Sorry, didn't see you asked...Last night I had shortest dungeon run ever (not counting when I parachute at last boss fight and just leave).
Premium Random Daily - I got Wayrest Sewers II. Two guys with 17k health (lvl45 and CP650) and one with 13k (CP745). Obviously I got paired with fake tank. First fight with skeever trash mob, and CP745 immediately died but wait, just several seconds later, CP650 also died and mob wasn't even dead. I didn't fight because they all three run quickly as I had to change skills (I was questing in Deshaan).
I think they were typical Skyreach/Alik'r dolmen farmers who have no idea what they are doing.
Asked why you died? No answer and I just get out, left group and got penalty for leaving.
You just know from the first trash mob fight if the group is beyond hopeless.
All in all:
1) People who queue for tank and healer roles, and are not but they are bad DD, too so they just want to be carried with instant queue time.
2) Speedrunners.
3) People refuse to listen how mechanics works.
Please tell me that was a veteran dungeon where people died fighting a lone skeever!
Maura_Neysa wrote: »DPS will stop you at DPS checks (Blood spawn) There aren't very many of those. Even in DLC, Falk atros, Maz totem. Neither of those bosses are the fail points. The fail points are Cradle-Dranos, Maz-Xal Nur, Faulk-Trio, Bloodroot-Minotar, WGT-Planer Inhibitor, ICP-Flesh Sculptor (hey actually a DPS test AND mechanics)
profundidob16_ESO wrote: »Maura_Neysa wrote: »DPS will stop you at DPS checks (Blood spawn) There aren't very many of those. Even in DLC, Falk atros, Maz totem. Neither of those bosses are the fail points. The fail points are Cradle-Dranos, Maz-Xal Nur, Faulk-Trio, Bloodroot-Minotar, WGT-Planer Inhibitor, ICP-Flesh Sculptor (hey actually a DPS test AND mechanics)
I don't agree. Many of those fights actually do contain a soft minimum dps requirement. I daily guide random pugs in order find challenge in the game's dungeons and I clearly remember alot of cases like this:
after 1 hours of wiping exclusively on the minotaur boss and (re) explaining the mechanics and problem points we actually reached the point where everyone the newbie dps and healer are finally managing to stay alive with only few rezzes during the fight. I'm playing tank this time and stand there the whole time with 2 shalks on me that just won't be killed for ages. I try to embrace the extra hard challenge of stopping volcano's, keep taunt on the awakening stones as well as the 2 shalks and still manage my resources and heal myself (thank god for draconic blood!) but the boss never goes under 40% health by the time
Mechanics can be overcome....lack of dps is a showstopper.
Perhaps there should be special button in a random group dungeon run called "Divine assistance". When a dps role player clicks this button and confirms the "are you really sure?" button the game will automatically scale his dps for the rest of the whole dungeon up by a dynamic factor so he hits anything just as hard as a pro dps would but at the cost of losing all rewards (including xp) from running as well as completing the dungeon. This way the buff could never be abused to quickly run dungeons but only used as a last resort for people who really want to help their group complete the dungeon and remove their bottleneck.
f047ys3v3n wrote: »You get a vet DLC dungeon.
Has a pug group ever completed a DLC dungeon Shadows of the Hist or newer? Honestly, these should simply not be in the group finder. If you want to make them harder than most of your trials you really should disable pugs ability to drag unwitting fools into them or get endlessly dumped as soon as people see what dungeon they have signed up for. It's just counter productive.
ZOS has this very strange set of conflicting intentions. On the one hand, they have clearly ramped up difficulty at all difficulty levels in new dungeons. On the other, they want their player base, whom they have blessed with quest content so easy that you can basically heavy attack through it in white gear to both easily access that content, and be able to randomly drag others along unless they want to face a re-que penalty. Then ZOS wonders why we avoid their grouping tools.
Sabbathius wrote: »VAST majority is low DPS. By a huge margin. It's not even close.
This is one of the game's biggest flaws - it never teaches you how to DPS, nor provides you with an easily accessible method to judge yourself and improve. In WoW, there's training dummies in every major city, accessible to all. In ESO, that's not the case. Not really surprising that we see so many DPS fail at their job.
Following that, the next one is the inability to follow mechanics/perform specific actions.
It is very rare that I see people struggling because of tanking. I mean, there are bad tanks, yes. I've seen DK tanks without chains (morphed wrong), tanks in general without ranged taunt, etc. But those are usually surmountable, albeit annoying. For example, the green bug on final boss in Fang Lair. On my DK tank, that is a non-issue. I dodge its initial spawn burst, immediately Choking Talons on it and strafe away. Between that and the flappers, the fight is pretty trivial. But with a Templar tank, without hard CC, I had to shadow him and CC for him so he wouldn't get wrecked by it. So class definitely plays a role, and underscores just how awful the class balance is in this game. There's so many examples where non-DK tanks are having serious trouble in fights that are trivial for a DK, and so rarely do you see the opposite to be true.
Same with healing. The amount of self-healing some classes have that is built into their DPS (looking jealously at all the MagBlades and Sorcs) is reasonably high so that dedicated healing is strictly speaking even not needed in many, if not most, vet dungeons. And if healer is failing, it's very easy for people to supplement just by tweaking their rotation, or maybe slotting one additional heal someplace. Really, the hallmark of a good healer is knowing when to heal and when to supplement DPS. Runs with a good healer are just so much smoother because of it, because for a lot of the run you have de-facto 2.5-2.9 DPSers.
But yeah, biggest is definitely DPS. Whenever there's a problem, its almost always DPS. And I may be biased, but it seems to me stamina DPS is considerably more likely to get into trouble. I get these "teehee, I'm DPS!" stamina dudes so often, just using a bow on both bars, or not using a bow at all. Or using a 2H (which is better now, if you can work it, but 80% can't). Makes my teeth ache.