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Just a crazy idea to address the ridiculously low dps problem in veteran group finder dungeons

  • mairwen85
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    Such a test could be a one off to set a player baseline and repeatable at request in order to raise that baseline when regeared/load out updated/configuration changed. Perhaps a modified dps dummy parse, or undaunted enclave training room could be used and submitted on completion rather than forcing a player at the point of queue. ZoS could bar players from using the vet queue for specific content until they successfully pass the required benchmark in their own time.

    If queueing as premades, you could deactivate the requirement in activity finder.
    Edited by mairwen85 on April 3, 2019 3:52PM
  • DenMoria
    DenMoria
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    Am I doing something wrong or right with dealing consistently 12-14K at level 16 on special and heavy attacks and 3.5-5K on light?
  • Blinkin8r
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    I'm completely ok with this. I'd like to add one thing though. If you fail and it blows up, when it kills you it also breaks all your gear completely so you have to pay for a full repair. >:)
    II Blinkin II
    Xbox 1 NA
    "A man without the sauce is lost, but the same man can become lost in the sauce."
  • Agenericname
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    Aside from all of the obvious bad, there's also the additional challenge of making this work. The RDF is already broken, adding yet another mechanism would likely just end up with any one in queue being blown up and teleported out regardless of their DPS, and then brought right back, blown up again, repeat as many times as we got a "someone declined queue" during the Undaunted Event.

    Yes, I would agree here. The practical implementation of what I proposed would most likely end up being something like:

    You get teleported into open space and keep falling forever, unable to do anything except launch a support ticket ! =P

    Or it could be similar to CoH2 and instead of falling you get feared out the area, through the wall of course, and just keep running unable to break the fear or do anything other than open a support ticket.
  • Arbit
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    Instead, why not make these tests voluntary and have them show up on your character profile that ppl can view. So ppl can see for themselves your dps, tank, or healer ability and they can decide if they wanna run with you or not right off the bat.
    Argonian Master Race
  • mystkldrgnb14_ESO
    mystkldrgnb14_ESO
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    Secret World actually did something (sort of) like this.

    They had a boss each player *had* to defeat - solo - in order to be able to ENTER into any end-game (vet type) dungeons.

    You had to pick a roll - and the fight was setup to test tanking, dps, or healing - depending on which role you picked. Once cleared you were able to enter "vet" dungeons.

    You only had to defeat it once though - because TSW never had a auto-group maker so there was never any locks on what roll you could pick in a dungeon. Once defeated - you could tank/heal/dps regardless of what roll you were in when you defeated the boss. (I believe, its been a number of years so I could be wrong...)

    Not exactly the same - but a similar idea.

    Didn't really effect whether people played crappy in the dungeon - but it did set up at least some small "marker" players had to hit in their chosen roll before they could enter into end game dungeons.

    Because normally no -bad dps in a hard boss fight is usually more about knowing the fight, then gear, and lastly whether you're really hitting the buttons fast enough/right order.

    But I see no reason vet dungeon finder couldn't at least use some type of minimum gear requirement - to at least show someone has the gear to produce the dps in the first place(?). But tons of players in the right gear can hit a training dummy and get the high numbers - but can't do it live.

    I don't play vet dungeon games in TESO so I have no clue - but if its really that big of a problem in the que - a gear score would be a "simpler" (and more realistic request perhaps) solution.


  • Pourekos
    Pourekos
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    Secret World actually did something (sort of) like this.

    They had a boss each player *had* to defeat - solo - in order to be able to ENTER into any end-game (vet type) dungeons.

    You had to pick a roll - and the fight was setup to test tanking, dps, or healing - depending on which role you picked. Once cleared you were able to enter "vet" dungeons.

    You only had to defeat it once though - because TSW never had a auto-group maker so there was never any locks on what roll you could pick in a dungeon. Once defeated - you could tank/heal/dps regardless of what roll you were in when you defeated the boss. (I believe, its been a number of years so I could be wrong...)

    Not exactly the same - but a similar idea.

    Didn't really effect whether people played crappy in the dungeon - but it did set up at least some small "marker" players had to hit in their chosen roll before they could enter into end game dungeons.

