My biggest gripe here is that any build that isn't built for healing should not have health sustain capabilities at all. You know why it's so hard to queue as DPS for group content, because healers are not needed, so who the *** wants to watch a bunch of over confident DDs clean up a dungeon not needing any support? No one! Maybe, just maybe, pugging wouldn't be a such a miserable *** show if people actually played their roles, instead of trying to be everything in the game. It's not impressive at all.
https://www.youtube.com/watch?v=-fOi7xdcpdUfirst_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.
.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).
I think you are splitting hairs here. The title makes your intentions for this thread very clear. That coupled with your suggestion is a clear message you want the challenge of unavoidable damage increased so that a healer is needed. Yes, those DoTs have to be unavoidable to make a difference.
And in the end, adjustments are not needed because many groups, as Code pointed out, do need healers with the current design. Clearly this is not because of the one shot mechanics you are complaining about but that most players are not the top players Code refers to.
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.
That isn't quite true
The fast you kill the boss the fewer the ghosts.
The faster the DPS means less adds during dwarven boss.
It also changes the dynamic of the encounter. If ghosts did say 90% of your HP total. They would essentially become a non threat. You can easily just stack and whack.
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.
Generally the biggest way to force healers in 4 man is to remove DPS/Tank abilities to heal/shield themselves.