Dungeons
If you see a player engaged in combat with one or more enemies, please refrain from assisting them unless they specifically request help or are on the verge of defeat.
When fighting a boss, consider holding back on using your ultimate abilities. Allow others to tag the boss first. While I understand that the player dealing the most damage typically receives the loot, it’s important to let everyone participate.
Dolmens
You gain more experience by defeating the mobs that spawn rather than rushing to complete the event. Please avoid activating or closing the four glowing stones as soon as they light up. We miss out on valuable experience if you do this. Let’s take the time to eliminate all the mobs until they stop spawning before closing the stones.
Additionally, please avoid using pull or knockback abilities, as they can be quite disruptive for melee players.
When I enter a dungeon, I always allow lower-level players to engage the mobs on their own. I might help out by tagging bosses or sending in my companion, but I usually stand back and let them take the lead.
If you see a player engaged in combat with one or more enemies, please refrain from assisting them unless they specifically request help or are on the verge of defeat.
SpiritKitten wrote: »I only pass by others' combat if they seem to be a lowbie (I can tell by their outfit). I want them to be able to figure out their rotation and have fun with the combat. Otherwise, everything in my path dies. I do pause a few seconds before killing bosses to see if someone else is coming. If they are a lowbie I just light attack until they get their hit in.
Like in Spellscar for instance, I aoe only once if there are multiple people trying to reach my cluster of mobs, then after they get hits in I do real damage.
But it should be noted that once someone gets a hit in, they get the xp and loot when a mob dies. Unless it's a world boss.
Pixiepumpkin wrote: »You see, WOW (and maybe EQ before it, I dunna never played EQ) solved this issue over TWO decades ago.
The answer is simple. Tagged mobs. I can see bosses or world bosses no needing to be tagged, but small packs should be. It keeps griefing from happening the way it does in ESO.
Those old devs from decades ago, who pioneered MMORPG's did things for a reason. The issue is devs today do not understand those reasons and undo much of what was done initially for fair and balanced gameplay.
Pixiepumpkin wrote: »The answer is simple. Tagged mobs. I can see bosses or world bosses no needing to be tagged, but small packs should be. It keeps griefing from happening the way it does in ESO.
Dungeons - there is no real "kill stealing" as things are shared. So there is no need to hold back, IMHO. Anf if public dungeons get too crowded, simply go to a base level normal dungeon, which is instanced, problem solved. I tested my new setup in Wayrest Sewers, it was fine.
Dolmens - sorry, but no. I do Dolmens on Fighters Guild Dailys, so to me finishing them fast is what is needed. And others will also wait at other dolmens in the zone to do the same, so do not hold off the dolmen finishing longer than necessary.
Pixiepumpkin wrote: »Those old devs from decades ago, who pioneered MMORPG's did things for a reason.
Pixiepumpkin wrote: »The answer is simple. Tagged mobs. I can see bosses or world bosses no needing to be tagged, but small packs should be. It keeps griefing from happening the way it does in ESO.
Tagged mobs are atrocious and only make players fight each other for the kill. Sharing XP and loot was one of the main improvements for me when switching from WoW to ESO.
I remember quite well standing around a rare mob or quest mob with 15 other players and only the ones tagging it the fastest would be able to proceed with the quest or get loot
With the recent release of subclassing, the PvE areas, particularly public dungeons, have become crowded with high-level players testing out their newly maxed-out skills. This has led to a chaotic environment where players are often "stealing" kills, frequently using powerful abilities like the Arcanist's beam attacks.
I would like to see this behavior change, although I’m not optimistic that it will, as it seems many players may not be receptive to feedback. However, I hope we can foster a sense of etiquette regarding behavior in dungeons, dolmens, and other areas.
Dungeons
If you see a player engaged in combat with one or more enemies, please refrain from assisting them unless they specifically request help or are on the verge of defeat.
When fighting a boss, consider holding back on using your ultimate abilities. Allow others to tag the boss first. While I understand that the player dealing the most damage typically receives the loot, it’s important to let everyone participate.
Dolmens
You gain more experience by defeating the mobs that spawn rather than rushing to complete the event. Please avoid activating or closing the four glowing stones as soon as they light up. We miss out on valuable experience if you do this. Let’s take the time to eliminate all the mobs until they stop spawning before closing the stones.
Additionally, please avoid using pull or knockback abilities, as they can be quite disruptive for melee players.
When I enter a dungeon, I always allow lower-level players to engage the mobs on their own. I might help out by tagging bosses or sending in my companion, but I usually stand back and let them take the lead.
Thank you for considering these points!
*This post have been translated from my personal rabbling, full of spelling errors and grammatical madness, to something more sophisticated by Duck.ai*

With the recent release of subclassing, the PvE areas...