Maintenance for the week of May 18:
• NA megaservers for maintenance – May 18, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
• EU megaservers for maintenance – May 18, 8:00 UTC (4:00AM EDT) - 13:00 UTC (9:00AM EDT)

Making Healers Relevant in Dungeons Again

  • exeeter702
    exeeter702
    ✭✭✭✭✭
    ✭✭
    mairwen85 wrote: »
    BNOC 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.

    It boils down to multiple issues working against the design.

    Cp power creep combined with group damage checks being set low enough for a wide range of players to complete said content has created the issue where there is not enough trade off to make when slotting self heals in exchange for damage throughput.

    Then on the flip side you gave 110 percent trail ready dps builds with little healing blowing through bosses and quite often circumventing mechanics outright.

    Either way, the issue is deeply rooted and not a sinple fix. Its why zos realizes a new power progression system is desperately needed asap.
  • Varana
    Varana
    ✭✭✭✭✭
    ✭✭✭
    Every power progression system will have this issue. While CP may be part of the power creep at the moment (though by far not the most important one), replacing them with something else won't solve the problem. Even if they nerfed damage into the ground (something I think won't go down well with the audience ;D), the players will slowly start to catch up, new content will be released, and if it's a power progression system, power will be progressing. ;)
    And it won't help at all for the content where the "no healer needed" issue is the most obvious - base-game 4-man content. I'm quite certain that most of those who blast through those dungeons with 3 DDs now will be able to clear them without problems even if you simply removed their CP.
  • Jeremy
    Jeremy
    ✭✭✭✭✭
    ✭✭✭✭✭
    Jeremy wrote: »
    mairwen85 wrote: »
    Jeremy wrote: »
    mairwen85 wrote: »
    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.

    Just make the damage and health of the enemies threatening - but not to the point it one shots people. That way healers can actually heal and keep people alive.

    how do you make the damage threatening to a tank without being able to one shot DPS and healers?

    That's not really an issue as it relates to one-shot mechanisms. That's more the problem in that Damage Dealers and Healers tend to skimp on their defenses to the point they are made out of a paper and die very very easily. So damage that a tank would barely notice tend to obliterate the other group members.

    This happens more often in difficult DLC dungeons because they can't just overwhelm their enemy with their DEEPS and kill everything before it has a chance to kill them. Which is why I was careful to include the health of the enemies in my post as well. But this isn't the case in most dungeons and why healers aren't really ideal in many of them.

    Nearly all the problems with this game revolve around what I believe to be a conscious effort to cater to the "Glass Cannon" philosophy that a good offense is the best defense. That's why I believe they prefer the most challenging aspects of a fight to involve some kind of silly one-shot mini game where you have to play dodge ball or hide and go seek successfully else you die so it can be perceived as "challenging" while they run around melting everything. It's gotten so bad that a lot of damage dealers don't even consider tanks and healers tanks and healers anymore - but "support" designed to make them do more damage. lol That's how ridiculous it has gotten.

    So I guess the answer to your question is you don't. You make the damage severe enough to where the damage dealers are dependent on the tank and healer to stay alive. You also make it severe enough to where they have to give up some of their offense for more defense - otherwise they simply die and stay dead. If they did that it might actually convince all these manic DPS to stay in range of the healer and let the tank on the front lines.
    Edited by Jeremy on May 3, 2019 10:23PM
  • DenMoria
    DenMoria
    ✭✭✭✭✭
    With all the self heals, are healers really that relevant anyway?

    Maybe for buffs, but, then again, you can get those so many other ways too.
  • p00tx
    p00tx
    ✭✭✭✭✭
    ✭✭
    So, I main a healer and a DD equally, and I'm deeply engaged in end game content, which gives me the benefit of seeing things from both sides. I don't know who started this whole conversation, or why, but I can say that healers are still wanted in end game, including 4 person content. I remember when this topic first started circulating in the healer discord chat, but I had no idea how much damage it would do to the health of the game in terms of reworking class and racial skills. If I had known then, I would have tried to squash it before it reached these levels.

    Including a healer in the group is not better or worse, just different, and a pretty even trade-off either way. You either burn through content with 3 dps and a tank, dealing with the stress of trying to keep yourself alive while you're putting out as much dps as possible, or you can bring a healer and burn more slowly while seeing more mechanics, while also enjoying the benefits of having your health sustain pretty much carried. Two highly competent dps can pretty easily burn through even DLC content quickly enough that you still skip many of the mechanics, which gives healers a chance to shine in terms of allowing the dps to focus solely on damage. Many tanks will even say they prefer to bring a healer to the longer dungeons, only because it's less stressful for them and easier for them to sustain their resources. The current efficacy of self healing really allows those with lower dps to add a third to the group in order to augment what is missing.

