
Ketryellowynne wrote: »
Let’s please address the elephant in the room. Healers. Supports, yes, but then you didn’t need to say tanks as well. Keep healers relevant.
For class passives specifically make something for every class that is determined by overheal (not heal). Reading the passives as they have existed to this point makes me terrified that you will end up writing healers as a role out of optimized end game entirely. We already see it in dungeons and arenas, running 3 DPS and a tank because “why would we run a healer if DDs can self-sustain and then we get more damage”? We already see it in current end game optimization where it’s common to run 1 heal, 1 tank.
My concern is that as DDs become more self sufficient and less necessity is placed on healing as a concept, end game groups will eliminate healers entirely because everything they provide can be provided equally as well by a support DD with 1 or 2 heals if necessary.
Example: Major Courage. As a very important buff, this has probably been the single most important thing for keeping healers relevant in the game since the best source (SPC) procs on overheal for 12 party members, no cooldown, potential 100% uptime with someone who plays it well enough. Adding this buff to a single skill on a werewolf is an enormous slap in the face. Where there aren’t specific heal checks, an optimized team can run a werewolf for Major courage instead of a healer at all. While this hasn’t been an issue previously (people choosing banners or Zenas, or soul burst or Yolna for minor courage instead of a werewolf in group), that was because it would be a net loss of damage to run a werewolf. In this case, with the emotional support doggo replacing the healer, it ends up a net increase rather than loss, assuming other buffs can still be sourced elsewhere.
Currently, the only buff that can only be sourced through healing is minor toughness. With Major courage more easily sourceable outside of healing, there becomes very few reasons to run a designated healer as opposed to only running support DDs in much optimized 12 man content.
KEEP HEALERS RELEVANT.
The class passives are an excellent opportunity to do this, but only if you model them with this in mind rather than just your damage or even just supports as a whole. Make a reason for a healer to be there instead of removing the existing ones.
(Edited for autocorrect sabotaging spelling)
Ketryellowynne wrote: »
Let’s please address the elephant in the room. Healers. Supports, yes, but then you didn’t need to say tanks as well. Keep healers relevant.
For class passives specifically make something for every class that is determined by overheal (not heal). Reading the passives as they have existed to this point makes me terrified that you will end up writing healers as a role out of optimized end game entirely. We already see it in dungeons and arenas, running 3 DPS and a tank because “why would we run a healer if DDs can self-sustain and then we get more damage”? We already see it in current end game optimization where it’s common to run 1 heal, 1 tank.
My concern is that as DDs become more self sufficient and less necessity is placed on healing as a concept, end game groups will eliminate healers entirely because everything they provide can be provided equally as well by a support DD with 1 or 2 heals if necessary.
Example: Major Courage. As a very important buff, this has probably been the single most important thing for keeping healers relevant in the game since the best source (SPC) procs on overheal for 12 party members, no cooldown, potential 100% uptime with someone who plays it well enough. Adding this buff to a single skill on a werewolf is an enormous slap in the face. Where there aren’t specific heal checks, an optimized team can run a werewolf for Major courage instead of a healer at all. While this hasn’t been an issue previously (people choosing banners or Zenas, or soul burst or Yolna for minor courage instead of a werewolf in group), that was because it would be a net loss of damage to run a werewolf. In this case, with the emotional support doggo replacing the healer, it ends up a net increase rather than loss, assuming other buffs can still be sourced elsewhere.
Currently, the only buff that can only be sourced through healing is minor toughness. With Major courage more easily sourceable outside of healing, there becomes very few reasons to run a designated healer as opposed to only running support DDs in much optimized 12 man content.
KEEP HEALERS RELEVANT.
The class passives are an excellent opportunity to do this, but only if you model them with this in mind rather than just your damage or even just supports as a whole. Make a reason for a healer to be there instead of removing the existing ones.
(Edited for autocorrect sabotaging spelling)
I understand what you're talking about, as someone who used to enjoy playing healer until they were basically made worthless in everything but content I'm not welcome in (HM vet trials basically lol).
BUT please remember that werewolf never gets to go into these fights either, and it'd be sad to see that stripped away. I know you're asking for more options, but I'd be worried about the devs seeing this as a reason to take Major Courage away from werewolf instead, which would be very sad.
