I'm not sure what your argument is. There is nothing entitled about what I've said. ESO is built on freedom. Some players are arguing for the removal of that freedom. If anyone is entitled... well, it's not the person arguing for freedom of choice. Given the freedom of choice, you are free to not play the way I do and vice versa.I don't need to go any further down that rabbit hole of entitlement than that in order to counter you, with a single statement: The players DO have more than one character slot!I'm sure ZOS will be happy to hear that you think the armory system is irrelevant.So your defense of freedom is unnecessary. If you want to play a dps, build one of those. If you want to play a tank, build one of those.
I'm not saying a tank should be able to output 50k DPS. I'm saying there's no reason not to use your global cooldowns on damage if it doesn't hurt in any way and you're keeping your buff and debuffs up. You've not proven that wrong, either.It does suffer. A tank who has specced towards health and a mundus other than damage but puts on DD gear will not output the same amount as if they were a full spec DD. That assumes the same person playing for an even guage on skill, as a full-spec PvE tank can most definitely output more than some of the players doing 1k DPS. Moot point.A hybrid build should suffer for the lack of focus by being barely adequate at best, not be rewarded with being able to dislodge actual focused builds from their roles.
I'm just going to snip out all the examples because of the space they take up. The fact is, there is always going to be a meta. Every patch boils down to basically two sets per spec and one or two monster sets, or parts of, and possibly a mythic item, then with healers you have a choice of sustain or buffs and on tanks you have sustain, buffs, and debuffs -- and for reference there are several stamina sets which are viable now, not just the ones you've mentioned, especially towards things like DoT builds, but you already did your research on that... from Alcast's guides.YoureWrongImRight wrote: »The "freedom of choice" in ESO is just an illusion. You do not have this abundance of viable options that are all good in their own way, you basically have 2 choices, you can be effective or not effective.
They made this even worse recently by having all sets include both weapon and spell damage.
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Not exactly a wealth of diverse load outs. Look across at other peoples build examples and you find that people are all running the same sets and the same skills on every class, everything else is just considered trash.
PvP is slightly better for variety but still not good by any means. Every class is probably picking between 3-5 sets and that's basically it.
You're going to have to define what "meat shield" means and what "just healers" means. I don't think either mean what you think they mean.drsalvation wrote: »Tanks are meat shields, healers are just healers. DPS will do everything else. Hell, even tanks can get one-shot by other enemies if they don't do mechanics, so what's even the point of optimizing a great tank build?
I guess you don't like getting Minor/Major Courage, Major Slayer, Warhorn+Major Force, damage buffs from Spaulder or Encratis, Stagger, convenient sources of Minor Berserk, Minor/Major Breach, Powerful Assault, or sustain from Worm/Hircine, Stone-Caller, or Hollowfang. Your loss, I suppose. While we're eliminating all supports, we can get rid of "support DDs" who run Martial Knowledge, Elemental Catalyst, and Z'en, too, since they're "support sets" and not "true" DPS sets. We need to delete DK as a class, too, since they have Engulfing Flames and Stone Giant/Stagger. Oh, and Necromancer's Colossus. Can't have anything that supports the group, after all. And let's not forget all those nasty, nasty class specific buffs like Templar's Illuminate passive.drsalvation wrote: »So yeah, I'd say just get completely rid of all sorts of support roles, PvP'ers make excellent builds for survivability and damage, my PvP build works in PvE content as well, and I can solo most dungeons.
drsalvation wrote: »the introduction of armory tells us everything we need to know about this game.
You build for only one thing in particular and that's it.
Solo arenas? Make a build for that.
Dungeons? Make a build for that.
PvP? Another build for that.
Tanks are very useless in anything that revolves around solo/pvp, the fact that you'll still get punished for failing a DPS check as a TANK in vateshran says what the true intention of support role is:
Tanks are meat shields, healers are just healers. DPS will do everything else. Hell, even tanks can get one-shot by other enemies if they don't do mechanics, so what's even the point of optimizing a great tank build?
So instead of making support roles fun and useful everywhere else, they just added an armory so you can get rid of your support role and switch to the main role in this game (damage).
I mean, vateshran alone was already an awesome challenge for all sorts of roles, as a DPS you need to handle the adds to stay alive and handle the boss as part of "side-damage", as a tank you need to focus on the boss because you'll never be able to clear the adds, so you're still doing "side-damage" to the boss while focusing on surviving the adds. But that one-shot kill for failing a DPS check just says "I know this is a fun challenge for tanks as well, but screw that, just make a DPS build instead, this is where all our love is going into anyway"
I wouldn't have had much of an issue with this if they had used armories ever since the beginning, at least I'd know that support roles were specific for one purpose alone. But now it seems to me they just gave up on roles a fun and viable way of playing the game, and I wasted 6 years on my main as a tank missing out on all the other content of the game.
But it's not just that...
A good PvP tank and healer will get absolutely [snip] upon by PvP'ers with bad builds who can't kill other players "completely ruining my fun" (as specified by certain popular youtubers who don't even bring a better/fun alternative and instead want you to play just like them... like godzilla, the real one). If they can't kill you, then it's not fun for them, and therefore not fun for you either.
