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Shields Do Not Make Healers Useless and Why They Should Not Be Nerfed

  • FrancisCrawford
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    In the history of the game, I have NEVER seen a nerf idea more likely to kill the game than this one.

    Why? Two reasons.

    1. For a large fraction of players, shields are essential at the times that they are attempting new content. When you have some idea of what the greatest dangers are, shields may not be as crucial. But before you recognize the most dangerous threats in advance, shields may be the only way to avoid a long, rapid string of deaths.

    2. For players without great situational awareness, shields may be essential, period. Giving up shields would entail sacrificing a considerable fraction of the overall player base.
  • erlewine
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    erlewine wrote: »
    2. I'm pretty sure that even in a 3 DD group, somebody should be wearing SPC or Olorime; Major Courage is just that good. Nightblades and templars are the two obvious candidates.

    The tank can wear SPC and use Blood Altar, the minor lifesteal from altar will proc SPC.

    Good point!

    Does the Leeching Vines also proc the tank's SPC? (I'm assuming a warden tank is the caster.)


    Yes it should. Minor Lifesteal counts as coming from the player who applied it, so its affected by their modifiers - sets, heal modifiers, etc.
    eisley the worst
  • MLGProPlayer
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    In the history of the game, I have NEVER seen a nerf idea more likely to kill the game than this one.

    Why? Two reasons.

    1. For a large fraction of players, shields are essential at the times that they are attempting new content. When you have some idea of what the greatest dangers are, shields may not be as crucial. But before you recognize the most dangerous threats in advance, shields may be the only way to avoid a long, rapid string of deaths.

    2. For players without great situational awareness, shields may be essential, period. Giving up shields would entail sacrificing a considerable fraction of the overall player base.

    It's even more game-breaking than that. Magicka characters, no matter how experienced, need shields to complete a lot of endgame content because they have no other way to mitigate damage. The game literally becomes unplayable without shields (this is the only time that phrase isn't hyperbole). Magicka characters were designed with shields as their only survival mechanism.
    Edited by MLGProPlayer on August 19, 2018 10:24PM
  • generalmyrick
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    DO NOT TOUCH SHIELDS.
    "The red pill and its opposite, the blue pill, are a popular cultural meme, a metaphor representing the choice between:

    Knowledge, freedom, uncertainty and the brutal truths of reality (red pill)
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  • ArchMikem
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    erlewine wrote: »
    Someone on a magicka builds and is running vMA needs shields to avoid getting dunked by mechanics that would nuke them in seconds.

    The top leaderboard scores for Magicka builds in vMA don't use shields. Really, the problem with healers isn't rooted in shields, it's rooted in DPS. With high DPS and smart play, a healer isn't needed because no damage is taken. It's not really because of shields.

    One of the worst things i hear is "a Healer isn't needed".
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  • AbysmalGhul
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    I have this ridiculous feeling that they are going to reduce shield effectiveness and healing AOEs are going to buff them back to near or full capacity.
  • Ozazz
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    if they debuffed shields and some how this contributed in pvp terms, HANDS DOWN, i quit the game!
  • Ozazz
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    Fiktius wrote: »
    Please, pretty please, do not give a death sentence to PvP healers because PvE healers feels themselves useless...

    m8, pvp healers along with perma block tanks along with heavy armor ruin pvp in this game! why should i need a army to killl one healer or tank in pvp? this promotes bad game play generally for the whole game. ITS NOT PLAYER VS PLAYER when the other cant be killed 1v1 it defeats the purpose and contradicts the name.
  • xericdx
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    Everybody in Summerset PTS, sorcs including, was telling ZOS that the buff to Rune Cage was too much... We all know how it went....

    Now it seems that the community pretty much agrees that shields are not why "healers are useless". Let 's hope we have learned something this time.... It's even well before PTS now...

    Edited by xericdx on August 20, 2018 12:43AM
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  • MLGProPlayer
    MLGProPlayer
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    I really don't get where the idea that healers are useless even comes from.

    2x healers are mandatory in trial groups.

    A healer is strongly recommended for no death and hard mode dungeon runs as well.

