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[Class Rep] Healing Feedback Thread

ZOS_GinaBruno
ZOS_GinaBruno
Community Manager
The purpose of this thread is to give you a place to post your current top two pain points with healing. Our new Class Representatives will be keeping a close eye on this thread, and will utilize it to gather additional feedback for the notes they’re currently compiling for their first meeting with the Dev Team next week. Please be sure and keep your post clear and succinct, and focus more on what is currently frustrating you rather than potential solutions. Thanks!
Gina Bruno
Senior Creator Engagement Manager
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Staff Post
  • Greevir
    Greevir
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    Honestly, the biggest thing that frustrates me as a healer, is the lack of content outside of trials where we are needed. In fact, in most cases, excluding a healer from the group makes a number of the content EASIER. That should not be the case. Running 3dps 1tank shouldn't make things easier cause you can simply burn through mechanics. I enjoy healing and support, and I enjoy dungeons. But I unfortunately are not needed nor even wanted most of the time in them. Give healers more of a role in the game other than just trials. I don't know how this can be addressed of course, with the amount of self healing and mitigation everyone has these days, but that's what this program is about, right?
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
  • GrumpyDuckling
    GrumpyDuckling
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    1 - Healing needs more interesting sets worth considering to compete with SPC. To be clear, the answer is NOT to nerf SPC, it's to give us more options that can compete with it.

    2 - See the statement made above by @Greevir , specifically this part, "the biggest thing that frustrates me as a healer, is the lack of content outside of trials where we are needed." It's so frustrating to make an awesome healer that only sits there at character select waiting for the few specific instances in which you can use it.
  • olsborg
    olsborg
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    Defile is too strong atm, with the scaling in cp tree some players can basicly shut down a players healing specially if someone doesnt run with minor or major mending/vitality. At the moment someone who chooses not to run with high defile in their builds is grossly disadvantaged vs someone that does. This needs to be balanced better.

    PC EU
    PvP only
  • gabriebe
    gabriebe
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    1. Adjust Duroks Bane to have a cooldown after being cleansed. Same for Wizards Riposte. Being a templar having Duroks constantly reapplied to you because of your Ritual of Retribution is just broken.

    2. Improve class access to Major Maim in a way that is equivalent to the easy access most classes have to Major Defile. There are 11 ways to get major defile in the game, 1 of them being brain dead easy with Duroks Bane. Only 2 grant access to Major Maim (Frozen Device, which nobody uses because of the clumsy cast time, and Nova).



    Edited by gabriebe on May 31, 2018 6:07PM
    Former Empresses: Saliva Bortschion (MagBlade), Janet From Finance (PvP MagSorc), Carla Swagan (Tank DK), Estelle Born (StamBlade), Enya Arsenal (MagPlar), Anita Nurse (Magplar Healer), Bearback Brigitte (Magden), Rachel Justice (MagDK), Nicole From Payroll (Stamden), Bailiff Belinda (PvE MagSorc), Féline Dion (StamDK), Septic Tank Tina (Necro Tank)

    The runts: The Trolly Spirit (Tank Sorc), Floods-Your-Basement (Warden Healer) Dinah Asthma (Magcro), Total Top Tony (Stamcro)

    The traitor
    s: Janis Javelin (Stamplar, EP), Barbecue Becky (Magblade Healer, AD)

    PvE: Gryphon Heart, Immortal Redeemer, Flawless Conqueror


    GM: Animal Control



  • THEDKEXPERIENCE
    THEDKEXPERIENCE
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    There are only 3 types of healers in PVP ...

    1 - The PVE player spamming heals to level vigor.
    2 - The super hardcore 24 man group healer who essentially stands in the middle of his teammates while they cast a dozen destro ultimates.
    3 - The 95% of people in between these 2 extremes who pretty much have to decide to either contribute nothing in a fight aside from blindly spamming heals into a blob of 200 or people who gave up on that and simply heal themselves.

