DPS always seems to get the blame, but in the harder dungeons (dlc) I usually find it's the healers and tanks holding the pug back. Death-prone DPS seems to get vetted out pretty quick in those dungeons but a mediocre tank or healer can skate by until the end boss. Mostly the dungeon failure is due to too many deaths from mechanics cause those roles don't really need to learn mechanics like a DPS does. Healers thinking they can heal through boss mechanics, tanks standing in red thinking they can block through it, boss not taunted causing DPS to be one shot; these types of things cause dungeon failures.
Only takes one bad player to ruin a dlc dungeon run. If I spend half my time rezzing the healer or other DPS, then it's gonna be a long, tough fight.
Bouldercleave wrote: »dwemer_paleologist wrote: »if you spend all of your time looking at how bad you think others are, then what do you think others see you as?
how about just doing your best in the group, and let things just happen as they will and stop trying to be God Mode and Rule over others in the Group you were lucky enough to be a part of.
I actually never thought of it like that, it all makes sense.
Now I will join all veteran DLC dungeons in groupfinder with my healer and run around picking up items. Healing, what is that? They should feel lucky to be in a group with me while I spam light and heavy attacks
I assume that you missed the part where he said "do your best".
dwemer_paleologist wrote: »not everyone can be awesome and perfect. we are just doing best we can with what we have, playing a game we paid money for relaxation and stress relief, but how can we have that when others are making play time horrible because we are not playing the way They want us to play?
dwemer_paleologist wrote: »we dont play the way you like, so in return we get bashed for it in zone chat, in the forums, and all other forms of social media we go to. when all we wanted from the start was a place to play and have fun with people like eso is advertised for.
People keep saying "stop complaining just because you can't speed run", when in reality we are referring to the people who wear Heavy Armor and S/B as magicka DPS and die trying to kill skeevers in wayrest sewers.
People keep saying "stop complaining just because you can't speed run", when in reality we are referring to the people who wear Heavy Armor and S/B as magicka DPS and die trying to kill skeevers in wayrest sewers.
Drakkdjinn wrote: »DPS always seems to get the blame, but in the harder dungeons (dlc) I usually find it's the healers and tanks holding the pug back. Death-prone DPS seems to get vetted out pretty quick in those dungeons but a mediocre tank or healer can skate by until the end boss. Mostly the dungeon failure is due to too many deaths from mechanics cause those roles don't really need to learn mechanics like a DPS does. Healers thinking they can heal through boss mechanics, tanks standing in red thinking they can block through it, boss not taunted causing DPS to be one shot; these types of things cause dungeon failures.
Only takes one bad player to ruin a dlc dungeon run. If I spend half my time rezzing the healer or other DPS, then it's gonna be a long, tough fight.
When the DPS are good enough, there are no mechanics.
Drakkdjinn wrote: »DPS always seems to get the blame, but in the harder dungeons (dlc) I usually find it's the healers and tanks holding the pug back. Death-prone DPS seems to get vetted out pretty quick in those dungeons but a mediocre tank or healer can skate by until the end boss. Mostly the dungeon failure is due to too many deaths from mechanics cause those roles don't really need to learn mechanics like a DPS does. Healers thinking they can heal through boss mechanics, tanks standing in red thinking they can block through it, boss not taunted causing DPS to be one shot; these types of things cause dungeon failures.
Only takes one bad player to ruin a dlc dungeon run. If I spend half my time rezzing the healer or other DPS, then it's gonna be a long, tough fight.
When the DPS are good enough, there are no mechanics.
A typical clueless post. Sounds like you just don't have experience in dlc dungeons. How do you out DPS planar inhibitor, vRoM, vBF, vFH with a tank/healer/DD/DD?
Planar would require at least one of tank or healer going DD (preferably both), vBF will always require a tank capable of taking 3 anvil crackers, there will always be shouts and chaos in vFH. vRoM will always requires coordination for statues.
Furthermore, good DPS requires at least one of good tanking or healing. If I have to slot vigor to make up for bad healing, or dodge a bunch cause bosses are attacking me then damage goes down.
