Yeah I agree its way too drastic and unnecessary for skilled pre-made groups. But only way to prevent fake tanks is to make sure the content is not possible to be completed without a taunt (since fake tank = no taunts). But that causes a whole different spectrum of issues. I guess there really isn't much solution to the fake tanks using the group finder, other than not using the group finder.So you want Zos to add mechanics to the fight that would force everyone to run a perfect trinity even when they are skilled enough to clear the content without a perfect trinity.
I'd like an "enrage" mechanic from dungeon bosses as a solution. Just an idea.The basic requirement for a tank is to have a taunt, nothing more. So Zos can require a player to have a taunt unlocked and can even require them to have it slotted to queue as a tank. The fake tank can swap it out after they get into a group or just not use it.
If a taunt is not applied on the bosses in the first 5-10 seconds they would enrage (gaining a big damage shield and doing very high dmg to everyone). Application of a taunt would remove this enraged state if tank was late for some reason. It would also discourage other roles from running ahead by themselves and engaging the bosses before tank can catch up. If your group can kill the boss in less than 10 seconds fake tanking shouldn't be much of a problem anyway.
However players must be made aware of this effect, by showing a notification window when you queue for tank for the first time in your character as well as properly saying this in death recap, should the players die to an enraged boss.
Of course there'd be cases that need adjustments, such as tank disconnecting or tank leaving the group (other 3 players shouldn't be blocked from progressing the dungeon in such cases).
So you want Zos to add mechanics to the fight that would force everyone to run a perfect trinity even when they are skilled enough to clear the content without a perfect trinity.
There are many fights where a tank is virtually useless. Much of Direfrost Keep and especially the last boss do not need a tank. Drodda pretty much ignores the taunt. Spindleclutch II final boss does not need a tank. At least two bosses in Darkshade II, including the Engine Guardian, do not need a tank. What is a tank going to do with the Engin Guardian? Nothing in Vaults of Madness requires a tank. I have cleared VoM dozens of times with just four DPS.
I am speaking exclusively of vet HM. I could list more but I think I have made my point that there are many fights that the taunt is useless (especially if the undaunted taunt) and a great many where it is virtually useless.
As a result, forcing everyone to use a taunt does not make sense.
Edit: BTW, I usually tank so I am fairly aware of when I am useless as a tank.
Grandchamp1989 wrote: »Other bosses respond to taunt but will still have mechs that smack your team around like: last boss of Tempest Island
Viewsfrom6ix wrote: »Tank:
- Min 25k HP
- Min 20k Resistance
- Have shield slotted
- Have taunt skill slotted
Curious_Death wrote: »"
DD:
Min 35k DPS on the 6m trial dummy.
"
que time as tank from 2 min ==> 2 days
Viewsfrom6ix wrote: »Solution:
This idea has been floated around by others, it is the idea of having two types of queues.
- Casual = No role requirement queue
- Serious = Role required queue (1 tank, 2 DDs, 1 healer)
Viewsfrom6ix wrote: »
What is a fake tank?
A tank's role is described as taunting (taking aggro from mobs/boss), basically diverting the damage to himself rather than the group. A bad tank is NOT a fake tank. This means if a DDs with zero attributes in health can still be a tank if they have the correct gears and taunt. A fake tank is a DD (or even a healer) queues as a tank role and has no gear or skills required to be one like having less than 15k hp and no taunt. In optimal and experienced groups, tanks are required to debuff enemy and buff group DPS as well but we are talking about GF here so this is not a necessity but more of a luxury.
This should get you trough all non dlc vet dungeons without much problems.Grandchamp1989 wrote: »I really like the idea of casual (no limit) que and a serious que.
Many games does the same.
It's called ranked and unranked.
In unranked it's the wild west were you try out new things and experiment.
Ranked is where you use that which works. 1-2-1
If you want bars for VETERAN it should be extremely laughably low like:
Tank: A taunt is slotted
Healer: An AOE heal is slotted
DPS: 15k on a 3 mill dummy
Viewsfrom6ix wrote: »I mean would a dps still queu as a tank with a dps loss of 75%?
Viewsfrom6ix wrote: »Background:
This idea stemmed from https://forums.elderscrollsonline.com/en/discussion/548925/fake-tanking.
Currently group finder (GF) requires one tank, two damage dealers (DD) and one healer. Being a MMO, the game's population has a lot more DDs than tanks and healers combined. This leads to long queue times for DDs (20-40mins queue times and sometimes it lingers over an hour). Tanks have around instant to 5mins queue time and healers have around 5-10mins queue time. Because of the short queue time of tanks and healers, DDs change their role to tank to speed up their queue time.