    Cyrodiil is an extremely unfriendly environment for non grouped up healers. There are only so many resources to go around - I get it - but the healing middle class has essentially become a class of people who just heal themselves and then you if you’re lucky. A boost to things like Breath of Life (nerfed to the ground) without causing a game breaking side effect by using an exploitable percentage based increase would help quite a bit.
  • Pink_Violinz
    Pink_Violinz
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    I'm content with our armor and setup atm, but what really gets me is how like one user said, we're not really necessary for so much content. I need a masters bow for my pvp stamblade, but no one will run with me because I main a healer and vDSA is so much easier with 3 to 4 dps.

    vDSA is a major pain point, but several dungeons are similar. People find it easier to speed through without a healer just because they can. Why bother with someone who cannot output any dps when you can keep yourself alive just fine? The only real place I'm needed are trials, but even then some groups can push it with just one healer. One healer, for 11 other members.

    I cannot physically perform a dps's rotation. Even with the aid of a controller, it simply causes me too much pain. I can do enough to get me by, even get me Flawless on my magblade, but a consistent rotation is out of the question. As a result, at the moment, I solely do end game content on my healer. It is frustrating when even my guilds suggest not running with a healer for a faster run or better score.

    Once the dps get a hang of what they're doing, the healers become obsolete. Why run with a player who can't directly contribute damage, since they obviously don't need any protection. Mechanics? Just dps through them. Getting hit? Just shield. Who needs a healer, we can keep ourselves alive just fine.
  • SonH95
    SonH95
    Soul Shriven
    Only got one: Templar Healer being the only "viable" option for end game pve. Templar got both the best single target panic heal with BoL, and sustain assistance for groupmembers with shards. Orbs spam is good, but shards gives both mag and stam back. And other classes has good HoT's and AoE heals, but got nothing near as good of a "panic heal" as BoL. The other classes doesnt need more HoT's to be able to compare, they need more support or an equally good burst heal as BoL.
  • MaxwellC
    MaxwellC
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    Mag DK Healing.
    Change #1: Igneous shield will give a stronger shield to allies(125-150%) while retaining the 200% shield applied to the player. It will also re-gain it's 6-7s major mending buff but upon using Igneous shield, it will apply an instant heal to allies when the shield expires or is broken. The heal I feel should be around 4k (base value on a magicka spec with major sorcery active).

    Change #2: Cauterize will now Heal two targets including the caster. When holding the button/key cauterized is tied to, it will high-light up to two allies until they're out of range. They will remain high-lighted even if the skill is no longer active but until the caster deselects them.
    Edited by MaxwellC on June 1, 2018 2:30AM
    不動の Steadfast - Unwavering
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    Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
    Coined by Maxwel
    l
  • Gallagher563
    Gallagher563
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    1: Group utility and synergies. To make healers essential their needs to be more incentive to bring a healer along. As stated earlier survival isn't a huge problem in end game PVE so healers need to bring more to the table than just healing. I think the most logical method is through additional buffs that healers provide that help with damage / sustain or in PVP snare removal / movement buffs.
    2: Sets I would like to see more diversity and especially in specific situations and on specific classes. Frankly I like the idea of more unique buffs like worm. Maybe a set that buffed group fire damage or something.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    1. More ways to support the resources of the team. Specifically Stam toons. Right now the only way to go them support is Sentinel of rkugamz and the master resto. With staffs counting as 2 set pieces now, it is much better to run 2 five sets and a monster set, meaning the master resto needs to do more to justify the slot. I say give all the ablity altering weapons either a max stat or damage stat to help them out. Sentinel of rkugams needs to not get stunned or die so fast. I have used both of these extensively and while they are better then nothing, they could use some love. Or just make repentance give Stam back to the group, like it used to.


    2. More reasons to bring other classes as healers. This doesn't mean give them more heals, like what you did with eruption or malevolent offering, it means giving a unique buff/debuff.
    Edited by Lightspeedflashb14_ESO on June 1, 2018 7:03AM
  • Lark82
    Lark82
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    Greevir wrote: »
    Honestly, the biggest thing that frustrates me as a healer, is the lack of content outside of trials where we are needed. In fact, in most cases, excluding a healer from the group makes a number of the content EASIER. That should not be the case. Running 3dps 1tank shouldn't make things easier cause you can simply burn through mechanics. I enjoy healing and support, and I enjoy dungeons. But I unfortunately are not needed nor even wanted most of the time in them. Give healers more of a role in the game other than just trials. I don't know how this can be addressed of course, with the amount of self healing and mitigation everyone has these days, but that's what this program is about, right?

