crashen17b14_ESO wrote: »As a Nightblade Healer, how do I feel about the healing changes? Bad. So bad in fact, that I am no longer a healer. So unhappy with the decision that I am unsubbed and focusing on other games. Now, understand that I am not whining or going to engage in hyoerbole. The sky is not falling and I dont think ESO is a trash game or whatever. I have spent the better part of 15-20 years playing all sorts of MMOs and games, from ancient Anarchy Online, to WoW, to Warhammer Online, to Guild Wars (1 and 2). I am no stranger to change, and I understand nerfs and buffs. I may not always like them or agree with them, but I generally dont get particularly upset. So I am not raising pitchforks and torches. I have played ESO since its beta and persisted through the awful content drought pre-console launch. So, I have considered things and decided that right now, there are other things I would rather spend my money on, now that the identity of my preferred class has changed so drastically.
Now, on to the meat of the Why. I started as a magblade dps, but the more I played, both solo and in groups, the more I found myself gravitating towards healing and support. I might take a slight personal hit to damage or toughness, but I could keep my group alive better. Que times were faster, dungeons were more fun, and I actually enjoyed splitting my attention between healing my team and killing enemies and dealing damage.
Sure, I didnt bring much in terms of group utility like a templar or buffs like a warden, but I could play aggressively and pretend I was a dps, while actually being responsible for my group. Not by standing to the side and waving a hand to heal them, not for me blessings and prayers. No, I got to heal my friends by hurting my enemies, and even myself with Offering. We killed things quicker and I got to use cool blood magic. And if I just wanted to solo some difficult content, I could do that too without changing morphs and with minimal gear swapping.
By cutting the damage of Health Funnel, now I have to choose between being a dps and being a healer, and if I am going to dps, I might as well use Force Pulse or Crushing Shock like literally every other mag dps, since it can proc three effects, and weaves easier. If I am going to heal, I might as well use a restoration staff skill, since there are plenty that are useful and provide buffs. Neither morph is particularly powerful and both lack comparable utility. What made them useful and interesting was their hybrid nature. You could deal decent damage and support the group.
Then you have Path of Darkness. This is the worst change, almost laughably so. Unmorphed Path of Darkness does nothing but give the group 4 seconds of major expedition... if they run through the narrow area of affect. Compare that to Rapid Maneuvers, which grants everyone movement speed for longer, with none of the positioning needed.
Morphing it to Twisting Path makes it a worse Wall of Elements. It deals less damage, has no secondary effects except again, 4 seconds of speed if you move in it. It doesnt proc elemental effects or have any synergy.
Morphing it to refreshing path gives you a worse Healing Springs. It is harder to aim, heals for less, and it's built in secondary actively encourages players to *leave* it. Positioning for it is awkward and ungainly and any healing you could get out of it is countered by how narrow and slow it is.
Both changes also undercut the identity and unique feel of nightblade healers, that is aggressive healers. Dealing damage while healing the group. The skill was split in half "in order to allow classes to bring something unique to the group". I find that curious because it made the skills completely generic. Pure damage, or pure healing, with arguably a useless, unintuitive secondary effect, a secondary effect that encourages peoe to get OUT of the spell quicker.
Lets compare Refreshing Path to a similar skill. Ritual of Retribution.
Ritual of Retribution deals 840 magic damage, and restores 840 health every 2 seconds for 12 seconds. It is a player based aoe effect, that also provides the Purify synergy, which removes a debuff and heals for 3438. 12 meter radius.
Refreshing Path (old) dealt 590 magic damage every second and healed 674 for 10 seconds, and granted major expedition. Frontal column.
Now, it EITHER deals damage OR heals. But not both. Yes, it acts quicker than Ritual of Retribution, but it is a narrow column that affects a much smaller area and does not last as long. The changes made to it boggle the mind and completely remove any sense of hybrid "heal by hurting" trait. It worked well before because it could be combined with Wall of Elements or Blessing of Protection to have some overlapping synergy, but now you get so little it isnt worth using as a damage dealer or a healer. And that isnt even considering the enormous advantage Ritual lf Retribution has with his cleansing synergy.
