NewBlacksmurf wrote: »Yet another one of GT threads.
Sigh.
I said this many times before: the problem does not lie in the Grouping Tool. It is working, albeit not many people use it because they will most likely be paired with newbs.
The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
If people did not have such an easy time smashing monsters during their solo ventures, they might consider improving their gear and/or skill setup.The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
THIS is where real improvements can be made. The game needs some sort of ramp between the "play as you want" solo content and v16 scaled dungeons where people need to know their role. Little tank/healer training missions that teach you to taunt/buff/whatever. Heck even one for DPS since many of them don't know that they are supposed to be in charge of rezzing.
Make the short tutorial quests a perquisite for selecting the associated role and you would at least help out the players who are not gaming the group finder but just legitimately don't know any better.
So to these comments.....
The game is a lot easier in dungeons than it use to be. A LOT EASIER by at least a calculation of 50% - 75% easier regardless of dungeon, role or levels.
Now, I can't argue a ramp-up suggestion or idea because I would interpret that as a difficulty based on available skills. If im a healer and not a Templar but only have 1 or 2 healing staff skills...unmorphed...difficulty is relative by comparison of class and weapons and available skill points.
But....is the game really that hard or is it that "we" go into dungeons with certain expectations and assumptions and when things arent smooth, we point blame, kick, or leave? (Asking cause I haven't played with you all)
on Xbox One, which to me is slightly different than PC in that PC players type where xbox player talk (both someone dont get in the freaking channels) Oh well....
I've found the best results are than when we join...get on the horn and talk about expectations.
Hey healer...what skills and weapon are u using? (listen)
tank - what skills/weapon are u using?
DPS - what curses, debuff, support skills and DPS skills /weapons are u using
...then before any elite or any pull....(if ive done it before) hey folks..just an FYI...when we do this X or Y might happen.
...before bosses....hey folks...have we all done this fight before? OK...how do you / did you do it? (listen)
...OK....so I'm gonna do this when this happens...and u....ok
now lets roll
Yes. I expect a healer to heal. A tank to tank. A dps to dps. It's pretty easy to tell when you're not getting heals, the tank's not taunting and a dps isn't dpsing, so long as you know what to look for. Then you ask, 'where're the heals?' or whatever question pertinent to the situation. If it's because 'I don't heal, just wanted a fast queue'...yeah, no. I sat through a thirty minute queue because I don't want to be dishonest with the group. Not going to fly.NewBlacksmurf wrote: »Yet another one of GT threads.
Sigh.
I said this many times before: the problem does not lie in the Grouping Tool. It is working, albeit not many people use it because they will most likely be paired with newbs.
The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
If people did not have such an easy time smashing monsters during their solo ventures, they might consider improving their gear and/or skill setup.The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
THIS is where real improvements can be made. The game needs some sort of ramp between the "play as you want" solo content and v16 scaled dungeons where people need to know their role. Little tank/healer training missions that teach you to taunt/buff/whatever. Heck even one for DPS since many of them don't know that they are supposed to be in charge of rezzing.
Make the short tutorial quests a perquisite for selecting the associated role and you would at least help out the players who are not gaming the group finder but just legitimately don't know any better.
So to these comments.....
The game is a lot easier in dungeons than it use to be. A LOT EASIER by at least a calculation of 50% - 75% easier regardless of dungeon, role or levels.
Now, I can't argue a ramp-up suggestion or idea because I would interpret that as a difficulty based on available skills. If im a healer and not a Templar but only have 1 or 2 healing staff skills...unmorphed...difficulty is relative by comparison of class and weapons and available skill points.
But....is the game really that hard or is it that "we" go into dungeons with certain expectations and assumptions and when things arent smooth, we point blame, kick, or leave? (Asking cause I haven't played with you all)
on Xbox One, which to me is slightly different than PC in that PC players type where xbox player talk (both someone dont get in the freaking channels) Oh well....
I've found the best results are than when we join...get on the horn and talk about expectations.
Hey healer...what skills and weapon are u using? (listen)
tank - what skills/weapon are u using?
DPS - what curses, debuff, support skills and DPS skills /weapons are u using
...then before any elite or any pull....(if ive done it before) hey folks..just an FYI...when we do this X or Y might happen.
...before bosses....hey folks...have we all done this fight before? OK...how do you / did you do it? (listen)
...OK....so I'm gonna do this when this happens...and u....ok
now lets roll
Yes. I expect a healer to heal. A tank to tank. A dps to dps. It's pretty easy to tell when you're not getting heals, the tank's not taunting and a dps isn't dpsing, so long as you know what to look for. Then you ask, 'where're the heals?' or whatever question pertinent to the situation. If it's because 'I don't heal, just wanted a fast queue'...yeah, no. I sat through a thirty minute queue because I don't want to be dishonest with the group. Not going to fly.NewBlacksmurf wrote: »Yet another one of GT threads.
