I have heard the term selfish sets tossed around a lot recently. Typically, it comes from someone in a damage dealing role. It typically refers to other players who do not wear armor or use skills that makes the damage dealer be able to deal more damage.
Having played and still play all the roles this is selfish. If someone is tanking or healing, I do not expect they only use gear and skills that only benefits me. As we are a team, we all do our part to help each other. They do not exist to make me the most powerful damage dealer anymore than I exist to only do damage. I also raise if need be, interrupt mobs, and help with the mechanics, to prevent one person from being overwhelmed trying to do it all while I only focus on a rotation.
If a tank is wearing armor to keep them alive. I do not find it selfish I think the tank is making sure they perform their main function. Being a shield that I am not dying by staying up. If a healer is making sure we are not dying from things other than standing in red aoe I am generally happy. Do I like receiving shards? Sure, but not everyone is a templar. If they are wearing some armor sets to help them do their job I am happy.
I just returned/rebought the game so, I haven't done much things ingame lately. However, I tanked almost all content before. I was a PVE and PVP tank as well, with good and with quiet the troll builds as well.
You are absolutely right and only the alltime elitist crybabies will say otherwise.
A tank job is to tank, to be an undestroyable, invincible, permablock brick and hold aggro. Why wear "selfish" set? Because if something goes wrong, which tends to happen, the tank should be ready not to die. If you have to go to a place to revive someone, if you want to change your usual tactic for someone else's mistake you must survive. If you die, everyone dies and the game is over. And this is not only about human mistake. There can be an unexpected lag for a player or for more players, any technical issues, bugs etc..
The healer should heal, point. No dps, no support, only heal, even if it looks not important. I was with healers who did dps and support. Their heal was insufficient many times, not for me, cause I wear selfish sets, but the dps players died here and there. Focus on your *** role and everyone survives.
The dps should do damage. But not for the expense of healer and tank. I was in vet dlc contents long ago with support heals and myself also weared support sets. We died here and there, mostly because we needed to help out the stupid dps players. Changed sets. Everyone wore sets to his/her class and voila, the content was a piece of cake. Easy.
The big truth is, that if the damage dealer members of the party requires additional support from the healer and the tank, than they are not ready for the content, cause their damage is clearly low. Work on it.
Please post a console pov of godslayer or dawnbringer without the use of any group buff sets.
Otherwise you are incorrect, ty.
VaranisArano wrote: »It seems to me that a big divide in this conversation is that selfish/selfless sets are both equally acceptable in Dungeons. Meanwhile, in trials, it's all about group support and selfless sets.
I have heard the term selfish sets tossed around a lot recently. Typically, it comes from someone in a damage dealing role. It typically refers to other players who do not wear armor or use skills that makes the damage dealer be able to deal more damage.
Having played and still play all the roles this is selfish. If someone is tanking or healing, I do not expect they only use gear and skills that only benefits me. As we are a team, we all do our part to help each other. They do not exist to make me the most powerful damage dealer anymore than I exist to only do damage. I also raise if need be, interrupt mobs, and help with the mechanics, to prevent one person from being overwhelmed trying to do it all while I only focus on a rotation.
If a tank is wearing armor to keep them alive. I do not find it selfish I think the tank is making sure they perform their main function. Being a shield that I am not dying by staying up. If a healer is making sure we are not dying from things other than standing in red aoe I am generally happy. Do I like receiving shards? Sure, but not everyone is a templar. If they are wearing some armor sets to help them do their job I am happy.
I just returned/rebought the game so, I haven't done much things ingame lately. However, I tanked almost all content before. I was a PVE and PVP tank as well, with good and with quiet the troll builds as well.
You are absolutely right and only the alltime elitist crybabies will say otherwise.
A tank job is to tank, to be an undestroyable, invincible, permablock brick and hold aggro. Why wear "selfish" set? Because if something goes wrong, which tends to happen, the tank should be ready not to die. If you have to go to a place to revive someone, if you want to change your usual tactic for someone else's mistake you must survive. If you die, everyone dies and the game is over. And this is not only about human mistake. There can be an unexpected lag for a player or for more players, any technical issues, bugs etc..
The healer should heal, point. No dps, no support, only heal, even if it looks not important. I was with healers who did dps and support. Their heal was insufficient many times, not for me, cause I wear selfish sets, but the dps players died here and there. Focus on your *** role and everyone survives.
