cuddles_with_wroble wrote: »People fake tank Bcs normal is so easy it doesn’t require a real tank and we don’t wanna 40 minutes in Que
The random normal dungeon system is flawed.
DLC dungeons are significantly different in difficulty and length than base game dungeons and the reasons for doing them differs considerably too.
Most players want to do a base game random normal as quickly as possible primarily for the XP boost in order to level up CP and/or skills.
Most players want to do a DLC dungeon to farm the better sets and get mythic leads.
Therefore it should be no surprise at all that players leave when a DLC pops up on a random normal
The random normal dungeon system is flawed.
DLC dungeons are significantly different in difficulty and length than base game dungeons and the reasons for doing them differs considerably too.
Most players want to do a base game random normal as quickly as possible primarily for the XP boost in order to level up CP and/or skills.
Most players want to do a DLC dungeon to farm the better sets and get mythic leads.
Therefore it should be no surprise at all that players leave when a DLC pops up on a random normal
My solution to this problem has been to drop my ESO+ subscription. I never buy dungeon DLCs, so every random normal is a guaranteed base game dungeon or (at the worst) WGT/ICP. I sub to ESO+ only four times a year, and I don’t run RNDs when I’m subbed.
The RND system should have a toggle for DLC and non-DLC content. I think if you were to do a poll, the vast majority of the people running RNDs do so for the transmute stones and the quick XP (and would therefore select the non-DLC toggle). To sweeten the deal a bit for running a random DLC dungeon, the number of transmute stones rewarded from the first run could be doubled and there could be a chance (not guaranteed) for the RND to drop a monster helm from the first run.
BXR_Lonestar wrote: »The Cauldron isn't even that hard, and on normal, you don't even need a tank. I've done that dungeon 2 man with just 1 other person on my petsorc.
BXR_Lonestar wrote: »The Cauldron isn't even that hard, and on normal, you don't even need a tank. I've done that dungeon 2 man with just 1 other person on my petsorc.
But you need good dd.
I was healer several times, and had to act as semi tank after our fake tanks quit, and it got increasingly more difficult to evade and heal the damage as time went on, as there were more and more dangerous mobs and boss hits and deadly fire from two sides. Eventually I ran out of resource self healing and blocking and died every time.
Then one day I got paired with 3 others who do 100 DPS in total, which is by no means top as my tank could easily contribute 1/4 to 1/5 of that. We finished the boss before the first fire could close in, and it wouldn't even matter if I was a fake tank.
It seems to me the problem is often not about fake tank but fake DDs or newbie DDs who are sent to difficult dungeons they couldn't do. How could a real tank help if paired with 3 squashy DD doing 5k dps each?
Well, not everyone speaks english. So it may have sounded like a rude thing, but maybe wasn't meant like that. On EU this happens a lot due to many different languages. Anyways, personally I would have kicked that player or left myself, there is no need to deal with toxicity from anyone. Games are meant for fun.I have an excellent case in point for why "real" tanks do not PUG RNDs.
Queued in for my first of seven RNDs on one of my hybrid DPS tanks (i.e. DD with taunt and pull/immobilize skills). Darkshade Caverns 1, easy peasy. As soon as the dungeon starts, someone loudly declares in group chat that they are there for sticker book completion and XP, and insists no one should rush ahead. Ah, it's going to be one of THESE runs, I think to myself. Most people run RNDs for the transmutes, but no, THIS person was going to dictate how the dungeon would proceed for everyone.
Anyway, you know the first pull of adds in DC1? And how standard strategy is to pull adds from the area on the left to the area on the right and fight both two groups together? I did this, of course. And the loud individual stubbornly stayed in the first area and re-aggroed the group of adds I had already aggroed. So I singlehandedly take care of the pack I dragged over in a few seconds and move on to deal with the kwama scribs. They, too, melt in seconds. I kindly proceed to the first optional boss (which I didn't have to do, but this is now a "sticker book" run, so whatever, I'll oblige), and loudmouth (still in the first trash pull area) tells me off for "ignoring" their request to not rush.
Like... I had killed every single group of adds encountered up until that point, with the exception of the first group that the loudmouth had decided to re-aggro. "Rushing" means you skip past every single trash group and run directly to the boss. I absolutely did not do this. Grouping and clustering trash mobs to burn them down is not "rushing" -- it's called tanking!
