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I dont understand why Healers have to Suffer more every Patch and Chapter. We need your Help ZoS.

Einar_Hrafnarsson
Einar_Hrafnarsson
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Healers, and i mean real healers, suffered greatly during the past few patches with heavy nerfs to basically all thats healing.

Now with the new Chapter and DLC's we get Sets that punish Healing specifically (Take damage up To every Second you get healed) and defensive measures on Top of that (Enemy gets more and more Penetration the longer you Block).

It is already hard to find Healers for PvP, It could be nearly impossible to find any after these Sets go live as they are.
I understand that some people are frustrated about the rather Tanky PvP meta, but why punish the Healers for it?

There must be some other solution that does not punish us for the Gameplay choices of others.

Thank you for reading and have a good day.
  • Treeshka
    Treeshka
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    Other aspects of the game is getting a hit because Radiating Regeneration was spammed in every ball group. Now its healing output is halved because of this very reason. Not sure if they still use this skill though.
  • Malthorne
    Malthorne
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    They have to start by balancing PVP and PVE separately, imo. Which, unfortunately, will probably never happen.
  • FeedbackOnly
    FeedbackOnly
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    Treeshka wrote: »
    Other aspects of the game is getting a hit because Radiating Regeneration was spammed in every ball group. Now its healing output is halved because of this very reason. Not sure if they still use this skill though.

    There's already defiles in game. Nerfing rt would destroy balance in pve
  • FeedbackOnly
    FeedbackOnly
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    1 item: Adds 129 Magicka Recovery
    2 items: Overhealing yourself or an ally grants them 4272 Armor for 1 second. Healing yourself or an ally grants them Minor Vitality for 1 second, increasing their healing received by 8%.

    ..

    2 items: Adds 129 Magicka Recovery
    3 items: Adds 4% Healing Done
    4 items: Adds 1096 Maximum Magicka
    5 items: Healing an ally within 12 meters with a Direct Heal creates a 15 meter tether between you for 10 seconds. This effect can occur once every 15 seconds. You and allies touching the tether are healed for 2005 Health every second, scaling off the higher of your Max Magicka or Stamina. If you or an ally is overhealed by the tether, they gain Minor Heroism for 1.5 seconds.

    I had to look because I remember it the other way. These see decent sets

    2 items: Adds 1487 Offensive Penetration
    3 items: Adds 1487 Offensive Penetration
    4 items: Adds 1487 Offensive Penetration
    5 items: When an enemy blocks one of your attacks, increase your Offensive Penetration by 631 for 5 seconds. This effect can stack up to 20 times. You can gain one stack every 0.5 seconds

    This just promotes using defensive healing sets instead of a just buffs

    2 items: Adds 129 Magicka Recovery
    3 items: Adds 1096 Maximum Magicka
    4 items: Adds 129 Weapon and Spell Damage
    5 items: Applying a Major or Minor Debuff to an enemy applies Star Venom to them for 6 seconds. This effect can occur once every 12 seconds. Whenever an enemy with Star Venom is healed, they take 2848 Daedric Damage, up to once per second. An enemy can only be effected by one instance of Star Venom at a time.

    This just means you better hay healer like sustain or use healing buffs sets like winter respite, hitis, vanis, twilight remedy

    This sets damage is too high though

    Edit: purge it


    Edited by FeedbackOnly on January 30, 2023 2:57PM
  • LadyLavina
    LadyLavina
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    Healers, and i mean real healers, suffered greatly during the past few patches with heavy nerfs to basically all thats healing.

    Now with the new Chapter and DLC's we get Sets that punish Healing specifically (Take damage up To every Second you get healed) and defensive measures on Top of that (Enemy gets more and more Penetration the longer you Block).

    It is already hard to find Healers for PvP, It could be nearly impossible to find any after these Sets go live as they are.
    I understand that some people are frustrated about the rather Tanky PvP meta, but why punish the Healers for it?

    There must be some other solution that does not punish us for the Gameplay choices of others.

    Thank you for reading and have a good day.

    Gave up on healing when they prison-shanked Templars to take away Major Mending when Warden was released just to force people onto that class lol
    PC - NA @LadyLavina 1800+ CP PvP Tank and PvP Healer
  • Soraka
    Soraka
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    Whoa I'm confused, I mostly can't choose who I heal in pvp so does this mean I'm basically going to be friendly firing people with little control if I am healing??
    I hope I'm not reading this correctly. All I do is play healer in PvP, I'll have no reason to play...
    Edited by Soraka on January 30, 2023 4:08PM
  • Araneae6537
    Araneae6537
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    Treeshka wrote: »
    Other aspects of the game is getting a hit because Radiating Regeneration was spammed in every ball group. Now its healing output is halved because of this very reason. Not sure if they still use this skill though.

