Trinity_Is_My_Name wrote: »I can't comment on the random dungeon finder since I don't use it but I will comment on the final boss on Tempest Island. It's not so bad if everyone knows the mechanics and you have a plan before entering her area.
I similarly thought Tempest Island was one of the easiest dungeons, but now that I think about it there was one time as a tank that I was the only one standing when the boss finally went down.
mzapkeneb18_ESO wrote: »So...have to vent now by writing an angry thread and then going outside after this.
Random vet queue for the daily xp bonus, its veteran tempest island.
Everyone is atleast lvl 50 and i the tank move out.
All npcs die quickly and not a single team death ... yet.
Maormer are dying left and right and neither lighting wizard npcs or even a storm atronauch are dangerous to us.
We reach the last boss and then everything felt into pieces.
First the rather low cp dps get oneshooted by a charge attack, then the max cp dps gets charged to death. Boss is taunted by me and rarely charges us, maybe once in 30 seconds to wake up the dps from their routine. I try to revive people, but the boss charge interrupts me or a random tornado bumbs into me, cancelling the revive. The healer got the same problems when reviving them.
I slowly get annoyed by the dying dps and look at them and behold, neither the new guy or the "veteran" block or dodge. The healer is in the same health range
as them and died only once in 10 minutes. At some point one them yells at the healer for heals, but even the greatest templar healer can't heal oneshoots (and stupidty).
After around 20 deaths of both dpses each, i get kicked from the servers since morrowind killed most of the server hamsters.
I relog but the healer and max cp dps are gone. Just the low cp guy remains and smiles at me, i don't even want to ask what happened to the leavers.
I try to reinvite people and like the dps before, they die over and over again by ignoring all movements of the boss. Finally a solid warden healer with somewhat good dps joins.
The dps in the meantime, die and die over again. No amount of boss taunting can protect from a random charge which a single block can stop easily. When you finally manage to revive one of them in between boss charges and tornados, they choose the revive when the boss cast a huge red ground aoe, oneshooting them 1 second after their revive.
Finally the boss is slain by me and the warden healer and i just ask me, why do dps love the red grounds.
Doesn't the tutorial teach how to block and roll dodge? How can a cp 630 with monster helmet fail to use both?
Did we tanks with our taunting spoil them to much in boss fights where bosses lack aoe and random targetting attacks like all the previous bosses in said tempest dungeon?
Prospero_ESO wrote: »Silver_Strider wrote: »They think they're the greatest because they can clear overland content just fine and honestly, there is nothing in game that tells them otherwise that what they're doing is wrong.
Yes the differences in difficulty for overland,normal and vet dungeons are one design weakness in eso imo. How can it even be that for some 4 man dungeons you don´t even need a tank or that they can be completed with less than 4 people. This is just bad design. And the result of that we see every day in the harder veteran dungeons, often people just don´t know what to do because the game did not teach them earlier.
yesterday in spindleclutch 2 i had a tank with cp around 100 who did not know that you can block attacks.... of course he used to get knocked around by everything like a punshing ball and died a lot. And that was only spindle, i mean what is he doing in cradle of shadows or mazzatun for example. or last week i had a tank without taunt in a vet dungeon with cp 40.
One thing eso should do better is teaching people how to play their role in group content
Rarely have I been in a PUG group that did not work out. You just gotta talk to people, be patient and try to coordinate strategies. IMO, people that get frustrated after 2,3 wipes, start crying around and leave the group are the worst thing about PUG groups. I cannot for the life of me begin to understand these people...It's just a game, try to have some bloody fun! I'd much rather enjoy the challenge of trying to make the group work out the dungeon than blasting through it with meta build dogmatists. Seriously, the most fun I had in dungeons was with PUGs who seemed to be "crap" and managed to overcome it. Now, if people get impatient and just leave the group, they are just missing out on the best part of the fun
I have to say I turned into one of those players last night. I was just trying to run a random normal for some quick XP and group finder queued up White Gold Tower. Okay, no biggie...been through it a few times. Group is all CP 140 or high. In we go. We burn through everything in our path until we get to the flame atronach boss. I'm tanking it. Before we go in I say in group chat that I'm a little unsure about the mechanics of the agro ball thing in the middle and could anyone clarify the mechanics for me. Healer is "gogogogogogo" in chat so in we go...
So after we wipe I say, "Let's talk mechanics." Templar is like "I can't believe we have to talk mechanics with this group with everyone having this much CP." I say, "Clearly we need to because we just wiped."
Templar drops out of group. We queue up another one. We talk about that agro thing and I think I have the basic idea so in we go again. Mobs wipe us.
"Everyone understands if you get the silverish screen that it's your responsibility to destroy the portals, right?" No response from my inquiry. In we go again. Down we go again to mobs.
"Does anyone have any questions about how the adds are spawning and wiping us? If you get cursed or whatever, it's your job to take those portals out as soon as possible" Again no responses.
In we go. Wiped from adds. By now I'm pretty sure we have a horrible DPS in the group that had been flying under the radar and has no idea what they are supposed to be doing. "Does anyone have any questions about anything at all?" everyone responds they don't.
In we go. Wipe. Wipe. Wipe.
"Hey guys, this isn't working for me. Good luck."
Queue up again after about an hour messing with WGT above.....
Cradle of Shadows (Remember, I just want my 100K XP for a normal random dungeon.)
<Sigh>
Checks group once I'm in...Me and a bunch of level 10-15 players with no CP. Oh for crying out loud...
