newtinmpls wrote: »The problem with healing is when you get to that elite level as a healer you do get kind of stuck in a rut. DPS can always work on more damage. With healing any increase is over healing and not beneficial to the group.
This is where I go not just for healing, but for say... Spell Power Cure (so excess heals turns into excess damage on the part of the DPS) or shielding, so that instead of trying to keep folks alive that do for minimum (and not very sustainable) health, I can make their effective health a lot higher.
amm7sb14_ESO wrote: »TheGreatBlackBear wrote: »I'll keep it simple, playing healer these days feels a lot like playing a low budget DPS. Between managing five dots for zen, or using a nightblade to incap then heavy attacking with a nirnhoned inferno for RO, healers feel a lot like playing a mag DPS that justdoes really low damage. Let be be clear I'm not saying that I want to do nothing but spam springs and orbs during trials, but the fact that playing a healer and playing a DPS feels so similar is beginning to be a turn-off.
This game is centered around DD's and it is frustrating.
DD's are in a race with each other to crank out the highest possible dps and just want to burn.
Healers are seen as a liability because that is a spot that can be filled by more DD's
Tanks are used to throw on damage sets that the DD's don't want to wear, and tanks keeping themselves or their group alive is seen as "selfish"
It's absolutely ridiculous and kinda disrespectful to those of us that enjoy playing support roles.
A friend preferred doing four man vet content with 3 DPS one tank. One night they couldn't find a third DPS so I offered to join on my healer. After we were done my friend admitted the run went a lot smoother and quicker with a healer. They could go full DPS with no worry about self heals and all that fun stuff. After that I got invited to a lot more groups.
newtinmpls wrote: »The problem with healing is when you get to that elite level as a healer you do get kind of stuck in a rut. DPS can always work on more damage. With healing any increase is over healing and not beneficial to the group.
This is where I go not just for healing, but for say... Spell Power Cure (so excess heals turns into excess damage on the part of the DPS) or shielding, so that instead of trying to keep folks alive that do for minimum (and not very sustainable) health, I can make their effective health a lot higher.
Yeah Spell Power Cure is one of six sets my healer carries at all times. Been a while since I've used it though I think. When I mention elite level healer what I mean is a healer that makes it so other members do not have to worry about health, keeps buffs and debuffs up near 100% of the fight, helps keep resources up and still has enough magicka to go into overdrive healing should an oh $#!+ moment arrive.
I sometimes miss a buff in my rotation but I am getting better at keeping them up all the time. Even when doing content where I know all that isn't needed I try to keep my rotation going as if it is needed. We don't have a target dummy to practice healing rotations on so that is the best way to get the good rotation down.
YandereGirlfriend wrote: »So to me there seems to be two problems:
1. One of set design where inconvenient damage sets get punted to the healers and tanks.
2. Another of damage output to players in content being too low and/or that player self-healing is too high.
Really, I think that the second problem also drives the issues with set design and is the fundamental problem. If dungeons and trials had greater and more sustained damage then DPS players wouldn't be able to simply self-heal themselves and would thus require a healer in order to clear content at all.
Stronger damage would also mean that healers wouldn't have the luxury of using a damage set over a healing set and that sets such as Z'en, Martial Knowledge, RO, etc. would actually have to be worn by the DPS.
Similarly, you could amp up some damage phases so much that not even a dedicated healer would be sufficient and in so doing necessitate the use of some of the group-protection tank sets and shift tanks out of DPS support sets like Alkosh or Morag Tong.
Or you could tie the quality/duration buffs from the DPS support sets to hard DPS thresholds that healers or tanks would never be able to meet and ensure that only true damage characters would get those group-utility out of them.
To conclude, many roads may lead to Rome when it comes to solving this problem but the most straightforward one is simply to globally increase the damage dealt to groups.
Zodiarkslayer wrote: »So.... I wholeheartedly agree!
Playing a healer is really feeling like you cant substantially contribute to group performance..
newtinmpls wrote: »Zodiarkslayer wrote: »So.... I wholeheartedly agree!
Playing a healer is really feeling like you cant substantially contribute to group performance..
I disagree.
Recently I ran with a friend and two strangers ("not exactly a PUG") vaults of madness. I was running an Altmer Warden Healer and we hit "The Cursed One" that nasty mini-boss that always tries to kill one of the players. Even in non-vet (which we were doing) he can be a pain, and he targeted one of the DPS's and really went after him.
