I think the easiest thing to make healers more relevant would just be to add a debuff that causes unavoidable damage every second, which increases more and more per tick. The initial ticks could likely be outhealed but unless tank or DPS slot Purge (yes make it purgeable and maybe it reapplies every x minutes) eventually it'll start costing the tank and DPS too much of their resource to effectively heal. Maybe make it cap out at something like 40% damage; make it so 1 tank/3 DPS CAN outheal it, but that means they're having to focus on mechanics because so much of their time/resources are spent healing and staying alive that they can't just burn through bosses.
This is not a wise course of action. To easy to work around since a tank or healer can slot purge and for a healers sake it forces them to do PvP even if all they want to do is heal 4 man dungeons, no trials.
I think the easiest thing to make healers more relevant would just be to add a debuff that causes unavoidable damage every second, which increases more and more per tick. The initial ticks could likely be outhealed but unless tank or DPS slot Purge (yes make it purgeable and maybe it reapplies every x minutes) eventually it'll start costing the tank and DPS too much of their resource to effectively heal. Maybe make it cap out at something like 40% damage; make it so 1 tank/3 DPS CAN outheal it, but that means they're having to focus on mechanics because so much of their time/resources are spent healing and staying alive that they can't just burn through bosses.
This is not a wise course of action. To easy to work around since a tank or healer can slot purge and for a healers sake it forces them to do PvP even if all they want to do is heal 4 man dungeons, no trials.
People are usually required to do PvP to get skills anyways, like Caltrops, Vigor, Guard, and Warhorn. No one seems to care when the tank or DPS has to grind for PvP moves, why should healers be any different? And I say this as someone who very strongly dislikes PvP and only goes into Cyro during a handful of events. Also don't forget there are sets and other things that can purge negative effects, not just Purge itself.
If a tank or DPS slots the purge, that's taking a slot from their tank/dps rotation, and all in all is still going to force them to focus more on keeping the heals/purge going than straight burning of the boss, as well. Tanks could probably fit it on their bar easier than DPS, but for those who'd use it, Purge also costs a considerable amount of Magicka, which might not really be feasible for a lot of tanks.
So... Discussion summarised, we arrive at
- dots rather than one shots
- pve specific debuffs unique to mobs and bosses
- more creative mechanics that require heals
- increased dependency on player buffs
- more environmental (rather than enemy) dangers
- decreased potency of self heals
Out of all, I only disagree personally with changing self heals. Any approach in my mind shouldn't make 4xdps, or 3xdps + tank any less doable, just make having a healer more desirable.
frozzzen101 wrote: »New dungeons should be 6 man content. Instead of 1/2/1 composition you'd have 1/4/1 composition. That's how you'd make healers more relevant. Your major courage, prayer, potl, aether... all offensive buffs and debuffs would then empower 4 dds instead of two and that's major value in amount of support you are providing. Also given overabundance of dds in game, this would lead to faster queues etc. And switching from 4 to 5 dds, while possible it wouldn't amount to much dps increase relative to how much extra you get from going from 2 to 3 dds because of amount of support you get from good healer.
Other than that there are mechanics that encourage healers. Good example is execute phase of Ruins of Mazzatun where you have constant pulsing damage that isn't trivial to self heal while you have to deal with other mechanics as dd like totems or Stoneshapers. You'd just have to be a bit more creative with mechanics. Oneshots are good and necessary, but not end all be all.
how do you make the damage threatening to a tank without being able to one shot DPS and healers?The purpose of this thread is to provide community feedback and ideas for how dungeons (present and future) can be updated or designed to make healers more relevant to the content (as the title suggests). Seeing as devs are regularly revisiting dungeons and weakening bosses, reducing adds, etc (not addressing the core issue of dungeon difficulty in my view, but it is what it is), I don't see why retro fits can't be introduced.
