NaranjaIslands wrote: »This thread started out REALLY GOOD. Then people started getting emotional. I would've loved to have been able to scroll through constructive conversation about the healing changes, but instead I felt the need to skip at least 4 pages of people being dramatic. I expect this thread to get moderated, or locked soon. Hopefully just moderated.
ANYWAY - I enjoy playing as a dedicated healer to support my teammates. I will always opt to play as a healer in dungeons/ trials, and I have the most fun by supporting my team while clearing harder content. This motivation has lead me to learn so much more about the game, and has helped me increase my skill level as a player at a very reasonable pace.
To be honest, I enjoy the support aspect of playing a healer more than the actual healing itself. Don't get me wrong, I keep everyone topped off without hesitation, but if there was a separate role for support then I'd probably play that more. Instead I have 5 alts fully dedicated to healing, and I use a Templar as my main for vet dungeons/ trials.
I'm concerned about the changes to healing that the patch notes reveal, but I'm hoping that the PTS phase will tweak some things so that these changes will be much more reasonable.
Kind of off topic, but what's the likelihood of ZOS implementing a role purely geared towards being a support group member? I would have more variety as far as what roles my alts play, but I'm thinking that'll never happen. It's an interesting thought nonetheless.
NaranjaIslands wrote: »Sanguinor2 wrote: »NaranjaIslands wrote: »This thread started out REALLY GOOD. Then people started getting emotional. I would've loved to have been able to scroll through constructive conversation about the healing changes, but instead I felt the need to skip at least 4 pages of people being dramatic. I expect this thread to get moderated, or locked soon. Hopefully just moderated.
ANYWAY - I enjoy playing as a dedicated healer to support my teammates. I will always opt to play as a healer in dungeons/ trials, and I have the most fun by supporting my team while clearing harder content. This motivation has lead me to learn so much more about the game, and has helped me increase my skill level as a player at a very reasonable pace.
To be honest, I enjoy the support aspect of playing a healer more than the actual healing itself. Don't get me wrong, I keep everyone topped off without hesitation, but if there was a separate role for support then I'd probably play that more. Instead I have 5 alts fully dedicated to healing, and I use a Templar as my main for vet dungeons/ trials.
I'm concerned about the changes to healing that the patch notes reveal, but I'm hoping that the PTS phase will tweak some things so that these changes will be much more reasonable.
Kind of off topic, but what's the likelihood of ZOS implementing a role purely geared towards being a support group member? I would have more variety as far as what roles my alts play, but I'm thinking that'll never happen. It's an interesting thought nonetheless.
They´d have to rebalance a lot of Content for a new role to be added, what are you gonna drop in 4 man for it? One dd? Or one healer? If the answer is dd then all Content Needs to be reworked, if the answer is healer why even Change something?
Yeah I agree with you. Adding a new role would need a huge overhaul, but it was just something that this conversation had me curious about.
Seraphayel wrote: »
Why would it need a huge overhaul? Just shift all of the buffs, debuffs and resource management tools from tanks/healers to a new supporting DPS role. And there you have your question as to which spot they’ll take. RIFT (another MMORPG) had this wonderful class called “Archon“ that was this support DPS.
Sanguinor2 wrote: »Seraphayel wrote: »
Why would it need a huge overhaul? Just shift all of the buffs, debuffs and resource management tools from tanks/healers to a new supporting DPS role. And there you have your question as to which spot they’ll take. RIFT (another MMORPG) had this wonderful class called “Archon“ that was this support DPS.
And who is gonna make up for the lost dps? If the support dps does the same as dps as the full dps, why even have full dps?
Seraphayel wrote: »
The support DPS does not deal the same DPS, it’s a middle of the road between tank/healer and “real“ DPS.
Encounters where you have a DPS race because of timers you can easily change by adjusting timers, every other encounter doesn’t really need fixing. Power creep is real and the DPS skyrocketed, there wouldn’t be a problem to tune it down significantly when some slight adjustments are made.
NaranjaIslands wrote: »This thread started out REALLY GOOD. Then people started getting emotional. I would've loved to have been able to scroll through constructive conversation about the healing changes, but instead I felt the need to skip at least 4 pages of people being dramatic. I expect this thread to get moderated, or locked soon. Hopefully just moderated.
usmcjdking wrote: »Orb needs to be outright reworked IMO. Change is fine in concept, but there have been times where I launched an orb in the wrong *** direction and that *** ain't ever gonna get synergized.
Point target ground hot with a floating bubble would be better suited - like a big green Lord Warden ball.
