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fee for changing roles, but allowing premades of 4 to queue regardless of what roles are chosen

  • Merforum
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    zvavi wrote: »
    Merforum wrote: »
    zvavi wrote: »
    Merforum wrote: »
    Merforum wrote: »
    ZOS could end fake roles overnight, if they just tested a couple things
    1. the tank has taunt on bosses over 50%
    2. the healing heals the group a few times during dungeon

    If either of these 2 things do not happen, then at the end of the dungeon the FAKE simple does not receive any rewards. And ZOS can add more rules if people learn how to game the system again. After not receiving any rewards the fakes will have to either do the role correctly or stop queueing in fake role.

    BTW people that bring up fake DPS are actually just the fake tank/healers that everyone complains about who come on the forums to defend bad behavior so I wouldn't necessarily agree to a DPS test like this, although I suppose if the tank and healer do more DPS than a DD on a vet dungeon final boss, it might make sense for them NOT to receive some rewards like helm/transmute/key etc.

    That would discourage anyone from just jumping in vet as DD and get carried for helm/etc. Literally the simplest tests by ZOS could fix these problems and I think they know by how many times it is brought up over and over but they either don't care or have more important issues to deal with.

    Wouldn’t work for my low level real tank, who can hardly ever get a taunt in ( much less do the skillpoint quest) because the high CP DDs are racing ahead killing everything just for their ten crystals. Similar problem for my real healers.

    Fake roles were bad enough in random dungeons in the old days, but are * much* worse since the crystal reward entered the picture. How about giving crystal rewards to those of us who enjoy the story quests instead?

    Yes you are right this is only to disincentivize fake tank/healers not DD speedrunners. Actually there's an even easier way to maybe resolve these issues, to break the random dungeon queue into 2 queues
    1. role based like now
    2. with no roles for speedrunners and above level 50 only

    BTW they could make Vets better too by requiring someone to run the normal version of the dungeon 3-5 times before they can enter the Vet version.

    How is it fixing getting fake dds exactly? And the addition is even worse, why would I need to go do dungeons on normal when I can do vDLC ones that are just more fun?

    Fake DD is not a thing, why would a tank or healer queue as a DD which takes longer and they can't do the job. If you mean bad or inexperienced DDs, you can help them or kick them.

    Dude. Dlc dungeons have dps tests. If one dd, is not hitting 10k (met him in vLoM, 3rd boss needs high dmg) he is not hitting enough damage to pass the dungeon. 20k group dps is not enough to do it. He cannot complete his role as a dd. Just like a fake tank does not complete his role by not taunting. When I meet 2 fake dds, dds that do not plan on completing their role, in a dlc dungeon, I regret queuing as a tank

    As you full well know these threads are specifically talking about speedrunners and toxic players Qing for NORMAL RANDOM dungeon finder as tank or healer while having absolutely no care about anything or anyone other than running to the end, killing final boss and getting 10 transmute crystals, and making it so newbies can't learn or do quest or anything really.

    And a side effect of this is that DDs don't LEARN how to do they role, which consequently creates a lot of DDs who don't know how to play, so dude guess what happens when they try to do Vet dungeons. The first 3 years I played this wasn't a problem at all, we had very helpful players in DF and every time I did a dungeon there would be at least 2 people who knew how to do the dungeon and took as much time as needed to help others.

    I can say the dungeons where people have to learn or where we have to work for it and maybe die or wipe 1 or 2 times are more fun than just blowing thru. Funny that the exact same people who talk about 'challenge' for overland, don't want a 'challenge' in dungeons.
  • Merforum
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    Malkiv wrote: »
    Merforum wrote: »
    Malkiv wrote: »
    Merforum wrote: »
    ZOS could end fake roles overnight, if they just tested a couple things
    1. the tank has taunt on bosses over 50%
    2. the healing heals the group a few times during dungeon

    If either of these 2 things do not happen, then at the end of the dungeon the FAKE simple does not receive any rewards. And ZOS can add more rules if people learn how to game the system again. After not receiving any rewards the fakes will have to either do the role correctly or stop queueing in fake role.

    BTW people that bring up fake DPS are actually just the fake tank/healers that everyone complains about who come on the forums to defend bad behavior so I wouldn't necessarily agree to a DPS test like this, although I suppose if the tank and healer do more DPS than a DD on a vet dungeon final boss, it might make sense for them NOT to receive some rewards like helm/transmute/key etc.

    That would discourage anyone from just jumping in vet as DD and get carried for helm/etc. Literally the simplest tests by ZOS could fix these problems and I think they know by how many times it is brought up over and over but they either don't care or have more important issues to deal with.

    Wait, so if my wife, 2 friends and myself want to run random fake rolls to get through the DF rewards as a premade on all of our toons, then 1 or 2 of us are not going to get rewards because we don’t need a taunt nor healer? We do this almost every day. There’s not a single normal dungeon we’ve EVER wiped on using a fake role premade. This suggestion just seems asinine, and a way to force others into your idea of cooperative PVE play.

    Sorry I thought everyone knew that these issues are not related to 4 person premades, who should not be subjected to penalties like this. This would mostly be to fix solo speed runners who are ruining the DF for everyone just so they can get daily random rewards.

    Our premade uses the SAME queueing system you want to police. So my point still stands.

    IT LITERALLY SAYS "but allowing premades of 4 to queue regardless of what roles are chosen" in the title of this thread so point is moot.
  • starkerealm
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    Merforum wrote: »
    zvavi wrote: »
    Merforum wrote: »
    Merforum wrote: »
    ZOS could end fake roles overnight, if they just tested a couple things
    1. the tank has taunt on bosses over 50%
    2. the healing heals the group a few times during dungeon

    If either of these 2 things do not happen, then at the end of the dungeon the FAKE simple does not receive any rewards. And ZOS can add more rules if people learn how to game the system again. After not receiving any rewards the fakes will have to either do the role correctly or stop queueing in fake role.

    BTW people that bring up fake DPS are actually just the fake tank/healers that everyone complains about who come on the forums to defend bad behavior so I wouldn't necessarily agree to a DPS test like this, although I suppose if the tank and healer do more DPS than a DD on a vet dungeon final boss, it might make sense for them NOT to receive some rewards like helm/transmute/key etc.

    That would discourage anyone from just jumping in vet as DD and get carried for helm/etc. Literally the simplest tests by ZOS could fix these problems and I think they know by how many times it is brought up over and over but they either don't care or have more important issues to deal with.

