I imagine that's harder to code(and we already know what their code looks like so I wouldn't want to take my chances with that) since instead of just scaling everyone to v16 they'll have to take max person's level into account and figure out how to scale everyone to that exact level...plus why is it max? Max level might as well be v16 paired up with some lvl 10s via groupfinder. You could try "the middle" or something, i.e. if v16 is technically lvl 66, a v16 paired with 3 lvl 10s would result in (10*3+66)/4=24 lvl dungeon with everyone scaled up/down to that, but I'm not sure that's the best solution either. Plus there's currently no downscaling in the game, which also shots the idea of "simply" scaling everyone to the groupleader.
I can somewhat see the issue with current scaling(although it only matters on low levels for new players I think), but not sure how it could be done better. Technically if you're really struggling and think your level's dungeon would be easier you could just group through zonechat.
NewBlacksmurf wrote: »I imagine that's harder to code(and we already know what their code looks like so I wouldn't want to take my chances with that) since instead of just scaling everyone to v16 they'll have to take max person's level into account and figure out how to scale everyone to that exact level...plus why is it max? Max level might as well be v16 paired up with some lvl 10s via groupfinder. You could try "the middle" or something, i.e. if v16 is technically lvl 66, a v16 paired with 3 lvl 10s would result in (10*3+66)/4=24 lvl dungeon with everyone scaled up/down to that, but I'm not sure that's the best solution either. Plus there's currently no downscaling in the game, which also shots the idea of "simply" scaling everyone to the groupleader.
I can somewhat see the issue with current scaling(although it only matters on low levels for new players I think), but not sure how it could be done better. Technically if you're really struggling and think your level's dungeon would be easier you could just group through zonechat.
The coding is already complete. If 4 ppl go to a manually formed dungeon group, it's scaled off the group leader.
This should use the same rules as normal grouping
NewBlacksmurf wrote: »I imagine that's harder to code(and we already know what their code looks like so I wouldn't want to take my chances with that) since instead of just scaling everyone to v16 they'll have to take max person's level into account and figure out how to scale everyone to that exact level...plus why is it max? Max level might as well be v16 paired up with some lvl 10s via groupfinder. You could try "the middle" or something, i.e. if v16 is technically lvl 66, a v16 paired with 3 lvl 10s would result in (10*3+66)/4=24 lvl dungeon with everyone scaled up/down to that, but I'm not sure that's the best solution either. Plus there's currently no downscaling in the game, which also shots the idea of "simply" scaling everyone to the groupleader.
I can somewhat see the issue with current scaling(although it only matters on low levels for new players I think), but not sure how it could be done better. Technically if you're really struggling and think your level's dungeon would be easier you could just group through zonechat.
The coding is already complete. If 4 ppl go to a manually formed dungeon group, it's scaled off the group leader.
This should use the same rules as normal grouping
NewBlacksmurf wrote: »I imagine that's harder to code(and we already know what their code looks like so I wouldn't want to take my chances with that) since instead of just scaling everyone to v16 they'll have to take max person's level into account and figure out how to scale everyone to that exact level...plus why is it max? Max level might as well be v16 paired up with some lvl 10s via groupfinder. You could try "the middle" or something, i.e. if v16 is technically lvl 66, a v16 paired with 3 lvl 10s would result in (10*3+66)/4=24 lvl dungeon with everyone scaled up/down to that, but I'm not sure that's the best solution either. Plus there's currently no downscaling in the game, which also shots the idea of "simply" scaling everyone to the groupleader.
I can somewhat see the issue with current scaling(although it only matters on low levels for new players I think), but not sure how it could be done better. Technically if you're really struggling and think your level's dungeon would be easier you could just group through zonechat.
The coding is already complete. If 4 ppl go to a manually formed dungeon group, it's scaled off the group leader.
This should use the same rules as normal grouping
But that's different. In this case the dungeon monsters scale to groupleader, the group does not. The group also doesn't get any xp nor loot if they're >5 levels above the mobs'(groupleader's) level. I imagine the latter is why groupfinder does what it does currently, and I think it is an improvement - it does have its drawbacks but at least everyone gets xp/loot.
If you mean you should have the option to simply turn groupfinder's "battle leveling" off and have the normal groupleader-scaled dungeon...that could be an option but it'd only work if you miraculously ended up grouping with people of your level. Doing v16 dungeon on a NON scaled lvl 10 ought to be very unfun.