    Because normally no -bad dps in a hard boss fight is usually more about knowing the fight, then gear, and lastly whether you're really hitting the buttons fast enough/right order.

    But I see no reason vet dungeon finder couldn't at least use some type of minimum gear requirement - to at least show someone has the gear to produce the dps in the first place(?). But tons of players in the right gear can hit a training dummy and get the high numbers - but can't do it live.

    I don't play vet dungeon games in TESO so I have no clue - but if its really that big of a problem in the que - a gear score would be a "simpler" (and more realistic request perhaps) solution.


    Came here to say the same thing about TSW and I believe it can work nicely if implemented in a sensible manner. As to your last sentence, there is already a CP-score for vets through the LFG tool.
  • DenMoria
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    Arbit wrote: »
    Instead, why not make these tests voluntary and have them show up on your character profile that ppl can view. So ppl can see for themselves your dps, tank, or healer ability and they can decide if they wanna run with you or not right off the bat.

    Actually, I don't disagree with this.

    Especially at high levels it's important.

    Low levels is still learning, but it would certainly be good info to have to balance your party.
  • sevomd69
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    OP...you're absolutely correct...It is a crazy idea...
  • profundidob16_ESO
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    Secret World actually did something (sort of) like this.

    They had a boss each player *had* to defeat - solo - in order to be able to ENTER into any end-game (vet type) dungeons.

    You had to pick a roll - and the fight was setup to test tanking, dps, or healing - depending on which role you picked. Once cleared you were able to enter "vet" dungeons.

    You only had to defeat it once though - because TSW never had a auto-group maker so there was never any locks on what roll you could pick in a dungeon. Once defeated - you could tank/heal/dps regardless of what roll you were in when you defeated the boss. (I believe, its been a number of years so I could be wrong...)

    Not exactly the same - but a similar idea.

    Didn't really effect whether people played crappy in the dungeon - but it did set up at least some small "marker" players had to hit in their chosen roll before they could enter into end game dungeons.

    Because normally no -bad dps in a hard boss fight is usually more about knowing the fight, then gear, and lastly whether you're really hitting the buttons fast enough/right order.

    But I see no reason vet dungeon finder couldn't at least use some type of minimum gear requirement - to at least show someone has the gear to produce the dps in the first place(?). But tons of players in the right gear can hit a training dummy and get the high numbers - but can't do it live.

    I don't play vet dungeon games in TESO so I have no clue - but if its really that big of a problem in the que - a gear score would be a "simpler" (and more realistic request perhaps) solution.


    Actually now that you mention it, another new mmorpg that had just left beta last year had a hard gear check as well. In order to reach the minimum total combined gearscore required to be able to queue for the game's first dungeon you basically had no other option than to to collect enough green gear (for almost all slots) from quest rewards at the right level. Each next dungeon then also had a new total combined gearscore requirement etc...
  • Peekachu99
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    I generally only queue for Vet DLC dungeons now as the level of acceptable play and expectation that you are even a sentient life form and not an ameoba at least doesn’t carry over to that difficulty. At least, not as often. I’ve tried queuing for “normal” Vet dungeons this week and idk what happened, but people are more terrible than ever.

    I was actually called an eletist for knowing and explaining (politely and calmly) the mechanics to the healer that kept dying on Vet Tempest the other day. She refused to understand that the boss charges the farthest player and to stay close when not exploding. Refused. Bad tank. You’re a bad tank. Okay. I left her in the dirt and the dps and I solo’d it.

    But it was a strong reminder of the varying skill levels in play and of how desperately ZoS needs a curated LFG interface to avoid threads like these. Let that player and others like her (who refuse to learn—not newbs wanting to learn) group with others like her and spend 6h wiping on the same boss before hopefully leaving ESO to go back to Goat Simulator.

    I think an LFG interface would solve most of our communal woes. Expect people like that player to continue complaining, however, that queues take forever and that groups suck without realizing their own hand in the mess.
  • RANKK7
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    No, I like the challenge of dungeon finder exactly because those are not organized groups, it's a mess and things get crazy more than often, even quite difficult at times with a strong need to adapt on the fly and that's all the fun.

