the1andonlyskwex wrote: »francesinhalover wrote: »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
Theres fake tanks on vet?
I can't speak for all servers, but there certainly are a lot on PS4-NA. Probably close to half of my random vet runs (as healer) include a "tank" with less than 30k health who either doesn't taunt or kites bosses out of GBAoE.
if youre completing the dungeon, whats the problem?
Zodiarkslayer wrote: »Only thing that'll work, is locking out the option to switch roles, unless certain requirements are fullfilled.
You know, equipped Resto Staff, pop, you can select the Healer role. 1h+s + 2pieces heavy armor+ 30k health, boom, tank button pops up.
Obviously the group finder had to be adjusted to auto kick when a tank unequips the shield or heavy armor or the healer the Resto Staff.
As long as there are no consequences there will be fake roles.
Incentivising that with unique buffs is a great idea!
the1andonlyskwex wrote: »It would go a lot faster and more smoothly with a real tank. DDs getting one shotted, DDs having to kite bosses
Zodiarkslayer wrote: »Only thing that'll work, is locking out the option to switch roles, unless certain requirements are fullfilled.
You know, equipped Resto Staff, pop, you can select the Healer role. 1h+s + 2pieces heavy armor+ 30k health, boom, tank button pops up.
Obviously the group finder had to be adjusted to auto kick when a tank unequips the shield or heavy armor or the healer the Resto Staff.
As long as there are no consequences there will be fake roles.
Incentivising that with unique buffs is a great idea!
gddanielb16_ESO wrote: »'m a regular player; 2700'ish CP; played since beta.
[snip] Having been sticker book hunting for the past month (and left with DLC's only), I'm seeing about half coming in as fake tanks. Ask nicely for a taunt and you'll more often than not get told off (and pretty much never get compliance). Typically you'll get a "get good" or this is "trivially easy, why are you complaining?". They do NOT represent the ESO community, by and large. Although there's the occasional CP100, most are high levels with high DPS skills. They do not appreciate that aggro for casters, like healers, is fine for a short while, but they can't sustain blocking or block-casting for long. The healer then can't keep newer players alive effectively. Of course there's no boss control, so the fight moves constantly. It can get miserable for the non-fake-tank players quite often.
For those experienced ESO players: imagine this is your "new player" introduction to groups. I can't emphasize this enough. Absurd drama & chaos, and clearly caused by folks more concerned about themselves and their own goals than other players. I'd be shocked if new players find any of this "fun".
A simple solution? @name reporting. 10 of those for different days; different players and/or dungeons = a month suspension ... or "two months no dungeons". There are indeed better recommendations I've read on how to manage this, but this is simple. Different days means no ganging up. This is the "this is how angry I am" solution.
I also firmly believe much could be done to help tanking in ESO.
I also think another simple (partial) solution is to prohibit anyone not using a shield in one slot AND a taunt from queueing as tank --- and staying that way to the end of the dungeon.
Something must be done for newer players to prevent them from suffering this situation. Please. For the good of the game.
[Edited for Baiting]
I don't have any good ideas for this problem.
Maybe the system checking for at least one appropriate skill for the selected role would be adequate.
Tank- taunt skill
Healer- heal skill
damage dealer- no taunt slotted
Now that makes some sense, the downside is that ESO dungeons goes from normal FG1 to HM dlc ones.Sockermannen wrote: »i made a suggestion a while back when it came to dealing with fake tanks.
astronomically boost the damage of boss mobs in dungeons, buff it to the point where it should not be possible to block more than 1-2 hits before going down on a standard DD/healer build. Along with this make taunt act like a damage reduction against boss mobs, a tauned mob would deal today’s damage against the player who taunted it.
This will not necessarely solve the issue with fake healers, but it will become much more important for fake tanks to at the very least slot a taunt. Should they not do this then they will activelly harm the progression of the group by having the boss run around untaunted with increased damage which would hopefully lead to more fake tank kicks.
Basically make it harder for fake tanks to roll without a taunt without making it harder for people who run actual fake rank builds and contribute to progression. Atleast then i won’t have to deal with the boss head on because someone else decided to be lazy.
also make the leaver penalty of 15 min before requeue apply if you get kicked early into the dungeon.
And add Transmute Sttones as a random drop to Excavations, given the trash that turnes up in the bottom of those pits the occasional transmute stone would be a welcome addition and makes more sense, I mean they have to come from somewhere...Another solution would be to remove transmutes from normal dungeons completely, and add transmutes/undaunted keys to all the zone's non-crafting daily quests. Which could randomly give either two transmutes or one undaunted key as rewards. This would make sure veteran players would flow to veteran content for the transmutes, monster masks, and double keys(would still rarely do normals for exp). This would also allow (new)players to gather transmutes and undaunted keys in an accessible way, and would leave normal dungeons mostly for learning roles/dungeons/grouping.
Another advantage of this is, players could do as many daily quests as they would need transmutes/undaunted keys. Only limited by the amount of daily quests one can do each day.
Another good thing about this idea is, it would not limit or change anything about roles, dungeons, and buildrequirements.