Sanguinor2 wrote: »This screams PvP nerfs. Springs and Orbs were the most commonly complained About heals from ball Groups.
Can Zos please finally sepparate PvE and PvP? These changes might nerf ball Groups yay, but they will be incredibly detrimental to PvE.
yeah exactly, sounds like a nerph for pvp. Im playing since day 1 and everytime something was wrong in pvp, they changed even for pve. But now is ridicolous
I mean I get the general direction with those changes, steamlining all ground AoE over time abilites so they behave the same.
I hope the devs will have enough sense to listen to players (such as Storm and Anima) who know what they're talking about, because they spend the majority of their time ingame, healing.
In most cases when ZOS proposes changes, be it good changes, buffs, nerfs or pointless changes, we adjust and move on. This is not the case, because there is no SOUND reasoning behind this. None. I play with good healers in my guild and they DO NOT just spam springs and/or orbs. They work hard to buff their DDs, give them sustain, debuff the bosses and keep everyone alive, because this is what is needed if you want your group to clear hard content.
There is so much work to be done as a healer, especially in more challenging content such as vHOF last boss HM, vAS HM, vCR +1/2/3 etc. The amount of incoming damage and debuffs players are getting in certain content cannot be healed reactively. Maybe top players in this game will learn to live these changes, and optimize their group in such a way that they can still clear HM DLC trials, but you're absolutely annulling any chance for progression groups to clear the hardest content. And you haven't even said why. This is not the way to go, ZOS. You're gonna lose people. Don't stand in stupid.
In addition to all the great points Stileanima made, I would like to add my own voice, and illustrate it by another clip from Sunspire.
https://clips.twitch.tv/ComfortableHomelyPastaGingerPower
In this clip, you can see me healing the "beam phase" during Lokkestiiz hard mode, and the following dot (static) it leaves behind. I have extended ritual placed under me and my DDs, I am using Reviving Barrier (which leaves a HoT), Turn Undead under my dds for minor protection, minor ward/resolve up on them through Combat Prayer, major ward/resolve up on them through Expensive Clock, and a Blood Altar up so that if my dds are hitting anything, they are getting healed. In addition to all this, I am spamming Illustrious Healing and Energy Orbs, and as you can see, my DDs are still losing hp significantly.
Keep in mind that this is an end-game raiding group, where DDs and myself are used to the fight. How are we supposed to survive this mechanics if only one Illustrious Healing and Energy Orb can be up at a time? How is any less experience group supposed to even have a chance? We are already using a lot of damage mitigation and defensive ultimates. These changes going live would be a big disaster in PvE, in my opinion.
ClawOfTheTwoMoons wrote: »I posted this in the other thread about the resto skill line, but I'll post it here too cause this thread looks like its getting more attention.
I've seen a lot of discussion about why this change is bad, and the people saying it give good examples as to why it's bad, but for the people defending the changes, all they say is that the changes are good. Why are they good? Cause you can't spam springs during high damage phases? What will be the alternative to this? Give me an alternative to out heal the damage during the poison phase in vSo, or during the meteor phase on the first boss of vMoL. I don't know what healers these people run with, but I know I'm doing a lot more than spamming springs, as for orbs I'm throwing about three out after a combat prayer. I only spam springs when the mechanics mentioned earlier are happening because I have no other skill that's going to heal up everyone around me consistently. What can I do now? Pop a spring, lay down extended ritual and circle of protection and hope for the best? I can't wait to see how these changes look on pts when people attempt ver hardmodes trials.
In addition to all the great points Stileanima made, I would like to add my own voice, and illustrate it by another clip from Sunspire.
https://clips.twitch.tv/ComfortableHomelyPastaGingerPower
In this clip, you can see me healing the "beam phase" during Lokkestiiz hard mode, and the following dot (static) it leaves behind. I have extended ritual placed under me and my DDs, I am using Reviving Barrier (which leaves a HoT), Turn Undead under my dds for minor protection, minor ward/resolve up on them through Combat Prayer, major ward/resolve up on them through Expensive Clock, and a Blood Altar up so that if my dds are hitting anything, they are getting healed. In addition to all this, I am spamming Illustrious Healing and Energy Orbs, and as you can see, my DDs are still losing hp significantly.
Keep in mind that this is an end-game raiding group, where DDs and myself are used to the fight. How are we supposed to survive this mechanics if only one Illustrious Healing and Energy Orb can be up at a time? How is any less experience group supposed to even have a chance? We are already using a lot of damage mitigation and defensive ultimates. These changes going live would be a big disaster in PvE, in my opinion.
The nerfs show just how far out of touch with the content they are--unless this is an intended mess (much like the aborted shield cast times) that they will retract later, perhaps to distract focus from passing other changes under the radar. This is probably reading too much into things, but the notes on healing honestly make the mind boggle. They also go to show just how little our class reps are heeded, because I doubt that if any of them were consulted on this, they were remotely supportive of these changes.
The orbs and springs changes are abysmal. If this goes live, it will be worse than Morrowind.
Start discontinuing your recurring subscriptions and don't buy anything from the crown store!
Vote with your wallets and tell ZOS you don't approve of these changes!
Donnasnowheart_ESO wrote: »I'm all for this tbh Bubble spamming was far to common it has a 20 sec cd to trigger the synergy theres also a few sets that give back resources to allies. We also still have templar spears so it's really not the end of the world. The game as a whole needed a massive tone down but I was personally expecting it to be in the form of CP squishing as no player likes seeing class/skill line ability nerfs over just straight passive nerfs like CP. From all of this though I expect an additional healer to be added over a dps for hm trial content which honestly won't hurt to much.
WuffyCerulei wrote: »Let’s not harrass Gina for these issues. She only types the patch notes and just relays info to the others. She’s not in charge of combat. However, @ZOS_BrianWheeler really needs to understand that this stuff is not a smart idea.
THIS is the biggest concern. The tank needs to get an orb, and there is no way the DPS are letting that orb crawl by. Orb (since it is no longer Orbs, that implies more than one at once) needs to have unlimited 20s-cool-down synergy uses for its duration. It can crawl by and everyone can use it and then it can crawl to the tank and they can use it too. Can't spam it and won't need to.Well if you're only providing one person with the synergy then sure, 20s down time is fine, but in a trial with 8 hungry dps between you and the tank as a non-templar healer you have no chance getting resources to them where-as before you could cast enough orbs to at least sneak one by.