While I do agree with your other points, I think this is oversimplifying things a bit. While I won't deny that the current meta certainly shows that some mythics can exacerbate the problem, I don't think mythics completely replace the skill of the player. A bad DD is still gonna be bad, even if they have the best gear, they are just gonna be slightly less bad than they would be, and I can say that because I'm one of those DDs.BalticBlues wrote: »Let's be honest:
Since Mythics are in the game, ESO IS PTW.
Before we completely condemn healers to the rubbish pile also keep in mind that a major part of a good healer's job is to bring important buffs & boss debuffs to the fight.
Even if the amount of actual healing required in normal dungeons is trivial a well played healer can still facilitate a fast run by increasing the effective overall DPS of the team. Plus most geared healers tend to bring a pretty decent damage switch bar with them as well.
Dolphinsgal wrote: »I agree on the pve side that tanks and healers aren't as needed as they once were and are looked down by the dps community. They are really only asked for in trials and some vet dlc content I'd going for achievements.
However I still see a ton of healers and tanks (though not as many tanks as healers) being played in pvp. I have dps, healers (yes more than 1), and a tank I bring into pvp during different campaigns and depending on what my group needs more. Healers and tanks are very needed and asked for in pvp, I'm talking Cyrodiil and Imp city.
Healers and tanks aren't as welcome in battlegrounds groups, unless you make the team ahead of time, pug groups seen to despise both roles.
It may be different on different platforms but that's what I've seen on Xbox NA server.
Part of the problem is the support sets are often less powerful than the offence sets. For example, many of the offence sets will hit all targets in range while many of the support debufing sets are limited to 5-6 targets or if they do effect all targets the range is really small and/or the debuff strength is minor.
A good example of this is Dark Convergence vs Fasalla’s Guile. Dark convergence can be cast at range and in relative safety can pull players off 2nd and 3rd floors of buildings and when used right deal a high amount of damage to all targets in range.
Fasalla’s Guile requires the wearer to be right in center of the conflict and deal with a multitude of hostile elements attacking them at same time to maximize the amount targets effected. Taking the maximum amount of risk in order to be effective only to apply a weak debuff to the targets which has minimal impact to their healing output.
And then there are the heavy defense sets that are eclipsed by light armor sets. A good example is Alessian Order vs Almalexia’s Mercy. Almalexia’s Mercy has nearly 3 times the amount of hps at ~32k resources than a maxed out Alessian Order and that’s not including the crit heals it can deal now.
Dolphinsgal wrote: »I agree on the pve side that tanks and healers aren't as needed as they once were and are looked down by the dps community. They are really only asked for in trials and some vet dlc content I'd going for achievements.
However I still see a ton of healers and tanks (though not as many tanks as healers) being played in pvp. I have dps, healers (yes more than 1), and a tank I bring into pvp during different campaigns and depending on what my group needs more. Healers and tanks are very needed and asked for in pvp, I'm talking Cyrodiil and Imp city.
Healers and tanks aren't as welcome in battlegrounds groups, unless you make the team ahead of time, pug groups seen to despise both roles.
It may be different on different platforms but that's what I've seen on Xbox NA server.
I don't know what game you guys are playing. Tanks and healers are always needed. Even for normal trials and vet dungeons can't be done without tanks and healers. Seriously why do you guys exaggerate so much?
starkerealm wrote: »It's worse than that. The best way to learn to tank in ESO, is to go back in time and start tanking around 2015 or 2016. Right now, if you want a very skilled tank, your best option are those of us who've been playing the role for years, and internalized how to make it sing.
EDIT: And also didn't abandon the game after the last two and a half years of balance changes.
Except, we've also got 7 years of nerfs, designed to slow us down. Those nerfs make learning the role in any serious content, absolutely brutal.
Create something like battle spirit that restricts only tanks and healers..now the fakes don’t do as much dps and they will quit taking the purpose of a healer and tank away
Healers and tanks are certainly not looked down on in PvE. Try doing vet trials without them. Good healers and tanks are worth their weight in gold and should be cherished lovingly.
I mean, on pve, most healers are soft carried anyway.
Main healer here… ESO has always required healers to go beyond healing but I have to agree that healing in dungeons is less and less impactful to the outcome. I’ve had to adjust to increase my dps output and stay relevant but I’m a healer first and foremost. I’d like to stay in my role more often but it’s just not the most efficient thing to do anymore.
Mumbles_the_Tank wrote: »I was nerfed? Sure they went for dodge roll cost and speed but almost every single fight today is far easier than it was even a year ago.
Mumbles_the_Tank wrote: »CP 2.0 completely trivialized most of the skills we acquired back in those days. No one Guards MT on Nahvi HM anymore, you can basically phone it in between trash stacks. Halls, Cloudrest portals, Falgravn - all shadows of their former selves with the amount of stacked mitigation we have on hand. Damage is so high you won’t even see half the stuff that would have killed you back then anymore, even in an average DPS group.
Everything besides Bahsei is easier to straight up face tank and the barrier to entry is simply a gear check and a couple smart CP slots respective to the encounter.
