Sometimes you can't blame people when they come to ESO from Skyrim. What do you do in Skyrim? Light or heavy attack spam.
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.
Here's a question... what happens when after beating your Dungeon Trial those same people go back to doing whatever they want?
It amazes me that people think all those "awful" PUG players are just bad at games. If they wanted to be serious about it, they'd queue with guildmates and come prepared with knowledge of the boss mechanics. Many of them are doing what they're doing because they don't want to be serious about it. The guy spamming Snipe? I'm sure he's been told a thousand times how bad it is at DPS. He's probably doing it out of laziness because he doesn't want to dodge roll spam like it's a veteran trial. He's using a bow for god's sake, clearly he's not getting anywhere near the death makers.
Those guys spamming light attacks are playing the game the way they like it and using their powers to stay alive or do the occasional big CC hit. Because that's basically what you do in Skyrim or any other Elder Scrolls game. It's a natural thing for them to come over and immediately play that way. Could they do better by skill spamming? Probably. But that means running out of juice and having to do heavy attack rotations which they can't be bothered to do. They just want to light attack spam while using their energy for buffs and heals.
I don't think forcing them through a meat grinder will make them stop being lazy after it's over. Instead, perhaps ZOS should throw out some more sets that encourage their playstyle, obviously with less dps, and more easily accessible. Then they could pick up the Armor of the Lazy *** that buffs Light Attacks by 50% and reduces the cost of self-buffs and it wouldn't be completely terrible to be grouped with them.
You can't force other players to play the way you find to be optimal. They're always going to play the way they want to especially when it's the bloody slogan ZOS was pushing for ESO. All we can really do is help them out along the way, make overpowered characters that can pick up the slack, groan less when it takes longer to clear a dungeon, and pray ZOS gives them a set that suits their playstyle that isn't completely awful. Dungeons are content and there's truly no rush to clear them unless you're farming and for that you should get a farming group. Instant gratification pushes people to want clears and completions and immediate full sets of the gear and traits they want but the game can just as easily be played casually. Expect that every time you queue other people won't necessarily play the way you want to play. Even if we solved this problem, people would just move on to complaining about some other stereotype.
The Secret World had 3 difficulty for dungeons, normal, elite and nightmare. Normal difficulty were available right away, elite were unlocked once you reached a certain rank in your faction (a fairly low one), but the nightmare difficulty required you to complete a challenge:
If you chose the dps challenge the fight you would face a stationary boss in 3 phases. Phase 1 is a dps race, a certain amount of damage was needed in a certain amount of time, if it fails you get killed by an attack called "Too slow", meanwhile you have to avoid telegraphs. Phase 2 required you to purge the boss when a certain tell was shown, while a you keep doing damage, if you miss the tell, you get killed by "Too slow". Phase 3 an add spawn and you have to kite while doing damage, if the add catches you it kills you.
https://www.youtube.com/watch?v=YcBzqZV72TM&t=21s
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.
I must thank you for proving my point in a very clear manner. That getting agreement is very unlikely. Heck, the lack of interest in this thread says enough about agreement with this idea.
However, one of your points made here is counter to what you stated in your OP. You provided an example of a firm DPS gate in your OP but not state you would not want such a thing which is very counter to a dps proving anything.
I would suggest you find a guild that has people playing during the time you play. Clearly you find players playing at the same time and I bet some of them are in guilds. There are guilds that have people from different time zone. Find one. Life will be much better.
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 note 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.
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.
DPS races are part of certain mechanics of certain bosses, so, yes, in some cases you should be able to do enough damage to pass the dps race.
Blocking or dodging a certain projectile or attack is also part of certain boss mechanics (most last bosses in vanilla dungeons have a mechanic that targets a random group member and it's not interruptible or avoidable).
Bashing or otherwise interrupting a mechanic that disable the tank is also a mechanic in most dungeons.
Purging a negative effect that would result in a one-shot mechanic, killing an add that shields or buff a boss, I could go on.
Most dungeons, even if we're just considering the vanilla dungeons, have a certain number of mechanics, so knowing how to deal with said mechanics (bashing, blocking, deal enough damage, purging), so to answer your question, the game sets those goals, when it requires players to execute them to complete a dungeon.
How to go about it, really easy, let me illustrate.
