kathandira wrote: »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.
My Templar Healer used to roll with some damage, now I just go with Buffs. It is more effective in the end. The damage I was dealing was barely worth it at all, but with the below skills, I can buff the existing DPS above the damage i'd be able to deal.
Bar 1
Breath of Life
Mutagen
Combat Prayer
Siphon Spirit
Healing Springs
Bar 2
Necrotic Orb
Rune Focus
Harness Magicka
Ritual of Retribution
Luminous Shards
This build is paired with Spell Power Cure (Increase Spell Damage for group), and Worm Cult (Reduce Magicka Cost for group)
El_Borracho wrote: »
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".
I could not agree more. Mechanics are part of this game. Its a way to keep the content interesting and not make it an all-out button masher. Not saying everything has to be the MHK werewolf, that f*&%*$ng deer in MOS, or the Twins in vMOL (yes, I know its not a dungeon...). Seems the DLC dungeons have focused not on slowing down the burn, but putting in some mechanics that get in the way at slotted intervals.
But, at the same time I am fine with having dungeons that reward fast burn. There has to be some incentive to continue to advance your character. Feels like we have a good mix of both
Forgotten in the OP is the fact that not everyone who plays is a CP780 with 50K DD. There are players who still need a healer to get through dungeons.
TheGreatBlackBear wrote: »
A vet DLC dungeon is the very best the game has to offer; it requires top level stats, sets and skills.
TheGreatBlackBear wrote: »Domihaus hard mode is a classic DPS race.
TheGreatBlackBear wrote: »Domihaus hard mode is a classic DPS race.
@TheGreatBlackBear That's incorrect. It's not a DPS race, at least not until the very end. All of his shouts happen at health percentages (though it is possible to skip some shouts if you push him past the shout threshold while he is in the middle of certain mechanics). The shouts are supposed to happen at 70, 50, 30, and 10% boss health. That's only 4 pillars if you don't in inadvertently skip any. There are 8 pillars in non-HM, 6 in HM. So it's possible to get the 2-pillars-remaining achievement in HM without skipping any shouts.
The only burn happens once you hit 10%, at which point shouts happen on a timer. But you should still have two pillars left at that point, and 10% health is basically nothing even with his shield, so this is trivially easy.
So why do groups run out of pillars? Poor positional discipline, plain and simple. If you consistently use more than 1 pillar per shout, then of course you'll run out. If your group is disciplined and stack behind a single pillar for each shout, you can DPS at a leisurely pace and still beat HM.
kylewwefan wrote: »I have a healer toon also. And I Pug a lot. Extra damage is better. And if you’re good enough....you can also heal at the same time!
I’m all the time getting stuck in these groups with atrocious DPS. I used to have the mentality that I was just a healer on this toon. But then I learned how to play a little differently.
Hope you have a chance to get there one day. It took me a bit longer than it should have. You’ll figure it out. Gl
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.
FrancisCrawford wrote: »kathandira wrote: »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.
My Templar Healer used to roll with some damage, now I just go with Buffs. It is more effective in the end. The damage I was dealing was barely worth it at all, but with the below skills, I can buff the existing DPS above the damage i'd be able to deal.
Bar 1
Breath of Life
Mutagen
Combat Prayer
Siphon Spirit
Healing Springs
Bar 2
Necrotic Orb
Rune Focus
Harness Magicka
Ritual of Retribution
Luminous Shards
This build is paired with Spell Power Cure (Increase Spell Damage for group), and Worm Cult (Reduce Magicka Cost for group)
Thanks for sharing. I'd have Elemental Blockade, no matter what. I guess Siphon Spirit can fill the role of Elemental Drain and provide a little ticking heal as well. Purifying Light is a bigger buff to DPS than Combat Prayer -- +20% or whatever capped vs. +5% or so uncapped -- unless the DPS is very strong, and then there's no reason not to run both. Both skills also heal.
Which version of Orb do you use and why does it make sense to run both that and Shards?
TheGreatBlackBear wrote: »El_Borracho wrote: »
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".
I could not agree more. Mechanics are part of this game. Its a way to keep the content interesting and not make it an all-out button masher. Not saying everything has to be the MHK werewolf, that f*&%*$ng deer in MOS, or the Twins in vMOL (yes, I know its not a dungeon...). Seems the DLC dungeons have focused not on slowing down the burn, but putting in some mechanics that get in the way at slotted intervals.
