Healing Seed, Healing Ritual, healers using actual healing ults. Stop being a drama queen.
leepalmer95 wrote: »norrisnick wrote: »leepalmer95 wrote: »Super_Bubus wrote: »Exactly what @code65536 said, as obvious as it is... PVPers want their game fixed when they don't care what happens to PVE. But yet again PVP can't be balanced and never will be. One complains there's too many Nightblades when it's only Stamblades since Magblades are basically suffering to even exist, or when there's more StamDK than anything, or when the whole meta tank/dps is bad, or when someone is just not good enough to do anything in there ; it just never ends.
Making 2 separate "worlds" PVP and PVE is clearly the solution for everyone to be happy indeed , but that's way too much work right, better create content over and over again and put new TOS saying they're not responsible for anything when it's broken.
These patch notes are the perfect illustration of developpers not playing their own game, same was with the cast time on the shields which we made great effort to fight against such a thing..now I'd rather have cast time on shields over one Orb and one Healing Springs at a time.
See ya in week 4 hopefully.
Have some dd's slot some of the new long lasting aoe heals.
Maybe a way to counter the fact people are hitting 100k dps in execute phases is to reduce people sustain a little bit and force them to spend some to heal occasionally so people have to drop some dmg in order to sustain slightly lower dps.
It's a good idea. Because the power creep needs looking at and I know most pve on the forum would rather get stronger and stronger so eventually the power creep will do the trials for them.
Then why bring healers? That's the issue here. This patch is potentially killing off dedicated group healers in end-game PVE because their toolkits will not allow them to heal a 12 man raid through some of the more severe healing checks. So if all the DDs have to slot their own heals for that check, and build for sustain because there aren't enough orbs to go around, what are the healers there for?
Can you see why that might be distressing to people that main as PVE healer/supports? They already aren't invited to 4-man content anymore because ZOS' fix to not bringing tanks was just building in one-shots mechanics that only tanks could block or everyone had to get out of. Can't heal through a one-shot so why bring a healer?
To support tanks? To keep dd's alive through the non hard hitting heal checks so they can actually DD. For support sets, certain buffs etc...
Sanguinor2 wrote: »
Exactly, I think many PvE focused players have never entered pvp and don’t realize a majority of these changes make pvp much more balanced.
Sure PvE might get affected a bit but don’t go into content with 4 DPS or just 1 person who is like a hybrid healer tank or healer dps. It’s time for people to learn mechanics and get better.
"might get affected a bit" if only that would be the case. There is phases in vet Trials that depend on springs to outheal continous Damage on all 12 People.
Put a few healing abilities like echoing vigor, ritual, healing tethers, enchanted growth, circle of protection etc. on dds and you can easily substitute the healing spring stack just by having a few damage dealers slot one additional ability for utility and healing. Players again act like changes are the end of the world every update instead of seeing change as an opportunity to try out things that weren't done before.
Don't get me wrong, some changes are controversial, but I see a lot of good stuff in the notes as well.
I was thinking about not posting in here because I know what will happen if I do, but oh well...
norrisnick wrote: »Sanguinor2 wrote: »
Exactly, I think many PvE focused players have never entered pvp and don’t realize a majority of these changes make pvp much more balanced.
Sure PvE might get affected a bit but don’t go into content with 4 DPS or just 1 person who is like a hybrid healer tank or healer dps. It’s time for people to learn mechanics and get better.
"might get affected a bit" if only that would be the case. There is phases in vet Trials that depend on springs to outheal continous Damage on all 12 People.
Put a few healing abilities like echoing vigor, ritual, healing tethers, enchanted growth, circle of protection etc. on dds and you can easily substitute the healing spring stack just by having a few damage dealers slot one additional ability for utility and healing. Players again act like changes are the end of the world every update instead of seeing change as an opportunity to try out things that weren't done before.
Don't get me wrong, some changes are controversial, but I see a lot of good stuff in the notes as well.
I was thinking about not posting in here because I know what will happen if I do, but oh well...
So bring 10 self-sufficient DPS. Got it.
What was so bad with the healer role? Do healer/support mains not get a place in ESO anymore?
Im just trying to figure out major evasion on FM and Rally. I mean; if you have rally over FM, you probably already have shuffle as well? Trying to figure out how to go about avoiding redundancy there. Go FM, and get a heal from somewhere else with the free slot from not needing any major evasion source? Run rally and something else for anti-snare/roots? Feels shuffle while finally buffed, becomes obsolete.
Healing Seed, Healing Ritual, healers using actual healing ults. Stop being a drama queen.
Sanguinor2 wrote: »
I disagree:
Barrier
Veil of blades/consuming
Nova
Negate
This are all varying methods which have been used to mitigate “high continuous damage, coming from a trial boss” & are likely better than springs.
Even today, blood altar has been buffed; you should try it.
Barrier is gone after a few seconds of Hof hardmode, with nova you still Need aoe heals, same with veil, negate has too much downtime, blood altar has a cooldown of 20 seconds for the Synergy which is the only relevant Thing, try again please?
Then use ALL OF THEM!
Sandman929 wrote: »I have to say, its entertaining to watch people applaud the notes because they think that this time those darned ball groups are finally done for.
75% of the player base struggles to complete easy vet dungeons due to imcompetent dps.
The solution: nerf damage across the board.
And I thought pugging now is bad...
josh.lackey_ESO wrote: »From the perspective of a PvP player, these patch notes are almost universally awful. I expect every new patch to buff stamina and nerf magicka, that's been the general direction of the game for several years now. But this patch is on a different level.
Not gonna lie and there is a long way to go to what is actually published to a live server.
