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Increase Group Dungeon difficulty, make them 5-man groups

  • LadyNalcarya
    LadyNalcarya
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    Magdalina wrote: »
    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.

    This.
    There's always less tanks and healers, and in ESO most of "dds" in group finder arent even dds, since they do less damage than average tank... There's no reason to heal or tank for them.
    Dro-m'Athra Destroyer | Divayth Fyr's Coadjutor | Voice of Reason

    PC/EU
  • bloodthirstyvampire
    bloodthirstyvampire
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    Just do what dark souls does, the more phantoms you summon, the more health enemies have
  • Merlin13KAGL
    Merlin13KAGL
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    ArchMikem wrote: »
    acw37162 wrote: »
    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.
    You missed the point. One extra DPS going in one group is one less DPS going in the next one.

    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.

    Or, to quote Floyd "If you don't eat your meat, you can't have any pudding. How can you have any pudding if you don't eat your meat?"
    • Be willing to be patient
    • Be willing to multirole or switch
    • Be willing to go in with fewer numbers, not more.

    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
  • khele23eb17_ESO
    khele23eb17_ESO
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    ArchMikem wrote: »
    acw37162 wrote: »
    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.
    You missed the point. One extra DPS going in one group is one less DPS going in the next one.

    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.

    You invalidate your own point. If for every 8 healers you had 8 tanks and 16 dps everyone would get in instantly. There would be no problem. That is not the case. And sure you can come up with arbitrary numbers but you can also look at actual queue lenght. Seeing how dps usually have to wait about 20+ min to get in while tanks and healers get in instantly Id say 1 more dps per group would improve things rather than make things worse. In fact looking at my experiences from other MMOs (some of which had as many as 4 dps per grp) Im quite confident that even with this change damage dealers would have to wait in queues much longer than tanks/healers. Not as long as now, but still.

    With that said, its not going to happen. Too much work to rebalance everything.

    Edited by khele23eb17_ESO on July 18, 2017 1:59PM
    P2P offered you 'hell yeah!' moments. F2P offers you 'thank god its over' moments.
  • Danksta
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    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%.

    ZoS idea of increasing difficulty is to add more health to the bosses. I don't think that would require another support role, hell, we don't even need two of them now.
    BawKinTackWarDs PS4/NA

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