I think this thread is unfair...
I don't think its the reps fault we are getting these nerfs, i think its more Zos only listens to Zos.. Especially certain balance devs with their own agendas.. The poor reps are trying their best to do what they know, which imo is limited to mostly meta obsessions on some of them, they do their best, but they are screaming into the wind at this point.
That said i really do not believe its the reps faults, its Zos's fault and they will not listen to anyone but themselves.. Sad imo.
Yeah sorry! My issue is that the program itself seems pointless if ZOS just doesn't care.
I meant that I haven't lost faith in the players I already knew to 'know their business' but the program itself, has left me feeling like it's pointless.
Someone posted earlier to have patience and wait for update 20, which I think is fair advice.
So I'll do that.
It's not as if I'm rage quitting or anything; I just think that it's the same weird stuff going down, only now it's even more obvious because I know darned well that no one ever said healers feel anything regarding shields. (FFS! Just writing that literally triggers me! It is so damned stupid!)
I'm gonna reel my neck in and go as advised; and await update 20.
Then we will see.
I think this thread is unfair...
I don't think its the reps fault we are getting these nerfs, i think its more Zos only listens to Zos.. Especially certain balance devs with their own agendas.. The poor reps are trying their best to do what they know, which imo is limited to mostly meta obsessions on some of them, they do their best, but they are screaming into the wind at this point.
That said i really do not believe its the reps faults, its Zos's fault and they will not listen to anyone but themselves.. Sad imo.
Yeah sorry! My issue is that the program itself seems pointless if ZOS just doesn't care.
I meant that I haven't lost faith in the players I already knew to 'know their business' but the program itself, has left me feeling like it's pointless.
Someone posted earlier to have patience and wait for update 20, which I think is fair advice.
So I'll do that.
It's not as if I'm rage quitting or anything; I just think that it's the same weird stuff going down, only now it's even more obvious because I know darned well that no one ever said healers feel anything regarding shields. (FFS! Just writing that literally triggers me! It is so damned stupid!)
I'm gonna reel my neck in and go as advised; and await update 20.
Then we will see.
NightbladeMechanics wrote: »DuskMarine wrote: »NightbladeMechanics wrote: »The reps did not suggest the shield issue to ZOS. Wrobel brought it up himself as part of his own analysis. We explained that CP, power creep, and avoiding mechanics are the core issues making healers less relevant.
@NightbladeMechanics the main thing about it that power creep needs to happen is litterally the dps races. sure avoiding mechanics is a issue but some of the mechanics you have to deal with while also dealing with a dps race as well. cp is something that honestly needs replaced with a brand new system. but making healers less relevant that isnt the mechanics its the dps races that make healers less relevant. even you have to admit do you need a healer in a dps race if you can keep yourself up well on your own while still doing dps? im not badmouthing class reps at all but you guys cant do anything because zos will do the opposite of what yall say its a program that was never gonna come to anything. as long as wrobels at zos well never see this game get better.
Power creep enables faster dps races, which in turn avoid mechanics.
And have you seen the patch notes? We've gotten so much awesome stuff done. Just because you're dissatisfied with a few issues doesn't mean the program hasn't "come to anything." I guess I see their receptiveness and work more from my position than you all can from outside, but trust me. They're trying. I'll reserve my final judgment for Update 20. That's the first update where they'll have had the time to undertake larger reworks.
I also hope that @ZOS_Wrobel is aware that harness magicka and other shields are used in content where not always we can have a healer to help us (solo overland bosses, vMA, solo PvP etc) so nerfing shields will hurt solo players.
AbysmalGhul wrote: »I like the idea, but mechanics like that in ESO wouldn't work. Due to the increasing lag and latency every patch drop, I noticed the mechanics in dungeons have been lagging and glitching a lot. While I can complete harder content like Scalecaller and Fang lair, I'm unable to get the no death runs because of glitchy mechanics.
@DanteYodaI think this thread is unfair...
I don't think its the reps fault we are getting these nerfs, i think its more Zos only listens to Zos.. Especially certain balance devs with their own agendas.. The poor reps are trying their best to do what they know, which imo is limited to mostly meta obsessions on some of them, they do their best, but they are screaming into the wind at this point.
