TheNightflame wrote: »@cheemers would you be ok to elaborate your yes? So far the only arguments by people who *wholeheartedly* agree with the changes are "people will adapt." and that's it, or something similar. Some people are iffy, but you're saying you agree 100% so far, so I'm curious.
TheNightflame wrote: »I appreciate your response and agree with how you can heal a majority of content with simply a grand healing spam, but where skill comes into play is buff uptimes, debuff uptimes, and quick reactive burst healing. I agree that more should go into keeping groups alive than 1 skill doing the job in a lot of cases, but using that to justify the changes is grossly oversimplifying things.
Skilled gameplay, at present, involves knowing the fights, anticipating damage phases, cleverly layering hots when needed, and buffing and debuffing when it's not. Skilled gameplay after this patch will be "have you placed all your hots and buffs and things down? ok, time to combat prayer spam to heal through the mechanics that are still possible to heal through".
While the changes make it so one skill being spammed won't carry you through content anymore, it greatly reduces what skilled gameplay had the potential to be, and replaces one overly spammed skill by poor players, to good players too now spamming a skill, whether necessarily or not.
Note that this was all said without touching on DDs off healing. That, to me, is a separate issue/red-herring that, in my opinion, ZOS is falling for adjusting instead of adjusting healers themselves.
[...] The irony of this is that I'm seeing some of the best healers in our community (the ones who will most easily be able to adapt) taking the time to speak out with detailed explanations, because they have a broader perspective and are considering healing from all angles: PvE, PvP, end game, casual play, PUGs, etc.
They just haven’t messed with healing like they have with dps so healers aren’t used to change and got too comfortable.
They just haven’t messed with healing like they have with dps so healers aren’t used to change and got too comfortable.
As a Templar healer with a PvE focus who has seen a steady stream of nerfs to my healing toolkit, I would respectfully disagree. I also seem to recall various times in healing history when our roles were pretty different from where they stand right now.
That's a pretty accurate summary of things I recall, as well. Therefore a well-deserved "awesome". You also sum up a fair point with Morrowind. Quite a few problems that are being "curated" now are actually self-created by ZOS and go back to reactions on previous nerfs. Orbs come to mind to counter Morrowind's nerf ***, one of the most criticized and hated nerfs in ESO's history so far.I also seem to recall various times in healing history when our roles were pretty different from where they stand right now. There was at time when crit was a key stat for a healer, orbs weren't available as a healing option, and there was a pretty painful transition for all of us healers when we all got hit with the sustain nerf bat... to name a few adjustments. Anyone else still around that remembers when we ran dual wield on front bar and resto staff on back bar?? I could be wrong, but I think the lightning staff back bar "meta" has been around a lot longer that orbs have been.
In my opinion, the Morrowind sustain nerf is the awful gift that keeps on giving and has taken us to this next round of horrible changes for healers. Templar shards became more required for other roles to sustain, so the orb changes were made to allow other healing/support roles to be viable outside of Templar, which ended up becoming the meta due to the fact that they healed AND provided resources at the same time.
I know that's an extremely simplified version of things :P but my point is that while the springs/orbs meta seems like it has been around for a while, it really hasn't been that long in the grand scheme of the game and us healers have weathered a lot of changes as well. There is something about these changes that is causing folks to be more vocal than usual and I don't think it is just because the role is being somewhat disrupted. That's happened before and to a certain extent we all know some disruption is necessary to keep the game fresh.
Maybe a desperate hope to improve performance is the driving force behind what we consider (wrongly?) a balance shift. But what if the healing changes have a slight, yet not meaningful enough impact? What will be next? Damage over time causes a lot of calculation, too. Let's get rid of wall of elements, bleeds, poisons...? You got the picture.Sandman929 wrote: »Maybe "No" is a little too simple. Because if these changes are a significant step toward better performance I'd probably say yes.
Maybe a desperate hope to improve performance is the driving force behind what we consider (wrongly?) a balance shift. But what if the healing changes have a slight, yet not meaningful enough impact? What will be next? Damage over time causes a lot of calculation, too. Let's get rid of wall of elements, bleeds, poisons...? You got the picture.Sandman929 wrote: »Maybe "No" is a little too simple. Because if these changes are a significant step toward better performance I'd probably say yes.
If an abilitiy is stressing servers, there are more answers to the question than just taking the ability out of play. Maybe the other solutions are more complex, expensive, difficult. But maybe they are worth looking at in the long run. Terminating one of three roles of this game for sake of performance is a high price to pay I must say. Servers better work top notch when the update goes live to make the price not too high.
Sandman929 wrote: »Maybe a desperate hope to improve performance is the driving force behind what we consider (wrongly?) a balance shift. But what if the healing changes have a slight, yet not meaningful enough impact? What will be next? Damage over time causes a lot of calculation, too. Let's get rid of wall of elements, bleeds, poisons...? You got the picture.Sandman929 wrote: »Maybe "No" is a little too simple. Because if these changes are a significant step toward better performance I'd probably say yes.
If an abilitiy is stressing servers, there are more answers to the question than just taking the ability out of play. Maybe the other solutions are more complex, expensive, difficult. But maybe they are worth looking at in the long run. Terminating one of three roles of this game for sake of performance is a high price to pay I must say. Servers better work top notch when the update goes live to make the price not too high.
Yeah, it's a very big "if". And with ZOS, the changes are in isolation despite what it seems the PvE community is saying about content requiring the the kind of tools that are being taken away. ZOS responds by saying they'll make adjustments if needed, but we all know that means the content might be in a bad state for a few months.