It's true that healers need more relevancy though, it's my favorite role, or used to be. Now I'm more of a tank player in group content because people just don't want a healer anymore, and I protested that shift before with no success and now it's only worse.
ZOS_JessicaFolsom wrote: »Class Mastery
- General Feedback and Suggestions [Feedback]: We're aware that certain classes are [...] too far ahead
...its primary goal is to lessen the gap between subclassing and “pure” or “mono-classing.”
Ketryellowynne wrote: »Ketryellowynne wrote: »
Let’s please address the elephant in the room. Healers. Supports, yes, but then you didn’t need to say tanks as well. Keep healers relevant.
For class passives specifically make something for every class that is determined by overheal (not heal). Reading the passives as they have existed to this point makes me terrified that you will end up writing healers as a role out of optimized end game entirely. We already see it in dungeons and arenas, running 3 DPS and a tank because “why would we run a healer if DDs can self-sustain and then we get more damage”? We already see it in current end game optimization where it’s common to run 1 heal, 1 tank.
My concern is that as DDs become more self sufficient and less necessity is placed on healing as a concept, end game groups will eliminate healers entirely because everything they provide can be provided equally as well by a support DD with 1 or 2 heals if necessary.
Example: Major Courage. As a very important buff, this has probably been the single most important thing for keeping healers relevant in the game since the best source (SPC) procs on overheal for 12 party members, no cooldown, potential 100% uptime with someone who plays it well enough. Adding this buff to a single skill on a werewolf is an enormous slap in the face. Where there aren’t specific heal checks, an optimized team can run a werewolf for Major courage instead of a healer at all. While this hasn’t been an issue previously (people choosing banners or Zenas, or soul burst or Yolna for minor courage instead of a werewolf in group), that was because it would be a net loss of damage to run a werewolf. In this case, with the emotional support doggo replacing the healer, it ends up a net increase rather than loss, assuming other buffs can still be sourced elsewhere.
Currently, the only buff that can only be sourced through healing is minor toughness. With Major courage more easily sourceable outside of healing, there becomes very few reasons to run a designated healer as opposed to only running support DDs in much optimized 12 man content.
KEEP HEALERS RELEVANT.
The class passives are an excellent opportunity to do this, but only if you model them with this in mind rather than just your damage or even just supports as a whole. Make a reason for a healer to be there instead of removing the existing ones.
(Edited for autocorrect sabotaging spelling)
I understand what you're talking about, as someone who used to enjoy playing healer until they were basically made worthless in everything but content I'm not welcome in (HM vet trials basically lol).
BUT please remember that werewolf never gets to go into these fights either, and it'd be sad to see that stripped away. I know you're asking for more options, but I'd be worried about the devs seeing this as a reason to take Major Courage away from werewolf instead, which would be very sad.
It's true that healers need more relevancy though, it's my favorite role, or used to be. Now I'm more of a tank player in group content because people just don't want a healer anymore, and I protested that shift before with no success and now it's only worse.
It’s not taking it away from them though: it’s just not giving it to them where they haven’t already had it. They already have group minor courage. If anything, give a unique werewolf specific buff rather than resourcing the most important buff gained from healing. Zenkosh can technically be run efficiently on a werewolf, so giving a unique werewolf specific buff might be a better alternative.
I’ve run 12 wolf content, and while this would be cool to have, it’s absolutely not worth delegitimizing SPC. Heck, make more viability for werewolf healers in the process since it’s exceptionally limited even in all-wolf content and relies of cheesy proc sets. That would be nice. But keeping Major courage on werewolf only exasperates the problem with groups not wanting to run a healer.
Ketryellowynne wrote: »
Let’s please address the elephant in the room. Healers. Supports, yes, but then you didn’t need to say tanks as well. Keep healers relevant.
For class passives specifically make something for every class that is determined by overheal (not heal). Reading the passives as they have existed to this point makes me terrified that you will end up writing healers as a role out of optimized end game entirely. We already see it in dungeons and arenas, running 3 DPS and a tank because “why would we run a healer if DDs can self-sustain and then we get more damage”? We already see it in current end game optimization where it’s common to run 1 heal, 1 tank.
My concern is that as DDs become more self sufficient and less necessity is placed on healing as a concept, end game groups will eliminate healers entirely because everything they provide can be provided equally as well by a support DD with 1 or 2 heals if necessary.