Sigh.
I said this many times before: the problem does not lie in the Grouping Tool. It is working, albeit not many people use it because they will most likely be paired with newbs.
The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
If people did not have such an easy time smashing monsters during their solo ventures, they might consider improving their gear and/or skill setup.The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
THIS is where real improvements can be made. The game needs some sort of ramp between the "play as you want" solo content and v16 scaled dungeons where people need to know their role. Little tank/healer training missions that teach you to taunt/buff/whatever. Heck even one for DPS since many of them don't know that they are supposed to be in charge of rezzing.
Make the short tutorial quests a perquisite for selecting the associated role and you would at least help out the players who are not gaming the group finder but just legitimately don't know any better.
So to these comments.....
The game is a lot easier in dungeons than it use to be. A LOT EASIER by at least a calculation of 50% - 75% easier regardless of dungeon, role or levels.
Now, I can't argue a ramp-up suggestion or idea because I would interpret that as a difficulty based on available skills. If im a healer and not a Templar but only have 1 or 2 healing staff skills...unmorphed...difficulty is relative by comparison of class and weapons and available skill points.
But....is the game really that hard or is it that "we" go into dungeons with certain expectations and assumptions and when things arent smooth, we point blame, kick, or leave? (Asking cause I haven't played with you all)
on Xbox One, which to me is slightly different than PC in that PC players type where xbox player talk (both someone dont get in the freaking channels) Oh well....
I've found the best results are than when we join...get on the horn and talk about expectations.
Hey healer...what skills and weapon are u using? (listen)
tank - what skills/weapon are u using?
DPS - what curses, debuff, support skills and DPS skills /weapons are u using
...then before any elite or any pull....(if ive done it before) hey folks..just an FYI...when we do this X or Y might happen.
...before bosses....hey folks...have we all done this fight before? OK...how do you / did you do it? (listen)
...OK....so I'm gonna do this when this happens...and u....ok
now lets roll
Yes. I expect a healer to heal. A tank to tank. A dps to dps. It's pretty easy to tell when you're not getting heals, the tank's not taunting and a dps isn't dpsing, so long as you know what to look for. Then you ask, 'where're the heals?' or whatever question pertinent to the situation. If it's because 'I don't heal, just wanted a fast queue'...yeah, no. I sat through a thirty minute queue because I don't want to be dishonest with the group. Not going to fly.NewBlacksmurf wrote: »Yet another one of GT threads.
Sigh.
I said this many times before: the problem does not lie in the Grouping Tool. It is working, albeit not many people use it because they will most likely be paired with newbs.
The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
If people did not have such an easy time smashing monsters during their solo ventures, they might consider improving their gear and/or skill setup.The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
THIS is where real improvements can be made. The game needs some sort of ramp between the "play as you want" solo content and v16 scaled dungeons where people need to know their role. Little tank/healer training missions that teach you to taunt/buff/whatever. Heck even one for DPS since many of them don't know that they are supposed to be in charge of rezzing.
Make the short tutorial quests a perquisite for selecting the associated role and you would at least help out the players who are not gaming the group finder but just legitimately don't know any better.
So to these comments.....
The game is a lot easier in dungeons than it use to be. A LOT EASIER by at least a calculation of 50% - 75% easier regardless of dungeon, role or levels.
Now, I can't argue a ramp-up suggestion or idea because I would interpret that as a difficulty based on available skills. If im a healer and not a Templar but only have 1 or 2 healing staff skills...unmorphed...difficulty is relative by comparison of class and weapons and available skill points.
But....is the game really that hard or is it that "we" go into dungeons with certain expectations and assumptions and when things arent smooth, we point blame, kick, or leave? (Asking cause I haven't played with you all)
on Xbox One, which to me is slightly different than PC in that PC players type where xbox player talk (both someone dont get in the freaking channels) Oh well....
I've found the best results are than when we join...get on the horn and talk about expectations.
Hey healer...what skills and weapon are u using? (listen)
tank - what skills/weapon are u using?
DPS - what curses, debuff, support skills and DPS skills /weapons are u using
...then before any elite or any pull....(if ive done it before) hey folks..just an FYI...when we do this X or Y might happen.
...before bosses....hey folks...have we all done this fight before? OK...how do you / did you do it? (listen)
...OK....so I'm gonna do this when this happens...and u....ok
now lets roll
Yes. I expect a healer to heal. A tank to tank. A dps to dps. It's pretty easy to tell when you're not getting heals, the tank's not taunting and a dps isn't dpsing, so long as you know what to look for. Then you ask, 'where're the heals?' or whatever question pertinent to the situation. If it's because 'I don't heal, just wanted a fast queue'...yeah, no. I sat through a thirty minute queue because I don't want to be dishonest with the group. Not going to fly.NewBlacksmurf wrote: »Yet another one of GT threads.
Sigh.
