Geared parties dont need tanks or healers, this feels a lot like mod1/2 when tanks died out becoming completely useless, are there plans for harder content that will require full party instead of the good old gwf and cw in whatever ratio, many ppl already experienced that in mods 2~5 , i had also invested decent amount of ad in my GF when he became useless for dungeons
it really feels like there is only cw class to play, since all others spend half the time(at least) in useless state
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Maybe you're just lucky rolling with amazing parties or you have an active and powerful guild.
I do pugs, and if I stop agroing, I'm picking the rest of them up off the floor in 20 seconds.
I tried tanking first boss in eLoL with a 1800 destroyer GWF (there was no tank) and it 2 shotted me with spear + bite in 1 second.
If premades that overcome entry level IL by 40% or more can do it without tank, healer or both, it's completely fine. They shouldn't be having trouble doing that content anyway.
"...I grab my wiener and charge!" - ironzerg79
Healers may be another ballpark, but even today they can do stuff that they could simply not do back then, like instant heals that could heal others from zero to full in a second, DCs only had Astral Shield + minor healing ticks or moderate burst heals associated to dps moves (but still nothing that could get to 100% a near death character like today). And keep in mind that Lifesteal and Regen have been nerfed (the former being unreliable and the latter being useless), something that made healer more needed than before. Back then those two stats, if stacked properly could take care of everything a healer could do and more.
im not saying they are useless now(unless its good bis party) but they could become useless in mod8 or 9 if they dont seriously turn the difficulty dial up, again we see the gear creep without adjusted difficulty increases that led to tanks/healers becoming useless
just like then we went from 11k gs being good to 25k gs with boons on top of it @ same difficulty, so now we got difficulty nerf along with new boons and better gear and set bonuses pugs always are a mod or 2 behind guild parties
If not, players that spent time building up OPs (or rediscovered their DC/GF) will lose trust that time invested in the game is time well spent and are at risk of leaving.
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I've yet to beat a dungeon this mod with out either a tank or a healer.
gf buff (into the frey) is awesome for gwf and high dps class, dc's buffs are awesome too!
and i think the actual level is pretty good
To me the game is too easy, but I like a more challenging game in general and I thought it was too easy before they did the changes to make it easier.
Any epic dungeon, Kessel or SoT, is a fair shot above pre-mod 6 content.
Most players do not outgear the content enough to skip tanks and healers in those dungeons.
You can't balance PvE over a small % of 3.5-4k players who can run end-game content without tanks or healers.
If needed, i would create a new tier above epic dungeons, with better drop rates and goodies for the BiS players, leaving current epics the way they are so that any player, at any gear level, can play end-game content and have a good challenge.
Was just my tank poking at the boss while everyone else was dead
It's not "will tanks/healers be useless again?" it's "who will be made useless by the next new class?"
We're still in an unbalanced state because Cryptic apparently doesn't understand the difference between (1) letting marketing influence design decisions and (2) letting marketing force terrible design decisions.
Prior to mod 6, tanks and healers weren't very necessary (with one or two exceptions). Then the Oathbound Paladin comes along.
Marketing wants to be able to trumpet, "hey, we have Paladins now!" What happens? Cryptic gives them what they want.
Paladins are made so indispensable that it's impossible to survive group content without them. "NWO" becomes "NWoP" -- Never Without Paladin. Even today, after they've started to back off the madness, good luck finishing a T2 without one unless everyone is BiS.
The question to ask is, when the next class is released, which existing classes will become collateral damage? Will it be one or two, or will it be everyone (as was the case in mod 6). What terrible design decision will Marketing ram down our throats in mod 8?
You shouldn't be worrying so much about healers and tanks becoming useless so much as whether Cryptic has yet learned that giving Marketing too much influence is like giving TNT to a child.
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Didn't get past the second boss.
I'd already poured out over 35mil in damage at that point, and the CW was CCing all over the place, but still brought down 20mil in damage.
Without buffs/debuffs, the party was doomed from the start.
"...I grab my wiener and charge!" - ironzerg79
BUT for what i see, gf+striker do more damage than 2 strikers of the same class.
Steel and Magic
The only thing that may change is that tanks will build more about maximizing team dps, rather than survivability and healers may drop some heals/protection in favor of damage buffs/resistance debuffs.
Also - mod 1/2 GFs didnt have current Into The Fray version that is giving everybody in team such ridiculous damage buff.
Now in T1s/T2s, I never take it off. The AP gain keeps me alive, the speed keeps the DPS out of red circles, and higher DPS makes the battles go quicker. Longer battles, more mistakes, more pushing your luck on that unlucky crit with your name on it.