ZaroktheImmortal wrote: »As a healer I often Tank most pledge everyday running with 3 DD.
Their is only few DLC one where I can't, otherwise, it's just about taunt and dodge.
I'll probably made a tank soon though, still more useful than healer these day. I've even take a long break from the game and came back a bit after greymoor, it was just so boring to play as "healer" where most of the time I switched to full DD cuz healer is not needed when your friend/group are good enough.
Tank have lot of utility, but healer ? Outside of trial ? Mehh, the only moment heal are useful is when running with casual or progression player, that all.
Healers can buff the team add to their stamina and magika debuff enemies. My olorime boost team dps. I can off-set them with lightning staff(yes I know a lot of tanks use this too) I can restore their stamina and magika with well various things. I can use debuffs on bosses. Healer role is much more than restoring health just as tank role has more than just taunting enemies. The general view that this is all they are and that we can just dps through all the content is the general reason why random groups are a mess.
gatekeeper13 wrote: »Atherakhia wrote: »[do you think players capable of doing 80k+ DPS blindfolded enjoy getting in groups with fake tanks, fake healers, or DPS that can't break 20k? This can't be helped.
It's not a problem for a DPS that does 80k+ dps to carry a <20k DPS. I pug'd vUHG the last time as a DD and actually carried the other guy by doing 70%+ of group dps (my max dps is 65k). It wasnt a problem.
Biggest problem is for tanks when they cant find decent DDs who can at least wait for tank to aggro adds before they rush in aggro-ing everything and making a tank's job real hell. Or DDs that can't clear enemies fast and cause the tank to run out of resources. Try doing as a decent DD with a mediocre DD the Orb boss in vDoM and then try to do it as a tank with low dps DDs. A Nightmare on DoM Street.
This is a great game but it does have two glaring weak spots. You see both of them easily with the groupfinder.
1) The dps system is broken, and i believe that automation is far more widespread than people want to admit. This is why weaving has to go ( light attack on global timer), -300 weapon and spell dmg debuff on block for 3 seconds and a +15% dmg to all skills is required.
2) the dlc dungeons are linear one shot dodge fests with no depth. The throw yourself at it until you succeed model is not compatible with the groupfinder at all. Dungeons should have global mechanics. Leave the trial mechanic gameplay to the trials where that "progression" model is supported. Accomplishes two things: makes it easier for those who automate and makes the dungeon itself a oneshot dodgefest. You complete it once and dont go back or you just avoid it altogether.
keep complaining though about no tanks, long waits, fake roles, performance and lag....
The dps system is broken, and i believe that automation is far more widespread than people want to admit. This is why weaving has to go ( light attack on global timer)
kathandira wrote: »If a Trash pull takes 5 minutes, I know the group isn't worth sticking around in
Agree, having to do some test each time would be pointless and locking in skills and gear would be directly harmful.visionality wrote: »I think this discussion is overblowing the subject. @Donny_Vito has nailed down the main problem: An end-game tank cannot do much else then end-game content, even overland stuff is sitting badly on his build (even when he adapts). So especially ppl with lower cp will always build a hybrid that enables them to continue leveling. But hybrids hit their skill ceiling somewhere in the vet DLC dungeons, so there is fewer and fewer tanks who dare doing the toughest dungeons. More often than not, a lower-cp tank insta-quits when he accidentially ends up in Lair of Maarselok or Moongrave Fane.
When it comes to the Arena-idea of @Swordancer, I doubt any long-term player doing dailies would be willing to 'prove' his setup and ability every single time before doing a dungeon. So basically you would just further reduce the number of available tanks.
ZaroktheImmortal wrote: »As a healer I often Tank most pledge everyday running with 3 DD.
Their is only few DLC one where I can't, otherwise, it's just about taunt and dodge.
I'll probably made a tank soon though, still more useful than healer these day. I've even take a long break from the game and came back a bit after greymoor, it was just so boring to play as "healer" where most of the time I switched to full DD cuz healer is not needed when your friend/group are good enough.
Tank have lot of utility, but healer ? Outside of trial ? Mehh, the only moment heal are useful is when running with casual or progression player, that all.
Healers can buff the team add to their stamina and magika debuff enemies. My olorime boost team dps. I can off-set them with lightning staff(yes I know a lot of tanks use this too) I can restore their stamina and magika with well various things. I can use debuffs on bosses. Healer role is much more than restoring health just as tank role has more than just taunting enemies. The general view that this is all they are and that we can just dps through all the content is the general reason why random groups are a mess.
