another idea: make 4 dynamic rewards (XP+mail) on random normal.
- one for highest amout of damage taken during that run
- one for highest amout of healing during that run
- two for each of the 2 highest amouts of damage done during this round
NOT limited to one reward each person. So if a tank get most "damage taken" AND does more damage than a dd, he gets 2 rewards while one dd gets nothing (i mean, he did less than a real tank).
Or if a dd has most "damage taken" because of fake tank, AND manages to make more dps than the fake tank, he gets 2 rewrads and the fake tank none.
If everyone fills their role to a slightest minimum, everyone gets a reward (if a faketank holds aggro of boss, go for it, i guess everyone is happy then anyway).
And it makes it a bit interesting, if you have a faketank which doesnt care about aggro, if you manage to make more dps than him and receive by chance more damage than him, you get 2 rewards and he none).
A more boring solution could also be, rewards are unique but bound to the chosen role:
So..
- a tank only get his reward if he has the most "damage taken" in that run
- a heal only gets his reward if he has done most "healing done to others" during run
- a dd just gets his reward if he has one of the two highest amounts of "damage done"
Every other MMO that has a queue system for dungeons/raids has a way to deal with this. It's to the point now where almost half of the lfg/pugs I do has a fake tank or healer in it, and a lot of the times it's just straight up 4 dps (no taunts and zero heals). I can accept they are bad tanks and healers, no problem. What I can't or won't accept is a dps queuing as a tank or healer just because they somehow think that their time is more valuable and don't want to wait in the queue that dps deal with right now. Vote to kick is not the answer because a fast kick and replacement almost never happens and people would rather just die a whole bunch instead of having to kick/replace/wait for the role to be filled properly. There is no risk or downside to the person queuing into the wrong role other than a slight chance of getting kicked, but even then they can just log onto another character, re-queue (in the wrong role) and end up right back in the group they were just kicked from further wasting the everyone's time... (Why is the kicked timer not account wide, [snip]?)
Now before a Captain Obvious stats the obvious...
(Yes, I know I can form my own groups and do.)
(Yes, I do tank and heal and not just dps in pugs.)
(Yes, I know I can leave the group at any time.)
(Yes, I know you can and I have successfully ran 3 and even 4 dps in vet dungeons.)
These are all band aid solutions to a broken system that only rewards the people who are breaking it.
So what can be done to fix the problem? I don't know, I'm not a developer and don't know what is and isn't technically possible with the HeroEngine. If possible, the queue system for LFG needs to have a criteria to look for before allowing someone to queue into a certain role.
Does the person have a taunt on their bar? Check
Does the person have sufficient health to tank the content that was queued for? Check
Does the person have the appropriate armor/armor buffs/shields/and cp talents? Check
If all checks pass, lock the gear/skills/talents in place required for the content and add them to the queue.
A system like this would allow extra rewards for filling and completing certain roles that are badly needed need in the queue like tank, thus speeding up everyone queue.
I know there are a lot of different play-styles and builds out there but there needs to be a bare minimum criteria in place to allow someone to queue for certain roles, otherwise little Timmy Turbo is just going to keep abusing the queue and wasting everyone's time. The only other options are to allow reporting and banning of people abusing the queue (first report a warning, second report 24 hour ban), but this would likely be abused it's self. The other option? Just leave it as it is and dumb down all lfg/pug content to allow for a random 4 dps to clear. What I can say for sure is that the LFG experience has progressively gotten worse over the past couple of years and it needs fixed right now.
simple_specops wrote: »[Quoted post was removed]
leetacakesb16_ESO wrote: »Anyone that defends the fake tank/healer issue must be one themselves.
Does the person have a taunt on their bar? Check
Does the person have sufficient health to tank the content that was queued for? Check
Does the person have the appropriate armor/armor buffs/shields/and cp talents? Check
If all checks pass, lock the gear/skills/talents in place required for the content and add them to the queue.
A system like this would allow extra rewards for filling and completing certain roles that are badly needed need in the queue like tank, thus speeding up everyone queue.
ResidentContrarian wrote: »Does the person have a taunt on their bar? Check
Does the person have sufficient health to tank the content that was queued for? Check
Does the person have the appropriate armor/armor buffs/shields/and cp talents? Check
If all checks pass, lock the gear/skills/talents in place required for the content and add them to the queue.
A system like this would allow extra rewards for filling and completing certain roles that are badly needed need in the queue like tank, thus speeding up everyone queue.
And who are you or anyone else in the community that agrees with this, even the dev team members, to suggest what a person is or is not capable of tanking without solid proof that they cannot complete the content as a tank without your predefined checks...?
