I have only one answer to all that, as you why is should go live. Server stress and system stress. Lets wait and see how it effects stability and performs on PTS before we try too crush this. Also, it looks like they are trying to mitigate some of the responsibility of party survival onto the party as a whole, and not just healers. Is that a good thing? Don't know, but lets at least see how it pans out in practice before demanding changes based on theory.
I have only one answer to all that, as you why is should go live. Server stress and system stress. Lets wait and see how it effects stability and performs on PTS before we try too crush this. Also, it looks like they are trying to mitigate some of the responsibility of party survival onto the party as a whole, and not just healers. Is that a good thing? Don't know, but lets at least see how it pans out in practice before demanding changes based on theory.
I have only one answer to all that, as you why is should go live. Server stress and system stress. Lets wait and see how it effects stability and performs on PTS before we try too crush this. Also, it looks like they are trying to mitigate some of the responsibility of party survival onto the party as a whole, and not just healers. Is that a good thing? Don't know, but lets at least see how it pans out in practice before demanding changes based on theory.
I have only one answer to all that, as you why is should go live. Server stress and system stress. Lets wait and see how it effects stability and performs on PTS before we try too crush this. Also, it looks like they are trying to mitigate some of the responsibility of party survival onto the party as a whole, and not just healers. Is that a good thing? Don't know, but lets at least see how it pans out in practice before demanding changes based on theory.
Trust me, I've been in plenty of trials with no orbs, performance isn't the issue.
To me the real issue is the popping of the orbs stopping the healing, its counter intuitive. Are we supposed to benefit or suffer from synergyzing one?
Vortigaunt wrote: »stileanima wrote: »In this thread, I would like to discuss this proposed change to Necrotic Orb from an end-game healer's perspective, and I invite other healers (and DDs and Tanks) from all playstyles to do the same. I'll be extremely forward-- if you can't already tell from the title, I think this is an absolutely horrible change, and I would like to offer my reasoning as to why. At the same time, I'd also like to hear others' feedback about this, be they for or against the change. Or to put it another way, if there is anyone out there who thinks that this would be a good, productive change to healing in ESO, please try to convince me.
Now, for me, this also directly relates to the Grand Healing change, so I will be discussing both here and will try my best to give true examples of how the two skills coexist together other on live, and how I think they might affect healing in the future, should the changes actually go live.
Firstly: There has been no Dev comment in the patch notes about why this change has been proposed. Does ZoS think that Energy Orbs heal too much? I'm not sure they do since "1 orb at a time" applies even to the damage morph, which hardly any healer uses in end-game PvE. That being the case, does ZoS think that they make sustain in trials too easy? I, and I'm sure many other healers, would like to know the answer to this/the reasoning behind it.
I would like to share with you the mindset of most, if not all, end-game healers regarding Energy Orbs and Grand Healing:
We use Energy Orbs primarily for the sustain and synergies they provide to our DDs and Tanks, and additionally for their healing done. We do not take the damage morph of Orbs because we use the healing morph as our primary HoT during less intensive moments/moments where we can be sure they will be enough to keep our team alive, and we use Grand Healing in addition to Energy Orbs as layered HoTs during moments where there is more intensive damage output. There are some exceptions to this, but generally what I have written here is the case for a large majority of encounters. Perhaps this isn't how all healers view their Orbs/Grand Healing, but in my opinion, using them in such a way is part of what sets skillful healers apart from the rest, and is a large part of high-end, REWARDING gameplay-- to be able to recognize the moments in every encounter where you will need to make healing output a greater priority, and understanding how to most effectively do this in a way that will also be most beneficial for the DDs and Tanks you are supporting.
What we really love about our Energy Orbs is that they accomplish both healing and offering sustain at the same time, which allows us more time to buff our DDs and debuff our enemies. For example, in Sunspire during the Lokkestiiz boss fight, during the add phases in particular: this part of the fight involves a LOT of movement, so what I like to do, and also find extremely effective in terms of both healing and group support, is to throw Orbs toward the direction that my DDs will be running to when killing the Storm Atronachs, while also paving the way there with Illustrious Healing. Both of these skills working together ensures that my group gets the best of both worlds-- healing AND sustain during a movement-heavy fight. Having all these layered HoTs also means I have lots of time to buff and debuff, so long as I play intelligently. I know that my several casts of Illustrious will cover my DDs that are moving from point A to point B, so now I have time to apply Minor Vulnerability on the Atro we are focusing before my HoTs fall off. I know that my several casts of Orbs will float through the group and heal everyone enough so that I can focus on throwing synergies for my DDs to use to proc their Lokkestiiz set, apply Alkosh, etc.
