Id love to see heals limited to groups but that will not happen. ZOS is too coddle-every-player-in-game friendly.
I'm caught between "this is a cool, emergent strategy and it's kind of fun to go seeking out the opposing group's healers" and "this is @(*%#&$ butts why can you do this???"
I"m not asking for TEMPLARS to be nerfed. I'm asking for unskillful play to be altered.

timidobserver wrote: »However, bare in mind that you are asking for LOS checks to be added to a skill that is spammed fairly frequently in large battles. In other words, this change would probably contribute to lag significantly.
if player->bolSpam {
for ally in player->playersIcanActuallySee {
ally->heal
}
}
Sure, you add in 1 extra check to see who the healer can see, but you're healing less people which actually means less healing calculations. You use the word "probably" because you have no idea. I will probably say it'd be less server intensive, but either one of us could be wrong.timidobserver wrote: »However, bare in mind that you are asking for LOS checks to be added to a skill that is spammed fairly frequently in large battles. In other words, this change would probably contribute to lag significantly.if player->bolSpam { for ally in player->playersIcanActuallySee { ally->heal } }Sure, you add in 1 extra check to see who the healer can see, but you're healing less people which actually means less healing calculations. You use the word "probably" because you have no idea. I will probably say it'd be less server intensive, but either one of us could be wrong.
In any case, what blab is asking makes total sense and I hope it's implemented. With things like AOE caps and healers mindlessly spamming BoL hitting everyone in the area regardless of LoS, it's just another way to help out zergs.
I"m not asking for TEMPLARS to be nerfed. I'm asking for unskillful play to be altered.
I"m not asking for TEMPLARS to be nerfed. I'm asking for unskillful play to be altered.
Sounds a little like it as the thread progresses, the same butt hurt about having damage out healed because making the most of your build is suddenly 'unskillful' when it suits well hello hypocrites
Of course people want to wreck their video's would be more boring than they are if they just plain failed.
CatchMeTrolling wrote: »This is basically a shot at breath of life....
Nerf it and Templars can just get out healed by someone with a resto, Templars should have the upper hand when it comes to healing. This is no different than someone standing there spamming healing springs endlessly , skills like breath of life is what sets Templars apart from the rest. This will encourage stacking...also this unskillful healing as you say it has saved me and countless people many times when outnumbered. Our heals are already lackluster as it is but cool
CatchMeTrolling wrote: »This is basically a shot at breath of life....
Nerf it and Templars can just get out healed by someone with a resto, Templars should have the upper hand when it comes to healing. This is no different than someone standing there spamming healing springs endlessly , skills like breath of life is what sets Templars apart from the rest. This will encourage stacking...also this unskillful healing as you say it has saved me and countless people many times when outnumbered. Our heals are already lackluster as it is but cool
Nobody is asking to nerf Templars. The heal would still amount to the exact same, it would just mean you couldn't heal allies through walls and floors, which makes very little sense.
Mrs_Quietus wrote: »As a healer, I do agree with this. I welcome the challenge and just may have to git more gud
CatchMeTrolling wrote: »This is basically a shot at breath of life....
Nerf it and Templars can just get out healed by someone with a resto, Templars should have the upper hand when it comes to healing. This is no different than someone standing there spamming healing springs endlessly , skills like breath of life is what sets Templars apart from the rest. This will encourage stacking...also this unskillful healing as you say it has saved me and countless people many times when outnumbered. Our heals are already lackluster as it is but cool
Nobody is asking to nerf Templars. The heal would still amount to the exact same, it would just mean you couldn't heal allies through walls and floors, which makes very little sense.
bikerangelo wrote: »Honestly, as ironic as "smart healing" is, I don't see a viable way to adjust the mechanic other than to put a debuff timer on any player who receives a BoL heal. For example, a templar casts BoL, it hits a player for 8k with a cooldown of 4 seconds, similar to the debuff on Equilibrium from the Mages Guild tree. That way the skill remains unaffected, the caster can spam it all he wants, but 1 indivdual (including the caster) can only receive a BoL heal every 4 seconds. Making it LoS seems too difficult, since that'd encourage people to ball up in front of a healer as well as potentially introducing more lag. Thoughts?
Edit: it doesn't have to be 4 seconds, just a hypothetical fix.
Mrs_Quietus wrote: »
There are allot of mindless BOL spammers out there, and if anyone ever asks me for healer advise, I always try to promote other skills I use in my rotation (combat prayer for example) to try and steer them away from that and prepare themselves for another BOL nerf I foresee coming.
{snip}
I am also hoping to force healers to be more coordinated instead of just running around with their heads cut off, weeding out the bad ones.
