My first Pain point would be Major Courage and the fact that the only way to get it is by using ether SPC or Olorime.And yes now thanks to olorime one of the healers in trials can use something else but what about when we do dungeons we are forced to use one of the 2 sets because it makes a difference to the heals and dps. It also limits the sets we can choose from. (Possible solution) What i would like to see is every class getting a cheap healing ultimate like the wardens one that grands major courage for 30sec.
My second pain point would be aggressive horn and how good it is and how it outshines the majority of the support uiltmates, also the only way to get Major force for 30sec.
Ps. It looks like the healing feedback thread has gone dry
@ZOS_GinaBruno
Healers sometimes are not needed in 4 man-content (with group who knows what they do) not because "shields diminishing their role", but because most of the dangerous incoming damage either one-shot (you can't outheal that, it should be avoided anyway), or can be outhealed by players themselves, and bonuses, provided by healers, are not needed enough. Shields in their current state just make things easier. Even if you completely remove shields from the game, there still will be problem with 3dd+tank runs (if you consider this as a real problem). Yes, even if all 3 dds will be poor stamina guys with vigor+new major evasion only.
Some mechanics in the game not noticeable at all (looking at you, flame dot from final boss of coa1, which should be purged by jumping to water, but most of the player don't even know about this mechanic: it's not damaging enough even if you do not heave a proper heal on your bar at all). Look at the old base-game content, in terms of encounters it's completely brainless and can't even teach new players how to avoid the damage or give more attention to what's happening around, ofc people will always prefer to go with 3 dds to burn all this content. New content, however, is a bit another story - there we have punishing mechanics for too much damage(final boss of Fang Lair, Vycosa in Moon Hunter Keep etc.), sometimes we have dangerous dots or channels from trash mobs, or encounters (execute in Ruins of Mazzatun), so sometimes some groups can think about having a healer, but...
Bonuses, provided by healer (minor berserk, drain, orbs, offbalance, purge, minor courage) is definetly good and strong, but not strong enough to make proper healers real "must-have" unit of 4-man group, who know what they doing. Why? Tank can use drain and lightning blockade, and hell, even put olorime and provide spd/wpd increase for group. If tank prefer to keep his backbar with s/b, one of the dd can slot drain, one magicka dd can slot lightning staff and voila - you good to go. And self-sustain improving from patch to patch. Is that a bad thing? I think no.
So, ability to self-sustain, to heal yourself, to live without endless healing springs on your feet, ability to quick recover yourself from "oh, ***" situation should not be nerfed. It one of the things which make me enjoy this game, which makes you feel revarding if you avoided the death, it adds more interest to the game, it makes the game feel really unique, it even adds more build-creativity. Look, after morrowind sustain nerfs (deleting from the game additional stats recovery from blue morph of orbs, deleting repentance group sustain utility, creating the same cooldown for orbs and shards) popularity of "one tank, three dds" formula only increased. Why? Because healer's ability to help the group decreased, they became weaker and people started thinking "why are we need healer in first place? we can find a way around it and just add more damage, if there is literally no unique critical things which healer can provide".
So, does that mean, that healers are not needed at all in dungeons? No, they can greatly help with progressing through new content with sustain help, they helping with freeing teammate's slots from support skills, and ofc they helping with healing=). But when you did great, found and learned all mechanics, thats the moment when you starting feel like you don't need a proper, real 100% full-support healer, because you figured out how to heal, how to avoid the unnecesary damage and found the safe opportunities to recover your resources. At this point, well, healers just can't provide nothing more than orbs/shards and additional horn (good minmaxed horn uptime not really needed in 4-man dungeons over, lets say, additional damage ultimate). Sure, there are some additional ways, like good uptime of weakening enchant, using debuff-posions or slotting the stamina power of the light morph on magicka templar, situational purge, but does it cricital and necessary to have? Well, no.
And look, almost all additional support opportunities have only two classes: templar (Power of the Light, shards, extended rutial with amazing synergy, previously stamina support with repentance) and warden (additional synergy and minor toughness after Murkmire changes). Another classes now can do the same HPS (heal-per-second), thanks to summerset changes, but have no utility, and this is why we don't see the nb-sorc-dk healers, they cannot provide nothing, only healing.
So we can see, that pure healing is good, but not necessary in 4-man content, I'd day that we definetly don't need more healing power(especially in pvp, but it's another story). And, in my opinion, biggest healer pain point is - we need more utility/support tools which should be rewarding to have in group and fun to play. We need to bring something more that we have right now. It would be cool and it will bring more player to play this role. And maybe we need to reconsider some of the content encounters, especially in base game. Maybe.
Just look, how dead this discussion compare to dps class-rep discussions. People don't even bother with healer-role.
@Tasear @Alcast @Gilliamtherogue someone, please bring some of the thought here to next rep-meeting in context of damage-shield changes. Thanks.
