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Healing Ward feels unfinished

brandonv516
brandonv516
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Murkmire changes to Healing Ward will likely not be reverted.

That being said, consider reducing the duration of Healing Ward shield to 4 seconds.

It does not behave like Dampen/Harness - 6 seconds is way too long for most classes to benefit from the heal.

Such a change also synergizes well with sets that require a burst heal (i.e. Curse Eater).

*Realized I posted by mistake in PTS, move if necessary to General Discussion
Edited by brandonv516 on February 5, 2019 1:46PM
  • Seraphayel
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    Not really sure if Healing Ward is mainly used for the heal allied after it ends or for the shield.

    It's a very strong skill and I'm not sure if it needs changing. With a duration reduction to 3sec this could become unreasonably strong after you apply it with low life and then "run" for 3sec, get that big heal and jump back into to fight.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Beardimus
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    3sec would be mint but OP,OP!

    I've ditched it since MM it doesn't feel right as you say
    Xbox One | EU | EP
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  • NyassaV
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    Healing Ward needs to be changed back until they make an actual viable change to the game that allows us to not need healing ward.
    Flawless Conqueror ~ Grand Overlord
    She/Her ~ PC/NA | I record things for fun and for info
  • profundidob16_ESO
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    I'm running the other morph since they essentially destroyed the 'Healing Ward' morph
  • Kadoin
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    Are you serious? My healing ward heals around 22K+ (crit of course, but its very reliable) away from a keep in Cyrodil... 3 sec means I just have to roll and its a guaranteed burst heal...

    Not sure that's a good idea...for my enemies at least!
  • Lightspeedflashb14_ESO
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    Kadoin wrote: »
    Are you serious? My healing ward heals around 22K+ (crit of course, but its very reliable) away from a keep in Cyrodil... 3 sec means I just have to roll and its a guaranteed burst heal...

    Not sure that's a good idea...for my enemies at least!

    But but what about the way it was, with a 1.5k heal on cast, surely you can't survive without that.
  • Feanor
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    Kadoin wrote: »
    Are you serious? My healing ward heals around 22K+ (crit of course, but its very reliable) away from a keep in Cyrodil... 3 sec means I just have to roll and its a guaranteed burst heal...

    Not sure that's a good idea...for my enemies at least!

    Well, if your opponents can’t break it in 6 seconds...

    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
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  • WoppaBoem
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    I still use the skill very nice to have and I use it effectively with the added restistances and impen. But it does feel somewhat unfinished and yes the 6 sec is a bit long. 3 would be to much but 4 or 5 would be very nice.

    I very much agree the 6 seconds should be looked at.
    Edited by WoppaBoem on February 5, 2019 11:29AM
    Xbox EU & NA - PVP Only
  • FrankonPC
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    Not sure why the tiny heal it provided needed an adjustment. Currently on some classes it feels like if you slot this skill you have to slot another heal to actually heal yourself. Getting in execute range is a death sentence outnumbered.
  • TheGreatBlackBear
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    Blame the Blackrose resto for this change. It would have been too OP for healing ward to keep its HoT on a target with major vitality
  • FrankonPC
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    That's what I thought happened. It's a shame, completely ruined a skill because of a set drop.
  • ToRelax
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    Blame the Blackrose resto for this change. It would have been too OP for healing ward to keep its HoT on a target with major vitality

    What HoT? There was only a small direct heal iirc, and it didn't do much except help getting out of execute range in pvp.
    Edited by ToRelax on February 5, 2019 12:15PM
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  • StShoot
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    yeah those shieldchanges were awfull for pvp and pve, healing ward is actual the only shield that remained somehow usefull (in pvp). All the other shields are now a bad joke, you are better of slotting a heal instead of a shield even in pve
  • brandonv516
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    Blame the Blackrose resto for this change. It would have been too OP for healing ward to keep its HoT on a target with major vitality

    Yeah it definitely attributed to gutting the skill.

    With that weapon in mind, 4 seconds seems better. After 3 seconds the Major Vitality buff runs out and then you get the heal.

    4 seconds also requires two consecutive dodge rolls, or a streak/dodge roll, or a cloak to maximize the heal.

    It basically puts some thought into getting the heal rather than it just being automatic as it was.
    Edited by brandonv516 on February 5, 2019 1:38PM
  • brandonv516
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    Would like to hear more input if anyone else has any. Thanks.
  • Abstraqt
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    Completely agree, the healing ward change was so stupid, it's a pointless skill now, in the time it takes for the heal to go off you don't have a shield left
  • brandonv516
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    Abstraqt wrote: »
    Completely agree, the healing ward change was so stupid, it's a pointless skill now, in the time it takes for the heal to go off you don't have a shield left

    Exactly. As I said before, NB is one of the only classes that can actually benefit from the heal in normal combat scenarios.
  • FrankonPC
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    Abstraqt wrote: »
    Completely agree, the healing ward change was so stupid, it's a pointless skill now, in the time it takes for the heal to go off you don't have a shield left

    Exactly. As I said before, NB is one of the only classes that can actually benefit from the heal in normal combat scenarios.

