BrownChicken wrote: »You probably know that even the most difficult dungeons can be completed without a healer. Finder is used by many people to get 600 wpd / spd and experience / geode. By introducing any restrictions on the role, you will strike at experienced players who can play without a healer.
?? um no
um yes? as Im not running in hardcore endgamers community yet I know few players capable of, have done triples with 3dd and tank on dungs like stone garden, moongrave etc
Im myself close to them but still need a bit more epxerience toward such hard dung triples but already all triples from all other dungs I was doing with group without healer
and as a Templar Tank I prefer a traditional group as I find that more reliable. I can only do so much self healing and buffing and could use a Healer there to keep me alive.
Not everyone is up to that level of skill and it should be encourage for people to learn the traditional team before experimenting.
ZOS need to provide a "Marked as Fake/Unwanted" function to the PUG dungeon system. Players are still free to choose whether they wanna play honestly or not. But the victims now have the option to mark the fakers. Once marked the faker will no longer show up in the PUG of the one who has marked them. Yes the faker may still be at large until he gets marked by all players but this mechanism at least ensures that one players won't fall victim of the same faker twice.
Supertonicbaker wrote: »Now to preface, I’ve stopped pugging/pvp after burning crusade came out for WoW as I just didn’t need that kind of toxicity in my life, so take my stupid idea with a grain of salt. Although I’m sure most of you hardcore vet end gamers can possibly make it better.
Anyways, why not implement for new characters a “training” type group finder where whatever you lock in as gets a preset of skills, weapons, and armor specifically to teach that role set in, idk, the base game dungeons or something. That way, you can see what kind of skills you’ll need in your build, what kind of armor and all that. Also, it’ll have milestones to reach so you can advance to the next phase like “Tanks: Taunt enemies for X amount of time. Healers: Make sure the group doesn’t wipe X amount of times.” or whatever. And it can be set to three phases. The first phase teaches mechanics, so it’ll have “Block X amount of charged attacks.” or “Roll out of certain attacks X amount of times.” and it’ll have those floating hints and tips when something is about to go down for those not quite making it. Then the second phase teaches the more difficult mechanics “Stop boss from putting out flame.” “Stay X amount of meters close to boss and not group wipe.” etc. Then the third phase, which is a regular dungeon run without tips and help with your own skills and weapons but with the same kinds of milestones to reach in order to unlock regular group and vet mode. Ohh, and if you already know all that, there could be a min/max on the milestones so you can bypass it all and go straight to the regular group finder.
And if people still fake tank/healer, you can give them some reports and with enough they’ll have to “re-learn” it so they can stop being jerks. Idk, it might get people who normally don’t queue to start practicing with other people, learn their roles, find out which one suits them best, learn their roles, and realize that it’s a group effort as well as LEARNING THEIR ROLES.
But again, I haven’t grouped in ages so I might just be grabbing me some sort of imaginifications from a simplicitified backwood solotication player.
LettuceBrain wrote: »I just came up with an idea that is probably utter garbage. How about each role has to meet a certain requirement or they can't queue as that role until, I don't know, 30 minutes later or something? For example, healer has to get 300k HPS (I don't know what the number should actually be, this is just an example) and if they don't meet that standard in their first dungeon they cannot queue as healer for another 30 minutes (again, that number is just an example). For tanks it would be aggro time or a certain number of taunts (or something else if anyone has better ideas for tank requirements).
really? cuz dd me and my dd buddy run a lot of the non dlc dungeons all by our lonesome. no need for a tank/healer.
LettuceBrain wrote: »FAKES DO - fakes talk about FAKES the most !
So the people in this thread like me who are actual tanks and healers are fake? Yes, that makes so much sense smh. And I understand there are a lot of bad DDs in group content (I have to save their *sses a lot), but that isn't what this thread is about.
LettuceBrain wrote: »LettuceBrain wrote: »I just came up with an idea that is probably utter garbage. How about each role has to meet a certain requirement or they can't queue as that role until, I don't know, 30 minutes later or something? For example, healer has to get 300k HPS (I don't know what the number should actually be, this is just an example) and if they don't meet that standard in their first dungeon they cannot queue as healer for another 30 minutes (again, that number is just an example). For tanks it would be aggro time or a certain number of taunts (or something else if anyone has better ideas for tank requirements).
really? cuz dd me and my dd buddy run a lot of the non dlc dungeons all by our lonesome. no need for a tank/healer.
Then this shouldn't even affect you. If you are completing them with two people then a queue for a 4 person group shouldn't affect you at all, right? I'm relatively new, so I don't exactly know how queueing works with just 2 people.