So now, because the two core class skills that made Nightblade Healers unique, interesting and different from traditional healers have been converted into generic abilities that feel like unmorphed skills, I am faced with a choice. The choice the design team seemed deliberate to force players to make. Either be a healer, or be a damage dealer. In an effort to make healers more relevant, they took away one of the more fun, unique ways of being a healer.
Surely I am not the only one who doesnt think being a healer MUST mean being a pure supporting caster, standing back and using righteous holy magic and never getting their hands dirty. Surely I am not the only one who enjoyed being able to heal, while having gameplay like a damage dealer. Surely I wasnt the only one who enjoyed the versatility of not being useless outside of a group. But now that is all gone. If I want to heal, I might as well go templar.
Nightblade Healers traded the utility of pure healers in the form of damage shields, buffs, resource restoration and purges for a little more damage, and I was okay with that. But now, we lost that damage, that unique niche, but we didnt get any of that utility we traded away for damage.
crashen17b14_ESO wrote: »As a Nightblade Healer, how do I feel about the healing changes? Bad. So bad in fact, that I am no longer a healer. So unhappy with the decision that I am unsubbed and focusing on other games. Now, understand that I am not whining or going to engage in hyoerbole. The sky is not falling and I dont think ESO is a trash game or whatever. I have spent the better part of 15-20 years playing all sorts of MMOs and games, from ancient Anarchy Online, to WoW, to Warhammer Online, to Guild Wars (1 and 2). I am no stranger to change, and I understand nerfs and buffs. I may not always like them or agree with them, but I generally dont get particularly upset. So I am not raising pitchforks and torches. I have played ESO since its beta and persisted through the awful content drought pre-console launch. So, I have considered things and decided that right now, there are other things I would rather spend my money on, now that the identity of my preferred class has changed so drastically.
Now, on to the meat of the Why. I started as a magblade dps, but the more I played, both solo and in groups, the more I found myself gravitating towards healing and support. I might take a slight personal hit to damage or toughness, but I could keep my group alive better. Que times were faster, dungeons were more fun, and I actually enjoyed splitting my attention between healing my team and killing enemies and dealing damage.
Sure, I didnt bring much in terms of group utility like a templar or buffs like a warden, but I could play aggressively and pretend I was a dps, while actually being responsible for my group. Not by standing to the side and waving a hand to heal them, not for me blessings and prayers. No, I got to heal my friends by hurting my enemies, and even myself with Offering. We killed things quicker and I got to use cool blood magic. And if I just wanted to solo some difficult content, I could do that too without changing morphs and with minimal gear swapping.
By cutting the damage of Health Funnel, now I have to choose between being a dps and being a healer, and if I am going to dps, I might as well use Force Pulse or Crushing Shock like literally every other mag dps, since it can proc three effects, and weaves easier. If I am going to heal, I might as well use a restoration staff skill, since there are plenty that are useful and provide buffs. Neither morph is particularly powerful and both lack comparable utility. What made them useful and interesting was their hybrid nature. You could deal decent damage and support the group.
Then you have Path of Darkness. This is the worst change, almost laughably so. Unmorphed Path of Darkness does nothing but give the group 4 seconds of major expedition... if they run through the narrow area of affect. Compare that to Rapid Maneuvers, which grants everyone movement speed for longer, with none of the positioning needed.
Morphing it to Twisting Path makes it a worse Wall of Elements. It deals less damage, has no secondary effects except again, 4 seconds of speed if you move in it. It doesnt proc elemental effects or have any synergy.
Morphing it to refreshing path gives you a worse Healing Springs. It is harder to aim, heals for less, and it's built in secondary actively encourages players to *leave* it. Positioning for it is awkward and ungainly and any healing you could get out of it is countered by how narrow and slow it is.
