Yeah, riiiight.So, basically, don't play a magika character?
As always, depends on your build and your playstyle.
If you try to shoehorn the current "meta" into the changes on PTS, it won't go well for you.
If however you accept and even embrace the changes, it actually turns out quite well.
For instance, the current "meta" is light attack, rely on healers for buffs, glass canon, adds will die in cleave, etc.
You'll notice a very significant DPS loss as well as sustain and survivability hit.
If however you embrace the changes and take charge of your own sustain and survivability, you'll find you actually do somewhat well.
Example: I run (as a point of reference) Xynode's "Easy Sorc" build as my main. My only change to the build is that I run Breton. Since the build was already balanced for all content, with its own built-in sustain and survivability, I decided to replicate my character on PTS and try it out.
My single-target damage took a little hit, my AOE damage went slightly up. All told, without changing anything from Live (i.e., I didn't adjust CPs, gear, skills, or rotation to account for the changes on PTS), on a 3mil dummy I wound up losing 3-4k deeps, depending on procs.
That's it.
Once the build is updated to reflect the PTS changes, I strongly expect to not only make up for the deeps loss but actually come out ahead.
Then again, the build has always incorporated not only light attacks but two full heavy attacks in the rotation - so resource management has never been a problem, even when Xy added Daedric Mines (a very expensive skill) to the rotation.
I've never had to rely on healers for resource return anyway.
Now, to the question of healers and tanks: Ninja614 mentioned on-stream that he'd been in talks with some of the devs after the patch notes were released. He was also somewhat concerned with what seemed to be sweeping nerfs. After the discussion, and after coming to a clearer understanding of what the devs are after, he adjusted his thinking and is now liking the PTS changes a lot more.
Basically, the devs' intention was never to have healers and tanks be "required" to wear DPS sets so that the deeps can focus entirely on being glass canons. Healers were intended to heal, with passive buffing as a side effect of that, and tanks were intended to tank, debuffing as a side effect of that. When you take IA off of your healers and Alkosh off of your tanks (both of which are DPS sets) and put healing/tanking/sustain sets on instead, things go much more smoothly.
And as for the orbs change: Orbs were always intended to be an option for healers who don't happen to be Templars. They share the same 20-second cooldown, and serve the same function - with the exception that orbs are mobile while shards are stationary. But even with a single orb at a time (a change, by the way, that I have seen actually in action on PTS yesterday and actually like), if your sustain depends on orbs & shards...you're doing it wrong. First off, there are MANY more synergies than those - take them and use them, and make sure you have the Undaunted passive that gives you resource return on any synergy taken. Second - and this is really the sticking point for those who are married to the current "meta" - you're going to have to incorporate heavy attacks into your rotation - or use recovery glyphs, or use a sustain set...or a combination thereof.
Yes, your overall deeps might drop - which is also part of the point. The insane DPS numbers that you can currently get are ridiculous. The dungeons and trials - including vet hardmodes and speed runs (yes, I'm talking vCR and vAS) don't "require" 80+k to complete. Keep in mind that vMOL hard mode was completed when 30k DPS was considered godly. The devs have not tuned the content to "require" stratospherically high deeps numbers. You will have to engage mechanics more since burn potential is slightly lowered, but quite honestly that's not the end of the world.
Anyway, having actually played on PTS yesterday myself, I have to say it's not only not the end of the world, but I can see where the devs are going with this...and I like the direction.
YMMV.
As always, depends on your build and your playstyle.
If you try to shoehorn the current "meta" into the changes on PTS, it won't go well for you.
If however you accept and even embrace the changes, it actually turns out quite well.
For instance, the current "meta" is light attack, rely on healers for buffs, glass canon, adds will die in cleave, etc.
You'll notice a very significant DPS loss as well as sustain and survivability hit.
If however you embrace the changes and take charge of your own sustain and survivability, you'll find you actually do somewhat well.
Example: I run (as a point of reference) Xynode's "Easy Sorc" build as my main. My only change to the build is that I run Breton. Since the build was already balanced for all content, with its own built-in sustain and survivability, I decided to replicate my character on PTS and try it out.