PullaStormy wrote: »I'm so tired of people queueing as a fake healer, I want a full party of appropriate roles as I don't want to repeat the bosses a million times when all the DDs die (I most often tank). It's also useful to have a healer if there are low level/CP players, as they will die more likely without a healer than someone on the 1000s.
And my suggestion to stop this is:
Add a role lock, just like there's and alliance lock for Cyro. Players would have to lock into one role for a month, preventing inconsiderate hotpants from ruining the fun for people who want to play by the rules. I'm tired of having to kick fake healers time and time again, so this would be for the best.
AuraStorm43 wrote: »You can do so much content in this game without a healer, i’m not really sure what the issue is
ZOS need to provide a "Marked as Fake/Unwanted" function to the PUG dungeon system. Players are still free to choose whether they wanna play honestly or not. But the victims now have the option to mark the fakers. Once marked the faker will no longer show up in the PUG of the one who has marked them. Yes the faker may still be at large until he gets marked by all players but this mechanism at least ensures that one players won't fall victim of the same faker twice.
I can already see bad tanks and healers being flagged because they are not good enought.
The problem with all the ideas brought up is that they focus on a quick solution with the question "how to prevent fakers from queueing?". Nearly noone thinks about "how do these ideas impact real support players?". Many DDs dont care about support players unless they need them and even then they just want them but dont want to solve actual issues.
A week ago we had a thread about fake tanks that ended with Tanks clearly stating what the problems are from a Tank perspective, nearly no DDs participated in it.
For every DD that thinks fake support roles are bad, try to suffer through dungeons with fake DDs that barely hit the 10k DPS mark even at 500-1000 CP. But of course we cant call them fake because tehy are intentially bad, but
There are always more dd's than support roles in every game and they will always try to shorten their queue BUT in ESO this is just enormous issue, I've never experienced so many fake roles in any MMO I played for last 20 years.
WOW, came across this a bit late. "FAKE" healers? Sheesh! I would love to try that in a WOW M+. I love healing and I like the healing mechanics in ESO. Let me read up on these posts to catch up, I can't believe people Q as healers when they have no intention of healing!
PullaStormy wrote: »I'm so tired of people queueing as a fake healer, I want a full party of appropriate roles as I don't want to repeat the bosses a million times when all the DDs die (I most often tank). It's also useful to have a healer if there are low level/CP players, as they will die more likely without a healer than someone on the 1000s.
And my suggestion to stop this is:
Add a role lock, just like there's and alliance lock for Cyro. Players would have to lock into one role for a month, preventing inconsiderate hotpants from ruining the fun for people who want to play by the rules. I'm tired of having to kick fake healers time and time again, so this would be for the best.
WOW, came across this a bit late. "FAKE" healers? Sheesh! I would love to try that in a WOW M+. I love healing and I like the healing mechanics in ESO. Let me read up on these posts to catch up, I can't believe people Q as healers when they have no intention of healing!
The reasons for this is that almost all dungeons can be completed faster without a healer. Every class has self-heals or mythic items they can use to reduce the need for a healer. This game isn't designed around needing a role as every role can for the most part perform it themselves. You do need tanks for hard content however.
PullaStormy wrote: »Then make it permanent unless you refund all your skill points, attributes and champion points.Or, make healer only available as a role if you have restoration staff opened and equipped, as well as light armor. Same goes for tank, heavy armor and 1h + shield and/or ice staff equipped.
LettuceBrain wrote: »I just came up with an idea that is probably utter garbage. How about each role has to meet a certain requirement or they can't queue as that role until, I don't know, 30 minutes later or something? For example, healer has to get 300k HPS (I don't know what the number should actually be, this is just an example) and if they don't meet that standard in their first dungeon they cannot queue as healer for another 30 minutes (again, that number is just an example). For tanks it would be aggro time or a certain number of taunts (or something else if anyone has better ideas for tank requirements).
I’ll almost guarantee that a group with tank healer buffing and debuffing for two experiend dds will be quicker than 4 dds.
There are always more dd's than support roles in every game and they will always try to shorten their queue BUT in ESO this is just enormous issue, I've never experienced so many fake roles in any MMO I played for last 20 years.
The reasons that this is more an issue in ESO than other MMOs are:
1. 2x DDs per dungeon instead of 3 (in WoW).
2. You can complete dungeons without a real tank or real healer. In other MMOs you need to choose a tank or healer specialization in order to really perform that role.
3. If you have a "fake tank" in another MMO, they either fall flat on the first trash pack or they generate so much threat everything naturally aggros to them, basically allowing them to do exactly what a tank should do.
4. A "fake healer" in another MMO would not really work on difficult content as the group can't heal itself to counter the incoming damage. A true healer is necessary.
EDIT: I believe the root cause of many of the "group" activity problems is the play-as-you-want design philosophy behind ESO that lets each class perform all roles.