So I slowed waaaay down... And was still doing 70% of the group's overall DPS. Loudmouth takes it upon themselves to stop after the second boss and give unasked for pointers to one of the other DPS while I move on to deal with the next group of adds. I'm waiting at the next boss (again, after singlehandedly taking care of all the trash), and the one-way conversation is still going... I ask them to type less and follow tank, and they snottily inform me I can leave.
I thought quite seriously about dropping the group and leaving them with a long queue and no tank, because dealing with toxicity first thing in the morning isn't entirely pleasant. But I stuck it out (again, doing 65%-70% of the DPS with every encounter).
If I had brought my full veteran dungeon tank spec into that RND, I think we'd still be in there. Or, rather, the three of them would still be in there -- I would have left after the first boss fight.
So yeah. This is why you get "fake tanks" in the group finder.
So you are basically defending fake role/speedrunner players(which are mostly veteran players), by saying new/inexperienced players should go find a way to find a way to learn their role. Instead of having veteran players do that, as they are the ones that do not want to follow the traditional MMO roles. Every MMO in existence has used the traditional roles(even ESO), so any new/inexperienced players will expect the random dungeonfinder to work like that. And will use that to group up and to learn their role.You have that backwards! The dungeonfinder has defined roles, so players expect that of a random group.
No, it's not backwards. If you queue up for a dungeon with certain expectations, YOU are supposed to either make sure that the group is in line with your expectations, or you accept the chance to get into a group with people who might have different expectations. The extended group finder gives you all the tools you need to avoid that conflict. It's not the fake rolers or speedrunners that are complaining about PUGs.This also allows players to learn a role.
Do roles magically disappear once you use the extended group finder? They can learn their roles there just as well.It is actually those who fake role/speedrun which should be using the groupfinder, as they are not using the roles used for randoms in the dungeonfinder.
No, beacuse like I said above, those people are not the ones that are complaining about the status quo. Those people are not the ones that were asking for an extended group finder. This tool was introduced to make life easier for people like you, who are unable to deal with the idea that "play how you want" includes everyone, not just you.
Neither would I want to destroy groupplay. But groupplay should really be groupplay, and the players who are speedrunning/fake role-ing aren't there for the groupplay. I'm all for any option that solves this issue.@Sarannah you keep saying your suggestion helps anybody, nonetheless that's not true:
1) Newer players doesn't own 3 levelled and equipped companions but need story dungeons the most. In fact only a fraction of players is utilizing companions. Most of them are veterans with hundreds to thousands of hours in this game.
2) You didn't express yourself at all regarding the devaluation of transmutes and all other means of gaining them.
3) Helping groups to play dungeons together in a fun way won't be achieved by giving players in need of learning group play a possibility to circumvent groups without tradeoff.
The only real profiteers are once again the soloists, which would earn every "precious shiny" while neglecting and agitating against all mmo-parts of eso.
If zos even considers this, they should shorten the process and shut the game down for good. No need for a "single player mmo".
On a sidenote: My view has nothing to do with defending speedrunners/fake roles (including fake dps). I'd never do that, as I don't exactly appreciate rude behaviour in dungeons. There are options tho (like the ones I mentioned and some more for sure), which are possibly solving the issue without destroying the group queues completely.
All players can make new characters and builds or can be bad at playing certain characters/builds they do have.... so stating only a particular group of players is doing low dps is just false(the guild thing is not even worth a response). The fact that these players can't learn to do their role or learn their spec is the direct effect of fake roles/speedrunners.BXR_Lonestar wrote: »The Cauldron isn't even that hard, and on normal, you don't even need a tank. I've done that dungeon 2 man with just 1 other person on my petsorc.
But you need good dd.
I was healer several times, and had to act as semi tank after our fake tanks quit, and it got increasingly more difficult to evade and heal the damage as time went on, as there were more and more dangerous mobs and boss hits and deadly fire from two sides. Eventually I ran out of resource self healing and blocking and died every time.
Then one day I got paired with 3 others who do 100 DPS in total, which is by no means top as my tank could easily contribute 1/4 to 1/5 of that. We finished the boss before the first fire could close in, and it wouldn't even matter if I was a fake tank.
It seems to me the problem is often not about fake tank but fake DDs or newbie DDs who are sent to difficult dungeons they couldn't do. How could a real tank help if paired with 3 squashy DD doing 5k dps each?
You basically nailed it.
Just want to add, that "abysmal low dps" doesn't necessarily mean "new player".
In fact most newbies I meet adapt rather quickly and get themselves a proper starter build. It's not that hard to do so, as top-dps aren't needed in dungeons anyways. A solid mediocre build is sufficient.
