aetherial_heavenn wrote: »The OP was talking about design of content...this shows exactly what is wrong with content and gear design if ZoS devs are going to continue with the idea that there are necessary roles for support classes in 4 person content.
aetherial_heavenn wrote: »Most players aren't even remotely that skilled. Healers are still needed and the Pale Order ring is NOT all that. Miss me with that "Healers, watch it and weep." rubbish. Acting like one guy who can do a thing is exemplary of the entire DD player base is just straight up wrong.
I said the player was exceptional. I also said the dungeon design and the build options plus the self sustaining buffs/heals in recent skill changes show how support classes aren't necessary for some of the hardest content in game. This is evidence of that. DOH!
I did not say it was exemplary of the player base. I did not even imply it. As for my remark 'healers watch this and weep'....well it may have been hyperbole but when you have a single item that fully heals you, the more damage you do, plus a build that pulls extreme damage to combine with it, both introduced into the game with no downside to using them together it is pretty clear that the intention was to eliminate the need for second party heals. It was probably intended for hard core, refuse to group soloers and solo arenas...but the effect is to eliminate the need for healing/sustain/support roles in dungeon groups. That is poor design.
The OP was talking about design of content...this shows exactly what is wrong with content and gear design if ZoS devs are going to continue with the idea that there are necessary roles for support classes in 4 person content. Lot of posters here are saying: 'support just do more damage and be flexible.' ie be a self sustaining damage dealer. Here is an example of the extreme outcome of that point of view. Sorry if that went over your head in your rush to misinterpret my remarks.
Before talking about 'involving healers more etc' (and believe me I prefer that meta), new dd's need to get their gear together. People are tagging for veteran random dungeons (sometimes dlc) with little to no experience in them and probably with all the wrong gear on. This is my experience coming back to PvE through random dungeon finder and I'm a 1600 CP well experienced PvE player.
There needs to be a higher CP cap for random vet dungeons for sure, firstly. You are throwing lambs to slaughter, Zos!
Merlin13KAGL wrote: »Highly situational. It's more about player experience and skill than it is CP #. I've been in groups that have cleared content the group finder technically wouldn't let them enter (<300 CP, walking in the front door.) I've also been in groups with 1k+ players that weren't worth the mats their gear was made of.Before talking about 'involving healers more etc' (and believe me I prefer that meta), new dd's need to get their gear together. People are tagging for veteran random dungeons (sometimes dlc) with little to no experience in them and probably with all the wrong gear on. This is my experience coming back to PvE through random dungeon finder and I'm a 1600 CP well experienced PvE player.
There needs to be a higher CP cap for random vet dungeons for sure, firstly. You are throwing lambs to slaughter, Zos!
If you're going to try to artificially limit players that are capable of clearing, but restricted by some arbitrary cap, you're going to make it worse, not better.
I your frustration OP but can you imagine the mess if tanks and dps couldn't survive without a real healer. If dungeons had so crazy incoming dmg that we would need healer spamming heals on us or we would wipe? 90% of the pugs wouldn't able to complete any dungeon because an average pug healer is just spamming rapid regen and heavy attacking. No orbs, no combat prayer, no useful support sets.
You ask for dungeons where healer is needed? That = not pugable