ZOS_GinaBruno wrote: »This is the official feedback thread for PvP 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.
1. general: I think self- healing is overtuned. People should avoid damage, not heal through it. I like the general direction that favors reactive healing, though.
2. PvP raids: You probably know that most groups will reduce the amount of real healers, whose main task will be burst heal in phases when barrier/ boneshield is down. Please consider that such a new Meta greatly favors Stamwarden groups (who will neither be CC-able nor negatable): Those wardens that don´t have an Ultimate ready will switch to a healing role.
Since most people aren´t organized enough to use the counterskill (Inevitable Deto), I suggest the implementation of a Stamina Negate (Disarm), or a huge buff to the HEALING MAGE (in the range of -2000 weapon damage) set, so that Magicka Healers have an additional purpose, and a group spot.
3. Templar: Reintroduce the old Healing Ritual, with its cast time, and its low costs. A powerful, interruptable heal allows for a great deal of counterplay.
4.Magblade: The healing Ulti´s duration is too short. Additionally, reintroduce the old Refreshing Path so that it can compete with the Templar Ritual of Retribution.
5. Sorcerer: Sorcerer healers need more bar space. The pets should work like the Nightblade´s shade. The increased costs for resummoning would balance it.
6. Wardens: The StamWarden´s healing abilities are a problem. If you won´t rework the damage of SubAssault along the lines of other AoE dots, then let it apply an outgoing healing and damage shield debuff of 50% to the caster (like equilibrium). MagWardens will be fine.
7. Necro: The spirit Mender`s heal is far too low: Compare it with the Warden´s Nature´s Grasp.
8.DK: Increase the radius of Ash cloud to 8m. Combined with its slow, it might be a unique asset. Change Fragmented shield´s buff to Major Vitality. Apply the single Dot/ Hot standards to Inferno.
This. If you want it like that, make it overwrite every existing damage shield (so it buffs the Magblades), but for Heaven´s Sake, DO NOT ALLOW MagSorcs to abuse the mechanic. AGAIN.Healing ward and Blackrose restoration staff needs to be significantly tuned down before live.
Update for the fourth week:
1) Healing Ward: It think it´s okay now.
2) Vigor: the self- healing one is too strong still. If the group healing one does no longer stack, it means that certain classes (StamDK, Stamblade, StamNecro, maybe even Stamplar) are definitely excluded from PvP group content, because they would be parasites requiring cross healing without providing one.
3) Templar: I understand the role change from HoT- healer to Emergency healer/ buffer. The tools to do it are too costly, though: Either re-introduce the old Healing ritual with its cast time but low costs, or buff Repentance so that it provides a strong group heal followed by a normal group HoT after an enemy has been defeated within a 15m radius, and get away with this "corpse" thing which should belong to the Necro healers. After all these years, Repentance feels so much less awesome than the skill "Rallying cry" from the Lord of the Rings Online game Captain class, which it probably inspired, and which would make frontline emergency healing a source of unending fun.
4) Magblade: reintroduce the old Refreshing path to be on par with the Templar´s Ritual of Retribution, and the Sorc´s new Surge.
5) Sorcerer: The viability of the new Surge will exclusively depend on its radius: 5m would be too few for PvP, 8m would only benefit ball groups, and 20m would be too much. Still, the double barring of Pets ought to be abolished to make Sorc healers and StamSorc tanks viable again.
6) Necro and DK: you gave up on them apparently PvP-healing- wise, so I won´t waste words here.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus