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You can only have 1 orb active at a time: Why this should NOT go live

  • Saril_Durzam
    Saril_Durzam
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    Deep_01 wrote: »
    Raid groups now: "LF 2 tanks 6 DDs 4 healers"

    I actually feel we will see different compositions:

    "LF 1 tank, 2 healers, 4 DDs with Orbs and support monster sets, 5 DDs"

    or for vet ones: "LF 2 tanks 3 healers, 3 DDs with Orbs and support monster sets, 5 DDs"
  • stevenyaub16_ESO
    stevenyaub16_ESO
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    To change your gear to account for loss of orbs results in a whooping 2% dps loss. It can easily be accounted for by changing some items around. I just don't like how they are getting rid of a mechanic and it will make healers more stale

    With the healing springs nerf I can see healers functioning similarly to DPS using a rotation to lay HoTs and keep their uptimes goings and spamming combat prayer.
  • Vortigaunt
    Vortigaunt
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    AleTaras wrote: »
    Vortigaunt if u talk like this maybe u dont know how healer role works. In some trials u have to move for mechanics, so it is not just "get better dps" , because some mechanics force to u to move. So pls dont say this type of things if u dont know properly how this things works. thx
    Idk man, seems like you’re suffering from the same condition called “l2p issue”. This change is good for the game in the long run. You’ll adapt if you’re good, otherwise WoW classic is coming out soon.
  • ZAD1ST
    ZAD1ST
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    I main a healer and have 5 alt healers. Of these 3 are end game trails healers and while nearly all other healer nerfs in the patch can be mitigated with other skills and changes in rotation in the spirit of the changes zos is trying to implement, the orb limit on orbs is too extreme and a step too far.

    However I can see what they’re trying to do. Orbs shouldn’t need to be spammed. They kill a healers sustain and the teams seem to think throwing 6-10 orbs is doable for us and it’s not. In my team each healer tries to throw out 3 at a time and try and keep them up pretty consistently. That way dd’s get sustain and tanks can proc alkosh and healers aren’t running out of mag.

    I think a fair halfway house for would be to limit orbs to 2-3 up at one time. That way you’re protecting the healers sustain and allowing them to heal and sustain their team. Just a thought.
  • Murador178
    Murador178
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    Vortigaunt wrote: »
    AleTaras wrote: »
    Vortigaunt if u talk like this maybe u dont know how healer role works. In some trials u have to move for mechanics, so it is not just "get better dps" , because some mechanics force to u to move. So pls dont say this type of things if u dont know properly how this things works. thx
    Idk man, seems like you’re suffering from the same condition called “l2p issue”. This change is good for the game in the long run. You’ll adapt if you’re good, otherwise WoW classic is coming out soon.

    If u dont have the time to get good in Eso u probably never reach max level in WoW classic so - not even talking of grinding raid gear, Rank gear, comsumeables engineering, bop trinckets or all the OP stuff :) .
  • Aznarb
    Aznarb
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    ZAD1ST wrote: »
    I main a healer and have 5 alt healers. Of these 3 are end game trails healers and while nearly all other healer nerfs in the patch can be mitigated with other skills and changes in rotation in the spirit of the changes zos is trying to implement, the orb limit on orbs is too extreme and a step too far.

    However I can see what they’re trying to do. Orbs shouldn’t need to be spammed. They kill a healers sustain and the teams seem to think throwing 6-10 orbs is doable for us and it’s not. In my team each healer tries to throw out 3 at a time and try and keep them up pretty consistently. That way dd’s get sustain and tanks can proc alkosh and healers aren’t running out of mag.

    I think a fair halfway house for would be to limit orbs to 2-3 up at one time. That way you’re protecting the healers sustain and allowing them to heal and sustain their team. Just a thought.

    Mystic Orb DPS got buffed.
    So put thant in Magicka DPS rotation to help with ressource.
    Vigor got buff alot too, put Echoing vigor on every stam dps and add it to rotation to help with HoT.

    For execute phase both healer and both tank will need mitigate ult (solar prison, bolstering darkness, Barrier etc..)