Both changes also undercut the identity and unique feel of nightblade healers, that is aggressive healers. Dealing damage while healing the group. The skill was split in half "in order to allow classes to bring something unique to the group". I find that curious because it made the skills completely generic. Pure damage, or pure healing, with arguably a useless, unintuitive secondary effect, a secondary effect that encourages peoe to get OUT of the spell quicker.
Lets compare Refreshing Path to a similar skill. Ritual of Retribution.
Ritual of Retribution deals 840 magic damage, and restores 840 health every 2 seconds for 12 seconds. It is a player based aoe effect, that also provides the Purify synergy, which removes a debuff and heals for 3438. 12 meter radius.
Refreshing Path (old) dealt 590 magic damage every second and healed 674 for 10 seconds, and granted major expedition. Frontal column.
Now, it EITHER deals damage OR heals. But not both. Yes, it acts quicker than Ritual of Retribution, but it is a narrow column that affects a much smaller area and does not last as long. The changes made to it boggle the mind and completely remove any sense of hybrid "heal by hurting" trait. It worked well before because it could be combined with Wall of Elements or Blessing of Protection to have some overlapping synergy, but now you get so little it isnt worth using as a damage dealer or a healer. And that isnt even considering the enormous advantage Ritual lf Retribution has with his cleansing synergy.
So now, because the two core class skills that made Nightblade Healers unique, interesting and different from traditional healers have been converted into generic abilities that feel like unmorphed skills, I am faced with a choice. The choice the design team seemed deliberate to force players to make. Either be a healer, or be a damage dealer. In an effort to make healers more relevant, they took away one of the more fun, unique ways of being a healer.
Surely I am not the only one who doesnt think being a healer MUST mean being a pure supporting caster, standing back and using righteous holy magic and never getting their hands dirty. Surely I am not the only one who enjoyed being able to heal, while having gameplay like a damage dealer. Surely I wasnt the only one who enjoyed the versatility of not being useless outside of a group. But now that is all gone. If I want to heal, I might as well go templar.
Nightblade Healers traded the utility of pure healers in the form of damage shields, buffs, resource restoration and purges for a little more damage, and I was okay with that. But now, we lost that damage, that unique niche, but we didnt get any of that utility we traded away for damage.
Lets compare Refreshing Path to a similar skill. Ritual of Retribution.
Ritual of Retribution deals 840 magic damage, and restores 840 health every 2 seconds for 12 seconds. It is a player based aoe effect, that also provides the Purify synergy, which removes a debuff and heals for 3438. 12 meter radius.
Refreshing Path (old) dealt 590 magic damage every second and healed 674 for 10 seconds, and granted major expedition. Frontal column.
. I like being able to switch between DPS and healer with my sets... now it isn't allowing me to be fluid in my choices
Joosef_Kivikilpi wrote: »crashen17b14_ESO wrote: »As a Nightblade Healer, how do I feel about the healing changes? Bad. So bad in fact, that I am no longer a healer. So unhappy with the decision that I am unsubbed and focusing on other games. Now, understand that I am not whining or going to engage in hyoerbole. The sky is not falling and I dont think ESO is a trash game or whatever. I have spent the better part of 15-20 years playing all sorts of MMOs and games, from ancient Anarchy Online, to WoW, to Warhammer Online, to Guild Wars (1 and 2). I am no stranger to change, and I understand nerfs and buffs. I may not always like them or agree with them, but I generally dont get particularly upset. So I am not raising pitchforks and torches. I have played ESO since its beta and persisted through the awful content drought pre-console launch. So, I have considered things and decided that right now, there are other things I would rather spend my money on, now that the identity of my preferred class has changed so drastically.
Now, on to the meat of the Why. I started as a magblade dps, but the more I played, both solo and in groups, the more I found myself gravitating towards healing and support. I might take a slight personal hit to damage or toughness, but I could keep my group alive better. Que times were faster, dungeons were more fun, and I actually enjoyed splitting my attention between healing my team and killing enemies and dealing damage.
