Starlight_Whisper wrote: »Cause dps queue is to long. It's time for six man dungeons.
Agenericname wrote: »Why would I ever queue for a normal dungeon where not only am I not needed
Starlight_Whisper wrote: »
Agenericname wrote: »Starlight_Whisper wrote: »Cause dps queue is to long. It's time for six man dungeons.
It would take a lot of work to configure ESO's dungeons for 6 people. Most are tuned for 4. Crypt of Hearts 2, the boss before the portal. You couldn't fit more than 4 without someone dying. SCP synergies, UG abyss, FV skeever phase, MHK sigil phases, MoS Indrik fight, FH colossus and final boss, and that's just what I can think of off the top of my head.
It's also not the real issue. The issue is that tanks don't want to queue. Even if you could magically change all of the mechanics that made more than 4 player's a liability, they still aren't needed in much of the content. Why would I ever queue for a normal dungeon where not only am I not needed, but many would rather just have another DD to make it go faster? That's really where the fake tank issue is after all. This is all about farming transmutes and XP, which is the exact same for both. It doesn't happen nearly as often in vet DLCs.
Starlight_Whisper wrote: »Agenericname wrote: »Starlight_Whisper wrote: »Cause dps queue is to long. It's time for six man dungeons.
It would take a lot of work to configure ESO's dungeons for 6 people. Most are tuned for 4. Crypt of Hearts 2, the boss before the portal. You couldn't fit more than 4 without someone dying. SCP synergies, UG abyss, FV skeever phase, MHK sigil phases, MoS Indrik fight, FH colossus and final boss, and that's just what I can think of off the top of my head.
It's also not the real issue. The issue is that tanks don't want to queue. Even if you could magically change all of the mechanics that made more than 4 player's a liability, they still aren't needed in much of the content. Why would I ever queue for a normal dungeon where not only am I not needed, but many would rather just have another DD to make it go faster? That's really where the fake tank issue is after all. This is all about farming transmutes and XP, which is the exact same for both. It doesn't happen nearly as often in vet DLCs.
There's tanks in queue but ratio of dps is too high. It's part of the problem. You can fix other problems that exist with tank but never will there be enough at current ratio. Some dps wait an hour plus to get in. Also doesn't hurt if newer dungeons are 6 man.
Starlight_Whisper wrote: »Agenericname wrote: »Starlight_Whisper wrote: »Cause dps queue is to long. It's time for six man dungeons.
It would take a lot of work to configure ESO's dungeons for 6 people. Most are tuned for 4. Crypt of Hearts 2, the boss before the portal. You couldn't fit more than 4 without someone dying. SCP synergies, UG abyss, FV skeever phase, MHK sigil phases, MoS Indrik fight, FH colossus and final boss, and that's just what I can think of off the top of my head.
It's also not the real issue. The issue is that tanks don't want to queue. Even if you could magically change all of the mechanics that made more than 4 player's a liability, they still aren't needed in much of the content. Why would I ever queue for a normal dungeon where not only am I not needed, but many would rather just have another DD to make it go faster? That's really where the fake tank issue is after all. This is all about farming transmutes and XP, which is the exact same for both. It doesn't happen nearly as often in vet DLCs.
There's tanks in queue but ratio of dps is too high. It's part of the problem. You can fix other problems that exist with tank but never will there be enough at current ratio. Some dps wait an hour plus to get in. Also doesn't hurt if newer dungeons are 6 man.
I don't think that will entirely solve the problem - as it just adds more space for DPS, it doesn't encourage people to play tanks which is what a solution should be aimed towards
Starlight_Whisper wrote: »Starlight_Whisper wrote: »Agenericname wrote: »Starlight_Whisper wrote: »Cause dps queue is to long. It's time for six man dungeons.
It would take a lot of work to configure ESO's dungeons for 6 people. Most are tuned for 4. Crypt of Hearts 2, the boss before the portal. You couldn't fit more than 4 without someone dying. SCP synergies, UG abyss, FV skeever phase, MHK sigil phases, MoS Indrik fight, FH colossus and final boss, and that's just what I can think of off the top of my head.
It's also not the real issue. The issue is that tanks don't want to queue. Even if you could magically change all of the mechanics that made more than 4 player's a liability, they still aren't needed in much of the content. Why would I ever queue for a normal dungeon where not only am I not needed, but many would rather just have another DD to make it go faster? That's really where the fake tank issue is after all. This is all about farming transmutes and XP, which is the exact same for both. It doesn't happen nearly as often in vet DLCs.
There's tanks in queue but ratio of dps is too high. It's part of the problem. You can fix other problems that exist with tank but never will there be enough at current ratio. Some dps wait an hour plus to get in. Also doesn't hurt if newer dungeons are 6 man.
I don't think that will entirely solve the problem - as it just adds more space for DPS, it doesn't encourage people to play tanks which is what a solution should be aimed towards
It's not entire solution but we got to look at why people are faking and queue time is a big part of it. Even before fake tank plague queues were long.