    I've read some guy said healer need Symphonies more than ever now for help sustain, I disagree, with all the heal nerf they need Nightflame more than ever.
    DPS would have to adapt gear if more sustain is needed, but if half the dps is Magicka, sustain with orb should be enough.

    That what I came to think after thinking more seriously about these change.
    It's not about game becoming harder, it just push the teamplay and communication even more and learning again how to play it.
    [ PC EU ]

    [ Khuram-dar ]
    [ Khajiit ]
    [ Templar - Healer ]
    [Crazy Gatherer & Compulsive Thief]

  • Varana
    Varana
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    I don't know - changing sets and skill loadouts so everyone can heal a bit, everyone can tank more, and everyone can deal damage a little bit more - that seems to me totally contrary to what teamwork is supposed to be.

    We have different roles for a reason.
    Tanks and DDs should not have to self-sustain and self-heal - that why we have frelling healers on the team!
    Healers should not concern themselves with pumping out damage - they should be concerned with supporting their DDs to do that damage.
    Tanks shouldn't play all by themselves - if they can only survive with heals and orbs, that's good because else we don't frelling need healers!

    This idea of requiring jack-of-all-trades instead of specialising is quite infuriating.
  • CleymenZero
    CleymenZero
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    It's ok to have only 1 orb. Just make it so that at least 6 people can synergize it before it pops!
  • CleymenZero
    CleymenZero
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    stileanima wrote: »
    In this thread, I would like to discuss this proposed change to Necrotic Orb from an end-game healer's perspective, and I invite other healers (and DDs and Tanks) from all playstyles to do the same. I'll be extremely forward-- if you can't already tell from the title, I think this is an absolutely horrible change, and I would like to offer my reasoning as to why. At the same time, I'd also like to hear others' feedback about this, be they for or against the change. Or to put it another way, if there is anyone out there who thinks that this would be a good, productive change to healing in ESO, please try to convince me.

    Now, for me, this also directly relates to the Grand Healing change, so I will be discussing both here and will try my best to give true examples of how the two skills coexist together other on live, and how I think they might affect healing in the future, should the changes actually go live.

    Firstly: There has been no Dev comment in the patch notes about why this change has been proposed. Does ZoS think that Energy Orbs heal too much? I'm not sure they do since "1 orb at a time" applies even to the damage morph, which hardly any healer uses in end-game PvE. That being the case, does ZoS think that they make sustain in trials too easy? I, and I'm sure many other healers, would like to know the answer to this/the reasoning behind it.

    I would like to share with you the mindset of most, if not all, end-game healers regarding Energy Orbs and Grand Healing:

    We use Energy Orbs primarily for the sustain and synergies they provide to our DDs and Tanks, and additionally for their healing done. We do not take the damage morph of Orbs because we use the healing morph as our primary HoT during less intensive moments/moments where we can be sure they will be enough to keep our team alive, and we use Grand Healing in addition to Energy Orbs as layered HoTs during moments where there is more intensive damage output. There are some exceptions to this, but generally what I have written here is the case for a large majority of encounters. Perhaps this isn't how all healers view their Orbs/Grand Healing, but in my opinion, using them in such a way is part of what sets skillful healers apart from the rest, and is a large part of high-end, REWARDING gameplay-- to be able to recognize the moments in every encounter where you will need to make healing output a greater priority, and understanding how to most effectively do this in a way that will also be most beneficial for the DDs and Tanks you are supporting.

    What we really love about our Energy Orbs is that they accomplish both healing and offering sustain at the same time, which allows us more time to buff our DDs and debuff our enemies. For example, in Sunspire during the Lokkestiiz boss fight, during the add phases in particular: this part of the fight involves a LOT of movement, so what I like to do, and also find extremely effective in terms of both healing and group support, is to throw Orbs toward the direction that my DDs will be running to when killing the Storm Atronachs, while also paving the way there with Illustrious Healing. Both of these skills working together ensures that my group gets the best of both worlds-- healing AND sustain during a movement-heavy fight. Having all these layered HoTs also means I have lots of time to buff and debuff, so long as I play intelligently. I know that my several casts of Illustrious will cover my DDs that are moving from point A to point B, so now I have time to apply Minor Vulnerability on the Atro we are focusing before my HoTs fall off. I know that my several casts of Orbs will float through the group and heal everyone enough so that I can focus on throwing synergies for my DDs to use to proc their Lokkestiiz set, apply Alkosh, etc.

