MooseKnuckles88 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.
kathandira wrote: »Since this is the case these days, I have built my healer to be more of a buffer than a healer. Don't get me wrong, my heals are just fine. But I provide many ways to increase the teams resistances, regen, magicka cost reduction, and increased damage dealt.
If my heals aren't always as needed, at least I can buff the crap out of the team to keep up the pace.
kathandira wrote: »Since this is the case these days, I have built my healer to be more of a buffer than a healer. Don't get me wrong, my heals are just fine. But I provide many ways to increase the teams resistances, regen, magicka cost reduction, and increased damage dealt.
If my heals aren't always as needed, at least I can buff the crap out of the team to keep up the pace.
^
Pretty much this.
Healing in this game is pretty much like playing a bard. You do a little damage, you do a little healing, but you are mostly there to be a buff bot.
Everyone asking for a bard class, just know you can play as one right now. It's called being a healer, though.
The healer discord opened my eyes to many things. I was suprised how many healers in this game are just fine with this, but I started a healer to actually...heal. I know, I know...it's crazy. But outside of trials and maybe PvP, healers are expected to be bards...buffing/debuffing all things.
Healers in ESO are definitely in a weird place...
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
MooseKnuckles88 wrote: »
You did understand I was sarcastic? The problem is not shields, the problem is lousy mechanics that makes most content easier with 3 DDs. Who cares if hardened ward is 8k or 20k, you don't need a 20k shield in PvE.
MooseKnuckles88 wrote: »MooseKnuckles88 wrote: »
You did understand I was sarcastic? The problem is not shields, the problem is lousy mechanics that makes most content easier with 3 DDs. Who cares if hardened ward is 8k or 20k, you don't need a 20k shield in PvE.
Yeah I got the sarcasm there. I did a random the other and got Moon Hunter Keep. All four of us were DPS and we flew through it.
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.
Yeah I hate healers that come to dungeons expecting to heal too, thinking their stupid shards and drain actually supports the team. Ridiculous! They should be dpsing instead. That's how us real healers do it.
FrancisCrawford wrote: »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.
Yeah I hate healers that come to dungeons expecting to heal too, thinking their stupid shards and drain actually supports the team. Ridiculous! They should be dpsing instead. That's how us real healers do it.
The standard approach is one destro bar and one resto bar. The destro bar can have Elemental Drain and up to 4 non-ultimate damage skills. Now, those damage skills may be picked in part for their non-damage benefits, e.g. Shards (and exactly that morph). But there can easily be both bar room and time for a genuine damage rotation.
kathandira wrote: »Reposting this to see if there are any opinions on such an idea.
"Currently, any class can fill any role. Granted, there are classes which are optimal for certain roles, but if you want to be a Nightblade healer, you certainly can do it. If you want to be a Sorc Tank, you certainly can do it.
The problem is, since each class has a way to heal itself, or protect itself just as good as a dedicated healer could, you can simply just slot those skills, and do the job yourself.
There is a way this could be fixed, but it would come with complaints. Implement a role buff and debuff system in dungeons. This would force the trinity system to be used as intended. These buffs and debuffs would be decided based on the role you queue up as. See below:
Tank
Buff - Increased Health and Resistances
Debuff - Reduced Healing and Damage Dealt
Healer
Buff - Increased Healing and Shield Strength
Debuff - Reduced Damage Dealt
DPS
Buff - Increased Damage Dealt
Debuff - Reduced Healing and Shield Strength
Something along these lines would force people to enter dungeons with 1 Tank, 2 DPS, and 1 Healer. But the problem is, this goes against the "Play Any Way" mindset as you would now be forced to play a specific way."
Donny_Vito wrote: »kathandira wrote: »Reposting this to see if there are any opinions on such an idea.
"Currently, any class can fill any role. Granted, there are classes which are optimal for certain roles, but if you want to be a Nightblade healer, you certainly can do it. If you want to be a Sorc Tank, you certainly can do it.
The problem is, since each class has a way to heal itself, or protect itself just as good as a dedicated healer could, you can simply just slot those skills, and do the job yourself.
