EldritchPenguin wrote: »How could it possibly help low CP guys if you kick them? The best way to learn dungeon mechanics is to run dungeons. If they get kicked from every single dungeon that they try to do, then how the hell can they possibly be expected to learn the mechanics? Not to mention that they probably wouldn't want to even attempt running a dungeon anymore, because they know they'll just get kicked by judgmental people.VinyParsley2016 wrote: »Oreyn_Bearclaw wrote: »Maybe we should replace the starter zone with a place called Joy Divisions school for pugs. Haha. I agree for the most part with everything you said. If I have any pushback it's that you might be over stating the CP issue just a bit. Take 4 experienced players and remove their CP, and they will still be able to clear the vast majority of content.
Don't get me wrong, CP makes a huge difference and perhaps they put to much power in these trees. I would not be opposed to decreasing the gap between a CP 1 and 561, but I do think there should be a meaningful difference or what's the point.
I think the most important thing you hit on is that this game is absolutely horrible at bridging the gap between story mode (that's a good term for it) and veteran mode. I have similar screen shots from tanking pledges with group DPS less than 20k and more adds on the screen than I thought were possible. DPS meters and addons like combat metrics should absolutely be in game for all to see. It is impossible to improve your build if you don't objectively know how much damage you are doing.
Hopefully the addition of test dummies will go a long way. I would also like to see a basic quest for each role that you must complete before you queue for a group finder. These quests would explain some basic mechanics like red circles, the difference between AoE abilities and single target, or why DOTs and buffs/debuffs are important. They could require you to take out a basic trash pack and a more powerful boss type in a reasonable amount of time, and offer suggestions when you fail. The tank quest would go through how aggro works, etc. These quests could even go as far as to suggest a basic cookie cutter front bar for each type of build. Hey mr. first time DPS, try this bar that offers a spam skill, an aoe skill, a dot, and a buff or two.
Your fault, all your fault!
I told you guys million times - Kick the low level and low cp guys at the beginning! It helps you, and helps them.
I think, maybe, it is time to feed my old thread again
VinyParsley2016 wrote: »EldritchPenguin wrote: »How could it possibly help low CP guys if you kick them? The best way to learn dungeon mechanics is to run dungeons. If they get kicked from every single dungeon that they try to do, then how the hell can they possibly be expected to learn the mechanics? Not to mention that they probably wouldn't want to even attempt running a dungeon anymore, because they know they'll just get kicked by judgmental people.VinyParsley2016 wrote: »Oreyn_Bearclaw wrote: »Maybe we should replace the starter zone with a place called Joy Divisions school for pugs. Haha. I agree for the most part with everything you said. If I have any pushback it's that you might be over stating the CP issue just a bit. Take 4 experienced players and remove their CP, and they will still be able to clear the vast majority of content.
Don't get me wrong, CP makes a huge difference and perhaps they put to much power in these trees. I would not be opposed to decreasing the gap between a CP 1 and 561, but I do think there should be a meaningful difference or what's the point.
I think the most important thing you hit on is that this game is absolutely horrible at bridging the gap between story mode (that's a good term for it) and veteran mode. I have similar screen shots from tanking pledges with group DPS less than 20k and more adds on the screen than I thought were possible. DPS meters and addons like combat metrics should absolutely be in game for all to see. It is impossible to improve your build if you don't objectively know how much damage you are doing.
Hopefully the addition of test dummies will go a long way. I would also like to see a basic quest for each role that you must complete before you queue for a group finder. These quests would explain some basic mechanics like red circles, the difference between AoE abilities and single target, or why DOTs and buffs/debuffs are important. They could require you to take out a basic trash pack and a more powerful boss type in a reasonable amount of time, and offer suggestions when you fail. The tank quest would go through how aggro works, etc. These quests could even go as far as to suggest a basic cookie cutter front bar for each type of build. Hey mr. first time DPS, try this bar that offers a spam skill, an aoe skill, a dot, and a buff or two.
Your fault, all your fault!
I told you guys million times - Kick the low level and low cp guys at the beginning! It helps you, and helps them.
I think, maybe, it is time to feed my old thread again
There are tons of youtube videos teaching you how to play ESO. And besides, lowbies can play with lowbies. I think that's the best way for lowbies.