Drummerx04 wrote: »Drakkdjinn wrote: »DPS always seems to get the blame, but in the harder dungeons (dlc) I usually find it's the healers and tanks holding the pug back. Death-prone DPS seems to get vetted out pretty quick in those dungeons but a mediocre tank or healer can skate by until the end boss. Mostly the dungeon failure is due to too many deaths from mechanics cause those roles don't really need to learn mechanics like a DPS does. Healers thinking they can heal through boss mechanics, tanks standing in red thinking they can block through it, boss not taunted causing DPS to be one shot; these types of things cause dungeon failures.
Only takes one bad player to ruin a dlc dungeon run. If I spend half my time rezzing the healer or other DPS, then it's gonna be a long, tough fight.
When the DPS are good enough, there are no mechanics.
A typical clueless post. Sounds like you just don't have experience in dlc dungeons. How do you out DPS planar inhibitor, vRoM, vBF, vFH with a tank/healer/DD/DD?
Planar would require at least one of tank or healer going DD (preferably both), vBF will always require a tank capable of taking 3 anvil crackers, there will always be shouts and chaos in vFH. vRoM will always requires coordination for statues.
Furthermore, good DPS requires at least one of good tanking or healing. If I have to slot vigor to make up for bad healing, or dodge a bunch cause bosses are attacking me then damage goes down.
Obviously, his comment was partially a joke, but even in conventional 2DD/1T/1H groups, you can dps past quite a few boss mechanics without really having them activate.
2 players at ~35k dps each can burn Planar inhibitor before blue phase (tank literally just holds pinion for the whole fight), burn vRoM HM boss to skip certain add phases and render remaining add phases easily managed, you can burn Dranos (vCoS) in such a way that the invulnerability execute phase of the fight is entirely skipped, and my group has even gotten close to burning down vFH HM before he can even shield (1%).
I'm not going to say it's "easy" in the conventional sense, but it's certainly doable.
Drummerx04 wrote: »Drakkdjinn wrote: »DPS always seems to get the blame, but in the harder dungeons (dlc) I usually find it's the healers and tanks holding the pug back. Death-prone DPS seems to get vetted out pretty quick in those dungeons but a mediocre tank or healer can skate by until the end boss. Mostly the dungeon failure is due to too many deaths from mechanics cause those roles don't really need to learn mechanics like a DPS does. Healers thinking they can heal through boss mechanics, tanks standing in red thinking they can block through it, boss not taunted causing DPS to be one shot; these types of things cause dungeon failures.
Only takes one bad player to ruin a dlc dungeon run. If I spend half my time rezzing the healer or other DPS, then it's gonna be a long, tough fight.
When the DPS are good enough, there are no mechanics.
A typical clueless post. Sounds like you just don't have experience in dlc dungeons. How do you out DPS planar inhibitor, vRoM, vBF, vFH with a tank/healer/DD/DD?
Planar would require at least one of tank or healer going DD (preferably both), vBF will always require a tank capable of taking 3 anvil crackers, there will always be shouts and chaos in vFH. vRoM will always requires coordination for statues.
Furthermore, good DPS requires at least one of good tanking or healing. If I have to slot vigor to make up for bad healing, or dodge a bunch cause bosses are attacking me then damage goes down.
Obviously, his comment was partially a joke, but even in conventional 2DD/1T/1H groups, you can dps past quite a few boss mechanics without really having them activate.
2 players at ~35k dps each can burn Planar inhibitor before blue phase (tank literally just holds pinion for the whole fight), burn vRoM HM boss to skip certain add phases and render remaining add phases easily managed, you can burn Dranos (vCoS) in such a way that the invulnerability execute phase of the fight is entirely skipped, and my group has even gotten close to burning down vFH HM before he can even shield (1%).
I'm not going to say it's "easy" in the conventional sense, but it's certainly doable.
I always love WGT pledge days.
Get instapops in the queue as a tank, everyone is so relieved when they see a CP600 pop into their dungeon expecting an experienced players and an easy mode run. I get my group smoothly through the first two bosses, but oh boy when we hit the planar inhibitor it's time for the fun to begin. I'll deliberately avoid doing the portals and the other members of my party - they can't do anything about it. It's impossible to dps the fat boys that spawn out of the portals and everyone dies in all-consuming fire.
