Why not make the tank role generate passive agro or not let people chose the role if they dont have a set HP.
I agree with everything except for this part. When I'm a healer, I like to do normal dungeons in order to do the quests and get Undaunted leveled easily. A lot of times I get put in with some low-level people whose DPS isn't that great, and I have to help with the DPS, which I don't mind. If you nerf the damage healers and tanks can do, situations like that will be impossible and it'll take four years to get through the dungeons. It'll hurt more than it helps.1. Group Finder buff/debuff: Whenever you queue with group finder, the tank and healer roles get a hard damage punishment (50%+) while the DDs get a flat damage buff (10%+). This way, on average, most groups should get more overall DPS than they have now, while fakers will lose interest if they hit like wet noodles. This is also the approach that is easiest to implement.
SydneyGrey wrote: »I agree with everything except for this part. When I'm a healer, I like to do normal dungeons in order to do the quests and get Undaunted leveled easily. A lot of times I get put in with some low-level people whose DPS isn't that great, and I have to help with the DPS, which I don't mind. If you nerf the damage healers and tanks can do, situations like that will be impossible and it'll take four years to get through the dungeons. It'll hurt more than it helps.1. Group Finder buff/debuff: Whenever you queue with group finder, the tank and healer roles get a hard damage punishment (50%+) while the DDs get a flat damage buff (10%+). This way, on average, most groups should get more overall DPS than they have now, while fakers will lose interest if they hit like wet noodles. This is also the approach that is easiest to implement.
Why not make the tank role generate passive agro or not let people chose the role if they dont have a set HP.
Why not make the tank role generate passive agro or not let people chose the role if they dont have a set HP.
you actually might be on to something.
The player who picked tank generates higher threat with this attacks while taunt is still useful for instantly pulling aggro.
and even better, if a fake tank does this, they will end up pulling all the aggro and dying horribly!
The way I see it, if I'm PUGing a low-level dungeon on normal, then I can't complain if the DPS is bad.redspecter23 wrote: »SydneyGrey wrote: »I agree with everything except for this part. When I'm a healer, I like to do normal dungeons in order to do the quests and get Undaunted leveled easily. A lot of times I get put in with some low-level people whose DPS isn't that great, and I have to help with the DPS, which I don't mind. If you nerf the damage healers and tanks can do, situations like that will be impossible and it'll take four years to get through the dungeons. It'll hurt more than it helps.1. Group Finder buff/debuff: Whenever you queue with group finder, the tank and healer roles get a hard damage punishment (50%+) while the DDs get a flat damage buff (10%+). This way, on average, most groups should get more overall DPS than they have now, while fakers will lose interest if they hit like wet noodles. This is also the approach that is easiest to implement.
Yeah, that proposed change would bring us full circle and you'd have healers and tanks complaining about "fake DPS" who can't pull more than 3k.
SydneyGrey wrote: »The way I see it, if I'm PUGing a low-level dungeon on normal, then I can't complain if the DPS is bad.redspecter23 wrote: »SydneyGrey wrote: »I agree with everything except for this part. When I'm a healer, I like to do normal dungeons in order to do the quests and get Undaunted leveled easily. A lot of times I get put in with some low-level people whose DPS isn't that great, and I have to help with the DPS, which I don't mind. If you nerf the damage healers and tanks can do, situations like that will be impossible and it'll take four years to get through the dungeons. It'll hurt more than it helps.1. Group Finder buff/debuff: Whenever you queue with group finder, the tank and healer roles get a hard damage punishment (50%+) while the DDs get a flat damage buff (10%+). This way, on average, most groups should get more overall DPS than they have now, while fakers will lose interest if they hit like wet noodles. This is also the approach that is easiest to implement.
Yeah, that proposed change would bring us full circle and you'd have healers and tanks complaining about "fake DPS" who can't pull more than 3k.
redspecter23 wrote: »Why not make the tank role generate passive agro or not let people chose the role if they dont have a set HP.
you actually might be on to something.
The player who picked tank generates higher threat with this attacks while taunt is still useful for instantly pulling aggro.
and even better, if a fake tank does this, they will end up pulling all the aggro and dying horribly!