    **This is not to downplay the need to stack dps for speed achievement runs, where it make the most sense.

    If anything is changed going forward that can create a niche for healers in non-raid scenarios, maybe we should consider introducing 6 person dungeons with strong healing checks. Maybe use a mechanic like the Tharaya heal in Depths of Malatar, but put it on the DDs. Place two "safe" circles in the arena, meant for the healer and the tank, and use a shield-phase mechanic like the first vMoL boss so that the DDs have to output tons of dmg while also taking insane amounts of dmg, and this can only be passed once their health has been sustained for a certain amount of time.

    There are plenty of ways to create solutions without this endless and tiresome cycle of "taking away". Removing and nerfing and depleting are NOT the answer. That is just unforgivable laziness and lack of creativity. You add, supplement, and complement in order to improve a situation.
    PC/Xbox NA
    Unchained | Unstoppable | Mindmender | Swashbuckler Supreme | Planes Breaker | Dawnbringer | Godslayer | Immortal Redeemer | Gryphon Heart | Tick-tock Tormentor | Dro-m'Athra Destroyer | Stormproof | Grand Overlord | Grand Mastercrafter | Master Grappler | Tamriel Hero
  • Jeremy
    Jeremy
    ✭✭✭✭✭
    ✭✭✭✭✭
    p00tx wrote: »
    So, I main a healer and a DD equally, and I'm deeply engaged in end game content, which gives me the benefit of seeing things from both sides. I don't know who started this whole conversation, or why, but I can say that healers are still wanted in end game, including 4 person content. I remember when this topic first started circulating in the healer discord chat, but I had no idea how much damage it would do to the health of the game in terms of reworking class and racial skills. If I had known then, I would have tried to squash it before it reached these levels.

    Including a healer in the group is not better or worse, just different, and a pretty even trade-off either way. You either burn through content with 3 dps and a tank, dealing with the stress of trying to keep yourself alive while you're putting out as much dps as possible, or you can bring a healer and burn more slowly while seeing more mechanics, while also enjoying the benefits of having your health sustain pretty much carried. Two highly competent dps can pretty easily burn through even DLC content quickly enough that you still skip many of the mechanics, which gives healers a chance to shine in terms of allowing the dps to focus solely on damage. Many tanks will even say they prefer to bring a healer to the longer dungeons, only because it's less stressful for them and easier for them to sustain their resources. The current efficacy of self healing really allows those with lower dps to add a third to the group in order to augment what is missing.

    **This is not to downplay the need to stack dps for speed achievement runs, where it make the most sense.

    If anything is changed going forward that can create a niche for healers in non-raid scenarios, maybe we should consider introducing 6 person dungeons with strong healing checks. Maybe use a mechanic like the Tharaya heal in Depths of Malatar, but put it on the DDs. Place two "safe" circles in the arena, meant for the healer and the tank, and use a shield-phase mechanic like the first vMoL boss so that the DDs have to output tons of dmg while also taking insane amounts of dmg, and this can only be passed once their health has been sustained for a certain amount of time.

    There are plenty of ways to create solutions without this endless and tiresome cycle of "taking away". Removing and nerfing and depleting are NOT the answer. That is just unforgivable laziness and lack of creativity. You add, supplement, and complement in order to improve a situation.

    The problem with that approach is that when you minimize the impact or necessity of combat roles it does encourage the developers to get "creative".

    So instead of relying on how well the player actually plays his role in combat to determine the outcome of a fight they tend to add a lot of silly puzzles to the fight that one-shot you if not done correctly. A lot of us find this approach to gaming just annoying, especially for an MMO which should be focused on how well the player builds and plays their character (which is basically the entire purpose of the game) and not how skilled or experienced they are at some silly mini game during a boss fight.
    Edited by Jeremy on May 3, 2019 10:04PM
  • Jeremy
    Jeremy
    ✭✭✭✭✭
    ✭✭✭✭✭
    DenMoria wrote: »
    With all the self heals, are healers really that relevant anyway?

    Maybe for buffs, but, then again, you can get those so many other ways too.

    From a DPS perspective - sometimes but usually no.

