

Damn I like this thread idea already. Haven't read through all of it so here is my proposal:
Let's have an "Inverse Target Skeleton" for healers like my Heals-your-Paws. You know, a skeleteon that hurts itself and you heal it.
Or as an alternative let us healers join a group with the target skeleton and try to heal it while your DPS is hurting it badlyAnd you can use your DPS-guy to put a nice Ele drain on him while you are at it
vamp_emily wrote: »I would like to have a magical chain that will yank DPS out of the red circle and bring them to me. Then I can spank him with my healing staff for being bad.
Almost the afternoon right, so let me sit down here again
What about quests where you have to heal. I don't quest a lot, but are there such quests for healers or tanks? Would be fun if you had to bring materials for lore related medicines or have to protect mutliple npcs on some psuedo battlefield. Think fungal grotto where allied npcs follow you allow to the end ...if they live.
Vercingetorix wrote: »I wish there was more incentive for support roles in ESO. It seems a great deal of achievements are designed for DPS roles. Perhaps adding in some special rewards/achievements for Trial/Dungeon/Cyrodiil support milestones?
Here's some quick examples:
- Clearing a HM trial with no deaths, while preventing at least X amount of total damage for the group during the trial.
Unlocks: A glowing aura skin with Aedric runes across your character's body.
- Revive X amount of players, who then got their "revenge kill" on their attacker shortly after.
Unlocks: A new golden skin that shows your character slowly radiating bright flames from their body.
A set of achievements and rewards like this are something that makes being a support build special and it's a way to show off how well you do your job! Maybe not these exact examples listed above, but something similar would be nice instead of the constant "kill X things" and "deal X damage in this place" achievements. Perhaps a whole set of "support role" AP ranks (and skill points) based on a new list of achievements for support actions while in Cyrodiil?
I think if you are queued up as a tank, than taunt should work on everything with no exceptions. If not queued as tank then the mechanics should stay as they are now.
I think that if you are queued up as a healer that you should slightly glow so you are easily identified as the healer in the group. Even if you are dead. As a tank, I hate running around looking for the dead healer while getting agro from the boss because I'm the only one still standing.
Your post was too long.....I didn't read it -fly's away-
1) I dont know why would you need that. You're getting those "kill X mobs in certain dungeon" achivements just fine as a tank or healer. Also those achievements still have pre-1.6 values so theyre easy to get even as a dd.1. Make the "block" and "heal" dungeon achievements count for even more Undaunted rep.
2) Nice idea! Also, we need better battleground scoring for healers to make it worth it.2. Award ranked titles for healing in pvp. Like "Field Medic", "Surgeon", "Surgeon General"
3)Sounds kinda meh imo but maybe roleplayers would like it.3. Add a 1 skill point passive to the Restoration staff skill line that unlocks a conversation tree to "heal" npcs. Finding all the npcs in all the zones that need your healing help gives a similar achievement to donating to all the beggars. Maybe a title/ costume/ dye color.
4) this one really depends on implementation. Just spamming heals would be boring I think, but choosing non-violent routes in some quests could be fun.4. class quests. Specific quests for each class that allow you to choose either the straight damage solution or the support solution (like how sometimes you can persuade an npc or just choose to outright kill them).
5)Doesnt make much sense. HPS means nothing, you can achieve high HPS with any gear that makes sense for your role. Also, focusing on heal numbers would be terribly misleading, healer in ESO is a support role, which means that you have to use buffs/debuffs and supply resources. Now that spc is not the only meta, overhealing is not needed.5. "Inverse Target Skeleton"
7)Will be used for trolling to pull people from guild traders, wayshrines, from keep walls etc. So, no thanks.7.magical chain that will yank DPS out of the red
8) Like I said, I'm personally not interested in healing npcs. I like team dynamic, and even as a healer I can kill stuff more efficiently than average mob.8.quests where you have to heal.
9) Then they will have to implement similar rewards for dds and tanks.9. - Clearing a HM trial with no deaths, while preventing at least X amount of total damage for the group during the trial.
Unlocks: A glowing aura skin with Aedric runes across your character's body.
- Revive X amount of players, who then got their "revenge kill" on their attacker shortly after.
Unlocks: A new golden skin that shows your character slowly radiating bright flames from their body.
