wimhwimladimf wrote: »There's too much heals over time which only lead to abuse in pvp...
Wolfenbelle wrote: »wimhwimladimf wrote: »There's too much heals over time which only lead to abuse in pvp...
When are PVP players going to get it through their heads that there are other players in the game besides themselves, and that ZOS refuses to separate PVP and PVE balancing. So every darned change you PVP players want would also affects everyone who does not do PVP.
If players in PVP are abusing something, deal with that directly instead of insisting on game-wide changes.
Wolfenbelle wrote: »wimhwimladimf wrote: »There's too much heals over time which only lead to abuse in pvp...
When are PVP players going to get it through their heads that there are other players in the game besides themselves, and that ZOS refuses to separate PVP and PVE balancing. So every darned change you PVP players want would also affects everyone who does not do PVP.
If players in PVP are abusing something, deal with that directly instead of insisting on game-wide changes.
Wolfenbelle wrote: »wimhwimladimf wrote: »There's too much heals over time which only lead to abuse in pvp...
When are PVP players going to get it through their heads that there are other players in the game besides themselves, and that ZOS refuses to separate PVP and PVE balancing. So every darned change you PVP players want would also affects everyone who does not do PVP.
If players in PVP are abusing something, deal with that directly instead of insisting on game-wide changes.
People like the OP will never understand to be honest... I face palmed the whole time reading that.
Avran_Sylt wrote: »What do you mean by Equalize HP for Grand Healing?
Despite an uninteresting ult in pve land, the skills that healers do use from the restoration staff skill line are part of the current "high speed and intensive combat system" that we've got going on right now. Works out nicely.
While I do find your suggestions interesting, and could be a very fun gameplay aspect in an MMO, there is nothing within the current system that calls for a change- if it ain't broke don't fix it- and it isn't broken right now, especially not to the point of a full skill line rework.
Also, hate to break it to you, but while ZoS has tweaked a few skills along the way, reworking an entire skill line would be an unprecedented move on their part, and the foresight, manpower and testing needed to pull that off seems like an unrealistic expectation, even if a change were warranted.
And people who are using hots on the backbar end up suffering for the dps burst potential of someone with two full dps weapons.
Um. You realize that good healers are not supposed to just heal... right?
Laying down heals and then swapping to another bar lets them cast other support abilities while the heals are ticking.
It would simply work in different way. Instead of direct heals it would lower HP of players who have it above "X" and increase HP of those who are below "Y". This way you can change current HP value and "balance" thier current HP without using any kind of direct heals.
wimhwimladimf wrote: »There's too much heals over time which only lead to abuse in pvp where you can switch to second weapon, use heal and then back to dps, while full time healer get's the most boring tools ever designed.
Change the way Grand healing works to Equalize HP of all party members (no more heals over time from this ability). This way you will actually have to think when you use it, so your tank and other party members doesnt die from random aoe. Current version of Grand Healing is just plain boring spam off CD abilty which should've been changed few years ago.
Change Regeneration in to single target burst heal and adjust it's cost/healing value. This way players will have to think whether use it on yourself or someone else. It could be very powerful IF the player is able to target the player which he wants to heal, while being less effective in the hands for less skilled players.
Change Blessing of Protection to work like a directed slow wave aoe heal over time, which will require prediction not just from the healer but also from party members to position themself properly.
Change Force Siphon in to a 1/2/3 charges area buff which makes new Regeneration heal affect other targets (under 70% of their max hp) around the main target until all charges are customed by the heal effect.
Change Panacea in to ultimate toggle which makes fully charged Restoration heavy attacks restore 300/600/900 hp/mp/stam to all party members based on how close the healer is to each one of them. (The max values are for <1m range and every 1m further away from the healer effect is reduced by 100)
wimhwimladimf wrote: »There's too much heals over time which only lead to abuse in pvp where you can switch to second weapon, use heal and then back to dps, while full time healer get's the most boring tools ever designed.
Change the way Grand healing works to Equalize HP of all party members (no more heals over time from this ability). This way you will actually have to think when you use it, so your tank and other party members doesnt die from random aoe. Current version of Grand Healing is just plain boring spam off CD abilty which should've been changed few years ago.
Grats, you just killed trials healers. This is how raiding teams keep multiple people alive at once.
Change Regeneration in to single target burst heal and adjust it's cost/healing value. This way players will have to think whether use it on yourself or someone else. It could be very powerful IF the player is able to target the player which he wants to heal, while being less effective in the hands for less skilled players.