My single-target damage took a little hit, my AOE damage went slightly up. All told, without changing anything from Live (i.e., I didn't adjust CPs, gear, skills, or rotation to account for the changes on PTS), on a 3mil dummy I wound up losing 3-4k deeps, depending on procs.
That's it.
Once the build is updated to reflect the PTS changes, I strongly expect to not only make up for the deeps loss but actually come out ahead.
Then again, the build has always incorporated not only light attacks but two full heavy attacks in the rotation - so resource management has never been a problem, even when Xy added Daedric Mines (a very expensive skill) to the rotation.
I've never had to rely on healers for resource return anyway.
Now, to the question of healers and tanks: Ninja614 mentioned on-stream that he'd been in talks with some of the devs after the patch notes were released. He was also somewhat concerned with what seemed to be sweeping nerfs. After the discussion, and after coming to a clearer understanding of what the devs are after, he adjusted his thinking and is now liking the PTS changes a lot more.
Basically, the devs' intention was never to have healers and tanks be "required" to wear DPS sets so that the deeps can focus entirely on being glass canons. Healers were intended to heal, with passive buffing as a side effect of that, and tanks were intended to tank, debuffing as a side effect of that. When you take IA off of your healers and Alkosh off of your tanks (both of which are DPS sets) and put healing/tanking/sustain sets on instead, things go much more smoothly.
And as for the orbs change: Orbs were always intended to be an option for healers who don't happen to be Templars. They share the same 20-second cooldown, and serve the same function - with the exception that orbs are mobile while shards are stationary. But even with a single orb at a time (a change, by the way, that I have seen actually in action on PTS yesterday and actually like), if your sustain depends on orbs & shards...you're doing it wrong. First off, there are MANY more synergies than those - take them and use them, and make sure you have the Undaunted passive that gives you resource return on any synergy taken. Second - and this is really the sticking point for those who are married to the current "meta" - you're going to have to incorporate heavy attacks into your rotation - or use recovery glyphs, or use a sustain set...or a combination thereof.
Yes, your overall deeps might drop - which is also part of the point. The insane DPS numbers that you can currently get are ridiculous. The dungeons and trials - including vet hardmodes and speed runs (yes, I'm talking vCR and vAS) don't "require" 80+k to complete. Keep in mind that vMOL hard mode was completed when 30k DPS was considered godly. The devs have not tuned the content to "require" stratospherically high deeps numbers. You will have to engage mechanics more since burn potential is slightly lowered, but quite honestly that's not the end of the world.
Anyway, having actually played on PTS yesterday myself, I have to say it's not only not the end of the world, but I can see where the devs are going with this...and I like the direction.
YMMV.
Oh no, you DID NOT come into this forum speaking sense and logic! AW HELL NAH !!
But seriously, great points.
I tried healing in this game. Done it successfully in many other MMOs. Was even invited into the healer discord.
I was soon disillusioned with healing in ESO, pretty quickly. Because, I wasn't expected to be a healer, I was asked to be a bard. Someone providing buffs and sustain for others, while actual healing came as a distant second. So, even though I was keeping everyone alive and doing some dps, I was getting massive complaints because I "wasn't doing it right". Sorry..I signed up to be a healer to.....heal. I know, absolutely shocking concept.
I'm all for letting tanks be tanks, and healers being healers. DPS might drop, but then again all I hear about here is how power creep is so bad.
Well, looks like Zos is trying to fix that. Even if some meta players will have to adjust. And, unpopular opinion aside, I like that.
As always, depends on your build and your playstyle.
If you try to shoehorn the current "meta" into the changes on PTS, it won't go well for you.
If however you accept and even embrace the changes, it actually turns out quite well.
For instance, the current "meta" is light attack, rely on healers for buffs, glass canon, adds will die in cleave, etc.
You'll notice a very significant DPS loss as well as sustain and survivability hit.
If however you embrace the changes and take charge of your own sustain and survivability, you'll find you actually do somewhat well.
Example: I run (as a point of reference) Xynode's "Easy Sorc" build as my main. My only change to the build is that I run Breton. Since the build was already balanced for all content, with its own built-in sustain and survivability, I decided to replicate my character on PTS and try it out.