How this proposed change will affect this part of the Lokkestiiz boss fight: I can only have 1 Illustrious healing down at a time-- Where do I place it? First I put it around the Storm Atronach that my DDs are currently killing. I see that it's about to die, so perhaps I should now place it at the next Storm Atronach that my group will be running to? What if some of my DDs straggle behind the rest-- What if one of them accidentally misses blocking a meteor and takes heavy damage from it plus the Storm Bound DoT at the same time? What if another DD does not follow the group because he wanted to dodge a different way through the Glacial Fist AoE to not get killed by it? Well, I've already placed my Illustrious on the next Storm Atro so, unfortunately, the DDs that fell behind/went another way have no HoTs on them. I could throw an Orb in the direction of the DD that took the meteor hit, but someone who needed it for sustain/the Major Slayer buff just popped it, so he loses out on that HoT now too. Then what about my DD who dodged the other way to avoid Glacial Fist-- what if he's got Storm Bound on him too, or perhaps some other kind of AoE damage is around him? I could put my Illustrious on him, but then my DDs killing the Storm Atro have no more HoTs on them. I could throw him an Orb, but what if it's immediately popped?
My thoughts on this are extremely jumbled at the moment, so I hope my fellow healers will be able to help me out here/people will understand the point I'm trying to make: We use Orbs and Grand Healing together for all our healing needs, not just one or the other exclusively.
We do not consider Grand Healing a "hybrid spammable hybrid HoT". We consider it a strong HoT that, if used intelligently and at the right moments, will provide consistent healing over time when and where we need it, perhaps in multiple places at once which is essential during movement-heavy fights. We do not use it as a spammable at all because it does nothing more than heal, and we as end-game healers are not JUST healers-- we are buffers, debuffers, and synergy providers. We are the ultimate supporters of our team, and we do this by using a multitude of skills in our kits, not just heal spamming.
Now, I really don't mind the change to Grand Healing and only being able to have one down at a time. What I do not like alongside this change is the "1 orb at a time" change, particularly for the reasons I mentioned above (in movement heavy fights, what HoTs are we supposed to provide our group then as we move from one location to the next, perhaps not all together?), though also because they play such a huge role when it comes to helping our DDs sustain.
How end-game healers currently use Orbs when it comes to offering sustain: We throw lots of them out at once because we know our DDs might not be in a position to take them right away, might be on Orb cooldown, might be saving the proc to perfectly time their Major Slayer, etc.
How the proposed Orb change will impact sustain: We can only have one Orb active at a time, which means we should no longer cast multiple Orbs in a row because this may not give our DDs enough time to synergize them. This means we will be throwing way fewer Orbs in total, and DDs will be receiving way less than before because only one may exist at a time. We also can no longer rely on multiple Orbs to provide the HoTs we need, which means we will have to spend more time casting pure-healing skills, and so will have even less time to throw Orbs.
In short, I think these changes will turn end-game healers more into "pure" heal spammers, and will greatly impact the other ways in which we can support our team. Regarding the proposed Grand Healing change in particular-- I think it would be fine on its own, but NOT if the "1 orb at a time" change makes it live alongside it. I also think that "1 orb at a time" will severely, negatively impact sustain in trials because we will not be able to provide our DDs with all that they need.
Again, my thoughts here are a bit jumbled, and I invite everyone, especially other end-game healers, to provide their own thoughts as well. Thanks for reading.
I see a lot of “I place my heal there, what if a dps messes up and does this what it a dps doesn’t do this what if a dps what if what if” which directly translates into L2P issue in my books. Get better dps. Don’t expect HM content to be a walk in the park where dps can afford to make mistakes. Sorry, but this is the truth.
jetplane_18 wrote: »It is slower and heals more often. To fully realize the repercussions, testing is required.
I'll just leave this here:stileanima wrote: »...We use Energy Orbs primarily for the sustain and synergies they provide to our DDs and Tanks, and additionally for their healing done...
ZOS_BrianWheeler wrote: »As always, we will be monitoring feedback about all the balance changes during this PTS cycle, however we wanted to let everyone know that in a future PTS patch, the synergy from Orbs will not cause the Orb to vanish and can be activated multiple times by anyone not on synergy cool down.
Just gonna leave this here...ZOS_BrianWheeler wrote: »As always, we will be monitoring feedback about all the balance changes during this PTS cycle, however we wanted to let everyone know that in a future PTS patch, the synergy from Orbs will not cause the Orb to vanish and can be activated multiple times by anyone not on synergy cool down.
Just gonna leave this here...ZOS_BrianWheeler wrote: »As always, we will be monitoring feedback about all the balance changes during this PTS cycle, however we wanted to let everyone know that in a future PTS patch, the synergy from Orbs will not cause the Orb to vanish and can be activated multiple times by anyone not on synergy cool down.