I would agree but honestly the same issues would remain it isn't sometimes so much the battle leveling but when you get a level 14 "tank" they often times don't have the skills to do the job. Plus people don't think outside the box often times and even though they are let's say dps they have no utility skills to help the group. I mean for example even though idps and tank and heal I'll have skills to make the grouping easier like crowd control skills or spot healing for myself. The tanking and healing in this game is intuitive but it isn't like other mmos, which I like, so it is limited in a fashion. I have encase and the motion to slow them down after it ends which helps immensely on my stam sorc. My magicka dk can talons for days keeping the mobs off me and the healer plus he is hybridised and can heal so if the *** hits the fan. People think only one thing, or just queue as everything further confusing and complicating things. I have sadly come to the point that if I'm the lead and not the tank or healer I will kick them if they aren't doing their role, and message saying sorry but I thought you were a tank or healer and need that and not another dps pretending.
NewBlacksmurf wrote: »It's harder tho when you're 30+ levels under and lacking the unlocked skills and Passives.
EnemyOfDaState wrote: »Scaling never made sense to me in the first place. You should have easy dungeons,medium dungeons and hard dungeons they should have a set level if you are a vet 16 who wants to do a easy dungeon it should just give drops for the rank it is set to.
EnemyOfDaState wrote: »Scaling never made sense to me in the first place. You should have easy dungeons,medium dungeons and hard dungeons they should have a set level if you are a vet 16 who wants to do a easy dungeon it should just give drops for the rank it is set to.
Well no, if you're a vet 16 who wants to do lvl 15 dungeon(I think the original Spindle level was 15 or so?) and 1shot everything including bosses, you shouldn't get any drops or xp for that.
Dungeons used to be a set level and people'd basically do them once at that level(it was even better if you missed them on that level. Forgot to do Spindle at lvl 15 and now you're level 40? Well too bad, enjoy getting 0 xp, loot and fun) and never again. I think scaling is far superior to that system even if it does have its issues.
NewBlacksmurf wrote: »It's harder tho when you're 30+ levels under and lacking the unlocked skills and Passives.
No, it's not.
The enemy mechanics are identical. They just have more health and hit harder. You have more health and hit harder. So what?
A level 10 scaled to VR15 doing Spindleclutch at VR16 is going to have the exact same "lacking unlocked skills and passives" problem as a level 10 doing Spindleclutch at level 10. Have you ever seen a lowbie PUG group try Spindleclutch? People around level 10 who form a group by randomly inviting people standing around the dungeon entrance (because they were sent there by the Undaunted intro quest). It's not pretty, and maybe if you've been in one of these groups, you wouldn't have these notions that somehow battle leveling is to blame.
With a fully maxed-out character with all skills and passives and BiS gear, you can solo Spindleclutch. No, you can't do that with a level 10 battle-leveled to VR15, but you're not supposed to have it that easy, and, most importantly, you can't do that with a level 10 in a level 10 Spindleclutch, either.
Also, the mechanics of what this thread suggests would be a complete mess and is unfeasible. Let's say you all port into the dungeon and someone drops out or turns out to be permanently AFK. You get a replacement who's VR16. Now what? The entire dungeon rescales?
NewBlacksmurf wrote: »NewBlacksmurf wrote: »It's harder tho when you're 30+ levels under and lacking the unlocked skills and Passives.
No, it's not.
The enemy mechanics are identical. They just have more health and hit harder. You have more health and hit harder. So what?
A level 10 scaled to VR15 doing Spindleclutch at VR16 is going to have the exact same "lacking unlocked skills and passives" problem as a level 10 doing Spindleclutch at level 10. Have you ever seen a lowbie PUG group try Spindleclutch? People around level 10 who form a group by randomly inviting people standing around the dungeon entrance (because they were sent there by the Undaunted intro quest). It's not pretty, and maybe if you've been in one of these groups, you wouldn't have these notions that somehow battle leveling is to blame.
With a fully maxed-out character with all skills and passives and BiS gear, you can solo Spindleclutch. No, you can't do that with a level 10 battle-leveled to VR15, but you're not supposed to have it that easy, and, most importantly, you can't do that with a level 10 in a level 10 Spindleclutch, either.
Also, the mechanics of what this thread suggests would be a complete mess and is unfeasible. Let's say you all port into the dungeon and someone drops out or turns out to be permanently AFK. You get a replacement who's VR16. Now what? The entire dungeon rescales?
So you're saying at levels 10-35 you have the same success chance as 49-VR16?
