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Unholy Duality + Tank gripes

  • codierussell
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    @Agenericname

    I agree but what is the difference between being survivable in PVP and PVE? There are skills in PVP that hit just as hard as dungeon and trial bosses? Maybe the fix is having a new dungeon and trial level that does this for you? Adds all the battle spirit debuffs but the dungeon or trial only drops gold jewelry? That way the gear and such is still accessible to the same player base but the player base that wants more of a challenge gets it. Plus it would reduce the ridiculous costs of golding gear sets.
  • TheFM
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    Aznarb wrote: »
    TheFM wrote: »
    zvavi wrote: »
    It did feel like they took it a step to the right direction with moongrave fane. But then the dungeons were "too hard" and now we got 2 more that are in no need of a healer. Yey.

    Overland players complain, dungeons get nerfed to the point if hilarity. Seriously, the new dungeons are pathetically simple. I felt the previous dungeons were finally going in a good direction,band now we get this. 🤮

    At least one of them is very fun to run.

    Oh I agree, unhallowed grave is fun indeed with the new mechanics. However it is laughably easy.

  • gatekeeper13
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    We did a 3DD run in vCoA2 HM, with me as a tank. Run was easier than doing it with a healer.

    This shows how badly designed this game's dungeons are.
  • codierussell
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    We did a 3DD run in vCoA2 HM, with me as a tank. Run was easier than doing it with a healer.

    This shows how badly designed this game's dungeons are.

    That dungeon also came with the base game and came out 5 years ago. The DLC dungeons are more designed for the current balance. Go back to when the game launched and vCOA was a extremely hard dungeon to the point most people could not complete.
  • Agenericname
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    @Agenericname

    I agree but what is the difference between being survivable in PVP and PVE? There are skills in PVP that hit just as hard as dungeon and trial bosses? Maybe the fix is having a new dungeon and trial level that does this for you? Adds all the battle spirit debuffs but the dungeon or trial only drops gold jewelry? That way the gear and such is still accessible to the same player base but the player base that wants more of a challenge gets it. Plus it would reduce the ridiculous costs of golding gear sets.

    I believe at one point Alcast recommended a special mode called "nightmare" mode where the players had an instance without CP, or something to that effect. A debuff sounds very similar. Having an additional level of difficulty would be fine in my opinion, it's a solution that doesn't impact a broad spectrum of players negatively.

    If however they wanted to make the healer be necessary the debuff would need to apply to self heals and other specific heals. If the actual healer is being nerfed, why even bring one? It makes the decision between a 3rd DD and a healer even more lopsided.

    Your survivability in PvE doesn't have the same impact that it does in PvP. The worst of the issues from PvE is that healers do not feel needed, but that's not universal. It applies to a small group of players. In PvP what is needed is fair play and counter play and it does impact everyone universally.
  • codierussell
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    @Agenericname

    I do think a new difficulty is the best way to go about it. Make the drops either gold or perfected to keep with how they are going with the sets in trials. Or it would even work nicely with the new 1 piece sets they are coming out with in a few months. Either way that option seems like the easiest to implement that would keep everyone in the player base happy.
  • remilafo
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    We did a 3DD run in vCoA2 HM, with me as a tank. Run was easier than doing it with a healer.

    This shows how badly designed this game's dungeons are.

    Don't even need a tank is ANY of the base game dungeons even on HM..

    3 dps with one solo build will do.
  • idk
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    @Varana I agree, the content should not be balanced for the top players, but its not just top players that complete content with these group compositions. But all that goes away from my original comment, make content that requires the roles not make things arbitrarily hard to make up for it. For example, I would say blackrose prison is the hardest 4 man content in the game. In blackrose it is not uncommon for groups to complete with 3 dps, but I would go to say that blackrose even for good groups is a big challenge. I know many really really good players that have yet to complete it. Making content really really hard does not make healing needed, the mechanics dictate that. ZOS needs to make healing mechanically needed, not something that is just nice to have. Although ZOS has tried to implement some mechanics to require larger burst healing, most of these can be forgotten by the tank using a defensive ult.

    So to reiterate, I don't want things to necessarily get harder, I want ZOS to implement mechanics to where things are impossible without healers or at least close to it. The only content that comes to mind is Moongrave Fane hard mode with the health debuffs that the block and hemoglobin apply.

