barney2525 wrote: »Just out of curiosity...
When you went to your first job and they gave you a tutorial do you remember everything that was in it?
Or did you actually Learn the job by working with others, on the job ?
This comparison seems clever at a glance, but actually doesn’t really encapsulate the situation. Most jobs are nowhere near as vast and complex as this game is. Certainly not “first” jobs. Most jobs also do not have instances of hundreds of employees next to you that are just as clueless as you. That comparison would require most of ESO’s playerbase to have a competent grasp on everything in the game, and they don’t.
barney2525 wrote: »barney2525 wrote: »Just out of curiosity...
When you went to your first job and they gave you a tutorial do you remember everything that was in it?
Or did you actually Learn the job by working with others, on the job ?
This comparison seems clever at a glance, but actually doesn’t really encapsulate the situation. Most jobs are nowhere near as vast and complex as this game is. Certainly not “first” jobs. Most jobs also do not have instances of hundreds of employees next to you that are just as clueless as you. That comparison would require most of ESO’s playerbase to have a competent grasp on everything in the game, and they don’t.
Disagree.
For starters, I think you over state the complexity of the game. You want combat complexity, play a jedi in SWTOR at top level. We got noting close to that here.
I would also like to point out the inconsistency of mechanics and counters.
some stuff can be interrupted, some stuff cannot, some stuff can be dodged, some cannot, some stuff you can block, others you cannot.
its impossible to tell sometimes what you can or cannot do to counter a situation until you die to it a few times.
The visual cues are useless in group content, when the boss or mobs are standing in a dozen ground AoEs and have 2 dozen ST DoTs on them.I would also like to point out the inconsistency of mechanics and counters.
some stuff can be interrupted, some stuff cannot, some stuff can be dodged, some cannot, some stuff you can block, others you cannot.
its impossible to tell sometimes what you can or cannot do to counter a situation until you die to it a few times.
But do the non-interruptable / non-blockable actions get the same visual cues? I truly don't know (will have to watch out for that in the future), but for me white glowing stripes always indicate that I CAN block and the red ones that I CAN interrupt.
Others one has to learn, that's true... or hope for the help of an addon.
The visual cues are useless in group content, when the boss or mobs are standing in a dozen ground AoEs and have 2 dozen ST DoTs on them.I would also like to point out the inconsistency of mechanics and counters.
some stuff can be interrupted, some stuff cannot, some stuff can be dodged, some cannot, some stuff you can block, others you cannot.
its impossible to tell sometimes what you can or cannot do to counter a situation until you die to it a few times.
But do the non-interruptable / non-blockable actions get the same visual cues? I truly don't know (will have to watch out for that in the future), but for me white glowing stripes always indicate that I CAN block and the red ones that I CAN interrupt.
Others one has to learn, that's true... or hope for the help of an addon.
It used to be even worse back when Undaunted balls were good only for 1 synergy activation, because then there were also many of these giant balls floating around, obscuring the view even further.
But when playing solo, yeah you are right - the blockable/interruptable abilities do tend to have consistent visual cues.
Darkstorne wrote: »I've noticed this a lot recently. Been grinding Scalecaller Peak and it's shocking how many tanks don't want to bother with any mechanics at all against Mortieu.
"Tank, you'll need to interrupt the boss when he starts his charge up attack, and stand on whichever poison vent starts spewing AOE poison at us, okay?"
"Yep, okay."
Tank never interrupts, never blocks poison vents, and I have to try and do it all as a squishy healer.
IMO I don't think they reduced it nearly enough - personally I find the "visual spam" still pretty extreme at times, and in some situations it's quite eye-straining to constantly watch out for the relatively subtle block/interrupt cues.Further, a couple of years ago Zos reduced how many effects we see from the skills other player use. There are some that still show up but nowhere near what it used to be.
The problem is players would rather sprint through dungeons ignoring all mechanics to get to the final boss quick as possible instead of taking the time to help new players learn.
The problem is players dont want advice and dont act on advice. So its usually a waste of time.
When i farmed UG for a week i took my time and explained the fire chamber to ~65% of my groups. On average it took 2-3 treis before ppl even started to follow my advice. The average player has zero situational awareness and doesnt want to improve and learn. Spindle 1 and Fungal 1 vet HM proof this every time they are pledges.
Same goes with bad DDs. No matter how nice i tell them that they have to improve their builds to progress ~90% are instantly offended because its unthinkable for them that whatever crap they build together is not good enought for end game content.
So how do you want to train players that unwilling to learn?