Artificial checks in the finder will simply make players not use it. The finder is already a terrible experience most of the time for a healer or tank that solo queues, and you want to punish them because you can't stand how others are abusing the queue?
Then, there is the problem that players can be in a group of 4 already, will you still enforce your requirements on them too? Doubt they need anyone to tell them what their 4-man can complete if they do it all the time and it's their group.
Also locking skills and sets after entering a dungeon is one of the worst ideas I have ever seen posted on this forums and shows you have never been in either the tank or heal role. If you have, you'd know tanks and healers swap gear and skills all the time to help complete runs because the DPS aren't adequate in the dungeon finder.
Lastly, you act as if artificial limitations will make tanks or healers any better in the queue or increase their amount.
It will do neither. The reason is because the game is a massive DPS check. But, even going further than that, there is zero reason for any tank or healer to run dungeons after doing their dailies because it isn't profitable and it's not really fun.
In fact, tanks and healers can lose profit when they expend gems on others or wipe due to a bad party. Not to mention that there is something even more valuable to every person playing the game: time.
Essentially you want yourself, the community, or ZOS to micromanage the tank and heal roles in the dungeon finder to "fix" a problem the kick button solves, and then think that any real tank or healer will accept being micromanaged so you can have what you perceive as "fun" at their expense while wasting their time?
Hard disagree.
another idea: make 4 dynamic rewards (XP+mail) on random normal.
- one for highest amout of damage taken during that run
- one for highest amout of healing during that run
- two for each of the 2 highest amouts of damage done during this round
NOT limited to one reward each person. So if a tank get most "damage taken" AND does more damage than a dd, he gets 2 rewards while one dd gets nothing (i mean, he did less than a real tank).
Or if a dd has most "damage taken" because of fake tank, AND manages to make more dps than the fake tank, he gets 2 rewrads and the fake tank none.
If everyone fills their role to a slightest minimum, everyone gets a reward (if a faketank holds aggro of boss, go for it, i guess everyone is happy then anyway).
And it makes it a bit interesting, if you have a faketank which doesnt care about aggro, if you manage to make more dps than him and receive by chance more damage than him, you get 2 rewards and he none).
A more boring solution could also be, rewards are unique but bound to the chosen role:
So..
- a tank only get his reward if he has the most "damage taken" in that run
- a heal only gets his reward if he has done most "healing done to others" during run
- a dd just gets his reward if he has one of the two highest amounts of "damage done"
jane_01215 wrote: »A healer asks: So what's the problem with fake healers anyway?
I have been exclusively playing healer for a year but now farming DPS gear and practicing against dummies. Whether a group can clear a content or not is often (if not always) dictated by their dps and ability to avoid one-shot mechanics. IMO the game is just designed in a way that makes healers irrelevant.
Give me one compelling reason that I should keep playing healer and you will see one less fake healer.
simple_specops wrote: »[Quoted post was removed]
20k DPS, for normal dungeons? You realize no class can pull that without a monster set from Vet. Unless they get heavily buffed by group and have 100% pot-uptime, and who uses pots on normal?
ResidentContrarian wrote: »Does the person have a taunt on their bar? Check
Does the person have sufficient health to tank the content that was queued for? Check
Does the person have the appropriate armor/armor buffs/shields/and cp talents? Check
If all checks pass, lock the gear/skills/talents in place required for the content and add them to the queue.
A system like this would allow extra rewards for filling and completing certain roles that are badly needed need in the queue like tank, thus speeding up everyone queue.
And who are you or anyone else in the community that agrees with this, even the dev team members, to suggest what a person is or is not capable of tanking without solid proof that they cannot complete the content as a tank without your predefined checks...?
Artificial checks in the finder will simply make players not use it. The finder is already a terrible experience most of the time for a healer or tank that solo queues, and you want to punish them because you can't stand how others are abusing the queue?
Then, there is the problem that players can be in a group of 4 already, will you still enforce your requirements on them too? Doubt they need anyone to tell them what their 4-man can complete if they do it all the time and it's their group.
Also locking skills and sets after entering a dungeon is one of the worst ideas I have ever seen posted on this forums and shows you have never been in either the tank or heal role. If you have, you'd know tanks and healers swap gear and skills all the time to help complete runs because the DPS aren't adequate in the dungeon finder.
Lastly, you act as if artificial limitations will make tanks or healers any better in the queue or increase their amount.
It will do neither. The reason is because the game is a massive DPS check. But, even going further than that, there is zero reason for any tank or healer to run dungeons after doing their dailies because it isn't profitable and it's not really fun.
In fact, tanks and healers can lose profit when they expend gems on others or wipe due to a bad party. Not to mention that there is something even more valuable to every person playing the game: time.
