Make level cap for random normal DLC level 50.jaschacasadiob16_ESO wrote: »I don't really like the idea. Mainly on the consoles you end up with people that more often that not do not know the mechanics of a fight. This is a pain for a healer. Having the dungeon more difficult and the mechanics more complex would be even worse. Keep in mind that most of the people on the console do not use the voice chat and writing is not an option if you do not have a keyboard plugged in (most people don't even know you can plug one in).
I would rather have the group tool improved, such as avoiding matching a level 14 with CP characters (the level deviation is huge and ends up making it hard for everyone).
I'm trying to think of ideas that may lessen the wait times in the Finder and make compromises along the way. Trying to find a pug as a DPS is like going to the DMV, yet i get groups as a Healer within seconds.
- Turn 4-player group dungeons into 5-player, adding a 3rd DPS slot so more players queueing as DPS find groups a bit more quickly.
- Increase dungeon difficulty in some way to compensate for extra DPS player.
Or more people just start playing Healers and Tanks i dunno.
Go play WoW if you want five-man groups.
And over the past 2 weeks, queuing as DD, the maximum I waited was probably around 30 mins
Isn't it better to change the dungeons to not require tank and healer? Make them doable with 4 dps, as long as they bring some form of self heal. I think roles and generally make the game less enjoyable, especially since you have to wait around in queues when most people like to deal damage.
Why not redesign the dungeons so you can go with whatever character/build/role you want. Add more hp/resists to enemies, and make them deal a bit less damage.
Most classes and skill lines have some form of self heal. It's easier to switch a skill or two for a bit more healing, than require a dedicated healer/tank to tag along.
* add a damage component to healer type skills/morphs
* add group heal component to DPS self sustain skills/morphs
* add group damage shield or resist buffs to tank type skills/morphs.
I'm trying to think of ideas that may lessen the wait times in the Finder and make compromises along the way. Trying to find a pug as a DPS is like going to the DMV, yet i get groups as a Healer within seconds.
- Turn 4-player group dungeons into 5-player, adding a 3rd DPS slot so more players queueing as DPS find groups a bit more quickly.
- Increase dungeon difficulty in some way to compensate for extra DPS player.
Or more people just start playing Healers and Tanks i dunno.
No matter what is done, there will always be too many DD players and not enough healers or tanks.
Why? Because for most younger kids, there is no desire to do anything else but "Max Damage". Mage and Rogue archtypes, especially edgy-appearing Mage and Rogue archtypes, are far and above more popular than a Priestly or Knight archtype. Normally the ratio is close to a factor of THREE to FIVE. This is not helped by how little damage ESO tanks can do. If you don't stack nearly everything into a damage attribute, you won't deal damage on a tank no matter how good you are.
Adding a fifth slot to groupfinder would not fix this.
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How to get more people to play as tanks:
1. Increase. Potential. Tank. Damage. - Add some health scaling to skills, without reducing the damage a pure DD will deal with said skills.Tanks are already dealing with terrible critical ratings and low Weapon damage. Adding scaling to certain unpopular skills would make running as one more palatable to players. Ideally you want your tanks able to deal a third to half of a DPS' damage assuming equal gear. (So 20k DPS groups should have a 7k DPS tank, 30k/10k, 40k/13k)
2. Make tanks fun in PvP. - Right now playing a tank as support in PvP is hilariously un-fun (which is why so many people run tremorscale and damage sets). Taunts are worthless, damage is crap and less than a third of any CC you throw is completely ignored because of *** mechanics. Taunts need to reduce damage output on the taunted target except to the tank by 30% (and mark the tank for the target), CC immunity needs to be drastically reduced, and snare immunity needs to be cut in half or outright removed.
3. Make monsters hit harder. A lot harder. - Most enemies in the game hit anyone in heavy armor like a kitten. This allows pure DPS groups to run dungeons without needing a tank, essentially removing the only thing tanks have going for them (group play). As a tank, very little outside of select bosses and Vet Trial mobs hit very hard at all. Enemies overall need to hit harder, especially bosses, and apply defile status more to negate water-hose healing. Even a modest 10% damage for low-end enemies would be sufficient in most places.
