As we all know, using the dungeon finder is often a frustrating experience. If you're on your tank or healer, you often find yourself grouped with "damage" dealers who spam light/heavy attacks or (my all-time favourite!) Snipe. When you're on your damage dealers, you often find yourself grouped with bad tanks who don't taunt, or bad healers who don't heal (or frantically spam BoL until they're out of magicka). While there is simply no helping some people, and while some people obviously queue for roles they have no intention of completing, it has often been argued that the game does not do an adequate job of preparing players for dungeon content. I agree with that argument.
What if we had a scalable training dungeon (normal and vet mode) that all players need to complete at least once before being able to queue for a particular role or dungeon difficulty? Said training dungeon would pair you up with three NPC allies, would be capped at a 5-10 minute completion time (depending on difficulty), and would mimick the first part of a standard dungeon run (i.e. a few trash mob pulls, followed by a boss with standard mechanics -- AOE attacks, knock-back/stun attacks, healing adds, etc.).
After the training dungeon is complete, you would get an in-depth recap with a score that would provide you with the sort of details you might see on a combat analysis add-on, relevant to your role (e.g. total DPS, total HPS, number of allies defeated, number of personal deaths, boss taunt up-time, buff/de-buff up-time, etc.) The recap screen would also provide hints (which could be disabled through the UI, if you're an established player) to improve your performance. Something like "use a light attack before activating a skill to increase your damage" or "hold block when your target prepares to unleash a heavy attack, as indicated by white lines radiating from the target" or "use area-of-effect skills to take out large groups of enemies faster" or whatever.
Successful completion of the training dungeon could be dependent upon the following role-dependent parameters:
Damage Dealers
- Use of AT LEAST three or more skills (light-attacking/heavy-attacking/single skill spam disqualifies you)
- Dealing enough damage to kill the boss before the 5-10 minute timer is up
Tanks
- Taunting the boss AT LEAST once (with a better score granted for 100% taunt up-time)
Healers
- Keeping all NPC allies alive (maximum of 1-2 deaths permitted)
Please not that I am NOT suggesting a specific DPS minimum in the completion parameters, as I realize that new players should not be expected to crack a DPS minimum before they can run a dungeon. Also, the dungeon completion timer would be a very soft DPS check. The most important thing, in my mind, is to encourage new damage dealers to combine skills, rather than spam light/heavy attacks. The number of new dungeon runners who think ESO is Skyrim is simply unreal.
Also, such a system could obviously also be used by established players to improve their rotations and overall performance, or to test out new builds. Think of it as a very sophisticated target dummy. Healers have also been requesting HPS dummies for some time now, and have been shut down by those of us who (rightly) point out that there's much more to healing than HPS. This training mode would let a healer know, for instance, how often they have their SPC buff up; it would also let them know how much additional damage they can provide to help out the team in addition to their HPS.
Thoughts? I know there have been similar suggestions in the past, but I figured I'd put this out there -- especially given all the requests lately for healing target dummies, and my ongoing frustration with people who don't know how to deal damage.
Level and skill advisor is supposed to alleviate this issue. It will be coming next patch.
tinythinker wrote: »As we all know, using the dungeon finder is often a frustrating experience. If you're on your tank or healer, you often find yourself grouped with "damage" dealers who spam light/heavy attacks or (my all-time favourite!) Snipe. When you're on your damage dealers, you often find yourself grouped with bad tanks who don't taunt, or bad healers who don't heal (or frantically spam BoL until they're out of magicka). While there is simply no helping some people, and while some people obviously queue for roles they have no intention of completing, it has often been argued that the game does not do an adequate job of preparing players for dungeon content. I agree with that argument.
What if we had a scalable training dungeon (normal and vet mode) that all players need to complete at least once before being able to queue for a particular role or dungeon difficulty? Said training dungeon would pair you up with three NPC allies, would be capped at a 5-10 minute completion time (depending on difficulty), and would mimick the first part of a standard dungeon run (i.e. a few trash mob pulls, followed by a boss with standard mechanics -- AOE attacks, knock-back/stun attacks, healing adds, etc.).
