Personofsecrets wrote: »Design apparently doesnt mind cheesy play archetypes (ininite heal ult), but Magma Shell working with ult gen was a step too far! Honk honk!
Wow, so templars are doing the only thing they are good at and you are saying it needs a nerf?
If they nerf the mastery, who cares because a subclassed templar still outputs more healing than a pure one.
Also warden tree is an infinitely better ult, and so are the skills and passives in their skill lines. And it's getting a buff -- I mean "rework" -- soon. Go figure. But yeah, let's complain that tanky damage dealers couldn't beat a templar's heal output.
Also, I play healer and a templar one in BGs. Enjoy. it's true I've never lost in BGs even once, but it's also true that if I heal in Cyrodiil I can support over a ball vs an entire faction stack OR a random group of people in my faction vs an entire faction stack without sweating. BGs are a cakewalk, and even without the ult and masteries, guess what? My healing still won't be beaten.
That's the only other thing I do besides fire siege after all. I have to make sure to do it properly and maximize the trauma on the opponent's side when it looks like every enemy's HP isn't moving. Had fun?Personofsecrets wrote: »Design apparently doesnt mind cheesy play archetypes (ininite heal ult), but Magma Shell working with ult gen was a step too far! Honk honk!
False equivalence. A shield is essentially an increase in max HP, but healing only brings your HP up to the original amount. That's an important distinction because no matter how powerful you are in the game, if you take damage equivalent to your HP in the right instant (actually near-instant) of time, then you will die.
In the same situation, shields provide protection and increase that threshold. You can also stack other shields on top of it, and ...get this: also heal your base HP. So that means that shields in that same situation above, are actually better than healing.
But it gets even more better. Shields inherit damage reduction. What that means is that you can utilize shielding to survive way more damage than just healing alone.
Change the templar to put a shield on repeatedly instead of heal and we'll see how the forums explodes, rather than just you and the guy you are agreeing with while trying to advocate for a buff to an ult that doesn't need it.
False equivalence. A shield is essentially an increase in max HP, but healing only brings your HP up to the original amount. That's an important distinction because no matter how powerful you are in the game, if you take damage equivalent to your HP in the right instant (actually near-instant) of time, then you will die.
In the same situation, shields provide protection and increase that threshold. You can also stack other shields on top of it, and ...get this: also heal your base HP. So that means that shields in that same situation above, are actually better than healing.
But it gets even more better. Shields inherit damage reduction. What that means is that you can utilize shielding to survive way more damage than just healing alone.
Change the templar to put a shield on repeatedly instead of heal and we'll see how the forums explodes, rather than just you and the guy you are agreeing with while trying to advocate for a buff to an ult that doesn't need it.
BardokRedSnow wrote: »I really wish this community would think before posting emotionally
The point isnt that anyone wants to shut out healers, its that healing in this game is way too strong and has been for a very long time. That said, even though this is true for solo queue, because its uncomp'd gameplay and the team with a healer typically beats the one without, grouped bgs is almost always dominated by 4 dk, no healer, or, 2 dk 2 wws
A healer in most cases, even 2 is nice, but the dk four mans are far better. So while I agree with nerfing heal stacking specifically and shield stacking for cyrodiil, I dont agree that healers should be nerfed, if they were theyd have zero role to fill in bgs at all right now
IZZEFlameLash wrote: »Wow, so templars are doing the only thing they are good at and you are saying it needs a nerf?
If they nerf the mastery, who cares because a subclassed templar still outputs more healing than a pure one.
Also warden tree is an infinitely better ult, and so are the skills and passives in their skill lines. And it's getting a buff -- I mean "rework" -- soon. Go figure. But yeah, let's complain that tanky damage dealers couldn't beat a templar's heal output.
Also, I play healer and a templar one in BGs. Enjoy. it's true I've never lost in BGs even once, but it's also true that if I heal in Cyrodiil I can support over a ball vs an entire faction stack OR a random group of people in my faction vs an entire faction stack without sweating. BGs are a cakewalk, and even without the ult and masteries, guess what? My healing still won't be beaten.
