VaranisArano wrote: »xylena_lazarow wrote: »Healers shouldn't also be tanks, tanks shouldn't heal. How we get there, let ZOS figure that out.
Whelp, there goes Warden.
As I noted just a few posts up, Zenimax seems to have blurred the lines in the trinity. The Warden makes it clear this was a conscious decision since they clearly placed a healing skill with a morph that will heal others in the Warden's tanking line.
Yea, it seems clear that this is another area Zenimax intended for the design to not restrict choices, but permit them.
the1andonlyskwex wrote: »VaranisArano wrote: »xylena_lazarow wrote: »Healers shouldn't also be tanks, tanks shouldn't heal. How we get there, let ZOS figure that out.
Whelp, there goes Warden.
As I noted just a few posts up, Zenimax seems to have blurred the lines in the trinity. The Warden makes it clear this was a conscious decision since they clearly placed a healing skill with a morph that will heal others in the Warden's tanking line.
Yea, it seems clear that this is another area Zenimax intended for the design to not restrict choices, but permit them.
Unfortunately, the result of those design decisions is that practically everyone (outside of trials) winds up as a healer-something hybrid and nobody has all that much choice about it.
the1andonlyskwex wrote: »VaranisArano wrote: »xylena_lazarow wrote: »Healers shouldn't also be tanks, tanks shouldn't heal. How we get there, let ZOS figure that out.
Whelp, there goes Warden.
As I noted just a few posts up, Zenimax seems to have blurred the lines in the trinity. The Warden makes it clear this was a conscious decision since they clearly placed a healing skill with a morph that will heal others in the Warden's tanking line.
Yea, it seems clear that this is another area Zenimax intended for the design to not restrict choices, but permit them.
Unfortunately, the result of those design decisions is that practically everyone (outside of trials) winds up as a healer-something hybrid and nobody has all that much choice about it.
It is a big reason many of us play ESO. That and the overall combat design. We do not want character building on rails which is pretty much how it is in other games.
Additionally, there is content in trials that requires players to be out of range, or even in a different area, than the healers which essentially requires them to be able to take care of themselves. I am just pointing out this is at the core of the game and utilized throughout.
VaranisArano wrote: »What you are asking for sounds to me like taking away the ability to self-heal effectively from players who build for tankiness or damage. That is - in order for a Stam build to use Vigor effectively, they need to build for the healing Stat, right?
the1andonlyskwex wrote: »the1andonlyskwex wrote: »VaranisArano wrote: »xylena_lazarow wrote: »Healers shouldn't also be tanks, tanks shouldn't heal. How we get there, let ZOS figure that out.
Whelp, there goes Warden.
As I noted just a few posts up, Zenimax seems to have blurred the lines in the trinity. The Warden makes it clear this was a conscious decision since they clearly placed a healing skill with a morph that will heal others in the Warden's tanking line.
Yea, it seems clear that this is another area Zenimax intended for the design to not restrict choices, but permit them.
Unfortunately, the result of those design decisions is that practically everyone (outside of trials) winds up as a healer-something hybrid and nobody has all that much choice about it.
It is a big reason many of us play ESO. That and the overall combat design. We do not want character building on rails which is pretty much how it is in other games.
Additionally, there is content in trials that requires players to be out of range, or even in a different area, than the healers which essentially requires them to be able to take care of themselves. I am just pointing out this is at the core of the game and utilized throughout.
My point is that it is on rails. Everybody is either a healer-dps hybrid (in non-trial PvE), or a healer-dps-tank hybrid (in PvP). If spell and weapon damage weren't so overloaded people might have to make some choices, resulting in greater build variety, instead of everyone just stacking SD/WD and immediately becoming the best of all worlds.
Blurring the trinity is fine but you still need to balance it enough so that evenly matched fights can actually end. An evenly matched duel between optimized damage builds will only "maybe" end in this meta, and any evenly matched group battle with dedicated healers (who are also tanks) will stalemate 100% of the time. This is not fine.it’s clear that was a conscious decision.
Araneae6537 wrote: »Why shouldn’t healing be based off of magicka/stamina like other skills? It seems logical to me that a spell, for instance, would be based primarily on magic regardless of what it was for, with the additional spell damage and healing boosts representing specialization for instance. Why should healing be a completely separate stat just because some other games do that? Especially since support has become less valued in a lot of content, it’s great that we can slot healing on one bar and damage on the other, for instance. Such a change would only hurt support roles and take away our flexibility. The game is DPS centric enough as is without taking away more from tanks and healers.
the1andonlyskwex wrote: »the1andonlyskwex wrote: »VaranisArano wrote: »xylena_lazarow wrote: »Healers shouldn't also be tanks, tanks shouldn't heal. How we get there, let ZOS figure that out.
Whelp, there goes Warden.
