Spell Power Cure, which comes from 4 person content, caps at 12 people affected by its proc. Olorime, which comes from 12 person content caps at 6 people affected when procced. This is illogical in its design and should not go ahead with these caps in place. The timing changes we can deal with, and even capping SPC at 12 is fine, but you should NEVER make gear from a 4 person dungeon function better than its trial counterpart. Please reconsider this change.
Merciful17 wrote: »Man why are they nerfing healing sets in the first place...
the1andonlyskwex wrote: »Merciful17 wrote: »Man why are they nerfing healing sets in the first place...
Maybe because Olorime is basically considered mandatory, with the only remotely viable alternative being SPC.
I, for one, would love the healer meta to shift to something else for a change. I fear these nerfs don't go far enough though.
Olorime - Over all it means that olorime still got triple nerf.
From 30 sec to 20 sec (manageable, if one circle misplaced, can make comeback with next).
Removed window to 5 seconds from 10, is totally fine, in trials still great, but dungeons r gonna be hit for that. Strangely enough it is dungeon dlc, that should focus on dungeons, not nerfing dungeon groups.
And the 6 player cap per second, which i have no idea where it came from, and needs to go asap especially with the duration of circle down to 5 seconds with 10 seconds cd.
Spell power cure - the change to this set to 5 seconds is a massive nerf, because since forever, this set had 1 massive shortcoming, it didn't refresh before it fell off. Making it 5 seconds short will make dds lose anywhere between 0 and 1 seconds between procs even when they have a hot ticking on them and they are mostly topped. Resulting in overall estimated uptime of 90%. If there is damage incoming in waves here and there? It will go down a lot.
If you are lowering the buff time, at least let the set refresh before it comes off, but I think it would be better to just higher the time back up especially since it seems that olorime will have x4 the buff time spc gets, I think the gap is too big.
the1andonlyskwex wrote: »Merciful17 wrote: »Man why are they nerfing healing sets in the first place...
Maybe because Olorime is basically considered mandatory, with the only remotely viable alternative being SPC.
I, for one, would love the healer meta to shift to something else for a change. I fear these nerfs don't go far enough though.
Merciful17 wrote: »the1andonlyskwex wrote: »Merciful17 wrote: »Man why are they nerfing healing sets in the first place...
Maybe because Olorime is basically considered mandatory, with the only remotely viable alternative being SPC.
I, for one, would love the healer meta to shift to something else for a change. I fear these nerfs don't go far enough though.
Instead of nerfing sets why not buff other ones to switch up the meta that way? Much better than making people grind for a set then nerfing it so that other sets outshine it.
Olorime - Over all it means that olorime still got triple nerf.
Spell power cure - the change to this set to 5 seconds is a massive nerf, because since forever, this set had 1 massive shortcoming, it didn't refresh before it fell off. Making it 5 seconds short will make dds lose anywhere between 0 and 1 seconds between procs even when they have a hot ticking on them and they are mostly topped. Resulting in overall estimated uptime of 90%. If there is damage incoming in waves here and there? It will go down a lot.
If you are lowering the buff time, at least let the set refresh before it comes off, but I think it would be better to just higher the time back up especially since it seems that olorime will have x4 the buff time spc gets, I think the gap is too big.
Merciful17 wrote: »the1andonlyskwex wrote: »Merciful17 wrote: »Man why are they nerfing healing sets in the first place...
Maybe because Olorime is basically considered mandatory, with the only remotely viable alternative being SPC.
I, for one, would love the healer meta to shift to something else for a change. I fear these nerfs don't go far enough though.
Instead of nerfing sets why not buff other ones to switch up the meta that way? Much better than making people grind for a set then nerfing it so that other sets outshine it.
the1andonlyskwex wrote: »Merciful17 wrote: »the1andonlyskwex wrote: »Merciful17 wrote: »Man why are they nerfing healing sets in the first place...
Maybe because Olorime is basically considered mandatory, with the only remotely viable alternative being SPC.
I, for one, would love the healer meta to shift to something else for a change. I fear these nerfs don't go far enough though.
Instead of nerfing sets why not buff other ones to switch up the meta that way? Much better than making people grind for a set then nerfing it so that other sets outshine it.