Most players refusing to do so are indeed seasoned veterans, which claim "play as you want" for themselves but intend to enforce their specifically preferred playstyle (kill every critter, loot every chest, read every bookshelf every single time when doing rnd) onto others.
Those fake group players refuse to utilize group finder, because they can't be bothered with waiting for others. Nonetheless they expect everyone else to wait for them of course.
Really, no wonder they aren't in a guild.
Necrotech_Master wrote: »...
i understand those who want to speedrun, when they need massive amounts of transmutes because theres no way to buy them, and you can only store so many
No matter how players try to justify this toxic behaviour, it is harming the game(negative experiences/fewer players wanting to queue up), the game's population and dungeonqueue population(players quitting/fewer players queueing up), and the roles players can perform(no way to learn or improve/no room to fully spec for their role/underperforming in their role).
Tank issues is not unique to ESO, most MMOs have tank shortages. But being a Tank here doesn't feel like I am a tank. I feel more like a buff/debuffer who can block and has a lot of hitpoints. It might be an unpopular opinion, but to me it seems like 95% of the game revolves around DPS. Most normal dungeons they aren't needed. Overland they aren't needed. A well geared DPS can solo world bosses. I am no PVPer, but to me it seems tanks play a very minor role there as well. They could make tank DPS more impactful. I am pretty sure some people's companions do more damage than I do. When soloing I always take my companion just to make things faster.
And with so much of the game focused on DPS, paired with the nature of random dungeon finder, I am not surprised there is a shortage of tanks here. Even the Tanks role in a group is to buff the DPS and debuff the bosses. Being a tank main does feel like I am handicapping myself during solo play sometimes.
I think its kind of a self-making problem. People are so used to easy and speedy dungeons, that when they suddenly run into content where tanks are needed and you can't just push through mechanics, there's suddenly a shortage of tanks willing to do it with random people. Myself included. I won't do veteran dungeons with random people. Not when I have a group of guildmates asking me all the time to tank for them, which makes for a much better experience. That is the upside of being a tank main, if you are a good one, and willing to cue with clan mates you can make a lot of friends.
Just my musings and thoughts about it.
Tank issues is not unique to ESO, most MMOs have tank shortages. But being a Tank here doesn't feel like I am a tank. I feel more like a buff/debuffer who can block and has a lot of hitpoints. It might be an unpopular opinion, but to me it seems like 95% of the game revolves around DPS. Most normal dungeons they aren't needed. Overland they aren't needed. A well geared DPS can solo world bosses. I am no PVPer, but to me it seems tanks play a very minor role there as well. They could make tank DPS more impactful. I am pretty sure some people's companions do more damage than I do. When soloing I always take my companion just to make things faster.
And with so much of the game focused on DPS, paired with the nature of random dungeon finder, I am not surprised there is a shortage of tanks here. Even the Tanks role in a group is to buff the DPS and debuff the bosses. Being a tank main does feel like I am handicapping myself during solo play sometimes.
I think its kind of a self-making problem. People are so used to easy and speedy dungeons, that when they suddenly run into content where tanks are needed and you can't just push through mechanics, there's suddenly a shortage of tanks willing to do it with random people. Myself included. I won't do veteran dungeons with random people. Not when I have a group of guildmates asking me all the time to tank for them, which makes for a much better experience. That is the upside of being a tank main, if you are a good one, and willing to cue with clan mates you can make a lot of friends.
Just my musings and thoughts about it.
I thought I'd voice my opinion about the Tank shortage in MMO's, especially in ESO. Tanks don't get any love from the developers.. Tanks have been begging for an AOE-based taunt for years in ESO...The only thing that came close was a set called Tormentor... And guess what happens to it now? ZOS nerfed the set for a ridiculous reason. they insist on not wanting tanks to have an AOE-based taunt for some reason.
DPS and healers have an AOE-based ability, so why not tanks? Why are the tanks being left behind?
If ZOS would give people the incentive to build tanks by making the playstyle more fun... I think the rise of tanks would increase in the game. So far playing a tank has a mediocre effect... you just stand there and block most of the time... occasionally you apply debuffs to the boss, and that's it. That's all you're doing most of the time. It's.... boring.