The Secret World had 3 difficulty for dungeons, normal, elite and nightmare. Normal difficulty were available right away, elite were unlocked once you reached a certain rank in your faction (a fairly low one), but the nightmare difficulty required you to complete a challenge:
If you chose the dps challenge the fight you would face a stationary boss in 3 phases. Phase 1 is a dps race, a certain amount of damage was needed in a certain amount of time, if it fails you get killed by an attack called "Too slow", meanwhile you have to avoid telegraphs. Phase 2 required you to purge the boss when a certain tell was shown, while a you keep doing damage, if you miss the tell, you get killed by "Too slow". Phase 3 an add spawn and you have to kite while doing damage, if the add catches you it kills you.
https://www.youtube.com/watch?v=YcBzqZV72TM&t=21s
Similarly, the tank challenge requires you to hold aggro while an add does damage, to interrupt a mechanic and to avoid telegraphs.
I've never done the healer challenge, but I've been told it's about healing an add and using a clense.
This was specifically made to teach players about mechanics in nightmare dungeons (dps race, purge, adds), which was not part of the regular tutorial training.
The point is, they're not arbitrary if the game requires them. They are very specific.
If you don't do enough damage in an X amount of time there's a one-shot mechanic. If you don't bash the tank will die. If you don't purge the dot will increase the damage every second till it's more than your health. If you don't spread or move out of a certain area, you will die.
What is required is a number of mechanics required to complete the dungeon:
- DPS race.
- Interrupts.
- Avoid telegraphs.
- Dodge or block projectiles.
- Spread and stack.
Not rocket science, just common sense.Here's a question... what happens when after beating your Dungeon Trial those same people go back to doing whatever they want?
It amazes me that people think all those "awful" PUG players are just bad at games. If they wanted to be serious about it, they'd queue with guildmates and come prepared with knowledge of the boss mechanics. Many of them are doing what they're doing because they don't want to be serious about it. The guy spamming Snipe? I'm sure he's been told a thousand times how bad it is at DPS. He's probably doing it out of laziness because he doesn't want to dodge roll spam like it's a veteran trial. He's using a bow for god's sake, clearly he's not getting anywhere near the death makers.
Those guys spamming light attacks are playing the game the way they like it and using their powers to stay alive or do the occasional big CC hit. Because that's basically what you do in Skyrim or any other Elder Scrolls game. It's a natural thing for them to come over and immediately play that way. Could they do better by skill spamming? Probably. But that means running out of juice and having to do heavy attack rotations which they can't be bothered to do. They just want to light attack spam while using their energy for buffs and heals.
I don't think forcing them through a meat grinder will make them stop being lazy after it's over. Instead, perhaps ZOS should throw out some more sets that encourage their playstyle, obviously with less dps, and more easily accessible. Then they could pick up the Armor of the Lazy *** that buffs Light Attacks by 50% and reduces the cost of self-buffs and it wouldn't be completely terrible to be grouped with them.
You can't force other players to play the way you find to be optimal. They're always going to play the way they want to especially when it's the bloody slogan ZOS was pushing for ESO. All we can really do is help them out along the way, make overpowered characters that can pick up the slack, groan less when it takes longer to clear a dungeon, and pray ZOS gives them a set that suits their playstyle that isn't completely awful. Dungeons are content and there's truly no rush to clear them unless you're farming and for that you should get a farming group. Instant gratification pushes people to want clears and completions and immediate full sets of the gear and traits they want but the game can just as easily be played casually. Expect that every time you queue other people won't necessarily play the way you want to play. Even if we solved this problem, people would just move on to complaining about some other stereotype.
You play what you want and how you want in your time, when you play solo or single game, if you're playing group content, and purposesfully not doing what your role demand, or purposfully underperform because you want to chill, you're an ***.
Dungeons have mechanics. The guy spamming snipe from max range doesn't know that the boss will charge the farthest player with a one-shot attack ? Tell that to lowbies trying to clear Tempest Island, I'm sure they'll understand. Or the tank waiting for you to light attack your way through Gamyne Bandu's shadow before getting spiked... wow, such fun!
There's a difference between going with the FotM build(TM) and doing enough in your role of choice to be useful in a group situation. You're not grouping with NPC, there are 3 other people that would really like to complete the content they signed up for. That's not called chilling, that's called being selfish.
Just saying.
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.
That's a really neat idea, and I especially like the idea of having your NPC allies be members of the Undaunted -- gives it a lore-based bit of backstory.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.