I said this many times before: the problem does not lie in the Grouping Tool. It is working, albeit not many people use it because they will most likely be paired with newbs.
The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
If people did not have such an easy time smashing monsters during their solo ventures, they might consider improving their gear and/or skill setup.The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
THIS is where real improvements can be made. The game needs some sort of ramp between the "play as you want" solo content and v16 scaled dungeons where people need to know their role. Little tank/healer training missions that teach you to taunt/buff/whatever. Heck even one for DPS since many of them don't know that they are supposed to be in charge of rezzing.
Make the short tutorial quests a perquisite for selecting the associated role and you would at least help out the players who are not gaming the group finder but just legitimately don't know any better.
So to these comments.....
The game is a lot easier in dungeons than it use to be. A LOT EASIER by at least a calculation of 50% - 75% easier regardless of dungeon, role or levels.
Now, I can't argue a ramp-up suggestion or idea because I would interpret that as a difficulty based on available skills. If im a healer and not a Templar but only have 1 or 2 healing staff skills...unmorphed...difficulty is relative by comparison of class and weapons and available skill points.
But....is the game really that hard or is it that "we" go into dungeons with certain expectations and assumptions and when things arent smooth, we point blame, kick, or leave? (Asking cause I haven't played with you all)
on Xbox One, which to me is slightly different than PC in that PC players type where xbox player talk (both someone dont get in the freaking channels) Oh well....
I've found the best results are than when we join...get on the horn and talk about expectations.
Hey healer...what skills and weapon are u using? (listen)
tank - what skills/weapon are u using?
DPS - what curses, debuff, support skills and DPS skills /weapons are u using
...then before any elite or any pull....(if ive done it before) hey folks..just an FYI...when we do this X or Y might happen.
...before bosses....hey folks...have we all done this fight before? OK...how do you / did you do it? (listen)
...OK....so I'm gonna do this when this happens...and u....ok
now lets roll
Does anyone know if the group finder filters group members based on your ignore list? When it's obvious that a DPS has gamed the LFG tool I put them on my ignore list, and I don't recall getting grouped with those people again, but absence of evidence is not evidence of absence and all that.
Yes. I expect a healer to heal. A tank to tank. A dps to dps. It's pretty easy to tell when you're not getting heals, the tank's not taunting and a dps isn't dpsing, so long as you know what to look for. Then you ask, 'where're the heals?' or whatever question pertinent to the situation. If it's because 'I don't heal, just wanted a fast queue'...yeah, no. I sat through a thirty minute queue because I don't want to be dishonest with the group. Not going to fly.NewBlacksmurf wrote: »Yet another one of GT threads.
Sigh.
I said this many times before: the problem does not lie in the Grouping Tool. It is working, albeit not many people use it because they will most likely be paired with newbs.
The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
If people did not have such an easy time smashing monsters during their solo ventures, they might consider improving their gear and/or skill setup.The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
THIS is where real improvements can be made. The game needs some sort of ramp between the "play as you want" solo content and v16 scaled dungeons where people need to know their role. Little tank/healer training missions that teach you to taunt/buff/whatever. Heck even one for DPS since many of them don't know that they are supposed to be in charge of rezzing.
Make the short tutorial quests a perquisite for selecting the associated role and you would at least help out the players who are not gaming the group finder but just legitimately don't know any better.
So to these comments.....
The game is a lot easier in dungeons than it use to be. A LOT EASIER by at least a calculation of 50% - 75% easier regardless of dungeon, role or levels.
Now, I can't argue a ramp-up suggestion or idea because I would interpret that as a difficulty based on available skills. If im a healer and not a Templar but only have 1 or 2 healing staff skills...unmorphed...difficulty is relative by comparison of class and weapons and available skill points.
But....is the game really that hard or is it that "we" go into dungeons with certain expectations and assumptions and when things arent smooth, we point blame, kick, or leave? (Asking cause I haven't played with you all)
on Xbox One, which to me is slightly different than PC in that PC players type where xbox player talk (both someone dont get in the freaking channels) Oh well....
I've found the best results are than when we join...get on the horn and talk about expectations.
Hey healer...what skills and weapon are u using? (listen)
tank - what skills/weapon are u using?
DPS - what curses, debuff, support skills and DPS skills /weapons are u using
...then before any elite or any pull....(if ive done it before) hey folks..just an FYI...when we do this X or Y might happen.
...before bosses....hey folks...have we all done this fight before? OK...how do you / did you do it? (listen)
...OK....so I'm gonna do this when this happens...and u....ok
now lets roll
Does anyone know if the group finder filters group members based on your ignore list? When it's obvious that a DPS has gamed the LFG tool I put them on my ignore list, and I don't recall getting grouped with those people again, but absence of evidence is not evidence of absence and all that.