No
If someone drops out and another joins who is VR16....
-Ppl can stay but what's now occurring lately is if there are 2 or more VR14 or higher characters, those below get kicked or the VR14+ leave right off. As suggested, this solves the problem today and the problems that will continue when VR levels are removed.
It's not about the mechanics of the dungeons at all. It's how each player will play differently based on their available actions, skills, etc. If your tank or healer is under 30, you would adjust just like if your tank or healer are VR14+
All that other stuff you comment is of no importance to this topic.
We aren't discussing problems with NPCs or difficulties, it's purely grouping concerns that result in situations where if a character is still being developed especially if all group members are under 30, certain choices by role make the dungeons impossible or highly unlikely for PUGs.
Also consider that if nothing changes, when VR is removed you end up with situations where ppl have more stats and skill points but no where to apply the skill points that create addition dps, heal or tank opportunities.
The grouping tool for pugs should be based on the group leader and scale other up to the level. Anyone above is just a big BONUS.
That's the topic and how it should work always. Let the group decide who the leader is or base it off the highest. Either works but again....ppl are playing so the 30+ level situation will either leave or get kicked. It's how ppl play
NewBlacksmurf wrote: »NewBlacksmurf wrote: »It's harder tho when you're 30+ levels under and lacking the unlocked skills and Passives.
No, it's not.
The enemy mechanics are identical. They just have more health and hit harder. You have more health and hit harder. So what?
A level 10 scaled to VR15 doing Spindleclutch at VR16 is going to have the exact same "lacking unlocked skills and passives" problem as a level 10 doing Spindleclutch at level 10. Have you ever seen a lowbie PUG group try Spindleclutch? People around level 10 who form a group by randomly inviting people standing around the dungeon entrance (because they were sent there by the Undaunted intro quest). It's not pretty, and maybe if you've been in one of these groups, you wouldn't have these notions that somehow battle leveling is to blame.
With a fully maxed-out character with all skills and passives and BiS gear, you can solo Spindleclutch. No, you can't do that with a level 10 battle-leveled to VR15, but you're not supposed to have it that easy, and, most importantly, you can't do that with a level 10 in a level 10 Spindleclutch, either.
Also, the mechanics of what this thread suggests would be a complete mess and is unfeasible. Let's say you all port into the dungeon and someone drops out or turns out to be permanently AFK. You get a replacement who's VR16. Now what? The entire dungeon rescales?
So you're saying at levels 10-35 you have the same success chance as 49-VR16?
No
If someone drops out and another joins who is VR16....
-Ppl can stay but what's now occurring lately is if there are 2 or more VR14 or higher characters, those below get kicked or the VR14+ leave right off. As suggested, this solves the problem today and the problems that will continue when VR levels are removed.
It's not about the mechanics of the dungeons at all. It's how each player will play differently based on their available actions, skills, etc. If your tank or healer is under 30, you would adjust just like if your tank or healer are VR14+
All that other stuff you comment is of no importance to this topic.
We aren't discussing problems with NPCs or difficulties, it's purely grouping concerns that result in situations where if a character is still being developed especially if all group members are under 30, certain choices by role make the dungeons impossible or highly unlikely for PUGs.
Also consider that if nothing changes, when VR is removed you end up with situations where ppl have more stats and skill points but no where to apply the skill points that create addition dps, heal or tank opportunities.
The grouping tool for pugs should be based on the group leader and scale other up to the level. Anyone above is just a big BONUS.
That's the topic and how it should work always. Let the group decide who the leader is or base it off the highest. Either works but again....ppl are playing so the 30+ level situation will either leave or get kicked. It's how ppl play
Let's keep this simple: Four level 10 players in level 10 Spindleclutch will have the exact same difficulties as four level 10 players, scaled to VR15, in VR16 Spindleclutch. Battle leveling makes no difference.
And no, I'm not saying that a level 10-35 will have the same success as a 49-VR16. Please reread my post. I'm saying that a VR16 in VR16 Spindle will have a much easier time than a Lv10 leveled in VR16 Spindle (as it should be), but a Lv10 leveled in VR16 Spindle will have no worse a time than a Lv10 in Lv10 Spindle (as it should be).
And, yes, characters that are not yet mature will struggle. DPS without AoE, tanks without most of the needed tanking skills, etc. What I don't understand is why you blame any of this on the scaling or battle leveling. These players will have the exact same problems if they do the dungeon at level as it was originally intended. Which is why the lower-tier dungeons are so mechanically easy. Keep in mind that, at level 10, the only dungeons you can even queue up for are the three zone-1 dungeons.