    This! Make healers needed in all group content please.

    My other big pain point is the lack of rewards for healers in battlegrounds and pvp in general.
  • exiars10
    exiars10
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    1. Healers are irrelevant in group dungeons and in veteran version mostly. The only way is hybrid route i.e. healer/DD - heal as low as you need and do damage as much as you can. Buffing your average PUG is useless.

    Reality - I see it every day people post in guild and zone chat for the fast 4 keys with 4x DD or 3x DD & tank. Healer? What is that?

    2. Buff a bit Powerful Assault set so we have more stamina healers.
    Aldmeri Dominion (PC Europe via Steam)

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  • TheNightflame
    TheNightflame
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    the fact that just yesterday we did the hm dailies with 4 stam dds (imp city 3 stam and 1 tank) with only one running vigor and the rest with extra fighters guild skills to buff damage, is unsettling
  • Kadoin
    Kadoin
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    SonH95 wrote: »
    Only got one: Templar Healer being the only "viable" option for end game pve. Templar got both the best single target panic heal with BoL, and sustain assistance for groupmembers with shards. Orbs spam is good, but shards gives both mag and stam back. And other classes has good HoT's and AoE heals, but got nothing near as good of a "panic heal" as BoL. The other classes doesnt need more HoT's to be able to compare, they need more support or an equally good burst heal as BoL.

    What? Have you used NB's "burst heal?" I swear that heal is far stronger than BoL. You can't target yourself, but it costs HP, the hp debuff damage is a joke, and it heals for a very high amount (I swear it seems more than BoL). I'm surprised people aren't complaining about that yet...it seems to have been buffed massively after the PTS. But I guess it needs time to sink in..and for the Templars to start complaining.
  • TheNightflame
    TheNightflame
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    ^ dk obsidian shard heals for basically the same amount, and you'll aready have bosses in your reticle for ele drain :p
    Edited by TheNightflame on June 1, 2018 4:08PM
  • SonH95
    SonH95
    Soul Shriven
    Im on console so no, i havent got to use any of those skills yet. Looks decent tho, will defently help out on that part.
    Brought it up to my guild and they didnt seem convinced, and thats the problem imo. I have been healing with my templar for years, so i would love to switch it up. But the other classes lacks that last skill/passive, to make end game raid leaders see an actual benefit to switch out their templars. Its not that other classes cant be used to heal, they 100% can. But they need an extra boost to groups damage/sustain, in an aspect the templar doesnt already have or does better.
    Like the templar has minor fracture/breach with potl, and minor sorcery for the group with passives, something like that would help alot.
  • Tasear
    Tasear
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    SonH95 wrote: »
    Im on console so no, i havent got to use any of those skills yet. Looks decent tho, will defently help out on that part.
    Brought it up to my guild and they didnt seem convinced, and thats the problem imo. I have been healing with my templar for years, so i would love to switch it up. But the other classes lacks that last skill/passive, to make end game raid leaders see an actual benefit to switch out their templars. Its not that other classes cant be used to heal, they 100% can. But they need an extra boost to groups damage/sustain, in an aspect the templar doesnt already have or does better.
    Like the templar has minor fracture/breach with potl, and minor sorcery for the group with passives, something like that would help alot.

    Each class has a minor passive already like minor Sorcery
    Edited by Tasear on June 1, 2018 4:36PM
  • SonH95
    SonH95
    Soul Shriven
    Yeah i know, but would like something more, to actually give either of the classes an upper hand compared to templar. Shake up the meta for once
  • Darieltis
    Darieltis
    Kadoin wrote: »
    SonH95 wrote: »
    Only got one: Templar Healer being the only "viable" option for end game pve. Templar got both the best single target panic heal with BoL, and sustain assistance for groupmembers with shards. Orbs spam is good, but shards gives both mag and stam back. And other classes has good HoT's and AoE heals, but got nothing near as good of a "panic heal" as BoL. The other classes doesnt need more HoT's to be able to compare, they need more support or an equally good burst heal as BoL.