4. Oneshots need to go - Nothing sucks more than doing VMA or CoS and getting randomly one-shotted through 30k health and max resistances. If you couple increased overall damage and a vastly decreased reliance on one-shot mechanics you end up with a tanking experience that is overall far more engaging than the current Taunt+Yawn method.
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That all said and done, I would still support two more party slots in regular groups. If only because 6-man groups are much more enjoyable than 4-man.
heartburnkid wrote: »Wish this would be better for dps to que. I have one of each role and my tank and healers are in a dungeon almost instantly (with low level dps 9/10 times which makes for a miserable experience) while my dps waits forever. I believe it's because the game tries to make 'perfect groups' one of each role. If there were an option we could select or not to disable 'perfect grouping,' dps would be much easier to que.
heartburnkid wrote: »Another thing that stinks is when dps que as healers and tanks just to get in quicker when they aren't equipped for either role. Ruins runs and makes for a terrible play experience.
Doctordarkspawn wrote: »Thiiiiis I dont agree with, on some things. I'll adress each individually.
1. This I agree with, because quite frankly this is the buggery we lost when the stamina block changes went through. Back in the day, the tank roll was far more often.
2. I dont really know but if my experience with the PVP crowd is anything to go by this will likely lead to "NERF TANKS' threads and nothing much will get done.
3. Honestly I dont think so. Not unless ZOS is willing to fully flesh out tanks, I dont think in the roll's current, slapdash, pidgeonholled state this could lead to good things.
4. Oneshots have no place period.
MisterBigglesworth wrote: »For the leveling content they could also have a hidden modifier applied to all the mobs and bosses that changes depending on your group composition.
Thus, if you have 3 dps + healer: boss doesn't hit as hard, but the mobs/bosses health pools are larger.
If you have 4 dps: there is less unavoidable damage, but more avoidable (i.e. telegraphed) damage.
if youre talking about for pugs no thanks. the success rate for when I pug vet dlc dungeons is already horrific, having to explain mechanics literally everytime and almost always having a bad tank, healer or dps.
Yea. solution, find a good guild or friends, but the chance of a pug clearing vet dlc dungeons is already low
Problem is that this will reduce the success rate a lot, an weak team will fail also self heal is class and build specific, you expect low level scrubs to know how to self heal?MisterBigglesworth wrote: »MisterBigglesworth wrote: »For the leveling content they could also have a hidden modifier applied to all the mobs and bosses that changes depending on your group composition.
Thus, if you have 3 dps + healer: boss doesn't hit as hard, but the mobs/bosses health pools are larger.
If you have 4 dps: there is less unavoidable damage, but more avoidable (i.e. telegraphed) damage.
if youre talking about for pugs no thanks. the success rate for when I pug vet dlc dungeons is already horrific, having to explain mechanics literally everytime and almost always having a bad tank, healer or dps.
Yea. solution, find a good guild or friends, but the chance of a pug clearing vet dlc dungeons is already low
I'm talking for specifically random queueing, non-vet, below 50.
Just basically lift the role restrictions (again, meaning the actual group finder mechanic) so people can quickly get in, see the dungeon, complete it with minimal hassle (and minimal reward)
Adding a third spot for DPS does not add tanks and heals to the que.
Why so I can have a 3rd guy light attacking with bow in the back while I do 95% DPS with my healer while warden tank runs around for dear life
One of the biggest issue with groupfinder is the abysmal dps level you usually get - so people who do have healer/tank characters actually tend to prefer queueing up as dps so they don't have to deal with 10k group dps. Given ZOS religiously refuses to introduce any kind of ingame learning curve, this is only gonna get worse too and there's no real solution as it is now.
Introducing another dps to the group could be interesting but would require rather a significant rebalancing of the dungeons which I don't think they're willing to do. It also wouldn't really solve the problem, you'd still spend forever looking for tank and healer.
Why so I can have a 3rd guy light attacking with bow in the back while I do 95% DPS with my healer while warden tank runs around for dear life