Morgha_Kul wrote: »
In any case, I think one of the main issues here is how FAST things are allowed to happen now. The animation cancelling is one aspect of it, the general acceleration of the animations and activations is another. Snipe used to be a long pull of the bow and a release, followed by a long pull again. Now, it's practically a machinegun.
BejaProphet wrote: »BejaProphet wrote: »The single best thing that increases DPS in any dungeon is a good tank. At a minimum a tank that holds boss inside all the group aoes will increase group DPS more than anything. As a bonus if the tank can pull everything into a pile, DPS is off the charts.
I would rather have 2 10K DPS, plus tank/healer doing about 10K for 30K group DPS in all fights rather than the fake tank who can maybe to 100K on a dummy but does less than 10K in a real fight because he is running around the room kiting the boss and/or the rest of the team running around the room kill everything one by one.
One big problem I see lately is fake tank or any role where 1 dude is just running through thinking every dungeon is just like the XP grind locations. But doesn't realize running pat 10 mobs, with LA to pull them in, and hoping they will all pile up in a corner for you, DOES NOT WORK in group dungeons.
There are places where you can strategically make good piles of enemies but not more than about 10-15 at a time. Trying to pile up 40 adds across several rooms only spreads them out and makes it much harder for the team because you have to chase them and kill one or two at a time.
I would argue that a good tank is a multiplier to the group damage. Usually a great tank does wonders for a group’s damage. But it is possible for the damage dealers to be so bad that a classical “tank” is no longer what is needed.
Let’s imagine that a great support oriented tank boosts group out put by 70%
Well in most groups that is going to be the way to go. But what if the combined team damage is 16k? There just isn’t anything there to multiply! Suddenly a tank that can do 20k damage is actually what they need.
I have done 100s of runs on pug normal and no matter what if I am tank and able to hold boss/pile adds the DPS is fine, it is only when people start running ahead and not letting me set it up that DPS goes way down, with good or bad DPS it is same.
BTW I use grth, azureblight, leeching, caltrops, vateshran ice staff back bar, crushing enchant, I do 8K single target DPS and as high as 78K DPS in huge mobs. With this setup anyone can do all job of tank plus enough damage to do all normals. On Vet usually just change to bloodspawn helm and can do most content too.
I actually like using healer better cause it is just so much easier but 75+% there is a terrible tank that makes every run a mess. A good tank makes everyone's job super easy, just let tank put boss somewhere, turn him away from group, pile up some adds, then rest of team can stand behind pile and do their rotation, and healer can stand right behind them healing occasionally and doing damage.
BTW DPS and Healer should stay as close to pile as possible because really only time tank will lose taunt is during mechanics that have boss jump to another player and that either wont happen or is easy to retaunt if everyone is close by. Tip of day.:)
BTW when I'm healer I usually do 10K DPS easy plus all healing/shielding and some team buffs.
I don’t run on normal. My comments had vet in mind, I probably should have specified that. But I don’t think there are really any DPS standard for normal. Where else are people going to learn?
Morgha_Kul wrote: »It is a fact that many... even MOST players will never be able to produce the kind of dps the guys at the top end are doing... not matter how they gear, no matter how much they practice... it's simply not possible for many or most players, for any number of reasons.
In my mind, this is a serious problem... because it's essentially making a substantial amount of content completely inaccessible to those players, to say nothing of PvP.
The issue is that the RANGE of dps is far too great. The curve is much too shallow, as I've said elsewhere. As your dps increases, it should become more and more difficult to increase it further. This USED to be how things were done, way back in the day.
Consider D&D. At L1, your character armed with a Longsword could do 1d8 damage (ie. 1-8 damage). Sure, there would be strength bonuses and such, but on average, that was it. By the time you were L15 (which was pretty high in those days), your longsword would be doing... 1d8 damage. Granted, there were other ways of increasing damage output, but the actual damage stayed more or less the same.
In any case, I think one of the main issues here is how FAST things are allowed to happen now. The animation cancelling is one aspect of it, the general acceleration of the animations and activations is another. Snipe used to be a long pull of the bow and a release, followed by a long pull again. Now, it's practically a machinegun.