The main gripe you often hear is centred around 'One-shots'. I'm not arguing for the total removal of all One-shot mechanics; they add difficulty, they can enforce mechanics, and make for reactive strategy; but the sheer volume and number of sources are a major issue in current dungeon design -- and seeing as they often exceed the amount heal-able, more dps is preferred in many cases in order to progress faster. A rethink would be to instead of apply x damage, apply a 'wounding' debuff on target that does x/y over time (e.g. instead of single hit of 45K, 12Kps over 4 seconds). This makes a healer's role more necessary as that buff becomes purge-able(?), and the damage recoverable over time, despite the actual effect still doing decent enough damage to retain difficulty.
Self heals are in a good place in terms of cost vs effect, and dps or tanks slotting heals do little to outweigh the applicable power of a dedicated healer (considering additional effects and buffs).
Any other thoughts?
Frankly I think they should just remove "one shots" all together. They're stupid - and just makes a dungeon more annoying. It's also probably why so many people don't want to buy their DLC dungeons.
Challenge is only good so long as it makes the game more fun. If it's to the point that it makes the game more frustrating and annoying, then it's doing more harm than good.
So how would you provide that challenge in a way which makes healers relevant, and doesn't gimp the dungeon too hard.
Just make the damage and health of the enemies threatening - but not to the point it one shots people. That way healers can actually heal and keep people alive.
GarnetFire17 wrote: »how do you make the damage threatening to a tank without being able to one shot DPS and healers?The purpose of this thread is to provide community feedback and ideas for how dungeons (present and future) can be updated or designed to make healers more relevant to the content (as the title suggests). Seeing as devs are regularly revisiting dungeons and weakening bosses, reducing adds, etc (not addressing the core issue of dungeon difficulty in my view, but it is what it is), I don't see why retro fits can't be introduced.
The main gripe you often hear is centred around 'One-shots'. I'm not arguing for the total removal of all One-shot mechanics; they add difficulty, they can enforce mechanics, and make for reactive strategy; but the sheer volume and number of sources are a major issue in current dungeon design -- and seeing as they often exceed the amount heal-able, more dps is preferred in many cases in order to progress faster. A rethink would be to instead of apply x damage, apply a 'wounding' debuff on target that does x/y over time (e.g. instead of single hit of 45K, 12Kps over 4 seconds). This makes a healer's role more necessary as that buff becomes purge-able(?), and the damage recoverable over time, despite the actual effect still doing decent enough damage to retain difficulty.
Self heals are in a good place in terms of cost vs effect, and dps or tanks slotting heals do little to outweigh the applicable power of a dedicated healer (considering additional effects and buffs).
Any other thoughts?
Frankly I think they should just remove "one shots" all together. They're stupid - and just makes a dungeon more annoying. It's also probably why so many people don't want to buy their DLC dungeons.
Challenge is only good so long as it makes the game more fun. If it's to the point that it makes the game more frustrating and annoying, then it's doing more harm than good.
So how would you provide that challenge in a way which makes healers relevant, and doesn't gimp the dungeon too hard.
Just make the damage and health of the enemies threatening - but not to the point it one shots people. That way healers can actually heal and keep people alive.
@idk they sure are. Sorry, I opened the thread specifically discussing dungeons.
I'll update the title to better reflect that.
Edit
Fixed it.
At the same time, I am saying that challenge and reward for mitigation remain. No change should take away from that. Dots rather than one shots doesn't take away from that. I'd still rather not be dotted than be dotted. Heavy dots @ 12k per second is still nasty damage.
@idk they sure are. Sorry, I opened the thread specifically discussing dungeons.
I'll update the title to better reflect that.
Edit
Fixed it.
At the same time, I am saying that challenge and reward for mitigation remain. No change should take away from that. Dots rather than one shots doesn't take away from that. I'd still rather not be dotted than be dotted. Heavy dots @ 12k per second is still nasty damage.
It is probably even worse if we are going to create one environment for 4 man dungeons and another for vet trials, outside of the general difficulty. That would seem to be an unhealthy design, imo.
@idk zos do that every new gimmicky dungeon mechanic.
