IiIHusHIiI wrote: »what about waiting 20+ min as DPS to join a Random ??? My tank and healer Find a Group Faster thn my Brain Sending Commands to my hand
AhPook_Is_Here wrote: »punish tanks and healers, i love it
IiIHusHIiI wrote: »what about waiting 20+ min as DPS to join a Random ??? My tank and healer Find a Group Faster thn my Brain Sending Commands to my hand
Alternatively there should be an option for "any player any role"
I've thought they should only allow the selection of one role period,
victoriana-blue wrote: »I like the idea of different group finder buffs for different roles, but the damage reduction is too punishing. I dungeon tank in Bahraha's Curse, and nerfing that damage would nerf my self-healing; it would also disproportionately affect nightblade healers since many of their class heals scale from damage done, and nb healers are already having a rough go of it.
So I'd skip the debuff part. Maybe give dps an extra 1000 spell & weapon penetration to reward them for queuing properly? Ime you're unlikely to hit penetration cap in a pug unless you slot spriggans, and unlike NMG this would benefit both stamina & magicka players.
I don't think this would stop people queuing as the wrong thing. Honestly.
People that do it just want to get in the queue fast. And this penalties will only make the dungeon take longer, making the problem worse.
Fake Tanks / Healers are onLy a problem if it impacts the groups. On a normal dungeon it hardly matters and in fact 4 DPS will burn thru most mechanics so quick it doesn't matter.
Hard vet content it can cause a problem, but again it depends on the calibre of player. CP690 players can pull it all off. I did a PIG Mazzatun the other night. 4 DPS, one had a frost staff to taunt, one Sorc switched his scamp for a twilight. Did we die yes, ut did we get Vet/Hard Mode done YES.
If their DPS had been hampered we would have failed.
The bigger issue in particular in Normal dungeons is bad DPS. You can solo normal dungeons. Thus one or two good dps is all you need rest is surplus.
The amount of time my healer has joined dungeons and as he's a sorc DPS have said "you better not be a fake healer, we kicked the last one" to then watch the DPS spam light attacks, not block or ward or get out of the red and make it a hard for themselves. Still got it done, but honestly poor DPS is the biggest issue in normal dungeons failing.
I've only seen that by playing all roles
I was coming at it from a different direction: dps want their leet numbers, right? Buffing dps would give them a reason to queue properly, because otherwise they'd be at a disadvantage in the combat metrics/time to kill one-upmanship.hydrocynus wrote: »The idea is to make it unattractive to group as a healer or a tank if you intend to do damage. That is why I think it would only work if you are made much less effective as a damage dealer if you group as a healer/ tank.
Or create content that actually needs both a tank and a healer? Maybe a good idea, or not
Sabbathius wrote: »And the game offers a dual specialization system so you can easily switch between tank/DPS, or tank/heals, or something else. Incidentally, THIS is what ESO needs. Many more people would tank and heal if they could easily switch between that and back to DPS (for vMA or whatever).
I don't think this would stop people queuing as the wrong thing. Honestly.
People that do it just want to get in the queue fast. And this penalties will only make the dungeon take longer, making the problem worse.
Fake Tanks / Healers are onLy a problem if it impacts the groups. On a normal dungeon it hardly matters and in fact 4 DPS will burn thru most mechanics so quick it doesn't matter.
Hard vet content it can cause a problem, but again it depends on the calibre of player. CP690 players can pull it all off. I did a PIG Mazzatun the other night. 4 DPS, one had a frost staff to taunt, one Sorc switched his scamp for a twilight. Did we die yes, ut did we get Vet/Hard Mode done YES.
If their DPS had been hampered we would have failed.
The bigger issue in particular in Normal dungeons is bad DPS. You can solo normal dungeons. Thus one or two good dps is all you need rest is surplus.
The amount of time my healer has joined dungeons and as he's a sorc DPS have said "you better not be a fake healer, we kicked the last one" to then watch the DPS spam light attacks, not block or ward or get out of the red and make it a hard for themselves. Still got it done, but honestly poor DPS is the biggest issue in normal dungeons failing.
I've only seen that by playing all roles
Sabbathius wrote: »Don't like it. Depending on dungeon and player skill, a tank and healer can still put out very respectable DPS. Tank and heals doesn't automatically mean *** damage. Especially with heals, since both heals and DPS scale off max resource. If the rest of the group is good at not standing in stupid, and tank is self-sufficient, the healer can just go all-out DPS. Many do. Flat reduction on damage output would punish good play.
