On ANY of my 11 characters I would still move forward and clear the dungeon.You're literally why dps have to wait ages for another healer or tank, or the group fails and all that time is wasted. You only prove my point further.
As the group is.
With a companion.
Slide myself over to "tank" and let another dps come in...to make it easier.
Hit up a guild asking for any dps to join.
Those who would wait are just...seriously?
You ever play dungeons at 12am-3am PST? I mean, if the group can we move forward. But on vMHK? Nah bruh, goodluck with that. I've been farming DLC dungeons lately. Waiting for a tank or dropping group are my only options since me (like many others you're ignoring) aren't very social or active in our guilds.
EDIT: Actually I've swapped to my tank characters if I wait more than 10 minutes. But I hate when I can't even play a full dungeon through as my dps (it's rare I get to play a dungeon on my dps because I can't wait an our for a queue to pop). Tanks drop because "this dungeon is too long" literally as soon as players spawn at the start.
I work 2 jobs and can play from 9pm to 12am weeknights, and I also am building up my own design and fabrication business when I have time, I don't have as much time to be as social as I used to when I basically breathed this game for 4 years straight. People have different lives, and I know I'm not the only one. Let's not guildless/friendless shame people.
Slide myself over to "tank" and let another dps come in...to make it easier.
KhajiitLivesMatter wrote: »
so ur saying u dont have much time and still blame people who drop a dungon cause its to long and they dont have much time (or dont wanna spend so much time )
rly?
Everyone gets blamed occasionally, and sometimes they are right. Sometimes they're not and you have to let it go. But it sounds like you let one experience make you bitter and vengeful. Either way, doesn't justify rushing a group activity to suit just YOUR needs. If you want to be selfish, solo the dungeon yourself.KhajiitLivesMatter wrote: »...vDsa, i was on a healer, we had a good expierenced tank, and the dude and another of his friends on the same skill lvl - i explained them every small mechanic - and after 5 tanks and 13h they gave up quit the game and blamed me for it - and what did i get from that time
litterly nothing i wasted it cause i was kind to a random - why should i continue to waste my time by doing dlc dungoens normal or vet doesnt matter basicly alone not getting anything from it like it should be for a carry and maybe even getting blamed by randoms cause i dont wanna explain every mechanic of e.g. nWgtWelcome to the grind. People are there for loot also, if you happen to need something someone else needs, it sucks but you move on and keep grinding. I spend weeks grinding the same place until someone is willing to trade. Just how it goes, and it doesn't justify being bitter about it.KhajiitLivesMatter wrote: »and the few times i still did dlc dungoens like 1 time i farmed wgt withrandoms they are NORMALY increadibly annyoing - i did farm a specific item - 5 randoms got it - i asked them if i could buy it for 100k - 3 didnt awnser / 1 said no cause they need it for collection but dont wanna play it / 1 said no cause i have a addon which shows me their loot - like rly how am i supoust to know if they normaly not even write in chat....
And tbh, I wouldn't want to trade with someone who asks at the VERY end, that rushed me the entire way... But ya know, that's for you to figure out.
Back on point: Better balance and making players do the roles that they set, would work--and I thought about it more: There should be an "other" role-option for players to select in group menu, but you can only use dungeon finder with it, if you are already pregrouped. This way no one gets a buff/debuff. Dungeon finder without a full 4-player group would still default to the 2 dps, 1 heal, 1tank.
Also, good news for you--next update, everyone gets ported to the boss spawn room when fight starts.
Tough love is not toxic
Yeah, it pretty much is. Sorry.
Also, good news for you--next update, everyone gets ported to the boss spawn room when fight starts.
Then why are you using dungeon finder if you can form a tank brigade, for crystals? Dungeon finder with daily rewards is to promote the standard PUG formation style groups, and to play in a group that plays with a standard formation. Again, this is somewhat exploitative, and you can do it--but you shouldn't mind the penalties for your niche scenario so that the rest of PUG players suffer fake roles just so someone can bypass roles and still get crystals or "practice".
My solution for this would be useful in any content of the game:
When you select your "role" in the group menu, your character gets buffs and debuffs according to their roles:
- Tank: +10% buff potency, +10% healing received potency, -10% damage potency.
- Healer: +10% healing done potency, +10% buff potency, -10% damage potency.
- Dps: +10% damage potency, -10% healing done potency,
This keeps people from faking roles, and could be applied similar to how "Battlespirit" is applied in status FX.
The 10% values can be increased to further gap the roles, and increasing dependency on the others. Of course, group content would need a rebalance also--but nothing too difficult for the ZoS team.
But you know, people who dislike this idea are probably the fakers. \o/
gariondavey wrote: »I queue on a dps character but queue as tank/healer all the time...
...But on my mag dps characters I run burst heals and radiating regen back bar and never let anyone die,
and
On my stam characters I run ice staff or sword and board back bar with a taunt and never let anyone take agro from mobs, never die myself, or let anyone else die.
The majority of group content is manageable as all dps, just in PvP style set-ups, essentially.