@idk
A moderator already deleted or edited most of your posts in my previous topic, because you were insulting. You do the same in this one again. Just stop it please.
And I won't answer any of your questions just because how you behave. Remember it was you who started attacking me and calling me being inexperienced, having limited view of healing, having to prove you something and other things. All of that on false base or simply a lie, because you don't know me, you don't know my group and my achievements. If you are rude and insulting, don't expect other people to react differently.
You're not in a position to demand anything. Sorry to say it like that.
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).
First of all, OP is creating a false narrative suggesting people are looking at replacing healers in trials. I would suggest OP is not experienced in the more challenging content of this game, vet trials, as there is the trinity is very much in place there. It would not increase dps with the buffs healers provide being lost and the additional time required for dps to heal themselves and more. Combat Prayer adds 8% damage to the group.
I would like to see OP prove me wrong by bringing in a raid leader for a vet trial group looking to do vSS, vCR+3, vS+2 or vHoF HM without a healer.
Second, it appears OP has a every limited view of healing being they want to force all healers to use an rStaff. I have known players who mained a healer and never lvled up an rstaff. It can be done on a Templar though they do not do the most challenging content like the newer vet trials.
Third, OP is missing the reason why some dungeon groups can clear the content without a dedicated healer. They are very skilled players and can avoid most of the damage through skilled gameplay. Most groups cannot do that and it certainly cannot be done in the newer vet trials.
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[/center]
Why do we need healers at all? It's so d&d. In my opinion healing is boring and tedious. Maybe eso is better off with self sustaining classes and no forced healer role in groups.
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).
First of all, OP is creating a false narrative suggesting people are looking at replacing healers in trials. I would suggest OP is not experienced in the more challenging content of this game, vet trials, as there is the trinity is very much in place there. It would not increase dps with the buffs healers provide being lost and the additional time required for dps to heal themselves and more. Combat Prayer adds 8% damage to the group.
I would like to see OP prove me wrong by bringing in a raid leader for a vet trial group looking to do vSS, vCR+3, vS+2 or vHoF HM without a healer.
Second, it appears OP has a every limited view of healing being they want to force all healers to use an rStaff. I have known players who mained a healer and never lvled up an rstaff. It can be done on a Templar though they do not do the most challenging content like the newer vet trials.
Third, OP is missing the reason why some dungeon groups can clear the content without a dedicated healer. They are very skilled players and can avoid most of the damage through skilled gameplay. Most groups cannot do that and it certainly cannot be done in the newer vet trials.
You obviously did not watch the popular healer video posted by a class rep, which is kind of odd as you usually post everywhere. Must have slipped through the cracks I guess . I suggest you go watch it.
Anyway the class rep raises serious concerns regarding the role of healers and whether they are going to be required. He goes on to say that almost all content could probably be done without a healer role.
Here is his words verbatim: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[/center]
I added the bold to highlight the important bits. The other point worth mentioning as he has not done in the text, but he has in the video is that his perspective is from an average group, not high end skilled players (ie. most of the community).
That should answer all of your points.
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).
First of all, OP is creating a false narrative suggesting people are looking at replacing healers in trials. I would suggest OP is not experienced in the more challenging content of this game, vet trials, as there is the trinity is very much in place there. It would not increase dps with the buffs healers provide being lost and the additional time required for dps to heal themselves and more. Combat Prayer adds 8% damage to the group.
I would like to see OP prove me wrong by bringing in a raid leader for a vet trial group looking to do vSS, vCR+3, vS+2 or vHoF HM without a healer.
Second, it appears OP has a every limited view of healing being they want to force all healers to use an rStaff. I have known players who mained a healer and never lvled up an rstaff. It can be done on a Templar though they do not do the most challenging content like the newer vet trials.
Third, OP is missing the reason why some dungeon groups can clear the content without a dedicated healer. They are very skilled players and can avoid most of the damage through skilled gameplay. Most groups cannot do that and it certainly cannot be done in the newer vet trials.
You obviously did not watch the popular healer video posted by a class rep, which is kind of odd as you usually post everywhere. Must have slipped through the cracks I guess . I suggest you go watch it.
Anyway the class rep raises serious concerns regarding the role of healers and whether they are going to be required. He goes on to say that almost all content could probably be done without a healer role.
Here is his words verbatim: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[/center]
I added the bold to highlight the important bits. The other point worth mentioning as he has not done in the text, but he has in the video is that his perspective is from an average group, not high end skilled players (ie. most of the community).
That should answer all of your points.
TBF, the first point you highlight is if the PTS changes go live. That and the second point you made bold are also speaking of the most skilled players in the game and does not take into account the average player. It does not even take into account the average player clearing the more challenging content. Which is one of the pointes I have made here.
Further, as I have pointed out before, the healing role in this game does not require a restoration staff. Of course healers healing the most challenging content do use them but there are players that do not. The suggestion in this thread is one to force all healers to use rstaffs.
Additionally, much of the reason skilled players can skip the healer role in a lot of content is the ability to avoid damage altogether. I have been through most rounds of vDSA without having to heal much with groups skilled at avoiding damage and I am not talking about self healing.
And in all of this I have not even mentioned the effects this idea would have on PvP. The idea would harm stam builds to a greater degree than magicka builds.
his perspective is from an average group, not high end skilled players (ie. most of the community).
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).
First of all, OP is creating a false narrative suggesting people are looking at replacing healers in trials. I would suggest OP is not experienced in the more challenging content of this game, vet trials, as there is the trinity is very much in place there. It would not increase dps with the buffs healers provide being lost and the additional time required for dps to heal themselves and more. Combat Prayer adds 8% damage to the group.