This game REALLY needs to rein in the dps at the top end. In my over 40 years of gaming, I've seen this kind of power creep utterly destroy games, more than once. I really don't want to see it happen to ESO.
BejaProphet wrote: »BejaProphet wrote: »The single best thing that increases DPS in any dungeon is a good tank. At a minimum a tank that holds boss inside all the group aoes will increase group DPS more than anything. As a bonus if the tank can pull everything into a pile, DPS is off the charts.
I would rather have 2 10K DPS, plus tank/healer doing about 10K for 30K group DPS in all fights rather than the fake tank who can maybe to 100K on a dummy but does less than 10K in a real fight because he is running around the room kiting the boss and/or the rest of the team running around the room kill everything one by one.
One big problem I see lately is fake tank or any role where 1 dude is just running through thinking every dungeon is just like the XP grind locations. But doesn't realize running pat 10 mobs, with LA to pull them in, and hoping they will all pile up in a corner for you, DOES NOT WORK in group dungeons.
There are places where you can strategically make good piles of enemies but not more than about 10-15 at a time. Trying to pile up 40 adds across several rooms only spreads them out and makes it much harder for the team because you have to chase them and kill one or two at a time.
I would argue that a good tank is a multiplier to the group damage. Usually a great tank does wonders for a group’s damage. But it is possible for the damage dealers to be so bad that a classical “tank” is no longer what is needed.
Let’s imagine that a great support oriented tank boosts group out put by 70%
Well in most groups that is going to be the way to go. But what if the combined team damage is 16k? There just isn’t anything there to multiply! Suddenly a tank that can do 20k damage is actually what they need.
I have done 100s of runs on pug normal and no matter what if I am tank and able to hold boss/pile adds the DPS is fine, it is only when people start running ahead and not letting me set it up that DPS goes way down, with good or bad DPS it is same.
BTW I use grth, azureblight, leeching, caltrops, vateshran ice staff back bar, crushing enchant, I do 8K single target DPS and as high as 78K DPS in huge mobs. With this setup anyone can do all job of tank plus enough damage to do all normals. On Vet usually just change to bloodspawn helm and can do most content too.
I actually like using healer better cause it is just so much easier but 75+% there is a terrible tank that makes every run a mess. A good tank makes everyone's job super easy, just let tank put boss somewhere, turn him away from group, pile up some adds, then rest of team can stand behind pile and do their rotation, and healer can stand right behind them healing occasionally and doing damage.
BTW DPS and Healer should stay as close to pile as possible because really only time tank will lose taunt is during mechanics that have boss jump to another player and that either wont happen or is easy to retaunt if everyone is close by. Tip of day.:)
BTW when I'm healer I usually do 10K DPS easy plus all healing/shielding and some team buffs.
I don’t run on normal. My comments had vet in mind, I probably should have specified that. But I don’t think there are really any DPS standard for normal. Where else are people going to learn?
Actually I mean vet also. But to clarify, if total DPS is not sufficient to clear the content you are correct nothing anyone can really do but that is a different issue. What I am saying is if you are in a group that is actually able to clear the content the biggest increase in DPS that is possible will be a good tank doing their job. I do think we are on the same page actually.
Let's do a little experiment. If you can't fathom why casuals don't seem to care about DPS at all or as much as you/your friends/your guild does, then do this:
1. Imagine that ESO is a single player game. All content is designed for single player. You still have dungeons, including dlcs, vet, and HM. you still have normal and vet trials, but it is made for a single player.
2. Imagine caring how much DPS you are putting out before going into Stone garden or vet Moongrave. You are probably not going to care all that much about doing X DPS having Y uptime on your abilities, and having a perfect rotation. You probably aren't going to practice on a training dummy when you can just practice on the boss and not only learn what "rotation" works best for him but also all of his mechanics. Trial by fire if you will.
3. This is how most casuals play video games. Just because its an mmo and not a single player doesn't mean we suddenly need to start practicing on dummies and memorizing mechanics and perfecting rotations. Most casuals consider learning all this while fighting the bosses and doing the content to be the challenge and the fun part. Learning all this before you go in is..well... like watching the last 20 minutes of the movie first.
