LordSarevok wrote: »I say this as sub 10k dps has become a real plague. We talk about fake tanks and fake healers but dps is the reason 90% of groups fail.
CaffeinatedMayhem wrote: »A nanny state is not needed. Players need to have a decent estimate of their own capabilities, and/or communicate with the group they are stuck with. If it's your first time in a dungeon admit you don't know the mechanics - if you do not want to teach a noob, don't kick them - YOU leave. If you only want to run with certain level/skill of players - don't queue.
People being decent humans would go a long way.
Dps is not the only issue with pugs. Some can actually pull decent numbers on dummy but lack survivability, awareness or just general skill to dps while dealing with mechanics. Some dont know mechanics at all and you cant dps when you're dead. So dps check alone wouldn't help. Also it's a group effort. Alot of tanks who complain about low dps cant tank themselves and are the cause of low dps. I pug alot and half tanks in vet dlcs dont even have ranged taunt and 9 out of 10 dont use chains. Every class has access to at least leash but they instead taunt 1 and let everything else run around. Dps has to chase and kill every add individually and that lowers the dps. Then half the pug tanks cant even stay alive at certain dlc bosses and need to be rezed which lowers dps again. And then they complain about dps lmao. I'm not saying its always the case but that's my experience with pugs, theres bad players on both side, dps and support roles.
Pugging is always a lottery, if you don't wanna gamble then form your own group. No need to implement any checks.
Hard for ZOS to add a wall like that on paid content.
A real simple solution for the player is to make a premade.
LordSarevok wrote: »CaffeinatedMayhem wrote: »A nanny state is not needed. Players need to have a decent estimate of their own capabilities, and/or communicate with the group they are stuck with. If it's your first time in a dungeon admit you don't know the mechanics - if you do not want to teach a noob, don't kick them - YOU leave. If you only want to run with certain level/skill of players - don't queue.
People being decent humans would go a long way.
You cannot teach a player to be a good dps in a dungeon run. It's literally impossible. It takes gear, skill, and a practiced rotation to be good.
LordSarevok wrote: »CaffeinatedMayhem wrote: »A nanny state is not needed. Players need to have a decent estimate of their own capabilities, and/or communicate with the group they are stuck with. If it's your first time in a dungeon admit you don't know the mechanics - if you do not want to teach a noob, don't kick them - YOU leave. If you only want to run with certain level/skill of players - don't queue.
People being decent humans would go a long way.
You cannot teach a player to be a good dps in a dungeon run. It's literally impossible. It takes gear, skill, and a practiced rotation to be good.
Base game vet "1" dungeons 15k
Base game vet "2" dungeons 25k
Early dlc dungeon 30k
Late dlc dungeons 35k
Still leaves a lot of room but ensures a minimum requirement group can pass a clear. HM is another story.
Because I'm sure the elites would want the check to be like 45k or something outrageous to most.
Bobby_V_Rockit wrote: »It would be a good tutorial step for many unaware players who don’t realize the jump in damage requiremenrs, myself included. A fixed goal of doing “x amount in x seconds” would really be beneficial for me. I’ve read so many different opinions on what is reasonable to expect that I have no idea what is actually required now how to get there.
LordSarevok wrote: »CaffeinatedMayhem wrote: »A nanny state is not needed. Players need to have a decent estimate of their own capabilities, and/or communicate with the group they are stuck with. If it's your first time in a dungeon admit you don't know the mechanics - if you do not want to teach a noob, don't kick them - YOU leave. If you only want to run with certain level/skill of players - don't queue.
People being decent humans would go a long way.
You cannot teach a player to be a good dps in a dungeon run. It's literally impossible. It takes gear, skill, and a practiced rotation to be good.
You can teach a player to be a better DPS/tank/healer in a dungeon run. Maybe even teach them to be good if you have enough patience. All it takes it a person willing to learn and a person willing to teach. You can't teach them to be great but you can help them on their way to getting good. If a player is simply spamming heavy attack you can ask what skills they have on their bar and suggest they hit a few in between each heavy and that will help get things going the right direction. You need to find out where they are at and help them to the next step instead of overwhelming them with a bunch of stuff they are not ready for.
We have a player in our guild that likes to help new players but he panics them because he starts talking about keeping procs up and what gear works best with what skills before they even know to bar swap.
With a random in a dungeon if you see they are struggling ask a question or two and then give some simple advice if they seem open to it. When you get through the run (or when you decide it isn't going to happen) spend a bit of time with them explaining what comes next compared to where they are at. Don't go straight to end game hard mode speed no death set-ups. Keep it closer to where they are. It doesn't take long at all with someone who wants to learn to get a noticeable improvement in a really short time.
When you get those players that refuse to learn that is when you leave the group.
spartaxoxo wrote: »Bobby_V_Rockit wrote: »It would be a good tutorial step for many unaware players who don’t realize the jump in damage requiremenrs, myself included. A fixed goal of doing “x amount in x seconds” would really be beneficial for me. I’ve read so many different opinions on what is reasonable to expect that I have no idea what is actually required now how to get there.
You don't need to do any of the meta stuff until you're trying to leaderboard the vet dlc trials.
Bobby_V_Rockit wrote: »spartaxoxo wrote: »Bobby_V_Rockit wrote: »It would be a good tutorial step for many unaware players who don’t realize the jump in damage requiremenrs, myself included. A fixed goal of doing “x amount in x seconds” would really be beneficial for me. I’ve read so many different opinions on what is reasonable to expect that I have no idea what is actually required now how to get there.
You don't need to do any of the meta stuff until you're trying to leaderboard the vet dlc trials.
Of course, but I also do not like to waste other players time, especially if what I can achieve is not enough to clear the content reliably in the first place. I’ve gotten to bosses before and just not had enough output to clear it. It’d be good to know this before queuing up to begin with.
spartaxoxo wrote: »Base game vet "1" dungeons 15k
Base game vet "2" dungeons 25k
Early dlc dungeon 30k
Late dlc dungeons 35k
Still leaves a lot of room but ensures a minimum requirement group can pass a clear. HM is another story.
You don't need 35k to run any dungeon that I'm aware of. That seems way too high. Most of the playerbase is sitting at 25k or less.
spartaxoxo wrote: »Base game vet "1" dungeons 15k
Base game vet "2" dungeons 25k
Early dlc dungeon 30k
Late dlc dungeons 35k
Still leaves a lot of room but ensures a minimum requirement group can pass a clear. HM is another story.
You don't need 35k to run any dungeon that I'm aware of. That seems way too high. Most of the playerbase is sitting at 25k or less.
There are plenty of people who have out the time and effort into hitting reasonable DPS numbers. No reason other people can't do the same.