Grandchamp1989 wrote: »
lolo_01b16_ESO wrote: »I recently had an experience that shows one problem with healers in eso quite well. I was in TS with 2 friends, we wanted to do some dungeons and despite 2 of us being main healers, noone was in the mood for healing that day, so we got a random one.
The random healer was quite nice. We did vet Icereach and managed to do the hardmode. We invited her to our TS and asked if she would be up for another one.
We moved to Scalecaller which she never did before. We explained mechanics on the run and everything went quite smooth. At the final boss we activated hardmode and just after we started the fight, our healer crashed.
We continued to fight, hoping she would be back fast before we die. Then I got a a bit too focused on the fight trying to play flawless, in order to stay alive untill she gets back. When she was back online, the boss had less than 5% HP left. I revived her and we finished of the boss, but it didn't feel that great.
Then she silently thanked us for the carry and left the TS. I felt really, really sorry for her. She was a good player and I'm sure she put a lot of effort in it and did her best, but that last fight basicly told her that it's all wasted and that she is useless.
I'm pretty sure that's an experience a number of healers get, when they get grouped with more experienced players. And when you get the feeling that what you do is not really needed, why put effort in it in the future.
I'm not sure what's the best way to deal with this. Showing buff uptimes and how much our support skills added to the fight might be an option.
Another way would be to decrease all healing and add more unavoidable damge, so even experienced players will need an actual healer in most dungeons. But this might cause issues for players that struggle at avoiding damage and already die a lot.
Starlight_Whisper wrote: »When people start saying healers are getting a free ride.... it's time to lower self heals and increase ambient damage
🔥
Starlight_Whisper wrote: »When people start saying healers are getting a free ride.... it's time to lower self heals and increase ambient damage
🔥
lolo_01b16_ESO wrote: »I recently had an experience that shows one problem with healers in eso quite well. I was in TS with 2 friends, we wanted to do some dungeons and despite 2 of us being main healers, noone was in the mood for healing that day, so we got a random one.
The random healer was quite nice. We did vet Icereach and managed to do the hardmode. We invited her to our TS and asked if she would be up for another one.
We moved to Scalecaller which she never did before. We explained mechanics on the run and everything went quite smooth. At the final boss we activated hardmode and just after we started the fight, our healer crashed.
We continued to fight, hoping she would be back fast before we die. Then I got a a bit too focused on the fight trying to play flawless, in order to stay alive untill she gets back. When she was back online, the boss had less than 5% HP left. I revived her and we finished of the boss, but it didn't feel that great.
Then she silently thanked us for the carry and left the TS. I felt really, really sorry for her. She was a good player and I'm sure she put a lot of effort in it and did her best, but that last fight basicly told her that it's all wasted and that she is useless.
I'm pretty sure that's an experience a number of healers get, when they get grouped with more experienced players. And when you get the feeling that what you do is not really needed, why put effort in it in the future.
I'm not sure what's the best way to deal with this. Showing buff uptimes and how much our support skills added to the fight might be an option.
Another way would be to decrease all healing and add more unavoidable damge, so even experienced players will need an actual healer in most dungeons. But this might cause issues for players that struggle at avoiding damage and already die a lot.
Grandchamp1989 wrote: »
lolo_01b16_ESO wrote: »I recently had an experience that shows one problem with healers in eso quite well. I was in TS with 2 friends, we wanted to do some dungeons and despite 2 of us being main healers, noone was in the mood for healing that day, so we got a random one.
The random healer was quite nice. We did vet Icereach and managed to do the hardmode. We invited her to our TS and asked if she would be up for another one.
We moved to Scalecaller which she never did before. We explained mechanics on the run and everything went quite smooth. At the final boss we activated hardmode and just after we started the fight, our healer crashed.
We continued to fight, hoping she would be back fast before we die. Then I got a a bit too focused on the fight trying to play flawless, in order to stay alive untill she gets back. When she was back online, the boss had less than 5% HP left. I revived her and we finished of the boss, but it didn't feel that great.
Then she silently thanked us for the carry and left the TS. I felt really, really sorry for her. She was a good player and I'm sure she put a lot of effort in it and did her best, but that last fight basicly told her that it's all wasted and that she is useless.
I'm pretty sure that's an experience a number of healers get, when they get grouped with more experienced players. And when you get the feeling that what you do is not really needed, why put effort in it in the future.
I'm not sure what's the best way to deal with this. Showing buff uptimes and how much our support skills added to the fight might be an option.