That's the only other thing I do besides fire siege after all. I have to make sure to do it properly and maximize the trauma on the opponent's side when it looks like every enemy's HP isn't moving. Had fun?Personofsecrets wrote: »Design apparently doesnt mind cheesy play archetypes (ininite heal ult), but Magma Shell working with ult gen was a step too far! Honk honk!
False equivalence. A shield is essentially an increase in max HP, but healing only brings your HP up to the original amount. That's an important distinction because no matter how powerful you are in the game, if you take damage equivalent to your HP in the right instant (actually near-instant) of time, then you will die.
In the same situation, shields provide protection and increase that threshold. You can also stack other shields on top of it, and ...get this: also heal your base HP. So that means that shields in that same situation above, are actually better than healing.
But it gets even more better. Shields inherit damage reduction. What that means is that you can utilize shielding to survive way more damage than just healing alone.
Change the templar to put a shield on repeatedly instead of heal and we'll see how the forums explodes, rather than just you and the guy you are agreeing with while trying to advocate for a buff to an ult that doesn't need it.
I mean, if we are going to complain about the infinite sustain of DK and how that allows DK to survive, why not be consistent about it and complain about infinite ult healing. Wasn't it the community sentiment that anything infinite is bad? Sounds mighty fair thing to pick bones about if we are in that route.
False equivalence. A shield is essentially an increase in max HP, but healing only brings your HP up to the original amount. That's an important distinction because no matter how powerful you are in the game, if you take damage equivalent to your HP in the right instant (actually near-instant) of time, then you will die.
In the same situation, shields provide protection and increase that threshold. You can also stack other shields on top of it, and ...get this: also heal your base HP. So that means that shields in that same situation above, are actually better than healing.
But it gets even more better. Shields inherit damage reduction. What that means is that you can utilize shielding to survive way more damage than just healing alone.
Change the templar to put a shield on repeatedly instead of heal and we'll see how the forums explodes, rather than just you and the guy you are agreeing with while trying to advocate for a buff to an ult that doesn't need it.
Except when I press a 8k shield, half of it is gone by the time I'm out of GCD and it has 50% efficiency at most, since it eats chip damage like burning, poisoned and meek DoTs which I wouldn't even have felt on me while purify, rune and vigor heals are up due to my HP staying at effective 100%. Not only that but a shield will never get even close to what I can get from healing output, since its more difficult to scale and can't crit.
Shields are good vs burst. If I have hots running and I shield while at 100% HP but there's no burst incoming, the only actual result of shields is to heavily inflate my overheal for heals and basically waste some resources. They look like big numbers since they don't overheal, so it's easy to bait people on logs if they only understand part of the layers. With how much damage exists in the game right now, having some healthy shields is rather mandatory for any sort of group play, since it's close to impossible to survive a 3 2 1 Leap & Whip combo from a duo, let alone a bigger group.
IZZEFlameLash wrote: »Wow, so templars are doing the only thing they are good at and you are saying it needs a nerf?
If they nerf the mastery, who cares because a subclassed templar still outputs more healing than a pure one.
Also warden tree is an infinitely better ult, and so are the skills and passives in their skill lines. And it's getting a buff -- I mean "rework" -- soon. Go figure. But yeah, let's complain that tanky damage dealers couldn't beat a templar's heal output.
Also, I play healer and a templar one in BGs. Enjoy. it's true I've never lost in BGs even once, but it's also true that if I heal in Cyrodiil I can support over a ball vs an entire faction stack OR a random group of people in my faction vs an entire faction stack without sweating. BGs are a cakewalk, and even without the ult and masteries, guess what? My healing still won't be beaten.
That's the only other thing I do besides fire siege after all. I have to make sure to do it properly and maximize the trauma on the opponent's side when it looks like every enemy's HP isn't moving. Had fun?Personofsecrets wrote: »Design apparently doesnt mind cheesy play archetypes (ininite heal ult), but Magma Shell working with ult gen was a step too far! Honk honk!
False equivalence. A shield is essentially an increase in max HP, but healing only brings your HP up to the original amount. That's an important distinction because no matter how powerful you are in the game, if you take damage equivalent to your HP in the right instant (actually near-instant) of time, then you will die.
In the same situation, shields provide protection and increase that threshold. You can also stack other shields on top of it, and ...get this: also heal your base HP. So that means that shields in that same situation above, are actually better than healing.