After the training dungeon is complete, you would get an in-depth recap with a score that would provide you with the sort of details you might see on a combat analysis add-on, relevant to your role (e.g. total DPS, total HPS, number of allies defeated, number of personal deaths, boss taunt up-time, buff/de-buff up-time, etc.) The recap screen would also provide hints (which could be disabled through the UI, if you're an established player) to improve your performance. Something like "use a light attack before activating a skill to increase your damage" or "hold block when your target prepares to unleash a heavy attack, as indicated by white lines radiating from the target" or "use area-of-effect skills to take out large groups of enemies faster" or whatever.
Successful completion of the training dungeon could be dependent upon the following role-dependent parameters:
Damage Dealers
- Use of AT LEAST three or more skills (light-attacking/heavy-attacking/single skill spam disqualifies you)
- Dealing enough damage to kill the boss before the 5-10 minute timer is up
Tanks
- Taunting the boss AT LEAST once (with a better score granted for 100% taunt up-time)
Healers
- Keeping all NPC allies alive (maximum of 1-2 deaths permitted)
Please not that I am NOT suggesting a specific DPS minimum in the completion parameters, as I realize that new players should not be expected to crack a DPS minimum before they can run a dungeon. Also, the dungeon completion timer would be a very soft DPS check. The most important thing, in my mind, is to encourage new damage dealers to combine skills, rather than spam light/heavy attacks. The number of new dungeon runners who think ESO is Skyrim is simply unreal.
Also, such a system could obviously also be used by established players to improve their rotations and overall performance, or to test out new builds. Think of it as a very sophisticated target dummy. Healers have also been requesting HPS dummies for some time now, and have been shut down by those of us who (rightly) point out that there's much more to healing than HPS. This training mode would let a healer know, for instance, how often they have their SPC buff up; it would also let them know how much additional damage they can provide to help out the team in addition to their HPS.
Thoughts? I know there have been similar suggestions in the past, but I figured I'd put this out there -- especially given all the requests lately for healing target dummies, and my ongoing frustration with people who don't know how to deal damage.
Yup. I support this kind of thing.
I want to believe that the humans that play this game have the minimum level of intelligence and learning capacity to understand to play rightly after a few try's. Otherwise we are destinated to extinction without doubt.
phaneub17_ESO wrote: »What if as the Tank can just outaggro everyone else by doing more damage and healing?
phaneub17_ESO wrote: »What if as the Tank can just outaggro everyone else by doing more damage and healing?
We already have training dungeons. It is the normal dungeons.
What I think you should be able to do and what you think you should be able to do is probably not the same. Should we have a boss fight in this dungeon without adds and require dps to pull a low 30k minimum dps to be able to dps in the other dungeons. Maybe 20k for normal and 30k for vet level.
As for healer, in most dungeons if someone dies it is more likely than not their fault. Most of the time I heal I also deal dps because there is not much healing unless the group is less skilled. Even then some die, they stand in stupid, miss a mechanic or something like that.
Not going to even get into the tank role. So many dungeons really do not require a tank.
So in the end, it is not happening. No one will be able to agree on what should be required nor how to go about it.
If you do not like the groups you get in GF just form your own group. If you are in a decent guild it is pretty simple. Heck, form it from zone if the guild route is to much trouble.
phaneub17_ESO wrote: »What if as the Tank can just outaggro everyone else by doing more damage and healing?
ForsakenSin wrote: »here is a idea...
how about people stop kicking a low CP player right away ?
anyway sorry for the rant from a old cranky veteran lol
Level and skill advisor is supposed to alleviate this issue. It will be coming next patch.
We already have training dungeons. It is the normal dungeons.
Yes, and new players often have NO IDEA what they're doing in these dungeons, or how to fulfill the role they signed up for. A pre-requisite training mode dungeon would teach them the basics, an absolute bare minimum from which they can grow. Some damage dealers literally think that damage dealing means light bow attacking until they've charged up their bow ultimate.What I think you should be able to do and what you think you should be able to do is probably not the same. Should we have a boss fight in this dungeon without adds and require dps to pull a low 30k minimum dps to be able to dps in the other dungeons. Maybe 20k for normal and 30k for vet level.
As I mentioned in my OP, I wouldn't want to see a hard DPS gate. It's too restrictive. The soft gate of a timer gives more than enough leeway for someone to do mediocre DPS, but not horrendous DPS. Light attacking one's way through the training session would not be enough.As for healer, in most dungeons if someone dies it is more likely than not their fault. Most of the time I heal I also deal dps because there is not much healing unless the group is less skilled. Even then some die, they stand in stupid, miss a mechanic or something like that.
