Greetings everyone,
As the devellopers asked for some feedback regarding tanking, I though it was the right moment to share my though regarding healing 'n tanking (and DPSing) in The Elder Scrolls Online.
In this video I shortly explains my frustration and my hope. Let's the talk begin!https://www.youtube.com/watch?v=bzoaVPioE-E
I know that a lot of players have started to believe that the Holy trinity in game is a old model and obselete. Many games even do not propose propoer tanks or healers anymore. GW2, Blade and Soul, Black Desert.... And obviously, this make thing easier for grouping.
But while a majority of players enjoy more DPSing, there is a lot of players that don't like that role, and enjoy tanking or healing more. YES, for some players this is what is fun! And it's fun to be good at it. It's fun to perform well, to shine in your role, to overcome challenges, and to feel usefull and needed!
In The Elder Scrolls Online, today, you don't really feel useful as tank or as dedicated healer anymore. And that remove the fun. The biggest flaws come to the insane amount of damages players are capable of doing. When you compile build, champion points and gear with no soft cap, together with the animation cancelation technique, and the knowledge of the dungeon by heart (it's two years players are doing same dungeons over and over), those players are doing so much damage than you kill bosses faster than they can perform their techniques. Strategies are useless. Heal is useless. Tanking is useless. Doing damages is the way to go.
Of course, the average player is not capable of doing THAT much damage.And as the tanks and healers are not "needed" anymore, and it'snot fun anymore, we have a shortage of those roles, leaving the average DPSer having trouble to find a "normal" group with whom to experience the content, have fun and learn to play their character.
The DPS inflation is the core point that need to be adressed in my opinion, to make tanking and healing fun again, and as result, a better balanced community to enjoy Dungeons with that everyone would beneficiate from.
lolo_01b16_ESO wrote: »You should go on pts (or wait for thieves guild to be released). The new trial will satisfy most of the things you mentioned.
You don't have any chance of out dpsing the mechanics (second boss takes us ~8min to kill and that's the nerfed version for pts testing, live will be harder), so people have to learn them and those dds who can stay alive will be more valuable than those that do high dps in the beginning, but die because they don't pay attention to the boss.
You'll also need a real tank and real healers. Especially in some trash encounters (which don't deserve the name trash since they are quite hard) and at the last boss, even tanks with capped resistances and 40k+ hp will take hits foor huge parts of their hp bar, so you basicly need one healer who focusses on keeping the tank alive.
But yeah, it's a bit sad that all the old content becomes boringly easy. Zos should try to update at least some fights so they pose an adequate challenge for experienced players.
In the official Tank thread I have suggested to make the content more difficult, to avoid high level DPS players to melt away bosses in no time at all, by adding an elite level.
So... normal, veteran & elite.
Holy Trinity with siege weapons as main source of annoyance will work, but they just gotta get it right. Rock, paper, and scissor but siege weapons kills all.
On PTS in Imperial City without CP: content is really hard.
So i think, the CP System is too strong.
On PTS in Imperial City without CP: content is really hard.
So i think, the CP System is too strong.
In the official Tank thread I have suggested to make the content more difficult, to avoid high level DPS players to melt away bosses in no time at all, by adding an elite level.
So... normal, veteran & elite.
While that sounds good, people been asking for more difficulty for a long time because dungeons are keyboard mash easy and all about dps.
You know what ZoS have done so far to meet those requests...they have nerfed tanks and healing to make it less face-roll. I guess they also nerfed tanks&healers because of PvP, even more annoying. But the point is, they didn't tone down dps, instead buffed it even more and still going in that direction.
If core mechanics aren't changed, that elite version might be more perfect for a team of 4 dps, melting boss than a group with proper tank and healer
Only thing they actually done so far that affects dps is toning down resource management a hint. But that didn't change much for the role. Only that healers no longer has to play full dps(with Breath of Life equipped) like in 1.6. Now they're buff and resource management bots yay. I honestly dont think anyone made a healer, because they wanted to be on stamina&magicka restore duty mainly.
