Maintenance for the week of February 23:
· [COMPLETE] NA megaservers for maintenance – February 23, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
· [COMPLETE] EU megaservers for maintenance – February 23, 9:00 UTC (4:00AM EST) - 17:00 UTC (12:00PM EST)
· [COMPLETE] ESO Store and Account System for maintenance – February 23, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)

"What if..." Role stances in instanced groups for the sake of discussion/exploration

tinythinker
tinythinker
✭✭✭✭✭
✭✭✭✭✭
There are so many issues at play in combat and character mechanics which affect class design, skill lines, group composition, content development, etc.

On the one hand, the game loosely follow the classic trinity of tank - healer - damage dealer, but on the other hand classes aren't confined to one role each.

And to quote UESP:
There are a very limited number of ways of taunting enemies. They include:
  • The Puncture skill in the One Hand and Shield line. This only works from melee range, and requires you to be wielding a one-handed weapon and shield.
  • The Inner Fire skill in the Undaunted line. This method works from a distance, and lets you use the equipment of your choice.
  • A heavy attack with a Frost Staff will taunt enemies if you have any points in the Tri Focus skill from the Destruction Staff line.
  • Using any Charging ability with the Tormentor set. You'll need 5 pieces of this set, which only drops in the The Banished Cells.

So people can queue for dungeons as fake tanks or healers, and those who want to be genuine tanks must use One Hand & Shield or Frost Staff. Those who want to be frost mage damage dealers are somewhat left out in the cold.

And even those who want to be a real tank or healer sometimes feel bored or irrelevant in non-DLC dungeons, especially on normal. Not to mention that even in content that requires actual tanks and healers, at times it can feel kind of generic.

Thus far, fake tanks and healers are only remedied by vote-kick and the ranks of serious tanks and healers seem mostly filled by those who really, really like those roles as they currently exist. And even some of them wish there was something more.

For those satisfied with this described status quo, well, ~the end~, I suppose :smile: Congratulations

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

For those not 100% satisfied, or who just like arm-chair developer speculation, here is a speculative premise:

Imagine ZOS has just declared they will be adding role stances for those who queue with the group finder.

Now, some of you would *hate* that idea with a passion. Absolutely despise it. Rant and rail against it. Maybe even threaten to leave ESO over it, or stay and become more jaded because of it. I get it, you would think the idea really and truly sucks.

But if it was announced, and you could have a say in how it would work, what would it look like?

To give a basic framework to work with, image that if you queue as and are slotted into a group as a tank, you would get a "tank stance". Now if you don't like the term stance, since this would be fixed for the duration of the activity, that's OK. It's not the traditional toggle of a stance, but more of a fixed but temporary change to some aspects of how your character works.

So for this exercise, how would a character slotted as a tank best be "altered"? How about a healer? And should there also be something for damage dealers?

Consider for example the idea that certain roles would get existing or new buffs (not sure about debuffs) while in the group throughout the activity that would be consistent with their role.

A tank buff might increase their resistances, or the duration/range of their AoEs, or the duration/range of any crowd control abilities, or turn *any* single target ability into a taunt, or maybe only any basic light/heavy weapon attack into a taunt, etc., etc.

This wouldn't mean a tank with one or more of these or similar buffs wouldn't need to still *plan* to be a tank with their build, but, they wouldn't be so pigeon-holed in those builds. Plus, maybe some of temporary "tank buffs" might include some new effects added to certain types of abilities that only those who are tanking would have *while* tanking for a group. Not just useful things, but useful and fun things. And this could also a way to put back in some things tanks, healers, and damage dealers sometimes lose due to PvP-centric nerfs.

What do you think might fit that bill?

Same for healers. Same for damage dealers. Unique things you get *while* slotted into that role during a dungeon, trial, arena, etc.

Please share your list "wish list" of stance-based buffs/changes for one or more roles.

(As for "fakes", if such stances were fun and innovative, maybe more people would want to genuinely queue as tanks. For those who continue to just fake anyway, there could be a system where getting kicked specifically for being a fake too often over a certain span of time would give a character a temporary lock-out for queuing as that role.)

TL;DR -- Queuing as a particular role in an instanced group gives temporary buffs that are fun, useful, and appropriate to that role for the duration of the activity.
Edited by tinythinker on May 11, 2019 8:41PM
Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

. . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
(And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


. . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • exeeter702
    exeeter702
    ✭✭✭✭✭
    ✭✭
    The only practical solution that would be applicable to esos class role format involve the following 3 things.

    1. Prohibit multi role selection in group finder.
    "But i can perform mutliple roles!" Tough ***.

    2. Implement a certification system wherein before you are allowed to queue for a given role you have to complete a mini solo trial designed specifically around each of the 3 roles which unlocks the option for said role on that character per difficulty
    This only solves the issue of having ill equiped players end up in a group not doong their role adequately and does nothing to stop experienced players clearing the trials and still queuing for an expedient GF pop which is what the vote kick option is for.

    3. create an actual desired incentive for players to queue as less popular roles such as tank
    This also requires dugneons be made to have absolute tank and healer checks but that is a whole other can of worms and a very real issue with cp and power creep.

    Adding any unique role buffs is a complete dead end and would only serve to make vet dungeons even easier.
  • tinythinker
    tinythinker
    ✭✭✭✭✭
    ✭✭✭✭✭
    exeeter702 wrote: »
    The only practical solution that would be applicable to esos class role format involve the following 3 things.

    1. Prohibit multi role selection in group finder.
    "But i can perform mutliple roles!" Tough ***.

    2. Implement a certification system wherein before you are allowed to queue for a given role you have to complete a mini solo trial designed specifically around each of the 3 roles which unlocks the option for said role on that character per difficulty
    This only solves the issue of having ill equiped players end up in a group not doong their role adequately and does nothing to stop experienced players clearing the trials and still queuing for an expedient GF pop which is what the vote kick option is for.

    3. create an actual desired incentive for players to queue as less popular roles such as tank
    This also requires dugneons be made to have absolute tank and healer checks but that is a whole other can of worms and a very real issue with cp and power creep.

    Adding any unique role buffs is a complete dead end and would only serve to make vet dungeons even easier.

    For #1, if someone passed the qualifications for #2 on both roles would it matter? I wouldn't be bothered either way, just curious.

    For #2, this has been brought up multiple times with no traction. And that was just an idea for optional training scenario run by the Undaunted. Anyway, the type of limitation you mentioned is why I suggested the temporary lock-out. If multiple groups kick you specifically for being a fake, you've very likely been queuing as a fake hence the temporary role lockout as a consequence.

    For #3, buff doesn't have to mean waaaay more powerful, I'm using here to mean something that makes playing a role in PvE instanced content different, as in more fun and unique. Instances should always be reviewed and if necessary rebalanced any time there are major combat changes so that would be part of the package. Essentially it would be like a PVE version of battlespirit, which could raise or lower effectiveness accordingly and even act as an antitode to nerfs that originate due to PvP tactics.
    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    Its a different take on how to make dungeons work. However, as a tank who's mostly satisfied with the status quo, and a sometime healer who's still mostly satisfied with the status quo...

