The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/
Maintenance for the week of April 22:
• [COMPLETE] PC/Mac: NA and EU megaservers for patch maintenance – April 22, 4:00AM EDT (08:00 UTC) - 9:00AM EDT (13:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – April 24, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – April 24, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
The PTS is now offline for the patch 10.0.1 maintenance and is currently unavailable.
https://forums.elderscrollsonline.com/en/discussion/657287/pts-incremental-patch-maintenance-extended-april-22-2024

You can only have 1 orb active at a time: Why this should NOT go live

  • code65536
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    idk wrote: »
    code65536 wrote: »
    idk wrote: »
    jypcy wrote: »
    Just gonna leave this here...
    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.

    I do agree the overall healing changes are an issue but can be solved outside of orbs.

    Using your example of vHoF HM, we space out to prevent overlapping damage and each healer is to cover half the group with their HS. Orbs would not be as reliable (though still nice) when dealing with increased damage of the exhaustion. I would expect the healing would be sufficient with HS alone as it currently is on live.

    And yes, I do understand that healing orbs have made up a significant % of total healing. I also do not understand why Zos is nerfing healing overall as they chose to not provide explanations to the healing changes in the patch notes. I am sure they said something somewhere that I have not seen.

    Matt is a wise manager of Zos and I am sure his extolled wisdom imparted on the team has lead to this enlightened scheme Zos is weaving. We should trust in Zos and Matt. /s

    Was the /s intended only for the final sentence? Or for the entire post. I hope it was for the entire post...

    But in case it was not...

    First, it is impractical to fully spread out. Seeker Projectile hits have a 4.5m radius. It is in theory possible to space 12 players in the space provided, but the margins are exceptionally low and one step in the wrong direction and someone will be in the overlap of 3 or more AoEs. It is, in practice, too unreliable. There is a reason why every group has gone to using a double-stack formation even though single-stack was the norm when vHoF was first released.

    Second, Springs is already the primary heal for AG execute, because you can't sustain using orbs as a primary heal through that mechanic. On PTS, Healing Springs is 1K HPS. That's nowhere near the required 10K HPS sustained.
    Edited by code65536 on July 9, 2019 4:25PM
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  • Solinur
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    code65536 wrote: »
    Bringing all stam necro DDs is the result of a gross balancing failure from ZOS, coupled with the insane requirements for Godslayer that pretty much requires a stam necro group. This is something that none of us like. But it has absolutely nothing to do with healers.

    And DDs are often asked to be self-sustaining. Backroom runners in vMoL. Portals in vCR and vSS. All of vAS. Top group for Pinnacle in vHoF. And there are times when DDs are asked to be parse monkeys, such as the execute phase of Assembly General in vHoF, which, again, is a DPS race with ramping damage.

    The Assembly General execute in particular (and there are other heal-checks in other trials) is one that I doubt is even feasible with these PTS 1 changes. We're not talking about changing the way groups optimize. We're talking about whether groups are even able to clear it, period.

    I have to admit, I might have forgotten about to many situations where DD's are not just Parse Monkeys, however most of them rely on sending part of the group away from their support. Thanks for reminding me of those.

    However, I disagree on the Stam Necro issue. Encouraging hardcore specialists (by not implementing limits or diminishing returns on extreme specialization) will always lead to stacking whatever hits hardest in the DD area to achieve the highest ranks. I'd like to rather see this somehow softened up a bit. Whether the current changes help with that is debatable of course, but they certainly break the current way of playing a bit.

    Regarding vHoF HM, I'm not convinced people can't come up with a solution for that. Maybe the change with Barrier could help? If, of course, the mentioned changes impact this or other DPS races too much then something needs to be done. However I'd favor adjusting the heals or the incoming damage, instead of simply reverting the changes.
    @Solinur Pact EU - PC (Solinur: Templar - Magicka DD, Moves-like-Günther: Sorcerer - Stamina DD, Kinara Sol: Templar - Stamina DD, )
    Addon Author
  • OrdinatorInMourning
    Great post, Stile! Wheeler has mentioned that combat team will change orb, I hope they will do the same with springs!
    PC/EU.
  • disintegr8
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    Sure hope the remaining healers are up to the task when I (and many others) delete mine and only run DPS.

    I really don't know why the changes keep getting made. It's either the newer players complaining things are too hard - not likely to lead to this - or the top tier players are getting too good and ZOS is trying to slap them down a little.

