Pretty sure a lot of those players don't want to do more damage. Even if you have no idea how damage calculations work, it should be logical that you do more damage if you constantly hit the boss as frequently as the game allows it throughout the entire fight. But when I meet players with relatively low dps they usually don't do that.And let's face it the casual player are what 80% of this games playerbase?
And I bet a lot of these players want to get better at their dps, but this game does not teach them properly.
Grandchamp1989 wrote: »The tutorials and overland needs a makeover. The game should teach the player.
Progression is this game is not very good IMO.
There are very few dungeons with hard DPS checks that can't be overcome simply by playing mechanics instead. Aside from vLoM and maybe vMGF just about all of them can be done with 30k group DPS(though with DPS that low you really need focus and some like vSCP don't forgive mistakes). That isn't to say that dungeons are fun with low DPS...just that most of the time they can be done just fine substituting skill for DPS.
I am actually against the idea simply because it would push the game more toward DPS being the only thing that matters more than it already is. Sure...DPS is important...but honestly, DPS comes with time and practice, I would rather that people learn the skills needed in a dungeon than spending 20 hours practicing in front of a dummy and then be clueless and dead in a dungeon when faced with the real thing.
Grandchamp1989 wrote: »The tutorials and overland needs a makeover. The game should teach the player.
Progression is this game is not very good IMO.
I agree 100%, mostly for the mere reason that ESO decided to go with a new combat system that players of pretty much any (every?) other MMO would find completely foreign and non-intuitive.
Light attacks? That's something your character does automatically when you start combat in most games, and your focus is just on which skill to cast next (your rotation). Also, being limited to only 6 skills at a time on your bar and having to flip bars to access another 6, unique as far as games I have played go. Also, having to use your dang keyboard IMHO, a lot of players from other games just clicked their skillbar with a mouse to cast stuff, especially in games like EQ2 where you could have many skillbars active at once, each with 8-10 skills available on it (can't remember)... you simply couldn't have that many hotkeys so using your mouse was the only option.
Grandchamp1989 wrote: »The tutorials and overland needs a makeover. The game should teach the player.
Progression is this game is not very good IMO.
I agree 100%, mostly for the mere reason that ESO decided to go with a new combat system that players of pretty much any (every?) other MMO would find completely foreign and non-intuitive.
Light attacks? That's something your character does automatically when you start combat in most games, and your focus is just on which skill to cast next (your rotation). Also, being limited to only 6 skills at a time on your bar and having to flip bars to access another 6, unique as far as games I have played go. Also, having to use your dang keyboard IMHO, a lot of players from other games just clicked their skillbar with a mouse to cast stuff, especially in games like EQ2 where you could have many skillbars active at once, each with 8-10 skills available on it (can't remember)... you simply couldn't have that many hotkeys so using your mouse was the only option.
I play this game because its not like other MMOs though.
The single best thing that increases DPS in any dungeon is a good tank. At a minimum a tank that holds boss inside all the group aoes will increase group DPS more than anything. As a bonus if the tank can pull everything into a pile, DPS is off the charts.
I would rather have 2 10K DPS, plus tank/healer doing about 10K for 30K group DPS in all fights rather than the fake tank who can maybe to 100K on a dummy but does less than 10K in a real fight because he is running around the room kiting the boss and/or the rest of the team running around the room kill everything one by one.
One big problem I see lately is fake tank or any role where 1 dude is just running through thinking every dungeon is just like the XP grind locations. But doesn't realize running pat 10 mobs, with LA to pull them in, and hoping they will all pile up in a corner for you, DOES NOT WORK in group dungeons.
There are places where you can strategically make good piles of enemies but not more than about 10-15 at a time. Trying to pile up 40 adds across several rooms only spreads them out and makes it much harder for the team because you have to chase them and kill one or two at a time.
Since I belive that people wan't to learn.
The single best thing that increases DPS in any dungeon is a good tank. At a minimum a tank that holds boss inside all the group aoes will increase group DPS more than anything. As a bonus if the tank can pull everything into a pile, DPS is off the charts.
