If it was normal mode random non dlc, there isn't really a need for tanks or healer if you have a self heal.
Or just make a new difficulty with no tanks or healers requaired if you want anybody come to random dungeon group like many MMO did.
Giles.floydub17_ESO wrote: »Having the GF role check is limiting and should not be added.
Why should I have to have healing or tanking items and gear actually slotted, same with tanking, to be able to queue when I can just as easily be running around doing quests as dps while waiting?
No, please no.
theher0not wrote: »One thing that I am bothered by a lot is when I que as tank and I get a healer or DPS who takes my role.
Sure, we don't need a tank for normal but I am playing it to learn how to play tank in this game and that is impossible with 1 or 2 other guys taunting and pulling everything.
Fun fact: I've been playing a variety of RPGs since about 1994. I'd never heard of the 'holy trinity' until 2011 and was only vaguely aware of roles and the other terminology and never really saw the point of taunt skills. If someone had asked me before then what role each character in my party filled I wouldn't have known they meant and certainly wouldn't have answered with 'tank' 'healer' or 'DPS'. I understood the general idea in a vague way - that a fighter won't know any healing skills but a priest will, a wizard should stay back because they can't take much damage, and so on. But I always made hybrid builds and didn't tend to bother with things like taunts. And maybe surprisingly I was able to complete most games on at least medium difficulty without too much trouble.
Point is it's not just ESO that doesn't teach players about roles and group dynamics. I still haven't ever found a game that does, although Dragon Age Inquisition comes close by making character design so restrictive you can't really avoid sticking to a specific role and you will need all 3 in a party to get anywhere. (It was actually promotion for Guild Wars 2 where they talked about NOT using the trinity and allowing any class to fill any role that made me realise how all those other games were 'supposed to' work.)
In retrospect I agree it would be helpful if this game, or any game, made that clearer. I still like my hybrid builds and continue to use them (don't worry, not in vet dungeons in ESO) but it's definitely helpful to understand how the developers expect the mechanics to work. I think it even helps when I want to ignore or defy them.
A tutorial dungeon where your build is temporarily changed to a demo one suited to a specific role and you're shown things like how taunts work, how to know when your party needs healing and that your job is to keep them alive, not to kill the boss yourself or how to do damage while avoiding aggro would be a great way to do it. (I imagine it being a solo instance with NPC party members and fairly heavily scripted fights, like the actual tutorial.)
More generally I think it would be helpful if the group finder let you choose a group instead of simply dumping you into whichever one has space. If I want to take my level 27 weird DPS/healer hybrid through a dungeon for the first time to experience the story and explore it I don't want to group with high level players looking for a quick clear any more than they want me there. We should be able to choose which group to join and/or which players to allow into our group.
At the moment the only way to do that is to form a group manually using map chat or guild chat, but that restricts you to just the people on your copy of the map or in your build, whereas group finder pulls from everyone who is interested in that dungeon at that time.
NewBlacksmurf wrote: »Fun fact: I've been playing a variety of RPGs since about 1994. I'd never heard of the 'holy trinity' until 2011 and was only vaguely aware of roles and the other terminology and never really saw the point of taunt skills. If someone had asked me before then what role each character in my party filled I wouldn't have known they meant and certainly wouldn't have answered with 'tank' 'healer' or 'DPS'. I understood the general idea in a vague way - that a fighter won't know any healing skills but a priest will, a wizard should stay back because they can't take much damage, and so on. But I always made hybrid builds and didn't tend to bother with things like taunts. And maybe surprisingly I was able to complete most games on at least medium difficulty without too much trouble.
Point is it's not just ESO that doesn't teach players about roles and group dynamics. I still haven't ever found a game that does, although Dragon Age Inquisition comes close by making character design so restrictive you can't really avoid sticking to a specific role and you will need all 3 in a party to get anywhere. (It was actually promotion for Guild Wars 2 where they talked about NOT using the trinity and allowing any class to fill any role that made me realise how all those other games were 'supposed to' work.)
In retrospect I agree it would be helpful if this game, or any game, made that clearer. I still like my hybrid builds and continue to use them (don't worry, not in vet dungeons in ESO) but it's definitely helpful to understand how the developers expect the mechanics to work. I think it even helps when I want to ignore or defy them.
A tutorial dungeon where your build is temporarily changed to a demo one suited to a specific role and you're shown things like how taunts work, how to know when your party needs healing and that your job is to keep them alive, not to kill the boss yourself or how to do damage while avoiding aggro would be a great way to do it. (I imagine it being a solo instance with NPC party members and fairly heavily scripted fights, like the actual tutorial.)
More generally I think it would be helpful if the group finder let you choose a group instead of simply dumping you into whichever one has space. If I want to take my level 27 weird DPS/healer hybrid through a dungeon for the first time to experience the story and explore it I don't want to group with high level players looking for a quick clear any more than they want me there. We should be able to choose which group to join and/or which players to allow into our group.
At the moment the only way to do that is to form a group manually using map chat or guild chat, but that restricts you to just the people on your copy of the map or in your build, whereas group finder pulls from everyone who is interested in that dungeon at that time.
@Danikat
If you read about any mmorpg since the 1990's ALL have laid out the roles. Trinity or not, each game clearly has designed roles.
In this game, the same applies
It's not permissible to say, no one told me or made a tutorial so....
disintegr8 wrote: »I agree and understand that there is little need for true tanks or healers in base game normal dungeons - for reasonably experienced players. This does not apply for any level player entering a dungeon.
If you get 4 level 12 players on their first ever run of Spindleglutch and they do not have at least a part time healer or a tank, they are going to have a hard time of it. In this case, and vet dungeons, I would like to see the dungeon finder doing some basic checks on a character to ensure they are queuing correctly.
Personally I would like to see the dungeons modified so that you cannot simply steamroll your way through them with DPS and choosing to run a dungeon without a tank or healer becomes harder. I know Vet dungeons are different but if the roles are not needed in normal dungeons, where are people going to learn to play these roles?
For those of you asking for a "role tutorial" - I agree with you completely. It's something that should be in the game.