    What? Have you used NB's "burst heal?" I swear that heal is far stronger than BoL. You can't target yourself, but it costs HP, the hp debuff damage is a joke, and it heals for a very high amount (I swear it seems more than BoL). I'm surprised people aren't complaining about that yet...it seems to have been buffed massively after the PTS. But I guess it needs time to sink in..and for the Templars to start complaining.

    Shhhhhh! o:)
  • anadandy
    anadandy
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    1 - Healing needs more interesting sets worth considering to compete with SPC. To be clear, the answer is NOT to nerf SPC, it's to give us more options that can compete with it.

    2 - See the statement made above by @Greevir , specifically this part, "the biggest thing that frustrates me as a healer, is the lack of content outside of trials where we are needed." It's so frustrating to make an awesome healer that only sits there at character select waiting for the few specific instances in which you can use it.

    Yes on both of these. To elaborate:

    1: Sets like Combat Physician could be so much better and more appealing than they are. I love the idea of being the "combat phsyician" but that leads me to...

    2: Everyone has a self-heal or vigor, making healers redundant in most content. It's very frustrating.

  • Carcharodontosaurus
    1. Healers aren't actually required for a lot of content. I've done dungeons easily with one tank and three DPS, everybody just healed themselves through dmg and/or tank kept people alive through just general buffs. in order to make healers more relevant somehow the capacity of the heals received by a healer must be at least marginally better than just ordinary upkeep heals by non-healers.
    2. If in a large group the healer may provide an essential role to a large group, in say Imperial City WB fighting, but if the number in the group is over twelve the healer doesn't get anything. This penalizes the healer and support players in general.
  • Galarthor
    Galarthor
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    I'd like to see Heals and Shields to work as reliably in lag as Dodge and Block do. How is it that Dodge and Block work in lag the same as outside of lag but Heals and Shields actually do suffer from the delay? I think it would be fair to make them both work equally well in both scenarios.
    That means either bring Heals and Shields up or Dodge and Block down. But I am pretty sure most of us would prefer the former.
  • Gargath
    Gargath
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    A bit frustrating and quite boring is to read all the time that a healer has to wear SPC plus wield a destro Staff just for leeching minor magicka to everyone around. You participated in creation of this "supporting model for healers", bad in my opinion, and are responsible for solution. It also created a kind of ostracism for a person who doesn't follow the only proper model...
    PC EU (PL): 14 characters. ESO player since 06.08.2015. Farkas finest quote: "Some people don't think I'm smart. Those people get my fist. But you, I like."
  • kichwas
    kichwas
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    exiars10 wrote: »
    1. Healers are irrelevant in group dungeons and in veteran version mostly. The only way is hybrid route i.e. healer/DD - heal as low as you need and do damage as much as you can. Buffing your average PUG is useless.

    I feel this issue is highly connected to tanking as well.

    They CAN'T make healers valuable unless they make tanking more important and more able to get and hold aggro on large massive pulls BEFORE the NPC mobs can kill off the DPS...

    The solution to making healers more important is to make incoming damage something that cannot be survived without a healer... and that typically means that the damage has to be overwhelming for DPS... meaning a tank cannot have 'loose adds'...

    With tanking working on a single target 15 second taunt, and dungeon pulls often involving 10+ enemies... that there is the root of why healing needs are soft. Those 10+ enemies cannot be allowed to '1-shot' DPS. But they should.. which means tanks needs to be able to lock them all down before they can reach the DPS...

    To fix one issue, you need to fix both issues...
    Jah bless
    PST timezone - mostly PvE player.

