Please limit dungeons based on character level (same for Vet based on CP)

NewBlacksmurf
NewBlacksmurf
✭✭✭✭✭
✭✭✭✭✭
I'm really all for the One Tamriel approach but having read umpteen activity finder kick threads and also having played at cp526+ or even as lowbie alts, there are some things that should happen.

Specifically players should only be able to access activity finder dungeons based on the pre-Tamriel Unlimited required levels.

This means the second version of dungeons shouldn't unlock until 45 or 50 and all dlc should be locked until 45-50 as well.

Just give people a realistic chance to succeed.

The idea is to better match "skill" as in the unlocked skills in alignment with dungeons unless you're going to push some dungeon optional skills for all three roles.

Just some feedback that I hope in some way makes it into 2017 updates.
Edited by NewBlacksmurf on December 4, 2016 4:58PM
-PC (PTS)/Xbox One: NewBlacksmurf
~<{[50]}>~ looks better than *501
  • Niaver
    Niaver
    ✭✭✭✭
    Vet dungeons should be CP160+ i think...
    PC EU - Daggerfall Covenant - @Niaver
    Erazar (main) - Khajit DK tank

    Proud owner of Maelstrom Sharpened Bow
  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    Niaver wrote: »
    Vet dungeons should be CP160+ i think...


    Actually IMO no, they should be CP300+.

    VR16 players most often also had 220 -400 CP and prior to the cap some had over 1000 so these Vet were made off much higher pools of dmg and resistances.

    Trials....CP 501 maybe
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • dsalter
    dsalter
    ✭✭✭✭✭
    ✭✭
    Niaver wrote: »
    Vet dungeons should be CP160+ i think...


    Actually IMO no, they should be CP300+.

    VR16 players most often also had 220 -400 CP and prior to the cap some had over 1000 so these Vet were made off much higher pools of dmg and resistances.

    Trials....CP 501 maybe

    i'v had people with me doing far better than most cp capped players with less than 30... it's player skill over all but i agree on a minimum of 150.

    and IC+argonian DLC's shouldn't be in the random queue but rather a seperate queue with it's own seperate bag+xp reward daily with the bag including a random DLC armor/weapon drop.
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

    EU - [Arch Mage Dave] Altmer Sorcerer
    Fight back at the crates and boxes, together we can change things.

  • redspecter23
    redspecter23
    ✭✭✭✭✭
    ✭✭✭✭✭
    Give people a toggle option to join a groups that are cp561+ if they choose to. They may have a longer wait time, but when the group forms, all members will be cp capped. If you're looking to do DLC dungeons or harder vet dungeons, it may be helpful. If you're doing quick Fungal 1 runs, you can just run it the old way.
  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    dsalter wrote: »
    Niaver wrote: »
    Vet dungeons should be CP160+ i think...


    Actually IMO no, they should be CP300+.

    VR16 players most often also had 220 -400 CP and prior to the cap some had over 1000 so these Vet were made off much higher pools of dmg and resistances.

    Trials....CP 501 maybe

    i'v had people with me doing far better than most cp capped players with less than 30... it's player skill over all but i agree on a minimum of 150.

    and IC+argonian DLC's shouldn't be in the random queue but rather a seperate queue with it's own seperate bag+xp reward daily with the bag including a random DLC armor/weapon drop.

    I'm not saying it's not possible. I'm just going with law of averages. Before Tamriel Unlimited 160-200 CP meant something. Now it's not even like 1 Vet level back then
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Prof_Bawbag
    Prof_Bawbag
    ✭✭✭✭✭
    ✭✭✭
    I agree, but dlc dungeons or any dlc content for that matter shouldn't be locked behind days, weeks or even months worth of grind. No one buys dlc to be locked out of it.
  • Myyth
    Myyth
    ✭✭✭✭✭
    I agree.
    I am have a new level 12 tank and its so annoying when I use the group finder and get white gold tower or imperial prison.
    I could feel the disappointment of the group when my level 12 tank zones in. I usually just quit and take the 15 minute debuff and try again.
    Its unfair to other players and makes no sense that you can use the group finder at lvl 10 but get put in dungeons you do not have the ability to complete.
    Edited by Myyth on December 4, 2016 5:51PM
  • itehache
    itehache
    ✭✭✭✭
    Myyth wrote: »
    I agree.
    I am have a new level 12 tank and its so annoying when I use the group finder and get white gold tower or imperial prison.
    I could feel the disappointment of the group when my level 12 tank zones in. I usually just quit and take the 15 minute debuff and try again.
    Its unfair to other players and makes no sense that you can use the group finder at lvl 10 but get put in dungeons you do not have the ability to complete.