10) I think there's way too much fireworks and glow in this game and adding more would be more confusing than anything, but adding colors to nameplates and/or group indicators (those little arrows above everyone's heads) would be nice.10.queued up as a healer that you should slightly glow so you are easily identified as the healer
LadyNalcarya wrote: »1) I dont know why would you need that. You're getting those "kill X mobs in certain dungeon" achivements just fine as a tank or healer. Also those achievements still have pre-1.6 values so theyre easy to get even as a dd.1. Make the "block" and "heal" dungeon achievements count for even more Undaunted rep.2) Nice idea! Also, we need better battleground scoring for healers to make it worth it.2. Award ranked titles for healing in pvp. Like "Field Medic", "Surgeon", "Surgeon General"3)Sounds kinda meh imo but maybe roleplayers would like it.3. Add a 1 skill point passive to the Restoration staff skill line that unlocks a conversation tree to "heal" npcs. Finding all the npcs in all the zones that need your healing help gives a similar achievement to donating to all the beggars. Maybe a title/ costume/ dye color.4) this one really depends on implementation. Just spamming heals would be boring I think, but choosing non-violent routes in some quests could be fun.4. class quests. Specific quests for each class that allow you to choose either the straight damage solution or the support solution (like how sometimes you can persuade an npc or just choose to outright kill them).
For me, healing is more about team interaction that spamming that springs button. It's not something that could be achieved with npcs.5)Doesnt make much sense. HPS means nothing, you can achieve high HPS with any gear that makes sense for your role. Also, focusing on heal numbers would be terribly misleading, healer in ESO is a support role, which means that you have to use buffs/debuffs and supply resources. Now that spc is not the only meta, overhealing is not needed.5. "Inverse Target Skeleton"7)Will be used for trolling to pull people from guild traders, wayshrines, from keep walls etc. So, no thanks.7.magical chain that will yank DPS out of the red8) Like I said, I'm personally not interested in healing npcs. I like team dynamic, and even as a healer I can kill stuff more efficiently than average mob.8.quests where you have to heal.9) Then they will have to implement similar rewards for dds and tanks.9. - Clearing a HM trial with no deaths, while preventing at least X amount of total damage for the group during the trial.
Unlocks: A glowing aura skin with Aedric runes across your character's body.
- Revive X amount of players, who then got their "revenge kill" on their attacker shortly after.
Unlocks: A new golden skin that shows your character slowly radiating bright flames from their body.
Also I dont think that certain amount of healing required is a good idea since it could encourage people to be careless and take more damage. Also, best kills take less time = less healing done in total.
More cosmetics are always nice, though.10) I think there's way too much fireworks and glow in this game and adding more would be more confusing than anything, but adding colors to nameplates and/or group indicators (those little arrows above everyone's heads) would be nice.10.queued up as a healer that you should slightly glow so you are easily identified as the healer
The only issue I really have is how healers are being made obsolete in DLC dungeon content.
To be totally truthful, since I've been tanking I've come across sooo many truly bad healers that I am just beginning to see why - it stands to reason these dps have seen the same bad healers I have.
Healer should not mean free carry, and unfortunately, it often means just that.
On the other side of the coin though, I've also noted far more much worse than they think they are dps, who think they can 'easier with no healer' either because someone else said it or because they themselves got a carry, really.
There have been a few no healer groups I've tanked that I've been pleasantly surprised, but it is by far and wide not common at all, and these were in my raid guilds. The norm is they die all the damn time standing in stupid or we have 2 dps worth of damage in a 3 dps group. What is the point actually then? Or one guy 'out of stam' all the time! Thought you didn't need a healer? But you did.
I just had a miserable time tanking VSCP with 1 dps literally carrying the group.
So healers need to step up (I've watched some healers do nth but BOL themselves. What the hell was that!!? What use is that at all?), and dps need to chill because all y'all aren't all ya think you are.
LadyNalcarya wrote: »The only issue I really have is how healers are being made obsolete in DLC dungeon content.
To be totally truthful, since I've been tanking I've come across sooo many truly bad healers that I am just beginning to see why - it stands to reason these dps have seen the same bad healers I have.
Healer should not mean free carry, and unfortunately, it often means just that.
On the other side of the coin though, I've also noted far more much worse than they think they are dps, who think they can 'easier with no healer' either because someone else said it or because they themselves got a carry, really.
There have been a few no healer groups I've tanked that I've been pleasantly surprised, but it is by far and wide not common at all, and these were in my raid guilds. The norm is they die all the damn time standing in stupid or we have 2 dps worth of damage in a 3 dps group. What is the point actually then? Or one guy 'out of stam' all the time! Thought you didn't need a healer? But you did.
I just had a miserable time tanking VSCP with 1 dps literally carrying the group.
So healers need to step up (I've watched some healers do nth but BOL themselves. What the hell was that!!? What use is that at all?), and dps need to chill because all y'all aren't all ya think you are.
This is a really good point.
I tanked some vet dlc dungeons with 3 dds, and if the dds are decent, its pretty easy and fast. I think there's a problem with ZOS design philosophy, they add too much oneshots and the way the dungeons are designed, its easier to burst everything and skip as many oneshot mechanics as possible.
Overabundance of oneshots is a cheap way to boost difficulty, and they make healer's role obsolete (you cant heal oneshot after all).
What_In_Tarnation wrote: »