But it gets even more better. Shields inherit damage reduction. What that means is that you can utilize shielding to survive way more damage than just healing alone.
Change the templar to put a shield on repeatedly instead of heal and we'll see how the forums explodes, rather than just you and the guy you are agreeing with while trying to advocate for a buff to an ult that doesn't need it.
I mean, if we are going to complain about the infinite sustain of DK and how that allows DK to survive, why not be consistent about it and complain about infinite ult healing. Wasn't it the community sentiment that anything infinite is bad? Sounds mighty fair thing to pick bones about if we are in that route.
Major_Mangle wrote: »As strong as healing is, remembrance spam is not in the top 5 "offenders". That type of healer is easily shut down with a negate + some burst.
Ordinator199 wrote: »Just cut healing in battlegrounds by 75% imo, nothing like running into a healer+60k health tank in 4vs4 troll group.
Vonnegut2506 wrote: »I wonder what the forum record is for PvP complaint threads in a single week. We have to be getting close at this point.
Ordinator199 wrote: »Just cut healing in battlegrounds by 75% imo, nothing like running into a healer+60k health tank in 4vs4 troll group.
IZZEFlameLash wrote: »Wow, so templars are doing the only thing they are good at and you are saying it needs a nerf?
If they nerf the mastery, who cares because a subclassed templar still outputs more healing than a pure one.
Also warden tree is an infinitely better ult, and so are the skills and passives in their skill lines. And it's getting a buff -- I mean "rework" -- soon. Go figure. But yeah, let's complain that tanky damage dealers couldn't beat a templar's heal output.
Also, I play healer and a templar one in BGs. Enjoy. it's true I've never lost in BGs even once, but it's also true that if I heal in Cyrodiil I can support over a ball vs an entire faction stack OR a random group of people in my faction vs an entire faction stack without sweating. BGs are a cakewalk, and even without the ult and masteries, guess what? My healing still won't be beaten.
That's the only other thing I do besides fire siege after all. I have to make sure to do it properly and maximize the trauma on the opponent's side when it looks like every enemy's HP isn't moving. Had fun?Personofsecrets wrote: »Design apparently doesnt mind cheesy play archetypes (ininite heal ult), but Magma Shell working with ult gen was a step too far! Honk honk!
False equivalence. A shield is essentially an increase in max HP, but healing only brings your HP up to the original amount. That's an important distinction because no matter how powerful you are in the game, if you take damage equivalent to your HP in the right instant (actually near-instant) of time, then you will die.
In the same situation, shields provide protection and increase that threshold. You can also stack other shields on top of it, and ...get this: also heal your base HP. So that means that shields in that same situation above, are actually better than healing.
But it gets even more better. Shields inherit damage reduction. What that means is that you can utilize shielding to survive way more damage than just healing alone.
Change the templar to put a shield on repeatedly instead of heal and we'll see how the forums explodes, rather than just you and the guy you are agreeing with while trying to advocate for a buff to an ult that doesn't need it.
I mean, if we are going to complain about the infinite sustain of DK and how that allows DK to survive, why not be consistent about it and complain about infinite ult healing. Wasn't it the community sentiment that anything infinite is bad? Sounds mighty fair thing to pick bones about if we are in that route.
We can find false equivalence anywhere if we look hard enough. They can nerf it and his problem still won't be solved. At the end of the day, the lack of a healer was his issue and his team's inability to focus.
I'd say go for it. It won't make a difference because pure templar healer is still inferior to subclass'd templar heals. Especially ones stacking ground HoTs.
False equivalence. A shield is essentially an increase in max HP, but healing only brings your HP up to the original amount. That's an important distinction because no matter how powerful you are in the game, if you take damage equivalent to your HP in the right instant (actually near-instant) of time, then you will die.
In the same situation, shields provide protection and increase that threshold. You can also stack other shields on top of it, and ...get this: also heal your base HP. So that means that shields in that same situation above, are actually better than healing.
But it gets even more better. Shields inherit damage reduction. What that means is that you can utilize shielding to survive way more damage than just healing alone.
Change the templar to put a shield on repeatedly instead of heal and we'll see how the forums explodes, rather than just you and the guy you are agreeing with while trying to advocate for a buff to an ult that doesn't need it.
