Veinblood1965 wrote: »Simple really. Once you play let's say three dungeons total or something like that as a tank or a healer you are LOCKED into that role permanently until you but a Role Respec Token or go to a Role Respec Shrine and pay 40,000 gold.
kringled_1 wrote: »Veinblood1965 wrote: »Simple really. Once you play let's say three dungeons total or something like that as a tank or a healer you are LOCKED into that role permanently until you but a Role Respec Token or go to a Role Respec Shrine and pay 40,000 gold.
I don't even know how this would help with anything. It won't come to pass but would probably lead to more fake tanking, not less.
Also dressing room on pc, my magplar can be both dd and healer and a combination.Veinblood1965 wrote: »Simple really. Once you play let's say three dungeons total or something like that as a tank or a healer you are LOCKED into that role permanently until you but a Role Respec Token or go to a Role Respec Shrine and pay 40,000 gold.
That wouldn’t work… Armory. Also you can be a real healer on the same build as a magicka dps, just change skills and gear.
boi_anachronism_ wrote: »DMuehlhausen wrote: »They could always do what another mmorpg did a few years ago, and that's to nerf self heals. It was an unpopular decision at the time, but then people adjusted, everyone started to appreciate healers and tanks more, and there was better overall role standards in group content.
That would break the solo arenas though.
You would adjust the solo arenas to match. Give them ways to heal, have items they can interact with during encounters to heal, have to use potions to heal. It wouldn't break the solo content.
No. Show me a pov of you doing VVH with no self heals at all. Forget about trifectas. How about vet cloudrest? Gonna portal with no self heals? On a time limit? Potions will never keep up with that damage, the cool down is way too long. You would have to take 4 healers into that trial. 2- to run around downstairs with the DPS, one to kite upstairs and one to heal group. Your min dps would have to be through the roof to clear because now you gotta sacrifice 2 additional dd spots. People going into maelstrom for the first time would just give up. Self heals are integral to many parts of the game. What about pvp? Whatcha gonna do? Have 25 sigils outside each keep?
DMuehlhausen wrote: »boi_anachronism_ wrote: »DMuehlhausen wrote: »They could always do what another mmorpg did a few years ago, and that's to nerf self heals. It was an unpopular decision at the time, but then people adjusted, everyone started to appreciate healers and tanks more, and there was better overall role standards in group content.
That would break the solo arenas though.
You would adjust the solo arenas to match. Give them ways to heal, have items they can interact with during encounters to heal, have to use potions to heal. It wouldn't break the solo content.
No. Show me a pov of you doing VVH with no self heals at all. Forget about trifectas. How about vet cloudrest? Gonna portal with no self heals? On a time limit? Potions will never keep up with that damage, the cool down is way too long. You would have to take 4 healers into that trial. 2- to run around downstairs with the DPS, one to kite upstairs and one to heal group. Your min dps would have to be through the roof to clear because now you gotta sacrifice 2 additional dd spots. People going into maelstrom for the first time would just give up. Self heals are integral to many parts of the game. What about pvp? Whatcha gonna do? Have 25 sigils outside each keep?
Other MMOs have much much harder content w/o this level of self heals. It needs to be reduced. Frankly too all of them if DD didn't stand in stupid so much. That's why the self heals are needed here. So many DD I see think big red dumb means stand here then complain when they die.
DMuehlhausen wrote: »boi_anachronism_ wrote: »DMuehlhausen wrote: »They could always do what another mmorpg did a few years ago, and that's to nerf self heals. It was an unpopular decision at the time, but then people adjusted, everyone started to appreciate healers and tanks more, and there was better overall role standards in group content.
That would break the solo arenas though.
You would adjust the solo arenas to match. Give them ways to heal, have items they can interact with during encounters to heal, have to use potions to heal. It wouldn't break the solo content.
