When the content require more healing , more sustain , players will pick a real healer .
Such as VBRP , all vet trials .
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 DiscrepancyAnother 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
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.
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.
Any other thoughts?
kathandira wrote: »Any other thoughts?
Reduce healing done via Spell Damage. Increase the value of 2, 3, and 4pc bonuses with Healing Done on gear. Add a function that increases healing done amount of each healing spell you have on your action bar. For example, 5% Healing Done for each Healing spell you have slotted
This way, Damage Dealers would not receive the same amount of Healing Power from Spell Damage alone. And as well, the more damage dealing abilities you have on your bar, the less your Healing Power.
kathandira wrote: »Any other thoughts?
Reduce healing done via Spell Damage. Increase the value of 2, 3, and 4pc bonuses with Healing Done on gear. Add a function that increases healing done amount of each healing spell you have on your action bar. For example, 5% Healing Done for each Healing spell you have slotted
This way, Damage Dealers would not receive the same amount of Healing Power from Spell Damage alone. And as well, the more damage dealing abilities you have on your bar, the less your Healing Power.
To be honest, they should just separate spell power and healing all together. That way a player would have to sacrifice offense to become good at healing. But I doubt they'll ever do this because this game is built from a DPS-oriented and PvP perspective - so they want damage dealers to be adept at healing themselves.
kathandira wrote: »kathandira wrote: »Any other thoughts?
Reduce healing done via Spell Damage. Increase the value of 2, 3, and 4pc bonuses with Healing Done on gear. Add a function that increases healing done amount of each healing spell you have on your action bar. For example, 5% Healing Done for each Healing spell you have slotted
This way, Damage Dealers would not receive the same amount of Healing Power from Spell Damage alone. And as well, the more damage dealing abilities you have on your bar, the less your Healing Power.
To be honest, they should just separate spell power and healing all together. That way a player would have to sacrifice offense to become good at healing. But I doubt they'll ever do this because this game is built from a DPS-oriented and PvP perspective - so they want damage dealers to be adept at healing themselves.
Totally. That is why I suggest they reduce the amount of healing you get from Spell Power. That way DPS can still have some healing power, and it can be amplified via Battle Spirit in PvP. Would also encourage Healers to use gear that provides +X Healing Done, as it is currently not very desired.
kathandira wrote: »kathandira wrote: »Any other thoughts?
Reduce healing done via Spell Damage. Increase the value of 2, 3, and 4pc bonuses with Healing Done on gear. Add a function that increases healing done amount of each healing spell you have on your action bar. For example, 5% Healing Done for each Healing spell you have slotted
This way, Damage Dealers would not receive the same amount of Healing Power from Spell Damage alone. And as well, the more damage dealing abilities you have on your bar, the less your Healing Power.
To be honest, they should just separate spell power and healing all together. That way a player would have to sacrifice offense to become good at healing. But I doubt they'll ever do this because this game is built from a DPS-oriented and PvP perspective - so they want damage dealers to be adept at healing themselves.
Totally. That is why I suggest they reduce the amount of healing you get from Spell Power. That way DPS can still have some healing power, and it can be amplified via Battle Spirit in PvP. Would also encourage Healers to use gear that provides +X Healing Done, as it is currently not very desired.
It's an interesting idea you have, to rely on battle spirit to make up the difference in PvP. But as I added in my last post - this game just seems shamelessly bias in favor of dps-oriented builds so I doubt it ever happens. I believe they are more likely to just scrap the healing role all together and replace it with a third DPS slot before attempting to strengthen the healer's role. But it's a good idea nonetheless and I hope they consider it.
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.
.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.
While the entirety of Codes post says it all. This here really spells out the correct perspective.
Think about how things would be if the dungeons skilled players can clear easily with 3 DPS and a tank were altered so those groups required a dedicated healer as OP is seeking.
That would mean a large number of players that can get through it with the trinity would no longer be able to clear it. Instead of threads complaining about DLC dungeon difficulty we would have threads complaining about all dungeons being to difficult.
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).
Good point. If healers could actually heal people who were hit by a laser or touched by a ghost or weren't standing in the right spot it would go a long way to making them more relevant because it would give the group more breathing room to make mistakes.
Generally the only time when healers become super important is when radiant damage becomes so bothersome that DPS with off heals <Flappy/BoL/Vigour> are using it too much to offset dmg boost from a healer.
Last time someone asked for healers to feel relevant they nerfed shields
first_kodiak wrote: »To reiterate something others have already said, if you think healers are irrelevant go pug some vet dungeons as a healer or proper tank (not a dps tank hybrid) and come back to the discussion. Rebalancing dungeons so top-tier groups require a healer would make them completely inaccessible to pugs. Many of the vet dlc dungeons are already difficult to complete with pugs.
Frankly, a lot of you come off a super-elitist players with no understanding of the rest of the player-base. You can't balance a game around the top 1% of the players. That is what vet trials are for. Vet dungeons are designed to be much more accessible.
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?
runkorkoeb17_ESO wrote: »Do you play dlc dungeons?
Selfheals? A decent dps build HARDLY have any healing skills on bars/ even if they have they are HARDLY used in rotation.
There are few/none even dlc dungeons you can run without healer. Unless ppl are godly players:P
Healer is stil a MUST in most of the grp content.
runkorkoeb17_ESO wrote: »Selfheals? A decent dps build HARDLY have any healing skills on bars/ even if they have they are HARDLY used in rotation.
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).
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 DiscrepancyAnother 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
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.
https://elderscrollsonline.wiki.fextralife.com/Healing+Ritual
Facefister wrote: »@mairwen85
Because the healing role is a dead weight in every 4-man dungeon when every DD and Tank knows what to do. We do want to play how we want, and the game allows us to do that. Enforcing a healer just because some springs spamming healers feel unneeded will ruin that for us. The healing role is a trial role, and a crutch role in dungeons where the people can't self-sustain.
"We have made you partly irrelevant. Pray we don't make you any more irrelevant."Just be glad they're relevant in trials
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.
Maybe increase dot damage from mobs would make a healer more relevant:
More healing over time versus damage over time.
.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.
While the entirety of Codes post says it all. This here really spells out the correct perspective.
Think about how things would be if the dungeons skilled players can clear easily with 3 DPS and a tank were altered so those groups required a dedicated healer as OP is seeking.
That would mean a large number of players that can get through it with the trinity would no longer be able to clear it. Instead of threads complaining about DLC dungeon difficulty we would have threads complaining about all dungeons being to difficult.
OP -- me -- never advocated absolute requirement for healer. I simply said that by swapping one shots for dots, healers become more attractive in some ways with the side effect that dungeons also become more accessible for lower skilled players. You're misrepresenting the entirety of my involvement in this thread. I suggest you go over my posts again.
https://forums.elderscrollsonline.com/en/discussion/comment/6026201/#Comment_6026201
https://forums.elderscrollsonline.com/en/discussion/comment/6026703/#Comment_6026703
https://forums.elderscrollsonline.com/en/discussion/comment/6037936/#Comment_6037936
https://forums.elderscrollsonline.com/en/discussion/comment/6032784/#Comment_6032784
Imminent death vs instant death does not make the content harder for anyone.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).