Except when I press a 8k shield, half of it is gone by the time I'm out of GCD and it has 50% efficiency at most, since it eats chip damage like burning, poisoned and meek DoTs which I wouldn't even have felt on me while purify, rune and vigor heals are up due to my HP staying at effective 100%. Not only that but a shield will never get even close to what I can get from healing output, since its more difficult to scale and can't crit.
Shields are good vs burst. If I have hots running and I shield while at 100% HP but there's no burst incoming, the only actual result of shields is to heavily inflate my overheal for heals and basically waste some resources. They look like big numbers since they don't overheal, so it's easy to bait people on logs if they only understand part of the layers. With how much damage exists in the game right now, having some healthy shields is rather mandatory for any sort of group play, since it's close to impossible to survive a 3 2 1 Leap & Whip combo from a duo, let alone a bigger group.
Literal build decision. An 8K shield on me, on a semi-tanky build does not disappear in a GCD. Also, nothing stops you from rolling damage that would instantly destroy it and using the shield to soak up the rest of the damage in that case.
Lastly, we're talking about an ult. 8K damage shield is achievable without ult skills. If not, examine your build. Really.
And you literally just argued that shields are better than HoTs or heals in general because they allow you to soak up damage you otherwise could not, even with healing. Which, wow, is exactly what I said.IZZEFlameLash wrote: »Wow, so templars are doing the only thing they are good at and you are saying it needs a nerf?
If they nerf the mastery, who cares because a subclassed templar still outputs more healing than a pure one.
Also warden tree is an infinitely better ult, and so are the skills and passives in their skill lines. And it's getting a buff -- I mean "rework" -- soon. Go figure. But yeah, let's complain that tanky damage dealers couldn't beat a templar's heal output.
Also, I play healer and a templar one in BGs. Enjoy. it's true I've never lost in BGs even once, but it's also true that if I heal in Cyrodiil I can support over a ball vs an entire faction stack OR a random group of people in my faction vs an entire faction stack without sweating. BGs are a cakewalk, and even without the ult and masteries, guess what? My healing still won't be beaten.
That's the only other thing I do besides fire siege after all. I have to make sure to do it properly and maximize the trauma on the opponent's side when it looks like every enemy's HP isn't moving. Had fun?Personofsecrets wrote: »Design apparently doesnt mind cheesy play archetypes (ininite heal ult), but Magma Shell working with ult gen was a step too far! Honk honk!
False equivalence. A shield is essentially an increase in max HP, but healing only brings your HP up to the original amount. That's an important distinction because no matter how powerful you are in the game, if you take damage equivalent to your HP in the right instant (actually near-instant) of time, then you will die.
In the same situation, shields provide protection and increase that threshold. You can also stack other shields on top of it, and ...get this: also heal your base HP. So that means that shields in that same situation above, are actually better than healing.
But it gets even more better. Shields inherit damage reduction. What that means is that you can utilize shielding to survive way more damage than just healing alone.
Change the templar to put a shield on repeatedly instead of heal and we'll see how the forums explodes, rather than just you and the guy you are agreeing with while trying to advocate for a buff to an ult that doesn't need it.
I mean, if we are going to complain about the infinite sustain of DK and how that allows DK to survive, why not be consistent about it and complain about infinite ult healing. Wasn't it the community sentiment that anything infinite is bad? Sounds mighty fair thing to pick bones about if we are in that route.
You have a vested interest in protecting the class you like. I don't. That's where we differ. If they nerf this, it won't matter anyway because subclass healing with 1 templar line is superior in every way. Warden heals along with the templar line is superior to pure class healing anyway.
What is being enabled is not a better outcome overall, it's a better outcome if the healer was never skilled enough to be healing in the first place OR isn't actually a healer except when they press the ult button. Both of those two things are arguments for it to be nerfed because it does offer you the ability to do a role you don't have to actually build for. <-- but even that kind of argumentation becomes a slippery slope because ZOS never restricted roles.
Let's not pretend it's the same as DK's Core skill where nothing else comes close to that kind of power and you can even stop heavy attacking. It's not the same because there's superior options if someone is actually a healer anyway. Problem with DK's sustain? Ain't no better option.