The kind of player that would be inclined to queue as a fake tank may also enjoy the idea of all the mobs being attracted to him so he can kill them faster. Generating extra aggro may end up having the opposite effect and encourage fake tank queueing in order to generate this extra aggro and it would be seen as a bonus.
Use the tool given to you, vote-kick
redspecter23 wrote: »In a vet dungeon queue, you can be messed up by a "fake tank" but also by a "fake dps" who can't manage 5k somehow, but still hit that queue button knowing that.
Why not make the tank role generate passive agro or not let people chose the role if they dont have a set HP.
Use the tool given to you, vote-kick
@Jhalin and then wait another hour for a replacement tank? Why should I be punished? I chose my role correctly, waited for 1h and got a fake tank. Now I kick him and he instantly requeues and ruins another group. The current tool has the wrong effect and punishes the wrong players.redspecter23 wrote: »In a vet dungeon queue, you can be messed up by a "fake tank" but also by a "fake dps" who can't manage 5k somehow, but still hit that queue button knowing that.
There are no "fake dps", at least I haven't met a DD yet that is actually a tank or a healer. And I pug a lot, since beta. What you're talking about are bad DDs. Yes, there are good DDs, there are bad DDs. There are also bad tanks that die when a boss looks at them, and healers that spam resto heavy attacks with an occasional mutagen. Bad players are not an issue in this thread. The issue are fake tanks: DDs that queue as tanks to skip queue time.
Another huge misconception: Some people believe that average DD quality in group finder is so bad that tanks hop on their DD character and queue as tanks. That is not what's going on! What's going on is that DDs queue as tanks. Fact is: For most people, DD roles are more fun to play than tank/healer roles. That's how it's been in all MMOs. DD queue will always be longer. And we need a solution that will make sure that, after the long waiting time, it's not wasted by a DD that decided to skip queue.
spartaxoxo wrote: »You should not be able to queue as a tank if you do not have a taunt slotted, and you should not be allowed to queue as a healer if you don't have at least one aoe heal and one single target heal slotted. If the system sees you aren't using these skills ever, it should detect if your removed from group. If you're kicked from a high percentage of your groups AND you didn't use your abilities you should be banned from queueing for an escalating period of time.
You shouldn't have to be fully kitted because a full kit is not necessarily needed for most normal dungeons and so long as you are willing to do a base aspect of the job, it should be fine.
But the dungeon finder should demand you at least attempt to do your job.
phaneub17_ESO wrote: »Group Finder buff/debuff: Whenever you queue with group finder, the tank and healer roles get a hard damage punishment (50%+) while the DDs get a flat damage buff (10%+). This way, on average, most groups should get more overall DPS than they have now, while fakers will lose interest if they hit like wet noodles. This is also the approach that is easiest to implement.
This would suck for real tanks too, I've had occasions where the rest of the group died to standing in red and try as I might to rez them they either get one shotted for having low health or still stand in red and die again. I end up tanking, healing, and doing damage until the boss dies.
This problem is caused by the lack of tanks which ZoS CAN do something about:
They can make the role more appealing, fun, whatever is needed to attract more players to that role.
They should also look at why only two classes are commonly played as tanks and fix the other three.
There should not be hard coded limits, i.e. must have taunt slotted will not work - Any rules put in place will just get bypassed by the fake tanks anyway.
SydneyGrey wrote: »I agree with everything except for this part. When I'm a healer, I like to do normal dungeons in order to do the quests and get Undaunted leveled easily. A lot of times I get put in with some low-level people whose DPS isn't that great, and I have to help with the DPS, which I don't mind. If you nerf the damage healers and tanks can do, situations like that will be impossible and it'll take four years to get through the dungeons. It'll hurt more than it helps.1. Group Finder buff/debuff: Whenever you queue with group finder, the tank and healer roles get a hard damage punishment (50%+) while the DDs get a flat damage buff (10%+). This way, on average, most groups should get more overall DPS than they have now, while fakers will lose interest if they hit like wet noodles. This is also the approach that is easiest to implement.