i will always ask "why fake tank you make some dungeons undoable" or "if your going to fake tank at least wait for the healer"
and the responce i get almost every time is "why have a tank/healer when i can self heal just as good"
and it made some sense, WHY tank or heal if you can deal high damage AND healing? self healing is so good that theres no reason to not have one, why have 2 damage, 1 tank and 1 healer when you can faceroll even the harder VET dungeons as 4 damage with strong self heals?
the easy cure would be to just force assigned roles a roll based buff, tank deals 10% less damage but recieves 5% less damage and 10% magicka/stam cost reduction, healers deal 10% less damage but have 10% increased magicka+stam regen (i would say healing increase but healing on a healer is already pretty high) and damage would get 10% damage increase and 5% stam/magicka regen but 15% less self healing.
but you can bet people will get salty over losing their "play anyway you want" being nerfed (more like cheese any way) but unless a better solution comes up this would honestly be the better option because right now bad habbits are reinforced due to how easy it is to be "hybrid" since self healing scales with your aggressive stats
They could always do what another mmorpg did a few years ago, and that's to nerf self heals. It was an unpopular decision at the time, but then people adjusted, everyone started to appreciate healers and tanks more, and there was better overall role standards in group content.
AcadianPaladin wrote: »Or add an option to the group finder to queue as any/no role instead of trying to force the trinity upon players.
Solo players need to be able to handle a boss in their face while staying alive and doing reasonable damage. Those kinds of players (like me) do fine in group content as well. If you make me chose between a group build or a solo build, I'll stay with my solo build and group even less than I do now.
AcadianPaladin wrote: »Or add an option to the group finder to queue as any/no role instead of trying to force the trinity upon players.
Solo players need to be able to handle a boss in their face while staying alive and doing reasonable damage. Those kinds of players (like me) do fine in group content as well. If you make me chose between a group build or a solo build, I'll stay with my solo build and group even less than I do now.
They could always do what another mmorpg did a few years ago, and that's to nerf self heals. It was an unpopular decision at the time, but then people adjusted, everyone started to appreciate healers and tanks more, and there was better overall role standards in group content.
That would break the solo arenas though.
AcadianPaladin wrote: »Or add an option to the group finder to queue as any/no role instead of trying to force the trinity upon players.
Solo players need to be able to handle a boss in their face while staying alive and doing reasonable damage. Those kinds of players (like me) do fine in group content as well. If you make me chose between a group build or a solo build, I'll stay with my solo build and group even less than I do now.
the trinity you so call "forced" is already forced in trials, hell the finder itself is BUILT around the trinity, there wouldnt be a role queue if they didnt expect you to... you know... pick a role.
adding a way for 4 people to random queue with their own setup is a nice way to comprimise but you have to remember this is an MMO, your single person build shouldnt be forced onto OTHER players, you know, the people you are playing along side with in an MMO?
DMuehlhausen wrote: »They could always do what another mmorpg did a few years ago, and that's to nerf self heals. It was an unpopular decision at the time, but then people adjusted, everyone started to appreciate healers and tanks more, and there was better overall role standards in group content.
That would break the solo arenas though.
You would adjust the solo arenas to match. Give them ways to heal, have items they can interact with during encounters to heal, have to use potions to heal. It wouldn't break the solo content.
DMuehlhausen wrote: »They could always do what another mmorpg did a few years ago, and that's to nerf self heals. It was an unpopular decision at the time, but then people adjusted, everyone started to appreciate healers and tanks more, and there was better overall role standards in group content.
That would break the solo arenas though.
You would adjust the solo arenas to match. Give them ways to heal, have items they can interact with during encounters to heal, have to use potions to heal. It wouldn't break the solo content.
the easy cure would be to just force assigned roles a roll based buff, tank deals 10% less damage but recieves 5% less damage and 10% magicka/stam cost reduction, healers deal 10% less damage but have 10% increased magicka+stam regen (i would say healing increase but healing on a healer is already pretty high) and damage would get 10% damage increase and 5% stam/magicka regen but 15% less self healing.
The obvious problem is that healers themselves have no healing power, meaning all heals scale off output (as someone mentioned). If they tried to affect it so resto staves were altered, we'd just see backbar resto staves on DD.
The self healing was buffed to astronomical highs in the last update:
Self healing Vigor: 30k over 6 seconds AND minor resolve for 20 seconds
Healing others Vigor: 20k over 20 seconds.
What kind of person felt those were positive numbers - someone who didn't consider the bigger picture.
They also buffed tanks self healing, so tanks are capable of dishing out 15k/second self healing so even if you fix a fake tank issue, you're still not really in a position to require that healer to be real in most places.
There are some places where you'll need to pump out heals, but ultimately in those places the tank setting up correctly will STILL negate the requirement for a healer - bone shield, blood altar and their personal overpowered vigors can see a healer's role negated.
The previous update, when they fixed dots, broke hots. Like destroyed hots for 4 person content. Is there a solution? Yes. But it's not as easy as people say. (I mean, maybe apply a debuff that reduces damage done by 75% for 2 seconds after using a restoration staff skill, but that hardly seems fair for healers in other situations)
AcadianPaladin wrote: »Or add an option to the group finder to queue as any/no role instead of trying to force the trinity upon players.
Solo players need to be able to handle a boss in their face while staying alive and doing reasonable damage. Those kinds of players (like me) do fine in group content as well. If you make me chose between a group build or a solo build, I'll stay with my solo build and group even less than I do now.
the trinity you so call "forced" is already forced in trials
AcadianPaladin wrote: »Or add an option to the group finder to queue as any/no role instead of trying to force the trinity upon players.
Solo players need to be able to handle a boss in their face while staying alive and doing reasonable damage. Those kinds of players (like me) do fine in group content as well. If you make me chose between a group build or a solo build, I'll stay with my solo build and group even less than I do now.
the trinity you so call "forced" is already forced in trials
It is not forced. I have seen a video where a DPS helped with healing in a trial. I believe it was progression where they needed some extra healing to help them get through the trial, where two alternate bosses drop into the fight. vAS. I have also seen trials where the OT was a DPS tank in some fights.
It is just that with more challenging content, many groups find that defining roles for each player is the most efficient. That is not forced but a choice.
It is no different from our choices when forming a dungeon group. The only difference is when asking the GF to find a random group, the player is giving up the choice of deciding what each player will do as well as how good their build is and how well they will play.
When asking for a random group, one is asking for potluck. The real fix to the fake tank problem is fixing the reason real tanks such as myself, refuse to go for the random group thing.
DMuehlhausen wrote: »They do have a problem with it. They have essentially made Tank and or Healer worthless. There are people that 4 DPS things like vDSA. You shouldn't be able to do an Arena like that with 4 dps, I don't think there should really be any self healing or it should all be nerfed pretty hard.
Einar_Hrafnarsson wrote: »I, as a healer/Tank main, find fake DPS to be much worse. Not even a joke. And there is SO MUCH of them recently.