Enemoriana wrote: »It make it harder for lowlevel and casual, first of all. That's very, very bad. That will look much like elitism - "get max level and armor, or that's nothing here for you". Forcing people to get max level and max numbers instead of learning how game works is bad idea. And, yes, there will be even more dd - as easiest role. But that's the reason of fake tanks/healers!You are right, this system does make it harder on friends that may want to be carried to be leveled or for other reasons. This is why dungeon rewards might also need to be split in to 3 or 4 categories based on difficulty. Normal non DLC, vet non DLC, normal DLC and vet DLC with a performance modifier based on whether the dungeon is also done in hard mode, no death, speed run or a combination of all three.
This will cause a lot of new problems, but will not solve any old.
The thing is that low level and casual players are 1) not doing vet DLC HM dungeons and 2) are not getting a good experience if one max CP player is carrying them through fungal grotto on normal.
They're learning....
I honestly don't see this as a solution at all. It sounds like arbitrary numbers that don't really understand how roles and mobs work.
*Tanks don't taunt everything. They prioritize. Additionally some damage is random and the tank will never have control of it.
*Dps must each do 25% damage. 2 dps = 50% of damage between the two of them which leaves the other 50% split between the tank and the healer. However, under your numbers, they also have another quota to meet as well.
*Some healers, depending on content, slot damage skills. Competent players usually have some degree of self-heals so a healer is going to help melt through the trash rather than stand around twiddling their thumbs and waiting for someone to need them. But hey, they only did 48.2% healing so oops, sorry, no reward.
*There's no even distribution of skill in this game. Someone will always be better than you. Trying to use random group to then make sure damage dealt is "fair" is never going to work unless you want people to stop to analyze every fight and then adjust accordingly for the next one (hey #2 had 63% last fight - can you stand still and do nothing for a couple seconds so we can get our reward). I don't have time for this. You don't have time for this.
Punishing everyone in the group, for not meeting some random percentage quota, even if the dungeon is completed, is not the answer. In fact, this would likely cause tons more problems. I mean, unless you want people to just not bother at all.
After running hundreds of dungeons these are numbers I feel are close to what even disorganised groups or groups with mismatched players achieve assuming they are playing their role in most dungeons. Am sure ZOS could calculate more accurate figures that would be more suitable.
Make the daily dungeon rewards scale off:
1. Tank must take at least 50% of all dungeon damage.
2. Heals must do at least 50% of all dungeon healing.
3. DPS must do at least 25% of all dungeon damage each.
Show damage taken, damage received and healing done at the end of the dungeon.
For underperforming team members they get only 30% of the daily reward and no transmute stone. Adjust as necessary. This would bring the dungeon queue more in line with battleground rewards. The downside is you could troll other players by denying them rewards but there is at least less incentive to do so vs. just fake tanking and getting the max reward.
Edit after some suggestions:
1. Tank reward is based on taunt/fracture/breach uptime on boss (or bosses).
2. Healer reward reduced to at least 25% of healing.
3. DD must do at least 12.5% of damage (so they can still be carried).
4. Option to ignore role requirements when queueing.
5. Change from punishment to scaling bonus reward for performing role based on criteria (e.g. extra transmute, xp, gold)
Make the daily dungeon rewards scale off:
1. Tank must take at least 50% of all dungeon damage.
2. Heals must do at least 50% of all dungeon healing.
3. DPS must do at least 25% of all dungeon damage each.
Show damage taken, damage received and healing done at the end of the dungeon.
For underperforming team members they get only 30% of the daily reward and no transmute stone. Adjust as necessary. This would bring the dungeon queue more in line with battleground rewards. The downside is you could troll other players by denying them rewards but there is at least less incentive to do so vs. just fake tanking and getting the max reward.