VaranisArano wrote: »
As for the Trifocus passive, I tend to assume that most leveling characters grabbed that passive while using a fire or lightning staff. Then they get an ice staff while leveling and are like WTF once they get aggro. Alternatively, the taunt is another mechanic that doesn't matter unless they are trying to do a WB or dungeon, so they might not have even thought about it - very similar to how interrupts are pretty ignorable in overland content.
The visual cues are useless in group content, when the boss or mobs are standing in a dozen ground AoEs and have 2 dozen ST DoTs on them.I would also like to point out the inconsistency of mechanics and counters.
some stuff can be interrupted, some stuff cannot, some stuff can be dodged, some cannot, some stuff you can block, others you cannot.
its impossible to tell sometimes what you can or cannot do to counter a situation until you die to it a few times.
But do the non-interruptable / non-blockable actions get the same visual cues? I truly don't know (will have to watch out for that in the future), but for me white glowing stripes always indicate that I CAN block and the red ones that I CAN interrupt.
Others one has to learn, that's true... or hope for the help of an addon.
It used to be even worse back when Undaunted balls were good only for 1 synergy activation, because then there were also many of these giant balls floating around, obscuring the view even further.
But when playing solo, yeah you are right - the blockable/interruptable abilities do tend to have consistent visual cues.
Darkstorne wrote: »I've noticed this a lot recently. Been grinding Scalecaller Peak and it's shocking how many tanks don't want to bother with any mechanics at all against Mortieu.
"Tank, you'll need to interrupt the boss when he starts his charge up attack, and stand on whichever poison vent starts spewing AOE poison at us, okay?"
"Yep, okay."
Tank never interrupts, never blocks poison vents, and I have to try and do it all as a squishy healer.
That happens, but in my experience tanks have the most awareness of any role in PUGs. Next are healers, many of whom will slot crushing shock for ranged interrupts. It's the DDs who don't know to stop pew-pewing the boss to deal with other mechanics who are the bigger issue.
A tank can't taunt every trash mob, keep them stacked up, chain/leash the loose ones that the healer is running in front of a mile away, and still interrupt every interruptible attack. Which in some DLC dungeons should happen, even for trash pulls. MoS assassins aren't interrupted, and then the chained group member isn't freed (especially bad, and a PUG killer, in the indrik boss fight). People in Scalecaller Peak get stoned left and right because they can't be bothered to watch out for the spheres, and nobody breaks them free. Tank dies to minotaurs in Bloodroot because nobody cares that they're on the ground chained and are going to die unless someone takes 1 second to bash the bull. Group wipes in Falkreath Hold because nobody knows whose job it was to purify the corpses. The list goes on...
Oh, I agree. I was away from the game about 2 years between 2016 and 2018, so I had a fair share of catching up to do with regard to DLC dungeons. Once I got up to speed I'd often start a dungeon asking if everyone was comfortable with the mechanics, and saying we could go over them before pulling bosses. 9 times out of 10 I got crickets, and then after wiping a number of times someone might eventually say it's their first time, and could we please go over what we had to do. But even more often than that, at the first sight of trouble, someone drops from the group. 'cause dungeons aren't meant to be played (and explained), they're meant to be raced through to get the carrot at the end, don't you know? *sigh*robertthebard wrote: »You know, back in my day, when we had complicated, or seemingly complicated mechanics in raids/dungeons/Vet equivalent content, we would take the time before beginning the encounter to go over them. It's been a thing I've been involved in since 2005. Even with that, Progression Raiding was a thing because knowing what the mechanics are, and pulling them off flawlessly, or well enough to get through the content are not the same thing.
Again, that is my position as well. I've said as much in this thread when I pointed out that before One Tamriel and the nonsensical battle leveling it brought, people actually needed to be careful pulling in Craglorn and higher level VR zones, needed to dodge and block and interrupt, and it helped a lot to exploit off-balance enemies. These basic combat moves were relevant for ordinary overland playing, so you'd know to use them in group content as well. One Tamriel may have brought lots of players, but at too high a cost IMO. You can level a character to level 50/CP160 in a matter of hours chasing dolmens during an event and using level reward XP buffs and not know the first thing about playing the game afterwards.robertthebard wrote: »That said, all of the tutorials do, indeed, teach the basics, including interrupting, so this thread is really about a half hour of my life I'll never get back. As has been stated, the tutorials aren't the problem. Now, I use my interrupts, what can I say, it's a carry over from when I was super wrapped up in doing hardmode stuff in other games, so I tend to brush up on the basics, and use them. Not everyone is me, however, and I'm not even going to try to claim flawlessness in this regard. However, for the vast majority of the content, it's more going through the motions, than something I'm required to do. The game could have more fights in it that do require the use of these mechanics, and it would go a long way to helping, but in reading the OP, I'm left with the same question that was posed later in the thread: Why didn't the OP bash/interrupt?