    Yup, I have to agree with this. I was leveling up a tank just for fun and I did good with the basic dungeons. I wasn't even level 20 and I got the imperial city prison. I knew I wasn't going to be able to tank that xD The dd were high cp so they left and the group disbanded, in this case, I understand why they left.
  • WalksonGraves
    WalksonGraves
    ✭✭✭✭✭
    I queued up at lvl 10 when it unlocks for normal and it frigging drops me into mazzatun.
  • redspecter23
    redspecter23
    ✭✭✭✭✭
    ✭✭✭✭✭
    I queued up at lvl 10 when it unlocks for normal and it frigging drops me into mazzatun.

    At level 10 there are only 7 dungeons the queue will let you go into and 4 of them are DLC dungeons. That's a huge issue right there.
  • AlnilamE
    AlnilamE
    ✭✭✭✭✭
    ✭✭✭✭✭
    Give people a toggle option to join a groups that are cp561+ if they choose to. They may have a longer wait time, but when the group forms, all members will be cp capped. If you're looking to do DLC dungeons or harder vet dungeons, it may be helpful. If you're doing quick Fungal 1 runs, you can just run it the old way.

    Only if I get the option of NOT being put in a group where people checked that option. I'd rather help lowbies through a dungeon that run with a group that just wants to finish everything asap.

    OP: The DLC dungeons have a recommended level of 35, but can be accessed at 15. That was the case since they came out.

    WGT is absolutely not a problem to run at low levels. ICP may be a bit trickier. But I did run CoS the other day with a level 23 (and another player in their 40s) and they were both the DPSs and we did fine.
    The Moot Councillor
  • scorpiodog
    scorpiodog
    ✭✭✭✭✭
    If you que as a low level tank just click one specific dungeon like FG BC etc. Since there aren't that many tanks in the que you will be picked up quick even with just one dungeon chosen.
  • Myyth
    Myyth
    ✭✭✭✭✭
    scorpiodog wrote: »
    If you que as a low level tank just click one specific dungeon like FG BC etc. Since there aren't that many tanks in the que you will be picked up quick even with just one dungeon chosen.

    but then you wont get the daily quest and reward done. if they offer the quest to a level 10 character, then content should be offered that the level 10 can complete.
  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    I agree, but dlc dungeons or any dlc content for that matter shouldn't be locked behind days, weeks or even months worth of grind. No one buys dlc to be locked out of it.

    @Prof_Bawbag

    For activity finder. Yes it should be locked. It's an expansion of the base game.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    Give people a toggle option to join a groups that are cp561+ if they choose to. They may have a longer wait time, but when the group forms, all members will be cp capped. If you're looking to do DLC dungeons or harder vet dungeons, it may be helpful. If you're doing quick Fungal 1 runs, you can just run it the old way.


    No...this isn't some single player game

    Just set the standard and go. No one needs a toggle and honestly this is from my point of view leveling an alt.

    I have no business at levels 12-23 trying to do ICT, WGT, any version 2 of normal dungeons and even the dungeons that were level 30 and above prior to Tamriel Unlimited.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • redspecter23
    redspecter23
    ✭✭✭✭✭
    ✭✭✭✭✭
    Give people a toggle option to join a groups that are cp561+ if they choose to. They may have a longer wait time, but when the group forms, all members will be cp capped. If you're looking to do DLC dungeons or harder vet dungeons, it may be helpful. If you're doing quick Fungal 1 runs, you can just run it the old way.