    I'm not feeling the lack of variety.

    Like, as a tank in group dungeons, I'm already building to stay alive, hold boss aggro, crowd control enemies, and buff the group. I'm choosing which skills I want to use to accomplish that - my MagDK does that job very differently from my MagBlade or my Stam Sorc tank.


    That being said, the stances are an interesting idea. Unless I'm misunderstanding your suggestion of stances, instead of building to fill the role of tank how I want to fill it, I'd get unspecified "tank buffs" that strengthen me, strengthen the group, or give different options for taunts.

    I guess I've got a few questions for how this would work.

    1. How does this benefit someone who's prepared with an actual tank build, who already has a taunt and a rotation of CC's and buffs to use? It sounds like I'd get duplicates of what I already have or stuff that risks unbalancing the tank role in terms of crowd control rotation and speed of taunting.

    2. When do we find out what buffs we get so we can prepare ahead of time? I'm not going to make my random group wait on me while I change my skills around to take advantage of light attacks taunting, for example.


    If I were to actually look at what it would take for this to work for me, I would take a page from Warframe's Arbitrations. There, you find out what the buff or "stance" effect is ahead of time before you queue, so you can plan your build appropriately. I'd be willing to adjust my tank builds for some more variety IF I have the chance to know the current buff/effect going in. If I show up in a random dungeon with a random buff that I don't know about until I get there, forget it - I'll just carry on with my regular tank build. I don't like the idea of "I'll just show up in a random build and hope the game gives me a buff that will let me muddle through as a "tank".

    In short, if ZOS ever seriously looks at this idea, I'd want to see the current buff before I queued up, that way I can actually change my build to take advantage of it.
  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    exeeter702 wrote: »
    The only practical solution that would be applicable to esos class role format involve the following 3 things.

    1. Prohibit multi role selection in group finder.
    "But i can perform mutliple roles!" Tough ***.

    2. Implement a certification system wherein before you are allowed to queue for a given role you have to complete a mini solo trial designed specifically around each of the 3 roles which unlocks the option for said role on that character per difficulty
    This only solves the issue of having ill equiped players end up in a group not doong their role adequately and does nothing to stop experienced players clearing the trials and still queuing for an expedient GF pop which is what the vote kick option is for.

    3. create an actual desired incentive for players to queue as less popular roles such as tank
    This also requires dugneons be made to have absolute tank and healer checks but that is a whole other can of worms and a very real issue with cp and power creep.

    Adding any unique role buffs is a complete dead end and would only serve to make vet dungeons even easier.

    1. Already exists.
    2. ZOS seems to have no interest, sadly.
    3. The reward for queueing as a tank or healer is the really short queue. Unfortunately, the punishment is all too often getting really bad DDs.

    #2 would be excellent, if ZOS were willing and could figure out how to do it, just as a training exercise. However, a test doesn't account for people changing their builds. A DD who wants to fake tank could easily test as a tank, then swap to their DD build and queue as a tank.
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    On the one hand, the game loosely follow the classic trinity of tank - healer - damage dealer, but on the other hand classes aren't confined to one role each.

    Please remind me of a MMORPG where all character is restricted to one role.

    Every game I have played I have been able to respect my character between at least two roles when the are able to do one of the support roles. This comment makes no sense. It makes even less sense when what you are really suggesting is still have every class being able to perform every role. It does not fit into the context of the hypothetical you are asking us to

    Further, your hypothetical idea is flawed. Mostly because it is overly thought and seems to be more complicated as gaming system than is worth building. It would essentially require a great man of the skills to be coded 3 different ways for a total of 9 possibilities per skill instead of the 3 we currently have. That is on top of creating the game system to control this idea and it is a system.

    A great example is taking your tanking example and turn it into a healer. Now their dps skills are healing the game. That means we no longer have healing builds. We just have dps builds that become healing builds because of the role we chose.
    '
    Most importantly Zos has already said they do not want skills to perform differently in PvE than PvP and that is exactly what you are proposing here.
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    exeeter702 wrote: »
    1. Prohibit multi role selection in group finder.
    "But i can perform mutliple roles!" Tough ***.

    It is that way now.

    Zos implemented this last year because players were complaining about fake tanks. It did nothing to prevent fake tanks and merely slowed down the GF because who that can peform multiple roles are forced to choose one instead of being flexible to what the GF actually needs.

    So it serves no purpose. The game does not benefit from this.
    exeeter702 wrote: »
    This only solves the issue of having ill equiped players end up in a group not doong their role adequately and does nothing to stop experienced players clearing the trials and still queuing for an expedient GF pop which is what the vote kick option is for.

    The design of the game clearly defines the most basic requirements for being a tank is to have a taunt and to be a healer to have a heal. Earthgore Amalgam has been tanked on vet, I think HM, in a magicka dps with a taunt. Yes, this was back before the shield nerf but it does show that taunt is really all that is needed.

    Further, there is no defined tank build as that varies greatly from pure competitive trial tanks to more of a dps type tank.
    exeeter702 wrote: »

    3. create an actual desired incentive for players to queue as less popular roles such as tank
    This also requires dugneons be made to have absolute tank and healer checks but that is a whole other can of worms and a very real issue with cp and power creep.

    Unless Zos can somehow prevent fake tanks and healers this is a bad idea. OP's suggestion will not be considered because Zos does not want skills performing differently depending on what we are doing. It is also likely to complicated of a system to build out.

    As I pointed out, none of your suggestions solve the issue either. Even if I was required to have a taunt that does not mean I will use it.
    Edited by idk on May 11, 2019 10:02PM
  • Artim_X
    Artim_X
    ✭✭✭✭✭
    ✭✭
    Nah the system is fine as is.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • tinythinker
    tinythinker
    ✭✭✭✭✭
    ✭✭✭✭✭
    Its a different take on how to make dungeons work. However, as a tank who's mostly satisfied with the status quo, and a sometime healer who's still mostly satisfied with the status quo...

    I'm not feeling the lack of variety.

    Like, as a tank in group dungeons, I'm already building to stay alive, hold boss aggro, crowd control enemies, and buff the group. I'm choosing which skills I want to use to accomplish that - my MagDK does that job very differently from my MagBlade or my Stam Sorc tank.
    Sure. I acknowledged some folks would be OK with the status quo, but even so, things can be better. So, for those who see some parts of tank or healer as "boring" or "inadequate", I'd expect their wish-list to drive hard into those concerns. For those who kind of like things as they are, I'd expect to see more of an enhancement or progression of what the current system already offers. So there aren't really "good" or "bad" answers to those being good sports on the "What if..." question.

    That being said, the stances are an interesting idea. Unless I'm misunderstanding your suggestion of stances, instead of building to fill the role of tank how I want to fill it, I'd get unspecified "tank buffs" that strengthen me, strengthen the group, or give different options for taunts.

    I guess I've got a few questions for how this would work.

    1. How does this benefit someone who's prepared with an actual tank build, who already has a taunt and a rotation of CC's and buffs to use? It sounds like I'd get duplicates of what I already have or stuff that risks unbalancing the tank role in terms of crowd control rotation and speed of taunting.