    Those who are so bothered to find low dps can work to get decent themselves and carry a bit instead to expect so much from others, then you can enjoy all the marvelous surprises of dungeon finder. Otherwise just join your guilds mates or people you do know they are good and experienced players and have it the easy way.

    lll
    "I really don't know who the **** came off with this change. Definitely somebody who does not play the game, that's for sure".
    lll
  • richo262
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    Much easier ways of doing this.

    1) Lock Vet behind CP160 or even CP200. There is no benefit to anybody to have an under CP160 in the vet group. The team suffers from it, and the under CP160 player only benefits from purple rings / amulets that are sub cp160 (worthless) or a monster helm that is also sub CP160 that will be out levelled by the time they find the shoulders to match. Undaunted keys also should be locked from use until CP160, or drop only CP160 items. Sub CP160 players get the same XP from running random normal, it is quicker, and they'll get a smaller repair bill at the end, they should be encouraged into normal for their own sake.

    2) If you are going to have a certification process, have it done, once per character. Not once per que. IE, Stam DPS is tested at the fighters guild, Mag DPS is tested at the mages guild, Tanks are tested by the undaunted and healers are tested also at the mages guild.

    2a) You could it block the tank selection unless they are wearing 5 pieces of heavy or a Frost staff. DPS is blocked unless they are wearing Light/Medium. Healer is blocked unless they are holding a Resto staff.


    DPS already have to wait 20 - 30 minutes for a dungeon, having them smack a dummy around just to sit in a que is even more tedium.
    Edited by richo262 on April 4, 2019 10:38AM
  • Protossyder
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    Or how about they just implement a proper report system, where you can distinguish between:

    - toxic behavior (with chat examples)
    - misleading other players by picking a non fitting role
    - cheating (that's a more difficult topic)
    - etc.

    Depending on the frequency of your sent reports of the same category they will lose value, so you can't abuse the system to spread your own toxicity towards players you simply don't like.

    If a player got reported often enough, a supporter will look into the case and decide if the player needs to be punished. A penalty could be: additional queuing time for the specific character's role he got reported for. 5 mins - 10 mins- 20 mins - banned from groupfinder for 1 day - etc.

    Of course this needs to be worked out as it is just an idea.

    Imo this is more dynamic than a test that every player has to overcome for any dungeon.
    Characters worth mentioning:
    Daedrós - Magicka DK - Altmer - PvE & PvP - Emperor - IR - GH - TTT
    Dragybor - Stamblade - Redguard - PvE (first char)
    Yondaime Raikage - Stamsorc - Redguard - PvP
    Zerg Overmind - Magblade - Altmer - PvE - GH
    Yenari - Magsorc - Altmer - PvE - Flawless Conqueror
    Devoured-his-siblings - DK Tank - Argonian - PvE - Unchained
    Valkyrja Valhalla - StamDK - Redguard - PvE
    Hyperion der Obere - Magplar - Altmer - PvE
    Affa al'Dschinni - Stamplar - Orc - PvP
    Enjoys-the-slaughter - Templar Healer - Argonian - PvE
    Hades Adamastos - Stamcro - Orc - PvE
    Khaba the Cruel - Magsorc- Altmer - PvP
    Hekate Ourania - Magcro - Atlmer - PvE - TTT
    Arenas: vDSA (~46k) - vMA (~586k)
    Trials: vAA hm - vHRC hm - vSO hm - vMoL hm (~161k) - vHoF hm (~218k) - vAS+2 (~114k) - vCR+3 - vSS hm - vKA hm

    PC - EU
  • AbysmalGhul
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    I prefer my randos to be inadequate! That way they can bow to the greatness which is the Ghul ! *stands at the ready to be worshiped*

    On a serious note though...most content can be completed with randoms with low dps or lack of knowledge of the mechanics, but if you're tackling harder DLC content, never go random. Group up!
    Edited by AbysmalGhul on April 4, 2019 11:00AM
  • profundidob16_ESO
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    richo262 wrote: »
    Much easier ways of doing this.

    1) Lock Vet behind CP160 or even CP200. There is no benefit to anybody to have an under CP160 in the vet group. The team suffers from it, and the under CP160 player only benefits from purple rings / amulets that are sub cp160 (worthless) or a monster helm that is also sub CP160 that will be out levelled by the time they find the shoulders to match. Undaunted keys also should be locked from use until CP160, or drop only CP160 items. Sub CP160 players get the same XP from running random normal, it is quicker, and they'll get a smaller repair bill at the end, they should be encouraged into normal for their own sake.