No. Show me a pov of you doing VVH with no self heals at all. Forget about trifectas. How about vet cloudrest? Gonna portal with no self heals? On a time limit? Potions will never keep up with that damage, the cool down is way too long. You would have to take 4 healers into that trial. 2- to run around downstairs with the DPS, one to kite upstairs and one to heal group. Your min dps would have to be through the roof to clear because now you gotta sacrifice 2 additional dd spots. People going into maelstrom for the first time would just give up. Self heals are integral to many parts of the game. What about pvp? Whatcha gonna do? Have 25 sigils outside each keep?
Other MMOs have much much harder content w/o this level of self heals. It needs to be reduced. Frankly too all of them if DD didn't stand in stupid so much. That's why the self heals are needed here. So many DD I see think big red dumb means stand here then complain when they die.
i will always ask "why fake tank you make some dungeons undoable" or "if your going to fake tank at least wait for the healer"
and the responce i get almost every time is "why have a tank/healer when i can self heal just as good"
and it made some sense, WHY tank or heal if you can deal high damage AND healing? self healing is so good that theres no reason to not have one, why have 2 damage, 1 tank and 1 healer when you can faceroll even the harder VET dungeons as 4 damage with strong self heals?
the easy cure would be to just force assigned roles a roll based buff, tank deals 10% less damage but recieves 5% less damage and 10% magicka/stam cost reduction, healers deal 10% less damage but have 10% increased magicka+stam regen (i would say healing increase but healing on a healer is already pretty high) and damage would get 10% damage increase and 5% stam/magicka regen but 15% less self healing.
but you can bet people will get salty over losing their "play anyway you want" being nerfed (more like cheese any way) but unless a better solution comes up this would honestly be the better option because right now bad habbits are reinforced due to how easy it is to be "hybrid" since self healing scales with your aggressive stats
kringled_1 wrote: »DMuehlhausen wrote: »boi_anachronism_ wrote: »DMuehlhausen wrote: »They could always do what another mmorpg did a few years ago, and that's to nerf self heals. It was an unpopular decision at the time, but then people adjusted, everyone started to appreciate healers and tanks more, and there was better overall role standards in group content.
That would break the solo arenas though.
You would adjust the solo arenas to match. Give them ways to heal, have items they can interact with during encounters to heal, have to use potions to heal. It wouldn't break the solo content.
No. Show me a pov of you doing VVH with no self heals at all. Forget about trifectas. How about vet cloudrest? Gonna portal with no self heals? On a time limit? Potions will never keep up with that damage, the cool down is way too long. You would have to take 4 healers into that trial. 2- to run around downstairs with the DPS, one to kite upstairs and one to heal group. Your min dps would have to be through the roof to clear because now you gotta sacrifice 2 additional dd spots. People going into maelstrom for the first time would just give up. Self heals are integral to many parts of the game. What about pvp? Whatcha gonna do? Have 25 sigils outside each keep?
Other MMOs have much much harder content w/o this level of self heals. It needs to be reduced. Frankly too all of them if DD didn't stand in stupid so much. That's why the self heals are needed here. So many DD I see think big red dumb means stand here then complain when they die.
Harder content without self heals means that dds who are playing mechanics can avoid almost all incoming damage. That's not really practical in the eso cases that have been mentioned.
MEBengalsFan2001 wrote: »i will always ask "why fake tank you make some dungeons undoable" or "if your going to fake tank at least wait for the healer"
and the responce i get almost every time is "why have a tank/healer when i can self heal just as good"
and it made some sense, WHY tank or heal if you can deal high damage AND healing? self healing is so good that theres no reason to not have one, why have 2 damage, 1 tank and 1 healer when you can faceroll even the harder VET dungeons as 4 damage with strong self heals?
the easy cure would be to just force assigned roles a roll based buff, tank deals 10% less damage but recieves 5% less damage and 10% magicka/stam cost reduction, healers deal 10% less damage but have 10% increased magicka+stam regen (i would say healing increase but healing on a healer is already pretty high) and damage would get 10% damage increase and 5% stam/magicka regen but 15% less self healing.
but you can bet people will get salty over losing their "play anyway you want" being nerfed (more like cheese any way) but unless a better solution comes up this would honestly be the better option because right now bad habbits are reinforced due to how easy it is to be "hybrid" since self healing scales with your aggressive stats
Problem is the base game provides to strong of a heal right now and many abilities can provide similar debuff/buff to the group that should be left to the support roles but are now being provided by DPS as players start to mix and match gear sets to get optimize buff/debuff without relying on a tank or healer.
