With the healing changes, and additional crit resistance added I moved points out of Resistant, and added them to Quick Recovery.
I have 3k Crit Resistance, and a healthy amount of points in QR so I feel good after this patch. Just took some time to l2p around it!
With the healing changes, and additional crit resistance added I moved points out of Resistant, and added them to Quick Recovery.
I have 3k Crit Resistance, and a healthy amount of points in QR so I feel good after this patch. Just took some time to l2p around it!
In reality, it solved nothing though.
Classes with good healing still have good healing. Classes with poor healing have terrible healing now.
Zergs and large groups still have people mindlessly throwing resto staff skills around just healing whoever without even trying.Small scale and solo players now have a harder time fighting outnumbered because they can't recover as much when they take big damage from multiple players.
Can we please implement that you can only heal people in your group.
Honestly sick of fighting people and they get healed by someone who doesn't even know they're healing someone.
With the healing changes, and additional crit resistance added I moved points out of Resistant, and added them to Quick Recovery.
I have 3k Crit Resistance, and a healthy amount of points in QR so I feel good after this patch. Just took some time to l2p around it!
Yeh, that's what I did.
In reality, it solved nothing though.
Classes with good healing still have good healing. Classes with poor healing have terrible healing now.
Zergs and large groups still have people mindlessly throwing resto staff skills around just healing whoever without even trying.
Small scale and solo players now have a harder time fighting outnumbered because they can't recover as much when they take big damage from multiple players.
Taleof2Cities wrote: »With the healing changes, and additional crit resistance added I moved points out of Resistant, and added them to Quick Recovery.
I have 3k Crit Resistance, and a healthy amount of points in QR so I feel good after this patch. Just took some time to l2p around it!
Yeh, that's what I did.
In reality, it solved nothing though.
Classes with good healing still have good healing. Classes with poor healing have terrible healing now.
Zergs and large groups still have people mindlessly throwing resto staff skills around just healing whoever without even trying.
Small scale and solo players now have a harder time fighting outnumbered because they can't recover as much when they take big damage from multiple players.
Looks like you didn't (don't) want to change your build to adapt to the new burst meta, @Brrrofski.
The vast majority of PvP players had to make changes after the patch.
Just because you play solo or small man doesn't mean your exempt from the healing changes.
The sooner you adapt the better ... because ZOS isn't going to change the game to cater to your specific playstyle.
Taleof2Cities wrote: »With the healing changes, and additional crit resistance added I moved points out of Resistant, and added them to Quick Recovery.
I have 3k Crit Resistance, and a healthy amount of points in QR so I feel good after this patch. Just took some time to l2p around it!
Yeh, that's what I did.
In reality, it solved nothing though.
Classes with good healing still have good healing. Classes with poor healing have terrible healing now.
Zergs and large groups still have people mindlessly throwing resto staff skills around just healing whoever without even trying.
Small scale and solo players now have a harder time fighting outnumbered because they can't recover as much when they take big damage from multiple players.
Looks like you didn't (don't) want to change your build to adapt to the new burst meta, @Brrrofski.
The vast majority of PvP players had to make changes after the patch.
Just because you play solo or small man doesn't mean your exempt from the healing changes.
The sooner you adapt the better ... because ZOS isn't going to change the game to cater to your specific playstyle.
I did change my build. It's pretty solid.
What's that got to do with the healing nerf?
It doesn't change the fact that ball groups with 10 healers see no change, which is where healing was an issue. Neverending ball group vs ball group lagging the entire server.
Nope. Yup. Got one more thing to say. My buddy mains a Templar, dps variety. Very good character. Very good player. Saw him walking around the other day and challenged him to a duel. He beat me. Okay, no big deal, plenty of people beat me.
But this guy is wearing like ravager body, nma front bar, potentates backbar... like I said, good toon. Good player. He uses balorghs.
We go at it... he pops his ulti with however much he had but I go defensive and survive. Lucky me. He spends the next 5 minutes on his backbar doing nothing but standing in his rune, heavy attacking with a resto staff, breaking free every 6 seconds, and breath of life himself. Until he has 500 ulti. Then he tries again for 12 seconds and after like 10 minutes of this he finally gets me.
I’m a dot based stamdk wearing malacath and TWO defile sets. I’m sorry but he shouldn’t be able to do that for 10 minutes. My sustain is absurd I’m barswapping constant pressure and defile... I don’t mind losing but wtf is this?
So. Tying this back into the original topic. I think the patch is fine. I think either resto heavies, Templar healing, or balorghs need to be nerfed. And as much as I despise Templar’s... I’d rather start by nerfing balorghs and see where things go from there.
Taleof2Cities wrote: »With the healing changes, and additional crit resistance added I moved points out of Resistant, and added them to Quick Recovery.
I have 3k Crit Resistance, and a healthy amount of points in QR so I feel good after this patch. Just took some time to l2p around it!
Yeh, that's what I did.
In reality, it solved nothing though.
Classes with good healing still have good healing. Classes with poor healing have terrible healing now.
Zergs and large groups still have people mindlessly throwing resto staff skills around just healing whoever without even trying.
Small scale and solo players now have a harder time fighting outnumbered because they can't recover as much when they take big damage from multiple players.
Looks like you didn't (don't) want to change your build to adapt to the new burst meta, @Brrrofski.
The vast majority of PvP players had to make changes after the patch.
Just because you play solo or small man doesn't mean your exempt from the healing changes.
