hcbigdogdoghc wrote: ».....
I'm not talking about 3DD vs healer in general, I am talking about dungeon design
DreamsUnderStars wrote: »Add on top of this that mobs and especially bosses don't seem to have any sort of cooldown on their skills. Very sloppy game design.
amm7sb14_ESO wrote: »CheeseWhalele wrote: »The OP has a good point. The game mechanic requires three roles to enter a dungeon as a group, but if you then effectively disable one of of the roles after entering, ZOS is encouraging the "healers are useles, DPS is all that counts" attitude that is written about quite a bit in this forum. It diminishes the game design.
I enjoy combat in a support role, but when those roles are made obsolete my reason to play is gone.
Yup. Quite frankly I'm sick and tired of the "DPS is all that counts" attitude both from the community and from the game design.
HumbleThaumaturge wrote: »But I'm not okay with DLC dungeons being specifically designed for 1 tank and 3 dps, instead of the traditional group that includes a healer.
It's the people straight yelling at me because I'm a healer that really annoy me. Like this 25k hp "tank"dude that asked me in offending way did I really have to enter this random vet dungeon as a healer because 3 dd's are better, like wtf, it's random and puts specified roles in a group O_O .
QuebraRegra wrote: »amm7sb14_ESO wrote: »CheeseWhalele wrote: »The OP has a good point. The game mechanic requires three roles to enter a dungeon as a group, but if you then effectively disable one of of the roles after entering, ZOS is encouraging the "healers are useles, DPS is all that counts" attitude that is written about quite a bit in this forum. It diminishes the game design.
I enjoy combat in a support role, but when those roles are made obsolete my reason to play is gone.
Yup. Quite frankly I'm sick and tired of the "DPS is all that counts" attitude both from the community and from the game design.
The whole game experience in PVE is entirely designed around DPS sadly
I tend to have healer builds for dungeons that offer decent DPS as well 9sometimes top DPS.. LOL).
JJMaxx1980 wrote: »So I am a Templar Healer who does mostly 4-man content. I've done BRF, DOM, CT, LOM, IR, SCP Hard Modes, among others. I completed Storm Foe, which is Ice Reach HM, speed run, no death in the same run. That was fun. I enjoy healing and I consider myself a career healer.
I think about all the utility that I am bringing to my group, which significantly increases DPS. My main setup for general 4-man content is Spell Power Cure/Powerful Assault/Symphony of Blades. PA/SPC gives the group an extra 737 weapon and spell damage with 100% uptime. In addition, my Templar passive Illuminate is giving an additional 10% spell damage through Minor Sorcery. Minor Berserk from my Combat Prayer gives and additional 5% damage boost. And that's not even mentioning my Wall of Elements keeping enemies Off Balance or War Horn, both of which increase damage. And finally there's my own straight DPS, including Heavy Attack, Shards, Power of the Light, etc...
I probably didn't even get them all but you get the idea. I am maximizing my groups sustain, damage output and survivability to create an easier experience. I don't know the numbers but I'm willing to bet that the only thing you're doing with 3 DPS is stressing yourself out for no good reason. Also you have to run some kind of shield or self-heal for intermittent damage, therefore reducing your damage output at the start.
I heal so that DPS can be DPS. They can do what they love to do, pump out insane numbers. I take satisfaction when DPS notice their increased damage due to my efforts. The tank gets shards and bubbles, the DPS gets more dakka and I get to do what I love to do, which is be a support role. That's my take.
JJMaxx1980 wrote: »So I am a Templar Healer who does mostly 4-man content. I've done BRF, DOM, CT, LOM, IR, SCP Hard Modes, among others. I completed Storm Foe, which is Ice Reach HM, speed run, no death in the same run. That was fun. I enjoy healing and I consider myself a career healer.
I think about all the utility that I am bringing to my group, which significantly increases DPS. My main setup for general 4-man content is Spell Power Cure/Powerful Assault/Symphony of Blades. PA/SPC gives the group an extra 737 weapon and spell damage with 100% uptime. In addition, my Templar passive Illuminate is giving an additional 10% spell damage through Minor Sorcery. Minor Berserk from my Combat Prayer gives and additional 5% damage boost. And that's not even mentioning my Wall of Elements keeping enemies Off Balance or War Horn, both of which increase damage. And finally there's my own straight DPS, including Heavy Attack, Shards, Power of the Light, etc...
