If they removed the diminishing effect from number of group members then they'd need to re-add the cap to the healing per instance to avoid the ring being op, if I recall correctly it was capped at 4.2k healingWhy can't it just drop from Dragonthorn plants? At the same rate as Aetherial dust.
What?is the topic.Suggestion to a small change for Ring of Pale Order MythicIs the change that I'd like to see instead.Why can't it just drop from Dragonthorn plants?
I'm right, so there's no need to waste any time pondering it.
Ummmm.... ooookay.... No one here is talking about where it drops (or should drop) from....
AlterBlika wrote: »In PVE it's just wrong. It only works if you go pugging as a fake tank and you can solo all dungeons in the game (on vet with hm), yeah, in this case you can say you don't depend on healers and dds, in pugs only. Otherwise it never works. For achievements and trials you'd better get a well coordinated team where dds only do damage and don't trade their damage for something healers would provide. If you do some dd mechanic then maybe you can have a little defense, but that's it. If tank is dead and boss is coming after you, you time dodges against every attack while someone else is ressing the tank, the best you can do actually.
Soloing is actually pretty helpful, you learn how to make your own builds and how to actually play the game (not just stand behind bosses and do rotation). It'd do you good in the endgame. Some players don't know how to dodge and still go in vet trials.
OP, I know your original question has generally been answered, but I did want to say - if you like playing on your dk dragonknight, you should look into the armory system (which was mentioned a few times). You get two free 'build' slots plus can buy more (but don't need to if you don't want to).
I play my dragonknight in all kinds of content, and sometimes he's a vampire with a pretty high amount of health (tank), sometimes not a vampire with all points into mag (dps), sometimes something in between but still a vampire (archive/pvp). Exploring what you can do with the armory could let you experience all kinds of content on your primary character.
TheRoamingSpirit wrote: »I love the idea of Ring of the Pale Order but unlike the other mythics, this one has 2 drawbacks instead of 1. My suggestion is to remove one of the drawbacks, in specific the one that lowers the effectiveness of the perk per member you are grouped with. Grouping with 5 or more people makes this mythic useless for gameplay. Me and my twin have character builds that are built around the ring of pale order but we'd like to do more content with these characters like trials and even the new 8v8 battlegrounds that are coming with update 44. The other drawback is you can't be healed by anyone but yourself which is perfectly fine to stay as that is part of what makes it a strong and useful mythic.
I'm sorry if this is alot to ask but I feel it may allow more freedom for builds if gear can be used in any content without nerving your character build.
Others can discuss here about their thoughts of my suggestion and I can explain more if needed. Please no negative criticism though, I love ESO I have been a member on ESO since Morrowind's release.
If anyone wants tips on how to make a build using Ring of the Pale Order feel free to ask me.
TheDragonMeister wrote: »Also I don't see how Pale Order would render healers ineffective if Pale order is only self-healing not group healing so healers would still be useful in trials.
TheRoamingSpirit wrote: »I'm sorry if this post upset anyone, I just thought it was a simple thing to suggest but everyone is making a big deal over it and I'm not sure I understand why. But judging by the replies here, I can highly guarantee that ZOS isn't going to change Ring of Pale Order at all. So most of you can be happy about it. Thanks for those who where understanding what me and my twin had to say, I'm probably just sticking to solo play with my twin since not all my characters benefit from all features in the game.
TheRoamingSpirit wrote: »I'm sorry if this post upset anyone, I just thought it was a simple thing to suggest but everyone is making a big deal over it and I'm not sure I understand why. But judging by the replies here, I can highly guarantee that ZOS isn't going to change Ring of Pale Order at all. So most of you can be happy about it. Thanks for those who where understanding what me and my twin had to say, I'm probably just sticking to solo play with my twin since not all my characters benefit from all features in the game.
TheRoamingSpirit wrote: »AcadianPaladin wrote: »I think the twins have some thoughtful concerns and don't mean to discount them.
As a player who runs Oakensoul on every character, that is also a mythic that is not appropriate for trials. All those buffs the ring gives you are redundant in trials, but the one bar restriction remains. So I'd argue there is a hidden second drawback to Oakensoul when it comes to large groups. Just a thought.
As a healer, I used to hate Pale Order, having routinely spent lots of magic before realizing my target was wearing Pale Order. Thankfully, the new UI health bar feature let's me see right away if my heals will be wasted.