Giles.floydub17_ESO wrote: »The people who actually post these threads are the ones doing it wrong If you want an ideal group don't use GF. Use your guilds or at least form up before heading into the dungeon.
The problem is not amount of CP. The problem is the game doesn't teach basics.
Oreyn_Bearclaw wrote: »@VinyParsley2016 and @Reykice
I think these posts, even if trying to be funny, are some of the most toxic things I have ever seen on the forums. If you mentality is simply to kick on site, then I honestly believe your group finder privileges should be revoked/suspended (something ZOS should look into). You are beyond insane if you expect every group finder dungeon to be a quick speed run. Join a guild, and perhaps you can find people to carry you a little better.
NewBlacksmurf wrote: »Very detailed post.
If I can simplify it Tho the game should offer a filter with pre set cp upon queuing. Not based on being level 50 cause that could go away too as were scaled in dungeons anyways.
-3 options for normal and Vet
1. No cp
2. Cp 160+
3. Cp max
Problem solved or ya know actually remove the veteran system instead of moving it to cp.
CP should be a constellation system that replaces skills.
Just saying it's a lot more basic solution. ImO
EldritchPenguin wrote: »How could it possibly help low CP guys if you kick them? The best way to learn dungeon mechanics is to run dungeons. If they get kicked from every single dungeon that they try to do, then how the hell can they possibly be expected to learn the mechanics? Not to mention that they probably wouldn't want to even attempt running a dungeon anymore, because they know they'll just get kicked by judgmental people.VinyParsley2016 wrote: »Oreyn_Bearclaw wrote: »Maybe we should replace the starter zone with a place called Joy Divisions school for pugs. Haha. I agree for the most part with everything you said. If I have any pushback it's that you might be over stating the CP issue just a bit. Take 4 experienced players and remove their CP, and they will still be able to clear the vast majority of content.
Don't get me wrong, CP makes a huge difference and perhaps they put to much power in these trees. I would not be opposed to decreasing the gap between a CP 1 and 561, but I do think there should be a meaningful difference or what's the point.
I think the most important thing you hit on is that this game is absolutely horrible at bridging the gap between story mode (that's a good term for it) and veteran mode. I have similar screen shots from tanking pledges with group DPS less than 20k and more adds on the screen than I thought were possible. DPS meters and addons like combat metrics should absolutely be in game for all to see. It is impossible to improve your build if you don't objectively know how much damage you are doing.
Hopefully the addition of test dummies will go a long way. I would also like to see a basic quest for each role that you must complete before you queue for a group finder. These quests would explain some basic mechanics like red circles, the difference between AoE abilities and single target, or why DOTs and buffs/debuffs are important. They could require you to take out a basic trash pack and a more powerful boss type in a reasonable amount of time, and offer suggestions when you fail. The tank quest would go through how aggro works, etc. These quests could even go as far as to suggest a basic cookie cutter front bar for each type of build. Hey mr. first time DPS, try this bar that offers a spam skill, an aoe skill, a dot, and a buff or two.
Your fault, all your fault!
I told you guys million times - Kick the low level and low cp guys at the beginning! It helps you, and helps them.
I think, maybe, it is time to feed my old thread again
OrphanHelgen wrote: »I dont see any buffs on that combat metrics. What gear are you using? And ultimate? I didnt even see combat prayer. I might be wrong here, and I am not saying they have good dps because they dont. But in general, you cant blame bad dps if you dont have any buffs.
OrphanHelgen wrote: »I dont see any buffs on that combat metrics. What gear are you using? And ultimate? I didnt even see combat prayer. I might be wrong here, and I am not saying they have good dps because they dont. But in general, you cant blame bad dps if you dont have any buffs.
Really? There's no point in increasing someone's damage by 8% if they do like 2k dps. That would be 160 dps more. Most PUG-DDs run around like crazy anyway, making it almost impossible to keep combat prayer up. It's just a waste of skillslots to use it then, slot a dps-skill instead and beat on the boss. You need the adapt to the situation. Using buffs just for the sake of using them doesn't really make sense.
Normal Dungeons are a cake walk