Oreyn_Bearclaw wrote: »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.
You have made several comments in this thread that seem to suggest that you think adapting your build to the content at hand is somehow a less skillful way to play the game. Truthfully, I think you have that completely backwards. First, there is an art to building your character to the task at hand. Call it knowledge, call it wisdom, call it skill, whatever. Second, there is absolutely a skill set in being able to play your character in multiple ways.
It is 100% patently absurd to think that in anything but the most elite and optimized vet trials groups that tanks and healer can not or should not be able to do their respective jobs and contribute a non trivial amount of damage. Nor DPS be able to support the remaining team members when something goes wrong with either of those other roles. The content in this game is flexible enough in almost every single case that roles goals are to detail their main job and if they can complete that and contribute to the dungeon in more than that role then all the better.
The toxic subculture of hard line role delineation is poisoning the game. For instance a few months ago I Cleared Vet Cauldron with a Pug group on my Sorc tank that had a bash build on to contribute extra damage, and the entire time some snake of a DPS was hissing about fake tanks, and how I should be kicked. We cleared it with out too much difficulty apart from one person taking the time to punctuate every encounter with their temper tantrum. To add the cherry on top when the rest of the group wiped to the last boss from messing up mechs I was able to kill it to clear the dungeon because I wasn't a "Block Rock".
That said for Something like Vet Trials the role of the the trinity is more hardline because there are more people required to do the content and the specific tasks are more focused. The tanks job is to live.in that case simply because the potential damage they could contribute isn't needed.
I know I just brought it up but if we could just cut the "BUT IN VET TRIALS" out of it because it's understood, the conversation would be more productive.
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.
MEBengalsFan2001 wrote: »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 know plenty of healers and tanks would state otherwise. If you build your character correctly you should not have any issue completing overland content alone.
I did clarify what I meant regarding "stat-based vs. skill-based," but to reiterate, it's that I think skill should outweigh stats. It's not that gear-swapping suddenly makes content skill-free, but the fact that not doing so can make content straight-up unbeatable even if you play 100% perfectly. That's what I have a problem with regarding that specifically.Oreyn_Bearclaw wrote: »You have made several comments in this thread that seem to suggest that you think adapting your build to the content at hand is somehow a less skillful way to play the game. Truthfully, I think you have that completely backwards. First, there is an art to building your character to the task at hand. Call it knowledge, call it wisdom, call it skill, whatever. Second, there is absolutely a skill set in being able to play your character in multiple ways.
I'm dying to know where you get the idea that I want a singular meta build. If I haven't already explicitly stated multiple times that I'm in favor of build diversity, then let me do that right now. Again, the activities themselves don't take less skill for NOT swapping gear. If anything they would take more, that's literally WHY people swap gear, to make the content easier. Like I already said, pressing a button to swap to a slightly different set of passive buffs is not skill, no matter how you look at it. Your argument at this point is the ESO ouroboros logo; a cycle of the same non-arguments that both feed into and contradict each other.Oreyn_Bearclaw wrote: »You seem to want one build to rule them all. Not to skate over the fact, that's exactly how wildly overpowered metas happen, it also takes far less skill and knowledge if your same build can do everything. It's a dumbed down way to play the game.
A lot of deaths, especially in newer content, is from one-shot mechanics. Doesn't matter how tanky your build is, if you mess up you will die. Beyond those however, I already stated in the OP that it would likely be necessary to buff enemy HP to keep content in check. But hey, I'd also be down with lowering the level of passive tankiness that ALL builds get if survivability became a crutch.Oreyn_Bearclaw wrote: »As to your comment about trifectas, yes speed matters, but speed is almost never the limiting factor. It's always deaths. Other than maybe godslayer early on (where time was a crunch), if you get the no death, everything else pretty much falls into place. So yes. If tanks could do even half the damage of a DPS, group DPS would fall very little if any, survivability would go through the roof, and trifectas would be easy mode.
