GeorgeBlack wrote: »Then gamers decided that combat and skill isn't as fun as stats and number calculations, so games started adding passive glyphs elemental stones, constellations, you name it, to improve characters and prolong gaming life of a game, all under the lame slogan make your unique build....
GeorgeBlack wrote: »Then gamers decided that combat and skill isn't as fun as stats and number calculations, so games started adding passive glyphs elemental stones, constellations, you name it, to improve characters and prolong gaming life of a game, all under the lame slogan make your unique build....
Damn... the moment ZOS realise that they can just... take the leveles and the stats AWAY from the game by having all the areas having the exact same level and free to enter without cadwell achievements (after all all DLC areas already scale players to vet 16 proving that "leveling" is kind of useless in terms of "game enjoyment") and bring back the SKILL PROGRESSION we had in oblivion or skyrim instead... this will be the best game ever xD
There is nothing wrong with the classes or skills... or building for damage is you are idk.. a damage dealer? It's the content. Harder content = more defined roles. When content is nerfed, roles disappear and stack and wack occursGeorgeBlack wrote: »That is what gamers wanted. Any race any class any weapon. No identity.
Then gamers decided that combat and skill isn't as fun as stats and number calculations, so games started adding passive glyphs elemental stones, constellations, you name it, to improve characters and prolong gaming life of a game, all under the lame slogan make your unique build....
..And now we are all the same. Eg why bother using defensive stats? Instead of trying to pick an enemy build to defend from -> use everything on dps. Pick a dps trait and focus on that.
Don't blame game studios. Blame the gamers.
And pvp would be dull, dull, dull.
And pvp would be dull, dull, dull.
Just the opposite, players would be able to actually make the most different builds having at disposal all skill lines BUT only limited active and passive skill choices (to understand what i mean by "limited passive" check out how the skills work in The Secret World)... or instead of choosing the passives you just make them rely on your current equip so that you will not use all of your passives anyway.
THe truth is.. without levels and stats the "PvP" would become much more skill based and enjoyable for everyone... because as it is now it rely only on 2 things:
1. who has the less lag
2. who has the best equip
KNow what? i REALLY want to make an example to explain this better: we have a perfect example to use with one of the best "PvP" mmos out here at the moment.... blade and soul.
How does PvP in the game works? Simple.... when you enter the arena no matter the level or the equip EVERYTHING get shutted down and player stats are equilised... and it's one of the best PvP experienes you can find in the market.. with absolutly no lvl or stat relevance
Rune_Relic wrote: »So perhaps we should have a poll.
What do you want to be ?
DPS Tank
DPS Healer
DPS
There was a reason we had 2x skill bars:
MPS/MPS = Pure Tank (1h+s)
HPS/HPS = Pure Healer (resto)
DPS/DPS = Pure DD (weapon)
DPS/MPS = Hyrbid DD / Tank (weapon + 1hs)
DPS/HPS = Hyrbid DD / Heal (weapon + resto)
MPS/HPS = Hybrid Tank / Heal (1hs + resto)
Alas, not isolating resources/armour for heal, tank, dd kind of screwed that concept.
So what wrobel is trying to do......may or may not be a problem.
Is it a round about way of buffing hybrids ?
Is it a blatant nerf to certain pure builds ?
If they didn't force you to conform to trinity roles in the main game, I don't see how it would apply to dungeons. There should always be more than the "one (trinity) way" to play dungeons.Looking at @personofsecrets very reasonable and insightful points in regards to tanking in eso...and now in light of the db nerfs to dungeons, i honestly wonder if it hasnt been zos goal to do away with the traditional mmo party structure.
And pvp would be dull, dull, dull.
Just the opposite, players would be able to actually make the most different builds having at disposal all skill lines BUT only limited active and passive skill choices (to understand what i mean by "limited passive" check out how the skills work in The Secret World)... or instead of choosing the passives you just make them rely on your current equip so that you will not use all of your passives anyway.
