You've said it yourself on a discord: Eso has a major issue, and that is that main stackable damage stat also affects the strength of the heals.
Healing abilities could be changed so that they are no longer affected by WD/SD but only by magicka/stamina and a new brand stat 'healing power' that would replace "Adds 2% Healing Done" item bonus and spell damage set bonus on healer sets.
I don't like one thing about your proposed passive. It would be tied to a weapon. What if a healer doesn't want to carry resto staff? ESO, afterall, is supposed to be played as the player wants.
Well, it would still take in an account the stat -> magicka for magicka cost heals, stamina for stamina cost heals and on top of that, healing power. So no problem on damaging abilities that heal aswell.You've said it yourself on a discord: Eso has a major issue, and that is that main stackable damage stat also affects the strength of the heals.
Healing abilities could be changed so that they are no longer affected by WD/SD but only by magicka/stamina and a new brand stat 'healing power' that would replace "Adds 2% Healing Done" item bonus and spell damage set bonus on healer sets.
Introducing new stats and different scaling for healing and non-healing abilities would be much harder. What about abilities with both effects? I don't see it as a good idea in this game.
Camb0Sl1ce wrote: »@Rungar what does weaving have to do with it? Healers and tanks weave too.
We already had that with pets scaling only from Max stats. And it was changed for good.
If you changed the healing formula to be different from damage formula then you're making it hard for hybrids or PvP. I'm not saying it wouldn't work but it would require complete overhaul of many things.
Camb0Sl1ce wrote: »@Rungar what does weaving have to do with it? Healers and tanks weave too.
I guess his idea is that - no weaving => less dmg => people cannot outdps mechanics (like vSCP HM) => healer is needed.
AcadianPaladin wrote: »Don't 'fix' skills; fix group dungeons.
Dump one shot mechanics
Add more damage over time abilities for players to deal with - that require manageable but dedicated healing support.
Add more curses that require purging - again, boosting the need for a healer with a purge slotted.
DD's could slot all that stuff but the intent would be that doing so sacrifices too much dps and more groups conclude that the answer is a dedicated healer.
Even if your idea was implemented it would not change anything as the DPS can backbar the rStaff and get that +100% vigor spam and not need the healers!
So no, it doesn't resolve anything.
HaemaMagus wrote: »AcadianPaladin wrote: »Don't 'fix' skills; fix group dungeons.
Dump one shot mechanics
Add more damage over time abilities for players to deal with - that require manageable but dedicated healing support.
Add more curses that require purging - again, boosting the need for a healer with a purge slotted.
DD's could slot all that stuff but the intent would be that doing so sacrifices too much dps and more groups conclude that the answer is a dedicated healer.
This and possibly give healing its own stat.
Major reason why healers aren't needed is because trials/dungeon mechanics don't require a healer.
While making healing its own stat seems to be a touchy subject honestly it makes sense at this point. Having it be tied to weapon/spell dmg and max stat (depending on the skill you're talking about) still allows for damage dealers to over take the healing role. Having it separated from both or one of those and given say %healing stat or something still allows for decent self healing so you can get out of execute range, but still allows room for the dedicated healer to do their job.
AcadianPaladin wrote: »Don't 'fix' skills; fix group dungeons.
Dump one shot mechanics
Add more damage over time abilities for players to deal with - that require manageable but dedicated healing support.
Add more curses that require purging - again, boosting the need for a healer with a purge slotted.
DD's could slot all that stuff but the intent would be that doing so sacrifices too much dps and more groups conclude that the answer is a dedicated healer.
People even start thinking about replacing healers in trials with Circle of Protection and Vigor spam from damage dealers effectively getting more DPS in the process, while tanks would be able to provide sustain for all DPS (casting 1 orb).
I think the way to go is to make all healing skills with hefty costs.
Ballpark of 30 to 50% increase to current values, especially to Hots and new revised orbs.
To be an effective healer, it will force you to invest heavily into sustain, while still giving other roles that oh *** skill for emergencies.
CPs should also be revised in that they should reflect a Choice.
Nobody should have the option to invest into mitigation, sustain and damage all at the same time.
Investing CPs should meaningfully nudge you into one direction of your choice: damage, sustain or mitigation.
By making Restoration staff skills powerful, and all healing skills costly, players won't be able to pass on a healer so easily.
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.
Perfectly said. QFT.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.
No.
The game needs to cater to a wide variety of playstyles. This thread is about group PvE content, where there is that classic MMO trinity of tank, healer, and damage dealer, and where each role needs to feel unique and useful.
But this is also a TES game, and solo play is important. Whether we're talking about vMA or running around in Cyrodiil, self-heals are important for that sort of playstyle. While Update 23 did unnecessarily buff a few forms of self-healing, self-healing is not the problem, and should not be adjusted.
Endgame PvE has traditionally encouraged support roles by amped-up levels of damage that are impractical for non-supports to deal with. vHoF HM execute, for example, has sustained incoming damage to the tune of about 10K/s on each player. The final two damage ticks from Focus Fire on Yolnahkriin HM, which happen at the pace of once per second, are in the ballpark of 12K and 15K, and surviving that final 15K tick requires enough heals hitting 5 players within that 1-second window between the ticks to heal them up from the previous 12K damage tick. To challenge tanks, bosses have attacks whose base damage values are 100K, 150K, or more. This is a level of damage that you don't encounter anywhere else in the game.
Personal attacks and false accusations
Let me see the OP actually suggest any competent group is considering trying to clear vHoF HM without a healer. It cannot be done even without HM. LOL.
I don't need to prove you anything, man.
Where do I suggest vHoF HM without healers? Do you know what "to some degree" means? Why are you lying?
There's been a long time problem with DPS effectively replacing healers in both dungeons and trials (to some degree).
No. You do not need to prove anything to anyone but I did demonstrate how you are incorrect and that your thoughts and suggestion fail to consider the big picture of the entire player base.
Where do I suggest vHoF HM without healers? Do you know what "to some degree" means? Why are you lying?
Let me quote you.There's been a long time problem with DPS effectively replacing healers in both dungeons and trials (to some degree).
You clearly state that healers are being replaced in trials. Of course you are very vague with what you mean here. But unless you are speaking of vet trials across the board then it is an empty and meaningless statement. Unless you are meaning the challenging trials like vHoF then your suggestion is based on a lack of understanding of the game. Again, read what I quoted from Code.
So no. You have nothing to prove to anyone but your suggestion is gravely flawed.
No. You do not need to prove anything to anyone but I did demonstrate how you are incorrect and that your thoughts and suggestion fail to consider the big picture of the entire player base.
You just stated your opinion in an offensive way, as it seems it's the only way you know. I suggest you being less offensive and avoid insults.
And again, you're derailing my thread with insults and personal attacks.Where do I suggest vHoF HM without healers? Do you know what "to some degree" means? Why are you lying?
Let me quote you.There's been a long time problem with DPS effectively replacing healers in both dungeons and trials (to some degree).
You clearly state that healers are being replaced in trials. Of course you are very vague with what you mean here. But unless you are speaking of vet trials across the board then it is an empty and meaningless statement. Unless you are meaning the challenging trials like vHoF then your suggestion is based on a lack of understanding of the game. Again, read what I quoted from Code.
So no. You have nothing to prove to anyone but your suggestion is gravely flawed.
So you were just lying or imagining things. Stop lying please.
This is being ruined up because of vigor over performing
Zos devs are looking to delete healers from the game