    I've run with trial DD's who sit on 12-13k health before going into a trial, maximizing all resources into damage and resource sustain, knowing that if everyone is wearing the right sets and popping the right skills, they'll be fine. These sort of changes will make it harder for healers to keep them alive and maybe they'll have to drop some damage for self survival.

    I see this as the general ESO population being punished to try and bring the top 1-2% of players down a peg or two.
    Australian on PS4 NA server.
    Everyone's entitled to an opinion.
  • RealPhoenix
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    I would really like dedicated trial groups to think out of the box and try to test this on PTS. 90% of the people on the forums unfortunately dont have the insight to the hardest content in ESO where this sort of change actually matters.

    I get that healers are mad and these changes limit their ability to provide enough healing in content that is really hard to clear, but I also agree with people who say that the meta needs to be broken up sometimes.

    For instance, consider the change to bone shield now affecting 6 people. If two stam dds have this in their kit and build it into their rotation, allowing for a good major vitality uptime, and two others run vigor, applying at least 10k vigor ticks every two seconds, plus the templars keep their ritual down, which got buffed by almost 100%, use springs, combat prayer, clap and the 12-people barrier, which has another hot attached to it, I think that most problems can already be overcome (these are just some quick 10 second thoughts, please dont quote me on it). I am currently not actively raiding in PvE anymore, but I know quite some people in the end-game business and I am pretty sure that these guys will come up with ways to stay alive.

    The current DPS-creep is a fact that noone can deny, and maybe ZOS intended with the healing changes to require the DPS to slot a bit more sustain and provide some group support utility aswell. I definitely think that the change to healing springs is a good one, having orbs being single-cast on top of it might be a bit much, but as I said I am pretty sure there will be solutions, especially with the change already announced by the Dev Team.

    As for PvP, these changes are definitely necessary, and I say this from someone who actively plays in ball-groups. The stacking of healing in Open World PvP is out of control and should be reduced. Most of that is already done by limiting the Heals to your own group though, which should decrease server load by quite a bit.
    Edited by RealPhoenix on July 10, 2019 4:30PM
    PC EU - @RealPhoenix | Cyrodiil´s FIST | 1500 CP | Dedicated PvP Player | 36k Achievement Points
  • Wuuffyy
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    templesus wrote: »
    Horrible change, pray it doesn’t go live.

    I hope it goes love man. It is a deserved nerf. Healers should focus on healing not being buff totems.
    Wuuffyy,
    ESO player since 2014
    -PM for questions
  • Sanguinor2
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    I hope it goes love man. It is a deserved nerf. Healers should focus on healing not being buff totems.

    Ah so thats why we are nerfing the 2 best heals a healer has I see, it all makes sense now.
    Politeness is respecting others.
    Courage is doing what is fair.
    Modesty is speaking of oneself without vanity.
    Self control is keeping calm even when anger rises.
    Sincerity is expressing oneself without concealing ones thoughts.
    Honor is keeping ones word.
  • Seraphayel
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    Sanguinor2 wrote: »

    I hope it goes love man. It is a deserved nerf. Healers should focus on healing not being buff totems.

    Ah so thats why we are nerfing the 2 best heals a healer has I see, it all makes sense now.

    Maybe that’s exactly the point. Check the logs, those two skills are so prevalent and dominating that it was about time they get nerfed and healers have to think a bit out of the box.
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  • code65536
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    Seraphayel wrote: »
    Sanguinor2 wrote: »

    I hope it goes love man. It is a deserved nerf. Healers should focus on healing not being buff totems.

    Ah so thats why we are nerfing the 2 best heals a healer has I see, it all makes sense now.

    Maybe that’s exactly the point. Check the logs, those two skills are so prevalent and dominating that it was about time they get nerfed and healers have to think a bit out of the box.

    And that's a problem because... .... ...?

    And this isn't nerfing two skills and asking healer to go with alternatives. This is nerfing two skills and leaving healers without critical tools to handle the kinds of healing challenges that these two skills were uniquely suited for because there are no alternatives that can do a comparable job.

    It's absurd.
    Edited by code65536 on July 10, 2019 4:56PM
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  • leepalmer95
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    code65536 wrote: »
    Seraphayel wrote: »
    Sanguinor2 wrote: »

    I hope it goes love man. It is a deserved nerf. Healers should focus on healing not being buff totems.

    Ah so thats why we are nerfing the 2 best heals a healer has I see, it all makes sense now.

    Maybe that’s exactly the point. Check the logs, those two skills are so prevalent and dominating that it was about time they get nerfed and healers have to think a bit out of the box.

