debuff uptime. Sounds to me like you want to be a healbot. And unfortunately whether or not you get a "challenge" from it being more difficult to fill healthbars and group worth a damn still requires you to have max uptime on buffs and debuffs.
I think skills need to be reworked. As warden, I've run into difficulties. Yes, the good ability has been nerfed, but I can add just one more ability to have good effectiveness. So right? Well, the dynamics of the game is increasing. Dps needs to run for mechanics. Tank needs to run for the mechanic. And it turns out that no one will stand in your healing fields. Thus, there are 2 more options for the warden, one of which is to get pulled up to the tank and die.
So this nerf just showed the main problem. There aren't really many healing abilities in the game that are useful.
Well, yes, I still think that healers should be separated from dps because healing and damage (like a tank) are competing stats where you have to sacrifice damage (or defense) for more healing. Now it's broken and there is very little difference between dps and healer. And it generates and will generate many problems.
endgamesmug wrote: »I learnt pretty early on in the piece when i decided to give healing a go years ago, that nobodies gonna be in my healing springs and everything has to be mobile because everybody is everywhere 😆. So hots and burst heals is what made sense to me. Since taking my healplar into vet graven i feel like nb would or could be much more useful to me, especially with the added damage.
Everest_Lionheart wrote: »Last night vCR+3 run MT holding in exe gets double baneful and two healers plus 3 DPS throwing heals on him could not get him out. Second main tank takes over gets baneful one healer goes down second MT goes down first MT back up baneful + fire = dead group wipes.
It’s not just the heals taking a beating, we are also losing DPS pulling double duty to try to get tanks out of a mechanic that still hits as hard pre nerf. It’s ugly out there right now. Even self healing is sketchy right now. As portal blade I never worried about my health and could stay reasonably topped off to dunk 2 orbs. Now my self heals can barely keep up if I try to dunk the second which kicks it to my MT. I had to call for him to dunk it 2 out of every 3 portals. Depending on where the shards spawned.
Content still needs some tuning in the damage department because even with self healing the HM trials are RNG as to whether you live or die. Get silenced by creeper with 2 orb dots in vCR you are dead, get fire with 2 orb dots you are dead, fire plus 1 orb dot plus 1 yaghra hitting you is also death. Only DK has the power to self heal back from the brink like that and I’m pretty sure the devs didn’t mean for us to run 7 DK dps in vCR.
endgamesmug wrote: »I learnt pretty early on in the piece when i decided to give healing a go years ago, that nobodies gonna be in my healing springs and everything has to be mobile because everybody is everywhere 😆. So hots and burst heals is what made sense to me. Since taking my healplar into vet graven i feel like nb would or could be much more useful to me, especially with the added damage.
You know. I don't mind more complex mechanics for healers, the problem is they don't exist. Yes, I can use Psijics (and this seems like a thing that should be used in difficult moments for an additional tank of healing), but that's about it.
You know, people find eso difficult for some reason. But tanks refresh their buffs, debuffs and their main stat is a block that you can hold indefinitely. Healers should rotate buffs and heals and use burst heal when things get bad. Dps are just spinning their rotations. And of course we should all avoid things and do mechanics. Simple, actually it's not as hard as people say.
It's just that once I played one MMO as a healer. And my God, it's a completely different experience. This healer called temporary mobs for damage and never attacked himself. But his main mechanic is to create orbs that he places on the ground and that allies can pick up for healing or resources. So far it sounds like a light game, but in addition you had to position yourself near the team, since summoning mobs gives a buff to your team. If you don't see a problem then don't forget that you need to spawn orbs everywhere in the boss arena. Additionally you should have kept your debuffs on the boss. Additionally, you had to clear debuffs from the tank (because, funny, the boss also came prepared for the fight and you can reduce the armor of the tank or damage dps or just apply a debuff from which a person will die after a while). Additionally, you must provide burst heal if you need to save someone. And you still need to complete the boss mechanics in order not to die. And you should always explode your orbs for more sustain and healing for your group. Oh, and didn't you forget that you have to create them everywhere while your group absorbs them?
Sorry, but I just remembered a comment where a person said that eso is an action game and roles are no longer needed. And I just found it funny, because we really don't do as many different things as in other games. For example, in another game, you can stun raid the boss, but 10 players must give 1 type of stun and then the boss will fall and you can hit him effectively. It's just one of the options for how varied life dps can have for example.