    We are merely talking about vet dungeons. We are not talking about the content intended to be the most challenging. We are also talking about fairly skilled players that are familiar with the vet DLC dungeons and vBRP that can clear it without a dedicated healer.

    So we are not talking about the most difficult content in the game nor are we talking about the average player that can clear content like vet DLC dungeons and vBRP without a healer. Basically, this thread seems to be telling Zos they got something right.
  • codierussell
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    @idk

    But, the problem is that all the endgame players are leaving the game because there is nothing to do. Once again I am on console so I can't speak to PC but PVE is dying really fast, to the point you can't even get a PUG group going for something in craglorn for even normal trials.

    With the endgame community leaving it makes a problem because there is no one to teach the newer players and help them through content. I have seen many players leave the game because there just isn't a player base to support PVE content for people that are learning.

    So with that being said you have older players leaving because they don't have content to do and newer players leaving because there is nobody that are capable of clearing content. Not to mention the wide range of players don't care to even do DLC content so you have to look at only players who actually do PVE content, to which most people think the dungeons are a joke and the trials are a little bit out of reach for some players. This is the feel I get from PS4 anyways.

    Also, if you look at the other comments I made you would see other ideas I have expanded on that do not hinder newer players, or players that are not able to complete stuff.
  • idk
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    The FACT is tanks and healers are required for the more challenging content in this game and is germane to the thread yet players are stating that easier content can be cleared by experienced groups without a healer which is an absurd argument.

    We get a new operation once a year, a mini-op and group arena during the past 3 years. All that on top of 4 dungeons a year. If they are leaving due to lack of content then they are going to games that add less per year.

    I did not bother with your discussion about pugging normal trials as that is the bottom of the barrel. Not only is it the easy challenge level of trials but also players desperate enough to pug in chat because they are not in a good PvE guild.

    In other words, you are very confused about why raiding players have left the game.

    You suggest I read your other comments. We will start with your first big idea, to re-evaluate the role of a healer to someone who just heals and nothing more. You want to remove the utility they bring to the group in raid and make them do only one thing, heal. Not only boring but ignores what healers currently to vet trials outside of Craglorn.

    Then your big example of the benefits of your suggestion is vHoF last boss burn phase which cannot be completed without a healer so the example is pointless, Actually, the example supports my statements, not yours.

    Edit: To be clear, protection and maim, pretty much anything that will help survival in that fight is provided by healers and tanks in a well-organized group as it is. Also, buffs and debuffs that can buff the group's damage are provided by both roles. In other words, you are countering your own suggestion.
    Edited by idk on March 8, 2020 11:09PM
  • codierussell
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    @idk
    @Agenericname

    I agree but what is the difference between being survivable in PVP and PVE? There are skills in PVP that hit just as hard as dungeon and trial bosses? Maybe the fix is having a new dungeon and trial level that does this for you? Adds all the battle spirit debuffs but the dungeon or trial only drops gold jewelry? That way the gear and such is still accessible to the same player base but the player base that wants more of a challenge gets it. Plus it would reduce the ridiculous costs of golding gear sets.

    Here is one that I was talking about. Actually making suggestions not just blanket stating people don't want changes and more challenges. Those two new dungeons coming out I plan to have both hard modes done the same day it comes out. So clearly this content is not lasting long for many PVE players because I am by no means a great player. I have completeed everything but a couple trial hard modes and I have been running out of things to do. I actually have seen a decline in the amount I play and usually only jump on for scheduled raids.

    Going back to the original topic, if content was hard it would bring more people to play it and all at the same time make healers more needed. If you feel like you want to go back to the idea that dungeons are not endgame, I have solo healed many vet trials. Healers are not needed because mechanics don't need a healer and the content as a whole is easy to beat.
  • idk
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    There is no substance for healers in that suggestion. Your point in the context of this thread is lost.

    Further, concerning challenging content, it is a very small portion of the player base who has cleared the latest trial let along clearing it on HM. Then we can get into doing it well. In all cases of groups that cleared it they needed a healer.
  • codierussell
    codierussell
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    idk wrote: »

    Edit: To be clear, protection and maim, pretty much anything that will help survival in that fight is provided by healers and tanks in a well-organized group as it is. Also, buffs and debuffs that can buff the group's damage are provided by both roles. In other words, you are countering your own suggestion.

    So when I say ZOS should do more mechanics like this to support using healers I am wrong? I pointed out one of the few places that you want a healer for these buffs and debuffs but that is one fight in one trial, what about all the others?
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