People’s complaints about their poor pug experience have very little to do with queuing. The problem there is very simple and fully in the control of ZOS. The problem is that dungeons are not properly standardised in difficulty. When you queue for a random run you may hope for FG1 but end up in FH or MoS. Then you start to complain about lowbies who might have wanted to run FG1 too but ended up with a hard dlc.
If ZOS could finally sort out the difficulty issues, tiers and rewards for running higher risk and/or longer dungeons I bet complaints would go down.
Right, and tanks that don't block because they expect the healer to heal them while ordering the DPS to burn down the boss faster? That's never happened right? /sarcasm
thanoscopter wrote: »Not going to beat around the bush here. If you use Dungeon Finder it's clear that DPS and healers are waiting around in queue for a tank in order to start. As a tank, with numerous tanks on my account, I have taken the option to leave groups with issues since I can just log on a different tank and "try again". Still, I do find myself being thrown in the same exact dead end dungeon even up to 15-30 minutes later, which emphasizes how severe this shortage really is.
Low CP group trying to do DLC? I'll pass. Combined group DPS looking suspect on the first pull of a Vet Dungeon? I'm out of there. Partially cleared dungeon and/or struggling on a boss which resulted in previous tank leaving? Unless I want a drop, no amount of sweet talking in the first 10 seconds is retaining my services.
If nothing about this is done the leaving will continue and I'm sure there will be even more "fake tanks" that I see players raging about on these forums. The tanking shortage is a huge issue that most players are out of touch with because clearly most players aren't tanks. Tanks basically have a near instant queue all day and every day precisely because very little people play tanks and therefore understand the issues.
I propose that tanks, especially paying ESO+ members who have to deal with DLC randoms, be given a dungeon preview. I would want to see which dungeon, if it is partially completed, the time the players have been in there and the CP levels. This would give incentive to more tanks and get the potential groups in limbo actually moving. Let tanks decline these potential dungeons if we aren't comfortable with them.
I'd rather spend an extra 5 minutes finding a group that shows promise than being instantly thrown into a mess half the time. One thing is for sure, giving us a 15 minute cooldown for leaving a weak group is not helping move things along in Dungeon Finder, it is quite the opposite actually.
No. If you are having problems pugging...dont pug. If you cant handle a low-DPS group every once in awhile, pugging is not for you. I tank with low DPS groups all the time, and while it certainly takes longer, the dungeons can still be done.
But if you queue up to a vet dungeon and you are below 160 then I instantly vote to kick. Their gear drops will be of no use to me for farming purposes so I see no reason to carry them and I am doing a pledge, not a training session. In every other scenario you have to give them a chance.
John_Falstaff wrote: »But if you queue up to a vet dungeon and you are below 160 then I instantly vote to kick. Their gear drops will be of no use to me for farming purposes so I see no reason to carry them and I am doing a pledge, not a training session. In every other scenario you have to give them a chance.
Mm-m, with all respect, why would you care about the level of their gear? It's - well, you know - their gear. ^^ They're not on a farm run, let alone on your farm run. You are. ^^ They joined you to perform their roles.
I'm also not sure why members below CP160 automatically make it a training run. We once dragged a randomly chosen ~CP140 newbie healer into vICP HM (had to manually teleport there), finished Lord Warden from second attempt, he instantly got grasp on mechanics and followed it without a hitch.
MartiniDaniels wrote: »People people.... these are all terrible ideas!
The solution would be to provide a group buff to 4 mans that increase healing, damage or survivability if a player with a role can't be found.
IF A TANK CAN'T BE BOTHERED STAYING FOR A FEW RUNS TO HELP A GROUP,
THEN THEY DON'T DESERVE TO BE CONSIDERED NEEDED FOR THAT GROUP!
If dps don't bother to prepare for his role why tank should bother to "help a group"? For polite and clever newbies - I'll always help and tell them about mechanics, but if we have cp100+ lazy *** why he need any help. It's L2P issue.
Yes, how can they L2P when no one gives the new guys the experience.
Tanks are nothing special, don't know why this game is so gun how the holy trinity, they should just absolve the situation by providing buffs to groups that are missing roles.