Sad but true. However, ZOS have noticed this and some of the new DLC dungeons benefit enormously from having a tank. Try doing vDoM, vMHK, or vLoM without a tank and a good tank at that... Good luck and I won’t be joining you.
tanking is boring because the remaining 95% of the game is an absolute slog
ever wonder why you don't see 50k health, mitigation cap, sword and board just wandering around the overworld?
because it takes you 10 minutes to do what takes any normal person 10 seconds, its slow, boring and in no way shape or form rewarded.
the only content in the game you NEED a tank for is widely regarded to be the WORST content in the game, and so the only people that need / have tanks are vet DLC dungeon / trial groups.
that's a niche role in a niche group.
thalosdaedra wrote: »about RND
Only in DLC random normal dungeon - it is impossible to pass without a tank and a heal.
In the standard random dungeon (vet or norms), the roles have depreciated,
But its good when beginners start learn how to heal/tank from 10 lvl
There is no pride in the fact that you are a good tank or a doctor.
Roles depreciated all DPS class go to dungeon as tank/heal to kill everything and it's all boring
I'm thinking that the first sentence of the OP may be a mistake, because everything he's saying after is different from what he says first.
These days you don't need a tank or a healer to succeed at dungeons and that this is a pity. It would be a good thing for lower level players to learn how to be one of those things.
You used to be able to take pride in being a good healer or tank but now the roles are diminished and you don't need them which makes the game more boring.
We want to be heavy tank with shield and healthy who is always communicate-friendly protecting allies and have respect leader tank, who pull carefull with bow and aggro with shield, who go in battlefield first and carry all damage, who know dungeon route and explain plans not to die, and ask for 3sec to aggro mobs, but nothing, som Khajit-thief with low hp rushing forward and overhuge boss+mobpacks cant kill this thin cat..
ESO is MMORpg? or MOMoPay2Grind4Grind?
Dungeons feels like its delve for FusRoDah grinders
We so confused my friend created Tank DK and me created a 100% heal argonian lvl 22 but we just suspect heal+tank is useless in all form of pve-dungeon where is have option role "Dmg/Tank/Heal" but all go dps, mobs cant kill you, impossible to die ever if u dont eat food
solo quest/grind for heal-tank have low dmg, just mobs cant kill you, you cant kill fast, its all boring and less rewarding for this "importants" group-role in MmoRpg
r3turn2s3nd3r wrote: »The issue as always comes down to the gap between the ceiling and floor in player skill set and the jump in difficulty from normal to vet (most notable in dlc dungeons)
My partner and I have duo'd all DLC normal dungeons as magsorc and magblade. 19K health tops. We are both cp810+, know all the dungeons inside and out and do not need heals or a tank. Yet, just yesterday a guildie was in a normal Lair of Maarselok pug as tank and the group could not pass the tree boss with a full group of four.
Veteran base game dungeons, again, I have grabbed 3 friends from guild to do some undaunted skill line farming. We're all CP810+, prog trials together and know the content very well after 4 years, so we just go 4 dps. City of Ash II, Arx Corinium, Tempest Island, doesn't matter, we get speed, no death and hard modes in one shot.
Vet DLC dungeons, with few exceptions we run 1 tank / 3 dds.
At the end of the day, there's much more to it than simply saying "These days you don't need a tank or a healer"
It's probably more appropriate to say "With an experienced group of 4 people that KNOW their characters, you don't necessarily need a tank or healer these days"
tanking is boring because the remaining 95% of the game is an absolute slog
ever wonder why you don't see 50k health, mitigation cap, sword and board just wandering around the overworld?
because it takes you 10 minutes to do what takes any normal person 10 seconds, its slow, boring and in no way shape or form rewarded.
the only content in the game you NEED a tank for is widely regarded to be the WORST content in the game, and so the only people that need / have tanks are vet DLC dungeon / trial groups.
that's a niche role in a niche group.
Freakin_Hytte wrote: »Honestly I never play with a healer anymore, even on vet dlc me and my guild only uses 1 tank and then 3 dds with a bit of extra healing power and that's it.
If my main had been a healer I would have made a new char and that's a shame.
And all three dds (and the tank) are operating at lower efficiency because they have to slot healing/buff skills instead of killing (or tanking) ones.