    Nothing quite like trying to fight outnumbered, you take a burst combo and then there's a magplar spamming radiant on you burning through your shields because you're at low health. The heal never comes though, unless you slot another heal on your bar.
  • zyk
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    The removal of the heal has made it problematic to use this ability around other players; even if it is your intention to help keep them alive because the shield is always going to be applied to the same low health teammate.

    For example, let's say you have two teammates, teammate_X at 30% health and teammate_Y at 35% health. The heal provided by the pre-nerf healing ward would have allowed for two casts to result in shields on each teammate; with the current healing ward, it would be applied on teammate_X twice.

    The same is true when fighting ungrouped around other players. It can sometimes be impossible to get healing ward to land on the caster.

    I feel the main reason this ability was nerfed was to accommodate the BR Resto staff -- because the old healing ward would have been OP with it.
    Edited by zyk on February 7, 2019 5:38PM
  • Mintaka5
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    After Murkmire this skill became garbage, like most other magicka skills. The devs will not be happy until all viable DD and healing skills in the realm of magicka are eliminated from the game. I don't even use magicka heals anymore, opting for Vigor because it honestly performs better (note it's a stamina skill :/ ). Healing ward is slow, and cannot outpace most meta builds who kill fast.
    Edited by Mintaka5 on February 7, 2019 5:41PM
  • Seraphayel
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    No skill should make you temporarily "immortal" when you're outnumbered. You're outnumbered (ar least 3 people)? Die or run. Maybe you can try to stand your ground a bit but the outcome against comparable players should never be that you survive or win when you fight against them. That's why I think Healing Ward is still okay. And the tiny initial heal wasn't even worth mentioning. I could see a reduction from 6 to 5 or even 4 seconds as reasonable though.
    Edited by Seraphayel on February 7, 2019 6:07PM
    PS5
    EU
    Aldmeri Dominion
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  • josiahva
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    Murkmire changes to Healing Ward will likely not be reverted.

    That being said, consider reducing the duration of Healing Ward shield to 4 seconds.

    It does not behave like Dampen/Harness - 6 seconds is way too long for most classes to benefit from the heal.

    Such a change also synergizes well with sets that require a burst heal (i.e. Curse Eater).

    *Realized I posted by mistake in PTS, move if necessary to General Discussion

    Umm, no...the main utility of this skill is the SHIELD, the heal only happens if the shield itself isnt utilized...I am NEVER a supporter of reduced shield times. 6 seconds gives your toon time to regen health or receive other heals with mitigating incoming damage.
  • brandonv516
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    Seraphayel wrote: »
    No skill should make you temporarily "immortal" when you're outnumbered. You're outnumbered (ar least 3 people)? Die or run. Maybe you can try to stand your ground a bit but the outcome against comparable players should never be that you survive or win when you fight against them. That's why I think Healing Ward is still okay. And the tiny initial heal wasn't even worth mentioning. I could see a reduction from 6 to 5 or even 4 seconds as reasonable though.

    It's definitely not okay in it's current state.

    Pre-Murkmire Healing Ward helped just enough to survive bleeds, poisons, spin-to-win, etc. So yes the heal was worth mentioning - ask any real Magblade who used it.

    BRP Resto ruined it for sure. That's why 4 seconds is what I am hoping for as it will not conflict with that weapon.
  • brandonv516
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    josiahva wrote: »
    Murkmire changes to Healing Ward will likely not be reverted.

    That being said, consider reducing the duration of Healing Ward shield to 4 seconds.

    It does not behave like Dampen/Harness - 6 seconds is way too long for most classes to benefit from the heal.

    Such a change also synergizes well with sets that require a burst heal (i.e. Curse Eater).

    *Realized I posted by mistake in PTS, move if necessary to General Discussion

    Umm, no...the main utility of this skill is the SHIELD, the heal only happens if the shield itself isnt utilized...I am NEVER a supporter of reduced shield times. 6 seconds gives your toon time to regen health or receive other heals with mitigating incoming damage.

    You clearly don't know much about Healing Ward and how it works so thank you for your contribution of nothing.
  • DisgracefulMind
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    Blame the Blackrose resto for this change. It would have been too OP for healing ward to keep its HoT on a target with major vitality

    You won't get the healing ward heal with blackrose resto major vitality buff, healing ward takes 6 seconds to pop the heal, while blackrose resto only grants major vitality for 3 seconds. If you recast your shield, you lose the heal.