Another way would be to decrease all healing and add more unavoidable damge, so even experienced players will need an actual healer in most dungeons. But this might cause issues for players that struggle at avoiding damage and already die a lot.
Honestly, healers are so completely uneeded in 4 man dungeons now. There is a reason the DLC dungeons go smoother with 3 DPS and a tank than they do with a normal configuration. And it mostly has to do with One shot mechanics. Healers are useless when one-shots are involved. And 3 DPS allow a group to burn through and lessen the number of one shot mechanics in any given fight.
Add to that the Ring of the Pale Order. I've been running that on my DPS and my health is barely below 100% for a few seconds at a time. It's fantastic, but even then it isn't necessarily the reason healers aren't needed. It just adds a cushion that makes fighting through damage a bit easier.
And I don't really think there is a good middle ground for this either. Vet base dungeons are better with just 4 DPS burning everything. Vet DLC dungeons are better with a tank and 3 dps. The only way to really make healer relevant in these dungeons is to find a mid point between being able to burn through mechanics, low incoming damage, and one shot mechanics. But the problem is you end up with some kind of dungeon that has something like ramping lingering damage that requires a healer to heal through, and you effectively lock out a huge portion of the playerbase due to difficulty level.
One of the good things about not really needing a healer is if you are confident enough in your ability to stay alive, the dungeon run can be far more successful than if you are relying on a healer to keep you alive. With the coin flip of dungeon finder, a bad healer when you need that healer to keep you alive, is as much a failed dungeon run as a bad tank in a fight with a bunch of one shot mechanics.
https://youtu.be/RhFaabXxLC4
https://youtu.be/WoqY3h5n9zYThechuckage wrote: »Something that has been touched on by some of you, the game is simply weighted to pushing out max dps. Even with the tank gets pushed down to simply holding things while the DPS parses.
Is it really a surprise when people take the logical step and max out the possible damage? Esp when it works? At its core, this is a failure to properly address power creep and having sufficient mechanical challenge that NEEDS healers.
Side note - one shot mechanics are bad and you should feel bad.
https://youtu.be/-Wss64mISuITsar_Gekkou wrote: »Maybe the dps in the dungeon is passive so the healer is holding back on heals until the dds stop holding back on dps? Or they're just pvpers who are done with cyrodiil now that healing outside of a group has been destroyed and spamming regen is all they know? Honestly, healing in this game is pretty easy so i'm not sure how people can be bad at it unless they're brand new to it. They don't have to hit a super sweaty rotation constantly or tank bosses and adds, so they should easily be able to focus on a simple rotation of a few skills while keeping springs and ele drain up.
@AyaDark How can you contradict yourself so much in just 2 consecutive sentences! You say play as you like, what if people like to only play the role they signed up for? What if they don't like to play all 3 roles in one?Stop think only about roles already. You can have each of them on 1 character.
You can play different ways, like you like. No one must not anything !
I don't see actual healers very often in dungeons, when I do they are mostly good enough. I rarely see the semi-afk healer who press a button once every 20 seconds. Haven't seen them in vet content, only in random normal dungeons.
Some of them just keep up their heals but not in a reactive manner. Very few of them are actually reactive.@AyaDark How can you contradict yourself so much in just 2 consecutive sentences! You say play as you like, what if people like to only play the role they signed up for? What if they don't like to play all 3 roles in one?Stop think only about roles already. You can have each of them on 1 character.
You can play different ways, like you like. No one must not anything !
You prefer to play hybrid characters that can do all 3 roles as needed, we get that already. And that playstyle tends to have a lot of success in pugs because in pugs people rarely do their role properly. If this is how you enjoy game, nice, go for it. But why go around saying that is the best way / only valid way to play?
ZoS usually balances the group content keeping the 3 roles in mind. That's the fundamental rule for group content design in this game. The idea behind this design is division of responsibility. If you don't believe me open up the group finder and read the tooltips in role icon selection. Pretty sure ZoS didn't design group content for one-man army type of gameplay.
Now experienced groups can clear group content without adhering to the role concepts or having a full group, sure. I've seen very talented people soloing some vet dlc hard mode dungeons. But that doesn't invalidate usefulness of roles for all groups.
And please try to tone down the endless ranting about random encounters you had with different people and about meta/dummy dps stuff when they are not relevant to the thread or the person you quoted. It makes it harder to understand your point and you'll likely just get ignored.