I would like to see OP prove me wrong by bringing in a raid leader for a vet trial group looking to do vSS, vCR+3, vS+2 or vHoF HM without a healer.
Second, it appears OP has a every limited view of healing being they want to force all healers to use an rStaff. I have known players who mained a healer and never lvled up an rstaff. It can be done on a Templar though they do not do the most challenging content like the newer vet trials.
Third, OP is missing the reason why some dungeon groups can clear the content without a dedicated healer. They are very skilled players and can avoid most of the damage through skilled gameplay. Most groups cannot do that and it certainly cannot be done in the newer vet trials.
You obviously did not watch the popular healer video posted by a class rep, which is kind of odd as you usually post everywhere. Must have slipped through the cracks I guess . I suggest you go watch it.
Anyway the class rep raises serious concerns regarding the role of healers and whether they are going to be required. He goes on to say that almost all content could probably be done without a healer role.
Here is his words verbatim: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[/center]
I added the bold to highlight the important bits. The other point worth mentioning as he has not done in the text, but he has in the video is that his perspective is from an average group, not high end skilled players (ie. most of the community).
That should answer all of your points.
TBF, the first point you highlight is if the PTS changes go live. That and the second point you made bold are also speaking of the most skilled players in the game and does not take into account the average player. It does not even take into account the average player clearing the more challenging content. Which is one of the pointes I have made here.
Further, as I have pointed out before, the healing role in this game does not require a restoration staff. Of course healers healing the most challenging content do use them but there are players that do not. The suggestion in this thread is one to force all healers to use rstaffs.
Additionally, much of the reason skilled players can skip the healer role in a lot of content is the ability to avoid damage altogether. I have been through most rounds of vDSA without having to heal much with groups skilled at avoiding damage and I am not talking about self healing.
And in all of this I have not even mentioned the effects this idea would have on PvP. The idea would harm stam builds to a greater degree than magicka builds.
I think you missed the point:his perspective is from an average group, not high end skilled players (ie. most of the community).
You obviously did not watch the popular healer video posted by a class rep, which is kind of odd as you usually post everywhere. Must have slipped through the cracks I guess . I suggest you go watch it.
Anyway the class rep raises serious concerns regarding the role of healers and whether they are going to be required. He goes on to say that almost all content could probably be done without a healer role.
Here is his words verbatim: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[/center]
I added the bold to highlight the important bits. The other point worth mentioning as he has not done in the text, but he has in the video is that his perspective is from an average group, not high end skilled players (ie. most of the community).
That should answer all of your points.
Bustincapps wrote: »What if ZoS removed spell and weapon damage from the healing done formula? If Zos added powered jewelry enchants stacked with the mundus and powered weapons people would still be able to off heal but make it preferred to have a dedicated spec'd healer.
AcadianPaladin wrote: »Bustincapps wrote: »What if ZoS removed spell and weapon damage from the healing done formula? If Zos added powered jewelry enchants stacked with the mundus and powered weapons people would still be able to off heal but make it preferred to have a dedicated spec'd healer.
The reason I play healer instead of tank is that my healer can do enough damage to comfortably solo and enough heals to comfortably heal groups. A big reason is because the same fuel (magicka and spell damage) that fuels her heals also fuels her damage. What you propose would render both healing and soloing less fun enough that she would absolutely abandon healing and join the throngs of dps that are the game's favored children.
Bustincapps wrote: »What if ZoS removed spell and weapon damage from the healing done formula? If Zos added powered jewelry enchants stacked with the mundus and powered weapons people would still be able to off heal but make it preferred to have a dedicated spec'd healer.
VaranisArano wrote: »Bustincapps wrote: »What if ZoS removed spell and weapon damage from the healing done formula? If Zos added powered jewelry enchants stacked with the mundus and powered weapons people would still be able to off heal but make it preferred to have a dedicated spec'd healer.
The only content in the game that requires a dedicated spec'd healer is PVE dungeons, trials, and 4-man arenas. Please note when making suggestions like this that overland questing, Maelstrom Arena, Battlegrounds, Cyrodiil, and Imperial City are also content in ESO and none of those have any expectation that you are grouped with a dedicated spec'd healer, often leaving you entirely reliant on your own self-heals by design.
Freakin_Hytte wrote: »The major problem is the constant power creeping, a couple of years ago 30-40k was top, now the top is at +80k, my stamwarden hits 60k on the trial dummy and that is with a rotation that I'm pretty bad at. Since heals gets stronger with more power it also gets higher for dds, making a dds survivability good enough for most vet content except for the harder vet trials. So for most part of the game healers are completely unnecessary and if the changes to healers next patch goes live, they'll be even more worthless.
I can't wait until they change the entire CP system and hopefully nerfs it's effect big time and adds something else to it.
I like the system, but it was a inevitable we would get here sooner or later.
Buff the ritual mundus (say double, to 20%, 30% with all divines) and the +healing done set bonuses (to 4%). If to make healers relevant the buff would be so strong that DDs suddenly start using ritual too, buff the other mundus stones too, so that the damage benefit from them would be too much to pass up. To prevent tanks from preferring healing done over healing received bonuses, buff those too (to 5%).
This healing buff is sorely needed anyways judging by what we see on PTS, and it would result in enough healing power difference between DDs and healers to make healers much more desirable than they are now.
In new content introduce more frequent difficult or impossible to avoid non-lethal damage, so that DDs who try to heal either can't sustain it or give up more than 33% of their DPS to keep up (or both).