Quite the opposite. I think Fengrush voiced this: Currently DDs can cross heal, because skills like Regeneration and Echoing Vigor stack with themselves, when you get them from different people. In a properly built group (maybe the type of small group he plays in) everyone can throw on just one such healing skill and healers aren't even needed. His idea was that these skills should not stack.the1andonlyskwex wrote: »So you basically want to eliminate the healer role. No thanks.
Quite the opposite. I think Fengrush voiced this: Currently DDs can cross heal, because skills like Regeneration and Echoing Vigor stack with themselves, when you get them from different people. In a properly built group (maybe the type of small group he plays in) everyone can throw on just one such healing skill and healers aren't even needed. His idea was that these skills should not stack.the1andonlyskwex wrote: »So you basically want to eliminate the healer role. No thanks.
What I'm talking about isn't the same thing. However DDs often have just one burst heal that may go to another person, such as Healing Ward. If that has limited cross heal potential, the DD cannot switch to a healer role as effectively. Only a dedicated healer with 3 or more healing skills can constantly cast heals. Dedicated healers may become more valuable, because only they have the bar space to slot, for the sake of the argument, multiple burst heals, such as Breath of Life and Healing Ward. I am thinking of the scenario with individual skill cooldowns. If it's a global cooldown then, yeah, I think that's too draconian.
Just to be clear, I'm not the one who proposed limits. ZOS did. I'm merely pointing out that you could have skills acting single target 2/3rds of the time and this may be more viable than disallowing another skill cast altogether for 3 seconds.the1andonlyskwex wrote: »Quite the opposite. I think Fengrush voiced this: Currently DDs can cross heal, because skills like Regeneration and Echoing Vigor stack with themselves, when you get them from different people. In a properly built group (maybe the type of small group he plays in) everyone can throw on just one such healing skill and healers aren't even needed. His idea was that these skills should not stack.the1andonlyskwex wrote: »So you basically want to eliminate the healer role. No thanks.
What I'm talking about isn't the same thing. However DDs often have just one burst heal that may go to another person, such as Healing Ward. If that has limited cross heal potential, the DD cannot switch to a healer role as effectively. Only a dedicated healer with 3 or more healing skills can constantly cast heals. Dedicated healers may become more valuable, because only they have the bar space to slot, for the sake of the argument, multiple burst heals, such as Breath of Life and Healing Ward. I am thinking of the scenario with individual skill cooldowns. If it's a global cooldown then, yeah, I think that's too draconian.
You're looking at this wrong. Putting a limit on how often you can cast heals that actually affect other people doesn't make healers more useful, it just limits what they can do.
Just to be clear, I'm not the one who proposed limits. ZOS did. I'm merely pointing out that you could have skills acting single target 2/3rds of the time and this may be more viable than disallowing another skill cast altogether for 3 seconds.the1andonlyskwex wrote: »Quite the opposite. I think Fengrush voiced this: Currently DDs can cross heal, because skills like Regeneration and Echoing Vigor stack with themselves, when you get them from different people. In a properly built group (maybe the type of small group he plays in) everyone can throw on just one such healing skill and healers aren't even needed. His idea was that these skills should not stack.the1andonlyskwex wrote: »So you basically want to eliminate the healer role. No thanks.
What I'm talking about isn't the same thing. However DDs often have just one burst heal that may go to another person, such as Healing Ward. If that has limited cross heal potential, the DD cannot switch to a healer role as effectively. Only a dedicated healer with 3 or more healing skills can constantly cast heals. Dedicated healers may become more valuable, because only they have the bar space to slot, for the sake of the argument, multiple burst heals, such as Breath of Life and Healing Ward. I am thinking of the scenario with individual skill cooldowns. If it's a global cooldown then, yeah, I think that's too draconian.
You're looking at this wrong. Putting a limit on how often you can cast heals that actually affect other people doesn't make healers more useful, it just limits what they can do.
I wish I'd added another option so people could express their fundamental opposition to ZOS' plans, although I do believe that, as of right now at least, these really are just tests.
the1andonlyskwex wrote: »Here's my solution. ZOS should do some combination of the following.
1) Rework all of the 1-2 target burst heals to require aiming at a target, like Nature's Grasp (which is basically the only non-AoE heal in the game).
2) Instead of adding cooldowns, double the cost of all AoE skills, and increase their damage and healing by some percentage to compensate (not so much that they do more damage and healing than single target abilities though, meaning that this will be a nerf overall).
3) Cut the effect of all sustain related CPs in half.
4) Cut the effect of all set bonuses that affect group sustain in half.
5) Cut the resources restored by Orbs and Shards in half.
blendertoes wrote: »the1andonlyskwex wrote: »Here's my solution. ZOS should do some combination of the following.
1) Rework all of the 1-2 target burst heals to require aiming at a target, like Nature's Grasp (which is basically the only non-AoE heal in the game).
2) Instead of adding cooldowns, double the cost of all AoE skills, and increase their damage and healing by some percentage to compensate (not so much that they do more damage and healing than single target abilities though, meaning that this will be a nerf overall).
3) Cut the effect of all sustain related CPs in half.
4) Cut the effect of all set bonuses that affect group sustain in half.
5) Cut the resources restored by Orbs and Shards in half.
This is an absolutely awful idea that will destroy sustain and return the game to the heavy attack meta that was not well received the last time it happened.
the1andonlyskwex wrote: »Also, nothing in my proposal would prevent you from wearing self-sustain gear and focusing on single target abilities if you really want to avoid heavy attacking.
the1andonlyskwex wrote: »Infinite (or near infinite) sustain isn't really good for PvE either though. The whole point of ESO's combat approach is that you should have to manage your resources. As things stand right now, sustain is so good that DDs can optimize their rotation for max DPS without really worrying about sustain at all.
To be more specific, sustain isn't the reason you're currently using "only three AoE skills cast on expiration" but maybe it should be the reason that in the future you're only using one or two AoE skills and only casting them when there are adds that need to be killed because you can't afford to cast them indiscriminately on expiration.