    How this proposed change will affect this part of the Lokkestiiz boss fight: I can only have 1 Illustrious healing down at a time-- Where do I place it? First I put it around the Storm Atronach that my DDs are currently killing. I see that it's about to die, so perhaps I should now place it at the next Storm Atronach that my group will be running to? What if some of my DDs straggle behind the rest-- What if one of them accidentally misses blocking a meteor and takes heavy damage from it plus the Storm Bound DoT at the same time? What if another DD does not follow the group because he wanted to dodge a different way through the Glacial Fist AoE to not get killed by it? Well, I've already placed my Illustrious on the next Storm Atro so, unfortunately, the DDs that fell behind/went another way have no HoTs on them. I could throw an Orb in the direction of the DD that took the meteor hit, but someone who needed it for sustain/the Major Slayer buff just popped it, so he loses out on that HoT now too. Then what about my DD who dodged the other way to avoid Glacial Fist-- what if he's got Storm Bound on him too, or perhaps some other kind of AoE damage is around him? I could put my Illustrious on him, but then my DDs killing the Storm Atro have no more HoTs on them. I could throw him an Orb, but what if it's immediately popped?

    My thoughts on this are extremely jumbled at the moment, so I hope my fellow healers will be able to help me out here/people will understand the point I'm trying to make: We use Orbs and Grand Healing together for all our healing needs, not just one or the other exclusively.

    We do not consider Grand Healing a "hybrid spammable hybrid HoT". We consider it a strong HoT that, if used intelligently and at the right moments, will provide consistent healing over time when and where we need it, perhaps in multiple places at once which is essential during movement-heavy fights. We do not use it as a spammable at all because it does nothing more than heal, and we as end-game healers are not JUST healers-- we are buffers, debuffers, and synergy providers. We are the ultimate supporters of our team, and we do this by using a multitude of skills in our kits, not just heal spamming.

    Now, I really don't mind the change to Grand Healing and only being able to have one down at a time. What I do not like alongside this change is the "1 orb at a time" change, particularly for the reasons I mentioned above (in movement heavy fights, what HoTs are we supposed to provide our group then as we move from one location to the next, perhaps not all together?), though also because they play such a huge role when it comes to helping our DDs sustain.

    How end-game healers currently use Orbs when it comes to offering sustain: We throw lots of them out at once because we know our DDs might not be in a position to take them right away, might be on Orb cooldown, might be saving the proc to perfectly time their Major Slayer, etc.

    How the proposed Orb change will impact sustain: We can only have one Orb active at a time, which means we should no longer cast multiple Orbs in a row because this may not give our DDs enough time to synergize them. This means we will be throwing way fewer Orbs in total, and DDs will be receiving way less than before because only one may exist at a time. We also can no longer rely on multiple Orbs to provide the HoTs we need, which means we will have to spend more time casting pure-healing skills, and so will have even less time to throw Orbs.

    In short, I think these changes will turn end-game healers more into "pure" heal spammers, and will greatly impact the other ways in which we can support our team. Regarding the proposed Grand Healing change in particular-- I think it would be fine on its own, but NOT if the "1 orb at a time" change makes it live alongside it. I also think that "1 orb at a time" will severely, negatively impact sustain in trials because we will not be able to provide our DDs with all that they need.

    Again, my thoughts here are a bit jumbled, and I invite everyone, especially other end-game healers, to provide their own thoughts as well. Thanks for reading.

    The 1 orb requirement may have to do with alleviating server resources try and hopefully improve performance.

    Whether it is the case or not is not fully known but if they insist only 1 orb may be up at a time, they should make it so that something like 6 players can synergize it before it finally pops. They could make the healing synergy half as strong for every activation and the final synergy and orb explosion stronger.

    I just think allowing more players to synergize that one orb would solve this issue.
  • Aznarb
    Aznarb
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    Varana wrote: »
    I don't know - changing sets and skill loadouts so everyone can heal a bit, everyone can tank more, and everyone can deal damage a little bit more - that seems to me totally contrary to what teamwork is supposed to be.

