CipherNine wrote: »As a healer that actually does the vet trials and hm's. It is so apparent of the people in this thread that don't and are acting like they know what they are talking about.
Just healing your 4 man dungeons doesn't mean anything. It doesn't make you knowledgeable on this subject. A blind monkey can heal 4 mans.
It has absolutely nothing to do with "healers are just used to sitting back and spamming healing springs" you are just showing your ignorance on the subject. we never just sit back and spam springs. We do when there are certain mechanics in the fight that REQUIRES us to do it. we have had no choice its how the devs designed the fights.
With these changes they took that away with no answer to deal with the mechanic they built springs around.
I would love to see a "blind monkey" heal some of the 4 man pugs I've been in. That would be comical to watch.
As to your second point - have you tried the new regeneration out to compensate for the changes to healing springs? 98% increase in healing looks nice - even with the shorter duration.
Sir_Xalvador wrote: »
I didn't say it had no impact on the game. It does - and a negative one. It just doesn't affect me personally in the sense I'm going to build my character the way I want regardless. But I know plenty of other individuals who have been bullied into conforming. It makes the game less diverse - and as a result less interesting.
Bullied ? so...
1- How old are these individuals
2 - its bad when others feel bullied, behind a screen miles away from said person in their own home
3 - let me guess...they need a safe place
I just hope these changes don't scare people away from healing in vet PvE content. We need people to want to take support roles. If it becomes more sweaty and stressful, why the *** would people do it?
I know these forums are fully of flexbois and PvP egos who happily say good riddance, and love to smack nubs with git gud memes but we need to maintain the playing population.
Fact is, some people will leave for whatever reason, we need others to step up. They won't if we and the game make it too hard and frustrating to do so. Think beyond your 6 man tower crew and your rusted on elite trial guild.
Seraphayel wrote: »Always mentioning the Morrowind changes as an argument to refuse the upcoming changes, we survived it, didn’t we? And guess what, the playerbase even grew after that.
It will be the exact same this time, the “sky is falling“ mentality is way too dramatic and overshadows real criticism about the changes.
CipherNine wrote: »The only healers that are supporting this patch are the delusional ones in this thread that dont really know the first thing about being a healer in this game. They just heal their easy mode 4 mans and then think they have the knowledge to say this patch isnt horrendous.
This patch will single handily kill the healer role. There is no reason to take a healer in any of the content. All the DDs need to do is slot vigor. Us healers are not needed at all anymore. The only reason for us being in a trial now is to just be a buff bot to throw out that 1 orb and spam combat prayer. Which i have no interest in being. So game isnt for me anymore
CipherNine wrote: »The only healers that are supporting this patch are the delusional ones in this thread that dont really know the first thing about being a healer in this game. They just heal their easy mode 4 mans and then think they have the knowledge to say this patch isnt horrendous.
This patch will single handily kill the healer role. There is no reason to take a healer in any of the content. All the DDs need to do is slot vigor. Us healers are not needed at all anymore. The only reason for us being in a trial now is to just be a buff bot to throw out that 1 orb and spam combat prayer. Which i have no interest in being. So game isnt for me anymore
Did the healing changes get made because of "numbers" they've seen? Too much overhealing going on? I'd love to know what exactly made them think that these healing changes were the right ones and where they got these numbers from (PvE trials/dungeons, Overland stuff, BGs, Cyro..?).
Sanguinor2 wrote: »Did the healing changes get made because of "numbers" they've seen? Too much overhealing going on? I'd love to know what exactly made them think that these healing changes were the right ones and where they got these numbers from (PvE trials/dungeons, Overland stuff, BGs, Cyro..?).
We can only speculate why they made them.
But a lot of PvPers have been qquing About the healing Output of ballgroups with springs for example. I doubt it was because of Trials personally because all the Trials have been designed with this healing Output in mind. Take vCR execute for example. 6 People (not totally sure on the number) get a debuff that takes them to 20% Health and places a dot and 85% healing debuff on them, this includes the tank, and if People dont get healed to 100% the debuff wont go away and will eventually become unhealable. I dont think you can heal that without good healing over time.
That's why I'm curious. Is the overhealing numbers the issue? Is it the PvP numbers? I would like to know where they are coming from to try and understand the logic behind them.