Part of the fun is learning while you experience it, not rehearsing it 100 times in Humblemud first. Learning it with others and even trying to beat it with a group of sometimes random people. The most challenging content in games is content you don't practice for, you don't look up, and you play with a group of total strangers of various skill levels. That is part of the fun. Its like having random challenges thrown at you that you overcome.
This practice on a dummy, memorize mechanics, make your rotation muscle memory, and play with people who have rehearsed rotations/mechanics as much as you only turns group content into a factory job...that you don't get paid for. I really do not understand why some players want to strip all the fun out of group content and turn it into an assembly line of bosses they methodically run through with well trained coworkers.
Let's do a little experiment. If you can't fathom why casuals don't seem to care about DPS at all or as much as you/your friends/your guild does, then do this:
1. Imagine that ESO is a single player game. All content is designed for single player. You still have dungeons, including dlcs, vet, and HM. you still have normal and vet trials, but it is made for a single player.
2. Imagine caring how much DPS you are putting out before going into Stone garden or vet Moongrave. You are probably not going to care all that much about doing X DPS having Y uptime on your abilities, and having a perfect rotation. You probably aren't going to practice on a training dummy when you can just practice on the boss and not only learn what "rotation" works best for him but also all of his mechanics. Trial by fire if you will.
3. This is how most casuals play video games. Just because its an mmo and not a single player doesn't mean we suddenly need to start practicing on dummies and memorizing mechanics and perfecting rotations. Most casuals consider learning all this while fighting the bosses and doing the content to be the challenge and the fun part. Learning all this before you go in is..well... like watching the last 20 minutes of the movie first.
Part of the fun is learning while you experience it, not rehearsing it 100 times in Humblemud first. Learning it with others and even trying to beat it with a group of sometimes random people. The most challenging content in games is content you don't practice for, you don't look up, and you play with a group of total strangers of various skill levels. That is part of the fun. Its like having random challenges thrown at you that you overcome.
This practice on a dummy, memorize mechanics, make your rotation muscle memory, and play with people who have rehearsed rotations/mechanics as much as you only turns group content into a factory job...that you don't get paid for. I really do not understand why some players want to strip all the fun out of group content and turn it into an assembly line of bosses they methodically run through with well trained coworkers.
i would like to see, at the very least for the purposes of the group finder, checks on what that character and role has done.
set a structure of dungeons, and make it a requirement to clear X before you can queue for Y. Why should someone's first random vet dungeon be vMoS?
If you want to queue as tank then you should have cleared the base dungeons on vet as a tank role. same for dps. haven't cleared white gold tower? then what are you doing in fang lair?
Let's do a little experiment. If you can't fathom why casuals don't seem to care about DPS at all or as much as you/your friends/your guild does, then do this:
1. Imagine that ESO is a single player game. All content is designed for single player. You still have dungeons, including dlcs, vet, and HM. you still have normal and vet trials, but it is made for a single player.
2. Imagine caring how much DPS you are putting out before going into Stone garden or vet Moongrave. You are probably not going to care all that much about doing X DPS having Y uptime on your abilities, and having a perfect rotation. You probably aren't going to practice on a training dummy when you can just practice on the boss and not only learn what "rotation" works best for him but also all of his mechanics. Trial by fire if you will.
3. This is how most casuals play video games. Just because its an mmo and not a single player doesn't mean we suddenly need to start practicing on dummies and memorizing mechanics and perfecting rotations. Most casuals consider learning all this while fighting the bosses and doing the content to be the challenge and the fun part. Learning all this before you go in is..well... like watching the last 20 minutes of the movie first.
Part of the fun is learning while you experience it, not rehearsing it 100 times in Humblemud first. Learning it with others and even trying to beat it with a group of sometimes random people. The most challenging content in games is content you don't practice for, you don't look up, and you play with a group of total strangers of various skill levels. That is part of the fun. Its like having random challenges thrown at you that you overcome.