For the purposes of a training mode dungeon, we can assume that NPC allies know not to stand in stupid. The healer's role in the training dungeon -- as in any dungeon -- would be to ensure that, at a bare minimum, they're throwing down enough HoTs to keep their allies alive. More experienced healers could focus more so on keeping their buffs/debuffs up (which would be indicated at the end in the recap), while seeing what kind of DPS and HPS they can pull.Not going to even get into the tank role. So many dungeons really do not require a tank.
Yeah, but if you're going to queue as a tank, you should at LEAST be able to aggro the boss and stay alive in case you're playing with squishy DPS and a mediocre healer, right? Again, we're looking at BARE MINIMUMS here. There are people who queue as a tank who have no idea what a taunt is, much less when they need to use it.So in the end, it is not happening. No one will be able to agree on what should be required nor how to go about it.
If you do not like the groups you get in GF just form your own group. If you are in a decent guild it is pretty simple. Heck, form it from zone if the guild route is to much trouble.
That's fair enough, but I personally live in an odd time zone. I also do shift work, so it's not always possible to group with guild mates. I'd rather try to suggest something proactive that will actually help players get better at their roles, than abandon the dungeon finder entirely.
Normal dungeons works for this however its has some downsides, first you tend to get enough good players in them who has no issue carrying and carrying is simpler than trying to teach an rotation, you teach dungeon mechanics after wipe on mechanical bosses like second in Fungal 2 or the cabbage fight in ICP, however with high dps lots of mechanic can be ignored.We already have training dungeons. It is the normal dungeons.
As for having an arbitrary goal someone has to do the question is who sets that goal? The ones listed I expect are not really intended.
What I think you should be able to do and what you think you should be able to do is probably not the same. Should we have a boss fight in this dungeon without adds and require dps to pull a low 30k minimum dps to be able to dps in the other dungeons. Maybe 20k for normal and 30k for vet level.
As for healer, in most dungeons if someone dies it is more likely than not their fault. Most of the time I heal I also deal dps because there is not much healing unless the group is less skilled. Even then some die, they stand in stupid, miss a mechanic or something like that.
Not going to even get into the tank role. So many dungeons really do not require a tank.
So in the end, it is not happening. No one will be able to agree on what should be required nor how to go about it.
If you do not like the groups you get in GF just form your own group. If you are in a decent guild it is pretty simple. Heck, form it from zone if the guild route is to much trouble.
Nemesis7884 wrote: »I think what you could do is
a) don't place low lvl characters in dlc dungeons for dailies...dlc dungeons should be lvl 50+
b) maybe give a difficulty rating on dungeons compared to other dungeons so people can learn with an easier one?
VaranisArano wrote: »Nemesis7884 wrote: »I think what you could do is
a) don't place low lvl characters in dlc dungeons for dailies...dlc dungeons should be lvl 50+
b) maybe give a difficulty rating on dungeons compared to other dungeons so people can learn with an easier one?
DLC dungeons currently unlock at level 45. The normal dungeons unlock progressively according to diffculty.
It changed with CWC level 45 or higher for normal dlc dungeons.Nemesis7884 wrote: »VaranisArano wrote: »Nemesis7884 wrote: »I think what you could do is
a) don't place low lvl characters in dlc dungeons for dailies...dlc dungeons should be lvl 50+
b) maybe give a difficulty rating on dungeons compared to other dungeons so people can learn with an easier one?
DLC dungeons currently unlock at level 45. The normal dungeons unlock progressively according to diffculty.
Sorry but that can't be right for doing random dungeons unless it was changed recently? When i was doing HOTR dungeons i had lvl 30 players all the time in my groups??
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
It changed with CWC level 45 or higher for normal dlc dungeons.Nemesis7884 wrote: »VaranisArano wrote: »Nemesis7884 wrote: »I think what you could do is
a) don't place low lvl characters in dlc dungeons for dailies...dlc dungeons should be lvl 50+
b) maybe give a difficulty rating on dungeons compared to other dungeons so people can learn with an easier one?
DLC dungeons currently unlock at level 45. The normal dungeons unlock progressively according to diffculty.
Sorry but that can't be right for doing random dungeons unless it was changed recently? When i was doing HOTR dungeons i had lvl 30 players all the time in my groups??