Did the healing changes get made because of "numbers" they've seen? Too much overhealing going on? I'd love to know what exactly made them think that these healing changes were the right ones and where they got these numbers from (PvE trials/dungeons, Overland stuff, BGs, Cyro..?).
CipherNine wrote: »As a healer that actually does the vet trials and hm's. It is so apparent of the people in this thread that don't and are acting like they know what they are talking about.
Just healing your 4 man dungeons doesn't mean anything. It doesn't make you knowledgeable on this subject. A blind monkey can heal 4 mans.
It has absolutely nothing to do with "healers are just used to sitting back and spamming healing springs" you are just showing your ignorance on the subject. we never just sit back and spam springs. We do when there are certain mechanics in the fight that REQUIRES us to do it. we have had no choice its how the devs designed the fights.
With these changes they took that away with no answer to deal with the mechanic they built springs around.
I would love to see a "blind monkey" heal some of the 4 man pugs I've been in. That would be comical to watch.
As to your second point - have you tried the new regeneration out to compensate for the changes to healing springs? 98% increase in healing looks nice - even with the shorter duration.
It goes from 4.6k and 2 GCDs to get Regen on the group, up to 10k and 4 GCDs to get Regen on a group. It takes too long and costs far too much
Well you may be right. I haven't tried it yet - and won't be able to try it until it goes live as I don't play on the PTS. So if you've actually used it I won't debate you - at least not until I have tried it out for myself. All I know is that it looks nice on paper.
But even if it does fail as an effective group HoT during times of intense AoE damage - it still looks nice as a quick and effective way to heal players who aren't positioned near or in front of the healer who need some quick healing - which is something I've been asking for for a long time on here. Healing pugs as a healer can be so miserable when you have group members scattered and running all over the place and I have enough gray hair.
But in respect to countering AoE damage - I'll abstain until I have tested this spell out for myself. Though in all honestly I don't see why it at least wouldn't outperform the earlier regeneration. But sometimes looks can be deceiving.
Sanguinor2 wrote: »Did the healing changes get made because of "numbers" they've seen? Too much overhealing going on? I'd love to know what exactly made them think that these healing changes were the right ones and where they got these numbers from (PvE trials/dungeons, Overland stuff, BGs, Cyro..?).
We can only speculate why they made them.
But a lot of PvPers have been qquing About the healing Output of ballgroups with springs for example. I doubt it was because of Trials personally because all the Trials have been designed with this healing Output in mind. Take vCR execute for example. 6 People (not totally sure on the number) get a debuff that takes them to 20% Health and places a dot and 85% healing debuff on them, this includes the tank, and if People dont get healed to 100% the debuff wont go away and will eventually become unhealable. I dont think you can heal that without good healing over time.
That's why I'm curious. Is the overhealing numbers the issue? Is it the PvP numbers? I would like to know where they are coming from to try and understand the logic behind them.
Seraphayel wrote: »Sanguinor2 wrote: »Did the healing changes get made because of "numbers" they've seen? Too much overhealing going on? I'd love to know what exactly made them think that these healing changes were the right ones and where they got these numbers from (PvE trials/dungeons, Overland stuff, BGs, Cyro..?).
We can only speculate why they made them.
But a lot of PvPers have been qquing About the healing Output of ballgroups with springs for example. I doubt it was because of Trials personally because all the Trials have been designed with this healing Output in mind. Take vCR execute for example. 6 People (not totally sure on the number) get a debuff that takes them to 20% Health and places a dot and 85% healing debuff on them, this includes the tank, and if People dont get healed to 100% the debuff wont go away and will eventually become unhealable. I dont think you can heal that without good healing over time.
That's why I'm curious. Is the overhealing numbers the issue? Is it the PvP numbers? I would like to know where they are coming from to try and understand the logic behind them.
Look at ESO Logs. Two heals contributing for almost all of the healing in trials (Grand Healing morphs / Energy Orb) - it has not much to do with PvP and solely blaming PvP for the changes is an easy answer to comfortably ignoring the problem that two healing skills are creating almost 100% of output in PvE.