Edit after some suggestions:
1. Tank reward is based on taunt/fracture/breach uptime on boss (or bosses).
2. Healer reward reduced to at least 25% of healing.
3. DD must do at least 12.5% of damage (so they can still be carried).
4. Option to ignore role requirements when queueing.
5. Change from punishment to scaling bonus reward for performing role based on criteria (e.g. extra transmute, xp, gold)
Just add a dungeon like "Battle Spirit", if you choose Healer role tooltip should say healing done +10-15% (or any number you like) but damage done -10-15% (or any number), Tank role -20-30% damage taken from enemies -20-30% damage done to enemies, DPS role +10% damage done to enemies and -20% healing done. Premade groups can choose any role but effects won't apply if you don't have 3 different roles. Problem solved.
Make the daily dungeon rewards scale off:
1. Tank must take at least 50% of all dungeon damage.
Bladerunner1 wrote: »Make the daily dungeon rewards scale off:
1. Tank must take at least 50% of all dungeon damage.
ESO tanks don't necessarily take the most damage, there's no AOE taunt. DD's can take more damage when facing a swarm of adds, and they have less mitigation so the damage taken is higher.
Tanks do take the heaviest hits, however frequent or infrequent those heavy hits come. That's pretty much all the tank role is about in ESO, the rest is whatever support a player decides to provide with their tank.
Make the daily dungeon rewards scale off:
1. Tank must take at least 50% of all dungeon damage.
2. Heals must do at least 50% of all dungeon healing.
3. DPS must do at least 25% of all dungeon damage each.
Show damage taken, damage received and healing done at the end of the dungeon.
For underperforming team members they get only 30% of the daily reward and no transmute stone. Adjust as necessary. This would bring the dungeon queue more in line with battleground rewards. The downside is you could troll other players by denying them rewards but there is at least less incentive to do so vs. just fake tanking and getting the max reward.
Edit after some suggestions:
1. Tank reward is based on taunt/fracture/breach uptime on boss (or bosses).
2. Healer reward reduced to at least 25% of healing.
3. DD must do at least 12.5% of damage (so they can still be carried).
4. Option to ignore role requirements when queueing.
5. Change from punishment to scaling bonus reward for performing role based on criteria (e.g. extra transmute, xp, gold)
Colecovision wrote: »Fake tanks are a nasty symptom and problems should be resolved at their root cause. The problem is long lines and if fake tanks are successfully removed, it will get worse. To reduce the line they need to:
1) allow people to queue with the option for first 4 players available, regardless of role
2) add the checkbox to opt out of dlc dungeons.
With those two in place more people will get into the right content with the party they want much much faster. It would probably help with cp810s soloing the dungeon in front of low cp teammates as well. cp810s will choose the 1st four available while low cp could ask for a traditional party.
Apparently it's all too much to ask. Those ideas have been around for a long time.
In normal words:
Tank should work
Heal should work
Dds should deal the same dmg as tank while tanking and heal while healing so they dont have to work too much.
When the dds only deal 25% dmg each it sounds like the sound for the vote to kick the dds
If you want to call yourself dd then deal more dmg than the tank and heal
Thank you
Edit after some suggestions:
1. Tank reward is based on taunt/fracture/breach uptime on boss (or bosses).
2. Healer reward reduced to at least 25% of healing.
3. DD must do at least 12.5% of damage (so they can still be carried).
4. Option to ignore role requirements when queueing.
5. Change from punishment to scaling bonus reward for performing role based on criteria (e.g. extra transmute, xp, gold)
Problem is worse in ESO because 4 man groups rater than 5 and you have no multiple skill / CP / setup system.arun_rajputb16_ESO wrote: »If ZOS code in a system that prevents fake tanks and healers, we'll just get much longer queues.
The issue needs to be addressed at the root. That is, there are many more dd's than tanks and healers. If they can figure that out and find a solution, the fake tank/healer problem would disappear. I have two healers, two tanks and a few dd's. I get long queues when queueing as my healers or dd's and less than 1 min when on my tanks. This suggests there aren't enough tanks. In my opinion, tanking is boring (queue the flaming) and that's why so few want to play the role.
ZOS should speak to people that don't have a tank and find out why they don't. Then work to rectify those comments or concerns.