    And that's a problem because... .... ...?

    And this isn't nerfing two skills and asking healer to go with alternatives. This is nerfing two skills and leaving healers without critical tools to handle the kinds of healing challenges that these two skills were uniquely suited for because there are no alternatives that can do a comparable job.

    It's absurd.

    Not really, slot some large hot's or ask some other people to slot 1 big hot for certain heal checks.

    When healers are overhealing by 1000% thats the problem. You not even re actively healing ppl then you are just spamming 2 skills without thought.
    PS4 EU DC

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  • Varana
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    If you think that capable healers were just randomly overhealing for no reason by spamming Springs, you quite obviously have not been paying attention to what healers actually did.
  • leepalmer95
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    Varana wrote: »
    If you think that capable healers were just randomly overhealing for no reason by spamming Springs, you quite obviously have not been paying attention to what healers actually did.

    Yet why are they overhealing so much?
    PS4 EU DC

    Current CP : 756+

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  • Nogawd
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    The general forum community being over-dramatic as usual....
  • Seraphayel
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    code65536 wrote: »
    Seraphayel wrote: »
    Sanguinor2 wrote: »

    I hope it goes love man. It is a deserved nerf. Healers should focus on healing not being buff totems.

    Ah so thats why we are nerfing the 2 best heals a healer has I see, it all makes sense now.

    Maybe that’s exactly the point. Check the logs, those two skills are so prevalent and dominating that it was about time they get nerfed and healers have to think a bit out of the box.

    And that's a problem because... .... ...?

    And this isn't nerfing two skills and asking healer to go with alternatives. This is nerfing two skills and leaving healers without critical tools to handle the kinds of healing challenges that these two skills were uniquely suited for because there are no alternatives that can do a comparable job.

    It's absurd.

    What if... tanks and DPS contribute to the healing loss? By using defensive ultimates, by using Echoing Vigor, by using Ring of Preservation? I know it might be shocking but those tools exist and even ZOS said they want players to use them.
    Edited by Seraphayel on July 10, 2019 6:01PM
    PS5
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    - Khajiit Arcanist -
  • Varana
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    Varana wrote: »
    If you think that capable healers were just randomly overhealing for no reason by spamming Springs, you quite obviously have not been paying attention to what healers actually did.

    Yet why are they overhealing so much?

    You need HoTs to prepare for incoming damage. They're obviously healing even before or after that.
    AoE heals obviously heal also those who don't need that much at the moment yet are indispensable for those who do.
    Orbs heal even when it's not necessary but are used to give resources. Similarly with some other skills that buff but also heal - Combat Prayer, for instance. If you want to provide buffs and resources, overhealing is a side effect.
    Purely reactive healing is often not viable because incoming damage needs people being at top health at the right moment. Including questionable ideas like vDoM where half your health gets removed and healing nullified.
    There are quite brutal heal checks in some vet content, and healers are obviously built for healing through that. That's overkill in FG1, of course.
    For a long time (until Summerset), the BiS healing set required you to overheal very frequently if you wanted good buff uptimes.
    There's probably a few other reasons I didn't think of at the moment.
    Edited by Varana on July 10, 2019 6:07PM
  • code65536
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    Seraphayel wrote: »
    code65536 wrote: »
    Seraphayel wrote: »
    Sanguinor2 wrote: »

    I hope it goes love man. It is a deserved nerf. Healers should focus on healing not being buff totems.

    Ah so thats why we are nerfing the 2 best heals a healer has I see, it all makes sense now.

    Maybe that’s exactly the point. Check the logs, those two skills are so prevalent and dominating that it was about time they get nerfed and healers have to think a bit out of the box.

    And that's a problem because... .... ...?

    And this isn't nerfing two skills and asking healer to go with alternatives. This is nerfing two skills and leaving healers without critical tools to handle the kinds of healing challenges that these two skills were uniquely suited for because there are no alternatives that can do a comparable job.

    It's absurd.

    What if... tanks and DPS contribute to the healing loss? By using defensive ultimates, by using Echoing Vigor, by using Ring of Preservation? I know it might be shocking but those tools exist and even ZOS said they want players to use them.

    And you don't see a problem with a DD's Echoing Vigor (1 ability) doing more AoE HPS than an actual healer using Spring and Orb (2 abilities)? This isn't an exaggeration, BTW; this is what we actually see on the PTS.

