Play as you want... Without a role?

Inarre
Inarre
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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.

Sure changes to heavy armor have been great but we also see changes like nerfed dungeons which has the player base now questioning the value of having a healer or tank in the party, and additionally the continued denial, or at least continued lack of response from zos on the tanking threads adds to my fear that the worst is yet to come.

I see that we have the ability to mark ourselves as healer, tank, or dps, but i also see dps challenges with queing for dungeons and i wonder if this is zos' *fix*. DPS have been able to both heal and tank dungeons for such a long time and trials are really a walk in the park as long as the tank blocks (or a funeral if they dont) and now more nerfs come to make DPS tanks and healers ultimately even more viable.

From a personal perspective i fear the day tanks truly are obsolete, because thats when things pve become truly face tank easy, and in my mind, not worth doing.
  • Oompuh
    Oompuh
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    Well as of this patch, I've done all Dungeons without a tank and watched someone solo vCoA. The only trials in this game are the only content where Tank is required. With CP160 Sanctum coming and vMoL, along with the dungeon nerf.. Tanks will still be needed, but only be needed in Trials. This is why I've made a magNB and magSorc for almost every other content while my tank waits for the moment to stretch it's claws. It's depressing honestly
    Xbox NA - Oompa
    Khajiit DK Tank
    Founder of Major Aegis
    Main Tank of Dissonant Crusade Uprising Savages
  • GeorgeBlack
    GeorgeBlack
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    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.
  • NewBlacksmurf
    NewBlacksmurf
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    Roles are pretty silly but there does still need to be healing and CC and melee.

    I'd much rather have each dungeon specify what's needed but I skip our skills could change too but if it's all dps and no roles, strategy goes away and to some, the game is boring.

    I like the free form that exists even with the changes coming. It pretty much removes strict roles from launch but you have a basic responsibility depending upon group make-up
    Edited by NewBlacksmurf on April 28, 2016 11:35PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Svalinn
    Svalinn
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    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
  • Inarre
    Inarre
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    Svalinn 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

    And pvp would be dull, dull, dull.
  • Personofsecrets
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    Nice post @Inarre . IDK why @Wrobel wants to blur the lines when blurred lines is what many of us are concerned about.
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • Oompuh
    Oompuh
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    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.
    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 occurs
    Edited by Oompuh on April 29, 2016 12:04AM
    Xbox NA - Oompa
    Khajiit DK Tank
    Founder of Major Aegis
    Main Tank of Dissonant Crusade Uprising Savages
  • Svalinn
    Svalinn
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    Inarre wrote: »
    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
    Edited by Svalinn on April 28, 2016 11:56PM
  • Inarre
    Inarre
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    Svalinn wrote: »
    Inarre wrote: »
    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

    No, if we truly went the way of skyrim for example, all players would equip the same type of gear and the only thing to mark progression beyond end game would be combinations of skills. Players already cry that they are bored with the lack of cp increase, and now you wish to take away the ability to build as well?

    No, the variety is what makes eso what it is, a fun, creative game full of customizable options. Eso will never be skyrim.
    Edited by Inarre on April 29, 2016 12:05AM
  • Rune_Relic
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    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 ?
    Edited by Rune_Relic on April 29, 2016 12:12AM
    Anything that can be exploited will be exploited
  • Jimbullbee85
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    Most players these days build their best characters for pvp and all the experienced players have went to desperate measures to up their dps for quick kills in Cyrodil. It's these players (not intentionally) that have made the hardest dungeons impossible for a multy role group to defeat the hard bosses because ZOS has to keep the game interesting for those at the top of the dps ladder. 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. I think the only solution is to buff armour ratings and shields for both healers and tanks and healing power for healers. Maybe even make a better distinction between healing power and spell power. That way healers and tanks can be of use again. They cant buff dps because that would make dps buils far too powerful in pvp. To maintain the balance they could increase the amount of health the bosses have to make the dungeon harder for a full dps team. It might take a longer amount of time to take down the boss but at least it'll be challenging still for the experienced v16s. Something needs to be done. 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. It needs sorting out before we lose players who love support roles. After all this is supposed to be a role playing MMO game not some boring shooter like COD.
    Edited by Jimbullbee85 on April 29, 2016 12:49AM
    Jimbullbee, Templar healer battlemage
  • Jimbullbee85
    Jimbullbee85
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    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 ?

