Right now, it seems like there is a huge shortage of tanks or even healers queuing up that leaves very long wait times for DPS. As someone who does all roles, there are times where i get 30 minute queue as DPS, but when I queue as tank it is like instant.
Final Fantasy 14 (I know, I know ew get over it) has a system for queuing up where there is a "adventurer in need" which is basically encourages people to queue up for needed roles for the benefit of getting more XP and rewards.
I really wish this is a system to consider, I know there is also a fake tanking problem but hopefully the rewards will be good enough for people to give real tanking a chance.
I really wish this is a system to consider, I know there is also a fake tanking problem but hopefully the rewards will be good enough for people to give real tanking a chance.
I really wish this is a system to consider, I know there is also a fake tanking problem but hopefully the rewards will be good enough for people to give real tanking a chance.
How would the reward system encourage people to tank? Unless you're suggesting something much more elaborate than you outlined in your post where the game checks you do things like have a taunt slotted and use it on the boss I don't see how they can reward real tanks and exclude the fake ones.
Otherwise I agree that the random dungeon system is supposed to do exactly what you're suggesting. Everyone knows you get a much faster queue, and therefore faster rewards, if you queue as a tank or healer, that's why people queue as 'fake tanks' but it clearly doesn't persuade everyone because most people are still willing to wait out the DPS queue instead.
I really wish this is a system to consider, I know there is also a fake tanking problem but hopefully the rewards will be good enough for people to give real tanking a chance.
How would the reward system encourage people to tank? Unless you're suggesting something much more elaborate than you outlined in your post where the game checks you do things like have a taunt slotted and use it on the boss I don't see how they can reward real tanks and exclude the fake ones.
Otherwise I agree that the random dungeon system is supposed to do exactly what you're suggesting. Everyone knows you get a much faster queue, and therefore faster rewards, if you queue as a tank or healer, that's why people queue as 'fake tanks' but it clearly doesn't persuade everyone because most people are still willing to wait out the DPS queue instead.
The reason you get fake tanks is a) because the queue is shorter if you queue as a tank and b) the content doesn't punish you for fake tanking, with very few exceptions.
Fake tanking isn't a problem for normal dungeons 99.99% of the time, even for dlc dungeons.
How would the reward system encourage people to tank? Unless you're suggesting something much more elaborate than you outlined in your post where the game checks you do things like have a taunt slotted and use it on the boss I don't see how they can reward real tanks and exclude the fake ones.
Elvenheart wrote: »For the first time ever this weekend, I tried WoW’s new npc “follower dungeon” system and I loved it!! My disappointment is that there were only four dungeons listed for me as a level 76 character. I thought there would be more, but maybe the system won’t give you the option if you’ve outleveled the dungeons already? Anyway, this would be the perfect solution to ESO‘s dungeon problem. I chose to have one of the npc followers lead the group through the dungeon. The npc leader was the tank, and she had a shield she would throw to pull mobs that would come back to her. Whenever we got to mobs, she would run slightly ahead and throw her shield, then run back to the group leading the mobs behind her and then we would all destroy them together. The healer always kept me healed, but mobs rarely touched me thanks to the excellent job the NPC tank did keeping aggro . It really felt like I was with other players! If I got too far behind, the rest of the group would stop and wait for me to get within a certain distance before moving on. The only loot given by any of the big bosses was gold, not set pieces, so I guess this is what a player sacrifices by using the NPC follower system in WoW.
This would be perfect as a story mode because it still gave me the achievement for doing the dungeon, and if I had picked up the quest first, I would’ve probably gotten credit for that as well, but in WoW I think you get the quests outside the dungeon after progressing through the story quests up to that pointand since I have not started the latest expansion pack that these dungeons were a part of I didn’t have the quest.
I was actually playing through Dragonflight with a character that has out leveled that expansion just to make it easier it because WoW still uses that awful leveled zone design that makes everything in their overland areas such a slog - kill a mob, rest and restore health and mana, kill another mob, rest and restore health and mana… thank goodness it’s not like that here in ESO!
Elvenheart wrote: »For the first time ever this weekend, I tried WoW’s new npc “follower dungeon” system and I loved it!! My disappointment is that there were only four dungeons listed for me as a level 76 character. I thought there would be more, but maybe the system won’t give you the option if you’ve outleveled the dungeons already? Anyway, this would be the perfect solution to ESO‘s dungeon problem. I chose to have one of the npc followers lead the group through the dungeon. The npc leader was the tank, and she had a shield she would throw to pull mobs that would come back to her. Whenever we got to mobs, she would run slightly ahead and throw her shield, then run back to the group leading the mobs behind her and then we would all destroy them together. The healer always kept me healed, but mobs rarely touched me thanks to the excellent job the NPC tank did keeping aggro . It really felt like I was with other players! If I got too far behind, the rest of the group would stop and wait for me to get within a certain distance before moving on. The only loot given by any of the big bosses was gold, not set pieces, so I guess this is what a player sacrifices by using the NPC follower system in WoW.
This would be perfect as a story mode because it still gave me the achievement for doing the dungeon, and if I had picked up the quest first, I would’ve probably gotten credit for that as well, but in WoW I think you get the quests outside the dungeon after progressing through the story quests up to that pointand since I have not started the latest expansion pack that these dungeons were a part of I didn’t have the quest.
I was actually playing through Dragonflight with a character that has out leveled that expansion just to make it easier it because WoW still uses that awful leveled zone design that makes everything in their overland areas such a slog - kill a mob, rest and restore health and mana, kill another mob, rest and restore health and mana… thank goodness it’s not like that here in ESO!
This is virtually what my daughter said when she first tried the Follower Dungeons. She's loving it. It might really work okay here, I don't know as I don't do group content at all any more. She keeps trying to get me back into WoW; ain't hap'nin.
You know, back in the day, you could select multiple roles. Your character can tank, dps, or heal? Select all three roles!
Sadly, they removed this years ago and now force you to pick only one. The armory didn't exist back when this feature was around.
I think they really should bring it back, now that the armory system is a thing.