Normal trials and craglorn vets barely require any communication, most of mechanics could be easily done by random groups. No harm in adding more convenient option as opposed to standing in craglorn and spamming in chat.By my experience, trials require way too much organisation to really be viable for a group finder.
1. Group composition
The required group composition varies from trial to trial, and sometimes even on what you are aiming for. Usually it is 2 tanks, 2 healers and 8 damage dealers, but Asylum Sanctorium you might opt for 1 tank instead. In Cloudrest, on normal you might be fine with 1 tank, but on vet you need 2 or 3 tanks depending on how many bosses you fight at once.
2. Portal Mechanics
Most of the trials have portal mechanics, that requires 1-4 players to enter a portal and kill something in there, or else the group wipes. With finder group, these would be destined to fail, because understandably not all want to carry the weight of "pass or fail the whole group". Sometimes even with normal Cloudrest +0 zone chat groups the groups don't have willing people for the portal mechanic (and too low of a group dps to skip it) making the trial impossible - it'd be a disaster on finder.
3. Specialised roles in tactics
Without organising, how could the finder groups decide on which healer is the tomb healer, the kite healer, the group healer, the main tank, the off tank and so on and so forth? Some fights requires some specialisation in the role rendering generic roling near impossible. Like for example, in Lokkestiiz fight in Sunspire, you want to assign one healer to be the tomb healer whose purpose is to heal players entering the frozen tombs mechanic to prevent group wipes while the other healer heals the group and looks after the tank(s). The tomb healer needs to pump out strong healing, and it'd be waste for all the healers heading to sunspire to spec to be a tomb healer, but if no one specs for it the tombs have a high chance of failing and thus a high chance of wiping the group over and over.
I just do not see how a group finder for trials would not end up in a disaster. Taking organisation away from the content requiring organisation does not sound a recipe for success, and thus I'm not rooting for it.
after your examples, the conclusion is obvious: make only a few trials available for TFinder and add the rest gradually or not add them at all.By my experience, trials require way too much organisation to really be viable for a group finder
It would be a great way to help us noobs get started with Trials. Anything to help new players start making all the mistakes they need to be able to make in order to learn the ropes would be appreciated and beneficial to the overall health of the game.
Normal trials and craglorn vets barely require any communication, most of mechanics could be easily done by random groups. No harm in adding more convenient option as opposed to standing in craglorn and spamming in chat.By my experience, trials require way too much organisation to really be viable for a group finder.
1. Group composition
The required group composition varies from trial to trial, and sometimes even on what you are aiming for. Usually it is 2 tanks, 2 healers and 8 damage dealers, but Asylum Sanctorium you might opt for 1 tank instead. In Cloudrest, on normal you might be fine with 1 tank, but on vet you need 2 or 3 tanks depending on how many bosses you fight at once.
2. Portal Mechanics
Most of the trials have portal mechanics, that requires 1-4 players to enter a portal and kill something in there, or else the group wipes. With finder group, these would be destined to fail, because understandably not all want to carry the weight of "pass or fail the whole group". Sometimes even with normal Cloudrest +0 zone chat groups the groups don't have willing people for the portal mechanic (and too low of a group dps to skip it) making the trial impossible - it'd be a disaster on finder.
3. Specialised roles in tactics
Without organising, how could the finder groups decide on which healer is the tomb healer, the kite healer, the group healer, the main tank, the off tank and so on and so forth? Some fights requires some specialisation in the role rendering generic roling near impossible. Like for example, in Lokkestiiz fight in Sunspire, you want to assign one healer to be the tomb healer whose purpose is to heal players entering the frozen tombs mechanic to prevent group wipes while the other healer heals the group and looks after the tank(s). The tomb healer needs to pump out strong healing, and it'd be waste for all the healers heading to sunspire to spec to be a tomb healer, but if no one specs for it the tombs have a high chance of failing and thus a high chance of wiping the group over and over.
I just do not see how a group finder for trials would not end up in a disaster. Taking organisation away from the content requiring organisation does not sound a recipe for success, and thus I'm not rooting for it.