    Since so many of the fights on this game require or encourage you to run all over the place chasing adds or dealing with mechanics is often easier for a DPS to heal themselves when they get into trouble than relying on a healer to do it - who has limited range and directional constraints and is usually staying near the tank where as a DPS can heal themselves instantly as soon as they are in danger where ever they are on the battlefield (something a healer cannot do). So that is part of the problem as well.

    They need to make it to where healers can effectively replace the DD's self heal. Because as they are designed now - a healer is only really useful to a damage dealer during times of intense area damage. Otherwise, the damage dealer is probably better off just healing themselves.
    Edited by Jeremy on May 3, 2019 10:24PM
  • p00tx
    p00tx
    ✭✭✭✭✭
    ✭✭
    Jeremy wrote: »
    DenMoria wrote: »
    With all the self heals, are healers really that relevant anyway?

    Maybe for buffs, but, then again, you can get those so many other ways too.

    From a DPS perspective - sometimes but usually no.

    Since so many of the fights on this game require or encourage you to run all over the place chasing adds or dealing with mechanics is often easier for a DPS to heal themselves when they get into trouble than relying on a healer to do it - who has limited range and directional constraints and is usually staying near the tank where as a DPS can heal themselves instantly as soon as they are in danger where ever they are on the battlefield (something a healer cannot do). So that is part of the problem as well.

    They need to make it to where healers can effectively replace the DD's self heal. Because as they are designed now - a healer is only really useful to a damage dealer during times of intense area damage. Otherwise, the damage dealer is probably better off just healing themselves.

    This sounds like a nightmare dungeon scenario. DDs should not be far away from tank chasing adds. That's either bad tank for not chaining in adds, or bad DD for not focusing the adds the the tank has chained in for the DDs. Healers should be wherever the DDs are. A decent tank should be able to sustain themselves pretty well without a pocket healer. Also, a healer has amazing range and directional capability at their disposal if they make sure to use the right skills and tools. The other side of that coin though is that it is actually a DDs job to make sure to stay close to the tank and healer, and a well developed and smart dungeon team should move as a pretty tight unit. Even most mechanics shouldn't take you that far from your team, unless we're talking about the tether scenarios. Even those shouldn't take anyone out of Mutagen or Springs range though.

    I know that you main a healer, and the scenario you described is an awful one. I don't know how you keep your cool with people playing like that.
    PC/Xbox NA
    Unchained | Unstoppable | Mindmender | Swashbuckler Supreme | Planes Breaker | Dawnbringer | Godslayer | Immortal Redeemer | Gryphon Heart | Tick-tock Tormentor | Dro-m'Athra Destroyer | Stormproof | Grand Overlord | Grand Mastercrafter | Master Grappler | Tamriel Hero
  • Jeremy
    Jeremy
    ✭✭✭✭✭
    ✭✭✭✭✭
    p00tx wrote: »
    Jeremy wrote: »
    DenMoria wrote: »
    With all the self heals, are healers really that relevant anyway?

    Maybe for buffs, but, then again, you can get those so many other ways too.

    From a DPS perspective - sometimes but usually no.

    Since so many of the fights on this game require or encourage you to run all over the place chasing adds or dealing with mechanics is often easier for a DPS to heal themselves when they get into trouble than relying on a healer to do it - who has limited range and directional constraints and is usually staying near the tank where as a DPS can heal themselves instantly as soon as they are in danger where ever they are on the battlefield (something a healer cannot do). So that is part of the problem as well.

    They need to make it to where healers can effectively replace the DD's self heal. Because as they are designed now - a healer is only really useful to a damage dealer during times of intense area damage. Otherwise, the damage dealer is probably better off just healing themselves.

    This sounds like a nightmare dungeon scenario. DDs should not be far away from tank chasing adds. That's either bad tank for not chaining in adds, or bad DD for not focusing the adds the the tank has chained in for the DDs. Healers should be wherever the DDs are. A decent tank should be able to sustain themselves pretty well without a pocket healer. Also, a healer has amazing range and directional capability at their disposal if they make sure to use the right skills and tools. The other side of that coin though is that it is actually a DDs job to make sure to stay close to the tank and healer, and a well developed and smart dungeon team should move as a pretty tight unit. Even most mechanics shouldn't take you that far from your team, unless we're talking about the tether scenarios. Even those shouldn't take anyone out of Mutagen or Springs range though.

    I know that you main a healer, and the scenario you described is an awful one. I don't know how you keep your cool with people playing like that.

    That "nightmare scenario" is pretty much the norm for me in pugs. DPS near the tank and healer? Only in my dreams.

