Even if you're right on all this, and the problem is player perception and not game design, the problem is that the community as a whole right now has to deal with the majority of the players being people who got into MMOs with WoW and expect it to play like that. And then when things go wrong, laying blame to people according to the way WoW plays. Which is, honestly, the fault of the devs, because if a game *is* going to be this different from what's become "normal" PvE, it should teach it better. Even FFXIV had those Guildhests that taught people how group mechanics worked, and it was teaching an old-hat system. *Every* MMO these days should have something like that, because otherwise you're making players learn group dynamics on-the-fly by grouping together, which sounds good on paper, but in reality people don't want that anymore. They don't even want to have to explain bosses to each other. They want in-game journals that everyone reads, and youtube videos everyone watches, so you can get in, clear, and get out.The problem of the OP and many others is that they only know the wow system now, but not how group content was before WOTLK.
Even at Vanilla you had Warlocks tanking mobs, you had paladins playing support, you had Hunters kiting and trapping stuff etc. I did so many things in our raids, it was just great.
Today wow is none of that, that's why people struggle with TESO. At TESO everyone is responsible for himself, you cant rely on a tank anymore so that you can afk while spamming a rota. Just like a Healer now has to actually be smart and not a healbot who spams AOE.
My tank has a 15 seconds Taunt, the attack has no CD´s so that no mob will wander of to my healer. Trash minions the DD´s need to kill and CC, that's a good system and much better than Wows now, where you have nothing else to do than spamming 4 buttons as a DPS.
Someone said it before, give it some time and learn the new system. Yes wow players will struggle with TESO, but this is to be expected and if they cant adjust then this is just how it is.
It's not different, this is how Holy Trinity tanking started off in the 90s before "Holy Trinity" was actual PvE design. The guy in the best armor grabbed the biggest dude while the rest of the group worked on everyone else, but you didn't have threat meters or CDs to roll through or anything like that. Everyone was pretty much DPS, just the highest geared melee was the one that lead the group, saw a group of monsters, grabbed the toughest one, and that was it.
It's a really boring way to play a tank. I like pulling a group and having it punch me in the face, controlling where the mobs are positioned and which way they are facing to help group survivability and max their DPS. This is why the "Holy Trinity" PvE aspect evolved into what WoW provided. WoW has done a lot of things wrong, but that was something they nailed, which is why everyone expects PvE to play that way now. It's just much, much better.
Said it in my first topic here, but this is the same mistake FFXIV 1.0 made. It tried doing things the "old" way as if it were all better and WoW ruined everything, but it's really that WoW improved on the formula, now WoW has ruined itself, we just need MMOs that take the core of what made WoW a great MMO in its prime and improving on it. This is just reducing the genre back to its base parts as a means to be different, but it's horrendously boring, and shows why MMOs were a basement hobby for so long. They just weren't interesting enough.
Honestly, based on what I've seen, I don't think this game has aggro at all. I think it's entirely based on temporary effects induced by abilities, if none of those effects are in place the monster just picks someone.
And to the guy who said something about getting kicked for being a "bad tank" for losing aggro because people expect tanks to be threat magnets now, when this game doesn't work that way. That's happened to me as well. The first group dungeon I did the group fell apart and everyone crapped on me, because one boss spawned an add that went to the healer, I could not for the life of me get it to attack me, the healer died, made some noise, DPS sided with them because I'm the bad tank that couldn't outdo healer threat (which I was thinking as well) and there goes that run.
It's also worth mentioning that the boss in this scenario didn't stay aggro'd to me either, despite spamming my "taunt" ability whenever possible. Though it's also possible that since anyone can do anything, it's highly possible that one of the melee dps was spamming their attack that had a "taunt" tied into it as well (since my "taunt" ability is actually taken from the DPS skill tree), which even further proves why the "everyone can do everything" concept is flawed. I have to worry about people who aren't building themselves exclusively for tanking accidentally tanking the run, because not only did I need to take an DPS skill to make myself a more effective tank, there are skills in *my* tree that DPS should take that makes them better at DPS, but will also give them more tanky ability. So essentially, the majority of PvE groups are going to be massive cluster****s, because most people are just going to grab whatever looks good for solo and keep it that way when in dungeons. Which is why roles are better when they're defined and exclusive, with no cross-over at all.
All these poor PvE group mechanics are going to have a seriously negative effect on community attitudes.
