My personal solution that i'd be interested in is different queues for different group compositions in normal dungeons:
1 tank, 3 dps
1 healer, 3 dps
1 tank, 1 healer, 2 dps
4 dps
Scalebreaker peak is a great example of exposing fake tanks. Unless you have really good dps you won't get up to and past the first boss. Obviously I'm talking about vet mode. But if you make the lead up and first boss really hard eg they hit hard so you need 40k hp and taunts are needed
Sockermannen wrote: »discussed this with a friend not too long ago.
Increase boss damage, increase it to the point where tanking it in today’s DD setup isnt possible for any extended periods of time.
If the boss is taunted it’s damage will be reduced to today’s numbers.
Basically… taunt? damage will be manageable for a proper fake tank (someone with taunt and self heals to tank easier dungeons) no taunt? boss will smear that fake tank across the floor like a crayon.
it will not 100% fix fake tanking but it will become significantly harder for bad fake tanks to get away with it without fulfilling even the most basic of tanking tasks. A proper fake tank (as described above) should still be able to handle the boss like they can today.
I'd go very simple.
Cap damage done to 5k DPS for players listed as tanks and healers. However, only players using in group finder.
This would ensure that DPS would be useless queuing in the roles to skip the queue and would have minimal impact on tanks or healers.
By limiting to group finder only, you still allow premade groups to build their group their own way and enter dungeons manually, and it keeps trials uneffected.
Kidgangster101 wrote: »They need to buff all the trash adds to do more damage. This would force tanks/healers to be present. It also makes tank/healers wear gear that benefits them rather than wearing gear to increase DPS of others.
TylerDurden wrote: »What skills should a real tank be using?
I'd go very simple.
Cap damage done to 5k DPS for players listed as tanks and healers. However, only players using in group finder.
This would ensure that DPS would be useless queuing in the roles to skip the queue and would have minimal impact on tanks or healers.
By limiting to group finder only, you still allow premade groups to build their group their own way and enter dungeons manually, and it keeps trials uneffected.
Healing and DPS are not mutually exclusive in ESO, especially in dungeons. If 4 friends want to run randoms together with a fake/hybrid healer for XP/transmutes/whatever, why should they be limited like this?
This would require multiple steps:
1: Gated bosses: Bosses can't be skipped, and require atleast three players to stand inside a major circle before it to engage in the fight. (only three, so one player can't hold a party hostage)
2: Add automated taunt to those who queue as tank role, or as someone above said let bosses automatically go for the tank.
3: When queueing as tank role your damage is reduced by 90%, and you take 25% more damage from attacks. When queueing as healer role, your damage is reduced by 40%. When queuing as DPS, your DPS is increased by 15%.
4: Set minimum requirements to queue for roles: Tank needs atleast a taunt slotted, 25k resistances, and 25k health(normal, veteran = taunt, max res, and 30k health). Healer role requires atleast 2 heals slotted.
5: Remove rewards if roles are not fulfilled. Tanks do not get the dungeon completion rewards if they do not atleast have had 60% aggro overall on all the dungeon's bosses combined(excluding certain bosses due to mechanics/and skipped bosses). Healers are more tricky, as some groups do not require healers. Not sure how to go about that.
6: Let veteran dungeons grant 15 crystals, hm 20.
Some players might complain about build diversity and/or build freedom, but when playing with others there are certain expectations from a specific role. Setting those expectations as a low requirement, isn't wrong. Especially now with the armory, as players can switch role easier.
PS: For a smoother overall dungeon/trial experience, the game should remind the player of the boss's attacks before the boss is engaged. Also makes it easier to remember all mechanics.
PPS: Fake roles are an issue in normals as well, as that is the place for new players to learn how their role works/functions. Saying we do not need them there will only cause wave effects of issues, flowing to more parts of the game. Like bad DPS, bad tanks in veterans, and bad healers in veterans, etc. Not to mention giving new players a terrible dungeon experience.