I hate fake roles but I'd hate this even more. Sorry.
Ok, and what do you hate about it? the fact that it would make fake roles suffer horribly while not really effecting those that are doing the role proper? or the fact that it won't let you dart off in a dungeon? I mean I did state quite clearly that said effects would only be applied to you WHILE YOU ARE IN THE DUNGEON
The fact that I can't queue with friends with 3 or 4 DPS maybe?
@Tasear
The OP’s idea is simple, elegant, and targets the issue with surgical precision while leaving ZERO balance impacts as a side effect across the rest of the game. It doesn’t impact pvp at all. It doesn’t impact overland play at all. Pre-made groups would be unchanged.
I would love to see these players solo a Veteran March of Sacrifices. Until I see a video of them actually doing it - I call b.s.
Not to mention it would take way too long even if they could manage it (which again: I seriously doubt). So I would not listen to these posters suggesting that everyone just needs to learn to solo dungeons. It's ridiculous and absurd advice.
The base line dungeons are fairly easy for high level characters. But that is older content. The DLC dungeons still provide plenty of challenge for even veteran players.
SolidusPrime wrote: »I have found that most PUGS are OK with simply kicking fake-role'ers. If they are not I just drop. Just make sure you explain what the kick vote is for.
SakuraRush wrote: »SolidusPrime wrote: »I have found that most PUGS are OK with simply kicking fake-role'ers. If they are not I just drop. Just make sure you explain what the kick vote is for.
I've flat out asked to be kicked if I get placed into a dungeon I'm not sure that I can handle on the character I was using. (Example: Tanking vet Bloodroot on an experimental tank build)
And found that groups were reluctant to kick me. I wasn't a fake role, just not capable of handling the task at the time. I've even offered to swap to a character that can handle it and been meet with resistance to kick me.
It's tough to know what any given group is comfortable with when it comes to kicking a player.
SolidusPrime wrote: »SakuraRush wrote: »SolidusPrime wrote: »I have found that most PUGS are OK with simply kicking fake-role'ers. If they are not I just drop. Just make sure you explain what the kick vote is for.
I've flat out asked to be kicked if I get placed into a dungeon I'm not sure that I can handle on the character I was using. (Example: Tanking vet Bloodroot on an experimental tank build)
And found that groups were reluctant to kick me. I wasn't a fake role, just not capable of handling the task at the time. I've even offered to swap to a character that can handle it and been meet with resistance to kick me.
It's tough to know what any given group is comfortable with when it comes to kicking a player.
Not in my experience. People seem to have no issues kicking fake-queue's as long as you tell them what it's for.
If someone immediately popped in and started begging to be kicked I prob wouldn't kick them either. Leave the group and take the insignificant cool down. If you can't handle certain content don't queue up for it.
Today I have tried to get my random daily dungeon done...17 times...and yet every single time it has been rendered not possible due to one [or more] pricks showing up in as fake role [on vet mind you..like..wtf] as you can picture it is frustrating to no end...but..all is not lost, I have an idea on how to fix it...introducing
ROLE EFFECTS: when you are in a dungeon under a certain role you are given certain buffs [and debuffs] to make you suitable for your *** job
Healer: -80% damage done, +30% major/minor buff duration on self and targets +15% healing done
Tank: -50% damage done, +10% less damage taken, +taunt on all heavy attacks, +60% more resources gained on heavy attack
DPS: +5% damage done, +tether [basically a synergy that can be used to drag them back to the rest of the group in the event t hey run off past all the mobs...like an ***]
result: Unless you are suited for the role you queue as, you're just going to get slapped with debuffs and have a bad time [to the point where you might as well not bother]
if you guys can think of a method that's a little less heavy handed while also being this effective at keeping the fakes way, then lets hear it.
SakuraRush wrote: »
I don't purposely queue for things a character can't handle. Sometimes random throws you into it though.
starkerealm wrote: »So, if the DPS suck, then this just punishes the Tank. Yeah, I'd take less damage, except it would be way less than 10%, because of how mitigation stacking. So I'd still be looking at picking up the rest of the party after their dead.
On the other side you would basically be immortal and wouldn't need any shard ever with +60% more resources. Stack that with Fang Lair +30% - Thats basically 90% more per Heavy attack.
It would kinda break tanking in 4 man teams.
Some time ago I suggested a solution based on punishment, but, honestly, I love the proposed idea even more!
What @notyuu proposed is
1. very easy to code/implement! Just add it to the buff/debuff list that you get when you queue with group finder (currently only spell/weapon damage).
2. perfect! It enforces correct roles without punishing anyone EXCEPT the people actually looking to cheat group finder queue AND it rewards you for the correct role.
3. Significantly improves PUG experience (additional buffs). Make it only work when queued with group finder. If you make a custom group and port into dungeon/trial manually, the role buffs/debuffs shouldn't apply.
I can't state how perfect this solution is!
@ZOS_GinaBruno please implement it NOW and give that man a medal and a lifetime subscription!
Though, I would simplify it a lot:
Healer: -80% damage done, +10% healing done
Tank: -80% damage done, +10% physical and spell resistances
DD: +10% damage done
Jayman1000 wrote: »Some time ago I suggested a solution based on punishment, but, honestly, I love the proposed idea even more!
