One of the common things that I see as I browse the forums is the statement, "Healing is too strong."
This typically comes from players who mainly engage in PvP. And as I look through the various discussion threads about the Update 23 healing changes, without exception, the people who are most supportive of them are those who mainly engage in PvP.
It's been the long-stated goal of the ZOS developers that they don't want to balance PvP and endgame PvE separately. That they want a uniform combat system. I appreciate the sentiment, but
I want to explain why this is untenable.
First, in broad strokes, PvP and endgame PvE are fundamentally different.
- In PvP, your opponents react. They'll heal, shield, move away, CC you, etc., in response to what you do. PvP is about play and counterplay, and the balance of the two.
- In endgame PvE, it's about rules. It's centered around the MMO trinity of tank, healer, and damage dealer. Your opponent follows those rules and attacks the tank. They don't react, they don't improvise, and instead, the challenge for the player is how well they can follow the rules of each particular fight--i.e., the mechanics.
Next, PvP doesn't follow the structural rules as endgame PvE. If you're dueling or running around solo, you have only your own self-heals to rely on. When you solo queue for a Battlegrounds match, the Activity Finder doesn't make sure that your group has a tank and a healer like it does for dungeons, and more often than not, I end up in a group where I have only my own self-defenses at my disposal.
And for the most part, that's how PvP is balanced in this game:
Self-defenses are strong enough in PvP for a skilled player to get through most situations. You
need to and are
supposed to be able to get by with self-heals and other self-defenses. Which is why dedicated healers are so potent--or as some may argue, overperforming--in PvP because they effectively upset this balance. I don't PvP much, but I have done enough to notice the stark contrast in fighting a group that has no healer versus fighting a group that has healers backing them up.
And the changes in Update 23 severely impinge on the ability for healers to heal a large number of allies for sustained periods of time. Which, I admit, is probably good for PvP balance. But what about endgame PvE, where there's structure and adherence to the MMO trinity?
Because of the potency of self-defenses (which are important for solo play and for PvP), healers are already struggling to find a place in small-scale PvE content--i.e., dungeons. Many of my dungeon runs--even for the latest vet DLC dungeons in Hard Mode--are done without a dedicated healer because we have strong self-defenses and because most dungeons lack "heal-check" mechanics.
Trials, however, are known for their heal checks where surviving a mechanic requires a large amount of healing on a large number of players. Even a "beginner" trial like vAA has a heal-check mechanic (execute phase of the final boss). Or the execute phases of vHoF and vCR. Or Focus Fire, Static, and Soul Tear in vSS HM.
The level of sustained incoming damage in endgame PvE is generally much higher than what is found in PvP.And therein lies the conflict between PvP and endgame PvE:
- At the current damage levels that players experience in endgame PvE, healers need to be able to output a large amount of healing on multiple players in a sustained manner. But this level of healing output is disruptive to a PvP balance where incoming damage is much lower.
- If the damage levels in endgame PvE are reduced to a point where it can accommodate the massive nerf to sustained multi-person healing output in Update 23, then what's the point of the healer role if there are no heal checks and DDs can just heal themselves?
What we have in Update 23 is the gutting of the backbone of the healer's toolkit for sustained multi-person healing--Grand Healing and Energy Orbs account for anywhere from 50-75% of a healer's output in trials. And at the same time, stamina self-healing was buffed: Resolving Vigor received a
55% increase in potency. It's hard to understate what this means for the
role of the healer in this game.
@ZOS_BrianWheeler @ZOS_Gilliam Stop balancing PvP and endgame PvE with the same stroke. It sounds nice on the surface, but you just
cannot do this. These are fundamentally different types of gameplay and it makes absolutely no sense to treat them in the same way. Battle Spirit exists for a reason--an adjustment to healing done to other players via Battle Spirit would be a much sensible approach.