Don't get me wrong, I perfectly know what healer and tank job are. But in vetDG even dlc, you extremely rarely need a healer when you don't pug. Doesn't matter the buff/debuff in 4man content, if you've 3 dps or even 4 if the tank play hybrid, you'll get them done way faster.
And that just because of how eso work, the faster you blow thing away, the less dmg you'll take. Their is a reason why even unchained title aka most difficult 4man achievement, is easier with 3 DD + 1 tank in olo/yolna/sympho (with altar).
That exactly what I said, standard comp are good with low skill player (not an insult to these player) but once you and your friend become very good, as a healer that the end of the road outside of vTrial.
And that extremely frustrating when you manage to be good enough to clear all as healer and then, the only reward for all of your team work to being good, is that they don't need healer anymore.
I know my English is not perfect but you get the point I think. The true support role on this game is tank. Healer are just buff bot. Their is nothing hard to heal in this game, the only thing you've to care is buff/debuff uptime, that not challenging or interesting and that why I look more and more on the Tank side.
ForzaRammer wrote: »i'd be use dungeon finder a lot more if low output dps are kicked instead of babied
I main a tank and pug all the time, though I usually restrict the dungeons I run to vet DLC ones only(except the daily random).
1. Tanking is enjoyable in this game. An AOE taunt would make tanking LESS enjoyable, not more.
2. Tanking takes a certain type of personality...this is the most important thing to understand about tanking. Sure...anyone can tank...but those tanks who give up and leave at the first group wipe DO NOT HAVE THE PERSONALITY NEEDED. If you aren't patient, if you expect a smooth run every time...tanking is not for you...especially pug tanking.
3. Tanking is high-pressure in any type of difficult content. This ties into #2, if you don't have the mindset to handle group wipes being your fault if you make a mistake...you probably aren't going to be tanking. Any other role can die and the group still has a chance of surviving...but if the tank goes down in HM on a lot of these vet DLC dungeons, its almost a guaranteed wipe. I look at this as no big deal myself....everyone makes mistakes, but when I make mistakes my group pays, so its on me to choose my sets and skills carefully before going into a given fight.
4. Tank is the most dynamic role...we do not have rotations per-se....we do have a couple partial rotations we use, but we always have to look out for changing battlefield conditions and be able to react accordingly. Unlike other roles, we have to invest in all 3 stats...health is important...as is stam....but also magicka. Unlike the other roles, we also have to have more skill lines open and skills available. On my main tank, pretty much every combat skill line from bow to dual weild to 2 hander to destro to resto is maxed, along with psijiic, mages guild, etc etc. We simply need a larger toolbox than the other roles...which means a more developed character...new toons simply do not have as many skills unlocked, so those tanks are less versatile. Right now on my main tank my default pug setup is S&B front bar with resto staff back bar. This allows me to buff DPS with combat prayer if healer isnt running it, emergency aid in the form of healing ward if one of the DPS drops really low on health...and still be able to throw out an orb every now and then(even if healer is as well...healer needs rss as much as anyone else). This type of backbar support is something you don't start out doing as a tank, its something you slowly weave into your gameplay as you gain experience and notice that you can be doing something other than holding block, after you have done your tanking stuff like grouping up enemies and taunting whatever needs to be(and debuffs).
When you add all of this together, what you come up with is that if you are a new tank in this game, it is VERY difficult to learn what you need to because you might not have all the skills you need, and with the mess normal pugs are(the DPS aggroing everything in sight, messing up every single pull) even if you have the correct temperment to tank you will either not learn quickly, or become quickly discouraged. The people who always want an AOE taunt are a victim of DPS running in first and messing up pulls(this does not only happen in pugs btw, been in plenty of pre-made groups where the DPS do this as well).
I remember reading an article that there was a study that MMO roles could be comparable to personality types...IE, ranged DPS tended to be high strung personalities quicker to anger, whereas tanks tended to be calm and slow to anger(obviously a gross generalization, but there are elements of truth in it). I think there enough truth to it that you do gravitate toward a given role dependent on your personality....and if that is true, it seems that tanks are rarer simply by virtue of their personality(probably 3 DPS for every 1 tank)...which is then exacerbated by the role restrictions in the group finder...leading to long wait times and an artificial scarcity of tanks that would not be nearly as bad if you could choose what group configurations you want to queue for. If you want to run a 4DPS group...more power to you, if tanks and healers are no longer needed, so be it....I am certainly not one to dictate that you HAVE to take a tank or healer in a group if you want to run 4 DPS. There are enough dungeons that is going to be a rough run if you choose to do so, but it should be an option. In the end, I am sure most would opt for the classic 2/1/1 anyway.