    EDIT: I think you may have meant the initial tiny burst heal, which I think could have just been adjusted if they thought it was too OP with major vit. /:
    Edited by DisgracefulMind on February 9, 2019 4:43PM
    Unfortunate magicka warden main.
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    Fairweather Friends
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  • DisgracefulMind
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    Seraphayel wrote: »
    No skill should make you temporarily "immortal" when you're outnumbered. You're outnumbered (ar least 3 people)? Die or run. Maybe you can try to stand your ground a bit but the outcome against comparable players should never be that you survive or win when you fight against them. That's why I think Healing Ward is still okay. And the tiny initial heal wasn't even worth mentioning. I could see a reduction from 6 to 5 or even 4 seconds as reasonable though.

    It's definitely not okay in it's current state.

    Pre-Murkmire Healing Ward helped just enough to survive bleeds, poisons, spin-to-win, etc. So yes the heal was worth mentioning - ask any real Magblade who used it.

    BRP Resto ruined it for sure. That's why 4 seconds is what I am hoping for as it will not conflict with that weapon.

    The game changer for healing ward with blackrose resto is that now running HoTs is much more desirable. Blackrose resto is strong, don't get me wrong I know it is, but you really only fully benefit from it if you're using ward ally, thus giving up a possible healing ward heal. I'm not discussing 1vX, but the usual of always being near someone and them catching your ward. (Can we have a smart system for healing ward? lol)

    Anyways, that being said, I feel like the biggest hit on Healing Ward was, indeed, the initial heal being removed. I know I always used that heal under pressure to get myself out of execute range, or someone else. I think if Healing Ward was given a small heal back, it would be a lot better.
    Edited by DisgracefulMind on February 9, 2019 4:44PM
    Unfortunate magicka warden main.
    PC/NA Server
    Fairweather Friends
    Retired to baby bgs forever. Leave me alone.
  • Lucky28
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    Nah, it just needs it's upfront heal back pure and simple. i mean it's supposed to be used 'in combat' not to heal up after a fight.
    Edited by Lucky28 on February 9, 2019 4:52PM
    Invictus
  • Seraphayel
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    josiahva wrote: »
    Murkmire changes to Healing Ward will likely not be reverted.

    That being said, consider reducing the duration of Healing Ward shield to 4 seconds.

    It does not behave like Dampen/Harness - 6 seconds is way too long for most classes to benefit from the heal.

    Such a change also synergizes well with sets that require a burst heal (i.e. Curse Eater).

    *Realized I posted by mistake in PTS, move if necessary to General Discussion

    Umm, no...the main utility of this skill is the SHIELD, the heal only happens if the shield itself isnt utilized...I am NEVER a supporter of reduced shield times. 6 seconds gives your toon time to regen health or receive other heals with mitigating incoming damage.

    You clearly don't know much about Healing Ward and how it works so thank you for your contribution of nothing.

    But you do and constantly bringing up the tiny initial heal that was at best a drop in the ocean?

    Healing Ward is as powerful as ever, the removal of the initial heal doesn't change that.
    Edited by Seraphayel on February 9, 2019 10:08PM
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • brandonv516
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    Seraphayel wrote: »
    josiahva wrote: »
    Murkmire changes to Healing Ward will likely not be reverted.

    That being said, consider reducing the duration of Healing Ward shield to 4 seconds.

    It does not behave like Dampen/Harness - 6 seconds is way too long for most classes to benefit from the heal.

    Such a change also synergizes well with sets that require a burst heal (i.e. Curse Eater).

    *Realized I posted by mistake in PTS, move if necessary to General Discussion

    Umm, no...the main utility of this skill is the SHIELD, the heal only happens if the shield itself isnt utilized...I am NEVER a supporter of reduced shield times. 6 seconds gives your toon time to regen health or receive other heals with mitigating incoming damage.

    You clearly don't know much about Healing Ward and how it works so thank you for your contribution of nothing.

    But you do and constantly bringing up the tiny initial heal that was at best a drop in the ocean?

    Healing Ward is as powerful as ever, the removal of the initial heal doesn't change that.

    A drop in the ocean? Yeah that's what it is right now, not "as powerful as ever" as you call it.

    The fact you say that means you don't play a class that needs it now or before.
  • Seraphayel
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    The initial heal was like what, 1.5-2k in PvP? It was barely noticeable and Healing Ward was never about it. The strength of the skill is your HP percentage, the lower the better. That's what makes Healing Ward such a great tool (which it still is btw).
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
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