    I used to "main" a healer though I don't play it nearly as much as I used to. Mainly for this reason.
    Edited by Jeremy on May 3, 2019 10:53PM
  • peacenote
    peacenote
    ✭✭✭✭✭
    ✭✭✭
    First, something I think that hasn't yet been mentioned.... DUAL SPECS. It's time. It would also be helpful for tanks. Then, allow people to queue as multiple roles again.

    I often hear things like "You're doing VDSA? OK, only if you're doing 3 DPS." But... I want to heal it! My main is a healer; I want the achievement ON MY MAIN. (And no, account-wide achievements are not the answer but don't let me de-rail the thread.)

    I don't think healers are as irrelevant as some people think but there is no question that they are not always welcome. But for some content they are very much needed and will continue to be. The best solution would be to give us dual specs or even triple specs so healers can easily switch between heals, DPS, and hybrid depending on group make-up and needs. This would allow us to be flexible and useful in all situations, and allow devs to focus on creating new, challenging content instead of spending time retro-fitting and tweaking old content. I think this would also align nicely with our role, especially in ESO, which has always been to be flexible and step in to fill the gaps. Very early on ESO healers augmented with DPS and it was so much fun, but we've lost that a bit as the power creep causes our DPS to be less and less relevant when fully specced as a healer.

    Next, to acknowledge a couple of particularly relevant comments, imo..

    1) DPS Discrepancy
    daemonios wrote: »
    Another issue is that good DDs do 10-20x the damage of bad DDs. The interval is way too broad and makes it that much harder to design fights where you can't skip mechanics by burning, but that don't exclude a large part or even the majority of the player base. ZOS screwed the pooch where it comes to either teaching new/casual players how to do decent DPS or restricting how much more DPS a good player is able to do. Soft caps did this to some extent at the very start, but classes were seriously unbalanced back then.

    This is extremely true, very difficult to solve, and is another argument for dual specs.

    It is so awful as a decent healer to be in a group with a skilled tank and two DPS who just can't pull the damage needed to pass the DPS checks. Often they are nice, friendly players who even are decent at mechanics so you feel extra-bad giving up or dropping group. Usually you can get through with ONE very strong DPS, but it is so painful with two mediocre or two struggling DPS.

    I see this as often as I see the DPS-that-can-bypass-all-mechanics type.

    Let us healers have the flexibility to incorporate more damage when needed. Maybe the answer isn't to engineer a way so you can't ever skip mechanics, but instead empower the healers to help fill gaps better. Groups that want to burn? Let them burn and let them take a healer who can add damage when needed. Groups that don't have enough DPS? Let them follow mechanics and have a healer that can significantly add to DPS when there's a required burn and the DPS are still learning.

    That kind of aligns with play the way you want, right?

    2) Multi-directional Heals

    Jeremy wrote: »

    Since so many of the fights on this game require or encourage you to run all over the place chasing adds or dealing with mechanics is often easier for a DPS to heal themselves when they get into trouble than relying on a healer to do it - who has limited range and directional constraints and is usually staying near the tank where as a DPS can heal themselves instantly as soon as they are in danger where ever they are on the battlefield (something a healer cannot do). So that is part of the problem as well.

    They need to make it to where healers can effectively replace the DD's self heal. Because as they are designed now - a healer is only really useful to a damage dealer during times of intense area damage. Otherwise, the damage dealer is probably better off just healing themselves.

    Gee, if only we had an expensive, burst heal that could hit in all directions instead of just a cone....!

    Yea, I know, I keep revisiting the BoL nerfs. But I'd still rather see a PvP-specific solution and a PvE multi-directional heal, plus options for other classes. Especially considering point #1, just imagine the flexibility we could have if DPS could drop their self-heals to add a damage ability to squeeze out a bit more DPS because healers could participate in mechanics and still sometimes save the day without positioning. Not all the time, not a cheap heal that takes all the skill out of it, but something in our arsenal to make us more relevant in mobile fights.


    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
    • Want the history of this issue? It's HERE.
  • Slunksters
    Slunksters
    ✭✭
    Jeremy wrote: »
    mairwen85 wrote: »
    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.

    I'm a main tank, what's the point of having nothing to care about? So I just stand at that huge aoe one shot and don't care, slot purge become virtually immoral?

    1st, 3rd and 4th boss of moonhunter keep, second of fungal 2, final boss of falkreath, all bosses or almost in scalecaller and so on, those one shot make sense to me, how do you make those mecanics relevant enough for people who don't want EVERY content to be like fighting a mud crab?
    I understand people have fun in different way, but if you suck at the game, or don't like having a challenge, there is the normal mode of dungeons where enemy tickle you, veteran is easy enough as is no need make it even easier.