    One of many changes that needs to be reverted! It hurts PVE healers, it hurts PVP healers in more casual groups, and ballgroups adapt.
  • Einar_Hrafnarsson
    Einar_Hrafnarsson
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    Soraka wrote: »
    Whoa I'm confused, I mostly can't choose who I heal in pvp so does this mean I'm basically going to be friendly firing people with little control if I am healing??
    I hope I'm not reading this correctly. All I do is play healer in PvP, I'll have no reason to play...

    5 items: Applying a Major or Minor Debuff to an enemy applies Star Venom to them for 6 seconds. This effect can occur once every 12 seconds. Whenever an enemy with Star Venom is healed, they take 2848 Daedric Damage, up to once per second. An enemy can only be effected by one instance of Star Venom at a time.

    If one of your Team gets this debuff and you heal them then they also get damage, yes.
  • Agenericname
    Agenericname
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    Soraka wrote: »
    Whoa I'm confused, I mostly can't choose who I heal in pvp so does this mean I'm basically going to be friendly firing people with little control if I am healing??
    I hope I'm not reading this correctly. All I do is play healer in PvP, I'll have no reason to play...

    5 items: Applying a Major or Minor Debuff to an enemy applies Star Venom to them for 6 seconds. This effect can occur once every 12 seconds. Whenever an enemy with Star Venom is healed, they take 2848 Daedric Damage, up to once per second. An enemy can only be effected by one instance of Star Venom at a time.

    If one of your Team gets this debuff and you heal them then they also get damage, yes.

    I would assume this applies to self heals as well? If so, it isnt simply healers, its anyone with a heal.

    It seems like a really good way to improve performace in Cyrodiil.
  • Punitio
    Punitio
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    They need to make it that 2 heals of the same skill can't stack in 1 players, is absurd how ball groups stack 12 radiating heals and echoing vigors.
    If you have 1 radiating heal or echoing vigor already, and other players uses them again, that should restart the duration of the one skill effect on you, not add another instance of healing, is really stup1d and boring design.
    Edited by Punitio on January 30, 2023 5:31PM
  • Einar_Hrafnarsson
    Einar_Hrafnarsson
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    Soraka wrote: »
    Whoa I'm confused, I mostly can't choose who I heal in pvp so does this mean I'm basically going to be friendly firing people with little control if I am healing??
    I hope I'm not reading this correctly. All I do is play healer in PvP, I'll have no reason to play...

    5 items: Applying a Major or Minor Debuff to an enemy applies Star Venom to them for 6 seconds. This effect can occur once every 12 seconds. Whenever an enemy with Star Venom is healed, they take 2848 Daedric Damage, up to once per second. An enemy can only be effected by one instance of Star Venom at a time.

    If one of your Team gets this debuff and you heal them then they also get damage, yes.

    I would assume this applies to self heals as well? If so, it isnt simply healers, its anyone with a heal.

    It seems like a really good way to improve performace in Cyrodiil.

    Whenever an Enemy with Star Venom is Healed.....

    Sounds like "Healed by someone" but wording was never one of their strengths so it might be any healing.
  • Soraka
    Soraka
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    Guess my support may change to moral support in zone while I scout keeps 😐🤣
  • Kaelthorn_Nightbloom
    Kaelthorn_Nightbloom
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    Templars and Necros used to be A-tier healers in Battlegrounds and they are now C-tier at best. Some of the best healers in Battlegrounds are now healing for significantly less than they used to. It's sad to see these players have their healing power stripped from them and unable to protect their teammates. I genuinely feel for them.

    Warden is the last good healer in BGs now. Sorcerer if they manage to keep the bird alive.

    Here's my ranking for U36.

    S-Tier: None
    A-Tier: Warden
    B-Tier: Sorcerer
    C-Tier: Templar, Necro, Nightblade, Dragonknight
    PC NA
  • AndreNoir
    AndreNoir
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    Treeshka wrote: »
    Other aspects of the game is getting a hit because Radiating Regeneration was spammed in every ball group. Now its healing output is halved because of this very reason. Not sure if they still use this skill though.

    It's not used not because it halved but because entire healer role is useless most of the time
  • Holycannoli
    Holycannoli
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    Healing in PvP is out of control and at least they're trying to address it. Don't know how far it will go with these sets though. My guess is not very far at all in the more coordinated ball groups, which are causing healing to be out of control in the first place.
  • FeedbackOnly
    FeedbackOnly
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    Healing in PvP is out of control and at least they're trying to address it. Don't know how far it will go with these sets though. My guess is not very far at all in the more coordinated ball groups, which are causing healing to be out of control in the first place.

    Wasn't just healers that were the problem . I guess we blanlme them first though
  • Holycannoli
    Holycannoli
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    Healing in PvP is out of control and at least they're trying to address it. Don't know how far it will go with these sets though. My guess is not very far at all in the more coordinated ball groups, which are causing healing to be out of control in the first place.

