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My thoughts on DPS in this game PvE

  • kringled_1
    kringled_1
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    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.

    This is complete and utter nonsense. Global cooldown for skills remains at 1 s, the cooldown for LA is separate but also ~ 1s. Snipe has a shorter cast time than it used to but also correspondingly less damage.
  • Merforum
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    Merforum wrote: »
    Merforum 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.
  • Merforum
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    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.

    Yeah you are correct. The problem from the beginning of ESO I think is that there are no CAPs on anything, especially stuff like Crit chance/dmg so you had people for a long time who would get 100% crit at all time meaning double damage. Then you are also right, they have exploits like cancelling animation (which I still believe might be causing lag) that gives people extra amounts of damage is shorter windows of time than the game intended.

    The problem I have with this game that is different than other games is that in order to get highest performance it isn't about achieving levels, gear, builds, it comes down to whoever smashed buttons the fastest. I have arthritis so just doing basic level stuff is painful already, trying to go beyond my current level physically not likely without more permanent damage.

    People like to call this skill and I can give people credit for doing something physical to get the edge, but the problem is that the difference between mashing the buttons super fast and at a medium pace is off the charts, literally like 20-30K to 90-100K. That is too extreme IMO. Doing something maybe half as fast as other, should not be 4-5X better, it should at most be 2X better.
  • BejaProphet
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    Merforum wrote: »
    Merforum wrote: »
    Merforum 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.

    Yes I think we probably are. I’m a firm believer a tank doing his job is one of the greatest boons to dps a group can have. Which I think is your point.

    I’m only adding that I think I there are some extreme outliers that are a rare exception.
  • Tannus15
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    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?
  • ThorianB
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    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.
  • Runefang
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    ThorianB 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.

    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
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    ThorianB 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.

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  • AyaDark
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    Do damage is not hard - it is easy to do 30+ on 2 buttons.

    People just want play META - because META is the best - so they do 18 k with pain, but do not do 30+ with 2 buttons - because it is not "best in slot"
  • Septimus_Magna
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    Tannus15 wrote: »
    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?

    Great idea, something to gradually build up the difficulty so players have a sense of progression with their role. It would also give players an incentive to clear vet dungeons for something other than achievements because it would open up more dungeons.

    Its a tricky situation because it can look like ZOS tries to force people to buy their DLCs when you will not have access to vet dungeons of the DLC X if you have not cleared vet dungeons of DLC Y.
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  • BejaProphet
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    ThorianB 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.
  • Blue_Radium
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    Gulnagel wrote: »
    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

    I know it's an unpopular idea, but I really think that DPS parse requirements and a system where you DPS test, tank test, and/or healer test on a dummy/testing room of some sort should be required for queuing certain content. It'd ensure people don't have a bad experience on both ends of the spectrum, incentivize people to learn, etc. You could be the ultimate mechanic, movement, time-on-target master, but if you pull 15k DPS on a training dummy, perfect conditions, it doesn't matter and you're gonna have a bad time doing a lot of stuff. This way, the only success hurdle for teams is mastering mechanics and content nuances. You know, the fun parts.

    You could still manually enter dungeons, so that anyone doing a carry knows what they're getting themselves into and everyone can still access all content.

    Phantasy Star Online 2 implemented this sort of thing in its Japanese servers, to great effect.
    Edited by Blue_Radium on April 13, 2021 12:23PM
  • ThorianB
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    Runefang wrote: »
    ThorianB 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.

    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.
    [snip]

    In your analogy, you said its not fair to your teammates if you skipped practice this week. Well to use your analogy, worry about your own performance on the team this week and not how good your teammates are doing. Because coach( ZOS) says everyone on the team has the right to play in this game and its not your job to decide who plays on the team, how good they need to be at their position, or how much practice they need to do before playing a game. That is coaches job. So stay in your lane and either learn to play with your team mates and consider their needs and wants, or quit the team gracefully.

    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."



    Sanguinor2 wrote: »
    ThorianB 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.

    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.
    ThorianB 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.

    It doesn't break down at all. It applies to every single aspect of group content in every MMORPG that i have ever played including this one. I use to run newbies( to end game content) through raids all the time in other games while hardcore raiders laughed and told me it was impossible that newbies couldn't do end game and vet content without a lot of practice and research... Been proving them wrong since 2006. When you don't cheat and look up mechanics and try to dps stuff down as fast as possible to skip mechanics, everything is a challenge, so you learn to overcome challenges just by playing the game.