    No...this isn't some single player game

    Just set the standard and go. No one needs a toggle and honestly this is from my point of view leveling an alt.

    I have no business at levels 12-23 trying to do ICT, WGT, any version 2 of normal dungeons and even the dungeons that were level 30 and above prior to Tamriel Unlimited.

    Well my preferred option was to just tell people to run with friends and guildmates and stop trying to make the group finder work in a way its not supposed to. If you avoid the group finder altogether, then these problems don't even come up. The group finder should be used as a last ditch method of filling in a few missing roles from time to time, not the first place you look to get things accomplished. You're setting yourself up for failure that way whether you lock out based on level, add a toggle or whatever.

    Also, I don't get where your "single player" comment is coming from as I didn't mention anything about that. You're just trying to antagonize.
    Edited by redspecter23 on December 4, 2016 10:42PM
  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    Give people a toggle option to join a groups that are cp561+ if they choose to. They may have a longer wait time, but when the group forms, all members will be cp capped. If you're looking to do DLC dungeons or harder vet dungeons, it may be helpful. If you're doing quick Fungal 1 runs, you can just run it the old way.


    No...this isn't some single player game

    Just set the standard and go. No one needs a toggle and honestly this is from my point of view leveling an alt.

    I have no business at levels 12-23 trying to do ICT, WGT, any version 2 of normal dungeons and even the dungeons that were level 30 and above prior to Tamriel Unlimited.

    Well my preferred option was to just tell people to run with friends and guildmates and stop trying to make the group finder work in a way its not supposed to. If you avoid the group finder altogether, then these problems don't even come up. The group finder should be used as a last ditch method of filling in a few missing roles from time to time, not the first place you look to get things accomplished. You're setting yourself up for failure that way whether you lock out based on level, add a toggle or whatever.

    Also, I don't get where your "single player" comment is coming from as I didn't mention anything about that. You're just trying to antagonize.

    @redspecter23

    In a game like this is not realistic to say... "just run with friends and or a guild. That only works if you can suggest opportunities for friends and guilds for everyone. Consider the game already offers a similar way to play with others so that comment to run with friends, etc. isn't helpful to most.

    Also the activity finder works as it's suppose to.
    The issue I'm bringing up is that the activity finder should only allow players into dungeons by tiers of dungeons based on player levels.

    This also was in the game and as such it made the most sense. The version 2 of dungeons was only available in Vet mode for the dungeons that existed so that's the concept of level 45-50 as a requirement for normal and something above CP 300 for any veteran dungeon. I'd go further that using a hard mode scroll should be reserved for groups that have at least one CP 501.

    The activity finder is not and should be used only as you suggest. While that's your preference, an online game with a built in group tool should be available to use at any players desire as long as there are basic controls in place so that players can actually complete content ....that's the purpose of my thread. Players are getting grouped who literally don't have enough skills unlocked or morphed to complete the encounters.

    I'm not setting myself up for failure as my three main characters were VR 16, and VR 14 prior to champion points.

    My observation and reason for the thread is as of this month and after One Tamriel playing with Alts who are below 50.

    Prior to One Tamriel there were few encounters that were problematic as you couldn't do any dungeon on normal and definately not the Vet versions even tho they are easier. It better said that the game is introducing impossible situations and so I thought to make suggestions to resolve this stressful situation.

    I was helping three groups who were trying to follow the tips but who were unable as they didn't have the skills. Not playing experience....but actual skills like those needed in arx version 2....

    My single player comment was based on the prior comment in the thread suggesting a toggle.
    Toggles and sliders make sense when you're playing alone and not online.

    If you want to limit who joins that type of group forming should be manual or as you suggest...with friends or a guild only.
    But otherwise players should not be put into groups where there is less than likely any chance to complete an encounter when the game groups them.

    It's hard enough to deal with ppl choosing roles they can't fulfill but that's what the kick options are for.