I'm very happy to say that between heals, ice shields and a combo of Healing Forest and Lamia's, I kept him alive. I got a nice compliment, and it was good to hear.
No, not everybody thinks to compliment the healer when the heals are "on", but some do.
newtinmpls wrote: »Zodiarkslayer wrote: »So.... I wholeheartedly agree!
Playing a healer is really feeling like you cant substantially contribute to group performance..
I disagree.
Recently I ran with a friend and two strangers ("not exactly a PUG") vaults of madness. I was running an Altmer Warden Healer and we hit "The Cursed One" that nasty mini-boss that always tries to kill one of the players. Even in non-vet (which we were doing) he can be a pain, and he targeted one of the DPS's and really went after him.
I'm very happy to say that between heals, ice shields and a combo of Healing Forest and Lamia's, I kept him alive. I got a nice compliment, and it was good to hear.
No, not everybody thinks to compliment the healer when the heals are "on", but some do.
Hey Zos can´t we get seperate forums for PC and console ? It seems the PC player´s run a diffent game and some PC player´s put some strange ideas into the head of consol player´s.
haha the soloist´s alway´s pop up here and there and it is important we all know they can solo like no one else.
Stop this nonsens about roles not needed. Healing is fun and interessting - a good breather from dd.
I say support tanks and healer´s in all content.
amm7sb14_ESO wrote: »TheGreatBlackBear wrote: »I'll keep it simple, playing healer these days feels a lot like playing a low budget DPS. Between managing five dots for zen, or using a nightblade to incap then heavy attacking with a nirnhoned inferno for RO, healers feel a lot like playing a mag DPS that justdoes really low damage. Let be be clear I'm not saying that I want to do nothing but spam springs and orbs during trials, but the fact that playing a healer and playing a DPS feels so similar is beginning to be a turn-off.
This game is centered around DD's and it is frustrating.
DD's are in a race with each other to crank out the highest possible dps and just want to burn.
Healers are seen as a liability because that is a spot that can be filled by more DD's
Tanks are used to throw on damage sets that the DD's don't want to wear, and tanks keeping themselves or their group alive is seen as "selfish"
It's absolutely ridiculous and kinda disrespectful to those of us that enjoy playing support roles.
Scion_of_Yggdrasil wrote: »most mechanics just stress the healers/tanks out, without any real repercussions to DDs.
Scion_of_Yggdrasil wrote: »Whats the point of offering a choice in all three attributes when you are forced to fully invest in just one to be viable in any role?
Scion_of_Yggdrasil wrote: »most mechanics just stress the healers/tanks out, without any real repercussions to DDs.
The pressure is on dps to do actual damage; the less damage they do, the more pressure on the tank (and them to do more), the more damage they do, the less pressure and stress on everyone.Scion_of_Yggdrasil wrote: »Whats the point of offering a choice in all three attributes when you are forced to fully invest in just one to be viable in any role?
You need health to live, need stamina for damage/defence, need mag for heals/damage/shields
Healer keeps them all topped up, because even though their values vary, they are all necessary. The healer is the group's battery, but not every group needs a battery, that's the way to look at this rather than bemoaning that some players have excelled beyond the point of needing one.
Scion_of_Yggdrasil wrote: »So tell me... who is bemoaning about good, or as you are suggesting, brilliant DPS??? I am moaning about the lack of content that makes support roles feel necessary, not even eluding to it being DD fault, but rather, the lack of imaginative mechanics that would add more pressure on healers. You're not exactly helping anyone here by driving the point home: this game revolves around DDs and us support roles are getting bored. If you would like to re-read, I mentioned 2 very specific mechanics whose reincarnation would be a great addition to new, or existing, content.
TheGreatBlackBear wrote: »I'll keep it simple, playing healer these days feels a lot like playing a low budget DPS. Between managing five dots for zen, or using a nightblade to incap then heavy attacking with a nirnhoned inferno for RO, healers feel a lot like playing a mag DPS that justdoes really low damage. Let be be clear I'm not saying that I want to do nothing but spam springs and orbs during trials, but the fact that playing a healer and playing a DPS feels so similar is beginning to be a turn-off.
