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The Real Reason Healers "Arnt needed"

ezio45
ezio45
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Ok the new class rep report says that healer dont feel necessary because of shields, I dont think this is entirely actuate.

The real reason that healers arnt needed is that an overwhelming amount of mechanics are focused around avoiding the damage or being completely one shot. This applies to every newer dlc dungeon.

Its either dont stand here or hold block for this and if you dont your dead. There isnt much a healer can do about someone standing in stupid.
  • Froil
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    Yeah that's exactly the reason why healers aren't needed. I'm not sure where they got the notion it's because of shields.
    "Best" healer PC/NA
  • Kurat
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    PUGs still need healing lol. Not necessarily because they can be terrible, sometimes it's just convenience thing. They know they have a healer in group so why bother with mechanics if they can just rush ahead and burn everything healer spamming behind them. So I'm not concerned, I always have job to do because I pug mostly.
  • ezio45
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    Froil wrote: »
    Yeah that's exactly the reason why healers aren't needed. I'm not sure where they got the notion it's because of shields.

    its because health bars for mag doesn't change like stam which gives the illusion that mag is not taking dmg, the problem is even shield users get one shot or avoid the dmg.

    they need more gradual dmg that healers could be utilized for
  • Kadoin
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    ezio45 wrote: »
    Ok the new class rep report says that healer dont feel necessary because of shields, I dont think this is entirely actuate.

    The real reason that healers arnt needed is that an overwhelming amount of mechanics are focused around avoiding the damage or being completely one shot. This applies to every newer dlc dungeon.

    Its either dont stand here or hold block for this and if you dont your dead. There isnt much a healer can do about someone standing in stupid.

    The shield argument is also dumb because if its really a problem, why do we have so many sets that add shields? Why do we have so many sets that heal? Hell look at Earthgore, a 2 piece proc set... How is a skill that has to be actually used WORSE than any of those sets? It's ZOS logic at its finest :D

    Absolutely nothing will change with a shield nerf, except maybe in PvP where shields really matter.
  • VaranisArano
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    In easy dungeons, most end game players have self heals and know the mechanics well enough to do without a healer.

    In hard dungeons, most mechanics that are group killers are better off avoided or even skipped through higher DPS.
    Edited by VaranisArano on August 23, 2018 12:43AM
  • FrancisCrawford
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    A healer's healing job is to keep guys topped off at 100%, so they can barely survive the one shot, and also to give them the SPC buff (if that's what you're still running for Major Courage).

    But yes, there's a lot less healing to do than in other games, shields are only a small part of the reason, and self-heals aren't the biggest reason either.

    There's also almost no purging to do, because most of the dangerous DoTs and other conditions are unpurgeable.
  • Lexxypwns
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    Can heal all vet dungeons on a mageblade with healing ward and rapid regen slotted. Just dps and throw a healing ward out in emergency
  • Kurat
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    Healers are not needed for most dungeons even vet if you play with good group, friends, guildys. Even some trials can be done with 1 healer.
    But if you PUG a lot then them fake tanks still need healing lol.
  • LioraValkyrie
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    I honestly don't get the whole 'healers aren't needed' thing going around. Do DDs seriously not want Major Courage, Ele Drain, Shards/Orbs, Combat Prayer, Warhorn, off-balance, purges and the opportunity NOT to spam shield every 10 seconds in the knowledge that someone's got your back? Do tanks seriously want to play a resource management minigame, have virtually no synergies to proc their precious Alkosh, and have to Magma Shell on cooldown just to stay alive? I'm not talking 4-key pledges, here. Unless there is a specific restrictive mechanic that perma-stuns, all of them without exception can be soloed by a skilled player. By this logic, no roles are necessary - just one guy who can kill everything while not dying.

    The REAL reason healers aren't considered desirable (in DLChm dungeons) is because the other 2 DDs on the team are not good enough and need a 3rd guy to do job they should be doing as 2. In my experience, the guys who say 'we don't need a healer' are almost without exception sub-30k DDs who don't benefit noticeably from a skilled healer's buffs because they only amplify the DDs damage by a percentage of its base value. Skilled DDs enjoy playing to their full potential with the support of a healer, and skilled tanks enjoy the synergetic relationship they have with a healer.