But I think I am going to start planning my life around taking a patch or two off, this is maybe the most depressing set of patch patch notes I’ve read for this game and that is a tall bar because there have been some craptastic patch notes.
It's funny how it's all the PvPers who are cheering this change, as the notes resemble the typical forum PvP whine thread ("waaah, healing is too strong!").
It's almost like they have no idea how changes like this affect content that they don't play... as in, make certain things literally unbeatable.
And fine, I'll admit that I don't know much about your world either. So maybe it's about time ZOS balanced the two separately, hm?
From my perspective it seems clear that they are both standardizing & normalizing all values across the board.
This in itself will help to reduce some lag as well as making the game more balanced.
Everything has to come second to that, as this is the best shot at both balance & lag reduction (or understanding the specifics of root cause for all lag scenarios).
Point out things as you see them but have some trust & confidence that the devs have the same goal for having a really great game.
From my perspective it seems clear that they are both standardizing & normalizing all values across the board.
This in itself will help to reduce some lag as well as making the game more balanced.
Everything has to come second to that, as this is the best shot at both balance & lag reduction (or understanding the specifics of root cause for all lag scenarios).
Point out things as you see them but have some trust & confidence that the devs have the same goal for having a really great game.
You know what I see at the very moment? I see the death for progs groups in PvE. For teams who do not count to the best 10% of the game. It is hard to enter content which is new for the team no matter if the content is already old or not. With focusing on the healing changes this will be an additional kick into the faces of those groups. Also with regards of the dps on top because how else shall they sustain if healers can not support them with orbs anymore. The supporter role as such becomes a bit redundant in my eyes. I know that it will be working either way but for me this is just making it harder for those peeps who are not the best of the best and still would want to improve/progress in content. The gap in end content will become even bigger now.
And with regards to trust and confidence into devs.. just no.. if they would want to "solve" those problems it could have been done way in the past. Upgrade the servers, maybe separate pve and pvp servers or what so ever.. so many potential solutions, which are of course not easy and maybe also not cheap but they are here.. but this costs money and nobody wants to pay for a game where people do complain about but anyway they do pay their subs and buy the crowns. Not gonna lie, I count to those people who pay the sub because there is still hope.. but as said, if this hits life servers I just wont throw them my money anymore.
I am just speaking about Pve tho.. no clue about pvp.. hope that at least those peeps are happy..
mennotje999 wrote: »
Healing Seed, Healing Ritual, healers using actual healing ults. Stop being a drama queen.
You obviously have no idea what a healer does in trials/dungeons if you're say stuff like this. A healer in ESO PvE is not just a healer, it's also a support role which will do buffing/debuffing and utility. With these changes a healer will be fully focussing on healing for like 90% of the fights and will have 0 time to actually do support stuff.
I do get that the angry pvp mass is happy with this patch because let's be fair, a smallscale pvp group with dedicated healers is *** shite but that's a problem on it's own for just pvp, not pve. Nerfing this *** should be done in a pvp only way through the battle spirit buff or something else because this is just ruining the PvE aspect of the game.
From my perspective it seems clear that they are both standardizing & normalizing all values across the board.
This in itself will help to reduce some lag as well as making the game more balanced.
Everything has to come second to that, as this is the best shot at both balance & lag reduction (or understanding the specifics of root cause for all lag scenarios).
Point out things as you see them but have some trust & confidence that the devs have the same goal for having a really great game.
You know what I see at the very moment? I see the death for progs groups in PvE. For teams who do not count to the best 10% of the game. It is hard to enter content which is new for the team no matter if the content is already old or not. With focusing on the healing changes this will be an additional kick into the faces of those groups. Also with regards of the dps on top because how else shall they sustain if healers can not support them with orbs anymore. The supporter role as such becomes a bit redundant in my eyes. I know that it will be working either way but for me this is just making it harder for those peeps who are not the best of the best and still would want to improve/progress in content. The gap in end content will become even bigger now.
And with regards to trust and confidence into devs.. just no.. if they would want to "solve" those problems it could have been done way in the past. Upgrade the servers, maybe separate pve and pvp servers or what so ever.. so many potential solutions, which are of course not easy and maybe also not cheap but they are here.. but this costs money and nobody wants to pay for a game where people do complain about but anyway they do pay their subs and buy the crowns. Not gonna lie, I count to those people who pay the sub because there is still hope.. but as said, if this hits life servers I just wont throw them my money anymore.
I am just speaking about Pve tho.. no clue about pvp.. hope that at least those peeps are happy..
Issues you stated:
1) it’s hard for noobs
Ans1) it’s up to us as a community to teach them & for them to practice & want to get better
2) people don’t trust devs & wonder why things weren’t changed before
Ans2) Did you miss the memo on “new mgmt”? Brian & team have only been running the show for maybe 2 patches, aka less than a year & they are making great strides!
3) But why don’t they throw money at it & upgrade servers?
Ans3) This is a “temporary solution” & it may not be an available option. As a tech guy I understand the best way to do something is to attack the core issues & in order to even know where the main issues are, you have to start by eliminating outliers aka performing normalization/standardization.
mennotje999 wrote: »
Healing Seed, Healing Ritual, healers using actual healing ults. Stop being a drama queen.
You obviously have no idea what a healer does in trials/dungeons if you're say stuff like this. A healer in ESO PvE is not just a healer, it's also a support role which will do buffing/debuffing and utility. With these changes a healer will be fully focussing on healing for like 90% of the fights and will have 0 time to actually do support stuff.
I do get that the angry pvp mass is happy with this patch because let's be fair, a smallscale pvp group with dedicated healers is *** shite but that's a problem on it's own for just pvp, not pve. Nerfing this *** should be done in a pvp only way through the battle spirit buff or something else because this is just ruining the PvE aspect of the game.