    The only times teams go without a healer is when farming/speed running a dungeon.
  • Fiktius
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    Ozazz wrote: »
    Fiktius wrote: »
    Please, pretty please, do not give a death sentence to PvP healers because PvE healers feels themselves useless...

    m8, pvp healers along with perma block tanks along with heavy armor ruin pvp in this game! why should i need a army to killl one healer or tank in pvp? this promotes bad game play generally for the whole game. ITS NOT PLAYER VS PLAYER when the other cant be killed 1v1 it defeats the purpose and contradicts the name.

    Of course there exists some healers who are ultra tanky with shields, but hey, let's think a bit wider here:
    What are these healers supposed to do against you? Heal you to death? Of course this is situational, but at most cases you have excellent chance to ignore them like rest of us can. Usually they do not deal as much damage as DDs could and their builds main point is surviving. Same with those tanks, who got ultra high defenses. At many cases best thing you can do is leaving them instead of wasting your time.

    By nerfing shields you would of course nerf defense of these tanky players, but such nerf would also significantly harm solo players like me. I main mag NB and shields are what I need, if I even wish to stay visible outside of cloack and try to kill my enemies. I enjoy solo play most and shields are a huge part of that. And I'm not only one. This nerf impacts every single magicka build in the game, which are in need of shield one way or another. Just that you can't kill tanky healers/actual tanks without a huge group and justifying the nerf with that is quite narrow minded imo. Think wider and think how many different playstyles are affected. This is not about PvP players only, this change would affect PvE magicka players as well.
    Edited by Fiktius on August 20, 2018 3:02AM
  • Kelces
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    I have no problem with any of it. It is obvious, however contrary to my experience in game where everyone loved my choices in trials, that many in the forum here put down healers and even bully them, who don't use the right morph to accommodate the DPS section. Especially some of our beloved role representatives...

    If there is any negative developmet for healers, you might not need look further than here.

    ArchMikem wrote: »
    erlewine wrote: »
    Someone on a magicka builds and is running vMA needs shields to avoid getting dunked by mechanics that would nuke them in seconds.

    The top leaderboard scores for Magicka builds in vMA don't use shields. Really, the problem with healers isn't rooted in shields, it's rooted in DPS. With high DPS and smart play, a healer isn't needed because no damage is taken. It's not really because of shields.

    One of the worst things i hear is "a Healer isn't needed".

    Right, what a "coincidence"...
    Edited by Kelces on August 20, 2018 2:43AM
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  • Silver_Strider
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    Worst case scenario, all damage shields are made to scale on Health.
    Problem with this, permablock tanks get a HUGE buff in PvP that they become nigh unkillable outside of Shieldbreaker Zerg groups. Sorcs, having no reliable self heal get screwed as a result and are either forced to join in on the permablock brigade or run Twilight to have some small chance to function at all.

    Personally, I don't really care one way or another if Shields get nerfed, none of my characters rely on shields although will use them as tech options, but at the same time, it makes me worried about what the possible outcome will be.
    Argonian forever
  • Joy_Division
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    I think ZOS has put themselves in a cul-de-sac with the whole healers feel unwanted issue.

    Part of the problem is design. ZOS relies a lot on one-shot or predictable burst damage to be the primary threats. But I think this is being overestimated. The newer dungeons do put out a lot more constant damage (Ruins of Mazzatun in particular has a lot of residual damage).

    I also think people are barking up the wrong tree looking to nerf DDs self-healing capacity. While I do agree mag NB is overtuned in this respect, I would quit the game pretty much immediately if all of a sudden my DDs couldn;t heal themselves because:
    • I'd rather eat brillo than even try to do vMA without being a self healing DPS.
    • ZOS intended for all classes and all archetypes to do surive on their own for periods of time. Your healer must block and sometimes is occupied, guess what, DDs need to heal themselves!
    • PvPing on my magplar or anything not a shield stacking sorcerer or a roly poly cloaking stamblade would pretty much be impossible.
    • This doesn't even consider new players who have zero CPs and need to self-heal while doing the overland questing. Take a look at them sometimes. They struggle.

