99% of the time, people ingame don't type out dungeon/trial names either. And for the 1% who prefer to type things out, seeing the shorthand versions will make them get used to it more so they instantly know what 'vSS' and 'LF 2 DD' etc mean and won't have to ask 'What's LoM' or type 'Looking for one tank and one damage dealer for veteran Scalecaller Peak'.What did you do with all the time you saved by using acronyms instead of writing out the full name of each dungeon..?
CheeseWhalele wrote: »The OP has a good point. The game mechanic requires three roles to enter a dungeon as a group, but if you then effectively disable one of of the roles after entering, ZOS is encouraging the "healers are useles, DPS is all that counts" attitude that is written about quite a bit in this forum. It diminishes the game design.
I enjoy combat in a support role, but when those roles are made obsolete my reason to play is gone.
KovalskyNestor wrote: »I agree with op, even as dps main, I feel bad for healers. I remember when we struggled to complete FL hm countless times with a healer, but after the healer switched to dps, we finished hm on second try.
This is also the reason why dps checks and dummy numbers are so prevalent in this game.
It's much easier to complete a dungeon if you "burn the boss" instead of trying to do mechanics. Mechanics are all the same "if you don't do this, everyone will get one shoted".
KovalskyNestor wrote: »I agree with op, even as dps main, I feel bad for healers. I remember when we struggled to complete FL hm countless times with a healer, but after the healer switched to dps, we finished hm on second try.
This is also the reason why dps checks and dummy numbers are so prevalent in this game.
It's much easier to complete a dungeon if you "burn the boss" instead of trying to do mechanics. Mechanics are all the same "if you don't do this, everyone will get one shoted".
I've been saying this for years: lock boss HP for mechanics purposes. Then EVERYONE has to do them. Regardless of DPS.
EVERYONE in high end PvE will hate me (again) for saying this, but this is literally the only way to ensure fair role/gameplay for everybody.
Worse yet if DDs overdo it they might get multiple mechanics at the same time if noone pays attention to them and just keeps burning the boss after their "invulnerability while in mechanic" phase.
It's that or *** design... You can't really make it fair without HP locks tbh. Not in this game.
AcadianPaladin wrote: »I knew there was a good reason why I adopted the very simple policy of avoiding ALL DLC dungeons.
Not to tell people how to play or anything, but... don't all good healers have the ability to slide themselves toward the damage-dealing end of the scale when needed?
Maybe not early on, but we're talking about endgame dungeon runs here. Pretty much all CP-capped dedicated healers I've known could pull 20K DPS if the situation called for it; or more, if they dropped a support set or two (again, as the situation called for). Swap some skills, gear, whatever else you need to, and whambalam -- you got yourself a ¾ DD ¼ Healer in the group. A lot of healers are just kind of static heal/buff bots that way overdo their role; I know they mean well, but they aren't helping as much as they think because their healing and buffing can only go so far before it's utterly wasted (whether it's by mechanics, DD's capabilities, or whatever). Top-tier healers know flexibility is required, and have the insight to know when.
I hesitate to play this card, as I generally hate the attitude, but this sounds like a "learn 2 play" issue. Sometimes support roles need to step outside the rigid definitions of their role that they're used to to get things done; sometimes the best way a healer can support their group is to pile on a little more pain and sacrifice a few of the feel-good vibes. If a few endgame, exceptionally hard, veteran Hard Mode dungeon fights enforce this lesson with merciless brutality... well, personally I think that's kind of a good thing! Gotta learn that over-healing and providing buffs & sustain 110% of the time while the rest of the team kind of carries you is a bad thing sometime, right?
Personally, I always took those fights as a big obvious "YOU SHOULD BE DOING THIS DIFFERENTLY" sign when I was the healer who was holding the group back. It was a valuable lesson when I (eventually) learned that sometimes the group benefits more if I heal enough and focus more on helping kill things faster. I respectfully submit that if you're a healer who doesn't have this flexibility in their toolkit, you've still got more room to grow on your way to mastery for that role.