Mumbles_the_Tank wrote: »Whether or not making the role more accessible is a good thing or not - it’s certainly far more boring and none of the survival skills I acquired back then are really needed today outside of Rockgrove. I don’t see where learning the content would be harder today if you just go in setup correctly.
However, constantly being told your role unnecessary right up to the point where you’re not is hardly an environment made to encourage more tanks overall.
All normal Dungeons (except where an artificial gateway requires two, three or four players) can be run by just ONE good DD. No tank or healer required.- All vet non-DLC-Dungeons also can be run by just one good DD. In vDLC-Dungeons, 3 DDs and Tank usually are more effective than a healer setup. Nowadays, ONLY WEAK DDs require a healer in Dungeons - SO OP SELF-HEALS ARE.Believe me, I notice when the tank or healer in groups are fakes, and I wish I could ban them on the spot.
There was a time Tanks could do good damage in ESO.Games Iike WoW let tanks do really good damage so they can level and feel useful in a team even while being a meat shield. No reason healers and Tanks can't enjoy that feeling in ESO.
When I group with random PUGs and get new players -- they *need* the trinity even for normals. They don't know what they're doing, so they take a ton of damage and need a lot of help.
It's the higher end/higher skilled players who continue spreading the (true for them) narrative that support isn't necessary, and that's permeating the whole community now to where even new players believe it when it isn't true for them.
The game's skill gap has never shrunken. If you're new and wearing whatever sets dropped overland you *need* absolutely tanks and healers to get through a dungeon. Partly because yes, damage is lower also.
But when you have players who know the game, have meta gear and CP, and tons of experience, the game ceases to *need* most of the support since it's easy enough to build self-sufficient or skip mechanics entirely.
Skill ceiling keeps raising despite stated efforts, and the floor hasn't moved an inch.
Skilled players skip mechanics, they don't need to play them. And the game hasn't updated any older content for this new reality. Only with newer content we're getting dungeons with "repeat 3 times regardless of dps" intended to prevent skipping but the issue is player damage is insanely high at its highest, and incredibly low at its lowest.
Dem_kitkats1 wrote: »Scrolling the forum threads I noticed a trend in both PvE and PvP content that support roles are becoming less and less impactful in game play. In a game designed for team play, content and skills are being more and more catered to solo players. So much so that DPS toons can deal out so much damage and healing combined that the roles for healers and tanks have become so diminished that they are rarely needed for group content. It's to the point where experienced, well built DPS players can duo or even solo vet dlc content. People que as fake healers and tanks because they can get away with it as it's not imperative to have support roles filled (especially in normal content).And players find support roles boring to play until they play vet hardmode content.
In PvP support roles lack the abilities and skills to be more than trolly unkillable toons. Aside from that many players believe tanks are not necessary to be successful. Healers are powerful almost Godlike because there is also so much off hand healing and self healing on every dps toon on top of it. So players call for nerfs on them constantly.
I think it's a shame that support roles are diminishing because they simply no longer have as much of an impact as they should. If I would like to switch it up and play a support, gameplay should be just as engaging as when I play a dd, just in another way. But as of now gameplay is reduced to throwing out a couple of buffs and extra heals and then switching back to dd playstyle the rest of the time. Or support roles expose the imbalances of the game and are blamed and nerfed and dps remains untouched or perhaps even stronger. I think this unfortunate for people who really want to play more of a support role.
(This is coming from someone who has multiple healers and dds)
When we speak about 4 man PvE content, I think tanks are still very much needed, unfortunately can't say the same thing about healers.
After all the changes, its just much easier to do most of dungeons and arenas with a 1T 3DD group. There are only few places where healers are necessary.
This is kinda sad, because there is just no reason for new players to learn healing and it will be harder and harder to get good healers for end game content in the future.
BalticBlues wrote: »[Because in PvP
DD STREAMERS MADE SURE THEY COULD DO AND HAVE EVERYTHING
AND OTHER ROLES ARE WEAK - AND MOSTLY NOT REQUIRED ANYMORE.
They say "play the way you want" and want everyone to be able to complete the content.
However... they go beyond that and balance the various character options so that the difficulty levels are similar for those various character configurations. Just look at the ability branches for the classes. Look over how the constellations don't force people to make hard irreconcilable choices between being competent at damage or healing or defense.
ForeverJenn wrote: »Support is needed in most vet content. If you are upset that your support chars are boring in normal content, then challenge yourself to more endgame stuff.
YoureWrongImRight wrote: »ForeverJenn wrote: »Support is needed in most vet content. If you are upset that your support chars are boring in normal content, then challenge yourself to more endgame stuff.
You can literally solo the majority of dungeons on vet hard mode. The only thing that discourages you from doing so is that you can do it faster by bringing more people.
All the vet solo arenas are basically a joke especially with Pale Order ring.
You could probably even solo many stages of vet group arenas it would just be a waste of time.
And usually the solution to your problem is not that you need more supports, you just need more damage to reduce your clear time.