Shadowfx1970 wrote: »Shadowfx1970 wrote: »Tank and Healer always get the blame are the hardest characters to play and get the least amount of love, dps on the other hand are for people who can't play tanks or healers, take from that what you will.
You know nothing john snow.
Healer is easy 2 play and you cant save stupid that is not what a healer is.
Ive played with suicidal advance running aggro pulling dps and i try to keep them alive, but eventually i give them less time and focus more on the usually other 2 decent players.
If you find healer hard to play i would question how good a player are you really?
I have also played with dps who hit like a wet flannel and we have wiped because of it you cant heal burn an enraged boss.
Outputting decent damage especially on the console requires some skill.
My post was a generalisation as in most games they are the difficult roles to play so people avoid them, even in this game and many others people play for free too many bad DPS that's what makes playing a healer or tank hard not the abilities or the role.
I didn't mention anything about my own abilities so sniping a comment about it shows you obviously either didn't read my post properly or just didn't get it.
Skills perhaps but you need brains too.
I think the brains are lacking with you. Your last statement was dps are for ppl who cant play tank or healer which is pure stupidity.
I play dps 80% time i do the others as needed.
I know plenty of tanks and healers who do vet content, some struggle to output strong sustained dps.
It is very uncommon that a healer or tank have much in the way of challenge in most content. The hard content also equally requires skilled dps players.
I took from your post that you know nothing john snow.
Can you pls explain why do you think levelling tank takes forever? I actually created my first dragonknight tank (lvl22 so far) with 1H and shield and so far found it's levelling as fast as others classes, and I tried every class possible. Maybe it's a way of choosing more accurate playing style. Because if tank, due to his more than decent survivability, can easily deal with any world bosses and dolmens solo, he can also level faster this way than e.g dps who dies more frequently soloing those bosses even in decent gears. I observed many dps of my lvl dying on world bosses which then I easily killed as a tank. Maybe it took me a minute or two longer, but mission was completed without lossesSolarCat02 wrote: »I think the biggest fix would be to make the rest of the game friendlier for healers but *especially* tanks. Solo-playing, tanks take forever; grouping for dungeons is actually one of the faster ways to level. So there is incentive to run dungeons with a tank... Just not to actually level and play tanks in the first place.
I understand every mmorpg with a queue system has this problem, due to overwhelmingly larger no. of dps then tanks or healers, but why is that every mmorpg out there pretty much gave up on it? At least in SWTOR they bothered to make dungeon runs available to everyone immediately by giving u a pocket healer/tank/dps when you enter the dungeon that was enough to fill up the missing role. Its almost a lackluster effort from Zenimax to fix this issue. Come up with creative solutions to address this issue, instead of just closing your eyes and hoping that this will go away.
Can you pls explain why do you think levelling tank takes forever? I actually created my first dragonknight tank (lvl22 so far) with 1H and shield and so far found it's levelling as fast as others classes, and I tried every class possible. Maybe it's a way of choosing more accurate playing style. Because if tank, due to his more than decent survivability, can easily deal with any world bosses and dolmens solo, he can also level faster this way than e.g dps who dies more frequently soloing those bosses even in decent gears. I observed many dps of my lvl dying on world bosses which then I easily killed as a tank. Maybe it took me a minute or two longer, but mission was completed without losses.
....you think eso is bad. ffxiv is worse. i waited 3 hours tonight for a group thanks to running dps. when i run healer its almost insta queue lol
Never tried as a DPS but as a Tank, I never waited for more than 5 mins for a group. Most of the time it was instant. What I liked about the FFXIV way of group is that you didn't select your role, it was selected by class/weapon/gear setup you had on at the time. The ability to play all classes as one character was much better than having to start over again for each .
I play DPS on this game and I cannot recall the last time I found a group through the finder.