The dps should do damage. But not for the expense of healer and tank. I was in vet dlc contents long ago with support heals and myself also weared support sets. We died here and there, mostly because we needed to help out the stupid dps players. Changed sets. Everyone wore sets to his/her class and voila, the content was a piece of cake. Easy.
The big truth is, that if the damage dealer members of the party requires additional support from the healer and the tank, than they are not ready for the content, cause their damage is clearly low. Work on it.
The concept of "selfish" sets is just promoting the propaganda of score-pushing/meta groups that want to dictate what you wear, what you slot, and what you do. Support roles (real tanks, real healers) are already selfless because they give up dps, the core essence of games, to keep the group alive, even at the expense of their own health. If Plague Doctor or Crafty Alfiq help you survive and/or heal the group, then go for it. If someone has an issue, it's probably their problem.
VaranisArano wrote: »It seems to me that a big divide in this conversation is that selfish/selfless sets are both equally acceptable in Dungeons. Meanwhile, in trials, it's all about group support and selfless sets.
The main problem i see is that every 30k DD nowadays thinks they are the pinacle and expects to be fully buffed up and supported while in reality they make life for Tanks and Healers just harder.
ForeverJenn wrote: »I thought this way in the beginning, but no. I main healers and tanks. Support classes should wear support sets. If the tank is dying then he or the healer is doing something wrong. If the healer is not healing enough they aren't wearing a good support set, doesn't understand their rotation, or dps is taking too long and the tank is struggling. For example, It is selfish to wear Sanctuary as a healer, it isn't needed if you are good at healing and brings little to a group.
A healer just standing there healing is useless. They need to be keeping up buffs and debuffs so that dps doesn't run out of resources.
A tank just standing there blocking is also useless. They need to be buffing and debuffing and rounding up adds
They are called support roles for a reason.
Is this required in you normal casual content? No, but it breeds bad habits and leaves players clueless when trying to do harder content.
ThoughtRaven wrote: »OP is reading the word "selfish" and interpreting it without context. While the connotations of the word selfish in meatspace are generally negative, in the context of ESO it colloquially just means "set that helps the tank stay alive, but doesn't buff the group" and is a fairly neutral term in most situations. In fact there may be certain situations in which a tank may be encouraged to wear selfish sets by other members of their group.
colossalvoids wrote: »The thing is you don't tank or heal the boss to death.
colossalvoids wrote: »The more dps is out there the more your chances for a fastest and painless clears, least mechanics you saw the better.
colossalvoids wrote: »Selfish is selfish, but building for a groups benefit is building for all possible damage with lesser focus on healing as you simply should be good enough not to die yourself doing mech etc. Only the group
and your personal skill matters there, not your preferences.
Suna_Ye_Sunnabe wrote: »But with sets like, for instance, Alkosh and Powerul Assault... those are medium armour dps sets; and sets like Martial Knowledge, Z'ens, and Roaring Opportunist are dps sets as well, by design. Those sets were not designed to be support sets, and wearing them makes me lose power...
If you can show me for example tanking Olms the Just to death i'd gladly watch it. You decrease his healthbar generally to deal with it, not standing in red recieving your beating for days until some leeching plates eats him. Good damage dealers, bad damage dealers, killing the target matters and it's the focus and the final result of a fight. The faster you did it the better for the group obviously, the least mechanics you saw the lest your chances for someone dropping, not sure how thats a surprise that dicreasing xyz's health bar deals with content.So, only the god damage dealers count? Good luck doing your content without tank and healer.
[snip] There are tresholds for a minimum needed healing output for a group to not drop dead, your other focus is to speed up \ make easier the process in a good group (yeah, there's a group btw not just you), or give some other necessary stuff for a particular group/situaton be it sustain, more raw healing or whatelse as it's all depends on a group, there are no similar ones. Same for tanking, in endgame after you're survivable enough and have anything required you go for a group support to yet again speed up the process and fill the gaps zos created (hello stam compositions).So, maybe don't go to a trial with your 20k DPS and wait for others, especially the tank and healer, not only to carry you, but even buff your minimal damage output. If the damage dealers have 70k dps than there is no need to buff it.
