You just need a decent grasp of player mechanics and proper gearing and skill usage. .
DC2 there is a pile of ads to herde outside.
OP is pretty much saying “Everyone should
play the way I want to, and if they refuse they should not be allowed to play with me”.
Just join a guild with like-minded and stop running with pugs. If you pug a run, don’t expect anything at all.
Now, if the tank and healer were somehow in cahoots and decided to run all the way to the boss after the kwama hall, then sure, that's a problem.
They are not on a timer. They get triggered when a player crosses a certain point near the very start of the dungeon. If any player crosses that spot, the first group of adds come rushing to the entrance.newtinmpls wrote: »
Anyone else think its about time that a CP cap or something similar is added to dungeon finder? I for one am tired of chasing after speed players/player who basically just rush off and complete a dungeon solo not thinking of their low level groupmates. Ignoring people who are on quests etc etc. So perhaps it is time to place a level cap, so high level players can only play veteran dungeons after a certain level or CP?
newtinmpls wrote: »
They are not on a timer. They get triggered when a player crosses a certain point near the very start of the dungeon. If any player crosses that spot, the first group of adds come rushing to the entrance.
If the Tank and heal go ahead, then follow, that your role as DDs, not the contrary.
While we agree that the tank usually decides the pace in a dungeon, it is still his responsibility to keep an eye on the group, making sure that noone is lagging behind and that everyone is ready and buffed and ported in.
If the tank and his buddy decides to run off without a word, it's is his decision. In that case, I assume he knows what he's doing and can handle the situation like the pro that he is. And the last thing I do is wade through a lake of trash mobs that he decided to skip just to save his fluffy butt when something goes wrong.
If the Tank and heal go ahead, then follow, that your role as DDs, not the contrary.
While we agree that the tank usually decides the pace in a dungeon, it is still his responsibility to keep an eye on the group, making sure that noone is lagging behind and that everyone is ready and buffed and ported in.
If the tank and his buddy decides to run off without a word, it's is his decision. In that case, I assume he knows what he's doing and can handle the situation like the pro that he is. And the last thing I do is wade through a lake of trash mobs that he decided to skip just to save his fluffy butt when something goes wrong.
@Azmodan How did you find the individual dps of other 3 players in the group? I am asking because I'm genuinely curios.Just want to tell the tale about non veteran players in veteran dungeon.
On PC EU today keys I find a group of low level players (80, 100 and the third one was something around CP) through the group finder. I am 880 CP dd.
Oh, I think, it will be pain. But I was willing to help them and no rush, we take trash one by one. For you to understand the difficulty of the boss fight, here is Sister Vera damage meter:
DD (me) - 35926
DD - 5280
Tank - 3013
Heal - 1682
And this nice group have kiked me from the last Boss. Good luck to them and don't tell me to be patient next time.
Sister Vera is a boss in Banished Cells 2 I think. Seems unlikely someone logged such a run.
1. Don't know about that one tbh.
U sounds like u really don't know how to monitor dps thats why I gave u 3 addons to choose. U absolutly right about combat metrics and hodor. I can tell u about Bandits UI that share dps should be enabled too and most of the time i can see only my dps and total dps. But this time Bandits shows me every member dps. I guess they have dps share enabled.How did you find the individual dps of other 3 players in the group? I am asking because I'm genuinely curios
FrancisCrawford wrote: »
If a tank -- without prior agreement from group members -- runs past mobs that he DOESN'T aggro or otherwise control, then he isn't doing his job. Possible exception: Mobs that can be easily bypassed by everybody, groups of which can be found in most dungeons.
Now one tactic who is useful in easy dungeons like normals it to run past mobs and pull them around a corner so you fight multiple trash groups as one.FrancisCrawford wrote: »If the Tank and heal go ahead, then follow, that your role as DDs, not the contrary.
While we agree that the tank usually decides the pace in a dungeon, it is still his responsibility to keep an eye on the group, making sure that noone is lagging behind and that everyone is ready and buffed and ported in.
If the tank and his buddy decides to run off without a word, it's is his decision. In that case, I assume he knows what he's doing and can handle the situation like the pro that he is. And the last thing I do is wade through a lake of trash mobs that he decided to skip just to save his fluffy butt when something goes wrong.
If a tank -- without prior agreement from group members -- runs past mobs that he DOESN'T aggro or otherwise control, then he isn't doing his job. Possible exception: Mobs that can be easily bypassed by everybody, groups of which can be found in most dungeons.
I think it is pretty clear this is a issue with many players, thus really needs addressing. Sure its easier to 'farm' normal dungeons and just ignore the poor newer players. But its just plain lame.
I think it is pretty clear this is a issue with many players, thus really needs addressing. Sure its easier to 'farm' normal dungeons and just ignore the poor newer players. But its just plain lame.
It's all abut checks and balances though. Being stuck in a dungeon with them while we're farming is pretty awful too, considering we can't even use the gear that is dropping for them. I can't tell you how many times I've gotten through an entire normal DLC dungeon pug with a sub 160CP player, and they end up being the only one to get the drop I needed. It's almost like they're guaranteed to get it. My only solace is that I can requeue and speed through again. If anything is done in terms of changes, I'd rather see Zos create a separate sub 160 queue so that we don't even see one another until they're big enough to share gear.
amm7sb14_ESO wrote: »I think it is pretty clear this is a issue with many players, thus really needs addressing. Sure its easier to 'farm' normal dungeons and just ignore the poor newer players. But its just plain lame.
It's all abut checks and balances though. Being stuck in a dungeon with them while we're farming is pretty awful too, considering we can't even use the gear that is dropping for them. I can't tell you how many times I've gotten through an entire normal DLC dungeon pug with a sub 160CP player, and they end up being the only one to get the drop I needed. It's almost like they're guaranteed to get it. My only solace is that I can requeue and speed through again. If anything is done in terms of changes, I'd rather see Zos create a separate sub 160 queue so that we don't even see one another until they're big enough to share gear.
There is a really simple solution to this that doesn't include kicking < 160's or rushing through dungeons and ruining their experiences. Actually, there are 2:
1. Farm gear on vet so you have a higher likelihood of getting CP160 group mates
2. PRE-MAKE A GROUP WITH YOUR GUILD! The simplest friggin' one. How hard is it to type "/g1 I'm gonna run <insert dungeon here> for a gear run, anyone want to come?" I do it *all* *the* *time* because it makes the runs smoother and increases my chances of getting the gear drops I want.
When you go into a PUG, it is completely rude and selfish to try to dictate the terms of the dungeon because you are farming gear. Your issue is not the issue of these other random people who just want to play the game.
If as a group everyone agrees to a speed run, then absolutely cruise through it as fast as you want. But I absolutely cannot stand it when I get grouped with some speed rusher who thinks their personal goals are now the responsibility of everyone else they encounter in the game, and will actively ruin the experience of anyone they come across because their gear run is more important.
There is 0 valid reason to act like that in a PUG dungeon, and no amount of trying to rationalize and justify it is valid.
Instead of the cp lock i vote for a “story mode” and “speed run” queue.