As for me, I hate games where dying is so common and meaningless, I don't like dying (it's the last thing I'll ever do in my whole life), and just respawning with no penalties, which is why I like tanky/bruisser types of characters, but tanks are useless in PvP (they'll still get nuked, and they won't deal any type of damage, and there's no tank skill that gets better with tank builds at all, as any other type of build is just as effective with said skills).
So yeah, I'd say just get completely rid of all sorts of support roles, PvP'ers make excellent builds for survivability and damage, my PvP build works in PvE content as well, and I can solo most dungeons.
So if a tank still gets one-shot by dungeon mechanics and a healer can't heal through said damage because it's an instant kill, would it matter who holds aggro? At this point, tanks are just guidance for parking bosses in tactical locations, again, nothing that really requires a role.
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I think what you're getting wrong is thinking that a character has to be defined by their role, rather than choosing the role appropriate for the content and setting themselves up accordingly. My main isn't a tank, or a DD, or a healer: she's a character. She does actbin all those roles though: she can put out 90k DPS (probably should be more but I'm a bit lazy about parsing) in a trial, solo VVH, VMA and some of the soloable dungeons, tank vet dungeons and heal vet content. And she PvPs the best out of any of my characters (even the one I made specially for PvP...) But not all at once - I set her up differently for the group, content and role at hand. That's not just because of Armoury, though it makes it a bit quicker - she did all those things before Armoury existed by changing gear, changing a couple of morphs and changing attributes. But whether working as a tank, DD or whatever she is always the same character.
I mean, on pve, most healers are soft carried anyway. But yeah no, tank and healing are not dying anytime soon.
Same as pvp, there’s a lot of tanks now (bomb baits and seige removers) and heal bots. I’d argue that support dps (snares, PA, negates) are also increasing.
Support roles are not losing relevance, in my view. It is just that this game is many years old now. Some people have played since the beginning, or close to it. It's only natural that some of the long-time players are very skilled at the game now. This is less noticeable in games that are turn-based or designed more around skill cooldowns. In ESO, it is very noticeable. It is action-oriented, and skill from many years of playing the game makes a really big difference. The fact that a few people can do elite things like solo vet dlc hm dungeons (see some of those on youtube, they are awesome) should not concern anyone or make you think support roles are not relevant. Those are truly amazing feats, on par with record-breaking speed runs of old school games like mario brothers. It takes hours upon hours to develop those skills. For the vast majority of players, tanks and healers are still relevant. There is a small but growing end-game pve community where those roles are less relevant for some content. That is just natural as this skill-based game ages.
Dem_kitkats1 wrote: »
Yes, they are still relevant in the sense that players still play supports, and they are needed for end game content (trials), but how much content is that really? And how much of an impact are those supports making in the content aside from that end game? Tanks are more so relevant, but as others have stated, vet dungeon trifectas can be achieved in group comps that exclude healers. It's even preferred to squeeze out extra dps, rather than to have more healing. If supports are as relevant as players claim, why are there so many issues with players fake queuing?
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Dem_kitkats1 wrote: »Support roles are not losing relevance, in my view. It is just that this game is many years old now. Some people have played since the beginning, or close to it. It's only natural that some of the long-time players are very skilled at the game now. This is less noticeable in games that are turn-based or designed more around skill cooldowns. In ESO, it is very noticeable. It is action-oriented, and skill from many years of playing the game makes a really big difference. The fact that a few people can do elite things like solo vet dlc hm dungeons (see some of those on youtube, they are awesome) should not concern anyone or make you think support roles are not relevant. Those are truly amazing feats, on par with record-breaking speed runs of old school games like mario brothers. It takes hours upon hours to develop those skills. For the vast majority of players, tanks and healers are still relevant. There is a small but growing end-game pve community where those roles are less relevant for some content. That is just natural as this skill-based game ages.
Yes, they are still relevant in the sense that players still play supports, and they are needed for end game content (trials), but how much content is that really? And how much of an impact are those supports making in the content aside from that end game? Tanks are more so relevant, but as others have stated, vet dungeon trifectas can be achieved in group comps that exclude healers. It's even preferred to squeeze out extra dps, rather than to have more healing. If supports are as relevant as players claim, why are there so many issues with players fake queuing?
Also, those who play supports, do it because they enjoy a playstyle and focus that is different than that of a DD. I just think it's sad that it's at the point where they basically have to ask permission to be able to do so.
How to make support roles more relevant while also toning down overpowered builds? Separate the stats required for damage and healing!
It doesn't make a bit of sense that increasing your damage also increases healing!!!
People should have to choose between damage, healing or defense:
- Want max damage? Then your healing and defense should suck.
- Want max healing? Then your damage and defense should suck.
- Want max defense? Then your damage and healing should suck.
The disrespect for the Trinity lies deep within the core design of this game. And as long as people can have 9001 damage while also having big juicy heals then there will always be a problem...
Healers & Crowd Control support builds are heavily used in PVP. If my PVP guild is playing in Cyrodiil we will always try for at least one dedicated healer & CC support is very handy.
A lot of the builds that are low damage 'tanks' can just be ignored until the squishies are dead.. then can be dog-piled.IMO, true 'tank' builds in Cyrodiil are just for trolling. prove me wrong XD
This is so not true its silly.
99.9% of the players I randomly pug can't "4 DPS" Stonegarden HM, yet alone Stonegarden or dreadcellar.
Its like saying Fang Lair HM is "easy to pug" because a guy solo'ed it.