    Id say yes to both questions. I think they want more players doing pvp. Let's face it, if youre a pure healer or a tank you can't do much when the odds are against your group. All everyone talks about now is how much damage you do. My main character is a hybrid dps/healer with an unbuffed spell damage of 3000. No one cares about my magicka regen or the champion points I've put into healing perks. No one asks tanks what their health and armour ratings are. The support role is disappearing from this game bit by bit and when they're totally obsolete I think it's going to be a boring competition on who deals the most damage.
    Jimbullbee, Templar healer battlemage
  • GeorgeBlack
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    Lineage2 2003 2009
  • Zorrashi
    Zorrashi
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    Inarre wrote: »
    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.
    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.

    I always thought, when I saw the game for the first time, that they would make it to where the Trinity would be an option in dungeons if you so wanted, but you could also play as a party of hybrids (or whatever) if you so wish. All would be viable group options.

    So while I may agree that nerfing can be bad thing, I don't see what's so bad of getting rid of the Trinity as the one and true way of playing group content. I mean, for all intents and purposes, you can still play as the trinity if you want--its just no longer mandatory.
  • Personofsecrets
    Personofsecrets
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    It is beyond not mandatory, it is inefficient
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • phaneub17_ESO
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    Play Diablo 3. You heal yourself through lifesteal or when you kill stuff. No tanks, no healers, all mass AOE damage.
  • Solid_Metal
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    Svalinn wrote: »
    Inarre wrote: »
    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

    skill? ,really ?, without skill wi thout equipt, you will just smashing that left klik button like what you did in skyrim/oblivion

    dont deny it lol

    abou tank, no, it'll not obsolete, at least not yet, even in gold pladge and hardcore trial people still looking for tanks, even tho tank is not really priority, what i want to see with ZoS is dungeong design, design the dungeon so tank can be more relevant, like what FF14 did with their dungeon
    Edited by Solid_Metal on April 29, 2016 1:29AM
    "i will walk through the fog, as i welcome death"
  • GeorgeBlack
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    Human fighters 6 classes
    Human mages 4 classes
    Elven fighters 4 classes
    Elven mages 3 classes
    Dark Elf fighters 4 classes
    Dark Elf mages 3 classes
    Orc fighters 2 classes
    Orc mages 2 classes
    Dwarven Fighters 2 classes
    Expansion added race 3 Battlemage classes

    Class skills active passives. Gear stats only.

    No constellations and other shit3 for passive stats

    Roles:
    Tanks
    Dps (dmg per sec)
    Assassins
    Warriors (burst dmg,sustain+ aoe)
    Mages nukers
    Mages summoners
    Mage buffers/debuffers
    Healers
    Fighter reinforcers (small scale buffs)


    9man partys
    3party raids

    No instances. Open world hunting zones and lairs. Hundreds of world bosses 10 times harder than IC roaming bosses with serious drops. Epic bosses with legendary drops. (It would take 3 Guilds[an alliance..] to kill them).

    Open world PvP.
    Hero 1v1 3v3 arena

    Massive maps. Yearly expanssions with serious content, lv cap increase new skills.

    No pugs. No elitists. No solo.

    Good players and bad players.

    Balance.



    Now enjoy 9 races 4 'classes' and forum talks

  • dday3six
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    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.
  • Jimbullbee85
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    dday3six 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.

    DPS builds can't have it both ways. If healers and tanks are good enough then dps' don't need to spend as much magicka on self heals and shields and can focus on full dps. The problem is most dps builds have been created for pvp and and they keep using shields and self heals instead of focusing evrrything on damage in dungeons. It doesn't help that heals have been nerfed. Im a healer with decent dps and every dungeon were ive seen constant wipes at final bosses has been down to the lack of dps. I've said it already but if two decent dps builds can't take out a boss with a tank and a healer in support, yet a full dps team can, then theres something wrong with dynamics of the hardest dungeons. Let's face it we are only talking about White Gold Tower, Imperial Prison and City of Ash. Where the best monster sets are.