    2. When do we find out what buffs we get so we can prepare ahead of time? I'm not going to make my random group wait on me while I change my skills around to take advantage of light attacks taunting, for example.
    Yeah, I've thought up some good, bad, and ugly ways to address some of the instanced PvE role issues like:
    • nerfing PvE because of PvP imbalance
    • not enough people interested in tanking
    • people unhappy with being limited to sword and board or ice staff
    • people mad that ice staff has to be a tank tool vs those who like it as a tank tool
    • etc.
    So the "What if...?" part is wide open. The only really fixed part of this thread is basically, "Characters who queue as role X will be altered in some way for the duration of the activity." (Highlighted for skimmers.) The most appropriate MMORPG term to fit that description I could think of was "stance". Now, in my mind it works like a PVE version of PVP's battlespirit effect, but based on your role. The details are what I'm asking other people for. I mean I gave some generic examples, but they were just that, generic examples.

    In terms of "building for a role", yes. The better you build for it, the better off you and your party will be in my own opening version of what a stance could be. The stance might help weaker builds a bit, but if you don't have some kind of mitigation like heavy armor or spell-shield stacking, etc., then you are still going to have a hard time tanking. But that said, let's say you don't want to be limited to one-hand and shield. It would still be the premier option, but maybe the tank stance would help make other weapons viable (but not BiS) for tanking and do so without screwing up the skill line of those other weapons. In my own mind, the stance wouldn't so much over-buff an already great build for a role, it would:
    • increase the options available for the role
    • help players learning the role
    • make the role feel more unique/expanded
    But that's just part of *my* answer to the "What if...?" I posed. It's not the entire point of the thread or the only option available for consideration.

    To answer #1, as I just mentioned, my initial specific examples (like increasing range or duration of crowd control) were just tossed out to give something to start with, not intended as long-thought out and balanced suggestions. Though I suppose ZOS could counter-balance that. I've found it's better to give concrete examples, even just throw-away ones off the top of my head, to get conversation started. Ever notice that people online love to tell you your example is bad and that if you really wanted to try a particular idea you should do it this other way instead? :blush: So I'm not wedded to those particular "maybes".

    The stance idea doesn't have to be huge or sweeping. As mentioned, the best analogy is a PvE battlespirit. The whole point of battlespirit for PvP (as you know) was that the way some things worked were too strong or weak in Cyrodiil for the kind of outcomes desired, so a separate PvP balance was instituted so that the devs didn't have to make completely separate skill lines just for PvP-only or massive changes in the functioning of each individual active and passive skill split between PvP and PvE. Here, the idea is similar to battlespirit but role-focused.

    Which means, then, your armor is still your armor. Your abilities your abilities. But consider, not just battlespirit, but set bonuses. I mean, technically, they can affect your existing abilities, yes? But they don't inherently change those abilities just alter their effectiveness. The way I would build a stance, strong tank builds wouldn't be over-buffed, as anything that would involve say, mitigation, could scale or have a cap to help weaker builds but only to a point. And that's only *if* increased mitigation were part of the tank stance rather than just leaving it armor and set bonuses as they are now. Everything is on the table at the moment for speculation, but nothing has to *stay* on the table.

    To answer #2, again, this is wide open to suggestion. My own thought at the moment is that it would be fixed. Like, "Oh, I'm queuing for tank so the following will apply to this character for the duration of the activity." Just like when I go to Cyro, IC, or BGs I know the following list of X, Y, and Z will apply to my character for the duration of that activity. This also gives ZOS a way to address the complaints of "PVP ruins PVE..." if they are interested in pursuing it, though only to a certain degree before the two sides would become too divergent. In any case, again, for the purposes of this thread the actual answer is, "Whatever you want it to be" not just what I am mulling over personally.

    If I were to actually look at what it would take for this to work for me, I would take a page from Warframe's Arbitrations. There, you find out what the buff or "stance" effect is ahead of time before you queue, so you can plan your build appropriately. I'd be willing to adjust my tank builds for some more variety IF I have the chance to know the current buff/effect going in. If I show up in a random dungeon with a random buff that I don't know about until I get there, forget it - I'll just carry on with my regular tank build. I don't like the idea of "I'll just show up in a random build and hope the game gives me a buff that will let me muddle through as a "tank".

    In short, if ZOS ever seriously looks at this idea, I'd want to see the current buff before I queued up, that way I can actually change my build to take advantage of it.
    Sure, I get what you're saying, and this is great. I started looking at the stance idea as a way to help new players/players new to roles as well as address existing player complaints and concerns, but you have come up with a very different notion. Which is awesome! That's kind of the point. What would you want?

    Your answer is no better or worse than mine in terms of the spirit of this thread, and it reminds me a bit of Mythic Plus affixes in WoW, though those affect mobs not players. So basically an optional set of affects on the player that could change over for different seasons or even just between each run. Is that it?
    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • tinythinker
    tinythinker
    ✭✭✭✭✭
    ✭✭✭✭✭
    Artim_X wrote: »
    Nah the system is fine as is.

    Fair enough, but speculation can still be fun :smiley:
    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • Joxer61
    Joxer61
    ✭✭✭✭✭
    exeeter702 wrote: »
    The only practical solution that would be applicable to esos class role format involve the following 3 things.

    1. Prohibit multi role selection in group finder.
    "But i can perform mutliple roles!" Tough ***.

    2. Implement a certification system wherein before you are allowed to queue for a given role you have to complete a mini solo trial designed specifically around each of the 3 roles which unlocks the option for said role on that character per difficulty
    This only solves the issue of having ill equiped players end up in a group not doong their role adequately and does nothing to stop experienced players clearing the trials and still queuing for an expedient GF pop which is what the vote kick option is for.

    3. create an actual desired incentive for players to queue as less popular roles such as tank
    This also requires dugneons be made to have absolute tank and healer checks but that is a whole other can of worms and a very real issue with cp and power creep.

    Adding any unique role buffs is a complete dead end and would only serve to make vet dungeons even easier.

    There was a game that actually did apply #2...cant think of the name now but I do remember that you had to "try out" for the roles selected…...
  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    Its a different take on how to make dungeons work. However, as a tank who's mostly satisfied with the status quo, and a sometime healer who's still mostly satisfied with the status quo...

    I'm not feeling the lack of variety.

    Like, as a tank in group dungeons, I'm already building to stay alive, hold boss aggro, crowd control enemies, and buff the group. I'm choosing which skills I want to use to accomplish that - my MagDK does that job very differently from my MagBlade or my Stam Sorc tank.
    Sure. I acknowledged some folks would be OK with the status quo, but even so, things can be better. So, for those who see some parts of tank or healer as "boring" or "inadequate", I'd expect their wish-list to drive hard into those concerns. For those who kind of like things as they are, I'd expect to see more of an enhancement or progression of what the current system already offers. So there aren't really "good" or "bad" answers to those being good sports on the "What if..." question.

    That being said, the stances are an interesting idea. Unless I'm misunderstanding your suggestion of stances, instead of building to fill the role of tank how I want to fill it, I'd get unspecified "tank buffs" that strengthen me, strengthen the group, or give different options for taunts.

    I guess I've got a few questions for how this would work.

