What is hard about direfrost?
Not that I cant relate. I always skip banished cells II for this reason. Always that one guy with 5k dps who refuses to cleanse andwon't read chat or kill bubbles
1. Please, ZOS, I'm begging you: either give us the option to NOT queue into partially completed pledge dungeons, or
2. give us pledge credit for helping groups complete dungeons when they're stuck on the last boss.
Why should I be penalized over and over again for other players' non-existent DPS? I don't mind helping people get past bosses quickly when they're stuck, and it's nice to receive praise from appreciative tanks/healers while the other "damage dealer" sits in a corner spamming light attacks or whatever TF they're doing, but it gets old after a while when you enter the dungeon and see that portal over and over again...
.
Waffennacht wrote: »I'm slightly confused.
Can't you just join the group, kill the final boss
Go into dire frost normal and solo the rest of the requirements?
I mean, direfrost is solo-able if you can still snipe through the gate.
Shouldnt be too much of an issue
1. Please, ZOS, I'm begging you: either give us the option to NOT queue into partially completed pledge dungeons, or
2. give us pledge credit for helping groups complete dungeons when they're stuck on the last boss.
Why should I be penalized over and over again for other players' non-existent DPS? I don't mind helping people get past bosses quickly when they're stuck, and it's nice to receive praise from appreciative tanks/healers while the other "damage dealer" sits in a corner spamming light attacks or whatever TF they're doing, but it gets old after a while when you enter the dungeon and see that portal over and over again...
.
I separated out OP's original post because I wanted to offer feedback to both points individually.
For #1 - I completely agree. I think the current status quo for needing to complete initial phases/bosses of the dungeon should remain in place (more on that below) but also feel that you shouldn't be punished, unknowingly, by getting queued into a partially complete dungeon, then have to re-enter the queue to get the initial stages done.
For #2 I'm a little hesitant. This creates a potential abuse / player grief problem. By only requiring the final boss, I can see lots of scenarios where 3 guild mates pick up a PUG, get to the final boss, then kick said PUG and invite a guild mate in for a quick HM finish. Initial PUG gets completely screwed because all the work they put in to get to the final boss is essentially worth nothing towards completing the pledge.
Just something to consider.
Yeah, this boss is a nightmare with bad players. An even simpler solution would be to add a "free ally" synergy so you can force people out of the beam if they won't break free.
..................................and soloing the midbosses in normal after doing the final boss in vet is...just too obvious.
No, I know, not everyone can solo normal (or do so efficiently, e.g. tanks). Still.
This has all been discussed (to death) before, however.
- Checkbox to run only complete dungeons a) splits the group finder queue thus making it even harder to find a PUG at various non-peak times, and b) potentially shags without lubrication any group that, say, loses a healer due to DC or what have you halfway through a dungeon because >50% of the queue is for "complete" dungeons only.
- Giving people full credit for the final boss only opens up a huge mess of exploitation. Meanwhile, putting in code to differentiate how a player joins an instance (as well as other means of fighting said exploitation) may be too complex a task to spend developer resources.
In other words, both proposals discussed herein for what, two pages now, are not good solutions. Arguably, there is no good solution other than dynamic scalable (2-4) dungeons with no preset role requirements, but that sort of blows up the concept as it is currently implemented.
..................................and soloing the midbosses in normal after doing the final boss in vet is...just too obvious.
No, I know, not everyone can solo normal (or do so efficiently, e.g. tanks). Still.
This has all been discussed (to death) before, however.
- Checkbox to run only complete dungeons a) splits the group finder queue thus making it even harder to find a PUG at various non-peak times, and b) potentially shags without lubrication any group that, say, loses a healer due to DC or what have you halfway through a dungeon because >50% of the queue is for "complete" dungeons only.
- Giving people full credit for the final boss only opens up a huge mess of exploitation. Meanwhile, putting in code to differentiate how a player joins an instance (as well as other means of fighting said exploitation) may be too complex a task to spend developer resources.
In other words, both proposals discussed herein for what, two pages now, are not good solutions. Arguably, there is no good solution other than dynamic scalable (2-4) dungeons with no preset role requirements, but that sort of blows up the concept as it is currently implemented.
Point is, there really should be an easier way to complete pledges when you queue into a half complete dungeon. You can get your random daily rewards just by killing the final boss after you queue into a partially completed dungeon, and I see no reason why it shouldn't be the same for pledges. No one abuses the random daily reward system by kicking players at the last boss (at least, I've never seen it happen or seen people complaining about it), and I highly doubt it would happen with pledges.
A check box indicating you do not want to go to a partially completed dungeon (at least one boss dead) would be nice.