    2) If you are going to have a certification process, have it done, once per character. Not once per que. IE, Stam DPS is tested at the fighters guild, Mag DPS is tested at the mages guild, Tanks are tested by the undaunted and healers are tested also at the mages guild.

    2a) You could it block the tank selection unless they are wearing 5 pieces of heavy or a Frost staff. DPS is blocked unless they are wearing Light/Medium. Healer is blocked unless they are holding a Resto staff.


    DPS already have to wait 20 - 30 minutes for a dungeon, having them smack a dummy around just to sit in a que is even more tedium.

    1. I've carried groups through vet dlc where the cp810 was simply dead weight and constantly being saved by the cp 120 healer over and over...so no. I'm sorry but you're wrong on this regard.

    2. Agreed, having to do it only once seems a bit easier but then you get the typical abuse: "hey my friend, can you log on to my account just once and do good dps for me on the dummy so I can queue forever as dead weight ?..."

    2a. The best tanks in the game actually run a lightning staff on the back and can wear double medium armor sets. Your proposal would block them out completely. In addition they would simply equip something to queue and then switch set the second they get inside...

    3. If proper checks are in place you'll have to wait only 15min instead of 30min, so that 1 minute of qualifying for dps will save you up to 14minutes because the people that are only capable of normal dungeons are filtered out of the queue.
  • Neoealth
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    I like the idea OP , especially the bit about blowing them up lol

    Take it one step further, if they continue to fail the test after say, I dunno, 20 tries? Then it activates a script to automatically delete the game from their PC's.
  • Kombinator
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    DenMoria wrote: »
    What's the issue with the DPS?

    What DPS is expected (although I would assume it must be high given that it's veterans).

    All I know is that, although I'm still relatively low level, I'm easily hitting 3-4K at level 12 or 13 already and can only assume that it will continue to grow.

    Just wondering so that I can set my sights on the necessities for later activitiies.

    Thank you

    I get worthless dps players way too often. I don't know what is the expected, and i don't use addon to check other's dps, but there is a monumental difference in speed.

    Now i play as tank, and the best i can do is ~8k. using the tank gear, and dps skills+weapon. If you can't do this much, then "git gud".

    But i like the idea, and should be expanded to tank/healer too. I remember a "healer" with no healing skills. We got lucky, that i can heal, and tank at the same time in the easier vet. dungeons.

    Tank would be surviving damage for one minute. Your enemy would have infinite health, but not invulnerable so you can use skills/heavy attacks on it. Also there would be a small health training dummy, that generates infinite aggro, and you must keep the enemy taunted.

    Healer would have similar trial. An npc keeps attacking a dummy. The npc cannot be taunted, and you must keep the dummy alive.

    For making the stuff less frustrating you would only need to take the trial once, and you can re-take later to get a better rating for the DPS. Healer, and tanks don't need rating, because they get invited soon enough.
  • Kombinator
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    richo262 wrote: »
    Much easier ways of doing this.

    1) Lock Vet behind CP160 or even CP200. There is no benefit to anybody to have an under CP160 in the vet group. The team suffers from it, and the under CP160 player only benefits from purple rings / amulets that are sub cp160 (worthless) or a monster helm that is also sub CP160 that will be out levelled by the time they find the shoulders to match. Undaunted keys also should be locked from use until CP160, or drop only CP160 items. Sub CP160 players get the same XP from running random normal, it is quicker, and they'll get a smaller repair bill at the end, they should be encouraged into normal for their own sake.

    2) If you are going to have a certification process, have it done, once per character. Not once per que. IE, Stam DPS is tested at the fighters guild, Mag DPS is tested at the mages guild, Tanks are tested by the undaunted and healers are tested also at the mages guild.

    2a) You could it block the tank selection unless they are wearing 5 pieces of heavy or a Frost staff. DPS is blocked unless they are wearing Light/Medium. Healer is blocked unless they are holding a Resto staff.