As far as solution for fake tanks and healers, some MMOs had a variety of approaches. WoW for example checks your character to see if you are actually a tank. The dungeon finder won't let you queue as tank if you are DPS spec. Because of how the game is designed, it asks you to choose a role. You still have a lot of room to wiggle with your spec, but your role won't change. And the game offers a dual specialization system so you can easily switch between tank/DPS, or tank/heals, or something else. Incidentally, THIS is what ESO needs. Many more people would tank and heal if they could easily switch between that and back to DPS (for vMA or whatever).
ESO could also implement a system similar to WoW's, where you pick a role rather than a bunch of skills. Would also make the game easier to balance, because certain abilities would be locked behind certain roles. As in, you can't choose tank AND have the best heal in the game also. You also wouldn't be able to pick DPS AND have the strongest self-shield in the game. But that's not the spirit of the game, so I can see a lot of folks objecting to something like that. But it would make balancing significantly easier, and eliminate the fake tank/heals issue. The system would also need dual spec, so people can actually complete the game's content by switching to DPS as needed.
Sabbathius wrote: »Don't like it. Depending on dungeon and player skill, a tank and healer can still put out very respectable DPS. Tank and heals doesn't automatically mean *** damage. Especially with heals, since both heals and DPS scale off max resource. If the rest of the group is good at not standing in stupid, and tank is self-sufficient, the healer can just go all-out DPS. Many do. Flat reduction on damage output would punish good play.
As far as solution for fake tanks and healers, some MMOs had a variety of approaches. WoW for example checks your character to see if you are actually a tank. The dungeon finder won't let you queue as tank if you are DPS spec. Because of how the game is designed, it asks you to choose a role. You still have a lot of room to wiggle with your spec, but your role won't change. And the game offers a dual specialization system so you can easily switch between tank/DPS, or tank/heals, or something else. Incidentally, THIS is what ESO needs. Many more people would tank and heal if they could easily switch between that and back to DPS (for vMA or whatever).
ESO could also implement a system similar to WoW's, where you pick a role rather than a bunch of skills. Would also make the game easier to balance, because certain abilities would be locked behind certain roles. As in, you can't choose tank AND have the best heal in the game also. You also wouldn't be able to pick DPS AND have the strongest self-shield in the game. But that's not the spirit of the game, so I can see a lot of folks objecting to something like that. But it would make balancing significantly easier, and eliminate the fake tank/heals issue. The system would also need dual spec, so people can actually complete the game's content by switching to DPS as needed.
hydrocynus wrote: »It could look like this: (Numbers selected for example, not intended as balanced, just to illustrate the system)
this bit is important - When grouping as less than a full group:
Tank - 10% to health and 10% to Phys & Spell Restistance, 50% reduction in damage output
Heal - 10% to max base stat, 10% increase to healing, 50% reduction in damage output
DPS - 10% to max base stat, 10% increase to damage output (cant think what would be a good debuff. Seems drastic to reduce mitigation or healing).
hydrocynus wrote: »It could look like this: (Numbers selected for example, not intended as balanced, just to illustrate the system)
this bit is important - When grouping as less than a full group:
Tank - 10% to health and 10% to Phys & Spell Restistance, 50% reduction in damage output
Heal - 10% to max base stat, 10% increase to healing, 50% reduction in damage output
DPS - 10% to max base stat, 10% increase to damage output (cant think what would be a good debuff. Seems drastic to reduce mitigation or healing).
I am a healer running gold Worm/SPC who almost exclusively runs with a tank running gold tank gear. Tank does not need more health, tank is already resistance capped. I do not need more stats nor does my healing output need to be greater.
We also almost exclusively use the Group Finder for vet dungeons.
A 10% damage increase to the pug DPS we almost always get would put them from a whopping 5k to 5.5k. The reason we complete dungeons most of the time is simply because the tank and I can push through it with the DPS we have between us. A 50% damage output reduction for us would essentially stop us completing most of the dungeons or simply force us away from the Group Finder altogether.
While I applaud the fact you want to make the roles more desirable, essentially nerfing half the group is not the way to go about it.
hydrocynus wrote: »From my understanding, When using the Grouping tool your stats are buffed. This is a way to encourage use of the system and to help accomodate sub optimal groups (i guess).
An interesting alteration to this would be to buff and nerf players depending on the role that they are selected as for the group as opposed to the current base stats buff.
It could look like this: (Numbers selected for example, not intended as balanced, just to illustrate the system)
this bit is important - When grouping as less than a full group:
Tank - 10% to health and 10% to Phys & Spell Restistance, 50% reduction in damage output
Heal - 10% to max base stat, 10% increase to healing, 50% reduction in damage output
DPS - 10% to max base stat, 10% increase to damage output (cant think what would be a good debuff. Seems drastic to reduce mitigation or healing).
When Grouping as a full group:
Current base stat buff is fine, because the group is put together in the way that the group members wish and there is no randomness to who you are paired with and how they want to play.
Thoughts?