Disclaimer: This is my opinion and observations, and I'm not saying there aren't great healer's. I have played with amazing healer's you'd think had 5 hands with how much they could do at once. This is not a critique of anyone in particular, but observations I find unbalanced when compared to the other roles.
How do I define endgame?
Vet DLC content and especially hardmodes.
The problem:
The healer role seem to be "spared" a lot of stress and hazzle compared to the other roles
Breakdown:
Mechanics
Mechanics seem to overwhelmingly target the Tank and DD role.
Take Fang Lair Hardmode for example:
DD's has to 1. dodge ghost walls 2. keep up a rotation 3. deal with bone collosus without tank assistance 4. while destroying the boss.
Tank: Has to 1. dodge and CC the bugs, 1. move around the acid pool with a boss that can one shot you 3. WHILE dodging ghost walls
Healer: 1. Dodge ghost walls
Take Red Petal Bastian Hardmode:
DDs 1. has to dodge a million AOE's, 2. target specific adds, 3. while dodging ice pillar's, 4. while parsing the boss and 5. dodge the moving walls.
Tank has to 1. taunt said spread out adds, while 2. taunting a boss with a shield break mechanic, 3. while dodging AOEs and walls, 4. while interrupting the boss
Healer: Has to 1. dodge Walls and 2. AOEs
What are other examples.. Kite healer in trials? Hardly a hard mechanic to stand and wait for something to happen.
Tomb healer? Orb into a burst heal... Barely a healer check.
Where is the extra stress of the other two roles?
"But the healer has to move around and heal and buff everyone while they do it..." Keep reading I got something to say about that aswell.
Lately new content seem to experiment with with giving SPECIFICLY the healer more to do... But.
Take Dread Cellar HM first boss... As a tank you take a brutal amount of damage to incentivize the group to bring a healer.
But the way they challenge the healer role is by making the Tank role 100x harder. You have randomly spawning adds, some which oneshot, while the boss throw out insane AOEs and you have to move around the map.
This fight is almost identical to Stone Garden HM in how the challenge is presented but the flame DOT is added.
Making the healer role more challenging by making it more miserable for the Tank, and increasing the bar for the Tank-Check is not ideal.
IMO the Tank checks are plenty high as they are.
Another example of a healer mechanics is the King Narilmor fight.
Your healer got the OPTION to heal Therraya, so the clones doesn't get an increased shield. Who does it punish if the healer fail? The DDs who now has to burn through larger shields and more HP.
This fight should IMO be made so you have to heal BOTH the team AND Therraya (Not optional) If the healer failed to heal Therraya it's a team wipe. That would be a true healer mechanic. The other versions are just healer "mechs" with a failsafe. "Oh I didn't heal the Tank enough? Well let him heal himself - oh we wiped? bad tank"
The Mec solution?
In my opinion I'm a fan of two options:
Make the healer role relevant by having an occasional damage DOT hit the team to stress the healer. Not a small baby DOT but a true damage over time like on The Dread Cellar final boss hardmode before it got nerfed or the fire Dagger in Stone Garden final boss HM fight. Make it very clear its a mechanic and the Healer need to be awake and ready to burst heal.
Have Specific mechanics for the healer to DO. Like with healing Therayya in vDoM but don't make it optional. And don't shift the work onto the DDs if the healer fail. No, Heal her to full or the team wipe.
Also where's the timed purges?
And... Kyne's Aegis final boss HM in execute is so wild! Very nice mechanics, What a nice healer check!
Auto Healing...
Now I promised to get back to "Healer's also has to heal" and I will.
One of the strongest healing over time in the entire game is an auto aim heal (Rapid Regeneration). You can literally look up into the ceiling, the entire game, and use that ability to hit every member of your team in 4 man content. Burst heal doesn't need to be individually clicked on the hurt team mate, you simply has to look, somewhat, in the direction and the game does the rest with a smart heal.
No other role got it THAT easy. A tank can't just auto taunt things in a 28m radius. The DDs can't just look into a wall and have their rotation 360 no scope the boss with every hit.
I fully admit it feels GOOD to be healing in ESO, and I don't want to take the QoL away, and make it a frustrating experience. I really don't. But compared to the other roles it seems to me the healer could use some more challenge in certain content.
Now if you made it this far and don't agree I completely respect your position and hope you will respect mine.
Let me say again there's amazing healer's and player's out there and this is in no way a critique to any endgame players. It is simply how I personly would improve on the healer role to bring it up on par with the DD and Tank role, so people don't que 3dd 1t.
Most likely I forgot about something important so
If you agree / disagree let me know.
Edited the title to make it more clear its an opinions piece.
Edited by Grandchamp1989 on January 12, 2022 11:23PM