Your thread is a solution seeking a problem that does not exist.
LOL, yes, I have. And, yes, I've done these dungeons with a variety of builds, including once when I was on my alternate account, with a level 8 character that had no CP.NewBlacksmurf wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »It's harder tho when you're 30+ levels under and lacking the unlocked skills and Passives.
No, it's not.
The enemy mechanics are identical. They just have more health and hit harder. You have more health and hit harder. So what?
A level 10 scaled to VR15 doing Spindleclutch at VR16 is going to have the exact same "lacking unlocked skills and passives" problem as a level 10 doing Spindleclutch at level 10. Have you ever seen a lowbie PUG group try Spindleclutch? People around level 10 who form a group by randomly inviting people standing around the dungeon entrance (because they were sent there by the Undaunted intro quest). It's not pretty, and maybe if you've been in one of these groups, you wouldn't have these notions that somehow battle leveling is to blame.
With a fully maxed-out character with all skills and passives and BiS gear, you can solo Spindleclutch. No, you can't do that with a level 10 battle-leveled to VR15, but you're not supposed to have it that easy, and, most importantly, you can't do that with a level 10 in a level 10 Spindleclutch, either.
Also, the mechanics of what this thread suggests would be a complete mess and is unfeasible. Let's say you all port into the dungeon and someone drops out or turns out to be permanently AFK. You get a replacement who's VR16. Now what? The entire dungeon rescales?
So you're saying at levels 10-35 you have the same success chance as 49-VR16?
No
If someone drops out and another joins who is VR16....
-Ppl can stay but what's now occurring lately is if there are 2 or more VR14 or higher characters, those below get kicked or the VR14+ leave right off. As suggested, this solves the problem today and the problems that will continue when VR levels are removed.
It's not about the mechanics of the dungeons at all. It's how each player will play differently based on their available actions, skills, etc. If your tank or healer is under 30, you would adjust just like if your tank or healer are VR14+
All that other stuff you comment is of no importance to this topic.
We aren't discussing problems with NPCs or difficulties, it's purely grouping concerns that result in situations where if a character is still being developed especially if all group members are under 30, certain choices by role make the dungeons impossible or highly unlikely for PUGs.
Also consider that if nothing changes, when VR is removed you end up with situations where ppl have more stats and skill points but no where to apply the skill points that create addition dps, heal or tank opportunities.
The grouping tool for pugs should be based on the group leader and scale other up to the level. Anyone above is just a big BONUS.
That's the topic and how it should work always. Let the group decide who the leader is or base it off the highest. Either works but again....ppl are playing so the 30+ level situation will either leave or get kicked. It's how ppl play
Let's keep this simple: Four level 10 players in level 10 Spindleclutch will have the exact same difficulties as four level 10 players, scaled to VR15, in VR16 Spindleclutch. Battle leveling makes no difference.
And no, I'm not saying that a level 10-35 will have the same success as a 49-VR16. Please reread my post. I'm saying that a VR16 in VR16 Spindle will have a much easier time than a Lv10 leveled in VR16 Spindle (as it should be), but a Lv10 leveled in VR16 Spindle will have no worse a time than a Lv10 in Lv10 Spindle (as it should be).
And, yes, characters that are not yet mature will struggle. DPS without AoE, tanks without most of the needed tanking skills, etc. What I don't understand is why you blame any of this on the scaling or battle leveling. These players will have the exact same problems if they do the dungeon at level as it was originally intended. Which is why the lower-tier dungeons are so mechanically easy. Keep in mind that, at level 10, the only dungeons you can even queue up for are the three zone-1 dungeons.
Your thread is a solution seeking a problem that does not exist.
Have you even played the game.
Serious question because the reason I posted this was after two weeks of trying a dungeon via group finder.
Then literally grouping outside the finder with 3 of the 4 ppl where we were 10-15 and the third was in their 30's. We grabbed a 4th outside our level and did the dungeon in 15-20 mins.
Same things happened 4 other times.
There is a HUGE difference between the skills that only comes by leveling those skills, those Passives, unlocking other skills, those morphs and addition to character level.
Realize this post is about the NPC levels in relation to the group. If we can do it outside the rider withi 5 levels of one another but can't do even the first boss with the finder....perhaps this idea is as result of hands on experiences and feedback from others.