Maybe the fact that a person doesn't want to play a DPS to begin with, and that's why they chose a different role? Seems like the obvious answer, they aren't playing it because that's not what they want to do.FrancisCrawford wrote: »When you get to that point, what's wrong with converting to a pure or almost pure DPS build?
newtinmpls wrote: »Zodiarkslayer wrote: »So.... I wholeheartedly agree!
Playing a healer is really feeling like you cant substantially contribute to group performance..
I disagree.
Recently I ran with a friend and two strangers ("not exactly a PUG") vaults of madness. I was running an Altmer Warden Healer and we hit "The Cursed One" that nasty mini-boss that always tries to kill one of the players. Even in non-vet (which we were doing) he can be a pain, and he targeted one of the DPS's and really went after him.
I'm very happy to say that between heals, ice shields and a combo of Healing Forest and Lamia's, I kept him alive. I got a nice compliment, and it was good to hear.
No, not everybody thinks to compliment the healer when the heals are "on", but some do.
I mean, I don't want to sound rude, but you keeping him alive probably points at low group damage, or timely stop to damage on boss. The damage is literally a one shot if your dds are strong but not careful. Then again you can just nuke it before he does it so :shrug:
newtinmpls wrote: »Zodiarkslayer wrote: »So.... I wholeheartedly agree!
Playing a healer is really feeling like you cant substantially contribute to group performance..
I disagree.
Recently I ran with a friend and two strangers ("not exactly a PUG") vaults of madness. I was running an Altmer Warden Healer and we hit "The Cursed One" that nasty mini-boss that always tries to kill one of the players. Even in non-vet (which we were doing) he can be a pain, and he targeted one of the DPS's and really went after him.
I'm very happy to say that between heals, ice shields and a combo of Healing Forest and Lamia's, I kept him alive. I got a nice compliment, and it was good to hear.
No, not everybody thinks to compliment the healer when the heals are "on", but some do.
I mean, I don't want to sound rude, but you keeping him alive probably points at low group damage, or timely stop to damage on boss. The damage is literally a one shot if your dds are strong but not careful. Then again you can just nuke it before he does it so :shrug:
Not all players can burn that boss. Not all players know the mechanics. Sounds like the DPS in question was on the verge of dying and appreciated the healer keeping him alive. Doesn't matter that other groups would have been able to just stroll on by. What matters to them is even when they had a problem the healer kept them going.
That is pretty much the point of this thread. At a certain level the healer becomes less and less needed and that is a shame. you've provided a perfect example of what is being said. DPS can ignore the mechanics of that boss making the healer feel unnecessary.
kathandira wrote: »I built my healer into a resource battery. I find it fun to manage and maintain all the different methods of buffing people.
newtinmpls wrote: »Zodiarkslayer wrote: »So.... I wholeheartedly agree!
Playing a healer is really feeling like you cant substantially contribute to group performance..
I disagree.
Recently I ran with a friend and two strangers ("not exactly a PUG") vaults of madness. I was running an Altmer Warden Healer and we hit "The Cursed One" that nasty mini-boss that always tries to kill one of the players. Even in non-vet (which we were doing) he can be a pain, and he targeted one of the DPS's and really went after him.
I'm very happy to say that between heals, ice shields and a combo of Healing Forest and Lamia's, I kept him alive. I got a nice compliment, and it was good to hear.
No, not everybody thinks to compliment the healer when the heals are "on", but some do.
I mean, I don't want to sound rude, but you keeping him alive probably points at low group damage, or timely stop to damage on boss. The damage is literally a one shot if your dds are strong but not careful. Then again you can just nuke it before he does it so :shrug:
Not all players can burn that boss. Not all players know the mechanics. Sounds like the DPS in question was on the verge of dying and appreciated the healer keeping him alive. Doesn't matter that other groups would have been able to just stroll on by. What matters to them is even when they had a problem the healer kept them going.
That is pretty much the point of this thread. At a certain level the healer becomes less and less needed and that is a shame. you've provided a perfect example of what is being said. DPS can ignore the mechanics of that boss making the healer feel unnecessary.
I agree. I do feel useless on my healer when the group is good. High dps makes dungeons so much easier, even running vDLC with 4 dds works relatively well because bosses are stuck on doing their % animations... HM included in some (I will agree that it is much less comfortable though).
