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.
GarnetFire17 wrote: »how do you make the damage threatening to a tank without being able to one shot DPS and healers?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.
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.
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.
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.
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.
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.
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.
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.
"We have made you partly irrelevant. Pray we don't make you any more irrelevant."Just be glad they're relevant in trials
Content design and game play got a lobotomy post 2016The 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?
Slunksters 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.
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?
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?
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.
Self heals are insanely strong, that's why healers are worthless in this kind of content.
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.
a third tier in gameplay dungeons and trials.
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).
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.
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).