Giles.floydub17_ESO wrote: »
@WhiteMage
Strength of heals has nothing to do with having one shot mechanics since no heal can heal the dead back to life.
One shot mechanics are a means to teach the developing player (and the lazy player) that they must deal with the mechanics, which includes the tank and dps getting interupts. . Works great since it obvious someone messed up.
As for your super strong BoL not having a cost. It works great in 4 man dungeons where that ans repent are enough. Add regen if desired. However, in 12 man vet trials it becomes evident it does have a high cost and becomes the last heal to use due to its inneffectiveness.
I think 1-shot mechanics are used for both here. They certainly are there for teaching you the mechanics, but another way they could work is by doing a LOT of damage (that didn't 1-shot, but eventually resulted in death) if we had weak heals. Then the healer could tell that DD that he needs to avoid that because it can't be healed through or whatever. But as it stands, our heals are just to strong, so any mechanic that MUST be paid attention to almost has to be a killshot. However, there super strong attacks are also given to boss skills that don't depend on a particular mechanic, which I believe points to what I said.
BoL is far too powerful in a 4-man dungeon. It's will still do it's job in a 12-man trial, but 2 now-full-health players just dropped from half the group to 16% of the group. If you need to cast it 6 times to fully recover everyone, there is a different problem. Not looking at a particular mechanic or trial, if everyone drops to 20% all at once, that SHOULD ordinarily result is a wipe. Afaik rn, for two healers it isn't that much trouble.
Having said that, I am referring to 4-man content being an indicator of too powerful of healers and overall power creep. Having not run a vet trail I can't speak for it with as much conviction.
3-5 minutes for a boss is more than sufficient time for "training."Oreyn_Bearclaw wrote: »AClockworkLime wrote: »Any fight that takes more than 3-5 minutes in small group settings is a fight that is poorly designed.
Long fights are what raids/trials are for, with coordinated groups of practiced players. Dungeons are something to pass the time with a few friends or strangers in order to 'gear up' for raids/trials.
So no, it's not a good thing.
The counter argument to that is that group content can also be a good training ground for trials, not just a place to get gear.
One shot abilities are nonsense unless they're well telegraphed. A better solution is attacks that can't be healed through.
Giles.floydub17_ESO wrote: »@WhiteMage
Considering a healing in most 4 man get dungeons primarily involves doing dps it's not an indicator for much.
AClockworkLime wrote: »3-5 minutes for a boss is more than sufficient time for "training."Oreyn_Bearclaw wrote: »AClockworkLime wrote: »Any fight that takes more than 3-5 minutes in small group settings is a fight that is poorly designed.
Long fights are what raids/trials are for, with coordinated groups of practiced players. Dungeons are something to pass the time with a few friends or strangers in order to 'gear up' for raids/trials.
So no, it's not a good thing.
The counter argument to that is that group content can also be a good training ground for trials, not just a place to get gear.
Phica_Lovic wrote: »Carbonised wrote: »One shotting and millions of hp bosses are still only covering up the fundamental flaw of this game that consists of no caps and a stack and burn meta that has been here since forever.
And while large hp pools don't bother me too much, I'm not a fan of the various one shotting mechanisms at all. I find them stressful, punishing, and many people will make you feel horrible if you die to them even once or twice.
If I were to redesign the dungeons and their mechanisms, I would focus a lot more on the importance of tactics and intelligent setup.
We have so many different ways to spec now, and it's sort of "anything goes, max DPS is most important". I would rather see some dungeons having heavy resistances. Some to physical, some to fire, some to frost etc. I'm even saying this as a magDK whose only attacks are flame. Everyone has a possibility to switch a few skills around and have an entirely new setup. With my magdk I could use those class skills that are not fire based, I could switch for a frost or lightning staff and use my weapon line, I could eqip a resto staff and go offhealing etc.
Other dungeons would have heavy crit resistances, some would have very high physical resistances, or spell resistances (requiring high penetration), while others would have very little (meaning high penetration would be wasted here). Some would require mostly aoe's while others would require mostly single targets.