There is a way this could be fixed, but it would come with complaints. Implement a role buff and debuff system in dungeons. This would force the trinity system to be used as intended. These buffs and debuffs would be decided based on the role you queue up as. See below:
Tank
Buff - Increased Health and Resistances
Debuff - Reduced Healing and Damage Dealt
Healer
Buff - Increased Healing and Shield Strength
Debuff - Reduced Damage Dealt
DPS
Buff - Increased Damage Dealt
Debuff - Reduced Healing and Shield Strength
Something along these lines would force people to enter dungeons with 1 Tank, 2 DPS, and 1 Healer. But the problem is, this goes against the "Play Any Way" mindset as you would now be forced to play a specific way."
I saw this similar idea on another thread (may have been you as well). While I like the idea of where this is going, I believe these buffs would make the dungeons much easier. My tank hardly ever dies, but with those extra buffs it would be damn near impossible. DPS who pull 30k+ will now be even higher. Healers would still be healers.
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.
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.
I get your argument, and it's a fair one. But it neglects a few points.
Firstly: healing takes up time and resources. So a DPS or tank having to focus on keeping themselves alive is likely doing less damage as a result. Secondly (and this is especially the case since damage-dealers are likely only to slot a single heal ability for emergencies) they won't have the consistent effects from healing over time abilities active - which is a lot more efficient for countering general damage.
Having every player come as damage-dealers who heal themselves is viable - and maybe even preferable - on easier content where DPS checks are the only concern. On more difficult content though where general damage is more threatening I'm skeptical this strategy would be more effective than a balanced team with a healer.
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.
I get your argument, and it's a fair one. But it neglects a few points.
Firstly: healing takes up time and resources. So a DPS or tank having to focus on keeping themselves alive is likely doing less damage as a result. Secondly (and this is especially the case since damage-dealers are likely only to slot a single heal ability for emergencies) they won't have the consistent effects from healing over time abilities active - which is a lot more efficient for countering general damage.
Having every player come as damage-dealers who heal themselves is viable - and maybe even preferable - on easier content where DPS checks are the only concern. On more difficult content though where general damage is more threatening I'm skeptical this strategy would be more effective than a balanced team with a healer.
The flaw here is ESO requires DPS to be active in keeping themselves alive. While a dodge roll here and there or having to cast a shield does reduce DPS, this game has many one shots the healer obviously cannot heal through and many hard hitting mechanics that the reaction time for healers is not fast enough.
From the day this game went live if a DPS died it was often their fault, not the healer.
MooseKnuckles88 wrote: »
MooseKnuckles88 wrote: »
This is also part of the problem.
A lot of damage-dealers run very fragile builds who die almost instantly every time something looks at them. So even general damage that is meant to be healed through winds up being fatal. This is another factor that leads people to believe healers are useless - when in fact they can be effective in competent groups.
This game does rely on an over-abundance of one-shot mechanisms though. There is no denying that. That does contribute to the problem as well. Though not to the extent that healers aren't useful - because I believe they still are, at least on the more difficult content.
kathandira wrote: »Reposting this to see if there are any opinions on such an idea.
"Currently, any class can fill any role. Granted, there are classes which are optimal for certain roles, but if you want to be a Nightblade healer, you certainly can do it. If you want to be a Sorc Tank, you certainly can do it.
The problem is, since each class has a way to heal itself, or protect itself just as good as a dedicated healer could, you can simply just slot those skills, and do the job yourself.
There is a way this could be fixed, but it would come with complaints. Implement a role buff and debuff system in dungeons. This would force the trinity system to be used as intended. These buffs and debuffs would be decided based on the role you queue up as. See below:
Tank
Buff - Increased Health and Resistances
Debuff - Reduced Healing and Damage Dealt
Healer
Buff - Increased Healing and Shield Strength
Debuff - Reduced Damage Dealt
DPS
Buff - Increased Damage Dealt
Debuff - Reduced Healing and Shield Strength
Something along these lines would force people to enter dungeons with 1 Tank, 2 DPS, and 1 Healer. But the problem is, this goes against the "Play Any Way" mindset as you would now be forced to play a specific way."
personally i find systems that punish playing bad but do not reward playing good disgusting.
i also find it disgusting when "learn the mechanics" equals "hit the trainingdummy until u can pull 50k selfbuffed".