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DPS is the Fair-Haired Child?

Furyous
Furyous
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ZOS and players fawning over DPS while Tank and Healer starve in the corner.
Dragonknights gained DPS but lost tankiness and went from best tank class to just another DPS, and I haven’t heard a word about healer optimizations

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  • Malprave
    Malprave
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    They made tanks and healers essential in the Nightmarket. Seems like some love is being shown there.
  • spartaxoxo
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    We just got a lot of tank love. DK being a bit more DPS oriented don't change that we have been getting more content that makes supports desirable.

    Image is ai slop and ridiculous
    Edited by spartaxoxo on 1 May 2026 20:16
  • guarstompemoji
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    None of the items were support sets, not really, and I wanted one to be oh man! I don't mind that, though. They'd have had had to offer more than one set per faction if they diversified.

    I suspect, but don't know, that the teams are concerned abt designing overmuch around tanks and healers in more content. People don't like the risk of taking damage and dying.

    What do you think?

    Edited by guarstompemoji on 1 May 2026 21:25
  • Furyous
    Furyous
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    Malprave wrote: »
    They made tanks and healers essential in the Nightmarket. Seems like some love is being shown there.
    spartaxoxo wrote: »
    We just got a lot of tank love. DK being a bit more DPS oriented don't change that we have been getting more content that makes supports desirable.

    Image is ai slop and ridiculous
    None of the items were support sets, not really, and I wanted one to be oh man! I don't mind that, though. They'd have had had to offer more than one set per faction if they diversified.

    I suspect, but don't know, that the teams are concerned abt designing overmuch around tanks and healers in more content. People don't like the risk of taking damage and dying.

    What do you think?

    Thanks for the replies everyone!

    My main point is that they just did a major class revamp and it seems like it was all DPS focused. DPS went up a considerable percentage whereas tanks and healers seemed overlooked.

    Also, just to be clear, memes are all made up for humor’s sake. I wasn’t trying to create high art or win any art prize with it 😂
    Edited by Furyous on 1 May 2026 21:35
  • CatalinaWineMixer2
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    I couldn't agree with you more. We need more emphasis on anything but dps in the game moving forward. What they really need is a dps cap. It will eliminate meta and people will actually have to follow mechanics and find some other way to help their group when they're at the ceiling. It will also balance the classes and put Subclassing in check since the refuse to put a stop to cherry picking with a calculator.
  • DoofusMax
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    I couldn't agree with you more. We need more emphasis on anything but dps in the game moving forward. What they really need is a dps cap. It will eliminate meta and people will actually have to follow mechanics and find some other way to help their group when they're at the ceiling. It will also balance the classes and put Subclassing in check since the refuse to put a stop to cherry picking with a calculator.

    Far from it. What you'll see is "one build to reach the cap with the least effort" taking over. Even more cookie-cutter than it is now.
    I'm fresh out of outrage, but I could muster up some amused annoyance if required.
  • Furyous
    Furyous
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    I couldn't agree with you more. We need more emphasis on anything but dps in the game moving forward. What they really need is a dps cap. It will eliminate meta and people will actually have to follow mechanics and find some other way to help their group when they're at the ceiling. It will also balance the classes and put Subclassing in check since the refuse to put a stop to cherry picking with a calculator.
    DoofusMax wrote: »
    I couldn't agree with you more. We need more emphasis on anything but dps in the game moving forward. What they really need is a dps cap. It will eliminate meta and people will actually have to follow mechanics and find some other way to help their group when they're at the ceiling. It will also balance the classes and put Subclassing in check since the refuse to put a stop to cherry picking with a calculator.

    Far from it. What you'll see is "one build to reach the cap with the least effort" taking over. Even more cookie-cutter than it is now.

    Endgame has always revolved around heavily optimized and min-maxed builds. This existed long before subclassing and even before ESO. The meta crowd will always push whatever they deem as the single best build.

    My bigger concern is that while DPS is the majority of the playerbase, putting nearly all the dev focus into DPS while largely ignoring support roles is making the game feel one-dimensional. Why does every class need to perform all three roles equally well? What was wrong with some classes being clearly the best tanks or healers?

    I don’t want to take anything away from DPS, but as long as they’re tweaking classes, they should really give some proper support to the supports too.
    Edited by Furyous on 4 May 2026 22:29
  • Estin
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    There's only so much you can do tank and healer wise in group content. DPS is what guarantees something to be cleared, and since being a DD is the easiest role for someone to do in the game, making a class do more damage is not a bad thing. Essentially, an increase in DPS is a buff for healer and tank roles since it makes them take less pressure. The less time the fight takes, the less "clutch" heal and tank moments you need.