    What ZOS is asking that people do--and what you are asking people to do--is ridiculous, and it's appalling that you fail to see what absurdity of what you suggest. This isn't balance; it's a farce. Eroding the value of the healer role and calling it a "consistency" pass is an insult, frankly.
    Edited by code65536 on July 10, 2019 6:12PM
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  • Seraphayel
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    code65536 wrote: »
    Seraphayel wrote: »
    code65536 wrote: »
    Seraphayel wrote: »
    Sanguinor2 wrote: »

    I hope it goes love man. It is a deserved nerf. Healers should focus on healing not being buff totems.

    Ah so thats why we are nerfing the 2 best heals a healer has I see, it all makes sense now.

    Maybe that’s exactly the point. Check the logs, those two skills are so prevalent and dominating that it was about time they get nerfed and healers have to think a bit out of the box.

    And that's a problem because... .... ...?

    And this isn't nerfing two skills and asking healer to go with alternatives. This is nerfing two skills and leaving healers without critical tools to handle the kinds of healing challenges that these two skills were uniquely suited for because there are no alternatives that can do a comparable job.

    It's absurd.

    What if... tanks and DPS contribute to the healing loss? By using defensive ultimates, by using Echoing Vigor, by using Ring of Preservation? I know it might be shocking but those tools exist and even ZOS said they want players to use them.

    And you don't see a problem with a DD's Echoing Vigor (1 ability) doing more AoE HPS than an actual healer using Spring and Orb (2 abilities)? This isn't an exaggeration, BTW; this is what we actually see on the PTS.

    What ZOS is asking that people do--and what you are asking people to do--is ridiculous, and it's appalling that you fail to see what absurdity in what you suggest.

    I do. That’s why I said multiple times in other threads that Vigor needs adjustment. My point still stands, tanks and DPS can compensate for the losses if they are willing (yet this seems to be the problem, most of them are just unwilling). What exactly is absurd about all roles contributing to group survival?
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  • code65536
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    Seraphayel wrote: »
    What exactly is absurd about all roles contributing to group survival?

    Because it's a matter of degree. DDs and tank are already asked in many situations to do such a thing. This is taking it further, and frankly too far. This isn't solo content where someone is asked to deal damage, take damage, and heal damage all at once. Save that stuff for vMA or PvP. In endgame group PvE, role specialization has always been the name of the game.
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  • leepalmer95
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    code65536 wrote: »
    Seraphayel wrote: »
    What exactly is absurd about all roles contributing to group survival?

    Because it's a matter of degree. DDs and tank are already asked in many situations to do such a thing. This is taking it further, and frankly too far. This isn't solo content where someone is asked to deal damage, take damage, and heal damage all at once. Save that stuff for vMA or PvP. In endgame group PvE, role specialization has always been the name of the game.

    And they will still be specialisation, healers will still primary heal, tanks will still primary tank, dd's will still DD.

    Sometimes a dd may have to use perma or nova etc.. for major protection during a heal check, maybe dd's will have to aoe a aoe vigor during them.

    Is that so wrong?
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Defilted
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    The change is one orb moving slower that can be activated by multiple players. I dont see this being a big deal.
    XBOX NA
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  • leepalmer95
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    Defilted wrote: »
    The change is one orb moving slower that can be activated by multiple players. I dont see this being a big deal.

    Yeah the sustain via the synergy should be the same, just won't get that stupid overheal you get from spamming them.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Seraphayel
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    code65536 wrote: »
    Seraphayel wrote: »
    What exactly is absurd about all roles contributing to group survival?

    Because it's a matter of degree. DDs and tank are already asked in many situations to do such a thing. This is taking it further, and frankly too far. This isn't solo content where someone is asked to deal damage, take damage, and heal damage all at once. Save that stuff for vMA or PvP. In endgame group PvE, role specialization has always been the name of the game.

    That’s why healers are:

    Healers
    Buff bots
    Pseudo DPS

    And tanks are:

    Tanks
    Debuff bots
    Pseudo DPS

    ?

    Why can’t DPS contribute to more than just pure DPS? They can and should do it too and this seems to be ZOS‘ goal which I agree with. Too long we had the same old meta with mostly the same old sets doing the same old stuff. It’s time that things and the cookie cutter build / gear loadouts change.
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  • code65536
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    code65536 wrote: »
    Seraphayel wrote: »
    What exactly is absurd about all roles contributing to group survival?