    For healers to be relevant, this game would need to change way to much, and people would hate that, making DD's sustain a joke would render a lot of skill useless, even more pigeonholing classes in a single viable build.

    Add to that the skill level of this game is already low enough, do you imagine the impact on gameplay overall with such mechanic? Most content feels better with a healer already when you play "end game", sure can tank almost anything without a healer, but still.
    Most of the time, 3DD in anything but non doc content is like doing yourself a stupid, unless you don't do hard modes, then, it's mostly fine.
  • SoLooney
    SoLooney
    ✭✭✭✭✭
    Dungeons are fine, if you're running vet dungeons and clearing without a healer, then that's good for the group. Self heals and being self reliant is also a good thing

    Why should a good tank and 3 good dps be punished for following mechanics and burning through bosses?

    Just be glad they're relevant in trials

    And no one is forcing you not to run a healer
    Edited by SoLooney on May 5, 2019 7:59AM
  • daemonios
    daemonios
    ✭✭✭✭✭
    ✭✭✭✭✭
    SoLooney wrote: »
    Just be glad they're relevant in trials
    "We have made you partly irrelevant. Pray we don't make you any more irrelevant."

    Gotta love this attitude. Incidentally, do you play a healer? I'm going to guess the answer is no.

    I have nothing against 3dd groups, but in the interest of keeping the game appealling to all classes/roles and the community as a whole happier, if healers are in a tough spot I'm siding with them. Rejoicing at others' problems doesn't make much sense to me.
  • bmnoble
    bmnoble
    ✭✭✭✭✭
    ✭✭✭
    Healers and Tanks are relevant just not in pre made META groups.

    Queue some randoms you will get all kinds of groups of various skill levels, always new players starting out dungeons for the first time.

    Just because experienced groups can compensate for the lack of a healer or tank or even bypass some mechanics in the game, does not mean the majority of the games player base can.


    I have tanked or joined as a tank into ongoing dungeons where the previous tank has abandoned the group because they were struggling to complete normal DLC dungeons and in some rare cases had groups that were struggling to stay alive in base game dungeons.

    The ads in Moon hunter keep for instance can pack quite a punch even to my tank when blocking, with damage shields up high resistance in heavy armor bit under 40K health, more often than not can one or two shot other group members, if there not careful.
  • Wifeaggro13
    Wifeaggro13
    ✭✭✭✭✭
    mairwen85 wrote: »
    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 de-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?
    Content design and game play got a lobotomy post 2016
  • randomkeyhits
    randomkeyhits
    ✭✭✭✭✭
    Depends on who is in the instance. Seen plenty where a healer is needed because the damagers are just not that strong.

    However...

    The first step is to remove one shots. Healers can't do anything about those.

    The second step is to remove the players ability to overpower a boss and sidestep mechanisms.

    Boss fight processing is that you can damage until you've triggered the next mechanism but that mechanism has to be dealt with to continue. Plenty of games do things this way. This means that damage that some players will never see will have to be faced and that overloading on damage just triggers things faster.
    EU PS4
  • Jeremy
    Jeremy
    ✭✭✭✭✭
    ✭✭✭✭✭
    Slunksters wrote: »
    Jeremy wrote: »
    mairwen85 wrote: »
    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.

    I'm a main tank, what's the point of having nothing to care about? So I just stand at that huge aoe one shot and don't care, slot purge become virtually immoral?

    1st, 3rd and 4th boss of moonhunter keep, second of fungal 2, final boss of falkreath, all bosses or almost in scalecaller and so on, those one shot make sense to me, how do you make those mecanics relevant enough for people who don't want EVERY content to be like fighting a mud crab?
    I understand people have fun in different way, but if you suck at the game, or don't like having a challenge, there is the normal mode of dungeons where enemy tickle you, veteran is easy enough as is no need make it even easier.

    For healers to be relevant, this game would need to change way to much, and people would hate that, making DD's sustain a joke would render a lot of skill useless, even more pigeonholing classes in a single viable build.

    Add to that the skill level of this game is already low enough, do you imagine the impact on gameplay overall with such mechanic? Most content feels better with a healer already when you play "end game", sure can tank almost anything without a healer, but still.
    Most of the time, 3DD in anything but non doc content is like doing yourself a stupid, unless you don't do hard modes, then, it's mostly fine.