Seraphayel wrote: »CipherNine wrote: »Seraphayel wrote: »CipherNine wrote: »I do wonder how many current healers will continue to play a healer role next patch. Most of the players I see cheering about this patch are not healers. They are dps, with a large number of them stamina dps. And dps, in general, have never been interested in healing for anything. The changes they are making are quite vast. I suspect that some healers, who enjoy the current game play, will be turned off from these changes. Only time will tell. But wouldn't it be hilarious if dps begin complaining in the future about a lack of healers for pledges, pvp, and trials. Or maybe they won't. Maybe they will get their desire to 4-man or 12-man dps everything.
I am a healer and I have no interest in playing a DPS i find it boring. I don't want to tank that much either. So if they destroy the healer role and make boring and not fun to play. Then I won't be playing anymore. Especially since I don't want to play any other role
How would the healer role be less complex or more boring after that patch when healing gets more difficult and you have to do more now to achieve a similar result? By limiting Orb/Springs (ab)use to one instance at a time you have to find other ways of compensating which makes the role more and not less interesting. Relying on solely two skills to get the job done is what I call boring.
To all who will respond with “there’s more to healing than just Springs/Orb spam“ yes absolutely, there is. So why the obsession with those two skills (or at least Orbs) if there’s so much more a healer has to do? All the reactions to the Orb changes are exactly the reason it gets changed. Too much leverage on one single skill.
Are you a healer? Do you play a healer on a regular basis?
based on a lot of his posts he obviously doesn't do the harder content. because he thinks healers shouldn't be expected to keep the group buffed and help with group sustain. Which are big parts of being a healer in ESO. So I can't take any what he thinks seriously
This is a blatant lie and was put into my mouth after I said what I generally expect from a healer role in MMORPGs and not how I am healing in ESO.
halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
Seraphayel wrote: »NaranjaIslands wrote: »Sanguinor2 wrote: »NaranjaIslands wrote: »This thread started out REALLY GOOD. Then people started getting emotional. I would've loved to have been able to scroll through constructive conversation about the healing changes, but instead I felt the need to skip at least 4 pages of people being dramatic. I expect this thread to get moderated, or locked soon. Hopefully just moderated.
ANYWAY - I enjoy playing as a dedicated healer to support my teammates. I will always opt to play as a healer in dungeons/ trials, and I have the most fun by supporting my team while clearing harder content. This motivation has lead me to learn so much more about the game, and has helped me increase my skill level as a player at a very reasonable pace.
To be honest, I enjoy the support aspect of playing a healer more than the actual healing itself. Don't get me wrong, I keep everyone topped off without hesitation, but if there was a separate role for support then I'd probably play that more. Instead I have 5 alts fully dedicated to healing, and I use a Templar as my main for vet dungeons/ trials.
I'm concerned about the changes to healing that the patch notes reveal, but I'm hoping that the PTS phase will tweak some things so that these changes will be much more reasonable.
Kind of off topic, but what's the likelihood of ZOS implementing a role purely geared towards being a support group member? I would have more variety as far as what roles my alts play, but I'm thinking that'll never happen. It's an interesting thought nonetheless.
They´d have to rebalance a lot of Content for a new role to be added, what are you gonna drop in 4 man for it? One dd? Or one healer? If the answer is dd then all Content Needs to be reworked, if the answer is healer why even Change something?
Yeah I agree with you. Adding a new role would need a huge overhaul, but it was just something that this conversation had me curious about.
Why would it need a huge overhaul? Just shift all of the buffs, debuffs and resource management tools from tanks/healers to a new supporting DPS role. And there you have your question as to which spot they’ll take. RIFT (another MMORPG) had this wonderful class called “Archon“ that was this support DPS.
MehrunesFlagon wrote: »halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
In this game they are resources batteries as you put it.
Seraphayel wrote: »NaranjaIslands wrote: »Sanguinor2 wrote: »NaranjaIslands wrote: »This thread started out REALLY GOOD. Then people started getting emotional. I would've loved to have been able to scroll through constructive conversation about the healing changes, but instead I felt the need to skip at least 4 pages of people being dramatic. I expect this thread to get moderated, or locked soon. Hopefully just moderated.
ANYWAY - I enjoy playing as a dedicated healer to support my teammates. I will always opt to play as a healer in dungeons/ trials, and I have the most fun by supporting my team while clearing harder content. This motivation has lead me to learn so much more about the game, and has helped me increase my skill level as a player at a very reasonable pace.
To be honest, I enjoy the support aspect of playing a healer more than the actual healing itself. Don't get me wrong, I keep everyone topped off without hesitation, but if there was a separate role for support then I'd probably play that more. Instead I have 5 alts fully dedicated to healing, and I use a Templar as my main for vet dungeons/ trials.
I'm concerned about the changes to healing that the patch notes reveal, but I'm hoping that the PTS phase will tweak some things so that these changes will be much more reasonable.
