Hi. I'm relatively new on ESO but I noticed that one of the main issues of the game is how difficult is to play random dungeons. I can be waiting for looooong minutes, specially if a tank is missing (I'm a healer but my friends tell me DPS wait longer than me).
Playing dungeons with minimum delays would be optimal and it's great when you're playing with your guild friends, but most people can't. So, here is my humble suggestions. I hope someone on Zenimax can take this and other people suggestions in mind for a future update.
1. Create "role skills" trees.
I mean, if you play dungeons as a tank, healer or dps, you can progress on that specific skill. And give those trees specific bonus but some few (and hard to get) general bonus, so people like me, that will never be a tank because it's hard (for me at least) have the motivation to try.
2. Give unique and useful skills.
I'm thinking of tanks, basically. One of the main reasons I'm not interested on playing as a tank is because I'm not good remembering paths, routes to follow in a dungeon. So maybe a unique skill for tanks could be an indicator of where to go. Maybe I'd play as a tank just for having that skill for me.
3. Create some NPCs that can "acreditate" you as a tank, healer or dps.
This could be with a basic tutorial mission, where you can learn some basic aspects of your role, because even when I'm CP300 already, I'm still learning how to be a better healer.
Thanks for reading...
Temeraire507 wrote: »The only way I can see this issue being truly resolved would be to make playing a tank or healer everywhere more attractive, which would probably require a system along the lines of NPC companions that I absolutely do not see happening.
Temeraire507 wrote: »Of course making those roles more attractive in dungeons could help, however it is problematic to do. How does the system check you are doing the designated job? What rewards does it give? How do the system and the rewards make sure it is attractive for everyone to take that role and actually fulfil it? THis is probably the biggest issue as would just create more incentive for DD's to flag as Tank or Healer not to actually play as Tank or Healer instead.
1. We already have skill trees for tanking and healing
2. Learning the dungeon is the way to learn what path to take.
1. We already have skill trees for tanking and healing
2. Learning the dungeon is the way to learn what path to take.
1. No, we don't. We have, if you're a healer, a "restoration staff" tree (or a specific one if you're a templar for example). But for the first one you MUST use a restoration staff for the passives and, for the second one, of course, you must be a templar.
2. Of course, but there are A LOT of dungeons and, as I said, some people isn't good remembering paths. A skill that could do it would be welcome for people like me.
VaranisArano wrote: »A simpler way to do this - and I know its been requested before - is training dummies that are oriented towards healers and tanks. Damage Dealers can train their rotation on the regular dummies, but tanks and healers currently have to test their builds "on the job."
Alternatively, another easy solution would be to expand ESO Logs to consoles. ESO Logs does a good job of tracking combat metrics that matter to tanks and healers and thus help them to improve, but sadly it's PC exclusive.
One thing I've wanted purely for the fun factor is an Undaunted ultimate that changes based on your group role.
Finally, one of the best ways to get more players to try out less-played roles might be for ZOS to introduce a "saved profile" where characters can quickly swap between gear, skill sets, and CP allotments. It's a lot easier to try out different roles or types of content when you can quickly swap, especially for those of us who play both PVE group content and PVP on the same character.
1. The restoration staff is a skill tree for a healer than S&B (and to a lesser degree frost staff) are skill lines for tanks. So there are skill lines. There are other skills useful to tanking (and healer) throughout the classes and game because ESO does not use the rigid designs other MMORPGs have in order to give us choice.
One of the major differences between ESO and a number of other top MMORPGs is we are not forced into one specific build by the game's design. This is a good thing.
2. I have never seen such a skill in a game. I think this is more about learning the dungeon.
1. The restoration staff is a skill tree for a healer than S&B (and to a lesser degree frost staff) are skill lines for tanks. So there are skill lines. There are other skills useful to tanking (and healer) throughout the classes and game because ESO does not use the rigid designs other MMORPGs have in order to give us choice.
One of the major differences between ESO and a number of other top MMORPGs is we are not forced into one specific build by the game's design. This is a good thing.
2. I have never seen such a skill in a game. I think this is more about learning the dungeon.
1. That is my point. If you are a tank, you'll never use a resto staff. BUT if a healer skill tree have a "health bonus" (for example) and it's a passive you can have with any weapon, well, surely a tank or a dps would try to be a healer just for that passive. Same would work for other roles.
2. Well, actually, in Skyrim you have a magic that show you the way you must go. And, even if something is not in any game, well, the better. Why you should only use skills or elements you've already seen in other games?