edward_frigidhands wrote: »Panderbander wrote: »I'm not suggesting that someone be unable to heal or unable to do damage or unable to tank damage. If you want to split stats to be okay at all three, then that's up to you with your build. But someone that's running 5+ heavy with high HP shouldn't be able to heal enough that there's no need of a healer. The same goes for anyone running a damage set up.
Fortunately, the game IS flexible enough that you could build an arena-specific build that isn't amazing at any one thing but can get the job done without changing the mechanics themselves.edward_frigidhands wrote: »
If a tank has good self heals that is part of their survivability tool kit.
That is survivability and not healing because they are unable to heal others.
I am not sure what the point of this particular argument is?
When you're only healing yourself then that is survivability. Just like your defensive stats this aids in your survival from what can kill you.
Damage abilities and the stats they scale from involve the ability to kill, healing abilities and the stats they scale with involve the ability to heal.
Survivability skills and stats involve the ability to survive.
Seems pretty simple and balanced to me.
I am not sure why anyone want to alter that?
The difference between a tank and a DPS or healer in this case is that the tank should be able to take a hit that would level a DPS or healer. I don't know of a single ability in vet solo content that requires "tank-level" survivability; they either kill you outright regardless or can be avoided through other means. Pairing that survivability with spammable self-heals strong enough to negate the need for a healer makes pve content boring and pvp incredibly boring and drawn out.
I personally would suggest not removing heals from tanks altogether but placing them in a position that they can't just be spammed. Make the cost prohibitive enough that they could get one to two uses before running out of resources or tie them to something such as a charge system so they can't be spammed with 100% effectiveness.
To be clear, I don't expect ZOS to do any of this and the jack of all trades, master of all is the world we're stuck with and complaining about--likely until this game is shut down.
The gameplay in ESO is about spammable abilities. This is not a hot key mmo. There are limited abilities and no one is going to use or slot an ability that is so cost prohibitive that is can rarely be used.
You want to substantially alter tanks to not have self heals and instead have very high mitigation only.
How would that be accomplished and why is there need for it? Does this extend to non tank roles?
How would all of this make the game better? So far this sounds absolutely horrible.
It's just beginning to sound like you want the game altered so substantially to where it seems like a game like ESO where you can play the way you want isn't your type of game.
Panderbander wrote: »edward_frigidhands wrote: »Panderbander wrote: »I'm not suggesting that someone be unable to heal or unable to do damage or unable to tank damage. If you want to split stats to be okay at all three, then that's up to you with your build. But someone that's running 5+ heavy with high HP shouldn't be able to heal enough that there's no need of a healer. The same goes for anyone running a damage set up.
Fortunately, the game IS flexible enough that you could build an arena-specific build that isn't amazing at any one thing but can get the job done without changing the mechanics themselves.edward_frigidhands wrote: »
If a tank has good self heals that is part of their survivability tool kit.
That is survivability and not healing because they are unable to heal others.
I am not sure what the point of this particular argument is?
When you're only healing yourself then that is survivability. Just like your defensive stats this aids in your survival from what can kill you.
Damage abilities and the stats they scale from involve the ability to kill, healing abilities and the stats they scale with involve the ability to heal.
Survivability skills and stats involve the ability to survive.
Seems pretty simple and balanced to me.
I am not sure why anyone want to alter that?
The difference between a tank and a DPS or healer in this case is that the tank should be able to take a hit that would level a DPS or healer. I don't know of a single ability in vet solo content that requires "tank-level" survivability; they either kill you outright regardless or can be avoided through other means. Pairing that survivability with spammable self-heals strong enough to negate the need for a healer makes pve content boring and pvp incredibly boring and drawn out.
I personally would suggest not removing heals from tanks altogether but placing them in a position that they can't just be spammed. Make the cost prohibitive enough that they could get one to two uses before running out of resources or tie them to something such as a charge system so they can't be spammed with 100% effectiveness.
To be clear, I don't expect ZOS to do any of this and the jack of all trades, master of all is the world we're stuck with and complaining about--likely until this game is shut down.
The gameplay in ESO is about spammable abilities. This is not a hot key mmo. There are limited abilities and no one is going to use or slot an ability that is so cost prohibitive that is can rarely be used.
You want to substantially alter tanks to not have self heals and instead have very high mitigation only.
How would that be accomplished and why is there need for it? Does this extend to non tank roles?
How would all of this make the game better? So far this sounds absolutely horrible.
It's just beginning to sound like you want the game altered so substantially to where it seems like a game like ESO where you can play the way you want isn't your type of game.
A game full of deathless, infinite sustain tanks running the same 3-4 sets is not enjoyable. Dying of boredom because nobody is dying is not enjoyable.