You don't play a healer or a tank, do you? I can't even begin to tell you the number of frustrating random normals I've run for the daily XP bonus as a healer in this game. Also, I can tell you right now that if I'd never visited these forums or looked at build sites, I'd probably still be dishing out 9k DPS maximum on my DDs. Not everyone visits the forums or knows where to find effective build/rotation ideas. A system like this would at least get them started and introduce them to the idea that you can't deal damage effectively if you play ESO like it's a standard single player Elder Scrolls game.
Prof_Bawbag wrote: »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.
That's a really neat idea, and I especially like the idea of having your NPC allies be members of the Undaunted -- gives it a lore-based bit of backstory.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.
You don't play a healer or a tank, do you? I can't even begin to tell you the number of frustrating random normals I've run for the daily XP bonus as a healer in this game. Also, I can tell you right now that if I'd never visited these forums or looked at build sites, I'd probably still be dishing out 9k DPS maximum on my DDs. Not everyone visits the forums or knows where to find effective build/rotation ideas. A system like this would at least get them started and introduce them to the idea that you can't deal damage effectively if you play ESO like it's a standard single player Elder Scrolls game.
No idea how, if it was the implemented, it would work. The game doesn't know which skills follow on from the last and which skills are just down right ineffective at any given time. Logic tells me the game thinks all skills are even and all skills are as viable as the next.
There is absolutely no way you could replicate most of the information you gather from forums or build sites in any meaningful way in-game. What next, the game is suddenly gonna know which sets are good and which are *** during any given update? Again, the game will think all sets are even within their respective type. I think you're being overly optimistic and unrealistic by expecting anything of the sort.
Prof_Bawbag wrote: »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.
That's a really neat idea, and I especially like the idea of having your NPC allies be members of the Undaunted -- gives it a lore-based bit of backstory.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.
You don't play a healer or a tank, do you? I can't even begin to tell you the number of frustrating random normals I've run for the daily XP bonus as a healer in this game. Also, I can tell you right now that if I'd never visited these forums or looked at build sites, I'd probably still be dishing out 9k DPS maximum on my DDs. Not everyone visits the forums or knows where to find effective build/rotation ideas. A system like this would at least get them started and introduce them to the idea that you can't deal damage effectively if you play ESO like it's a standard single player Elder Scrolls game.
No idea how, if it was the implemented, it would work. The game doesn't know which skills follow on from the last and which skills are just down right ineffective at any given time. Logic tells me the game thinks all skills are even and all skills are as viable as the next.
There is absolutely no way you could replicate most of the information you gather from forums or build sites in any meaningful way in-game. What next, the game is suddenly gonna know which sets are good and which are *** during any given update? Again, the game will think all sets are even within their respective type. I think you're being overly optimistic and unrealistic by expecting anything of the sort.
The API currently makes it possible to determine what skills were used for a certain amount of time; if it didn't, the above image could not exist. There are people who run dungeons who literally do this: light attack, light attack, light attack, light attack [FIFTEEN MINUTES LATER] light attack, light attack. In the system I've imagined, if they don't use AT LEAST three skills to deal damage in addition to light and heavy attacks, they fail the training session. The idea is to discourage light/heavy attack spam, or single skill spam.
Also, when did I say I would want a training dungeon that could tell players what set they should use? Again, this is about teaching players the bare minimum to start learning their roles (and also to give experienced players a place to test out new builds or simply improve). I'm really tired of hearing the "thwock, thwock, thwock" of Snipe, y'know?
The Secret World had 3 difficulty for dungeons, normal, elite and nightmare. Normal difficulty were available right away, elite were unlocked once you reached a certain rank in your faction (a fairly low one), but the nightmare difficulty required you to complete a challenge
Prof_Bawbag wrote: »Prof_Bawbag wrote: »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.
That's a really neat idea, and I especially like the idea of having your NPC allies be members of the Undaunted -- gives it a lore-based bit of backstory.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.
You don't play a healer or a tank, do you? I can't even begin to tell you the number of frustrating random normals I've run for the daily XP bonus as a healer in this game. Also, I can tell you right now that if I'd never visited these forums or looked at build sites, I'd probably still be dishing out 9k DPS maximum on my DDs. Not everyone visits the forums or knows where to find effective build/rotation ideas. A system like this would at least get them started and introduce them to the idea that you can't deal damage effectively if you play ESO like it's a standard single player Elder Scrolls game.
No idea how, if it was the implemented, it would work. The game doesn't know which skills follow on from the last and which skills are just down right ineffective at any given time. Logic tells me the game thinks all skills are even and all skills are as viable as the next.