This practice on a dummy, memorize mechanics, make your rotation muscle memory, and play with people who have rehearsed rotations/mechanics as much as you only turns group content into a factory job...that you don't get paid for. I really do not understand why some players want to strip all the fun out of group content and turn it into an assembly line of bosses they methodically run through with well trained coworkers.
So as usual I see a lot of threads about dps in dungeons. And over the years it seems like the majority of players play more casual, and that is okey. You don't need much dps for overland content.
However when it comes to dungeons or group content thats another story. Some original dungeons are very easy in normal but on veteran they can be though for casual players. However newer dlc dungeons can be very hard even on normal or even impossible on veteran for the casual player. And let's face it the casual player are what 80% of this games playerbase?
And I bet a lot of these players want to get better at their dps, but this game does not teach them properly.
Thats why I'm so confused that now when we have dungeons with actuall dps checks, why don't ZoS give a little house with a 3 mil target dummy as a leveling reward that also comes with readable instructions in a book that explains food, rotation, buffs, the importans of maxing out stamina or magica.
Also they should split dungeons and clearly state dps requirements and no I don't mean locking people out I mean stateing clearly in red text that "you do need this amount of dps to be able to sucessfully complete this content" and also tells you "to see your dps you can use your dummy that came with your house" ect.
Since dps is a big part and also a wall for completing content it baffles me that they haven't done more. Since I belive that people wan't to learn.
There will always be players that ignore instructions, but in my world it is better to have a choice to ignore instructions than not have any instructions at all.
Also they should implement a mentor program, where veteran players can help new players with questions. Ofcourse the veteran players need to sign up for it themselfs and after ZoS approves you get a symbol over your head to Let new players know they can ask you. Like in Ffxiv.
And as a mentor you get free eso+ or something simmilar, but they need to actually see that you help players and answer questions and thats easy to logg.
Edit: spelling
[snip]Let's do a little experiment. If you can't fathom why casuals don't seem to care about DPS at all or as much as you/your friends/your guild does, then do this:
1. Imagine that ESO is a single player game. All content is designed for single player. You still have dungeons, including dlcs, vet, and HM. you still have normal and vet trials, but it is made for a single player.
2. Imagine caring how much DPS you are putting out before going into Stone garden or vet Moongrave. You are probably not going to care all that much about doing X DPS having Y uptime on your abilities, and having a perfect rotation. You probably aren't going to practice on a training dummy when you can just practice on the boss and not only learn what "rotation" works best for him but also all of his mechanics. Trial by fire if you will.
3. This is how most casuals play video games. Just because its an mmo and not a single player doesn't mean we suddenly need to start practicing on dummies and memorizing mechanics and perfecting rotations. Most casuals consider learning all this while fighting the bosses and doing the content to be the challenge and the fun part. Learning all this before you go in is..well... like watching the last 20 minutes of the movie first.
Part of the fun is learning while you experience it, not rehearsing it 100 times in Humblemud first. Learning it with others and even trying to beat it with a group of sometimes random people. The most challenging content in games is content you don't practice for, you don't look up, and you play with a group of total strangers of various skill levels. That is part of the fun. Its like having random challenges thrown at you that you overcome.
This practice on a dummy, memorize mechanics, make your rotation muscle memory, and play with people who have rehearsed rotations/mechanics as much as you only turns group content into a factory job...that you don't get paid for. I really do not understand why some players want to strip all the fun out of group content and turn it into an assembly line of bosses they methodically run through with well trained coworkers.
All that is your perspective (and its valid) but many players have a different perspective (also valid).
If I turned up to play basketball on the weekend with my team after skipping practice during the week, and then I'm a liability because I'm figuring out how to play with the team during the game itself, that's not fair on the team. To me not learning a solid rotation and learning how to weave is like skipping the mid-week practice session.
Sanguinor2 wrote: »Let's do a little experiment. If you can't fathom why casuals don't seem to care about DPS at all or as much as you/your friends/your guild does, then do this:
1. Imagine that ESO is a single player game. All content is designed for single player. You still have dungeons, including dlcs, vet, and HM. you still have normal and vet trials, but it is made for a single player.
