The best solution would be to make tanks and healers fun to play, and that includes being fun when NOT in a group environment.
But hey, let’s keep nerfing their damage so it takes forever to burn down a regular overland mob, then collectively scratch our heads wondering why no one plays them.
The best solution would be to make tanks and healers fun to play, and that includes being fun when NOT in a group environment.
But hey, let’s keep nerfing their damage so it takes forever to burn down a regular overland mob, then collectively scratch our heads wondering why no one plays them.
Healers are basically mag dps already. Just add couple dps skills on your bar when you overland and you're no different from dps characters. It takes 2 sec.
Now with tanks it takes gear and skills change but if you're on PC then addons take care of that also in 2 sec. No need to change cp, mundus or attributes. With just gear and skills change you can easily pull 20-30k dps single target self buffed, which is enough for anything overland.
I’d hate it if there’s a real healer or real tank in a dungeon, I hope it’s 4 dps for fast run experience and get it done and over with. Your abilities already have self heal, and who needs heal in a dungeon. Taunt is easy by slot inner fire for boss. Put dark convergence on, all adds are grouped why need a tank? Letting 2 dps to do damages in a dungeon takes way longer, not even efficient. If you really wanna see tank and healer fulfill their job and shine, play vet trials.
Look, bribing players to play unpopular roles in dungeons is not a solution. All that is doing is trying to fix the after effects of bad game design.
All roles should be equally fun to play, and they are obviously not.
Want the solution? Here it is. For all you non-tanks out there, beyond bribery, think to yourselves what would make you play a tank.
That is the solution.
they really should remove the ability to do the "random bonus" with a full party of four. Pledges are enough of a reason to do dungeons and a 4xQ does nothing for draining the DFQ.
I’d hate it if there’s a real healer or real tank in a dungeon, I hope it’s 4 dps for fast run experience and get it done and over with. Your abilities already have self heal, and who needs heal in a dungeon. Taunt is easy by slot inner fire for boss. Put dark convergence on, all adds are grouped why need a tank? Letting 2 dps to do damages in a dungeon takes way longer, not even efficient. If you really wanna see tank and healer fulfill their job and shine, play vet trials.
Grandchamp1989 wrote: »Then I started tanking ESO and noticed it is 99% defense.
taunting one enemy at a time, keeping buffs up and use sets that benefit everyone but yourself.
The best solution would be to make tanks and healers fun to play, and that includes being fun when NOT in a group environment.
But hey, let’s keep nerfing their damage so it takes forever to burn down a regular overland mob, then collectively scratch our heads wondering why no one plays them.
WhyMustItBe wrote: »I get it, people are pressed for time and have instant gratification syndrome. But the dungeon runs I have done lately have been totally terrible and if I was a new player it would put me off wanting to be a part of this community or possibly the game. People just rushing ahead, queued as tank, no taunt slotted, not even waiting for group members to reach bosses, not talking at all when people ask to wait for them to grab the quest, just ME ME ME all the way through. It is a truly toxic experience.
A solution I propose is simple: Give extra rewards to REAL tanks/healers.
WoW did something like this years ago to incentivize people playing the tank role, but ESO could do it better. What I suggest is, have a simple code that counts how much healing you do as a healer, how much you taunt and absorb damage as a tank, and if you meet certain metrics for a REAL fulfillment of that role, then at the end of the dungeon you get the option to choose a loot box containing a random piece of one of the non-monster sets dropped in that dungeon.
For example for people farming Medusa gear, you would have an extra RNG roll for the piece you wanted at the end, but only if you actually filled the role you queued for.
This is a better solution than trying to just punish selfish people who queue as the wrong role to save time. Creating real incentives is always more effective than punishment.
Completing a tough veteran DLC hardmode pledge gives you 5 transmute crystals. A simple 5-10 minute base game Random normal dungeon gives 10 crystals. That's the same crystal reward as clearing a vet hm trial so well that you get on weekly leaderboard. See the issue here?WhyMustItBe wrote: »I get it, people are pressed for time and have instant gratification syndrome. But the dungeon runs I have done lately have been totally terrible and if I was a new player it would put me off wanting to be a part of this community or possibly the game. People just rushing ahead, queued as tank, no taunt slotted, not even waiting for group members to reach bosses, not talking at all when people ask to wait for them to grab the quest, just ME ME ME all the way through. It is a truly toxic experience.
A solution I propose is simple: Give extra rewards to REAL tanks/healers.
WhyMustItBe wrote: »A solution I propose is simple: Give extra rewards to REAL tanks/healers.
if you want stop dd from tag as fake tank healer do spirit buff/nerf like in pvp but for each role , you nerf tank and healer dmg with the nerf of role by 90 % and they gonna be useless and fastly kicked
While I do agree that it's not a great suggestion, it is one of the better/more feasible ones.zelaminator wrote: »if you want stop dd from tag as fake tank healer do spirit buff/nerf like in pvp but for each role , you nerf tank and healer dmg with the nerf of role by 90 % and they gonna be useless and fastly kicked
Another bad suggestion.. if they did that, what about groups of friends wanting to play together.. people easily capable of doing the content with 4 DD's.. A nerf is not the solution..
