AssaultLemming wrote: »Playing devils advocate for a second...Perhaps this skill is not designed for templar as healer but is designed for templar tanks? The increased self heal would make sense then and the area effect heal is a side benefit to heal the melee dps...
timidobserver wrote: »AssaultLemming wrote: »Playing devils advocate for a second...Perhaps this skill is not designed for templar as healer but is designed for templar tanks? The increased self heal would make sense then and the area effect heal is a side benefit to heal the melee dps...
Why would a templar tank want to use a heal with a long cast time when they could just use one without a cast time?
timidobserver wrote: »AssaultLemming wrote: »Playing devils advocate for a second...Perhaps this skill is not designed for templar as healer but is designed for templar tanks? The increased self heal would make sense then and the area effect heal is a side benefit to heal the melee dps...
Why would a templar tank want to use a heal with a long cast time when they could just use one without a cast time?
AssaultLemming wrote: »timidobserver wrote: »AssaultLemming wrote: »Playing devils advocate for a second...Perhaps this skill is not designed for templar as healer but is designed for templar tanks? The increased self heal would make sense then and the area effect heal is a side benefit to heal the melee dps...
Why would a templar tank want to use a heal with a long cast time when they could just use one without a cast time?
Well if you take into account the increased self heal I would assume this spell is more mana efficient? Interestingly if you look at the recently posted data mining post on spell crafting you can see that zos philosophy is to make spells that have a cast time more powerful/mana efficient compared to instant cast spells. Coming from EQ this was certainly the design philosophy used there, the best heals had the longest cast times. It means timing rather than reflexes plays a greater role. Essentially you cast heals because you expect damage to happen, rather than casting heals because damage has already happened.
AssaultLemming wrote: »timidobserver wrote: »AssaultLemming wrote: »Playing devils advocate for a second...Perhaps this skill is not designed for templar as healer but is designed for templar tanks? The increased self heal would make sense then and the area effect heal is a side benefit to heal the melee dps...
Why would a templar tank want to use a heal with a long cast time when they could just use one without a cast time?
Well if you take into account the increased self heal I would assume this spell is more mana efficient? Interestingly if you look at the recently posted data mining post on spell crafting you can see that zos philosophy is to make spells that have a cast time more powerful/mana efficient compared to instant cast spells. Coming from EQ this was certainly the design philosophy used there, the best heals had the longest cast times. It means timing rather than reflexes plays a greater role. Essentially you cast heals because you expect damage to happen, rather than casting heals because damage has already happened.
Will do.Joy_Division wrote: »Can we stop obfuscating the issue so Zenimax can at least try to make an interesting game with legitimate healing options?
Joy_Division wrote: »This is such a bad spell. I have run over 100 trials with many groups in all three factions and have never seen one person use this spell. Can we stop obfuscating the issue so Zenimax can at least try to make an interesting game with legitimate healing options?
halfbadger wrote: »Joy_Division wrote: »This is such a bad spell. I have run over 100 trials with many groups in all three factions and have never seen one person use this spell. Can we stop obfuscating the issue so Zenimax can at least try to make an interesting game with legitimate healing options?
You have run over 100 trials in 1.5 but not in 1.6.
In 1.6 this spell heals for 1.6 times the amount that spamming healing springs will heal per second so If you can predict the damage you will heal people for more.
Joy_Division wrote: »This is a cute but utterly ineffective and I cannot believe it somehow passed the "Is it a loser test?" that was done in preparation for 1.6.
95 times out of 100 the "Healing Springs" spell is the better alternative. It just is...sorry to the 2% of Tempaars who mistakenly believe "Healing Ritual" is viable, but the last 316 healers I have run Vet dungeons and Trials agree with me. If there is one soldier in the army who marches out of step with his company, odds are that anomalous soldier is not right and everyone else wrong.
The main problem with this spell is three-fold:
1. It's healing radius is too short...compounded by the origin being on the caster.
2. It has a cast time ... tolerable for level 14 Fungal Grotto, unacceptable in Vet dungeons where huge amounts of damage is done quickly.