    To be honest I think the change is based on the fact that there are far too many OP dps's and sooooo few decent healers and tanks all thanks to the dynamics of pvp. It's a shame that it's now effecting multy role dungeons.
    Edited by Jimbullbee85 on April 29, 2016 2:47AM
    Jimbullbee, Templar healer battlemage
  • Jimbullbee85
    Jimbullbee85
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    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.
    Jimbullbee, Templar healer battlemage
  • Svalinn
    Svalinn
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    skill? ,really ?, without skill wi thout equipt, you will just smashing that left klik button like what you did in skyrim/oblivion

    What part of you actually managed to transform "skill based" into a "not having skills in the game"? ^^
  • dday3six
    dday3six
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    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.
  • Svalinn
    Svalinn
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    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
  • Jimbullbee85
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    I totally agree with that, yup that's the one. Plus those light portals require very fast handling. It's impossible to prevent adds spawning unless we use ranged attacks to close them.
    Jimbullbee, Templar healer battlemage
  • Jimbullbee85
    Jimbullbee85
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    dday3six 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.
    Edited by Jimbullbee85 on April 29, 2016 3:58AM
    Jimbullbee, Templar healer battlemage
  • dday3six
    dday3six
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    dday3six 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
    Jimbullbee85
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    dday3six wrote: »
    dday3six 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 exactly and why are you trying to make my points irrelevant to the discussion? No ones forcing you to read my comments. Im just thinking about the subject in a specific and sometimes general light. What's so wrong about that?

    In my defence the group dungeon is the perfect example of trinity in action. On your last point it's only easier for maxed out vet16 characters with a shed load of champion points. I think that group aspects of the game that are available to players between vet1 and vet16 should be easy for those maxed out vet16 characters and they should stop making the game harder for progressing characters. Theyre hitting mid game chars hard for the sake of keeping maxed out players interested in the game and there's better ways of going about it. Instead of these experienced players whining on about how easy it is for them why not do one or both of these things. Make a new character and experience a new build if they haven't already. Ask ZOS to give these super players some very difficult areas only available to them. Group dungeons/world bosses/trials that only the best vet16's can do and allow everybody else to enjoy dungeons and trials that super players have done 50 times over.
    Edited by Jimbullbee85 on April 29, 2016 6:18AM
    Jimbullbee, Templar healer battlemage
  • dday3six
    dday3six
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    dday3six wrote: »
    dday3six 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.

    My point is that if you're going into the group finder expecting anything but a #*%* show you're setting yourself up for disappointment. Particularly if you've going into ICP, WGT, or CoA. That's why ZOS is nerfing them. Of course the difficulty of those dungeons is not the real issue, but it's easier to nerf them than it is to address it.

    The perfect example of a trinity group is a collection of players who each know their respective role and have the abilities (i.e. Skill lines leveled and slotted) and skill to fulfill it. I can as a DPS select all three roles without a taunt or heal slotted, with no intention of equipping either and the group finder doesn't care. It's a broken system. The product of trying to mix too much single player with multiplayer, and not actually teaching players how to perform their roles.
  • Magdalina
    Magdalina
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    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.

    ...sorry, I don't want to be rude, but if 2 decent dps can't take down any single boss in this game outside of Trials they're doing something wrong. No encounter(except possibly CoA HM) needs more than 10-12k dps per a dps at most. If 2 dps can't provide that...yeah...
    Only reason experienced groups are going to WGT(and all other dungeons) in groups of 4 dds/3 dds+tank is because most everything hits like a wet noodle so there's no need for a good tank or healer. So highest dps possible isn't mandatory, it's simply the fastest and easiest way to get it done.
    Svalinn 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

    It is, which is why tanks carry a dps set of armor for that fight most of the time. Versatility...or it would be if you actually needed a tank for the rest of that dungeon -___- The way it's been nerfed even on live(I don't even wanna think about PTS) though, tank can simply hold agro full time except blue phase since pinion DoT has been removed. In the blue phase, someone closes pinion, then tank closes it real quick as it reopens and your tank will probably never get portals ;)
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