Disturbed125 wrote: »The devs need to remember that balancing is two parts, data and "feel". If something doesn't feel good to play, people wont play it. If something doesn't feel necessary, people wont do it. You can have your spreadsheet numbers perfected to the last decimal but if what you're balancing feels wrong, then its still wrong.
It is quite simple to save the healer role. Just add a third stat to the game called Healing Power (or something like that) and have all healing spells/skills scale of that and not of spell/weapon damage.
Of course would need to revise some sets, add some more glyphs, etc... but then you would have a choice to either spec for damage or healing.
As it is right now the more damage you have, the more healing you have, which is especially broken in PvP and goes against the policy where you should either spec for survivability or damage, but not get one for free with the other.
Couple things:
- you guys haven’t optimized your group around the changes
- Echoing vigor doesn’t stack (or so I’m told)
- Dps can easily slot the damaging morph of orbs since the damage is on par/better then other aoe attacks
I think the game will change more then you guys think. It’ll be a larger rework of the meta then using the same abilities.
Saril_Durzam wrote: »We need option 1 or there will be a big difference between classes that can heal well (staminas with Vigor, Templars) and those who dont.
For the healers be worthy, we need others need healing and not being able to cope with it in group situations.
dcam86b14_ESO wrote: »As a healer, I will report everyone who tries to kick me from a dungeon. Bet
dcam86b14_ESO wrote: »As a healer, I will report everyone who tries to kick me from a dungeon. Bet
I'm going to call this patch Volendrung the hammer!