Also sorry for possible typos and weird word constructions, not a native english speaker=(
So we can see, that pure healing is good, but not necessary in 4-man content, I'd day that we definetly don't need more healing power(especially in pvp, but it's another story). And, in my opinion, biggest healer pain point is - we need more utility/support tools which should be rewarding to have in group and fun to play. We need to bring something more that we have right now. It would be cool and it will bring more player to play this role. And maybe we need to reconsider some of the content encounters, especially in base game. Maybe.
So the low hanging fruit was Nerf Shields to placate Healers not having enough to do instead of bringing new toolsets to the classes for "DESIRED" support.
Not sure the desired result will be what we all envision...
Double the amount of damage done by most mobs, both in Normal and Veteran instances (as well as solo content). It's not hard to see why there's trouble finding use for healers if there's no damage to heal. In more recent dungeons like Moon Hunter Keep, here seems to be an over reliance on mechanics that do such overwhelming damage that even the strongest burst heal can't heal trough it, and on one-hit kills. The fight with the Archivist Emarde is an epitome of that, because every error is met with a near-unavoidable death. You either take no damage or you die, there's no inbetween, so the healing aspect of healers is thrown out the window and only the support remains, but it isn't good enough to justify not having a third Damage Dealer
moonwalker23 wrote: »What if they gave healers the ability to instantly revive someone. Personally I was thinking adding some type of blessing to soul trap. Lets say after 10 (up for debate) casts of soul trap within 90 sec you gain a blessing that allows you to instantly revive one of your fallen comrades for 30 seconds. The reason I chose soul trap is the damage is so low that no reasonable dps would ever use it, but I could be very useful to a healer. I also think that in order to get the blessing the soul trap would have to hit the same target so this isn't OP in pvp.
moonwalker23 wrote: »What if they gave healers the ability to instantly revive someone. Personally I was thinking adding some type of blessing to soul trap. Lets say after 10 (up for debate) casts of soul trap within 90 sec you gain a blessing that allows you to instantly revive one of your fallen comrades for 30 seconds. The reason I chose soul trap is the damage is so low that no reasonable dps would ever use it, but I could be very useful to a healer. I also think that in order to get the blessing the soul trap would have to hit the same target so this isn't OP in pvp.
Neat idea, but I'm not sure why a healer would normally have soul trap slotted, let alone cast it. It might work to replace that resto staff ability that adds life steal with an ability that can insta-rez. It would have to be only slotable by healers, though. Otherwise it would actually make them more useless.
moonwalker23 wrote: »moonwalker23 wrote: »What if they gave healers the ability to instantly revive someone. Personally I was thinking adding some type of blessing to soul trap. Lets say after 10 (up for debate) casts of soul trap within 90 sec you gain a blessing that allows you to instantly revive one of your fallen comrades for 30 seconds. The reason I chose soul trap is the damage is so low that no reasonable dps would ever use it, but I could be very useful to a healer. I also think that in order to get the blessing the soul trap would have to hit the same target so this isn't OP in pvp.
Neat idea, but I'm not sure why a healer would normally have soul trap slotted, let alone cast it. It might work to replace that resto staff ability that adds life steal with an ability that can insta-rez. It would have to be only slotable by healers, though. Otherwise it would actually make them more useless.
Agreed that healers don't typically have soul trap slotted, but I think adding the ability to instantly revive with something like life steal would be way over powered in pvp. My idea with soul trap is it's a completely unused skill right now in pvp and pve that we could add a really unique buff to it that is useful to healers only. Maybe we could give the morphs a strong synergy, like major evasion or something.
moonwalker23 wrote: »moonwalker23 wrote: »What if they gave healers the ability to instantly revive someone. Personally I was thinking adding some type of blessing to soul trap. Lets say after 10 (up for debate) casts of soul trap within 90 sec you gain a blessing that allows you to instantly revive one of your fallen comrades for 30 seconds. The reason I chose soul trap is the damage is so low that no reasonable dps would ever use it, but I could be very useful to a healer. I also think that in order to get the blessing the soul trap would have to hit the same target so this isn't OP in pvp.
Neat idea, but I'm not sure why a healer would normally have soul trap slotted, let alone cast it. It might work to replace that resto staff ability that adds life steal with an ability that can insta-rez. It would have to be only slotable by healers, though. Otherwise it would actually make them more useless.
Agreed that healers don't typically have soul trap slotted, but I think adding the ability to instantly revive with something like life steal would be way over powered in pvp. My idea with soul trap is it's a completely unused skill right now in pvp and pve that we could add a really unique buff to it that is useful to healers only. Maybe we could give the morphs a strong synergy, like major evasion or something.
I meant to replace that ability, not as a bonus to it. Since there are currently much more effective resource returns (orbs, shards, sanguine alter, mushrooms) that the largely unused ability could be replaced by an ability that grants insta rez, but only for the person slotted as the healer. The morphs could be that people are rez'd with full resources or not cost a soul gem. That would also help solve the problem of healers not having to stop heal for 20 sec to rez someone.
maybe allowing enemy attacks to crit against players, and allow them to use attacks like maim and defile, will be ways to make healers more useful. Would be cool to have more sets to play with. Also stamina heals would be cool.