I'm gonna need you to stop putting words in my mouth. Your refusal to read doesn't justify trying to put me down. I've stated a dozen times that this is not exclusively about solo content, despite everyone's focus on that one aspect. Then laziness in build creation? Dude, check some of my prior posts. I spend most of my in-game time making actually unique new builds that try to break out of the meta. And you want to sit here bolstering your argument saying it takes skill to go online and look up a solo build? Nah bro, it doesn't, and you're not better for doing it. It takes skill to solo a group dungeon, I'll give you that. But the build is the easiest part by far.There isn't any need for a productive conversation based on the OPs premise: They don't want to make any changes to their tank build to add in higher DPS in solo content and instead want to change the way the entire game is put together to justify their laziness in build creation. Removing all self buffs: absurd. Tanks being able to tank dungeons and deal solo DPS levels of damage: absurd.
It takes actual skill to build a solo DPS and effectively use it to solo content like group dungeons. Actual skill. It's doesn't take skill to request the game be changed to accommodate a refusal to adapt builds around the content your are trying to play.
I like that you keep conveniently forgetting to mention that DPS is also a group role, but let's take this out of the group context and you might get it. Instead of Tank-Healer-DPS, we have Defense-Utility-Damage. No matter the context, group or solo, those three pillars are relevant. You need enough defense to survive in any encounter, or you die. Utility is not required its own, but makes the other two pillars stronger and is therefore pretty much always present. Then damage, which of course you need to kill your enemy and therefore actually beat whatever activity you're working on.Oreyn_Bearclaw wrote: »But that's the whole point. Tanks and Healers are by definition group rules, and if you are alone, they simply arent aplicable terms. You cant taunt nor heal an enemy to death, nor should you be able to.
If a tank or healer could also put out endgame DPS, that would actually kill build diversity. If you can have a single build that can't die and can burn down everything in a matter of minutes, why play anything other than that build? No matter the content, that build would be used for everything. Because it couldn't die and can burst everything.
Obviously this would make Cyro a very boring place because the "burn everything" part wouldn't apply, since everyone would also be a tank or a healer with defenses and utility to keep them alive.
The simple fact is you are meant to switch your builds depending on what you want to do. There is no single build that will be able to do everything in all content. It's never been that way and it never will be, because the game would be cheesed in all PvE content by everyone running high DPS but tanky unkillable builds, and in Cyro no one would die.
Also, if a DPS sacrifices slots on their bars for utility and defense, it almost always drives down their damage output. And even for the ones that don't, DPS also tend to be very squishy because everything tends to be stacked towards offensive power, with little to none being spared for defenses, depending on whatever build someone is running. You aren't going to find people with high damage that also have stellar defenses.
Yo I'm actually about to put a FAQ in the OP with, "Why would you play anything else?" and "What about PvP?"If a tank or healer could also put out endgame DPS, that would actually kill build diversity. If you can have a single build that can't die and can burn down everything in a matter of minutes, why play anything other than that build? No matter the content, that build would be used for everything. Because it couldn't die and can burst everything.
Obviously this would make Cyro a very boring place because the "burn everything" part wouldn't apply, since everyone would also be a tank or a healer with defenses and utility to keep them alive.
Again, answered. The damage output they lose is honestly minimal. As it is, a PURE dps build (The ones pushing leaderboards right now) are slotting skills for passive effects, and those effects are either ones the support provides or ones they can get from other active skills. They have slots to spare. And yet even still, a lot of their active attacks also provide major buffs, which ironically are actually incredibly rare in support skill lines. It's no wonder supports get phased out in older content. When you really look at the buff sources in the game you see the huge bias towards DPS/generic skills/sets.Also, if a DPS sacrifices slots on their bars for utility and defense, it almost always drives down their damage output. And even for the ones that don't, DPS also tend to be very squishy because everything tends to be stacked towards offensive power, with little to none being spared for defenses, depending on whatever build someone is running. You aren't going to find people with high damage that also have stellar defenses.
