MikeSkyrim333 wrote: »And yes, gathering your own group is not a solution, it’s avoiding of the problem
Too much potential for abuse. Voting people out of the instance is the remedy. Not voting them out of the game.
MikeSkyrim333 wrote: »ZOS must make reports for choosing inappropriate role in dungeons, because players are abusing it
MikeSkyrim333 wrote: »ZOS must make reports for choosing inappropriate role in dungeons, because players are abusing it
Even in normal dungeons I have problems due to fake tanks, fake healers and fake dd. I recently played DLC normal dungeon for 40 minutes (!) because I had a fake tank that died on the first boss with 2 hits and this happens very often, this is not normal! He even didn't have taunt!
Kicking is not a solution
Why should I search for a dungeon for 20-30 minutes as a dd, and fake tank (dd) finds it in 10 seconds? Let's all choose the role of the tank and chaos will begin
I suggest to make special report for inappropriate role, so every player in dungeon can report for it. If player get 10 reports he can't search for dungeon for 24 hours. This can be a 1st step as a cardinal solution
And yes, gathering your own group is not a solution, it’s avoiding of the problem
Recently while farming mythics, i did a lot of "fake " tanking in normal dungeons, in full dd gear, just replaced 1 skill with inner rage and thats it ......tanking in this game isnt just about holding aggro and not dying, you have to debuff etc.
MikeSkyrim333 wrote: »ZOS must make reports for choosing inappropriate role in dungeons, because players are abusing it
Even in normal dungeons I have problems due to fake tanks, fake healers and fake dd. I recently played DLC normal dungeon for 40 minutes (!) because I had a fake tank that died on the first boss with 2 hits and this happens very often, this is not normal! He even didn't have taunt!
Kicking is not a solution
Why should I search for a dungeon for 20-30 minutes as a dd, and fake tank (dd) finds it in 10 seconds? Let's all choose the role of the tank and chaos will begin
I suggest to make special report for inappropriate role, so every player in dungeon can report for it. If player get 10 reports he can't search for dungeon for 24 hours. This can be a 1st step as a cardinal solution
And yes, gathering your own group is not a solution, it’s avoiding of the problem
I have a possible solution... but it requires a bit of a change to how dungeons (and raids) work for it to be possible. It is my opinion that Gear and Skills should be locked in while inside of a dungeon. You should no be able to change them up. Lots of games that give you more abilities than you can equip at any one time as a way to enforce your build and stop things like everyone swapping from AOE skills for trash to Single Target skills for bosses.
If this happened... then there could be a simple check when queing for a dungeon. In order to que tank, you need to have some way to taunt, either an ice staff with passive or a skill equipped. In order to heal, you need to have at least one skill equipped that can restore health to party members.
This wouldn't stop people from making fake healers and tanks completely... but it would ensure that anyone who gets into a dungeon as the role at least has the capability to perform it (however poorly).
Lock tanks to sword and shield problem solved.
I know that doesn't mean they use the right skills, but who wanna dps with sword and shield?
MikeSkyrim333 wrote: »And yes, gathering your own group is not a solution, it’s avoiding of the problem
redgreensunset wrote: »I have a possible solution... but it requires a bit of a change to how dungeons (and raids) work for it to be possible. It is my opinion that Gear and Skills should be locked in while inside of a dungeon. You should no be able to change them up. Lots of games that give you more abilities than you can equip at any one time as a way to enforce your build and stop things like everyone swapping from AOE skills for trash to Single Target skills for bosses.
If this happened... then there could be a simple check when queing for a dungeon. In order to que tank, you need to have some way to taunt, either an ice staff with passive or a skill equipped. In order to heal, you need to have at least one skill equipped that can restore health to party members.
This wouldn't stop people from making fake healers and tanks completely... but it would ensure that anyone who gets into a dungeon as the role at least has the capability to perform it (however poorly).
While nowhere near as bad as OP's idea this still isn't a good one. Sorry but sometimes me or my group have to switch up skills during a dungeon to get through a boss fight, or just make things easier for us. Especially if we're testing things out, new build, new grouping structure, heck whole new dungeon or whatever.
This idea needlessly punish groups that are premade and trying things out by forcing them to start over completely if their setup doesn't work, simply because a minority can't behave.