2 tanks, 2 healers and 8 dds is fine for all but certain hm dlc trials, which you won’t do through finder so this point is irrelevant.
All mechanics could be quickly explained through communication within the group if it’s even necessary, same for assigning specific roles for each players. Craglorn pugs essentially have the same tools as group finder ones and clearing all trials on normal with no troubles, occasionally even getting them done on vet.
Don’t like it, don’t use it.
By my experience, trials require way too much organisation to really be viable for a group finder.1. Group composition
The required group composition varies from trial to trial, and sometimes even on what you are aiming for. Usually it is 2 tanks, 2 healers and 8 damage dealers, but Asylum Sanctorium you might opt for 1 tank instead. In Cloudrest, on normal you might be fine with 1 tank, but on vet you need 2 or 3 tanks depending on how many bosses you fight at once.
2. Portal Mechanics
Most of the trials have portal mechanics, that requires 1-4 players to enter a portal and kill something in there, or else the group wipes. With finder group, these would be destined to fail, because understandably not all want to carry the weight of "pass or fail the whole group". Sometimes even with normal Cloudrest +0 zone chat groups the groups don't have willing people for the portal mechanic (and too low of a group dps to skip it) making the trial impossible - it'd be a disaster on finder.
3. Specialised roles in tactics
Without organising, how could the finder groups decide on which healer is the tomb healer, the kite healer, the group healer, the main tank, the off tank and so on and so forth? Some fights requires some specialisation in the role rendering generic roling near impossible. Like for example, in Lokkestiiz fight in Sunspire, you want to assign one healer to be the tomb healer whose purpose is to heal players entering the frozen tombs mechanic to prevent group wipes while the other healer heals the group and looks after the tank(s). The tomb healer needs to pump out strong healing, and it'd be waste for all the healers heading to sunspire to spec to be a tomb healer, but if no one specs for it the tombs have a high chance of failing and thus a high chance of wiping the group over and over.
I just do not see how a group finder for trials would not end up in a disaster. Taking organisation away from the content requiring organisation does not sound a recipe for success, and thus I'm not rooting for it.
Normal trials and craglorn vets barely require any communication, most of mechanics could be easily done by random groups. No harm in adding more convenient option as opposed to standing in craglorn and spamming in chat.By my experience, trials require way too much organisation to really be viable for a group finder.
1. Group composition
The required group composition varies from trial to trial, and sometimes even on what you are aiming for. Usually it is 2 tanks, 2 healers and 8 damage dealers, but Asylum Sanctorium you might opt for 1 tank instead. In Cloudrest, on normal you might be fine with 1 tank, but on vet you need 2 or 3 tanks depending on how many bosses you fight at once.
2. Portal Mechanics
Most of the trials have portal mechanics, that requires 1-4 players to enter a portal and kill something in there, or else the group wipes. With finder group, these would be destined to fail, because understandably not all want to carry the weight of "pass or fail the whole group". Sometimes even with normal Cloudrest +0 zone chat groups the groups don't have willing people for the portal mechanic (and too low of a group dps to skip it) making the trial impossible - it'd be a disaster on finder.
3. Specialised roles in tactics
Without organising, how could the finder groups decide on which healer is the tomb healer, the kite healer, the group healer, the main tank, the off tank and so on and so forth? Some fights requires some specialisation in the role rendering generic roling near impossible. Like for example, in Lokkestiiz fight in Sunspire, you want to assign one healer to be the tomb healer whose purpose is to heal players entering the frozen tombs mechanic to prevent group wipes while the other healer heals the group and looks after the tank(s). The tomb healer needs to pump out strong healing, and it'd be waste for all the healers heading to sunspire to spec to be a tomb healer, but if no one specs for it the tombs have a high chance of failing and thus a high chance of wiping the group over and over.
I just do not see how a group finder for trials would not end up in a disaster. Taking organisation away from the content requiring organisation does not sound a recipe for success, and thus I'm not rooting for it.
2 tanks, 2 healers and 8 dds is fine for all but certain hm dlc trials, which you won’t do through finder so this point is irrelevant.