After this first wipe, the accusations begin. Who doesn't know the mechanics? Of course I say I know the mechanics and who's going to doubt me? I'm CP600. Nobody knows who didn't do the portals, the game doesn't tell you, and people are so unwilling to kick the tank because the queue for replacing one is so long. And as we wipe over and over again, the finger pointing gets worse and worse. The healer blames the dps, the dps blames the healer, the racial and autistic slurs start flying and here come the vote kicks. Meanwhile I'm just laughing my ass off because no-one knows it's me. It's me that's stopping them from progressing.
I thank the devs every day that they came up with a dungeon where one single player can break up a group.
Every WGT pledge day after dinner I do this for 3 hours before going to bed. I must leave at least 30 players per session raging behind their keyboards and uninstalling the game.
I know you all are going to say I lead a very sad existence, but hey don't blame me: I'm a millennial, I've never known another life. Stuck in my *** internship job getting shouted at by my boss all day. Stuck in my squalid flat because housing prices are out of control. Stuck in a country that has no future because it's led by Trump. If it weren't for ESO I'd have gone insane a long time ago. WGT is the one place where I can have power over other people.
Oh WGT, I love you.
Ertthewolf wrote: »It's a video game.....Can you be good at it? Sure. But I'd rather practice my guitar a few hours to keep perfecting that. Or maybe go out with my wife for dinner and talk about real life things. I think this is most people's situation.
Also, ESO has many build options and play styles. Let em play as they want....Being overly competitive at something that burns up your time a few hours a night shouldn't be the major goal. The reason. It literally means nothing to be on a leaderboard and earn in game pixels that last until the game is old and something else comes out.
My two cents....
Drummerx04 wrote: »Drakkdjinn wrote: »DPS always seems to get the blame, but in the harder dungeons (dlc) I usually find it's the healers and tanks holding the pug back. Death-prone DPS seems to get vetted out pretty quick in those dungeons but a mediocre tank or healer can skate by until the end boss. Mostly the dungeon failure is due to too many deaths from mechanics cause those roles don't really need to learn mechanics like a DPS does. Healers thinking they can heal through boss mechanics, tanks standing in red thinking they can block through it, boss not taunted causing DPS to be one shot; these types of things cause dungeon failures.
Only takes one bad player to ruin a dlc dungeon run. If I spend half my time rezzing the healer or other DPS, then it's gonna be a long, tough fight.
When the DPS are good enough, there are no mechanics.
A typical clueless post. Sounds like you just don't have experience in dlc dungeons. How do you out DPS planar inhibitor, vRoM, vBF, vFH with a tank/healer/DD/DD?
Planar would require at least one of tank or healer going DD (preferably both), vBF will always require a tank capable of taking 3 anvil crackers, there will always be shouts and chaos in vFH. vRoM will always requires coordination for statues.
Furthermore, good DPS requires at least one of good tanking or healing. If I have to slot vigor to make up for bad healing, or dodge a bunch cause bosses are attacking me then damage goes down.
Obviously, his comment was partially a joke, but even in conventional 2DD/1T/1H groups, you can dps past quite a few boss mechanics without really having them activate.
2 players at ~35k dps each can burn Planar inhibitor before blue phase (tank literally just holds pinion for the whole fight), burn vRoM HM boss to skip certain add phases and render remaining add phases easily managed, you can burn Dranos (vCoS) in such a way that the invulnerability execute phase of the fight is entirely skipped, and my group has even gotten close to burning down vFH HM before he can even shield (1%).
I'm not going to say it's "easy" in the conventional sense, but it's certainly doable.
I always love WGT pledge days.
Get instapops in the queue as a tank, everyone is so relieved when they see a CP600 pop into their dungeon expecting an experienced players and an easy mode run. I get my group smoothly through the first two bosses, but oh boy when we hit the planar inhibitor it's time for the fun to begin. I'll deliberately avoid doing the portals and the other members of my party - they can't do anything about it. It's impossible to dps the fat boys that spawn out of the portals and everyone dies in all-consuming fire.