Kind of off topic, but what's the likelihood of ZOS implementing a role purely geared towards being a support group member? I would have more variety as far as what roles my alts play, but I'm thinking that'll never happen. It's an interesting thought nonetheless.
They´d have to rebalance a lot of Content for a new role to be added, what are you gonna drop in 4 man for it? One dd? Or one healer? If the answer is dd then all Content Needs to be reworked, if the answer is healer why even Change something?
Yeah I agree with you. Adding a new role would need a huge overhaul, but it was just something that this conversation had me curious about.
Why would it need a huge overhaul? Just shift all of the buffs, debuffs and resource management tools from tanks/healers to a new supporting DPS role. And there you have your question as to which spot they’ll take. RIFT (another MMORPG) had this wonderful class called “Archon“ that was this support DPS.
That would actually be an easy way to fix this problem without having redesign the game. Just rename one of the DPS slots support. That way players who queue for that role can balance their character out between damage and support-oriented abilities. This is a great idea, actually.
halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
MehrunesFlagon wrote: »Seraphayel wrote: »NaranjaIslands wrote: »Sanguinor2 wrote: »NaranjaIslands wrote: »This thread started out REALLY GOOD. Then people started getting emotional. I would've loved to have been able to scroll through constructive conversation about the healing changes, but instead I felt the need to skip at least 4 pages of people being dramatic. I expect this thread to get moderated, or locked soon. Hopefully just moderated.
ANYWAY - I enjoy playing as a dedicated healer to support my teammates. I will always opt to play as a healer in dungeons/ trials, and I have the most fun by supporting my team while clearing harder content. This motivation has lead me to learn so much more about the game, and has helped me increase my skill level as a player at a very reasonable pace.
To be honest, I enjoy the support aspect of playing a healer more than the actual healing itself. Don't get me wrong, I keep everyone topped off without hesitation, but if there was a separate role for support then I'd probably play that more. Instead I have 5 alts fully dedicated to healing, and I use a Templar as my main for vet dungeons/ trials.
I'm concerned about the changes to healing that the patch notes reveal, but I'm hoping that the PTS phase will tweak some things so that these changes will be much more reasonable.
Kind of off topic, but what's the likelihood of ZOS implementing a role purely geared towards being a support group member? I would have more variety as far as what roles my alts play, but I'm thinking that'll never happen. It's an interesting thought nonetheless.
They´d have to rebalance a lot of Content for a new role to be added, what are you gonna drop in 4 man for it? One dd? Or one healer? If the answer is dd then all Content Needs to be reworked, if the answer is healer why even Change something?
Yeah I agree with you. Adding a new role would need a huge overhaul, but it was just something that this conversation had me curious about.
Why would it need a huge overhaul? Just shift all of the buffs, debuffs and resource management tools from tanks/healers to a new supporting DPS role. And there you have your question as to which spot they’ll take. RIFT (another MMORPG) had this wonderful class called “Archon“ that was this support DPS.
That would actually be an easy way to fix this problem without having redesign the game. Just rename one of the DPS slots support. That way players who queue for that role can balance their character out between damage and support-oriented abilities. This is a great idea, actually.
Thus making it take even longer in queue because everyone wants to dps. Let's not forget about fake support roles either.you will have that to deal with.
halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
Don't try to heal a trial with a single target heal, its a bad idea.
MehrunesFlagon wrote: »halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
In this game they are resources batteries as you put it.
Not according to the role definition in the Activity Finder they aren't.
According to this game: a healer's job is to: Heal and protect allies, keeping them alive throughout the battle. I see nothing in that description about being a resource battery.
halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
So you are proposing that healers should be happy about a skill that just more than doubled in cost (1 target instead of 2 + cost increase), has no reliable way of targeting and is absolutely not viable at healing a 12 man group (under perfect conditions (every cast hitting a new person) two healers will need 6 GCDs to apply Regeneration to everyone and it will have to be reapplied 4 GCDs later)?
Yep, great buffs we are talking about here...
MehrunesFlagon wrote: »MehrunesFlagon wrote: »halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
In this game they are resources batteries as you put it.
Not according to the role definition in the Activity Finder they aren't.
According to this game: a healer's job is to: Heal and protect allies, keeping them alive throughout the battle. I see nothing in that description about being a resource battery.
Don't use that load of garbage for a definition.
halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
Don't try to heal a trial with a single target heal, its a bad idea.
I assumed the new regen could be used on multiple targets by casting it multiple times. If that is the case - it should increase it's healing capability on the group.
halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
Don't try to heal a trial with a single target heal, its a bad idea.
I assumed the new regen could be used on multiple targets by casting it multiple times. If that is the case - it should increase it's healing capability on the group.