And you seriously are comparing an ult that needs you to channel, to a skill that can be used on demand and has no real limitation? At face it's a bad comparison.
IZZEFlameLash wrote: »IZZEFlameLash wrote: »Wow, so templars are doing the only thing they are good at and you are saying it needs a nerf?
If they nerf the mastery, who cares because a subclassed templar still outputs more healing than a pure one.
Also warden tree is an infinitely better ult, and so are the skills and passives in their skill lines. And it's getting a buff -- I mean "rework" -- soon. Go figure. But yeah, let's complain that tanky damage dealers couldn't beat a templar's heal output.
Also, I play healer and a templar one in BGs. Enjoy. it's true I've never lost in BGs even once, but it's also true that if I heal in Cyrodiil I can support over a ball vs an entire faction stack OR a random group of people in my faction vs an entire faction stack without sweating. BGs are a cakewalk, and even without the ult and masteries, guess what? My healing still won't be beaten.
That's the only other thing I do besides fire siege after all. I have to make sure to do it properly and maximize the trauma on the opponent's side when it looks like every enemy's HP isn't moving. Had fun?Personofsecrets wrote: »Design apparently doesnt mind cheesy play archetypes (ininite heal ult), but Magma Shell working with ult gen was a step too far! Honk honk!
False equivalence. A shield is essentially an increase in max HP, but healing only brings your HP up to the original amount. That's an important distinction because no matter how powerful you are in the game, if you take damage equivalent to your HP in the right instant (actually near-instant) of time, then you will die.
In the same situation, shields provide protection and increase that threshold. You can also stack other shields on top of it, and ...get this: also heal your base HP. So that means that shields in that same situation above, are actually better than healing.
But it gets even more better. Shields inherit damage reduction. What that means is that you can utilize shielding to survive way more damage than just healing alone.
Change the templar to put a shield on repeatedly instead of heal and we'll see how the forums explodes, rather than just you and the guy you are agreeing with while trying to advocate for a buff to an ult that doesn't need it.
I mean, if we are going to complain about the infinite sustain of DK and how that allows DK to survive, why not be consistent about it and complain about infinite ult healing. Wasn't it the community sentiment that anything infinite is bad? Sounds mighty fair thing to pick bones about if we are in that route.
We can find false equivalence anywhere if we look hard enough. They can nerf it and his problem still won't be solved. At the end of the day, the lack of a healer was his issue and his team's inability to focus.
I'd say go for it. It won't make a difference because pure templar healer is still inferior to subclass'd templar heals. Especially ones stacking ground HoTs.
False equivalence. A shield is essentially an increase in max HP, but healing only brings your HP up to the original amount. That's an important distinction because no matter how powerful you are in the game, if you take damage equivalent to your HP in the right instant (actually near-instant) of time, then you will die.
In the same situation, shields provide protection and increase that threshold. You can also stack other shields on top of it, and ...get this: also heal your base HP. So that means that shields in that same situation above, are actually better than healing.
But it gets even more better. Shields inherit damage reduction. What that means is that you can utilize shielding to survive way more damage than just healing alone.
Change the templar to put a shield on repeatedly instead of heal and we'll see how the forums explodes, rather than just you and the guy you are agreeing with while trying to advocate for a buff to an ult that doesn't need it.
Except when I press a 8k shield, half of it is gone by the time I'm out of GCD and it has 50% efficiency at most, since it eats chip damage like burning, poisoned and meek DoTs which I wouldn't even have felt on me while purify, rune and vigor heals are up due to my HP staying at effective 100%. Not only that but a shield will never get even close to what I can get from healing output, since its more difficult to scale and can't crit.
Shields are good vs burst. If I have hots running and I shield while at 100% HP but there's no burst incoming, the only actual result of shields is to heavily inflate my overheal for heals and basically waste some resources. They look like big numbers since they don't overheal, so it's easy to bait people on logs if they only understand part of the layers. With how much damage exists in the game right now, having some healthy shields is rather mandatory for any sort of group play, since it's close to impossible to survive a 3 2 1 Leap & Whip combo from a duo, let alone a bigger group.