What I'm asking for is an increase in one established game mechanic, damage over time, and decrease of another, one shot. All boss mech stays the same, including cast, interrupt ability, and telegraphing. I fail to see your point.
As for the post you quoted, it was a sumary if the ideas presented here. Do you have any ideas/suggestions that might work according to the spec you lay out?
@idk, I think you either misunderstand me, or are confusing me with someone else in this thread. I never once mentioned unavoidable damage. All I'm arguing is that damage applied instantly in some cases becomes damage over time as already happens in some dungeons. I'm simply asking for that to be more frequent. Go back and read my opening post, my opinion hasn't changed from that starting position.
@Facefister no obligation for healer, no requirement - - just that a healer has a better place, providing more usage than currently. It doesn't change how you want to play or devolve your established completion.
Self heals are insanely strong, that's why healers are worthless in this kind of content.
Maybe they just need a third difficulty tier, it could even be as simple as %hp, %damage and %mitigation increases, then chuck a flat healing debuff in there to a point where DD's can't sustain on self heals alone.
Dedicated healer heals would also be down but part of the difficulty I guess.
Also, you'd probs just get dds heal stacking each other.
Depends entirely on the group. If you have core group of 4 players (1T 3DD) where everyone knows what to do in emergency situations, you'll clear the dungeon much easier and faster. The boss, the adds and the trash wont reach a situation where they become lethally dangerous.I think the bigger issue here is player mentality. People get stuck thinking DPS is the only way because they are just trying to go fast. Honestly most groups benefit far more and get much easier completions if you run a healer. The skill ceiling to run 3 DPS and a tank is much higher and far less forgiving as that means there is no backstop where a support could jump in and heal for nearly full health instantly or flat out heal through mechanics that are supposed to be dodged. A decent healer can allow groups with middling DPS or subpar tanks to complete content with relative ease and for groups where everyone is solid at their role it can get to a point where DLC dungeons feel like a joke.
KappaKid83 wrote: »This is like what WOW did with the Mythic Dungeon system. It is a really nice addition to the game although I do not think ESO has the servers and/or people to do this.
Facefister wrote: »Depends entirely on the group. If you have core group of 4 players (1T 3DD) where everyone knows what to do in emergency situations, you'll clear the dungeon much easier and faster. The boss, the adds and the trash wont reach a situation where they become lethally dangerous.
From my experience, you could easily replace healers with more DPS and even Tanks up to and including some Trials. Its starting to feel a bit more like GW2 where you just zerg stuff down before you wipe completely. With the new Necro ult, things are going to get even dumber.
I agree with another poster that the base group size should be 6. Everquest 1 and 2 does this, and not only are healers way more relevant, but off healers and hybrid healers begin to shine in large damage fights and more importantly the Fourth Role of Support becomes strong. What happens is you have a class like Bard/Enchanter that comes in and increases the groups damage (Tank, Healer, and the other 3 DPS) by an amount greater than a single DPS would add themselves.
Crowd Control also becomes a subrole of Support that makes dungeons a tad bit more manageable. And with how threat mechanics work in ESO, it would benefit greatly from CC effects.KappaKid83 wrote: »This is like what WOW did with the Mythic Dungeon system. It is a really nice addition to the game although I do not think ESO has the servers and/or people to do this.
ESO is in the big three of MMORPGs. It shares and switches positions with WoW and FFXIV. It can handle it. But a harder difficulty needs better rewards. Not simply drop gold versions of blue and purple sets, but perfected versions.
Healers are relevant, I don’t see the point of the thread. I tried a group with one tank and 3 dps, it was horrible with lots of deaths and low dps.
3 dps groups are fine because there are less healers so it doesn’t bother me, but thinking it’s optimal is ridiculous.
The game has been setup to play how you want so 3 dps groups are possible of course. The tank can pump out healing and the dps can self heal, but healers can dps as well. If running a healer isn’t working for you then the healer must be overhealing like crazy and doing nothing else.