The sooner you adapt the better ... because ZOS isn't going to change the game to cater to your specific playstyle.
EtTuBrutus wrote: »Taleof2Cities wrote: »With the healing changes, and additional crit resistance added I moved points out of Resistant, and added them to Quick Recovery.
I have 3k Crit Resistance, and a healthy amount of points in QR so I feel good after this patch. Just took some time to l2p around it!
Yeh, that's what I did.
In reality, it solved nothing though.
Classes with good healing still have good healing. Classes with poor healing have terrible healing now.
Zergs and large groups still have people mindlessly throwing resto staff skills around just healing whoever without even trying.
Small scale and solo players now have a harder time fighting outnumbered because they can't recover as much when they take big damage from multiple players.
Looks like you didn't (don't) want to change your build to adapt to the new burst meta, @Brrrofski.
The vast majority of PvP players had to make changes after the patch.
Just because you play solo or small man doesn't mean your exempt from the healing changes.
The sooner you adapt the better ... because ZOS isn't going to change the game to cater to your specific playstyle.
New burst meta? It's always been burst.
Can we please implement that you can only heal people in your group.
Honestly sick of fighting people and they get healed by someone who doesn't even know they're healing someone.
@setayco yea I didn’t mean to say ravager I meant to say rattlecage. Listen I’m not the best dueler I was just trying to relay my personal experience and the observations that came of it. You see I beat Templar’s in duels frequently enough. And they beat me frequently enough. I know how to shuffle and walk through them and I know to try and roll their defile thingy. I don’t play Templars because they’ve seemed fairly OP to me since I started playing the game. So I admit I don’t know much about them. These are just my observations. Based on the assumption that the nerf to healing and simultaneous nerf to defensive monster sets was an attempt to limit the tanky meta or at least keep tanks from also doing good damage. So I found it relevant to point out that the very best healers are still OP. Healers, tanks, dps... not sure what to call them. And isn’t that exactly the problem? Like I said at the end of my rant it’s probably not so much Templar’s as it is balorghs. Why they made balorghs so preposterously overtuned in the midst of all these other changes is beyond me.
Anyway no I don’t think it has anything to do with the damage I deal I think it has to do with players who duel not to lose instead of trying to win. And yes, I am aware that the irony here is he did win. I’m just saying it’s kinda lame that mechanics like that exist. You want to say I’m wearing two defile sets so I have no damage but you shrug off the fact that he’s just healing through extreme defiles. Like I must’ve had to give something else up to be doing what I’m doing... but you don’t see or care how he did NOT.
Anyway I stand 100% by my original statement, even if the story didn’t have much to do with it. I think the healing nerf missed it’s target... the healers. Everybody else is trying out pirate skeleton, earthgore, and malubeth in hopes of recovering what they once had. Meanwhile Templar’s are just doing whatever they want. Wear heavy armor, sure. Use pariah, why not. You can still heal. And you can still do damage. And I guess if I was a Templar I wouldn’t have to sacrifice my 5 piece or my damage to have major defile.
In my opinion Templar’s got buffed, if only compared to everyone else. And it’s not that I don’t want a dedicated healer to be able to heal his butt off. I just don’t want to lose to someone wearing heavy armor, an additional defensive set, balorghs, and like has like 800 recovery. Balorghs is a giant carry, which was the actual final statement I made. I don’t care that I lost. I lose plenty and I win plenty. It struck me as being indicative of a problem. If you don’t agree... whatever.
Let's see, it's a bad idea because healing was never the problem: it was always the damage reduction.
I also find it quite comical that people cried when templars were healing, and now that they cannot heal as much and stack as much damage as possible with defile, people are still crying.
ZOS decided to cater to players that have either zero idea about the tank problem or an extreme bias, and this patch is the result.
Tanks stronger than ever before, because defile tanks can do more damage to anyone else greater than before, and tanks can effectively heal more than everyone else greater than before, when accounting for relative power across all builds.
This patch is a REAL tank meta. Go tank, or go boom! It's not even a contest. Then you have mythics that power up these tanks to levels pure DPS without mythics can never achieve...and some people on these forums think the game is at a good point?
Just wait until everyone knows your little secrets, including the bugs. We'll see how fun PvP is very soon
I think the healing nerf was a good change. In cp it was probably extremely necessary. In no cp it’s been rather extreme and most people had to change their build. I’m not sure why that alone is enough evidence for so many people to hate it.
The one complaint I have is that, not so much group -v- solo, but toons with natural affinity for healing -v- not... the healing beasts still seem to be healing beasts. It’s almost like... okay I’m going to say it... it’s almost like Templar’s were over healing anyway and with these awesome new options for resource sustain I don’t think they got messed with at all.
So you have one of the most overplayed and overpowered classes, known for healing, that just escapes this change completely. The rest of us had to change our gear to be more tanky or whatever... the Templar still just stacks damage. Which creates further divide in potential healing power.
I’ll admit to being a little biased against Templar’s they have always annoyed me. Don’t get me wrong I kill half of them or whatever but have you seen the damage on some of these guys? I mean they might not be nightblades or stamcros but they can 0 you, with cp, from 75% health. And heal full with a wave of their hand.
Their preferred kill combo just naturally includes a major defile, a gap closer, a stun, a proc, a delayed burst skill, and a cheap ultimate. Oh did I make that look like it was a 6 skill combo? It’s only 3.
Sorry for hijacking your thread with a rant but that is my opinion on this patch. I like the change for the most part but I feel they missed the target a little bit.