There is absolutely no way you could replicate most of the information you gather from forums or build sites in any meaningful way in-game. What next, the game is suddenly gonna know which sets are good and which are *** during any given update? Again, the game will think all sets are even within their respective type. I think you're being overly optimistic and unrealistic by expecting anything of the sort.
The API currently makes it possible to determine what skills were used for a certain amount of time; if it didn't, the above image could not exist. There are people who run dungeons who literally do this: light attack, light attack, light attack, light attack [FIFTEEN MINUTES LATER] light attack, light attack. In the system I've imagined, if they don't use AT LEAST three skills to deal damage in addition to light and heavy attacks, they fail the training session. The idea is to discourage light/heavy attack spam, or single skill spam.
Also, when did I say I would want a training dungeon that could tell players what set they should use? Again, this is about teaching players the bare minimum to start learning their roles (and also to give experienced players a place to test out new builds or simply improve). I'm really tired of hearing the "thwock, thwock, thwock" of Snipe, y'know?
That information is irrelevant in the grand scheme of things. The game still thinks every skill is as good as the next within their respective categories. Otherwise they wouldn't be there as an option. As for the gear, the gear ties in with particular roles whether it helps with tanking, healing or dps. Gear is needed to increase the effectiveness of whichever role your playing. So it's all interlinked and why I mentioned it.
VaranisArano wrote: »A word of advice from someone who mains a tank.
If you want newbies to understand that they need to slot a taunt when they queue as a tank, quit whining about how "tanks totally aren't necessary in normal dungeons" and then acting surprised when your newbie tank doesn't use a taunt.
Now imagine trying to learn to be a DPS and figure out a rotation and boss mechanics when you've got a fake tank who's not holding aggro and the boss is in your face. It makes it a lot harder to learn how to do your role when the tank isn't doing theirs.
VaranisArano wrote: »A word of advice from someone who mains a tank.
If you want newbies to understand that they need to slot a taunt when they queue as a tank, quit whining about how "tanks totally aren't necessary in normal dungeons" and then acting surprised when your newbie tank doesn't use a taunt.
Now imagine trying to learn to be a DPS and figure out a rotation and boss mechanics when you've got a fake tank who's not holding aggro and the boss is in your face. It makes it a lot harder to learn how to do your role when the tank isn't doing theirs.
purple-magicb16_ESO wrote: »Normal dungeons already exist for this purpose. Optionally, group with guildies with the stated purpose of learning. Guildies love teaching (molding?) young lumps of clay. If you must, then do it on an optional basis. Some of us don't need training wheels.
My thought? It's a game. The best way to learn is by playing it. Don't fear dungeons, they can be your friend especially if you need to level.
Oreyn_Bearclaw wrote: »I will never argue against anything that helps bring players up to scratch in this game. I think more tutorials and basic requirements (especially to queue as a support role) would benefit the greater good.
My solutions:
Step 1: account wide achievements (not every toon needs to run wayrest on normal). Step 2. A hierarchy of dungeon achievements that don't let you queue for harder stuff until some lessor requirements have been met.
For example, you shouldnt be allowed to queue for a veteran dungeon until you have completed the normal version (or vet version outside of groupfinder). You wouldnt be allowed to queue for spindle 2 until you have completed spindle 1. You wouldnt be allowed to queue for a DLC dungeon until you have completed a good chunk of the non DLC dungeons, etc. A smarter group finder would go a long way on this issue.
Oreyn_Bearclaw wrote: »I will never argue against anything that helps bring players up to scratch in this game. I think more tutorials and basic requirements (especially to queue as a support role) would benefit the greater good.
My solutions:
Step 1: account wide achievements (not every toon needs to run wayrest on normal). Step 2. A hierarchy of dungeon achievements that don't let you queue for harder stuff until some lessor requirements have been met.
For example, you shouldnt be allowed to queue for a veteran dungeon until you have completed the normal version (or vet version outside of groupfinder). You wouldnt be allowed to queue for spindle 2 until you have completed spindle 1. You wouldnt be allowed to queue for a DLC dungeon until you have completed a good chunk of the non DLC dungeons, etc. A smarter group finder would go a long way on this issue.
Interesting idea. I think I'm mostly in support of this (especially the idea that you should complete the normal version of a dungeon before you can attempt the vet version. I'm not sure how you would factor Undaunted levelling into the equation with account-wide achievements, though. Would all characters automatically get maxed out Undaunted, or...? I personally wouldn't care if the skill line was universal (god knows it would make life easier for my PVP characters), but I can see how some people would take issue with that.