"freely. . . for a minimal fee." Literal contradiction. I'd say the fact that you need to pay/go to a shrine is evidence that you were not in fact meant to do it so frequently. Almost like they wanted you to stick with your build choices unless you really wanted to swap them. As for skills/gear being freely equippable. . . Imagine if every time you leveled up as a new character and got a new skill, or picked up a new item, you had to go back home to equip it. That's why. It is funny to notice something though; The less relevant a choice is, the harder it is to switch. Skills and sets (Which make up the fundamentals of your character) are free to swap. Morphs, attribute and CP (Relatively impactful) requires a respec. But changing traits (Basically meaningless until endgame) requires going through research timers and grinding transmutes. Seems kinda backwards no?If we weren't meant to swap builds around and do different things, we wouldn't be able to freely swap our CP for a minimal fee, or change our Morphs or redistribute Attribute Points. We wouldn't be able to swap gear and skills anywhere (so long as we aren't in combat). Pretty much all the systems related to combat can be changed at will for the most part, a fact that wouldn't exist if we weren't meant to change builds, and do so fairly often.
I did clarify what I meant regarding "stat-based vs. skill-based," but to reiterate, it's that I think skill should outweigh stats. It's not that gear-swapping suddenly makes content skill-free, but the fact that not doing so can make content straight-up unbeatable even if you play 100% perfectly. That's what I have a problem with regarding that specifically.Oreyn_Bearclaw wrote: »You have made several comments in this thread that seem to suggest that you think adapting your build to the content at hand is somehow a less skillful way to play the game. Truthfully, I think you have that completely backwards. First, there is an art to building your character to the task at hand. Call it knowledge, call it wisdom, call it skill, whatever. Second, there is absolutely a skill set in being able to play your character in multiple ways.
I will say though that it's wrong to imply gear-swapping is a skill itself. Sure, for the content creators and true meta-definers who come up with the builds, there's definitely skill and time put into that. For everyone else though, it's as easy as looking up a guide online or reading your guild's "Gear requirements" page, and you do not get to take credit for that. As far as there being skill in playing your character multiple ways, I'd say it's more skill to take the same tools and uniquely apply them to the situation than to just swap your tools, but I've also already attested that it's a good thing when you have options to swap your character's style and learn a new skillset. I just want those swaps to be meaningful and not because "Oh there's a trash pack ahead better put my AoE buffing sets on."I'm dying to know where you get the idea that I want a singular meta build. If I haven't already explicitly stated multiple times that I'm in favor of build diversity, then let me do that right now. Again, the activities themselves don't take less skill for NOT swapping gear. If anything they would take more, that's literally WHY people swap gear, to make the content easier. Like I already said, pressing a button to swap to a slightly different set of passive buffs is not skill, no matter how you look at it. Your argument at this point is the ESO ouroboros logo; a cycle of the same non-arguments that both feed into and contradict each other.Oreyn_Bearclaw wrote: »You seem to want one build to rule them all. Not to skate over the fact, that's exactly how wildly overpowered metas happen, it also takes far less skill and knowledge if your same build can do everything. It's a dumbed down way to play the game.A lot of deaths, especially in newer content, is from one-shot mechanics. Doesn't matter how tanky your build is, if you mess up you will die. Beyond those however, I already stated in the OP that it would likely be necessary to buff enemy HP to keep content in check. But hey, I'd also be down with lowering the level of passive tankiness that ALL builds get if survivability became a crutch.Oreyn_Bearclaw wrote: »As to your comment about trifectas, yes speed matters, but speed is almost never the limiting factor. It's always deaths. Other than maybe godslayer early on (where time was a crunch), if you get the no death, everything else pretty much falls into place. So yes. If tanks could do even half the damage of a DPS, group DPS would fall very little if any, survivability would go through the roof, and trifectas would be easy mode.I'm gonna need you to stop putting words in my mouth. Your refusal to read doesn't justify trying to put me down. I've stated a dozen times that this is not exclusively about solo content, despite everyone's focus on that one aspect. Then laziness in build creation? Dude, check some of my prior posts. I spend most of my in-game time making actually unique new builds that try to break out of the meta. And you want to sit here bolstering your argument saying it takes skill to go online and look up a solo build? Nah bro, it doesn't, and you're not better for doing it. It takes skill to solo a group dungeon, I'll give you that. But the build is the easiest part by far.There isn't any need for a productive conversation based on the OPs premise: They don't want to make any changes to their tank build to add in higher DPS in solo content and instead want to change the way the entire game is put together to justify their laziness in build creation. Removing all self buffs: absurd. Tanks being able to tank dungeons and deal solo DPS levels of damage: absurd.