I don't see it as bad game design -- quite the opposite, actually -- IF used sparingly/appropriately. If anything, I'd like softer-yet-more-direct instances that taught healers this lesson in the early game. We could use more-flexible healers, and more flexible healers!
Not to tell people how to play or anything, but... don't all good healers have the ability to slide themselves toward the damage-dealing end of the scale when needed?
Maybe not early on, but we're talking about endgame dungeon runs here. Pretty much all CP-capped dedicated healers I've known could pull 20K DPS if the situation called for it; or more, if they dropped a support set or two (again, as the situation called for). Swap some skills, gear, whatever else you need to, and whambalam -- you got yourself a ¾ DD ¼ Healer in the group. A lot of healers are just kind of static heal/buff bots that way overdo their role; I know they mean well, but they aren't helping as much as they think because their healing and buffing can only go so far before it's utterly wasted (whether it's by mechanics, DD's capabilities, or whatever). Top-tier healers know flexibility is required, and have the insight to know when.
I hesitate to play this card, as I generally hate the attitude, but this sounds like a "learn 2 play" issue. Sometimes support roles need to step outside the rigid definitions of their role that they're used to to get things done; sometimes the best way a healer can support their group is to pile on a little more pain and sacrifice a few of the feel-good vibes. If a few endgame, exceptionally hard, veteran Hard Mode dungeon fights enforce this lesson with merciless brutality... well, personally I think that's kind of a good thing! Gotta learn that over-healing and providing buffs & sustain 110% of the time while the rest of the team kind of carries you is a bad thing sometime, right?
Personally, I always took those fights as a big obvious "YOU SHOULD BE DOING THIS DIFFERENTLY" sign when I was the healer who was holding the group back. It was a valuable lesson when I (eventually) learned that sometimes the group benefits more if I heal enough and focus more on helping kill things faster. I respectfully submit that if you're a healer who doesn't have this flexibility in their toolkit, you've still got more room to grow on your way to mastery for that role.
I don't see it as bad game design -- quite the opposite, actually -- IF used sparingly/appropriately. If anything, I'd like softer-yet-more-direct instances that taught healers this lesson in the early game. We could use more-flexible healers, and more flexible healers!
phantasmalD wrote: »Not to tell people how to play or anything, but... don't all good healers have the ability to slide themselves toward the damage-dealing end of the scale when needed?
Maybe not early on, but we're talking about endgame dungeon runs here. Pretty much all CP-capped dedicated healers I've known could pull 20K DPS if the situation called for it; or more, if they dropped a support set or two (again, as the situation called for). Swap some skills, gear, whatever else you need to, and whambalam -- you got yourself a ¾ DD ¼ Healer in the group. A lot of healers are just kind of static heal/buff bots that way overdo their role; I know they mean well, but they aren't helping as much as they think because their healing and buffing can only go so far before it's utterly wasted (whether it's by mechanics, DD's capabilities, or whatever). Top-tier healers know flexibility is required, and have the insight to know when.
I hesitate to play this card, as I generally hate the attitude, but this sounds like a "learn 2 play" issue. Sometimes support roles need to step outside the rigid definitions of their role that they're used to to get things done; sometimes the best way a healer can support their group is to pile on a little more pain and sacrifice a few of the feel-good vibes. If a few endgame, exceptionally hard, veteran Hard Mode dungeon fights enforce this lesson with merciless brutality... well, personally I think that's kind of a good thing! Gotta learn that over-healing and providing buffs & sustain 110% of the time while the rest of the team kind of carries you is a bad thing sometime, right?
Personally, I always took those fights as a big obvious "YOU SHOULD BE DOING THIS DIFFERENTLY" sign when I was the healer who was holding the group back. It was a valuable lesson when I (eventually) learned that sometimes the group benefits more if I heal enough and focus more on helping kill things faster. I respectfully submit that if you're a healer who doesn't have this flexibility in their toolkit, you've still got more room to grow on your way to mastery for that role.