    Wasn't just healers that were the problem . I guess we blanlme them first though

    The real problem is the homogenization of classes. Each class can heal, dps, tank and support and it shouldn't be that way.

    But healing in particular (yes you're correct, not healers but healing) is the issue in PvP.
  • p00tx
    p00tx
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    Healing in PvP is out of control and at least they're trying to address it. Don't know how far it will go with these sets though. My guess is not very far at all in the more coordinated ball groups, which are causing healing to be out of control in the first place.

    They're not causing it to be out of control, it just is out of control for PvP and they're making use of something that already exists. The potential for all players and all healers to capitalize on that pool is the same across the board if they take the time to learn how. I know it's too soon to say this, so take this with a grain of salt, but I don't think these new sets are going to have a terrible impact on PvP healing for those who know how to do it properly. It's just going to hurt the less experienced pug healers.
    PC/Xbox NA
    Unchained | Unstoppable | Mindmender | Swashbuckler Supreme | Planes Breaker | Dawnbringer | Godslayer | Immortal Redeemer | Gryphon Heart | Tick-tock Tormentor | Dro-m'Athra Destroyer | Stormproof | Grand Overlord | Grand Mastercrafter | Master Grappler | Tamriel Hero
  • FeedbackOnly
    FeedbackOnly
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    Healing in PvP is out of control and at least they're trying to address it. Don't know how far it will go with these sets though. My guess is not very far at all in the more coordinated ball groups, which are causing healing to be out of control in the first place.

    Wasn't just healers that were the problem . I guess we blanlme them first though

    The real problem is the homogenization of classes. Each class can heal, dps, tank and support and it shouldn't be that way.

    But healing in particular (yes you're correct, not healers but healing) is the issue in PvP.

    Each class doing each role is the promise of playing as you want.

    We just need more defiles on skills or passively applied for healing or stop scaling healing with damage power
  • Einar_Hrafnarsson
    Einar_Hrafnarsson
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    Healing in PvP is out of control

    There are multiple Ways of controlling it. ZoS just does not do it.

    Rolespecific buffs/debuffs. (DPS role gets little healing but dps boost and so on)

    Attacks, Heals, Tankyness scales by the number of rolespecific Skills you got on your Bars.
    (many Healskills: higher Healing. Many Tankskills, more Tankyness and so on.)

    Just two ideas that pop in my mind instantly.

    Edited by Einar_Hrafnarsson on January 31, 2023 12:43AM
  • FeedbackOnly
    FeedbackOnly
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    Healing in PvP is out of control

    There are multiple Ways of controlling it. ZoS just does not do it.

    Rolespecific buffs/debuffs. (DPS role gets little healing but dps boost and so on)

    Attacks, Heals, Tankyness scales by the number of rolespecific Skills you got on your Bars.
    (many Healskills: higher Healing. Many Tankskills, more Tankyness and so on.)

    Just two ideas that pop in my mind instantly.

    Unlink healing From spell and weapon power and then it's balanced
  • Einar_Hrafnarsson
    Einar_Hrafnarsson
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    Healing in PvP is out of control

    There are multiple Ways of controlling it. ZoS just does not do it.

    Rolespecific buffs/debuffs. (DPS role gets little healing but dps boost and so on)

    Attacks, Heals, Tankyness scales by the number of rolespecific Skills you got on your Bars.
    (many Healskills: higher Healing. Many Tankskills, more Tankyness and so on.)

    Just two ideas that pop in my mind instantly.

    Unlink healing From spell and weapon power and then it's balanced

    Giving Healing its own Stat? Also a good idea :)
  • FeedbackOnly
    FeedbackOnly
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    Healing in PvP is out of control

    There are multiple Ways of controlling it. ZoS just does not do it.

    Rolespecific buffs/debuffs. (DPS role gets little healing but dps boost and so on)

    Attacks, Heals, Tankyness scales by the number of rolespecific Skills you got on your Bars.
    (many Healskills: higher Healing. Many Tankskills, more Tankyness and so on.)

    Just two ideas that pop in my mind instantly.

    Unlink healing From spell and weapon power and then it's balanced

    Giving Healing its own Stat? Also a good idea :)

    The overpowered healing is coming from dps and tanks not actual healers
  • Einar_Hrafnarsson
    Einar_Hrafnarsson
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    Healing in PvP is out of control

    There are multiple Ways of controlling it. ZoS just does not do it.

    Rolespecific buffs/debuffs. (DPS role gets little healing but dps boost and so on)

    Attacks, Heals, Tankyness scales by the number of rolespecific Skills you got on your Bars.
    (many Healskills: higher Healing. Many Tankskills, more Tankyness and so on.)

    Just two ideas that pop in my mind instantly.