The possibilities are many, and with a set up that was more in favour of intelligent tactics and skill/weapon swapping, you would actually have to change your setup for the various dungeons and trials, instead of perhaps changing 1 or 2 skills around at most, and go with your usual 2 bar 5 skill rotation in each and every dungeon in this game. The variety alone would make for a much more enjoyable experience for me than various hoop jumping mechanisms or one shotters.
Vet dungeons and vet content should be punishing. I believe that is the point of end-game. No caps and burn meta have little to nothing to do with what I was talking about, and I think you went off on your own tangent about what you'd like to see implemented.
To argue against you, having dungeons with high crit resistances or any resistances at all would render some people useless. They can't respec right there, or maybe they dont want to change around their CP if a random dungeon pops. Some DKs can only use disease, and others can only use flame. What? Have a flame DK with a flame set, carry around a frost staff? NO thanks.
EDIT: People would not only have to carry around new sets that avoid crit or any damage proc at all (flame sets specifically) and people would be constantly learning and re-learning their rotations. Why not just learn to block and dodge roll?
Giles.floydub17_ESO wrote: »@WhiteMage
Considering a healing in most 4 man get dungeons primarily involves doing dps it's not an indicator for much.
I would say that because healers are expected to dps, there is a problem. Ideally, healing should be a full-time job. There are three roles. DDs spend their time dealing damage. Tanks spend [should] their time tanking*. Healers should spend their time healing. These are major roles, not some sub-category to be nearly discarded.
*I don't know much about what tanks do.
Drummerx04 wrote: »I don't know much about what tanks do.
Just to clarify, good tanks will have several task to perform in order for me to consider them or myself a good tank.
- Boss handling: Self explanatory, but if the boss is constantly running around hitting people, dps will be lower. The tank should be able to keep pretty much any boss standing in one place for the majority of the fight. If the boss needs to be repositioned due to mechanics, then the reposition should happen as quickly as possible.
- Mob positioning: The tank is responsible for moving and controlling the positions of enemies. This includes facing enemies away from the group and pulling them into a ball so the dps can AoE down the mobs more quickly. If done well, trash pulls should be over in seconds and almost no one in the group should take damage.
- Interrupting: The tank should have reduced bash cost through s&b and should USE it. Anything within reach that is casting a damaging and interruptible ability should be bashed.
- Absorbing as much damage as possible: If everything is attacking the tank, then the dps and healer can move freely.
- Don't die: The build should actually be tanky. Different classes have different ways to accomplish this, but the end result should be a tank that can jump into the middle of 15+ mobs and never really be at risk of death.
Giles.floydub17_ESO wrote: »@WhiteMage
Considering a healing in most 4 man get dungeons primarily involves doing dps it's not an indicator for much.
I would say that because healers are expected to dps, there is a problem. Ideally, healing should be a full-time job. There are three roles. DDs spend their time dealing damage. Tanks spend [should] their time tanking*. Healers should spend their time healing. These are major roles, not some sub-category to be nearly discarded.
*I don't know much about what tanks do.
Phica_Lovic wrote: »Carbonised wrote: »One shotting and millions of hp bosses are still only covering up the fundamental flaw of this game that consists of no caps and a stack and burn meta that has been here since forever.
And while large hp pools don't bother me too much, I'm not a fan of the various one shotting mechanisms at all. I find them stressful, punishing, and many people will make you feel horrible if you die to them even once or twice.
If I were to redesign the dungeons and their mechanisms, I would focus a lot more on the importance of tactics and intelligent setup.
We have so many different ways to spec now, and it's sort of "anything goes, max DPS is most important". I would rather see some dungeons having heavy resistances. Some to physical, some to fire, some to frost etc. I'm even saying this as a magDK whose only attacks are flame. Everyone has a possibility to switch a few skills around and have an entirely new setup. With my magdk I could use those class skills that are not fire based, I could switch for a frost or lightning staff and use my weapon line, I could eqip a resto staff and go offhealing etc.
Other dungeons would have heavy crit resistances, some would have very high physical resistances, or spell resistances (requiring high penetration), while others would have very little (meaning high penetration would be wasted here). Some would require mostly aoe's while others would require mostly single targets.