    We have different roles for a reason.
    Tanks and DDs should not have to self-sustain and self-heal - that why we have frelling healers on the team!
    Healers should not concern themselves with pumping out damage - they should be concerned with supporting their DDs to do that damage.
    Tanks shouldn't play all by themselves - if they can only survive with heals and orbs, that's good because else we don't frelling need healers!

    This idea of requiring jack-of-all-trades instead of specialising is quite infuriating.

    Not really.
    Vigor is a skill than most stamina build use anyway, only the morph have to change.
    Magicka will still DPS since orb are buff.
    So, very little change here.

    Also, it's not about how the game SHOULD be at your eyes.
    It's about adapting at what it become.
    [ PC EU ]

    [ Khuram-dar ]
    [ Khajiit ]
    [ Templar - Healer ]
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  • Vercingetorix
    Vercingetorix
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    I hope this change DOES go live. In fact, I think they should add a cast time on it, too. Gutting sustain and Major Slayer uptime was the goal of this patch in order to reign in the extreme DPS numbers folks were getting. If you want to match the sustain you lost, gear for it. Yes, your DPS is going to be lower (as intended), but you will still clear the content regardless.
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • AleTaras
    AleTaras
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    Vortigaunt wrote: »
    AleTaras wrote: »
    Vortigaunt if u talk like this maybe u dont know how healer role works. In some trials u have to move for mechanics, so it is not just "get better dps" , because some mechanics force to u to move. So pls dont say this type of things if u dont know properly how this things works. thx
    Idk man, seems like you’re suffering from the same condition called “l2p issue”. This change is good for the game in the long run. You’ll adapt if you’re good, otherwise WoW classic is coming out soon.

    Im shani and im main healer in an end game guild. i dont know how is your experience in this game, but i play in end game since 2 years , and i dont open my mouth just for say something xD. this change for the healer is laterally destroy this role and like i said if u dont know this role is useless to talk 😊
  • Ahtu
    Ahtu
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    From the perspective of a stamina healer, it sounds like the healing changes give us a chance to be equivalent to magic healing. For the longest time, stamina healers have been ridiculed and patronized because people view them as weaker than magic healers. If these changes make it to then live server, then stamina healers will be more welcome in end-game content and not ostracized and even kicked from groups.
    Edited by Ahtu on July 8, 2019 2:39PM
  • Juhasow
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    ZoS could bring back old orbs where once somebody clicked synergy X amount of resources was restored to everyone in the radius of explosion. Of course X would be lower then current live server values.
    Edited by Juhasow on July 8, 2019 2:43PM
  • Silver_Strider
    Silver_Strider
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    Healers drops a Grand Healing and Orb
    Tanks throw out Blood Altar and Healing Circle of Protection

    And then, we pray 🙏
    Argonian forever
  • Aznarb
    Aznarb
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    Ahtu wrote: »
    From the perspective of a stamina healer, it sounds like the healing changes give us a chance to be equivalent to magic healing. For the longest time, stamina healers have been ridiculed and patronized because people view them as weaker than magic healers. If these changes make it to live server, stamina healers will be more welcome in end-game content and not ostracized and even kicked from groups.

    Agree.
    The change to protection circle, buff to vigor and the altar hp cost instead of magicka will help alot.
    That still limited but it's definitely a big buff for them.
    [ PC EU ]

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  • Varana
    Varana
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    Aznarb wrote: »
    Also, it's not about how the game SHOULD be at your eyes.
    It's about adapting at what it become.

    No, this is is about why the game should not become what's proposed in those PTS notes. If people don't say anything now, the changes will certainly go through, while otherwise, there's at least the chance of some of the more ridiculous nonsense being rolled back.
    I mean, that's what the Public Test Server is for...
  • Olupajmibanan
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    Healing Springs change is drastic but we can work around it, somehow. But no experienced healer will EVER accept proposed change to orbs. Even developer on skooma wouldn't bring out such stupid change.

