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Should Mend Wounds be changed?

Gnortranermara
Gnortranermara
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I posted this feedback in the Psijic skill line thread and want a poll to determine if others agree. My position: Mend Wounds needs a major rework!

The Problem
This skill feels like it should be the default action of the Resto staff, and it makes no logical sense for any other weapon type. Yes, we're playing in a fantasy world but the design of this skill feels out-of-place and absurd.

The Solution
(1) Move the entire mechanic to Resto staff and make it the default function of all resto light/heavy attacks. It actually makes sense and feels right on the Resto, and only on the Resto. It feels like what Resto should be in the first place.
(2) Replace this skill with something entirely new. A simple HoT or a health recovery buff (with a group/AOE morph and an extended duration morph) would be infinitely better than the current design.

Should Mend Wounds be changed? 18 votes

Yes, I agree with the problem and the solution proposed.
33%
DedricusYigrokZophixGnortranermaraClaiseFlamingBeard 6 votes
Yes, I agree with the problem, but not the solution proposed.
5%
RoyJade 1 vote
No, but the skill has a different problem.
27%
ThrabenToRelaxDasovaruilosMystrius_ArchaionSpurius_Lucilius 5 votes
No, the skill is fine as it is.
33%
SvenjaIselinLiquidPonyGyra_LothbrokStoicSunbrograssbie 6 votes
Other
0%
  • FlamingBeard
    FlamingBeard
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    Yes, I agree with the problem and the solution proposed.
    I always wondered why you couldn't heal friendly targets by a small amount with Restoration Staff heavy and light attacks.

    I think it would be as simple as making one of the Restoration Staff passives allow you to heavy and light attack allies but instead of dealing damage, you heal them for the same amount of health that you would have taken away from an enemy target. These healing heavy/light attacks would not drain stamina from allies if they are blocking and would not activate any damage or debuffs related to your Restoration Staff's enchantment, simply because they would be extremely counter-intuitive.

    This passive could be standalone so that if you wanted to be able to heavy attack enemies, you just don't invest into that passive (similar to how you don't have to taunt with Frost Staff heavy attacks if you leave the Tri Focus passive without skill points).

    Devoting a skill slot to a single-target, channeled healing skill is just pointless for anything but a high-sustain healbot paired with a tank in PvP (if even then, since you're better off with normal heals over time and a burst heal with some buffs).
    Edited by FlamingBeard on April 21, 2018 10:18PM
  • RoyJade
    RoyJade
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    Yes, I agree with the problem, but not the solution proposed.
    It would cause a lot of problem :
    - no more magicka regenerating heavy attack, who'll hurt a lot of build
    - enchantment useless on healing staff
    - it would be clunky at least for a lot of beginner

    Putting Mend Wound as an active skill in the restro tree, however, is a good idea IMO. If the skill become a toggeable, it would be a really good addition.
  • Iselin
    Iselin
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    No, the skill is fine as it is.
    You're missing the whole point of the skill: its purpose is to give something similar to Resto staff functionality to all other weapons that are not a resto staff.
  • Thraben
    Thraben
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    No, but the skill has a different problem.
    The skill's light attack doesn't heal enough. The Skill itself opens up new styles of play, which is great.
    Hauptmann der Dolche des Königs

    DDK ist die letzte Verteidigungslinie des Dolchsturz- Bündnisses auf der 30-Tage-No-CP- Kampagne(EU) mit dem Anspruch, in kleinen, anfängerfreundlichen Raid-Gruppen möglichst epische Schlachten auszufechten.

    DDK is the Daggerfall Covenant´s last line of defense on the 30 days no-cp campaign (EU). We intend to fight epic battles in small, casual player friendly raid groups.
  • Mystrius_Archaion
    Mystrius_Archaion
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    No, but the skill has a different problem.
    I think it needs to be able to heal self(if it doesn't since I haven't been able to test it yet) so I can use it solo as an option. This would be cool.
    It also would work better if it was a smart AoE heal that sort of worked like the Mutagen animation where you put your staff up(or other weapon) and a beam hits the target most in need of healing while showing who got healed which also stays attached to the target for the "heavy attack" version. This would also make it able to heal self with this.
    Also, since it is replacing your heavy attack I think it should follow the same "uninterruptable" rules as heavy attacks. I would hope so anyway.