Yes. I expect a healer to heal. A tank to tank. A dps to dps. It's pretty easy to tell when you're not getting heals, the tank's not taunting and a dps isn't dpsing, so long as you know what to look for. Then you ask, 'where're the heals?' or whatever question pertinent to the situation. If it's because 'I don't heal, just wanted a fast queue'...yeah, no. I sat through a thirty minute queue because I don't want to be dishonest with the group. Not going to fly.NewBlacksmurf wrote: »Yet another one of GT threads.
Sigh.
I said this many times before: the problem does not lie in the Grouping Tool. It is working, albeit not many people use it because they will most likely be paired with newbs.
The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
If people did not have such an easy time smashing monsters during their solo ventures, they might consider improving their gear and/or skill setup.The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
THIS is where real improvements can be made. The game needs some sort of ramp between the "play as you want" solo content and v16 scaled dungeons where people need to know their role. Little tank/healer training missions that teach you to taunt/buff/whatever. Heck even one for DPS since many of them don't know that they are supposed to be in charge of rezzing.
Make the short tutorial quests a perquisite for selecting the associated role and you would at least help out the players who are not gaming the group finder but just legitimately don't know any better.
So to these comments.....
The game is a lot easier in dungeons than it use to be. A LOT EASIER by at least a calculation of 50% - 75% easier regardless of dungeon, role or levels.
Now, I can't argue a ramp-up suggestion or idea because I would interpret that as a difficulty based on available skills. If im a healer and not a Templar but only have 1 or 2 healing staff skills...unmorphed...difficulty is relative by comparison of class and weapons and available skill points.
But....is the game really that hard or is it that "we" go into dungeons with certain expectations and assumptions and when things arent smooth, we point blame, kick, or leave? (Asking cause I haven't played with you all)
on Xbox One, which to me is slightly different than PC in that PC players type where xbox player talk (both someone dont get in the freaking channels) Oh well....
I've found the best results are than when we join...get on the horn and talk about expectations.
Hey healer...what skills and weapon are u using? (listen)
tank - what skills/weapon are u using?
DPS - what curses, debuff, support skills and DPS skills /weapons are u using
...then before any elite or any pull....(if ive done it before) hey folks..just an FYI...when we do this X or Y might happen.
...before bosses....hey folks...have we all done this fight before? OK...how do you / did you do it? (listen)
...OK....so I'm gonna do this when this happens...and u....ok
now lets roll
I don't even know how to put someone on my ignore list lolYes. I expect a healer to heal. A tank to tank. A dps to dps. It's pretty easy to tell when you're not getting heals, the tank's not taunting and a dps isn't dpsing, so long as you know what to look for. Then you ask, 'where're the heals?' or whatever question pertinent to the situation. If it's because 'I don't heal, just wanted a fast queue'...yeah, no. I sat through a thirty minute queue because I don't want to be dishonest with the group. Not going to fly.NewBlacksmurf wrote: »Yet another one of GT threads.
Sigh.
I said this many times before: the problem does not lie in the Grouping Tool. It is working, albeit not many people use it because they will most likely be paired with newbs.
The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
If people did not have such an easy time smashing monsters during their solo ventures, they might consider improving their gear and/or skill setup.The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
THIS is where real improvements can be made. The game needs some sort of ramp between the "play as you want" solo content and v16 scaled dungeons where people need to know their role. Little tank/healer training missions that teach you to taunt/buff/whatever. Heck even one for DPS since many of them don't know that they are supposed to be in charge of rezzing.
Make the short tutorial quests a perquisite for selecting the associated role and you would at least help out the players who are not gaming the group finder but just legitimately don't know any better.
So to these comments.....
The game is a lot easier in dungeons than it use to be. A LOT EASIER by at least a calculation of 50% - 75% easier regardless of dungeon, role or levels.
Now, I can't argue a ramp-up suggestion or idea because I would interpret that as a difficulty based on available skills. If im a healer and not a Templar but only have 1 or 2 healing staff skills...unmorphed...difficulty is relative by comparison of class and weapons and available skill points.
But....is the game really that hard or is it that "we" go into dungeons with certain expectations and assumptions and when things arent smooth, we point blame, kick, or leave? (Asking cause I haven't played with you all)
on Xbox One, which to me is slightly different than PC in that PC players type where xbox player talk (both someone dont get in the freaking channels) Oh well....
I've found the best results are than when we join...get on the horn and talk about expectations.
Hey healer...what skills and weapon are u using? (listen)
tank - what skills/weapon are u using?
DPS - what curses, debuff, support skills and DPS skills /weapons are u using
...then before any elite or any pull....(if ive done it before) hey folks..just an FYI...when we do this X or Y might happen.
...before bosses....hey folks...have we all done this fight before? OK...how do you / did you do it? (listen)
...OK....so I'm gonna do this when this happens...and u....ok
now lets roll
Does anyone know if the group finder filters group members based on your ignore list? When it's obvious that a DPS has gamed the LFG tool I put them on my ignore list, and I don't recall getting grouped with those people again, but absence of evidence is not evidence of absence and all that.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
jzholloway wrote: »NewBlacksmurf wrote: »Yet another one of GT threads.