2. Imagine caring how much DPS you are putting out before going into Stone garden or vet Moongrave. You are probably not going to care all that much about doing X DPS having Y uptime on your abilities, and having a perfect rotation. You probably aren't going to practice on a training dummy when you can just practice on the boss and not only learn what "rotation" works best for him but also all of his mechanics. Trial by fire if you will.
3. This is how most casuals play video games. Just because its an mmo and not a single player doesn't mean we suddenly need to start practicing on dummies and memorizing mechanics and perfecting rotations. Most casuals consider learning all this while fighting the bosses and doing the content to be the challenge and the fun part. Learning all this before you go in is..well... like watching the last 20 minutes of the movie first.
Part of the fun is learning while you experience it, not rehearsing it 100 times in Humblemud first. Learning it with others and even trying to beat it with a group of sometimes random people. The most challenging content in games is content you don't practice for, you don't look up, and you play with a group of total strangers of various skill levels. That is part of the fun. Its like having random challenges thrown at you that you overcome.
This practice on a dummy, memorize mechanics, make your rotation muscle memory, and play with people who have rehearsed rotations/mechanics as much as you only turns group content into a factory job...that you don't get paid for. I really do not understand why some players want to strip all the fun out of group content and turn it into an assembly line of bosses they methodically run through with well trained coworkers.
Well first of all I dont really care why casuals dont care about dps, thats their choice. But if they are in my vet content group and dont pull their weight to the point where they get outdamaged by a tank in a full debuff setup they are gonna get kicked or I leave if kick doesnt work.
With the way combat in Eso works there is rarely a need to have a different rotation for a different boss. You dont need to consider when to use big cooldowns like in other MMOs and you dont need to plan around immunity phases etc. either because you have no cooldowns.
Blind runs are fun sure, but personally I dont run blind with a random group unless its new content because I dont want to screw over 3/11 people just because I have fun running it blind. I recently tried out FF14 and started as a tank. I looked up old content since as a tank I could screw runs over pretty hard if I have no idea whats going on. But to each their own.
Everyone has different ideas of fun. Doing vet hm trials as good as I can is fun for me and my group. Running Crypt of Hearts 1 for the 582nd time to get an ebon lightning staff isnt fun for me but just something that has to get done. Running pledges for the 1800th time since 2014 isnt fun either, I´ve done all the pledge dungeons hundreds of times, but again getting the keys is a step towards my fun. You and others are different and thats fine as long as you dont negatively interfere with my experience.
BejaProphet wrote: »Let's do a little experiment. If you can't fathom why casuals don't seem to care about DPS at all or as much as you/your friends/your guild does, then do this:
1. Imagine that ESO is a single player game. All content is designed for single player. You still have dungeons, including dlcs, vet, and HM. you still have normal and vet trials, but it is made for a single player.
2. Imagine caring how much DPS you are putting out before going into Stone garden or vet Moongrave. You are probably not going to care all that much about doing X DPS having Y uptime on your abilities, and having a perfect rotation. You probably aren't going to practice on a training dummy when you can just practice on the boss and not only learn what "rotation" works best for him but also all of his mechanics. Trial by fire if you will.
3. This is how most casuals play video games. Just because its an mmo and not a single player doesn't mean we suddenly need to start practicing on dummies and memorizing mechanics and perfecting rotations. Most casuals consider learning all this while fighting the bosses and doing the content to be the challenge and the fun part. Learning all this before you go in is..well... like watching the last 20 minutes of the movie first.
Part of the fun is learning while you experience it, not rehearsing it 100 times in Humblemud first. Learning it with others and even trying to beat it with a group of sometimes random people. The most challenging content in games is content you don't practice for, you don't look up, and you play with a group of total strangers of various skill levels. That is part of the fun. Its like having random challenges thrown at you that you overcome.
This practice on a dummy, memorize mechanics, make your rotation muscle memory, and play with people who have rehearsed rotations/mechanics as much as you only turns group content into a factory job...that you don't get paid for. I really do not understand why some players want to strip all the fun out of group content and turn it into an assembly line of bosses they methodically run through with well trained coworkers.