    Wouldn’t work for my low level real tank, who can hardly ever get a taunt in ( much less do the skillpoint quest) because the high CP DDs are racing ahead killing everything just for their ten crystals. Similar problem for my real healers.

    Fake roles were bad enough in random dungeons in the old days, but are * much* worse since the crystal reward entered the picture. How about giving crystal rewards to those of us who enjoy the story quests instead?

    Yes you are right this is only to disincentivize fake tank/healers not DD speedrunners. Actually there's an even easier way to maybe resolve these issues, to break the random dungeon queue into 2 queues
    1. role based like now
    2. with no roles for speedrunners and above level 50 only

    BTW they could make Vets better too by requiring someone to run the normal version of the dungeon 3-5 times before they can enter the Vet version.

    How is it fixing getting fake dds exactly? And the addition is even worse, why would I need to go do dungeons on normal when I can do vDLC ones that are just more fun?

    Fake DD is not a thing, why would a tank or healer queue as a DD which takes longer and they can't do the job. If you mean bad or inexperienced DDs, you can help them or kick them.

    It's how Fake Tanks self-justify their own selfishness. "Oh, it's okay I'm a fake Tank, because the other two are "fake DPS." Or, "It's okay if I fake tank, because the DPS are so bad they don't deserve a tank."

    Either way, same result.
  • Merforum
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    Merforum wrote: »
    zvavi wrote: »
    Merforum wrote: »
    Merforum wrote: »
    ZOS could end fake roles overnight, if they just tested a couple things
    1. the tank has taunt on bosses over 50%
    2. the healing heals the group a few times during dungeon

    If either of these 2 things do not happen, then at the end of the dungeon the FAKE simple does not receive any rewards. And ZOS can add more rules if people learn how to game the system again. After not receiving any rewards the fakes will have to either do the role correctly or stop queueing in fake role.

    BTW people that bring up fake DPS are actually just the fake tank/healers that everyone complains about who come on the forums to defend bad behavior so I wouldn't necessarily agree to a DPS test like this, although I suppose if the tank and healer do more DPS than a DD on a vet dungeon final boss, it might make sense for them NOT to receive some rewards like helm/transmute/key etc.

    That would discourage anyone from just jumping in vet as DD and get carried for helm/etc. Literally the simplest tests by ZOS could fix these problems and I think they know by how many times it is brought up over and over but they either don't care or have more important issues to deal with.

    Wouldn’t work for my low level real tank, who can hardly ever get a taunt in ( much less do the skillpoint quest) because the high CP DDs are racing ahead killing everything just for their ten crystals. Similar problem for my real healers.

    Fake roles were bad enough in random dungeons in the old days, but are * much* worse since the crystal reward entered the picture. How about giving crystal rewards to those of us who enjoy the story quests instead?

    Yes you are right this is only to disincentivize fake tank/healers not DD speedrunners. Actually there's an even easier way to maybe resolve these issues, to break the random dungeon queue into 2 queues
    1. role based like now
    2. with no roles for speedrunners and above level 50 only

    BTW they could make Vets better too by requiring someone to run the normal version of the dungeon 3-5 times before they can enter the Vet version.

    How is it fixing getting fake dds exactly? And the addition is even worse, why would I need to go do dungeons on normal when I can do vDLC ones that are just more fun?

    Fake DD is not a thing, why would a tank or healer queue as a DD which takes longer and they can't do the job. If you mean bad or inexperienced DDs, you can help them or kick them.

    It's how Fake Tanks self-justify their own selfishness. "Oh, it's okay I'm a fake Tank, because the other two are "fake DPS." Or, "It's okay if I fake tank, because the DPS are so bad they don't deserve a tank."

    Either way, same result.

    Exactly right. They just want the 100K XP and 10 transmutes, and don't care about ruining the purpose of DF and training new players. Even though the same 4-10 people spam these threads I think people are starting to see thru the nonsense.
  • spartaxoxo
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    Merforum wrote: »
    zvavi wrote: »
    Merforum wrote: »
    Merforum wrote: »
    ZOS could end fake roles overnight, if they just tested a couple things
    1. the tank has taunt on bosses over 50%
    2. the healing heals the group a few times during dungeon

    If either of these 2 things do not happen, then at the end of the dungeon the FAKE simple does not receive any rewards. And ZOS can add more rules if people learn how to game the system again. After not receiving any rewards the fakes will have to either do the role correctly or stop queueing in fake role.

    BTW people that bring up fake DPS are actually just the fake tank/healers that everyone complains about who come on the forums to defend bad behavior so I wouldn't necessarily agree to a DPS test like this, although I suppose if the tank and healer do more DPS than a DD on a vet dungeon final boss, it might make sense for them NOT to receive some rewards like helm/transmute/key etc.

    That would discourage anyone from just jumping in vet as DD and get carried for helm/etc. Literally the simplest tests by ZOS could fix these problems and I think they know by how many times it is brought up over and over but they either don't care or have more important issues to deal with.

    Wouldn’t work for my low level real tank, who can hardly ever get a taunt in ( much less do the skillpoint quest) because the high CP DDs are racing ahead killing everything just for their ten crystals. Similar problem for my real healers.

    Fake roles were bad enough in random dungeons in the old days, but are * much* worse since the crystal reward entered the picture. How about giving crystal rewards to those of us who enjoy the story quests instead?

    Yes you are right this is only to disincentivize fake tank/healers not DD speedrunners. Actually there's an even easier way to maybe resolve these issues, to break the random dungeon queue into 2 queues
    1. role based like now
    2. with no roles for speedrunners and above level 50 only

    BTW they could make Vets better too by requiring someone to run the normal version of the dungeon 3-5 times before they can enter the Vet version.

    How is it fixing getting fake dds exactly? And the addition is even worse, why would I need to go do dungeons on normal when I can do vDLC ones that are just more fun?

    Fake DD is not a thing, why would a tank or healer queue as a DD which takes longer and they can't do the job. If you mean bad or inexperienced DDs, you can help them or kick them.

    It's how Fake Tanks self-justify their own selfishness. "Oh, it's okay I'm a fake Tank, because the other two are "fake DPS." Or, "It's okay if I fake tank, because the DPS are so bad they don't deserve a tank."

    Either way, same result.