[snip]To hold aggro and to heal. Telling them to wear sets that weakening their own role is the most stupid suggestion ever.
is just showing you talking about your pugging and random dungeons but trying hard to go on end game standarts that have zero affect on your gameplay. [snip] If your argument is tanks and healers become weaker in their abilities when using support sets than those healers and tanks you talking about shouldn't focus on support to begin with and leave it for ones who are able to.Tanks and healers are in the game, and in the group for the group benefit
Suna_Ye_Sunnabe wrote: »But with sets like, for instance, Alkosh and Powerul Assault... those are medium armour dps sets; and sets like Martial Knowledge, Z'ens, and Roaring Opportunist are dps sets as well, by design. Those sets were not designed to be support sets, and wearing them makes me lose power...
For some reason, ZOS insists on putting clear support functionality ("group of people gets stat increase", "boss right next to you is debuffed", etc.) on sets that otherwise seem like damage sets. Don't blame players, blame ZOS for that. Players just find the most effective strategy with the tools they are given. And things like the main effect of Alkosh, RO, or MK are most effectively used on support roles.
Edit: To be clear, that is for optimisation, not for everyday pledge-pugging or things like that.
Ceejengine wrote: »Tanks & healers bring a very small amount of value in group content. Fortunately for tanks, we are a hair more necessary than healers and therefore are more desired by DPS.
Ceejengine wrote: »With all that in mind, if you think about it, it's in your own best interest to give everything you can to increase a DPS's damage.
For some reason, ZOS insists on putting clear support functionality ("group of people gets stat increase", "boss right next to you is debuffed", etc.) on sets that otherwise seem like damage sets. Don't blame players, blame ZOS for that. Players just find the most effective strategy with the tools they are given. And things like the main effect of Alkosh, RO, or MK are most effectively used on support roles.
Suna_Ye_Sunnabe wrote: »But with sets like, for instance, Alkosh and Powerul Assault... those are medium armour dps sets; and sets like Martial Knowledge, Z'ens, and Roaring Opportunist are dps sets as well, by design. Those sets were not designed to be support sets, and wearing them makes me lose power...
That is a (for tanks: fairly regular) problem with ZOS' set design.
For some reason, ZOS insists on putting clear support functionality ("group of people gets stat increase", "boss right next to you is debuffed", etc.) on sets that otherwise seem like damage sets. Don't blame players, blame ZOS for that. Players just find the most effective strategy with the tools they are given. And things like the main effect of Alkosh, RO, or MK are most effectively used on support roles.
Part of that effectiveness is what others have explained: DPS rules in this game.
Yes, using PA makes your tanking harder. But with more experience, you can do it. Which means - you do not lose any "power" if you're able to perform the normal functions even with PA. Or healers with MK - yes, they don't put out as much HPS with it, but as long as they put out enough healing for the group to survive, that doesn't matter. Again, there is no loss in "power" if the healer can work around the set.
DDs lose damage when using PA, as well. Or Alkosh. So while it may be a good strategy for one DD to take a hit in their damage output if they buff the others to do more overall, the even better strategy is to give this buff set to someone who can perform their role without any loss - i.e. support roles.
If you want to change that, don't blame groups for using effective strategies. Blame ZOS for designing support sets with damage stats.
Edit: To be clear, that is for optimisation, not for everyday pledge-pugging or things like that.
Ceejengine wrote: »Tanks & healers bring a very small amount of value in group content. Fortunately for tanks, we are a hair more necessary than healers and therefore are more desired by DPS.
Tanks and Healers bring the most value to the group. Tanks and Healers are the main reason you can do hard content. Without them you go nowhere.Ceejengine wrote: »With all that in mind, if you think about it, it's in your own best interest to give everything you can to increase a DPS's damage.
Its in the best interest that DDs get their performance right, which is often not the case. The use of Buff sets relies on their performance directly.
If DDs deal low damage any buffs to their damage are nearly pointless because they barely make any use of it. If they deal high damage the buffs will also have little effect because their overall eprformance is already good. The only differenc eis that in the latter case the fight gets fats enought so tanks need less support for themselves.
The same goes for misc buff sets. You can wear Ebon for example. If you have a bad DD that fails to evade one hit mechanics or constantly stands in AoEs the impact of the set will be nearly zero. On the other hand good DDs with propper evasion and movement dont need it either because they dont get hit in the first place.
Thats also the core of the issue. Tanks are only considered good if they can deal with all content, even with a bad quality group, going for full group buffs and for end game content this is what all groups expect. This takes many tanks that could be good out of the picture and shifts the majority of the work towards Tanks and Healers. Simply because a good Tank and Healer can get bad DDs through the content, but not the other way around.For some reason, ZOS insists on putting clear support functionality ("group of people gets stat increase", "boss right next to you is debuffed", etc.) on sets that otherwise seem like damage sets. Don't blame players, blame ZOS for that. Players just find the most effective strategy with the tools they are given. And things like the main effect of Alkosh, RO, or MK are most effectively used on support roles.
