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PTS Update 23 - Feedback Thread for PvE Healing

ZOS_GinaBruno
ZOS_GinaBruno
Community Manager
This is the official feedback thread for PvE Healing changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance and changes.
Gina Bruno
ESO Community Manager
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Staff Post
  • apri
    apri
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    Console player here, so first-hand experience cannot be provided by me. Thus all I can give is feedback based on years of healing experience + reading patch notes. This disclaimer in mind, I think there are 3 major issues for PVE healing, based on the patch notes:

    1. Hard nerf of Healing Springs
    2. (Unintentional?) nerf of VMA and DSA Resto staves as a side-effect
    3. Nerf of Necrotic (Energy) orbs


    2. Healing Springs replacement suggestions

    the loss of healing springs without compensation will make healing a troublesome experience in endgame situations (vet dungeons, hard modes, vet trials and vet arenas). AOE healing is cost-effective and necessary for certain damage spikes. So we need some kind of compensation if you take away the bread & butter skill.

    I don't know the background of the hard nerf on springs but if you want to take the skill away from everyone, you should at least consider giving it back to the meta healers which are Templars and Wardens atm. 2 skills could make up for the loss of springs:

    Healing Ritual for templars and Healing Seed for Wardens.

    Both skills need adjustments to make them usable AOE spams for those hard damage spikes (in trials in particular): Healing Ritual needs a serious cost cut and Healing Seed needs to get rid of the timer. So my suggestion would be to reduce the cost of Healing Ritual to the level of Healing Seed (2431 if I'm not mistaken) and to make Healing Seed an instantaneous cast by default.

    2. VMA and DSA Resto stave suggestions
    VMA resto staff: Grants X amount of Magicka on any successful critical heal with Y seconds of cooldown. Adds the same amount of crit as-is.
    DSA (Master's) resto staff: Each successful AOE healing effect restores 258 stamina to the healed ally (6s cooldown). Adds 1000 magicka (I think the nerf of the magicka buff was not needed. Buffing someone else and the healer same time makes this weapon more well-rounded in my humble opinion)

    Necrotic Orbs suggestions
    Well necrotic orbs is a tough one. It is a needed sustain buff skill for trials, also a decent HoT. Having just one orb floating around goes along with serious problems to keep in mind. 1. It is not possible to ensure the person (mainly the tank) actually gets the buff he needs. Someone may steal the orb. And having this one orb being synergized with also reduces the already cut healing potency of this decent HoT on live servers (when stacked) to zero unless the healer can instantaneously recast the orb. However, it is not always ideal to recast it because you may be busy with more important stuff. So it is indeed a hard nerf. Additionally with just one orb around at any given time, what if the orb has been fired in an awkward angle or the positioning of the group goes in an unexpected direction? You have to wait until the orb despawns until you can recast it again. This hits lesser organized and training groups particularly hard.

    My suggestions are:
    1. Keep orbs as-is on live servers or
    2. make them 1-orb-at-a-time-only (PTS notes) but allow multiple synergies from each orb (ideally 4-6 but at least 3 synergies from each orb).
  • FrancisCrawford
    FrancisCrawford
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    As per the threads https://forums.elderscrollsonline.com/en/discussion/comment/6194479#Comment_6194479 and https://forums.elderscrollsonline.com/en/discussion/483907/minor-lifesteal-mechanics#latest, nobody is quite sure how the increasingly important debuff Minor Lifesteal works. Please improve tooltips, a lot.
    Edited by FrancisCrawford on July 8, 2019 11:21PM
  • whteva4eva
    whteva4eva
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    Perhaps make Healing Ritual be able to be cast wherever someone chooses to make up for the Grand healing nerf.
  • Aznarb
    Aznarb
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    gallach wrote: »
    I will repost here what I wrote on another topic.
    Let Mutagen morph hits 2 allies expending more magicka to cast it.
    Hitting only 1 ally takes 4-5 seconds to buff 4 players in a dungeon, the duration is only 10 seconds, we have only 5-6 seconds to buff team mates, debuff boss, manage our resources, help teammates sustain and deal some DoT before cast Mutagen again. It is impracticable to use Regeneration in PVE group content now.

    No, just bring back 20sec duration for both morph (I know RR was 16.5 but 20 is better)
    Mutagen heal less but have a security burst at 20% + debuff removal like it was
    RR just heal overtime for bigger value and more frequently.
    Up the cost to 4k-5k and make it able to buff 12 ppl at one time.

    With that we have a decent option to work with the loss of Grand healing and it's easy acces for everyone.
    Even with that Warden and templar are still gonna be the only one accepted in raid because of their tool.
    Cleansing ritual is just stupidly over-performing right now.
    PC - EU

    Templar - Tank
    Necromancer - Tank
    Dragon Knight - Tank

    Warden - Healer
    Sorcerer - Healer
    Night Blade - Healer

    My English is far from perfect but I try my best !
  • AWinterWolf
    AWinterWolf
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    I'd suggest reversing the nerf for springs, you've already seen the backlash about orbs (and in fairness, sorted the problem.)
    @AWinterWolf, PC EU.

    Main character: Healer, CP 810+,
    Completed:
    vSS (Ice & Fire HM)
    vMoL
    vHoF
    vKA
    vBRP
    Moon Hunter Keep HM
    Scalecaller Peak Challenger
    MoS Challenger
    FL Challenger
    Icereach Storm Foe
    Unhallowed Grave triple.

