Really? Even if it means removing spear shards? Give me a break dude. It isn't that dire.
RogueShark wrote: »Templars will be more desired mostly because they can shard the OT at the other side of the arena while putting an orb through group. Now that one orb can be synergized by all, it doesn't hurt off-meta healers as severely as it did...
However... the lack of the ability to heal with multiple orbs as well as the grand healing nerfs does really hurt classes without AoE healing abilities to layer in high damage phases. One orb synergy wouldn't necessarily kill off-meta: relying on your dps to vigor or barrier because you lack any real AoE class heal to pass heal checks will.
RogueShark wrote: »Templars will be more desired mostly because they can shard the OT at the other side of the arena while putting an orb through group. Now that one orb can be synergized by all, it doesn't hurt off-meta healers as severely as it did...
However... the lack of the ability to heal with multiple orbs as well as the grand healing nerfs does really hurt classes without AoE healing abilities to layer in high damage phases. One orb synergy wouldn't necessarily kill off-meta: relying on your dps to vigor or barrier because you lack any real AoE class heal to pass heal checks will.
That one orb can be synergied mutiple times?
Interesting, still, its problematic in a spread groups scenario, also there is the offtank problem you mentioned earlier. That still require a templar healer, and is atill a class balance issue.
The other issue with the grant healing nerf and aoe layering will be game breaking for all healers across the board, and i have no doubt that ZOS will fix this with either an alternative or that change being completely reverted, in other words, i can see them fixing the aoe problem because it is more pressing, on the other hand, i don't really think they will address the synergy issue, thus leaving Templars with an even greater advantage than they have now..
hi ZOS, i rarely question your decisions and i tend to accept most of them for the sake of balance, but i sometimes have to remind you of the repercussions of said changes:
according to your vision of the game, as stated roughly 2 years ago; "all classes can preform all roles", you were going in the right direction, in recent patches, other classes tanking and healing have become much more viable, slowly straying away from the Templar-Healer, Dragonknight-Tank meta we had for years.
until this one little change: "You can only have 1 orb active at a time".
this changes everything, class balance wise, Templars and their beloved spear shards remains unchanged, and are thus able to provide all the resources-returning synergies they desire, while other healers are left with nothing, this gives virtually no reason to choose a healer that is not a Templar, why should you? resource return and synergies in general are a very important part of the game's mechanics, crippling this specific skill to such degree virtually kills any healer that is not a Templar.
if you want to overhaul healing or tanking, please go ahead, we will complain, but we will adjust, as always.
but please, please, do not disturb the class balance to such degree, being locked to a specific class for a certain role ruins the fun of the game for a lot of people. (even if it means completely removing spear shards - class\role variety must be maintained as all costs)