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Official Feedback Thread for Ability Role Tagging

ZOS_JessicaFolsom
ZOS_JessicaFolsom
Community Manager
This is the official feedback thread for the new Ability Role Tagging system. Specific feedback that the team is looking for includes the following:
  • Was it clear if an ability should be used for Healing, Tanking, or DPSing?
  • Are there any other abilities you think should be tagged? If so, why?
Jessica Folsom
Associate Director of Community - ZeniMax Online Studios
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Staff Post
  • zerosingularity
    zerosingularity
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    I suggest simply removing this feature. Not only is it on very few skills right now, but it is ineffective.

    Many would expect all skills to be tagged, which is not possible. It also lends itself to confusion, where some newer players may think "Oh, this is meant for this role, so I HAVE to use it." Basically it is an OK idea in theory, but I do not think it should remain.
    NA-PC

    Kaineth - Stamina Nightblade (Weakest Player Ever!)
    Elena Stormwood - Magicka Sorcerer (vMA no Death 12/21/15 Score 401148)
    Sheila Feyrondas - Magicka Dragonknight Tank (Frost staves are gonna be fun!)

    *Disclaimer* I fail at emotional communication, so assume what I say is NOT meant to be offensive.
  • potirondb16_ESO
    potirondb16_ESO
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    I do agree with @zerosingularity, it should be use that way. I've met lately a lot of tank who aren,t sure what a taunt is, and other alike who don't get the importance of their role Inside a group combination. A lot of theese player might not go into website or YouTube to get a hold of their role and it can't be help with text-chat since most of the time there's a lot of understanding issue inbetween regular terminology and basic knowledge.

    I don't say this feature is bad, but I do believe it's unsufficient and it also trigger an automatic response which I'm sure a lot of us already have in mind the famous: '' Don't worry, I know what I'm doing, you're the noob here''. Answer we will likely hear since I do hear a lot lately :smile: sure that one is coming :pensive:

    Overall I do believe it would be best if a newer version of the undaunted initiation could be create, Something alike to the one we've got for Cyrodill, where player could train some basic feature such as taunt/heal/dps. I use to recall in an other game a challenge where the player who enters it had to choose his role, such as healer/tank or Dps, and the event would adapt regarding which role he is looking to fill.

    Also as I'm on the undaunted topic, I realise lately that having all speed-run, and all death challenge unlock, does not unlock the last rank of the undaunted passive, and actually doesn't even unlock rank 7... I do feel this is really really slow to get. I do understand that some of the Killing quest are more rewarding then the speedrun and death challenge but I also do feel like completing all of those should be taken more seriously...

    Hope some of it helped.

    EDIT: Also completed all normal dongeon, and vet ICP/WGT, for which I don't have the no death and the speedrun yet.
    Edited by potirondb16_ESO on June 28, 2016 9:26PM
  • hazzer6x
    hazzer6x
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    I would agree with the guys above that currently it's not very useful and might cause more confusion with newer players than help. However, I can easily see the system becoming more robust and useful by having its service expanded and made more clear to players that one ability can be used for multiple roles in-game.

    I also agree with @potirondb16_ESO that the Undaunted levelling process seems like a never-ending struggle - especially if you play multiple characters equally or are an 'altaholic'. Perhaps a small amount of Undaunted XP could be rewarded upon the clearing of a Public Dungeon as well? Not only would this benefit those with less play time, but it would also help those who I mentioned above (not to mention it would also make PDs more relevant than just a skill point and then out).

    Hope this is useful and I'm looking forward to see what comes in the near future!
    [PC / EU member since April '14]

    My Characters (CP ~700):

    Dar'ahzra (Main) - Stamina Nightblade - Style Master
    Do'ahzra - Stamina Sorcerer - Stormproof
    Jo'ahzra - Stamina Warden - Monster Hunter
    Dro'ahzra - Stamina Dragonknight - Veteran
    Ri'ahzra - Stamina Templar - Dominion Hero
  • Jar_Ek
    Jar_Ek
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    Change the implementation of this so that you have an ingame means of suggesting starter builds. These would tag skills and explain why the build is as it is.