After this first wipe, the accusations begin. Who doesn't know the mechanics? Of course I say I know the mechanics and who's going to doubt me? I'm CP600. Nobody knows who didn't do the portals, the game doesn't tell you, and people are so unwilling to kick the tank because the queue for replacing one is so long. And as we wipe over and over again, the finger pointing gets worse and worse. The healer blames the dps, the dps blames the healer, the racial and autistic slurs start flying and here come the vote kicks. Meanwhile I'm just laughing my ass off because no-one knows it's me. It's me that's stopping them from progressing.
I thank the devs every day that they came up with a dungeon where one single player can break up a group.
Every WGT pledge day after dinner I do this for 3 hours before going to bed. I must leave at least 30 players per session raging behind their keyboards and uninstalling the game.
I know you all are going to say I lead a very sad existence, but hey don't blame me: I'm a millennial, I've never known another life. Stuck in my *** internship job getting shouted at by my boss all day. Stuck in my squalid flat because housing prices are out of control. Stuck in a country that has no future because it's led by Trump. If it weren't for ESO I'd have gone insane a long time ago. WGT is the one place where I can have power over other people.
Oh WGT, I love you.
BlazingDynamo wrote: »1T took away any progressive content outside of vet trials. World bosses and such use to be challenging while questing and levelling. Now it's a push over and new players think they are gods until they hit end game.
Zos' fault really, not much you can do. That's why most avoid group finder unless you're good enough to carry the rest.
BlazingDynamo wrote: »1T took away any progressive content outside of vet trials. World bosses and such use to be challenging while questing and levelling. Now it's a push over and new players think they are gods until they hit end game.
Zos' fault really, not much you can do. That's why most avoid group finder unless you're good enough to carry the rest.
Isn't the opposite true? The zones were "battle leveled" after 1T and wold bosses received a significant buff to their health, damage done and mechanics, bringing them to the same level as group dungeon bosses. Of course, most are still a "push over" for properly geared, experienced player, but they will thoroughly trash a newbie and still be a challenge to a group of 4-6 less seasoned players. The DLC zone ones are even tougher.
pepsi104104 wrote: »
I don't think that modern MMO zones teach the player anything about group content, GW2 and ESO have the same issues due to a similar group content design (one that i like), the player need to take the extra step to learn, sometimes it take time and sometimes a player need to hear constructive criticism and not wow your bad you do 5k dps while i do 45k dps.
A good dungeon for me is how much fun i have to play with the team, if they are nice i will play with them again even if i will have to carry them, i think that a good explanation can do wonders to a team. I hate speed runs i find them boring.
Dapper Dinosaur wrote: »I can agree with the OP that we need a statistics rundown of every player's contributions after dungeons, for the sake of both self-analysis and group-strengthening within guilds.
For the longest time (long after I reached Vet-16 before veteran rank removal), I coasted through most of the game's content playing a Magicka Nightblade DPS running almost exclusively sap skills on my main bar (siphoning attacks, funnel health, and sap essence, with debilitate sometimes thrown in when a melee enemy is giving me/my group trouble) and pretty much never bar-swapping because I didn't understand the true value of it and kept my speed-stealthing setup there. This was at least a full year before combat text was added, and I am on console so I didn't have access to parsing or even target skeletons. I had no way of knowing outside of extremely vague guesswork just how low my DPS was compared to other DPS builds. All I knew was that sorcerers were melting everything much faster than I was, and I figured it was due to me being a magicka nightblade and sorcerers were just that overpowered. I was fine with it being this way because I thought I was doing just fine since I was almost always the last one standing when my groups wiped in dungeons/trials, making myself look like some kind of hero.
Once the target skeletons were added and I got one for my house, I started doing DPS tests, and (you guessed it) I saw hugely disappointing numbers and realized just how pathetic my DPS was. I started looking at AoE DoTs and single-target DoTs to put on my backbar so I could get a proper rotation going, and saw my numbers start to rise.
If I had access to a statistics chart, I could have looked at my scores long before the target skeletons were added and fixed my build and playstyle months earlier. The fact there were exactly zero tools (for console players, pc has parsing and addons) for us to better ourselves is disgusting.