    Super casual player
    Seeking a casual 'lets do some dungeons and world stuff together' guild.
  • Silver_Strider
    Silver_Strider
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    The only way that Healers will be relevant is for mechanics to make them relevant.
    I'm thinking something along the lines of a Major Defile debuff on steroids that make it physically impossible to self heal or shield through it. It would apply to everyone that isn't flagged as the Healer with the debuff while an AoE attack is going out that will instantly OHKO anyone that isn't at full health before the next cast goes off.

    Granted, that's an extreme scenario and even then, some Vigor hero will come along and make them irrelevant again but at least it's something.
    Edited by Silver_Strider on June 2, 2018 8:38AM
    Argonian forever
  • Ragnaroek93
    Ragnaroek93
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    Healing has too many buffs (Vitality, Mending, 20% more situational healing from PvP passives) while the base strength and scaling on heals is too weak. Other than that Defile is waaaaaay too strong.
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • ascan7
    ascan7
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    Imo we need more class identity healing. Every class should have its own approach to healing. What i mean:
    Templar: cleanse, resource restoration. A good all-around healer
    Warden: then buff healer. More buff, more hots, less big heals than templar
    DK: a shield healer, with a more proactive approach than other healers
    NB: they have many themes but none of them is explored very much imho. A NB healer can be have a focus n hots, debuff, damage or sacrificing their own health for the group.
    Sorc: idk the class very well honestly. Maybe the sustain healer?
  • Stibbons
    Stibbons
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    Better variety to healing gear and boost the crappy ones. In pvp healers could use buffs. Maybe stronger self healing and weaker group healing in pvp. Defile in pvp is just too strong.


  • exeeter702
    exeeter702
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    ascan7 wrote: »
    Imo we need more class identity healing. Every class should have its own approach to healing. What i mean:
    Templar: cleanse, resource restoration. A good all-around healer
    Warden: then buff healer. More buff, more hots, less big heals than templar
    DK: a shield healer, with a more proactive approach than other healers
    NB: they have many themes but none of them is explored very much imho. A NB healer can be have a focus n hots, debuff, damage or sacrificing their own health for the group.
    Sorc: idk the class very well honestly. Maybe the sustain healer?

    You almsot have the right idea but the differences between the 5 healers needs to be thematic and in HOW they perform viable healing.

    The reality is simply that this isnt a game with a vast array of applicable roles to fill in a given group. You have tanks damage dealers and healers. There is little wiggle room for variable forms of exclusive support. Meaning the second you give one healer exclusivr access to the best form of resource restoration, they will by default become the mandatory healer simply becuase of how eso group play is designed.

    People like to preach how taking that unique aspect away from templar was a practice in homogenization, but the truth is, templars had a monopoly on the role for a very long time. I dont see any reason to return to that time.

    Classes should be able to perfom in all roles, more specifically, zos needs to establish the foundation for what a healer is expected to provide a group in end game, then make sure those tools are made available in various different ways, whether its a templars shards, which are faster, more accurate but limited in how many can make use of it per cast, vs undaunted's orbs, which while slower, had a larger application range for which it can effect many targets without dropping as much time healing. These are the kinds of contrasts and design philosphies that work best and need to be further enforced. A dk healer should be able to emphasize shields since that is still under the mantra of damage mitigation and mechanically fufills the same purpose and healing does while making the DK healer actually PLAY fundamentally different from the others since they would get the most mileage out of anticipating damage spikes and playong around that vs reacting to damage. NBs could operate under the juggling act of just how many forms of health cost heals they can endure while maintaining hot uptime, again a different dynamic but fufills the role.

    Edited by exeeter702 on June 3, 2018 2:44AM
  • Gargath
    Gargath
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    Blood Altar vs Quick Siphon - IMO the QS should be reworked as it's much more convenient and effective to use Blood Altar, which also last 2x longer in one of it's morph.
    Maybe the Quick Siphon should offer 2x more healing per tick then Blood Altar or be cast without the magicka cost, like the Warden's Betty.
    PC EU (PL): 14 characters. ESO player since 06.08.2015. Farkas finest quote: "Some people don't think I'm smart. Those people get my fist. But you, I like."
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