It takes actual skill to build a solo DPS and effectively use it to solo content like group dungeons. Actual skill. It's doesn't take skill to request the game be changed to accommodate a refusal to adapt builds around the content your are trying to play.
I'd also like to address the "removing self-buffs" debacle: It was one of several ideas I listed (Everybody got too triggered reading that one to acknowledge the rest) that would provide better power balance. Not only was it just one specific possibility that would achieve the topic of the OP, but it also addresses the homogenization issue that you and yours have stated being unhappy with. It was not however suggested as the end-all-be-all solution. You chose to take it that way.
Oh, and DPS being able to tank dungeons and still deal solo levels of damage: absurd. But that's literally what we have in game right now, so make of that what you will.I like that you keep conveniently forgetting to mention that DPS is also a group role, but let's take this out of the group context and you might get it. Instead of Tank-Healer-DPS, we have Defense-Utility-Damage. No matter the context, group or solo, those three pillars are relevant. You need enough defense to survive in any encounter, or you die. Utility is not required its own, but makes the other two pillars stronger and is therefore pretty much always present. Then damage, which of course you need to kill your enemy and therefore actually beat whatever activity you're working on.Oreyn_Bearclaw wrote: »But that's the whole point. Tanks and Healers are by definition group rules, and if you are alone, they simply arent aplicable terms. You cant taunt nor heal an enemy to death, nor should you be able to.
DPS players get decent access to defense and GREAT access to utility with little to no sacrifice to their damage output.
Tanks and healers get horrendous access to damage without seriously sacrificing their defense or utility.
That is just ONE of the major balance issues I mentioned in the OP, and not once has it been addressed in any of your responses.
What is the content that becomes unbeatable unless you gear-swap? An example?I did clarify what I meant regarding "stat-based vs. skill-based," but to reiterate, it's that I think skill should outweigh stats. It's not that gear-swapping suddenly makes content skill-free, but the fact that not doing so can make content straight-up unbeatable even if you play 100% perfectly.
What's a meaningful swap in your way of thinking? (Genuine curiosity as that example you mentioned sounds like a meaningful swap to me).I just want those swaps to be meaningful and not because "Oh there's a trash pack ahead better put my AoE buffing sets on."
My main DD who has 350 skill points atm, need to pay 17k gold if she wants to completely change them. But if she wants to change her hair color a bit, gotta pay up 1000 crowns, on PC-EU that's like 2 million gold. There's no point in over analyzing payments required for changing character aspects."freely. . . for a minimal fee." Literal contradiction. I'd say the fact that you need to pay/go to a shrine is evidence that you were not in fact meant to do it so frequently. Almost like they wanted you to stick with your build choices unless you really wanted to swap them.
Point A about "organized DPS will still do more damage" means nothing. If you want tanks and healers doing anything like 30-40k, no one will care if organized DPS will do more damage. If a build can do that kind of damage while also having the survivability of tank, EVERYONE WOULD USE IT. People would take the drop in DPS because why wouldn't they, if they could run something with high damage and high survivability. And you haven't said once, that I've seen at least, how much damage you expect healers and tanks to be able to do. Healers can already hit 20-30k or probably higher (my healers can average around 20k DPS) and I've seen tanks be able to manage around 15k, which is more than enough for overland.Yo I'm actually about to put a FAQ in the OP with, "Why would you play anything else?" and "What about PvP?"If a tank or healer could also put out endgame DPS, that would actually kill build diversity. If you can have a single build that can't die and can burn down everything in a matter of minutes, why play anything other than that build? No matter the content, that build would be used for everything. Because it couldn't die and can burst everything.
Obviously this would make Cyro a very boring place because the "burn everything" part wouldn't apply, since everyone would also be a tank or a healer with defenses and utility to keep them alive.
Answer 1: Because DPS in an organized group will still do more damage. Also, a DPS should always be more bursty. That doesn't mean tanks and supports can't have decent sustained damage output.