Oh, That is interesting. I didn't know Oakensoul didn't work in trials either. I appreciate your reply and honesty.
TheRoamingSpirit wrote: »OP, I know your original question has generally been answered, but I did want to say - if you like playing on your dk dragonknight, you should look into the armory system (which was mentioned a few times). You get two free 'build' slots plus can buy more (but don't need to if you don't want to).
I play my dragonknight in all kinds of content, and sometimes he's a vampire with a pretty high amount of health (tank), sometimes not a vampire with all points into mag (dps), sometimes something in between but still a vampire (archive/pvp). Exploring what you can do with the armory could let you experience all kinds of content on your primary character.
I have the armory system, I just don't really understand how to use it due to my autism. There isn't a tutorial for it.
TheDragonMeister wrote: »Dagoth_Rac wrote: »TheDragonMeister wrote: »Pale Order is just healing, it doesn't buff your damage.
It buffs group damage. If you drop the healers and just have the DPS equip Pale Order in a trial, you can run 10 DPS and 2 tanks instead of 8 DPS, 2 tanks, and 2 healers. This may not increase any individual player's DPS, but it buffs group DPS by about 25%. In a dungeon, running 3 DPS and 1 tank instead of 2 DPS, 1 tank, and 1 healer, you buff group DPS by about 50%. Yes, this is more of a problem with dedicated, organized guild groups than your average PUG group. But a single item that buffs group DPS by 25%-50% would be really, really powerful. And there is probably no reliably effective way to make sure it works in "bad" groups but not "good" groups.
Ultimately, the mythic simply breaks group dynamics in a way ZOS wants to avoid. There are some sets that work in PvE but not PvP or vice versa (usually via the "against monsters" clause or "against players" clause or "when battle spirit is active" clause) because they break PvP/PvE dynamics in ways they want to avoid. They do not split the baby and try to make it kinda sorta work in both. Pale Order is gear that works in solo/duo scenarios but not larger groups.
So while it has two drawbacks, it is because without the second drawback, the first ceasing being much of a drawback at all in a good group.
Logically how many DPS would drop a dmg monster set/dmg mythic for a self heal... I see little dps actually doing that tbh. Be logical here. I think it'd be more likely all DPS in a trial running the best dmg increase mythic over a healing one.
TheDragonMeister wrote: »This is how the mythic was originally structured however the change in reducing the effectiveness was added when it basically removed the need for healers in the game. All DPS simply equipped the ring and instead of two healers in your trial group you added two more DPS.
I believe the ring is working as intended and is balanced well for what it is, an item to help solo players with survivability when a healer is otherwise not available.
You should not need a healer in large group content but if you need training wheels look into Hexos Ward 5pc and Ice Heart Monster Helm.
I do see your point personally but every other mythic only has 1 drawback where as pale order has 2 which is a bit of a major setback imo.
TheRoamingSpirit wrote: »This is how the mythic was originally structured however the change in reducing the effectiveness was added when it basically removed the need for healers in the game. All DPS simply equipped the ring and instead of two healers in your trial group you added two more DPS.
I believe the ring is working as intended and is balanced well for what it is, an item to help solo players with survivability when a healer is otherwise not available.
You should not need a healer in large group content but if you are looking for training wheels to get started in group play look into Hexos Ward 5pc and Ice Heart Monster Helm.
I understand but the other perk that I can't be healed by anyone but myself is still effective even in trials, so me being grouped with 11 people is taking my heals away when I do trials. I've tested the mythic in trials, Dungeons and the current battlegrounds. I've noticed the difference.
This is exactly why both penalties are needed.... because without the second requirement you can self-heal enough in some group content to not notice and it was not intended to replace healers. The whole point of the second penalty is to encourage players not to use it in group content.
As a healer main, hopefully we can agree to disagree as I absolutely, could not, disagree with you more. Imagine if I could put on a mythic that would take away your ability to do damage when we were grouped, or I was within 20 meters of you. Or if I could put on a mythic that makes it so that in group content, everyone's taunts do not work. This mythic has been one of the bigger things that have made me angry in ESO, because as a healer, my role is TO HEAL OTHERS. Anyone in group content who decides that they want to keep people from performing their role is, in my opinion, being rude. You want to wear it in solo arenas, or in IA as a duo when both parties are specced for that? Great... go nuts. But wearing it when you know some of your allies are healers really is being inconsiderate. Although, OP, since you were new you may not have been trying to be inconsiderate, which is why I'm taking the time to explain the other side.