Example: Major Courage. As a very important buff, this has probably been the single most important thing for keeping healers relevant in the game since the best source (SPC) procs on overheal for 12 party members, no cooldown, potential 100% uptime with someone who plays it well enough. Adding this buff to a single skill on a werewolf is an enormous slap in the face. Where there aren’t specific heal checks, an optimized team can run a werewolf for Major courage instead of a healer at all. While this hasn’t been an issue previously (people choosing banners or Zenas, or soul burst or Yolna for minor courage instead of a werewolf in group), that was because it would be a net loss of damage to run a werewolf. In this case, with the emotional support doggo replacing the healer, it ends up a net increase rather than loss, assuming other buffs can still be sourced elsewhere.
Currently, the only buff that can only be sourced through healing is minor toughness. With Major courage more easily sourceable outside of healing, there becomes very few reasons to run a designated healer as opposed to only running support DDs in much optimized 12 man content.
KEEP HEALERS RELEVANT.
The class passives are an excellent opportunity to do this, but only if you model them with this in mind rather than just your damage or even just supports as a whole. Make a reason for a healer to be there instead of removing the existing ones.
(Edited for autocorrect sabotaging spelling)
ZOS_JessicaFolsom wrote: »Class Mastery
- General Feedback and Suggestions [Feedback]: We are currently reading through all your feedback and suggestions for Class Mastery. We're aware that certain classes are lagging a little behind, some are too far ahead, and that some passives related to support and tank roles feel too low in comparison to DPS roles. We are discussing options, so please keep the feedback and data coming. It’s helpful!
YandereGirlfriend wrote: »Ketryellowynne wrote: »
Let’s please address the elephant in the room. Healers. Supports, yes, but then you didn’t need to say tanks as well. Keep healers relevant.
For class passives specifically make something for every class that is determined by overheal (not heal). Reading the passives as they have existed to this point makes me terrified that you will end up writing healers as a role out of optimized end game entirely. We already see it in dungeons and arenas, running 3 DPS and a tank because “why would we run a healer if DDs can self-sustain and then we get more damage”? We already see it in current end game optimization where it’s common to run 1 heal, 1 tank.
My concern is that as DDs become more self sufficient and less necessity is placed on healing as a concept, end game groups will eliminate healers entirely because everything they provide can be provided equally as well by a support DD with 1 or 2 heals if necessary.
Example: Major Courage. As a very important buff, this has probably been the single most important thing for keeping healers relevant in the game since the best source (SPC) procs on overheal for 12 party members, no cooldown, potential 100% uptime with someone who plays it well enough. Adding this buff to a single skill on a werewolf is an enormous slap in the face. Where there aren’t specific heal checks, an optimized team can run a werewolf for Major courage instead of a healer at all. While this hasn’t been an issue previously (people choosing banners or Zenas, or soul burst or Yolna for minor courage instead of a werewolf in group), that was because it would be a net loss of damage to run a werewolf. In this case, with the emotional support doggo replacing the healer, it ends up a net increase rather than loss, assuming other buffs can still be sourced elsewhere.
Currently, the only buff that can only be sourced through healing is minor toughness. With Major courage more easily sourceable outside of healing, there becomes very few reasons to run a designated healer as opposed to only running support DDs in much optimized 12 man content.
KEEP HEALERS RELEVANT.
The class passives are an excellent opportunity to do this, but only if you model them with this in mind rather than just your damage or even just supports as a whole. Make a reason for a healer to be there instead of removing the existing ones.
(Edited for autocorrect sabotaging spelling)
You could probably solve this by allowing the WW Major Courage to only apply to other WWs.
So that it is a functional SPC replacement for all-WW groups, who otherwise have no means to source the buff group-wide, but it does not obviate the actual healer in more traditional groups.
Best of both worlds.
Erickson9610 wrote: »YandereGirlfriend wrote: »Ketryellowynne wrote: »
Let’s please address the elephant in the room. Healers. Supports, yes, but then you didn’t need to say tanks as well. Keep healers relevant.