Answer 2: Same as answer 1 + This paradigm is from PvP games + If nobody can die, damage across the board is too low Also possible: Sustain is too passive or otherwise low-resource-intensive.Again, answered. The damage output they lose is honestly minimal. As it is, a PURE dps build (The ones pushing leaderboards right now) are slotting skills for passive effects, and those effects are either ones the support provides or ones they can get from other active skills. They have slots to spare. And yet even still, a lot of their active attacks also provide major buffs, which ironically are actually incredibly rare in support skill lines. It's no wonder supports get phased out in older content. When you really look at the buff sources in the game you see the huge bias towards DPS/generic skills/sets.Also, if a DPS sacrifices slots on their bars for utility and defense, it almost always drives down their damage output. And even for the ones that don't, DPS also tend to be very squishy because everything tends to be stacked towards offensive power, with little to none being spared for defenses, depending on whatever build someone is running. You aren't going to find people with high damage that also have stellar defenses."freely. . . for a minimal fee." Literal contradiction. I'd say the fact that you need to pay/go to a shrine is evidence that you were not in fact meant to do it so frequently. Almost like they wanted you to stick with your build choices unless you really wanted to swap them. As for skills/gear being freely equippable. . . Imagine if every time you leveled up as a new character and got a new skill, or picked up a new item, you had to go back home to equip it. That's why. It is funny to notice something though; The less relevant a choice is, the harder it is to switch. Skills and sets (Which make up the fundamentals of your character) are free to swap. Morphs, attribute and CP (Relatively impactful) requires a respec. But changing traits (Basically meaningless until endgame) requires going through research timers and grinding transmutes. Seems kinda backwards no?If we weren't meant to swap builds around and do different things, we wouldn't be able to freely swap our CP for a minimal fee, or change our Morphs or redistribute Attribute Points. We wouldn't be able to swap gear and skills anywhere (so long as we aren't in combat). Pretty much all the systems related to combat can be changed at will for the most part, a fact that wouldn't exist if we weren't meant to change builds, and do so fairly often.
Uh, each time you used this argument and said, "Tank and healer are group roles" while not mentioning DPS.Oreyn_Bearclaw wrote: »DPS is absolutely a group role, when did I suggest it wasnt?
Okay, we're getting closer to understanding the point here. . .Oreyn_Bearclaw wrote: »Is a DPS build closer to an openworld PVE build than a pure tank or pure healer? Of course it is. Its a video game that revolves around killing bad guys and monsters.
Your Cyro PvP build being a tank is your choice. Which is fine. But it's not like there aren't bursty gank builds being complained about in all forms of PvP. The environment itself doesn't force you to play a tank. As for your healer build, I'm assuming you meant "support in PvP," but either way, you're saying your support build plays similar to your support (healer) build. . . So? Not seeing the argument there.Oreyn_Bearclaw wrote: »That said, my open world PVP build, and certainly my dueling build, read much more like a tank than a PVE DPS. When I run support in PVE, it plays similar to my healer build. No two are exactly alike, especially if you want to be effective at what you are doing.
Right. I've attested to this myself several times in this thread. The ends of the spectrum don't need to be so extreme though. I've already mentioned over and over how DPS can get decent survivability with little DPS loss (Yes there is SOME, particularly in solo content). And I'm okay with that, so long as damage is accessible for the same tradeoff for tanks and supports.Oreyn_Bearclaw wrote: »End of the day, the most fundamental tradeoff is damage and defense. You seem to want a tank to also be good at damage. If you can do both, there is no balance.
Anything with a DPS check, most notably for this scenario the DPS checks in MA and VH. But even in group content, anything that requires someone else to hit a stat mark so you don't die can be frustrating (Does not apply to trifecta runs where everyone should be expected to exceed average performance).What is the content that becomes unbeatable unless you gear-swap? An example?
Already said this in the post you quoted. Again.Btw there's plenty of players who copy some meta dps build from a content creator (so they have the same stats as the content creator) but they don't even come close to the dps showcased with the build, not until they understand the build AND put in enough practice.
And they've failed repeatedly by giving DPS easier solo access to utility while simply giving tanks and supports more "Group-oriented" sets.ZoS has many times tried to "lower the ceiling" and "raise the floor". All of this, is because this game is more skill-based than stat-based.
Meaningful like swapping roles, or changing the core of how your character performs within the same role (i.e. swapping from 1H/Shield tank to a Frost Staff tank).What's a meaningful swap in your way of thinking? (Genuine curiosity as that example you mentioned sounds like a meaningful swap to me).
