@jaws343 Why shouldn't tanks and healers be able to do solo content? That just seems a really odd thing to want. DPS is also a group role; what makes it special that it should be able to do solo content when the others can't?
@LashanW Funny enough, most of the games that utilize this new version of the trinity are PvP games, namely class-based shooters and MOBAs. If anything this would bring the gameplay of PvP and PvE closer together. As for the armory system, it's a clunky bandaid fix that also functions as a cash-grab. It's not a real solution to the problem.
@Grandchamp1989 The issue there is they implemented passive burst damage sources with proc sets, like you said. In general that is the problem with many of this game's systems is they all revolve around passive effects. The ability to attack and defend need to be balanced, particularly with the game's active abilities.
Tanks/healers should not be able to do solo overland content at all, let alone any significant amount of damage in non solo content.
Switch your gear and skills and stop trying to do solo content in tank setups. Tanks/Healers are literally group support builds. If you aren't in a group those builds shouldn't be viable.
Sure, let's rework entirety of ESO so concepts in those types of games also work without issues here.Funny enough, most of the games that utilize this new version of the trinity are PvP games, namely class-based shooters and MOBAs. If anything this would bring the gameplay of PvP and PvE closer together. As for the armory system, it's a clunky bandaid fix that also functions as a cash-grab. It's not a real solution to the problem.
Tbh I don't get your current issue. Your suggestions are too vague. Can you give some concrete examples of what you want to see?The great thing is that this suggestion doesn't necessarily require a huge change. It's mostly just adding damage and probably restricting access on certain buffs. Not a monumental rework.
Of course the trinity only applies to group content, but my argument is that the difference should be in the way you play in a group, instead of in what you wear.
And thank you for highlighting why the armory system actually DOESN'T solve anything in its current state.
@jaws343 Why shouldn't tanks and healers be able to do solo content? That just seems a really odd thing to want. DPS is also a group role; what makes it special that it should be able to do solo content when the others can't?
@LashanW Funny enough, most of the games that utilize this new version of the trinity are PvP games, namely class-based shooters and MOBAs. If anything this would bring the gameplay of PvP and PvE closer together. As for the armory system, it's a clunky bandaid fix that also functions as a cash-grab. It's not a real solution to the problem.
@Grandchamp1989 The issue there is they implemented passive burst damage sources with proc sets, like you said. In general that is the problem with many of this game's systems is they all revolve around passive effects. The ability to attack and defend need to be balanced, particularly with the game's active abilities.
DPS builds are indeed group roles. Solo builds (the ones you take to arenas) are not dps builds, they cant rely on other people for sustain, and they adjust as well.
Armory is far from clunky and the free slots is enough for this purpose.
Tanks and healers CAN solo content by adjusting the FLEXIBLE skills system of the game (just how dps builds do it too by adding more survivability to their kits), not to mention companions are now a thing,
The game already has things in place to allow any character to do any content.
What you are suggesting is too drastic and impossible to implement without reworking core aspects of the game. In fact, and I dont mean to be rude, it may be better for you to look for a different game.
GW2 sounds like the game you want, honestly.
I mostly disagree with this. Here are my reasons:
- Content creators have been generating "solo" builds for quite some time now. If tanks and healers are having trouble adapting to solo content, they can turn to content creators and the forums for ideas. Can you breeze through vMA with your vRG main tank setup? Maybe not. But I know as an end game healer I have pages and pages of different setups per BOSS, let alone per "role." Why anyone would expect to complete an arena with a setup aimed at optimizing a role for a group of 12 in end game is beyond me.
- We now have the Armory, which allows to swap in another build (except for mundus) before we run an arena or run around overland. And by we, I mean tanks and healers, as I play both roles.
- "Back in the day," I made a character specifically aimed at completing vMA. I made characters aimed at PvP, characters more about tanking, even a character aimed at being good at gathering. Until recently, ZOS has given us tools to seemingly encourage and embrace having different characters -- easy access to xp scrolls and lots of double xp events for leveling, access to cp quickly for alts, and more. Rewards had been shifting to account-wide so it was easier to move between characters for different types of content if you wanted. The handling of AwA, with the erasing of our alt histories and lack of recognition for completing a hard achievement a second or third or fourth time, does conflict with this a bit... but for the purposes of this discussion, we do get a ton of character slots and a lot of support for easily having alts with different strengths and focus. Expecting to be able to do everything on one class, one role, one build... I wouldn't like a game like that to be honest. Too "blah."
