Self heals are insanely strong, that's why healers are worthless in this kind of content.
Maybe they just need a third difficulty tier, it could even be as simple as %hp, %damage and %mitigation increases, then chuck a flat healing debuff in there to a point where DD's can't sustain on self heals alone.
Dedicated healer heals would also be down but part of the difficulty I guess.
Also, you'd probs just get dds heal stacking each other.
The purpose of this thread is to provide community feedback and ideas for how dungeons (present and future) can be updated or designed to make healers more relevant to the content (as the title suggests). Seeing as devs are regularly revisiting dungeons and weakening bosses, reducing adds, etc (not addressing the core issue of dungeon difficulty in my view, but it is what it is), I don't see why retro fits can't be introduced.
The main gripe you often hear is centred around 'One-shots'. I'm not arguing for the total removal of all One-shot mechanics; they add difficulty, they can enforce mechanics, and make for reactive strategy; but the sheer volume and number of sources are a major issue in current dungeon design -- and seeing as they often exceed the amount heal-able, more dps is preferred in many cases in order to progress faster. A rethink would be to instead of apply x damage, apply a 'wounding' debuff on target that does x/y over time (e.g. instead of single hit of 45K, 12Kps over 4 seconds). This makes a healer's role more necessary as that buff becomes purge-able(?), and the damage recoverable over time, despite the actual effect still doing decent enough damage to retain difficulty.
Self heals are in a good place in terms of cost vs effect, and dps or tanks slotting heals do little to outweigh the applicable power of a dedicated healer (considering additional effects and buffs).
Any other thoughts?
The purpose of this thread is to provide community feedback and ideas for how dungeons (present and future) can be updated or designed to make healers more relevant to the content (as the title suggests). Seeing as devs are regularly revisiting dungeons and weakening bosses, reducing adds, etc (not addressing the core issue of dungeon difficulty in my view, but it is what it is), I don't see why retro fits can't be introduced.
The main gripe you often hear is centred around 'One-shots'. I'm not arguing for the total removal of all One-shot mechanics; they add difficulty, they can enforce mechanics, and make for reactive strategy; but the sheer volume and number of sources are a major issue in current dungeon design -- and seeing as they often exceed the amount heal-able, more dps is preferred in many cases in order to progress faster. A rethink would be to instead of apply x damage, apply a 'wounding' debuff on target that does x/y over time (e.g. instead of single hit of 45K, 12Kps over 4 seconds). This makes a healer's role more necessary as that buff becomes purge-able(?), and the damage recoverable over time, despite the actual effect still doing decent enough damage to retain difficulty.
Self heals are in a good place in terms of cost vs effect, and dps or tanks slotting heals do little to outweigh the applicable power of a dedicated healer (considering additional effects and buffs).
Any other thoughts?
Frankly I think they should just remove "one shots" all together. They're stupid - and just makes a dungeon more annoying. It's also probably why so many people don't want to buy their DLC dungeons.
Challenge is only good so long as it makes the game more fun. If it's to the point that it makes the game more frustrating and annoying, then it's doing more harm than good.
The purpose of this thread is to provide community feedback and ideas for how dungeons (present and future) can be updated or designed to make healers more relevant to the content (as the title suggests). Seeing as devs are regularly revisiting dungeons and weakening bosses, reducing adds, etc (not addressing the core issue of dungeon difficulty in my view, but it is what it is), I don't see why retro fits can't be introduced.
The main gripe you often hear is centred around 'One-shots'. I'm not arguing for the total removal of all One-shot mechanics; they add difficulty, they can enforce mechanics, and make for reactive strategy; but the sheer volume and number of sources are a major issue in current dungeon design -- and seeing as they often exceed the amount heal-able, more dps is preferred in many cases in order to progress faster. A rethink would be to instead of apply x damage, apply a 'wounding' debuff on target that does x/y over time (e.g. instead of single hit of 45K, 12Kps over 4 seconds). This makes a healer's role more necessary as that buff becomes purge-able(?), and the damage recoverable over time, despite the actual effect still doing decent enough damage to retain difficulty.
Self heals are in a good place in terms of cost vs effect, and dps or tanks slotting heals do little to outweigh the applicable power of a dedicated healer (considering additional effects and buffs).
Any other thoughts?
Frankly I think they should just remove "one shots" all together. They're stupid - and just makes a dungeon more annoying. It's also probably why so many people don't want to buy their DLC dungeons.
Challenge is only good so long as it makes the game more fun. If it's to the point that it makes the game more frustrating and annoying, then it's doing more harm than good.
So how would you provide that challenge in a way which makes healers relevant, and doesn't gimp the dungeon too hard.
I would bring any of the good healers I know to any dungeon in the game and their buffs, debuffs and orbs/shards are very relevant. Healing in this games dungeons is just more about support than actual healing and this is ok.
Self heals are insanely strong, that's why healers are worthless in this kind of content.
Maybe they just need a third difficulty tier, it could even be as simple as %hp, %damage and %mitigation increases, then chuck a flat healing debuff in there to a point where DD's can't sustain on self heals alone.
Dedicated healer heals would also be down but part of the difficulty I guess.
Also, you'd probs just get dds heal stacking each other.
True but if I'm healing myself, or another, I'm wasting resource and not doing damage. Every DD heal is less damage done. Heal stacking would be sharing the healer role amongst individuals who are taking high damage consistently over a short period of time puts strain on the group -- making it more obvious that a dedicated healer would be more beneficial (in my view anyway).