Two completely different things to compare. The part about hair color just shows that ZoS knows who's going to pay them money, and they're more than willing to take it (See other posts about ZoS's increasing greed).My main DD who has 350 skill points atm, need to pay 17k gold if she wants to completely change them. But if she wants to change her hair color a bit, gotta pay up 1000 crowns, on PC-EU that's like 2 million gold. There's no point in over analyzing payments required for changing character aspects.
Do you actually believe this? I think most endgame players will agree that doing MAXIMUM damage is of high preference. Endgame DPS give up active slots for passive buffs. They WILL play DPS if it gives them more damage and less time repeating mechanics.Point A about "organized DPS will still do more damage" means nothing. If you want tanks and healers doing anything like 30-40k, no one will care if organized DPS will do more damage.
Somewhere in the ballpark of what solo builds can do. Which would still be less than a group DPS, just so we don't have to rehash that again in your next post.And you haven't said once, that I've seen at least, how much damage you expect healers and tanks to be able to do.
I'm sorry but just read. Like for real, I directly addressed this already in the post you quoted. Also, excessive tankiness WAS a problem in a recent patch. It's not a new problem for this game, so yes, it DOES in fact already happen.The PvP point? You're acting like I'm saying that's the case now when I'm clearly saying that would be the case for what you want. If we had a single build that could do high damage but never die, then all of Cyro would just be stalemates when it comes to fighting other players.
DPS get access to Brutality, Savagery, Force, and often Minor Berserk (Now even Major Berserk with Kinra's) with little to no loss of DPS skills/sets. Those are the BIGGEST damage buffs in the game. Compare that to what tanks and supports get to provide: Courage. That's the only real unique damage buff they supply anymore. And the worst part is that's from SETS usually, though Major Force usually comes from the ever-present Warhorn (Seriously this skill has been a must-have on non-DPS for YEARS. Where are the other support ults?) Again, DPS are getting so many free buffs they're overlapping and exceeding what supports give.Most DPS may run a utility skill or two, but they aren't running a full kit like a dedicated tank or healer. If they try their damage output would decrease significantly. A lot of DPS skills have these buffs and healing because they do not have the space to put a full suite of healing and utility skills. Healers and tanks are expected to have these different skills because that's their role. Also, no DPS of any single Class or Race can completely buff themselves and still do high DPS. Sure, you can give yourself some buffs with sets and all, but if a person could easily give themselves every buff even as a DPS then we wouldn't really ask that healers and tanks provide the missing ones DPS can't give themselves, would we?
"Without restriction or interference." Having to go to a shrine and pay gold IS restriction and interference. You can dismiss it as however minor you want, but it's still there. "Without compulsion." Again, paying IS compulsion. So yes, literal contradiction.Finally, the "freely" remark. Freely does not mean 'something without a monetary cost', it means the following:
*Not under the control of another
*Without restriction or interference
*In copious or generous amounts
*Openly and honestly
*Willingly and readily; without compulsion
You'll notice I've left alone the people who will just agree to disagree. I don't care if you don't like my ideas, everyone has their own opinion. The reason I've kept responding is because A. People are putting words in my mouth, telling me what I know or what I want or what I don't want, often in direct contradiction to what I've actually said, and B. People keep telling me I'm objectively, unequivocally wrong, then providing half-baked arguments that aim more to insult me than to actually give evidence of why I'm wrong. The most compelling argument any of you seem to know is "Nobody would play DPS," which is as hypothetical as any of these changes actually happening as has no real bearing without testing.You said you'd accept it if everyone really felt this way but all you've done is double down the more we try to tell you why your idea wouldn't work.