Tank issues is not unique to ESO, most MMOs have tank shortages. But being a Tank here doesn't feel like I am a tank. I feel more like a buff/debuffer who can block and has a lot of hitpoints. It might be an unpopular opinion, but to me it seems like 95% of the game revolves around DPS. Most normal dungeons they aren't needed. Overland they aren't needed. A well geared DPS can solo world bosses. I am no PVPer, but to me it seems tanks play a very minor role there as well. They could make tank DPS more impactful. I am pretty sure some people's companions do more damage than I do. When soloing I always take my companion just to make things faster.
And with so much of the game focused on DPS, paired with the nature of random dungeon finder, I am not surprised there is a shortage of tanks here. Even the Tanks role in a group is to buff the DPS and debuff the bosses. Being a tank main does feel like I am handicapping myself during solo play sometimes.
I think its kind of a self-making problem. People are so used to easy and speedy dungeons, that when they suddenly run into content where tanks are needed and you can't just push through mechanics, there's suddenly a shortage of tanks willing to do it with random people. Myself included. I won't do veteran dungeons with random people. Not when I have a group of guildmates asking me all the time to tank for them, which makes for a much better experience. That is the upside of being a tank main, if you are a good one, and willing to cue with clan mates you can make a lot of friends.
Just my musings and thoughts about it.
I thought I'd voice my opinion about the Tank shortage in MMO's, especially in ESO. Tanks don't get any love from the developers.. Tanks have been begging for an AOE-based taunt for years in ESO...The only thing that came close was a set called Tormentor... And guess what happens to it now? ZOS nerfed the set for a ridiculous reason. they insist on not wanting tanks to have an AOE-based taunt for some reason.
DPS and healers have an AOE-based ability, so why not tanks? Why are the tanks being left behind?
If ZOS would give people the incentive to build tanks by making the playstyle more fun... I think the rise of tanks would increase in the game. So far playing a tank has a mediocre effect... you just stand there and block most of the time... occasionally you apply debuffs to the boss, and that's it. That's all you're doing most of the time. It's.... boring.
I do not queue dungeons as a "real" tank unless I'm in a premade group. 1 hour for vet wayrest 1 because DPS is so low just isn't my idea of a good time.
Well, not everyone speaks english. So it may have sounded like a rude thing, but maybe wasn't meant like that. On EU this happens a lot due to many different languages. Anyways, personally I would have kicked that player or left myself, there is no need to deal with toxicity from anyone. Games are meant for fun.I have an excellent case in point for why "real" tanks do not PUG RNDs.
Queued in for my first of seven RNDs on one of my hybrid DPS tanks (i.e. DD with taunt and pull/immobilize skills). Darkshade Caverns 1, easy peasy. As soon as the dungeon starts, someone loudly declares in group chat that they are there for sticker book completion and XP, and insists no one should rush ahead. Ah, it's going to be one of THESE runs, I think to myself. Most people run RNDs for the transmutes, but no, THIS person was going to dictate how the dungeon would proceed for everyone.
Anyway, you know the first pull of adds in DC1? And how standard strategy is to pull adds from the area on the left to the area on the right and fight both two groups together? I did this, of course. And the loud individual stubbornly stayed in the first area and re-aggroed the group of adds I had already aggroed. So I singlehandedly take care of the pack I dragged over in a few seconds and move on to deal with the kwama scribs. They, too, melt in seconds. I kindly proceed to the first optional boss (which I didn't have to do, but this is now a "sticker book" run, so whatever, I'll oblige), and loudmouth (still in the first trash pull area) tells me off for "ignoring" their request to not rush.
Like... I had killed every single group of adds encountered up until that point, with the exception of the first group that the loudmouth had decided to re-aggro. "Rushing" means you skip past every single trash group and run directly to the boss. I absolutely did not do this. Grouping and clustering trash mobs to burn them down is not "rushing" -- it's called tanking!
So I slowed waaaay down... And was still doing 70% of the group's overall DPS. Loudmouth takes it upon themselves to stop after the second boss and give unasked for pointers to one of the other DPS while I move on to deal with the next group of adds. I'm waiting at the next boss (again, after singlehandedly taking care of all the trash), and the one-way conversation is still going... I ask them to type less and follow tank, and they snottily inform me I can leave.
I thought quite seriously about dropping the group and leaving them with a long queue and no tank, because dealing with toxicity first thing in the morning isn't entirely pleasant. But I stuck it out (again, doing 65%-70% of the DPS with every encounter).
If I had brought my full veteran dungeon tank spec into that RND, I think we'd still be in there. Or, rather, the three of them would still be in there -- I would have left after the first boss fight.
So yeah. This is why you get "fake tanks" in the group finder.