    1. How does this benefit someone who's prepared with an actual tank build, who already has a taunt and a rotation of CC's and buffs to use? It sounds like I'd get duplicates of what I already have or stuff that risks unbalancing the tank role in terms of crowd control rotation and speed of taunting.

    2. When do we find out what buffs we get so we can prepare ahead of time? I'm not going to make my random group wait on me while I change my skills around to take advantage of light attacks taunting, for example.
    Yeah, I've thought up some good, bad, and ugly ways to address some of the instanced PvE role issues like:
    • nerfing PvE because of PvP imbalance
    • not enough people interested in tanking
    • people unhappy with being limited to sword and board or ice staff
    • people mad that ice staff has to be a tank tool vs those who like it as a tank tool
    • etc.
    So the "What if...?" part is wide open. The only really fixed part of this thread is basically, "Characters who queue as role X will be altered in some way for the duration of the activity." (Highlighted for skimmers.) The most appropriate MMORPG term to fit that description I could think of was "stance". Now, in my mind it works like a PVE version of PVP's battlespirit effect, but based on your role. The details are what I'm asking other people for. I mean I gave some generic examples, but they were just that, generic examples.

    In terms of "building for a role", yes. The better you build for it, the better off you and your party will be in my own opening version of what a stance could be. The stance might help weaker builds a bit, but if you don't have some kind of mitigation like heavy armor or spell-shield stacking, etc., then you are still going to have a hard time tanking. But that said, let's say you don't want to be limited to one-hand and shield. It would still be the premier option, but maybe the tank stance would help make other weapons viable (but not BiS) for tanking and do so without screwing up the skill line of those other weapons. In my own mind, the stance wouldn't so much over-buff an already great build for a role, it would:
    • increase the options available for the role
    • help players learning the role
    • make the role feel more unique/expanded
    But that's just part of *my* answer to the "What if...?" I posed. It's not the entire point of the thread or the only option available for consideration.

    To answer #1, as I just mentioned, my initial specific examples (like increasing range or duration of crowd control) were just tossed out to give something to start with, not intended as long-thought out and balanced suggestions. Though I suppose ZOS could counter-balance that. I've found it's better to give concrete examples, even just throw-away ones off the top of my head, to get conversation started. Ever notice that people online love to tell you your example is bad and that if you really wanted to try a particular idea you should do it this other way instead? :blush: So I'm not wedded to those particular "maybes".

    The stance idea doesn't have to be huge or sweeping. As mentioned, the best analogy is a PvE battlespirit. The whole point of battlespirit for PvP (as you know) was that the way some things worked were too strong or weak in Cyrodiil for the kind of outcomes desired, so a separate PvP balance was instituted so that the devs didn't have to make completely separate skill lines just for PvP-only or massive changes in the functioning of each individual active and passive skill split between PvP and PvE. Here, the idea is similar to battlespirit but role-focused.

    Which means, then, your armor is still your armor. Your abilities your abilities. But consider, not just battlespirit, but set bonuses. I mean, technically, they can affect your existing abilities, yes? But they don't inherently change those abilities just alter their effectiveness. The way I would build a stance, strong tank builds wouldn't be over-buffed, as anything that would involve say, mitigation, could scale or have a cap to help weaker builds but only to a point. And that's only *if* increased mitigation were part of the tank stance rather than just leaving it armor and set bonuses as they are now. Everything is on the table at the moment for speculation, but nothing has to *stay* on the table.

    To answer #2, again, this is wide open to suggestion. My own thought at the moment is that it would be fixed. Like, "Oh, I'm queuing for tank so the following will apply to this character for the duration of the activity." Just like when I go to Cyro, IC, or BGs I know the following list of X, Y, and Z will apply to my character for the duration of that activity. This also gives ZOS a way to address the complaints of "PVP ruins PVE..." if they are interested in pursuing it, though only to a certain degree before the two sides would become too divergent. In any case, again, for the purposes of this thread the actual answer is, "Whatever you want it to be" not just what I am mulling over personally.

    If I were to actually look at what it would take for this to work for me, I would take a page from Warframe's Arbitrations. There, you find out what the buff or "stance" effect is ahead of time before you queue, so you can plan your build appropriately. I'd be willing to adjust my tank builds for some more variety IF I have the chance to know the current buff/effect going in. If I show up in a random dungeon with a random buff that I don't know about until I get there, forget it - I'll just carry on with my regular tank build. I don't like the idea of "I'll just show up in a random build and hope the game gives me a buff that will let me muddle through as a "tank".

    In short, if ZOS ever seriously looks at this idea, I'd want to see the current buff before I queued up, that way I can actually change my build to take advantage of it.
    Sure, I get what you're saying, and this is great. I started looking at the stance idea as a way to help new players/players new to roles as well as address existing player complaints and concerns, but you have come up with a very different notion. Which is awesome! That's kind of the point. What would you want?

    Your answer is no better or worse than mine in terms of the spirit of this thread, and it reminds me a bit of Mythic Plus affixes in WoW, though those affect mobs not players. So basically an optional set of affects on the player that could change over for different seasons or even just between each run. Is that it?

    Its interesting in a vague "What If?" way.

    I struggle a little with the viability of the PVE Battlespirit idea. That's because:
    A. Random groups already have something similar for using groupfinder, though its a minor buff and not role specific.

    B. ZOS uses PVP Battlespirit rather more minimally than you might expect. Many players want ZOS to use it for more PVP situations/nerfs, and they don't. That's largely because ZOS doesnt want huge differences in skill performance in different areas of the game, so Battlespirit mostly does extra health, half damage, half heals, and some skills get lesser versions of what they do to NPCs.

    So its certainly possible for ZOS to change that random group buff to fit your vision...if they are willing to commit to skills acting differently in groups than they do elsewhere in the game. Given their reluctance to use Battlespirit to implement PVP specific changes, I think that's a big IF.
  • tinythinker
    tinythinker
    ✭✭✭✭✭
    ✭✭✭✭✭
    Its a different take on how to make dungeons work. However, as a tank who's mostly satisfied with the status quo, and a sometime healer who's still mostly satisfied with the status quo...

    I'm not feeling the lack of variety.

    Like, as a tank in group dungeons, I'm already building to stay alive, hold boss aggro, crowd control enemies, and buff the group. I'm choosing which skills I want to use to accomplish that - my MagDK does that job very differently from my MagBlade or my Stam Sorc tank.
    Sure. I acknowledged some folks would be OK with the status quo, but even so, things can be better. So, for those who see some parts of tank or healer as "boring" or "inadequate", I'd expect their wish-list to drive hard into those concerns. For those who kind of like things as they are, I'd expect to see more of an enhancement or progression of what the current system already offers. So there aren't really "good" or "bad" answers to those being good sports on the "What if..." question.

    That being said, the stances are an interesting idea. Unless I'm misunderstanding your suggestion of stances, instead of building to fill the role of tank how I want to fill it, I'd get unspecified "tank buffs" that strengthen me, strengthen the group, or give different options for taunts.

    I guess I've got a few questions for how this would work.