The problem isn't with the tutorial as such - it does, in fact, cover the basic defensive mechanics in ESO (dodging, blocking, interrupting).
IMO the problem is that these mechanics are completely irrelevant in the majority of overland content, so most players tend to forget that they are even a thing.
Who will remember about interrupting casters, when there is never a need to do so in overland (not counting the WBs)?
Those 2 things have very little to do with each other.Again, that is my position as well. I've said as much in this thread when I pointed out that before One Tamriel and the nonsensical battle leveling it brought, people actually needed to be careful pulling in Craglorn and higher level VR zones, needed to dodge and block and interrupt, and it helped a lot to exploit off-balance enemies. These basic combat moves were relevant for ordinary overland playing, so you'd know to use them in group content as well. One Tamriel may have brought lots of players, but at too high a cost IMO. You can level a character to level 50/CP160 in a matter of hours chasing dolmens during an event and using level reward XP buffs and not know the first thing about playing the game afterwards.robertthebard wrote: »That said, all of the tutorials do, indeed, teach the basics, including interrupting, so this thread is really about a half hour of my life I'll never get back. As has been stated, the tutorials aren't the problem. Now, I use my interrupts, what can I say, it's a carry over from when I was super wrapped up in doing hardmode stuff in other games, so I tend to brush up on the basics, and use them. Not everyone is me, however, and I'm not even going to try to claim flawlessness in this regard. However, for the vast majority of the content, it's more going through the motions, than something I'm required to do. The game could have more fights in it that do require the use of these mechanics, and it would go a long way to helping, but in reading the OP, I'm left with the same question that was posed later in the thread: Why didn't the OP bash/interrupt?
Oh, I agree. I was away from the game about 2 years between 2016 and 2018, so I had a fair share of catching up to do with regard to DLC dungeons. Once I got up to speed I'd often start a dungeon asking if everyone was comfortable with the mechanics, and saying we could go over them before pulling bosses. 9 times out of 10 I got crickets, and then after wiping a number of times someone might eventually say it's their first time, and could we please go over what we had to do. But even more often than that, at the first sight of trouble, someone drops from the group. 'cause dungeons aren't meant to be played (and explained), they're meant to be raced through to get the carrot at the end, don't you know? *sigh*robertthebard wrote: »You know, back in my day, when we had complicated, or seemingly complicated mechanics in raids/dungeons/Vet equivalent content, we would take the time before beginning the encounter to go over them. It's been a thing I've been involved in since 2005. Even with that, Progression Raiding was a thing because knowing what the mechanics are, and pulling them off flawlessly, or well enough to get through the content are not the same thing.Again, that is my position as well. I've said as much in this thread when I pointed out that before One Tamriel and the nonsensical battle leveling it brought, people actually needed to be careful pulling in Craglorn and higher level VR zones, needed to dodge and block and interrupt, and it helped a lot to exploit off-balance enemies. These basic combat moves were relevant for ordinary overland playing, so you'd know to use them in group content as well. One Tamriel may have brought lots of players, but at too high a cost IMO. You can level a character to level 50/CP160 in a matter of hours chasing dolmens during an event and using level reward XP buffs and not know the first thing about playing the game afterwards.robertthebard wrote: »That said, all of the tutorials do, indeed, teach the basics, including interrupting, so this thread is really about a half hour of my life I'll never get back. As has been stated, the tutorials aren't the problem. Now, I use my interrupts, what can I say, it's a carry over from when I was super wrapped up in doing hardmode stuff in other games, so I tend to brush up on the basics, and use them. Not everyone is me, however, and I'm not even going to try to claim flawlessness in this regard. However, for the vast majority of the content, it's more going through the motions, than something I'm required to do. The game could have more fights in it that do require the use of these mechanics, and it would go a long way to helping, but in reading the OP, I'm left with the same question that was posed later in the thread: Why didn't the OP bash/interrupt?
ImmortalCX wrote: »Why isn't interrupt a single click of the right button?
IMO on PC, holding the right button should be block, clicking the right button should be interrupt.
The way they have it set up takes holding the right, then clicking the left. Doesn't make sense.
ImmortalCX wrote: »Why isn't interrupt a single click of the right button?
IMO on PC, holding the right button should be block, clicking the right button should be interrupt.
The way they have it set up takes holding the right, then clicking the left. Doesn't make sense.
barney2525 wrote: »Just out of curiosity...
When you went to your first job and they gave you a tutorial do you remember everything that was in it?
Or did you actually Learn the job by working with others, on the job ?
barney2525 wrote: »Just out of curiosity...
When you went to your first job and they gave you a tutorial do you remember everything that was in it?
Or did you actually Learn the job by working with others, on the job ?