    Assuming you do content in difficulty order, doing vet dungeons is no different than doing normal dungeons. Doing trials is no different than doing dungeons. There is nothing special about trials or vet dungeons. They are just harder dungeons that base game dungeons. Big deal. Every DLC is harder than base game dungeons and has raid mechanics just like .... trials and vet dungeons. it's irrelevant that vet dungeons and trials have bosses with more hp, hit harder, and have more mechanics. All of this is normal to casual players who are use to a steady progression of challenges to overcome.

    The problem here is we never get the chance to overcome these challenges. Competitive/elite players say "practice on a dummy, research mechanics" This is not how we get better, this is not how we learn, this is not how we overcome. We overcome by doing, not practicing. Its the challenge of beating that boss of figuring out mechanics, of making this group work so we can overcome that obstacle that drives us. We push ourselves to be better when we are in knee deep in content we have no clue what is happening and we are just trying to survive. We we try to brainstorm on how we can overcome this boss after a wipe we all push ourselves a little harder. THIS is how we learn. This is how we play.

    But we are denied that playstyle because we always have to adapt to the rushed competitive player that has ran this 250 times and doesn't have time for us to actually enjoy the game. These players infect where we live which is DF because we love playing with random (nice) people. They are in guilds full of competitive players but they choose to ruin our gameplay by infecting a tool that is normally reserved for newbies and casuals in other games, because its more convenient for them to ruin our gameplay than to put the effort in to ask in guild if anyone wants to do pledge runs... people who play like them who want to run content like them.

    I love dungeon running and i love raiding and i have did it extensively in every game that has it...but this one because others suck all the fun out of it by turning it into some esport job and won't keep their competitiveness to guilds of likeminded players. And its really a shame because ZOS dungeons are pretty unique as they are more like miniraids when you get out of base game.

    [Edited to remove Baiting]
    Edited by ZOS_ConnorG on April 13, 2021 3:13PM
  • etchedpixels
    etchedpixels
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    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.
    Too many toons not enough time
  • Goregrinder
    Goregrinder
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    ESO really should have some sort of attunement questline to unlock the more difficult dungeons, where it starts you off with a dummy and throws like 2 spells on your front bar, then explains how to alternate between light attack and a spell. And if you do not do that properly, you fail the quest and have to restart over. The next stage adds a full bar, and requires the same thing, you have to continually weave a light attack between each ability and do it without missing a beat for x amount of seconds.

    Then it throws you into combat scenarios, where you have to kill mini bosses that have x amount of health and you have to do it in x amount of time. At the end of this whole thing, that player would learn how to at least hit 20-30k DPS at the bare minimum, or whatever amount has been decided should be the baseline DPS for Vet content. Could give cool rewards too to encourage people to actually learn how to play the freaking game like some of us have.
  • BejaProphet
    BejaProphet
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    @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.
  • Sanguinor2
    Sanguinor2
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    ThorianB 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.
    Politeness is respecting others.
    Courage is doing what is fair.
    Modesty is speaking of oneself without vanity.
    Self control is keeping calm even when anger rises.
    Sincerity is expressing oneself without concealing ones thoughts.
    Honor is keeping ones word.
  • Sanguinor2
    Sanguinor2
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    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.

    While what you say is true its hardly relevant to the point I made. Even if you run a hybrid dps/tank or a full dps with a taunt the dps of the actual dds does not change. And even with minor and major breach being applied bad dps will still stay bad. A tank in a debuff setup increases dps in percentages not in absolute numbers. So if the starting number is low the end result will still be low.
    Politeness is respecting others.
    Courage is doing what is fair.
    Modesty is speaking of oneself without vanity.
    Self control is keeping calm even when anger rises.
    Sincerity is expressing oneself without concealing ones thoughts.
    Honor is keeping ones word.
  • phileunderx2
    phileunderx2
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    The problem with dps is that they don't know how to block. They don't know how to dodge roll, they don't know how to interrupt, and they don't know how to respect the support part of the team.
    Plain and simple.
  • Magdalina
    Magdalina
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    josiahva 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.
  • BejaProphet
    BejaProphet
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    Magdalina wrote: »
    josiahva 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.

