lolo_01b16_ESO wrote: »How should that work for non dps roles? Does it rate my buff uptimes? Or how much my buffs increased the group dps?
Having it based on healing done or damage taken is a quite bad idea in my opinion. An easy way to get healing done is to stand in red and just spam self heals. And if a tank want's to maximize his damage taken, he can simply not play mechanics right. I mean, sure, the dds might die if I don't interrupt the boss and he hits everyone with an aoe that does 30k damage to a blocking tank. But at least I got a 30k hit.
In my opinion, if you want to add extra rewards for good performance, you need to reward the group as a whole, not the individual player. Everything else just causes people to become more selfish.
But then again, I guess the best way to reduce the need for farming (if zos wants that) would be do distribute the loot more evenly among the bosses and let weapons drop not only at the last boss.
Swordancer wrote: »lolo_01b16_ESO wrote: »How should that work for non dps roles? Does it rate my buff uptimes? Or how much my buffs increased the group dps?
Having it based on healing done or damage taken is a quite bad idea in my opinion. An easy way to get healing done is to stand in red and just spam self heals. And if a tank want's to maximize his damage taken, he can simply not play mechanics right. I mean, sure, the dds might die if I don't interrupt the boss and he hits everyone with an aoe that does 30k damage to a blocking tank. But at least I got a 30k hit.
In my opinion, if you want to add extra rewards for good performance, you need to reward the group as a whole, not the individual player. Everything else just causes people to become more selfish.
But then again, I guess the best way to reduce the need for farming (if zos wants that) would be do distribute the loot more evenly among the bosses and let weapons drop not only at the last boss.
You might have good point with this but what about vultures? You suck but you get additional reward becouse somene was actually good and you get the right set when the good one just trash.
If you make it the right way you don't need to be afraid of exploiting it. What I wrote is not the plan of every single detail of the mechanics. Score between classes can be balanced using expirience for each dungeon, thresshold for each class can be different, self healing don't need to be calculated at all. This is just the idea that might improve this game without making it worse if it is designed the right way.
Tanks are the real problem here I think becouse it is hard to reward them for staying in one place and consuming damage. I belive there won't be any problem to find alterate mechanics for rewarding tanks with additional drops. I can even agree to compromise where tanks are always rewared with some additional drops to make that role more popular when they simply are not fake one.
Time can't be considered becouse people will be toxic for group members who do not rush.
Dark_Lord_Kuro wrote: »Swordancer wrote: »lolo_01b16_ESO wrote: »How should that work for non dps roles? Does it rate my buff uptimes? Or how much my buffs increased the group dps?
Having it based on healing done or damage taken is a quite bad idea in my opinion. An easy way to get healing done is to stand in red and just spam self heals. And if a tank want's to maximize his damage taken, he can simply not play mechanics right. I mean, sure, the dds might die if I don't interrupt the boss and he hits everyone with an aoe that does 30k damage to a blocking tank. But at least I got a 30k hit.
In my opinion, if you want to add extra rewards for good performance, you need to reward the group as a whole, not the individual player. Everything else just causes people to become more selfish.
But then again, I guess the best way to reduce the need for farming (if zos wants that) would be do distribute the loot more evenly among the bosses and let weapons drop not only at the last boss.
You might have good point with this but what about vultures? You suck but you get additional reward becouse somene was actually good and you get the right set when the good one just trash.
If you make it the right way you don't need to be afraid of exploiting it. What I wrote is not the plan of every single detail of the mechanics. Score between classes can be balanced using expirience for each dungeon, thresshold for each class can be different, self healing don't need to be calculated at all. This is just the idea that might improve this game without making it worse if it is designed the right way.
Tanks are the real problem here I think becouse it is hard to reward them for staying in one place and consuming damage. I belive there won't be any problem to find alterate mechanics for rewarding tanks with additional drops. I can even agree to compromise where tanks are always rewared with some additional drops to make that role more popular when they simply are not fake one.
Time can't be considered becouse people will be toxic for group members who do not rush.
Just use the total group stats to determine if the group is eligible
For exemple instead of saying each dps need to do a 25k avarage dps(just an exemple) you would calculate the total avarage dps of the group for exemple in this case we could use 60k
Then the total healing done for the group could also be include condition
You could also find someting for tha tank
Damage blocked(and survived) maybe?
If the group could check all 3 box, we could get a second set pieces from last boss
This would also encourage the stoping of faketank and fakeheal if they want to check all 3 box
Swordancer wrote: »You might have good point with this but what about vultures? You suck but you get additional reward becouse somene was actually good