Facefister wrote: »Healers are (sadly) unnecessary in 4-man groups. Every 4-man content and achievement can be done without a healer. The "problem" lies within the mechanics and the utility the player has access to:
I also tank, and most of the times I am like 40%~50% of the group dps, and I do like 6k~10k depending on the boss...Amottica wrote:However, this will not solve the underlying issue as to why many tanks refuse to use the queue.
I would instead use The Dread Cellar as an example, where last boss has multiple health-scaling and stacking DoTs which cannot be avoided or purged. Doesn't really matter outside of hard mode, but then neither is Stone Garden outside of hard mode. At least in Stone Garden you have the opportunity to avoid the DoTs, unlike The Dread Cellar.While I agree in principle... I would make the argument that True Genius (Stone Garden Trifecta) would be very, very, very tough w/o a healer (not impossible, but definitely much riskier than without)
Which is why, even as a healer main, I'm pretty much half healer/half dps in most runs. (Although as I've revisited some of the older content with my group, I've gone more heals just to make it easier, since the dps is so much higher now that there becomes a point of diminishing returns)
Same. I main tank. Got one of every class. I stopped solo queuing as a tank when I was still low CP. None of the suggestions made to date would be incentive enough to get me back into the queue as a tank. I'm definitely not the only one. Most tanks I know have zero incentive to do content outside of the groups/friends they've found.Facefister wrote: »I also tank, and most of the times I am like 40%~50% of the group dps, and I do like 6k~10k depending on the boss...
I don't believe for even a moment that healing is the thing we, or ZOS, should be focusing on singularly. But it is a part of a greater whole, and it is something that needs to be looked at in equal measure. DDs think they can take the heal spot without negatively impacting the group because heals are not needed, and... broadly speaking, they're not wrong (depending on your definition; if they're speedrunning the dungeon and you don't like it, they it's negitive; but that's subjective and not objectively looking at whether heals are needed or not). The availability of self-heals, shields, and the HPS output is the biggest issue for healers. This is also somewhat noticeable even in the direction that other MMOs are starting to go in.People seem to be putting the onus on the need for healing and doing things to make healing more important.
First of all, not every group can clear most dungeons without a healer as it is. That group of players cannot he ignored but there is normal dungeons for those that find vet to challenging.
Also, it seems the older content is easier than the newer content. It would seem an easier solution to rebalance the older content to be on par with newer content. Healers would be more important.
However, this will not solve the underlying issue as to why many tanks refuse to use the queue.
Me? I don't think it needs to be fixed. So anything I throw out is purely hypothetical and I probably won't even agree with it as an option, merely more Devil's Advocate. Whenever I think of a suggestion, I always think of how it might impact X, Y, or Z. I don't really see a point in posting commentary which says "you could do this, but also here's all the reasons why it won't work." Would seem like a bit of a waste of your time and mine. If more people thought about their own suggestions... well, we wouldn't have these topics springing up like mushrooms.Facefister wrote: »And how you're going to fix that? Nerf all the self-healing and utility? Nerf the damage-output? Or buff the damage-output of the dungeon enemies?
Veinblood1965 wrote: »Stop it just stop it, enough with the fake this or that in dungeons lol. I started putting a nickel in a jar last year for each thread I've seen and I'm comfortably retired now from the proceeds.