    I really want all skills to be at least marginally useful in all situations, especially solo. I wish controls like stuns were useful against tougher enemies also, even if requiring stacking, but sadly that would be a lot more work for them so would have to wait.
  • Gnortranermara
    Gnortranermara
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    Yes, I agree with the problem and the solution proposed.
    RoyJade wrote: »
    It would cause a lot of problem :
    - no more magicka regenerating heavy attack, who'll hurt a lot of build
    - enchantment useless on healing staff
    - it would be clunky at least for a lot of beginner

    Putting Mend Wound as an active skill in the restro tree, however, is a good idea IMO. If the skill become a toggeable, it would be a really good addition.

    1) Who says? That would be entirely doable. There's no reason devs couldn't give the same resource return from heavy heal channels.

    2) Yes, I missed that detail. It would present a problem for some enchants. But it would still work fine with others (self-buffs like Shielding, Weapon/Spell Power, etc). Builds would just have to adjust accordingly.

    3) I still distinctly remember my very first experience with this game after leaving the Wailing Prison for the first time. I walked into town, put on a Resto staff, and promptly shot the first civilian I saw in the face with a heavy attack. My first bounty and first death happened right there. I thought the staff would heal the target, because that's what makes intuitive sense for a Resto staff. In my opinion, this change would be much more intuitive and easier for beginners than using Resto staves to deal damage.

    4) I prefer making it the default action, but yes, I agree that attaching this change-in-functionality to a Resto-specific skill (or an optional passive) would be another approach that is superior to the current ZOS design (making it a guild skill accessible to all weapon lines).
    Iselin wrote: »
    You're missing the whole point of the skill: its purpose is to give something similar to Resto staff functionality to all other weapons that are not a resto staff.

    You're missing the point of the objection. The objection is that this mechanic makes no sense on any other weapon. Every single spec in the game has other healing skills that can be slotted on any non-Resto bar if they want to throw an off-heal.

    Also, nothing about this skill is "similar to Resto staff functionality" at all (but it should be, hence this post).
    Thraben wrote: »
    The skill's light attack doesn't heal enough. The Skill itself opens up new styles of play, which is great.

    Correct, it does not. I think that problem would be lessened if you didn't have to cast it first, taking up 1 sec of global cooldown. If it were the default behavior of the Resto, then the amount would be fine since it would just be free extra heals you throw out while weaving it with other heals.
    I think it needs to be able to heal self(if it doesn't since I haven't been able to test it yet) so I can use it solo as an option. This would be cool.

    Agreed.
  • LiquidPony
    LiquidPony
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    No, the skill is fine as it is.
    No.

    The skill is fine.

    I don't actually use it nor do I care about it but my opinion is valuable anyway.

    Stop whining and use the skill how it is intended.
  • Mystrius_Archaion
    Mystrius_Archaion
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    No, but the skill has a different problem.
    Thraben wrote: »
    The skill's light attack doesn't heal enough. The Skill itself opens up new styles of play, which is great.

    Yes, emphatically after testing. The light attack heal over time is horrible compare to any other skill, yet we use the same number of skill slots for it.
    Pitiful.
  • Dasovaruilos
    Dasovaruilos
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    No, but the skill has a different problem.
    As others have said, I actually think this opens up a few interesting new play styles.

    Resto already has smart-multi directional heal over time in Rapid Regen/Mutagen and a kind of burst heal with Hardened Ward.

    I'd rather have this on a separate skill to allow me something like a "heavy attack dps/healer with a lightning staff" for dungeons or something crazy like that that might emerge.
  • Mystrius_Archaion
    Mystrius_Archaion
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    No, but the skill has a different problem.
    CalmFury wrote: »
    I'd rather have this on a separate skill to allow me something like a "heavy attack dps/healer with a lightning staff" for dungeons or something crazy like that that might emerge.

    Hmmm, does the lightning staff splash damage passive make the heal splash??
    Now THAT would be interesting.

    Personally, this seems good for a melee weapon hybrid character. A lot of these skills seem to support hybrids.
    If they keep buffing the hybrid style then I may finally be a "happy camper" and be able to use my big axe while still being effective at my play style.
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