For class passives specifically make something for every class that is determined by overheal (not heal). Reading the passives as they have existed to this point makes me terrified that you will end up writing healers as a role out of optimized end game entirely. We already see it in dungeons and arenas, running 3 DPS and a tank because “why would we run a healer if DDs can self-sustain and then we get more damage”? We already see it in current end game optimization where it’s common to run 1 heal, 1 tank.
My concern is that as DDs become more self sufficient and less necessity is placed on healing as a concept, end game groups will eliminate healers entirely because everything they provide can be provided equally as well by a support DD with 1 or 2 heals if necessary.
Example: Major Courage. As a very important buff, this has probably been the single most important thing for keeping healers relevant in the game since the best source (SPC) procs on overheal for 12 party members, no cooldown, potential 100% uptime with someone who plays it well enough. Adding this buff to a single skill on a werewolf is an enormous slap in the face. Where there aren’t specific heal checks, an optimized team can run a werewolf for Major courage instead of a healer at all. While this hasn’t been an issue previously (people choosing banners or Zenas, or soul burst or Yolna for minor courage instead of a werewolf in group), that was because it would be a net loss of damage to run a werewolf. In this case, with the emotional support doggo replacing the healer, it ends up a net increase rather than loss, assuming other buffs can still be sourced elsewhere.
Currently, the only buff that can only be sourced through healing is minor toughness. With Major courage more easily sourceable outside of healing, there becomes very few reasons to run a designated healer as opposed to only running support DDs in much optimized 12 man content.
KEEP HEALERS RELEVANT.
The class passives are an excellent opportunity to do this, but only if you model them with this in mind rather than just your damage or even just supports as a whole. Make a reason for a healer to be there instead of removing the existing ones.
(Edited for autocorrect sabotaging spelling)
You could probably solve this by allowing the WW Major Courage to only apply to other WWs.
So that it is a functional SPC replacement for all-WW groups, who otherwise have no means to source the buff group-wide, but it does not obviate the actual healer in more traditional groups.
Best of both worlds.
We want Werewolves to be useful in non-WW groups, too. Werewolves don't always play in WW-only groups, and we would love to be welcomed in regular groups for high end PvE/PvP.
Vengeance Campaign (Cyrodiil)
- Campaign Options for Live Servers [Feedback]: We hear your feedback and concerns about Cyrodiil queues on the live servers in relation to having only Gray Host and Vengeance campaigns open. We will be paying close attention to queue times and population flow when Update 50 launches and will adjust as needed.
YandereGirlfriend wrote: »Erickson9610 wrote: »YandereGirlfriend wrote: »Ketryellowynne wrote: »
Let’s please address the elephant in the room. Healers. Supports, yes, but then you didn’t need to say tanks as well. Keep healers relevant.
For class passives specifically make something for every class that is determined by overheal (not heal). Reading the passives as they have existed to this point makes me terrified that you will end up writing healers as a role out of optimized end game entirely. We already see it in dungeons and arenas, running 3 DPS and a tank because “why would we run a healer if DDs can self-sustain and then we get more damage”? We already see it in current end game optimization where it’s common to run 1 heal, 1 tank.
My concern is that as DDs become more self sufficient and less necessity is placed on healing as a concept, end game groups will eliminate healers entirely because everything they provide can be provided equally as well by a support DD with 1 or 2 heals if necessary.
Example: Major Courage. As a very important buff, this has probably been the single most important thing for keeping healers relevant in the game since the best source (SPC) procs on overheal for 12 party members, no cooldown, potential 100% uptime with someone who plays it well enough. Adding this buff to a single skill on a werewolf is an enormous slap in the face. Where there aren’t specific heal checks, an optimized team can run a werewolf for Major courage instead of a healer at all. While this hasn’t been an issue previously (people choosing banners or Zenas, or soul burst or Yolna for minor courage instead of a werewolf in group), that was because it would be a net loss of damage to run a werewolf. In this case, with the emotional support doggo replacing the healer, it ends up a net increase rather than loss, assuming other buffs can still be sourced elsewhere.
Currently, the only buff that can only be sourced through healing is minor toughness. With Major courage more easily sourceable outside of healing, there becomes very few reasons to run a designated healer as opposed to only running support DDs in much optimized 12 man content.
KEEP HEALERS RELEVANT.
The class passives are an excellent opportunity to do this, but only if you model them with this in mind rather than just your damage or even just supports as a whole. Make a reason for a healer to be there instead of removing the existing ones.