What is a fake tank?
A tank's role is described as taunting (taking aggro from mobs/boss), basically diverting the damage to himself rather than the group. A bad tank is NOT a fake tank. This means if a DDs with zero attributes in health can still be a tank if they have the correct gears and taunt. A fake tank is a DD (or even a healer) queues as a tank role and has no gear or skills required to be one like having less than 15k hp and no taunt. In optimal and experienced groups, tanks are required to debuff enemy and buff group DPS as well but we are talking about GF here so this is not a necessity but more of a luxury.
Problem:
This game's dungeon difficulty scales from normal base game (T3) to vet base game/normal dlc (T2) to vet dlc (T1). I am generalizing here and not an actual representation of the dungeon's difficulties. T2 and T1 can be very challenging if the tank is not effective at taking aggro and surviving. If the tank doesn't take aggro, the mobs/boss will attack DDs and healer which leads to a wipe. If the tank can't survive, the mobs/boss will attack the DDs and healer which leads to a wipe. You guys get the point. No tank support = dead group.
Fake tanks have caused many failed T2 and T1 dungeon runs and wasted everyone's time. However T3 is the grey area, they are extremely easy and can be done in 5 mins with a half decent 4 DD group but does that mean this is the right thing to do? The community is split on this. One end thinking it is okay to fake tank on T3 dungeons but sometimes people overestimate their abilities and fake tank on T2 and even T1 dungeons. The other end thinks this is harmful to the community and is an exploit of the GF.
Solution:
This idea has been floated around by others, it is the idea of having two types of queues.
- Casual = No role requirement queue
- Serious = Role required queue (1 tank, 2 DDs, 1 healer)
Casual queue is exactly what you think it means. Anyone can queue without specifying any roles. This will allow the experienced or time limited players to quickly find a dungeon group and do their daily and pledges. Players queuing into casual will go in with the knowledge that they should not expect anything out of the other players as this is a casual queue. Meaning there could be no tank, no healer and bad DDs. Thus they can be prepared to bring self sustain skills/gears. No one should complain if their group is bad because this is the definition of casual queue. For all those DDs that are fake tanking or even fake healing, they can use casual queue because it is basically no different from the current GF.
Serious queue requires roles and will need set requirements met by each player respective to their role. Why? Because that is the only way to enforce it. I'm going to give some starter numbers and requirements only for the purpose of this discussion. It does not represent what I actually think the requirement should be.
Tank:
- Min 25k HP
- Min 20k Resistance
- Have shield slotted
- Have taunt skill slotted
Healer:
- Min 30k Magicka
- Have restoration staff slotted
- Have min 3 restoration staff skills slotted
DD requirement is tricky because anyone can do damage, so wait... why do we need requirements for DDs?Simple answer is players queuing into serious queue will want others to be half decent so we can't exclude DD from this. I've done many T2 dungeons as a healer and the DPS of the DDs are just abysmal causing several wipes and a horrible experience. The only method I can think of measuring a requirement for DD is a dummy parse number. Yes, I know a parse number does not represent a player's knowledge of dungeon mechanics and how they play in a real dungeon environment. A dummy parse number DOES represent how well a player knows DPS mechanics and their rotation. In most cases, a player that spends time into knowing their rotation will have at least basic knowledge on dungeon mechanics. My suggestion is for ZOS to add a solo instance of a dummy parse room near the Undaunted Enclaves. This room will contain a 6m trial dummy (basically the 21m dummy but with 6m health) so it isn't intimidating to new players.
DD:
- Min 35k DPS on the 6m trial dummy.
Conclusion:
This will solve the two problems. Experienced players wanting to fake tank T3 and T2 dungeons for a quick run. New/experienced players that want a good dungeon run without having to worry about fake roles.
What about the new players that cannot meet the requirement of the serious queue?
- IMO, the requirements are quite low and easily achievable at CP 160.
- They can use the casual queue and maybe the players are nice enough to not rush through everything
- Join a guild, there are PLENTY of beginner friendly guilds that are more than willing to help
- Lower the serious queue requirements even more and add a super serious queue with higher requirements.
I get that people can easily switch gears once they are in the dungeon. But if they've already spent the effort and time in meeting the requirements (leveling resto skill line, getting tank gears, getting taunt skill), they have essentially fulfilled that role. This is not an end all and be all solution but I think it will help the case of the fake tank, fake healer and fake/bad DPS problem.