Off-healers though are very fun to play and have very nice damage. Only problem is that you constantly need to respec the two builds between dd & off heal.
amm7sb14_ESO wrote: »TheGreatBlackBear wrote: »I'll keep it simple, playing healer these days feels a lot like playing a low budget DPS. Between managing five dots for zen, or using a nightblade to incap then heavy attacking with a nirnhoned inferno for RO, healers feel a lot like playing a mag DPS that justdoes really low damage. Let be be clear I'm not saying that I want to do nothing but spam springs and orbs during trials, but the fact that playing a healer and playing a DPS feels so similar is beginning to be a turn-off.
This game is centered around DD's and it is frustrating.
DD's are in a race with each other to crank out the highest possible dps and just want to burn.
Healers are seen as a liability because that is a spot that can be filled by more DD's
Tanks are used to throw on damage sets that the DD's don't want to wear, and tanks keeping themselves or their group alive is seen as "selfish"
It's absolutely ridiculous and kinda disrespectful to those of us that enjoy playing support roles.
amm7sb14_ESO wrote: »TheGreatBlackBear wrote: »I'll keep it simple, playing healer these days feels a lot like playing a low budget DPS. Between managing five dots for zen, or using a nightblade to incap then heavy attacking with a nirnhoned inferno for RO, healers feel a lot like playing a mag DPS that justdoes really low damage. Let be be clear I'm not saying that I want to do nothing but spam springs and orbs during trials, but the fact that playing a healer and playing a DPS feels so similar is beginning to be a turn-off.
This game is centered around DD's and it is frustrating.
DD's are in a race with each other to crank out the highest possible dps and just want to burn.
Healers are seen as a liability because that is a spot that can be filled by more DD's
Tanks are used to throw on damage sets that the DD's don't want to wear, and tanks keeping themselves or their group alive is seen as "selfish"
It's absolutely ridiculous and kinda disrespectful to those of us that enjoy playing support roles.
This is flawed reasoning. You can't "support" a boss to death, you can only damage it. Thereby the only way to complete content is through damage, and the only variable is how much damage you have. Tanks' and healers' jobs are to ensure that damage stays optimised by preventing deaths / providing resources and buffs. If a tank or healer can't provide that but rather has to sacrifice a set to keep themselves alive, they likely aren't providing the maximum group support they otherwise could and are therefore being a subpar support.
Note that this doesn't always mean having to run alkosh / yolna. For example, if a tank is wearing alkosh / yolna but can't survive a boss heavy attack and has to rely on dodge rolling the boss (and thereby pulling it out of DPS AoEs), then the tank would serve the group better and raise overall DPS by wearing a survival set so they can stand their ground.
Likewise, if a healer is running zen but then doesn't have the healing power to keep the team alive during a taxing boss phase, they are lowering group DPS by letting players die, and would be better off with hiti for example.
At the end of the day, there is such a thing as "over supporting", be that by over healing or being unnecessarily tanky. The only variable in completion time is damage efficiency, and the support roles are there to optimise that. I'm not belittling the important support roles, just explaining that supports in a vacuum cannot do anything.
amm7sb14_ESO wrote: »TheGreatBlackBear wrote: »I'll keep it simple, playing healer these days feels a lot like playing a low budget DPS. Between managing five dots for zen, or using a nightblade to incap then heavy attacking with a nirnhoned inferno for RO, healers feel a lot like playing a mag DPS that justdoes really low damage. Let be be clear I'm not saying that I want to do nothing but spam springs and orbs during trials, but the fact that playing a healer and playing a DPS feels so similar is beginning to be a turn-off.
This game is centered around DD's and it is frustrating.
DD's are in a race with each other to crank out the highest possible dps and just want to burn.
Healers are seen as a liability because that is a spot that can be filled by more DD's
Tanks are used to throw on damage sets that the DD's don't want to wear, and tanks keeping themselves or their group alive is seen as "selfish"
It's absolutely ridiculous and kinda disrespectful to those of us that enjoy playing support roles.
A friend preferred doing four man vet content with 3 DPS one tank. One night they couldn't find a third DPS so I offered to join on my healer. After we were done my friend admitted the run went a lot smoother and quicker with a healer. They could go full DPS with no worry about self heals and all that fun stuff. After that I got invited to a lot more groups.