Seraphayel wrote: »Sanguinor2 wrote: »Did the healing changes get made because of "numbers" they've seen? Too much overhealing going on? I'd love to know what exactly made them think that these healing changes were the right ones and where they got these numbers from (PvE trials/dungeons, Overland stuff, BGs, Cyro..?).
We can only speculate why they made them.
But a lot of PvPers have been qquing About the healing Output of ballgroups with springs for example. I doubt it was because of Trials personally because all the Trials have been designed with this healing Output in mind. Take vCR execute for example. 6 People (not totally sure on the number) get a debuff that takes them to 20% Health and places a dot and 85% healing debuff on them, this includes the tank, and if People dont get healed to 100% the debuff wont go away and will eventually become unhealable. I dont think you can heal that without good healing over time.
That's why I'm curious. Is the overhealing numbers the issue? Is it the PvP numbers? I would like to know where they are coming from to try and understand the logic behind them.
Look at ESO Logs. Two heals contributing for almost all of the healing in trials (Grand Healing morphs / Energy Orb) - it has not much to do with PvP and solely blaming PvP for the changes is an easy answer to comfortably ignoring the problem that two healing skills are creating almost 100% of output in PvE.
Seraphayel wrote: »Sanguinor2 wrote: »Did the healing changes get made because of "numbers" they've seen? Too much overhealing going on? I'd love to know what exactly made them think that these healing changes were the right ones and where they got these numbers from (PvE trials/dungeons, Overland stuff, BGs, Cyro..?).
We can only speculate why they made them.
But a lot of PvPers have been qquing About the healing Output of ballgroups with springs for example. I doubt it was because of Trials personally because all the Trials have been designed with this healing Output in mind. Take vCR execute for example. 6 People (not totally sure on the number) get a debuff that takes them to 20% Health and places a dot and 85% healing debuff on them, this includes the tank, and if People dont get healed to 100% the debuff wont go away and will eventually become unhealable. I dont think you can heal that without good healing over time.
That's why I'm curious. Is the overhealing numbers the issue? Is it the PvP numbers? I would like to know where they are coming from to try and understand the logic behind them.
Look at ESO Logs. Two heals contributing for almost all of the healing in trials (Grand Healing morphs / Energy Orb) - it has not much to do with PvP and solely blaming PvP for the changes is an easy answer to comfortably ignoring the problem that two healing skills are creating almost 100% of output in PvE.
So two skills designed to heal a large group through a major healcheck are the most commonly used in trials where you are required to heal a large group through a major healcheck. Who would've thought...
This patch is very PvP centric and actually works pretty good for PvP. Wheeler is the former (and current) PvP lead. Put two and two together.
Seraphayel wrote: »Sanguinor2 wrote: »Did the healing changes get made because of "numbers" they've seen? Too much overhealing going on? I'd love to know what exactly made them think that these healing changes were the right ones and where they got these numbers from (PvE trials/dungeons, Overland stuff, BGs, Cyro..?).
We can only speculate why they made them.
But a lot of PvPers have been qquing About the healing Output of ballgroups with springs for example. I doubt it was because of Trials personally because all the Trials have been designed with this healing Output in mind. Take vCR execute for example. 6 People (not totally sure on the number) get a debuff that takes them to 20% Health and places a dot and 85% healing debuff on them, this includes the tank, and if People dont get healed to 100% the debuff wont go away and will eventually become unhealable. I dont think you can heal that without good healing over time.
That's why I'm curious. Is the overhealing numbers the issue? Is it the PvP numbers? I would like to know where they are coming from to try and understand the logic behind them.
Look at ESO Logs. Two heals contributing for almost all of the healing in trials (Grand Healing morphs / Energy Orb) - it has not much to do with PvP and solely blaming PvP for the changes is an easy answer to comfortably ignoring the problem that two healing skills are creating almost 100% of output in PvE.
Did they bother to see WHEN that healing was happening?
Did they check it those skills were being used during vCR executes where it’s required? How about in HoF execute where it’s required? Or even in SO where it’s required?
Or did they just see “oopsie dur! Too popular, gotta nerf hyuck!” because that’s the impression I get from these stupid changes
Shortsighted, lacking thought, and with complete disregard for the actual mechanics of the game
Seraphayel wrote: »Seraphayel wrote: »Sanguinor2 wrote: »Did the healing changes get made because of "numbers" they've seen? Too much overhealing going on? I'd love to know what exactly made them think that these healing changes were the right ones and where they got these numbers from (PvE trials/dungeons, Overland stuff, BGs, Cyro..?).
