Maintenance for the week of March 3:
• PC/Mac: No maintenance – March 3
• ESO Store and Account System for maintenance – March 4, 6:00AM EST (11:00 UTC) - 4:00PM EST (21:00 UTC)
• NA megaservers for maintenance – March 5, 4:00AM EST (9:00 UTC) - 11:00AM EST (16:00 UTC)
• EU megaservers for maintenance – March 5, 9:00 UTC (4:00AM EST) - 16:00 UTC (11:00AM EST)
Limitations of the constant need for tank and healers in the game.
In the gaming industry it has always been the basic layout. A tank, a healer, and damage members. Why must it be that way? There will always be more players choosing damage roles than tanks and healers to go around.
Why not curve the dungeons to instead be no different than an arena match or like pvp but against the monsters. 4 players enter and challenge mobs to the final boss.
Players should not be penalized because of poor game designs that follow the same principles of other games. Always a tank always a healer.
Public dungeons don't need either so why should group dungeons be any more fickle and limit players from traversing through experiencing all of the game.
Use of the Undaunted guild to act as the replacement set of spells or such to allow any one to be the tank or healer without being the physical class. A rogue using a healing spell or a sorc using a tank defense without the need of the physical class.
And not having to distribute attribute points to use specific sets of armor or such. A sorc casts a defense boost while still dishing out damage or a rogue using a mass heal spell while still using sneak attacks and such.
I'm sure other players have wishes not to be forced to create characters with the necessary roles and lose their choice in what they want to be or how to play just to meet predetermined dungeon roles.