AcadianPaladin wrote: »I'm not sure how to fix the problem of fake tanks. I can only offer the thoughts and observations of my one character who is a Real. Main. Tank.
Real tanks are a small population. Those who are willing to pug are a much smaller population still. So why do so many tanks refuse to pug?
Our job is to grab the boss, turn him away from our group, root his nearby adds, chain in tougher ranged foes and hold them all in a tight killing zone for our dps. In order to do that quickly and smoothly, we need to control the initial 'pull'. It is much easier to gain and hold initial aggro than it is to try to salvage it from squishies who jump the gun and turn calm into chaos before the tank can do their initial pull.
Consider a group that is familiar with how to use a tank. They stay behind me, advance at my pace and wait to open fire until I have grabbed the boss. I become a serious damage multiplier for my dps as I provide a captive batch of targets inside a tight killing zone for their AoEs. Further, my dps are safer and don't have to dance around as much which makes the healer's job much easier as well. My dps and healer know that some boss mechanics can break my taunt and if they get a boss in their face, they drag the boss back to me instead of trying to kite it all over the battlefield. When I have a group that knows how to use me, I confess I sometimes feel like a god - and THAT is why I tank.
Contrast that to pugging. In too many pugs, an aggressive dps races ahead charging into a mess while I am trying to jog along behind, still recovering stamina from the last fight (most tanks intentionally have very poor stam regen since it drops to zero while blocking anyway). In too many pug fights, I find myself trying to salvage a mess that, if the team had just let me go in first and gain control would never have devolved into a mess. During fights like that, I feel rather worthless trying to chase down a rogue boss or three intent on killing the kiting squishies who are leading them all over the place.
How is it these pug groups never learned how to properly work with a real tank? I submit they learned it from fake tanks. . . .
A couple random additional thoughts:
- If I ask to go in first over the chat box in a pug, it generally just sets me farther behind the racing squishies since I have to stop to type and my typing gets ignored anyway.
- If you really want to lead the group and be the first to start the fights, I suggest you learn how to be a Real. Main. Tank.
I_B_Squishy wrote: »I don't think guys are understanding what I'm saying.
Now unless you want to play a REAL tank yourself the better solution is to try to get ZOS to somehow BUFF tanks so you get more of them-not an easy thing to do.
My suggestion was an AOE taunt that does health based damage, with the damage component removed in PVP. I was told that ZOS doesn't balance for PVP and PVE separately.
I_B_Squishy wrote: »I don't think guys are understanding what I'm saying.
If you did away with *fake* tanks, queues will be DAYS long. FAKE tanks outnumber REAL tanks.
Makes no difference to me, I'm a tank and I'll still get groups instantly.
But if you're a DD you'll probably give up before you ever see a dungeon finder group again.
Darkenarlol wrote: »ZOS allready did everything so you can get only dedicated players of your desireble level of skill..
they gave you your friend list...
so stop whining about fake/bad/lower than your expectaions players
you never can come to adequate solution by forcing someone to do what you think they should do
for example anyone with lower than 40k dps single target is fake dps imo... so my queue always full of fake dd's
Darkenarlol wrote: »ZOS allready did everything so you can get only dedicated players of your desireble level of skill..
they gave you your friend list...
so stop whining about fake/bad/lower than your expectaions players
you never can come to adequate solution by forcing someone to do what you think they should do
for example anyone with lower than 40k dps single target is fake dps imo... so my queue always full of fake dd's
Grind_Zilla wrote: »how about , zenimax imprint a lock for ur build when choosing tank / dd / healer.
same like pve , and pvp option to choose "server" like Na Eu option change has,
most fake tanks / healers is pvp players spaming vigor in dungeons.
Funny how none of the solutions include rolling a tank yourselves.
If there were more tanks in the queue, the whole thing would be a non-issue.
A lot of posts but most are missing the point. I have more viable suggestion. Well at least easier to implement as it doesn't require to change anything.
First go to the root of the problem: my DDs queue is usually 20-40mins. If this would be shortened there would be much less fake tanks. No DD wants to select _tank_ when joining the queue but some of us don't really have much choice if they want to play the game instead of sitting in a chair just doing nothing. Sometimes (often) group is never even formed. You cannot expect people to wait indefinitely. 90% of players would start to cheat this way if in the same position day after day. Well I don't, but I understand anyone who does this.