    Because it's a matter of degree. DDs and tank are already asked in many situations to do such a thing. This is taking it further, and frankly too far. This isn't solo content where someone is asked to deal damage, take damage, and heal damage all at once. Save that stuff for vMA or PvP. In endgame group PvE, role specialization has always been the name of the game.

    And they will still be specialisation, healers will still primary heal, tanks will still primary tank, dd's will still DD.

    Sometimes a dd may have to use perma or nova etc.. for major protection during a heal check, maybe dd's will have to aoe a aoe vigor during them.

    Is that so wrong?

    We already ask DDs to slot Vigor on Lokkestiiz HM. Mid-tier and progression groups already use Novas on Assembly General.

    But when a DD's Echoing Vigor can heal 6 people more than what used to be the two core abilities of a healer's toolkit, then absolutely yes, that's wrong. That. Is. Not. Balanced.

    And when experienced groups have to resort to extra defensive measures to clear content, then where does that leave inexperienced groups that are learning the content? Could an experienced group clear vHoF on the PTS? Maybe. I'm skeptical that it's possible, but it might be doable. There is some talk about taking a group in next week after more orb changes are made to test that out.

    But let's say that an experienced group of people who all have TTT can scrape together a vHoF HM clear (which, again, I'm not sure could be done). What do we tell the people who can clear it right now on Live, but don't have the kind of DPS headroom to skip Exhaustion? These are the groups that are already using extra defensive measures like Novas. This mid-tier make up the bulk of the people who run trials. What do we say to them? "Sorry, but you need to L2P." LOL
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  • leepalmer95
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    code65536 wrote: »
    code65536 wrote: »
    Seraphayel wrote: »
    What exactly is absurd about all roles contributing to group survival?

    Because it's a matter of degree. DDs and tank are already asked in many situations to do such a thing. This is taking it further, and frankly too far. This isn't solo content where someone is asked to deal damage, take damage, and heal damage all at once. Save that stuff for vMA or PvP. In endgame group PvE, role specialization has always been the name of the game.

    And they will still be specialisation, healers will still primary heal, tanks will still primary tank, dd's will still DD.

    Sometimes a dd may have to use perma or nova etc.. for major protection during a heal check, maybe dd's will have to aoe a aoe vigor during them.

    Is that so wrong?

    We already ask DDs to slot Vigor on Lokkestiiz HM. Mid-tier and progression groups already use Novas on Assembly General.

    But when a DD's Echoing Vigor can heal 6 people more than what used to be the two core abilities of a healer's toolkit, then absolutely yes, that's wrong. That. Is. Not. Balanced.

    And when experienced groups have to resort to extra defensive measures to clear content, then where does that leave inexperienced groups that are learning the content? Could an experienced group clear vHoF on the PTS? Maybe. I'm skeptical that it's possible, but it might be doable. There is some talk about taking a group in next week after more orb changes are made to test that out.

    But let's say that an experienced group of people who all have TTT can scrape together a vHoF HM clear (which, again, I'm not sure could be done). What do we tell the people who can clear it right now on Live, but don't have the kind of DPS headroom to skip Exhaustion? These are the groups that are already using extra defensive measures like Novas. This mid-tier make up the bulk of the people who run trials. What do we say to them? "Sorry, but you need to L2P." LOL
    code65536 wrote: »
    code65536 wrote: »
    Seraphayel wrote: »
    What exactly is absurd about all roles contributing to group survival?

    Because it's a matter of degree. DDs and tank are already asked in many situations to do such a thing. This is taking it further, and frankly too far. This isn't solo content where someone is asked to deal damage, take damage, and heal damage all at once. Save that stuff for vMA or PvP. In endgame group PvE, role specialization has always been the name of the game.

    And they will still be specialisation, healers will still primary heal, tanks will still primary tank, dd's will still DD.

    Sometimes a dd may have to use perma or nova etc.. for major protection during a heal check, maybe dd's will have to aoe a aoe vigor during them.

    Is that so wrong?

    We already ask DDs to slot Vigor on Lokkestiiz HM. Mid-tier and progression groups already use Novas on Assembly General.

    But when a DD's Echoing Vigor can heal 6 people more than what used to be the two core abilities of a healer's toolkit, then absolutely yes, that's wrong. That. Is. Not. Balanced.

    And when experienced groups have to resort to extra defensive measures to clear content, then where does that leave inexperienced groups that are learning the content? Could an experienced group clear vHoF on the PTS? Maybe. I'm skeptical that it's possible, but it might be doable. There is some talk about taking a group in next week after more orb changes are made to test that out.

