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Are healing skills the biggest issue with the new scaling?

  • MEBengalsFan2001
    MEBengalsFan2001
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    I think with this change we will see more dark elves running around because they offer both magika and stamina stat and damage bonus.

    Overall this change will be good for the game other than healing. Healing now will be better for stamina builds and make them even stronger than they already are.

    IMO healing needs adjustments and I already explained this i a few different threads already. It would make healing a bit more unique especially if role can play an impact on how healing is handled.
  • exeeter702
    exeeter702
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    Seraphayel wrote: »
    If spell damage stat doesn't boost both healing and damage, my healer will quit healing and go pure dps. If she wanted to do a support role and have crap damage, she'd play a tank.

    PvE: Healers doing good damage doesn't hurt PvE a bit.
    PvP: Battle Spirit is for adjusting things in PvP that might need adjusting, right?

    Healers are no damage dealers and I hate the idea of healing being sidelined to be a capable damage dealer as a healer on top of the most important job (aka healing).

    I hate this in WoW, I hate this in FFXIV and I hate it in ESO. No idea when developers had the idea that healers all of a sudden need to deal respectable damage as well. For two decades healers did primarily heal and it was fine. Then something changed.

    By the way, this is my personal opinion, others might like damage dealing healers and that’s fine.

    Being a damage dealer and being in possession of the ability assist on damage pressure are not the same thing.

    High level well designed pvp in numerous games within this genre have all done this correctly. The difference between a weak player and a strong player in the healer role is precisely knowing when you have the windows afforded to weave in damage and assist in securing kills. Wanting to be a healer that does nothing but kite, tank pressure, and hammer out heals terrible and only fosters poorly skilled healers from becoming better, ESPECIALLY in eso, where there are no governing CDs or abilites to coordinate kills and control. You are just throwing out heals and maybe the occasional stun to buy you some breathing room.

    Zero damage healer builds in this game are an absolute joke because they thrive only in cyrodil or lopsided pvp endeavors where the burden of performance is not equally shared among all participants.
  • BronzeCaiman
    BronzeCaiman
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    If you follow the meta, your are already homogenized. People like to pretend when they run meta gear sets and change a few skills off the meta rotation they are unique, in this game you are literally a walking set of gear and a few skills since we have no vertical progression.

    They are trying to cater to new players but at the end of the day, they only add mechanics on mechanics in group PvE with no solo or story mode for players to learn them on their own. Its like learning to fly an airplane but its full of passengers.
  • etchedpixels
    etchedpixels
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    Seraphayel wrote: »
    So what do you think, will healing skills be the problematic elephant in the room for the scaling change?

    Only one of the herd!

    Aside from not fixing the hybrid stats (so much for play as you like) the second problem is that except for bursty action (eg PvP) you want a large resource pool in order to get the skill scaling, you want a large resource regen in order to use skills. Over a long fight your resource pool size is irrelevant for sustain, if your regeneration isn't keeping up you'll run out.

    That means that putting 64 in one resource and putting plenty of regen in the other now works fine. So all of a sudden being a Breton stamdk starts to make more sense in all sorts of interesting ways because you can keep using magicka skills with 64 in stamina because you keep regenerating that resource and using skills in a balanced way. The fact you have high regen/low pool size no longer makes the skill performance suck.

    Too many toons not enough time
  • brtomkin
    brtomkin
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    Totally drop healing scaling and give all healing skills a reasonably balanced flat value. Modify heals based on percentage bonuses like powered trait, ritual mundus, etc. Add a few more sources for heal bonuses like an armor trait (replace invigorating for example). Cap healing bonuses at +150% (or whatever "balanced" value) while making it difficult to reach the cap.

    PS5 NA: Pickmans__Model, CP 2000+
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