Keep in mind, I want dungeons done fast too. But not speedrun/fake role fast. So if anyone is absolutely terrible and is not improving, you have the right to kick. As a tank I've learned dps players improve really fast, when they get the chance to. But the problem is that dps players are not expecting to encounter a real tank/healer, so they incorporate these roles into their own. Making them fail/bad at their own role. This is why I blame fake role/speedrunner players for this "fake dps" problem.So you are basically defending fake role/speedrunner players(which are mostly veteran players), by saying new/inexperienced players should go find a way to find a way to learn their role. Instead of having veteran players do that, as they are the ones that do not want to follow the traditional MMO roles. Every MMO in existence has used the traditional roles(even ESO), so any new/inexperienced players will expect the random dungeonfinder to work like that. And will use that to group up and to learn their role.You have that backwards! The dungeonfinder has defined roles, so players expect that of a random group.
No, it's not backwards. If you queue up for a dungeon with certain expectations, YOU are supposed to either make sure that the group is in line with your expectations, or you accept the chance to get into a group with people who might have different expectations. The extended group finder gives you all the tools you need to avoid that conflict. It's not the fake rolers or speedrunners that are complaining about PUGs.This also allows players to learn a role.
Do roles magically disappear once you use the extended group finder? They can learn their roles there just as well.It is actually those who fake role/speedrun which should be using the groupfinder, as they are not using the roles used for randoms in the dungeonfinder.
No, beacuse like I said above, those people are not the ones that are complaining about the status quo. Those people are not the ones that were asking for an extended group finder. This tool was introduced to make life easier for people like you, who are unable to deal with the idea that "play how you want" includes everyone, not just you.
Impacting three other players negatively by fake role-ing/speedrunning is a choice, one these players make all the time. And one they try to defend in any way, regardless of the effect it has on the game itself. And regardless of how many players will quit over this toxicity.
Defending veteran/toxic players in your way is a huge screw you to new/inexperienced players, to ESO's health, and to ZOS's financials. And shows how far some players are willing to go to defend the way they gain transmute crystals. This toxicity is an active choice, because otherwise they would use the groupfinder or queue for their real role. But for some reason they don't, and that is what ZOS needs to realize: These playes rather abuse three others for a 10 second quicker dungeon complete, than to use the groupfinder to find likeminded players. These players actively choose to abuse other players continually, when they can choose not to! Which is why ZOS has no choice but to force them to play nice, or to get them to gain their precious rewards another way without causing abuse to other players.
I want dungeons done fast too, but not in this toxic way. I'd rather not queue than abuse other players. Sadly not everyone makes this choice, this is why every other MMO has safeguards in place to prevent things like this.Neither would I want to destroy groupplay. But groupplay should really be groupplay, and the players who are speedrunning/fake role-ing aren't there for the groupplay. I'm all for any option that solves this issue.@Sarannah you keep saying your suggestion helps anybody, nonetheless that's not true:
1) Newer players doesn't own 3 levelled and equipped companions but need story dungeons the most. In fact only a fraction of players is utilizing companions. Most of them are veterans with hundreds to thousands of hours in this game.
2) You didn't express yourself at all regarding the devaluation of transmutes and all other means of gaining them.
3) Helping groups to play dungeons together in a fun way won't be achieved by giving players in need of learning group play a possibility to circumvent groups without tradeoff.
The only real profiteers are once again the soloists, which would earn every "precious shiny" while neglecting and agitating against all mmo-parts of eso.
If zos even considers this, they should shorten the process and shut the game down for good. No need for a "single player mmo".
On a sidenote: My view has nothing to do with defending speedrunners/fake roles (including fake dps). I'd never do that, as I don't exactly appreciate rude behaviour in dungeons. There are options tho (like the ones I mentioned and some more for sure), which are possibly solving the issue without destroying the group queues completely.
On your other points:
1: Newer players do not automatically have three companions no, but this is something ZOS can provide(even temporary on a per dungeon basic by assigning three random companions with the correct role). And would both promote companions, as well as get players to want to unlock them to fully use them with their own set-ups.
2: How can transmutes devalue? They are accountbound and everything created with them is accountbound, there isn't a real need to change this(maybe remove the way to get nirnhoned by deconstructing). And I'm all for more options to get transmutes, as they only serve the purpose of getting players into the random dungeonfinder. (I wouldn't mind if transmutes were entirely removed from the game. Allowing more build freedom, as that relies mostly on the stickerbook now anyways.)
