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Scribing skills just became ultimately useless for PVE Healers

SeaUnicorn
SeaUnicorn
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As reported during PTS cycle Healing Contingency and Healing Burst have serious targeting issues making them useless in encounters with more than 6 people because they hard stick to 6 targets and no matter how many times you cast them beyond those 6 nobody gets the buff/shield/heal components, those issues are still not addressed, while mender's bond just got additional nerf making it also useless for what it was good - attaching it to the tank to keep them alive and proccing buffs on DDs while at it.
How do you "fix" what nobody complained about and utterly ignore what we actually reported as an issue? I do not understand this...
Why are healers the most ignored role for the developers? Hybridization we got ignored, u37 any healer feedback was ignored, scribing ignored again. Like please can we have something? Anything?
  • Reginald_leBlem
    Reginald_leBlem
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    Soooo....

    Does this mean I can stop trying to farm scripts on my warden? Because it SUCKS
  • Treeshka
    Treeshka
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    Soooo....

    Does this mean I can stop trying to farm scripts on my warden? Because it SUCKS

    You may still benefit from shields. So i would say farm them.
  • ToRelax
    ToRelax
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    SeaUnicorn wrote: »
    [...]while mender's bond just got additional nerf making it also useless for what it was good - attaching it to the tank to keep them alive and proccing buffs on DDs while at it.
    [...]

    If that's what you were going to do, literally nothing changed.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • SeaUnicorn
    SeaUnicorn
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    ToRelax wrote: »
    SeaUnicorn wrote: »
    [...]while mender's bond just got additional nerf making it also useless for what it was good - attaching it to the tank to keep them alive and proccing buffs on DDs while at it.
    [...]

    If that's what you were going to do, literally nothing changed.

    Why in the world would I spend a skill for a skill that is weaker than radiating and has patchy coverage at best? Ruinach bleeds hit DK tank with all mitigations in place for 3,1k every 0.5s all the while they are taking 10k blocked heavies from both Orphic and Ruinach, what a hot that heals for 900/s will do to help with that? It's laughable HPS and not worth the skill slot in its nerfed state.
  • sarahthes
    sarahthes
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    SeaUnicorn wrote: »
    ToRelax wrote: »
    SeaUnicorn wrote: »
    [...]while mender's bond just got additional nerf making it also useless for what it was good - attaching it to the tank to keep them alive and proccing buffs on DDs while at it.
    [...]

    If that's what you were going to do, literally nothing changed.

    Why in the world would I spend a skill for a skill that is weaker than radiating and has patchy coverage at best? Ruinach bleeds hit DK tank with all mitigations in place for 3,1k every 0.5s all the while they are taking 10k blocked heavies from both Orphic and Ruinach, what a hot that heals for 900/s will do to help with that? It's laughable HPS and not worth the skill slot in its nerfed state.

    Might as well just spam combat prayer instead and have a DD run Zena's.
  • SeaUnicorn
    SeaUnicorn
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    sarahthes wrote: »
    SeaUnicorn wrote: »
    ToRelax wrote: »
    SeaUnicorn wrote: »
    [...]while mender's bond just got additional nerf making it also useless for what it was good - attaching it to the tank to keep them alive and proccing buffs on DDs while at it.
    [...]

    If that's what you were going to do, literally nothing changed.

    Why in the world would I spend a skill for a skill that is weaker than radiating and has patchy coverage at best? Ruinach bleeds hit DK tank with all mitigations in place for 3,1k every 0.5s all the while they are taking 10k blocked heavies from both Orphic and Ruinach, what a hot that heals for 900/s will do to help with that? It's laughable HPS and not worth the skill slot in its nerfed state.

    Might as well just spam combat prayer instead and have a DD run Zena's.

    Pretty much, Zenas gives minor courage, intellect, endurance, and minor fortitude and has much more consistent coverage. 15% of all recoveries for the tank is a pretty solid boost.
  • ToRelax
    ToRelax
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    SeaUnicorn wrote: »
    ToRelax wrote: »
    SeaUnicorn wrote: »
    [...]while mender's bond just got additional nerf making it also useless for what it was good - attaching it to the tank to keep them alive and proccing buffs on DDs while at it.
    [...]