    I healed since Launch and for the first year of the game, I *never* felt under appreciated or not needed. On the contrary, people pleaded with me to heal content. This was back when class abilities were *WAY* stronger than they are now: funnel healed two people and could crit, we all had dynamic ultimate regeneration, and as a templar I could use blinding flashes and avoid half the damage.

    Once players started racking up Champion Points, the need for healers dropped. No champion points meant we could not out-level the content and so players could not just burn through mechanics. Do a google search in early 2014 for Veteran Spindleclutch and you'll see people struggled and wiped repeatedly on the Praxin fight and had may people asking ZOS to nerf that dungeon. The same Spindleclutch cp 500+ players can blow through watching Netflix at the same time.

    Every patch see DPS increase by *thousands* and thus renders the old content moot. The CP system already gives us multiple stars to resist incoming damage, in combination with multiple stars that amp put damage and the powerful gear sets we are given means players can be careless and just destroy anything that ZOS throws at us. The dungeons when released are reasonably challenging. But then the powercreep sets in and we become so powerful that we can be careless and don;t need healers. ZOS can make the best designed content and it only challenge us two patches at most, except for the extremely hardcore hardmode versions such seems to be adapting as a way to make their content relevant longer.

    We are so strong that trash mobs pose zero threat to us and quite frankly are just a waste (which is probably why ZOS is just giving us these mini-trials now). This was not always the case. Returning to Spindleclutch, those trash pulls were actually hard, healers had to be on the ball and be quite efficient with their resources because the mobs were dangerous. It used to be you *had* to move our of a trash mage's fire-line, now don't even pay attention because the CP mitigation means it barely takes off half your health. Out of newer DLC dungeons, the only trash mobs that legit threatening are the ones with multiple Minotaurs in Falkreath, and even then those are multiple elite mobs with very high spike damage.

    We all want progression, we all want to feel more powerful. OK that fine. But power comes at a price. The vast majority of the game is no challenge at all, only the latest release.
    Edited by Joy_Division on August 20, 2018 3:52AM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Morgul667
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    Please don't touch shields, this is not the core issue
  • Dymence
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    Hotdog_23 wrote: »
    To me the difference being magic character and stamina characters are the shields. Magic gets shields that can stop the damage thus less heals and stamina eats the damage and has to use vigor to stay alive. To me shields are too much compared to stamina players who have no shield.

    Generally when I play a magic character in groups content (outside of HM and trials) I don't need heals because of the shield and when I play stamina I need some heals form the healer because vigor is like 10k over 5 seconds and shields are harness and ward are 10k with the press of a button.

    - Stamina characters can block damage.
    - Stamina characters can dodge damage.
    - Stamina characters have evasion.

    - Magicka characters only have shields.

    Yes, shields are the best damage mitigation method, but without them, magicka characters have exactly zero ways of mitigating damage.

    Wut? Since when can only stamina characters block and roll dodge? Maybe if everyone wasn't trying to build meta-Sorc glass canons this wouldn't be an issue. You don't need to dump all 60 pts into magicka, and the green tree has reduce cost for tumble and blocking.

    Putting attributes in stamina lol...

    You must be new at the game so welcome to ESO I hope you enjoy your stay
  • Gronk
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    Please do not take shields away. I like them for Sorc pets. My templar class shield is already very bad as it is. So I have the Healing ward to use in its place.

    Instead of adjusting the players may I suggest adjusting the dungeons to require healers. And possibly making use of class shields. Wait what class shield does Nightblade have?

    DK has a shield it has spinny rocks
    Sorc has a shield Looks like a purple egg
    Warden has a shield it shimmers
    Templar has a shield Okay it is a picture of a shield around the sun
    Nightblade? Is cloak a shield sort of?
    Then we have the resto staff shield. But it would be silly to have everyone have a resto staff on back bar to use that shield

    I do not want to be a feather ruffler, however, I must say this.

    Many of the dungeon mechanics work best with super quick burn through. This is not a player fault.

    Thank you for reading this
    Old Guard since Jan 2014
    "Read more, Post less."
  • Vahrokh
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    This would be definitely the event that I was waiting for, since a while.