All that said, in ESO, healing has always been a more enjoyable role, for me, than any other MMO, because from day 1 healing was hybrid and brought decent DPS. I loved that. It was dynamic and special. And there have been changes over the years which have negatively impacted this excellent aspect of ESO. Power creep means that the DPS we do bring isn't always as meaningful. The change to Healing Springs so you can't lay down more than one single-handedly made the healing role less dynamic because you can't place multiple heals ahead of time, knowing where things WILL happen, and then DPS and help with mechanics in between, as much. The latest update to CP seemed to be going in a direction where healers have to choose between keeping their damage and enhancing their heals.
So from that perspective, I think it is important for ZOS to know that this is part of what makes healing fun, and if nothing else, they should take care not to further nerf the things that allowed this role to be so flexible.
But I've even seen tanks able to bring 15/20K damage in raids and dungeons. Real ones, not "fake" ones. Which means, in a way, it seems like what's being requested is the ability to add damage without having to do the work to learn the class and become good enough with the base role to know how to incorporate damage. And I don't really support that either. New tanks and healers need to learn their base roles. Then comes learning how to be hybrid, carrying multiple armor sets, swapping out abilities and cp per situation, etc. It's not something people can do on day one... but anyone who knows what they are doing can be pretty self reliant with only a couple of tweaks. If one doesn't have the patience to do this while learning to be a tank and healer, they should make an Armory build for other scenarios or a DPS character. My two cents.
PS. I actually disagree with the stance below even more. This type of limiting thought process would also make this game very "blah." I have been here since launch and have soloed all kinds of things creatively as a tank or healer. It's part of becoming a better player.Tanks/healers should not be able to do solo overland content at all, let alone any significant amount of damage in non solo content.
Switch your gear and skills and stop trying to do solo content in tank setups. Tanks/Healers are literally group support builds. If you aren't in a group those builds shouldn't be viable.
I hard disagree on this.
If you wanna make a tank that can deal damage, just do it by taking offensive skills, and mixing and matching what works for you.
If you don't want to do that, use the armory and have a tank/dps setup ready.
The game is getting too homogenized as it is.
@peacenote "Solo builds" are DPS builds with a couple swapped skills. Why do tanks and healers have to adapt so much more to solo?
The Amory is a cashgrab.
This wouldn't remove the alt-game. Different classes, different roles, different activities (I'd actually love being able to go deeper into building a crafter/gatherer specialist) would all benefit from alt characters. This just allows people who like to have a main to actually play that character for more than one specific activity, something I find very "blah."
I'm not entirely sure where the argument is in the rest of your post though. Seems like we mostly agree that it's boring to only be a heal bot or a shield bot, and also that the ability to swap tasks on the fly and be flexible is a good thing.
@LashanW Sure, I have a few thoughts on how this could go.
In general, the goal would be to redistribute and ultimately lower the access to power-gaining buffs, while also providing bonuses to players who properly play their class/role and to groups who coordinate their members well.
-Remove most if not all self-targeting damage buffs. This would include things like Brutality from Momentum, Shrouded Daggers, and Power Surge, or Savagery from Jabs and Flames of Oblivion. To include things like Force, Courage, Berserk, etc.
-Give support lines more group-wide buffs, including more group sources of Brutality and Savagery. Things like Lotus or Drain Power could provide their buffs to the group instead of just the caster. Increase potency of these buffs.
-Cut back sources of debuffs, and limit them mostly to support skill lines.
Some specific ideas:
-1H/Shield passive: Interrupting an enemy increases your damage for x seconds.
-1H/Shield passive: Blocking grants a stacking buff that increases the damage of your next attack (Basically take Power Bash and make it a passive)
-1H/Shield: Replace Power Bash with an execute.
-1H/Shield: Shield Charge now interrupts casting targets and stuns for less time.
-NB Shadow passive: Dodging an attack increases your damage for x seconds per shadow skill equipped.
-NB Siphoning passive: Increase damage against target for each debuff on them.
-Restoration: Replace Force Siphon with a spammable damage ability.
-Restoration: Healing Springs restores resources to the group.
I mostly disagree with this. Here are my reasons:
- Content creators have been generating "solo" builds for quite some time now. If tanks and healers are having trouble adapting to solo content, they can turn to content creators and the forums for ideas. Can you breeze through vMA with your vRG main tank setup? Maybe not. But I know as an end game healer I have pages and pages of different setups per BOSS, let alone per "role." Why anyone would expect to complete an arena with a setup aimed at optimizing a role for a group of 12 in end game is beyond me.
- We now have the Armory, which allows to swap in another build (except for mundus) before we run an arena or run around overland. And by we, I mean tanks and healers, as I play both roles.