    If that's what you were going to do, literally nothing changed.

    Why in the world would I spend a skill for a skill that is weaker than radiating and has patchy coverage at best? Ruinach bleeds hit DK tank with all mitigations in place for 3,1k every 0.5s all the while they are taking 10k blocked heavies from both Orphic and Ruinach, what a hot that heals for 900/s will do to help with that? It's laughable HPS and not worth the skill slot in its nerfed state.

    It's a secondary effect when players leave the main effect. It's not supposed to be worth a skill slot.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • SolarRune
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    It just means that these skills are RP only (at least for PvE) - an it's same old setup that's been being run for years (for healers)
  • robpr
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    It still can provide group with minor heroism to save some money on rheum or set slot on warden, so I wouldn't say its completely useless
  • SeaUnicorn
    SeaUnicorn
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    ToRelax wrote: »
    SeaUnicorn wrote: »
    ToRelax wrote: »
    SeaUnicorn wrote: »
    [...]while mender's bond just got additional nerf making it also useless for what it was good - attaching it to the tank to keep them alive and proccing buffs on DDs while at it.
    [...]

    If that's what you were going to do, literally nothing changed.

    Why in the world would I spend a skill for a skill that is weaker than radiating and has patchy coverage at best? Ruinach bleeds hit DK tank with all mitigations in place for 3,1k every 0.5s all the while they are taking 10k blocked heavies from both Orphic and Ruinach, what a hot that heals for 900/s will do to help with that? It's laughable HPS and not worth the skill slot in its nerfed state.

    It's a secondary effect when players leave the main effect. It's not supposed to be worth a skill slot.

    Effect on leaving the beam is the main use case for this skill in PVE. Nobody pixel stacks in trials for longer than needed for Slayer to apply properly. Have you ever actually did any of the latest HM in trials? Ansul HM? Xalvakka HM? Orphic HM?
  • Vulkunne
    Vulkunne
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    Learn it ALL. Just like how skills can changes, these things can also be changed over time. And then everyone will want them back.
    "I know that someday that sun is bound to shine." -Ella Fitzgerald
  • ToRelax
    ToRelax
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    SeaUnicorn wrote: »
    ToRelax wrote: »
    SeaUnicorn wrote: »
    ToRelax wrote: »
    SeaUnicorn wrote: »
    [...]while mender's bond just got additional nerf making it also useless for what it was good - attaching it to the tank to keep them alive and proccing buffs on DDs while at it.
    [...]

    If that's what you were going to do, literally nothing changed.

    Why in the world would I spend a skill for a skill that is weaker than radiating and has patchy coverage at best? Ruinach bleeds hit DK tank with all mitigations in place for 3,1k every 0.5s all the while they are taking 10k blocked heavies from both Orphic and Ruinach, what a hot that heals for 900/s will do to help with that? It's laughable HPS and not worth the skill slot in its nerfed state.

    It's a secondary effect when players leave the main effect. It's not supposed to be worth a skill slot.

    Effect on leaving the beam is the main use case for this skill in PVE. Nobody pixel stacks in trials for longer than needed for Slayer to apply properly. Have you ever actually did any of the latest HM in trials? Ansul HM? Xalvakka HM? Orphic HM?

    Players leaving the beam was the main use case in any content because the secondary heal was too strong. But I'm glad we could establish you just wanted yet another AoE HoT, rather than "attaching it to the tank to keep them alive and proccing buffs on DDs while at it."
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • SeaUnicorn
    SeaUnicorn
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    ToRelax wrote: »
    SeaUnicorn wrote: »
    ToRelax wrote: »
    SeaUnicorn wrote: »
    ToRelax wrote: »
    SeaUnicorn wrote: »
    [...]while mender's bond just got additional nerf making it also useless for what it was good - attaching it to the tank to keep them alive and proccing buffs on DDs while at it.
    [...]

