Zagnut123Zagnut123 wrote: »
I main a NB healer and sometimes, I feel Funnel Health and Refreshing Path are enough to keep people alive for 4 man content. I take Sap Essence too when it's an easy dungeon.
U remorph for dungeons?
@Griffe yea pretty much, a magblade buddy of mine has 5k funnels which is enough to heal me on my tank through most stuff,,, kinda dumb.. now just imagine 3 magblades... gets rid of the need for a healer
Zagnut123Zagnut123 wrote: »@Tasear and some ppl run 1 healer now in vaa hm for score runs as well.
Yes this issue trying raise. Seems like dps is outclassing need for tank or healer in gameplay. There's trials where intent in desig was 2 tanks, but we are lucky have 1 healer and tank now.
Maybe it's time relook at buffs and debuffs they give?
Zagnut123Zagnut123 wrote: »@Tasear and some ppl run 1 healer now in vaa hm for score runs as well.
Yes this issue trying raise. Seems like dps is outclassing need for tank or healer in gameplay. There's trials where intent in desig was 2 tanks, but we are lucky have 1 healer and tank now.
Maybe it's time relook at buffs and debuffs they give?
I would much rather they encourage hybrids and marginalize the trinity as much as possible.
So the question is healer effective in their role come end game? Is it worth losing a dps member?
Zagnut123Zagnut123 wrote: »@Tasear and some ppl run 1 healer now in vaa hm for score runs as well.
Yes this issue trying raise. Seems like dps is outclassing need for tank or healer in gameplay. There's trials where intent in desig was 2 tanks, but we are lucky have 1 healer and tank now.
Maybe it's time relook at buffs and debuffs they give?
I would much rather they encourage hybrids and marginalize the trinity as much as possible.
Not very fun gameplay where everyone can do everything equally well.
Waffennacht wrote: »Zagnut123Zagnut123 wrote: »So you often you hear about 3 or 4 dps runs. So the question is healer effective in their role come end game? Is it worth losing a dps member?
There useful for learning a new 4 man dungeon but that's it no 4 man needs a healer. If your running with lfg folks then yeah they prolly need a healer but 4man dungeon are just way smoother with 3 dps.
Except veteran dlc 4 man content
Zagnut123Zagnut123 wrote: »NoMoreChillies wrote: »maybe the heals are too strong.
I get DPS is needed but when those same players can pump out enough healing to carry through then healing itself need to be toned down.
Make healer needed by building towards it with gear and CP. Remove any damage + heal skills and replace with one (heal) or the other (damage) never both. Make heals multiply from health, not magic. Then you have tank + healer build health, and DPS build stam/mag.
Then tanks will suffer. So remove armor caps and let tanks stack resistance just like dps can stack damage.
Finally stop making 1 shot mechanics. It just cheapens the game and healers feel useless when it happens.
Vass hard mode would be nigh impossible with this suggestion
Zagnut123Zagnut123 wrote: »@Tasear and some ppl run 1 healer now in vaa hm for score runs as well.
Yes this issue trying raise. Seems like dps is outclassing need for tank or healer in gameplay. There's trials where intent in desig was 2 tanks, but we are lucky have 1 healer and tank now.
Maybe it's time relook at buffs and debuffs they give?
I would much rather they encourage hybrids and marginalize the trinity as much as possible.
NoMoreChillies wrote: »Zagnut123Zagnut123 wrote: »NoMoreChillies wrote: »maybe the heals are too strong.
I get DPS is needed but when those same players can pump out enough healing to carry through then healing itself need to be toned down.
Make healer needed by building towards it with gear and CP. Remove any damage + heal skills and replace with one (heal) or the other (damage) never both. Make heals multiply from health, not magic. Then you have tank + healer build health, and DPS build stam/mag.
Then tanks will suffer. So remove armor caps and let tanks stack resistance just like dps can stack damage.
Finally stop making 1 shot mechanics. It just cheapens the game and healers feel useless when it happens.
Vass hard mode would be nigh impossible with this suggestion
easier to balance 1 trial imo
NoMoreChillies wrote: »Zagnut123Zagnut123 wrote: »NoMoreChillies wrote: »maybe the heals are too strong.
I get DPS is needed but when those same players can pump out enough healing to carry through then healing itself need to be toned down.
Make healer needed by building towards it with gear and CP. Remove any damage + heal skills and replace with one (heal) or the other (damage) never both. Make heals multiply from health, not magic. Then you have tank + healer build health, and DPS build stam/mag.
Then tanks will suffer. So remove armor caps and let tanks stack resistance just like dps can stack damage.
Finally stop making 1 shot mechanics. It just cheapens the game and healers feel useless when it happens.
Vass hard mode would be nigh impossible with this suggestion
easier to balance 1 trial imo
LOL, no.
Self-sustain is strong because ESO's bread-and-butter is the single-player casual crowd.
Nerfing self-sustain isn't a matter of making one trial much more difficult. It's pretty much all endgame content. vMA, vAS, vMoL, etc.
And frankly, the status quo is fine and one of the strong points of ESO. The old MMO approach of DPS just blindly DPSing while the tank holds a target still and healers keeping them bathed in a pool of healing is horribly boring and uninspired. Newer content require much higher degrees of personal responsibility, and that is a good thing.