The possibilities are many, and with a set up that was more in favour of intelligent tactics and skill/weapon swapping, you would actually have to change your setup for the various dungeons and trials, instead of perhaps changing 1 or 2 skills around at most, and go with your usual 2 bar 5 skill rotation in each and every dungeon in this game. The variety alone would make for a much more enjoyable experience for me than various hoop jumping mechanisms or one shotters.
Vet dungeons and vet content should be punishing. I believe that is the point of end-game. No caps and burn meta have little to nothing to do with what I was talking about, and I think you went off on your own tangent about what you'd like to see implemented.
To argue against you, having dungeons with high crit resistances or any resistances at all would render some people useless. They can't respec right there, or maybe they dont want to change around their CP if a random dungeon pops. Some DKs can only use disease, and others can only use flame. What? Have a flame DK with a flame set, carry around a frost staff? NO thanks.
EDIT: People would not only have to carry around new sets that avoid crit or any damage proc at all (flame sets specifically) and people would be constantly learning and re-learning their rotations. Why not just learn to block and dodge roll?
It seems you just dismissed his whole post and instead just went with "my idea is better".
He was providing a well thought out idea versus, let's just give them a million health and them kill everyone in 1 hit.
Is everything in the post prefect? No but for what was given it seemed pretty good, and a whole lot better than the same old health sponges with 1 shot mechanics.
@Giles.floydub17_ESO
And that, I believe, is the problem. Healers that only heal are wasting tons of time. As it stands, when we look at someone and say to ourselves "Damn... He's a really good healer! I want to run with him more often," it's not because nobody died. It's because that healer picked up one of the other roles and healed all at the same time. Even if someone died you can still hold that healer in high regard.
Support isn't even a role (much to my dismay) but we expect our healers to do that too.
We have 3 major roles prescribed by the developers. If we are to stick with those, then either adjust the job description of the healer to better reflect his duties (please no no no no oh please no) or adjust our overall power so we aren't sitting there bored when doing our job and just our job. When a DD is bored, he can mix up his rotation to attempt to increase dps, still doing only his job. When a tank is bored, he can pull more adds, still doing only his job. What unique task can the healer pick up? Once you are full health, there's nothing left to heal.
Anyone particularly astute probably caught that reducing healing power means less cancer in PvP, but it will also require a decrease in damage dealt. This would go a long way to fixing the power creep and gap IMO.
Actually ESO has those in a lot of dungeons, especially DLC dungeons. Veteran versions are always one shot:uniq_faznrb18_ESO wrote: »Gonna chime in with an example of a few boss mechanics in another mmo, the secret world or TSW. One of the best mechanics I've come across was a boss called Machine Tyrant.
Lifeburn
The Lifeburn effect is very dangerous in this encounter as it is applied quite often. Every 15 second or so, everyone currently alive will receive 2 stacks of the Lifeburn effect. It will deal a lot of damage if you allow it to stack up.
You have to cleanse it so it doesn't stack too much.
That will be the Planar Inhibitor in White Gold Tower and the statues at the end bosses in Ruins of Mazzatun and Cradle of Shadows, but the mechanics are much more complex.uniq_faznrb18_ESO wrote: »Cleave
The Machine Tyrant’s main attack is a nameless cleave attack that deals damage to everyone in front of it. Consequently, nobody but the tank should be in front of this boss.
- Tree Minder Na-kesh in Ruins of Mazzatun
- Selene in Selene's Web (bear attack)
- Hagraven boss in Blackheart Haven
- Possessed Manticore in Sanctum Ophidia, but that's a raid boss.uniq_faznrb18_ESO wrote: »Demolish
A large and extremely devastating insta-kill AoE ability that can be impaired or avoided as you see fit.
- Kra'gh (dreugh king) in Fungal Grotto I
- The Whisperer (daedra spider) in Spindleclutch Iuniq_faznrb18_ESO wrote: »Shield
This boss is shielded by the large portal tower. In order to deactivate the shield temporarily, make the boss step into the anima pool that appears on random locations on the battlefield. Do not stand in this anima pool yourself as it will gradually kill you, but the tank should lure the boss into stepping into it.