(Edited for autocorrect sabotaging spelling)
You could probably solve this by allowing the WW Major Courage to only apply to other WWs.
So that it is a functional SPC replacement for all-WW groups, who otherwise have no means to source the buff group-wide, but it does not obviate the actual healer in more traditional groups.
Best of both worlds.
We want Werewolves to be useful in non-WW groups, too. Werewolves don't always play in WW-only groups, and we would love to be welcomed in regular groups for high end PvE/PvP.
Sure, but not at the cost of displacing regular healers.
Hand-waiving the issue with, "Yeah, find something else for healers to do... in the future... yeah..." is not a viable proposal. WW changes are on the table now. The problem should be solved now. Whereas there is zero timetable or even any reason to assume that such a change to regular healers would ever be forthcoming.
It is one thing for WWs to be basically "Oakensoul, the ultimate" with all of these easily sourced comparatively rare buffs for themselves and other WWs. But that should not extend into the rest of the game or turn over the tea table on roles that have existed for a decade.
Like someone else said, make a buff that is actually unique to WWs and let a WW DD bring that to a raid. This Major Courage change is the WW version of DKs snatching away Major Berserk from Sorcerers. It's just robbing one role to pay-off another role in a very zero-sum fashion.
Erickson9610 wrote: »YandereGirlfriend wrote: »Erickson9610 wrote: »YandereGirlfriend wrote: »Ketryellowynne wrote: »
Let’s please address the elephant in the room. Healers. Supports, yes, but then you didn’t need to say tanks as well. Keep healers relevant.
For class passives specifically make something for every class that is determined by overheal (not heal). Reading the passives as they have existed to this point makes me terrified that you will end up writing healers as a role out of optimized end game entirely. We already see it in dungeons and arenas, running 3 DPS and a tank because “why would we run a healer if DDs can self-sustain and then we get more damage”? We already see it in current end game optimization where it’s common to run 1 heal, 1 tank.
My concern is that as DDs become more self sufficient and less necessity is placed on healing as a concept, end game groups will eliminate healers entirely because everything they provide can be provided equally as well by a support DD with 1 or 2 heals if necessary.
Example: Major Courage. As a very important buff, this has probably been the single most important thing for keeping healers relevant in the game since the best source (SPC) procs on overheal for 12 party members, no cooldown, potential 100% uptime with someone who plays it well enough. Adding this buff to a single skill on a werewolf is an enormous slap in the face. Where there aren’t specific heal checks, an optimized team can run a werewolf for Major courage instead of a healer at all. While this hasn’t been an issue previously (people choosing banners or Zenas, or soul burst or Yolna for minor courage instead of a werewolf in group), that was because it would be a net loss of damage to run a werewolf. In this case, with the emotional support doggo replacing the healer, it ends up a net increase rather than loss, assuming other buffs can still be sourced elsewhere.
Currently, the only buff that can only be sourced through healing is minor toughness. With Major courage more easily sourceable outside of healing, there becomes very few reasons to run a designated healer as opposed to only running support DDs in much optimized 12 man content.
KEEP HEALERS RELEVANT.
The class passives are an excellent opportunity to do this, but only if you model them with this in mind rather than just your damage or even just supports as a whole. Make a reason for a healer to be there instead of removing the existing ones.
(Edited for autocorrect sabotaging spelling)
You could probably solve this by allowing the WW Major Courage to only apply to other WWs.
So that it is a functional SPC replacement for all-WW groups, who otherwise have no means to source the buff group-wide, but it does not obviate the actual healer in more traditional groups.
Best of both worlds.
We want Werewolves to be useful in non-WW groups, too. Werewolves don't always play in WW-only groups, and we would love to be welcomed in regular groups for high end PvE/PvP.
Sure, but not at the cost of displacing regular healers.
Hand-waiving the issue with, "Yeah, find something else for healers to do... in the future... yeah..." is not a viable proposal. WW changes are on the table now. The problem should be solved now. Whereas there is zero timetable or even any reason to assume that such a change to regular healers would ever be forthcoming.
It is one thing for WWs to be basically "Oakensoul, the ultimate" with all of these easily sourced comparatively rare buffs for themselves and other WWs. But that should not extend into the rest of the game or turn over the tea table on roles that have existed for a decade.
