Those in power only have the illusion they are powerful, however in reality, those in power are only so because we allow them to be.
bottleofsyrup wrote: »
Err.......is that technically possible?
I mean - a mob dies. The game now generates a corpse (that lasts some time X, but this does not matter).
Having a single instance of draining - meaning, the first templar that drains "wins" - is relatively easy to implement. Drain happens, corpse remaining life set to 0 seconds (or "corpse expires" routine activates - however they actually do it). Done.
But allowing every player in the instance to have a shot at a drain? Now each corpse needs to keep a counter for each player that used the drain on it for the duration of its "life"? Because how else could it know that it isn't being drained twice by the same player? Or does the server have to send separate "corpse expires" signals to each client once a drain is used and maintain each corpse in different states?
Does this not sound like rather too much in terms of resources used?
Now, I do not propose to know exactly how to program a corpse/drain mechanic in a game, having never tried; the above is just my trying to think through the problem from a technical standpoint. However, at first blush it seems that the right question to ask is not "are they willing to do it" but rather "is it technically optimal to do it". Because at the end of the day, until everyone gets quantum computing there is a limit to what can realistically be done in these games feature-wise.
Just a thought.
That is something that is bothering me too (templar tank and annoyed about stamplar dps taking my stamina).
There is something called self-synergy. Dragonknights have great self synergy. They amplify all their fire damage. The more DKs you have, the better. Sorcs don't have as much self-synergy as DKs but more of them is still great. magTemplars have self-synergy too as 4 jesus beams execute faster than just one. Warden, amazing self-synergy (last time I checked) just as DK. ..... Stamplar.. negative self-synergy. The more you have, the worse your result. Two skills that become useless if another stamplar has it.
Keep it at one repentance per corpse. Reintroduce the stamina return for allies. Problem solved.
Except for Templar tanks in boss fights without repentable adds. They’re still screwed.
Lightspeedflashb14_ESO wrote: »Keep it at one repentance per corpse. Reintroduce the stamina return for allies. Problem solved.
Except for Templar tanks in boss fights without repentable adds. They’re still screwed.
And you would instantly undo all the work zos has done to make all other class worth using as a healer. That one change would make Templar healers miles ahead of other healers, even further then they are.
You have to make it so it only returns Stam to other templars. That is it.
Lightspeedflashb14_ESO wrote: »Keep it at one repentance per corpse. Reintroduce the stamina return for allies. Problem solved.
Except for Templar tanks in boss fights without repentable adds. They’re still screwed.
And you would instantly undo all the work zos has done to make all other class worth using as a healer. That one change would make Templar healers miles ahead of other healers, even further then they are.
You have to make it so it only returns Stam to other templars. That is it.
Well if other classes are viable healers, then Templars need to be made viable DPS too and not miles behind in the DPS race. And have move-ability through other means than Mist Form or Speed pots.
Lightspeedflashb14_ESO wrote: »Keep it at one repentance per corpse. Reintroduce the stamina return for allies. Problem solved.
Except for Templar tanks in boss fights without repentable adds. They’re still screwed.
And you would instantly undo all the work zos has done to make all other class worth using as a healer. That one change would make Templar healers miles ahead of other healers, even further then they are.
You have to make it so it only returns Stam to other templars. That is it.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Keep it at one repentance per corpse. Reintroduce the stamina return for allies. Problem solved.
Except for Templar tanks in boss fights without repentable adds. They’re still screwed.
And you would instantly undo all the work zos has done to make all other class worth using as a healer. That one change would make Templar healers miles ahead of other healers, even further then they are.
You have to make it so it only returns Stam to other templars. That is it.
Well if other classes are viable healers, then Templars need to be made viable DPS too and not miles behind in the DPS race. And have move-ability through other means than Mist Form or Speed pots.
Templars are good DPS. They easily get over 35k dps. They are also a stand your ground, protect your house kind of class. Just like dks. Not sure how think temps are not viable dps. But group Stam return with out doing a thing would make them better healers. Full stop.
Joy_Division wrote: »Lightspeedflashb14_ESO wrote: »Keep it at one repentance per corpse. Reintroduce the stamina return for allies. Problem solved.
Except for Templar tanks in boss fights without repentable adds. They’re still screwed.
And you would instantly undo all the work zos has done to make all other class worth using as a healer. That one change would make Templar healers miles ahead of other healers, even further then they are.
You have to make it so it only returns Stam to other templars. That is it.
Is this a joke?
DK healers inc. You want to nerf anything that makes a class distinctive and worth using in the first place so some other overnerfed class can under-perform in filling a role it's ill suited for. Nice.
Besides, the most efficient "healer" in the vast majority of ESO's content is a DPS sorcerer with Twilight Matriarch. How's that for all of ZoS's "hard work"?
Lightspeedflashb14_ESO wrote: »Joy_Division wrote: »Lightspeedflashb14_ESO wrote: »Keep it at one repentance per corpse. Reintroduce the stamina return for allies. Problem solved.
Except for Templar tanks in boss fights without repentable adds. They’re still screwed.
And you would instantly undo all the work zos has done to make all other class worth using as a healer. That one change would make Templar healers miles ahead of other healers, even further then they are.
You have to make it so it only returns Stam to other templars. That is it.
Is this a joke?
DK healers inc. You want to nerf anything that makes a class distinctive and worth using in the first place so some other overnerfed class can under-perform in filling a role it's ill suited for. Nice.
Besides, the most efficient "healer" in the vast majority of ESO's content is a DPS sorcerer with Twilight Matriarch. How's that for all of ZoS's "hard work"?
*triggering intensifies* I DO NOT want to nerf anything, i have been against all the changes that ZOS has done to the temp class, from putting shards on the same cool down as orbs to removing the stun from shards to the nerf after nerf of radiant destruction. i started after they took away blinding flashes but i would love to see that in the game too, so dont be confuse me playing devil's advocate with actually defending the changes ZOS has made. yes it is nice that other classes are getting used as healers more now but it came at the cost of nerfing the crap out of my main class.
that said, i just want to be able to have more then one stam based templar in the group, i have been kicked from a group with another stamplar as my stamplar more time then i think ought to happen, simply because the other stamplar didn't want to share ort simply can't. so the easiest way is to make it so if you both have repentance slotted, you both get stam. simple. does not stop other healer from being useful and makes it okay to have more then one stamplar in the group.
lastly, what does "DK healers inc" mean?