    Hopefully that makes sense
    It's just going back to what always worked rather than just throwing ppl into groups because the prior grouping tool was getting hung up
    Edited by NewBlacksmurf on December 4, 2016 11:41PM
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • unchainedzulu
    unchainedzulu
    ✭✭✭
    I suggested in another thread, that i think a tick box of
    [ ] I am happy to run with any level player is a good filter.

    Everything else should be either within 20 levels (higher or lower) if you're below CP and 100 levels (higher or lower) if you have reached CP.

    There are times when at level 500cp i'm happy to run with the small levels and help or teach as we go.

    There are other times when i just want a quick run before bed for XP or loot.

    ninja edit: I think letting low levels into dungeons that are too over power for them, isn't that big of a deal. i know i learned heaps by going to craglorn (pre one tamriel) and getting nailed before deciding i needed to go level and learn more about gear and sets.

    The issue, in my mind, is where the range in levels is too great within the group to make it enjoyable for everyone. There are some instances where it's fine to run with a large range in levels, and other instances where it needs to be a much tighter difference.
    Edited by unchainedzulu on December 4, 2016 11:29PM
  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    I suggested in another thread, that i think a tick box of
    [ ] I am happy to run with any level player is a good filter.

    Everything else should be either within 20 levels (higher or lower) if you're below CP and 100 levels (higher or lower) if you have reached CP.

    There are times when at level 500cp i'm happy to run with the small levels and help or teach as we go.

    There are other times when i just want a quick run before bed for XP or loot.

    ninja edit: I think letting low levels into dungeons that are too over power for them, isn't that big of a deal. i know i learned heaps by going to craglorn (pre one tamriel) and getting nailed before deciding i needed to go level and learn more about gear and sets.

    The issue, in my mind, is where the range in levels is too great within the group to make it enjoyable for everyone. There are some instances where it's fine to run with a large range in levels, and other instances where it needs to be a much tighter difference.

    @UnchainedGokuSS4

    No sir. It's should never be up to a toggle or check mark. You either qualify or you don't.
    Consider ppl check healer and tank for faster or shorter queues who can't do either.

    Your idea would just make it worse.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • disintegr8
    disintegr8
    ✭✭✭✭✭
    ✭✭
    I agree with the OP and think the group finder needs to better align the dungeon and character levels. As it currently stands, players are getting the flak for being put in dungeons that they are not ready for, usually through no fault of their own.

    If sub level 50 player tries to select specific dungeons, it actually restricts their access based on level, a level 16 cannot choose Blackheart Haven or ICP. The problem is that when they select 'random' the dungeon finder does not check this and might still put them in these dungeons.

    My friend and I queued with our newest characters yesterday and got Cradle of Shadows twice. I cannot imagine what the other (CP level) players thought when they saw a level 11 DPS and he a level 23 tank turn up. We are both beyond CP cap so both runs were completed fine but it would be hard to try this with 2 players of that level without CP.

    Even having the choice to select which level dungeons you want to queue for would be nice. Split the dungeons into tiers and restrict access to higher tiered content.

    Maybe sub level 30 players can only do tier 1 and 2 dungeons, level 30 - 50 players can choose tier 1/2, tier 3/4, or any normal. Similar with vet dungeons, say sub CP200 can only access (along with all normals) vet tiers 1 and 2 but CP200+ can select either vet tier 1/2, vet tier 3/4, or any vet.

    The above is extremely simplified with arbitrary levels and tiers just as an example but would help non vet players as well as vets. A level 47 can choose whether or not they want to run with a level 12 and a CP500 doing vet dungeons can choose to avoid sub CP200 players if they wish.

    On the other side, this would help lessen the chance of the less experienced players getting kicked or harassed by people telling them they are no good. You would find there are still plenty of players willing to run with lower level players but at least people would have some choice.
    Australian on PS4 NA server.
    Everyone's entitled to an opinion.
  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    Thanks. You get it ^
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    Niaver wrote: »
    Vet dungeons should be CP160+ i think...

    Does not matter. There are some players what only want CP561. Heck, even some in the CP400s want only CP 561 in their group. Of course many of these players are often not strong players to begin with.

