madarame_77 wrote: »This game is all about dps race. You have to live with it. Although they introduced some mechanics already to ensure that too much dps is not good. If you dps some bosses (WGT for example) too quickly the adds will swarm you. So killing a boss slower is actually safer.
madarame_77 wrote: »This game is all about dps race. You have to live with it. Although they introduced some mechanics already to ensure that too much dps is not good. If you dps some bosses (WGT for example) too quickly the adds will swarm you. So killing a boss slower is actually safer.
codestripper wrote: »madarame_77 wrote: »This game is all about dps race. You have to live with it. Although they introduced some mechanics already to ensure that too much dps is not good. If you dps some bosses (WGT for example) too quickly the adds will swarm you. So killing a boss slower is actually safer.
I can't think of a single boss in white-gold tower where this happens. The new bosses in MHK and MOS sure, but what boss are you referencing with WGT?
TheGreatBlackBear wrote: »Domihaus hard mode is a classic DPS race. Burn him before all pillars are gone.Swap to adds and go back to Domi after. I have no problem with that kind of fight if we have big boy/girl deeps on the team. It gets frustrating when one of them can't pull their weight and all pillars are gone. Then grumblings of we need a third DPS come out.
codestripper wrote: »TheGreatBlackBear wrote: »Domihaus hard mode is a classic DPS race. Burn him before all pillars are gone.Swap to adds and go back to Domi after. I have no problem with that kind of fight if we have big boy/girl deeps on the team. It gets frustrating when one of them can't pull their weight and all pillars are gone. Then grumblings of we need a third DPS come out.
Only problem with that fight is how inconsistent the mechanics are. If you burn too fast he can skip phases and do things out of order. Makes you think he's going to shout and he just spawns 3 sets of adds. Couple of times we had it where the fire ring was on the outside, he spawned adds, then instantly went into the mechanic where he spawns those AoE circles that follow you. You really can't survive that. We learned you almost need to baby the DPS on him at certain points so you don't push too hard.
TheGreatBlackBear wrote: »1 Everything is a "one-shot" (damage so high that it cannot be effectively mitigated, shielded against or healed through)
2 Bosses have a DPS check mechanic and if you fail (by not burning it fast enough) the team will either wipe or face some sort of other unpleasantness.
TheDarkShadow wrote: »TheGreatBlackBear wrote: »1 Everything is a "one-shot" (damage so high that it cannot be effectively mitigated, shielded against or healed through)
2 Bosses have a DPS check mechanic and if you fail (by not burning it fast enough) the team will either wipe or face some sort of other unpleasantness.
1 is right but 2 is wrong. Any dps check can be done with 2 decent (30k) DD or even 1 epic DD (50k+). The reason people bring 3 dps (beside everything is 1 shot) is to SKIP mechanic. DPS check mechanic and skip mechanic are 2 different things. For example the 2 (3 in HM) ice adds in vSP is dps check. If you don't kill them fast enough the whole room will freeze and you die. You only need 2 DDs with about 30k to pass this check. But if you have 3 35k+ DDs you can skip all other mechanics in no HM. Zaan beam, fire breath, poison cone from the dragons... skip everything. The boss will just call adds back to back till she die.
It's not about "oh if you need 3 DDs to pass dps check you are not that good yourself." It's about the bigger the number, the more mechanic we can skip and the easier and faster it will be.
kylewwefan wrote: »It’s the Dungeon healers that come in ready to heal a Trial I take up one small issue with. It’s over the top in dungeons. Do some damage. Don’t have to be monster DPS, just some damage. Make your role interesting. It will support and help the team better.
TheGreatBlackBear wrote: »The "no healer needed" controversy is not new and needs no introduction. It's simply the idea that it's better (easier, more valuable, faster) to carry an extra damage dealer to some of the newer dungeons. Many reasons have been touted for doing so, however the ones you'll here most often are
1 Everything is a "one-shot" (damage so high that it cannot be effectively mitigated, shielded against or healed through)
2 Bosses have a DPS check mechanic and if you fail (by not burning it fast enough) the team will either wipe or face some sort of other unpleasantness.
