RogueShark wrote: »My biggest concern at the moment is what the state of healing will be for non-templars and wardens in this upcoming patch.
@ZOS_BrianWheeler already said that to "offset the loss of things such as Healing Springs stacking, with abilities like Ring of Preservation, or the large increase to Cleansing Ritual."
This does not help a sorcerer or nightblade or DK healer, who has no access to a templar class heal. It doesn't help any mag healer in general, because Ring of Preservation is a stam heal, and an expensive one at that; healers need to block and dodge in content too.
What's been done is that you guys are stripping away the tools that off-meta healers NEED to remain viable in high-end content, and saying that all healers will be fine because of a high-cost stam heal, and an overtuned heal that is literally accessible by a single class. The rest of us need tools to help us remain relevant in the roles that we love and enjoy. Please.
As a sorc, I have Twilight Matriarch. This is it. That is literally all my class gives me for healing tools on others (outside of Negate, an ultimate). Templars, wardens, and even necros to some extent have a number of other class healing abilities to fall back on to help make up for these new changes. I'm sorry, but I can't spam my Twilight Matriarch to victory on things like Lokke Hardmode, or vHoF hardmode.
If you want to change healing up this much, fine; but EVERYONE, not just templars, need the tools to deal with this new setup.
I will repost here what I wrote on another topic.
Let Mutagen morph hits 2 allies expending more magicka to cast it.
Hitting only 1 ally takes 4-5 seconds to buff 4 players in a dungeon, the duration is only 10 seconds, we have only 5-6 seconds to buff team mates, debuff boss, manage our resources, help teammates sustain and deal some DoT before cast Mutagen again. It is impracticable to use Regeneration in PVE group content now.
If the changes are made simply to appease the pvp players, then make those changes exist in Cyrodiil only. By nerfing heals to the ground all around like you have, you will end up losing a great deal of your PVE and endgame players, making all healers obsolete, keeping people from using all of the new gear sets that you made players just farm, and ensuring that off meta (NB, DK, Sorc, etc) healers are no longer able to heal. The healing changes are completely unnecessary.
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.
Nightingale707 wrote: »ok, let´s talk about the healing changes (I will already take into account what was posted about 1 orb giving a synergy to all party members)
Healers now: The main healing kit comes from skills, that are available for every class: combat prayer, grand healing, orbs + support skills (will not be talking about those since not a lot changes)
- we buff our teammates with combat prayer to give them minor berserk
- we use orbs as our "spammable": whenever we do not have other things to do (buff, debuff, heal) we will throw orbs for our DDs. orbs will keep a nice layer of HoTs in the group, offer utility (sustain, snyergy) and smart healers will anticipate the direction a group will be moving and make sure to cover as much of that space as possible with orbs. we send them out in different directions sometimes to reach everyone.
- in situations, where there is high damage incoming over an amount of several secounds usually (burst damage situations - like vHoF Assembly General execute, vCR banefull in execute, vSS HMs all have those situations built in) a good healer will know in advance to reapply buffs, throw 2 orbs and then stack some grand healing to heal through that incoming damage. the illustrious healing morph allowes us to stack 4 abilities on top of each other, allowing to heal through high damage spikes in a way that is sustainable for a short amount of time.
- class abilities are used to burst heal individual players, offer utility/synergies, they do not define healers
Healers after the changes:
- we will still buff our teammates, but also, combat prayer suddenly became the ONE singular AoE burst heal available to all classes in this game, and it´s tooltip sits around 7k healing for 2,7k magicka cost. combat prayer currently has an aiming issue where it sometimes will turn your character to another direction, making it hard to aim and impractical to spam.
- orbs got redesigned to "1 orb for all": the current plan is, to allow healers to have 1 orb active at a time, this orb can be synergized by anyone not on cooldown. this only adresses half the issue, why the orb change was discussed so controversial. some trials need a healer to be at some distance from the group (vAS, vCR) so having only 1 orb means we cannot send them out in groups anymore, to always have some in group. it also means that we cannot send orbs in more than 1 location any more, thus making it harder to efficiently support our team.
- grand healing was completely redesigned and lost the purpose it had until now. it is now a ground based AoE HoT that heals for a lot less than it used to, cannot be stacked any more and costs a lot more. healers lost the ability, to put ground AoE HoTs in multiple locations, thus healing players that are out of group because of mechanics/the need to resurect fallen teammates. also the ability to heal through incoming burst damage with non-class-abilities has been drastically reduced, we have combat prayer now, but the tooltip is a lot lower than what you could stack with 4 illustrious healings in 1 spot (7k vs 10-12k)
- class abilities now will becomme neccessary to heal through incoming burst damage, but only 3 classes have on-demand AoE burst heals:
- templars have ritual of rebirth with the highest tooltip and cost: a 12,8k heal for 5,8k magicka cost - I will leave it to your imagination, how long a healer can spam this skill
- wardens have enchanted growth: a 8,7k heal for 3,8k magicka cost, this is a conal heal and harder to aim than the other burst heals but it has a long range
- necromancers have enduring undeath: a 8k heal for 2,9k magicka cost, the only class AoE heal that can actually be aimed at a location and can add a HoT if it consumes a corpse
the other 3 classes simply do not have an option outside of combat prayer to heal multiple targets for a big amount of health at the same time.
now for the other fun changes:
- ring of preservation now lasts 2o secounds, heals for 900 health every 0,5 secounds and costs 2,8k stamina - on a stamina character that is, on a healer the heal is below 300 health/0,5 secounds
- echoing vigor: it took me 10minutes to go on PTS, make a stamina warden and get a tooltip of 41k health over 10 secounds for a cost of 2k stamina, that is a heal that will be put on up to 6 players and stay on them; so you have given stamina DD players the most potent heal over time for the lowest cost and 2 of them stack, giving you roughly 50-80k heal over 10sec ticking away at you... meaning 5-8k HPS, wich is comparable to a healer spamming combat prayer on a group.
if your goal was to make healing more fun and engaging, you failed.
if your goal was to help casual/progression groups clear harder content you failed.
if your goal was to make healers ask themselves, why they even exist, CONGRATULATIONS
edit to add: all my tooltips are from PTS on a breton in Olorime/Jorvulds, Ritual mundus, powered resto, 100 blessed, 81 elfborn, blue max mag/health food
profundidob16_ESO wrote: »so last night I completed vLOM as pure healer and I have to say I like healing alot more now. It's become a full time job in vet content rather than pressing you 1-button-I win "healing springs" only when you really need it and play half dps/tank the rest of the time along with buffbot role.
I noticed just like tanks never had an aoe taunt which forces them to actively do the tanking job with limited tools (single target taunts + aoe cc) now the healers too no longer have easy aoe burst healing and need to combine weak aoe/single hots with strong single target burst heals in order to keep people alive.
I kinda of...really like this ! Healing becomes an actual fulltime job again
BennyButton wrote: »I just made a bow/bow stamwarden healer on PTS. This makes me think ZOS and HBO's GOT creators joined forces to subvert expectations