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.
gatekeeper13 wrote: »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 wrote: »@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.
gatekeeper13 wrote: »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 wrote: »@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.
codierussell wrote: »@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.
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.