Thanks for reading everyone and I look forward to the discussions.
TLDR:
Have two queues to satisfy everyone. One without roles and one with roles with requirements.
How about no? You're trying to divide an already divided community even more. If you don't want fake roles, don't PUG.
Grandchamp1989 wrote: »I'd like an "enrage" mechanic from dungeon bosses as a solution. Just an idea.The basic requirement for a tank is to have a taunt, nothing more. So Zos can require a player to have a taunt unlocked and can even require them to have it slotted to queue as a tank. The fake tank can swap it out after they get into a group or just not use it.
If a taunt is not applied on the bosses in the first 5-10 seconds they would enrage (gaining a big damage shield and doing very high dmg to everyone). Application of a taunt would remove this enraged state if tank was late for some reason. It would also discourage other roles from running ahead by themselves and engaging the bosses before tank can catch up. If your group can kill the boss in less than 10 seconds fake tanking shouldn't be much of a problem anyway.
However players must be made aware of this effect, by showing a notification window when you queue for tank for the first time in your character as well as properly saying this in death recap, should the players die to an enraged boss.
Of course there'd be cases that need adjustments, such as tank disconnecting or tank leaving the group (other 3 players shouldn't be blocked from progressing the dungeon in such cases).
So you want Zos to add mechanics to the fight that would force everyone to run a perfect trinity even when they are skilled enough to clear the content without a perfect trinity.
There are many fights where a tank is virtually useless. Much of Direfrost Keep and especially the last boss do not need a tank. Drodda pretty much ignores the taunt. Spindleclutch II final boss does not need a tank. At least two bosses in Darkshade II, including the Engine Guardian, do not need a tank. What is a tank going to do with the Engin Guardian? Nothing in Vaults of Madness requires a tank. I have cleared VoM dozens of times with just four DPS.
I am speaking exclusively of vet HM. I could list more but I think I have made my point that there are many fights that the taunt is useless (especially if the undaunted taunt) and a great many where it is virtually useless.
As a result, forcing everyone to use a taunt does not make sense.
Edit: BTW, I usually tank so I am fairly aware of when I am useless as a tank.
You're not wrong, some of the design decisions of Zos literally blows my mind.
Spider in Darkshade II - Taunt immune
Drodda in Direfrost - Ignores your taunt
Volenfell final boss - red Centurion is in constant rage mode and will ignore taunts
Lamia Queen in Arx Corinium ignores taunt during her rage phase - and she's raging 95% of the time
Wayrest 1 - first boss Inspector Gavon? - Completely ignores taunts
Other bosses respond to taunt but will still have mechs that smack your team around like: last boss of Tempest Island, Banished Cell final boss.
So many bosses where if the team doesn't know how to tank themselves they'll think you're doing something wrong as the tank. Why they would exclude the fundamental tank mechanic (taunt-aggro) on so many bosses is beyond me.
But then again, they expect healers to heal through one-shots so I tend to question their mech design decisions for supports quite a lot.
Dungeons tend to be really unfriendly towards supports so it's in some way quite natural people will drift towards DPS.
That part is on Zos... And I hope they find more creative ways in the future to challenge all the roles and not make them "useless" in certain fights and match ups.
UI design 101, if the client (customer) is not reading the UI well, it's not the fault of the client/customer. The business can either accept this and make changes, or ignore this and keep blaming the customer for the businesses failings.It should not blow your mind. Many of the fights you mention are make players use the basic skill Zos gave every character. Sadly we have a lot of players who lack understanding of even the basics which makes the fights more challenging than they have to be.
Can you explain the instant kill that happens on Imperfect. I was running it with my GF the other day. I was tanking, she was on her sorc. When the adds spawned she was getting one shot. This happened 3 times. Neither of us can figure out what mechanic we are not paying attention to. I have the boss faced away from her. I try to pick up the adds ASAP, but its hard with no AOE taunt. She has 20.5k health, which should be more than enough but she was still getting 1 shot.Also, I cannot think of a one-shot mechanic that will one-shot a player if they or the group does the mechanics properly.
This is one of my fundamental issues with ESO. The combat mechanics are not communicated in an obvious way. I can tell you as an absolute I have died multiple times with no telegraph forewarning me.Unfortunately, I have seen many oblivious to the advanced telegraph telling them the boss is about to do a PBAoE and instead stand and die in it time and time again. Traditionally that is called standing in stupid and it has been said in many MMORPGs that healers cannot heal stupid. It is literally put that way.