
And what's wrong with that? These players usually deal the highest DPS in the group and guarantee the completion of the dungeon.I really can't stand DPS players who tag tank or heal in dungeon finder just to tag quickly!
When you come across this kind of players and you come across DLC dungeons it becomes complex and unmanageable because 90% of the time they rush without caring about the others player of the group !
Parasaurolophus wrote: »And what's wrong with that? These players usually deal the highest DPS in the group and guarantee the completion of the dungeon.I really can't stand DPS players who tag tank or heal in dungeon finder just to tag quickly!
When you come across this kind of players and you come across DLC dungeons it becomes complex and unmanageable because 90% of the time they rush without caring about the others player of the group !
I really can't stand DPS players who tag tank or heal in dungeon finder just to tag quickly!
When you come across this kind of players and you come across DLC dungeons it becomes complex and unmanageable because 90% of the time they rush without caring about the others player of the group !
It would be necessary that the dungeon finder blocks the fact of tag tank or healer if one does not respect certain restrictions:
- Tank : have a sword and shield equipped and a HP cap (30-35k for normal and more for vet) and minimal resistances (base for normal and vet) as well as the presence of at least one taunt skill
- Healer : have a recovery staff equipped with at least two healing skills (and more skills in vet)
Because this kind of experience with people who don't have the role and who ruin the tag of the other players who are forced to leave the dungeon because of people who don't respect the others and their role it becomes tiring.
Tell me what do you think about that idea in the comment below, tell me what should be your way to make things better rom your point of view and of course share your bad experience because of that kind of player to show to Zenimax dev that is a real problem.
It would be necessary that the dungeon finder blocks the fact of tag tank or healer if one does not respect certain restrictions:
- Tank : have a sword and shield equipped and a HP cap (30-35k for normal and more for vet) and minimal resistances (base for normal and vet) as well as the presence of at least one taunt skill
- Healer : have a recovery staff equipped with at least two healing skills (and more skills in vet)
more simply if you hate fake tank and fake healer
simply ask zos to add spirit buff/nerf like in pvp for each role
Tank spirit: increase max health and armor by X% , you can survive one shoot if you have more of 70 % of you hp, reduce all damage done by 95 % and healing done/shield given to other player by 75 %
DD: increase weapon and spell dmg by X%, increase critical damage done by X%, reduce all healing done/shield by 95 %
Healer: increase healing done by X%, increase buff duration given by X%, reduce all damage done by 95 % (except funnel Health because damage done are turned into heal for other player).
the problem is simply to tighten on the dd simply if they go on other role they simply lost all they'r damage, with this system each role need other for not go to the wipe.
but if you want more horrbile way to fix fake tank just add dps cap on boss like he can only take max 3% of is max health as damage per second and make execute extra damage the only way to bypass this mechanic.
Problem solven
writen by a tank/healer player so if your not happy dd go play true healer/tank role instead of plague the most overpopulated role in eso.
the proof with blackwood update , the legendary shadowfen node war who show we have to many dd population.
I suppose it's that time of the day again. I think you're conflating two separate problems : rushers and "fake tanks." Stopping rushers queing as a tank isn't going to make them stop rushing. When they finally get in the damn dungeon, they're going to want to get it done at warp speed.
As to fake tanks? You not only don't need a tank in base game normals, you wouldn't really want one. They don't do any damage. And half the groups running them put out about 10k between them. All you really need to tank a normal is inner fire, a source of breach and some basic resists / HP.
Vets, dlcs, sure that's a different kettle of fish. But most of these posts seem to be peopel companining about normals. But liek I say, I think what they're really complaining about is rushers.
OP. You will see the same people responce to your post, who aren´t interested in a solution, so don´t mind them.
Yes there are problems in dungeons and you are right OP. Tanks are not needed in norm or DLC is not true as you have discovered for yourself.
My tanks and healers plus dds are kept out of dungeons atm. We are allready seeing problems finding people to que as tank, but that´s not because there isn´t any tanks out there, they just don´t bother.
Yes. A solution is needed
zelaminator wrote: »OP. You will see the same people responce to your post, who aren´t interested in a solution, so don´t mind them.
Yes there are problems in dungeons and you are right OP. Tanks are not needed in norm or DLC is not true as you have discovered for yourself.