    I have only seen one dungeon lower levels have issue with and it is the normal version of the old vet dwemer dungeon. Often they do not have the AoE required. I suggesting moving it to later levels, but only that one.

    Extreme changes should not be made just because some have issues going through the dungeons with lower level players.
  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    Niaver wrote: »
    Vet dungeons should be CP160+ i think...

    Does not matter. There are some players what only want CP561. Heck, even some in the CP400s want only CP 561 in their group. Of course many of these players are often not strong players to begin with.

    I have only seen one dungeon lower levels have issue with and it is the normal version of the old vet dwemer dungeon. Often they do not have the AoE required. I suggesting moving it to later levels, but only that one.

    Extreme changes should not be made just because some have issues going through the dungeons with lower level players.

    I'm pulling the bolder part out only

    I think ZOS made extreme changes already....I'm only asking to revert them back
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Jeremy
    Jeremy
    ✭✭✭✭✭
    ✭✭✭✭✭
    I'm really all for the One Tamriel approach but having read umpteen activity finder kick threads and also having played at cp526+ or even as lowbie alts, there are some things that should happen.

    Specifically players should only be able to access activity finder dungeons based on the pre-Tamriel Unlimited required levels.

    This means the second version of dungeons shouldn't unlock until 45 or 50 and all dlc should be locked until 45-50 as well.

    Just give people a realistic chance to succeed.

    The idea is to better match "skill" as in the unlocked skills in alignment with dungeons unless you're going to push some dungeon optional skills for all three roles.

    Just some feedback that I hope in some way makes it into 2017 updates.

    This game allows you to select which dungeons you want to queue up for. So simply leave the dungeons you don't want to do un-checked. Problem solved.
    Edited by Jeremy on December 5, 2016 3:46AM
  • Yinmaigao
    Yinmaigao
    ✭✭✭✭✭
    I've said it before and I'll say it again.

    You should not be able to queue for anything until level 15 when you get weapon swap.
  • NewBlacksmurf
    NewBlacksmurf
    ✭✭✭✭✭
    ✭✭✭✭✭
    Jeremy wrote: »
    I'm really all for the One Tamriel approach but having read umpteen activity finder kick threads and also having played at cp526+ or even as lowbie alts, there are some things that should happen.

    Specifically players should only be able to access activity finder dungeons based on the pre-Tamriel Unlimited required levels.

    This means the second version of dungeons shouldn't unlock until 45 or 50 and all dlc should be locked until 45-50 as well.

    Just give people a realistic chance to succeed.

    The idea is to better match "skill" as in the unlocked skills in alignment with dungeons unless you're going to push some dungeon optional skills for all three roles.

    Just some feedback that I hope in some way makes it into 2017 updates.

    This game allows you to select which dungeons you want to queue up for. So simply leave the dungeons you don't want to do un-checked. Problem solved.


    I think you completely misunderstand or don't comprehend this thread.
    -PC (PTS)/Xbox One: NewBlacksmurf
    ~<{[50]}>~ looks better than *501
  • Iselin
    Iselin
    ✭✭✭✭✭
    ✭✭✭
    Niaver wrote: »
    Vet dungeons should be CP160+ i think...


    Actually IMO no, they should be CP300+.

    VR16 players most often also had 220 -400 CP and prior to the cap some had over 1000 so these Vet were made off much higher pools of dmg and resistances.

    Trials....CP 501 maybe

    I disagree. If the normal 1s and 2s unlock at different levels (which I have also proposed several times) the same should apply to veteran 1s and 2s. I'd go CP100 for v1 and CP300 for v2 and vDLC.

    You want to give lower CP players a shot at some of the masks to keep ramping them up - especially damage dealers.

    The vet dungeons are just a matter of knowing the mechanics (which should have learned doing the normal versions) better DPS, better heals and better tanking. And having played different roles in them myself, I'd go further and say that higher DPS is what is most lacking in lower CP players.
  • lolo_01b16_ESO
    lolo_01b16_ESO
    ✭✭✭✭✭
    ✭✭
    In my opinion instead of locking dungeons behind levels, they should be locked by experience. I personally like doing random dungeons while leveling a new char and I'm pretty sure that an experienced player on his lvl 40 alt can outdps more than half of the 561cp players you find in random dungeons.