Sigh.
I said this many times before: the problem does not lie in the Grouping Tool. It is working, albeit not many people use it because they will most likely be paired with newbs.
The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
If people did not have such an easy time smashing monsters during their solo ventures, they might consider improving their gear and/or skill setup.The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
THIS is where real improvements can be made. The game needs some sort of ramp between the "play as you want" solo content and v16 scaled dungeons where people need to know their role. Little tank/healer training missions that teach you to taunt/buff/whatever. Heck even one for DPS since many of them don't know that they are supposed to be in charge of rezzing.
Make the short tutorial quests a perquisite for selecting the associated role and you would at least help out the players who are not gaming the group finder but just legitimately don't know any better.
So to these comments.....
The game is a lot easier in dungeons than it use to be. A LOT EASIER by at least a calculation of 50% - 75% easier regardless of dungeon, role or levels.
Now, I can't argue a ramp-up suggestion or idea because I would interpret that as a difficulty based on available skills. If im a healer and not a Templar but only have 1 or 2 healing staff skills...unmorphed...difficulty is relative by comparison of class and weapons and available skill points.
But....is the game really that hard or is it that "we" go into dungeons with certain expectations and assumptions and when things arent smooth, we point blame, kick, or leave? (Asking cause I haven't played with you all)
on Xbox One, which to me is slightly different than PC in that PC players type where xbox player talk (both someone dont get in the freaking channels) Oh well....
I've found the best results are than when we join...get on the horn and talk about expectations.
Hey healer...what skills and weapon are u using? (listen)
tank - what skills/weapon are u using?
DPS - what curses, debuff, support skills and DPS skills /weapons are u using
...then before any elite or any pull....(if ive done it before) hey folks..just an FYI...when we do this X or Y might happen.
...before bosses....hey folks...have we all done this fight before? OK...how do you / did you do it? (listen)
...OK....so I'm gonna do this when this happens...and u....ok
now lets roll
Problem (on PS4) is no one is on the mic
Yes. I expect a healer to heal. A tank to tank. A dps to dps. It's pretty easy to tell when you're not getting heals, the tank's not taunting and a dps isn't dpsing, so long as you know what to look for. Then you ask, 'where're the heals?' or whatever question pertinent to the situation. If it's because 'I don't heal, just wanted a fast queue'...yeah, no. I sat through a thirty minute queue because I don't want to be dishonest with the group. Not going to fly.NewBlacksmurf wrote: »Yet another one of GT threads.
Sigh.
I said this many times before: the problem does not lie in the Grouping Tool. It is working, albeit not many people use it because they will most likely be paired with newbs.
The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
If people did not have such an easy time smashing monsters during their solo ventures, they might consider improving their gear and/or skill setup.The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
THIS is where real improvements can be made. The game needs some sort of ramp between the "play as you want" solo content and v16 scaled dungeons where people need to know their role. Little tank/healer training missions that teach you to taunt/buff/whatever. Heck even one for DPS since many of them don't know that they are supposed to be in charge of rezzing.
Make the short tutorial quests a perquisite for selecting the associated role and you would at least help out the players who are not gaming the group finder but just legitimately don't know any better.
So to these comments.....
The game is a lot easier in dungeons than it use to be. A LOT EASIER by at least a calculation of 50% - 75% easier regardless of dungeon, role or levels.
Now, I can't argue a ramp-up suggestion or idea because I would interpret that as a difficulty based on available skills. If im a healer and not a Templar but only have 1 or 2 healing staff skills...unmorphed...difficulty is relative by comparison of class and weapons and available skill points.
But....is the game really that hard or is it that "we" go into dungeons with certain expectations and assumptions and when things arent smooth, we point blame, kick, or leave? (Asking cause I haven't played with you all)
on Xbox One, which to me is slightly different than PC in that PC players type where xbox player talk (both someone dont get in the freaking channels) Oh well....
I've found the best results are than when we join...get on the horn and talk about expectations.
Hey healer...what skills and weapon are u using? (listen)
tank - what skills/weapon are u using?
DPS - what curses, debuff, support skills and DPS skills /weapons are u using
...then before any elite or any pull....(if ive done it before) hey folks..just an FYI...when we do this X or Y might happen.
...before bosses....hey folks...have we all done this fight before? OK...how do you / did you do it? (listen)
...OK....so I'm gonna do this when this happens...and u....ok
now lets roll
Does anyone know if the group finder filters group members based on your ignore list? When it's obvious that a DPS has gamed the LFG tool I put them on my ignore list, and I don't recall getting grouped with those people again, but absence of evidence is not evidence of absence and all that.