Either you're using the 5s duration morph, which if you cast non stop, will only heal 5 people at one time. 10 people at a time for the 10s morph but that means you're doing nothing but spamming it. If the skill still hit 2 people per cast the time invested would be half but it's too clunky of a skill for any trial group to use on the norm.
halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
So you are proposing that healers should be happy about a skill that just more than doubled in cost (1 target instead of 2 + cost increase), has no reliable way of targeting and is absolutely not viable at healing a 12 man group (under perfect conditions (every cast hitting a new person) two healers will need 6 GCDs to apply Regeneration to everyone and it will have to be reapplied 4 GCDs later)?
Yep, great buffs we are talking about here...
From what I see - yeah I would expect healers to be happy. It increases the tick by 98%, I would gladly take having to cast an ability twice for double the potency. After reading this change - it's actually making me think of breaking out my healer again as regeneration is one of the few heals you don't have to be staring at a person to cast on or have them stacked on top of you.
halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
So you are proposing that healers should be happy about a skill that just more than doubled in cost (1 target instead of 2 + cost increase), has no reliable way of targeting and is absolutely not viable at healing a 12 man group (under perfect conditions (every cast hitting a new person) two healers will need 6 GCDs to apply Regeneration to everyone and it will have to be reapplied 4 GCDs later)?
Yep, great buffs we are talking about here...
From what I see - yeah I would expect healers to be happy. It increases the tick by 98%, I would gladly take having to cast an ability twice for double the potency. After reading this change - it's actually making me think of breaking out my healer again as regeneration is one of the few heals you don't have to be staring at a person to cast on or have them stacked on top of you.
They also cut the duration in half. And I'm still waiting for you to explain how is Regeneration such a buff in a 12 man... Healing 4 mans is not hard and is not even required in most cases.
halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
So you are proposing that healers should be happy about a skill that just more than doubled in cost (1 target instead of 2 + cost increase), has no reliable way of targeting and is absolutely not viable at healing a 12 man group (under perfect conditions (every cast hitting a new person) two healers will need 6 GCDs to apply Regeneration to everyone and it will have to be reapplied 4 GCDs later)?
Yep, great buffs we are talking about here...
From what I see - yeah I would expect healers to be happy. It increases the tick by 98%, I would gladly take having to cast an ability twice for double the potency. After reading this change - it's actually making me think of breaking out my healer again as regeneration is one of the few heals you don't have to be staring at a person to cast on or have them stacked on top of you.
They also cut the duration in half. And I'm still waiting for you to explain how is Regeneration such a buff in a 12 man... Healing 4 mans is not hard and is not even required in most cases.
My comments aren't limited to trials.
But even in trials, I would expect the nrew regen capable of more healing now. 98% is a huge buff.
halucin0g3n wrote: »With these changes other healer races than Templars will be refused in trials. Templars has blazing spear so they can provide more resources. Persons who made these changes i believe they never played the game.
The real problem is this game doesn't have a support class - so people look to healers and tanks to provide buffs to damage and resource regeneration instead of actual tanking and healing.
From what I've seen - these new changes are actually beneficial to healers who are not Templars.
Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.
Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.
Alchuri Templar Healer /dps
The regen from Restoration Staff is one of the better heals available to all healers - especially after these buffs if this insert is to be believed. So from a pure healing perspective - It's hard for me to see how these changes are anything but a buff to healers generally - including the non Templar variety. Healers aren't suppose to be resource batteries anyway. They are suppose to be, well... healers.
So you are proposing that healers should be happy about a skill that just more than doubled in cost (1 target instead of 2 + cost increase), has no reliable way of targeting and is absolutely not viable at healing a 12 man group (under perfect conditions (every cast hitting a new person) two healers will need 6 GCDs to apply Regeneration to everyone and it will have to be reapplied 4 GCDs later)?
Yep, great buffs we are talking about here...
From what I see - yeah I would expect healers to be happy. It increases the tick by 98%, I would gladly take having to cast an ability twice for double the potency. After reading this change - it's actually making me think of breaking out my healer again as regeneration is one of the few heals you don't have to be staring at a person to cast on or have them stacked on top of you.
They also cut the duration in half. And I'm still waiting for you to explain how is Regeneration such a buff in a 12 man... Healing 4 mans is not hard and is not even required in most cases.
My comments aren't limited to trials.
But even in trials, I would expect the nrew regen capable of more healing now. 98% is a huge buff.
And the problem in this thread is limited to trials... Healing four people in a situation where healing is not even needed (1 tank/3 DD will be even more potent next patch) is not hard. Healing twelve people through a serious healcheck is a problem. And you might not be aware, but damage in trials does not happen on a one by one basis. All twelve players take heavy damage simultaneously and single target HoTs will do jacksh*t to save your group there.