    I guess it depends what kind of game play you're after. I actually enjoy the core game play of MMORPGs - where tanks invest in their defense, damage dealers invest in their damage, and healers invest in their healing to work together as a team to overcome obstacles they otherwise couldn't alone (they need to bring support classes back into the mix).

    I suppose if that bores you, I could understand why you may want to replace this style of play with all these gimmicks and booby traps that you have to run around dodging or learn patterns else you die instantly. But that's just not the kind of game play I'm after. I believe the difficulty of a fight should revolve around how well the player performs their combat role - not how experienced and skilled they are at following some pattern or their ability to dodge lasers This kind of game play reminds me of the trial and error crappy games back in the 1980's and isn't what an MMORPG should be about. And judging by how popular the DLC dungeons are - especially when they first come out and before they are nerfed - I'd say I"m not nearly the only person who feels this way. I've been sitting in a queue for close to an hour now to do Depths of Malatar - and that's as a tank - and the last two runs I was able to get in people just left at the start.

    The older base line dungeons were better designed and still challenging in their day. They had mechanics too - but they didn't one shot you every second. You do not need a constant stream of instant death one shot mechanics to make a fight challenging enough to be fun.
    Edited by Jeremy on May 5, 2019 7:32PM
  • mairwen85
    mairwen85
    ✭✭✭✭✭
    ✭✭✭✭
    @idk sorry for the delay in responding to you. As I hope is clear from several other discussions I've been involved in on this forum, I agree that the definition of healer is a main worry point in eso content. I'm in the camp the believes healers are the most dynamic role, providing support by way of damage, buffs, debuffs and resource aid. Heck, when I heal I see all 3, hp, stam and mag as resources I should be providing assistance to. Heal spam is unnecessary and dead weight in many dungeons and the game should cater to providing more detail as to what the role should be - - perhaps start by changing the name.

    A decent healer that heals proactively, provides resource and suppliments dps is more useful than a bol/rr spammer, even in dungeons (and even if we can equally do without). This should be pressed on in dungeon design, certainly. My proposal is simply to revise some of the content in a way that welcomes healers, and hopefully opens the door a bit to refine how a healer can feel more useful. (and maybe pick up some other suggestions along the way)

    Maybe one shot into heavy damage over time is the wrong way, but it is a decent start in my opinion. Especially when you already see it as a working alternative in dungeons like scalecaller - - and how doing so doesn't make other compositions impossible. I'm happy to agree to disagree with you on how that would be a design breaking change creating disparity between content types, but I can agree there may be better avenues to explore. That's the whole point of this discussion in the end.

    I hope we can also agree that zos' previous attempts have been, well, not exactly well thought out. Recent addition of a gimmicky 'heal this npc' requirement for just one example.
    Edited by mairwen85 on May 6, 2019 2:48PM
  • Cerra
    Cerra
    ✭✭✭
    Maybe... just maybe... the game wasn't designed for paper tigers. Perhaps they wouldn't be one shots if the DPS had more than 16k health and no resists?
  • mairwen85
    mairwen85
    ✭✭✭✭✭
    ✭✭✭✭
    Cerra wrote: »
    Maybe... just maybe... the game wasn't designed for paper tigers. Perhaps they wouldn't be one shots if the DPS had more than 16k health and no resists?

    So... What alternative to group composition do you believe the game is designed for? How do you feel roles should be built to accomodate current content design? How would dungeons play if we all had to build for 35k+ health and high resistances?
  • Grandma
    Grandma
    ✭✭✭✭✭
    my biggest thing is that self heals are so strong. Every class - yes, every class - has access to plenty if not at least 1 or 2 good self heals. Off the top my head, coagulating blood (probably the worst), power surge, siphoning + swallow, lotus, jabs. There's even more if you include vigor and shields. DPS are far too survivable. The only reason healers are required in trials is because you need more people doing mechanics and you need utility things like purge, resources, and more heals because there's so many damage sources. I don't know an easy way to fix this really, because removing self heals would obviously be a huge problem, but increasing damage from dungeons would be a weird move too. I hope they're looking into this this year. I mostly dps now because not only is healing too easy in most cases, it's just not as fun and you don't feel as needed. most of the time when i try hard mode vet dungeons they just ask me to use a 3rd dps instead...
    GH / 3/04/2021 / Elemental Catalyst Necromancer
  • Grianasteri
    Grianasteri
    ✭✭✭✭✭
    Absolutely yes.

    While I still think healing is clearly required for a lot of vet dungeons and trials content, for heals and perhaps more importantly sustain, buffs and debuffs... what is also clear is that for a huge amount of content healing is no longer required if the DPS is high enough. In fact the same can be said for Tanks, there is a great deal of content which no longer requires a tank, if the DPS is high enough.