NewBlacksmurf wrote: »Yes. I expect a healer to heal. A tank to tank. A dps to dps. It's pretty easy to tell when you're not getting heals, the tank's not taunting and a dps isn't dpsing, so long as you know what to look for. Then you ask, 'where're the heals?' or whatever question pertinent to the situation. If it's because 'I don't heal, just wanted a fast queue'...yeah, no. I sat through a thirty minute queue because I don't want to be dishonest with the group. Not going to fly.NewBlacksmurf wrote: »Yet another one of GT threads.
Sigh.
I said this many times before: the problem does not lie in the Grouping Tool. It is working, albeit not many people use it because they will most likely be paired with newbs.
The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
If people did not have such an easy time smashing monsters during their solo ventures, they might consider improving their gear and/or skill setup.The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
THIS is where real improvements can be made. The game needs some sort of ramp between the "play as you want" solo content and v16 scaled dungeons where people need to know their role. Little tank/healer training missions that teach you to taunt/buff/whatever. Heck even one for DPS since many of them don't know that they are supposed to be in charge of rezzing.
Make the short tutorial quests a perquisite for selecting the associated role and you would at least help out the players who are not gaming the group finder but just legitimately don't know any better.
So to these comments.....
The game is a lot easier in dungeons than it use to be. A LOT EASIER by at least a calculation of 50% - 75% easier regardless of dungeon, role or levels.
Now, I can't argue a ramp-up suggestion or idea because I would interpret that as a difficulty based on available skills. If im a healer and not a Templar but only have 1 or 2 healing staff skills...unmorphed...difficulty is relative by comparison of class and weapons and available skill points.
But....is the game really that hard or is it that "we" go into dungeons with certain expectations and assumptions and when things arent smooth, we point blame, kick, or leave? (Asking cause I haven't played with you all)
on Xbox One, which to me is slightly different than PC in that PC players type where xbox player talk (both someone dont get in the freaking channels) Oh well....
I've found the best results are than when we join...get on the horn and talk about expectations.
Hey healer...what skills and weapon are u using? (listen)
tank - what skills/weapon are u using?
DPS - what curses, debuff, support skills and DPS skills /weapons are u using
...then before any elite or any pull....(if ive done it before) hey folks..just an FYI...when we do this X or Y might happen.
...before bosses....hey folks...have we all done this fight before? OK...how do you / did you do it? (listen)
...OK....so I'm gonna do this when this happens...and u....ok
now lets roll
I dont think your expectation is wrong, but I think its unrealistic to expect tank and healer as well as DPS to be "filled" most of the time. I don't blame that on the system tho, its the people and so I think we all know when its time to bail.
I'm just saying when ppl are trying or "think they are trying" then its cool but I do expect everyone to be able to stay alive if the healer dies until we can rez which may end up being after the boss is down. Thats the point im making...if I know how u play then we can all adjust as necessary.
jzholloway wrote: »NewBlacksmurf wrote: »Yes. I expect a healer to heal. A tank to tank. A dps to dps. It's pretty easy to tell when you're not getting heals, the tank's not taunting and a dps isn't dpsing, so long as you know what to look for. Then you ask, 'where're the heals?' or whatever question pertinent to the situation. If it's because 'I don't heal, just wanted a fast queue'...yeah, no. I sat through a thirty minute queue because I don't want to be dishonest with the group. Not going to fly.NewBlacksmurf wrote: »Yet another one of GT threads.
Sigh.
I said this many times before: the problem does not lie in the Grouping Tool. It is working, albeit not many people use it because they will most likely be paired with newbs.
The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
If people did not have such an easy time smashing monsters during their solo ventures, they might consider improving their gear and/or skill setup.The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
THIS is where real improvements can be made. The game needs some sort of ramp between the "play as you want" solo content and v16 scaled dungeons where people need to know their role. Little tank/healer training missions that teach you to taunt/buff/whatever. Heck even one for DPS since many of them don't know that they are supposed to be in charge of rezzing.
Make the short tutorial quests a perquisite for selecting the associated role and you would at least help out the players who are not gaming the group finder but just legitimately don't know any better.
So to these comments.....
The game is a lot easier in dungeons than it use to be. A LOT EASIER by at least a calculation of 50% - 75% easier regardless of dungeon, role or levels.
Now, I can't argue a ramp-up suggestion or idea because I would interpret that as a difficulty based on available skills. If im a healer and not a Templar but only have 1 or 2 healing staff skills...unmorphed...difficulty is relative by comparison of class and weapons and available skill points.
But....is the game really that hard or is it that "we" go into dungeons with certain expectations and assumptions and when things arent smooth, we point blame, kick, or leave? (Asking cause I haven't played with you all)
on Xbox One, which to me is slightly different than PC in that PC players type where xbox player talk (both someone dont get in the freaking channels) Oh well....
I've found the best results are than when we join...get on the horn and talk about expectations.
Hey healer...what skills and weapon are u using? (listen)
tank - what skills/weapon are u using?