    I think some of the struggle with learning curve is the abuse of normal dungeons. People dramatically over powered go there to save time. And when their power level trivializes the dungeon it also causes group mates to not learn.
  • zaria
    zaria
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    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.
    This, I do this on my magplar, SPC extended ritual and ritual of rebirth for healing and buffs, MS, Zaan vma back bar.
    For an magplar spc is an self buff set, if some else is healing and has have spc or olrime I switch to spell strategist.
    Not looked much into it much for tanks but its obviously on the to do list.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • xaraan
    xaraan
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    First off I don't think "giving" anything to players is what we need for the eso economy, which is an important aspect of an MMO. They can purchase homes and target skeles in the game right now. The book of instructions might be good, but they've also added some of that to the leveling rewards process.

    There are also add on and videos galore out there to explain things, so it's more about whether a player cares to learn them or not, not whether the info is there.

    Also, DPS isn't the end all be all for dungeons. We used to do these in HM vet with waaaay lower DPS and defenses long ago, so there is more than enough DPS out there even for lower end casual players. What is needed is for them to care enough to learn the mechanics.

    So either way, the problem is their willingness to learn more often than just pump out pure dps.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • ThorianB
    ThorianB
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    @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.

    1. I am fine with competitive playstyles and perfectionists and score chasing and all of that stuff. I am fine with Player X wanting people that has the same goals/playstyle/etc as them in their groups. If you want to practice 40 hours a week on a dummy, knock yourself out. If you want to run pledges on 18 characters a day go for it.

    2. I don't look at content as casual and not casual. I can and have taken newbies who have no experience with dungeons and raiding through dungeons and raids and we are not talking about carrying 1 or 2 people we are talking 25% or more of the group being " this is my first time" and most of the group having less than half a dozen runs under their belt with no "studying" before hand. People at the top end often act like they are the only ones that can do that content and if you don't play like them, you can't do that content. That is 100% false. Maybe that is the only way they can complete that content. But even vet trials can be done by a casual. We just approach content differently. One group approaches its like a surgeon. You practice and study where it doesn't matter if you mess it up. The other group treats it like i learned carpentry, hands on. They are not compatible playstyles.

    3. As i mentioned that playstyle is fine. Like i said i don't care what you do in your private groups/guilds. When you jump in a DF group, you don't get to dictate rules. That is not your right, but a lot of competitive players think it is their right and they will remove 3 players, if they can, that they don't approve of their playstyle before they will just drop group and find a more suitable group. There reasoning " I spent X time queuing for this dungeon, i am not requeuing because of a bunch of noobs"
    They want a place where the people going there do not see this game as casual.
    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.

    You act as if casuals just float through the game not taking anything seriously. That isn't true at all, but no one is going to die in real life if we wipe on this boss and i have 10k soul gems and 5k repair kits. Dying is part of any good game. We just rely on problem solving and trial and error to overcome obstacles because it is a lot more fun, for us, to figure it out ourself than to have the solution provided and all we got to do is the motions. Also you need need half of the DPS competitive players say you do for any content. Probably a 1/3 of the DPS actually in most cases.Competitive players will never understand the casual approach to gaming. We have tried 7 way to sunday to explain it to them and their brains are just capable of thinking in a way that they understand how we play.
    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.
    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.

    All we really want is for the competitive/hardcore/whatever people to stop trying to force their playstyles on people who have no interest in that playstyle. We want those players to stop trying to make their random DF groups play their way. That is extremely disrespectful of other players and ruins the game for them. We don't want to play that way. If we did we would join a guild that is focused on that type of play. The type of play we are looking for is found in random DF PUG groups which the competitive players hijack to run their pledges and get crystals.

    The form your own guild only works one way. Don't tell casuals to go form guilds. We are using the DF properly. We compromise and adapt to other players and work together so everyone has a good run. The people i am talking about( which is not all or probably not even a majority of competitive/hardcore players) are extremely selfish and expect the entire group to play like them or ignore the group completely but either way it ruins the experience for the group. Casuals use the DF properly, its the other group that doesn't. They abuse it, try to control who uses it with them, and put others down who don't meet their standards.

    No, casual players shouldn't have to form guilds to run content provided by the DF. That is the entire purpose of the DF. Players who are picky about who they play with and can't play with others without being selfish should not use the DF for neither normal nor vet dungeons.
  • ThorianB
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    Sanguinor2 wrote: »
    ThorianB 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.

    This is a perfect example of the problem. You completely ignored the point, made a strawman, and gave yourself a license to do whatever you want in a DF group based on that strawman.