    1. How does this benefit someone who's prepared with an actual tank build, who already has a taunt and a rotation of CC's and buffs to use? It sounds like I'd get duplicates of what I already have or stuff that risks unbalancing the tank role in terms of crowd control rotation and speed of taunting.

    2. When do we find out what buffs we get so we can prepare ahead of time? I'm not going to make my random group wait on me while I change my skills around to take advantage of light attacks taunting, for example.
    Yeah, I've thought up some good, bad, and ugly ways to address some of the instanced PvE role issues like:
    • nerfing PvE because of PvP imbalance
    • not enough people interested in tanking
    • people unhappy with being limited to sword and board or ice staff
    • people mad that ice staff has to be a tank tool vs those who like it as a tank tool
    • etc.
    So the "What if...?" part is wide open. The only really fixed part of this thread is basically, "Characters who queue as role X will be altered in some way for the duration of the activity." (Highlighted for skimmers.) The most appropriate MMORPG term to fit that description I could think of was "stance". Now, in my mind it works like a PVE version of PVP's battlespirit effect, but based on your role. The details are what I'm asking other people for. I mean I gave some generic examples, but they were just that, generic examples.

    In terms of "building for a role", yes. The better you build for it, the better off you and your party will be in my own opening version of what a stance could be. The stance might help weaker builds a bit, but if you don't have some kind of mitigation like heavy armor or spell-shield stacking, etc., then you are still going to have a hard time tanking. But that said, let's say you don't want to be limited to one-hand and shield. It would still be the premier option, but maybe the tank stance would help make other weapons viable (but not BiS) for tanking and do so without screwing up the skill line of those other weapons. In my own mind, the stance wouldn't so much over-buff an already great build for a role, it would:
    • increase the options available for the role
    • help players learning the role
    • make the role feel more unique/expanded
    But that's just part of *my* answer to the "What if...?" I posed. It's not the entire point of the thread or the only option available for consideration.

    To answer #1, as I just mentioned, my initial specific examples (like increasing range or duration of crowd control) were just tossed out to give something to start with, not intended as long-thought out and balanced suggestions. Though I suppose ZOS could counter-balance that. I've found it's better to give concrete examples, even just throw-away ones off the top of my head, to get conversation started. Ever notice that people online love to tell you your example is bad and that if you really wanted to try a particular idea you should do it this other way instead? :blush: So I'm not wedded to those particular "maybes".

    The stance idea doesn't have to be huge or sweeping. As mentioned, the best analogy is a PvE battlespirit. The whole point of battlespirit for PvP (as you know) was that the way some things worked were too strong or weak in Cyrodiil for the kind of outcomes desired, so a separate PvP balance was instituted so that the devs didn't have to make completely separate skill lines just for PvP-only or massive changes in the functioning of each individual active and passive skill split between PvP and PvE. Here, the idea is similar to battlespirit but role-focused.

    Which means, then, your armor is still your armor. Your abilities your abilities. But consider, not just battlespirit, but set bonuses. I mean, technically, they can affect your existing abilities, yes? But they don't inherently change those abilities just alter their effectiveness. The way I would build a stance, strong tank builds wouldn't be over-buffed, as anything that would involve say, mitigation, could scale or have a cap to help weaker builds but only to a point. And that's only *if* increased mitigation were part of the tank stance rather than just leaving it armor and set bonuses as they are now. Everything is on the table at the moment for speculation, but nothing has to *stay* on the table.

    To answer #2, again, this is wide open to suggestion. My own thought at the moment is that it would be fixed. Like, "Oh, I'm queuing for tank so the following will apply to this character for the duration of the activity." Just like when I go to Cyro, IC, or BGs I know the following list of X, Y, and Z will apply to my character for the duration of that activity. This also gives ZOS a way to address the complaints of "PVP ruins PVE..." if they are interested in pursuing it, though only to a certain degree before the two sides would become too divergent. In any case, again, for the purposes of this thread the actual answer is, "Whatever you want it to be" not just what I am mulling over personally.

    If I were to actually look at what it would take for this to work for me, I would take a page from Warframe's Arbitrations. There, you find out what the buff or "stance" effect is ahead of time before you queue, so you can plan your build appropriately. I'd be willing to adjust my tank builds for some more variety IF I have the chance to know the current buff/effect going in. If I show up in a random dungeon with a random buff that I don't know about until I get there, forget it - I'll just carry on with my regular tank build. I don't like the idea of "I'll just show up in a random build and hope the game gives me a buff that will let me muddle through as a "tank".

    In short, if ZOS ever seriously looks at this idea, I'd want to see the current buff before I queued up, that way I can actually change my build to take advantage of it.
    Sure, I get what you're saying, and this is great. I started looking at the stance idea as a way to help new players/players new to roles as well as address existing player complaints and concerns, but you have come up with a very different notion. Which is awesome! That's kind of the point. What would you want?

    Your answer is no better or worse than mine in terms of the spirit of this thread, and it reminds me a bit of Mythic Plus affixes in WoW, though those affect mobs not players. So basically an optional set of affects on the player that could change over for different seasons or even just between each run. Is that it?

    Its interesting in a vague "What If?" way.

    I struggle a little with the viability of the PVE Battlespirit idea. That's because:
    A. Random groups already have something similar for using groupfinder, though its a minor buff and not role specific.

    B. ZOS uses PVP Battlespirit rather more minimally than you might expect. Many players want ZOS to use it for more PVP situations/nerfs, and they don't. That's largely because ZOS doesnt want huge differences in skill performance in different areas of the game, so Battlespirit mostly does extra health, half damage, half heals, and some skills get lesser versions of what they do to NPCs.

    So its certainly possible for ZOS to change that random group buff to fit your vision...if they are willing to commit to skills acting differently in groups than they do elsewhere in the game. Given their reluctance to use Battlespirit to implement PVP specific changes, I think that's a big IF.

    Well, I'm using that term (Battlespirit) because it's the closest thing currently in the game. I don't want to imply a PVE stance would be a mirror image or clone of the actual PVP Battlespirit. The upside of the comparison is that it gets people *closer* to what I'm trying to say, the downside is that if taken too strongly it can overshoot the mark. Same with trying to throw out concrete examples, which can facilitate discussion but also introduce an undesired/biased understanding of what was intended. That's why I also tossed in gear set bonuses. Not to suggest this is equivalent to my thoughts on a stance either, but to indicate the scope and scale I would think might be acceptable for altering ability performance (i.e. duration; range; cost; secondary effect on targets, caster, or allies; etc.).

    To reiterate I'm not suggesting major changes to the performance of abilities, and indeed, altering ability performance is only one possible mode for a stance effect. It's certainly going to be in the mix for any hypothetical discussion, but I agree with you and IDK that if role stances were to lead to parallel development or balancing of abilities it would get into an area that ZOS has tried to avoid. Still, for that mode, I think having it be consistent and role-specific as well as generic (rather thing singling out particular, individual abilities) would limit the movement toward such a two-track system. I think where the biggest danger lies is whether stances could be used to give some separation for some role-specific nerfs between PVP and PVE, but I would be remiss to not at least mention that potential use for stances given how many complaints are received on the issue.