Ceejengine wrote: »The reason there aren't any tanks or heals is pretty simple.
DPS outnumber both support roles 10 to 1.
DPS want to see big numbers and kill things quickly. When that doesn't happen they whine & complain. Just like the dozen + replies to this thread, and the dozen + threads identical to this one. ZOS MUST change something so their queue times aren't an hour or more. They don't have to change anything
Their job is big number not heal or tank. Except when that big number is the number of minutes they've been in queue.
Its never their fault. Its not their fault the level 27 tank didn't keep up with the CP980 magden that Bird of Prey'd through all the trash then pulled the boss. That tank spent all his limited stamina sprinting to keep up. Then that tank couldn't block and everyone died. Then the DPS flames the tank and that person reserves to never deal with random trash DPS again.
And they don't have to. They'll get in a guild and group with people they know and like. Its wonderful. Stress free. Room to grow. Patience to learn. None of the migraine that is random general queue.
If you want to see direct examples - go find one of the hundreds of posts made by a new player asking people in randoms not to rush so they can have fun too. Go look at the replies. Find the ones that have 5+ agrees. What did that person say?
"Randoms aren't for you to learn. They have no responsibility to wait for you."
"Its their daily too and they don't want to wait for a newbie. If you can't keep up, don't queue."
"If you want to slow down and do the story, don't waste people's time in randoms. They signed up to get the dungeon done quickly, and you're ruining that. If you want to go slow, do it with a pre-made group."
Then look at these threads popping up wondering how in all the worlds could people not be tanking for memeeme.
These posts are demanding that ZOS force people to tank for them. Like, what?? What value is there in suffering through 10-20 minutes with insufferable people just to get them their random daily reward?
Why would anyone willingly deal with that?
Oh wait, we don't.
Its not the overwhelmingly toxic DPS playerbase's fault that causes tanks to avoid them, its that those tanks are selfish and rude for not catering to their every whim.
I've played since beta. I've seen whiners consistently complain about how damage abilities should heal. Buffs should be widely available on damage abilities. Everything should allow them to easily solo overland content.
This is all a byproduct of those complaints.
No one queues as healers because they're worthless in everything but hard content, and even then theyre boring to play except when you get to dodge roll..
Its also miserable to play as a solo healer. You do 0 damage and any healing you do output is a massive overhead. Then when you do queue theres something like an 85% chance any mistake they make is going to get them attacked, bullied and probably kicked.
Anything that ever made a healer valuable, like exclusive access to powerful offensive buffs are now baked in passives or secondary effect on generally available hybrid skills instead of requiring a dedicated intention to buff.
Look at expert hunter in the fighter's guild.
Something like half of all skills and gearsets heal in some capacity.
No one queues as tanks because its incredibly dull in everything but hard content. Everyone has easy access to damage mitigation and powerful shields.
Look at brawler in the 2h tree. High AoE damage that creates a powerful damage shield. What?
These kinds of design decisions (made at the ruthless demand of DPS players) create a game where solo builds are the only thing that's fun to play.
Except solo builds can't tank harder group content.
I'll say that I am not surprised at all at the demands that ZOS force other players to tank for them. They're even in this thread.
There are only 2 solutions to this problem. Regardless of either, ESO DPS players should humble themselves and learn how to be kind and patient.
1.) Stop almost all hybridization of skills and gearsets. Create a necessity for support classes. Give healers the tools to empower others, including class pets so they can play solo sometimes.
Go find a healer main in other games and ask them what is the most fun about healing.
For like.. 70% of em its being the exclusive access to powerful buffs and relied upon for survival.
If ZOS removed 99.999% hybrid functionality from skills and gearsets across the board, and modified skills to focus on either
A.) Damage, or,
B.) Mitigation, or
C.) Healing, or
D.) Buffing, or
E.) AoE damage or healing
And any skill or gearset that does any multiple of those, it will never be as effective at any one category as skills that only do one thing.
By forcing people to focus on one of those 5 categories, you create a HUGE market for healers or tanks.
This also has the byproduct of drastically nerfing unkillable high damage procset tanks in PvP because there simply is no way for them to access all that power at once.
Of course all the DPS mains will immediately demean this suggestion because its a widespread nerf and if ZOS takes away all their power, they'll quit and go play some other MMO.
Which is fine with me, enjoy your hour long queues.
2.) Nerf boss damage, remove 1 hit mechanics, and cause threat to be generated passively by heavy armor / shield wearers. Make current taunts not have any threat generation unless wearing heavy armor or a shield.
Then get rid of the role select. Instead, once 4 people queue, the dungeon starts. All bosses now play similar to trash mobs but with unique mechanics.
Then your DPS players get to keep all their power, gain more power, and ESO can now focus on empowering hybrid builds instead of this weird, shaky middle ground we have now.