ZaroktheImmortal wrote: »ZaroktheImmortal wrote: »As a healer I often Tank most pledge everyday running with 3 DD.
Their is only few DLC one where I can't, otherwise, it's just about taunt and dodge.
I'll probably made a tank soon though, still more useful than healer these day. I've even take a long break from the game and came back a bit after greymoor, it was just so boring to play as "healer" where most of the time I switched to full DD cuz healer is not needed when your friend/group are good enough.
Tank have lot of utility, but healer ? Outside of trial ? Mehh, the only moment heal are useful is when running with casual or progression player, that all.
Healers can buff the team add to their stamina and magika debuff enemies. My olorime boost team dps. I can off-set them with lightning staff(yes I know a lot of tanks use this too) I can restore their stamina and magika with well various things. I can use debuffs on bosses. Healer role is much more than restoring health just as tank role has more than just taunting enemies. The general view that this is all they are and that we can just dps through all the content is the general reason why random groups are a mess.
Don't get me wrong, I perfectly know what healer and tank job are. But in vetDG even dlc, you extremely rarely need a healer when you don't pug. Doesn't matter the buff/debuff in 4man content, if you've 3 dps or even 4 if the tank play hybrid, you'll get them done way faster.
And that just because of how eso work, the faster you blow thing away, the less dmg you'll take. Their is a reason why even unchained title aka most difficult 4man achievement, is easier with 3 DD + 1 tank in olo/yolna/sympho (with altar).
That exactly what I said, standard comp are good with low skill player (not an insult to these player) but once you and your friend become very good, as a healer that the end of the road outside of vTrial.
And that extremely frustrating when you manage to be good enough to clear all as healer and then, the only reward for all of your team work to being good, is that they don't need healer anymore.
I know my English is not perfect but you get the point I think. The true support role on this game is tank. Healer are just buff bot. Their is nothing hard to heal in this game, the only thing you've to care is buff/debuff uptime, that not challenging or interesting and that why I look more and more on the Tank side.
I mean from that argument you may as well say that tanks are just buff bots. Buffs however can add quite a lot as well as debuffs. I mean if the goal is to just deal as much damage to clear things away without any need of buffs you may as well just go four dps and no support roles.
I main a tank and pug all the time, though I usually restrict the dungeons I run to vet DLC ones only(except the daily random).
1. Tanking is enjoyable in this game. An AOE taunt would make tanking LESS enjoyable, not more.
2. Tanking takes a certain type of personality...this is the most important thing to understand about tanking. Sure...anyone can tank...but those tanks who give up and leave at the first group wipe DO NOT HAVE THE PERSONALITY NEEDED. If you aren't patient, if you expect a smooth run every time...tanking is not for you...especially pug tanking.
3. Tanking is high-pressure in any type of difficult content. This ties into #2, if you don't have the mindset to handle group wipes being your fault if you make a mistake...you probably aren't going to be tanking. Any other role can die and the group still has a chance of surviving...but if the tank goes down in HM on a lot of these vet DLC dungeons, its almost a guaranteed wipe. I look at this as no big deal myself....everyone makes mistakes, but when I make mistakes my group pays, so its on me to choose my sets and skills carefully before going into a given fight.
4. Tank is the most dynamic role...we do not have rotations per-se....we do have a couple partial rotations we use, but we always have to look out for changing battlefield conditions and be able to react accordingly. Unlike other roles, we have to invest in all 3 stats...health is important...as is stam....but also magicka. Unlike the other roles, we also have to have more skill lines open and skills available. On my main tank, pretty much every combat skill line from bow to dual weild to 2 hander to destro to resto is maxed, along with psijiic, mages guild, etc etc. We simply need a larger toolbox than the other roles...which means a more developed character...new toons simply do not have as many skills unlocked, so those tanks are less versatile. Right now on my main tank my default pug setup is S&B front bar with resto staff back bar. This allows me to buff DPS with combat prayer if healer isnt running it, emergency aid in the form of healing ward if one of the DPS drops really low on health...and still be able to throw out an orb every now and then(even if healer is as well...healer needs rss as much as anyone else). This type of backbar support is something you don't start out doing as a tank, its something you slowly weave into your gameplay as you gain experience and notice that you can be doing something other than holding block, after you have done your tanking stuff like grouping up enemies and taunting whatever needs to be(and debuffs).