DPS - what curses, debuff, support skills and DPS skills /weapons are u using
...then before any elite or any pull....(if ive done it before) hey folks..just an FYI...when we do this X or Y might happen.
...before bosses....hey folks...have we all done this fight before? OK...how do you / did you do it? (listen)
...OK....so I'm gonna do this when this happens...and u....ok
now lets roll
I dont think your expectation is wrong, but I think its unrealistic to expect tank and healer as well as DPS to be "filled" most of the time. I don't blame that on the system tho, its the people and so I think we all know when its time to bail.
I'm just saying when ppl are trying or "think they are trying" then its cool but I do expect everyone to be able to stay alive if the healer dies until we can rez which may end up being after the boss is down. Thats the point im making...if I know how u play then we can all adjust as necessary.
Yeah - when I say I expect a DPS to DPS, Healer to heal, etc... again, I don't expect perfection... i.e. 24k dps, 20k crit heals, etc. I just expect to see some green numbers on occasion and see my health bar move in the right direction when Its going the wrong way. I expect (if I'm tanking) to see DPS coming in from two guys/gals, not see them running while I'm throwing down pierce armor and heroic slashes like mad for 5 minutes.
I don't know, maybe, with ZOS saying play anyway you want, that is the problem - people want to say one thing and be something else (I mean Thieves Guild right?)... I'll say it again, I just want people to at least try and play the role they slotted, not slot a role to get in a dungeon quicker.
I don't even know how to put someone on my ignore list lolYes. I expect a healer to heal. A tank to tank. A dps to dps. It's pretty easy to tell when you're not getting heals, the tank's not taunting and a dps isn't dpsing, so long as you know what to look for. Then you ask, 'where're the heals?' or whatever question pertinent to the situation. If it's because 'I don't heal, just wanted a fast queue'...yeah, no. I sat through a thirty minute queue because I don't want to be dishonest with the group. Not going to fly.NewBlacksmurf wrote: »Yet another one of GT threads.
Sigh.
I said this many times before: the problem does not lie in the Grouping Tool. It is working, albeit not many people use it because they will most likely be paired with newbs.
The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
If people did not have such an easy time smashing monsters during their solo ventures, they might consider improving their gear and/or skill setup.The game is baby-easy mode for solo story content and people think they are fit to jump into a group dungeon when they are, in fact, not.
And THAT is where the problem lies.
THIS is where real improvements can be made. The game needs some sort of ramp between the "play as you want" solo content and v16 scaled dungeons where people need to know their role. Little tank/healer training missions that teach you to taunt/buff/whatever. Heck even one for DPS since many of them don't know that they are supposed to be in charge of rezzing.
Make the short tutorial quests a perquisite for selecting the associated role and you would at least help out the players who are not gaming the group finder but just legitimately don't know any better.
So to these comments.....
The game is a lot easier in dungeons than it use to be. A LOT EASIER by at least a calculation of 50% - 75% easier regardless of dungeon, role or levels.
Now, I can't argue a ramp-up suggestion or idea because I would interpret that as a difficulty based on available skills. If im a healer and not a Templar but only have 1 or 2 healing staff skills...unmorphed...difficulty is relative by comparison of class and weapons and available skill points.
But....is the game really that hard or is it that "we" go into dungeons with certain expectations and assumptions and when things arent smooth, we point blame, kick, or leave? (Asking cause I haven't played with you all)
on Xbox One, which to me is slightly different than PC in that PC players type where xbox player talk (both someone dont get in the freaking channels) Oh well....
I've found the best results are than when we join...get on the horn and talk about expectations.
Hey healer...what skills and weapon are u using? (listen)
tank - what skills/weapon are u using?
DPS - what curses, debuff, support skills and DPS skills /weapons are u using
...then before any elite or any pull....(if ive done it before) hey folks..just an FYI...when we do this X or Y might happen.
...before bosses....hey folks...have we all done this fight before? OK...how do you / did you do it? (listen)
...OK....so I'm gonna do this when this happens...and u....ok
now lets roll
Does anyone know if the group finder filters group members based on your ignore list? When it's obvious that a DPS has gamed the LFG tool I put them on my ignore list, and I don't recall getting grouped with those people again, but absence of evidence is not evidence of absence and all that.
Lightninvash wrote: »you know I didn't think of it till now but what if there was a system pit in place that records how well you do in a role and you are grouped with like players. say you know you need to work at say tanking so your role as a tank would be lower so you are grouped with relatively newer people so you all can learn together. where as you are an awesome dps and you queue as a dps you get slotted with a tank that is on the same level(skill wise) and another dps and healer on that same level. there wouldn't be anything to recognize by players what the skill levels are at certain roles so when grouping not pug it wont effect anything. but when using GF you can be grouped with people of similar skills. how does that sound?