We can only speculate why they made them.
But a lot of PvPers have been qquing About the healing Output of ballgroups with springs for example. I doubt it was because of Trials personally because all the Trials have been designed with this healing Output in mind. Take vCR execute for example. 6 People (not totally sure on the number) get a debuff that takes them to 20% Health and places a dot and 85% healing debuff on them, this includes the tank, and if People dont get healed to 100% the debuff wont go away and will eventually become unhealable. I dont think you can heal that without good healing over time.
That's why I'm curious. Is the overhealing numbers the issue? Is it the PvP numbers? I would like to know where they are coming from to try and understand the logic behind them.
Look at ESO Logs. Two heals contributing for almost all of the healing in trials (Grand Healing morphs / Energy Orb) - it has not much to do with PvP and solely blaming PvP for the changes is an easy answer to comfortably ignoring the problem that two healing skills are creating almost 100% of output in PvE.
So two skills designed to heal a large group through a major healcheck are the most commonly used in trials where you are required to heal a large group through a major healcheck. Who would've thought...
This patch is very PvP centric and actually works pretty good for PvP. Wheeler is the former (and current) PvP lead. Put two and two together.
And yes, two skills contributing for almost all the healing output is an issue and I find it hard to understand how some players don’t want to see something as obvious as this.
Seraphayel wrote: »Seraphayel wrote: »Sanguinor2 wrote: »Did the healing changes get made because of "numbers" they've seen? Too much overhealing going on? I'd love to know what exactly made them think that these healing changes were the right ones and where they got these numbers from (PvE trials/dungeons, Overland stuff, BGs, Cyro..?).
We can only speculate why they made them.
But a lot of PvPers have been qquing About the healing Output of ballgroups with springs for example. I doubt it was because of Trials personally because all the Trials have been designed with this healing Output in mind. Take vCR execute for example. 6 People (not totally sure on the number) get a debuff that takes them to 20% Health and places a dot and 85% healing debuff on them, this includes the tank, and if People dont get healed to 100% the debuff wont go away and will eventually become unhealable. I dont think you can heal that without good healing over time.
That's why I'm curious. Is the overhealing numbers the issue? Is it the PvP numbers? I would like to know where they are coming from to try and understand the logic behind them.
Look at ESO Logs. Two heals contributing for almost all of the healing in trials (Grand Healing morphs / Energy Orb) - it has not much to do with PvP and solely blaming PvP for the changes is an easy answer to comfortably ignoring the problem that two healing skills are creating almost 100% of output in PvE.
So two skills designed to heal a large group through a major healcheck are the most commonly used in trials where you are required to heal a large group through a major healcheck. Who would've thought...
This patch is very PvP centric and actually works pretty good for PvP. Wheeler is the former (and current) PvP lead. Put two and two together.
This is a straw man argument because real arguments are missing or some players are not capable of seeing the reason for the nerfs.
Before Wheeler was lead combat designer we just had PvE centric patches? Yeah? Oh no? Who would have thought. This “balancing solely because of PvE or PvP“ is such a flat argument that doesn’t work at all when you dare to take a more holistic look at the game.
And yes, two skills contributing for almost all the healing output is an issue and I find it hard to understand how some players don’t want to see something as obvious as this.
RogueShark wrote: »Seraphayel wrote: »Seraphayel wrote: »Sanguinor2 wrote: »Did the healing changes get made because of "numbers" they've seen? Too much overhealing going on? I'd love to know what exactly made them think that these healing changes were the right ones and where they got these numbers from (PvE trials/dungeons, Overland stuff, BGs, Cyro..?).
We can only speculate why they made them.
But a lot of PvPers have been qquing About the healing Output of ballgroups with springs for example. I doubt it was because of Trials personally because all the Trials have been designed with this healing Output in mind. Take vCR execute for example. 6 People (not totally sure on the number) get a debuff that takes them to 20% Health and places a dot and 85% healing debuff on them, this includes the tank, and if People dont get healed to 100% the debuff wont go away and will eventually become unhealable. I dont think you can heal that without good healing over time.