    Also, it's not like DK is a bad class tank wise. They were given a skill that allows them to permanently block which trivializes the sustain portion of the role which is probably the hardest part about tanking. The class mastery passives are also going to give them a group wide major berserk and protection buff. They also have a templar rune skill which grants major protection and a heal over time. They're doing just fine there.
  • Furyous
    Furyous
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    Estin wrote: »
    There's only so much you can do tank and healer wise in group content. DPS is what guarantees something to be cleared, and since being a DD is the easiest role for someone to do in the game, making a class do more damage is not a bad thing. Essentially, an increase in DPS is a buff for healer and tank roles since it makes them take less pressure. The less time the fight takes, the less "clutch" heal and tank moments you need.

    Also, it's not like DK is a bad class tank wise. They were given a skill that allows them to permanently block which trivializes the sustain portion of the role which is probably the hardest part about tanking. The class mastery passives are also going to give them a group wide major berserk and protection buff. They also have a templar rune skill which grants major protection and a heal over time. They're doing just fine there.

    When DPS gets buffed so heavily that groups can just skip or ignore mechanics entirely by burning everything down, it actively sidelines the support classes.

    Also, if you think everything is single-meta builds now, wait until you get rid of the supports. They’re already clearing CR+3 with one tank and 11 DPS. Just a little more DPS and everything will be all DPS all the time.

    I’d rather see actual love given to the support roles instead of turning every class into a DPS.
  • CatalinaWineMixer2
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    DoofusMax wrote: »
    I couldn't agree with you more. We need more emphasis on anything but dps in the game moving forward. What they really need is a dps cap. It will eliminate meta and people will actually have to follow mechanics and find some other way to help their group when they're at the ceiling. It will also balance the classes and put Subclassing in check since the refuse to put a stop to cherry picking with a calculator.

    Far from it. What you'll see is "one build to reach the cap with the least effort" taking over. Even more cookie-cutter than it is now.

    Its up to the developers to decide what is the right amount of effort, no one else. There was more variety before Subclassing. There was more gear variety before Subclassing. Players were better and more knowledgeable because they weren't skipping mechs. PvP was more fair before Subclassing. There were real supports in nearly every DLC dungeon before Subclassing. People could actually loot the treasures and hand in quests before Subclassing. New players actually understood their characters before Subclassing. And a whole lot more.
  • moderatelyfatman
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    DPS is the only thing that can be easily balanced on a spreadsheet.
    Support roles such as tanks and healers is more content sensitive and heaven forbid if the devs played their own game.
  • Sallymen
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    I like to think tanks and healers are in a good spot right now in terms of the choice of gear and setups they can bring to a dungeon or trial. Meanwhile all the DPS I've seen use the same abilities and sets 9 time out of 10

    I cannot speak for healers but I know for my tank I can choose between:
    -Turning Tide
    -Lucent Echos
    -Pearlecent Ward
    -Saxhleel Champion
    -Powerful Assault
    -Crimson Oath
    -Yolnahkriin
    -Master Architect
    -Spauldur of Ruin
    -Cryptcanon (if im feeling spicy)
    -Ring of the Wild Hunt (If im feeling REALLY spicy)
    -Death Dealers Fete (Selfish)
    -Nazaray
    -Nunatak
    -Trainee/Druid pieces to fill in the gaps if needed

    Not to mention the combos of either double sword and shield or double ice staff. So yeah I would not say ZoS is neglecting us support mains.
    Edited by Sallymen on 5 May 2026 06:59
    Current Undaunted Key Count: 4,902
  • Estin
    Estin
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    Furyous wrote: »
    Estin wrote: »
    There's only so much you can do tank and healer wise in group content. DPS is what guarantees something to be cleared, and since being a DD is the easiest role for someone to do in the game, making a class do more damage is not a bad thing. Essentially, an increase in DPS is a buff for healer and tank roles since it makes them take less pressure. The less time the fight takes, the less "clutch" heal and tank moments you need.

    Also, it's not like DK is a bad class tank wise. They were given a skill that allows them to permanently block which trivializes the sustain portion of the role which is probably the hardest part about tanking. The class mastery passives are also going to give them a group wide major berserk and protection buff. They also have a templar rune skill which grants major protection and a heal over time. They're doing just fine there.

    When DPS gets buffed so heavily that groups can just skip or ignore mechanics entirely by burning everything down, it actively sidelines the support classes.

    Also, if you think everything is single-meta builds now, wait until you get rid of the supports. They’re already clearing CR+3 with one tank and 11 DPS. Just a little more DPS and everything will be all DPS all the time.

    I’d rather see actual love given to the support roles instead of turning every class into a DPS.

    The DPS people get to skip mechanics come from the supports giving them buffs through skills and item sets, not the DPS skills from a class. Support roles are still going to be needed. But I will agree that the current DPS ceiling is too inflated. You're commonly seeing 170-200k+ parses with these new setups. Just 3 years ago, the ceiling was like 127k and was considered more than enough to skip mechanics and effortlessly clear all the game's content.
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