Uh, each time you used this argument and said, "Tank and healer are group roles" while not mentioning DPS.Oreyn_Bearclaw wrote: »DPS is absolutely a group role, when did I suggest it wasnt?Okay, we're getting closer to understanding the point here. . .Oreyn_Bearclaw wrote: »Is a DPS build closer to an openworld PVE build than a pure tank or pure healer? Of course it is. Its a video game that revolves around killing bad guys and monsters.Your Cyro PvP build being a tank is your choice. Which is fine. But it's not like there aren't bursty gank builds being complained about in all forms of PvP. The environment itself doesn't force you to play a tank. As for your healer build, I'm assuming you meant "support in PvP," but either way, you're saying your support build plays similar to your support (healer) build. . . So? Not seeing the argument there.Oreyn_Bearclaw wrote: »That said, my open world PVP build, and certainly my dueling build, read much more like a tank than a PVE DPS. When I run support in PVE, it plays similar to my healer build. No two are exactly alike, especially if you want to be effective at what you are doing.Right. I've attested to this myself several times in this thread. The ends of the spectrum don't need to be so extreme though. I've already mentioned over and over how DPS can get decent survivability with little DPS loss (Yes there is SOME, particularly in solo content). And I'm okay with that, so long as damage is accessible for the same tradeoff for tanks and supports.Oreyn_Bearclaw wrote: »End of the day, the most fundamental tradeoff is damage and defense. You seem to want a tank to also be good at damage. If you can do both, there is no balance.Anything with a DPS check, most notably for this scenario the DPS checks in MA and VH. But even in group content, anything that requires someone else to hit a stat mark so you don't die can be frustrating (Does not apply to trifecta runs where everyone should be expected to exceed average performance).What is the content that becomes unbeatable unless you gear-swap? An example?Already said this in the post you quoted. Again.Btw there's plenty of players who copy some meta dps build from a content creator (so they have the same stats as the content creator) but they don't even come close to the dps showcased with the build, not until they understand the build AND put in enough practice.And they've failed repeatedly by giving DPS easier solo access to utility while simply giving tanks and supports more "Group-oriented" sets.ZoS has many times tried to "lower the ceiling" and "raise the floor". All of this, is because this game is more skill-based than stat-based.Meaningful like swapping roles, or changing the core of how your character performs within the same role (i.e. swapping from 1H/Shield tank to a Frost Staff tank).What's a meaningful swap in your way of thinking? (Genuine curiosity as that example you mentioned sounds like a meaningful swap to me).Two completely different things to compare. The part about hair color just shows that ZoS knows who's going to pay them money, and they're more than willing to take it (See other posts about ZoS's increasing greed).My main DD who has 350 skill points atm, need to pay 17k gold if she wants to completely change them. But if she wants to change her hair color a bit, gotta pay up 1000 crowns, on PC-EU that's like 2 million gold. There's no point in over analyzing payments required for changing character aspects.Do you actually believe this? I think most endgame players will agree that doing MAXIMUM damage is of high preference. Endgame DPS give up active slots for passive buffs. They WILL play DPS if it gives them more damage and less time repeating mechanics.Point A about "organized DPS will still do more damage" means nothing. If you want tanks and healers doing anything like 30-40k, no one will care if organized DPS will do more damage.Somewhere in the ballpark of what solo builds can do. Which would still be less than a group DPS, just so we don't have to rehash that again in your next post.And you haven't said once, that I've seen at least, how much damage you expect healers and tanks to be able to do.I'm sorry but just read. Like for real, I directly addressed this already in the post you quoted. Also, excessive tankiness WAS a problem in a recent patch. It's not a new problem for this game, so yes, it DOES in fact already happen.The PvP point? You're acting like I'm saying that's the case now when I'm clearly saying that would be the case for what you want. If we had a single build that could do high damage but never die, then all of Cyro would just be stalemates when it comes to fighting other players.DPS get access to Brutality, Savagery, Force, and often Minor Berserk (Now even Major Berserk with Kinra's) with little to no loss of DPS skills/sets. Those are the BIGGEST damage buffs in the game. Compare that to what tanks and supports get to provide: Courage. That's the only real unique damage buff they supply anymore. And the worst part is that's from SETS usually, though Major Force usually comes from the ever-present Warhorn (Seriously this skill has been a must-have on non-DPS for YEARS. Where are the other support ults?) Again, DPS are getting so many free buffs they're overlapping and exceeding what supports give.Most DPS may run a utility skill or two, but they aren't running a full kit like a dedicated tank or healer. If they try their damage output would decrease