autumnsongbird wrote: »If their scaling system wasn't utter crap it would not be a big problem. As a healer, I can tell very fast who the low levels are because their health drops wildly fast and I have to run about healing, healing, healing which should not be the case if scaling wasn't total crap.
The only thing holding them back is that don't have skills to really get the most out of abilities, but they should be scaled so their health is on par with the highest level in the group or with the foes they face. What I have seen is that I am healing those low levels and reviving them far more than the higher ones which means scaling is half baked.
They should be scaled properly. Nothing scales well in this game so I can hardly wait to see what happens when we get that new open world where you are not zone locked.
I assure you, the scaling works as intended (good).
The problem you are facing is most probably that low level players don't eat food. By not eating food, their health is around 66% of the value they should have.
failkiwib16_ESO wrote: »Honestly, just group manually and don't use the grouping tool.
Also Socialize a little, get many friends and join guilds ....do dungeons with your guildies and friends. It's much better than joining randoms.
OP, join a likeminded guild if you don't want to play with whatever random person shows up.
Posts like this make me so glad I started back in Beta when people were happy to play with others and teach (and learn) stuff.
Tank's job is to keep the enemy focused on themselves so it doesn't kill the healer and damage dealers (dps). They use a taunt skill to do it, which needs to be refreshed every few seconds, and use gear meant to enable them to take a lot of damage. That's just the basics.
The core problem with Random dungeons is game difficulty.
World mobs are way too easy, and players have no incentive to gear up or learn game mechanics if they can easily do solo quests in random non-set green gear while standing in red.
Questing does not prepare players for group dungeons in any way.
There have been many threads about game difficulty in the past.
SK1TZ0FR3N1K wrote: »The core problem with Random dungeons is game difficulty.
World mobs are way too easy, and players have no incentive to gear up or learn game mechanics if they can easily do solo quests in random non-set green gear while standing in red.
Questing does not prepare players for group dungeons in any way.
There have been many threads about game difficulty in the past.
You can blame this on the group that jumped in during the 5 day early access and cried "Doshia's too hard!" Or, the group that killed mud crabs to V1 and cried "Silver and Gold Zones are too hard!" Seriously, The difficulty at release (DO NOT read as the classes, the skills, the bugs, the quests, the gold spammers, etc.) imo was just right. It made you think about what you were doing, and required you to group to take down some mobs.
Hi guys, we've removed some posts from this thread. We welcome debate on the forums, and it is perfectly acceptable to disagree with people, but in both cases please make sure you keep your posts civil and constructive. We've removed several posts for being baiting or inflammatory.
A number of people have reported this thread for naming and shaming. It's acceptable to have screenshots of people in-game with their names as long as you aren't attacking those people, or showing them in a bad light. In this situation, the OP was simply demonstrating that these people were low-level. That isn't a problem, but given the overall negative context we have removed the picture.
raidentenshu_ESO wrote: »Please developers! Fix the match making system so it doesn't happen again!
[image removed]
Stovahkiin wrote: »This is what I read now after seeing so many of these damn threads:
"Waah! I'm not smart enough to queue with guildies or friends and so I'm going to take out my childish anger on the whole community, wah!!"