    Like i said casual players know how to work together with (most) strangers so everyone has a good run despite having different goals. Those casual players also understand this run may be fast or slow or not even be completed because that is the chance you take with a random PUG but they will work together to try to make it happen so everyone comes out with goals fulfilled.

    The example you just gave is someone taking that idea, twisting into a selfish " I can do whatever i want because if you can run how you want, so can i!" and then using that as a license to create a toxic experience in group. That is not how casuals play. Its not" i can do what i want!" We aren't selfish like that. We know there is a solution in which we can get what we want and so can everyone else and we can all have fun doing it without making anyone feel bad about it.
    Edited by ThorianB on April 13, 2021 6:54PM
  • Shantu
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    For the most part, I don't mind the DPS in ESO. I'm an old guy and have done 100k on the dummy and have cleared every vet content in the game, including many HM's, and have perfect runs in vMA and vVH. For anyone who seriously wants to improve, the information is easily accessible via content providers and guilds. Whereas I've always looked at dummy parsing as a personal challenge mini-game I enjoy, most players simply don't have the desire and/or patience to invest the time and effort.

    The only issue I have is that because it high DPS DOES require a lot of time and practice to improve, it is relegated to a relatively small subset of players, which invariably breeds a lot of cynical, elitist BS that infects most attempts to progress to harder content. For example, while I can parse good numbers on a dummy, I have issues with intense visual effects affecting the way my brain processes information. Kind of like information overload, if you will. As a result, it takes me a little longer to properly filter out these effects before I make good progress. I can't tell you how many times I've been criticized because someone simply couldn't understand the issue, didn't have the patience, and thought maybe insulting me would help. I persisted none the less, but the overall experience is hard to enjoy.

    I suppose it's normal for any game that requires a high degree of rehearsed expertise to complete end game content. But it's still the reason I just stay away from most of it these days.
  • FangOfTheTwoMoons
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    "Hardcore players need to stop pushing their playstyle on people!"

    "Hardcore players should just join guilds if they want to play the game efficiently!"

    Both of these statements can be reversed. So which perspective is the right one?

    Id argue that when you join a group as a casual, you actually force your playstyle on people. Depending on how "casual" you are, players will essentially have to carry you or choose not to complete the content.

    Unfortunately there is no definitive way to play this game. We all just have to deal with each other and that's the bottom line.

    If you are a hardcore player, just respect the casual player. Wait a second to let them talk to a quest npc. If the tank is new don't aggro ahead of them. Dont resort to kicking them, unless its actual hard content. Dont get toxic in chat.

    If you're a casual player don't expect people to wait around while you take in the scenery, or slow down their dps so you can "take it all in."

    Compromises have to be made.
    Edited by FangOfTheTwoMoons on April 13, 2021 7:30PM
  • Matchimus
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    2 points. First, I like that the game doesn't hold my hand all the way through to vet content. They give me the basics & kick me out of the nest. Go forth young player & see what this world has to offer

    Second is the way this game gives players an opportunity to contribute eg vids, add-ons, websites. If zos did everything would the community not exist?
  • Girl_Number8
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    John a guild and stop pugging so you know what to expect.

    And this “mentor program” that is what dungeons and trials guilds already do for players. To me this is a non-problem. Those that want better dps will get there as we have all done. Those that won’t will not.
  • spartaxoxo
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    ThorianB wrote: »
    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."
    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.

    As far people with high dps, whether they give and take depends on the person. People who refuse to teach others or take in casual people who want to learn also only take. They also only what to play the way they like to play and care nothing for what it's like to group with them. It tends to be a bit worst because of elitist attitudes crop up too, but in terms of only caring about their own experience and not people who play differenly. It's the exact same thing.

    It's the people who put in effort to both learn and teach that I feel are the "give and takers."

    Giving implies that you do something that you don't want to do for the sake of the group. If you're not willing to practice ahead of time because that's not how you prefer to play. And then join a random group of people who did practice. What did you sacrifice to make their experience better? Absolutely nothing.

    Edit: I am not saying you can't be a giver if you don't have high dps. But a giver is gonna do things like teach or endeavor to not be a hinderance to their group by doing things they don't like (e.g. asking ahead of time about mechanics before joining up with RANDOMs) so that they are contributing to the group something beyond their own personal enjoyment.
    Edited by spartaxoxo on April 13, 2021 9:44PM
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