The problem is the players all being ego driven wanting to dps all the time
The problem is the players all being ego driven wanting to dps all the time
The problem is the players all being ego driven wanting to dps all the time
TheDarkShadow wrote: »
1. This is reason number one. I can only speak for Templars: Healing got nurfed, resource regeneration sucks, Templars are less "practical" in PvP, they got mostly clumsy skills (channeled or cast-time), no good AoE-CC, NO "ESCAPE skills", much less well-off resource regeneration/management as tank/healer, worse ultimates and what disturbs the most: The Breath of Life-nurf, which made healing 'less well off' groups awf_lRune_Relic wrote: »they biased the game in favour of DD builds.
I dont think that the issue is necessarily the lack of incentive to be a tank or a healer, since they get into groups really fast. Healers especially can queue for both dps and healers, while tanks are usually just tanks. Incentives will not change the structure of there being an overwhelming majority of dps, compared to tanks and healers. That is the same for pretty much every mmorpgs, dps is everywhere, but tank/healer is in high demand. I think ZOS should take a long hard look at this and come out with creative solutions to overcome this problem. They can look at other games for inspirations, like SWTOR giving pocket healers/dps/tanks for dungeons, Dungeons and Dragons Online (DDO) giving out personal hirelings to help out in dungeons, Neverwinter online giving the option to go solo, by reducing the monster strength, etc.
The end goal is the same, to increase participation of dungeons by DPS instead of being stuck in a queue. How you do it, is the big question and i leave it to ZOS devs to come out with creative solutions to overcome it, instead of simply ignoring it.
I see so you are saying there is no need for a tank or a healer in Trials/Dungeons.. so bet it then. NO MORE TANK OR HEALERS IN TRIALS/DUNGEONS GUYS.Strider_Roshin wrote: »