Essentially you want yourself, the community, or ZOS to micromanage the tank and heal roles in the dungeon finder to "fix" a problem the kick button solves, and then think that any real tank or healer will accept being micromanaged so you can have what you perceive as "fun" at their expense while wasting their time?
Hard disagree.
How is it a horrible experience? I do 1 random for crystals every day on 5 characters, 1 tank and 2 healers, and never have any real issues.
simple_specops wrote: »[Quoted post was removed]
20k DPS, for normal dungeons? You realize no class can pull that without a monster set from Vet. Unless they get heavily buffed by group and have 100% pot-uptime, and who uses pots on normal?
You can pull more then 20k just with heavy attacks spam and without sets from vet content and without group buffs.
ResidentContrarian wrote: »ResidentContrarian wrote: »Does the person have a taunt on their bar? Check
Does the person have sufficient health to tank the content that was queued for? Check
Does the person have the appropriate armor/armor buffs/shields/and cp talents? Check
If all checks pass, lock the gear/skills/talents in place required for the content and add them to the queue.
A system like this would allow extra rewards for filling and completing certain roles that are badly needed need in the queue like tank, thus speeding up everyone queue.
And who are you or anyone else in the community that agrees with this, even the dev team members, to suggest what a person is or is not capable of tanking without solid proof that they cannot complete the content as a tank without your predefined checks...?
Artificial checks in the finder will simply make players not use it. The finder is already a terrible experience most of the time for a healer or tank that solo queues, and you want to punish them because you can't stand how others are abusing the queue?
Then, there is the problem that players can be in a group of 4 already, will you still enforce your requirements on them too? Doubt they need anyone to tell them what their 4-man can complete if they do it all the time and it's their group.
Also locking skills and sets after entering a dungeon is one of the worst ideas I have ever seen posted on this forums and shows you have never been in either the tank or heal role. If you have, you'd know tanks and healers swap gear and skills all the time to help complete runs because the DPS aren't adequate in the dungeon finder.
Lastly, you act as if artificial limitations will make tanks or healers any better in the queue or increase their amount.
It will do neither. The reason is because the game is a massive DPS check. But, even going further than that, there is zero reason for any tank or healer to run dungeons after doing their dailies because it isn't profitable and it's not really fun.
In fact, tanks and healers can lose profit when they expend gems on others or wipe due to a bad party. Not to mention that there is something even more valuable to every person playing the game: time.
Essentially you want yourself, the community, or ZOS to micromanage the tank and heal roles in the dungeon finder to "fix" a problem the kick button solves, and then think that any real tank or healer will accept being micromanaged so you can have what you perceive as "fun" at their expense while wasting their time?
Hard disagree.
How is it a horrible experience? I do 1 random for crystals every day on 5 characters, 1 tank and 2 healers, and never have any real issues.
Spam the vet queue, you will find out eventually
You will eventually find the DPS that think they are doing 1 billion damage a second and can't even outdamage you as a tank. They are very useful in dungeons with hard DPS checks that ZOS keeps adding (or ones player fail to listen to the mechanics to prevent wiping that can be beaten with an alternate strategy like Vet Moongrave Fane).
jane_01215 wrote: »
Zephiran23 wrote: »There is the other unmentioned solution, which would require a complete overhaul of the dungeons. If there are too many DPS for the number of tanks and healers, the number of DPS required to fill a party needs to be dramatically increased.
Judging by the difference in queue times, what are currently 4 player dungeons should be 20 player dungeons. 1 tank, 1 healer and 18 DPS. Sure that's bigger than trial groups, but when dealing with overwhelming numbers, none of the previous suggestions are dealing with the actual problem. People want their daily rewards as soon as possible and will game whatever systems are in place to achieve their aim.
Making it easier for tanks or healers to progress in other content doesn't reduce the number of players wanting to do DPS in dungeons. It is a valid concern, but not the main issue. Gear or skill selection checks aren't going to make more people prepare properly for those roles - they just create more barriers.
ResidentContrarian wrote: »ResidentContrarian wrote: »Does the person have a taunt on their bar? Check
Does the person have sufficient health to tank the content that was queued for? Check
Does the person have the appropriate armor/armor buffs/shields/and cp talents? Check
If all checks pass, lock the gear/skills/talents in place required for the content and add them to the queue.
A system like this would allow extra rewards for filling and completing certain roles that are badly needed need in the queue like tank, thus speeding up everyone queue.
And who are you or anyone else in the community that agrees with this, even the dev team members, to suggest what a person is or is not capable of tanking without solid proof that they cannot complete the content as a tank without your predefined checks...?
Artificial checks in the finder will simply make players not use it. The finder is already a terrible experience most of the time for a healer or tank that solo queues, and you want to punish them because you can't stand how others are abusing the queue?