And on the face of it that's sound logic. Why would you want to bring a dedicated healer when healing doesn't save you from death? Just clutch up and learn to avoid death and bring along another self-healing DPS who can do the same and burn the boss before the DPS check. But what if you learn to avoid the one shots? Because more often than not they're telegraphed attacks that happen on a pattern. (Yes we know this is ESO and it's buggy as hell sometimes. I'm looking at you hulking werewolves!) Will you take a healer then? Probably not right? That just leaves the dreaded DPS check. I say this without apology and without prejudice: if you NEED (not want) a third DPS to clear any dungeon that is a strong indicator that one or both of the DPS in that team isn't up to par. Go back to Fungal Grotto 1! I'm joking, please stay, but take a good hard look at yourself. A vet DLC dungeon is the very best the game has to offer; it requires top level stats, sets and skills. Of course two twenty or thirty ish k DPS would struggle. That dungeon isn't for you (yet). If a dungeon needs 120k team DPS to clear the most logical thing (from my point of view) is two good 45K ish DPS with the healer and tank buffing, debuffing and making up the other 30k. Three 30K ish DPS and a tank doing the rest is certainly possible but don't be fooled into thinking that it's faster or META. The healer class (in my view) has been made a scapegoat in certain situations for DPS who simply struggle to function at an elite level. You can of course play however you like as your money went into buying the game. It's just something to consider.
I've run enough pugs where "there is only one shot damage and nothing else" is very very not true. There are one shot mechanics, but they are usually 1-2 per fight <*usually* meant to be a dodge, position check, or mechanic check>.
Examples include:)
HM CoS spike
Poison Statue
The two mechanics on Boss 1 in Scale caller
Remember, if these weren't one shots we would simply ignore and just DPS anyway. It is why you see people that "did scalecaller normal like 10 times" die to the first mechanic. Normal doesn't kill you so why bother? The real issue behind the scenes is that each role DPS/Tank can essentially heal themselves. I have for instance Matriarch which in all purpose is Breath of Life for a DPS with 60K mana. Tanks have <Assuming DK> Green Dragon Blood + major mending built into their own shield. Vigour stacking is another route. You can say "Make them all dots that Do a lot of damage!" Isn't that just a round-a-bout way to make an instant shot, and again. If a healer can heal it. A DPS can. <4 man team>
So if your DPS can essentially heal themselves if they ever get hit by anything, why do you need a "healer" to heal them. Unless those buffs out do the damage provided from a fully geared DPS who cares?
*Note any non DLC vet content doesn't count for balance. DLC are more correctly balanced.
Peekachu99 wrote: »Wrong. Every 4 man HM in the game is simply better completed with one sustain tank and 3 DPS—I say this from personal and practical experience completing the achieves, skins and such on two platforms. This will not change in Nerfmire, it will just reinforce the composition since damage is slightly less avoidable, therefore you definitely want to kill them before they kill you. The longer a fight goes on, the greater the margin for error. No amount of healing will save or help you for most of the one-shot mechanics ZoS has introduced, either, so mechanical efficiency and flat out burn to avoid statistical incompetence will always trump 1/1/2 party comps.
Healers have a definite place in Trials and PVP, but they’re worthless in most other content.
The real question is why the team of @ZOS_Finn is creating dungeons with one shot’s and DPS checks that is making a healer unwanted or a hinderance rather than a asset?
madarame_77 wrote: »codestripper wrote: »madarame_77 wrote: »This game is all about dps race. You have to live with it. Although they introduced some mechanics already to ensure that too much dps is not good. If you dps some bosses (WGT for example) too quickly the adds will swarm you. So killing a boss slower is actually safer.
I can't think of a single boss in white-gold tower where this happens. The new bosses in MHK and MOS sure, but what boss are you referencing with WGT?
Sorry, yes I meant the new dungeons. Just an example how it should be done.