    Favourite quote:

    History is a story written by the victors, who often paint themselves the best of lights.
  • SassiestAssassin
    SassiestAssassin
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    From what I understand, there are issues with spamming Healing Springs and Orbs in PvP. If there won’t be any separation in PvP and PvE balance, why not adjust the Alliance and Support tools to combat players specifically in PvP?

    Instead of making the skill lines only viable in Cyrodiil, change skills to have more use in Battlegrounds and Imperial City. The other team spamming orbs? Get you a skill that corrupts a certain percent of their healing (like Warden’s Corrupting Seed.) Or an armor that does something similar if you’re in melee range.
    Pet buffs are an issue? Get a Fighter’s Guild skill that vanquishes pets under a certain health threshold.
    Werewolves too much in PvP? An armor set that gives a burst of Dawnbreaker-like damage.

    Potentially these could belong to a new (Gladiator?) skill line if changing the current PvP skill line isn’t an option. Make it specifically focus on balancing out other player’s healing skills.

    I feel like this makes sense, as there aren’t really any other tools specifically for Battlegrounds-type combat, and negating PC enemy skills. This would give a way to balance PvP without taking away from PvE (and having to rebalance all PvE content.) This would obviously take longer than this patch, but it makes sense to add more skills to spend the ever-increasing Skyshards on.

    Hopefully I will have the PTS ready to play tonight to test (though DL ate up all my internet data for the month, so please know I’m serious about this game lol) and give more feedback on skill performance.

    I am very nervous about Healing Springs, especially almost halving the heals. I have no idea how to keep Tharayya alive in vDoM without it. I feel like keeping the current live hybrid AoE and healing, but increasing the cost of every second cast might be better to keep up with a moving dungeon group and still force some thought into where you put it.

    For Regeneration, instead of upping the cost and decreasing targets effected, maybe have one morph have higher cost, slightly lower healing, but cover up to 6 people? Right now, it’s not really valuable for trials/dungeons except for applying some buffs before a fight. I’d be fine with the current changes if it targets the member with the lowest health I guess.

    Orbs. I can see why they need to be non-spammable, but please keep in mind they are the best resource return most classes have. Maybe increase the limit to 4-6 if they’re single-use, or at least 4 if multiple people can activate. Otherwise Trials will be miserable with people fighting over orbs. On one hand, I do think they need to be easier to hit, but slowing them down is not ideal. Can you make their activation radius a bit larger instead?
    Edited by SassiestAssassin on July 9, 2019 12:31PM
    *slams a gallon of Respecting Support Roles juice on the table* Take a sip, babes.
  • Insandros
    Insandros
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    rebrur2 wrote: »
    If the changes are made simply to appease the pvp players, then make those changes exist in Cyrodiil only. By nerfing heals to the ground all around like you have, you will end up losing a great deal of your PVE and endgame players, making all healers obsolete, keeping people from using all of the new gear sets that you made players just farm, and ensuring that off meta (NB, DK, Sorc, etc) healers are no longer able to heal. The healing changes are completely unnecessary.

    Bah every single patch someone says that « if you do this...or that.. you'll loose this...and that.. » and after a year brake cuz i was tired of the same content, got back a few months ago, and surprise, the servers are as much populated, so basicly people will accotumate and go with it, if some leaves, well too bad for them. I sometimes hate their changes but sometimes i love it, i ratehr pay fro changes that paying for a game that stay as is, farming the same *** the same ways for years. At least now it allows you to learn a new way to pay your toon and more likely, teach players to play better and aybe finaly, stop avoiding mecanics or red circles. specialy if DPs also takes a nerfs, finaly, healing will be nice, and we'll stop seing some Sorc tanking and healing and dpsing at the same time in 4 mens. :)
  • Tsar_Gekkou
    Tsar_Gekkou
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    I'm pretty sure that springs were gutted due to pvp complaining. I take my healers into CRYodiil once a month to reach rank one, and it's always funny seeing how long I can stay alive spamming springs on myself with heavy fortified brass and mending while a couple of people spam everything they have at me. The orb change makes no sense because you aren't gonna be using orbs in pvp, you'd heal and have a few dps skill in there.
    Xbox NA
    vAA HM | vHRC HM | vSO HM | vMoL HM | vHoF HM | vAS+2 | vCR+3 | vBRP | vSS HM | vKA HM |
    | Dro-mA'thra Destroyer | Immortal Redeemer |
  • BennyButton
    BennyButton
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    Healing is sweet! We totally got rid of magicka healing, now it's just stamdps with vigor
  • profundidob16_ESO
    profundidob16_ESO
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    so last night I completed vLOM as pure healer and I have to say I like healing alot more now. It's become a full time job in vet content rather than pressing you 1-button-I win "healing springs" only when you really need it and play half dps/tank the rest of the time along with buffbot role.

    I noticed just like tanks never had an aoe taunt which forces them to actively do the tanking job with limited tools (single target taunts + aoe cc) now the healers too no longer have easy aoe burst healing and need to combine weak aoe/single hots with strong single target burst heals in order to keep people alive.

    I kinda of...really like this ! Healing becomes an actual fulltime job again
  • Aznarb
    Aznarb
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    I just made a bow/bow stamwarden healer on PTS. This makes me think ZOS and HBO's GOT creators joined forces to subvert expectations

    That exactly what i've think to do too.
    Look like the best healing option right now.

    only 1 class can heal enough, warden..
    PC - EU

    Templar - Tank
    Necromancer - Tank
    Dragon Knight - Tank

    Warden - Healer
    Sorcerer - Healer
    Night Blade - Healer

    My English is far from perfect but I try my best !
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