Like someone else said, make a buff that is actually unique to WWs and let a WW DD bring that to a raid. This Major Courage change is the WW version of DKs snatching away Major Berserk from Sorcerers. It's just robbing one role to pay-off another role in a very zero-sum fashion.
Regular healers will not be displaced. We shouldn't even require specific Item Sets for a healer to be "legitimate". If it's expected that every healer uses a Restoration Staff, then the Major Courage should be moved from Spell Power Cure into the Restoration Staff passives — when healing or overhealing with a Restoration Staff equipped, grant the target Major Courage (or some other desired buff).
The way I see it, this change encourages healers to also be Werewolves. They can revert form to heal others when necessary, but when healing is not necessary, they can play as a Werewolf (part of the goal of U50 is to encourage Magicka specs to play it) to deal damage while still offering Major Courage to the group.
In other words, you can expect groups to require their healers to be Werewolves, not their damage dealers. Healers are still relevant, even when healing itself isn't.
ZOS_JessicaFolsom wrote: »[*] We have seen the feedback regarding the glowing markings on the Werewolf model for Ultimate Morphs, ranging from toning down the intensity of the glow to removing the glow entirely.
Nord_Raseri wrote: »ZOS_JessicaFolsom wrote: »[*] We have seen the feedback regarding the glowing markings on the Werewolf model for Ultimate Morphs, ranging from toning down the intensity of the glow to removing the glow entirely.
I would prefer to be able to remove the markings entirely. Not just the glow.
I dont see any potencial scenario where you can go without healers in vet dlc dungeons and trials . It's just anxiety out of nowhere here. Just try it and you will not live for long. For most part we dont see healer or tank in normal (or even dlc and vet base game dungeons) only because queue for dd is SO LONG so its easier for them to switch roles or most dungeons let you skip most of mechanics with higher dps than expected. THIS is NOT problem of losing buffs or something.
Saying to all of people here who scared about healer extinction only because ONE buff from only ONE viable set (Olorime doesnt work well and nobody wear mythics that provides Major Courage it) in game will be given to Werewolf its crazy. Also by doing math we can see that Major Courage not so viable in 4 man content - its only shine in trials, specially in vet trial. So anyone of you actually played in them? Because its such a hard work - to keep ALL buff for 100% uptime and by giving major courage to werewolf we can use ANY other sets that will provide buffs to whole group. Dont forget about that healer is SUPPORT ROLE.
For me as healer player in normal and vet content this seems like greed and overreaction. Im tired of SCP meta and buffs from only one source.
Imagine world when you no longer need to farm White Gold Tower to became good healer. If we want more healers - we should make it easier for them to go in.
Im not a big fun of role-dependent buff and debuff. Support roles will always be viable and there SO SO MANY options to bring without SPC!
Nord_Raseri wrote: »ZOS_JessicaFolsom wrote: »[*] We have seen the feedback regarding the glowing markings on the Werewolf model for Ultimate Morphs, ranging from toning down the intensity of the glow to removing the glow entirely.
I would prefer to be able to remove the markings entirely. Not just the glow.
I dont see any potencial scenario where you can go without healers in vet dlc dungeons and trials . It's just anxiety out of nowhere here. Just try it and you will not live for long. For most part we dont see healer or tank in normal (or even dlc and vet base game dungeons) only because queue for dd is SO LONG so its easier for them to switch roles or most dungeons let you skip most of mechanics with higher dps than expected. THIS is NOT problem of losing buffs or something.
Saying to all of people here who scared about healer extinction only because ONE buff from only ONE viable set (Olorime doesnt work well and nobody wear mythics that provides Major Courage it) in game will be given to Werewolf its crazy. Also by doing math we can see that Major Courage not so viable in 4 man content - its only shine in trials, specially in vet trial. So anyone of you actually played in them? Because its such a hard work - to keep ALL buff for 100% uptime and by giving major courage to werewolf we can use ANY other sets that will provide buffs to whole group. Dont forget about that healer is SUPPORT ROLE.
For me as healer player in normal and vet content this seems like greed and overreaction. Im tired of SCP meta and buffs from only one source.
Imagine world when you no longer need to farm White Gold Tower to became good healer. If we want more healers - we should make it easier for them to go in.