As I noted just a few posts up, Zenimax seems to have blurred the lines in the trinity. The Warden makes it clear this was a conscious decision since they clearly placed a healing skill with a morph that will heal others in the Warden's tanking line.
Yea, it seems clear that this is another area Zenimax intended for the design to not restrict choices, but permit them.
Unfortunately, the result of those design decisions is that practically everyone (outside of trials) winds up as a healer-something hybrid and nobody has all that much choice about it.
It is a big reason many of us play ESO. That and the overall combat design. We do not want character building on rails which is pretty much how it is in other games.
Additionally, there is content in trials that requires players to be out of range, or even in a different area, than the healers which essentially requires them to be able to take care of themselves. I am just pointing out this is at the core of the game and utilized throughout.
My point is that it is on rails. Everybody is either a healer-dps hybrid (in non-trial PvE), or a healer-dps-tank hybrid (in PvP). If spell and weapon damage weren't so overloaded people might have to make some choices, resulting in greater build variety, instead of everyone just stacking SD/WD and immediately becoming the best of all worlds.
On the end it would still be on rails but we have more variation and certainly more means for variation than antiquated games like WoW and FF14.
More importantly, this isn’t that kind of game and it’s clear that was a conscious decision.
How do you know that healing is in a good place if you play healer nonstop? You can only say that if you are on the other side and killing players that healstack.
Dem_kitkats1 wrote: »the1andonlyskwex wrote: »the1andonlyskwex wrote: »VaranisArano wrote: »xylena_lazarow wrote: »Healers shouldn't also be tanks, tanks shouldn't heal. How we get there, let ZOS figure that out.
Whelp, there goes Warden.
As I noted just a few posts up, Zenimax seems to have blurred the lines in the trinity. The Warden makes it clear this was a conscious decision since they clearly placed a healing skill with a morph that will heal others in the Warden's tanking line.
Yea, it seems clear that this is another area Zenimax intended for the design to not restrict choices, but permit them.
Unfortunately, the result of those design decisions is that practically everyone (outside of trials) winds up as a healer-something hybrid and nobody has all that much choice about it.
It is a big reason many of us play ESO. That and the overall combat design. We do not want character building on rails which is pretty much how it is in other games.
Additionally, there is content in trials that requires players to be out of range, or even in a different area, than the healers which essentially requires them to be able to take care of themselves. I am just pointing out this is at the core of the game and utilized throughout.
My point is that it is on rails. Everybody is either a healer-dps hybrid (in non-trial PvE), or a healer-dps-tank hybrid (in PvP). If spell and weapon damage weren't so overloaded people might have to make some choices, resulting in greater build variety, instead of everyone just stacking SD/WD and immediately becoming the best of all worlds.
On the end it would still be on rails but we have more variation and certainly more means for variation than antiquated games like WoW and FF14.
More importantly, this isn’t that kind of game and it’s clear that was a conscious decision.
What is this variety that we have now that I'm missing? I'm genuinely curious.
Hot take - what if instead of changing the way healing scales....
Make ally healing get mitigated by spell resist and crit resist just like damage does? Wouldn't that balance damage/healing while also making sense?
If I stack boons to resist enemy spells and critical strikes, maybe it should come with the bane of reduced incoming healing?
Edit1: this would also make healing more challenging in PvE, which is what a lot of players have been asking for.
Edit2: self heals not affected.
the1andonlyskwex wrote: »The current problems with healing have nothing to do with healers being too strong, and everything to do with the fact that DD and tank heals, including/especially self heals, are too strong.
the1andonlyskwex wrote: »The current problems with healing have nothing to do with healers being too strong, and everything to do with the fact that DD and tank heals, including/especially self heals, are too strong.
There are two separate problems actually:
1. HoT stacking from healers and semi-healers.
2. Tanks that heal. DDs that selfheal was never a problem, DDs die to burst.
the1andonlyskwex wrote: »Self healing by pure DDs isn't a huge problem in PvP because of their susceptibility to burst, but it is a huge problem in PvE because it makes dedicated healers unnecessary for most content. Pure DDs can easily build for enough passive/background self-healing to make a dedicated healer unnecessary (largely because PvE damage is usually either very small, or an avoidable one-shot).
Urzigurumash wrote: »It goes without saying of course that none of this would be good for PvE? Certainly it would be massively disruptive.
Urzigurumash wrote: »Stacking HP to the utmost and trying to deal damage has always been garbage and it still would be, nothing can make up for how terrible it is to play with 15k Resource.
Urzigurumash wrote: »....Anyhow, this balance struck on scaled procs wouldn't be achieved for skills by just disassociating Healing from the Damage stat, Damage skills would also have to be disassociated from the Resource stat. Either seems unnecessarily punitive to PvE Healers / Solo Arena builds to me. So can something similar be achieved through Battlespirit?....