Your analogy breaks down when we are talking about vet content. Showing up all blind and doe eyed to experience content should be done in normal.
Sanguinor2 wrote: »Nah. If the dds do not know how to actually dps then a good tank does nothing except die of boredom. The single biggest thing to increase dps in a dungeon is the dds knowing how dps works. Afterall if a dd is only la spamming or only snipe spamming or dizzy spamming, you get the idea, there is nothing a good tank can do to influence the damage done.
1. If you are in a public group( such as DF group), the only right choice if you are unhappy with the group makeup is for you to leave. Kicking someone because they don't meet your standards is not your place in a DF group. In a private made group, do whatever you want.
2. I honestly don't care if you ran this dungeon twice or 2 million times. If the dungeon is not enjoyable to you than don't run it. Just because you put yourself out for some artificial need( that you can get other ways) and make a grind of it, doesn't mean the rest of have to suffer because you want to blow through a dungeon. If you want to run pledges efficiently stay out of DF and stop spoiling content for others by racing through it because "been there done that" and " have 84578 more keys to get today!"
I wish they would get rid of pledges and remove crystals from DF as it would remove a lot of toxic players who are all ME ME ME from game play. I actually like playing with random people. I like the challenge of PUGs can't do it in the current climate though.
etchedpixels wrote: »
There is quite a bit - to start with major and minor breach - even more important since U29.
Or for normals and easier vet dungeons at least you build your tank so you can also dps. Set up dressing room with a tank and a dps hotkey (at least on PC - as ever console folks are left behind on that), or run with hybrid gear for non hard content (eg mag templar tank with mother's sorrow and batallion defender). On harder stuff you drop back to sword/board taunts and shields, on trash you throw razor caltrops potl and jabs. Being a templar you can get jabs and sword/board and ice staff on the two bars just fine - or for newb shepherding you can even run tormentor instead of bat defender and backbar restro staff.
Pure magicka based shield spamming tanks also work for this but are rather less forgiving of mistakes (ie 64 magicka, mother's sorrow and medusa for some of the armour pieces). You can hit like a truck and also take a beating - especially once you've got enough CP to get some of the health, resists and armour off the CP tree for the moments you muck up the continuous shields.
Everest_Lionheart wrote: »There are very few dungeons with hard DPS checks that can't be overcome simply by playing mechanics instead. Aside from vLoM and maybe vMGF just about all of them can be done with 30k group DPS(though with DPS that low you really need focus and some like vSCP don't forgive mistakes). That isn't to say that dungeons are fun with low DPS...just that most of the time they can be done just fine substituting skill for DPS.
I am actually against the idea simply because it would push the game more toward DPS being the only thing that matters more than it already is. Sure...DPS is important...but honestly, DPS comes with time and practice, I would rather that people learn the skills needed in a dungeon than spending 20 hours practicing in front of a dummy and then be clueless and dead in a dungeon when faced with the real thing.
Interesting that you give SCP as an example here. This particular dungeon is a great example of what ZOS has done to throttle DPS with more punishing mechanics if you burn too quickly like with the first two bosses.
The first boss you have to coordinate and use one mechanic to fend off the other until it’s time to burn the two down together only you can stack the two of them together or you are gonna have a bad time!
And the second boss if you burn too fast you will be overcome by the lasers that turn you into stone. They have also removed the cheese on the other giant troll boss on the frozen ice. Have to play mechs now as of this patch because the big jump to the entrance will reset the boss now. That’s another one, burn too fast, too many adds, more geysers equals more death.
There is more examples of this in DLC dungeons including the newer stuff. They are forcing mechs no matter what DPS threshold you are hitting. Not necessarily a bad thing but for achievement/skin runs it can be punishing.
Everest_Lionheart wrote: »There are very few dungeons with hard DPS checks that can't be overcome simply by playing mechanics instead. Aside from vLoM and maybe vMGF just about all of them can be done with 30k group DPS(though with DPS that low you really need focus and some like vSCP don't forgive mistakes). That isn't to say that dungeons are fun with low DPS...just that most of the time they can be done just fine substituting skill for DPS.