When you add all of this together, what you come up with is that if you are a new tank in this game, it is VERY difficult to learn what you need to because you might not have all the skills you need, and with the mess normal pugs are(the DPS aggroing everything in sight, messing up every single pull) even if you have the correct temperment to tank you will either not learn quickly, or become quickly discouraged. The people who always want an AOE taunt are a victim of DPS running in first and messing up pulls(this does not only happen in pugs btw, been in plenty of pre-made groups where the DPS do this as well).
I remember reading an article that there was a study that MMO roles could be comparable to personality types...IE, ranged DPS tended to be high strung personalities quicker to anger, whereas tanks tended to be calm and slow to anger(obviously a gross generalization, but there are elements of truth in it). I think there enough truth to it that you do gravitate toward a given role dependent on your personality....and if that is true, it seems that tanks are rarer simply by virtue of their personality(probably 3 DPS for every 1 tank)...which is then exacerbated by the role restrictions in the group finder...leading to long wait times and an artificial scarcity of tanks that would not be nearly as bad if you could choose what group configurations you want to queue for. If you want to run a 4DPS group...more power to you, if tanks and healers are no longer needed, so be it....I am certainly not one to dictate that you HAVE to take a tank or healer in a group if you want to run 4 DPS. There are enough dungeons that is going to be a rough run if you choose to do so, but it should be an option. In the end, I am sure most would opt for the classic 2/1/1 anyway.
Disagree with points 1-4.
Bad play and getting annoyed by it is solely the problem of the bad player, not the ones playing correctly, and doesn't imply some kind of lack of proper temperament.
ZOS has already been there, done that.I had a very, very, very radical idea.
Make sword and shield another type of dps, (like duel wield, bows, etc.) and then just eliminate the need for any tanks.
Dungeons become a healer and three dps’s of any type.
(Look, I know this will probably be wildly unpopular, but it would solve a lot of issues.)
Ok, I will let you all carry on. I have not really thought this through really, just an impulse post. If you really hate it, it’s fine, just throwing an idea out there.
So you go into the group finder expecting every group you get is going to be perfect?
So you go into the group finder expecting every group you get is going to be perfect?
Starts off with a fallacy, stopped reading there.
@thread, on the topic of the influx of bads in GF since the start of 2020/Covid, the ratio of bads in pug GF dungeon groups seems to have gone down a bit once school started IME. Was around 70-80% bad pre aggro pullers/unnecessary rushers in teams, now down to 50% or so. Hope this trend continues.
When bads pre pull aggro and don't let me tank the dungeon, I leave. Does that mean I have an attitude or disposition problem? No, they are just bad and their bad play is 100% on them, not me. To clarify, I have no problem with low dps in the lower dungeons and some lower vets, that just comes with the turf. It's specifically the pre aggro bads that I am talking about, and there is no rationalization possible for it other than they are simply BAD.
gatekeeper13 wrote: »Did vBRF HM last week with guildmates as a tank.... It was the first I stepped in that dungeon in vet mode and HM seemed like a joke... I join pugs and vBC2 may look like a nightmare.... So why pug as a tank?
Also, game is suffering from serious balancing issues that no one from ZOS seems to care much about. Did vSCP HM with my magsorc and the 3DD run was easier than the casual 1T 1H 2DD setup. Why is this even possible? The answer is simple. Doing veteran content has nothing to do with avoiding or healing high dmg but being able to roll-dodge and avoid 1-shots. That's it. A birdy DD can easily complete the hardest HM without a healer as far as he can roll dodge and step out of aoe. Does that make sense to you or feels normal? Not for me at least.
It's a game built around satisfying DDs and favoring high DPS. Tanks and healers are considered second category roles...
Agree, having to do some test each time would be pointless and locking in skills and gear would be directly harmful.visionality wrote: »I think this discussion is overblowing the subject. @Donny_Vito has nailed down the main problem: An end-game tank cannot do much else then end-game content, even overland stuff is sitting badly on his build (even when he adapts). So especially ppl with lower cp will always build a hybrid that enables them to continue leveling. But hybrids hit their skill ceiling somewhere in the vet DLC dungeons, so there is fewer and fewer tanks who dare doing the toughest dungeons. More often than not, a lower-cp tank insta-quits when he accidentially ends up in Lair of Maarselok or Moongrave Fane.
When it comes to the Arena-idea of @Swordancer, I doubt any long-term player doing dailies would be willing to 'prove' his setup and ability every single time before doing a dungeon. So basically you would just further reduce the number of available tanks.
Now having something like an undaunted academy where you had to qualify for roles for different characters had been nice