    A move so dumb even for Mr. Wr. standards that will finally push me to quit this sad excuse of a game.

    Actually, an awesome game, before Wr. got put in power.
    Edited by Vahrokh on August 20, 2018 9:42AM
  • apri
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    Being primarily a healer myself I also got the strong impression that the demand for healers in PVE is decreasing. I'm not sure if a shield nerf is the proper answer to that since the reason seems to be elsewhere. I give 3 possible reasons for the trouble healers are having in this post from my subjective point of view: game design, too much non-healer related heals and class changes.

    1. Game design

    It's mainly how dungeons and trials are built, how the boss encounters are designed. In almost each fight you can notice that high DPS will not just speed up the fight but also decrease the difficulty because you can skip mechanics. That's nothing shield-related but it is how the gameplay is designed.

    Example:
    One of the most obvious cases is vDSA. I noticed two types of groups both favoring to start the activity with 3 dps and 1 tank rather than the classic 2 dps, 1 healer, 1 tank setup. Group one is the tryhard one. They know DSA in and out, they want to breeze through it as fast as possible and get a top score in the end. The second group is newer to vDSA and has lower DPS. With that low dps they may have a harder time to burst down the final boss (aka skipping the mechanics that make the fight a lot more difficult). To avoid mechanics and to be able to finish vDSA, they go in with 3 dps, as well. They do it primarily to deal with the final boss easier - even if that comes with more struggle along the way before this final stage.

    You can clearly see the healer's issue here. Either you don't need heals or heals (and thus less dps) make content more difficult because you have to deal with more mechanics. It is like trading the convenience of having a healer and caring less about survivability for the efficiency to skip mechanics, get faster and in the end easier results. For the needed base heals, a tank could slot earthgore or vigor. The very same is true for so much other content in the game. Veteran dungeons, trials etc.

    The whole composition of PVE content punishes low DPS so it follows a logic to bring no more heals than absolutely necessary. Ideally that minimum of heals comes from DPS or the tank. If mechanics could not be skipped by high dps, we would not have this discussion now.

    2. Too much healing by sets or non-healer's skills in the game

    I don't know if a shield nerf could deal with the design issue in the game itself. However, I am convinced about something else. There's plain too much healing in the game. And I mean healing that's not coming from the healer, be it passives, damaging skills with self-heals, self-buffs with heals and most of all sets with strong healing effects such as earthgore or troll king. I love those sets but they can entirely replace a healer in various situations and atm that's more of an issue than shields are in my opinion. Shields aim towards damage mitigation but won't restore health. If sets can jump in here, you don't need any skill aka healer anymore. Removing or lowering set or damage-based heals will hit some VMA or PVP builds hard so it's not easy to find a proper balance for that now.

    For me shields are more a PVP than a PVE problem. PVP could be fixed by making shields crit-able and get rid of shield stacks. Should ZOS come to the conclusion to take shields out of the game entirely, that would need some mechanics rework in dungeons, trials and VMA, probably even in some overland boss encounters. Another solution could be to add group shields as a support skill for healers instead of individual shields (not an ultimate like barrier). Maybe healers could be in higher demand with such a skill. Tho such a change could cause new issues in PVP.

    3. Class changes

    In the end why healers are in a bad spot is also a consequence of "play the game how you want to play it", one of the core mantras of ESO (which is good in general but hurt healers atm). By evening out heals, giving basically any build potentially strong self- or group heals and adding healing sets on top, this leads to the consequence we see now. If we don't get back to a dedicated healer class, this situation won't change. Templars lost major mending, their breath of life got the nerf hammer etc etc... in the end giving up the class identity leads towards where we are now. If no one is an outstanding healer anymore, everyone is. So why should a group bother with a dedicated healer?