All those slots for Major Lifesteal, Major Magickasteal, Major and Minor Mending, Major and Minor Vulnerability etc etc plus the 30% damage buff you’re not getting are a waste of space unless you are collectively doing so much more damage as a 3 than you would as a more effectively built pair.
In most situations, with most players you’ll get better numbers and fewer deaths as a conventional 2 dd group with a competent, focused healer.
The real trade off you are making is you have 3 players who want to play dd and can’t be arsed to play a healer.
Freakin_Hytte wrote: »Honestly I never play with a healer anymore, even on vet dlc me and my guild only uses 1 tank and then 3 dds with a bit of extra healing power and that's it.
If my main had been a healer I would have made a new char and that's a shame.
And all three dds (and the tank) are operating at lower efficiency because they have to slot healing/buff skills instead of killing (or tanking) ones.
All those slots for Major Lifesteal, Major Magickasteal, Major and Minor Mending, Major and Minor Vulnerability etc etc plus the 30% damage buff you’re not getting are a waste of space unless you are collectively doing so much more damage as a 3 than you would as a more effectively built pair.
In most situations, with most players you’ll get better numbers and fewer deaths as a conventional 2 dd group with a competent, focused healer.
The real trade off you are making is you have 3 players who want to play dd and can’t be arsed to play a healer.
A competent, focused healer that is applying buffs and debuffs increases the DPS performance of a group almost as much as a 3rd DD. And this doesn't take into account the DPS that a healer provides just going through their rotation. I do 8k - 10k on a Templar just through the use of Shards, WoE and RoR. Not to mention that now your DPS has the ability to ignore additional mechanics simply because a healer can heal through them.
People don't understand the need for a Healer simply because they don't understand the role in this game in relation to other games. Healing is not even the main function of a healer - it's purely support. If you're just standing there occasionally throwing out BoL to your group, you're not doing it right.
Freakin_Hytte wrote: »Honestly I never play with a healer anymore, even on vet dlc me and my guild only uses 1 tank and then 3 dds with a bit of extra healing power and that's it.
If my main had been a healer I would have made a new char and that's a shame.
And all three dds (and the tank) are operating at lower efficiency because they have to slot healing/buff skills instead of killing (or tanking) ones.
All those slots for Major Lifesteal, Major Magickasteal, Major and Minor Mending, Major and Minor Vulnerability etc etc plus the 30% damage buff you’re not getting are a waste of space unless you are collectively doing so much more damage as a 3 than you would as a more effectively built pair.
In most situations, with most players you’ll get better numbers and fewer deaths as a conventional 2 dd group with a competent, focused healer.
The real trade off you are making is you have 3 players who want to play dd and can’t be arsed to play a healer.
A competent, focused healer that is applying buffs and debuffs increases the DPS performance of a group almost as much as a 3rd DD. And this doesn't take into account the DPS that a healer provides just going through their rotation. I do 8k - 10k on a Templar just through the use of Shards, WoE and RoR. Not to mention that now your DPS has the ability to ignore additional mechanics simply because a healer can heal through them.
People don't understand the need for a Healer simply because they don't understand the role in this game in relation to other games. Healing is not even the main function of a healer - it's purely support. If you're just standing there occasionally throwing out BoL to your group, you're not doing it right.
MEBengalsFan2001 wrote: »
Could you group handle those same Vet dungeons if the game reduced your health and physical/magika resistance by 50% since you are not playing as tank.
People have complained for years that tanks and healers aren't needed so ZOS makes the DLC dungeons harder. All the newer vet DLC need a tank and healer. Problem now is everybody complains that they're too hard and demands that they be taken out of the random daily because they're used to not needing a tank and healer.
ZOS can't win.
almost, on every dlc dung tank is needed for sure, but healer..no...with decent dps and knowing mechanics there is still no need healer for any dlc dung
thadjarvis wrote: »
almost, on every dlc dung tank is needed for sure, but healer..no...with decent dps and knowing mechanics there is still no need healer for any dlc dung
MF HM?! Maybe there's a clear out there, but even the ND,SR,HM (in one run) I've heard of used a healer. Please do share one without a healer as I'd be interested to see it.