In a game where the time to kill is already pathetically low in PvP nerfing healers who use Healing Springs just feels like an economy spurt for potion vendors. I have never gone through so many potions as tonight. Healing springs and combat prayer are my main healing tools and using them as per the normal methodology I have been using them I hovered around 50% mana most of the night - and in heavy combat - burned the bar way too fast. Gulping potions like a champ to maintain any sort of combat momentum.
I like my healing sorc - with streak for CC - and negates to get rid of bad stuff enemy players put out. However, with this nerf to Healing springs mana regen I may be putting down the healing setup and going to the standard resto/destro build.
Unless of course this is just a way to take all that gold we are now getting and turn it into money in the pocket of alchemists.
ezareth_ESO wrote: »In a game where the time to kill is already pathetically low in PvP nerfing healers who use Healing Springs just feels like an economy spurt for potion vendors. I have never gone through so many potions as tonight. Healing springs and combat prayer are my main healing tools and using them as per the normal methodology I have been using them I hovered around 50% mana most of the night - and in heavy combat - burned the bar way too fast. Gulping potions like a champ to maintain any sort of combat momentum.
I like my healing sorc - with streak for CC - and negates to get rid of bad stuff enemy players put out. However, with this nerf to Healing springs mana regen I may be putting down the healing setup and going to the standard resto/destro build.
Unless of course this is just a way to take all that gold we are now getting and turn it into money in the pocket of alchemists.
Sorry man. This thing needed nerfed bad which is why I brought it up to the Devs. Amazingly they listened on that one. It was by far the most efficient heal in the game, now people will have to learn to use it when it is needed instead of just spamming it constantly for ult and/or keeping their entire team topped off.
I used to be the only healer in a group of 4 or 5 and we'd solo keeps with only grand healing keeping us all up...and I NEVER ran out of magicka. That is absurd. Even now it is probably still too cheap.
I'm surprised that someone is actually complaining.
timidobserver wrote: »Kind of annoying that PvP got this skill nerfed. I have never understood why some MMOs resist just having a balance for PVE and PVP.
timidobserver wrote: »Kind of annoying that PvP got this skill nerfed. I have never understood why some MMOs resist just having a balance for PVE and PVP.
timidobserver wrote: »Kind of annoying that PvP got this skill nerfed. I have never understood why some MMOs resist just having a balance for PVE and PVP.timidobserver wrote: »Kind of annoying that PvP got this skill nerfed. I have never understood why some MMOs resist just having a balance for PVE and PVP.
Don't tell me you thought pve was hard, and that this nerf was game breaking. If anything this nerf adds a small challenge that healers actually have to watch resource management in trials, and now players can't just face tank boss mechanics.
Also, this is a great nerf in pvp as well. To stop the incessant mindless spamming of healing springs that most people rely on for brainless heals. Let's get back to the way a game is supposed to be, where we have to watch our resources, dodge skills, and avoid aoe circles to survive. Instead of just zergball stacking on flags and healing through damage.
ezareth_ESO wrote: »In a game where the time to kill is already pathetically low in PvP nerfing healers who use Healing Springs just feels like an economy spurt for potion vendors. I have never gone through so many potions as tonight. Healing springs and combat prayer are my main healing tools and using them as per the normal methodology I have been using them I hovered around 50% mana most of the night - and in heavy combat - burned the bar way too fast. Gulping potions like a champ to maintain any sort of combat momentum.
I like my healing sorc - with streak for CC - and negates to get rid of bad stuff enemy players put out. However, with this nerf to Healing springs mana regen I may be putting down the healing setup and going to the standard resto/destro build.
Unless of course this is just a way to take all that gold we are now getting and turn it into money in the pocket of alchemists.
Sorry man. This thing needed nerfed bad which is why I brought it up to the Devs. Amazingly they listened on that one. It was by far the most efficient heal in the game, now people will have to learn to use it when it is needed instead of just spamming it constantly for ult and/or keeping their entire team topped off.
I used to be the only healer in a group of 4 or 5 and we'd solo keeps with only grand healing keeping us all up...and I NEVER ran out of magicka. That is absurd. Even now it is probably still too cheap.
I'm surprised that someone is actually complaining.