Then, there is the problem that players can be in a group of 4 already, will you still enforce your requirements on them too? Doubt they need anyone to tell them what their 4-man can complete if they do it all the time and it's their group.
Also locking skills and sets after entering a dungeon is one of the worst ideas I have ever seen posted on this forums and shows you have never been in either the tank or heal role. If you have, you'd know tanks and healers swap gear and skills all the time to help complete runs because the DPS aren't adequate in the dungeon finder.
Lastly, you act as if artificial limitations will make tanks or healers any better in the queue or increase their amount.
It will do neither. The reason is because the game is a massive DPS check. But, even going further than that, there is zero reason for any tank or healer to run dungeons after doing their dailies because it isn't profitable and it's not really fun.
In fact, tanks and healers can lose profit when they expend gems on others or wipe due to a bad party. Not to mention that there is something even more valuable to every person playing the game: time.
Essentially you want yourself, the community, or ZOS to micromanage the tank and heal roles in the dungeon finder to "fix" a problem the kick button solves, and then think that any real tank or healer will accept being micromanaged so you can have what you perceive as "fun" at their expense while wasting their time?
Hard disagree.
How is it a horrible experience? I do 1 random for crystals every day on 5 characters, 1 tank and 2 healers, and never have any real issues.
Spam the vet queue, you will find out eventually
You will eventually find the DPS that think they are doing 1 billion damage a second and can't even outdamage you as a tank. They are very useful in dungeons with hard DPS checks that ZOS keeps adding (or ones player fail to listen to the mechanics to prevent wiping that can be beaten with an alternate strategy like Vet Moongrave Fane).
Why would any sane person pug vets?
Like what's the point?
Agenericname wrote: »ResidentContrarian wrote: »ResidentContrarian wrote: »Does the person have a taunt on their bar? Check
Does the person have sufficient health to tank the content that was queued for? Check
Does the person have the appropriate armor/armor buffs/shields/and cp talents? Check
If all checks pass, lock the gear/skills/talents in place required for the content and add them to the queue.
A system like this would allow extra rewards for filling and completing certain roles that are badly needed need in the queue like tank, thus speeding up everyone queue.
And who are you or anyone else in the community that agrees with this, even the dev team members, to suggest what a person is or is not capable of tanking without solid proof that they cannot complete the content as a tank without your predefined checks...?
Artificial checks in the finder will simply make players not use it. The finder is already a terrible experience most of the time for a healer or tank that solo queues, and you want to punish them because you can't stand how others are abusing the queue?
Then, there is the problem that players can be in a group of 4 already, will you still enforce your requirements on them too? Doubt they need anyone to tell them what their 4-man can complete if they do it all the time and it's their group.
Also locking skills and sets after entering a dungeon is one of the worst ideas I have ever seen posted on this forums and shows you have never been in either the tank or heal role. If you have, you'd know tanks and healers swap gear and skills all the time to help complete runs because the DPS aren't adequate in the dungeon finder.
Lastly, you act as if artificial limitations will make tanks or healers any better in the queue or increase their amount.
It will do neither. The reason is because the game is a massive DPS check. But, even going further than that, there is zero reason for any tank or healer to run dungeons after doing their dailies because it isn't profitable and it's not really fun.
In fact, tanks and healers can lose profit when they expend gems on others or wipe due to a bad party. Not to mention that there is something even more valuable to every person playing the game: time.
Essentially you want yourself, the community, or ZOS to micromanage the tank and heal roles in the dungeon finder to "fix" a problem the kick button solves, and then think that any real tank or healer will accept being micromanaged so you can have what you perceive as "fun" at their expense while wasting their time?
Hard disagree.
How is it a horrible experience? I do 1 random for crystals every day on 5 characters, 1 tank and 2 healers, and never have any real issues.
Spam the vet queue, you will find out eventually
You will eventually find the DPS that think they are doing 1 billion damage a second and can't even outdamage you as a tank. They are very useful in dungeons with hard DPS checks that ZOS keeps adding (or ones player fail to listen to the mechanics to prevent wiping that can be beaten with an alternate strategy like Vet Moongrave Fane).
Why would any sane person pug vets?
Like what's the point?
Normals are excruciatingly boring after a certain point. They're for new(er) players. They see so much traffic because the rewards for the random do not reflect the time and risk involved.
Most groups clear vet just fine. In fact, our damage is so high in comparison to this content that even base game vets are trivialized.
Ive run into the groups that @ResidentContrarian is talking about. Theyre not the norm though. Vet DLCs are my favorite place to PUG. When I do run into them, I kindly explain why, and leave. I can do that without being insulting.
Its worth the risk IMO, but painful sometimes. Still more fun than normals, and fun is why I play.