Sure, I didnt bring much in terms of group utility like a templar or buffs like a warden, but I could play aggressively and pretend I was a dps, while actually being responsible for my group. Not by standing to the side and waving a hand to heal them, not for me blessings and prayers. No, I got to heal my friends by hurting my enemies, and even myself with Offering. We killed things quicker and I got to use cool blood magic. And if I just wanted to solo some difficult content, I could do that too without changing morphs and with minimal gear swapping.
By cutting the damage of Health Funnel, now I have to choose between being a dps and being a healer, and if I am going to dps, I might as well use Force Pulse or Crushing Shock like literally every other mag dps, since it can proc three effects, and weaves easier. If I am going to heal, I might as well use a restoration staff skill, since there are plenty that are useful and provide buffs. Neither morph is particularly powerful and both lack comparable utility. What made them useful and interesting was their hybrid nature. You could deal decent damage and support the group.
Then you have Path of Darkness. This is the worst change, almost laughably so. Unmorphed Path of Darkness does nothing but give the group 4 seconds of major expedition... if they run through the narrow area of affect. Compare that to Rapid Maneuvers, which grants everyone movement speed for longer, with none of the positioning needed.
Morphing it to Twisting Path makes it a worse Wall of Elements. It deals less damage, has no secondary effects except again, 4 seconds of speed if you move in it. It doesnt proc elemental effects or have any synergy.
Morphing it to refreshing path gives you a worse Healing Springs. It is harder to aim, heals for less, and it's built in secondary actively encourages players to *leave* it. Positioning for it is awkward and ungainly and any healing you could get out of it is countered by how narrow and slow it is.
Both changes also undercut the identity and unique feel of nightblade healers, that is aggressive healers. Dealing damage while healing the group. The skill was split in half "in order to allow classes to bring something unique to the group". I find that curious because it made the skills completely generic. Pure damage, or pure healing, with arguably a useless, unintuitive secondary effect, a secondary effect that encourages peoe to get OUT of the spell quicker.
Lets compare Refreshing Path to a similar skill. Ritual of Retribution.
Ritual of Retribution deals 840 magic damage, and restores 840 health every 2 seconds for 12 seconds. It is a player based aoe effect, that also provides the Purify synergy, which removes a debuff and heals for 3438. 12 meter radius.
Refreshing Path (old) dealt 590 magic damage every second and healed 674 for 10 seconds, and granted major expedition. Frontal column.
Now, it EITHER deals damage OR heals. But not both. Yes, it acts quicker than Ritual of Retribution, but it is a narrow column that affects a much smaller area and does not last as long. The changes made to it boggle the mind and completely remove any sense of hybrid "heal by hurting" trait. It worked well before because it could be combined with Wall of Elements or Blessing of Protection to have some overlapping synergy, but now you get so little it isnt worth using as a damage dealer or a healer. And that isnt even considering the enormous advantage Ritual lf Retribution has with his cleansing synergy.
So now, because the two core class skills that made Nightblade Healers unique, interesting and different from traditional healers have been converted into generic abilities that feel like unmorphed skills, I am faced with a choice. The choice the design team seemed deliberate to force players to make. Either be a healer, or be a damage dealer. In an effort to make healers more relevant, they took away one of the more fun, unique ways of being a healer.
Surely I am not the only one who doesnt think being a healer MUST mean being a pure supporting caster, standing back and using righteous holy magic and never getting their hands dirty. Surely I am not the only one who enjoyed being able to heal, while having gameplay like a damage dealer. Surely I wasnt the only one who enjoyed the versatility of not being useless outside of a group. But now that is all gone. If I want to heal, I might as well go templar.
Nightblade Healers traded the utility of pure healers in the form of damage shields, buffs, resource restoration and purges for a little more damage, and I was okay with that. But now, we lost that damage, that unique niche, but we didnt get any of that utility we traded away for damage.