But, at the same time I am fine with having dungeons that reward fast burn. There has to be some incentive to continue to advance your character. Feels like we have a good mix of both
Forgotten in the OP is the fact that not everyone who plays is a CP780 with 50K DD. There are players who still need a healer to get through dungeons.TheGreatBlackBear wrote: »
A vet DLC dungeon is the very best the game has to offer; it requires top level stats, sets and skills.
My position stands.
I'm burnt out from low DPS apologists. (Not that you're one) You don't need 50K DPS or 780 CP but if you're in a vet DLC dungeon 40K plus per DPS is my minimum expectation if we realistically expect to clear in a timely manner. If not there's any other vet dungeon or normal DLC.
TheGreatBlackBear wrote: »
My position stands.
I'm burnt out from low DPS apologists. (Not that you're one) You don't need 50K DPS or 780 CP but if you're in a vet DLC dungeon 40K plus per DPS is my minimum expectation if we realistically expect to clear in a timely manner. If not there's any other vet dungeon or normal DLC.
Peekachu99 wrote: »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
This still won’t work, since ANY spell/ skill output is tied to maximum resource, so a stam toon popping vigor or a Sorc using matriarch and fully specced for DPS (crit) will still outshine and render useless any healer. I cleared VSP HM, second week it was out with TWO stamina dps (and one magblade). The triple frost giant phase is notorious for wiping groups and we burned it so fast that the boss got animation locked a few times. The dpses’ vigors outhealed anything I’ve ever seen when queuing for that via random or helping out other groups. It was insane. Like 10K ticks on my tank without critting.
Until they separate resource pools from damage/ output, and give healers skills exclusively that other specs don’t have or wouldn’t take, they will remain backbenched.
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.
SakuraRush wrote: »Just a reminder that something killing you because you have 15k health doesn't make it a one shot mechanic.
It's only a one shot mechanic if it kills you regardless of health/resistances/shields.
Actual one shot mechanics are terrible design. High damage that could be mitigated but players choose not to is different.
SakuraRush wrote: »Just a reminder that something killing you because you have 15k health doesn't make it a one shot mechanic.
It's only a one shot mechanic if it kills you regardless of health/resistances/shields.
Actual one shot mechanics are terrible design. High damage that could be mitigated but players choose not to is different.
Most mechanics in the newest dungeons are actual one shots. They will often one shot a blocking tank. Nothing to do with having 15k health
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.
despite you are joking, for me it's way better to see dd/healer, casting BoL from time to time.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.
Dungeons in this game are all sorts of messed up.
Can anyone PLEASE tell Zenimax that oneshot-mechanics are NOT good dungeondesign?
kylewwefan wrote: »I have a healer toon also. And I Pug a lot. Extra damage is better. And if you’re good enough....you can also heal at the same time!
I’m all the time getting stuck in these groups with atrocious DPS. I used to have the mentality that I was just a healer on this toon. But then I learned how to play a little differently.
Hope you have a chance to get there one day. It took me a bit longer than it should have. You’ll figure it out. Gl
I would have agreed with you but with that little condescending bit at the end there, I have to ask.. How did you manage to come to the conclusion that only your way was the right way and everyone else is wrong or oblivious? Genuinely interested since I've completed a number of dlc hardmodes in pugs and clearly I don't know what I'm doing since I didn't dps on my healer
TheGreatBlackBear wrote: »El_Borracho wrote: »
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".
I could not agree more. Mechanics are part of this game. Its a way to keep the content interesting and not make it an all-out button masher. Not saying everything has to be the MHK werewolf, that f*&%*$ng deer in MOS, or the Twins in vMOL (yes, I know its not a dungeon...). Seems the DLC dungeons have focused not on slowing down the burn, but putting in some mechanics that get in the way at slotted intervals.
But, at the same time I am fine with having dungeons that reward fast burn. There has to be some incentive to continue to advance your character. Feels like we have a good mix of both
Forgotten in the OP is the fact that not everyone who plays is a CP780 with 50K DD. There are players who still need a healer to get through dungeons.TheGreatBlackBear wrote: »
A vet DLC dungeon is the very best the game has to offer; it requires top level stats, sets and skills.
My position stands.
I'm burnt out from low DPS apologists. (Not that you're one) You don't need 50K DPS or 780 CP but if you're in a vet DLC dungeon 40K plus per DPS is my minimum expectation if we realistically expect to clear in a timely manner. If not there's any other vet dungeon or normal DLC.
40k plus is what progression trial guilds ask in order to join them.
Aren't we a bit restrictive here?
despite you are joking, for me it's way better to see dd/healer, casting BoL from time to time.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.