Literal build decision. An 8K shield on me, on a semi-tanky build does not disappear in a GCD. Also, nothing stops you from rolling damage that would instantly destroy it and using the shield to soak up the rest of the damage in that case.
Lastly, we're talking about an ult. 8K damage shield is achievable without ult skills. If not, examine your build. Really.
And you literally just argued that shields are better than HoTs or heals in general because they allow you to soak up damage you otherwise could not, even with healing. Which, wow, is exactly what I said.IZZEFlameLash wrote: »Wow, so templars are doing the only thing they are good at and you are saying it needs a nerf?
If they nerf the mastery, who cares because a subclassed templar still outputs more healing than a pure one.
Also warden tree is an infinitely better ult, and so are the skills and passives in their skill lines. And it's getting a buff -- I mean "rework" -- soon. Go figure. But yeah, let's complain that tanky damage dealers couldn't beat a templar's heal output.
Also, I play healer and a templar one in BGs. Enjoy. it's true I've never lost in BGs even once, but it's also true that if I heal in Cyrodiil I can support over a ball vs an entire faction stack OR a random group of people in my faction vs an entire faction stack without sweating. BGs are a cakewalk, and even without the ult and masteries, guess what? My healing still won't be beaten.
That's the only other thing I do besides fire siege after all. I have to make sure to do it properly and maximize the trauma on the opponent's side when it looks like every enemy's HP isn't moving. Had fun?Personofsecrets wrote: »Design apparently doesnt mind cheesy play archetypes (ininite heal ult), but Magma Shell working with ult gen was a step too far! Honk honk!
False equivalence. A shield is essentially an increase in max HP, but healing only brings your HP up to the original amount. That's an important distinction because no matter how powerful you are in the game, if you take damage equivalent to your HP in the right instant (actually near-instant) of time, then you will die.
In the same situation, shields provide protection and increase that threshold. You can also stack other shields on top of it, and ...get this: also heal your base HP. So that means that shields in that same situation above, are actually better than healing.
But it gets even more better. Shields inherit damage reduction. What that means is that you can utilize shielding to survive way more damage than just healing alone.
Change the templar to put a shield on repeatedly instead of heal and we'll see how the forums explodes, rather than just you and the guy you are agreeing with while trying to advocate for a buff to an ult that doesn't need it.
I mean, if we are going to complain about the infinite sustain of DK and how that allows DK to survive, why not be consistent about it and complain about infinite ult healing. Wasn't it the community sentiment that anything infinite is bad? Sounds mighty fair thing to pick bones about if we are in that route.
You have a vested interest in protecting the class you like. I don't. That's where we differ. If they nerf this, it won't matter anyway because subclass healing with 1 templar line is superior in every way. Warden heals along with the templar line is superior to pure class healing anyway.
What is being enabled is not a better outcome overall, it's a better outcome if the healer was never skilled enough to be healing in the first place OR isn't actually a healer except when they press the ult button. Both of those two things are arguments for it to be nerfed because it does offer you the ability to do a role you don't have to actually build for. <-- but even that kind of argumentation becomes a slippery slope because ZOS never restricted roles.
Let's not pretend it's the same as DK's Core skill where nothing else comes close to that kind of power and you can even stop heavy attacking. It's not the same because there's superior options if someone is actually a healer anyway. Problem with DK's sustain? Ain't no better option.
And you seriously are comparing an ult that needs you to channel, to a skill that can be used on demand and has no real limitation? At face it's a bad comparison.
Don't we all? You and many ask for DK and WW nerf not because of true interest in the balance. You are also acting for your class.
BXR_Lonestar wrote: »BardokRedSnow wrote: »I really wish this community would think before posting emotionally
The point isnt that anyone wants to shut out healers, its that healing in this game is way too strong and has been for a very long time. That said, even though this is true for solo queue, because its uncomp'd gameplay and the team with a healer typically beats the one without, grouped bgs is almost always dominated by 4 dk, no healer, or, 2 dk 2 wws
A healer in most cases, even 2 is nice, but the dk four mans are far better. So while I agree with nerfing heal stacking specifically and shield stacking for cyrodiil, I dont agree that healers should be nerfed, if they were theyd have zero role to fill in bgs at all right now
Its not too strong individually though. A good healer SHOULD make a big difference in battle.
.