That's why I'm curious. Is the overhealing numbers the issue? Is it the PvP numbers? I would like to know where they are coming from to try and understand the logic behind them.
Look at ESO Logs. Two heals contributing for almost all of the healing in trials (Grand Healing morphs / Energy Orb) - it has not much to do with PvP and solely blaming PvP for the changes is an easy answer to comfortably ignoring the problem that two healing skills are creating almost 100% of output in PvE.
So two skills designed to heal a large group through a major healcheck are the most commonly used in trials where you are required to heal a large group through a major healcheck. Who would've thought...
This patch is very PvP centric and actually works pretty good for PvP. Wheeler is the former (and current) PvP lead. Put two and two together.
This is a straw man argument because real arguments are missing or some players are not capable of seeing the reason for the nerfs.
Before Wheeler was lead combat designer we just had PvE centric patches? Yeah? Oh no? Who would have thought. This “balancing solely because of PvE or PvP“ is such a flat argument that doesn’t work at all when you dare to take a more holistic look at the game.
And yes, two skills contributing for almost all the healing output is an issue and I find it hard to understand how some players don’t want to see something as obvious as this.
What top healing abilities would you like to see from a current DK healer toolset to replace these?
A NB healer?
What should be top healing done for a sorc in these high AoE damage phases?
Seraphayel wrote: »RogueShark wrote: »Seraphayel wrote: »Seraphayel wrote: »Sanguinor2 wrote: »Did the healing changes get made because of "numbers" they've seen? Too much overhealing going on? I'd love to know what exactly made them think that these healing changes were the right ones and where they got these numbers from (PvE trials/dungeons, Overland stuff, BGs, Cyro..?).
We can only speculate why they made them.
But a lot of PvPers have been qquing About the healing Output of ballgroups with springs for example. I doubt it was because of Trials personally because all the Trials have been designed with this healing Output in mind. Take vCR execute for example. 6 People (not totally sure on the number) get a debuff that takes them to 20% Health and places a dot and 85% healing debuff on them, this includes the tank, and if People dont get healed to 100% the debuff wont go away and will eventually become unhealable. I dont think you can heal that without good healing over time.
That's why I'm curious. Is the overhealing numbers the issue? Is it the PvP numbers? I would like to know where they are coming from to try and understand the logic behind them.
Look at ESO Logs. Two heals contributing for almost all of the healing in trials (Grand Healing morphs / Energy Orb) - it has not much to do with PvP and solely blaming PvP for the changes is an easy answer to comfortably ignoring the problem that two healing skills are creating almost 100% of output in PvE.
So two skills designed to heal a large group through a major healcheck are the most commonly used in trials where you are required to heal a large group through a major healcheck. Who would've thought...
This patch is very PvP centric and actually works pretty good for PvP. Wheeler is the former (and current) PvP lead. Put two and two together.
This is a straw man argument because real arguments are missing or some players are not capable of seeing the reason for the nerfs.
Before Wheeler was lead combat designer we just had PvE centric patches? Yeah? Oh no? Who would have thought. This “balancing solely because of PvE or PvP“ is such a flat argument that doesn’t work at all when you dare to take a more holistic look at the game.
And yes, two skills contributing for almost all the healing output is an issue and I find it hard to understand how some players don’t want to see something as obvious as this.
What top healing abilities would you like to see from a current DK healer toolset to replace these?
A NB healer?
What should be top healing done for a sorc in these high AoE damage phases?
DK: Eruption (I already criticized that they nerfed it without any reasoning), buffed up heals due to high Major Mending uptime
NB: mix of Path, Strife, Siphon
Sorc: Matriarch (they are lacking additional healing skills)
Again, I said non-healing classes need adjustments in that regard and I hope they’re coming next week or the week after. That’s why I made the thread about Mend Wounds (I am very open to hear opinions about my suggested changes if Springs/Orb changes to live) - check it out https://forums.elderscrollsonline.com/en/discussion/484426/mend-wounds-rework-this-skill-to-compensate-for-the-changes-made-to-grand-healing-necrotic-orb#latest .
To spice things up by redistributing healing power to tanks/DPS (if necessary) is still not bad in my opinion and even helps to reduce the incredible power creep we experienced between Summerset and Elsweyr (top DPS almost tripled within a year, that’s absolutely insane).