Game isn't really play your way. It is more like play a DPS and throw on some tank or healer gear when you go to a trail or want to be a pain in PVP.
MEBengalsFan2001 wrote: »i will always ask "why fake tank you make some dungeons undoable" or "if your going to fake tank at least wait for the healer"
and the responce i get almost every time is "why have a tank/healer when i can self heal just as good"
and it made some sense, WHY tank or heal if you can deal high damage AND healing? self healing is so good that theres no reason to not have one, why have 2 damage, 1 tank and 1 healer when you can faceroll even the harder VET dungeons as 4 damage with strong self heals?
the easy cure would be to just force assigned roles a roll based buff, tank deals 10% less damage but recieves 5% less damage and 10% magicka/stam cost reduction, healers deal 10% less damage but have 10% increased magicka+stam regen (i would say healing increase but healing on a healer is already pretty high) and damage would get 10% damage increase and 5% stam/magicka regen but 15% less self healing.
but you can bet people will get salty over losing their "play anyway you want" being nerfed (more like cheese any way) but unless a better solution comes up this would honestly be the better option because right now bad habbits are reinforced due to how easy it is to be "hybrid" since self healing scales with your aggressive stats
Problem is the base game provides to strong of a heal right now and many abilities can provide similar debuff/buff to the group that should be left to the support roles but are now being provided by DPS as players start to mix and match gear sets to get optimize buff/debuff without relying on a tank or healer.
Game isn't really play your way. It is more like play a DPS and throw on some tank or healer gear when you go to a trail or want to be a pain in PVP.
rootkitronin wrote: »Einar_Hrafnarsson wrote: »I, as a healer/Tank main, find fake DPS to be much worse. Not even a joke. And there is SO MUCH of them recently.
Fake DPS? How does that even work? An what kind of content are you talking about?
I can understand poor or bad DPS, but fake?
I thought for healer and tank roles you generally have to spec into specific skills and functions - that leaves DPS as just the default. So is it more just very poorly optimized/performing DPS, or am I missing some way people are "faking" the role?
Veinblood1965 wrote: »Simple really. Once you play let's say three dungeons total or something like that as a tank or a healer you are LOCKED into that role permanently until you but a Role Respec Token or go to a Role Respec Shrine and pay 40,000 gold.
DMuehlhausen wrote: »They could always do what another mmorpg did a few years ago, and that's to nerf self heals. It was an unpopular decision at the time, but then people adjusted, everyone started to appreciate healers and tanks more, and there was better overall role standards in group content.
That would break the solo arenas though.
You would adjust the solo arenas to match. Give them ways to heal, have items they can interact with during encounters to heal, have to use potions to heal. It wouldn't break the solo content.
Everest_Lionheart wrote: »If they nerf self healing tell me how your vCR3 and Bahsei HM portal teams manage to survive.
I’ll wait.
boi_anachronism_ wrote: »Everest_Lionheart wrote: »If they nerf self healing tell me how your vCR3 and Bahsei HM portal teams manage to survive.
I’ll wait.
I highly doubt this is a player who is familiar with a lot of vet or pvp content. Anyone who was would not suggest it based on all the aforementioned reasons. It's just not viable. A lot of newer - to mid level players that enjoy solo content (and yes regardless of if you in favor of it or not zos has designed huge swaths of the game to be soloable at mid level on purpose because it is the vast majority of the player base) would find themselves incapable of world bosses which would lead to a lot of people just leaving. So no, zos will never eliminate self healing.