As a Mageblade DPS, I started falling in love with the Nightblade healing aspect recently... and now don't even know how to morph the Funnel Health skill, due to not being able to decide. I like being able to switch between DPS and healer with my sets... now it isn't allowing me to be fluid in my choices. REALLY disappointed with the direction they've taken with a lot of things this patch, not even to mention any of my thoughts and detriments the Refreshing path skill does for my tanky Nightblade builds I've created.
We need you, a solid, good player, though in our community still. Don't get too far away from us, Crashen.Your inputs are extremely valuable.
Lightspeedflashb14_ESO wrote: »Lets compare Refreshing Path to a similar skill. Ritual of Retribution.
Ritual of Retribution deals 840 magic damage, and restores 840 health every 2 seconds for 12 seconds. It is a player based aoe effect, that also provides the Purify synergy, which removes a debuff and heals for 3438. 12 meter radius.
Refreshing Path (old) dealt 590 magic damage every second and healed 674 for 10 seconds, and granted major expedition. Frontal column.
Okay, look. You can not compare these. They are superficially simlar but in actual game play, you will not see a magplar dps running ritual of retribution. Look at all the builds, the skil simply does not do enough DPS to slot. Meanwhile, the old refreshing path did great DPS, while healing like crazy, meaning it was on both magblade dps and healers bar. There was simply no reason to run twisting.
Truth be told, I want them to revert Cleansing Ritual, that is to make the morph choices the way they were. either 12 second hot with 5 purge or a 24 second hot with a 2 purge, having a damage ablity in a healing tree makes no sense to me.. I like being able to switch between DPS and healer with my sets... now it isn't allowing me to be fluid in my choices
Choose funnel, for when you are a healer, then use force pulse/elemental weapon when you DPS. Simple.
Lightspeedflashb14_ESO wrote: »Lets compare Refreshing Path to a similar skill. Ritual of Retribution.
Ritual of Retribution deals 840 magic damage, and restores 840 health every 2 seconds for 12 seconds. It is a player based aoe effect, that also provides the Purify synergy, which removes a debuff and heals for 3438. 12 meter radius.
Refreshing Path (old) dealt 590 magic damage every second and healed 674 for 10 seconds, and granted major expedition. Frontal column.
Okay, look. You can not compare these. They are superficially simlar but in actual game play, you will not see a magplar dps running ritual of retribution. Look at all the builds, the skil simply does not do enough DPS to slot. Meanwhile, the old refreshing path did great DPS, while healing like crazy, meaning it was on both magblade dps and healers bar. There was simply no reason to run twisting.
Truth be told, I want them to revert Cleansing Ritual, that is to make the morph choices the way they were. either 12 second hot with 5 purge or a 24 second hot with a 2 purge, having a damage ablity in a healing tree makes no sense to me.. I like being able to switch between DPS and healer with my sets... now it isn't allowing me to be fluid in my choices
Choose funnel, for when you are a healer, then use force pulse/elemental weapon when you DPS. Simple.
crashen17b14_ESO wrote: »I compare ritual of Retribution to refreshing path not from a dps perspective (twisting path WAS bad, and needed to be made more appealing for a dps), but from a healing/support/theme perspective.
Both provided an area of healing/damage. Ritual of Retribution may not have provided the raw damage of Refreshing path, which makes it unappealing to dps (which is fine) but it provides two enormous benefits that Path never did, on top of its superior size and shape. It cleanses debuffs and has a significant up front heal via synergy.
Twisting Path SHOULD get a buff that makes it more appealing to damage dealers, as should Swallow Soul. I can normally understand nerfs to bring balance, even if I dont like them. These changes though dont just "bring balance" or "encourage class diversity". They also certainly dont help the healer situation since they make one-fifth of the classes extremely unappealing as healers.
Eldritch Mender says;
- Twilight Matriarch (ofc).
- Bound Aegis (…)
- Inner Light (My slots
!!!)
- Dark Deal (What?)
- Bolt Escape (Nice joke.)
- Now use all resto staff abilities.
