CatalinaWineMixer2 wrote: »😂 Was that you? J/k
I was using Budding Seeds and Fungal Growth today and they were healing my group but I could not tell if it was affecting people outside of it. Something to look into for sure
CatalinaWineMixer2 wrote: »😂 Was that you? J/k
I was using Budding Seeds and Fungal Growth today and they were healing my group but I could not tell if it was affecting people outside of it. Something to look into for sure
All three of these skills specifically say they can heal “an ally,” which means they will hit people out of group by design. They’re working as intended. The issue is that intention often becomes a pain point when you want to prioritize your group or yourself. It makes the heals unreliable.
It’s particularly frustrating with Rushed Ceremony, since it chooses a single target that could be (but is often not) yourself. The devs changed its range to be limited to a 180-degree cone so it wouldn’t hit players behind you, but that’s all they’ve allowed in terms of determining who gets the heal. It can’t be counted on as a self-heal in combat if there’s another player around, as they could end up getting in your LoS and getting the heal instead.
It’s been a pain point for a while now, long before Vengeance. There was an interesting proposal on toggling target options for heals here, which would seem to make these skills more useful, though I don’t know that it fits with the devs’ vision or their resource budget: https://forums.elderscrollsonline.com/en/discussion/578616/dear-zos-please-make-smart-healing-a-toggleable-setting
CatalinaWineMixer2 wrote: »😂 Was that you? J/k
I was using Budding Seeds and Fungal Growth today and they were healing my group but I could not tell if it was affecting people outside of it. Something to look into for sure
All three of these skills specifically say they can heal “an ally,” which means they will hit people out of group by design. They’re working as intended. The issue is that intention often becomes a pain point when you want to prioritize your group or yourself. It makes the heals unreliable.
It’s particularly frustrating with Rushed Ceremony, since it chooses a single target that could be (but is often not) yourself. The devs changed its range to be limited to a 180-degree cone so it wouldn’t hit players behind you, but that’s all they’ve allowed in terms of determining who gets the heal. It can’t be counted on as a self-heal in combat if there’s another player around, as they could end up getting in your LoS and getting the heal instead.
It’s been a pain point for a while now, long before Vengeance. There was an interesting proposal on toggling target options for heals here, which would seem to make these skills more useful, though I don’t know that it fits with the devs’ vision or their resource budget: https://forums.elderscrollsonline.com/en/discussion/578616/dear-zos-please-make-smart-healing-a-toggleable-setting
Indeed. A simple solution would be if the caster is sub 25% health they are the priority. I just found it amusing to try and heal myself with it, continually spamming it until it literally killed me. The option to turn 180 wasn't available as I was surrounded by alliance members.
CatalinaWineMixer2 wrote: »😂 Was that you? J/k
I was using Budding Seeds and Fungal Growth today and they were healing my group but I could not tell if it was affecting people outside of it. Something to look into for sure
All three of these skills specifically say they can heal “an ally,” which means they will hit people out of group by design. They’re working as intended. The issue is that intention often becomes a pain point when you want to prioritize your group or yourself. It makes the heals unreliable.
It’s particularly frustrating with Rushed Ceremony, since it chooses a single target that could be (but is often not) yourself. The devs changed its range to be limited to a 180-degree cone so it wouldn’t hit players behind you, but that’s all they’ve allowed in terms of determining who gets the heal. It can’t be counted on as a self-heal in combat if there’s another player around, as they could end up getting in your LoS and getting the heal instead.
It’s been a pain point for a while now, long before Vengeance. There was an interesting proposal on toggling target options for heals here, which would seem to make these skills more useful, though I don’t know that it fits with the devs’ vision or their resource budget: https://forums.elderscrollsonline.com/en/discussion/578616/dear-zos-please-make-smart-healing-a-toggleable-setting
Indeed. A simple solution would be if the caster is sub 25% health they are the priority. I just found it amusing to try and heal myself with it, continually spamming it until it literally killed me. The option to turn 180 wasn't available as I was surrounded by alliance members.
Yeah, when I first tried Vengeance back during the tests I figured I might give my own class heal a try, but encountered the same thing.
It is really odd to me to have a single-target burst with such little control over it. Heal targeting was also a pain point in New World, where the devs finally implemented more controls for it. Even then not everyone was happy, but there was at least something offering greater control than “face a wall so it hits only you.”
CatalinaWineMixer2 wrote: »😂 Was that you? J/k
I was using Budding Seeds and Fungal Growth today and they were healing my group but I could not tell if it was affecting people outside of it. Something to look into for sure
All three of these skills specifically say they can heal “an ally,” which means they will hit people out of group by design. They’re working as intended. The issue is that intention often becomes a pain point when you want to prioritize your group or yourself. It makes the heals unreliable.
It’s particularly frustrating with Rushed Ceremony, since it chooses a single target that could be (but is often not) yourself. The devs changed its range to be limited to a 180-degree cone so it wouldn’t hit players behind you, but that’s all they’ve allowed in terms of determining who gets the heal. It can’t be counted on as a self-heal in combat if there’s another player around, as they could end up getting in your LoS and getting the heal instead.
It’s been a pain point for a while now, long before Vengeance. There was an interesting proposal on toggling target options for heals here, which would seem to make these skills more useful, though I don’t know that it fits with the devs’ vision or their resource budget: https://forums.elderscrollsonline.com/en/discussion/578616/dear-zos-please-make-smart-healing-a-toggleable-setting
Indeed. A simple solution would be if the caster is sub 25% health they are the priority. I just found it amusing to try and heal myself with it, continually spamming it until it literally killed me. The option to turn 180 wasn't available as I was surrounded by alliance members.
Yeah, when I first tried Vengeance back during the tests I figured I might give my own class heal a try, but encountered the same thing.
It is really odd to me to have a single-target burst with such little control over it. Heal targeting was also a pain point in New World, where the devs finally implemented more controls for it. Even then not everyone was happy, but there was at least something offering greater control than “face a wall so it hits only you.”
It's not something I have an issue with in other PvP modes, because I don't use the class heal. Relying on a scribed self-heal instead. But obviously that isn't an option in Vengeance.