The boss will then lose the shield temporarily. Watch his debuffs to see when the shield is coming back up. STOP ALL ATTACKS if or when the shield comes back up or else you will die. Often the tank will be able to move the boss into new anima pools before it comes up at all, but be cautious.
Not an exact match here, but some bosses are indeed shielded/invulnerable during various fight phases:
- Xal-Nur in Ruins of Mazzatun until you get the spice to the pool
- Dranos Valedor in Cradle of Shadows until the adds are killed and their essence colected
- Ibomez in Imperial City Prison until a certain number of adds spawn
- Molag Kena in White Gold Tower until the adds that keep the shield are destroyed
- Grobul in Darkshade Caverns II (doesn't aggro, has huge area AoE, reflects), only vulnerable when enough adds have been killed.uniq_faznrb18_ESO wrote: »Firmament Barrage
Large red circles will periodcally appear on the ground and chase a random player. The area inside the circle will continuously be bombarded. Avoid it or you will die. More and more of these will spawn later into the fight and will follow different players.
- Ash Titan in City of Ash II - more complicated, if you intersect circles with other player's one or circles on the ground it's one shot.uniq_faznrb18_ESO wrote: »Wave of Immolation
Well into the fight, the boss will begin to sometimes run to the centre of the battlefield and shoot rockets that will hit extremely many places of the battlefield. You should run to one of the corners in the arena to avoid these attacks as they are extremely hard to avoid since they cover all the ground near him.
The boss will reconsitute his shield after this, so do not attack him again until the tank has successfully moved him across a new anima pool.
- The Abomination in Imperial City Prison has some of this animation, with exploding hoarvors instead of rockets, you have to move to the corners to avoid them.uniq_faznrb18_ESO wrote: »It's a big wall of text but basically this boss has four instakill abilities that either the tank, healer or dps has to handle. A shield that reflects all damage done on him, runes on the ground that will chase one of the players and explode one shot, a mass rune on the ground chasing everyone, and a melee aoe.
And this is not even a raid level boss. It's a 5 man dungeon. Boss mechanics can be one shots if it's implemented correctly.
What I wanted to impart is that I agree with the op and having good 5man boss mechanics whets the appetite for really good challenge. Is it hard? Sure. Will you feel accomplished once you've completed the dungeon? Absolutely.
Anyone particularly astute probably caught that reducing healing power means less cancer in PvP, but it will also require a decrease in damage dealt. This would go a long way to fixing the power creep and gap IMO.
I'm confused... you're saying that reducing healing is going to fix power creep? That just makes like zero sense to me. Damage creep isn't a problem with the duo-role healers. It's the damage dealers that are having power creep. Can you like walk me through this argument again?
@Giles.floydub17_ESO
And that, I believe, is the problem. Healers that only heal are wasting tons of time. As it stands, when we look at someone and say to ourselves "Damn... He's a really good healer! I want to run with him more often," it's not because nobody died. It's because that healer picked up one of the other roles and healed all at the same time. Even if someone died you can still hold that healer in high regard.
Support isn't even a role (much to my dismay) but we expect our healers to do that too.
We have 3 major roles prescribed by the developers. If we are to stick with those, then either adjust the job description of the healer to better reflect his duties (please no no no no oh please no) or adjust our overall power so we aren't sitting there bored when doing our job and just our job. When a DD is bored, he can mix up his rotation to attempt to increase dps, still doing only his job. When a tank is bored, he can pull more adds, still doing only his job. What unique task can the healer pick up? Once you are full health, there's nothing left to heal.
Anyone particularly astute probably caught that reducing healing power means less cancer in PvP, but it will also require a decrease in damage dealt. This would go a long way to fixing the power creep and gap IMO.
@Vangy Right you are. This is how it is now. My big point is this is not how it SHOULD be.
I think it is fair to say that part of the reason you are expected to do these things because you have the time to, no? It may sound weird, but I'd like to have less opportunities to do these things by needing to devote more into healing. If instead I had to think about WHO to heal instead of WHAT to do now that at this instant everyone is at full health I would love healing all the more, on top of it improving balance. Not that current mechanics support this with the smart/random healing we have now.
From your perspective, what do you think healing SHOULD entail? Exactly what it entails now? What I outlined above? Or perhaps something else?