    I didn't even realize there was fake dps until I started queing as a real tank. And it was literally impossible to complete dungeons because these fake dps were built tanky and doing like 5k damage.

    I personally suspect that a lot of people who claim they don't exist are bad dps who feel attacked tbh. Or people who don't understand the definition of fake does not require deception.
    Edited by spartaxoxo on August 6, 2021 9:17PM
  • Amottica
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    I does not make sense for players to have to pay to change roles in a game where any character can play any role merely ok merely by changing some gear, skills, and swapping out some CP actives. It seems to be punitive to players who can play any role.

    Further, it does absolutely nothing to prevent someone from queuing for a fake tank role as they can easily have characters already set up to queue for that role even though they're built only for DPS. That is beside the point that 5-10k is pretty much pocket change for many players.

    For the second point, premade groups can already queue with whatever roles they want to. We already do this. We merely have players select the roles needed to make the group meet the requirements.

    So nothing real or significant changes either way.
  • moo_2021
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    spartaxoxo wrote: »
    I didn't even realize there was fake dps until I started queing as a real tank. And it was literally impossible to complete dungeons because these fake dps were built tanky and doing like 5k damage.

    You can still complete dungeons with 5k dps in total.


    I did solo with like 3k dps, before I learned weaving and had to use ultimate once a minute for real damage.

    I had to do that again yesterday because of some bug causing two players leaving and another offline, leaving me dealing with a boss alone... luckily I got my companion and 2 pets by my side, and a less tanky set.
  • spartaxoxo
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    moo_2021 wrote: »
    spartaxoxo wrote: »
    I didn't even realize there was fake dps until I started queing as a real tank. And it was literally impossible to complete dungeons because these fake dps were built tanky and doing like 5k damage.

    You can still complete dungeons with 5k dps in total.

    Some of the dungeons. Many of them have hard dps requirements that you cannot beat at 5k dps.
  • starkerealm
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    spartaxoxo wrote: »
    moo_2021 wrote: »
    spartaxoxo wrote: »
    I didn't even realize there was fake dps until I started queing as a real tank. And it was literally impossible to complete dungeons because these fake dps were built tanky and doing like 5k damage.

    You can still complete dungeons with 5k dps in total.

    Some of the dungeons. Many of them have hard dps requirements that you cannot beat at 5k dps.

    Very few have hard DPS checks. Of those, the majority are remarkably low. Granted, they're usually around 10k. It's often easier with high DPS, but it's rarely mandatory.
  • spartaxoxo
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    spartaxoxo wrote: »
    moo_2021 wrote: »
    spartaxoxo wrote: »
    I didn't even realize there was fake dps until I started queing as a real tank. And it was literally impossible to complete dungeons because these fake dps were built tanky and doing like 5k damage.

    You can still complete dungeons with 5k dps in total.

    Some of the dungeons. Many of them have hard dps requirements that you cannot beat at 5k dps.

    Very few have hard DPS checks. Of those, the majority are remarkably low. Granted, they're usually around 10k. It's often easier with high DPS, but it's rarely mandatory.

    They are low, and many people still fail them. Then there are others that are awful like BC2 with such low dps.

    5k dps is not enough to call yourself a real dps. You can't even do the bare minimum requirements of getting by those checks unaided, and those checks are super low.
  • Sluggy
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    Merforum wrote: »
    ZOS could end fake roles overnight, if they just tested a couple things
    1. the tank has taunt on bosses over 50%
    2. the healing heals the group a few times during dungeon

    If either of these 2 things do not happen, then at the end of the dungeon the FAKE simple does not receive any rewards. And ZOS can add more rules if people learn how to game the system again. After not receiving any rewards the fakes will have to either do the role correctly or stop queueing in fake role.

    BTW people that bring up fake DPS are actually just the fake tank/healers that everyone complains about who come on the forums to defend bad behavior so I wouldn't necessarily agree to a DPS test like this, although I suppose if the tank and healer do more DPS than a DD on a vet dungeon final boss, it might make sense for them NOT to receive some rewards like helm/transmute/key etc.

    That would discourage anyone from just jumping in vet as DD and get carried for helm/etc. Literally the simplest tests by ZOS could fix these problems and I think they know by how many times it is brought up over and over but they either don't care or have more important issues to deal with.

    There is already a way to ensure you have the roles you want for a dungeon. It's called kicking people from the group that don't fulfill their role.

    As a person that used to do nothing but exclusively tank I can say that we'll get kicked for any and every reason under the sun. Doing too much damage, not doing enough, healing, not healing, buffing the group, not buffing the group, CCing, not CCing - You name it, I've been kicked for it by some groups and rigorously thanked by others. Regardless of the build and playstyle I've used.

    At the end of the day each and every person has their own preference and tolerance levels for what they want in a group. This is something that is just not possible to codify in a set of hard and fast rules built into the game. If you don't like the group you are with there are already two mechanics you can use to perfectly solve this problem and they work for literally everyone regardless of their preferences: Vote kick, or leave the group. That is literally the best possible system anyone could ever hope to put in place. Choice.
  • Galarthor
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    In my experience, those fake queuers are usually the work horses of the groups and carry it.
    Meanwhile you have plenty of "real" DPS that deal less damage then the companions. Those are the real fakes in the groups. Calling themselves damage dealers and hitting like a wet noodle.
    ... same is true for healers. But who cares since they have been made useless in almost all content anyway.
  • spartaxoxo
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    Galarthor wrote: »
    In my experience, those fake queuers are usually the work horses of the groups and carry it.
    Meanwhile you have plenty of "real" DPS that deal less damage then the companions. Those are the real fakes in the groups. Calling themselves damage dealers and hitting like a wet noodle.
    ... same is true for healers. But who cares since they have been made useless in almost all content anyway.

    This. Now the garbage dd that won't even taunt is certain a problem, but many of the people that complain about DDs with taunts wouldn't even past the dungeon without them. I've seen it too many times to count. My success rate on normal dungeons is now 100% if groups don't disband just because I'm a dd with a taunt and not a real tank. And I can do some of the vet stuff too, no issues, again 100% success rate.

    Why on earth you'd want me on my real tank with garbage dps, I don't know. But I can tell you, it's way worse to be in a group that kills all your playtime and then doesn't even pass the dungeon on my real tank than to get it done in a reasonable amount of time on my fake.