In fact, I just went through this like an hour ago. I queued up in a dungeon. I was monitoring my buffs and coverage, as all good healers do, and noticed that my radiating regen was not hitting one of the people in the group. I kept hitting it, and experimenting, trying to make sure I was properly covering this person and trying to figure out if maybe a bug was introduced with smart healing in the latest patch... until finally I remembered about the ring. Then I realized it was why my buff from the SPC set wasn't applying while others were - it requires you to overheal your allies, which you cannot do if you can't heal them at all.
Probably you haven't been a healer yet, but as a healer I can tell you there is nothing worse than desperately trying to figure out what might be wrong with your setup and why your abilities aren't working when you realize it is because of what someone else is wearing!!! Then, if the person wearing the ring in your group dies, you're torn between feeling bad that you couldn't help but also feeling a little salty ("serves them right") and frankly it just takes the fun out of the whole run.
Anyway, as others have stated the best solution to this problem is to put on any other ring in group content. You'll perform just as well as you would without it, even if it's a redundant ring to a set you already have that only has a good enchant, and you'll perform even better if you can find a ring that adds additional value, like Death Dealer's Fete or a Trainee ring.
TheRoamingSpirit wrote: »This is exactly why both penalties are needed.... because without the second requirement you can self-heal enough in some group content to not notice and it was not intended to replace healers. The whole point of the second penalty is to encourage players not to use it in group content.
As a healer main, hopefully we can agree to disagree as I absolutely, could not, disagree with you more. Imagine if I could put on a mythic that would take away your ability to do damage when we were grouped, or I was within 20 meters of you. Or if I could put on a mythic that makes it so that in group content, everyone's taunts do not work. This mythic has been one of the bigger things that have made me angry in ESO, because as a healer, my role is TO HEAL OTHERS. Anyone in group content who decides that they want to keep people from performing their role is, in my opinion, being rude. You want to wear it in solo arenas, or in IA as a duo when both parties are specced for that? Great... go nuts. But wearing it when you know some of your allies are healers really is being inconsiderate. Although, OP, since you were new you may not have been trying to be inconsiderate, which is why I'm taking the time to explain the other side.
In fact, I just went through this like an hour ago. I queued up in a dungeon. I was monitoring my buffs and coverage, as all good healers do, and noticed that my radiating regen was not hitting one of the people in the group. I kept hitting it, and experimenting, trying to make sure I was properly covering this person and trying to figure out if maybe a bug was introduced with smart healing in the latest patch... until finally I remembered about the ring. Then I realized it was why my buff from the SPC set wasn't applying while others were - it requires you to overheal your allies, which you cannot do if you can't heal them at all.
Probably you haven't been a healer yet, but as a healer I can tell you there is nothing worse than desperately trying to figure out what might be wrong with your setup and why your abilities aren't working when you realize it is because of what someone else is wearing!!! Then, if the person wearing the ring in your group dies, you're torn between feeling bad that you couldn't help but also feeling a little salty ("serves them right") and frankly it just takes the fun out of the whole run.
Anyway, as others have stated the best solution to this problem is to put on any other ring in group content. You'll perform just as well as you would without it, even if it's a redundant ring to a set you already have that only has a good enchant, and you'll perform even better if you can find a ring that adds additional value, like Death Dealer's Fete or a Trainee ring.
I suppose you don't run trials with vampires that use Sated Fury skill then, cause that skill doesn't allow healers to heal the vampire. I played a healer early in the game and honestly I still play healer builds. There is a skill that prevents healers from healing a vampire in case nobody realized it. It's a damage increase skill to increase your DPS.
But you know forget it, Just let this discussion end. Thanks for the hate...It's not appreciated...
TheDragonMeister wrote: »Logically how many DPS would drop a dmg monster set/dmg mythic for a self heal... I see little dps actually doing that tbh. Be logical here. I think it'd be more likely all DPS in a trial running the best dmg increase mythic over a healing one.
TheDragonMeister wrote: »Also I don't see how Pale Order would render healers ineffective if Pale order is only self-healing not group healing so healers would still be useful in trials.