My single-target damage took a little hit, my AOE damage went slightly up. All told, without changing anything from Live (i.e., I didn't adjust CPs, gear, skills, or rotation to account for the changes on PTS), on a 3mil dummy I wound up losing 3-4k deeps, depending on procs.
That's it.
Once the build is updated to reflect the PTS changes, I strongly expect to not only make up for the deeps loss but actually come out ahead.
Then again, the build has always incorporated not only light attacks but two full heavy attacks in the rotation - so resource management has never been a problem, even when Xy added Daedric Mines (a very expensive skill) to the rotation.
I've never had to rely on healers for resource return anyway.
Now, to the question of healers and tanks: Ninja614 mentioned on-stream that he'd been in talks with some of the devs after the patch notes were released. He was also somewhat concerned with what seemed to be sweeping nerfs. After the discussion, and after coming to a clearer understanding of what the devs are after, he adjusted his thinking and is now liking the PTS changes a lot more.
Basically, the devs' intention was never to have healers and tanks be "required" to wear DPS sets so that the deeps can focus entirely on being glass canons. Healers were intended to heal, with passive buffing as a side effect of that, and tanks were intended to tank, debuffing as a side effect of that. When you take IA off of your healers and Alkosh off of your tanks (both of which are DPS sets) and put healing/tanking/sustain sets on instead, things go much more smoothly.
And as for the orbs change: Orbs were always intended to be an option for healers who don't happen to be Templars. They share the same 20-second cooldown, and serve the same function - with the exception that orbs are mobile while shards are stationary. But even with a single orb at a time (a change, by the way, that I have seen actually in action on PTS yesterday and actually like), if your sustain depends on orbs & shards...you're doing it wrong. First off, there are MANY more synergies than those - take them and use them, and make sure you have the Undaunted passive that gives you resource return on any synergy taken. Second - and this is really the sticking point for those who are married to the current "meta" - you're going to have to incorporate heavy attacks into your rotation - or use recovery glyphs, or use a sustain set...or a combination thereof.
Yes, your overall deeps might drop - which is also part of the point. The insane DPS numbers that you can currently get are ridiculous. The dungeons and trials - including vet hardmodes and speed runs (yes, I'm talking vCR and vAS) don't "require" 80+k to complete. Keep in mind that vMOL hard mode was completed when 30k DPS was considered godly. The devs have not tuned the content to "require" stratospherically high deeps numbers. You will have to engage mechanics more since burn potential is slightly lowered, but quite honestly that's not the end of the world.
Anyway, having actually played on PTS yesterday myself, I have to say it's not only not the end of the world, but I can see where the devs are going with this...and I like the direction.
YMMV.
Oh no, you DID NOT come into this forum speaking sense and logic! AW HELL NAH !!
But seriously, great points.
I tried healing in this game. Done it successfully in many other MMOs. Was even invited into the healer discord.
I was soon disillusioned with healing in ESO, pretty quickly. Because, I wasn't expected to be a healer, I was asked to be a bard. Someone providing buffs and sustain for others, while actual healing came as a distant second. So, even though I was keeping everyone alive and doing some dps, I was getting massive complaints because I "wasn't doing it right". Sorry..I signed up to be a healer to.....heal. I know, absolutely shocking concept.
I'm all for letting tanks be tanks, and healers being healers. DPS might drop, but then again all I hear about here is how power creep is so bad.
Well, looks like Zos is trying to fix that. Even if some meta players will have to adjust. And, unpopular opinion aside, I like that.
Straight healing is not useful in ESO. There’s no place for someone that doesn’t offer anything offheals can’t do just the same
These changes do not make a healbot more useful, it makes them less useful and even less wanted if anything
Fur_like_snow wrote: »Earth gore is a monster set not a healing skill. You shouldn’t be relying on earth gore to heal yourself especially when you’re a sorc with crit surge. Pet sorc is a build used by new players to clear vMA the first time other than that it’s a meme. You chose one of the best and easiest classes to play as magicka DD. Sounds like a L2P issue.
NordSwordnBoard wrote: »