That said i really do not believe its the reps faults, its Zos's fault and they will not listen to anyone but themselves.. Sad imo.
Yeah sorry! My issue is that the program itself seems pointless if ZOS just doesn't care.
I meant that I haven't lost faith in the players I already knew to 'know their business' but the program itself, has left me feeling like it's pointless.
Someone posted earlier to have patience and wait for update 20, which I think is fair advice.
So I'll do that.
It's not as if I'm rage quitting or anything; I just think that it's the same weird stuff going down, only now it's even more obvious because I know darned well that no one ever said healers feel anything regarding shields. (FFS! Just writing that literally triggers me! It is so damned stupid!)
I'm gonna reel my neck in and go as advised; and await update 20.
Then we will see.
Nothing against you personally you are a great contributer to the forums, i just felt the direction was aimed at the wrong people.. Zos is well known for being narrow minded and do not take criticism well, like many of us tbh...
Please do not stop making great topics @Mureel
Only one of my characters use Harness Magicka. My mag temp healer.
Please please please don’t touch this. This skill does not need to be “balanced”.
Yep perfectly said! We're legit ironing archivist down from after 1 rune/colour phase. I stack everything on boss and taunt new adds as they come and that's it. It's over.
A little off-topic, but you can skip the rune phases entirely. That faint red circle around the Archivist? It enrages anyone inside it, which is why you don't want any adds near him. But it enrages you too. So it's like that blue circle on the Warrior fight in HRC. What we do is have the tank taunt the initial two adds and just hold them away, to keep them outside the circle--we just ignore them. We run up and stand in the Archivist's circle and just burn. We hold our destros for when the next adds spawn--they'll run up to the Archivist and melt in the destros.
@code65366
Ooh I'll tell my team that! Thanks! ❤️
We're doing pretty much same, after 1st set (starting set) of adds. This will be even better!
Ok, I'm biased as I main a sorc...
But it feels to me that they just reacting to forum noise.
but it FEELS like a reaction to whines.
Don’t hold out hope, the people at ZOS just aren’t good at what they decided to do for a living. They aren’t qualified to work on a game of this magnitude. That’s proven by the fact that they don’t address issues and they usually make the wrong decisions when they do
Prove me wrong ZOS, please
NightbladeMechanics wrote: »The reps did not suggest the shield issue to ZOS. Wrobel brought it up himself as part of his own analysis. We explained that CP, power creep, and avoiding mechanics are the core issues making healers less relevant.
Then instead of blaming shields, @ZOS_Wrobel should blame @ZOS_Finn instead? Take Scalecaller Peak, for example.
What are the things that will kill a DD?
- Poison cone: 1-shot mechanic that must be avoided, cannot be healed or mitigated
- Ice phase: DPS race mechanic that can only be won by killing the simulacra quickly. A healer can buy you a few extra seconds, but it's ultimately a DPS check.
- Fire breath: Mechanic that can even kill the tank easily, not designed to be healed through, must be kited.
- Zaan's beam: Mechanic that involves either a tank blocking for another player, or other players taking turns blocking for the tank. Can't heal through it.
Why are healers not needed in Scalecaller? Because the content has no healer checks. All the threats on the Zaan fight are 1-shots or other mechanics that no amount of heals (or shields, for that matter) will save you from.
Now contrast that with Vet Cloudrest HM. Healers are arguably the most important people there, because there are multiple healer checks and healing-intensive mechanics, and the death of the healer can very often domino into a wipe. There's ambient damage in the form of Dark Drain that is most efficiently dealt with by having DDs standing within heals. The Baneful Mark mechanic is a strong, intensive healer check.
Now further contrast with the previous trial, Asylum. I've said before that I think Asylum is the worst-designed trial ever, and here's one of the reasons: most of the damage on the DDs are 1-shots. They need to avoid damage--if they screw up, there's not much that the healer can do. And then add on top of that mechanics that force the healer away from the typical healer role, and it's easy to see why the healer role seems bastardized in Asylum.
Hey @ZOS_Wrobel if you don't think healers feel like they're important, go blame the dungeon team. The design of enemy mechanics are the main driving force behind what the support roles have to do. Stop fiddling with combat mechanics to solve a problem with content design. Just because you, as the combat design lead, have a hammer doesn't mean that every problem is in the shape of a bloody nail.
(And class reps--@NightbladeMechanics @Tasear @Masel92 etc.--please emphasize this to Wrobel.)
NightbladeMechanics wrote: »The reps did not suggest the shield issue to ZOS. Wrobel brought it up himself as part of his own analysis. We explained that CP, power creep, and avoiding mechanics are the core issues making healers less relevant.
Then instead of blaming shields, @ZOS_Wrobel should blame @ZOS_Finn instead? Take Scalecaller Peak, for example.
What are the things that will kill a DD?
- Poison cone: 1-shot mechanic that must be avoided, cannot be healed or mitigated
- Ice phase: DPS race mechanic that can only be won by killing the simulacra quickly. A healer can buy you a few extra seconds, but it's ultimately a DPS check.
- Fire breath: Mechanic that can even kill the tank easily, not designed to be healed through, must be kited.
- Zaan's beam: Mechanic that involves either a tank blocking for another player, or other players taking turns blocking for the tank. Can't heal through it.
Why are healers not needed in Scalecaller? Because the content has no healer checks. All the threats on the Zaan fight are 1-shots or other mechanics that no amount of heals (or shields, for that matter) will save you from.
Now contrast that with Vet Cloudrest HM. Healers are arguably the most important people there, because there are multiple healer checks and healing-intensive mechanics, and the death of the healer can very often domino into a wipe. There's ambient damage in the form of Dark Drain that is most efficiently dealt with by having DDs standing within heals. The Baneful Mark mechanic is a strong, intensive healer check.
Now further contrast with the previous trial, Asylum. I've said before that I think Asylum is the worst-designed trial ever, and here's one of the reasons: most of the damage on the DDs are 1-shots. They need to avoid damage--if they screw up, there's not much that the healer can do. And then add on top of that mechanics that force the healer away from the typical healer role, and it's easy to see why the healer role seems bastardized in Asylum.
Hey @ZOS_Wrobel if you don't think healers feel like they're important, go blame the dungeon team. The design of enemy mechanics are the main driving force behind what the support roles have to do. Stop fiddling with combat mechanics to solve a problem with content design. Just because you, as the combat design lead, have a hammer doesn't mean that every problem is in the shape of a bloody nail.
(And class reps--@NightbladeMechanics @Tasear @Masel92 etc.--please emphasize this to Wrobel.)
@code65536
Further to this; given how many healers are cast aside and made to be useless, in the arc up to Cloudrest, how many will be left who will actually have the will to progress to VCR, not even counting HM?
Yes I realise that there are healers in raids running it now, but how many? Of those, how many are in 2+ of the guilds clearing that now?
What about the future?
That's the issue.
If people are repeatedly left out of the rest of the game, why would they remain in a role that gets no meaningful play, so that some day they might get to be one of what 8-12 healers running that content server-wide?
Could be more or less than that number, but the point remains.
If you are devalued and irrelevant before you even come to the level of content where you are relevant, then how do you ever gain the experience to go to that content?
Healers are very much needed in trials. Cloudrest may be the most healing-intensive trial (vHoF is a close second), but every raid group goes into every trial with two healers. Even in Asylum, the healers play very important roles. Their problem in Asylum is that their roles are very different and not that focused on healing, but they are still important to the handling of the mechanics.
There's no shortage of healers in the trials guild that I'm in.
It's 4-man content where the necessity of healers are sometimes called into question, and I personally fault that on the content design. Unavoidable ambient damage is a great way to force people to require healers. So take, for example, vMoS HM. In its original form during the first two weeks of PTS, the fireballs were undodgeable, which meant that the fire DoT was unavoidable. On top of that, the fire DoT had more ticks and ticked harder. The end result was that we ran that place with what we jokingly called 1 tank and 3 healers. We had a tank, a full-time healer, and both DDs ran resto staves on our back bars with mutagen and resto ult.
