There are already single-target heals in the game, which require aiming specifically at the target you want to heal.Issue with healing is that the game has "smart" healing that essentially took away the skill aspect from being a healer. Why aim and select who you want to heal when the game does it for you in an efficient automatic method? if healing was mechanically harder and more efficient when a player is mentally focused on doing heals, we wouldnt see things like every single mag player in PvP just running and stacking rapid regen automatically on the lowest health target. If a dps player can aim at a low health enemy running around to hit them, a healer could manage aiming at a low health ally to heal them.
For example, Symbiosis and morphs, or the Warden vine.
Now, if you go into PvP, you will notice that noone ever uses these abilities, or that they are very occasionally used but only for their other effects (not for healing).
This is the case because these abilities suck - they are much less powerful than comparable multi-target heals - and that targeting the right ally to heal is an exercise in futility because the game always highlights the wrong targets at all time. (similar to how in PvE, single target ultimates tend to usually hit random rats, spiders and other critters with 1 HP for some reason)
I know, and there is half the issue there, there is no incentive to run an ability that requires aiming over an ability that automatically does it for you. Just poor game design Imo
This is not a "I loss and now complaining" thread. Nor do I want to bash on Dps or demean those who play the role. This is just my outlook on the current state of PvP and personal opinion.
When I say catered to Dps the evidence is overwhelming. Dps has zero restrictions in Pvp and all the benefits. It makes it completely pointless to play a Tank or healer role and infact punishes you for doing so. For example
The Tank. The Tank has to sacrifice so much to get to resistance cap, and to be able to even compete with dps penetration (which can reach numbers of 10k+) they have to go over the resistance by at least a min of 15k while at the same time stacking massive amounts of crit resist just to be considered a "Tank".
Even this is not enough because with the pvp heal debuff along with the ease of getting major defile now two dps can drop said "Tank" in seconds.
The Healer. Again has to sacrifice so much defense and raw damage just to be able to heal for a minimal amount with the 90% heal debuff (Battle spirit+Defile). So they rely on shields to keep them alive so they can heal. Yet this again is nerfed by half in pvp leaving them vulnerable to be taken out with ease.
I know people were complaining about healer sheild stackers and near unkillable tanks. And yes I know they can be annoying. But these were Eso players style on how they wanted to play, but because of the complaints it killed the Tank and Healer roles in PvP.
Now Eso seems to cater only to the Dps. Not just in PvP, But PvE. And hardly punishes them as sever as they punish the healers and tanks.
Now I am not calling for nerfs to Dps, Nor am I downing anyone who plays the roles. But I would love to see healer and tanks brought back to their glory era. Back when it took coordinated effort to take a healer out and where a Tank was a TANK and could withstand the onslaught of not just one or two players, but five or six.
Again this is just my opinion and I thank you for taking the time to read it.
This is not a "I loss and now complaining" thread. Nor do I want to bash on Dps or demean those who play the role. This is just my outlook on the current state of PvP and personal opinion.
When I say catered to Dps the evidence is overwhelming. Dps has zero restrictions in Pvp and all the benefits. It makes it completely pointless to play a Tank or healer role and infact punishes you for doing so. For example
The Tank. The Tank has to sacrifice so much to get to resistance cap, and to be able to even compete with dps penetration (which can reach numbers of 10k+) they have to go over the resistance by at least a min of 15k while at the same time stacking massive amounts of crit resist just to be considered a "Tank".
Even this is not enough because with the pvp heal debuff along with the ease of getting major defile now two dps can drop said "Tank" in seconds.
The Healer. Again has to sacrifice so much defense and raw damage just to be able to heal for a minimal amount with the 90% heal debuff (Battle spirit+Defile). So they rely on shields to keep them alive so they can heal. Yet this again is nerfed by half in pvp leaving them vulnerable to be taken out with ease.
I know people were complaining about healer sheild stackers and near unkillable tanks. And yes I know they can be annoying. But these were Eso players style on how they wanted to play, but because of the complaints it killed the Tank and Healer roles in PvP.