I probably didn't even get them all but you get the idea. I am maximizing my groups sustain, damage output and survivability to create an easier experience. I don't know the numbers but I'm willing to bet that the only thing you're doing with 3 DPS is stressing yourself out for no good reason. Also you have to run some kind of shield or self-heal for intermittent damage, therefore reducing your damage output at the start.
I heal so that DPS can be DPS. They can do what they love to do, pump out insane numbers. I take satisfaction when DPS notice their increased damage due to my efforts. The tank gets shards and bubbles, the DPS gets more dakka and I get to do what I love to do, which is be a support role. That's my take.
hcbigdogdoghc wrote: »Yes, healers are not "needed" in all but a few HMs for most competent groups. But I'm not talking about healer not being needed, I am talking about bad dungeon designs where you are straight up punished for bringing a healer instead of a 3rd DD, like these:
RoM (Ruins of Mazzatun) last boss:
Thanks to the curse mechanic you have a 1/3 chance of not getting heals from the healer, a group that relies on the healer will wipe the moment healer get cursed. Forcing tanks and DDs to be self sufficient
On top of that because of the need to kill totems and stoneshapers asap you are essentially gimping yourself by not having a 3DD composition. In 1T 1H 2DD composition you either get situations where healers can't heal you or where 1 DD has to carry the weight of killing adds alone, you are punished for having a healer.
Doing RoM HM with a traditional group composition is just you praying to rng god that healer don't get cursed, while the lone dps break their fingers trying to kill everything in 5 seconds.
BRF (Bloodroot forge) hm:
Pure DPS check and tank check, and that's literally it. Where's the healer check here? Instead healers are dead weight and 3DD groups are objectively better.
Everything here is easy to avoid there's nothing to heal 99% of the time, as a healer the only thing you can possibly do is provide resources for the tank, which is rendered completely null by a mag DD using orbs. Having a healer means lower dps, lower dps means more lava, more lava means more difficulty. BRF HM with a healer is the true HM here.
Worst thing is, this hm is a pain to tank, and you as a healer can't even help out in the slightest because you can't help one shots. Hell a freaking off tank might even be more useful than a healer here because of how this HM was designed.
SCP (Scalecaller Peak) hm:
Ice statue phase, nuff said. Seriously, why 3 statues? Is this hm designed around a 3dd group? You have to be a masochist to bring a healer here, ice statue phase is a complete nightmare with only 2 DD.
FL (Fang Lair) hm
The worst of the lot, so full of one shots to the point where a 1T 1H 2DD group might as well be a 1T 2DD group.
Beetles touched you = dead in 1 sec, don't interrupt = dead in 1 sec, touch ghost = one shot, hit by colossus heavy = one shot, touch poison aoe = dead in 1 sec, don't run to gold circle = one shot.
What can a healer even do here? Buff the DDs? Good luck combat prayering in all this chaos, and no number of buff can replace a 3rd DD. Heal the tank? You don't get to heal anything because tanking FL is just a bunch of "avoid/dodge roll this or die".
Having a healer instead of another DD just means more one shot ghosts and colossus to deal with. When I cleared FL HM for the very first time on my healer main I just feel bad about getting carried.
DoM (Depths of Malatar) last boss
Same as RoM last boss, thanks to that stupid healing debuff you can't rely on a healer.
At first glance the purification mechanic where you take constant increasing damage overtime seems to suggest that you need a healer, but that healing debuff (Decrepify) ruins it, thanks to that debuff the boss practically becomes a giant dps check.
The only thing a healer will do for you here is make things significantly harder for yourself. This post is 100% spot on.
CT (Castle Thorn) hm
Boss has a ridiculous 20.5 MILLION health, as if this hm was designed around and play tested with a 3DD group from the very beginning. That, on top of long immunity phases and a billion one shot mechanics means that choosing to bring a healer will only bring you pain.
As a healer main, please, no more.
Highly situational. It's more about player experience and skill than it is CP #. I've been in groups that have cleared content the group finder technically wouldn't let them enter (<300 CP, walking in the front door.) I've also been in groups with 1k+ players that weren't worth the mats their gear was made of.Before talking about 'involving healers more etc' (and believe me I prefer that meta), new dd's need to get their gear together. People are tagging for veteran random dungeons (sometimes dlc) with little to no experience in them and probably with all the wrong gear on. This is my experience coming back to PvE through random dungeon finder and I'm a 1600 CP well experienced PvE player.