I hate healers who:
- spam orbs for absolutely no reason;
- spam springs creating stupidly high overhealing;
- use mutagen to create more overhealing. Some players even spam this skill (facepalm);
So i prefer to support my random mates with 25-30k dps, rather than heal them to death. And yes, i still heal them if they got oneshot (but didn't die) from almost 0% hp to 100% with one BoL cast.
despite you are joking, for me it's way better to see dd/healer, casting BoL from time to time.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.
I hate healers who:
- spam orbs for absolutely no reason;
- spam springs creating stupidly high overhealing;
- use mutagen to create more overhealing. Some players even spam this skill (facepalm);
So i prefer to support my random mates with 25-30k dps, rather than heal them to death. And yes, i still heal them if they got oneshot (but didn't die) from almost 0% hp to 100% with one BoL cast.
kylewwefan wrote: »kylewwefan wrote: »I have a healer toon also. And I Pug a lot. Extra damage is better. And if you’re good enough....you can also heal at the same time!
I’m all the time getting stuck in these groups with atrocious DPS. I used to have the mentality that I was just a healer on this toon. But then I learned how to play a little differently.
Hope you have a chance to get there one day. It took me a bit longer than it should have. You’ll figure it out. Gl
I would have agreed with you but with that little condescending bit at the end there, I have to ask.. How did you manage to come to the conclusion that only your way was the right way and everyone else is wrong or oblivious? Genuinely interested since I've completed a number of dlc hardmodes in pugs and clearly I don't know what I'm doing since I didn't dps on my healer
Have you ever been in banished cells or elden hollow or any relatively easy dungeon; and the DPS is wrecking blow spam, caltrops light attack whatever craptastic rotation they can muster. And it takes forever for them to kill stuff. The “damage dealers” might have 25k health and rocking heavy armor and won’t avoid damage no matter what.
I get this kind of group all the time. It really blows when all I could do is sit back and let them slug their way through at a snails pace. I can’t buff or debuff anything worthwhile enough to make this any better of an experience. But if my healer is set up different, I can add significant enough damage to make up for their lacking.
In the same light, when you get in a group where they’re melting everything and damage is very high and they don’t need much healing; you feel like you’re practically getting carried along and could do things differently. Few tanks are ever going to be able to add significant damage. They can buff and debuff better than you can. But a healer....you have options.
Pugging Vet DLC Hardmode is not going to be accomplished because healing is so OP, but because the DD and tank are good already.
profundidob16_ESO wrote: »Peekachu99 wrote: »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
This still won’t work, since ANY spell/ skill output is tied to maximum resource, so a stam toon popping vigor or a Sorc using matriarch and fully specced for DPS (crit) will still outshine and render useless any healer. I cleared VSP HM, second week it was out with TWO stamina dps (and one magblade). The triple frost giant phase is notorious for wiping groups and we burned it so fast that the boss got animation locked a few times. The dpses’ vigors outhealed anything I’ve ever seen when queuing for that via random or helping out other groups. It was insane. Like 10K ticks on my tank without critting.
Until they separate resource pools from damage/ output, and give healers skills exclusively that other specs don’t have or wouldn’t take, they will remain backbenched.
You're right, I forgot about that. As long as every dps receives the same healing powers (or better) than a dedicated healer it's pointless to move to the next stage of tuning the incoming dmge in favor of dedicated healers.
For comparison I went to play RIFT (the game) over the past weekend -new char without the expansions- and I noticed as a dps warrior all I get is some superlow meaningless hot that virtually makes no difference as you get hammered down. Basically no healing for dps and tanks, period. Guess what, suddenly healers are meaningfull and very wanted people in all group content...
AbysmalGhul wrote: »SakuraRush wrote: »Just a reminder that something killing you because you have 15k health doesn't make it a one shot mechanic.
It's only a one shot mechanic if it kills you regardless of health/resistances/shields.
Actual one shot mechanics are terrible design. High damage that could be mitigated but players choose not to is different.
Most mechanics in the newest dungeons are actual one shots. They will often one shot a blocking tank. Nothing to do with having 15k health
True. Also, burning bosses like the Archivist too fast is punishment on the tank who has to hold all of those behemoth werewolves that spawn based off of his missing health. It also doesn't help that defile is placed on the tank by the behemoths. Add in bubble shield mechanic and the glyph/ circle mechanic and you have a chaotic disaster for new players trying to complete content.
Crafts_Many_Boxes wrote: »
If you really want healers to become relevant in ESO, you need to remove most self-healing / survivability options for DPS players while at the same time re-tuning solo content to require less self-healing and survivability. Endgame encounter design needs to shift away from AoE bullet hells and separating the group and towards outgoing unavoidable damage and damaging curses / debuffs.