Completing a tough veteran DLC hardmode pledge gives you 5 transmute crystals. A simple 5-10 minute base game Random normal dungeon gives 10 crystals. That's the same crystal reward as clearing a vet hm trial so well that you get on weekly leaderboard. See the issue here?WhyMustItBe wrote: »I get it, people are pressed for time and have instant gratification syndrome. But the dungeon runs I have done lately have been totally terrible and if I was a new player it would put me off wanting to be a part of this community or possibly the game. People just rushing ahead, queued as tank, no taunt slotted, not even waiting for group members to reach bosses, not talking at all when people ask to wait for them to grab the quest, just ME ME ME all the way through. It is a truly toxic experience.
A solution I propose is simple: Give extra rewards to REAL tanks/healers.
Endgame players with multiple characters tend to need a lot of crystals and farming random normal dungeons has become the most efficient way of farming crystals, so they just hop on their DDs and fake queue. They should be able to get the crystals more efficiently from endgame group content, not from beginner group content.
WhyMustItBe wrote: »I get it, people are pressed for time and have instant gratification syndrome. But the dungeon runs I have done lately have been totally terrible and if I was a new player it would put me off wanting to be a part of this community or possibly the game. People just rushing ahead, queued as tank, no taunt slotted, not even waiting for group members to reach bosses, not talking at all when people ask to wait for them to grab the quest, just ME ME ME all the way through. It is a truly toxic experience.
A solution I propose is simple: Give extra rewards to REAL tanks/healers.
WoW did something like this years ago to incentivize people playing the tank role, but ESO could do it better. What I suggest is, have a simple code that counts how much healing you do as a healer, how much you taunt and absorb damage as a tank, and if you meet certain metrics for a REAL fulfillment of that role, then at the end of the dungeon you get the option to choose a loot box containing a random piece of one of the non-monster sets dropped in that dungeon.
For example for people farming Medusa gear, you would have an extra RNG roll for the piece you wanted at the end, but only if you actually filled the role you queued for.
This is a better solution than trying to just punish selfish people who queue as the wrong role to save time. Creating real incentives is always more effective than punishment.
WhyMustItBe wrote: »I get it, people are pressed for time and have instant gratification syndrome. But the dungeon runs I have done lately have been totally terrible and if I was a new player it would put me off wanting to be a part of this community or possibly the game. People just rushing ahead, queued as tank, no taunt slotted, not even waiting for group members to reach bosses, not talking at all when people ask to wait for them to grab the quest, just ME ME ME all the way through. It is a truly toxic experience.
A solution I propose is simple: Give extra rewards to REAL tanks/healers.
WoW did something like this years ago to incentivize people playing the tank role, but ESO could do it better. What I suggest is, have a simple code that counts how much healing you do as a healer, how much you taunt and absorb damage as a tank, and if you meet certain metrics for a REAL fulfillment of that role, then at the end of the dungeon you get the option to choose a loot box containing a random piece of one of the non-monster sets dropped in that dungeon.
For example for people farming Medusa gear, you would have an extra RNG roll for the piece you wanted at the end, but only if you actually filled the role you queued for.
This is a better solution than trying to just punish selfish people who queue as the wrong role to save time. Creating real incentives is always more effective than punishment.
WhyMustItBe wrote: »I get it, people are pressed for time and have instant gratification syndrome. But the dungeon runs I have done lately have been totally terrible and if I was a new player it would put me off wanting to be a part of this community or possibly the game. People just rushing ahead, queued as tank, no taunt slotted, not even waiting for group members to reach bosses, not talking at all when people ask to wait for them to grab the quest, just ME ME ME all the way through. It is a truly toxic experience.
A solution I propose is simple: Give extra rewards to REAL tanks/healers.
WoW did something like this years ago to incentivize people playing the tank role, but ESO could do it better. What I suggest is, have a simple code that counts how much healing you do as a healer, how much you taunt and absorb damage as a tank, and if you meet certain metrics for a REAL fulfillment of that role, then at the end of the dungeon you get the option to choose a loot box containing a random piece of one of the non-monster sets dropped in that dungeon.
For example for people farming Medusa gear, you would have an extra RNG roll for the piece you wanted at the end, but only if you actually filled the role you queued for.
This is a better solution than trying to just punish selfish people who queue as the wrong role to save time. Creating real incentives is always more effective than punishment.
Yeah this is a good suggestion. One quick and easy thing ZOS can try is instead of Normal Random having same reward as Vet, to have normal receive the 4-10 transmute you get in BGs rather than the guaranteed 10 transmute one. But Vet always gets the 10. And if that still doesn't work, I have proposed almost the same thing as you many times except I think if someone is considered a Fake tank/healer they should just NOT RECEIVE ANY REWARD at the end, no 100K XP or 10 transmutes.
As you point out the system can super easily test whether the healer is actually even healing anyone (fakes don't even slot a group heal), also you can easily spot a fake tank because they don't taunt and are not blocking any damage (as real healer with fake tank my 'Damage Received' is almost always the highest because with fake tank I always get aggro). I would add one more test that should apply to all roles, that is speedrunning, if someone gets way ahead of the group and/or initiates a fight with any boss while other players are not in the room (like 2-3 times to make sure it is intentional) at the end they should just not receive any rewards.
I think the NOT receiving rewards for toxic players is a better incentive than an extra set piece for doing it correctly. One more thing, not only should they not get the reward but it should act as if they did and if they use same toon again withing 20 hours it will be the lesser reward. And as always you have to make the disclaimer this should only
apply for Normal Random dungeons with
groups of less than 4 otherwise people will
cry about it, even though why would a premade treat each other like the toxic players do anyway. Also you have the
question if the reward is for backfilling
specific queue and helping players should
premades even get the same reward.