I am actually against the idea simply because it would push the game more toward DPS being the only thing that matters more than it already is. Sure...DPS is important...but honestly, DPS comes with time and practice, I would rather that people learn the skills needed in a dungeon than spending 20 hours practicing in front of a dummy and then be clueless and dead in a dungeon when faced with the real thing.
Interesting that you give SCP as an example here. This particular dungeon is a great example of what ZOS has done to throttle DPS with more punishing mechanics if you burn too quickly like with the first two bosses.
The first boss you have to coordinate and use one mechanic to fend off the other until it’s time to burn the two down together only you can stack the two of them together or you are gonna have a bad time!
And the second boss if you burn too fast you will be overcome by the lasers that turn you into stone. They have also removed the cheese on the other giant troll boss on the frozen ice. Have to play mechs now as of this patch because the big jump to the entrance will reset the boss now. That’s another one, burn too fast, too many adds, more geysers equals more death.
There is more examples of this in DLC dungeons including the newer stuff. They are forcing mechs no matter what DPS threshold you are hitting. Not necessarily a bad thing but for achievement/skin runs it can be punishing.
Unfortunately, they have not removed the cheese on giant:/ Honestly at this point it's a feature.
Far as the actual topic at hand - I second what @Grandchamp1989 - biggest issue isn't the dps per se, biggest issue is lack of overall player knowledge - lack of knowledge of both basic game mechs such as bash/dodge/block/don't stand in red, builds/rotations AND even needing either of those. It's absolutely fine for a player to play how they want and choose to be casual and rp a naked nord, fist fighting their way through open world, but while doing so they MUST realize that they are in fact gimping themselves and this very much will not fly in vet content. Currently they have no real way of knowing until they end up in a vet/vet dlc dungeon and can't pull their weight there - and even after that, if they actually want to learn, they'll have to turn to outside sources as the game really doesn't teach you.
I love ESO harder content but there really needs to be a better learning curve.
This, I do this on my magplar, SPC extended ritual and ritual of rebirth for healing and buffs, MS, Zaan vma back bar.etchedpixels wrote: »Sanguinor2 wrote: »Nah. If the dds do not know how to actually dps then a good tank does nothing except die of boredom. The single biggest thing to increase dps in a dungeon is the dds knowing how dps works. Afterall if a dd is only la spamming or only snipe spamming or dizzy spamming, you get the idea, there is nothing a good tank can do to influence the damage done.
There is quite a bit - to start with major and minor breach - even more important since U29.
Or for normals and easier vet dungeons at least you build your tank so you can also dps. Set up dressing room with a tank and a dps hotkey (at least on PC - as ever console folks are left behind on that), or run with hybrid gear for non hard content (eg mag templar tank with mother's sorrow and batallion defender). On harder stuff you drop back to sword/board taunts and shields, on trash you throw razor caltrops potl and jabs. Being a templar you can get jabs and sword/board and ice staff on the two bars just fine - or for newb shepherding you can even run tormentor instead of bat defender and backbar restro staff.
Pure magicka based shield spamming tanks also work for this but are rather less forgiving of mistakes (ie 64 magicka, mother's sorrow and medusa for some of the armour pieces). You can hit like a truck and also take a beating - especially once you've got enough CP to get some of the health, resists and armour off the CP tree for the moments you muck up the continuous shields.
BejaProphet wrote: »@ThorianB permit me to flip this discussion upside down and maybe it will shed some light, maybe not. Let’s see.
The hardcore players are accused of not letting others participate. And I certainly do not want to defend jerk behavior. But do they also have a valid frustration? A frustration that should be voiced with kindness for certain, but a valid one.
Here is my reasoning...
1. There are many different play styles, and NONE of them is the one true way to play. Each one is valid and ZOS clearly desires to provide content for this entire spectrum of gaming ambitions. I think we’d agree here.