I went in and after some epic 5 minute battles with trash mobs I decided this could not possibly happen against a boss and just dropped out of group. I told them this group would never make it through and then I left.
I'm not that guy? Am I?
Prospero_ESO wrote: »Silver_Strider wrote: »They think they're the greatest because they can clear overland content just fine and honestly, there is nothing in game that tells them otherwise that what they're doing is wrong.
Yes the differences in difficulty for overland,normal and vet dungeons are one design weakness in eso imo. How can it even be that for some 4 man dungeons you don´t even need a tank or that they can be completed with less than 4 people. This is just bad design. And the result of that we see every day in the harder veteran dungeons, often people just don´t know what to do because the game did not teach them earlier.
yesterday in spindleclutch 2 i had a tank with cp around 100 who did not know that you can block attacks.... of course he used to get knocked around by everything like a punshing ball and died a lot. And that was only spindle, i mean what is he doing in cradle of shadows or mazzatun for example. or last week i had a tank without taunt in a vet dungeon with cp 40.
One thing eso should do better is teaching people how to play their role in group content
https://forums.elderscrollsonline.com/en/discussion/333429/undaunted-academy
Wrecking_Blow_Spam wrote: »Today I pugged for the 1st time in a long time, on my argonian Templar healer (still levelling skills) the run went ok but boy it took far to long and I can safely say without me (or another experienced healer/DPS the group would never have succeeded.)
WGT normal.
Group consisted of:
- DPS: level 20 something DK, who uses a sword and shield as well as werewolf (I tremble to think of his DPS on the dummy),
- DPS: was 40 something running a frost stave (yes weaving heavy attacks at every opportunity) and resto staff
- Tank: Afk for 1st boss fight, ended up new tank, who was a 30 something. He used only taunt, dragons blood and dragon leap.
- Healer (me yay!)
So our group had 3 tanks essentially, 2 using the sword and board taunt and the DPS using heavy frost attacks.
1st boss went ok but the deaths started on the 3 way boss fight (the guys who drop hard hitting red aoes). Initially I healed them whilst they stood in red but eventually it was annoying me due to the incredibly bad DPS plus the fact they was also super squishy. Like get out of the red you noobs.
Taunts of the bosses was constantly changing, people running around like headless chickens all whilst doing virtually no damage.
So I let them die, 2 of them died purely through staying in the standard of might ultimate (from the mini bosses) after a few resses of them eventually they realised to get the heck out of the Red....
Onto planar Inhibator... we did it 1st try but it was giving me lols the whole time. So I got 1st portals and after that legions of adds came (which me the healer had to AOE down due to the DPS using frost heavies and other DPS using pierce armour)
All whilst the tank on the boss (who hits like a wet noodle) was running rings around the room, like why? He was full health the whole time, just stand still please tank. So frustrating as due to the terrible DPS I was running an offensive setup (still capable of heals with SPC and resto offbar) so every time a dot was put down, the tank managed to run 2laps with the boss chasing him.
When the boss did it's blue flames I grabbed agro and spammed BOL for the win
Best til last, despite how long this was it was worth it for the ending. On molag kena...
So they started off by all 3 of them standing in the ghosts(?) red AOE and died before it even started.
Multiple times they would get knocked off te cliff lol
Then best part, when molag kena was in her shield, with the 4 ghost things (when she's unable to take dmg) all 3 of them stood there attacking her. Like for 5 mins I stood and watched thinking come on guys surely you can figure out she's not taking dmg.
But nope, they never got it. I proceed to kill the ghosts and again 2 of them bravely died (stood in red) whilst still attacking the invulnerable boss lol.
Eventually we killed it but boy was it long.
It's worth noting I didn't type in msg or anything, it's the 1st time in weeks I played eso, I just wanted an easy, peaceful dungeon (As healer but in this case I had to do 90% DPS and heal).
Overall I helped them noobs clear wgt mainly because I've not played the game in so long but if I was currently a regular I would've saved myself the trouble and backed out.
I went in there to heal and level skill lines (I cba doing all the DPS which I had to do and heal).
TLDR:
Don't pug on a tank or healer, unless you have some sort of back up plan for bad DPS groups like the one I had.
Silver_Strider wrote: »Only heals were BoL and Cleansing Ritual. No RR, no combat prayer, no E-Drain, nothing. Could spam shards, jabs and RD just fine though.
if you see that someone doing sh*t - votekick him.
No need to explain and another blah-blah.
Every boss has an obvious mechs that everyone must understand by himself and a tricky part that can be explained by anothers.
If one can't understand obvious - he is bad and must be kicked. Sure, it depends on dungeon, i.e. no need to kick tank-imposter from CoA1, because it's fairly easy dungeon. But no need to wait anything in the any 2nd version or in the DLC dungeons - save your time, kick bads.
(and if you see a Mehden as healer or tank - just kick him immediately, let he know his place)
jaschacasadiob16_ESO wrote: »The most idiotic things that happen are always the same:
- Tanks that are not tanks. They lose more than a half of their health on a hit in the first trash pull.
- Healers that are not healers. No surprise you wipe on DC2 last boss during the poison phase.
- People that unilaterally decide to speed run, pulling half Tamriel.
- People interested in a drop of a specific boss, leaving the instance before finishing it. Yea you 630CPs...
All of the above are usually DDs queuing as tank, healer and dd at the same time. You can see that in the current group menu. Those people should be kicked on sight AND be prevented from going to dungeons for several hours. These people often start the dungeon asking for drops of a specific set.
The funniest thing was getting kicked after 2 wipes in WGT. Both times the Tank got one shot'd. That was certainly my fault.