    The above is a natural result of power creep, but also a direct result of the content and mechanics design.

    What the OP suggests seems like an excellent way to force groups to require a good healer, with an appropriate build and an effective rotation, capable of keeping the group alive through intense damage periods.

    I like one shot mechanics. It removes at least in part, the ability to simply burn a boss down, by forcing a group to pay attention to a mechanic. But I think what is absolutely needed are additional aoe and dot damage mechanics that are unavoidable, forcing a healer to remove negative effects and heal effectively. I also think there is more room for mechanics that strip magica and stamina.

    The times I most enjoy healing, is in vet content where there are intense periods requiring constant heals and resource replacement to keep the group from wiping. We need much more of that.
  • IzzyStardust
    IzzyStardust
    ✭✭✭✭✭
    zaria wrote: »
    The wraitstone dungeons demanded plenty of healing, this was probably intended.

    No need for healers is probably in part because of CP as CP give lots of migration.
    Also because so many runs vMA level builds rather than glass cannons.

    *mitigation

    I think is the word you meant?
  • Grianasteri
    Grianasteri
    ✭✭✭✭✭
    Cerra wrote: »
    Maybe... just maybe... the game wasn't designed for paper tigers. Perhaps they wouldn't be one shots if the DPS had more than 16k health and no resists?

    No, there are legit 1 shots that only a tank can survive. There are also legit 1 shots that even a tank cannot survive without playing the mechanic appropriately.

    If an enemy is kicking out a 30, 40, 50, 100, 200k hits... those are one shots. And there are plenty of them.

    Just to add, as a general rule I'm not a fan of the glass cannon style of build so I understand where youre point comes from, I think self sustain and survivability should be at least part of your build rather than relying entirely on someone else to sustain and heal you.
    Edited by Grianasteri on May 7, 2019 12:58PM
  • peacenote
    peacenote
    ✭✭✭✭✭
    ✭✭✭
    mairwen85 wrote: »
    I hope we can also agree that zos' previous attempts have been, well, not exactly well thought out. Recent addition of a gimmicky 'heal this npc' requirement for just one example.

    Ugh, we think this is one of the responses to healer concerns? Please, no more of this. What a great way to foster "better" healers... ask them to take their eyes off of their team and run across the room to heal an NPC. HATE this mechanic.
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
    • Want the history of this issue? It's HERE.
  • code65536
    code65536
    ✭✭✭✭✭
    ✭✭✭✭✭
    BNOC wrote: »
    Self heals are insanely strong, that's why healers are worthless in this kind of content.

    @BNOC That's a feature, not a bug. Self-defense should be strong and needs to be strong because this game isn't just about coordinated group content. A lot of people play solo, ranging anywhere from simple solo questing to vMA to solo PvP. A lot of people don't do or don't even want to do coordinated group content, which is the only content for which support roles make sense.

    The onus is not on the combat system, but rather on the design of group content to make having healers desirable. I.e., curtailing self-defense is absolutely the wrong approach.

    And that falls into two categories:
    1. Make high DPS less rewarding. You can either heal through the damage. Or do so much damage yourself that the enemy doesn't have a chance to damage you. Back when vWGT was new, it was necessary to do a full mechanics cycle, and in order to survive the blue phase, you needed a healer. But as DPS levels increased, people discovered that if you had 3 DDs, you could kill the boss before a blue phase even started, thus eliminating that need for a healer. (These days, you could skip blue phase with just two DDs, so replacing a healer with a DD isn't quite as advantageous as before.)
    2. Make high sustained healing a requirement. E.g., vet Cloudrest, when someone gets Dark Drain while holding Hoarfrost. Multiple DoTs and a defile means that only a healer could save that person. Or Frostvault HM, where the combination of a strong DoT and defile on the tank means that the tank requires quite a bit a healer attention.
      • The problem here is that this results in very difficult content. Vet Cloudrest is not very accessible to mainstream players. Neither is Frostvault HM.

    So here's the crux of the matter: Healers are expendable if you have good players doing easy content. Good players who have the DPS to not get mired in mechanics. Players who have the awareness to avoid damage and to react to the damage that they do take. Not everyone can do this. Not everyone has the reflexes, the awareness, the judgement, etc. And for those players, you already do need a healer even for base game content.

    I've been PUGing a lot of dungeons recently, and the amount of damage that mediocre players take is remarkable. Content that I could easily get through without any healer support, other players will just die if the healer isn't around.