Sure, there are more DPS players in the game but if 60% of people played DPS, the fact you need two for each group means that it works out to be 30% DPS and then, say, 20% each for healer and tank. The wait should be a bit longer but not massively longer. However, in reality, the wait time doesn't seem to scale as well as this suggests
The problem is the players all being ego driven wanting to dps all the time
Can you pls explain why do you think levelling tank takes forever? I actually created my first dragonknight tank (lvl22 so far) with 1H and shield and so far found it's levelling as fast as others classes, and I tried every class possible. Maybe it's a way of choosing more accurate playing style. Because if tank, due to his more than decent survivability, can easily deal with any world bosses and dolmens solo, he can also level faster this way than e.g dps who dies more frequently soloing those bosses even in decent gears. I observed many dps of my lvl dying on world bosses which then I easily killed as a tank. Maybe it took me a minute or two longer, but mission was completed without lossesSolarCat02 wrote: »I think the biggest fix would be to make the rest of the game friendlier for healers but *especially* tanks. Solo-playing, tanks take forever; grouping for dungeons is actually one of the faster ways to level. So there is incentive to run dungeons with a tank... Just not to actually level and play tanks in the first place..
Metal10957 wrote: »OK, so it's not good enough that all classes can do 80% of the same skills, now we have to deter players from ever becoming a utility role.
This is really a good jokemistermutiny89 wrote: »The 3,000 on champion point reallocation will be made back by completing the dungeon and selling loot dropped in there.
This is really a good jokemistermutiny89 wrote: »The 3,000 on champion point reallocation will be made back by completing the dungeon and selling loot dropped in there..
Can you pls explain why do you think levelling tank takes forever? I actually created my first dragonknight tank (lvl22 so far) with 1H and shield and so far found it's levelling as fast as others classes, and I tried every class possible. Maybe it's a way of choosing more accurate playing style. Because if tank, due to his more than decent survivability, can easily deal with any world bosses and dolmens solo, he can also level faster this way than e.g dps who dies more frequently soloing those bosses even in decent gears. I observed many dps of my lvl dying on world bosses which then I easily killed as a tank. Maybe it took me a minute or two longer, but mission was completed without losses.
Well someone wrote somewhere that for the pledges people generally don't queue by GroupFinder but instead spam general chat, so considering this concerns mainly normal random dungeons queue, the number of trash gear dropped isn't really colossal, at least in my case. Usually I find some trash for deconstruction, maybe 1 or 2 blue or purple gear, also not worth too much. Usually this gear sells long in store and only for traits, even in major trading hubs, when by exploring in a same time we can dig out and sell faster much more interesting and expensive ores and other materials. Because of that I was never so far connecting doing dungeon with earning money... In fact for a real explorer-trader the time needed for dungeon is a time wasted.
my personal reason why i have given up and don't use the groupfinder are basically:
> normal dungeons are quite difficult to do in blue/green gear as single target dps, especially the common mobs; they have lots of life and lose HP very slowly (you need to click a lot the single target dmg-skills)
> i am rather required to change my bars to aoe-dmg-dps, which is sth i really don't like
> i was unlucky with 2 bosses, where 1 of them was very difficult (healed himself, i think) and 1 was bugged ( i can't find another explanation; tigers kept spawning); this experience and plus other combat-experiences since 2014 made the game rather unattractive (for me) and not worth the risk to invest more time into particular activities.
> rewards probably are not good enough in dungeons either...not sure; tokens or ingame currency would be cool, probably
it's a bit a shame, because the dungeons look very impressive and the lighting too...
> side note: game-UI should provide more info about the things going on during combat (buffs, debuffs, distance, ability-name etcc...> i personally think a customizable and toggle-able UI (for the RP-affecionado and for any traditionalist nay-sayers) , inspired by swtor's one, would benefit the game too (with customizable, striking colors to better understand a combat-situation)
Swtor has a wonderful marking system, anyone from group can mark either any mobs or any player in group with a well visible and different symbols over their head. This way people can mark bosses and lesser bosses or eg mark each other like healer or tank, to know where ppl are and to better organise the fights. Or mark different bosses if they are in group, before fight to explain between group members, that eg. we first take the sword (mark's name) than shield and finally blaster. Would be awesome to have similar marking system in ESO.
I understand every mmorpg with a queue system has this problem, due to overwhelmingly larger no. of dps then tanks or healers, but why is that every mmorpg out there pretty much gave up on it? At least in SWTOR they bothered to make dungeon runs available to everyone immediately by giving u a pocket healer/tank/dps when you enter the dungeon that was enough to fill up the missing role. Its almost a lackluster effort from Zenimax to fix this issue. Come up with creative solutions to address this issue, instead of just closing your eyes and hoping that this will go away.
The problem is the players all being ego driven wanting to dps all the time