    If that's what you were going to do, literally nothing changed.

    Why in the world would I spend a skill for a skill that is weaker than radiating and has patchy coverage at best? Ruinach bleeds hit DK tank with all mitigations in place for 3,1k every 0.5s all the while they are taking 10k blocked heavies from both Orphic and Ruinach, what a hot that heals for 900/s will do to help with that? It's laughable HPS and not worth the skill slot in its nerfed state.

    It's a secondary effect when players leave the main effect. It's not supposed to be worth a skill slot.

    Effect on leaving the beam is the main use case for this skill in PVE. Nobody pixel stacks in trials for longer than needed for Slayer to apply properly. Have you ever actually did any of the latest HM in trials? Ansul HM? Xalvakka HM? Orphic HM?

    Players leaving the beam was the main use case in any content because the secondary heal was too strong. But I'm glad we could establish you just wanted yet another AoE HoT, rather than "attaching it to the tank to keep them alive and proccing buffs on DDs while at it."

    It's a 12 man team with 2 and sometimes just 1 healer and glass cannon DDs fully speckled into pure DPS. If it's not an AOE HOT it's not worth slotting period.
    I did not say I want another AOE HOT, what I said is that scribing for a healers has 2 skills that are straight up bugged (healing contingency and healing burst) they have bugged targeting logic, and therefore not usable in PvE 12man content.
    The only skill that we have found to be useful just got nerfed to the ground to the point that it's not worth slotting because Zenas is just straight up better in every way. While the other 2 with bugs reported during PTS cycle did not get addressed and not even acknowledged.
    Edited by SeaUnicorn on June 17, 2024 11:24PM
  • mctaff
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    Healing is very one dimensional, and the change to the scribe beam script is just hemming us in there.
    This just bites the big one. The big heal off the tether gave healers a different sort of heal for the first time in ages. This nerf just returns us to the same skills we have been using since, well Update Current Divided By Two or whatever.

    The idea of the heal being a contingency gave healers a new agency in assuring heals happened; we had a new mechanism to have a heal available out-of-course, at least when it held it's intended use. It also gave us and other players some error recovery.

    At least try the following fix for the short term and see if it works:
    1) The first script iteration and Sage's Remedy on the tether could be swapped. Therefore the first script would offer a small heal while active and a large HoT once the player leaves the tether. So, it's a 12s tether with the small HoT whilst inside it.

    2) Further rules could be applied, such as a stacking mechanic to gatekeep the power of that subsequent heal... i.e. the player needs to stay in the tether and gains one stack of "TetherWooWooMagic" - or whatever you want to call it - per second up to a maximum of five stacks, after which it gets to full power. That would prevent the healers just running in circles to prompt it to run all the time, and also stop tanks "dipping a toe in". Could also put a four second cooldown on gaining more stacks once activated to ensure it doesn't have a 100% full power uptime.

    3) Now that the initial Script has been changed to what the Sage's Remedy Script had (and has been fixed up) the now-secondary Script itself is what the (rather poor) initial script is, it can stay as a moderate HoT, which means that this script retains similar or same use elsewhere on other scribed skills.

    Beyond that, there are other ways and that can certainly be a discussion.

    But basically, the nerf isn't just about us complaining that 'we lost a big HoT that was going to make things easy', but we lost a dimension to our job that had the potential to make the game far more fun and interesting besides making it a little more forgiving.

    Ending side note: Just because PvPers hate crossheals, doesn't mean the kneejerk reaction should be to just nerf it into uselessness. IC/Cyro has the Battle Spirit umbrella effect which messes with heals already, and you could tie a WHOLE BUNCH of things into that instead to put PvP in it's intended place.
    I'm surprised that nobody in the dev team have instead suggested capping the *number* of HoTs a player can be getting benefit from whilst Battle Spirit is active; that would easily solve a few of the problems without even touching the PvE side.
    Edited by mctaff on June 18, 2024 3:57AM
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