Wut? WUT?! Like... have you ever been in a vet trial?I agree. Trial mechanic isn't really suitable for non-DPS orient builds. I think the reason why there isn't too much build diversity towards end-game content is because end-game contents you will always want to maximize DPS, even healers and tanks should be tailored to maximize DPS.
Healers do NOT dps in trials. Tanks do NOT dps in trials. When it comes to vet trials, tanks only tank and healers only heal.
There is almost no build diversity, simply because there can be none. When you go to the hardest content and do it for leaderboard... you need maximum efficiency. It comes down to hard cold numbers. Until warden came, templar was the best healer simply because of existing skills (and templars still are the best imo). DKs are the best tanks, yet again, simply because of skills and numbers.
There are many ways to do stuff. But only very few - to do it fast and efficient.
Wut? WUT?! Like... have you ever been in a vet trial?I agree. Trial mechanic isn't really suitable for non-DPS orient builds. I think the reason why there isn't too much build diversity towards end-game content is because end-game contents you will always want to maximize DPS, even healers and tanks should be tailored to maximize DPS.
Healers do NOT dps in trials. Tanks do NOT dps in trials. When it comes to vet trials, tanks only tank and healers only heal.
There is almost no build diversity, simply because there can be none. When you go to the hardest content and do it for leaderboard... you need maximum efficiency. It comes down to hard cold numbers. Until warden came, templar was the best healer simply because of existing skills (and templars still are the best imo). DKs are the best tanks, yet again, simply because of skills and numbers.
There are many ways to do stuff. But only very few - to do it fast and efficient.
ShayPatrickCormac wrote: »Zos can easily counter the DPS with new Mechanics. For example the Boss have a phase in which to high or to low DPS would activate an early enrage mode. Or if the Boss gets to much damage he heals himselft by 20% or so of his life. Or the Boss gives the group an special Debuff which reduces the healing of the group by 90% or so. Zos only have to need some creativity to counter this. And i think Zos Should rework almost all Bosses in group dungeons and trials to have anti DPS mechanincs to close the gap between Progess and normal players. Zos dont get so much money from these 1%-5% of the players. they get their money from the 90%-95%
Once again punishing people for min/maxing their dpsbuilds is a terrible idea.
Scenario (if this terrible idea was added)
Let´s say both me and a friend can do 40+ dps (80k group dps +), but since this idea was added, we have to limit ourself to do maximum 25-30k dps each.......
Numbers can Always be tweaked but you get my Point of how stupid this sounds. It´s almost the same thing as adding a hardcap for dps. Putting time/effort into a character/build should be rewarded not punished.
PvE and PvP regarding dps is fine. At least now people can´t complain about sustain/dmg overperforming in PvE anymore. Wonder what kind of argument that will be thrown next.....?
Wut? WUT?! Like... have you ever been in a vet trial?I agree. Trial mechanic isn't really suitable for non-DPS orient builds. I think the reason why there isn't too much build diversity towards end-game content is because end-game contents you will always want to maximize DPS, even healers and tanks should be tailored to maximize DPS.
Healers do NOT dps in trials. Tanks do NOT dps in trials. When it comes to vet trials, tanks only tank and healers only heal.
There is almost no build diversity, simply because there can be none. When you go to the hardest content and do it for leaderboard... you need maximum efficiency. It comes down to hard cold numbers. Until warden came, templar was the best healer simply because of existing skills (and templars still are the best imo). DKs are the best tanks, yet again, simply because of skills and numbers.
There are many ways to do stuff. But only very few - to do it fast and efficient.
All off them. Have you?
And I am tired of just doing DPS for the sake of downing a boss as fast as you can. It's boring to me. I do 43k DPS on my toons. I know how to work my rotations. lol. I'm just feels it's repetitive. It's boring to me. You didn't need to educate me of what class or race is suited for what role. It's irrelevant to this topic. I have toons I min/maxed, and I play end-game with them.
Where in my message did I say that healers and tank should DPS? I said there should be DPS builds that should not entirely focus on DPSing. Because like I said, it's so boring when ever DPS in this game is wearing the same damn thing (eg last patch every magicka class is wearing BSW).
Before you comment please read and understand first. tyvm
PS: tanks don't just tank, and healers don't just heal. That is a misconception. Most end-game guilds will have healers wear julianos, because no one else really is dying as much, healers take a more supportive role-- yes, but trust me they have to pull decent DPS numbers as well. So even though a templar healer may not have puncturing sweeps in his/her bar, he/she will have a couple of skills that is DPS-oriented. lol.
GrumpyDuckling wrote: »ZOS heavily nerfed resources in the Morrowind patch so people would have to "choose" between damage and sustain.
I am of the opinion that the decision was a lazy way to "fix" the problem of players stacking damage as high they could.
Is pretty obvious now that pretty much all content is faster completed with DPS being everything, even to the point of having 4 dps with one self survival skill is enough to burn down 90% of content.
Even to the point where "DPS Triggers" and "Timers" are in almost all new content ZOS puts out. 90% of the problem with LFG tool is CP500+ players being put with CP 100 or below players, which end up with everyone leaving because "lack of DPS", due to how now if you don't have enough DPS within the the "Timer" of the boss it becomes impossible to complete the content....and progress....