@Elloa I much agree with your post. I also think Zos underestimates how many of us wants to play traditional tanks or healers. We're a big part of the community and player base. But right now we're forced to play as dps a lot of times or be useless. I dont want to play as dps/healer with a single taunt equipped when main tanking. But full time tank isn't needed. My healer doesn't get to heal much at all, rather just keep up dps buffs and feeding people some resources, than boss dies in like 1-2 minutes.
GeertKarel wrote: »healing is way more rewarding if you can keep your damage dealers up with resources.. its really not that hard. I find it frustrating that healers only want to heal because most of the time you don't even need to heal and maybe 1 healing spring per 30 seconds, that is quite boring to be honest.
GeertKarel wrote: »healing is way more rewarding if you can keep your damage dealers up with resources.. its really not that hard. I find it frustrating that healers only want to heal because most of the time you don't even need to heal and maybe 1 healing spring per 30 seconds, that is quite boring to be honest.
I don't think this is a valid point because in pretty much all MMO's I have ever played, keeping the other party members resources up (spear, orbs) is common sense for the healing role. 'Healing' doesn't just mean restoring health, it includes dispelling and giving resources to the party.
So whoever you're talking about who just heals and doesn't give resources is not playing the role to it's full potential.
GeertKarel wrote: »healing is way more rewarding if you can keep your damage dealers up with resources.. its really not that hard. I find it frustrating that healers only want to heal because most of the time you don't even need to heal and maybe 1 healing spring per 30 seconds, that is quite boring to be honest.
I don't think this is a valid point because in pretty much all MMO's I have ever played, keeping the other party members resources up (spear, orbs) is common sense for the healing role. 'Healing' doesn't just mean restoring health, it includes dispelling and giving resources to the party.
So whoever you're talking about who just heals and doesn't give resources is not playing the role to it's full potential.
I'm not complaining because as healer you can help your group gaining ressource; I'm complaining because that's what you are reduced to do: providing ressource, doing damage, and a bit of heal on the side;
That's not what I enjoy! What I enjoy to do is to save my team from immenent dead. Choose the correct healing spell that will protect them or heal them or dispell them. I like to have a strategic healing gameplay. I don't mind occasionaly providing some buffs to my party, or helping DPSing a bit. But what I enjoy the most is saving people from dead.
That's why I enjoy long fights, with squishy tanks, where you have the time to see the different boss attacks, deal with them and react appropriately.
Hence, having more fun with my lowbie group and my lowbie DK healer at the moment than my Templar healer Vet16, which is never being played anymore. And why is it fun? Because my lowbie Dpsers don't do much DPS. They don't have the experience, and the Champion point to kill the bosses in 45 sec. Fight last longer. I can run out of magika if I don't pay attention! OMG!!!
GeertKarel wrote: »healing is way more rewarding if you can keep your damage dealers up with resources.. its really not that hard. I find it frustrating that healers only want to heal because most of the time you don't even need to heal and maybe 1 healing spring per 30 seconds, that is quite boring to be honest.
I don't think this is a valid point because in pretty much all MMO's I have ever played, keeping the other party members resources up (spear, orbs) is common sense for the healing role. 'Healing' doesn't just mean restoring health, it includes dispelling and giving resources to the party.
So whoever you're talking about who just heals and doesn't give resources is not playing the role to it's full potential.
I'm not complaining because as healer you can help your group gaining ressource; I'm complaining because that's what you are reduced to do: providing ressource, doing damage, and a bit of heal on the side;
That's not what I enjoy! What I enjoy to do is to save my team from immenent dead. Choose the correct healing spell that will protect them or heal them or dispell them. I like to have a strategic healing gameplay. I don't mind occasionaly providing some buffs to my party, or helping DPSing a bit. But what I enjoy the most is saving people from dead.