Furthermore, as people have already pointed out, going healerless is not an option for 90% of the game. Most players don't have that kind of self-sufficiency. They don't have the DPS to burn past mechanics. They need healers. What does it matter if top-tier players have enough self-sufficiency and DPS to run a dungeon without a healer?
The one thing that I would change, though, is this trend towards unhealable and untankable 1-shots that must be avoided. But aside from that? It sounds like a lot of hand-wringing over something that's not even a problem, with poorly conceived "solutions" that would substantially alter the dynamics of the game's combat for the worse.
Zagnut123Zagnut123 wrote: »NoMoreChillies wrote: »Zagnut123Zagnut123 wrote: »NoMoreChillies wrote: »maybe the heals are too strong.
I get DPS is needed but when those same players can pump out enough healing to carry through then healing itself need to be toned down.
Make healer needed by building towards it with gear and CP. Remove any damage + heal skills and replace with one (heal) or the other (damage) never both. Make heals multiply from health, not magic. Then you have tank + healer build health, and DPS build stam/mag.
Then tanks will suffer. So remove armor caps and let tanks stack resistance just like dps can stack damage.
Finally stop making 1 shot mechanics. It just cheapens the game and healers feel useless when it happens.
Vass hard mode would be nigh impossible with this suggestion
easier to balance 1 trial imo
LOL, no.
Self-sustain is strong because ESO's bread-and-butter is the single-player casual crowd.
Nerfing self-sustain isn't a matter of making one trial much more difficult. It's pretty much all endgame content. vMA, vAS, vMoL, etc.
And frankly, the status quo is fine and one of the strong points of ESO. The old MMO approach of DPS just blindly DPSing while the tank holds a target still and healers keeping them bathed in a pool of healing is horribly boring and uninspired. Newer content require much higher degrees of personal responsibility, and that is a good thing.
Furthermore, as people have already pointed out, going healerless is not an option for 90% of the game. Most players don't have that kind of self-sufficiency. They don't have the DPS to burn past mechanics. They need healers. What does it matter if top-tier players have enough self-sufficiency and DPS to run a dungeon without a healer?
The one thing that I would change, though, is this trend towards unhealable and untankable 1-shots that must be avoided. But aside from that? It sounds like a lot of hand-wringing over something that's not even a problem, with poorly conceived "solutions" that would substantially alter the dynamics of the game's combat for the worse.
Agree one thing I forgot to touch on is just how few ppl that this applies to. Not very many can 3 dps thru even vanilla vet let alone the dlc dungeons. I like the skill 3 dpsing requires it keeps me engaged and focused, I would mind dps adding things that make healers more desirable provided they don't take away the skill required. maybe another difficulty. But I'm not holding my breath and did tends to over do it wen balancing so theyd prolly add in insane damage and one shots everywhere.
VaranisArano wrote: »Zagnut123Zagnut123 wrote: »NoMoreChillies wrote: »Zagnut123Zagnut123 wrote: »NoMoreChillies wrote: »maybe the heals are too strong.
I get DPS is needed but when those same players can pump out enough healing to carry through then healing itself need to be toned down.
Make healer needed by building towards it with gear and CP. Remove any damage + heal skills and replace with one (heal) or the other (damage) never both. Make heals multiply from health, not magic. Then you have tank + healer build health, and DPS build stam/mag.
Then tanks will suffer. So remove armor caps and let tanks stack resistance just like dps can stack damage.
Finally stop making 1 shot mechanics. It just cheapens the game and healers feel useless when it happens.
Vass hard mode would be nigh impossible with this suggestion
easier to balance 1 trial imo
LOL, no.
Self-sustain is strong because ESO's bread-and-butter is the single-player casual crowd.
Nerfing self-sustain isn't a matter of making one trial much more difficult. It's pretty much all endgame content. vMA, vAS, vMoL, etc.
And frankly, the status quo is fine and one of the strong points of ESO. The old MMO approach of DPS just blindly DPSing while the tank holds a target still and healers keeping them bathed in a pool of healing is horribly boring and uninspired. Newer content require much higher degrees of personal responsibility, and that is a good thing.
Furthermore, as people have already pointed out, going healerless is not an option for 90% of the game. Most players don't have that kind of self-sufficiency. They don't have the DPS to burn past mechanics. They need healers. What does it matter if top-tier players have enough self-sufficiency and DPS to run a dungeon without a healer?
The one thing that I would change, though, is this trend towards unhealable and untankable 1-shots that must be avoided. But aside from that? It sounds like a lot of hand-wringing over something that's not even a problem, with poorly conceived "solutions" that would substantially alter the dynamics of the game's combat for the worse.
Agree one thing I forgot to touch on is just how few ppl that this applies to. Not very many can 3 dps thru even vanilla vet let alone the dlc dungeons. I like the skill 3 dpsing requires it keeps me engaged and focused, I would mind dps adding things that make healers more desirable provided they don't take away the skill required. maybe another difficulty. But I'm not holding my breath and did tends to over do it wen balancing so theyd prolly add in insane damage and one shots everywhere.
There may only be a few who actually can do it, but there's plenty of people happy to claim they can and that therefore healers and/or tanks aren't needed. That's where the "fake tank" comes in, the people who are like "its quicker and easier without a tank, so I'll just queue up as a tank while really being a DPS with no interest in taunting, it'll be fine and how dare my group want an actual tank. Don't they know they don't need an actual tank?"
I say leave the 3 DD groups to premades where everyone knows what they are getting into.