So, as it is needless to say eso does a really bad job at conveying the essence the trinity roles into the game.
Healers believe the only thing they should do is keep their allies alive. Or those that think they need to heal and deal damage.
Tanks believe they should control all the adds to fulfill their job. Or those that believe they need to only taunt only one add, block, and that's all their job should do.
Damage dealers are sure that as long as they deal some damage, it is what they signed up for. Or those that believe that unless damage dealers hit huge numbers they have no place in harder content (i am looking at you dlc dungeons).
A more extreme example I have is an irl friend that was sure she should choose the tank role, because as a melee character she would often find herself in some cross-fire.
Yep. exactly. Many different views, some of them arguably very wrong. And the game teaches us nothing about it. This leads to a lot of frustration. Damage Dealers that have 3 different builds (depending on the amount of support they are getting). People that believe a tank’s job in pve is to taunt, and hold block. People that blame their healer for not healing them, when in fact they were standing in damage, behind the healer, where he can't really see them.
Now, most of the problems are actually created by us, as a community, but i wouldn’t say it is our fault. Clashes between players are natural, nothing to do about it, and to be honest, as a community, from my interactions with it, eso has a great one.
The suggestion of adding dungeon roll certifications was suggested already a few times, and I advocated it probably a bit too much. So i am gonna list the few strengths it can have, if made well:
1. Introductions to your role, and what is expected of each.
I already introduced this point, but to be honest it has much deeper meaning than what I already said. The bar should be low. Not anything hard. Just enough to make your teams dungeon run comfortable.
2. Reinforcement of team effort -
while it is impossible to create this strong feeling in players, hints towards it can change a bit of the player’s perspective, and maybe help players be more open, and less toxic.
3. Establishing minimum requirements -
i mean yes, it is a controversial topic. But I hope we can agree that no one enjoys a run where the boss chases you all over the place when you are the damage dealer, or when your full fledged tank that has maybe 4k dps, is over 50% of the group’s damage. important: note that the certifications do not come to bar people from content, but try to help them understand their role. While higher levels will have stricter requirements, i don't think that a tank that is fixed on holding 1 add while 2 stone watchers are shredding their teammates have a place in vDoM. First he has to understand the importance of protecting your allies from hard hitting enemies.
4. A place where someone can get random traited, non-set, base armor and weapons that suit their role, and explanation about the various weapons.
Many newer players end up with just…. Bad gear. I remember that at first I was farming only vvardenfell just to have an up to date ‘set’ that always declined with time anyway. Gear progression from level 1 to 160 cp is unintuitive and poorly made, and it affects group play. Adding lootable up to level enchanted (random traits) non-set green items, with purple weapons, will help immensely. And since obviously it can't be free, put a price tag on it. 1k gold.
5. Introduction to basic mechanics
As an example, the original tutorial taught the players to bash. And then they are thrown into a world where… let's be honest, it doesn't matter. While in the normal certification (first level certification) i wouldn't require it, veteran certification should have drawbacks if it is not done. And the undaunted certification should make not interrupting dire consequences if you don't do it fast enough (5 seconds?). Many mechanics are very unintuitive for some, but very basic knowledge for others. It will help keep everyone more aware, and rid them off the feeling of helplessness. A more simple mechanic that should be easily introducable, is the food buff.
6.Raising the floor.
A huge improvement zenimax studios is trying to make in the game. But other than demolishing cp (a different topic all together) and standralizing easy to get equipment for lower levels (which i already covered), undaunted npc that can be questioned about the different skills and their uses, are well overdue. Player base knowledge about the game should come from the game itself, not other players. And making more knowledge available to all inside the game, while less refined than outside knowledge, should do wonders in raising the floor.
7. Opening the option to queue for multiple roles on one character (example, queue for healer
or damage dealer).
let's be honest, sometimes, we players are doing incredibly silly things. With such a system behind it, it will be possible to implement a multi role queue while minimizing the effect it has on fake roles. And good implementation will lead into faster queue time for everyone.
8. Lowering the amount of fake roles in the queue.
While I do agree it can't stop it entirely and maybe even barely affect it, adding the requirements of the certification for tanks will at least add them the option of slotting taunt (that some people are just too lazy to get) and easier access to s/b equipment, and basically almost eliminating it from the veteran and undaunted queues.
9. It will help people that are not yet ready for dlc dungeons (normal or veteran), or those that don't feel like doing them to exclude those dungeons from random queue
you can even add the option to choose the level of certification you are using to queue, many players want to be able to exclude dlc from their random, and to be honest it is a fair request, especially since the difficulty spike is huge.
After I established my point of view on the matter, let's delve into how I think and should be done, while obviously constructed around the strengths it should have (listed above).
Example for damage dealer normal certification:
You go to the certification tab inside the group finder, and queue for it. It loads you into the certification instance.
there are 3 instances to it, very similar to how main quest and harbotage works, just that this time, it is “The Undaunted Arena” existing under the undaunted tents
You find there Maj al-Ragath (Gilirion for healers, Urgalarg for tanks) which offers you various conversation options notice that higher level (veterant, undaunted, and truly undaunted) will have different dialog options.
