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Nice job on the Healing Changes

Jeremy
Jeremy
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Just wanted to compliment the current design team on the changes to Rapid Regeneration. So far, it's been working just like I hoped it would and provides healers with a powerful reactive heal that is omnidirectional.

I did a round of pledges today as my Templar Healer and it was first time I actually enjoyed playing my healer since the Breath of Life nerfs. I was finally able to center myself among the group to make use of my Templar Ritual ability while still being able to effectively heal damage-dealers who were behind me or off to the side dealing with adds without having to spin my character around like a blind idiot trying to locate them (which drove me nuts) So job well done. I'm actually going to start playing my healer again thanks to these changes.
Edited by Jeremy on August 13, 2019 2:40PM
  • es4eva
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    Gonna reserve judgement until I get a few dungeons under my belt with new changes, but I'm not as pessimistic as others seem to be regarding the healing changes.
  • peacenote
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    Breath of Life was nerfed at least partially because its omnidirectionalness was deemed "too OP" in PvP. In fact a major complaint was that people shouldn't be able to heal people behind them as they could just stand in a group and spam heals without intelligently participating in the PvP battle.
    I mentioned the irony of this in PTS, I'm surprised it went live, and I'm skeptical that this change will remain untouched if it starts being identified as "overhealing" or "unfair" in PvP.

    Also I'm glad to hear it is enjoyable but I would like to point out that the previous meta playstyle of healers was heavily criticized by many (incorrectly imo) of requiring no skill because two abilities were "spammed." How an ability that doesn't requiring planning, positioning, or aiming increases skilled game play is a mystery to me. ;) So there is some irony in heralding this change as good.

    I hear you on wanting an option for an omnidirectional heal though. I have always thought healers should have one as a save to encourage more dynamic play (I can free someone from a cocoon or help with other mechanics if I don't always have to face people to heal) but I feel it should be an emergency save at a high cost (maybe with a cooldown) not something we can leverage frequently and repeatedly in a short period of time.

    My two cents, at the moment it is what it is right now so you might as well enjoy it if you can. :D
  • luen79rwb17_ESO
    luen79rwb17_ESO
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    Oops incoming nerf to rapid rengen LoS, thanks for your feedback tho...
    PC/DC/NAserver

    V16 sorc - V16 temp - V16 dk - V1 nb - V1 temp - V1 dk
  • Jeremy
    Jeremy
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    peacenote wrote: »
    Breath of Life was nerfed at least partially because its omnidirectionalness was deemed "too OP" in PvP. In fact a major complaint was that people shouldn't be able to heal people behind them as they could just stand in a group and spam heals without intelligently participating in the PvP battle.
    I mentioned the irony of this in PTS, I'm surprised it went live, and I'm skeptical that this change will remain untouched if it starts being identified as "overhealing" or "unfair" in PvP.

    Also I'm glad to hear it is enjoyable but I would like to point out that the previous meta playstyle of healers was heavily criticized by many (incorrectly imo) of requiring no skill because two abilities were "spammed." How an ability that doesn't requiring planning, positioning, or aiming increases skilled game play is a mystery to me. ;) So there is some irony in heralding this change as good.

    I hear you on wanting an option for an omnidirectional heal though. I have always thought healers should have one as a save to encourage more dynamic play (I can free someone from a cocoon or help with other mechanics if I don't always have to face people to heal) but I feel it should be an emergency save at a high cost (maybe with a cooldown) not something we can leverage frequently and repeatedly in a short period of time.

    My two cents, at the moment it is what it is right now so you might as well enjoy it if you can. :D

    Rapid Regeneration actually allows me to position and plan the use of my abilities, like Ritual and others (which requires me to center myself among the group). Without an omnidirectional heal I have to run around like a moron trying to keep everyone in front of me which actually prevents me from planning or positioning - not to mention it's just annoying.

    Thanks for letting me know that PvP was behind the Breath of Life nerfs though. I always suspected that was the case. But I was never 100% sure about it. It's really time they just separated PvP and PvE. It's a making a mess of their game.

    Edited by Jeremy on August 14, 2019 3:39PM
  • Jeremy
    Jeremy
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    Oops incoming nerf to rapid rengen LoS, thanks for your feedback tho...

    Well that figures....

    They finally make healers good again. Now they want to nerf it.
    Edited by Jeremy on August 14, 2019 3:55PM
  • Xvorg
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    peacenote wrote: »
    Breath of Life was nerfed at least partially because its omnidirectionalness was deemed "too OP" in PvP. In fact a major complaint was that people shouldn't be able to heal people behind them as they could just stand in a group and spam heals without intelligently participating in the PvP battle.
    I mentioned the irony of this in PTS, I'm surprised it went live, and I'm skeptical that this change will remain untouched if it starts being identified as "overhealing" or "unfair" in PvP.
    I consider the original change to BoL a stupidity since it required the healer to us DDs as meat shields in some ocassions and because it was a decent feature for PvP in case of groups. Nevertheless, I don't see a problem between the logic of the BoL nerf and Rapid rework, since the later requires you to run a healing staff. In PvP, unless you have an amazing build never discovered, most people slots resto staff backbar. Compared to the complaint against BoL which allowed you to use it front bar with your DD weapon, I don't think it is a problem. In fact, it should have been done that way since BoL lost it omnidirectional feature (more like a trade)

    Glad ZoS did something at least, but BoL should have never been touched without givig healers something to compensate, which they have it done now.
    The biggest problem within this game is the lack imagination on its player base and its developers...
    DragonKNIGHT KNIGHT!!!! not Dragonscoundrel, neither Dragonarcher....
    ― Our enemy was bold so we were bolder... our enemy was strong so we were stronger...

    ― Then, why did you lose?

    ― Our enemy was stupid...
    When it comes to crap, big-time, major league crap, you have to stand in awe of the all-time champion of false promises and exaggerated claims, ZoS. No contest. No contest. ZoS. ZoS easily has the greatest crap story ever told. Think about it: ZoS has actually convinced people, that there's a balance patch, coming next chapter, which will make you do everything you want do, at any hour, every day. And this balance patch has a special list of things it wants you to do. And if you don't do any of these things, it has a special place, full of lag and zergs and bleeds and procs and nerfs, where he will send you to die and suffer and respec and die and give AP and cry forever and ever 'til the end of time!

    But it loves you. It loves you, and it has lag! It always has lag! It's all-fun, all-perfect, all-lore, and all-challenging, somehow just can't handle lag! ZoS takes in millions of dollars, they pay no high-end servers, and they always need a little more. Now, you talk about a good crap story. Holy Proc!
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