LioraValkyrie wrote: »All the duos here are with 1 tank and 1 dd.
LioraValkyrie wrote: »All the duos here are with 1 tank and 1 dd.
See, you don't even need healer. You need tank to survive 1shot mechanics, you need DDs to survive DPS checks. You don't need healer for anything. I'd like to see them making some dungeons where pure HPS is required.
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]
Remember, none of what I said in my comment applies to normal dungeons at all, nor the vast majority of non-HM veteran content.
LioraValkyrie wrote: »
TDLR: if you think it can only be done with 3 dds, when in fact it can be done with 1, you should improve your dps before concluding that healers are a burden.
What did you do with all the time you saved by using acronyms instead of writing out the full name of each dungeon..?
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]
Can you please explain to me how I have a lapse in morals because I choose to run 3 dps 1 tank support runs?
I don't pug and everyone in the group is fully aware of no healer and prefers this.
All my 3 dps runs have been quicker and smoother than anytime I have ever brought a healer.
A decent tank can provide minor and major courage, altar, orbs and even ele drain if people require it as well as horn.
I fail to see how this is a lapse in morals, please do tell me why my preferred play style isn't moral?
I mean seriously....
phantasmalD wrote: »Remember, none of what I said in my comment applies to normal dungeons at all, nor the vast majority of non-HM veteran content.
Isn't it the other way around and it applies even harder to normal dungeons?
If the optimal strategy for a hard fight is 3DD then it's obviously going to be the optimal strat for easier content as well.
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!
Sadly, everything is correct. My group struggled with Fang lair hm, the second I switched to dd it was successfully completed. Same with Scalecaller peak. Healers and tanks are absolutely hated by Zos. It is not only dungeon design. Where is solo arenas for healers and tanks? Where is dummies to test healing and taunt rotations? What was made especially for healers and tanks in vampire rework? Why it is fine to limit healing in cyro to groups, but not damage? Imagine, no group - no pvp, it would sure boost perfomance! ( glad they promised to revert heals). In every new zone, how many new sets you see for healers and tanks, and how many targeted for damage dealers? Of all stuff, healers probably get 1 set, that is good for healing once a year, and meta stays the same for ages, because there is no variety. Mostly the same could be said for tanks.
amm7sb14_ESO wrote: »Sadly, everything is correct. My group struggled with Fang lair hm, the second I switched to dd it was successfully completed. Same with Scalecaller peak. Healers and tanks are absolutely hated by Zos. It is not only dungeon design. Where is solo arenas for healers and tanks? Where is dummies to test healing and taunt rotations? What was made especially for healers and tanks in vampire rework? Why it is fine to limit healing in cyro to groups, but not damage? Imagine, no group - no pvp, it would sure boost perfomance! ( glad they promised to revert heals). In every new zone, how many new sets you see for healers and tanks, and how many targeted for damage dealers? Of all stuff, healers probably get 1 set, that is good for healing once a year, and meta stays the same for ages, because there is no variety. Mostly the same could be said for tanks.
That, and the tank and healer sets that we do get, we aren't supposed to wear, because at least as a tank, I'm expected to wear sets for DPS (*cough*Alkosh*cough*) instead of sets for tanks (*cough*"sELfiSh sEtS"*cough*), so even when tanks and healers are needed, we aren't allowed to actually play AS tanks and healers, because DPS expect us to just wear the sets that they don't want to.
amm7sb14_ESO wrote: »Sadly, everything is correct. My group struggled with Fang lair hm, the second I switched to dd it was successfully completed. Same with Scalecaller peak. Healers and tanks are absolutely hated by Zos. It is not only dungeon design. Where is solo arenas for healers and tanks? Where is dummies to test healing and taunt rotations? What was made especially for healers and tanks in vampire rework? Why it is fine to limit healing in cyro to groups, but not damage? Imagine, no group - no pvp, it would sure boost perfomance! ( glad they promised to revert heals). In every new zone, how many new sets you see for healers and tanks, and how many targeted for damage dealers? Of all stuff, healers probably get 1 set, that is good for healing once a year, and meta stays the same for ages, because there is no variety. Mostly the same could be said for tanks.
That, and the tank and healer sets that we do get, we aren't supposed to wear, because at least as a tank, I'm expected to wear sets for DPS (*cough*Alkosh*cough*) instead of sets for tanks (*cough*"sELfiSh sEtS"*cough*), so even when tanks and healers are needed, we aren't allowed to actually play AS tanks and healers, because DPS expect us to just wear the sets that they don't want to.
amm7sb14_ESO wrote: »Sadly, everything is correct. My group struggled with Fang lair hm, the second I switched to dd it was successfully completed. Same with Scalecaller peak. Healers and tanks are absolutely hated by Zos. It is not only dungeon design. Where is solo arenas for healers and tanks? Where is dummies to test healing and taunt rotations? What was made especially for healers and tanks in vampire rework? Why it is fine to limit healing in cyro to groups, but not damage? Imagine, no group - no pvp, it would sure boost perfomance! ( glad they promised to revert heals). In every new zone, how many new sets you see for healers and tanks, and how many targeted for damage dealers? Of all stuff, healers probably get 1 set, that is good for healing once a year, and meta stays the same for ages, because there is no variety. Mostly the same could be said for tanks.