    Yet even if any and all altering of ability performance options were completely taken off the table (e.g., "healing spells have a chance to..."), rather than just those options that might lead to a PvP vs PVE schism, that still leaves room for other aspects of stances. To name a few:
    • any buff or debuff currently in the game
    • new buffs or debuffs added to the game in the future, whether exclusive to or non-exclusive to stances
    • behavior or performance of weapons (such as prior example of letting other weapons taunt in some way)
    • alteration of visual or sound effects of characters or of player actions
    • toggled option for role-specific tips to help players learn as they are playing live in a group setting
    The first two could be implemented in a number of ways, such as your character's proximity to other players or enemies, etc. Almost like a mini-game. Or it could just be, "You get this buff." I don't want to take up a lot of space going through the possibilities for each, though. In fact, by even giving that small list it kind of further cements the thread as "tiny's vision = the idea of role stances when queuing for PVE instance groups", which then limits other people's contributions, such as your idea inspired by Warframe.

    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    Its a different take on how to make dungeons work. However, as a tank who's mostly satisfied with the status quo, and a sometime healer who's still mostly satisfied with the status quo...

    I'm not feeling the lack of variety.

    Like, as a tank in group dungeons, I'm already building to stay alive, hold boss aggro, crowd control enemies, and buff the group. I'm choosing which skills I want to use to accomplish that - my MagDK does that job very differently from my MagBlade or my Stam Sorc tank.
    Sure. I acknowledged some folks would be OK with the status quo, but even so, things can be better. So, for those who see some parts of tank or healer as "boring" or "inadequate", I'd expect their wish-list to drive hard into those concerns. For those who kind of like things as they are, I'd expect to see more of an enhancement or progression of what the current system already offers. So there aren't really "good" or "bad" answers to those being good sports on the "What if..." question.

    That being said, the stances are an interesting idea. Unless I'm misunderstanding your suggestion of stances, instead of building to fill the role of tank how I want to fill it, I'd get unspecified "tank buffs" that strengthen me, strengthen the group, or give different options for taunts.

    I guess I've got a few questions for how this would work.

    1. How does this benefit someone who's prepared with an actual tank build, who already has a taunt and a rotation of CC's and buffs to use? It sounds like I'd get duplicates of what I already have or stuff that risks unbalancing the tank role in terms of crowd control rotation and speed of taunting.

    2. When do we find out what buffs we get so we can prepare ahead of time? I'm not going to make my random group wait on me while I change my skills around to take advantage of light attacks taunting, for example.
    Yeah, I've thought up some good, bad, and ugly ways to address some of the instanced PvE role issues like:
    • nerfing PvE because of PvP imbalance
    • not enough people interested in tanking
    • people unhappy with being limited to sword and board or ice staff
    • people mad that ice staff has to be a tank tool vs those who like it as a tank tool
    • etc.
    So the "What if...?" part is wide open. The only really fixed part of this thread is basically, "Characters who queue as role X will be altered in some way for the duration of the activity." (Highlighted for skimmers.) The most appropriate MMORPG term to fit that description I could think of was "stance". Now, in my mind it works like a PVE version of PVP's battlespirit effect, but based on your role. The details are what I'm asking other people for. I mean I gave some generic examples, but they were just that, generic examples.

    In terms of "building for a role", yes. The better you build for it, the better off you and your party will be in my own opening version of what a stance could be. The stance might help weaker builds a bit, but if you don't have some kind of mitigation like heavy armor or spell-shield stacking, etc., then you are still going to have a hard time tanking. But that said, let's say you don't want to be limited to one-hand and shield. It would still be the premier option, but maybe the tank stance would help make other weapons viable (but not BiS) for tanking and do so without screwing up the skill line of those other weapons. In my own mind, the stance wouldn't so much over-buff an already great build for a role, it would:
    • increase the options available for the role
    • help players learning the role
    • make the role feel more unique/expanded
    But that's just part of *my* answer to the "What if...?" I posed. It's not the entire point of the thread or the only option available for consideration.

    To answer #1, as I just mentioned, my initial specific examples (like increasing range or duration of crowd control) were just tossed out to give something to start with, not intended as long-thought out and balanced suggestions. Though I suppose ZOS could counter-balance that. I've found it's better to give concrete examples, even just throw-away ones off the top of my head, to get conversation started. Ever notice that people online love to tell you your example is bad and that if you really wanted to try a particular idea you should do it this other way instead? :blush: So I'm not wedded to those particular "maybes".

    The stance idea doesn't have to be huge or sweeping. As mentioned, the best analogy is a PvE battlespirit. The whole point of battlespirit for PvP (as you know) was that the way some things worked were too strong or weak in Cyrodiil for the kind of outcomes desired, so a separate PvP balance was instituted so that the devs didn't have to make completely separate skill lines just for PvP-only or massive changes in the functioning of each individual active and passive skill split between PvP and PvE. Here, the idea is similar to battlespirit but role-focused.

    Which means, then, your armor is still your armor. Your abilities your abilities. But consider, not just battlespirit, but set bonuses. I mean, technically, they can affect your existing abilities, yes? But they don't inherently change those abilities just alter their effectiveness. The way I would build a stance, strong tank builds wouldn't be over-buffed, as anything that would involve say, mitigation, could scale or have a cap to help weaker builds but only to a point. And that's only *if* increased mitigation were part of the tank stance rather than just leaving it armor and set bonuses as they are now. Everything is on the table at the moment for speculation, but nothing has to *stay* on the table.

    To answer #2, again, this is wide open to suggestion. My own thought at the moment is that it would be fixed. Like, "Oh, I'm queuing for tank so the following will apply to this character for the duration of the activity." Just like when I go to Cyro, IC, or BGs I know the following list of X, Y, and Z will apply to my character for the duration of that activity. This also gives ZOS a way to address the complaints of "PVP ruins PVE..." if they are interested in pursuing it, though only to a certain degree before the two sides would become too divergent. In any case, again, for the purposes of this thread the actual answer is, "Whatever you want it to be" not just what I am mulling over personally.

    If I were to actually look at what it would take for this to work for me, I would take a page from Warframe's Arbitrations. There, you find out what the buff or "stance" effect is ahead of time before you queue, so you can plan your build appropriately. I'd be willing to adjust my tank builds for some more variety IF I have the chance to know the current buff/effect going in. If I show up in a random dungeon with a random buff that I don't know about until I get there, forget it - I'll just carry on with my regular tank build. I don't like the idea of "I'll just show up in a random build and hope the game gives me a buff that will let me muddle through as a "tank".

    In short, if ZOS ever seriously looks at this idea, I'd want to see the current buff before I queued up, that way I can actually change my build to take advantage of it.
    Sure, I get what you're saying, and this is great. I started looking at the stance idea as a way to help new players/players new to roles as well as address existing player complaints and concerns, but you have come up with a very different notion. Which is awesome! That's kind of the point. What would you want?

    Your answer is no better or worse than mine in terms of the spirit of this thread, and it reminds me a bit of Mythic Plus affixes in WoW, though those affect mobs not players. So basically an optional set of affects on the player that could change over for different seasons or even just between each run. Is that it?