Regarding harder content, which include portals, assign a healer to join the the two dd´s as in VSS on last boss. It´s often content with two healers onboard anyway - maybe it have changed as well I don´t know.
boi_anachronism_ wrote: »Everest_Lionheart wrote: »If they nerf self healing tell me how your vCR3 and Bahsei HM portal teams manage to survive.
I’ll wait.
I highly doubt this is a player who is familiar with a lot of vet or pvp content. Anyone who was would not suggest it based on all the aforementioned reasons. It's just not viable. A lot of newer - to mid level players that enjoy solo content (and yes regardless of if you in favor of it or not zos has designed huge swaths of the game to be soloable at mid level on purpose because it is the vast majority of the player base) would find themselves incapable of world bosses which would lead to a lot of people just leaving. So no, zos will never eliminate self healing.
ZOS can scale selfhealing based on content. No real need for selfheal in normal dungens just bring a healer and let them in on the game. Regarding harder content, which include portals, assign a healer to join the the two dd´s as in VSS on last boss. It´s often content with two healers onboard anyway - maybe it have changed as well I don´t know.
It´s wierd really. One of the top one MMO´s have it solved. Why can´t it be solved in ESO ? Who is holding back ? And why ?
Nah something went total wrong along the way. You don´t vater to a specific role, which I beleive happed here. You cater to all roles and make them equal important.
Regarding harder content, which include portals, assign a healer to join the the two dd´s as in VSS on last boss. It´s often content with two healers onboard anyway - maybe it have changed as well I don´t know.
You can't put a healer in vSS portals. In HM one of them is guarding the main tank and the other one is over by the group and is taunting one of the adds. Portals is also a DPS check, you need all 3 people who go down to be dps or else you're going to wipe.
boi_anachronism_ wrote: »boi_anachronism_ wrote: »Everest_Lionheart wrote: »If they nerf self healing tell me how your vCR3 and Bahsei HM portal teams manage to survive.
I’ll wait.
I highly doubt this is a player who is familiar with a lot of vet or pvp content. Anyone who was would not suggest it based on all the aforementioned reasons. It's just not viable. A lot of newer - to mid level players that enjoy solo content (and yes regardless of if you in favor of it or not zos has designed huge swaths of the game to be soloable at mid level on purpose because it is the vast majority of the player base) would find themselves incapable of world bosses which would lead to a lot of people just leaving. So no, zos will never eliminate self healing.
ZOS can scale selfhealing based on content. No real need for selfheal in normal dungens just bring a healer and let them in on the game. Regarding harder content, which include portals, assign a healer to join the the two dd´s as in VSS on last boss. It´s often content with two healers onboard anyway - maybe it have changed as well I don´t know.
It´s wierd really. One of the top one MMO´s have it solved. Why can´t it be solved in ESO ? Who is holding back ? And why ?
Nah something went total wrong along the way. You don´t vater to a specific role, which I beleive happed here. You cater to all roles and make them equal important.
Uh no. You would have to have 2 healers for just for portals in vcr. Have you done it? I have. Many many times. Read my earlier post. The mechs require a kite for upstairs (a healer), a healer for group and then you are suggesting additional healers for downstairs as well. It's too spread out and dps must move too quickly, There is no way to cross heal. So now you are talking 4 healers for a trial.
As for dungeons- double no. Until the issue of DPS quing as tanks and healers is fixed, and actual dps have a decent tutorial of some kind so they can hit enough that a normal dungeon isn't an hour long shlog group finder would be unusable. Doing that won't solve the issue it will make people not play the content. Additionally zos will not scale for every single kind of content. They barely want to deal with it in pvp as it is because of server calculations. So now we are going to have different calculations for trials. Different for dungeons. Different for overland, different for arenas, pvp... On and on. They won't do it. Ever.
To top it all off the main reason this happened is because they openly cater to solo players over mmo players, more experienced solo player frequently do dungeons with just their companions, if they nuke self healing, they nuke that too. They barely wanted to admit it was an MMO to begin with and actually tried to distance themselves from sticking it solidly in that genre. There was a recent article/interview about this. Nefas did a vid on it not too long ago.