If you always use buffs instead of nerfs to balance things you get power creep, which is bad. Power creep is what has made older dungeons and overland content too easy for some people.
While I agree SPC should be better simply because it requires more work on the casters part. I think the idea that it comes from raid content it must mean its 100% automatically better than other isn't really supported in the game.
While I agree SPC should be better simply because it requires more work on the casters part. I think the idea that it comes from raid content it must mean its 100% automatically better than other isn't really supported in the game.
SPC is mindless to proc with overhealing (which is fine), while Olo can actually be challenging to time and keep 100% uptime, especially since it will only buff 6 people within a single area of effect heal, unless those 6 people who get buffed move out of the area of effect heal to allow for 6 additional people to be buffed, because it continually rebuffs people with the buff who receive it at first, which means that under normal circumstances buffing more than 6 people in that window is essentially never going to happen.
Which is why Olo definitely needs a fix. It is significantly underpowered in comparison and is significantly more difficult to coordinate and upkeep.
Better idea would be to have them both actually able to buff 12 people, and then multiple people mandated to having these sets on would be reduced and allow for more fluidity/choice.
Olorime - Over all it means that olorime still got triple nerf.
Spell power cure - the change to this set to 5 seconds is a massive nerf, because since forever, this set had 1 massive shortcoming, it didn't refresh before it fell off. Making it 5 seconds short will make dds lose anywhere between 0 and 1 seconds between procs even when they have a hot ticking on them and they are mostly topped. Resulting in overall estimated uptime of 90%. If there is damage incoming in waves here and there? It will go down a lot.
If you are lowering the buff time, at least let the set refresh before it comes off, but I think it would be better to just higher the time back up especially since it seems that olorime will have x4 the buff time spc gets, I think the gap is too big.
Not jumping into the SPC vs Olo argument, but I did just check on PTS, and SPC is refreshing before the 5 seconds are up.
Tested using altar + blockade/shards on a non iron atronach dummy.
While I agree SPC should be better simply because it requires more work on the casters part. I think the idea that it comes from raid content it must mean its 100% automatically better than other isn't really supported in the game.
trackdemon5512 wrote: »How I see it:
Olo changes are fine, won’t hamper group play, and with the most recent changes not only reinforce stacking play but also allow the healer to more easily move the buff circle. If a healer had two different targets to heal and the Olo circle got placed on a tank rather than DPS this now allows for a faster correction.
SPC is for PVP instead of PVE. The SPC set looks to reinforce the role of a healer in BGs and Cyro instead of the massive self heals that ZOS currently is trying to move away from. Between players with self heals and a dedicated healer wearing this it shouldn’t be hard for a highly mobile group to keep up Maj Courage.
But SPC just go destroyed for no reason.
trackdemon5512 wrote: »How I see it:
Olo changes are fine, won’t hamper group play, and with the most recent changes not only reinforce stacking play but also allow the healer to more easily move the buff circle. If a healer had two different targets to heal and the Olo circle got placed on a tank rather than DPS this now allows for a faster correction.
SPC is for PVP instead of PVE. The SPC set looks to reinforce the role of a healer in BGs and Cyro instead of the massive self heals that ZOS currently is trying to move away from. Between players with self heals and a dedicated healer wearing this it shouldn’t be hard for a highly mobile group to keep up Maj Courage.
I'm not sure you understand how Olo is currently set up on PTS. It affects a max of 6 people at one time. There are 8-9 DPS in content that we need to keep the buff on. This current iteration is highly inefficient, and not helpful to raid teams.
I'm not sure you understand how Olo is currently set up on PTS. It affects a max of 6 people at one time. There are 8-9 DPS in content that we need to keep the buff on. This current iteration is highly inefficient, and not helpful to raid teams.
Olorime - Over all it means that olorime still got triple nerf.
Spell power cure - the change to this set to 5 seconds is a massive nerf, because since forever, this set had 1 massive shortcoming, it didn't refresh before it fell off. Making it 5 seconds short will make dds lose anywhere between 0 and 1 seconds between procs even when they have a hot ticking on them and they are mostly topped. Resulting in overall estimated uptime of 90%. If there is damage incoming in waves here and there? It will go down a lot.