- "Back in the day," I made a character specifically aimed at completing vMA. I made characters aimed at PvP, characters more about tanking, even a character aimed at being good at gathering. Until recently, ZOS has given us tools to seemingly encourage and embrace having different characters -- easy access to xp scrolls and lots of double xp events for leveling, access to cp quickly for alts, and more. Rewards had been shifting to account-wide so it was easier to move between characters for different types of content if you wanted. The handling of AwA, with the erasing of our alt histories and lack of recognition for completing a hard achievement a second or third or fourth time, does conflict with this a bit... but for the purposes of this discussion, we do get a ton of character slots and a lot of support for easily having alts with different strengths and focus. Expecting to be able to do everything on one class, one role, one build... I wouldn't like a game like that to be honest. Too "blah."
All that said, in ESO, healing has always been a more enjoyable role, for me, than any other MMO, because from day 1 healing was hybrid and brought decent DPS. I loved that. It was dynamic and special. And there have been changes over the years which have negatively impacted this excellent aspect of ESO. Power creep means that the DPS we do bring isn't always as meaningful. The change to Healing Springs so you can't lay down more than one single-handedly made the healing role less dynamic because you can't place multiple heals ahead of time, knowing where things WILL happen, and then DPS and help with mechanics in between, as much. The latest update to CP seemed to be going in a direction where healers have to choose between keeping their damage and enhancing their heals.
So from that perspective, I think it is important for ZOS to know that this is part of what makes healing fun, and if nothing else, they should take care not to further nerf the things that allowed this role to be so flexible.
But I've even seen tanks able to bring 15/20K damage in raids and dungeons. Real ones, not "fake" ones. Which means, in a way, it seems like what's being requested is the ability to add damage without having to do the work to learn the class and become good enough with the base role to know how to incorporate damage. And I don't really support that either. New tanks and healers need to learn their base roles. Then comes learning how to be hybrid, carrying multiple armor sets, swapping out abilities and cp per situation, etc. It's not something people can do on day one... but anyone who knows what they are doing can be pretty self reliant with only a couple of tweaks. If one doesn't have the patience to do this while learning to be a tank and healer, they should make an Armory build for other scenarios or a DPS character. My two cents.
PS. I actually disagree with the stance below even more. This type of limiting thought process would also make this game very "blah." I have been here since launch and have soloed all kinds of things creatively as a tank or healer. It's part of becoming a better player.Tanks/healers should not be able to do solo overland content at all, let alone any significant amount of damage in non solo content.
Switch your gear and skills and stop trying to do solo content in tank setups. Tanks/Healers are literally group support builds. If you aren't in a group those builds shouldn't be viable.
I mostly take this hard line of a stance on it due to the various threads over the last few years that have argued for lowering the difficulty levels of solo arenas so that their 60K health tank build doing 5K DPS could clear the content. It's absurd. It's great if you can do it within the current limitations of the builds, but it's threads like this, where players refuse to make the changes to their build in order to do solo content properly and then complain when that content is difficult or near impossible for them to do. The fact is, even if it can be done in a tedious and long drawn out way, tanks are not meant to do solo content, they are meant to be group support roles.
So, correct me if I'm wrong, but a lot of what I'm getting here is that people prefer stat-based difficulty vs. skill-based difficulty. Currently, the way you engage content is by switching between sets and abilities, rather than switching how you approach a situation with the same sets and abilities.
And hey, I'll take the L on this if that's really what everyone feels. It just seems backwards to me. I'd much rather be able to dump time into one spec and learn it well enough to complete all content, and have swapping specs be like learning a new way to complete the same content.
As for DPS and solo builds, notice how much overlap there is to a DPS and solo build compared to a tank or healer and a solo. You swap out maybe 2-3 skills and a couple sets for DPS. For tank or healer you're swapping weapon types, armor types, 5-7 skills and all of your sets. It's not even comparable. You can for the most part solo with a pure DPS build if you're good. You cannot solo with a tank or healer build.
Being able to do vet dungeons alone on a solo build proves the point that a pure tank needing to do damage is unnecessary. And the idea that needing to switch a few skills and a gear set is inherently bad is just misguided.
@Oreyn_Bearclaw The point I keep trying to make is that you adapt how you play. You shouldn't have to adapt your whole build. Yes, as a tank in group content I will spend more time blocking, interrupting, chaining, CCing or whatever else a tank does. But then to play solo content I have to spend more time dealing damage and healing/sustaining myself because I don't have those players with me. A DPS however does the same thing in both types of content. They block when absolutely necessary, they stay out of stupid, and they parse. Once again, the difference in what a DPS has to do to swap content is nothing compared to tanks and supports, because it's so easy to do a DPS's job without help.