I don't see it as bad game design -- quite the opposite, actually -- IF used sparingly/appropriately. If anything, I'd like softer-yet-more-direct instances that taught healers this lesson in the early game. We could use more-flexible healers, and more flexible healers!
The problem with this take is that nothing else in the game suggests that pure healers are supposed to be a burden.
1. The name 'Healer'. Why call them 'Healers' if healing is the lowest priority action, trumped by damage and buffing?
2. The activity finder defines healer as "Heals and protects allies, keeping them alive throughout the battle." No mention of damage at all.
3. The sets made specifically for healers pretty much never contain offensive self stat boosts.
4. There is a feature in a the game called 'Skills Advisor', that supposed to provide a good base for your chosen role. The healer specs have pretty much zero offensive skills.
If healers are supposed to learn to be flexible then why would 90% of the game teach you otherwise?
You can't "learn 2 play" when the game contradicts itself and sends mixed messages.
Contaminate wrote: »
In RoM the healer never gets the visions if you position correctly, and you can avoid them with a dodge roll.
Stop with that "3DD better that 2DD +heal" fallacy.
if 3 DDs are better than 2DDs+heal, then, the DDs are NOT good (or the heal).
The buffs/debuffs provided by a heal to 2 good DDS more than make up the damage output of a third. Especially since the healer deal some damage as well.
3 dps, 30k each, total 90k -
2 dps 30k each, + 10k thanks to the heal's buffs = 40k. Both DD do 80k .. the healer will at least make 10-15 ..90-95k better damage output ....And I don't even take the following into account :
With a heal, the DD can stop worrying about self heal (that costs DPS, cast something damaging instead), can leave the ring of the pale order in the bag (it costs DPS, too, duh, to lose a 5-items bonus), can afford to stand in the red sometimes (moving costs DPS, too).
The highest group damage my group have attained in 4 mans dungeons were ALWAYS with a heal. By a country mile. Having a good heals is awesome.
[snip]
Low DPS isn't supposed to, no? It's hard mode after allJanTanhide wrote: »Low DPS won't cut it in hard mode.
Stop with that "3DD better that 2DD +heal" fallacy.
if 3 DDs are better than 2DDs+heal, then, the DDs are NOT good (or the heal).
The buffs/debuffs provided by a heal to 2 good DDS more than make up the damage output of a third. Especially since the healer deal some damage as well.
3 dps, 30k each, total 90k -
2 dps 30k each, + 10k thanks to the heal's buffs = 40k. Both DD do 80k .. the healer will at least make 10-15 ..90-95k better damage output ....And I don't even take the following into account :
With a heal, the DD can stop worrying about self heal (that costs DPS, cast something damaging instead), can leave the ring of the pale order in the bag (it costs DPS, too, duh, to lose a 5-items bonus), can afford to stand in the red sometimes (moving costs DPS, too).
The highest group damage my group have attained in 4 mans dungeons were ALWAYS with a heal. By a country mile. Having a good heals is awesome.
[snip]
FantasticFreddie wrote: »Not to tell people how to play or anything, but... don't all good healers have the ability to slide themselves toward the damage-dealing end of the scale when needed?
Maybe not early on, but we're talking about endgame dungeon runs here. Pretty much all CP-capped dedicated healers I've known could pull 20K DPS if the situation called for it; or more, if they dropped a support set or two (again, as the situation called for). Swap some skills, gear, whatever else you need to, and whambalam -- you got yourself a ¾ DD ¼ Healer in the group. A lot of healers are just kind of static heal/buff bots that way overdo their role; I know they mean well, but they aren't helping as much as they think because their healing and buffing can only go so far before it's utterly wasted (whether it's by mechanics, DD's capabilities, or whatever). Top-tier healers know flexibility is required, and have the insight to know when.