That, and the tank and healer sets that we do get, we aren't supposed to wear, because at least as a tank, I'm expected to wear sets for DPS (*cough*Alkosh*cough*) instead of sets for tanks (*cough*"sELfiSh sEtS"*cough*), so even when tanks and healers are needed, we aren't allowed to actually play AS tanks and healers, because DPS expect us to just wear the sets that they don't want to.
Yep. This is why I've pretty much entirely given up on following the meta, or grouping with people who insist upon it. Sure, my runs don't always go super smooth or fast this way, and the "need" for contributing DPS as a healer is often greater than if I were with high-tier DDs, but that's a trade-off I'm willing to make personally.
But I do understand being put off by how things are. Like I said, I'd like the game to be balanced differently than it is, but that won't stop me from trying to adapt for completing the things I wanna complete. For the people who don't wanna make such compromises, it's a tough situation, no doubt.
amm7sb14_ESO wrote: »Sadly, everything is correct. My group struggled with Fang lair hm, the second I switched to dd it was successfully completed. Same with Scalecaller peak. Healers and tanks are absolutely hated by Zos. It is not only dungeon design. Where is solo arenas for healers and tanks? Where is dummies to test healing and taunt rotations? What was made especially for healers and tanks in vampire rework? Why it is fine to limit healing in cyro to groups, but not damage? Imagine, no group - no pvp, it would sure boost perfomance! ( glad they promised to revert heals). In every new zone, how many new sets you see for healers and tanks, and how many targeted for damage dealers? Of all stuff, healers probably get 1 set, that is good for healing once a year, and meta stays the same for ages, because there is no variety. Mostly the same could be said for tanks.
That, and the tank and healer sets that we do get, we aren't supposed to wear, because at least as a tank, I'm expected to wear sets for DPS (*cough*Alkosh*cough*) instead of sets for tanks (*cough*"sELfiSh sEtS"*cough*), so even when tanks and healers are needed, we aren't allowed to actually play AS tanks and healers, because DPS expect us to just wear the sets that they don't want to.
It's not because DPS expect you to wear them, its because ZOS designed a game where its the optimal strategy.
Starlight_Whisper wrote: »RoM (Ruins of Mazzatun) last boss:
Thanks to the curse mechanic you have a 1/3 chance of not getting heals from the healer, a group that relies on the healer will wipe the moment healer get cursed.
See here I was about to root for this. But first this isn't rngess.
You just stand by door as soon mini boss is about to die. You don't get statue
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]
[Edited to remove Baiting]
spartaxoxo wrote: »I disagree with you on a couple of these, as I personally find Ruins of Mazzaztun and Scale Caller Peak hard modes easier with a healer. But, your general point is spot on. Healers aren't given much to do or actively hindered from performing their jobs, meanwhile higher dps lets you skip mechanics or greatly minimize them to the point it barely feels like the same fight. The end result is most often it's better to bring a 3rd dps than a healer.
amm7sb14_ESO wrote: »Sadly, everything is correct. My group struggled with Fang lair hm, the second I switched to dd it was successfully completed. Same with Scalecaller peak. Healers and tanks are absolutely hated by Zos. It is not only dungeon design. Where is solo arenas for healers and tanks? Where is dummies to test healing and taunt rotations? What was made especially for healers and tanks in vampire rework? Why it is fine to limit healing in cyro to groups, but not damage? Imagine, no group - no pvp, it would sure boost perfomance! ( glad they promised to revert heals). In every new zone, how many new sets you see for healers and tanks, and how many targeted for damage dealers? Of all stuff, healers probably get 1 set, that is good for healing once a year, and meta stays the same for ages, because there is no variety. Mostly the same could be said for tanks.
That, and the tank and healer sets that we do get, we aren't supposed to wear, because at least as a tank, I'm expected to wear sets for DPS (*cough*Alkosh*cough*) instead of sets for tanks (*cough*"sELfiSh sEtS"*cough*), so even when tanks and healers are needed, we aren't allowed to actually play AS tanks and healers, because DPS expect us to just wear the sets that they don't want to.
It's not because DPS expect you to wear them, its because ZOS designed a game where its the optimal strategy.
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]
[Edited to remove Baiting]