Now Eso seems to cater only to the Dps. Not just in PvP, But PvE. And hardly punishes them as sever as they punish the healers and tanks.
Now I am not calling for nerfs to Dps, Nor am I downing anyone who plays the roles. But I would love to see healer and tanks brought back to their glory era. Back when it took coordinated effort to take a healer out and where a Tank was a TANK and could withstand the onslaught of not just one or two players, but five or six.
Again this is just my opinion and I thank you for taking the time to read it.
This is not a "I loss and now complaining" thread. Nor do I want to bash on Dps or demean those who play the role. This is just my outlook on the current state of PvP and personal opinion.
When I say catered to Dps the evidence is overwhelming. Dps has zero restrictions in Pvp and all the benefits. It makes it completely pointless to play a Tank or healer role and infact punishes you for doing so. For example
The Tank. The Tank has to sacrifice so much to get to resistance cap, and to be able to even compete with dps penetration (which can reach numbers of 10k+) they have to go over the resistance by at least a min of 15k while at the same time stacking massive amounts of crit resist just to be considered a "Tank".
Even this is not enough because with the pvp heal debuff along with the ease of getting major defile now two dps can drop said "Tank" in seconds.
The Healer. Again has to sacrifice so much defense and raw damage just to be able to heal for a minimal amount with the 90% heal debuff (Battle spirit+Defile). So they rely on shields to keep them alive so they can heal. Yet this again is nerfed by half in pvp leaving them vulnerable to be taken out with ease.
I know people were complaining about healer sheild stackers and near unkillable tanks. And yes I know they can be annoying. But these were Eso players style on how they wanted to play, but because of the complaints it killed the Tank and Healer roles in PvP.
Now Eso seems to cater only to the Dps. Not just in PvP, But PvE. And hardly punishes them as sever as they punish the healers and tanks.
Now I am not calling for nerfs to Dps, Nor am I downing anyone who plays the roles. But I would love to see healer and tanks brought back to their glory era. Back when it took coordinated effort to take a healer out and where a Tank was a TANK and could withstand the onslaught of not just one or two players, but five or six.
Again this is just my opinion and I thank you for taking the time to read it.
healers are in fact pretty usefull for sure not alone but in a group they can heal a full zerg and get more AP than a dps player
and tanks... they are useless anyway EVERY good player will just ignore them cause even if a dps will afk a tank doesnt have any dmg so he wouldnt ever be able to kill someone so its just useless to play tank
itscompton wrote: »This is not a "I loss and now complaining" thread. Nor do I want to bash on Dps or demean those who play the role. This is just my outlook on the current state of PvP and personal opinion.
When I say catered to Dps the evidence is overwhelming. Dps has zero restrictions in Pvp and all the benefits. It makes it completely pointless to play a Tank or healer role and infact punishes you for doing so. For example
The Tank. The Tank has to sacrifice so much to get to resistance cap, and to be able to even compete with dps penetration (which can reach numbers of 10k+) they have to go over the resistance by at least a min of 15k while at the same time stacking massive amounts of crit resist just to be considered a "Tank".
Even this is not enough because with the pvp heal debuff along with the ease of getting major defile now two dps can drop said "Tank" in seconds.
The Healer. Again has to sacrifice so much defense and raw damage just to be able to heal for a minimal amount with the 90% heal debuff (Battle spirit+Defile). So they rely on shields to keep them alive so they can heal. Yet this again is nerfed by half in pvp leaving them vulnerable to be taken out with ease.
I know people were complaining about healer sheild stackers and near unkillable tanks. And yes I know they can be annoying. But these were Eso players style on how they wanted to play, but because of the complaints it killed the Tank and Healer roles in PvP.
Now Eso seems to cater only to the Dps. Not just in PvP, But PvE. And hardly punishes them as sever as they punish the healers and tanks.