Waffennacht wrote: »Peekachu99 wrote: »Wrong. Every 4 man HM in the game is simply better completed with one sustain tank and 3 DPS—I say this from personal and practical experience completing the achieves, skins and such on two platforms. This will not change in Nerfmire, it will just reinforce the composition since damage is slightly less avoidable, therefore you definitely want to kill them before they kill you. The longer a fight goes on, the greater the margin for error. No amount of healing will save or help you for most of the one-shot mechanics ZoS has introduced, either, so mechanical efficiency and flat out burn to avoid statistical incompetence will always trump 1/1/2 party comps.
Healers have a definite place in Trials and PVP, but they’re worthless in most other content.
This.
It's either 1 shot mechanics or burn.
Wanna make healers etc useful? Mechanics that make the battle easier.
A pure DPS burning should be possible but take *gasp" longer than if interactive mechanics were used.
Wanna just burn adds, that's cool, add a mechanics is kill adds in a specific order and boss loses 1/4th health, that way mindless burn takes longer, smart burn is quick, and less skilled players can kill specific adds to be as quick or quicker than a burn everything run - things like that.
As long as it's just 1 shots or do checks/bypass mechanics, it'll just be dps (for 4 man dlc vet etc)
If you've seen the episode of American Dad where Steve's character is dead and they need a gem to save him, the line, "they always put in a way to win these" needs to be applicable to ESO
Waffennacht wrote: »Peekachu99 wrote: »Wrong. Every 4 man HM in the game is simply better completed with one sustain tank and 3 DPS—I say this from personal and practical experience completing the achieves, skins and such on two platforms. This will not change in Nerfmire, it will just reinforce the composition since damage is slightly less avoidable, therefore you definitely want to kill them before they kill you. The longer a fight goes on, the greater the margin for error. No amount of healing will save or help you for most of the one-shot mechanics ZoS has introduced, either, so mechanical efficiency and flat out burn to avoid statistical incompetence will always trump 1/1/2 party comps.
Healers have a definite place in Trials and PVP, but they’re worthless in most other content.
This.
It's either 1 shot mechanics or burn.
Wanna make healers etc useful? Mechanics that make the battle easier.
A pure DPS burning should be possible but take *gasp" longer than if interactive mechanics were used.
Wanna just burn adds, that's cool, add a mechanics is kill adds in a specific order and boss loses 1/4th health, that way mindless burn takes longer, smart burn is quick, and less skilled players can kill specific adds to be as quick or quicker than a burn everything run - things like that.
As long as it's just 1 shots or do checks/bypass mechanics, it'll just be dps (for 4 man dlc vet etc)
If you've seen the episode of American Dad where Steve's character is dead and they need a gem to save him, the line, "they always put in a way to win these" needs to be applicable to ESO
profundidob16_ESO wrote: »Waffennacht wrote: »Peekachu99 wrote: »Wrong. Every 4 man HM in the game is simply better completed with one sustain tank and 3 DPS—I say this from personal and practical experience completing the achieves, skins and such on two platforms. This will not change in Nerfmire, it will just reinforce the composition since damage is slightly less avoidable, therefore you definitely want to kill them before they kill you. The longer a fight goes on, the greater the margin for error. No amount of healing will save or help you for most of the one-shot mechanics ZoS has introduced, either, so mechanical efficiency and flat out burn to avoid statistical incompetence will always trump 1/1/2 party comps.
Healers have a definite place in Trials and PVP, but they’re worthless in most other content.
This.
It's either 1 shot mechanics or burn.
Wanna make healers etc useful? Mechanics that make the battle easier.
A pure DPS burning should be possible but take *gasp" longer than if interactive mechanics were used.
Wanna just burn adds, that's cool, add a mechanics is kill adds in a specific order and boss loses 1/4th health, that way mindless burn takes longer, smart burn is quick, and less skilled players can kill specific adds to be as quick or quicker than a burn everything run - things like that.
As long as it's just 1 shots or do checks/bypass mechanics, it'll just be dps (for 4 man dlc vet etc)
If you've seen the episode of American Dad where Steve's character is dead and they need a gem to save him, the line, "they always put in a way to win these" needs to be applicable to ESO
start by changing the 1-shots in heavy hitting continous damage that make it virtually impossible to run without a proper dedicated healer no matter how many cp points you got