There needs to be a higher CP cap for random vet dungeons for sure, firstly. You are throwing lambs to slaughter, Zos!
hcbigdogdoghc wrote: »Yes, healers are not "needed" in all but a few HMs for most competent groups. But I'm not talking about healer not being needed, I am talking about bad dungeon designs where you are straight up punished for bringing a healer instead of a 3rd DD, like these:
RoM (Ruins of Mazzatun) last boss:
Thanks to the curse mechanic you have a 1/3 chance of not getting heals from the healer, a group that relies on the healer will wipe the moment healer get cursed. Forcing tanks and DDs to be self sufficient
On top of that because of the need to kill totems and stoneshapers asap you are essentially gimping yourself by not having a 3DD composition. In 1T 1H 2DD composition you either get situations where healers can't heal you or where 1 DD has to carry the weight of killing adds alone, you are punished for having a healer.
Doing RoM HM with a traditional group composition is just you praying to rng god that healer don't get cursed, while the lone dps break their fingers trying to kill everything in 5 seconds.
BRF (Bloodroot forge) hm:
Pure DPS check and tank check, and that's literally it. Where's the healer check here? Instead healers are dead weight and 3DD groups are objectively better.
Everything here is easy to avoid there's nothing to heal 99% of the time, as a healer the only thing you can possibly do is provide resources for the tank, which is rendered completely null by a mag DD using orbs. Having a healer means lower dps, lower dps means more lava, more lava means more difficulty. BRF HM with a healer is the true HM here.
Worst thing is, this hm is a pain to tank, and you as a healer can't even help out in the slightest because you can't help one shots. Hell a freaking off tank might even be more useful than a healer here because of how this HM was designed.
SCP (Scalecaller Peak) hm:
Ice statue phase, nuff said. Seriously, why 3 statues? Is this hm designed around a 3dd group? You have to be a masochist to bring a healer here, ice statue phase is a complete nightmare with only 2 DD.
FL (Fang Lair) hm
The worst of the lot, so full of one shots to the point where a 1T 1H 2DD group might as well be a 1T 2DD group.
Beetles touched you = dead in 1 sec, don't interrupt = dead in 1 sec, touch ghost = one shot, hit by colossus heavy = one shot, touch poison aoe = dead in 1 sec, don't run to gold circle = one shot.
What can a healer even do here? Buff the DDs? Good luck combat prayering in all this chaos, and no number of buff can replace a 3rd DD. Heal the tank? You don't get to heal anything because tanking FL is just a bunch of "avoid/dodge roll this or die".
Having a healer instead of another DD just means more one shot ghosts and colossus to deal with. When I cleared FL HM for the very first time on my healer main I just feel bad about getting carried.
DoM (Depths of Malatar) last boss
Same as RoM last boss, thanks to that stupid healing debuff you can't rely on a healer.
At first glance the purification mechanic where you take constant increasing damage overtime seems to suggest that you need a healer, but that healing debuff (Decrepify) ruins it, thanks to that debuff the boss practically becomes a giant dps check.
The only thing a healer will do for you here is make things significantly harder for yourself. This post is 100% spot on.
CT (Castle Thorn) hm
Boss has a ridiculous 20.5 MILLION health, as if this hm was designed around and play tested with a 3DD group from the very beginning. That, on top of long immunity phases and a billion one shot mechanics means that choosing to bring a healer will only bring you pain.
As a healer main, please, no more.
Paddy Solo-ing one of the very dungeons mentioned in OPOP [snip] didn't play with a good group apparently. Most HMs need healer and having a good healer with good sets provides higher dps than having a 3DDs. Tested it myself, most dungeons are faster with extra buffs from the healer. So if you think that healer is here just for heals, you are wrong and obviously bad healer.
All HMs you write about need a healer. From my experience as a tank that did all dungeon HMs and most dungeon trifectas, I wouldn't go any HM on 3DDs as it's a extra pain and not needed risk. If one DD died and other DD is going to ress, in most cases that DD needs a healing backup so no mechanic will kill that DD who is ressing.
Healer is not useless anywhere. Healer is needed for extra safety, buffs and dps. I always like having a healer in my group and always prefer doing every 4man content with 1T 1H 2DD.
[Edited to remove Rude Comments]
Most players aren't even remotely that skilled. Healers are still needed and the Pale Order ring is NOT all that. Miss me with that "Healers, watch it and weep." rubbish. Acting like one guy who can do a thing is exemplary of the entire DD player base is just straight up wrong.
If you are providing nothing for your group as a healer, you're doing it wrong.aetherial_heavenn wrote: »DD's don't even need our buffs/sustain skills anymore as they have their own.