2. ZOS provides a vast amount of casual content. More so than any MMO In which I have ever personally participated. I would argue that casual play is the majority/norm for this game. I like this. I love to play first person with everything off my HUD and go for deep immersion. I am often found slinking through the shadow of delves to ambush creatures that honestly I could melt in seconds. I’m glad this content is there. I enjoy it.
3. But there is another style of gaming. Equally valid. In this player’s mind they do not want their serious hobby to be casual. They want to strive, practice, perfect. They want to perform with team work akin to a swat team entering a building.
ZOS wants to earn the patronage of this group of players also.
So this group of people wants ZOS to make them challenging content. They are ok with all the casual stuff in the game. But surely it’s ok that somewhere in this game there be content to where they can go have their fun, no?
They want a place where the people going there do not see this game as casual. I’m now stepping into the spot where I’m with people who take this seriously. Perhaps unhealthily serious. I’m stepping into a place where I’m going to to take my craft seriously. I’m taking my tanking seriously, I owe seriousness to the people next to me. I’m trusting for our success in that I’m locking arms with people who are taking healing seriously, they are taking their damage seriously. They are not stumbling into it, they working at it, learning, researching. They arent showing up to figure out how to do damage for the first time. And they expect their companions to bring equal seriousness to what they simply do not view as a mere hobby. It is a very different social contract among this group.
And what I think is so often missed in these discussions, quite ironically, is that while casual gamers are accusing hardcore players of excluding them, those casual players are in the same posts are implying there is no place for the hardcore gamers in this game. They are not welcome to have any content designed for that style of gaming. These gamers are to be excluded . You are saying they are not to have any content in this game where we can rightfully expect such seriousness to be the norm.
99% of the game is already what you want, and these gamers just want space somewhere for their obsessive gaming ambitions.
Also...
1. Don’t say form guilds, because that response could equally be the answer to you and your concerns.
2. Them having a valid frustration does not mean I condone them being jerks.
This is what guilds are for, like minded people. If you want to play with a more serious minded group, guilds are where you should be looking for your group mates not dungeon finder. I wouldn't say casual players don't take play seriously. They just have a much different approach to learning and overcoming challenges. It's not necessarily less serious, we prefer to problem solve and figure it ourselves.They want a place where the people going there do not see this game as casual.
I have not seen one post that has stated or implied as such. Again this is casual gamers trying to explain their position and hardcore/competitive players making it about them instead of listening to what is being said.is that while casual gamers are accusing hardcore players ofexcluding them, those casual players are in the same posts are implying there is no place for the hardcore gamers in this game. They are not welcome to have any content designed for that style of gaming.
Sanguinor2 wrote: »1. If you are in a public group( such as DF group), the only right choice if you are unhappy with the group makeup is for you to leave. Kicking someone because they don't meet your standards is not your place in a DF group. In a private made group, do whatever you want.
2. I honestly don't care if you ran this dungeon twice or 2 million times. If the dungeon is not enjoyable to you than don't run it. Just because you put yourself out for some artificial need( that you can get other ways) and make a grind of it, doesn't mean the rest of have to suffer because you want to blow through a dungeon. If you want to run pledges efficiently stay out of DF and stop spoiling content for others by racing through it because "been there done that" and " have 84578 more keys to get today!"
I wish they would get rid of pledges and remove crystals from DF as it would remove a lot of toxic players who are all ME ME ME from game play. I actually like playing with random people. I like the challenge of PUGs can't do it in the current climate though.
Then I certainly hope people stop complaining when I speedrun stuff as a dps with taunt on backbar. Not their place to compain afterall.
Looks to me like you want pug people to meet your standards too and are angry that they dont.
I personally think it's the exact opposite. Casuals only take and not give. They care only for their own experience and not what it's like to play with them. Which is their right to do. But doesn't make it giving.This is the difference between casuals and competitive players. Casuals learn how to adapt to play with others for the 20, 30, 120 minutes its going to take to run this content. We give and we take. If one team member struggles we silently help cover their job and help them get through and learn to be better. Competitive players expect everyone to play on their level or a minimum level they created and if you don't play at that level, they want you gone "because your wasting everyone's( mine but i am going to say everyone) time."