    I would prefer a system that to some extend keeps track of the last times when you used the group finder. If you never used it, you'll be put in an easy dungeon. If you completed some easy dungeons, you can join harder ones untill you finally can enter dlc dungeons. That way you could be sure that everyone who is in your cos group already completed multiple dungeons via group finder, including some non trivial ones like coa2, selene and blackheart.
    On the other side, new players would have some kind of progression that is actually tied to their experience. I'm pretty sure that entering rom or cos as your first dungeon ever can be quite discouraging for most players, especially you're not the only inexperienced player in your group.

    And if you form your own groups manually you obviously still can enter any dungeon you want at own risk. But I'd say that shouldn't count much towards the rating to prevent people from getting carried through a dlc dungeon once and then being able to queue for dlc dungeons without having ever been in a dungeon where they had to pull their weight.
  • Iselin
    Iselin
    ✭✭✭✭✭
    ✭✭✭
    In my opinion instead of locking dungeons behind levels, they should be locked by experience. I personally like doing random dungeons while leveling a new char and I'm pretty sure that an experienced player on his lvl 40 alt can outdps more than half of the 561cp players you find in random dungeons.

    I would prefer a system that to some extend keeps track of the last times when you used the group finder. If you never used it, you'll be put in an easy dungeon. If you completed some easy dungeons, you can join harder ones untill you finally can enter dlc dungeons. That way you could be sure that everyone who is in your cos group already completed multiple dungeons via group finder, including some non trivial ones like coa2, selene and blackheart.
    On the other side, new players would have some kind of progression that is actually tied to their experience. I'm pretty sure that entering rom or cos as your first dungeon ever can be quite discouraging for most players, especially you're not the only inexperienced player in your group.

    And if you form your own groups manually you obviously still can enter any dungeon you want at own risk. But I'd say that shouldn't count much towards the rating to prevent people from getting carried through a dlc dungeon once and then being able to queue for dlc dungeons without having ever been in a dungeon where they had to pull their weight.

    No I don't agree with the bolded part. Even though they have the benefit of the CP, unless they're ultra rich and don't mind enhancing and then discarding legendary gear, there's no way they'd be on par with a real well-geared CP160+ given the same CP.

    But that brings up another point. Level 1-50 players should also display their CP in a 37/420 format for example just so that everyone in the group has a rough idea of their capability. I mean... either don't display it at all for anyone or display it with more detail.
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    Niaver wrote: »
    Vet dungeons should be CP160+ i think...

    Does not matter. There are some players what only want CP561. Heck, even some in the CP400s want only CP 561 in their group. Of course many of these players are often not strong players to begin with.

    I have only seen one dungeon lower levels have issue with and it is the normal version of the old vet dwemer dungeon. Often they do not have the AoE required. I suggesting moving it to later levels, but only that one.

    Extreme changes should not be made just because some have issues going through the dungeons with lower level players.

    I'm pulling the bolder part out only

    I think ZOS made extreme changes already....I'm only asking to revert them back

    They made no changes to how the queue works for the vet dungeons and who gets put into them. For normal dungeons the DLC ones were available at lvl 10.

    Have been through WGT with a lvl 20ish tank and dps and it went just fine. Of course I explained the fights and when the tank said he would drop if he thought it would be an issue. I replied that as long as he can hold agro I can keep the group alive.

    The only 2 normal dungeons I have had issue with when i used GF was darkshade II since low levels often do not have the AoE dps for that dungeon and Ruins which was with CP players in normal but they were not familiar with the mechanics and we did not get past Xal-Nur. In reality we would have done better if we had voice, but considering my good track record I can accept 3 queues that did not clear.

    Of course this does not include a DPS getting snarky when I asked to let me pull the bosses. The other DPS and healer vote kicked him, lol.
    Edited by idk on December 5, 2016 5:35AM
Sign In or Register to comment.