    DPS already have to wait 20 - 30 minutes for a dungeon, having them smack a dummy around just to sit in a que is even more tedium.

    Small alteration.

    We know, that some dungeons are simply harder than others. It's a FACT. I think, that dungeons themselves should be in 2 or 3 tiers, and you would have that many certification too. You might be a "fresh" champion character, but good enough from previous experience to do the easier vet. dungeons right away. However the harder ones are too strong for you.
    Edited by Kombinator on April 4, 2019 12:02PM
  • Jhalin
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    Honestly we need some sort of vetting system for group finder vet queues

    There’s absolutely no reason someone with sub-10k dps should be in a vet dungeon. Yes they can be carried, but no one should be forced into a group where they’re basically going in with 1 dps

    If you can hit 20k you can probably clear most vet dungeons. The 10k or 5k dps that is far too common in randoms, they can practice in normal until they’re ready to fulfill their role
  • Fellwitch
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    I queue as tank for pug veteran dungeons.

    I see a few scenarios pop up fairly randomly:

    1) First trash mob pack everyone is using single target abilities and it takes > 1 minute to kill.
    Solution? Leave group / quit dungeon. Not a good experience for anyone but a 3 hr dungeon is not fun either.

    2) cp 800+ dps charges first pack of mobs before anyone else is ready. Then dies. Then insults everyone else, usually me first as tank, then healer. Sometimes it's the healer that charges first instead.

    3) cp 800 dps with frost staff keeps pulling agro with heavy attacks. Ask DPS if he can switch to a different staff -> insults received again. Very often too it seems these players do not speak English, which makes it even more difficult. What's funny though is that even though they say they do not speak English, they are still able to swear at you and insult you in English..haha

    I use warhorn on bosses but with low dps, the benefit is very small.

    In general, I see high CP players in #2 and #3 quite often. #1 is primarily composed of 160 cp people.

  • mairwen85
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    Secret World actually did something (sort of) like this.

    They had a boss each player *had* to defeat - solo - in order to be able to ENTER into any end-game (vet type) dungeons.

    You had to pick a roll - [snip]


    Such a shame that the choice is usually cheese or potato salad.. :neutral:
  • richo262
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    richo262 wrote: »
    Much easier ways of doing this.

    1) Lock Vet behind CP160 or even CP200. There is no benefit to anybody to have an under CP160 in the vet group. The team suffers from it, and the under CP160 player only benefits from purple rings / amulets that are sub cp160 (worthless) or a monster helm that is also sub CP160 that will be out levelled by the time they find the shoulders to match. Undaunted keys also should be locked from use until CP160, or drop only CP160 items. Sub CP160 players get the same XP from running random normal, it is quicker, and they'll get a smaller repair bill at the end, they should be encouraged into normal for their own sake.

    2) If you are going to have a certification process, have it done, once per character. Not once per que. IE, Stam DPS is tested at the fighters guild, Mag DPS is tested at the mages guild, Tanks are tested by the undaunted and healers are tested also at the mages guild.

    2a) You could it block the tank selection unless they are wearing 5 pieces of heavy or a Frost staff. DPS is blocked unless they are wearing Light/Medium. Healer is blocked unless they are holding a Resto staff.


    DPS already have to wait 20 - 30 minutes for a dungeon, having them smack a dummy around just to sit in a que is even more tedium.

    1. I've carried groups through vet dlc where the cp810 was simply dead weight and constantly being saved by the cp 120 healer over and over...so no. I'm sorry but you're wrong on this regard.

    2. Agreed, having to do it only once seems a bit easier but then you get the typical abuse: "hey my friend, can you log on to my account just once and do good dps for me on the dummy so I can queue forever as dead weight ?..."

    2a. The best tanks in the game actually run a lightning staff on the back and can wear double medium armor sets. Your proposal would block them out completely. In addition they would simply equip something to queue and then switch set the second they get inside...

    3. If proper checks are in place you'll have to wait only 15min instead of 30min, so that 1 minute of qualifying for dps will save you up to 14minutes because the people that are only capable of normal dungeons are filtered out of the queue.

    1) Anecdotal. Yes, some 810 are garbage. Some CP100 players are great. CP is merely a test of time experience, not actual skill. You will generally find the average of CP810 players far better than the average of CP100.