significantly. A lot of DPS skills have these buffs and healing because they do not have the space to put a full suite of healing and utility skills. Healers and tanks are expected to have these different skills because that's their role. Also, no DPS of any single Class or Race can completely buff themselves and still do high DPS. Sure, you can give yourself some buffs with sets and all, but if a person could easily give themselves every buff even as a DPS then we wouldn't really ask that healers and tanks provide the missing ones DPS can't give themselves, would we?"Without restriction or interference." Having to go to a shrine and pay gold IS restriction and interference. You can dismiss it as however minor you want, but it's still there. "Without compulsion." Again, paying IS compulsion. So yes, literal contradiction.Finally, the "freely" remark. Freely does not mean 'something without a monetary cost', it means the following:
*Not under the control of another
*Without restriction or interference
*In copious or generous amounts
*Openly and honestly
*Willingly and readily; without compulsionYou'll notice I've left alone the people who will just agree to disagree. I don't care if you don't like my ideas, everyone has their own opinion. The reason I've kept responding is because A. People are putting words in my mouth, telling me what I know or what I want or what I don't want, often in direct contradiction to what I've actually said, and B. People keep telling me I'm objectively, unequivocally wrong, then providing half-baked arguments that aim more to insult me than to actually give evidence of why I'm wrong. The most compelling argument any of you seem to know is "Nobody would play DPS," which is as hypothetical as any of these changes actually happening as has no real bearing without testing.You said you'd accept it if everyone really felt this way but all you've done is double down the more we try to tell you why your idea wouldn't work.
Do you actually believe this? I think most endgame players will agree that doing MAXIMUM damage is of high preference. Endgame DPS give up active slots for passive buffs. They WILL play DPS if it gives them more damage and less time repeating mechanics.Point A about "organized DPS will still do more damage" means nothing. If you want tanks and healers doing anything like 30-40k, no one will care if organized DPS will do more damage.Somewhere in the ballpark of what solo builds can do. Which would still be less than a group DPS, just so we don't have to rehash that again in your next postAnd you haven't said once, that I've seen at least, how much damage you expect healers and tanks to be able to do.
Do you actually believe this? I think most endgame players will agree that doing MAXIMUM damage is of high preference. Endgame DPS give up active slots for passive buffs. They WILL play DPS if it gives them more damage and less time repeating mechanics.Point A about "organized DPS will still do more damage" means nothing. If you want tanks and healers doing anything like 30-40k, no one will care if organized DPS will do more damage.Somewhere in the ballpark of what solo builds can do. Which would still be less than a group DPS, just so we don't have to rehash that again in your next postAnd you haven't said once, that I've seen at least, how much damage you expect healers and tanks to be able to do.
So this is what it comes down to. You want tanks and healers to be able to do around 30-40k DPS, never mind that healers can generally already hit decent DPS. You want to be able to do everything on one build, from simple overland all the way up to endgame group content, as you yourself have mentioned. You have said you don't want numerous builds but instead want one that can pretty much do everything.
If tanks could do 40k DPS, four tanks would be pulling a group DPS of 160k. You'd be getting that same amount from two DPS with 80k each. Toss in maybe 15-20k average DPS from a healer and maybe 10k from the tank, which can be a group DPS of around 190k. That's a little bit more than 4 tanks, yeah, but here's the thing you keep wanting to overlook.
These groups of tanks wouldn't have to worry about dying.
Yes, if tanks could do as much damage as a solo DPS build, everyone would be using them. Who cares if the dungeons are a little slower because you can't burn everything in 2 seconds when you don't have to worry about numerous mechanics thanks to having a tank's resistances and health? Heck, being able to ignore various mechanics might still make a lot of dungeons about the same in terms of how long it takes to clear them. You might be losing a few minutes in speed, but you could make up for it in not having to pay attention to certain mechanics and just plow through them.
And I'm not the only person trying to tell you this is why this won't work. It's not a matter of disagreeing because of a subjective viewpoint, it's because it literally would not work because of what it would do to the game. It's not a matter of disagreeing when we try to tell you that wanting to play a single build for all content has never been a thing in this game. It's not a matter of disagreeing when you claim having a build for solo content somehow prevents you from having a viable tank or healer build for group content. That's simply not true, because as long as this game has been live people have been swapping between viable solo and group builds, without either build somehow suffering.