If you are lowering the buff time, at least let the set refresh before it comes off, but I think it would be better to just higher the time back up especially since it seems that olorime will have x4 the buff time spc gets, I think the gap is too big.
Not jumping into the SPC vs Olo argument, but I did just check on PTS, and SPC is refreshing before the 5 seconds are up.
Tested using altar + blockade/shards on a non iron atronach dummy.
trackdemon5512 wrote: »How I see it:
Olo changes are fine, won’t hamper group play, and with the most recent changes not only reinforce stacking play but also allow the healer to more easily move the buff circle. If a healer had two different targets to heal and the Olo circle got placed on a tank rather than DPS this now allows for a faster correction.
SPC is for PVP instead of PVE. The SPC set looks to reinforce the role of a healer in BGs and Cyro instead of the massive self heals that ZOS currently is trying to move away from. Between players with self heals and a dedicated healer wearing this it shouldn’t be hard for a highly mobile group to keep up Maj Courage.
I'm not sure you understand how Olo is currently set up on PTS. It affects a max of 6 people at one time. There are 8-9 DPS in content that we need to keep the buff on. This current iteration is highly inefficient, and not helpful to raid teams.
WrathOfInnos wrote: »the1andonlyskwex wrote: »Merciful17 wrote: »the1andonlyskwex wrote: »Merciful17 wrote: »Man why are they nerfing healing sets in the first place...
Maybe because Olorime is basically considered mandatory, with the only remotely viable alternative being SPC.
I, for one, would love the healer meta to shift to something else for a change. I fear these nerfs don't go far enough though.
Instead of nerfing sets why not buff other ones to switch up the meta that way? Much better than making people grind for a set then nerfing it so that other sets outshine it.
If you always use buffs instead of nerfs to balance things you get power creep, which is bad. Power creep is what has made older dungeons and overland content too easy for some people.
Power creep is also what has made harder dungeons and trials possible for some people. Slow and controlled power creep is good, and allows growth and progression over the years.
brandoncoffmannub18_ESO wrote: »WrathOfInnos wrote: »the1andonlyskwex wrote: »Merciful17 wrote: »the1andonlyskwex wrote: »Merciful17 wrote: »Man why are they nerfing healing sets in the first place...
Maybe because Olorime is basically considered mandatory, with the only remotely viable alternative being SPC.
I, for one, would love the healer meta to shift to something else for a change. I fear these nerfs don't go far enough though.
Instead of nerfing sets why not buff other ones to switch up the meta that way? Much better than making people grind for a set then nerfing it so that other sets outshine it.
If you always use buffs instead of nerfs to balance things you get power creep, which is bad. Power creep is what has made older dungeons and overland content too easy for some people.
Power creep is also what has made harder dungeons and trials possible for some people. Slow and controlled power creep is good, and allows growth and progression over the years.
Then an eventual overhaul if they ever want the old content to be fresh or challenging again.
brandoncoffmannub18_ESO wrote: »WrathOfInnos wrote: »the1andonlyskwex wrote: »Merciful17 wrote: »the1andonlyskwex wrote: »Merciful17 wrote: »Man why are they nerfing healing sets in the first place...
Maybe because Olorime is basically considered mandatory, with the only remotely viable alternative being SPC.
I, for one, would love the healer meta to shift to something else for a change. I fear these nerfs don't go far enough though.
Instead of nerfing sets why not buff other ones to switch up the meta that way? Much better than making people grind for a set then nerfing it so that other sets outshine it.
If you always use buffs instead of nerfs to balance things you get power creep, which is bad. Power creep is what has made older dungeons and overland content too easy for some people.
Power creep is also what has made harder dungeons and trials possible for some people. Slow and controlled power creep is good, and allows growth and progression over the years.
Then an eventual overhaul if they ever want the old content to be fresh or challenging again.
Do they have a history of buffing difficulty of older content? I just recall reducing difficulty most times <Dungeon nerfs / HoF etc>
IMO they are currently trying to find a balance of difficulty atm. Even in dungeons.