Well, the forum is divided, everyone is entitled to their own opinion and play style and fun. Just don't take it personally.
It's nothing personal, just a game in ones eyes.
I only asked for your view and reasoning, not personal attacks, it's not needed.
I still think there shouldn't be a dedicated role for healer or tank, all should do damages, and self heal and sustain.
When you get into maelstrom arena, there is no healer, there is no tank, and you have to kill hundreds of mobs and big bosses.
Learn to get good, it's what it should have been, doing damage while dodge, positioning yourself wisely, and only the oh crap moments you use self heal or a potion.
I'm a fan of challenging games like dark souls and bloodborn, it's getting there. Don't just button smashing, but get skills.
Like souls series, prepare to die a lot, and each death will teaches you something, end result is rewarding and you get skilled.
Seems like you struggle with the concept of group in an MMO setting.
I play over 5 pug group dungeons every single day for over a year now, so it's over 1825 pug group dungeons, I know what can get through and what can't. Played with all sorts of players, horrible and awesome ones. TBH, only a few need strong tank and heals, and all should do damages, all should self heal and sustain is ideal.
hmsdragonfly wrote: »Here is my reply to the conal "visible heal" comment you made:
There is a red circle on you and you have to dodge roll or a bunch of people in your group have to, one of them get hit and is critically low on hp, you cast heal, what's that? Oh no they weren't in front of you and guess what? THEY DIED!
So what? Someone died in a dungeon. Not something new :P
Also, can you please explain what's wrong instead of saying "OP you are wrong". Like providing arguments, explaining your point of view etc.
ZOS_GinaBruno wrote: »...all Champion passive values are now significantly more frontloaded...at the halfway mark of 50 points invested, you will obtain roughly 75% of an individual Champion ability’s total bonus (for example, at 50 points invested in Thaumaturge, you will have an 18.75% bonus to your damage over time effects). This new value curve also applies to the Health, Magicka, and Stamina gains by investing in the red, blue, and green constellations.
Op's comments on the tank's lack of stam is somewhat incorrect. I agree the DPS should not really complain about the orbs although in a trial setting it will obviously come at a huge cost in DPS and time it takes to do anything. Tank has to block, use abilities ect. Not every tank currently runs Sturdy on all pieces, this new change might force that, keep in mind dragonfly that there is a complete removal of Warlord ( - 15% cost reduction ), as well as a nerf to Mooncalf ( resource regen ) as well as a nerf to the constitution passive ( resource return ). So with THREE nerfs to resource pools, do you honestly think making the poor tank solely rely on just potions ( with a long cooldown ) is viable? The future meta race for tanks now are Argonians. We will have to see how the tumbling / warlord switch works as I think it will still cause a heavy strain on tanks.ZOS_GinaBruno wrote: »Templar[*]Constitution: Reduced the Magicka and Stamina restored by this passive ability by approximately 42%.
- Aedric Spear
- Spear Shards: The synergy from this ability and its morphs now restore Stamina or Magicka, whichever percentage is lower. The amount restored is now based on your character level instead of your Max Resource. The synergy also has a shared cooldown with the Necrotic Orb synergy.
- Luminous Shards (Spear Shards morph): This morph now causes the synergy to also restore an equal amount of Magicka or Stamina to the casting Templar, with a 20-second cooldown.
Developer Comments:This reduces the need to have a Templar to constantly feed Stamina to your Stamina DPS and Tank, while making the Spear Shards synergy more useful to Magicka builds.
[*]Tumbling: This passive ability now only reduces the cost of Roll Dodge, and no longer reduces the cost of Break Free
[*]Warlord: This passive ability now reduces the cost of Break Free, instead of reducing the cost of your Stamina abilities.