What @notyuu proposed is
1. very easy to code/implement! Just add it to the buff/debuff list that you get when you queue with group finder (currently only spell/weapon damage).
2. perfect! It enforces correct roles without punishing anyone EXCEPT the people actually looking to cheat group finder queue AND it rewards you for the correct role.
3. Significantly improves PUG experience (additional buffs). Make it only work when queued with group finder. If you make a custom group and port into dungeon/trial manually, the role buffs/debuffs shouldn't apply.
I can't state how perfect this solution is!
@ZOS_GinaBruno please implement it NOW and give that man a medal and a lifetime subscription!
Though, I would simplify it a lot:
Healer: -80% damage done, +10% healing done
Tank: -80% damage done, +10% physical and spell resistances
DD: +10% damage done
This is an absolutely terrible idea. It would completely destroy any flexibility for group members and it wouldn't fix the problem. Why would this stop fake tanks from queuing as tanks expecting the others in the group to get it all done? The only thing this will accomplish is making those fake tanks even less effective because now they can't even do damage, but they wont stop doing it that's for sure.
Your suggestion is as appropriate a means to fixing fake tanks as cutting the nose of is for curing a cold.
I actually like it, i see it as challenge. That's why i use pug for most undaunted pledge. its fun being chased around by end bosses because tank didn't taunt or got wipe several time because healer bussy dps-ing. Sometime i see funny chat in dungeon group.
Except for trial mostly i use pug for group, not yet ready pug-ing trial.
I hate fake roles but I'd hate this even more. Sorry.
Ok, and what do you hate about it? the fact that it would make fake roles suffer horribly while not really effecting those that are doing the role proper? or the fact that it won't let you dart off in a dungeon? I mean I did state quite clearly that said effects would only be applied to you WHILE YOU ARE IN THE DUNGEON
The fact that I can't queue with friends with 3 or 4 DPS maybe?
If you and your group of dps are such bad arses that the ground trembles at your passing, then walk your butt to the dungeon. Or use a wayshrine to travel into it. Or teleport there through the map.
I think the idea has merit, and should be examined and considered.
Think of it this way - the wrobler came up with the shield cast time nerf as a thing to support the need for healers in a group. I don’t think that is going to have much of an impact because of how many one-shot mechanics there are, and the side effects may be substantial. So how many more of these wrobler ideas do you want to be implemented?
@Tasear
The OP’s idea is simple, elegant, and targets the issue with surgical precision while leaving ZERO balance impacts as a side effect across the rest of the game. It doesn’t impact pvp at all. It doesn’t impact overland play at all. Pre-made groups would be unchanged.
Actually, I do see a side effect. The people that chase harder difficulties could cross-role as a way to make the content more challenging than mere vet hard mode on the fly, without the gold cost of removing champ points or dealing with junk gear. If a group of friends has mastered a dungeon, then if everyone chooses a bad role for the character then suddenly the dungeon becomes a struggle again.
starkerealm wrote: »I actually like it, i see it as challenge. That's why i use pug for most undaunted pledge. its fun being chased around by end bosses because tank didn't taunt or got wipe several time because healer bussy dps-ing. Sometime i see funny chat in dungeon group.
Except for trial mostly i use pug for group, not yet ready pug-ing trial.
I think my patience for PUGs wore thin the moment I had someone in chat arguing with me that champion points only applied in dungeons and trials, and didn't function for overland content. I don't even want to know where they got that idea from.
starkerealm wrote: »I actually like it, i see it as challenge. That's why i use pug for most undaunted pledge. its fun being chased around by end bosses because tank didn't taunt or got wipe several time because healer bussy dps-ing. Sometime i see funny chat in dungeon group.
Except for trial mostly i use pug for group, not yet ready pug-ing trial.
I think my patience for PUGs wore thin the moment I had someone in chat arguing with me that champion points only applied in dungeons and trials, and didn't function for overland content. I don't even want to know where they got that idea from.
SolidusPrime wrote: »SakuraRush wrote: »SolidusPrime wrote: »I have found that most PUGS are OK with simply kicking fake-role'ers. If they are not I just drop. Just make sure you explain what the kick vote is for.
I've flat out asked to be kicked if I get placed into a dungeon I'm not sure that I can handle on the character I was using. (Example: Tanking vet Bloodroot on an experimental tank build)
And found that groups were reluctant to kick me. I wasn't a fake role, just not capable of handling the task at the time. I've even offered to swap to a character that can handle it and been meet with resistance to kick me.
It's tough to know what any given group is comfortable with when it comes to kicking a player.
Not in my experience. People seem to have no issues kicking fake-queue's as long as you tell them what it's for.
If someone immediately popped in and started begging to be kicked I prob wouldn't kick them either. Leave the group and take the insignificant cool down. If you can't handle certain content don't queue up for it.
I can't believe some people actually complain that they need DPS as a Healer or Tank to "carry the group".
If my group is fully healed and got there buffs then what do you suggest I do? Keep throwing out unnecessary heals?