    I absolutely agree that there are too many 1-shots and not enough pressurizing DoTs in 4-player content, but this doesn't mean that running with a healer doesn't make for a smoother and more satisfying experience in the content we have available to us- provided the DDs deal enough damage to pull their weight.
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  • DoonerSeraph
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    Yeah, chip damage is so low people outheal it naturally. Mechanics hit so high that they instagib DPS so they can't get healed anyway.

    But doesn't matter because as a healer, "It's your fault!" :D
  • MehrunesFlagon
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    ezio45 wrote: »
    Ok the new class rep report says that healer dont feel necessary because of shields, I dont think this is entirely actuate.

    The real reason that healers arnt needed is that an overwhelming amount of mechanics are focused around avoiding the damage or being completely one shot. This applies to every newer dlc dungeon.

    Its either dont stand here or hold block for this and if you dont your dead. There isnt much a healer can do about someone standing in stupid.

    They can still give major courage.
  • FrostFallFox
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    It’s because MagBlades lol. And they’ve already nerfed funnel health in multiple ways, but it’s still good enough healing to not need a healer.
    \(^-,,-^)/
  • JamieAubrey
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    Soooo either they buff healing or they nerf Shields

    I know what one they will choose →→→→↑
  • Jhalin
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    It’s because MagBlades lol. And they’ve already nerfed funnel health in multiple ways, but it’s still good enough healing to not need a healer.

    Suddenly I care so much less that sorc shield stacking is going to get nerfed again...

    Regardless, it’s not NBs fault, or shields fault, it’s because all the mechanics are being designed around either You Die Instantly, or most often, There’s No Threat That A Vigor and Ext Ritual Can’t Outheal
    Edited by Jhalin on August 23, 2018 1:37AM
  • ZeroXFF
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    ezio45 wrote: »
    Ok the new class rep report says that healer dont feel necessary because of shields, I dont think this is entirely actuate.

    The real reason that healers arnt needed is that an overwhelming amount of mechanics are focused around avoiding the damage or being completely one shot. This applies to every newer dlc dungeon.

    Its either dont stand here or hold block for this and if you dont your dead. There isnt much a healer can do about someone standing in stupid.

    On fights without 1-shots with quite strong incoming damage they are still not needed though, and that is definitely the fault of the combo of shields+self heals+CP power creep. Example: DC2 hm.
  • Waffennacht
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    I find the whole notion rather silly honestly.

    Not only are healers not usually necessary because of what OP stated

    But a ton of sets and abilities provide additional healing as well

    The fact I can solo vet dungeons on a shield less Stam toon proves it not to be a shield thing

    Now if they are only referring to trials, then why should the majority of the content get nerfed for that? Doesn't sound like you're "raising the floor" that way...
    Gamer tag: DasPanzerKat NA Xbox One
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  • Gallagher563
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    I think dungeon size makes healers less important. The fact that hardmodes can be easier with three dps is a reason healers don't feel needed in endgame. If some dungeons were made 6 man additional dps would become less valuable so healers could become needed again.
  • DisgracefulMind
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    It's a combination of how mechanics are and also the amount of self-healing DDs have. And, yes, that mostly related to magnbs right now.
    Unfortunate magicka warden main.
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  • max_only
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    A healer's healing job is to keep guys topped off at 100%, so they can barely survive the one shot, and also to give them the SPC buff (if that's what you're still running for Major Courage).

    But yes, there's a lot less healing to do than in other games, shields are only a small part of the reason, and self-heals aren't the biggest reason either.

    There's also almost no purging to do, because most of the dangerous DoTs and other conditions are unpurgeable.

    Only a tank at 100% can “barely survive” a 1-shot mechanic. The point of 1 shot mechanics is that they can’t be survived or mitigated, only avoided. 1 shot mechanics are the reason no one needs a healer. Just don’t get 1shot. Easy to do by either burning the boss down before that mechanic kicks in or dodging it.

    I watched the official Wolfhunter stream and I couldn’t for the life of me figure out how they came up with those fights. You do not need a healer or a tank what you need is 4 self healing dds with high resistances and plenty of stamina. They do not design encounters effectively.

