DarcyMardin wrote: »Most of my characters are either real healers or real tanks, but I rarely queue for randoms because I don’t want to be rushed through the dungeons by impatient gamers who ignore people who are doing quests or helping new players learn the mechanics. I have zero interest in zipping through a dungeon at top speed, skipping mobs and sometimes bosses, because some folks want to collect as many crystals as they possibly can. I’d rather go mend walls in Cyrodiil for crystals, and I hate PvP.
There's many layers to the lack of tanks. For me, I stopped because the quality of the dds was just abysmal, as was dealing with the rudeness of people running ahead and ruining pulls, making things slower and more frustrating.
The skill gap is too high, the nerfs too severe and the casual, lower end of players gets worse and worse.
4) Dungeons 2 part answer
A. Random Dungeon Queue has equal rewards for both Normal & Veteran - so it doesn't encourage people to do the harder content and thus get better. Incentivizing a playstyle of DPS rushing through dungeons, and queue as tank to get faster load time.
I agree with this part. Veteran random que should have a better reward than a normal.
If ZOS made a ESO version of GW2 LFG system all these issues would end. A player driven lfg system is the best option.
Zephiran23 wrote: »There is the other unmentioned solution, which would require a complete overhaul of the dungeons. If there are too many DPS for the number of tanks and healers, the number of DPS required to fill a party needs to be dramatically increased.
Judging by the difference in queue times, what are currently 4 player dungeons should be 20 player dungeons. 1 tank, 1 healer and 18 DPS. Sure that's bigger than trial groups, but when dealing with overwhelming numbers, none of the previous suggestions are dealing with the actual problem. People want their daily rewards as soon as possible and will game whatever systems are in place to achieve their aim.
Making it easier for tanks or healers to progress in other content doesn't reduce the number of players wanting to do DPS in dungeons. It is a valid concern, but not the main issue. Gear or skill selection checks aren't going to make more people prepare properly for those roles - they just create more barriers.
Sheezabeast wrote: »ZOS could put this issue to bed by requiring that every new player under level 10 go through a tutorial where they get taught what each role is and what they do in a simulation. Just like the Coldharbour tutorial where they teach you how to block and whatnot...they could teach you what tank means, what aggro means, what buff and debuff means, what pulling means, what working as a team means, what the role of a DD is with the healer and tank, what the healer does....BUT NOOOOOOOOO ZOS refuses to teach the fundamentals, because who knows why.
If ZOS made a ESO version of GW2 LFG system all these issues would end. A player driven lfg system is the best option.
the best way to destroy this plague is simple
create spirit system in dungeon like battle spirit in pvp
Tank spirit: increase all defensive buff (you give or have) duration +40 % , armor increased by 10 k , max health +5 K but reduce all damage done by 90 %
DD spirit: increase damage done by 50 % ,increase offensive buff duration (you give or have) by 40 %, reduce all healing/shield done by 90 %
Healer: increase power of healing by 50 %, increase all duration of buff who increase regen by 40 %, reduce all damage done by 90 %
this simple system make fake tanking or healing more punishing for dd because they gonna have their damage nerfed into oblivion and give them no choice of playing the role they tagged.
There's many layers to the lack of tanks. For me, I stopped because the quality of the dds was just abysmal, as was dealing with the rudeness of people running ahead and ruining pulls, making things slower and more frustrating.
The skill gap is too high, the nerfs too severe and the casual, lower end of players gets worse and worse.
And then stop complaining about trash mobs targetting you. They're trash, you should be able to learn to survive large trash groups by soloing ordinary Public Dungeons, and there is no AOE taunt, so sometimes trash *will* target you. Live with it. More to the point, ignore it, and focus on the boss. Don't spend forever backing away from a single trash mob to kite it around the room when there's a boss around. When there is a boss around, STAY ON THE FRAKKING BOSS.
Treat tanks better and perhaps more people might actually want to be tanks. This goes for both Zenimax and for toxic DDs.
I will note that from what I have read in the forums there is only one criterion Zos could implement to prevent fake tanks and that is requiring a taunt to be unlocked or even having one on the bar. The people who noted that also noted that it would be greatly ineffective as that player can just un slot the taunt once they are in the dungeon or just not use it. So the solutions fall back on what OP already mentioned they were aware of.There's many layers to the lack of tanks. For me, I stopped because the quality of the dds was just abysmal, as was dealing with the rudeness of people running ahead and ruining pulls, making things slower and more frustrating.
The skill gap is too high, the nerfs too severe and the casual, lower end of players gets worse and worse.
Being in the game for about three months now I can attest to the low DPS that are found in some groups. I cannot recall a game where the DPS capability varied to such a degree as it does here. Some fights can really take forever and I see my percentage of the damage (as a healer) for the group vary from 15% to 50%. I have started running with guildmates more as a result of that and fake tanks. I also do not heal if someone is not taunting the boss as I figure it is no longer an issue for me.
To be frank: The worst thing about being a tank isn't even the fact that actually trying to win fights is much slower in overland/solo play (although it is) - it's other players.