This would be terrible for PvP
This would be terrible for PvP
FrancisCrawford wrote: »Dungeon groups have 4 or fewer players each. It's OK that their jobs be hybird rather than single-minded.
There's much to complain about in the game, but I don't see what's wrong with that aspect.
This would be terrible for PvP
It would be poor for the game as a whole and ESO advertised itself as a game where the trinity are blurred. So it would go against the foundation of the game. Something that, in a good way, separates it from antiquated games like WoW, FF14, and SWTOR.
BTW, the healer being marginalized is a very separate issue that OP is not really addressing. Regardless, outside of the most challenging content, we have not needed dedicated healers since the game launched. vDSA strat early on was a 50/50 healer/DPS. Even the last fight an early strat for the final vDSA arena was the healer tanking the adds while the tank moved the boss away. For years now that healer is now tanking the boss while the tank moves the adds away for that final round.
YandereGirlfriend wrote: »This is not the way to solve the problem of marginalized healers.
To solve that, you need players to actually receive amounts of damage that only a dedicated healer can save them from, otherwise off-heals or sacking the healer entirely will continue to be the preferred strategy.
So just as there are hard DPS checks in many dungeons so too should there be dedicated healing checks.
I do, however, support de-coupling healing potency from Spell/Weapon Damage and increasing the values of Healing Done bonuses to make them more mandatory for obtaining strong healing. It is woefully poor design that the means of generating big heals is simply stacking damage stats the same as any DPS would.
I think maybe some posters are under some misconceptions about how a healer should build. We currently spec into spell dmg and crit to get these monster heals you mentioned, even on a full heal spec, so these proposed changes would actually hurt the healers who are currently building properly. Most pug healers or inexperienced healers tend to spec fully into sustain, and would not be touched or affected by this. What exactly would be the point then in changing all of this if the overwhelming majority of players wouldn't even be affected?
BXR_Lonestar wrote: »Over the course of the last few patches, the healer role has become more and more marginalized, and the two main drivers of this are 1) game mechanics, including overuse of one-shot mechanics, that favor doing overwhelming DPS over survivability and 2) the fact that healing scales off of offensive stats such that DPS off-healers have stronger heals than a dedicated healer due to having more spell power due to the fact that dedicated healers are less focused on building for spell power. Overwhelming spell power is simply not needed to make an effective healer because heals are already pretty strong.
I see a lot of post saying healing across the board should be nerfed, but that won't solve the issue because off-healer heals will still be stronger than dedicated heals due to the heals scaling off of offensive stats. However, if the combat system was reworked such that ability cost scaled up exponentially with the spell damage modifier, you could create some separation between the two roles. Sure, an off-healer would have stronger heals than a dedicated healer still, but they would incur more cost for healing than a dedicated healer would, which would reduce their offensive output. At that point, it becomes more valuable to have someone who can throw out heals constantly at a lower cost, allowing DD's to focus on their particular role.
Spell costs could then be tweaked such that DPS pay less of a penalty by using damaging abilities with high spell power than they would if they used healing abilities.
Its just a thought and one I think warrants at least some consideration. However, such a change may necessitate that they go back and do a pass on all ability costs, which Zos may not be inclined to do.
universal_wrath wrote: »Some dungeons require dedicated healera as supposed to off healers, like scale caller pear where lots of mechanics involve heal8ng debuffs and resources depletion, as well as AOE dots in some boss fights, off healers will not be able to be effective as much because they would need to focus on healing more while their toolkit is geared more toward dps. In some achievement runs on DLC dungeons, people prefer main healers as supposed to off healers, mainly no death runs ans some hard modes.
BXR_Lonestar wrote: »This would be terrible for PvP
It would be poor for the game as a whole and ESO advertised itself as a game where the trinity are blurred. So it would go against the foundation of the game. Something that, in a good way, separates it from antiquated games like WoW, FF14, and SWTOR.
BTW, the healer being marginalized is a very separate issue that OP is not really addressing. Regardless, outside of the most challenging content, we have not needed dedicated healers since the game launched. vDSA strat early on was a 50/50 healer/DPS. Even the last fight an early strat for the final vDSA arena was the healer tanking the adds while the tank moved the boss away. For years now that healer is now tanking the boss while the tank moves the adds away for that final round.
I don't think this game was advertised as the trinity being blurred at all. You look at the dungeon finder and it is set up with a very rigid structure with 2 DPS, 1 tank, 1 healer. If it was intended for the lines between the trinity to be blurred, they could simply get rid of all of the requirements and simply make it 4 match-made players of any role. Taking it further, they could just design content assuming that you wouldn't have a tank or a healer.
Taleof2Cities wrote: »universal_wrath wrote: »Some dungeons require dedicated healera as supposed to off healers, like scale caller pear where lots of mechanics involve heal8ng debuffs and resources depletion, as well as AOE dots in some boss fights, off healers will not be able to be effective as much because they would need to focus on healing more while their toolkit is geared more toward dps. In some achievement runs on DLC dungeons, people prefer main healers as supposed to off healers, mainly no death runs ans some hard modes.
But as I mentioned above, @universal_wrath, group dungeons are just one (1) playstyle in the game.
You have to look at all the game's playstyles together to really see the extent of where dedicated healers are actually used.
Which isn't a lot.
In your example, there are only a handful of DLC dungeons where dedicated heals are really useful.
In PvP, raid groups will have one or two dedicated healers (or more) depending on the size of the raid.
That's about it though.
4 elite DPS can breeze through Scalecaller with no trouble.
There was even one time that I PUG grouped Scalecaller HM as a healer with 3 DPS ... and they told me they wished I had a better ultimate to use than Nova.
universal_wrath wrote: »I'm not really sure what are you trying to point out? Are healers not important?