    Tanks get no change and DDs have to rethink their skill bars and rotation, but gameplay stays the same. But healers have to completely change playstyle? Why ZoS hate healers? Instead of making healers more important, you just drive good healers out of game. Well played!
  • Olupajmibanan
    Olupajmibanan
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    If multiple orbs were the cause of bad server performance, why didn't they just change it to be 1 orb active at a time but multiple players can proc the synergy from it without exhausting it (just like Cleansing Ritual).
  • Seraphayel
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    Misquoted.
    Edited by Seraphayel on July 8, 2019 3:10PM
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  • jbjondeaueb17_ESO
    jbjondeaueb17_ESO
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    Tank using Circle of Protection will only be useful to himself considering the size of the circle and the fact you don't want the tank in the middle of the DDs, the boss facing everybody.
    Pain-Healer - Argonian Templar Healer (EP) - Immortal Redeemer - Gryphon's Heart
    Guild : Ghosts and Goblins Target Dummies
    Players know me as Jeban
  • stevenyaub16_ESO
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    Tank using Circle of Protection will only be useful to himself considering the size of the circle and the fact you don't want the tank in the middle of the DDs, the boss facing everybody.

    Just have a DD using it instead of vigor.
  • Zatox
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    Would be great, if damage dealers will be forced to use some sets for extra tankiness or/and sustainability, and also use self-healing in a group content. ZOS should change something for tanks too, seems like it is too easy to survive if tanks wearing alkosh and other non-tank sets.
  • kalunte
    kalunte
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    i think with both grand healing and orbs limited to 1 they need to have a serious look at bosses dmg output.

    about the orb i think that if the orbs cant be re-casted while one is on its way it wont matter much, it'll you'll be able to spam it as long as ppl need it (and synergise on it) but if each cast the erase the first orbs, then all healers will have severe issues with supporting offtanks or ppl dealing with encounters mechanics..
  • Toc de Malsvi
    Toc de Malsvi
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    Tank using Circle of Protection will only be useful to himself considering the size of the circle and the fact you don't want the tank in the middle of the DDs, the boss facing everybody.

    Just have a DD using it instead of vigor.

    There are plenty of ways around this, this response is more about resistance to change than problems adapting. Change can be scary and frustrating.
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  • jbjondeaueb17_ESO
    jbjondeaueb17_ESO
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    Tank using Circle of Protection will only be useful to himself considering the size of the circle and the fact you don't want the tank in the middle of the DDs, the boss facing everybody.

    Just have a DD using it instead of vigor.

    Doesn't change the fact that the circle is too small considering that in most high-end content mobility is needed.
    Pain-Healer - Argonian Templar Healer (EP) - Immortal Redeemer - Gryphon's Heart
    Guild : Ghosts and Goblins Target Dummies
    Players know me as Jeban
  • Suddwrath
    Suddwrath
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    If ZOS is dead set on keeping the one orb limitation, they should at least allow multiple players to synergize it before it disappears.

    Maybe a decent compromise could be allowing 6 players to synergize it before it is used up. Upon activating the synergy, that player has magicka/stamina restored (the way it functions now). However, after each successful synergy, the burst heal is reduced (since the orb is being “used up”). After the 6th synergy, the orb provides a small burst heal and then disappears.

    I feel like that would be a decent compromise.
  • Itzmichi
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    SaltySudd wrote: »
    If ZOS is dead set on keeping the one orb limitation, they should at least allow multiple players to synergize it before it disappears.

    Maybe a decent compromise could be allowing 6 players to synergize it before it is used up. Upon activating the synergy, that player has magicka/stamina restored (the way it functions now). However, after each successful synergy, the burst heal is reduced (since the orb is being “used up”). After the 6th synergy, the orb provides a small burst heal and then disappears.

    I feel like that would be a decent compromise.

    I like that idea. That would be reasonable.
    Here, have a chill pill 💊!
  • Gaggin
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    The orbs used to have an aoe resource return for group when someone popped them, that was a neat idea.
  • Tessitura
    Tessitura
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    I have only one answer to all that, as you why is should go live. Server stress and system stress. Lets wait and see how it effects stability and performs on PTS before we try too crush this. Also, it looks like they are trying to mitigate some of the responsibility of party survival onto the party as a whole, and not just healers. Is that a good thing? Don't know, but lets at least see how it pans out in practice before demanding changes based on theory.
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