I hesitate to play this card, as I generally hate the attitude, but this sounds like a "learn 2 play" issue. Sometimes support roles need to step outside the rigid definitions of their role that they're used to to get things done; sometimes the best way a healer can support their group is to pile on a little more pain and sacrifice a few of the feel-good vibes. If a few endgame, exceptionally hard, veteran Hard Mode dungeon fights enforce this lesson with merciless brutality... well, personally I think that's kind of a good thing! Gotta learn that over-healing and providing buffs & sustain 110% of the time while the rest of the team kind of carries you is a bad thing sometime, right?
Personally, I always took those fights as a big obvious "YOU SHOULD BE DOING THIS DIFFERENTLY" sign when I was the healer who was holding the group back. It was a valuable lesson when I (eventually) learned that sometimes the group benefits more if I heal enough and focus more on helping kill things faster. I respectfully submit that if you're a healer who doesn't have this flexibility in their toolkit, you've still got more room to grow on your way to mastery for that role.
I don't see it as bad game design -- quite the opposite, actually -- IF used sparingly/appropriately. If anything, I'd like softer-yet-more-direct instances that taught healers this lesson in the early game. We could use more-flexible healers, and more flexible healers!
This is kind of the POINT. And, no other role is expected to have this flexibility, just healers. If I wanted to wear pfgd/ms and double destro, I'd play a effing dps, not a healer.
phantasmalD wrote: »Not to tell people how to play or anything, but... don't all good healers have the ability to slide themselves toward the damage-dealing end of the scale when needed?
Maybe not early on, but we're talking about endgame dungeon runs here. Pretty much all CP-capped dedicated healers I've known could pull 20K DPS if the situation called for it; or more, if they dropped a support set or two (again, as the situation called for). Swap some skills, gear, whatever else you need to, and whambalam -- you got yourself a ¾ DD ¼ Healer in the group. A lot of healers are just kind of static heal/buff bots that way overdo their role; I know they mean well, but they aren't helping as much as they think because their healing and buffing can only go so far before it's utterly wasted (whether it's by mechanics, DD's capabilities, or whatever). Top-tier healers know flexibility is required, and have the insight to know when.
I hesitate to play this card, as I generally hate the attitude, but this sounds like a "learn 2 play" issue. Sometimes support roles need to step outside the rigid definitions of their role that they're used to to get things done; sometimes the best way a healer can support their group is to pile on a little more pain and sacrifice a few of the feel-good vibes. If a few endgame, exceptionally hard, veteran Hard Mode dungeon fights enforce this lesson with merciless brutality... well, personally I think that's kind of a good thing! Gotta learn that over-healing and providing buffs & sustain 110% of the time while the rest of the team kind of carries you is a bad thing sometime, right?
Personally, I always took those fights as a big obvious "YOU SHOULD BE DOING THIS DIFFERENTLY" sign when I was the healer who was holding the group back. It was a valuable lesson when I (eventually) learned that sometimes the group benefits more if I heal enough and focus more on helping kill things faster. I respectfully submit that if you're a healer who doesn't have this flexibility in their toolkit, you've still got more room to grow on your way to mastery for that role.
I don't see it as bad game design -- quite the opposite, actually -- IF used sparingly/appropriately. If anything, I'd like softer-yet-more-direct instances that taught healers this lesson in the early game. We could use more-flexible healers, and more flexible healers!
The problem with this take is that nothing else in the game suggests that pure healers are supposed to be a burden.
1. The name 'Healer'. Why call them 'Healers' if healing is the lowest priority action, trumped by damage and buffing?
2. The activity finder defines healer as "Heals and protects allies, keeping them alive throughout the battle." No mention of damage at all.
3. The sets made specifically for healers pretty much never contain offensive self stat boosts.
4. There is a feature in a the game called 'Skills Advisor', that supposed to provide a good base for your chosen role. The healer specs have pretty much zero offensive skills.
If healers are supposed to learn to be flexible then why would 90% of the game teach you otherwise?
You can't "learn 2 play" when the game contradicts itself and sends mixed messages.