On this one I will disagree. Healing springs by its nature is a powerful flag heal - and a useful "on the move heal" that does not always return magicka to the caster at all. When a group is moving thru a breach to press the enemy off the walls for example - at that point it is very difficult to get the magicka return from springs, either the new low value magicka return (3 targets?) or the older magicka return (up to 6 targets?) value from this heal.
It is a ground target spell. Not a direct heal. It still hits up to 12 targets standing on a flag. The only thing they did to it was make it less magicka efficient. Yes I have been running Seducer's and all spell cost reduction because in PvP regen is useless in my opinion. I am still running that set and watching my bar burn down because most fights are moving fights and getting even 2 targets to be inside a healing springs at the end of it - is something that is hard to do. But those tower fights, mage tower fights, flag fights and breach fights - basically keep defenses - that spell is every resto staff healers bread and butter and to gut it from an efficiency standpoint makes no sense to me.
Yes, I am still seeing 273-396 ticks off healing springs so it's still an effective heal to stack on a place where combat is going to happen - but you can forget the days of holding a breach with 2 DK's and an NB and a healing sorc against greater numbers. And in all reality - this is something that absolutely hurts the lower population alliances on specific PvP servers. Not everyone who wanted to heal rolled a templar - and now that seems to be the currentlyonly viable healing spec - and they burn thru magicka pots as it is.
So, if you are an Alchemist!! Enjoy all those PvP'ers feeding all that gold they are getting in the mail
timidobserver wrote: »Kind of annoying that PvP got this skill nerfed. I have never understood why some MMOs resist just having a balance for PVE and PVP.timidobserver wrote: »Kind of annoying that PvP got this skill nerfed. I have never understood why some MMOs resist just having a balance for PVE and PVP.
Don't tell me you thought pve was hard, and that this nerf was game breaking. If anything this nerf adds a small challenge that healers actually have to watch resource management in trials, and now players can't just face tank boss mechanics.
Also, this is a great nerf in pvp as well. To stop the incessant mindless spamming of healing springs that most people rely on for brainless heals. Let's get back to the way a game is supposed to be, where we have to watch our resources, dodge skills, and avoid aoe circles to survive. Instead of just zergball stacking on flags and healing through damage.
In a game where the time to kill is already pathetically low in PvP nerfing healers who use Healing Springs just feels like an economy spurt for potion vendors. I have never gone through so many potions as tonight. Healing springs and combat prayer are my main healing tools and using them as per the normal methodology I have been using them I hovered around 50% mana most of the night - and in heavy combat - burned the bar way too fast. Gulping potions like a champ to maintain any sort of combat momentum.
I like my healing sorc - with streak for CC - and negates to get rid of bad stuff enemy players put out. However, with this nerf to Healing springs mana regen I may be putting down the healing setup and going to the standard resto/destro build.
Unless of course this is just a way to take all that gold we are now getting and turn it into money in the pocket of alchemists.
timidobserver wrote: »Kind of annoying that PvP got this skill nerfed. I have never understood why some MMOs resist just having a balance for PVE and PVP.timidobserver wrote: »Kind of annoying that PvP got this skill nerfed. I have never understood why some MMOs resist just having a balance for PVE and PVP.
Don't tell me you thought pve was hard, and that this nerf was game breaking. If anything this nerf adds a small challenge that healers actually have to watch resource management in trials, and now players can't just face tank boss mechanics.
Also, this is a great nerf in pvp as well. To stop the incessant mindless spamming of healing springs that most people rely on for brainless heals. Let's get back to the way a game is supposed to be, where we have to watch our resources, dodge skills, and avoid aoe circles to survive. Instead of just zergball stacking on flags and healing through damage.
FWIW - I am also seeing a LOT less ultimate generation from Healing Springs. I will see it go off for 367 X 12 players and get 3% ultimate whereas before if I was properly positioning and critical healing I would see 10-12% ultimate.
I wonder if they also cut down the ultimate generation on this ability - making the ultimate only generate on three players as well.
Stealth nerfs = bad. I am guessing they don't even realize the ultimate nerf got done if my calculations are correct. I am guessing it only gives ultimate on the mana return ~ 3 players now.