In my main who is VR16 and the other Alts who range from vr1-VR6 it's not an issue because their skills and morphs are leveled up.
LOL, yes, I have. And, yes, I've done these dungeons with a variety of builds, including once when I was on my alternate account, with a level 8 character that had no CP.NewBlacksmurf wrote: »NewBlacksmurf wrote: »NewBlacksmurf wrote: »It's harder tho when you're 30+ levels under and lacking the unlocked skills and Passives.
No, it's not.
The enemy mechanics are identical. They just have more health and hit harder. You have more health and hit harder. So what?
A level 10 scaled to VR15 doing Spindleclutch at VR16 is going to have the exact same "lacking unlocked skills and passives" problem as a level 10 doing Spindleclutch at level 10. Have you ever seen a lowbie PUG group try Spindleclutch? People around level 10 who form a group by randomly inviting people standing around the dungeon entrance (because they were sent there by the Undaunted intro quest). It's not pretty, and maybe if you've been in one of these groups, you wouldn't have these notions that somehow battle leveling is to blame.
With a fully maxed-out character with all skills and passives and BiS gear, you can solo Spindleclutch. No, you can't do that with a level 10 battle-leveled to VR15, but you're not supposed to have it that easy, and, most importantly, you can't do that with a level 10 in a level 10 Spindleclutch, either.
Also, the mechanics of what this thread suggests would be a complete mess and is unfeasible. Let's say you all port into the dungeon and someone drops out or turns out to be permanently AFK. You get a replacement who's VR16. Now what? The entire dungeon rescales?
So you're saying at levels 10-35 you have the same success chance as 49-VR16?
No
If someone drops out and another joins who is VR16....
-Ppl can stay but what's now occurring lately is if there are 2 or more VR14 or higher characters, those below get kicked or the VR14+ leave right off. As suggested, this solves the problem today and the problems that will continue when VR levels are removed.
It's not about the mechanics of the dungeons at all. It's how each player will play differently based on their available actions, skills, etc. If your tank or healer is under 30, you would adjust just like if your tank or healer are VR14+
All that other stuff you comment is of no importance to this topic.
We aren't discussing problems with NPCs or difficulties, it's purely grouping concerns that result in situations where if a character is still being developed especially if all group members are under 30, certain choices by role make the dungeons impossible or highly unlikely for PUGs.
Also consider that if nothing changes, when VR is removed you end up with situations where ppl have more stats and skill points but no where to apply the skill points that create addition dps, heal or tank opportunities.
The grouping tool for pugs should be based on the group leader and scale other up to the level. Anyone above is just a big BONUS.
That's the topic and how it should work always. Let the group decide who the leader is or base it off the highest. Either works but again....ppl are playing so the 30+ level situation will either leave or get kicked. It's how ppl play
Let's keep this simple: Four level 10 players in level 10 Spindleclutch will have the exact same difficulties as four level 10 players, scaled to VR15, in VR16 Spindleclutch. Battle leveling makes no difference.
And no, I'm not saying that a level 10-35 will have the same success as a 49-VR16. Please reread my post. I'm saying that a VR16 in VR16 Spindle will have a much easier time than a Lv10 leveled in VR16 Spindle (as it should be), but a Lv10 leveled in VR16 Spindle will have no worse a time than a Lv10 in Lv10 Spindle (as it should be).
And, yes, characters that are not yet mature will struggle. DPS without AoE, tanks without most of the needed tanking skills, etc. What I don't understand is why you blame any of this on the scaling or battle leveling. These players will have the exact same problems if they do the dungeon at level as it was originally intended. Which is why the lower-tier dungeons are so mechanically easy. Keep in mind that, at level 10, the only dungeons you can even queue up for are the three zone-1 dungeons.
Your thread is a solution seeking a problem that does not exist.
Have you even played the game.
Serious question because the reason I posted this was after two weeks of trying a dungeon via group finder.
Then literally grouping outside the finder with 3 of the 4 ppl where we were 10-15 and the third was in their 30's. We grabbed a 4th outside our level and did the dungeon in 15-20 mins.
Same things happened 4 other times.
There is a HUGE difference between the skills that only comes by leveling those skills, those Passives, unlocking other skills, those morphs and addition to character level.
Realize this post is about the NPC levels in relation to the group. If we can do it outside the rider withi 5 levels of one another but can't do even the first boss with the finder....perhaps this idea is as result of hands on experiences and feedback from others.