THe truth is.. without levels and stats the "PvP" would become much more skill based and enjoyable for everyone... because as it is now it rely only on 2 things:
1. who has the less lag
2. who has the best equip
KNow what? i REALLY want to make an example to explain this better: we have a perfect example to use with one of the best "PvP" mmos out here at the moment.... blade and soul.
How does PvP in the game works? Simple.... when you enter the arena no matter the level or the equip EVERYTHING get shutted down and player stats are equilised... and it's one of the best PvP experienes you can find in the market.. with absolutly no lvl or stat relevance
Personofsecrets wrote: »It is beyond not mandatory, it is inefficient
Personofsecrets wrote: »It is beyond not mandatory, it is inefficient
Some people keep saying that, but it is mandatory to have both Tanks and Healers in 12 player Trials.
In 4 player dungeons the best groups are actually composed of Tank, Healer and 2 DPS. The issue is finding very well versed Tanks and Healers who can provide supplemental DPS along with their prospective role. When you do 'no' Tank or Healer dungeon runs it's with hodge-podge builds. Someone likely has a Taunt to control aggro, and someone has HOTs as well as everyone running self heals, damage mitigation, and CC. Then there will be a lot more blocking, dodging, and kiting among the group as well. This approach is more effective compared to running with a Tank and Healer that ignore any DPS output of their own. However with Tanks and Healers that do both their role with secondary DPS the 4 "DPS" approach is eclipsed.
The best DPS is centralized on just that. Every skill on their bars is dedicated to dealing damage, and their output is highest when they can focus almost exclusively on dealing damage. When this is diluted their DPS ceiling drops drastically. Having to slot utility that would otherwise be run by the Tank and/or Healer limits what a DPS can do, and that's exactly what happens with a 4 DPS run.
Solid_Metal wrote: »skill? ,really ?, without skill wi thout equipt, you will just smashing that left klik button like what you did in skyrim/oblivion
Jimbullbee85 wrote: »On another note I think the monster set drops are too specific from final bosses. For instance White Gold Tower. It's difficult getting tanks for that dungeon when they have no interest in the Molag Keena set. Why would they want to do it more than once when there are dungeons with monster drops that are more suitable to them. I never see tanks in WGT. It's normally a shed load of dps' and the occasional healer or hybrid.
Jimbullbee85 wrote: »For instance White Gold Tower. It's difficult getting tanks for that dungeon when they have no interest in the Molag Keena set.
Jimbullbee85 wrote: »On another note I think the monster set drops are too specific from final bosses. For instance White Gold Tower. It's difficult getting tanks for that dungeon when they have no interest in the Molag Keena set. Why would they want to do it more than once when there are dungeons with monster drops that are more suitable to them. I never see tanks in WGT. It's normally a shed load of dps' and the occasional healer or hybrid.
Honestly with this and your previous comments it really sounds like you're talking about PUGs and the group finder. That sort of group has a rep for being bad. That's just the nature of the beast. Getting randoms to do anything is tricky. When you want something specific you collect people you know. I find Tanks and Healers for those dungeons because they have other characters, or it's give and take. I run something they want, they run something I want.
Jimbullbee85 wrote: »Jimbullbee85 wrote: »On another note I think the monster set drops are too specific from final bosses. For instance White Gold Tower. It's difficult getting tanks for that dungeon when they have no interest in the Molag Keena set. Why would they want to do it more than once when there are dungeons with monster drops that are more suitable to them. I never see tanks in WGT. It's normally a shed load of dps' and the occasional healer or hybrid.
Honestly with this and your previous comments it really sounds like you're talking about PUGs and the group finder. That sort of group has a rep for being bad. That's just the nature of the beast. Getting randoms to do anything is tricky. When you want something specific you collect people you know. I find Tanks and Healers for those dungeons because they have other characters, or it's give and take. I run something they want, they run something I want.