    I don't even have a high threshold for what I consider real. Like 15k for base game and 20k for dlc, and still people can't even manage that and need help passing the basement level dps checks.
    Edited by spartaxoxo on August 6, 2021 11:01PM
  • zvavi
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    Merforum wrote: »
    zvavi wrote: »
    Merforum wrote: »
    zvavi wrote: »
    Merforum wrote: »
    Merforum wrote: »
    ZOS could end fake roles overnight, if they just tested a couple things
    1. the tank has taunt on bosses over 50%
    2. the healing heals the group a few times during dungeon

    If either of these 2 things do not happen, then at the end of the dungeon the FAKE simple does not receive any rewards. And ZOS can add more rules if people learn how to game the system again. After not receiving any rewards the fakes will have to either do the role correctly or stop queueing in fake role.

    BTW people that bring up fake DPS are actually just the fake tank/healers that everyone complains about who come on the forums to defend bad behavior so I wouldn't necessarily agree to a DPS test like this, although I suppose if the tank and healer do more DPS than a DD on a vet dungeon final boss, it might make sense for them NOT to receive some rewards like helm/transmute/key etc.

    That would discourage anyone from just jumping in vet as DD and get carried for helm/etc. Literally the simplest tests by ZOS could fix these problems and I think they know by how many times it is brought up over and over but they either don't care or have more important issues to deal with.

    Wouldn’t work for my low level real tank, who can hardly ever get a taunt in ( much less do the skillpoint quest) because the high CP DDs are racing ahead killing everything just for their ten crystals. Similar problem for my real healers.

    Fake roles were bad enough in random dungeons in the old days, but are * much* worse since the crystal reward entered the picture. How about giving crystal rewards to those of us who enjoy the story quests instead?

    Yes you are right this is only to disincentivize fake tank/healers not DD speedrunners. Actually there's an even easier way to maybe resolve these issues, to break the random dungeon queue into 2 queues
    1. role based like now
    2. with no roles for speedrunners and above level 50 only

    BTW they could make Vets better too by requiring someone to run the normal version of the dungeon 3-5 times before they can enter the Vet version.

    How is it fixing getting fake dds exactly? And the addition is even worse, why would I need to go do dungeons on normal when I can do vDLC ones that are just more fun?

    Fake DD is not a thing, why would a tank or healer queue as a DD which takes longer and they can't do the job. If you mean bad or inexperienced DDs, you can help them or kick them.

    Dude. Dlc dungeons have dps tests. If one dd, is not hitting 10k (met him in vLoM, 3rd boss needs high dmg) he is not hitting enough damage to pass the dungeon. 20k group dps is not enough to do it. He cannot complete his role as a dd. Just like a fake tank does not complete his role by not taunting. When I meet 2 fake dds, dds that do not plan on completing their role, in a dlc dungeon, I regret queuing as a tank

    As you full well know these threads are specifically talking about speedrunners and toxic players Qing for NORMAL RANDOM dungeon finder as tank or healer while having absolutely no care about anything or anyone other than running to the end, killing final boss and getting 10 transmute crystals, and making it so newbies can't learn or do quest or anything really.

    And a side effect of this is that DDs don't LEARN how to do they role, which consequently creates a lot of DDs who don't know how to play, so dude guess what happens when they try to do Vet dungeons. The first 3 years I played this wasn't a problem at all, we had very helpful players in DF and every time I did a dungeon there would be at least 2 people who knew how to do the dungeon and took as much time as needed to help others.

    I can say the dungeons where people have to learn or where we have to work for it and maybe die or wipe 1 or 2 times are more fun than just blowing thru. Funny that the exact same people who talk about 'challenge' for overland, don't want a 'challenge' in dungeons.

    1. I don't run normals. So I don't meet fake tanks. But I do meet lots of fake dds you were saying don't exist. My main point was that you offered penalties for support roles, while not offering penalties for dd roles, which are much more common being fake in the queue from my experience.
    2. If average normal dungeon queue for dd takes 20 minutes, and you have 75% meeting a fake tank, getting rid of all the fake tanks will mean dds have 80 minutes queue. Arbitrary numbers but you get the point.
    3. As a person that vDLC for years, Fake dds are a thing from before the introduced extra Transmute crystals to the dungeon reward. So blaming it for the existence of fake dds is, eh, silly.
    4. Watching my 3 allies dead on the floor because they can't do basic mechanics, while I am on a full support build, has nothing to do with challenge. Fake dds usually don't learn. Those who don't have basic mechanics down, the vast majority of time will not be able to do dlc mechanics. Heck, going back to my example above, dd with 10k dps literally, has no chance of passing the dps check on 3rd boss in vLoM (if second dd is of the same level) it is not about "learning" the dungeon, but people that need to learn basic game mechanics going to dungeons of higher tier than what they theoretically could do.
    Edited by zvavi on August 7, 2021 4:52AM
  • Arkew
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    If you want reduce fake dd / tank / healer near 0 % just simply add of the two idea in the game.

    The most punishing and aggresive one, boss dps cap

    with this mechanics boss can take max like 3 % of is max hp per second (skill who have excecute damage piercing this mechanic if they are in execute %)

    The second is simply add role spirit like the battle spirit in pvp who give buff and nerf.

    Tank spirit: increase max health and armor by 5 k , you can survive to 1 shoot attacks if you health is <75 %, all defensive buff duration are increased by 40 % , reduce all damage done by 90 %, reduce all heal done on allies by 90 %.

    DD spirit: increase weapon and spell power by 500, all offensive buff (force,prophecy,sauvagery,sorcery and brutality) duration are increase by 40 %, healing done/self heal and shield are reduced by 90 %.

    Healer spirit: increase buff duration (mending , intellect, endurance, fortitude) by 40 % , all synergize who give back ressource give 50 % extra ressource, when you are under major mending 5 % of healing done to teamate are given back as ressource who are the highter (stam or mag), all your damage done are reduce by 90 % (except funnel health who are the exception to the rule since healing scale on one part of damage, and healing staff heavy attacks.)

    with this system you are no longer have fake tank/healer since all of is damage gonna be nerfed into oblivion, that's gonna be do your role or kick.
  • Marchastre
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    That system of a fee is one of the worst idea around and it mostly punish peoples who are used to play differents roles.