That's why I enjoy long fights, with squishy tanks, where you have the time to see the different boss attacks, deal with them and react appropriately.
Hence, having more fun with my lowbie group and my lowbie DK healer at the moment than my Templar healer Vet16, which is never being played anymore. And why is it fun? Because my lowbie Dpsers don't do much DPS. They don't have the experience, and the Champion point to kill the bosses in 45 sec. Fight last longer. I can run out of magika if I don't pay attention! OMG!!!
Yeah I agree with you with the damage bit. I think as a healer your priorities should be
1) Heal (obviously)
2) Dispell
3) Give resources
Dealing damage shouldn't even come into it in groups. It makes no sense to queue as a healer and be expected to only heal when it's necessary (pretty much just boss fights). What's the point in wearing a pretty dress if you're gonna be up close in the fight smashing the hell out of stuff. It simply looks wrong.
Refuse2GrowUp wrote: »GeertKarel wrote: »healing is way more rewarding if you can keep your damage dealers up with resources.. its really not that hard. I find it frustrating that healers only want to heal because most of the time you don't even need to heal and maybe 1 healing spring per 30 seconds, that is quite boring to be honest.
I don't think this is a valid point because in pretty much all MMO's I have ever played, keeping the other party members resources up (spear, orbs) is common sense for the healing role. 'Healing' doesn't just mean restoring health, it includes dispelling and giving resources to the party.
So whoever you're talking about who just heals and doesn't give resources is not playing the role to it's full potential.
I'm not complaining because as healer you can help your group gaining ressource; I'm complaining because that's what you are reduced to do: providing ressource, doing damage, and a bit of heal on the side;
That's not what I enjoy! What I enjoy to do is to save my team from immenent dead. Choose the correct healing spell that will protect them or heal them or dispell them. I like to have a strategic healing gameplay. I don't mind occasionaly providing some buffs to my party, or helping DPSing a bit. But what I enjoy the most is saving people from dead.
That's why I enjoy long fights, with squishy tanks, where you have the time to see the different boss attacks, deal with them and react appropriately.
Hence, having more fun with my lowbie group and my lowbie DK healer at the moment than my Templar healer Vet16, which is never being played anymore. And why is it fun? Because my lowbie Dpsers don't do much DPS. They don't have the experience, and the Champion point to kill the bosses in 45 sec. Fight last longer. I can run out of magika if I don't pay attention! OMG!!!
Yeah I agree with you with the damage bit. I think as a healer your priorities should be
1) Heal (obviously)
2) Dispell
3) Give resources
Dealing damage shouldn't even come into it in groups. It makes no sense to queue as a healer and be expected to only heal when it's necessary (pretty much just boss fights). What's the point in wearing a pretty dress if you're gonna be up close in the fight smashing the hell out of stuff. It simply looks wrong.
On my healer, which is set up more as a Trials healer than a dungeon healer, I keep DPS in mind, but would prefer buff my teams DPS than use DPS skills of my own. I.e. Spell Power Cure, Aggressive Warhorn in rotation, Combat Prayer, Purifying Light, Shards DoT as useful as Shards for resources, Orbs when they will have the most DPS impact on top of a resource gain, and execute when convenient and able.
I think of healers, myself included, as responsible for heals and utility. Keeping everyone alive is priority one, but is basic as a healer. Healers really set themselves apart by how well they can buff damage and contribute utility while still keeping everyone alive. And, in a DPS centric meta, being able to contribute to buffing everyone else's damage to the point that their damage increases surpass what would be your DPS parse means you are more of an asset and therefore more essential.
@Refuse2GrowUp @yake82 @Vox
In a game where the DPS outpout is already too high (Boss dies before they can't even do their special attack), I find that providing ressource or buffing the DPS output of other players feel rather insignificant and pointeless.
If the fight were challenging enough, and if the DPSer actually really needed a DPS increase, that could be interesting, in some case. (not every fight please, we need variety)