Now I am not calling for nerfs to Dps, Nor am I downing anyone who plays the roles. But I would love to see healer and tanks brought back to their glory era. Back when it took coordinated effort to take a healer out and where a Tank was a TANK and could withstand the onslaught of not just one or two players, but five or six.
Again this is just my opinion and I thank you for taking the time to read it.
healers are in fact pretty usefull for sure not alone but in a group they can heal a full zerg and get more AP than a dps player
and tanks... they are useless anyway EVERY good player will just ignore them cause even if a dps will afk a tank doesnt have any dmg so he wouldnt ever be able to kill someone so its just useless to play tank
Hehe, actually if I find somone afk when I'm on my tank I just drop a meatbag or fire treb and get the kill. As far as ignoring the tank, go ahead and do that but how do you ignore the major and minor maim I put down reducing your damage done by 45%? How do you ignore me using an unblockable stun to stop your combo every time you use an ult? How do you ignore me leashing five people back to me and taking them off their mounts, splitting up your group as they ride by me?
Now Eso seems to cater only to the Dps. Not just in PvP, But PvE. And hardly punishes them as sever as they punish the healers and tanks.
This is not a "I loss and now complaining" thread. Nor do I want to bash on Dps or demean those who play the role. This is just my outlook on the current state of PvP and personal opinion.
When I say catered to Dps the evidence is overwhelming. Dps has zero restrictions in Pvp and all the benefits. It makes it completely pointless to play a Tank or healer role and infact punishes you for doing so. For example
The Tank. The Tank has to sacrifice so much to get to resistance cap, and to be able to even compete with dps penetration (which can reach numbers of 10k+) they have to go over the resistance by at least a min of 15k while at the same time stacking massive amounts of crit resist just to be considered a "Tank".
Even this is not enough because with the pvp heal debuff along with the ease of getting major defile now two dps can drop said "Tank" in seconds.
The Healer. Again has to sacrifice so much defense and raw damage just to be able to heal for a minimal amount with the 90% heal debuff (Battle spirit+Defile). So they rely on shields to keep them alive so they can heal. Yet this again is nerfed by half in pvp leaving them vulnerable to be taken out with ease.
I know people were complaining about healer sheild stackers and near unkillable tanks. And yes I know they can be annoying. But these were Eso players style on how they wanted to play, but because of the complaints it killed the Tank and Healer roles in PvP.
Now Eso seems to cater only to the Dps. Not just in PvP, But PvE. And hardly punishes them as sever as they punish the healers and tanks.
Now I am not calling for nerfs to Dps, Nor am I downing anyone who plays the roles. But I would love to see healer and tanks brought back to their glory era. Back when it took coordinated effort to take a healer out and where a Tank was a TANK and could withstand the onslaught of not just one or two players, but five or six.
Again this is just my opinion and I thank you for taking the time to read it.
Yeah, this game has always catered toward DPS. If you want some proof of that, just observe some of the comments in this very thread where they refer to healers and tanks as "support" roles. They don't even consider healers and tanks as main combat roles - just auxiliary support for... yep... you guessed it... the DPS.It's ironic too - because back in the early days of MMORPGs it was tanks and healers who were considered the dominant roles. If people had called them "support" to DPS they would have been laughed at. Just goes to show how much things can change.
But when it comes to playing as a tank/defensive character in PvP - all I can tell you is to build around using Mist Form as a defensive tool. It's the only thing I've found that works. Otherwise, they're just going to disable/stun you and burst you down in seconds. Because you're right when you say building raw defenses like armor and resistance is not enough. It isn't. In fact: it will do absolutely ____ to protect you on this game.
When it comes to healers - they are even in a worse spot than tanks since they gutted healing even further. I guess they didn't suck enough because an army of healers were actually keeping people alive against the almighty DPS. We can't have that! So I don't really have much advice for you on playing healer other than to just accept your fate as a so-called "support" role and find other DPS to run around with and support.