Problem is in fact the unknown inner mechanics of the queue. If you'd just add options (filters) as it was suggested it would be even worse (queues would be longer).
What I suggest for starters is much simpler: make the actual mechanics known and visible. Show the queue so that every person knows his current status. Yes it would be some kind of an approximation but if I see that I'm in the top ten-ish in line I will wait. If I'm not, I will go do other stuff and maybe try later and not sit in the chair with a blank expression on my face for the next half an hour as non-DDs expect from me to do.
There are a lot of ways on how to optimize the queue, but this simple label output would help enormously. Just give us the damn numbers so we know if there's any chance of getting a group in the next hour.
All said, I'm skeptical that ZOS will grant us anything useful as I have some idea of how the queue works and I must say it's not pretty. A simple test for you: Add a fellow DD and join the queue. I never waited more than 10 mins (usually less than 5). I don't know why 2xDD have such priority over DDs solo waiting for more than 30mins. Group finder is implemented pretty badly, but additional filters won't help with people trying to get ahead.
edit: My time of doing the 3 daily undaunted pledges as a DD is 2-3 hours. You can calculate how much of that is spent waiting, doing writs, running around delves or simple quests, never knowing when my group is ready. Not really the best way to enjoy this game.
Funny how none of the solutions include rolling a tank yourselves.
If there were more tanks in the queue, the whole thing would be a non-issue.
Start carrying a heavy armor set, and if you can't be bothered unlocking S&B or UD, grab an ice stick.
Funny how none of the solutions include rolling a tank yourselves.
If there were more tanks in the queue, the whole thing would be a non-issue.
Start carrying a heavy armor set, and if you can't be bothered unlocking S&B or UD, grab an ice stick.
Exactly.
Don't like fake tanks? Become a REAL one yourself.
What, you don't want to play tank? Nobody else does either! That's why the queues are so long, and that's why when you finally get a group the *tank* is a DD.
OP, your first idea, the debuff to damage for support roles is great. I'd support it.
To be less punishing though, is maybe offer perks to healers who heal more than they damage, or meet a healing quota, and tanks who taunt and CC timed quota. As far as the perks are concerned, if these support roles meet the quota, they can be rewarded better gear drops, more gold, or chances for other perks. The DPS roles would not receive any extra perks.
Before everyone gets into a "this will break the game" tirade, this is applied by other MMOs, and it works.
rosendoichinoveb17_ESO wrote: »If people cannot do decent amount of damage and are in the dungeon just to learn it or for enjoyment then it would be better for everyone to find a 4 man party from a guild or friends instead of expecting to either be carried or to waste people's valuable time with mediocre damage output.
OP, your first idea, the debuff to damage for support roles is great. I'd support it.
To be less punishing though, is maybe offer perks to healers who heal more than they damage, or meet a healing quota, and tanks who taunt and CC timed quota. As far as the perks are concerned, if these support roles meet the quota, they can be rewarded better gear drops, more gold, or chances for other perks. The DPS roles would not receive any extra perks.
Before everyone gets into a "this will break the game" tirade, this is applied by other MMOs, and it works.
OP, your first idea, the debuff to damage for support roles is great. I'd support it.
To be less punishing though, is maybe offer perks to healers who heal more than they damage, or meet a healing quota, and tanks who taunt and CC timed quota. As far as the perks are concerned, if these support roles meet the quota, they can be rewarded better gear drops, more gold, or chances for other perks. The DPS roles would not receive any extra perks.
Before everyone gets into a "this will break the game" tirade, this is applied by other MMOs, and it works.
while fakers will lose interest if they hit like wet noodles.
AcadianPaladin wrote: »I only pug normals. And I only pug with my real healer and real tank. My healer likes it since she is all about reacting and supporting whatever she gets. My tank usually finishes a pug frustrated though by squishies who charge ahead. I mention this to be clear that I am healer/tank focused. That said, I'd be perfectly happy to have two queue options. One for a 'classic' group (1 tank, 1 healer, 2 dps) and one queue for a 'flexible' group - any foursome combo. I'm sure this would routinely be 4 dps as tanks and healers would generally queue for the classic groups. The flex option would at least relieve those dps who choose it with hopefully shorter wait times.