Phatmattfu wrote: »Tanking leaves a lot to be desired in this game.
Block and single target taunt. A few tricks here and there but kinda meh.
Haven't done the trials, so can't comment on that.
IzakiBrotherSs wrote: »Most damage dealers are bad. Most don't know their rotations or anything at all, they just think that because they have Force Pulse and Frags, or Jesus Beam and Jabs on their bar, they are a DD.
But yeah, its apparently more fun to deal damage than to tank or support you team mates... Little do they know... DPS is a group effort that is made possible by support from (guess what) Healers and Tanks, and a huge amount of practice and progression from the DPS himself/herself.
subtlezeroub17_ESO wrote: »Some of you guys might hate me for saying this but...one of the things they can do to make people want to tank more is for more options on threat and aggro. There's so many mechanics that could be introduced if the aggro mechanics in this game were more polished. That also means including an AoE threat skill (if even just as an ult).
Now, I have far more experience with healing so I can say without a doubt, there's something that needs to be done about each class having an identity as a healer. Currently, we have one "real" healer which is the Templar and in the future we'll have the Wardens.
Both Wardens and Templars currently have a certain niche to fulfill:
*Wardens are HoT + Buff healers focused on enhancing the stats of allies while offering heavy HoTs and mobility.
*Templars are both single target + AoE burst healers and while they might kick and scream now, they are the BEST and probably will remain the best at cleansing negative effects off the team. (and should always have that shtick)
but what about Dragon Knights, Night blades and Sorcerers?
Dragon knights to me have always leaned towards a shield + damage reduction type healer and there's plenty of ways they could take them with that. They already have a AoE shield spell and an ultimate shield spell. ZoS needs to expand on that and really make people "want" to be dragon knight healers.
Night blades have a vampiric flavor to them. What about making NB healers more DPS->Heals focused? Maybe offering unique DPS buffs. (I'll go back to unique buffs later on).
Sorcerers to me have all these pets, including the Matriarch, but their interaction with them leaves much to be desired. A healer Sorc could have a summoner vibe with her pets with a mix of short term defense buffs.
Unique buffs: If ZoS really wants to make each and every healer viable, it's time to bring in unique buffs that no other class can provide. It is going to be a balance nightmare but tbh, I think that's really the best thing to do to keep things fresh and gives people a reason to not just want to be Templars or Wardens. WoW used to have that until they caved in and did the whole, "bring the player, not the class" BS that homogenized and standardized all classes. But back before they did that, there was a reason why someone would want to be a certain class instead of all classes generally being able to do the same things.
Honestly, this is all just my 2 gold and I doubt anyone on the ZoS team will see and/or care about anything I wrote. Anything I said would have to make them do a partial redesign of the game, which would cost too much money. A guy can dream though, right?
DMuehlhausen wrote: »The backlash tanks get can be even worse if DD don't feel like they are moving fast enough, or if they aren't keeping aggro enough. Even when most of the time DD will just run and start blasting stuff which in this game with no AoE taunts makes it really hard on the tank.
AcadianPaladin wrote: »I can't speak for tanks but my magpie healer kills just fine. Yes, she takes longer but the same healing that can keep others alive works on her quite well. I admit that there is much safety in killing very fast. There is also much safety in killing slower but with a potent multilayered self-healing ability while being well buffed and keeping your foes debuffed.
All I'm saying is that my healer was a healer by level 5 and has never had any problem leveling up as such.
My favorite was a couple years ago when people were whining about how much damage I was doing until I pointed out there were five people below me and I'm one of the healers.
I actually got kicked from a pug once because I wasn't pulling any damage. I was healing. Tank whispered me after the kick... he ran in, started the event and then left. lol
Now, I know that several group content mechanics can be bypassed with high enough DPS and that other mechanics include a DPS check. However, Damage Dealers rely more heavily on proper Tanking than most of them would like to admit, to lead the enemies into their AoE's, to turn them away from their position to save them dodge time, etc. They also rely on competent Healers to keep them buffed and with enough HOT's for them to focus on one task. So why so few Tanks and Healers?
My assertion about the numbers comes from Vet Group Finder queues, where with a Tank or a Healer I immediately pick up a group, while it takes ages with a DD.
My opinion is that "everyone" wants to be the hero that slays the "dragon", to be in the spotlight - probably a reflection of the times - and so it may be in fashion to build for DPS (even if not competently) instead of opting for one of the support roles of Tank or Healer.
I would like to hear other opinions on the matter.
Now, I know that several group content mechanics can be bypassed with high enough DPS and that other mechanics include a DPS check. However, Damage Dealers rely more heavily on proper Tanking than most of them would like to admit, to lead the enemies into their AoE's, to turn them away from their position to save them dodge time, etc. They also rely on competent Healers to keep them buffed and with enough HOT's for them to focus on one task. So why so few Tanks and Healers?
My assertion about the numbers comes from Vet Group Finder queues, where with a Tank or a Healer I immediately pick up a group, while it takes ages with a DD.
My opinion is that "everyone" wants to be the hero that slays the "dragon", to be in the spotlight - probably a reflection of the times - and so it may be in fashion to build for DPS (even if not competently) instead of opting for one of the support roles of Tank or Healer.
I would like to hear other opinions on the matter.
I actually prefer a support role as a healer or a tank, in fact I played a dk tank for a long time before I made my first DD, and that was a mag sorc that I used mainly in PVP. I eventually made a stam sorc and used that, mainly because as a tank it was so very frustrating tanking a boss for more than 15 minutes because the DD simply didn't have enough DPS to burn down the boss or deal with the adds. I went on to make another magicka Templar DD which I maxed and then left to make an argonian Templar healer which I actually used more than the Templar DD. So to answer your question I chose to DPS, because I get sick and tired of other not having enough DPS whilst I'm in a support role.
Yes, a lot of Damage Dealers are average but behave as if they are supreme and carry the groups they're in. They show no consideration for their group members nor for other roles. I have been finding that a lot of Damage Dealers are too shortsighted and narrow-minded about group tactics that are actually basic and fairly obvious.
I get it that a good chunk of Damage Dealers, like yourself, saw that problem and decided to save yourself the grief by becoming a Damage Dealer yourself. However, in terms of numbers, I think it only worsens the situation. A shift in mindset, tutorials or the like, may be required, perhaps?
I'm not going to lecture a dps and tell him how to do his job because it really isn't difficult, get a good rotation, don't stand in red circles, KILL the boss and the one thing few dps realise is IF SOMEONE DIES YOU PICK THEM UP, not the person holding the boss off you, or the person keeping you alive.
Wifeaggro13 wrote: »
Because tank and healers are by far the least needed classes and have a severe advantage in open world questing. Tanking is not needed but fora few high end game instances , Trial and a few Vr dungeon bosses. as far as trials you only need 2 heals at most and one tank. its not the player its the crappy game design that created this.