The OP stated they play a healer mostly ( thus Magicka Templar healer (not DPS) thus this skill has never even been used by the OP ( which I find strange as it restored the stamina of the group), however for a Stamina templar in both PvE AND PvP this skill is quintessential! In fact without it survivability will depend on spamming shuffle ( which is expensive so yay all the resource nerfs again (see post above) ) as well as vigor, but wait?ZOS_GinaBruno wrote: »[*]Repentance (Restoring Aura morph): This morph now restores Health and Stamina based on your character level instead of your Max Resource. It also only restores Stamina to the casting Templar, but continues to restore Health to the casting Templar and his allies.
Developer Comments:This will be a buff if your Maximum Stamina is below 29,700 and a nerf if it is above.
keep in mind most stamina Templars are Redguards and they already get this massive nerf:ZOS_GinaBruno wrote: »[*]Vigor: Increased the cost of this ability and its morphs by approximately 30%.
Developer Comments:Vigor was too cheap for an area of effect healing ability, so we’ve increased its cost so there is more of an impact to keeping the heal over time buff active.
ZOS_GinaBruno wrote: »[*]Redguard Skills
- Adrenaline Rush: This passive ability now restores Stamina based on your character level instead of your Max Stamina.
Developer Comments:This will be a buff is your maximum resource is below 15,840 and a nerf if it is above.
This one cannot be solely addressed ( as the OP put it by just looking at Rushed Ceremony alone, you have to look at the Sacred Ground, mending nerf as well as the following :ZOS_GinaBruno wrote: »[*]Rushed Ceremony: This ability and its morphs now heal friendly targets in a 180 degree cone in front of you, instead of all targets in a radius around you.
Developer Comments:Rushed Ceremony has been an extremely potent heal, and we wanted to adjust its effectiveness without making the ability heal for less. With these goals in mind, we made it so the ability only heals targets in front of the Templar. This makes the ability require more strategic positioning and gives the healer more control over who gets healed. You can now position yourself to ensure an ally being attacked will be healed, rather than another player standing in the back.[*]Sacred Ground: This passive ability now grants Minor Mending instead of Major Mending when you are standing in your Cleansing Ritual, Rune Focus, or Rite of Passage areas of effect.
Developer Comments: With a similar goal to reducing uptime on Major Mending as noted with the Igneous Shield change, Templars having 100% uptime on Major Mending by just standing within their areas of protection is stronger than we’d like and is one of the reasons they are the most desirable healer in endgame situations. We’ve changed the bonus to Minor Mending instead, but have increased the bonus from the Mending passive to compensate slightly.
Repentance (Restoring Aura morph): This morph now restores Health and Stamina based on your character level instead of your Max Resource. It also only restores Stamina to the casting Templar, but continues to restore Health to the casting Templar and his allies.
who still uses this, used the aura morph already, so don't care
hmsdragonfly wrote: »@Duiwel Now that's how people discuss! Thanks for the effort, I am tired of seeing all the doom and gloom without any argument to back up, I do agree with many of the things you pointed out:
1) Spear Shard and Orb should give back resource to the higher pool, as in, if your max mag is higher, it will restore your max mag. Return resources based on the missing percentage is clunky.
2) Repentance nerf is absolutely unnecessary.
As for vigor, I understand where they are coming from. Vigor should be a heal, right now most stamina players use it as a buff that they refresh every 5 seconds.
As for BoL, you can still aim the heal when you are jumping around. Also, I call for changing Twilight (sorc's burst heal), it's only fair if sorcs also have to aim their heal :P
Peekachu99 wrote: »Shard dependence is a result of people being terrible at resource management and not wanting to change their EPIX DPSERZ build for an extra few hundred points of sustain. I've mained a templar since day one, and I have no issue with this change. The ones always screaming for shards are usually the absolute worst dps. Any dps truly worth his or her salt has completed VMA and aren't reliant on gimmicks outside of themselves for sustain.
Obviously, shards and support abilities have a contribution to group play. But that contribution has become a CRUTCH.
I'm sure some of the whingeing we've seen since the patch notes will have ZoS softening their stance on a few things, namely major mending if I had to guess. I hope they leave shards as proposed for 3.0.