Point is, there really should be an easier way to complete pledges when you queue into a half complete dungeon. You can get your random daily rewards just by killing the final boss after you queue into a partially completed dungeon, and I see no reason why it shouldn't be the same for pledges. No one abuses the random daily reward system by kicking players at the last boss (at least, I've never seen it happen or seen people complaining about it), and I highly doubt it would happen with pledges.
This is because you don't get the random reward if you're invited to the group, even if the rest of the group queued random. Sure, you can kick someone, but you'd still get another PUG from the queue and have no way to know if it was someone you wanted.
If someone joins the run for the last boss, and you have the time, offer to re-run the dungeon with them to get the other bosses. It's an easy way to help out someone who is about to help you out.
Simple solution, if you join by finder you get pledge even if just last boss, invite you don't.
1. Please, ZOS, I'm begging you: either give us the option to NOT queue into partially completed pledge dungeons, or
2. give us pledge credit for helping groups complete dungeons when they're stuck on the last boss.
Why should I be penalized over and over again for other players' non-existent DPS? I don't mind helping people get past bosses quickly when they're stuck, and it's nice to receive praise from appreciative tanks/healers while the other "damage dealer" sits in a corner spamming light attacks or whatever TF they're doing, but it gets old after a while when you enter the dungeon and see that portal over and over again...
.
I separated out OP's original post because I wanted to offer feedback to both points individually.
For #1 - I completely agree. I think the current status quo for needing to complete initial phases/bosses of the dungeon should remain in place (more on that below) but also feel that you shouldn't be punished, unknowingly, by getting queued into a partially complete dungeon, then have to re-enter the queue to get the initial stages done.
For #2 I'm a little hesitant. This creates a potential abuse / player grief problem. By only requiring the final boss, I can see lots of scenarios where 3 guild mates pick up a PUG, get to the final boss, then kick said PUG and invite a guild mate in for a quick HM finish. Initial PUG gets completely screwed because all the work they put in to get to the final boss is essentially worth nothing towards completing the pledge.
Just something to consider.
Vermintide wrote: »This happens? I don't think I've ever been in a group that had issues with Direfrost Keep...
Direfrost is a potato masher dungeon with the last boss, your best bet is to educate your team about breaking free and push through.
What is hard about direfrost?
Not that I cant relate. I always skip banished cells II for this reason. Always that one guy with 5k dps who refuses to cleanse andwon't read chat or kill bubbles
This dungeon is 1 of the main reasons why I developed the knowledge and skills to solo content. Nothing is more infuriating than thoroughly explaining the mechanics to a group of people, even though they originally said that they knew what to do. And still have to see the final boss constantly heal herself, while the players who claimed they understood act and look flabbergasted by it all.
The last time I tried to PUG this dungeon, we had a tank that used a bow and S&B. And whenever the boss would siphon him, he’d cough in the mic as if choking (probably a burnout stoner). Then say, “Duuude, did you see that? She keeps helping, bro. WTF is her problem!?”
This dungeon is 1 of the main reasons why I developed the knowledge and skills to solo content. Nothing is more infuriating than thoroughly explaining the mechanics to a group of people, even though they originally said that they knew what to do. And still have to see the final boss constantly heal herself, while the players who claimed they understood act and look flabbergasted by it all.
The last time I tried to PUG this dungeon, we had a tank that used a bow and S&B. And whenever the boss would siphon him, he’d cough in the mic as if choking (probably a burnout stoner). Then say, “Duuude, did you see that? She keeps helping, bro. WTF is her problem!?”
You pugged and they came to Discord? xD
And ew! People who cough in the mic for any reason make me want to choke them
@Ch4mpTWThis dungeon is 1 of the main reasons why I developed the knowledge and skills to solo content. Nothing is more infuriating than thoroughly explaining the mechanics to a group of people, even though they originally said that they knew what to do. And still have to see the final boss constantly heal herself, while the players who claimed they understood act and look flabbergasted by it all.
The last time I tried to PUG this dungeon, we had a tank that used a bow and S&B. And whenever the boss would siphon him, he’d cough in the mic as if choking (probably a burnout stoner). Then say, “Duuude, did you see that? She keeps helping, bro. WTF is her problem!?”
You pugged and they came to Discord? xD
And ew! People who cough in the mic for any reason make me want to choke them
@Mureel These types of people are all over console. The folks with 420 in their names, and or something cannabis related. And if they aren’t coughing into their mics, then are taking obnoxiously loud rips from a bong or something. It’s beyond ridiculous. It’s 1 of the reasons why I often will refuse to join an chat (outside of text). Unless I’m with buddies, and or guildsmen.