Besides others I find it good for future builds that Vigor, Ring of Preservation, healing/defensive sets and ultimates are now considered to be mandatory. Why even have all those stuff when it is barely used?
RogueShark wrote: »Seraphayel wrote: »RogueShark wrote: »Seraphayel wrote: »Seraphayel wrote: »Sanguinor2 wrote: »Did the healing changes get made because of "numbers" they've seen? Too much overhealing going on? I'd love to know what exactly made them think that these healing changes were the right ones and where they got these numbers from (PvE trials/dungeons, Overland stuff, BGs, Cyro..?).
We can only speculate why they made them.
But a lot of PvPers have been qquing About the healing Output of ballgroups with springs for example. I doubt it was because of Trials personally because all the Trials have been designed with this healing Output in mind. Take vCR execute for example. 6 People (not totally sure on the number) get a debuff that takes them to 20% Health and places a dot and 85% healing debuff on them, this includes the tank, and if People dont get healed to 100% the debuff wont go away and will eventually become unhealable. I dont think you can heal that without good healing over time.
That's why I'm curious. Is the overhealing numbers the issue? Is it the PvP numbers? I would like to know where they are coming from to try and understand the logic behind them.
Look at ESO Logs. Two heals contributing for almost all of the healing in trials (Grand Healing morphs / Energy Orb) - it has not much to do with PvP and solely blaming PvP for the changes is an easy answer to comfortably ignoring the problem that two healing skills are creating almost 100% of output in PvE.
So two skills designed to heal a large group through a major healcheck are the most commonly used in trials where you are required to heal a large group through a major healcheck. Who would've thought...
This patch is very PvP centric and actually works pretty good for PvP. Wheeler is the former (and current) PvP lead. Put two and two together.
This is a straw man argument because real arguments are missing or some players are not capable of seeing the reason for the nerfs.
Before Wheeler was lead combat designer we just had PvE centric patches? Yeah? Oh no? Who would have thought. This “balancing solely because of PvE or PvP“ is such a flat argument that doesn’t work at all when you dare to take a more holistic look at the game.
And yes, two skills contributing for almost all the healing output is an issue and I find it hard to understand how some players don’t want to see something as obvious as this.
What top healing abilities would you like to see from a current DK healer toolset to replace these?
A NB healer?
What should be top healing done for a sorc in these high AoE damage phases?
DK: Eruption (I already criticized that they nerfed it without any reasoning), buffed up heals due to high Major Mending uptime
NB: mix of Path, Strife, Siphon
Sorc: Matriarch (they are lacking additional healing skills)
Again, I said non-healing classes need adjustments in that regard and I hope they’re coming next week or the week after. That’s why I made the thread about Mend Wounds (I am very open to hear opinions about my suggested changes if Springs/Orb changes to live) - check it out https://forums.elderscrollsonline.com/en/discussion/484426/mend-wounds-rework-this-skill-to-compensate-for-the-changes-made-to-grand-healing-necrotic-orb#latest .
To spice things up by redistributing healing power to tanks/DPS (if necessary) is still not bad in my opinion and even helps to reduce the incredible power creep we experienced between Summerset and Elsweyr (top DPS almost tripled within a year, that’s absolutely insane).
Besides others I find it good for future builds that Vigor, Ring of Preservation, healing/defensive sets and ultimates are now considered to be mandatory. Why even have all those stuff when it is barely used?
Hey good job, you can pick out garbage healing skills from these classes and try and pretend they're suitable.
Why am I not surprised you think a sorc's top healing done (that was the question) should be from a costly, 360 degree burst smart heal which hits two people?
I get the feeling you've never set foot in vet dlc hm trials. You sit here and advocate for changes that make healing more dumbed down, and before there is even a hint or mention from devs that other healers will be compensated for these changes.
They should not even consider making these changes live until sorcs, dks and nbs have the class tools to tackle them. Period. Because right now there's not even a mention about helping out other healing classes from the devs. There's no indication they will ever get appropriate tools.
But oh well, right? As long as you don't feel "pressured" into spamming orbs anymore.
Let's trade skills/sets that were never used for classes that will never be used for healing anymore instead.