I can see your point -- perhaps you'd suggest an increase in cost of self-heals? Or that heals rely more on CP stars like Blessed in order to have viable power (which would gimp most dps)... That said, your idea of the 'wounding' debuff also reducing healing taken or healing done is an interesting thought.
Matthew_Galvanus wrote: »Self heals are insanely strong, that's why healers are worthless in this kind of content.
Maybe they just need a third difficulty tier, it could even be as simple as %hp, %damage and %mitigation increases, then chuck a flat healing debuff in there to a point where DD's can't sustain on self heals alone.
Dedicated healer heals would also be down but part of the difficulty I guess.
Also, you'd probs just get dds heal stacking each other.
True but if I'm healing myself, or another, I'm wasting resource and not doing damage. Every DD heal is less damage done. Heal stacking would be sharing the healer role amongst individuals who are taking high damage consistently over a short period of time puts strain on the group -- making it more obvious that a dedicated healer would be more beneficial (in my view anyway).
I can see your point -- perhaps you'd suggest an increase in cost of self-heals? Or that heals rely more on CP stars like Blessed in order to have viable power (which would gimp most dps)... That said, your idea of the 'wounding' debuff also reducing healing taken or healing done is an interesting thought.
unless you're a Sorcerer, we have power surge which provides major sorcery and we heal from crits while it is active, so resources well spent.
but honestly the only way healers become relevant again is when ZoS stops with all the one shot mechanics.
Self heals are insanely strong, that's why healers are worthless in this kind of content.
The problem with "nerf self-heals" is that those are often the same skills that a healer is using to heal. Things like Surge and Resto staff aside - as long as your class skill is used by a healer, it can also be slotted by a DD or tank. And tanks need some form of self-heal.
So unless you severely restrict skills, strictly dividing them up into those that only heal the caster, or only heal other people (which would gut healers considerably, defeating the purpose of this exercise), self-heals will always be rather strong. And even then, as long as you provide a burst self-heal for the tank or solo players, no-one prevents DDs from slotting it themselves, which means it's not even a solution.
IMHO, self-heals are not too strong, though. A DD healing is not doing damage, and neither is she sending resources. In more advanced content, that is a considerable drawback.
You see those 3-DD-runs mostly in easier content. And then, it's an issue of people out-levelling older content, or just having become better at the game. Less one-shots and more DoTs or frequent but smaller amounts of damage is a good way forward.
I don't think that drastic measures or re-designs are needed.
Other than fixing a bug or closing an exploit, they don’t touch dungeons after release. Not in the slightest.
Even if you got dd's healing each other it's still more dps having 3 than a dedicated healer, and thats where the problem is. ZOS should revisit healing and do a skill redesign and totally change the value of things, that is if they are unhappy with current gameplay and by the looks of it, theyre fine with how it is since its been like this for a few years nowSelf heals are insanely strong, that's why healers are worthless in this kind of content.
Maybe they just need a third difficulty tier, it could even be as simple as %hp, %damage and %mitigation increases, then chuck a flat healing debuff in there to a point where DD's can't sustain on self heals alone.
Dedicated healer heals would also be down but part of the difficulty I guess.
Also, you'd probs just get dds heal stacking each other.
True but if I'm healing myself, or another, I'm wasting resource and not doing damage.
This, Scalecaller Peak is one example at this on the ice elementals there an healer can compensate for low dps however here 3 good DD probably works better.The problem with "nerf self-heals" is that those are often the same skills that a healer is using to heal. Things like Surge and Resto staff aside - as long as your class skill is used by a healer, it can also be slotted by a DD or tank. And tanks need some form of self-heal.
So unless you severely restrict skills, strictly dividing them up into those that only heal the caster, or only heal other people (which would gut healers considerably, defeating the purpose of this exercise), self-heals will always be rather strong. And even then, as long as you provide a burst self-heal for the tank or solo players, no-one prevents DDs from slotting it themselves, which means it's not even a solution.
IMHO, self-heals are not too strong, though. A DD healing is not doing damage, and neither is she sending resources. In more advanced content, that is a considerable drawback.
You see those 3-DD-runs mostly in easier content. And then, it's an issue of people out-levelling older content, or just having become better at the game. Less one-shots and more DoTs or frequent but smaller amounts of damage is a good way forward.
I don't think that drastic measures or re-designs are needed.
Exactly. Simply revising mega-one-shots as dots is enough to retain difficulty and make healers more needed (one shots that drive mechanics or result from tank error are fine). No need to mess with self-heals and disturb the balance or throw PvP further off kilt.
So save yourself the time and accept that they will never tweak the balance of any of the existing dungeons, ever.
Kuramas9tails wrote: »At this point in the game, I don't think there is a saving grace for this topic.
I think the easiest thing to make healers more relevant would just be to add a debuff that causes unavoidable damage every second, which increases more and more per tick. The initial ticks could likely be outhealed but unless tank or DPS slot Purge (yes make it purgeable and maybe it reapplies every x minutes) eventually it'll start costing the tank and DPS too much of their resource to effectively heal. Maybe make it cap out at something like 40% damage; make it so 1 tank/3 DPS CAN outheal it, but that means they're having to focus on mechanics because so much of their time/resources are spent healing and staying alive that they can't just burn through bosses.