Now, vMoS HM in that original early-PTS form was pretty cancerous and they've since nerfed it a lot (but it's still very hard, as evidenced by the devs' 14 wipes there in last night's ESO Live), but I still feel most comfortable running with a full-time healer on that fight, because even though the fireballs are now dodgeable, you'd sometimes miss a dodge or run out of stam to dodge, and there is still enough ambient damage there that I can feel the difference between having heals and relying solely on myself for survival (we cleared vMoS HM several times--most of the time, we went with a healer, and those times, it took us only 1-4 pulls to clear HM, and the one time we did it with no healer, we wiped about 10 times before we got it).
If content was designed more like vMoS HM rather than vSCP HM, we'd see more demand for healers. (I should clarify: I think vMoS HM is overtuned, but that's because of the stranglers that can grapple you from a huge distance and that you can't escape from without the help of an ally; Rich Lambert's "f*** you, strangler!" outburst last night is something we've all uttered countless times. But I do like that vMoS HM favors having a healer.)
That said, even in content where healers aren't "needed" like Scalecaller, I don't mind having a healer along. It's nice to have sustain from orbs. It's nice to not worry about Ele Drain. It's nice to know that I'm being taken care of and that I don't have to be as careful with my health. When I got the Mountain God achievement, it was with a healer in the group, and I always enjoy having her in dungeon runs, even if we could go slightly faster if it was 3x DD. I mean, I don't really care about shaving a few minutes off a dungeon run, and being pampered by a healer definitely feels nice. I've never turned down a healer because I would've preferred a DD instead, and most of the people that I play with feel the same way.
NightbladeMechanics wrote: »The reps did not suggest the shield issue to ZOS. Wrobel brought it up himself as part of his own analysis. We explained that CP, power creep, and avoiding mechanics are the core issues making healers less relevant.
Then instead of blaming shields, @ZOS_Wrobel should blame @ZOS_Finn instead? Take Scalecaller Peak, for example.
What are the things that will kill a DD?
- Poison cone: 1-shot mechanic that must be avoided, cannot be healed or mitigated
- Ice phase: DPS race mechanic that can only be won by killing the simulacra quickly. A healer can buy you a few extra seconds, but it's ultimately a DPS check.
- Fire breath: Mechanic that can even kill the tank easily, not designed to be healed through, must be kited.
- Zaan's beam: Mechanic that involves either a tank blocking for another player, or other players taking turns blocking for the tank. Can't heal through it.
Why are healers not needed in Scalecaller? Because the content has no healer checks. All the threats on the Zaan fight are 1-shots or other mechanics that no amount of heals (or shields, for that matter) will save you from.
Now contrast that with Vet Cloudrest HM. Healers are arguably the most important people there, because there are multiple healer checks and healing-intensive mechanics, and the death of the healer can very often domino into a wipe. There's ambient damage in the form of Dark Drain that is most efficiently dealt with by having DDs standing within heals. The Baneful Mark mechanic is a strong, intensive healer check.
Now further contrast with the previous trial, Asylum. I've said before that I think Asylum is the worst-designed trial ever, and here's one of the reasons: most of the damage on the DDs are 1-shots. They need to avoid damage--if they screw up, there's not much that the healer can do. And then add on top of that mechanics that force the healer away from the typical healer role, and it's easy to see why the healer role seems bastardized in Asylum.
Hey @ZOS_Wrobel if you don't think healers feel like they're important, go blame the dungeon team. The design of enemy mechanics are the main driving force behind what the support roles have to do. Stop fiddling with combat mechanics to solve a problem with content design. Just because you, as the combat design lead, have a hammer doesn't mean that every problem is in the shape of a bloody nail.
(And class reps--@NightbladeMechanics @Tasear @Masel92 etc.--please emphasize this to Wrobel.)
To be honest a someone who main heals PvE. Yes I do actually agree that a lot of the time I find my role pointless as most people just shield through damage which is meh.
However in all fairness to DDs harness is a huge source of sustain for them and protect, so if the devs are going to nerf Harness, we need elemental drain to be buffed.