    But once again, it's not shields to blame for how the game mechanics are designed and how the class balance shifted away from specialized healers over the course of the last patches. Shields are needed to deal with certain aspects of PVE as-is now. A more complex solution than just plain shield nerf is needed to deal with that and to bring healers back to a better spot. And last but not least, atm healers need shields in various situations themselves.
  • dsalter
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    the only shield i know thats really strong is healing ward, rest are ok but a ward that gets stronger the weaker you get that also heals you again if the shield wasnt fully broken is just asking to be to good.
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

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  • Oreyn_Bearclaw
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    If this is actually a topic being brought up by class reps to the devs, then we need new class reps, new devs, or maybe both. Does anybody actually play this f'ing game that is making decisions? Maybe the devs should do another MOS HM run with no healer this time? They will be fine as long as they have shields, right? It went so well the first time, only way they could advance was to glitch their own broken game. SMH.

    This problem has many layers, and shields just arent one of them.

    The biggest problem we have is that people think a healers job is to control peoples health bars, but in reality that is just the tip of the iceberg. Bad healers see full healthbars and go great, nothing to do. Been running a lot of group finder lately. Ask your random healer if they have warhorns, ele drain, off balance, etc., and they act like you are speaking a different language.

    The second problem is, I hate to say it, the mNB meta. I love playing my mageblade, and I would hate to see this class gutted, but in 4 man, 2 mNBs make the healing part of a healers job pretty redundant. That said, no way we would have cleared either of the new HM dungeons without a good healer. If I am doing a DLC, i still want the trinity, thank you very much.

    The funny thing is that really good players see the value of a healer, even in the current meta, and want one. Newer (bad players), need the healer for the most basic function, healing. It's the idiotic try hards in the middle that want to 4 DPS everything and then rage when they get one-shot or run out of resources that are causing issues.

    The best players dont even use shields at this point. VMA doesnt need one, and neither do the new trials once they are mastered, especially since the main source of damage in the downstairs room in the newest trial is oblivion damage.

    Nerfing shields will do the following. First, it will slow progression. Second, it will make groupfinder an even bigger nightmare than it already is. Third, it will be a nerf to mag sorc, mag NB, and prob a few other magic classes in PVP, which is just not needed, as stam is dominating (funny how they dont have shields).

    Edited by Oreyn_Bearclaw on August 20, 2018 5:25PM
  • Malacthulhu
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    Its self heals combined with shields. The only solution if they genuinely wanted to go this route is too reduce healing recieved while a shield is up on the same note increase the durations. This offers the player a choice of what is needed at the time. I have done vet dlcs without a healer with magic sorcs, shield plus self heals, no biggie. Also, take into account the over healing, when you have 2 dps with good heals that means ok heals for tank with sustain giving up a little dps but, then you have a 3rd dps right?
    Edited by Malacthulhu on August 20, 2018 5:31PM
    Xbox One Na
  • Oreyn_Bearclaw
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    erlewine wrote: »
    Someone on a magicka builds and is running vMA needs shields to avoid getting dunked by mechanics that would nuke them in seconds.

    The top leaderboard scores for Magicka builds in vMA don't use shields. Really, the problem with healers isn't rooted in shields, it's rooted in DPS. With high DPS and smart play, a healer isn't needed because no damage is taken. It's not really because of shields.

    Most magicka people in there still use shields. Of course the people who practically live in there don't use them.

    Lets also not forget that when VMA launched, the only class with a true shield was Sorc. Annulment only mitigated magic damage (and the round 2 spinning blades for some reason). Giving a basic shield to all magic DPS was one of the reasons a good chunk of the playerbase was actually able to clear this place to begin with. For high score runs, shields are seldom used by any class outside of an oh crap button once in a while. Nerfing shields wont hurt good players, it will hurt newer/casual/bad ones.

    Furthermore, this has to be PVE focused. Shields and shield stacking are simple to use, but one of the least effective/efficient means of damage mitigation in PVP. They do not scale in the slightest when outnumbered. If you think shield stacking is over powered in PVP, you have a serious L2P issue. The best 1vX specs are dominated by stam who dont even use them.

    Finally, let's not forget who really wants shields gone. Stamblades. Their upfront crit loaded burst is bad enough as is, thank you very much.

    Once again, ZOS is demonstrating that the simply dont understand cause and effect. They identify a potential issue (healers are less and less needed), and completely miss the cause of the problem.
    Edited by Oreyn_Bearclaw on August 20, 2018 6:16PM
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