MikeSkyrim333 wrote: »ZOS must make reports for choosing inappropriate role in dungeons, because players are abusing it
Even in normal dungeons I have problems due to fake tanks, fake healers and fake dd. I recently played DLC normal dungeon for 40 minutes (!) because I had a fake tank that died on the first boss with 2 hits and this happens very often, this is not normal! He even didn't have taunt!
Kicking is not a solution
Why should I search for a dungeon for 20-30 minutes as a dd, and fake tank (dd) finds it in 10 seconds? Let's all choose the role of the tank and chaos will begin
I suggest to make special report for inappropriate role, so every player in dungeon can report for it. If player get 10 reports he can't search for dungeon for 24 hours. This can be a 1st step as a cardinal solution
And yes, gathering your own group is not a solution, it’s avoiding of the problem
redgreensunset wrote: »I have a possible solution... but it requires a bit of a change to how dungeons (and raids) work for it to be possible. It is my opinion that Gear and Skills should be locked in while inside of a dungeon. You should no be able to change them up. Lots of games that give you more abilities than you can equip at any one time as a way to enforce your build and stop things like everyone swapping from AOE skills for trash to Single Target skills for bosses.
If this happened... then there could be a simple check when queing for a dungeon. In order to que tank, you need to have some way to taunt, either an ice staff with passive or a skill equipped. In order to heal, you need to have at least one skill equipped that can restore health to party members.
This wouldn't stop people from making fake healers and tanks completely... but it would ensure that anyone who gets into a dungeon as the role at least has the capability to perform it (however poorly).
While nowhere near as bad as OP's idea this still isn't a good one. Sorry but sometimes me or my group have to switch up skills during a dungeon to get through a boss fight, or just make things easier for us. Especially if we're testing things out, new build, new grouping structure, heck whole new dungeon or whatever.
This idea needlessly punish groups that are premade and trying things out by forcing them to start over completely if their setup doesn't work, simply because a minority can't behave.
Yeah, there is definitely give and take with this. Although I like the idea of locked skills and gear in instances, I can see why others wouldn't. I like it because I see part of the puzzle of a dungeon or raid being "I have 12 skills, how do I set them up in such a way that I can complete the entire instance, not just one segment of it" and being able to change skills removes that part. I am probably just trained to think that way by other games though and I 100% realize that this mentality is a personal preference thing.
You could still implement the skill check at que time though. If someone swaps out of the skill once the dungeon starts, at least you know that they have access to it to put back on. No who ques tank or healer could say "I don't have a Taunt/Heal"
redgreensunset wrote: »I have a possible solution... but it requires a bit of a change to how dungeons (and raids) work for it to be possible. It is my opinion that Gear and Skills should be locked in while inside of a dungeon. You should no be able to change them up. Lots of games that give you more abilities than you can equip at any one time as a way to enforce your build and stop things like everyone swapping from AOE skills for trash to Single Target skills for bosses.
If this happened... then there could be a simple check when queing for a dungeon. In order to que tank, you need to have some way to taunt, either an ice staff with passive or a skill equipped. In order to heal, you need to have at least one skill equipped that can restore health to party members.
This wouldn't stop people from making fake healers and tanks completely... but it would ensure that anyone who gets into a dungeon as the role at least has the capability to perform it (however poorly).
While nowhere near as bad as OP's idea this still isn't a good one. Sorry but sometimes me or my group have to switch up skills during a dungeon to get through a boss fight, or just make things easier for us. Especially if we're testing things out, new build, new grouping structure, heck whole new dungeon or whatever.
This idea needlessly punish groups that are premade and trying things out by forcing them to start over completely if their setup doesn't work, simply because a minority can't behave.
Yeah, there is definitely give and take with this. Although I like the idea of locked skills and gear in instances, I can see why others wouldn't. I like it because I see part of the puzzle of a dungeon or raid being "I have 12 skills, how do I set them up in such a way that I can complete the entire instance, not just one segment of it" and being able to change skills removes that part. I am probably just trained to think that way by other games though and I 100% realize that this mentality is a personal preference thing.
You could still implement the skill check at que time though. If someone swaps out of the skill once the dungeon starts, at least you know that they have access to it to put back on. No who ques tank or healer could say "I don't have a Taunt/Heal"