As a healer I normally go in with two of my sorcerer buddies. I'm head of a guild with almost 200 members and maybe two regular players are good tanks. Finding a good tank is difficult so the three of us go into group finder and very very rarely do we see tanks queuing up for WGT. Not all players who go into group finder are playing with randoms. Theres ways of getting into it with your pals too.
And yes we are ALL talking about group finder and the trinity system. That's the point of this conversation.
Jimbullbee85 wrote: »Jimbullbee85 wrote: »On another note I think the monster set drops are too specific from final bosses. For instance White Gold Tower. It's difficult getting tanks for that dungeon when they have no interest in the Molag Keena set. Why would they want to do it more than once when there are dungeons with monster drops that are more suitable to them. I never see tanks in WGT. It's normally a shed load of dps' and the occasional healer or hybrid.
Honestly with this and your previous comments it really sounds like you're talking about PUGs and the group finder. That sort of group has a rep for being bad. That's just the nature of the beast. Getting randoms to do anything is tricky. When you want something specific you collect people you know. I find Tanks and Healers for those dungeons because they have other characters, or it's give and take. I run something they want, they run something I want.
As a healer I normally go in with two of my sorcerer buddies. I'm head of a guild with almost 200 members and maybe two regular players are good tanks. Finding a good tank is difficult so the three of us go into group finder and very very rarely do we see tanks queuing up for WGT. Not all players who go into group finder are playing with randoms. Theres ways of getting into it with your pals too.
And yes we are ALL talking about group finder and the trinity system. That's the point of this conversation.
Trinity sure, Group Finder, not so much. This thread is mostly about the game becoming so easy that the role of Tank becomes obsolete. Read the last paragraph of the OP.
Jimbullbee85 wrote: »Jimbullbee85 wrote: »Jimbullbee85 wrote: »On another note I think the monster set drops are too specific from final bosses. For instance White Gold Tower. It's difficult getting tanks for that dungeon when they have no interest in the Molag Keena set. Why would they want to do it more than once when there are dungeons with monster drops that are more suitable to them. I never see tanks in WGT. It's normally a shed load of dps' and the occasional healer or hybrid.
Honestly with this and your previous comments it really sounds like you're talking about PUGs and the group finder. That sort of group has a rep for being bad. That's just the nature of the beast. Getting randoms to do anything is tricky. When you want something specific you collect people you know. I find Tanks and Healers for those dungeons because they have other characters, or it's give and take. I run something they want, they run something I want.
As a healer I normally go in with two of my sorcerer buddies. I'm head of a guild with almost 200 members and maybe two regular players are good tanks. Finding a good tank is difficult so the three of us go into group finder and very very rarely do we see tanks queuing up for WGT. Not all players who go into group finder are playing with randoms. Theres ways of getting into it with your pals too.
And yes we are ALL talking about group finder and the trinity system. That's the point of this conversation.
Trinity sure, Group Finder, not so much. This thread is mostly about the game becoming so easy that the role of Tank becomes obsolete. Read the last paragraph of the OP.
What's your point? The group dungeon is the perfect example of trinity in action.
Jimbullbee85 wrote: »ZOS has made the dps demand to take hard bosses down so high and its putting pressure on the healers and tanks who don't deal as much damage. This is why for let's say white gold tower, the experienced v16 dps builds are doing them in groups of 4 and kicking healers and tanks. If two decent v16 dps builds can't take down a boss with a decent v16 healer and tank but some overpowered dps builds can solo them then theres something wrong with the mechanics of the game.
Jimbullbee85 wrote: »For instance White Gold Tower. It's difficult getting tanks for that dungeon when they have no interest in the Molag Keena set.
Uhm.. is it the dungeon where you need to kill the white balls of light before they spawn enemies? If it is as a tank i have a ery different reason for not doing it... the reason beeing that, beeing a tank and not a dps, no matter what i won't be able to kill the white lights fast enough to prevent spawns thus hindering the whole party... that boss fight is meant to be played with a full dps party as far as i'm concerned xD