BejaProphet wrote: »I mean who sees a tank doing that, and quickly stacking and taunting entire rooms and then says to himself…I gotta get ahead of this somehow!
I can’t mentally process that beyond some narcissistic need for the spot light.
GloatingSwine wrote: »Ultimately the dungeon zerg problem is because of backloaded rewards.
Inherently because weapons and jewels only drop from the last boss but also because that's what registers the daily dungeon completion and undaunted challenges.
It's worst in base game dungeons because they have skippable fights and ones off the critical path (and don't even think about the quests where you have to wait or divert, hope you've got a solo build).
It hits tanks the worst because tanks have the least build space to put in movement speed. I just make peace with it, I'll arrive at a fight when I arrive.
GloatingSwine wrote: »Ultimately the dungeon zerg problem is because of backloaded rewards.
BejaProphet wrote: »Anyways, I think my point is this:
If a tank is making the dungeon take 2-3 times as long, then I can understand doing something to rush him…I’ve done that to tanks before.
But when the tank is going extremely fast, why be a jerk because you think it can go 5% faster? Isn’t there a normal decent impulse in you that says, “hey, not perfect but pretty good for a random group. I can live with it.”
El_Borracho wrote: »GloatingSwine wrote: »Ultimately the dungeon zerg problem is because of backloaded rewards.
I would normally agree with this, except this was a veteran pug. Usually those types of shenanigans are relegated to the daily random normal. Arx is a base dungeon, so its easy, but you still need a tank on the last boss. So why rush through the other bosses? Its just dumb.
GloatingSwine wrote: »El_Borracho wrote: »GloatingSwine wrote: »Ultimately the dungeon zerg problem is because of backloaded rewards.
I would normally agree with this, except this was a veteran pug. Usually those types of shenanigans are relegated to the daily random normal. Arx is a base dungeon, so its easy, but you still need a tank on the last boss. So why rush through the other bosses? Its just dumb.
Because it was an undaunted pledge and the last boss has the keys.
And because it's a base game dungeon even on vet people feel like they can rush.
The tank shortage is a problem of ESO design. DPS is the most important role in ESO it doesn't matter how good your supports are if your dps is just bad theres nothing you can do in the moment and your run will fail. I don't tank outside of very specific groups where I know I have good dps. I feel helpless as a tank because once again if you have bad dps it doesn't really matter how good your doing your role you will eventually fail.
Being a good dps you have more control of the dungeon and the pace in most cases as long as the tank lives and holds even the occasional taunt.
The tank shortage is a problem of ESO design. DPS is the most important role in ESO it doesn't matter how good your supports are if your dps is just bad theres nothing you can do in the moment and your run will fail. I don't tank outside of very specific groups where I know I have good dps. I feel helpless as a tank because once again if you have bad dps it doesn't really matter how good your doing your role you will eventually fail.
Being a good dps you have more control of the dungeon and the pace in most cases as long as the tank lives and holds even the occasional taunt.
simple solution: ask your party the pace they want set. i usually dip if a tank speedruns or skips mob packs for instance as healer. I queue dungeons for loot, not to skip all the mobs.
A simple calculation: let's say the tank's probability of a fatal error in combat is 0.05% per second of combat, and now he is in combat with a difficult boss (Frost Vault, etc.). Depending on the DPS of the group, the duration of the battle may vary, then the probability of a wipe is:BejaProphet wrote: »The tank shortage is a problem of ESO design. DPS is the most important role in ESO it doesn't matter how good your supports are if your dps is just bad theres nothing you can do in the moment and your run will fail. I don't tank outside of very specific groups where I know I have good dps. I feel helpless as a tank because once again if you have bad dps it doesn't really matter how good your doing your role you will eventually fail.
Being a good dps you have more control of the dungeon and the pace in most cases as long as the tank lives and holds even the occasional taunt.
@RebornV3x
I don’t find your description to be true typically. Yes it is true that DD’s can be so bad it’s out of your hands. If the combined group damage is 16k dps, then you are just out of luck. And sadly it happens.
But typically, if they even remotely know what they are doing, a strong tank makes all the difference in the world. We have more influence on group success than any role imo.
simple solution: ask your party the pace they want set. i usually dip if a tank speedruns or skips mob packs for instance as healer. I queue dungeons for loot, not to skip all the mobs.A simple calculation: let's say the tank's probability of a fatal error in combat is 0.05% per second of combat, and now he is in combat with a difficult boss (Frost Vault, etc.). Depending on the DPS of the group, the duration of the battle may vary, then the probability of a wipe is:BejaProphet wrote: »The tank shortage is a problem of ESO design. DPS is the most important role in ESO it doesn't matter how good your supports are if your dps is just bad theres nothing you can do in the moment and your run will fail. I don't tank outside of very specific groups where I know I have good dps. I feel helpless as a tank because once again if you have bad dps it doesn't really matter how good your doing your role you will eventually fail.
Being a good dps you have more control of the dungeon and the pace in most cases as long as the tank lives and holds even the occasional taunt.
@RebornV3x
I don’t find your description to be true typically. Yes it is true that DD’s can be so bad it’s out of your hands. If the combined group damage is 16k dps, then you are just out of luck. And sadly it happens.
But typically, if they even remotely know what they are doing, a strong tank makes all the difference in the world. We have more influence on group success than any role imo.
1 minute - 3%
5 minutes - 15%
20 minutes - 60%
In reality, of course, the numbers will be different, since the probability of a fatal error is not a constant value and increases as the tank's fatigue accumulates and the number of mechanics increases. Let's say that at the beginning of the battle the probability of a fatal error is 0.01% and doubles every minute of the battle. Then:
1 minute - 0.6%
5 minutes - 0.6 + 1.2 + 2.4 + 4.8 + 9.6 = 18.6%
6 minutes - 18.6 + 19.2 = 37.8%
7 minutes - 37.8% + 38.4 = 76.2%
8 minutes - 76.2 + 76.8 >100%
Add to this the increase in difficulty due to the death of DD with low DPS and we get wipes already in the second minute. "Nice" party, I encounter this every fifth random.