I would rather have 2 10K DPS, plus tank/healer doing about 10K for 30K group DPS in all fights rather than the fake tank who can maybe to 100K on a dummy but does less than 10K in a real fight because he is running around the room kiting the boss and/or the rest of the team running around the room kill everything one by one.
One big problem I see lately is fake tank or any role where 1 dude is just running through thinking every dungeon is just like the XP grind locations. But doesn't realize running pat 10 mobs, with LA to pull them in, and hoping they will all pile up in a corner for you, DOES NOT WORK in group dungeons.
There are places where you can strategically make good piles of enemies but not more than about 10-15 at a time. Trying to pile up 40 adds across several rooms only spreads them out and makes it much harder for the team because you have to chase them and kill one or two at a time.
So as usual I see a lot of threads about dps in dungeons. And over the years it seems like the majority of players play more casual, and that is okey. You don't need much dps for overland content.
However when it comes to dungeons or group content thats another story. Some original dungeons are very easy in normal but on veteran they can be though for casual players. However newer dlc dungeons can be very hard even on normal or even impossible on veteran for the casual player. And let's face it the casual player are what 80% of this games playerbase?
And I bet a lot of these players want to get better at their dps, but this game does not teach them properly.
Thats why I'm so confused that now when we have dungeons with actuall dps checks, why don't ZoS give a little house with a 3 mil target dummy as a leveling reward that also comes with readable instructions in a book that explains food, rotation, buffs, the importans of maxing out stamina or magica.
Also they should split dungeons and clearly state dps requirements and no I don't mean locking people out I mean stateing clearly in red text that "you do need this amount of dps to be able to sucessfully complete this content" and also tells you "to see your dps you can use your dummy that came with your house" ect.
Since dps is a big part and also a wall for completing content it baffles me that they haven't done more. Since I belive that people wan't to learn.
There will always be players that ignore instructions, but in my world it is better to have a choice to ignore instructions than not have any instructions at all.
Also they should implement a mentor program, where veteran players can help new players with questions. Ofcourse the veteran players need to sign up for it themselfs and after ZoS approves you get a symbol over your head to Let new players know they can ask you. Like in Ffxiv.
And as a mentor you get free eso+ or something simmilar, but they need to actually see that you help players and answer questions and thats easy to logg.
Edit: spelling
BejaProphet wrote: »The single best thing that increases DPS in any dungeon is a good tank. At a minimum a tank that holds boss inside all the group aoes will increase group DPS more than anything. As a bonus if the tank can pull everything into a pile, DPS is off the charts.
I would rather have 2 10K DPS, plus tank/healer doing about 10K for 30K group DPS in all fights rather than the fake tank who can maybe to 100K on a dummy but does less than 10K in a real fight because he is running around the room kiting the boss and/or the rest of the team running around the room kill everything one by one.
One big problem I see lately is fake tank or any role where 1 dude is just running through thinking every dungeon is just like the XP grind locations. But doesn't realize running pat 10 mobs, with LA to pull them in, and hoping they will all pile up in a corner for you, DOES NOT WORK in group dungeons.
There are places where you can strategically make good piles of enemies but not more than about 10-15 at a time. Trying to pile up 40 adds across several rooms only spreads them out and makes it much harder for the team because you have to chase them and kill one or two at a time.
I would argue that a good tank is a multiplier to the group damage. Usually a great tank does wonders for a group’s damage. But it is possible for the damage dealers to be so bad that a classical “tank” is no longer what is needed.
Let’s imagine that a great support oriented tank boosts group out put by 70%
Well in most groups that is going to be the way to go. But what if the combined team damage is 16k? There just isn’t anything there to multiply! Suddenly a tank that can do 20k damage is actually what they need.
BejaProphet wrote: »The single best thing that increases DPS in any dungeon is a good tank. At a minimum a tank that holds boss inside all the group aoes will increase group DPS more than anything. As a bonus if the tank can pull everything into a pile, DPS is off the charts.
I would rather have 2 10K DPS, plus tank/healer doing about 10K for 30K group DPS in all fights rather than the fake tank who can maybe to 100K on a dummy but does less than 10K in a real fight because he is running around the room kiting the boss and/or the rest of the team running around the room kill everything one by one.