    If you don't understand the concept take a look at The Secret World.
    Edited by Jar_Ek on June 29, 2016 1:25PM
  • CasNation
    CasNation
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    I understand why this was implemented, but I think a more effective measure might be a level 10 initation quest, like for cyrodiil, but with the undaunted. At the moment, the first undaunted quest just chucks you at a dungeon without any guidance. I think this would be a great opportunity for some more in depth tutorials on pve group content and how it works.
    PC NA AD
    Gamma Fyr: Dunmer Sorcerer Stamina DPS (the Missing Sister...props to those who get the reference)
    Samekh Fyr: Dunmer Nightblade Magicka DPS
    Claire Le'Rouge: Breton Templar Heal/Tank (the Resplendent Bastion)
    Augustus Constantine: Imperial Nightblade PvP (Blackwater Bandit)
    Shadow-of-Sundered-Star: Altmer Dragonknight Lowbie
  • wayfarerx
    wayfarerx
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    CasNation wrote: »
    I understand why this was implemented, but I think a more effective measure might be a level 10 initation quest, like for cyrodiil, but with the undaunted. At the moment, the first undaunted quest just chucks you at a dungeon without any guidance. I think this would be a great opportunity for some more in depth tutorials on pve group content and how it works.

    This, a thousand times this. Combine the idea of the Wailing Prison tutorial with the idea of the PvP intro quests and make the undaunted introduction quest a group PvE tutorial. Make the tutorial role-specific and cover things like responsibilities for each role, taunting, rezzing, group mechanics, etc.
    @wayfarerx - PC / North America / Aldmeri Dominion
  • susmitds
    susmitds
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    I can understand why it is there but unless ZOS can tag all skills in the game, it is only going to add to the existing confusion. Many skills fall in multiple categories. Also there are many skills that purely add utility and is not bound to any role as such.
  • Enodoc
    Enodoc
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    susmitds wrote: »
    I can understand why it is there but unless ZOS can tag all skills in the game, it is only going to add to the existing confusion. Many skills fall in multiple categories. Also there are many skills that purely add utility and is not bound to any role as such.
    Yeah, if they could find a way to tag all abilities, to indicate what they are best used for, maybe that would be better, but then you'd end up with tags for different utilities which may end up being more confusing than having none at all.

    wayfarerx wrote: »
    CasNation wrote: »
    I understand why this was implemented, but I think a more effective measure might be a level 10 initation quest, like for cyrodiil, but with the undaunted. At the moment, the first undaunted quest just chucks you at a dungeon without any guidance. I think this would be a great opportunity for some more in depth tutorials on pve group content and how it works.
    This, a thousand times this. Combine the idea of the Wailing Prison tutorial with the idea of the PvP intro quests and make the undaunted introduction quest a group PvE tutorial. Make the tutorial role-specific and cover things like responsibilities for each role, taunting, rezzing, group mechanics, etc.
    Agreed. Being taught how to take on each role would be much more useful than just being randomly informed, "Oh BTW, this is a Tank ability."

    Maybe I should dig out my concept for an Undaunted tutorial quest...
    Enodoc wrote: »
    It's a great idea. I think this would be most easily incorporated by making it part of the Undaunted recruitment quest "One of the Undaunted". Change the requirements of that quest so that instead of just having to set foot inside the first zone's Group Dungeon by yourself (you don't even have to clear the dungeon to complete the quest), you are sent to an instanced dungeon with 3 NPCs.

    Logically, these NPCs would be Turuk Redclaws, Mighty Mordra, and Kailstig the Axe, as they are the three recruiters. This would be a short instance introducing the group dungeon mechanics and would have you take on the role of tank, healer, ranged DPS and melee DPS in sequence. If you don't have the appropriate weapon/class skills, you would be temporarily given access to a resto staff and Grand Healing for the healer section, a mace/shield and Puncture for the tank section, a bow and Poison Arrow and/or a destro staff and Destructive Touch for the ranged DPS section (your choice of either or both), and a battle axe and Cleave and/or dual daggers and Twin Slashes for the melee DPS section (your choice of either or both). The three recruiters would take on the roles that you are currently not exploring so that the setup is always 1 tank, 1 healer, 2 DPS.

    In line with the suggestion above, successful completion of this short tutorial quest would be required to unlock the Dungeon Finder. Additional characters on the same account would not need to complete the quest again, but could if they wanted to.
    Edited by Enodoc on July 1, 2016 12:10PM
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