    But let's say that an experienced group of people who all have TTT can scrape together a vHoF HM clear (which, again, I'm not sure could be done). What do we tell the people who can clear it right now on Live, but don't have the kind of DPS headroom to skip Exhaustion? These are the groups that are already using extra defensive measures like Novas. This mid-tier make up the bulk of the people who run trials. What do we say to them? "Sorry, but you need to L2P." LOL

    If the trails are impossible with the new changes then zos will change them, they already stated that.

    Im sorry but not everyone should be able to do trials, that is literally the hardest thing in the game with pve. It should be the ultimate goal.

    Everyone who is a top tier players all worked towards getting there.
    Edited by leepalmer95 on July 10, 2019 6:37PM
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • code65536
    code65536
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    Seraphayel wrote: »
    code65536 wrote: »
    Seraphayel wrote: »
    What exactly is absurd about all roles contributing to group survival?

    Because it's a matter of degree. DDs and tank are already asked in many situations to do such a thing. This is taking it further, and frankly too far. This isn't solo content where someone is asked to deal damage, take damage, and heal damage all at once. Save that stuff for vMA or PvP. In endgame group PvE, role specialization has always been the name of the game.

    That’s why healers are:

    Healers
    Buff bots
    Pseudo DPS

    And tanks are:

    Tanks
    Debuff bots
    Pseudo DPS

    ?

    Why can’t DPS contribute to more than just pure DPS? They can and should do it too and this seems to be ZOS‘ goal which I agree with. Too long we had the same old meta with mostly the same old sets doing the same old stuff. It’s time that things and the cookie cutter build / gear loadouts change.

    ROTFL. Okay. Then maybe ZOS should have the courtesy to call it a "We want to get rid of role distinctions" patch instead of coyly citing BS about "consistency".
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
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    Media: YouTubeTwitch
  • Vercingetorix
    Vercingetorix
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    Here's a thought: ADAPT

    Seriously, not spamming orbs is a GOOD thing - healers now need to develop a proper rotation of different synergies and heals. DPS and Tank team members need to adjust their builds to rely less on orbs or benefit more from them with the Harmony trait. Your DPS will go down - this is unavoidable, but you will still clear the content regardless and that is ultimately the goal.

    It's time to learn how to play the game as a healer - not spam a single button throughout a boss fight. Folks like yourself love to hate on Werewolves for their "brainless" LA spam but to be quite honest, healers do the same damn thing with their orbs. There's plenty of synergies to take advantage of - many you've regarded as "bad" over the years and now you are being forced to consider them. This is a healthy change for the game. You want healing to have a place in ESO? You want to have an element of skill be involved with healing in ESO? This patch is your moment - adapt and prove you are a healer.
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • humpalicous
    humpalicous
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    The orb change alone is worth the riot over this patch.
    This cannot be go to live, just like the cast time on shields in nerfmire.
    Christ...
  • leepalmer95
    leepalmer95
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    The orb change alone is worth the riot over this patch.
    This cannot be go to live, just like the cast time on shields in nerfmire.
    Christ...

    Why do you need to spam it?
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • norrisnick
    norrisnick
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    The orb change alone is worth the riot over this patch.
    This cannot be go to live, just like the cast time on shields in nerfmire.
    Christ...

    Why do you need to spam it?

    To place heals and/or resources in more than one place.
    Or to apply layered heals in one place receiving a lot of damage.

    Healer's (that aren't terrible) are not just throwing orbs because they have nothing else to do. They toss orbs where and when (preferably before) they are needed.

    I'd be interested in the *** if the dev team had decided to make light attacks consume a global cool down. Because that change would make just about as much sense as the orbs/spring/regeneration changes.
  • Varana
    Varana
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    If the trails are impossible with the new changes then zos will change them, they already stated that.

    Im sorry but not everyone should be able to do trials, that is literally the hardest thing in the game with pve. It should be the ultimate goal.

    I don't know. If they introduce sweeping and radical changes like these ones*, shouldn't they have tested before going into finetuning on the PTS that their content is doable with these changes? That's ZOS' job, not the players'.

    Also, this "we may be changing trials" came in the same post as those infamous "just use Cleansing Ritual and Circle of Protection" suggestions, i.e. just vague ideas thrown out there showing that there isn't really a plan behind all this.
    And third, if you have healers in your game, it's kinda stupid to remove those parts of your content that actually require capable healers.

    * I'm still not convinced they realised what they were doing with these changes.
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