My tanks and healers plus dds are kept out of dungeons atm. We are allready seeing problems finding people to que as tank, but that´s not because there isn´t any tanks out there, they just don´t bother.
Yes. A solution is needed
A solution is needed, no discussion there.. his solution though, is not the one
Lady_Galadhiel wrote: »Again this? The same people reposting over and over different threads about the same,I miss the diversity of subjects on this forum.
what about asking zos to make dungeons that actualy needs a healer and tank.
having 3 dd in most of dunegons make it easier even a healer in hardmode fights like castle thorn is just a dead weight.
zelaminator wrote: »OP. You will see the same people responce to your post, who aren´t interested in a solution, so don´t mind them.
Yes there are problems in dungeons and you are right OP. Tanks are not needed in norm or DLC is not true as you have discovered for yourself.
My tanks and healers plus dds are kept out of dungeons atm. We are allready seeing problems finding people to que as tank, but that´s not because there isn´t any tanks out there, they just don´t bother.
Yes. A solution is needed
A solution is needed, no discussion there.. his solution though, is not the one
It´s ZOS job to find a solution.. I believe suggestions are welcome. As it is now it´s not healthy for ESO.
I really can't stand DPS players who tag tank or heal in dungeon finder just to tag quickly!
When you come across this kind of players and you come across DLC dungeons it becomes complex and unmanageable because 90% of the time they rush without caring about the others player of the group !
It would be necessary that the dungeon finder blocks the fact of tag tank or healer if one does not respect certain restrictions:
- Tank : have a sword and shield equipped and a HP cap (30-35k for normal and more for vet) and minimal resistances (base for normal and vet) as well as the presence of at least one taunt skill
- Healer : have a recovery staff equipped with at least two healing skills (and more skills in vet)
Because this kind of experience with people who don't have the role and who ruin the tag of the other players who are forced to leave the dungeon because of people who don't respect the others and their role it becomes tiring.
Tell me what do you think about that idea in the comment below, tell me what should be your way to make things better rom your point of view and of course share your bad experience because of that kind of player to show to Zenimax dev that is a real problem.
Thannazzar wrote: »If you wish to go down this route:
Tank should have:
- Minimum Health Requirement
- Minimum Resistance Requirement
- Taunt slotted
Healer should have:
- Resto Staff Heal Slotted
- Class Heal Slotted
- Resto Staff Equiped
DPS should have:
- No Taunt equipped
- Minimum weapon or spell power
- Minimum Base Damage stat.
Thannazzar wrote: »If you wish to go down this route:
Tank should have:
- Minimum Health Requirement
- Minimum Resistance Requirement
- Taunt slotted
Healer should have:
- Resto Staff Heal Slotted
- Class Heal Slotted
- Resto Staff Equiped
DPS should have:
- No Taunt equipped
- Minimum weapon or spell power
- Minimum Base Damage stat.
Tank : have a sword and shield equipped and a HP cap (30-35k for normal and more for vet) and minimal resistances (base for normal and vet) as well as the presence of at least one taunt skill][/center]
Healer : have a recovery staff equipped with at least two healing skills (and more skills in vet)
I suppose it's that time of the day again. I think you're conflating two separate problems : rushers and "fake tanks." Stopping rushers queing as a tank isn't going to make them stop rushing. When they finally get in the damn dungeon, they're going to want to get it done at warp speed.
As to fake tanks? You not only don't need a tank in base game normals, you wouldn't really want one. They don't do any damage. And half the groups running them put out about 10k between them. All you really need to tank a normal is inner fire, a source of breach and some basic resists / HP.
Vets, dlcs, sure that's a different kettle of fish. But most of these posts seem to be peopel companining about normals. But liek I say, I think what they're really complaining about is rushers.
Was speaking mostly of normal DLC and vet dungeon with the random queue
Don't know if I have a bad luck or something but 75% of my random dungeon are DLC's (normal or vet) and 80% in normal dungeon I have a fake tank on DLC's runs. For a lot on normal DLC's dungeon, tank is quite needed because of packs and bosses which still have hard dmg mecanics.
Or separate DLC's Dungeon from the random queue... don't know but it's quite a pain to have runs ruined because of that