The standardized equipment sack. First one you get on every character is free of charge. Later ones cost 1000 gold to not be abused, but still have a great deal to fall to instead of repairing bad old broken gear for newer players (which costs way too much). Consists of 7 green armors of one type (light if mag/healer, medium if stam, heavy if tank) and a set of purple weapons (fire lightning and ice for mag. Dual wield, 2h and bow for stam, 2 s/b+frost for tank, 2 healing sticks + 1 lightning staff for healer.)
Explanation about what you are gonna do after you enter the arena, example for normal version:
Dialog option: “What should i do when i am inside”
Undaunted answer: “well, you are the damage dealer, your job is to get them, before they get you and your friends.”
Dialog option: “what equipment should i search for”
Undaunted answer: “well, the equipment sack we offer is basic, but should do, other than that there are special sets with additional strong bonuses that can make you truely undaunted.”
Dialog option: “i...wont die… right?”
Undaunted answer: “what an amusing thing to ask! Usually new recruits just go in to slash things. Don’t worry, your healer should take care of it as long as you stand where he can see you. Just focus on bashing things!
Well, unless you stand in fire, some fools can’t be saved.”
Example for conversations for the different levels:
Dialog vet option: “What should i do when i am inside”
Undaunted answer: “well, you are the damage dealer, your job is to get them, before they get you and your friends. Just make sure you kill the small fries if you feel like your team is going to get overwhelmed.”
Dialog undaunted option: “What should i do when i am inside”
Undaunted answer: “Well, you are the damage dealer, but you should fight like true undaunted. Kill those who you know that will be dangerous quick, bash their face, stay out of the rain of fire, kite the melee ones that focus you into other enemies so they burn in your magics and arrows, TEAR THEM ALL APART BEFORE THEY MANAGE ANYTHING
Uh, sorry, I got over emotional for a moment.”
Additional dialog unlocked: “bash?”
Undaunted answer: “uh this? Sometimes enemies try to cast powerful spells that can be devastating, you have to interrupt them, while some skills can do so, the most basic solution is to put your weapon in a defensive position, and then shove it in their face.”
Obviously the various text options are built to help, the combat is the real part of the certification quest. The tests will always have 2 npc assisting you in your team to stimulate the missing roles. Examples for damage dealer normal quest
will be killing one 200k hp enemy bone colossus, that has three 10k hp enemy adds spawn every 15 seconds, with occasional small red aoe’s falling on them from the sky (small aoe, 10 second duration, 20 seconds cooldown, to die from it you need to stand in it for really long, and that's if you dont heal yourself, healer npc mitigates most of the damage, healing you.)
Example of same vet quest option:
will be killing one 400k hp enemy bone colossus in addition to one 400k hp mage. The bone colossus retains his own mechanics(strengthened a bit, in addition mage is hitting you (low damage, is mitigated by healer heals, if you stand in them) and needs to sometimes be interrupted, or he hits the group for a lot of damage(swirly fire damage from hel ra
). You can outheal it if you don't interrupt, in addition he will also have almost one shot big aoe explosion (CoH1 mage did it good). In this test healer starts providing you with synergies and the tank lays down a blood altar. Enemies can be balanced to be in line with the vision zos has for base requirements
Example for the undaunted version:
somewhat combination of 2nd boss of vDoM and the mage from vFL last boss in hm. Big 3,000,000 boss that spawns dangerous add (300k hp) every 25%. Tank only taunts one of them. Second one will be on you if you didn't kill the previous one if the tank has one on him for longer than 30 seconds he dies. They have the ice attacks of stone watchers (a lot of small aoe) but non interruptible. Mage boss (immune) goes down and casts the interruptible spin for 10 seconds at 80% 60% and 40%
Example for tank normal version:
2 dds with you, hp of boss is the same as solo version, just he heals. Fast, as much as 1 damage dealer deals. So if the tank runs around, boss heals faster than being damaged by ground aoes, dds have 10k health, so if you lose agro and boss heavy attacks, it one shots them. Obviously it loses agro the moment you dont taunt, and the npc damage dealer starts running away from boss, with boss behind him. Heavy attack hits for 20k unblocked, light attacks for 3k unblocked. Boss is immune for you.
Obviously if one of your team members dies the undaunted will be unhappy with you, and send you back into the arena, even if you managed to finish it off. (healer and tank will get it more, but dd can be hit by this disqualification too). Finishing the quest for the first time for each role gifts you some experience (equivalent to a random normal after daily bonus) and the ability to queue as that role for normal (non dlc) dungeons. Veteran gives you access to normal dlc and vet dungeons. Undaunted to vet dlc dungeons, and truly undaunted is just for fun (yey a title!).
The idea obviously need polishing but it is a more polished version of what was already presented at the forums, and all the numbers and mechanics could (and should) be adjusted so they reflect better the minimum requirements, using already in game values from dungeons (half the hp of bosses and adds that they spawn, BC2 and CoH2 last bosses come to mind, normal and vet versions.)
Anyway, ye, zvavi is bored in quarantine, discuss.