3: Actually it would, as it would allow any player to learn at their own pace. But you are missing the point, with a +3 companion queue that grants transmute rewards it will be primarily the players that speedrun/fake role dungeons using that method. This is why the transmute reward needs to be there. Leaving the actual random dungeonfinder queue for those who actually want to group up with other players and those who want to play with other players. Playing with other players will always be a better learning ground to learn your role, so players that want to learn their role will primarily be using the random dungeonfinder queue.
The +three companions queue with tansmutes is basically separating both these types of players. Which is a win for both types(and every other player type, as this method allows everyone to go at their own pace).
So it is not just the soloists winning/gaining something, as to really learn a grouprole they would still need to queue up in the queue with other players. Which means after doing a few dungeons with companions, they would still queue up in the random dungeonfinder with other players. While at the same time those who only want the rewards/transmutes no longer have to bother other players and can instantly queue up with three companions instead. So they are no longer causing harm in the random dungeonfinder, while new/inexperienced/there-to-meet-other-players players will still be queueing in the random dungeonfinder.
PS: Even if transmutes had a value a +three companions queue with transmute rewards would not cause the value to drop. Because sometimes a speedrunner/fake role group does work out, but these runs are fast. Compare this to those same three players choosing a slower+three companions queue, in which they will move slower. This would actually cause fewer transmutes to flood the game, but with much less toxicity/harm caused by/to any group.All players can make new characters and builds or can be bad at playing certain characters/builds they do have.... so stating only a particular group of players is doing low dps is just false(the guild thing is not even worth a response). The fact that these players can't learn to do their role or learn their spec is the direct effect of fake roles/speedrunners.BXR_Lonestar wrote: »The Cauldron isn't even that hard, and on normal, you don't even need a tank. I've done that dungeon 2 man with just 1 other person on my petsorc.
But you need good dd.
I was healer several times, and had to act as semi tank after our fake tanks quit, and it got increasingly more difficult to evade and heal the damage as time went on, as there were more and more dangerous mobs and boss hits and deadly fire from two sides. Eventually I ran out of resource self healing and blocking and died every time.
Then one day I got paired with 3 others who do 100 DPS in total, which is by no means top as my tank could easily contribute 1/4 to 1/5 of that. We finished the boss before the first fire could close in, and it wouldn't even matter if I was a fake tank.
It seems to me the problem is often not about fake tank but fake DDs or newbie DDs who are sent to difficult dungeons they couldn't do. How could a real tank help if paired with 3 squashy DD doing 5k dps each?
You basically nailed it.
Just want to add, that "abysmal low dps" doesn't necessarily mean "new player".
In fact most newbies I meet adapt rather quickly and get themselves a proper starter build. It's not that hard to do so, as top-dps aren't needed in dungeons anyways. A solid mediocre build is sufficient.
Most players refusing to do so are indeed seasoned veterans, which claim "play as you want" for themselves but intend to enforce their specifically preferred playstyle (kill every critter, loot every chest, read every bookshelf every single time when doing rnd) onto others.
Those fake group players refuse to utilize group finder, because they can't be bothered with waiting for others. Nonetheless they expect everyone else to wait for them of course.
Really, no wonder they aren't in a guild.
When I am tanking, whenever there is low DPS I see them improve within a few mob packs. And I don't mean improve with a few k's of DPS, but triple or quadriple numbers. Players can't improve if they do not have the room to improve, which they only get when the group consists of real roles. Another issue with fake role/speedrunner players is, DPS also need to do those two jobs on their DPS build! Meaning they have to sacrifice DPS for survivability, and have to sacrifice DPS for healing. Meaning fake roles/speedrunners cut down the DPS's DPS by around 2/3th. Meaning a 100k dps player would now only do 33k. And a 30k DPS player will do only 10k DPS. Cause and effect.
Direct cause: Fake roles and Speedrunners.
No matter how players try to justify this toxic behaviour, it is harming the game(negative experiences/fewer players wanting to queue up), the game's population and dungeonqueue population(players quitting/fewer players queueing up), and the roles players can perform(no way to learn or improve/no room to fully spec for their role/underperforming in their role).
Cause and effect, and the cause needs to be stopped.
PS: When I queue up on a tank I often get responses like: "Finally a real tank!"
PPS: If a 'fake tank' uses taunt and does not die, they aren't a fake tank, in my eyes. Maybe bad in how they do it or perform overall, but still a real tank. One of my tanks is also mainly a dps with a taunt. Which is a real tank.