The one thing you can blame players for is that Tanks are expected to always play top tier with maximum buffs available, while many DDs are not even close to this. I met enought DDs that barely get anywhere and have this expectation. This shifts all the work towards Tanks and this is a problem created by players that doesnt get ruled out because DDs are the majority of the players.
Suna_Ye_Sunnabe wrote: »Suna_Ye_Sunnabe wrote: »But with sets like, for instance, Alkosh and Powerul Assault... those are medium armour dps sets; and sets like Martial Knowledge, Z'ens, and Roaring Opportunist are dps sets as well, by design. Those sets were not designed to be support sets, and wearing them makes me lose power...
That is a (for tanks: fairly regular) problem with ZOS' set design.
For some reason, ZOS insists on putting clear support functionality ("group of people gets stat increase", "boss right next to you is debuffed", etc.) on sets that otherwise seem like damage sets. Don't blame players, blame ZOS for that. Players just find the most effective strategy with the tools they are given. And things like the main effect of Alkosh, RO, or MK are most effectively used on support roles.
Part of that effectiveness is what others have explained: DPS rules in this game.
Yes, using PA makes your tanking harder. But with more experience, you can do it. Which means - you do not lose any "power" if you're able to perform the normal functions even with PA. Or healers with MK - yes, they don't put out as much HPS with it, but as long as they put out enough healing for the group to survive, that doesn't matter. Again, there is no loss in "power" if the healer can work around the set.
DDs lose damage when using PA, as well. Or Alkosh. So while it may be a good strategy for one DD to take a hit in their damage output if they buff the others to do more overall, the even better strategy is to give this buff set to someone who can perform their role without any loss - i.e. support roles.
If you want to change that, don't blame groups for using effective strategies. Blame ZOS for designing support sets with damage stats.
Edit: To be clear, that is for optimisation, not for everyday pledge-pugging or things like that.
It's a terrible design, and I think one of the main reasons why supports are so much more rare than dds.
Ceejengine wrote: »ESO is strictly a DPS check. All mechanics can be bypassed if your group inflicts enough damage. Literally, you can end a boss fight before all boss mechanics occur if your team can deal enough damage fast enough.
Tanks & healers bring a very small amount of value in group content. Fortunately for tanks, we are a hair more necessary than healers and therefore are more desired by DPS.
Due to majority player feedback, healer functionality has been transferred to passive / hybrid skills available to DPS characters without any drawback to their parse numbers.
A lot of buffs or benefits that used to require a healer to gain are generally now a secondary passive effect on widely available abilities
Tank skills, CP & gear are designed with supporting DPS players in mind. Your dedicated gear (and Alkosh, which is medium armor) is designed to passively boost other players' damage abilities
With all that in mind, if you think about it, it's in your own best interest to give everything you can to increase a DPS's damage.
The faster things die -> the fewer mechanics you need to navigate -> the easier your job is + the faster everyone gets loot.
The simplest evidence to find that support characters are on the back burner, look at any of the "ahead of the curve" achievements, they are ALL tied to a short timer. These are impossible to complete without all members of the party contributing to the DPS player's numbers.
colossalvoids wrote: »If you can show me for example tanking Olms the Just to death i'd gladly watch it.So, only the god damage dealers count? Good luck doing your content without tank and healer.
colossalvoids wrote: »So, maybe don't go to a trial with your 20k DPS and wait for others, especially the tank and healer, not only to carry you, but even buff your minimal damage output. If the damage dealers have 70k dps than there is no need to buff it.
There are tresholds for a minimum needed healing output for a group to not drop dead, your other focus is to speed up \ make easier the process in a good group (yeah, there's a group btw not just you), or give some other necessary stuff for a particular group/situaton be it sustain, more raw healing or whatelse as it's all depends on a group, there are no similar ones. Same for tanking, in endgame after you're survivable enough and have anything required you go for a group support to yet again speed up the process and fill the gaps zos created (hello stam compositions).
colossalvoids wrote: »[snip]To hold aggro and to heal. Telling them to wear sets that weakening their own role is the most stupid suggestion ever.Tanks and healers are in the game, and in the group for the group benefit
colossalvoids wrote: »[snip]