nerevarine1138 wrote: »Well, the scaling function has essentially made normal dungeons role-less. I often run those without a tank if we're scaling it down.
This thread was bound to happen with all the GW2 players pouring in due to B2P etc...
Short answer: NO.
If you've played the group content in GW2, you know why.
Trinity is, and always will be required for good MMORPG gameplay. You don't play as a bunch of individuals mashing buttons & trying to get high DPS, you play as a team, every person doing their own role (not the same role).
Why dumb things down & change what works?
If you've played the group content in GW2, you know why.
Why dumb things down & change what works?
infraction2008b16_ESO wrote: »
Surprisingly enough, normal dungeons aren't there just to be facerolled by veterans. They're exactly that kind of challenging content (well, not really, but y'know) that's meant to prepare low level players for veteran content requiring better coordination. There isn't any other place in low level PvE to learn group roles. If you make them even easier than they already are, people will come out of the battle with Molag Bal with zero teamwork skills.infraction2008b16_ESO wrote: »If you've played the group content in GW2, you know why.
The problem with GW2 is everything was designed for role-less gameplay. That's not what I'm suggesting as vet dungeons, trials and DSA would still require the trinity system. The idea is if you want to take on challenging content in co-ordinated groups you'd still have that but if you just want to casually run something quickly to pass the time then normal dungeons would provide that route rather than having the same role requirements as vet/progression content.Why dumb things down & change what works?
Because it doesn't, normal dungeons and most of craglorn are dead end content, pretty much both done once then forgotten. They should be the bread and butter of endgame with vet dungeons/trials/DSA being the filling.
QFT. Also a lack of a working LFG tool.infraction2008b16_ESO wrote: »
And you assume the reason people do it only once is because of the difficulty? Or finding a tank/healer for them?
Sorry, but it's neither. It's the lack of rewards, which is the issue.
At VR14 & with decent build, you can pretty much solo everything in lower Craglorn, and almost everything in upper, but why should I? There is nothing to gain there, and my time is better spent elsewhere.
This thread was bound to happen with all the GW2 players pouring in due to B2P etc...
Short answer: NO.
If you've played the group content in GW2, you know why.
Trinity is, and always will be required for good MMORPG gameplay. You don't play as a bunch of individuals mashing buttons & trying to get high DPS, you play as a team, every person doing their own role (not the same role).
Why dumb things down & change what works?
The Craglorn delves can be easily be duoed .At level, pretty much all normal dungeons can be done without the trinity. Sure, it they will be easier if you have a tank and a dedicated healer, but you can walk into them with 4 DPS that can off-heal and complete them reasonably easily.
Most Craglorn delves can too. There are a couple of bosses that are much more easily done with a tank, though. But there's enough flexibility in builds that a Magicka DPS can heal with a resto staff if you don't have a dedicated healer in a group.
Vet dungeons are a different story, though I'm sure really good players could do it. Of course, really good players know the importance of roles and know how to play theirs.
infraction2008b16_ESO wrote: »
And you assume the reason people do it only once is because of the difficulty? Or finding a tank/healer for them?
Sorry, but it's neither. It's the lack of rewards, which is the issue.
At VR14 & with decent build, you can pretty much solo everything in lower Craglorn, and almost everything in upper, but why should I? There is nothing to gain there, and my time is better spent elsewhere.
infraction2008b16_ESO wrote: »infraction2008b16_ESO wrote: »
And you assume the reason people do it only once is because of the difficulty? Or finding a tank/healer for them?
Sorry, but it's neither. It's the lack of rewards, which is the issue.
At VR14 & with decent build, you can pretty much solo everything in lower Craglorn, and almost everything in upper, but why should I? There is nothing to gain there, and my time is better spent elsewhere.
And of course you could solo most of lower crag over ranked far overgeared in a uber survivability AoE build straight off a tamriel foundry theory crafting sub forum
infraction2008b16_ESO wrote: »So while most people who don't like the forced grouping for most of craglorn are waiting for wrothgar...
I enjoy the trinity. Developers enjoy the trinity because they can build content (ideally challenging and interesting) with the notion in mind that the trinity can handle all kinds of circumstances since "all the bases are covered" as it were. Content that is dumbed down mechanically to allow for people to go in and casually beat while just fumbling through the dungeon isn't something I'm interested in.
This is so true.If you've played the group content in GW2, you know why.
@Kragorn , actually quite a bit of the boss mechanics in Crag are counterintuitive to that paradigm.This is so true.If you've played the group content in GW2, you know why.
I'm not a huge fan of having to 'group up' to level so I loathe VR10+ in ESO, but it's a fact that the 'trinity' is required to make PVE content something other than a DPS zerg where the only tactic is out-DPS the boss before he enrages .. and GW2 shows how dire such a system like that is.
This thread was bound to happen with all the GW2 players pouring in due to B2P etc...
Short answer: NO.
If you've played the group content in GW2, you know why.
Trinity is, and always will be required for good MMORPG gameplay. You don't play as a bunch of individuals mashing buttons & trying to get high DPS, you play as a team, every person doing their own role (not the same role).
Why dumb things down & change what works?