What really erks me;
- I guess I cast dark deal (should be dark conversion
) for the moments I hate myself to provide everyone minor prophecy.
- I guess I could slot more abilities on my overload bar... Oh right.
- Minor intellect? Why would I use empowered ward on a pet in group content now? The skill doesn't even protect them in overland anymore.
- Absorption Field? The cost... Just for the heal or a bad minor prophecy uptime. Forget about the stun in PvE, it doesn't even work on most mobs nor all bosses.
- This class is a mess and when it was functioning, it was still outright boring regardless if you're a healer or a DPS (simply little flavor and few key presses thanks to toggles and passive "skills").
- There are no useful passives for healing besides the passive "skills" occupying slots.
I deleted my Sorc healer.
Need a break from the game.
Lightspeedflashb14_ESO wrote: »crashen17b14_ESO wrote: »I compare ritual of Retribution to refreshing path not from a dps perspective (twisting path WAS bad, and needed to be made more appealing for a dps), but from a healing/support/theme perspective.
you cant do this, becuase EVERY magblade that had a clue was running refreshing, twisting simply was not worth running, even from a dps perspective.Both provided an area of healing/damage. Ritual of Retribution may not have provided the raw damage of Refreshing path, which makes it unappealing to dps (which is fine) but it provides two enormous benefits that Path never did, on top of its superior size and shape. It cleanses debuffs and has a significant up front heal via synergy.
all this is true, now acknowledge that i said that no magplar dps run it. that refreshing was the only thing magblades ran, if they know what they where doing. also acknowledge that i said that i would prefer the old cleansing ritual and morphs back, damage in a healing skill line makes no sense.Twisting Path SHOULD get a buff that makes it more appealing to damage dealers, as should Swallow Soul. I can normally understand nerfs to bring balance, even if I dont like them. These changes though dont just "bring balance" or "encourage class diversity". They also certainly dont help the healer situation since they make one-fifth of the classes extremely unappealing as healers.
twisting got a buff by nerfing refreshing. you may not like that but it did. you can not keep buffing everything all the time. sometime things need to be nerfed, i am a templar main, have been since beta, i know this, if you buffed everything all the time, that way lead to power creep.
.If we're going to go off the tangent of the topic of Healer vs Healer and go DPS vs DPS, let's bring Tank vs Tank into the mix.
Lightspeedflashb14_ESO wrote: ».If we're going to go off the tangent of the topic of Healer vs Healer and go DPS vs DPS, let's bring Tank vs Tank into the mix.
All right. There is absolutely no reason for a tank, either NB or temp, to use either skill for threat generation. With silver leash and time freeze in the game, you do not need either for that. You could make an argument for refreshing in a tank, for the passive major buffs.
And I have already stated, I would like the damage from ritual of retribution to go away. As I have said many times, it makes exactly zero sense to have a damage skill in a healing tree. And it would stop this stupid comparison.
. Your personal opinion about RoR is irrelevant .
Lightspeedflashb14_ESO wrote: ». Your personal opinion about RoR is irrelevant .
If my personal opinion is irrelevant, then your opinion that refreshing path ought to be the way it was is irrelevant too, by the fact of the matter that it does not now.
Silver_Strider wrote: »stuff and wordsLightspeedflashb14_ESO wrote: ». Your personal opinion about RoR is irrelevant .
If my personal opinion is irrelevant, then your opinion that refreshing path ought to be the way it was is irrelevant too, by the fact of the matter that it does not now.
Lightspeedflashb14_ESO wrote: »Silver_Strider wrote: »stuff and wordsLightspeedflashb14_ESO wrote: ». Your personal opinion about RoR is irrelevant .
If my personal opinion is irrelevant, then your opinion that refreshing path ought to be the way it was is irrelevant too, by the fact of the matter that it does not now.
irrelevant as that is the way they are.
Emma_Overload wrote: »Worse, because of the nerf to Healing Ward. Healing Ward needs to have a much shorter proc delay, like 3 seconds instead of 6.