I agree with taking away self heals from DD and tanks. Each role should only play for one purpose so the cooperative team play can work together. If everyone is a hybrid build, it’s no fun and not cooperative and everyone plays the same role basically.
So ZOS if you really want to touch on healer role, make tank and DD with 0 self heals, except pots.
As long as healers in eso are still relevant and needed, don’t care how you want to nerf springs or orbs.
Same goes for tank role and DD role, they should only serves one purpose, don’t allow DD to taunt or have the ability to be able to face tank.
And don’t allow tanks and healers to do more damages than DDs.
I agree with taking away self heals from DD and tanks. Each role should only play for one purpose so the cooperative team play can work together. If everyone is a hybrid build, it’s no fun and not cooperative and everyone plays the same role basically.
So ZOS if you really want to touch on healer role, make tank and DD with 0 self heals, except pots.
As long as healers in eso are still relevant and needed, don’t care how you want to nerf springs or orbs.
Same goes for tank role and DD role, they should only serves one purpose, don’t allow DD to taunt or have the ability to be able to face tank.
And don’t allow tanks and healers to do more damages than DDs.
See I personally think all class skills should be reworked to fir the three archetypes
One skill line is
DD
Healer
Tank
Then make it so those skill lines only work with
Healer with restro staff equipped
Tank with sword n board equipped
DD with any of the remain weapon kits equipped
Now all builds become two arch types or can spec into a single one for more proficiency,
Let's see how that plays out for a while
Actually, its quite easy to create solo content healing.I agree with taking away self heals from DD and tanks. Each role should only play for one purpose so the cooperative team play can work together. If everyone is a hybrid build, it’s no fun and not cooperative and everyone plays the same role basically.
So ZOS if you really want to touch on healer role, make tank and DD with 0 self heals, except pots.
As long as healers in eso are still relevant and needed, don’t care how you want to nerf springs or orbs.
Same goes for tank role and DD role, they should only serves one purpose, don’t allow DD to taunt or have the ability to be able to face tank.
And don’t allow tanks and healers to do more damages than DDs.
So, you are only considering group play. There are a large number of players who solo. If self-healing is taken away from DD and tanks, then how are solo'ers supposed to heal themselves?
A DD solo'er shouldn't be forced to carry a resto staff on the back bar just for self-healing, with the subsequent reduction of non-healing abilities normally used.
And don't say pots please....they are expensive and have a cool-down.
Saril_Durzam wrote: »Actually, its quite easy to create solo content healing.I agree with taking away self heals from DD and tanks. Each role should only play for one purpose so the cooperative team play can work together. If everyone is a hybrid build, it’s no fun and not cooperative and everyone plays the same role basically.
So ZOS if you really want to touch on healer role, make tank and DD with 0 self heals, except pots.
As long as healers in eso are still relevant and needed, don’t care how you want to nerf springs or orbs.
Same goes for tank role and DD role, they should only serves one purpose, don’t allow DD to taunt or have the ability to be able to face tank.
And don’t allow tanks and healers to do more damages than DDs.
So, you are only considering group play. There are a large number of players who solo. If self-healing is taken away from DD and tanks, then how are solo'ers supposed to heal themselves?
A DD solo'er shouldn't be forced to carry a resto staff on the back bar just for self-healing, with the subsequent reduction of non-healing abilities normally used.
And don't say pots please....they are expensive and have a cool-down.
HEALZ (General skill) - Heals you for X over Y time. It scales on your highest resource. Only works if you´re not grouped.
BennyButton wrote: »I would like to know if the two ZOS members below had even watched this video or read the forum? Would be nice to know why you think this is still OK!
@ZOS_BrianWheeler
@ZOS_Gilliam
Elwendryll wrote: »They should make an AOE HoT that costs a lot, heal like crazy, but delayed. Think time stop.
TheNightflame wrote: »Elwendryll wrote: »They should make an AOE HoT that costs a lot, heal like crazy, but delayed. Think time stop.
check old clap heal (hasty prayer)
TheNightflame wrote: »Elwendryll wrote: »They should make an AOE HoT that costs a lot, heal like crazy, but delayed. Think time stop.
check old clap heal (hasty prayer)
I don't think this can be resolved properly with the way ESO's character system is set up.
It's a result of Skyrim's dumbing down of attributes and skills that ESO tried to emulate after TESV's success. Scaling both healing and damage with the same stats is just ridiculous from an RPG perspective, but apparently too many numbers and stats make people dizzy or something.
Maybe a reworked champion system will moderate this somewhat, but I don't have high hopes. Until then, running as a DD in dungeons with vigor or a class heal will suffice.
I agree restoration staff heals should be stronger and considered " rule breaker" because it requires a specific weapon unlike all other heals in the game. Sure some heals are available in other weapon lines but those weapons are primarily for damage.
Would increasing resto heals by 25% make a different in these hard runs? Give resto skills higher heals then the current standards set forth. I know in PVP areas this would not work so just change the formula for battle spirit. I see a lot of suggestion for applying things in battle spirit but it never seems to happen for apparently a reason. Just make the extra healing given (25%) a passive giving automatically and disable that passive in PVP areas so you don't have to change the Battle spirit formula.
Personally I don't really have a problem/issue with the way healing is moving. I think that with increased healing it helps the causal and new player. One Tank and 3 dps have been a thing for a long time in dungeons. Even 4 dps has been also. The sky is not falling for healing except in new harder content ZOS has created with the current changes.
Again I want to state as I have said before vigor should be moved to the fighters guild skill line.
Managed to get a roster together for PTS raiding (which is very hard compared to getting a raid together on Live). Really appreciate everyone who came to raid to gather data/feedback for the devs: @RebornZombie @Weps87 @Bojingle @Eon-King @code65536 @xSparrow @Sarah_Flare @mentalyentil @ApocalypseFalcon @Torael_Valdis @Gaggin @Disturbed125
Too long;didn't watch:
1) The Healer playstyle regardless of class is simple, straightforward, boring, there is not much room for skill-play nor a semblance of a skill ceiling any more as the playstyle is too generic.
2) The new playstyle opens up new possibilities, new raid-play, new builds and compositions for healers or raid teams who wish to completely forgo traditional healers.
3) Healer role further excluded from content if changes as is go live.
4) Orb Change (multiple synergies off of one orb)/Other Changes (such as Budding Seeds, Barrier, etc) are absolutely fantastic.
5) Healing is still fine for most content except two fights (vHoF HM execute, vSunspire Lokkestiiz HM)...but the level of healing needed for most content doesn't need to be delegated to actual healers...and you won't really need actual healers to do serious healing as of the PTS Week 3 which only exacerbates #3
ESOLogs: https://www.esologs.com/reports/CV6ZazcKgbTvjk3X (Ignore Dummy Parse)
Full VOD:
Problem is CPs. If groups tried to do half the nonsense they do with no CPs they’d be screaming to have healers.
Make stuff harder and new players cant do it at all.
Once upon a time non-DLC vets were hard for people.