MrBrownstone wrote: »You guys really think that the problem is light/heavy attacks?
I queued for a random veteran yesterday as a tank. It was Tempest Island, one of the base game dungeons where noob players can really struggle at the final boss.
Our group had a total of max 30k dps on bosses, and 5k of that was mine. Considering that Healer probably did more, the other CP 810 dds weren't pulling 10k each. Yes, CP 810. The Sorcerer one had more HP than me and kept spamming random skills, like refreshing Haunting Curse before it has a chance to explode, and the other 2H/Restoration staff guy kept just light attacking after using Stampede once at the beginning of each battle.
Of course I had to switch to my PvP set and solo the final boss. Sorcerer dude survived thanks to his 40k hp but didn't do any damage, other dd stayed dead after 3 rez attempts.
Do you honestly think that light attacks are the problem of these players? I can't see how it's gonna help them at all.
At first, I was mad at them for queueing for vet. But it's not their fault! I've learned this game from external sources and I don't expect everyone to do the same. Some people just think they're doing it right and don't do any research.
You fail to teach how to play your game, you're doing a terrible job at it! Take a loot at the tutorial of Mortal Kombat 11, one of the most detailed fighting games for a newcomer. They did an amazing job. You have to create tutorials (yes, multiple tutorials on different topics) which aren't forced at the intro of every chapter but is accessible on the character select screen and encourage players to do it, maybe give some cosmetics/gold in exchange for completing them.
This is the source of the problem, not the light attacks. There are lots of topics discussing how the current proposed changes won't work so I'm not going to discuss it. I just wanted to let you know my opinion on what to do instead of those changes.
Please don't lock this and say "there is already a topic on light attack changes" my topic is not about them, it's about the lack of a proper tutorial.
Agenericname wrote: »I agree that ESO lacks a good tutorial, however, even if it had one overland does not reinforce the need to use many of the mechanics. It isnt until and arena, dungeon, pvp, or a trial that they come into play.
Agenericname wrote: »I agree that ESO lacks a good tutorial, however, even if it had one overland does not reinforce the need to use many of the mechanics. It isnt until and arena, dungeon, pvp, or a trial that they come into play.
I agree with this. Leveling up is supposed to be challenging so you can learn the needed skills for endgame.
What use is the tutorial if the gameplay that they’ll go into is going to be easy to do with simple tactics.
Just watching a tutorial isn’t going to make people use what the tutorial said to do.
At most it would only help the people who would’ve searched only for the stuff that was shown in the new tutorial. Basically you’re just cutting out the middleman.
barney2525 wrote: »Agenericname wrote: »I agree that ESO lacks a good tutorial, however, even if it had one overland does not reinforce the need to use many of the mechanics. It isnt until and arena, dungeon, pvp, or a trial that they come into play.
I agree with this. Leveling up is supposed to be challenging so you can learn the needed skills for endgame.
What use is the tutorial if the gameplay that they’ll go into is going to be easy to do with simple tactics.
Just watching a tutorial isn’t going to make people use what the tutorial said to do.
At most it would only help the people who would’ve searched only for the stuff that was shown in the new tutorial. Basically you’re just cutting out the middleman.
Well, that's why you do More Than One tutorial
Start with a tutorial on the basics you need to play the game
A Second separate tutorial for the basic dungeons/soloing WBs
A Third separate tutorial for the Vet Dugeons/ Trials
It's not all going to fall under a single Tutorial umbrella
IMHO
barney2525 wrote: »Agenericname wrote: »I agree that ESO lacks a good tutorial, however, even if it had one overland does not reinforce the need to use many of the mechanics. It isnt until and arena, dungeon, pvp, or a trial that they come into play.
I agree with this. Leveling up is supposed to be challenging so you can learn the needed skills for endgame.
What use is the tutorial if the gameplay that they’ll go into is going to be easy to do with simple tactics.
Just watching a tutorial isn’t going to make people use what the tutorial said to do.
At most it would only help the people who would’ve searched only for the stuff that was shown in the new tutorial. Basically you’re just cutting out the middleman.
Well, that's why you do More Than One tutorial
Start with a tutorial on the basics you need to play the game
A Second separate tutorial for the basic dungeons/soloing WBs
A Third separate tutorial for the Vet Dugeons/ Trials
It's not all going to fall under a single Tutorial umbrella
IMHO
My reason still stands. Just because there is a tutorial doesn’t mean people will follow it. People who do want to learn will learn anyways from videos, etc.
How are you going to give those three tutorials that doesn’t leave room for people ignoring it or forgetting it?
Tutorials are just cutting out the middleman.
Carespanker wrote: »I just want a tutorial people are forced to do for animation canceling and weaving BEFORE they and do any form of veteran content, hell I have about 2 hours of code experience from a college course that I ended up getting a B- and im absolutely sure I can have it finished in an afternoon lol.
Play solo. Solved all my problems
Make the tutorials requirement for dungeons, with few "levels" of them for each role, that way we can get rid of fake tanks/healers in queue as well.