In my main who is VR16 and the other Alts who range from vr1-VR6 it's not an issue because their skills and morphs are leveled up.
And, yes, leveling skills and passives make a huge difference. I never dispute that. What I dispute is that this has any relevance whatsoever to battle leveling.
So let me say this again: A lowbie battle-leveled in a VR16 dungeon will have the exact same difficulties as doing that dungeon at level. Emphasis on the "at level".
If you had a group of level 10-15 and someone in their 30's, then what was the dungeon scaled to? If it was scaled somewhere between 10-15, then of course that dungeon was a fast cakewalk: You had a character who was 20 levels overleveled that solo-carried the group. You weren't doing the dungeon at level!
If you didn't have that crutch--if everyone in the group was the exact same level--then you'll find that the dungeon difficulty is the same whether it's scaled VR16 with battle leveling or if you went in normally without scaling and leveling.
Also, when you do a random PUG, your biggest problem is the kind of people you get. I've been in a random Group Finder PUGs where the DPS (VR16) just light-attacked with his bow. Another time where the tank (Level 47) didn't even have a taunt. And yet another time where I, as the tank, did more DPS than the other three members (who were all VR) combined (back when GroupDamage still worked). I've even been in a Group Finder PUG where a Lv13 player was doing much better DPS than the VR3 player.
If you're having trouble clearing a dungeon with a LFG group, then, first and foremost, it's most likely a problem with the wide range of quality that you get with these groups (which tend to be pretty bad, esp. for nonvet dungeons). And second, it's not the fault of battle-leveling, because in the incident you just described, you got through it because of an overleveled carry.
Refuse2GrowUp wrote: »Be glad they are scaling you. You used to have to level up to be able to do dungeons. Now players can attempt to run them all at level 10, too include veteran ones, and get buffed enough to actually have a chance. And yet, this still isn't good enough for some people...everyone just needs to come here and bit(complain). Give an inch, take a mile!
I assure you, this isn't opinion. This is me doing lots of dungeons, on lowbies and on my VRs, with and without LFG. Also, my level 8 did Spindleclutch with a random invite-the-people-standing-outside-the-dungeon group (no LFG). And, yes, even with Spindle scaled to level 10, my level 8 with no CP was carrying the group with people level 10-14 because things like player experience is far, far more important than raw stats or levels, which is why newbie players will struggle whether they're doing it scaled VR16 or doing it at level.NewBlacksmurf wrote: »You're entitled to your opinions but in actual practice...a lot of your comments are just opinions and your own theories.
First off...level 10 is when you can use the grouping tools not 8
Um. You do understand that you're battle-leveled, right?? Yes, the dungeon is scaled up to VR16. But you are also scaled up to VR15. Your stats, your armor, your weapons, your food, your potions--they're all scaled up too. There is no substantial difference between doing a dungeon at level and doing a dungeon at VR16, when you are battle-leveled.NewBlacksmurf wrote: »fact, is when the dungeon is set over 30+ levels higher than the highest character, the encounter is substantially harder.
NewBlacksmurf wrote: »I would agree but honestly the same issues would remain it isn't sometimes so much the battle leveling but when you get a level 14 "tank" they often times don't have the skills to do the job. Plus people don't think outside the box often times and even though they are let's say dps they have no utility skills to help the group. I mean for example even though idps and tank and heal I'll have skills to make the grouping easier like crowd control skills or spot healing for myself. The tanking and healing in this game is intuitive but it isn't like other mmos, which I like, so it is limited in a fashion. I have encase and the motion to slow them down after it ends which helps immensely on my stam sorc. My magicka dk can talons for days keeping the mobs off me and the healer plus he is hybridised and can heal so if the *** hits the fan. People think only one thing, or just queue as everything further confusing and complicating things. I have sadly come to the point that if I'm the lead and not the tank or healer I will kick them if they aren't doing their role, and message saying sorry but I thought you were a tank or healer and need that and not another dps pretending.
I do agree on the comments where ppl don't support others. It's harder tho when you're 30+ levels under and lacking the unlocked skills and Passives.
I see what ZOS intends but the logic used isn't best for what exists and what's changing in 90 days
Refuse2GrowUp wrote: »Be glad they are scaling you. You used to have to level up to be able to do dungeons. Now players can attempt to run them all at level 10, too include veteran ones, and get buffed enough to actually have a chance. And yet, this still isn't good enough for some people...everyone just needs to come here and bit(complain). Give an inch, take a mile!