    I'll take myself as an example but every DD i own is either able to "tank" and "Heal" enough to do vets non-dlc and even some vet-dlc. (And by tanking i mean: Chaining, taunting, healing, buffing the damage of the team and managing to keep the boss under control so they stay in AOE, doing more overall than what most of the "real tanks" does)
    And yet, as they're mostly "DD character", i have to pay a double-fee whenever i'm using them for trials?

    It doesn't solve the fake-tanking issue, it solely punish peoples that are willing to play multiples roles while leaving the fake-tankers able to stay on the role tank without any worry.


    A good solution could be the creation of a small dungeon that's modulated for your role, with only one person in there.
    You enter as your role and as you progress through the dungeon, it unlocks the dungeons for the group finder.
    In a sense, it would be the equivalent of the maelstrom arena (With interrupt, moving around, avoiding the aoe and doing the most basic part of your role but also with the boss, on the later parts of that mini dungeon, using mechanics common to the dungeons in DLC)
    That's not perfect but it would, that way, sort out those who cannot perform their roles with those that can.

    And yes, doing that mini dungeon as a role would solely unlock the dungeons in the group finder for that role... And you will have to redo it for each role you are to perform.
    On a secondary note, it could help for peoples coming back to the game or starting to test a role... It can be considered a sort of training tracks as there's no one in the dungeon besides the player who tagged in (And no way to mess things up)
  • Arkew
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    great problem ask great solution , your idea is medium because a guy can make the tank dungeon and after go back into fake tank you not solve problem you winning time, my solution is simple and help dealing with all
  • starkerealm
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    Galarthor wrote: »
    In my experience, those fake queuers are usually the work horses of the groups and carry it.
    Meanwhile you have plenty of "real" DPS that deal less damage then the companions. Those are the real fakes in the groups. Calling themselves damage dealers and hitting like a wet noodle.
    ... same is true for healers. But who cares since they have been made useless in almost all content anyway.

    In my experience, the vast majority of those fake roles get splattered across the walls, need to get collected with a spatula, and then start trash talking the group while utterly convinced that they are god's gift to the PUG, while also being the single least competent person in the party.
  • Marchastre
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    Arkew wrote: »
    great problem ask great solution , your idea is medium because a guy can make the tank dungeon and after go back into fake tank you not solve problem you winning time, my solution is simple and help dealing with all

    The problem with your solution is that is dampen any survival skills and make the support roles even less interesting:
    A DD is AFK or doing subtier damage? 500 spell/weapon damage won't improve someone's dps if their sole action is spamming light attacks/snipe for the whole dungeon
    The healer is afk or is using only ground aoes in a fight where everyone's spread out? Welp, guess the DD will dies often (And i'm not even talking about the mechanics where the DD has to get a self heal like the spawn of Mephala for FGII, Blackheart for Blackheart Haven, Cradle of Shadows Hm)
    The Tank is still learning and has difficulties to take the aggro, guess the healer will have to tank himself since he can't kill anything.

    Your changes also nerf the alternatives playstyles: A support/healer tank with battalion defender, a DPS vampire using self-heals with blood frenzy and i'm sure there's more playstyles i don't even know that would be gutted by that system.
    It would only streamline builds, punish those who are trying to bring the most to the team...

    With it: The tank is helpless if the team cannot withstand the damage, the healer is relegated to a heal bot since using CC could and would stop the tank from chaining/doing his job and damage dealers would often meet themselves in a dead end where they're constantly dying due to a lack of healing and no way for them to use any self-healing to compensate.
    Your system only works for premades, nowhere else... And premades are only a ridiculous small part of the player base
  • Arkew
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    Marchastre wrote: »
    Arkew wrote: »
    great problem ask great solution , your idea is medium because a guy can make the tank dungeon and after go back into fake tank you not solve problem you winning time, my solution is simple and help dealing with all

    The problem with your solution is that is dampen any survival skills and make the support roles even less interesting:
    A DD is AFK or doing subtier damage? 500 spell/weapon damage won't improve someone's dps if their sole action is spamming light attacks/snipe for the whole dungeon
    The healer is afk or is using only ground aoes in a fight where everyone's spread out? Welp, guess the DD will dies often (And i'm not even talking about the mechanics where the DD has to get a self heal like the spawn of Mephala for FGII, Blackheart for Blackheart Haven, Cradle of Shadows Hm)
    The Tank is still learning and has difficulties to take the aggro, guess the healer will have to tank himself since he can't kill anything.

    Your changes also nerf the alternatives playstyles: A support/healer tank with battalion defender, a DPS vampire using self-heals with blood frenzy and i'm sure there's more playstyles i don't even know that would be gutted by that system.
    It would only streamline builds, punish those who are trying to bring the most to the team...

    With it: The tank is helpless if the team cannot withstand the damage, the healer is relegated to a heal bot since using CC could and would stop the tank from chaining/doing his job and damage dealers would often meet themselves in a dead end where they're constantly dying due to a lack of healing and no way for them to use any self-healing to compensate.
    Your system only works for premades, nowhere else... And premades are only a ridiculous small part of the player base

    if you are more smart than anyone, send your idea. :)
  • Marchastre
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    I already gave my idea.

    With the system of a proving grounds, the fake tanks (those that have no experience whatsoever) can't go to the places above their level. And even if they switch gear back, they still have the skills that would be deemed necessary for the role as a tank/healer.

    Unless we want to go with a system where, by entering those proving grounds (Aka the mini dungeon designed to test the knowledge of the game from the players), the skills are replaced by a set of common skills that cannot be changed until they leave it.
    In that case, indeed they wouldn't have the skills necessary but that option is far-fetched.


    And, just saying, the system of the proving grounds is there to sort off bad and good players, it cannot solve the fake tanks/healers that know the role on the tip of their fingers... But in that case, if they did unlock veterans/dlc dungeons and refuse to fulfill their roles, it could be the ground to enforce some sanctions onto those players with the indication they willingly worked and did efforts to get the healer role and yet are refusing to fulfill it despite they tagged for it.
  • starkerealm
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    Marchastre wrote: »
    I already gave my idea.

    With the system of a proving grounds, the fake tanks (those that have no experience whatsoever) can't go to the places above their level. And even if they switch gear back, they still have the skills that would be deemed necessary for the role as a tank/healer.

    Unless we want to go with a system where, by entering those proving grounds (Aka the mini dungeon designed to test the knowledge of the game from the players), the skills are replaced by a set of common skills that cannot be changed until they leave it.
    In that case, indeed they wouldn't have the skills necessary but that option is far-fetched.