One big problem I see lately is fake tank or any role where 1 dude is just running through thinking every dungeon is just like the XP grind locations. But doesn't realize running pat 10 mobs, with LA to pull them in, and hoping they will all pile up in a corner for you, DOES NOT WORK in group dungeons.
There are places where you can strategically make good piles of enemies but not more than about 10-15 at a time. Trying to pile up 40 adds across several rooms only spreads them out and makes it much harder for the team because you have to chase them and kill one or two at a time.
I would argue that a good tank is a multiplier to the group damage. Usually a great tank does wonders for a group’s damage. But it is possible for the damage dealers to be so bad that a classical “tank” is no longer what is needed.
Let’s imagine that a great support oriented tank boosts group out put by 70%
Well in most groups that is going to be the way to go. But what if the combined team damage is 16k? There just isn’t anything there to multiply! Suddenly a tank that can do 20k damage is actually what they need.
I have done 100s of runs on pug normal and no matter what if I am tank and able to hold boss/pile adds the DPS is fine, it is only when people start running ahead and not letting me set it up that DPS goes way down, with good or bad DPS it is same.
BTW I use grth, azureblight, leeching, caltrops, vateshran ice staff back bar, crushing enchant, I do 8K single target DPS and as high as 78K DPS in huge mobs. With this setup anyone can do all job of tank plus enough damage to do all normals. On Vet usually just change to bloodspawn helm and can do most content too.
I actually like using healer better cause it is just so much easier but 75+% there is a terrible tank that makes every run a mess. A good tank makes everyone's job super easy, just let tank put boss somewhere, turn him away from group, pile up some adds, then rest of team can stand behind pile and do their rotation, and healer can stand right behind them healing occasionally and doing damage.
BTW DPS and Healer should stay as close to pile as possible because really only time tank will lose taunt is during mechanics that have boss jump to another player and that either wont happen or is easy to retaunt if everyone is close by. Tip of day.:)
BTW when I'm healer I usually do 10K DPS easy plus all healing/shielding and some team buffs.
While I have only been playing ESO for a couple of months I have been playing MMORPGs for years. That is where my comments come from.
Early on I found that ESO already has a mentoring system. It is very similar to the mentoring systems I have found in other MMORPGs. One key requirement for using the mentoring system is wanting to use it so you can seek it out. Guilds have always been a great source of information and learning/improving in one's gameplay.
I also do not understand what the minimum DPS requirement for a dungeon comes from. I had heard ESO does not have enrage timers. If there are no enrage timers how is a minimum DPS determined (or did I hear wrong)?
Agenericname wrote: »While I have only been playing ESO for a couple of months I have been playing MMORPGs for years. That is where my comments come from.
Early on I found that ESO already has a mentoring system. It is very similar to the mentoring systems I have found in other MMORPGs. One key requirement for using the mentoring system is wanting to use it so you can seek it out. Guilds have always been a great source of information and learning/improving in one's gameplay.
I also do not understand what the minimum DPS requirement for a dungeon comes from. I had heard ESO does not have enrage timers. If there are no enrage timers how is a minimum DPS determined (or did I hear wrong)?
There are no enrage mechanics the way WoW has, that's part of the reason why you see some disagreement on what the acceptable minimum is.
There are actual DPS checks though, even those can be a little situational in terms of how much you need, but you will die if you not meet the requirement. Vet Bloodroot Forge hard Mode for example, the boss(es) will cause lava to fill up the room. If you do not kill them before you run out of real estate, you will die. On non-HM there are altars to extinguish the lava, on HM they arent there.
In Scale Caller Peak there are Simulacrums during the final boss fight. They will freeze you causing steady damage and the damage will overcome the groups ability to heal through it, or you will simply freeze and die. They are fairly low health, but a DPS check none-the-less.
Other fights, that technically wouldn't be a true DPS check, like Mylene in Moon Hunter keep, are nice to have damage, even if you chose to play the mechanics. The boss herself doesn't need much damage, but her adds can be dangerous, so taking them down quickly ensures the chances of the group's survival.
There better your group's ability to survive the mechanics, the less damage you truly need, except in cases where there is a real DPS check. Its a bit of a sliding scale and why you see some disparity in the numbers.