brandoncoffmannub18_ESO wrote: »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.
Heal Role being useless, flat, and boring
Heal checks being more-so about how many stam DDs using echoing vigor and RoP
Tanks dying because you don't get a springs because Healers gotta aim at the dps flying around and you only get one springs.
Just make the limit of aoes of springs spam to 1 IF in PVP, battle spirit OP, buff it.
Sandman929 wrote: »brandoncoffmannub18_ESO wrote: »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.
Heal Role being useless, flat, and boring
Heal checks being more-so about how many stam DDs using echoing vigor and RoP
Tanks dying because you don't get a springs because Healers gotta aim at the dps flying around and you only get one springs.
Just make the limit of aoes of springs spam to 1 IF in PVP, battle spirit OP, buff it.
I'm aware of all that, and as you can see I also voted "no". But what I'd like, and what's going to happen aren't the same thing. If it helps performance, I'm happier about it. I'm still not happy that the change isn't accompanied by addressing all the things you just said as well, but maybe they'll get to that in 6-9 months.
Healing has become so simple. Spam springs, toss a bubble to the poor when it’s time. a combat prayer here and there. This isn’t effective healer play but tbh you didn’t “have” to do much more.
snarkomatic wrote: »Healing has become so simple. Spam springs, toss a bubble to the poor when it’s time. a combat prayer here and there. This isn’t effective healer play but tbh you didn’t “have” to do much more.
Why do people keep repeating this nonsense? For one, it's objectively wrong when you're talking about endgame healing -- but for another, in what way do you think that spamming combat prayer for burst AoE heals is somehow going to make things more interesting than being able to utilize multiple casts of springs and orbs to either spread healing or stack numbers higher? I do not understand that logic, at all.
I'm not sure if that's the reason but if it is, the change won't solve the problem. There's been always ability stacking in Cyrodiil, to the point of madness. There has been caltrop stacks, springs stacks, vigor stacks and as long as there are spamable abilities, they will be stacked to the point of unplayability for everyone (on top of the coordinated ult stacks etc).EatYourVegetables wrote: »If the motivation for this change was lag in cyrodiil, can't that be fixed another way?
EatYourVegetables wrote: »I am rushing to finish my monster helm collection before this patch drops, because I don't think I'll be queuing much after.
I'm a mediocre healer and I only do PUG vet dungeons, not trials. I don't even use healing springs all that much but it is critical to save a wipe in certain circumstances. Especially when you are in a group with CP <300 that don't have optimized gear or a good understanding of the mechanics.
People will only tolerate a few wipes before they start rage chatting and dropping. Right now I can mostly prevent this situation, people may die but I can rapid rez them usually, and we can almost always finish the dungeon even if no one knows the mechanics. I just don't think i'll be able to do this after the patch drops.
If the motivation for this change was lag in cyrodiil, can't that be fixed another way? Perhaps a target cap of 6 people? Or is it the fact that so many players are spamming it that is the problem? I know each one is probably a radius query to the game's scene graph to find affected targets, and those can add up - but it seems like in trials/dungeons it shouldn't be a problem, so its just Cyrodiil that needs some fix.
I agree that polls that attempt to measure at least the sentiment on the forums are more helpful than the same few people (either for or against) repeating comments which makes it difficult to exhibit how much concern there really is or isn't out there.
I made a couple of polls which I'll also reference here with summarized results as they currently stand. They were intended to help quantify the different nuances of the healing changes.
Poll 1: What CONCERNS you about the proposed healing changes?
- 124 voters are specifically unhappy for one or multiple reasons
- 28 voters say nothing; they are very happy with the changes
Poll 2: What EXCITES you about the proposed healing changes?
- 65 voters specifically like at least one thing about the proposed healing changes
- 98 voters say nothing; they are incredibly unhappy with the changes
There are also voters in each poll who said "Other" or weren't aware of the healing changes when they took the poll. What this data tells me is that a large percentage of the voting community is not really happy with the changes the way they are being implemented, but there is broader agreement that some kind of adjustment to healing would be OK and/or desirable.
I really believe that this core sentiment -- we can collectively get behind changes to healing as a community, but right now the changes seem too drastic to many of us who enjoy the healing role as it is today and adjustments could make them more palatable to more of us -- is being lost in the dramatically vocal (and in my opinion, largely unfair and inaccurate) debates about healers needing to "git gud." 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.
Saril_Durzam wrote: »I think at the end, and switching things, we will do it. Maybe a DD hybrid, but we will do it.
Neither of the two have skills comparable to healing springs. They have other bursty tools yes but that's not the same.crazywolfpusher wrote: »Also want to say, this change are good IF we consider "class indentity".
templars and wardens will be the best healers now, isnt that good?