TheSeraphim wrote: »For DLC I have completed Maars, Unhallowed Grave, Frostvault, bloodroot, falkreath, Whitegold tower, Imp prison all on Vet within the last 2-3 weeks on a NB tank or Necro Tank at cp 300-350 with 3 dps guild buddies, we have done hardmode on the easier ones. If you need a healer to sustain your resources you are doing something very very wrong.
TheSeraphim wrote: »For DLC I have completed Maars, Unhallowed Grave, Frostvault, bloodroot, falkreath, Whitegold tower, Imp prison all on Vet within the last 2-3 weeks on a NB tank or Necro Tank at cp 300-350 with 3 dps guild buddies, we have done hardmode on the easier ones. If you need a healer to sustain your resources you are doing something very very wrong.
Besides the fact that all of the the endgame builds are built around the sustain provided by healers.
codierussell wrote: »@Kahnak I believe the point of the post was that content does not require roles, and for the most part it does not. In all vet DLC dungeons a healer is not needed, I know because I have 3 dpsed most DLC hard modes. Even on non hard modes in DLC dungeons you can get away with not having a tank. I have a video of a group of 3 (2 dps and 1 healer) beating vet fang lair without much issue.
The point is ZOS needs to make content that better enforces the roles in the game. When you can go into vmol with one tank and one healer and nuke hard mode in 3 pads you know something needs to change in the new content coming out. But ZOS continues to play into the high DPS mechanics for trials and dungeons. I can tell you from experience solo healing vss is a joke and I prefer it way more as an extra dps brings way more to the group then a second healer.
TheSeraphim wrote: »[...] If you need a healer to sustain your resources you are doing something very very wrong.
[...]
codierussell wrote: »@Kahnak I believe the point of the post was that content does not require roles, and for the most part it does not. In all vet DLC dungeons a healer is not needed, I know because I have 3 dpsed most DLC hard modes. Even on non hard modes in DLC dungeons you can get away with not having a tank. I have a video of a group of 3 (2 dps and 1 healer) beating vet fang lair without much issue.
The point is ZOS needs to make content that better enforces the roles in the game. When you can go into vmol with one tank and one healer and nuke hard mode in 3 pads you know something needs to change in the new content coming out. But ZOS continues to play into the high DPS mechanics for trials and dungeons. I can tell you from experience solo healing vss is a joke and I prefer it way more as an extra dps brings way more to the group then a second healer.
TheSeraphim wrote: »@Ratzkifal This has been more about Dungeon then Trials which I will admit are a very different beast. In my experience only on some hardmodes does sustain become an issue.
Nemesis7884 wrote: »not sure if gw2 did "mistakienly" did that... i do think gw2 is one of the most innovative and best mmo's ever with great game systems that work well together...i also do think its a good idea to continuously innovate game systems and mechanics and while collaboration of a group and synergies should be rewarded i dont think this has to necessarily mean holy trinity...
Agenericname wrote: »
Some people can, not all. If you want to see the counter-argument, PUG. Many groups wouldn't do well without a healer. In fact I'd likely say they're the majority.
WGT and ICP are barely DLCs anymore. Of those listed BRF and FH really don't have much that makes a healer truly necessary, but they're older and not that difficult. I suspect the number of people who can run vDoM HM or vMHK HM without a healer is substantially smaller than those who can.
I'd say that ZOS has been moving in that direction, but I doubt that they're going to retrofit BRF.
ZOS_AntonioP wrote: »Hello everyone,
Recently we've had to remove/alter a few posts for baiting and flaming, content that is against the Forum Rules. For further posts be sure to stay constructive and respectful to avoid thread derailment or action on one's own account.
Thank you for understanding.
It did feel like they took it a step to the right direction with moongrave fane. But then the dungeons were "too hard" and now we got 2 more that are in no need of a healer. Yey.
It did feel like they took it a step to the right direction with moongrave fane. But then the dungeons were "too hard" and now we got 2 more that are in no need of a healer. Yey.
Overland players complain, dungeons get nerfed to the point if hilarity. Seriously, the new dungeons are pathetically simple. I felt the previous dungeons were finally going in a good direction,band now we get this. 🤮
codierussell wrote: »So to reiterate, I don't want things to necessarily get harder, I want ZOS to implement mechanics to where things are impossible without healers or at least close to it. The only content that comes to mind is Moongrave Fane hard mode with the health debuffs that the block and hemoglobin apply.
codierussell wrote: »@Varana I think they could nerf all healing by 50% in all situations and then take that debuff off of the pvp battle spirit. That way you directly nerf the heals of stam toons stacking vigor but not impact PVP at all. The same could be said about shields too, nerf them to what it is in PVP and you can't consistently rely on them in PVE. There is very little content that I cannot survive rezing a group member with a hardened ward up, it is 100% over performing imo.