    And, just saying, the system of the proving grounds is there to sort off bad and good players, it cannot solve the fake tanks/healers that know the role on the tip of their fingers... But in that case, if they did unlock veterans/dlc dungeons and refuse to fulfill their roles, it could be the ground to enforce some sanctions onto those players with the indication they willingly worked and did efforts to get the healer role and yet are refusing to fulfill it despite they tagged for it.

    Yeah, I've actually seen this implemented in another MMO.

    The problem that arose wasn't, exactly, the same, but it kind of illustrates the problem with this idea.

    Something you'd often see were players specifically running the Tank test to get past the gatekeeper. It was viewed (in the community) as the easiest test to clear. The DPS test was just a hard DPS check while avoiding standing in stupid, and the healer test was keeping DPS who were standing in stupid from expiring. The Tank test just required you had some self heals, could maintain taunt, and could rotate clockwise while a DPS desperately tried to get into the boss's cleave.

    So, that's the problem. Many players in that game would go into Nightmare dungeons without ever proving they could actually do their job. The reason they would do this is because it was easier to clear the Tank challenge.

    How's this relevant to ESO? You'd see "fake-tanks" gear up, clear Tank Certification, then swap back to DPS setups and go back to queuing as tanks.

    The problem isn't that fake-tanks don't know how to perform their role. In some cases, you'll certainly encounter fake tanks who can do the job. They just don't want to. They just want to have a short queue, and don't care what impact they have on the game as a whole. They tell themselves that, "they're the hero, coming in to save the PUG," and they're, "too important," to sit in the slow queue.

    Same thing with fake healers. They queue as fake healers because they're convinced that because Hodor doesn't need healers, no one does.

    In both cases, they stumble in, actually make the run significantly harder because the group is now down a critical role, and then pat themselves on the back in a fit of narcissism if the group manages to drag their *** across the finish line. And when it (far more frequently) fails, they blame everyone other than themselves. Saying, "oh, their DPS was trash," but completely oblivious to the fact that a lot of major DPS abilities in this game require the tank to hold the ******* boss still. They actively sabotage the other DPS, and then say, "look how awesome I am."
  • zvavi
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    The problem isn't that fake-tanks don't know how to perform their role. In some cases, you'll certainly encounter fake tanks who can do the job. They just don't want to. They just want to have a short queue, and don't care what impact they have on the game as a whole. They tell themselves that, "they're the hero, coming in to save the PUG," and they're, "too important," to sit in the slow queue.

    Same thing with fake healers. They queue as fake healers because they're convinced that because Hodor doesn't need healers, no one does.

    Fake tanks are filling a void created by too many dds. Cut down the amount of dds in queue, and higher their quality by proving grounds, and the relative amounts of tanks to dds will go up, and you will see less fake tanks.
    Edited by zvavi on August 7, 2021 6:49PM
  • starkerealm
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    zvavi wrote: »
    The problem isn't that fake-tanks don't know how to perform their role. In some cases, you'll certainly encounter fake tanks who can do the job. They just don't want to. They just want to have a short queue, and don't care what impact they have on the game as a whole. They tell themselves that, "they're the hero, coming in to save the PUG," and they're, "too important," to sit in the slow queue.

    Same thing with fake healers. They queue as fake healers because they're convinced that because Hodor doesn't need healers, no one does.

    Fake tanks are filling a void created by too many dds. Cut down the amount of dds in queue, and higher their quality by proving grounds, and the relative amounts of tanks to dds will go up, and you will see less fake tanks.

    Yeah, but no. The problem isn't that people don't know how to tank, it's that they don't want to. Right now, tanking is one of the more challenging roles. The only way you'd solve that is by making life easier on the tanks, encouraging more people to actually play the role.

    The problem is, tanks are getting hamstrung left and right by PvP balance changes. It's been that way since Wroble left.

    Now, we've had some improvement, particularly in the CP system. But... when you're going into a vet dungeon, as the tank, you're signing up for the hardest role. Same for trials. Why would you want to put yourself through that? The payoff is the short queue, but then you have all the DPS who just say, "oh, yeah, I'll take the short queue; bye suckers!"
  • Marchastre
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    I do understand the proving ground is only a part of the action to do. It could still serve to avoid the fake newb tanks if it's well done (By asking to use chains, to know when to roll-dodge or even simulate a few scenario were the tank as to free an ally from a CC) and same for the healers who would rather just slot a heal and forget everything else (I'd say in that scenario, the healer has no direct damage output but could increase the damage of the NPC by buffing/debuffing (A sort of incremental damage))

    But for the fake tanks/healers that do know their roles but refuse to apply it, there's not a lot of options to apply...


    One option could be to make the role of a tank more impactful in the dungeon:
    - A static boss (In a sense the boss doesn't teleport around or doesn't have an pattern that makes him move away) gain an incremental debuff that increase the damage taken as long as he doesn't move (With the effect being removed once it moves/lose the taunt)
    - Adds that had been chained or CC recently takes 10% more damage and can explode, inflicting a portion of their health on a extremely small range, making it more interesting to stack adds onto the tank.
    - A ranged/mobile boss does less damage and take more damage over time as long as it is taunted and under the effect of a debuff from the tank.

    That way, the tanking would make dungeons far more easier... And perhaps, if a tank managed to maximized the debuff from his role onto a boss, he could roll for an additional item?
    But that system would require some fine tuning as some boss have an invulnerability phases or some phases that requires to be away from the boss.



    For the healer, it's far more easier: As long as a damage dealer is above 50/60% of their max health and have a buff from the healer onto them, they gain an incremental buff to their damage and when they're below that threshold, the buff is quickly depleting?
  • moo_2021
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    Can't we just have a separated dungeon finder with no role defined? The only requirement would be max one player with taunt ability.

    Given the current nature of RND, I don't feel safe to trust a random tank or healer anyway, and I'm probably not alone.
  • zaria
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    zvavi wrote: »
    The problem isn't that fake-tanks don't know how to perform their role. In some cases, you'll certainly encounter fake tanks who can do the job. They just don't want to. They just want to have a short queue, and don't care what impact they have on the game as a whole. They tell themselves that, "they're the hero, coming in to save the PUG," and they're, "too important," to sit in the slow queue.