    The Engine Guardian needs a healer.
    Reggr Dark-dawn in FG 2 needs a healer and a tank.
    Dranos Velador needs either a healer or a tank.

    It’s the design of the dungeons that makes healers useless. Nothing to do with shields or magnbs or whatever else.

    Edit for spelling
    Edited by max_only on August 23, 2018 6:41PM
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  • SydneyGrey
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    Healers give you a lot of buffs that you probably aren't even aware of. Just sayin'.
  • Kurat
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    SydneyGrey wrote: »
    Healers give you a lot of buffs that you probably aren't even aware of. Just sayin'.

    True, but these buffs only increase group dps like 20-25%. Unless your group dps is like 100k it's more beneficial to add 3rd DD. But like someone mentioned earlier if dungeons were for 6ppl then yes healer would make more sense.
  • weedgenius
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    Class reps did not say they think healers aren't needed because of shields, etc. That came from Wrobel, the combat designer.
    PS4 NA
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  • weedgenius
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    I honestly don't get the whole 'healers aren't needed' thing going around. Do DDs seriously not want Major Courage, Ele Drain, Shards/Orbs, Combat Prayer, Warhorn, off-balance, purges and the opportunity NOT to spam shield every 10 seconds in the knowledge that someone's got your back?

    It's not that DDs don't want those things, it's that when you have 3 skilled max CP DDs and a tank, you're burning through bosses so fast that orbs/shards/off-balance just simply aren't needed. You wouldn't be spamming shield every 10 seconds because the boss won't even be alive that long. I don't see people with <30k dps talking about how they don't need a healer, personally. This is real end-game stuff.

    Edited by weedgenius on August 23, 2018 5:35AM
    PS4 NA
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  • modaretto
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    Kurat wrote: »
    SydneyGrey wrote: »
    Healers give you a lot of buffs that you probably aren't even aware of. Just sayin'.

    True, but these buffs only increase group dps like 20-25%. Unless your group dps is like 100k it's more beneficial to add 3rd DD. But like someone mentioned earlier if dungeons were for 6ppl then yes healer would make more sense.

    Morale of the story is, everyone should pull some tasty dps so that the healer can enjoy buffing the juicy numbers out of you people. Drop the shields and gimme numbers
    Watches-the-wind (Templar healer) / PC EU

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  • Derra
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    Also you can run dungeons with 3 stamDDs or with DKs/NBs/Templars without shields.

    The argument around healers not being needed screams scapegoat.
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  • ArchMikem
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    ezio45 wrote: »
    Ok the new class rep report says that healer dont feel necessary because of shields, I dont think this is entirely actuate.

    That's implying both DPS are always going to be Magic characters spamming Ward or the Light Armor shield. Stam DPS are very much quite squishy and vulnerable.
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  • Mureel
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    Kurat wrote: »
    PUGs still need healing lol. Not necessarily because they can be terrible, sometimes it's just convenience thing. They know they have a healer in group so why bother with mechanics if they can just rush ahead and burn everything healer spamming behind them. So I'm not concerned, I always have job to do because I pug mostly.

    But is it the job you WANT to do?

    I want HM achievements for skins, personalities etc!


  • ValkynSketha
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    How about adding modifiers to veteran dungeons we can choose from with increased rewards, like constant dot on players through the dungeon, exploding adds after death, things like this which will make both healers and tanks needed.
  • tunepunk
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    Instead of healing it would be good if healers had better pro-active skills, like strong shields, to help team survive strong boss AOE's etc, so viable tactics would be....

    "C'mon guys, it's ok to stand in stupid. I got your back with strong shields and strong mitigation buffs"...

    One example is vet Tempest island last boss, or engine guardian. Instead of moving away when the strong AOE is coming, a pro-active healer would apply strong shields and mitigation on the team so dps, and tank can carry on without moving out of stupid, losing dps.


    If healers hade more pro-active skills than reactive they would probably be more useful in groups.

    Then a good healer who know's the mechanics of the fight, know's when to apply those short strong shields and buffs.
    Edited by tunepunk on August 23, 2018 9:34AM
  • TheInfernalRage
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    We need more mechanics to make the healers or even tanks shine.
    And is it asking too much if I ask that the older dungeons be reviewed and have their mechanics updated?
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