Because if DDs (magicka) stop slotting harness then they will lose out in sustain and thus result in less DPS and so they should buff the amount of magicka regained via elemental drain.
Im fine with shields being nerfed I think thats fair, I will actually feel useful in PvE but I dont want DDs running out of mag as a result either because due to the sustain changes over the last year or so its made it much harder for Healers to give DDs and tanks resources back including the synergy overlap problem AND the change to repentance which screwed stam DDs as it meant that templar healers wouldn't be able to help them much barring shard spam which is frustrating as most of the time in the harder content you want to keep a shard on the tank almost 100% of the time.
Caligamy_ESO wrote: »Isn't it ironic that now I have less interest in playing my healer now WITH this change?
Oh Zos..
NightbladeMechanics wrote: »The reps did not suggest the shield issue to ZOS. Wrobel brought it up himself as part of his own analysis. We explained that CP, power creep, and avoiding mechanics are the core issues making healers less relevant.
shaielzafine wrote: »NightbladeMechanics wrote: »The reps did not suggest the shield issue to ZOS. Wrobel brought it up himself as part of his own analysis. We explained that CP, power creep, and avoiding mechanics are the core issues making healers less relevant.
Good lord, Wrobel came up with this? Like the OP, I thought maybe a class rep said that or something, surely not a dev????? Do they really think shields need to be changed??? Like, seriously??? This is just sad that they have zero clue what to do with this game
Caligamy_ESO wrote: »Isn't it ironic that now I have less interest in playing my healer now WITH this change?
Oh Zos..
Even though i don't do dungeons i removed all my healer aspect now.. in case i ever did.. i'll just get kicked in the future no one will want healers anymore..
Oh and has anyone tried to level up a healer, as in straight healer 1-50... Good luck with that.. Such balance.. much wow..
NightbladeMechanics wrote: »The reps did not suggest the shield issue to ZOS. Wrobel brought it up himself as part of his own analysis. We explained that CP, power creep, and avoiding mechanics are the core issues making healers less relevant.
NightbladeMechanics wrote: »The reps did not suggest the shield issue to ZOS. Wrobel brought it up himself as part of his own analysis. We explained that CP, power creep, and avoiding mechanics are the core issues making healers less relevant.
Wreuntzylla wrote: »NightbladeMechanics wrote: »The reps did not suggest the shield issue to ZOS. Wrobel brought it up himself as part of his own analysis. We explained that CP, power creep, and avoiding mechanics are the core issues making healers less relevant.
I am not sure this is relevant to this particular case, but what solution did the reps propose for the problem?
If you have followed the game over the years, ZoS is not willing to pay for resources to overhaul core elements of the game. They look for simple changes. It's one thing explaining the problem to ZoS, it's a completely different thing to propose a solution they will implement.
Revisiting the CP system and overhauling mechanics in existing content are both sweeping enough in scale that I doubt ZoS will touch either. Nerfing a damage avoidance mechanism (e.g., shields) is a relatively simple change to implement. That they targetted the wrong mechanic is not particularly surprising, but I am curious what alternatives were proposed.
Also, just as a general comment, from the very beginning ZoS stated that they did not have the typical trinity design in mind. I recall pondering at early release why ZoS would deny the trinity and yet put solid healing skill lines in for NB and Templar. They were able to essentially remove NB healers by nerfing funnel health. Templars posed a much more complex issue and they have been systematically trying to gut restoring light over the years, while schizophrenically buffing healing at times. Maajor mending was an addition and not an original mechanic.
Then, of course, they turned around and implemented the warden class with healing that eclipsed that of the templar on an epic scale. Heck, in one of the biggest PR mistakes I have ever seen in any game, they took major templar strengths away and handed them to wardens... That lasted long enough for sales to peter out and then was nerfed in essentially one fell swoop.
In sum, I think that either ZoS is schizophrenic when it comes to their vision and roadmap, or both have evolved over time, but the person in charge somehow failed to align key stakeholders (departments). The problem with dungeons posted earlier in this thread clearly aligns with a no-trinity vision, nerfing shields (or anything else) for the sake of healers clearly does not.