caseycurtis89_ESO wrote: »I haven't played this game now in maybe 2 months. I enjoyed the PvE immensely but PvP was aggravating. Not because I would die or how I would die, I understand dying is a part of the PvP cycle and if you die it is of your own doing.
That being said, healing is what pissed me off the most. There was no rhyme or reason to who got healed it was all up in the air and you just hope you either got the heal or it went to where it was suppose to. I made two Templars, one as a frontline support tank to buff and do AoE heals which worked perfectly. However, my caster Templar with resto staff that I set up for mostly straight burst healing was horrible. I was hoping for more of a target based healing system (which I am well aware the game does not have the traditional target based system) because I would find myself in situations where I would be trying to keep certain people alive on the battle field or in a dungeon (like a tank) and instead of healing the tank that was in dire need of help it would heal the DPS way off to the side not doing anything. It would also feel like my heals were not as powerful as they should have been. But that could be because of my own fault so I wont touch on that.
So off my rant, has any changes been made to healing in regards of it being more manageable to feel like I have control over who I am healing?
caseycurtis89_ESO wrote: »i got to V5 on both of them, like I said I'm not complaining about the death and dying I understand people are better than me or I underestimate an opponent, I expect to die that's how PvP works. My issue was not with dying but with how the healing system works. It did not feel like a) I was doing much and b) that I had CONTROL over what I was doing.
I understand the certain heals go to the lowest health player etc. but there are points when you play where the person with the lowest health isn't the person that needs the heal and yes I know you can spam your group heal or whatever else but they issue was the lack of actual control you have over your heals
For example with a traditional target system, I have a numerous ways a strategies to go about healing and who I am going to heal. If I have a party member with 15% health who is with me and the back lines who retreated and isn't taking damage but I have a tank in the front lines that is taking a beating and he has 17% health and dropping fast I don't have to worry about the unpredictability of my heals I know the guy next to me with 15% is safe and not going to drop so I can focus on the 17% tank in the front lines. The time it takes me to cast that spell that will heal the guy I don't need it to could be just enough time for the enemy to push the tank down to the point where I can't heal him back up.
It's a flawed system left mostly to chance and makes healing more of a random button mashing than a decisive battle changing situation. Or at least that is my stance on it, I realize some people might enjoy it the way it is and all the power to you I'm glad you enjoy and please continue to do so, but it eliminates the fun for me :[
And I will clarify I didn't make two Templars my wife made one because she enjoys being a healer. I had the front line support tank templar. I figured it was easier to just say I have two templars then explain how I got two