    Unlink healing From spell and weapon power and then it's balanced

    Giving Healing its own Stat? Also a good idea :)

    The overpowered healing is coming from dps and tanks not actual healers

    Because healing gets boosted by offensive Stats and sometimes maximum HP.

    Wich is why a Stat for healing only would make even more sense.
  • MidniteOwl1913
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    Treeshka wrote: »
    Other aspects of the game is getting a hit because Radiating Regeneration was spammed in every ball group. Now its healing output is halved because of this very reason. Not sure if they still use this skill though.

    One of many changes that needs to be reverted! It hurts PVE healers, it hurts PVP healers in more casual groups, and ballgroups adapt.

    Yes! The ball groups are practiced, disciplined and organized. Nerf, nerf, nerf and *they* are fine. It's the rest of us who get hurt. RR was almost halved and did it solve the ball group problem? No! Maybe it's time to try something besides nerfing to deal with ball groups.


    PS5/NA
  • HerrKeinTipp_MrNoTip
    HerrKeinTipp_MrNoTip
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    "Healer, I just met 'er" - ZOS
  • Einar_Hrafnarsson
    Einar_Hrafnarsson
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    Treeshka wrote: »
    Other aspects of the game is getting a hit because Radiating Regeneration was spammed in every ball group. Now its healing output is halved because of this very reason. Not sure if they still use this skill though.

    One of many changes that needs to be reverted! It hurts PVE healers, it hurts PVP healers in more casual groups, and ballgroups adapt.

    Yes! The ball groups are practiced, disciplined and organized. Nerf, nerf, nerf and *they* are fine. It's the rest of us who get hurt. RR was almost halved and did it solve the ball group problem? No! Maybe it's time to try something besides nerfing to deal with ball groups.


    Exactly. Ball Groups are barely affected by the nerfs. The ones suffering from them are the actual Healers.
    Its become quite hard to enjoy healing...
  • Araneae6537
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    I am a healer main and absolutely do NOT want a separate healing stat. Yes, I have played games that had that, and did not like it there either. I should be able to use my magical power how I wish, with sets and cp enhancing that.

    I wear support sets but if I need some more dps, as in say, a dungeon where the dps are struggling to kill more than to stay alive, I can swap some skils and contribute to damage. I don’t suddenly do great dps of course, but if healing was totally separate from damage, it would be pointless.
  • Marcus684
    Marcus684
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    Treeshka wrote: »
    Other aspects of the game is getting a hit because Radiating Regeneration was spammed in every ball group. Now its healing output is halved because of this very reason. Not sure if they still use this skill though.

    One of many changes that needs to be reverted! It hurts PVE healers, it hurts PVP healers in more casual groups, and ballgroups adapt.

    Yes! The ball groups are practiced, disciplined and organized. Nerf, nerf, nerf and *they* are fine. It's the rest of us who get hurt. RR was almost halved and did it solve the ball group problem? No! Maybe it's time to try something besides nerfing to deal with ball groups.


    Exactly. Ball Groups are barely affected by the nerfs. The ones suffering from them are the actual Healers.
    Its become quite hard to enjoy healing...

    As multiple group healers have said, this is not true. Nerfing heals causes the organized groups to devote more resources to healing, reducing the group’s effectiveness in other areas (damage, mobility, etc.).

    The most effective answer to this problem I’ve seen proposed so far is to limit cross-healing by preventing multiple HoTs of the same skill from stacking. If each player in a group could only have once instance of each individual healing skill ticking on them at any one time, this would go a long ways towards limiting the ability of well-designed groups to withstand unreasonable amounts of incoming damage while steamrolling nearly unlimited numbers of opposing players.
  • Einar_Hrafnarsson
    Einar_Hrafnarsson
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    Marcus684 wrote: »
    Treeshka wrote: »
    Other aspects of the game is getting a hit because Radiating Regeneration was spammed in every ball group. Now its healing output is halved because of this very reason. Not sure if they still use this skill though.

    One of many changes that needs to be reverted! It hurts PVE healers, it hurts PVP healers in more casual groups, and ballgroups adapt.

    Yes! The ball groups are practiced, disciplined and organized. Nerf, nerf, nerf and *they* are fine. It's the rest of us who get hurt. RR was almost halved and did it solve the ball group problem? No! Maybe it's time to try something besides nerfing to deal with ball groups.




    The most effective answer to this problem I’ve seen proposed so far is to limit cross-healing by preventing multiple HoTs of the same skill from stacking. If each player in a group could only have once instance of each individual healing skill ticking on them at any one time, this would go a long ways towards limiting the ability of well-designed groups to withstand unreasonable amounts of incoming damage while steamrolling nearly unlimited numbers of opposing players.

    That also is a good solution. I just wish ZoS would consider some given Ideas.
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