Mrs_Quietus wrote: »
I'm a noob PvP healer, but I'd also like to see this. I want to heal the group I'm running with by priority, not random peeps running by. I'm okay with healing fellow faction members, too, but having one suck up a heal you wanted for your group leader is annoying.There are allot of mindless BOL spammers out there, and if anyone ever asks me for healer advise, I always try to promote other skills I use in my rotation (combat prayer for example) to try and steer them away from that and prepare themselves for another BOL nerf I foresee coming.
{snip}
I am also hoping to force healers to be more coordinated instead of just running around with their heads cut off, weeding out the bad ones.
I resemble that last remark (except no BoL on the sorc), but I am not finding much solid info on when to use which skills for maximum effect. If you have ever done a write-up on your approach @Mrs_Quietus, I'd appreciate a link to it.
Current problem is not just templar problem - it is result of current pvp state.With no damage skills buff and already nerfed to no-use Blazing Shield and additional Eclipse and blocking nerf, Templar's only defensive mechanic left - is spamming Rushed Ceremony button again and again and again, i.e. this change transforming Templar into pure Cleric healing class in PvP.
There are different kinds of LOS checks. I think it is possible to make healing more restrictive in some scenarios--like the resource tower example--without every tree or prop getting in the way of heals.
I begin to think more and more that the PVE and PVP parts of this game need to be utterly and completely separate.
So many of the things PVP folks 'suggest' are annoying if not downright damaging to the PVE aspect - it makes me feel like we'd all be better off if they were 2 separate games.
CatchMeTrolling wrote: »Lol why is everyone so fixated on nerfing Templars and their healing. Be lucky Templars don't have the same healing abilities I see in other games because smart healing would be the least of your problems and on top of that be lucky we don't have buffs to ward enemy damage for everyone.
The healing in this game is a pure joke and all this will do is promote stacking together even more. I know you can say people are mindlessly spamming heals but chances are if it's a dedicated healer they're watching the groups health bar and others constantly. In in my opinion if your job is to heal then heal all you want.
But it's no wonder no one wants to play healer or Templars, too busy trying to nerf them instead of buffing them. The best Templar skills get nerfed so it doesn't even come as a surprise anymore.
Well actually, *It's magic* and it's called *breath* not beam or wrecking blow or whatever (Well that and I don't complain over every little thing I don't like in game.) so I really just don't care either way.I begin to think more and more that the PVE and PVP parts of this game need to be utterly and completely separate.
So many of the things PVP folks 'suggest' are annoying if not downright damaging to the PVE aspect - it makes me feel like we'd all be better off if they were 2 separate games.
Its a basic function of game design, PvE and PvP centric thinking has nothing to do with it.
If you cannot see it (line of sight) you cannot hit it.
The converse must also hold true, to balance the equation. (if your healer cannot see their target, they cannot heal them)
If not, you end up with what OP described.
Actually lets put this in a PvE centric point of view to illustrate how stupid it could become, say in a future piece of content.
Say theres this wall, the NPC final boss never goes around it. No attacks can hit a player behind that wall. So what becomes the cheese strat to beating it? Just put your healer behind that wall and have the tank stand on the corner so the DPS have a little cubby where they could also utilize LOS to avoid damage. Making any other mechanic null, since the healer cannot be threatened.
In fact this exact scenario would hold true on the first major boss of WGT if it wasnt for the cage mechanic.
Now you see the problem?
Well actually, *It's magic* and it's called *breath* not beam or wrecking blow or whatever (Well that and I don't complain over every little thing I don't like in game.) so I really just don't care either way.I begin to think more and more that the PVE and PVP parts of this game need to be utterly and completely separate.
So many of the things PVP folks 'suggest' are annoying if not downright damaging to the PVE aspect - it makes me feel like we'd all be better off if they were 2 separate games.
Its a basic function of game design, PvE and PvP centric thinking has nothing to do with it.
If you cannot see it (line of sight) you cannot hit it.
The converse must also hold true, to balance the equation. (if your healer cannot see their target, they cannot heal them)
If not, you end up with what OP described.
Actually lets put this in a PvE centric point of view to illustrate how stupid it could become, say in a future piece of content.
Say theres this wall, the NPC final boss never goes around it. No attacks can hit a player behind that wall. So what becomes the cheese strat to beating it? Just put your healer behind that wall and have the tank stand on the corner so the DPS have a little cubby where they could also utilize LOS to avoid damage. Making any other mechanic null, since the healer cannot be threatened.
In fact this exact scenario would hold true on the first major boss of WGT if it wasnt for the cage mechanic.
Now you see the problem?
I am not saying there should not be line of sight for heals blah blah blah.
I still think both should be separate games.
Look at the rest of the templar nerfs. You gonna put all those in PVE perspective too?
Also when any thread states: I (one person) cannot kill 3x blah blah, I am just like *Oh So What? Cry me a river* to be totally honest I don't care if some tryhard cannot solo kill 3 people his same skill level. Whatever their class may be and TO BE HONEST he SHOULD NOT be able to kill 3 heavy tanky healers. lol. To think he should is biased and stupid.