If there is no mechanic, then that is what I'm complaining about.No what is going to have a negative effect is the community not willing to change to fit the game and start complaining as evident here. Just like the healing it is totally different people complained and then O wow they figured out how it works they like it now.... Just play the game get the feel for it instead of posting here complaining about a mechanic that you dont understand, because really there is no mechanic
So you are of the mindset that it's okay to pay for something that is broken and then continue to pay them to fix it, as opposed to paying for something that works and then continuing to pay them to make it better? If you give them money and say you are willing to give them more as they take their time fixing it, then what is their incentive to work hard to fix it in the first place, or work hard to fix it as soon as they can after you've paid them for something that is broken? If you continue the revenue stream, they have no reason to work hard, just do a little here and a little there, because you will pay them either way, and going slower and doing less will make them more money. Especially when put into a monthly subscription model. With the mindset of "I will pay them each month as long as they keep fixing it", then it is better for them to do a small fix every month for several months, instead of doing a big fix once a month for a few months.MisterBlue wrote: »Round blocks fit awesomely through round holes and doing it for 15 years makes it almost instinctual but that doesn't mean the same block will fit so well through the square hole.
What we have here is the difference between people realizing the need for a new block and people trying desperately (and getting justifiably frustrated in the process) in trying to get the old round block through.
The sad thing is is that in MMORPG history there's a pattern of holes being changed to fit the wants and needs of the people who'd prefer not to have to figure out a new block shape than the one they are used to.
TESO is not perfect, improvements need to be made, but I sure hope they keep that square hole intact no matter how frustrated the round blockers are. I'll keep paying my sub to do my part in insuring so.
I don't think anyone would think to ask that, because everyone probably thought it would work the way it has been for a while now.thedemiseraphb14_ESO wrote: »Hmmm, people asked all kinds of ask a dev questions... where was everyone when they needed to ask about hate and aggro? I'm SURE they would have answered.
I don't think anyone would think to ask that, because everyone probably thought it would work the way it has been for a while now.thedemiseraphb14_ESO wrote: »Hmmm, people asked all kinds of ask a dev questions... where was everyone when they needed to ask about hate and aggro? I'm SURE they would have answered.
I am not saying this game needs to go the WoW route, I am only saying that it does not give any information as to how anything works. Even things that look like they should be self-explanatory are not. I have a skill that says it will make a monster attack me for 15 seconds, so I don't know why threat is going to people aside from me, even when I am spamming that skill on the monster. The healer does not know why the monster is attacking him, even when he stops healing and two other members start to work heavily on that monster, it still attacks the healer until the healer dies. The DPS does not know why a monster attacks him when the tank starts the pull, the DPS has not attacked yet, and gets a monster latched on him anyway.
I am saying they either need to clarify their system if this is working as intended because then there is something people are obviously missing, or fix it because it's broken. Cataclysm was a quick (but painful, if we're honest) re-adjustment because the reasons for why everything was happening and how to handle it were clear. This game is not like that. That is a big problem.
I am not against new systems, I am against lack of information on how the systems work. I don't think you understand how much stress this is causing in a lot of groups right now, maybe people who were in beta were more patient because they were in beta and happy to be learning and everything, but now that the gate has been opened, you're getting all kinds of people in groups, and most of them aren't very patient/willing to admit they need to rethink how they play and adapt to a new game. It's far easier to blame when things go wrong, and since this is the Holy Trinity system the tank and healers are still the easiest targets to blame. So it's making it very stressful to even *try* group content right now. Lots of people are in a rush to quest, then they are in a rush to dungeon because they want to get back to rushing through quests so they can hit 50 asap, beat the game and move on. Frankly, there is just not a lot of room to "learn" with the current pool of people I keep getting into dungeons with.The developers promised a different system and by the topic of these past two pages, they seem to have delivered one.
I actually bought this game with no expectations, which is what I did with FFXIV ARR and was pleasantly surprised (until the latest Atma quest was introduced). So my "no expectation" has become "bad experience" pretty easily due to a mixture of the game design and the general unwillingness of people to play together and take the time to learn something new together. That is really the biggest reason why change, especially jarring change, is bad. Most people do not want to learn something new. This system is not just slightly different, it is jarringly different compared to the mainstream.So technically, you are getting what you paid for. You just had your expectations set in different places and that is not the fault of the game makers.
No, but it does mean that if they don't adjust the way they do things, they will see their level of potential funding drop off significantly very quickly. Which is why people who like the game the way it is now will say "there is no reason to complain, I like it", but to anyone who has power in the business end of things, all these complaints and requests for some level of familiarity, or at least greater information on how the systems work, should be very troubling.Paying for the game doesn't mean that the developers have to cater to your every whim and complaint.