Nobody likes to go backwards. If you're used to cooking with electricity, you shouldn't have to have your power turned off and be given a pile of wood and some matches to cook with just because someone felt the power would be more useful for somebody's washing machine. Why not share the power and make everyone happy?
Orb and two pets is redundant. Keep the twilight and either kick the scamp or the orb, freeing up a slot for Surge. You only need Surge, Boundless is not needed. In group play you should have a healer and can replace Surge with Bound Aegis or Inner light. Or drop Medusa for Mother's Sorrow and slot Channeled Acceleration.

relentless_turnip wrote: »relentless_turnip wrote: »Joy_Division wrote: »relentless_turnip wrote: »i canot, under any circumstance, forward this opinion...
It renders Healers and support Roles utterly useless in Cyrodil. i repeat myself here, but it seems not everyone of the DD players (no offense) understands, how tremendous this impacts the rest of the viable options in PVP...
With less cross healing it also makes your role more important and sought after to anyone who knows what they're doing. I do appreciate it makes joining in less of a casual undertaking than someone just doing damage.
I would predict that if this was a permanent change then we would see group building become more important over time. It is just a numbers game at the moment and totally indescriminate. What I'm saying is the net effect will most likely be that support roles become more important, not less.
No group relies on ungrouped PuG healers so there isn't going to be a greater demand for their role. If I'm running solo, I'm running solo and it's not like I'm gonna all of a sudden put LF healer in zone chat to play.
All this change will do is force people who don't necessarily want to group or just want to hop in for an hour or so to group up just to play, which is not only dumb and constraining, but goes completely against the supposed mantra of "play as you want." If ZOS made it so DPS could not damage enemy players unless they were grouped, 95% of the people who support this change would immediately say no way.
The change would also undeniably strengthen the organized groups that people claim to hate and claim to want to see nerfed. If the PuGs can;t heal each other, they stand zero chance unless stacking in ridiculous numbers.
And even if you want to force PuGs to just randomly group up simply to get heals, it will still create idiotic situations where if one group is getting destroyed on a keep flag, their teammates from a different group still can;t support them. It's no longer AvAvA, it's just a glorified battleground with allies who are just in the wayAlso in any battle scenario would a medic heal 100 people or is it more likely they were responsible for a smaller group? Say 12?
If people couldn't do damage outside of a group then yes everyone would be upset. That is because the over arching point of any PvP scenario is to kill your enemy. Support roles are exactly that... Support. If you have a healer and your enemy doesn't you are at major advantage. Arguing they are the same is redundant in my opinion...
You act like there is nothing in between solo and group. Even in a duo you can take a much larger group. In a group of 24 you don't need healers as much because off all the cross healing, when you lose half of that it is noticible and roles become more important. Would you need healers in a trial if you could take 24 people and everyone was casting aoe heals?
This is a great question. Besides the fact that one player cannot actually have heals going on 100 characters at the same time, but a wise and well-trained medic with 100 soldiers in their sight will not restrict themselves, nor be restricted. to the small group they are attached to. They will heal any and all allies based on the training they have received.
@relentless_turnip I might have missed it but I answered your question yet have not seen you address it since it does throw a stone into your argument.
No worries @idk I wasn't ignoring it 😂 the issue you raise is also my counter point to someone else's point. You are not a medic choosing to help any of the 100 men in your area, you are medic continuously throwing bandages in the air in hope they land on the right person. I cannot heal the person in front of me, despite my efforts and everytime the heal misses but gives
This is merely due to the design of combat in this game. Further, you can heal the person in front of you by using a heal that only casts in front of you. We have heals that only go out in one direction in the shape of a cone and they work well. It is also a really bad idea to make it so one cannot heal an ally which seems to be what you are suggesting.
In fact, any suggestion of only being able to heal those in our group would make some heals completely useless at times. Further, I can imagine a healer riding back to the battle to join their group and comes across another big battle and is virtually useless because someone decided they should not be able to heal people on their team. Brilliant.
We might as well abandon alliances and make PvP a free for all if they are to start leaning towards being meaningless which would be the case if we cannot heal our allies. I care about the team.
relentless_turnip wrote: »relentless_turnip wrote: »Joy_Division wrote: »relentless_turnip wrote: »i canot, under any circumstance, forward this opinion...
It renders Healers and support Roles utterly useless in Cyrodil. i repeat myself here, but it seems not everyone of the DD players (no offense) understands, how tremendous this impacts the rest of the viable options in PVP...
With less cross healing it also makes your role more important and sought after to anyone who knows what they're doing. I do appreciate it makes joining in less of a casual undertaking than someone just doing damage.
I would predict that if this was a permanent change then we would see group building become more important over time. It is just a numbers game at the moment and totally indescriminate. What I'm saying is the net effect will most likely be that support roles become more important, not less.
No group relies on ungrouped PuG healers so there isn't going to be a greater demand for their role. If I'm running solo, I'm running solo and it's not like I'm gonna all of a sudden put LF healer in zone chat to play.
All this change will do is force people who don't necessarily want to group or just want to hop in for an hour or so to group up just to play, which is not only dumb and constraining, but goes completely against the supposed mantra of "play as you want." If ZOS made it so DPS could not damage enemy players unless they were grouped, 95% of the people who support this change would immediately say no way.
The change would also undeniably strengthen the organized groups that people claim to hate and claim to want to see nerfed. If the PuGs can;t heal each other, they stand zero chance unless stacking in ridiculous numbers.
And even if you want to force PuGs to just randomly group up simply to get heals, it will still create idiotic situations where if one group is getting destroyed on a keep flag, their teammates from a different group still can;t support them. It's no longer AvAvA, it's just a glorified battleground with allies who are just in the wayAlso in any battle scenario would a medic heal 100 people or is it more likely they were responsible for a smaller group? Say 12?
If people couldn't do damage outside of a group then yes everyone would be upset. That is because the over arching point of any PvP scenario is to kill your enemy. Support roles are exactly that... Support. If you have a healer and your enemy doesn't you are at major advantage. Arguing they are the same is redundant in my opinion...
You act like there is nothing in between solo and group. Even in a duo you can take a much larger group. In a group of 24 you don't need healers as much because off all the cross healing, when you lose half of that it is noticible and roles become more important. Would you need healers in a trial if you could take 24 people and everyone was casting aoe heals?
This is a great question. Besides the fact that one player cannot actually have heals going on 100 characters at the same time, but a wise and well-trained medic with 100 soldiers in their sight will not restrict themselves, nor be restricted. to the small group they are attached to. They will heal any and all allies based on the training they have received.
@relentless_turnip I might have missed it but I answered your question yet have not seen you address it since it does throw a stone into your argument.
No worries @idk I wasn't ignoring it 😂 the issue you raise is also my counter point to someone else's point. You are not a medic choosing to help any of the 100 men in your area, you are medic continuously throwing bandages in the air in hope they land on the right person. I cannot heal the person in front of me, despite my efforts and everytime the heal misses but gives
This is merely due to the design of combat in this game. Further, you can heal the person in front of you by using a heal that only casts in front of you. We have heals that only go out in one direction in the shape of a cone and they work well. It is also a really bad idea to make it so one cannot heal an ally which seems to be what you are suggesting.
In fact, any suggestion of only being able to heal those in our group would make some heals completely useless at times. Further, I can imagine a healer riding back to the battle to join their group and comes across another big battle and is virtually useless because someone decided they should not be able to heal people on their team. Brilliant.
We might as well abandon alliances and make PvP a free for all if they are to start leaning towards being meaningless which would be the case if we cannot heal our allies. I care about the team.