I hope they get rid of public dungeons, I love taking my time to walk through a dungeon. At the moment I feel forced to rush through as there is a million other players rushing by to get to the end.
I did have a good experience last night in one, Crows wood. But there was literally 4 / 5 people in there.
Maybe if they are intent on keeping public dungeons limit the size to just 5 player max.
The reason they have them instanced is cause the BEST loot in there comes from chests that only spawn once per instance. (They need to add some group roll option for this loot tho)
If it was open, people would just camp the chests just like they camp the end boss in the open dungeons.
I like how they have different types, solo, grouped by shared instance, grouped private instance. It allows you three different type of dungeons runs.
As for tanks\healers. Anyone with a restore staff can heal, and anyone with a sword and board and the taunt skill with heavy armor can tank. We did a private instance run with 4 sorcerer and it was a lot of fun.
I'm so glad I'm playing so slow. Only level 13.
I'm hoping by the time I get higher level, most of the frantic spazzes will be bored and gone already, and some bugs will be fixed.
On the other hand, if ZOS caves to all the people from WoW complaining about things being too hard, by the time I reach higher level content it may be nerfed to easy mode.
Here's to hoping for a bright future...
It doesn't seem to me as if a tank is needed per se; although it can be definitely useful to have someone who can heal. A group of 3 dps and a healer can handle BC just fine.
It doesn't seem to me as if a tank is needed per se; although it can be definitely useful to have someone who can heal. A group of 3 dps and a healer can handle BC just fine.
That is what bothered me most during beta when I was healing. The tank didn't know and didn't pay attention that I am getting ganked by a hard hitting mob he is supposed to aggro.
I'm so glad I'm playing so slow. Only level 13.
I'm hoping by the time I get higher level, most of the frantic spazzes will be bored and gone already, and some bugs will be fixed.
On the other hand, if ZOS caves to all the people from WoW complaining about things being too hard, by the time I reach higher level content it may be nerfed to easy mode.
Here's to hoping for a bright future...
I'm not a big fan of forced grouping myself. I prefer playing solo. One of my biggest issues with most MMOs is that the only way to get the best stuff is grouping for endgame dungeon grinds. I'm looking forward to the idea that in this game, I don't have to do that. Crafting can be just as effective at getting top gear. I don't have to depend on a bunch of other people to advance my character.
Get rid of them? Absolutely not. Public dungeons is one of the best things about this game, as a dps I'm glad to have an alternative to 30+ minute queues only to escort someone while they're opening a bunch of chests.I hope they get rid of public dungeons, I love taking my time to walk through a dungeon. At the moment I feel forced to rush through as there is a million other players rushing by to get to the end.
I did have a good experience last night in one, Crows wood. But there was literally 4 / 5 people in there.
Maybe if they are intent on keeping public dungeons limit the size to just 5 player max.
Is this in reply to me? If so, yes, you need a healer - so the group leader should search for one.dannomite82 wrote: »Umm the tank might be optional, but if no one is casting healing spells, you're going to have a rough run even at lower levels.
wrlifeboil wrote: »a_thielen_ESO wrote: »So far I can't get into a group using the group finder for fungal grotto (dps). And everyone doing grotto is a dps looking for 'healer n tank'. lol. Really?
They should have made these dungeons non-instanced like everything else.
People fall back to what they are familiar with or what they know has worked in other mmos. Most mmo players are familiar with the tank-healer-dps model. Not really needed ESO's lower level dungeons but again people fall back to what they know. Change is hard. Generally the veteran mmo players will resist going outside the tank-healer-dps box. The old dog-new tricks syndrome. I'm guessing it will be like that when we get to ESO end game too.
And they wonder why these dungeons are not popular with players
Shaun98ca2 wrote: »I believe people hold on to Trinity groups cause it makes sense....you have a job you preform your job when it fails its easy to see where the failure was.
With proper group set-up and Weapon Swaping you can have NO dedicated healer OR tank. But have 2 "tanky" or durable characters and 2 DPS with group/self healing meaning their self healing just happens to help the group as well. So a tanky NightBlade with a self group heal makes an amazing group member. A tanky Templar that self heals healing 2 other group memebers. DPS that buff the group and reduce damage through CC and still provide residual healing.
People hold on to the Trinity because the game clearly states that there is one and it's beneficial to do so.
People hold on to the Trinity because the game clearly states that there is one and it's beneficial to do so.
No, it's because it's the most efficient way to deal with content of this kind. If a game has threat mechanics and healing, you will always do better with a tank, healer and dps combo unless you out-level or out-gear the content to the point where it isn't needed.