ZOS has made a clear stance that targeted heals would not fit this game, and I tend to agree. The combat pace is far too fast to stop and heal in an emergency, for this game specifically.
Change Blessing of Protection to work like a directed slow wave aoe heal over time, which will require prediction not just from the healer but also from party members to position themself properly.
The purpose of this ability in many cases is the minor berserk passive from combat prayer, not the actual healing itself. You'd change very little unless you removed that feature. For the live of the gods, don't do that...
Change Force Siphon in to a 1/2/3 charges area buff which makes new Regeneration heal affect other targets (under 70% of their max hp) around the main target until all charges are customed by the heal effect.
I don't understand how this would function, but that is just because I only read it twice.
Change Panacea in to ultimate toggle which makes fully charged Restoration heavy attacks restore 300/600/900 hp/mp/stam to all party members based on how close the healer is to each one of them. (The max values are for <1m range and every 1m further away from the healer effect is reduced by 100)
I actually like this change, but I think the mechanic is a bit strange. Instead, what if it passive marked any target you fully heavily attacked and apply (unmorphed) minor lifesteal for 5 seconds. Morph to also add stamina and magickasteal, or double duration. Activating the ability would transfer 1000 magicka and stamina per marked target to up to twelve party members within 28 meters.
NightbladeMechanics wrote: »Did someone really just suggest that heals over time are bad design, and that applying a heal then weapon swapping to start attacking again is unhealthy for the game?
@NightbladeMechanics
Well Kena, if this goes on like that we'll have ESO 4.0: Buckets and Brooms Online in 6 months
Waffennacht wrote: »People need to learn the definition of "abuse"
DragonBound wrote: »Funny I find the restoration staff healing far more fun then templar healing.
It would simply work in different way. Instead of direct heals it would lower HP of players who have it above "X" and increase HP of those who are below "Y". This way you can change current HP value and "balance" thier current HP without using any kind of direct heals.
Err...what?
Joy_Division wrote: »Why is it when a healer using a healing spell, it's an "abuse" and when a DPS uses a damage ability, it is skillful play?
wimhwimladimf wrote: »There's too much heals over time which only lead to abuse in pvp where you can switch to second weapon, use heal and then back to dps, while full time healer get's the most boring tools ever designed.
Change the way Grand healing works to Equalize HP of all party members (no more heals over time from this ability). This way you will actually have to think when you use it, so your tank and other party members doesnt die from random aoe. Current version of Grand Healing is just plain boring spam off CD abilty which should've been changed few years ago.
Change Regeneration in to single target burst heal and adjust it's cost/healing value. This way players will have to think whether use it on yourself or someone else. It could be very powerful IF the player is able to target the player which he wants to heal, while being less effective in the hands for less skilled players.
Change Blessing of Protection to work like a directed slow wave aoe heal over time, which will require prediction not just from the healer but also from party members to position themself properly.
Change Force Siphon in to a 1/2/3 charges area buff which makes new Regeneration heal affect other targets (under 70% of their max hp) around the main target until all charges are customed by the heal effect.
Change Panacea in to ultimate toggle which makes fully charged Restoration heavy attacks restore 300/600/900 hp/mp/stam to all party members based on how close the healer is to each one of them. (The max values are for <1m range and every 1m further away from the healer effect is reduced by 100)
1- No
2- No
3- No
4- No
5- No
If you think healing is boring, go try to heal. If you think heling is OP, just slot major/minor defile.
ZOS has made a clear stance that targeted heals would not fit this game, and I tend to agree. The combat pace is far too fast to stop and heal in an emergency, for this game specifically.
Change Force Siphon in to a 1/2/3 charges area buff which makes new Regeneration heal affect other targets (under 70% of their max hp) around the main target until all charges are customed by the heal effect.
I don't understand how this would function, but that is just because I only read it twice.
Uriel_Nocturne wrote: »Hybrid DPS/Healers using Healing Staves and Healing abilities to Heal themselves and the players in their Group, then switching bars to utilize the DPS Skills that they spent many hours and planning building a character around; and because one person can't cope/figure out how to kill them, they must be overpowered...
Sad thing is, OP is the type of guy Wrobel actually listens to...
Healings springs: Lower your full health team members to raise other low team members health by equalizing it???
TRY THAT ON RAKKHAT HM AND THEN COME TALK TO US.
Dumb idea is dumb.
DragonBound wrote: »Funny I find the restoration staff healing far more fun then templar healing.
Most would argue that Templar healing like any healing is for the most part restoration staff healing and throwing buffs