@jaws343 So, you say, "You can already do that," then immediately show how you have to swap skills and gear. But this also goes back to my point from before.As for DPS and solo builds, notice how much overlap there is to a DPS and solo build compared to a tank or healer and a solo. You swap out maybe 2-3 skills and a couple sets for DPS. For tank or healer you're swapping weapon types, armor types, 5-7 skills and all of your sets. It's not even comparable. You can for the most part solo with a pure DPS build if you're good. You cannot solo with a tank or healer build.
So starting with the extra gear, a player needs to grind out levels in weapon skills they wouldn't use for overland to get into group content as a tank or healer. The wouldn't use these weapons for overland because they're garbage compared to the DPS weapons. This puts an unnecessary roadblock to learning these skill lines while discouraging newer players from trying those roles.
But more importantly, your comparison between swapping roles ignores the massive difference in what you can hope to complete with each build. Even if you didn't swap skills or gear at all, your solo build could still do enough DPS to complete vet trials. Swap two skills and an armor set and you're ready for prog groups.
Compare that to tank and healer. With the swaps you show, you can be a "meh" tank or healer. You could complete normal trials (Though good luck getting a group to take you if they don't already know you), but you'd be missing out on 50% of what these roles are expected to provide in a group. It's unlikely you'd be able to get through vet trials, and you most certainly would not be allowed in an organized group. All that and you're still required to farm alternative weapon types just to compete.
The barrier to entry for these roles is not skill, it's gear, and that's boring. It's also boring that a third of weapon types are unsuited for solo content. These problems do not exist for DPS players, despite DPS also being a group role.Being able to do vet dungeons alone on a solo build proves the point that a pure tank needing to do damage is unnecessary. And the idea that needing to switch a few skills and a gear set is inherently bad is just misguided.
I'd argue that being able to do vet dungeons alone on a solo build proves that it's ridiculous that a tank can't do damage. And the idea that you should need to switch gear sets is just misguided (We can both state our opinion as fact I guess).
In general, the goal would be to redistribute and ultimately lower the access to power-gaining buffs, while also providing bonuses to players who properly play their class/role and to groups who coordinate their members well.
-Remove most if not all self-targeting damage buffs. This would include things like Brutality from Momentum, Shrouded Daggers, and Power Surge, or Savagery from Jabs and Flames of Oblivion. To include things like Force, Courage, Berserk, etc.
-Give support lines more group-wide buffs, including more group sources of Brutality and Savagery. Things like Lotus or Drain Power could provide their buffs to the group instead of just the caster. Increase potency of these buffs.
-Cut back sources of debuffs, and limit them mostly to support skill lines.
Some specific ideas:
-1H/Shield passive: Interrupting an enemy increases your damage for x seconds.
-1H/Shield passive: Blocking grants a stacking buff that increases the damage of your next attack (Basically take Power Bash and make it a passive)
-1H/Shield: Replace Power Bash with an execute.
-1H/Shield: Shield Charge now interrupts casting targets and stuns for less time.
-NB Shadow passive: Dodging an attack increases your damage for x seconds per shadow skill equipped.
-NB Siphoning passive: Increase damage against target for each debuff on them.
-Restoration: Replace Force Siphon with a spammable damage ability.
-Restoration: Healing Springs restores resources to the group.
A character has 12 equipment slots (2 weapon bars) and 12 skill slots. This game has over 500 sets and over 190 skills spanning 6 playable classes and 6 weapon types. So yeah, that is exactly how ESO is designed to be played.So, correct me if I'm wrong, but a lot of what I'm getting here is that people prefer stat-based difficulty vs. skill-based difficulty. Currently, the way you engage content is by switching between sets and abilities, rather than switching how you approach a situation with the same sets and abilities.
I think this might be the main problem you're having. You want the same build to be able to do the same thing, even though overland, dungeons, trials, and PvP are all different things that require different builds. Making a solo build shouldn't mean not being able to do group content; you just literally switch builds. When you go from group content to solo switch to your solo build. When you want to do group content you don't just stay on your solo build, you swap to your group one. Therefore switching builds doesn't impact either your group content or solo content performance.@HaruKamui Sorry, guess I missed your first reply. So I'll start there.
The problem with just switching builds is it then limits your ability to be an effective tank for your team. And I don't mean this in the sense of personal survivability, but in the tank-utility you grant your allies. You're making your team weaker to cover up their weaknesses, which makes no sense.