    2a) They only use Lightning for off balance, which, in most trials a dps or even healer has a lightning staff so, fair chance it isn't required. Regarding two mediums. You can put any set on weapon / jewelry bar, but as for body, no. Not best tanks in the game. For all 4 of the tanks that run medium on the body, yes, they would be unable to que on RANDOM. I have never seen a Vet Trial being Tanked by anybody wearing medium body.

    3) I doubt it would have a huge impact on wait times in the que because I rarely que up a random dungeon where the DPS are completely and utterly useless, I'd say 1/20 vets I come across a DPS that must be using wet lettuce leaves as a weapon. A trial finder would absorb all the DPS players (9 per trial, usually) and have a more meaningful redirect of all the DPS in que.
  • Commancho
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    Great idea and I would extend it even further - if you fail DPS test you get teleported to a room with 24 milion dummy.
  • Nogawd
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    If you are a super awesome dps dude - what ever, what are you doing pugging anyway?

    Where are your friends? What about your guilds?

    Seems more like a bad personality problem than pointing fingers at bad dps.
  • ZarkingFrued
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    ok this will for sure set some fire but here goes a crazy idea for a possible future patch note:


    -queuing as dps for any VETERAN dungeon no longer queues you straight away but instead now teleports you to a small room with only a test dummy and a start button. After pressing the button a 3 sec countdown timer starts after which you have to unleash your maximum dmge on the test dummy during 1 minute and kill it before those 60 seconds expire . The higher your dps the higher you end up on the queuing priority list and if you fail to meet the minimum dps check threshold by not being able to kill the dummy in that 1 minute timeframe it explodes, killing you in the process as well as teleporting you back outside. =P

    that should solve all the issues with low dps in vet dungeons :)

    @ZOS_GinaBruno

    Yeah this is horrid. A better idea would be when you do a dps parse on a dummy the system notes your dps score and pairs you with people relative to your score. Healing and tanking could easily be scored with tests designed for them as well
  • RebornV3x
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    This idea as presented by OP would just alienate new players to vet dungeons I think that as a part of the Undaunted quest at lvl 45 there should be an advanced tutorial that gives you the basic run down of the best dps, tanking and healing strats.

    maybe a minute long video explaining these basic concepts like light attack weaving between skills for dps, using Pierce Armor to taunt and turn boss away from group while not dying for tanks etc and or recommending skills that are good for healing so people know would be a great start.

    That with a recommended CP level for every dungeon so people know what there getting into.

    The above changes would make a world of difference.
    Xbox One - NA GT: RebornV3x
    I also play on PC from time to time but I just wanna be left alone on there so sorry.
  • John_Falstaff
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    What ever people won't do to avoid joining a guild. ^^

    Seriously, folks. Guild is your "advanced group finder", it will fill your demand for harder content and less randomness. And when you're running with friends, you can even fine-tune amount of randomness that suits your adventurous vibe by letting GF find one or two missing group members - in case you feel like spicing it up and running with different people. Guilds are in the game for multiple reasons, and finding friends to run (possibly harder) content with is one of them, don't make it redundant by trying to shoehorn same function onto group finder. It's a social game, when you're fed up with pugs from finder, guild should be your next step to upgrade and enhance your experience from the game.
  • sedi
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    But the queues are already so long and often mess up can you imagine what that would do to them?
  • DaveMoeDee
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    Mr_Potato wrote: »
    Show me where ESO has said that you MUST weave, perform animation cancelling, and produce 30-40K in-order to get through any in-game content? Not everyone playing this games wants to have to learn hacks to make the character do more than what was intended or needed. Maybe the issue is your over-inflated expectation of how you want the game to be? However, I do agree players do need to learn the mechanics.

    High DPS is not required. Sticking with a PUG is also not required. I usually stick it out with low DPS on vet randoms, But I won't stick around with a PUG not willing to do hard mode on a base game pledge. It is actually pretty rare though that PUGs refuse hard mode for the base game pledges.

    For normals, I would be a fool to have any expectations of anyone. So long as they listen when I ask them to stop heavy attacking with their frost staff and stop piercing as a DPS, I'm fine.
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