I am at times my groups only healer. With a group of 12-14 people that's a lot of pressure and while I don't mind gulping potions to keep pushing through enemy lines I wonder if they realize how large of a change something like that is. I know people were abusing spell symmetry and springs to gain ultimate - but that does not justify in my mind completely nerfing how the ultimate generation works for healing in general. Resto staff being a viable PvP healing spec was a large reason I went sorc - for utility and healing and CC.
It is not fun to find out 34 AvA ranks later that the way you built your character and team around you for success - is not as viable as it once was. Time to recruit more templars I guess.
Agrippa_Invisus wrote: »FWIW - I am also seeing a LOT less ultimate generation from Healing Springs. I will see it go off for 367 X 12 players and get 3% ultimate whereas before if I was properly positioning and critical healing I would see 10-12% ultimate.
I wonder if they also cut down the ultimate generation on this ability - making the ultimate only generate on three players as well.
Stealth nerfs = bad. I am guessing they don't even realize the ultimate nerf got done if my calculations are correct. I am guessing it only gives ultimate on the mana return ~ 3 players now.
I am at times my groups only healer. With a group of 12-14 people that's a lot of pressure and while I don't mind gulping potions to keep pushing through enemy lines I wonder if they realize how large of a change something like that is. I know people were abusing spell symmetry and springs to gain ultimate - but that does not justify in my mind completely nerfing how the ultimate generation works for healing in general. Resto staff being a viable PvP healing spec was a large reason I went sorc - for utility and healing and CC.
It is not fun to find out 34 AvA ranks later that the way you built your character and team around you for success - is not as viable as it once was. Time to recruit more templars I guess.
Just make Braidas be a full time healer.
Agrippa_Invisus wrote: »FWIW - I am also seeing a LOT less ultimate generation from Healing Springs. I will see it go off for 367 X 12 players and get 3% ultimate whereas before if I was properly positioning and critical healing I would see 10-12% ultimate.
I wonder if they also cut down the ultimate generation on this ability - making the ultimate only generate on three players as well.
Stealth nerfs = bad. I am guessing they don't even realize the ultimate nerf got done if my calculations are correct. I am guessing it only gives ultimate on the mana return ~ 3 players now.
I am at times my groups only healer. With a group of 12-14 people that's a lot of pressure and while I don't mind gulping potions to keep pushing through enemy lines I wonder if they realize how large of a change something like that is. I know people were abusing spell symmetry and springs to gain ultimate - but that does not justify in my mind completely nerfing how the ultimate generation works for healing in general. Resto staff being a viable PvP healing spec was a large reason I went sorc - for utility and healing and CC.
It is not fun to find out 34 AvA ranks later that the way you built your character and team around you for success - is not as viable as it once was. Time to recruit more templars I guess.
Just make Braidas be a full time healer.
I want what you're smoking Agrippa. Keeping him with the group is challenge enough for me thank you very much
shoulda been nerfed, now it is. If you ask me it is still a bit too strong, you can still practically spam it until the end of time, its just not infinite anymore. And I say this as a healer...
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
tis true BRAIDAS could support an army with his heals, but his wrath cannot be contained - his bloodlust must be satisfied with the piled corpses of his fallen adversariesAgrippa_Invisus wrote: »FWIW - I am also seeing a LOT less ultimate generation from Healing Springs. I will see it go off for 367 X 12 players and get 3% ultimate whereas before if I was properly positioning and critical healing I would see 10-12% ultimate.
I wonder if they also cut down the ultimate generation on this ability - making the ultimate only generate on three players as well.
Stealth nerfs = bad. I am guessing they don't even realize the ultimate nerf got done if my calculations are correct. I am guessing it only gives ultimate on the mana return ~ 3 players now.
I am at times my groups only healer. With a group of 12-14 people that's a lot of pressure and while I don't mind gulping potions to keep pushing through enemy lines I wonder if they realize how large of a change something like that is. I know people were abusing spell symmetry and springs to gain ultimate - but that does not justify in my mind completely nerfing how the ultimate generation works for healing in general. Resto staff being a viable PvP healing spec was a large reason I went sorc - for utility and healing and CC.
It is not fun to find out 34 AvA ranks later that the way you built your character and team around you for success - is not as viable as it once was. Time to recruit more templars I guess.
Just make Braidas be a full time healer.