3 dps, 2 heals or 4 dps and 1 heal, should not be able to steamroll endgame content..
I know we have only 1 dungeon but the trinity is not even needed in the only one we got! There are no aggro checking mechanisms in the dungeon although there are some Heal and Dps checks!(this is great! good healers are needed).
Suggestion:
1.Add some Powerfull attacks on elite mobs and bosses through the dungeon with fixed 400k or 450k true damage(you can fix that number) that cannot be dodged or Scrolled after dying(like coocoon)
2.Remove the ability to swap roles in private Q.
I know there must be better suggestions and solutions so let's work this out !
Sorry for my bad English
Best
Comments
Where the tank role has a challenge is that a tank is either useful and can hold threat or cannot hold threat and is nearly useless. Not much of a happy medium.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
You can have both your opinions and i accept them!
I will not going to comment the "5 healers should be able to steamroll endgame "
Btw @vorphied the only reason you "need" a second heal in the specific boss is cause you don't have a good healer at the first place, the tank has nothing to do with that in acturia.. no aggro checks at all in this boss just need a decend healer! The tank has only to offer some dps and this exactly is the problem we have here!Since there is 0 punishment in losing aggro the tank easily get replaced by a second heal since a dps can offer more damage for the mimics! I have more than 40 runs completed as a tank, (with no second healer) to know that i just offer my damage in this fight and that i need no
second healer if the one i got can heal player to max hp when coocooned!I can accept that you might have differnt experience in your runs ! this is my point of view as a tank in this fight
Best
The punishment in losing aggro is that it's annoying and inefficient. Not impossible, but annoying. I've ripped aggro from enough tanks as DPS to know what a pain it can be to have to deal with constant boss aggro on top of trying to maintain your optimal DPS, and then the healer is having to spend extra resources to keep you up rather than a dedicated tank. If a tank is there and holding threat, everyone else's jobs become easier.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
1 Tank
1 Healer
3 DPS
or
Add an enemy Buff called Unfocused Fury to Boss Fights:
Unfocused Fury:
At the start of the fight the target is Immune and deals increasing amounts of Damage until struck with an Encounter from a Tank Role player. If at any point there is no longer a Tank Role present, the target deals 50% more damage and takes 50% less damage (after Mitigation) for the remainder of the fight.
People need to learn not to mess with the intended game dynamic and if that requires severe punishment for doing so, so be it.
In a game that currently is running very low on good-will, it's a whole lot better to let the players decide which classes they want to use.
My experience as Tank is a good healer doesn’t need a second heal source on Worm.
But these 2 bosses are a good example of why Tanks are not taken, their design encourages neglecting tanks.
Arcturia teleports away from the tank and thus breaks aggro, because ranged DPS sustain damage on her while the tank is running across the room to reach her. Tanks are also more likely to get dead in the cocoon (it’s harder to heal the 500-800k HP tanks are bringing) and Tanks DPS struggles on the Mimics. So why not take another DPS and have less trouble?
Arcturia needs to be leashed to the person with aggro, staying within 30’ of them. Cocooning should never lower HP by more than 300, regardless of how much HP the victim has.
Bore Worm, rewards you for grouping up and tanks offer limited to no party wide mitigation of damage. Again easier to have a second healer and just heal through the damage and have mitigation as well. (Powers like Banishment on OPs also make the Golems easier to manage.) Bore Worm is far harder, but in essence it needs to reward staying near the tank during the Gigawatt phase. That likely requires the Tank classes to all have a mitigation daily they can use on the party, if it stays close, that will last the duration of say 5 Gigawatts. (Paladin has this already, but while using it they have to not be pushed by the golems.)
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
Furthermore, not everyone who plays the game appreciates difficulty for the sake of difficulty, and not everyone burns through content like their hair is on fire. I agree that there needs to be areas that are hard, but you don't make the whole game that way, and you don't make ALL dungeons and ALL ways to get decent loot that way either; the fact is a successful game needs both casual and elitist players to be successful, and have a thriving community and economy. Newsflash: casuals don't play for needless difficulty, and elitists only find the game easy because they spend enough time, or money, in it to get top rated gear; therefore, for some players the game feels TOO difficult in it's current state regardless of your experience that it is too easy.
Experience should be fast enough to see regular progress, and not so fast that one feels no sense of accomplishment.
Loot should be tied to difficulty, with more than one tier of possibilities to allow one to play solo, or in teams, and still receive satisfying and useful drops