    Same thing with fake healers. They queue as fake healers because they're convinced that because Hodor doesn't need healers, no one does.

    Fake tanks are filling a void created by too many dds. Cut down the amount of dds in queue, and higher their quality by proving grounds, and the relative amounts of tanks to dds will go up, and you will see less fake tanks.

    Yeah, but no. The problem isn't that people don't know how to tank, it's that they don't want to. Right now, tanking is one of the more challenging roles. The only way you'd solve that is by making life easier on the tanks, encouraging more people to actually play the role.

    The problem is, tanks are getting hamstrung left and right by PvP balance changes. It's been that way since Wroble left.

    Now, we've had some improvement, particularly in the CP system. But... when you're going into a vet dungeon, as the tank, you're signing up for the hardest role. Same for trials. Why would you want to put yourself through that? The payoff is the short queue, but then you have all the DPS who just say, "oh, yeah, I'll take the short queue; bye suckers!"
    This, now this is an vet dlc issue, not an problem below but in vet dlc the tank need to know the mechanics well to stay alive.
    That you can block and that you need to dodge, who adds are dangerous and need handling and so on.
    DD and healer has it much easier here in my experience. In standard vet you can pretty much just taunt and block.
    And it depend on group, even nCoH2 is an nightmare with the group this Bosmer got.
    vuOY6o5h.jpg

    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • starkerealm
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    Marchastre wrote: »
    I do understand the proving ground is only a part of the action to do. It could still serve to avoid the fake newb tanks if it's well done (By asking to use chains, to know when to roll-dodge or even simulate a few scenario were the tank as to free an ally from a CC) and same for the healers who would rather just slot a heal and forget everything else (I'd say in that scenario, the healer has no direct damage output but could increase the damage of the NPC by buffing/debuffing (A sort of incremental damage))

    But for the fake tanks/healers that do know their roles but refuse to apply it, there's not a lot of options to apply...


    One option could be to make the role of a tank more impactful in the dungeon:
    - A static boss (In a sense the boss doesn't teleport around or doesn't have an pattern that makes him move away) gain an incremental debuff that increase the damage taken as long as he doesn't move (With the effect being removed once it moves/lose the taunt)

    The problem here is, this is backwards.

    The tank's job is to hold the boss still.

    The DPS's best tools are focused on putting AoEs on the ground around them, to speed up the burn.

    If you have a boss that the tank needs to pull around the room, it will cripple the DPS's ability to apply damage to them. That said, there are bosses where the tank has the option to clear mechanics by moving the boss around the arena.
    Marchastre wrote: »
    - Adds that had been chained or CC recently takes 10% more damage and can explode, inflicting a portion of their health on a extremely small range, making it more interesting to stack adds onto the tank.

    This is redundant. A tank who's doing their job, can chain trash adds onto themselves, stacking them inside the DPS's ground AoEs, melting them.

    So, basically, this should already be happening.
    Marchastre wrote: »
    - A ranged/mobile boss does less damage and take more damage over time as long as it is taunted and under the effect of a debuff from the tank.

    Again, this already happens. Tanks have a number of tools for debuffing bosses, and even methods for moving ranged bosses around the arena to put them into better positions for burn.

    DPS rarely focus on debuffing the target, because, "it's not their job." Which is fine, until you have a DPS who isn't interested in debuffing the boss, who's taken' the Tank's slot, because they wanted a faster queue.
    Marchastre wrote: »
    That way, the tanking would make dungeons far more easier... And perhaps, if a tank managed to maximized the debuff from his role onto a boss, he could roll for an additional item?
    But that system would require some fine tuning as some boss have an invulnerability phases or some phases that requires to be away from the boss.

    If you want to make tanking easier, the answer is going to be more health and resistance scaling modifiers. Things like having a scaling discount on Silver Leash's cost based on your resists. Change abilities like Dark Deal or GDB to be more efficient in PvE (possible also kneecapping them in PvP via battle spirit tweaks.)
    Marchastre wrote: »
    For the healer, it's far more easier: As long as a damage dealer is above 50/60% of their max health and have a buff from the healer onto them, they gain an incremental buff to their damage and when they're below that threshold, the buff is quickly depleting?

    So, this is already a thing, in a couple different forms. Combat Prayer exists. Sets like Spellpower Cure exist. There's a champion point star which grants resource recovery bonuses on overheal.

    Fake healers don't care. They don't care about those buffs. They don't care about the DPS or the tank. They just want a fast queue.

    The more I look at it, the more I think the solution for Fake Tanks/Fake Healers, is purely punitive. Make it a reportable offense, with the in-game moderators actually looking at the slotted skills and sets. Then if someone's abusing the queue, take away that player's ability to queue for support roles.
    Edited by starkerealm on August 7, 2021 7:48PM
  • Marchastre
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    The problem here is, this is backwards.

    The tank's job is to hold the boss still.

    The DPS's best tools are focused on putting AoEs on the ground around them, to speed up the burn.

    If you have a boss that the tank needs to pull around the room, it will cripple the DPS's ability to apply damage to them. That said, there are bosses where the tank has the option to clear mechanics by moving the boss around the arena.

    Yup, that's why i advised a fine tuning because there's a lot of boss with peculiar mechanics that will make them move by themselves or that you have to pull from aoe: Cradle of shadows' last boss, Fang lair's last boss, Arx corinium last boss again... We can list a lot of boss that have a peculiar system of mechanics.
    This is redundant. A tank who's doing their job, can chain trash adds onto themselves, stacking them inside the DPS's ground AoEs, melting them.

    So, basically, this should already be happening.

    I should but outside of the clear damage increase that we see, the fake tanks have no incentive to do so. They only see their dps and, in a sort, making it so they can "increase" their dps with those bloated numbers make it more tempting to slot a CC/chain between boss.

    Again, this already happens. Tanks have a number of tools for debuffing bosses, and even methods for moving ranged bosses around the arena to put them into better positions for burn.

    DPS rarely focus on debuffing the target, because, "it's not their job." Which is fine, until you have a DPS who isn't interested in debuffing the boss, who's taken' the Tank's slot, because they wanted a faster queue.

    Well, that's an incentive. You want to make the work of a tank more rewarding and making them feel more interested by the role. And i'll be honest, my own experience as a tank is that in most of the dungeons, one character could be the tank and healer at the same time, leaving three dds.
    Making it so the tank has a rewarding feeling of directly increasing the damage of the team besides just standing there and keeping count of the ongoing buffs/debuffs is better than nothing.
    But there can be other incentive and what i offered is one possibility.

