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.
You missed the point. One extra DPS going in one group is one less DPS going in the next one.Adding a third spot for DPS does not add tanks and heals to the que.
You missed the point. Adding a third DPS slot would make it so more DPS go through the Queue a bit more quickly because more DPS would get into a group than before, even if it's just by one.
4-man: 2 > 4 > 6 > 8 > 10
5-man: 3 > 6 > 9 > 12 > 15
See? By just adding a third DPS slot to the groups, in five PuGs, five more DPS players would have gotten into a group than previously. Is it simple unnecessary math? Yeah, but does it still give proof that it might make Queue times a bit shorter for DPS? I believe so.
Merlin13KAGL wrote: »You missed the point. One extra DPS going in one group is one less DPS going in the next one.Adding a third spot for DPS does not add tanks and heals to the que.
You missed the point. Adding a third DPS slot would make it so more DPS go through the Queue a bit more quickly because more DPS would get into a group than before, even if it's just by one.
4-man: 2 > 4 > 6 > 8 > 10
5-man: 3 > 6 > 9 > 12 > 15
See? By just adding a third DPS slot to the groups, in five PuGs, five more DPS players would have gotten into a group than previously. Is it simple unnecessary math? Yeah, but does it still give proof that it might make Queue times a bit shorter for DPS? I believe so.
Group number two gets left waiting because group number one got an unnecessary bonus DPS.
If 8 tanks, 8 healers, and 16 DPS want to run dungeons now, this allows for 8 groups and everyone's happy.
Your method, 5 groups run, 3 tanks, 3 heals, and 1 DPS get left out in the cold.
You can come up with arbitrary numbers to suit any scenario. It doesn't make it correct, nor does it fix the situation.
Blackbeard wrote: »Why?
If you do the dungeons harder you prob need one more support healer. Wich will take away the DPS role anyway.
Stop playing DPS if you struggle to find groups Or get in a better guild. The solution here is not to get an extra slot either way.
BUT if they wanted it to be this way it is easy to implement like other mmo has.
Every player that enters raises the dmg and health of every mob/boss for XX%.