Lightninvash wrote: »you know I didn't think of it till now but what if there was a system pit in place that records how well you do in a role and you are grouped with like players. say you know you need to work at say tanking so your role as a tank would be lower so you are grouped with relatively newer people so you all can learn together. where as you are an awesome dps and you queue as a dps you get slotted with a tank that is on the same level(skill wise) and another dps and healer on that same level. there wouldn't be anything to recognize by players what the skill levels are at certain roles so when grouping not pug it wont effect anything. but when using GF you can be grouped with people of similar skills. how does that sound?
It's because you are probably a skilled player, and can carry others through those dungeons. Not everyone can pull this off though.MidnightBlue wrote: »Maybe I'm missing the point, but I don't see normal dungeons as a big deal when it comes to roles. I carried 3 nonvet level players that were not experienced (you can tell) in a scaled v16 normal dungeon as the only v16. No I don't want a cookie for it, as I enjoyed some of the small challenges and we still beat it. Roles aren't important to me in normal dungeons. I only really care about people doing their parts in the harder dungeons like vCoA, vWGT, and vICP.
I agree about the ratings/comments being too easily abused, but a vote-kick system would be nice. It wouldn't be a fix-all, but if you require all three to agree it could be useful in select situations where the leader is being an ass. That too could be abused and circumvented, but not to the extent of ratings/comments.
Also, those friends sound rather selfish >_<
NewBlacksmurf wrote: »jzholloway wrote: »NewBlacksmurf wrote: »1. NO... this makes no sense at all. While I've been in groups where someone isn't good at their role or even select a role just to get a faster queue, limiting the selection isnt going to change that behavior. Its just going to cause ppl to have one role and we have no idea what other roles they can fill. This does not solve the problem or concern you identify.
2. No... because the tool struggles to work as is, so having us do something else as a pop-up again...doesnt address the issue you're describing.
3. No.... ain't nobody got time for that!
4. No...again this doesn't resolve the issue youre describing.
Very simple.... ZOS just needs to add in vote to kick, and stop there...
possibly ZOS can look into tool abilities...like 2 skills that are role specific so that DPS..gets 2 DPS skills to use, if they choose.
Healer gets 2 healing spells they can use
Tank gets 2 tank spells they can use
Regardless of spec and stats, these 2 skills will fulfill the role regardless of level and skill
*Suggestion*
-If you're using the tool, you need to have a hybrid build so you can easily mix match skills as needed based on the group. Its to no one's benefit to expect anyone to fulfill their role (like I think you should) because we range from level 10 to VR16.
There are a lot of logical reasons why someone can't do as well as another player expects, which isn't a player cheating or trying to get over on others.
Having a hybrid build (which most suck) or having extra gear and skills to slot cannot be the answer - it would end up being t expensive.
Again, I don't expect a Templar healer to be perfect, but I expect some sort of heal, at least once, while running a dungeon. I don't expect a level 19 Sorc to tank like I can on my VR16 DK, but if he is going to slot tank, I expect him to at least be able to pull aggro on something, at least once, while running a dungeon.
Side note - vote to kick wont work - if three people group up and run a random dungeon with one person (if it ever gets fixed anyways) - those three will never get kicked and the one guy will end up being trolled (or at least the potential is there.
So are you saying a hybrid build wont work for you?
Cause hybrid builds work....hybrid as in this specific example
My Templar is magic based so almost all stats pts are in magic and few in health.
Class skills all unlocked
roles = DPS and Healer
weapons (depending on role - Healing staff, destruction staff, dual weild)
Armor - light mostly..sometimes with 2 heavy but all set items magic based
So you're saying that I suck if I queue as DPS and the group ends up as 1 tank and 4 DPS so I and another player decide to use 1 or 2 of our healing skills to keep the group going?
Or lets say someone uses an undaunted skill to taunt cause the person who chose the tank role cant taunt...now 2 or 3 members can attempt to ping pong NPCs around....this works in a lot of situations tho no ideal on most bosses.
I think your intent is unrealistic and your perspective is either from lack of trial and error until finding success or youre basing this off an elitist mindset where either your max or you "suck"
"Vote to kick wont work"
-Really? why is that?
You're suggesting that if one person chooses to kick player X, requiring the other two to agree wont work......why would the other members not vote to kick if its a problem? If its not a problem then any one of us can choose to leave ourselves. That system works better than the options today to kick...(sometimes on accident, or without reason, or disband) but the point is to eliminate those who are abusing the leave and kick button who only want a specific scenario, like a friend or specific dungeon, or whatever other goal they have.
The random and grouping tools are for those who don't have a pre-made group ready. With that comes a different expectation and mindset than a manual or friend group.
Please elaborate and detail what I'm overlooking or missing?
And these kind of things are why I have almost completely given up on ESO.
You try to group and if you don't perform exactly as and have the exact build desired, you are treated like garbage and ostracized.
I'll just play alone and enjoy the game a couple of times a month. I've already cancelled my sub.
The hassle just isn't worth it.