kylewwefan wrote: »It never occurred to you that maybe your team is just OP AF?
paulsimonps wrote: »Others have said similar things about next update, if you manage to build the group so that some if not all of the utility skills and sets go to some of the DPS then you need no Healer as long as certain AoE heals and self heals are part of your rotation, especially those that heal and damage.
Saril_Durzam wrote: »The funny things is of both heals that can be used there, ZoS is nerfing Matriarch and buffing vigor...
John_Falstaff wrote: »Saril_Durzam wrote: »The funny things is of both heals that can be used there, ZoS is nerfing Matriarch and buffing vigor...
Granted, they've already declared that they'll be nerfing Vigor back again. ^^
kylewwefan wrote: »It never occurred to you that maybe your team is just OP AF?
Congrats to the OP for being an awesome player and running with an awesome group, but posts like this are so skewed toward elitism it's ridiculous. 99.9% of players will never do ANY HM vet trial content, let alone without a healer. But since this happened to 1 group in the easiest trial in the game, it's considered a systemic problem that affects the entire game?
I lead raid groups for lower to upper middle tiered players. Believe me, even in nAA, no one is complaining that healers aren't needed.
ZOS_BrianWheeler wrote: »
We're aware that some content has been designed around old functionality of abilities that existed beyond our standards and might need some sort of compromise in regards to how you engage with it and/or how we balance it.
Congrats to the OP for being an awesome player and running with an awesome group, but posts like this are so skewed toward elitism it's ridiculous. 99.9% of players will never do ANY HM vet trial content, let alone without a healer. But since this happened to 1 group in the easiest trial in the game, it's considered a systemic problem that affects the entire game?
I lead raid groups for lower to upper middle tiered players. Believe me, even in nAA, no one is complaining that healers aren't needed.
Congrats to the OP for being an awesome player and running with an awesome group, but posts like this are so skewed toward elitism it's ridiculous. 99.9% of players will never do ANY HM vet trial content, let alone without a healer. But since this happened to 1 group in the easiest trial in the game, it's considered a systemic problem that affects the entire game?
I lead raid groups for lower to upper middle tiered players. Believe me, even in nAA, no one is complaining that healers aren't needed.
You missed the point of this post. I was addressing an issue that @ZOS_BrianWheeler brought up regarding the upcoming nerfs to healing in the next update:ZOS_BrianWheeler wrote: »
We're aware that some content has been designed around old functionality of abilities that existed beyond our standards and might need some sort of compromise in regards to how you engage with it and/or how we balance it.
Due to the nerfs made to healing springs and orbs, it will directly impact vet trials (as Brian said, many of those trials have mechanics which were specifically built around how healing springs functioned). So one of the potential ways of addressing that, according to him, would be lowering the incoming damage that players receive.
I was addressing the fact that incoming damage should not be lowered to compensate for the nerfs to healing. If the incoming damage is lowered it will only make it easier for groups to complete content without a healer (due to the changes to skills like Ring of Preservation, Vigor, Ritual of Retribution, Power Surge, etc) since it is already possible for groups to clear vet HM without a healer. So if groups can currently complete a vet HM trial, it would be even easier to complete if the incoming damage was lowered.
AA HM is not a very good metric, try more difficult content and if you're dead set on crags; go for HRC HM.
RiskyChalice863 wrote: »Perhaps this is a silly point but it seems to me that your group was able to complete it because a bunch of non-healers had slotted healing abilities. That’s obviously a safer way to go, but it doesn’t maximize DPS. Your team basically decided to sacrifice DPS to allow yourself to be in a better spot if your healer died or screwed up. If you’ve got a group of players that are all basically dedicating 10-20% of their rotation to healing, it’s not quite true that you didn’t have a healer. You just didn’t have a dedicated healer. But probably roughly the same percent of the group’s global cooldowns were used on healing abilities as if you had had the healer alive and the other players weren’t using all the Matriarchs and Vigors. This would always be viable because the game’s stats system allows you to boost your healing and DPS using the same stats. All this really proves is that if the DPS all basically act as part healers, you can get similar results to having dedicated DPS and dedicated healers.
Last night I ran vAA HM with my guild for a quick score run so we only took one healer. However, during the final boss fight the healer was knocked off (or fell). We figured that we'd wipe, but we kept going just to build ulti for the second attempt. However, we realized that nobody was dying due to the DPS simply adding vigor and Twilight Matriarchs into their rotation. We reached execute and then decided to just go for it. During execute there was even still a reflection up, but we still managed to clear HM despite not having a healer.
While it was funny in the moment, it felt wrong.
A veteran hardmode trial boss should not be completable without a healer. With the changes coming to healing in the next Update I am really becoming concerned about where healing as a role is going to fit into PvE endgame if the DPS will be able to survive without one. This is exactly why the content should not be adjusted to compensate for the upcoming nerfs to healing. If the incoming damage is reduced to compensate it will make things even easier for groups to complete content without dedicated healers.
The reason it's easier to run most vet HM dungeons without a healer is because with 3 DPS you can skip mechanics, kill things before they have a chance to kill or damage you, and shorten fights due to the high amount of damage. If it gets to the point where even vet HM trials can be completed without healers, then of course groups are going to start running only DPS and tanks for the same logic that they do in dungeons. Why bring along two healers when you can just bring two extra DPS to burn through the content quicker?
This is an MMORPG. The genre has been built around the "holy trinity" of DPS, healers, and tanks. If one of those roles becomes nonessential or even discouraged, then you have removed one of the foundational elements to having an MMO. I sincerely hope that is not the direction that ESO is heading.