    What people are suggesting is making content where healers are required for good players. Well, that's what we got in Frostvault HM. This sort of content will necessarily be difficult, and for the most part, ZOS is making a clear effort (Malatar HM not withstanding) at adding healing requirements to recent top-end content: specfically, Cloudrest, Blackrose, HM Frostvault, and Sunspire.
    Edited by code65536 on May 8, 2019 5:15AM
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:
    PC/Console Add-Ons: Combat AlertsGroup Buff Panels
    Media: YouTubeTwitch
  • Tasear
    Tasear
    ✭✭✭✭✭
    ✭✭✭✭✭
    There's many ways to reslove it.

    I think best way us coming to understanding that some people will 3 dps or even 4 but what we need is balance.

    To appoarch this use common mentioned issue one shots as something for healers. Have to be able to mirgrate some mistakes. Then appoarch game design with allowing human error and healers saving people from it. Yeah actually design dungeons for healer engagement.


    Cheap way just make a third tier in gameplay dungeons and trials.
  • Matchimus
    Matchimus
    ✭✭✭✭✭
    Can someone tell me what my healer may be actually contributing in dmg output terms when my contribution is mostly shown in the dmg output of other party members?

    I am using Orolimes, Infallible, combat prayer, orbs (dmg ones), purifying light, elemental blockade, elemental drain, and blazing spear (& war horn if tank not got it).


  • mairwen85
    mairwen85
    ✭✭✭✭✭
    ✭✭✭✭
    Just to re-irate a few of the suggestions that have appeared in this thread:
    mairwen85 wrote: »
    So... Discussion summarised, we arrive at
    • dots rather than one shots
    • pve specific debuffs unique to mobs and bosses
    • more creative mechanics that require heals
    • increased dependency on player buffs
    • more environmental (rather than enemy) dangers
    • decreased potency of self heals

    Out of all, I only disagree personally with changing self heals. Any approach in my mind shouldn't make 4xdps, or 3xdps + tank any less doable, just make having a healer more desirable.

    And a new addition:
    Tasear wrote: »
    a third tier in gameplay dungeons and trials.

    Question is, how would that 3rd tier content provide any difference; what would it provide that 'normal' and 'veteran' don't already cover. If that 3rd tier is drastically different in mechanics (as others have said), it breaks the flow of game design. So you'd still need a concept that carries over from normal, to mid, to veteran.

    @code65536

    I agree that self-heals are fine as they are (part of my opening post).
    mairwen85 wrote: »
    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).

    As for my primary proposal, heavy DoT to replace several one-shots, doesn't that meet your criteria?
    mairwen85 wrote: »
    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 de-buff becomes purge-able(?), and the damage recoverable over time, despite the actual effect still doing decent enough damage to retain difficulty.

    Why do some groups run dungeons sans healer? In my case:

    a) efficiency
    b) challenge

    It doesn't make content any harder for players that are already able to mitigate damage, or that want to run content without requirement for a healer as they have high enough dps to ignore long (or multiple) mechanics phases (or who want the challenge). What it does do is add a small window for human error. Let's say a one shot is ~65K, this is instead applied as a damage over time effect that ticks at 13K per second for 5 seconds. That's still nasty damage, but instead of insta-death, you have at least 1 second survivability which a healer can rescue from, or purge (If we really wanted to drive home the more supportive role of a healer in harder content, you could have this effect add an additional de-buff such as 'maim' which could be countered with 'courage' or 'berserk', or purged -- but that's an extension case of the same core principle).

    The side effect is then also that we make dungeons more accessible? Never a bad thing...
    Matchimus wrote: »
    Can someone tell me what my healer may be actually contributing in dmg output terms when my contribution is mostly shown in the dmg output of other party members?

    I am using Orolimes, Infallible, combat prayer, orbs (dmg ones), purifying light, elemental blockade, elemental drain, and blazing spear (& war horn if tank not got it).

    Yes, exactly. Your healer is providing buffs and minimal supplementary damage -- your buffs are inflating the group damage and your damage done is either sustaining you (or group in case of orbs/shards) or applying debuffs, which is a good thing and should be encouraged. The question is, how to make that addition to the group make-up more desirable in dungeons than it currently is -- it's expected in trials.
    Edited by mairwen85 on May 8, 2019 6:42AM
  • ccfeeling
    ccfeeling
    ✭✭✭✭✭
    ✭✭
    When the content require more healing , more sustain , players will pick a real healer .

    Such as VBRP , all vet trials .
Sign In or Register to comment.