All mechanics could be quickly explained through communication within the group if it’s even necessary, same for assigning specific roles for each players. Craglorn pugs essentially have the same tools as group finder ones and clearing all trials on normal with no troubles, occasionally even getting them done on vet.
Don’t like it, don’t use it.
This would be a good option as well.colossalvoids wrote: »The only way I can imagine it in eso is some kind of open cross-zones board / chat for that matter, not an actual "finder".
By my experience, trials require way too much organisation to really be viable for a group finder.
1. Group composition
The required group composition varies from trial to trial, and sometimes even on what you are aiming for. Usually it is 2 tanks, 2 healers and 8 damage dealers, but Asylum Sanctorium you might opt for 1 tank instead. In Cloudrest, on normal you might be fine with 1 tank, but on vet you need 2 or 3 tanks depending on how many bosses you fight at once.
2. Portal Mechanics
Most of the trials have portal mechanics, that requires 1-4 players to enter a portal and kill something in there, or else the group wipes. With finder group, these would be destined to fail, because understandably not all want to carry the weight of "pass or fail the whole group". Sometimes even with normal Cloudrest +0 zone chat groups the groups don't have willing people for the portal mechanic (and too low of a group dps to skip it) making the trial impossible - it'd be a disaster on finder.
3. Specialised roles in tactics
Without organising, how could the finder groups decide on which healer is the tomb healer, the kite healer, the group healer, the main tank, the off tank and so on and so forth? Some fights requires some specialisation in the role rendering generic roling near impossible. Like for example, in Lokkestiiz fight in Sunspire, you want to assign one healer to be the tomb healer whose purpose is to heal players entering the frozen tombs mechanic to prevent group wipes while the other healer heals the group and looks after the tank(s). The tomb healer needs to pump out strong healing, and it'd be waste for all the healers heading to sunspire to spec to be a tomb healer, but if no one specs for it the tombs have a high chance of failing and thus a high chance of wiping the group over and over.
I just do not see how a group finder for trials would not end up in a disaster. Taking organisation away from the content requiring organisation does not sound a recipe for success, and thus I'm not rooting for it.
By my experience, trials require way too much organisation to really be viable for a group finder.
1. Group composition
The required group composition varies from trial to trial, and sometimes even on what you are aiming for. Usually it is 2 tanks, 2 healers and 8 damage dealers, but Asylum Sanctorium you might opt for 1 tank instead. In Cloudrest, on normal you might be fine with 1 tank, but on vet you need 2 or 3 tanks depending on how many bosses you fight at once.
2. Portal Mechanics
Most of the trials have portal mechanics, that requires 1-4 players to enter a portal and kill something in there, or else the group wipes. With finder group, these would be destined to fail, because understandably not all want to carry the weight of "pass or fail the whole group". Sometimes even with normal Cloudrest +0 zone chat groups the groups don't have willing people for the portal mechanic (and too low of a group dps to skip it) making the trial impossible - it'd be a disaster on finder.
3. Specialised roles in tactics
Without organising, how could the finder groups decide on which healer is the tomb healer, the kite healer, the group healer, the main tank, the off tank and so on and so forth? Some fights requires some specialisation in the role rendering generic roling near impossible. Like for example, in Lokkestiiz fight in Sunspire, you want to assign one healer to be the tomb healer whose purpose is to heal players entering the frozen tombs mechanic to prevent group wipes while the other healer heals the group and looks after the tank(s). The tomb healer needs to pump out strong healing, and it'd be waste for all the healers heading to sunspire to spec to be a tomb healer, but if no one specs for it the tombs have a high chance of failing and thus a high chance of wiping the group over and over.
I just do not see how a group finder for trials would not end up in a disaster. Taking organisation away from the content requiring organisation does not sound a recipe for success, and thus I'm not rooting for it.
A trial finder/raid finder works just fine in every other mmo that has one. Don’t see why it would be any different for ESO.
Drammanoth wrote: »Yes.
The group's leader, or a person knowledgeable in the mechanics can tell people what's what. Should someone not be smart enough to heed the advice, they can be removed.