    If you want to make tanking easier, the answer is going to be more health and resistance scaling modifiers. Things like having a scaling discount on Silver Leash's cost based on your resists. Change abilities like Dark Deal or GDB to be more efficient in PvE (possible also kneecapping them in PvP via battle spirit tweaks.)

    The problem isn't that the tanking is "difficult" but the learning curves to be a tank is atrocious. You can go from a mechanic that barely remove 5% of your life in normal and once you get in veteran, you get one-shot even with all the health in the world because some mechanics are scaling on your max health.
    It also doesn't remove the fact that if a tank is in a bad group, you are helpless AND you are at one moment stuck in front of your screen, repeating the same pattern because it takes 15minutes to kill one boss because the dps are only using light attack.

    Tanking can't be made easier in a broad sense, it can be made easier to learn by redoing the difficulties and abilities of some boss, it can be made easier to choose by giving options for the tank to influence the fight other than praying that the others members of the team know there's a backbar and throwing buffs at them, it can be made more convenient by giving more health and the buffs you proposed.
    But all in all, tanking is a mixed bag of issues that were never addressed.


    So, this is already a thing, in a couple different forms. Combat Prayer exists. Sets like Spellpower Cure exist. There's a champion point star which grants resource recovery bonuses on overheal.

    Fake healers don't care. They don't care about those buffs. They don't care about the DPS or the tank. They just want a fast queue.

    The problem is not everyone has the SPC/Olorime/PA and others sets from the get go. And farming especially for them just to fill the healer role is just a chore.
    My option is simply a complement: That's a crutch that helps new healers without the sets and it doesn't undermine the efforts done to get the set.
    The more I look at it, the more I think the solution for Fake Tanks/Fake Healers, is purely punitive. Make it a reportable offense, with the in-game moderators actually looking at the slotted skills and sets. Then if someone's abusing the queue, take away that player's ability to queue for support roles.

    On that part, i do agree.
    That's why i proposed those values on the healer/tank because a good tank can keep those values high that are, in return, kept somewhere in the logs of the game. Otherwise, the moderators have to check by themselves if the boss was mostly taunted by the tank in the group. Same for the healer that could just throw a heal whenever the dd are low but never bothering to buff them.

    We're going from a complete inspection to just check the abilities of the character and the uptime of the buff associated to its role.
    If a player has a dps set and the uptime of his role is low, the moderator can then punish the player.

    And that part goes along the lines of the proving ground system so a new player can't log in, tag as a tank with no knowledge of the game, and be punished for his poor performances.
  • Malkiv
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    Merforum wrote: »
    Malkiv wrote: »
    Merforum wrote: »
    Malkiv wrote: »
    Merforum wrote: »
    ZOS could end fake roles overnight, if they just tested a couple things
    1. the tank has taunt on bosses over 50%
    2. the healing heals the group a few times during dungeon

    If either of these 2 things do not happen, then at the end of the dungeon the FAKE simple does not receive any rewards. And ZOS can add more rules if people learn how to game the system again. After not receiving any rewards the fakes will have to either do the role correctly or stop queueing in fake role.

    BTW people that bring up fake DPS are actually just the fake tank/healers that everyone complains about who come on the forums to defend bad behavior so I wouldn't necessarily agree to a DPS test like this, although I suppose if the tank and healer do more DPS than a DD on a vet dungeon final boss, it might make sense for them NOT to receive some rewards like helm/transmute/key etc.

    That would discourage anyone from just jumping in vet as DD and get carried for helm/etc. Literally the simplest tests by ZOS could fix these problems and I think they know by how many times it is brought up over and over but they either don't care or have more important issues to deal with.

    Wait, so if my wife, 2 friends and myself want to run random fake rolls to get through the DF rewards as a premade on all of our toons, then 1 or 2 of us are not going to get rewards because we don’t need a taunt nor healer? We do this almost every day. There’s not a single normal dungeon we’ve EVER wiped on using a fake role premade. This suggestion just seems asinine, and a way to force others into your idea of cooperative PVE play.

    Sorry I thought everyone knew that these issues are not related to 4 person premades, who should not be subjected to penalties like this. This would mostly be to fix solo speed runners who are ruining the DF for everyone just so they can get daily random rewards.

    Our premade uses the SAME queueing system you want to police. So my point still stands.

    IT LITERALLY SAYS "but allowing premades of 4 to queue regardless of what roles are chosen" in the title of this thread so point is moot.

    It’s not a moot point. The system you, Merforum, suggested is not the same system that the OP outlined. You never said, "Yeah, keep stuff from the OP but also," and it wasn't even implied. You simply said, "ZOS could end fake roles overnight, if they just tested a couple things..."

    The bottom line is, neither system - or combination of systems - would work for my group of friends, anyways. Under your system, we are penalized because we are able to perform. Under the OP system, every time one of us flip the switch for a toon to be a fake or natural role - which can happen multiple times in a day - we're being charged to do so, because we're able to perform. My wife only plays 4 characters, so one of us is always going to be switching characters, since I personally - and a lot of my friends - run 7-10 regularly and want the rewards on each of them.

    Then if we want to run three people, because sometimes our friends/guildies are busy or not interested in normal reward runs, we're still penalized no matter which system goes into place. We're no longer a 4 player premade, even though we'd be more than capable to carry a 4th through regardless of their skill levels.

    Speaking of skill levels, in the "vet system" you suggested; that's just selfish and narcissistic. I help - for free - carry DDs through vSPC to get their Zaan. It's super important to some DD that they're able to get that monster set, regardless of their skill or experience level. I made two good friends in one of these runs, whom I get on Discord with and voice chat for hours run trials with. Under your "vet system" he would have been punished and not have received his Zaan piece and would have missed out on that feeling of accomplishment. He stuck it out, the group was patient, and we completed the dungeon - he deserves a reward for that.

    I get it - I'm sorry you're mad about speed runners and "toxic players." It's also, as I said before, asinine to use these implementations to police the DF queue. Just use the vote to kick function, or - if that fails - leave the group; you're the only one that has a problem with it if the vote to kick is failing. Maybe you should reflect on that.
    PC-NA | PvP (Gray Host & BGs) | PvE (vTrials & vDGs)
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