    Its interesting in a vague "What If?" way.

    I struggle a little with the viability of the PVE Battlespirit idea. That's because:
    A. Random groups already have something similar for using groupfinder, though its a minor buff and not role specific.

    B. ZOS uses PVP Battlespirit rather more minimally than you might expect. Many players want ZOS to use it for more PVP situations/nerfs, and they don't. That's largely because ZOS doesnt want huge differences in skill performance in different areas of the game, so Battlespirit mostly does extra health, half damage, half heals, and some skills get lesser versions of what they do to NPCs.

    So its certainly possible for ZOS to change that random group buff to fit your vision...if they are willing to commit to skills acting differently in groups than they do elsewhere in the game. Given their reluctance to use Battlespirit to implement PVP specific changes, I think that's a big IF.

    To reiterate I'm not suggesting major changes to the performance of abilities, and indeed,

    Actually you are. You are suggesting the skills perform differently based on "stance". You are suggesting skills be programed to work 3 different ways. Per base skill plus their morphs that is a potential increase skills per class from 45 to 135. Per weapon it would go from 15 to 45 skills Zos now needs to manage.

    Essentially, you are suggesting a complete rework of the design of the game.

    You mention Battle Spirit but that is not relevant here. It is not close to what you suggest because it does not alter the behavior of the skill other than to reduce it's damage or healing. The skill still does the same thing as when the player is in PvE.

    In the end, Zos will not consider this idea as it goes against what they have clearly stated, that they do not want skills to perform differently in one environment vs another which is also at the core of your suggestion.
    Edited by idk on May 12, 2019 3:58PM
  • tinythinker
    tinythinker
    ✭✭✭✭✭
    ✭✭✭✭✭
    idk wrote: »
    Its a different take on how to make dungeons work. However, as a tank who's mostly satisfied with the status quo, and a sometime healer who's still mostly satisfied with the status quo...

    I'm not feeling the lack of variety.

    Like, as a tank in group dungeons, I'm already building to stay alive, hold boss aggro, crowd control enemies, and buff the group. I'm choosing which skills I want to use to accomplish that - my MagDK does that job very differently from my MagBlade or my Stam Sorc tank.
    Sure. I acknowledged some folks would be OK with the status quo, but even so, things can be better. So, for those who see some parts of tank or healer as "boring" or "inadequate", I'd expect their wish-list to drive hard into those concerns. For those who kind of like things as they are, I'd expect to see more of an enhancement or progression of what the current system already offers. So there aren't really "good" or "bad" answers to those being good sports on the "What if..." question.

    That being said, the stances are an interesting idea. Unless I'm misunderstanding your suggestion of stances, instead of building to fill the role of tank how I want to fill it, I'd get unspecified "tank buffs" that strengthen me, strengthen the group, or give different options for taunts.

    I guess I've got a few questions for how this would work.

    1. How does this benefit someone who's prepared with an actual tank build, who already has a taunt and a rotation of CC's and buffs to use? It sounds like I'd get duplicates of what I already have or stuff that risks unbalancing the tank role in terms of crowd control rotation and speed of taunting.

    2. When do we find out what buffs we get so we can prepare ahead of time? I'm not going to make my random group wait on me while I change my skills around to take advantage of light attacks taunting, for example.
    Yeah, I've thought up some good, bad, and ugly ways to address some of the instanced PvE role issues like:
    • nerfing PvE because of PvP imbalance
    • not enough people interested in tanking
    • people unhappy with being limited to sword and board or ice staff
    • people mad that ice staff has to be a tank tool vs those who like it as a tank tool
    • etc.
    So the "What if...?" part is wide open. The only really fixed part of this thread is basically, "Characters who queue as role X will be altered in some way for the duration of the activity." (Highlighted for skimmers.) The most appropriate MMORPG term to fit that description I could think of was "stance". Now, in my mind it works like a PVE version of PVP's battlespirit effect, but based on your role. The details are what I'm asking other people for. I mean I gave some generic examples, but they were just that, generic examples.

    In terms of "building for a role", yes. The better you build for it, the better off you and your party will be in my own opening version of what a stance could be. The stance might help weaker builds a bit, but if you don't have some kind of mitigation like heavy armor or spell-shield stacking, etc., then you are still going to have a hard time tanking. But that said, let's say you don't want to be limited to one-hand and shield. It would still be the premier option, but maybe the tank stance would help make other weapons viable (but not BiS) for tanking and do so without screwing up the skill line of those other weapons. In my own mind, the stance wouldn't so much over-buff an already great build for a role, it would:
    • increase the options available for the role
    • help players learning the role
    • make the role feel more unique/expanded
    But that's just part of *my* answer to the "What if...?" I posed. It's not the entire point of the thread or the only option available for consideration.

    To answer #1, as I just mentioned, my initial specific examples (like increasing range or duration of crowd control) were just tossed out to give something to start with, not intended as long-thought out and balanced suggestions. Though I suppose ZOS could counter-balance that. I've found it's better to give concrete examples, even just throw-away ones off the top of my head, to get conversation started. Ever notice that people online love to tell you your example is bad and that if you really wanted to try a particular idea you should do it this other way instead? :blush: So I'm not wedded to those particular "maybes".

    The stance idea doesn't have to be huge or sweeping. As mentioned, the best analogy is a PvE battlespirit. The whole point of battlespirit for PvP (as you know) was that the way some things worked were too strong or weak in Cyrodiil for the kind of outcomes desired, so a separate PvP balance was instituted so that the devs didn't have to make completely separate skill lines just for PvP-only or massive changes in the functioning of each individual active and passive skill split between PvP and PvE. Here, the idea is similar to battlespirit but role-focused.

    Which means, then, your armor is still your armor. Your abilities your abilities. But consider, not just battlespirit, but set bonuses. I mean, technically, they can affect your existing abilities, yes? But they don't inherently change those abilities just alter their effectiveness. The way I would build a stance, strong tank builds wouldn't be over-buffed, as anything that would involve say, mitigation, could scale or have a cap to help weaker builds but only to a point. And that's only *if* increased mitigation were part of the tank stance rather than just leaving it armor and set bonuses as they are now. Everything is on the table at the moment for speculation, but nothing has to *stay* on the table.

    To answer #2, again, this is wide open to suggestion. My own thought at the moment is that it would be fixed. Like, "Oh, I'm queuing for tank so the following will apply to this character for the duration of the activity." Just like when I go to Cyro, IC, or BGs I know the following list of X, Y, and Z will apply to my character for the duration of that activity. This also gives ZOS a way to address the complaints of "PVP ruins PVE..." if they are interested in pursuing it, though only to a certain degree before the two sides would become too divergent. In any case, again, for the purposes of this thread the actual answer is, "Whatever you want it to be" not just what I am mulling over personally.

    If I were to actually look at what it would take for this to work for me, I would take a page from Warframe's Arbitrations. There, you find out what the buff or "stance" effect is ahead of time before you queue, so you can plan your build appropriately. I'd be willing to adjust my tank builds for some more variety IF I have the chance to know the current buff/effect going in. If I show up in a random dungeon with a random buff that I don't know about until I get there, forget it - I'll just carry on with my regular tank build. I don't like the idea of "I'll just show up in a random build and hope the game gives me a buff that will let me muddle through as a "tank".