But when it comes to playing as a tank/defensive character in PvP - all I can tell you is to build around using Mist Form as a defensive tool. It's the only thing I've found that works. Otherwise, they're just going to disable/stun you and burst you down in seconds. Because you're right when you say building raw defenses like armor and resistance is not enough. It isn't. In fact: it will do absolutely ____ to protect you on this game.
When it comes to healers - they are even in a worse spot than tanks since they gutted healing even further. I guess they didn't suck enough because an army of healers were actually keeping people alive against the almighty DPS. We can't have that! So I don't really have much advice for you on playing healer other than to just accept your fate as a so-called "support" role and find other DPS to run around with and support.
There are already single-target heals in the game, which require aiming specifically at the target you want to heal.Issue with healing is that the game has "smart" healing that essentially took away the skill aspect from being a healer. Why aim and select who you want to heal when the game does it for you in an efficient automatic method? if healing was mechanically harder and more efficient when a player is mentally focused on doing heals, we wouldnt see things like every single mag player in PvP just running and stacking rapid regen automatically on the lowest health target. If a dps player can aim at a low health enemy running around to hit them, a healer could manage aiming at a low health ally to heal them.
For example, Symbiosis and morphs, or the Warden vine.
Now, if you go into PvP, you will notice that noone ever uses these abilities, or that they are very occasionally used but only for their other effects (not for healing).
This is the case because these abilities suck - they are much less powerful than comparable multi-target heals - and that targeting the right ally to heal is an exercise in futility because the game always highlights the wrong targets at all time. (similar to how in PvE, single target ultimates tend to usually hit random rats, spiders and other critters with 1 HP for some reason)
I know, and there is half the issue there, there is no incentive to run an ability that requires aiming over an ability that automatically does it for you. Just poor game design Imo
Because aiming is not that reliable. Oh, and the factor that the heal that can be targeted will pull the healer to a location they probably do not want to go.
It is not poor game design, just different than WoW and FF. Mostly due to the fact the game is not design so one can click the screen to do everything.
There are already single-target heals in the game, which require aiming specifically at the target you want to heal.Issue with healing is that the game has "smart" healing that essentially took away the skill aspect from being a healer. Why aim and select who you want to heal when the game does it for you in an efficient automatic method? if healing was mechanically harder and more efficient when a player is mentally focused on doing heals, we wouldnt see things like every single mag player in PvP just running and stacking rapid regen automatically on the lowest health target. If a dps player can aim at a low health enemy running around to hit them, a healer could manage aiming at a low health ally to heal them.
For example, Symbiosis and morphs, or the Warden vine.
Now, if you go into PvP, you will notice that noone ever uses these abilities, or that they are very occasionally used but only for their other effects (not for healing).
This is the case because these abilities suck - they are much less powerful than comparable multi-target heals - and that targeting the right ally to heal is an exercise in futility because the game always highlights the wrong targets at all time. (similar to how in PvE, single target ultimates tend to usually hit random rats, spiders and other critters with 1 HP for some reason)
I know, and there is half the issue there, there is no incentive to run an ability that requires aiming over an ability that automatically does it for you. Just poor game design Imo
Because aiming is not that reliable. Oh, and the factor that the heal that can be targeted will pull the healer to a location they probably do not want to go.
It is not poor game design, just different than WoW and FF. Mostly due to the fact the game is not design so one can click the screen to do everything.
Vine was not what we were discussing as an ability, whether it is viable or not. I had brought up that conal/aoe single target burst abilities like breath of life could be made into single target aimed skills.
Aiming is as reliable as the user can aim their mouse, its not hard to point at what you want to be healed. Everyone who does dps aims at the target they want to damage....it is no different. Removing this layer of player skill and having it automated by the server is poor game design Imo, feel free to disagree.
The Healer. Again has to sacrifice so much defense and raw damage just to be able to heal for a minimal amount with the 90% heal debuff (Battle spirit+Defile). So they rely on shields to keep them alive so they can heal. Yet this again is nerfed by half in pvp leaving them vulnerable to be taken out with ease.
I know people were complaining about healer sheild stackers and near unkillable