Even in PVP its all about dps / proc sets with one or two survival skills...but mainly DPS...or Burst..
Forget healers, forget tanks, for 90% of content just go full dps with one or two survival skills...this is 90% of content and its getting boring. ZOS tried to solve it by nerfing sustain into the ground but that failed miserably and only made content take even longer and worsen the problem that still exists....just to try and make healers / tanks useful again, did not work either...
Either scale up CP 100 and below players to CP 600+ dps or stop putting lower level players with higher level players in groups...thats the short fix...long fix, make healers and tanks viable again and stop making content all about "have X amount of DPS within X amount of time or you all die and can not progress, or you reach a point where boss can never die = same outcome".....
ZOS even tried to solve it by adding loads of cheapy one shot mechanics to most of it's content, again failing miserably...
This is why almost everyone now is doing this to cheese through content.
- Use highest class for DPS
- Use BIS gear and sets or as close to as possible
- Find three other players with same
- Cheese through content
- Never feel the pain of lack of dps again
Indeed, I've played ESO since closed beta and never once been in a dungeon in a group and never will do .. plenty to do without having to deal with groups with their L2P attitude and fixation on TEH BIG NUMBERZ.newtinmpls wrote: »Well, I 'splore, and wander and have fun and don't need to worry about that sorta thing much.
I did quoted:
Where in my message did I say that healers and tank should DPS? I said there should be DPS builds that should not entirely focus on DPSing. Because like I said, it's so boring when ever DPS in this game is wearing the same damn thing (eg last patch every magicka class is wearing BSW).
Unless you meant all the stuff like 100% uptime of Combat Prayer and Alkosh meta, in which case I apologize, I indeed misunderstood.I think the reason why there isn't too much build diversity towards end-game content is because end-game contents you will always want to maximize DPS, even healers and tanks should be tailored to maximize DPS.
...PS: tanks don't just tank, and healers don't just heal. That is a misconception. Most end-game guilds will have healers wear julianos, because no one else really is dying as much, healers take a more supportive role-- yes, but trust me they have to pull decent DPS numbers as well. So even though a templar healer may not have puncturing sweeps in his/her bar, he/she will have a couple of skills that is DPS-oriented. lol.
Ep1kMalware wrote: »ShayPatrickCormac wrote: »Zos can easily counter the DPS with new Mechanics. For example the Boss have a phase in which to high or to low DPS would activate an early enrage mode. Or if the Boss gets to much damage he heals himselft by 20% or so of his life. Or the Boss gives the group an special Debuff which reduces the healing of the group by 90% or so. Zos only have to need some creativity to counter this. And i think Zos Should rework almost all Bosses in group dungeons and trials to have anti DPS mechanincs to close the gap between Progess and normal players. Zos dont get so much money from these 1%-5% of the players. they get their money from the 90%-95%
Zos has done this, the crown roared in rage. I'll list some anti dps mechanics:
Maw - city of ash. Craps adds
Fiend - icp. Craps adds
Sculpter - icp. Imune to damage, craps adds
Lord warden - icp. craps adds that obliterate you.
Planar inhibitor - wgt. Ignorning mechanics kills team member
Dranos - cradle of shadows. Ignoring mechanics kills teamate
Koopa turtle boss - rom. Kills group when mechs are ignored.
Argonian screamer - rom. Kills group when mechs are ignored.
Rom last boss - rom. Kills group when mechs are ignored.
Manticora - sanctum. Kills tank (then group) when mechs are ignored.
Ozara - kills group when mechanics are ignored
Warrior - kills group when mechs are ignored.
Everything in vmol. Kills group when mechs are ignored.
Serpent - kills group when mechs are ignored.
Every trials boss - group is *** and murdered brutally when you ignore the mechanics.
Do you see the pattern? All these are recent additions to eso. Every one kf them gave way to waves and waves of terrified child like tantrums erupting on the forums about 'how hard' it was, and they were getring exposed and how zos should nerf the content so thst their lack of understanding and giving a *** wouldnt get their team members killed.
What you asked for has been given, and given, and given. The best solutions are:
Make some content hard, and some contenr easy to appeal to both groups.
Or
Raise the bar and make these things standard, and not rare isolated instances so players become conditioned to group mechanics.
I'm not so sure where zos is headed, i facor the latter, though.
I hate the DPS oriented meta.
Its why I am such a proponent of the Trinity (Healer Tank DPS)
GW2 tried no trinity and everyone was dps and it got so bad that everyone was a two hander bezerker geared warrior.
I would really hate to see ESO go down this route. Thats why i understand the changes to sustain they pushed that caused all that back lash only to be disregarded all before the official launch date.
but this is how games have always been- its all about the path of least resistance. its why at the start of a gears of war pvp match, you pull out your shotgun and disregard the lancer rifle which is your main weapon in pve. the shotty gives insta-gib.
same with eso - BiS, max dmg, melt faces, farm, get rich.
i blame humanity