    In short, if ZOS ever seriously looks at this idea, I'd want to see the current buff before I queued up, that way I can actually change my build to take advantage of it.
    Sure, I get what you're saying, and this is great. I started looking at the stance idea as a way to help new players/players new to roles as well as address existing player complaints and concerns, but you have come up with a very different notion. Which is awesome! That's kind of the point. What would you want?

    Your answer is no better or worse than mine in terms of the spirit of this thread, and it reminds me a bit of Mythic Plus affixes in WoW, though those affect mobs not players. So basically an optional set of affects on the player that could change over for different seasons or even just between each run. Is that it?

    Its interesting in a vague "What If?" way.

    I struggle a little with the viability of the PVE Battlespirit idea. That's because:
    A. Random groups already have something similar for using groupfinder, though its a minor buff and not role specific.

    B. ZOS uses PVP Battlespirit rather more minimally than you might expect. Many players want ZOS to use it for more PVP situations/nerfs, and they don't. That's largely because ZOS doesnt want huge differences in skill performance in different areas of the game, so Battlespirit mostly does extra health, half damage, half heals, and some skills get lesser versions of what they do to NPCs.

    So its certainly possible for ZOS to change that random group buff to fit your vision...if they are willing to commit to skills acting differently in groups than they do elsewhere in the game. Given their reluctance to use Battlespirit to implement PVP specific changes, I think that's a big IF.

    To reiterate I'm not suggesting major changes to the performance of abilities, and indeed,

    Actually you are. You are suggesting the skills perform differently based on "stance". You are suggesting skills be programed to work 3 different ways. Per base skill plus their morphs that is a potential increase skills per class from 45 to 135. Per weapon it would go from 15 to 45 skills Zos now needs to manage.
    I've clarified more than enough already.

    "Altering ability performance" has a wide range of potential implications and applications. You are focusing on a few to make your reply. Do you consider a new set that has the effect "there is a 10% chance for a healing spell to also give a small buff to the target" to be a major change to the performing of abilities? Or perhaps "area of effect abilities have duration increased by 2 seconds" to be a major change to the performance of abilities? These are examples of things that could be added per stance, they alter ability performance, but I don't consider them a case of "skills programmed to work three different ways" that require "a complete work of the game". Can there be things added under stances that would have absolutely that effect on combat design and development? Yes, of course. So raising that is fair and appreciated.

    For example, I said one way stances could be used would be to temper the schism between the PVE and PVP crowd, yet I specifically acknowledge that this would be hard to pull off without veering into a parallel development system. Still, I mentioned it because technically it *is* a way stances could be used, regardless of whether ZOS would implement it. And some people have asked for it. So in a speculative thread about what players might want to see it needs to be included. It's fair game in a what-if thought experiment. Yet I've also mentioned other modes for stance effects that have nothing at all to do with affecting abilities beyond generic buffs, and even some modes for stances that don't do anything to any kind of ability at all.

    Beyond that, I've made it clear this thread isn't just about my ideas; that the thread is about anyone's preferences for what could be added under the heading of "temporary effect while queued for a particular role", which is extraordinarily broad. It's a "What if..." thread for speculation, which some people actually find fun just to explore possibilities. And even though such discussions start one place they may go somewhere else. Like when someone mentioned a system from Warframe.

    I already addressed all of this, and things like why I referenced Battlespirit, the limitations of analogies, etc., but I dunno, maybe you skipped that part? Or maybe you are just cherry picking or really worked up over a particular implication for stances like a possible major split in PVE vs. PVP development? If that is your only concern, and it is a valid concern, you've mentioned it three times now so consider your feedback officially acknowledged by the person who wrote the original post :)

    BTW, completely off topic, but I've noticed you are also on the "Asking ZOS about the framework/taxonomy/over-aching scheme for class development and balance" bandwagon. Given the staffing shakeup, I would understand if the answer was "that's under development", but I think ZOS telling us they have or are creating such a vision for classes & combat (or even why they think making one is a bad idea) would be a great gesture. I can see it both ways - some degree of standardization and restriction is necessary, but too much can hurt creativity. But my gut tells me we won't be hearing much about any "big picture" for a while.



    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • RebornV3x
    RebornV3x
    ✭✭✭✭✭
    ✭✭
    This thread is all over the place I don't even know where to begin
    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.
  • tinythinker
    tinythinker
    ✭✭✭✭✭
    ✭✭✭✭✭
    RebornV3x wrote: »
    This thread is all over the place I don't even know where to begin

    Don't worry about it. I tried to list some possibilities people might be interested in as discussion starters, but those are irrelevant. They are just there to open things up, but sometimes people get hung up on the potential examples rather than theme.

    The entire point is this: If it were the case that a player received some type of effect (any at all) for queuing for a particular role in a PVE activity, what would you like it to be?

    That's it. That's the thread. People are encouraged to answer the question with whatever they prefer. You can ignore everything else :blush:
    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • exeeter702
    exeeter702
    ✭✭✭✭✭
    ✭✭
    Joxer61 wrote: »
    exeeter702 wrote: »
    The only practical solution that would be applicable to esos class role format involve the following 3 things.

    1. Prohibit multi role selection in group finder.
    "But i can perform mutliple roles!" Tough ***.

    2. Implement a certification system wherein before you are allowed to queue for a given role you have to complete a mini solo trial designed specifically around each of the 3 roles which unlocks the option for said role on that character per difficulty
    This only solves the issue of having ill equiped players end up in a group not doong their role adequately and does nothing to stop experienced players clearing the trials and still queuing for an expedient GF pop which is what the vote kick option is for.

    3. create an actual desired incentive for players to queue as less popular roles such as tank
    This also requires dugneons be made to have absolute tank and healer checks but that is a whole other can of worms and a very real issue with cp and power creep.

    Adding any unique role buffs is a complete dead end and would only serve to make vet dungeons even easier.

    There was a game that actually did apply #2...cant think of the name now but I do remember that you had to "try out" for the roles selected…...

    The secret world did it.
    Edited by exeeter702 on May 13, 2019 2:43PM
  • darkblue5
    darkblue5
    ✭✭✭✭✭
    I'd like for people to get some actual in game tutorials on light attack weaving, bar swap canceling, and everything else that makes the combat in this game fun.

    If I'm 4 dps-ing nCoA I to help my Mom and my Grandma get some BSW I don't want to get saddled with weird Battle Spirit style changes I don't get to swap out of. I don't want the only other option to be manually entering mostly because I'm lazy trash.
    On vDLC dungeons usually the first boss is a good check for "Can the PUG complete this as currently made". Even if the PUGs had done the dungeon before that doesn't mean they weren't carried a little bit and you can get 3-4 people in that situation. It's kinder to everyone to kindly explain that the group as is probably can't do the content and leaving. No need to be a jerk and you never know what people are dealing with even if you think they should just "git gud". Neither is struggling fruitlessly fun if those PUGs could get carried by a different PUG. Nothing wrong with a lil bit of carrying.
Sign In or Register to comment.