Just gonna leave this here...ZOS_BrianWheeler wrote: »As always, we will be monitoring feedback about all the balance changes during this PTS cycle, however we wanted to let everyone know that in a future PTS patch, the synergy from Orbs will not cause the Orb to vanish and can be activated multiple times by anyone not on synergy cool down.
Thanks for adding that to the conversation since I see the synergy and sustain aspect a bigger issue than the heals from multiple orbs.
Now let's look at execute in vHoF HM. If you don't hit Exhaustion, DDs are taking something on the order of 10K damage per second over an extended period of time. You could heal through this with the old layered Springs/Orbs. Now, Springs/Orbs/CoP will supply only 20% of the healing needed. How are you going to do the other 80%? On 6 players. And in a way that doesn't completely drain your resources, since you need to be able to keep this up for up to a minute?
Now let's look at execute in vHoF HM. If you don't hit Exhaustion, DDs are taking something on the order of 10K damage per second over an extended period of time. You could heal through this with the old layered Springs/Orbs. Now, Springs/Orbs/CoP will supply only 20% of the healing needed. How are you going to do the other 80%? On 6 players. And in a way that doesn't completely drain your resources, since you need to be able to keep this up for up to a minute?
Let DD's or Tank slot a Hot/Shield and coordinate accordingly.
Why do we always need to completely separate jobs, like it's only the healers who should heal? What if instead you'd need to shift between modes where more people contribute to survival vs. damage. I like the idea that you'd need to adapt as a group instead of just one person to spam two abilities. As it is, we're close to a state where DD's just mindlessly do their rotation standing still even in hard modes, save for a few mechanics, while healers and tanks just keep everything out of their way. I don't think that's fun, so I'm looking forward to see if the changes break this situation.
Let DD's or Tank slot a Hot/Shield and coordinate accordingly.
Why do we always need to completely separate jobs, like it's only the healers who should heal? What if instead you'd need to shift between modes where more people contribute to survival vs. damage. I like the idea that you'd need to adapt as a group instead of just one person to spam two abilities. As it is, we're close to a state where DD's just mindlessly do their rotation standing still even in hard modes, save for a few mechanics, while healers and tanks just keep everything out of their way. I don't think that's fun, so I'm looking forward to see if the changes break this situation.
I wonder if the changes to Orbs and Springs were more of a server performance change.
I am interested in what healers are going to do to work around this though.
To be honest I find that ok, I think the hardest content is a bit too easy.
@Nightingale707, @code65536
Of course I don't want healers to become unnecessary. But if the situation is like it is right now, where you need your two tanks, two healers and then nothing else to survive, you end up with some ridiculous meta where you just stack whatever does most DPS and that's it (Need DPS ? Bring 9 Necros! - that sucks imo). So while I want it to be the healers job to heal and support, I'd like to have situations where you won't survive just relying on the two healers.
I don't intend to give you a solution for any prticular example so please don't view my idea of slotting a shield simply as that.
How to solve a situation is something that needs to be figured out (Ideally there should be several solutions achievable by combining different classes). I'd find it optimal if maybe one or two DD's need to slot a skill for survivability (There should be viable options for most classes).
I'm aware that by making things harder you might end up locking groups out from certain achievements, as it gets too hard for them. To be honest I find that ok, I think the hardest content is a bit too easy.
Just gonna leave this here...ZOS_BrianWheeler wrote: »As always, we will be monitoring feedback about all the balance changes during this PTS cycle, however we wanted to let everyone know that in a future PTS patch, the synergy from Orbs will not cause the Orb to vanish and can be activated multiple times by anyone not on synergy cool down.
Thanks for adding that to the conversation since I see the synergy and sustain aspect a bigger issue than the heals from multiple orbs.
The biggest problem is the healing. The sustain and synergies were always a secondary concern for me.
On the PTS, Healing Springs is about a 1K/s tooltip heal. Orbs are about 1.5K/s tooltip (about 0.7K every half second). Ring of Preservation is 0.6K/s tooltip. Together, these AoE HoTs total a bit over 2K/s tooltip.
The ability to layers HoTs--multiple Springs and multiple Orbs--was the backbone of the healer's toolkit for healing a group of people in a given area for a sustained period of time.
Now let's look at execute in vHoF HM. If you don't hit Exhaustion, DDs are taking something on the order of 10K damage per second over an extended period of time. You could heal through this with the old layered Springs/Orbs. Now, Springs/Orbs/CoP will supply only 20% of the healing needed. How are you going to do the other 80%? On 6 players. And in a way that doesn't completely drain your resources, since you need to be able to keep this up for up to a minute?
People are making a fuss about synergies. But that's really a secondary issue. The real issue is whether people are going to be alive to even clear the content, much less worry about synergies.