3. It just doesn't heal that much...it has a tolerable Healing to Magicka ratio, but an awful Healing to Time ratio.
Since fundamentally redesigning this spell, probably the ideal solution, is impractical, my suggestion would be to make it the Templar-class alternative to healing springs, a spell 95 healers out of 100 think is great. I do not think it should be the same. It is not that hard to keep the original intent and animation of the spell and still make it at least an option. In essence, it would be a HoT that centered on the caster who could still move, but at a slower speed (ala the original spell). In essence, instead of waiting 2 seconds to get healed X amount, "Healing Springs" would begin to start healing immediately and restore X amount of health to allies over the course of 2 seconds. I think the radius would still need to be a bit bigger because 10 really isn't that large - especially when you can't aim the spell - and the numbers re-examined to ensure it's Heal to Time ratio is in the neighborhood of Healing Springs, but all in all I think this would make the spell at least an interesting alternative as opposed to a flat out loser nobody uses.
halfbadger wrote: »I think the skill is in a good place right now.
The self-snare is actually the worst thing about this skill, not the cast time; if you're in a position where you need to self heal, you'll probably be trying to gain some distance from whatever is dealing damage to you, something that's impossible to do. In combat, this skill will hurt the player more than help. I think with some tweaking, it could be a fantastic heal skill.
This is how it should be imo with no snare:
Healing Ritual
Cast Time: 1.5 seconds
Target: Area
Radius: 10 meters
Cost: X Magicka
Focus your spiritual devotion to heal yourself and nearby allies for X.
You receive 30% additional healing.
Ritual of Rebirth
Cast Time: Instant
Target: Area
Radius: 18 meters
Cost: X Magicka
Focus your spiritual devotion to heal yourself and nearby allies for X.
You receive 30% additional healing.
NEW EFFECT: Instant cast and increased radius
Lingering Ritual
Cast Time: 1.5 seconds
Target: Area
Radius: 28 meters
Cost: X Magicka
Focus your spiritual devotion to heal yourself and nearby allies for X and an additional X after 8 seconds.
Initial healing is increased by 30% for you.
NEW EFFECT: Additional healing after and increased radius.
I considered that, which is why I only made it 8 meters more, whereas Lingering is 18 meters more. I don't think a reduced cast time alone would entice anyone to pick it over Lingering otherwise, as Lingering would have larger aoe and more hp restored.Fizzlewizzle wrote: »The self-snare is actually the worst thing about this skill, not the cast time; if you're in a position where you need to self heal, you'll probably be trying to gain some distance from whatever is dealing damage to you, something that's impossible to do. In combat, this skill will hurt the player more than help. I think with some tweaking, it could be a fantastic heal skill.
This is how it should be imo with no snare:
Healing Ritual
Cast Time: 1.5 seconds
Target: Area
Radius: 10 meters
Cost: X Magicka
Focus your spiritual devotion to heal yourself and nearby allies for X.
You receive 30% additional healing.
Ritual of Rebirth
Cast Time: Instant
Target: Area
Radius: 18 meters
Cost: X Magicka
Focus your spiritual devotion to heal yourself and nearby allies for X.
You receive 30% additional healing.
NEW EFFECT: Instant cast and increased radius
Lingering Ritual
Cast Time: 1.5 seconds
Target: Area
Radius: 28 meters
Cost: X Magicka
Focus your spiritual devotion to heal yourself and nearby allies for X and an additional X after 8 seconds.
Initial healing is increased by 30% for you.
NEW EFFECT: Additional healing after and increased radius.
The second shouldn't have increased Radius. Short radius but insta cast or Large radius but casting time.
Fizzlewizzle wrote: »Something like Cleansing Ritual, but then an actual Healing Ritual (no pun intended)?
I would be in for that. A good Healing skill which you could place on the ground. No need to pay further attention to it, and it will keep your team alive.
If that is what you meant then it should be a whole lot more powerful than Cleansing Ritual (3-5 times as powerful, at least).
They should also reduse the time between heals to 1 second (or maybe even 0.5, but then the healing amount can be be a bit lower as it will heal a lot faster).
What if you made it into a buff that expired like mutagen, but healed for a lot more?