Actually the queue is quite good at the moment.
I can remember when all of this just started, we had queue times of 60min and longer. Because there were no fake tanks and we had to wait for a tank. And honestly, i can't think of ONE normal dungeon you cant complete with just 2 dd's.
KhajiitLivesMatter wrote: »Sheezabeast wrote: »The difference, an important difference, is that a 'fake dps' is still slotting dps skills and outputting some dps. A 'fake tank' is not slotting crowd control or a taunt. Big difference you guys are glazing over. You cannot glaze over this.
yea its a diffrence but it doesnt matter
a fake dps will still do no dmg
and a fake tank will still not tank
where is the diffrence ? the intention? yea maybe but the effect is the same
To me there are four main differences, two are objective, the other two are subjective:
- The *alleged* fake dps will spend on average between 10 and 20 mins in the queue where the fake tank/healer will spend on average between no time at all and 45s.
- The fake tank/healers, from the outset, have zero intention of performing they task they queued for.
- Because the fake tank/healers are deliberately engaging in a deceitful practice, in most cases having enough self-awareness to acknowledge this fact at least to themselves, for their own benefit and potentially at the expense of the other prospective group members they experience at least a modicum of mental discomfort; to deal with this discomfort they need to come up with justifications, again at least to themselves; the stronger the criticism the more outlandish they become, to the point that many end up with the 'I am Zenithar's gift to your group' or 'you are all extras in my film' attitude.
- Ultimately, in my own limited experience, fake tanks/healers are significantly more abundant, at least in random normals, than *alleged* fake dps. Probably in the region of 10:1.
While your obervation is mostly right tehre is a catch to that. A fake tank is a DD that effects mostly DDs and some of the Healers, but not real Tanks. Fake DDs however effect Tanks and Healers heavily and other DDs not so much. This leads to less real Tanks and Healers queueing.
Since they added curated drops i ran something between 200 and 300 DLC dungeons on normal. Half of my groups dealth 25k DPS or less with some not even hitting the 20k mark. If i remove my 4k that averages from less than 8k to up to 10k per DD which is next to nothing and some groups ended up as some sort of carry run.
The ultimative problem you are running into is that DDs complain alot about fake roles because they are the ones most impacted. If fake roles wouldnt exist they would complain about long queue times, what they did in the past. The result is that everyone would like real Tanks and Healers to be available in decent supply but is to bussy demanding their issue fixed while completely denying the problems that real tanks/healers have that causes them to not pug at all. That problem is low quality of random DDs and as soon the wording "fake DD" comes into play it gets heavily downplayed without being recognized while expecting support players to magically do something.
I am not downplaying it as such, is just that I don't encounter sub-par dps players as much as I find fake tanks healers, probably because I queue as dps myself.
And as a dps another dps in lieu of a support character doesn't really bring that much to the table for me. It only means that I have to slot self-heals and sources of major/minor breach, factor in sustain and there is going to be a lot more kiting and dodging to achieve the same objective with no significant reduction on the duration of the whole 'experience' because many bosses have unskippable 'phases' anyway.
So, again from my personal perspective fake tanks/healers only bring more work for me, do not really impact the overall duration that much because remember that as opposed to them I have already been queueing for 10-20 minutes, often bring expectations of their own: 'ignore chests/skip/now run/etc etc' because from their no-queue point of view 20 extra seconds is akin to a tooth extraction, and so on and so forth.
To put it as short and simple as possible, fake tanks/healer are more detrimental to my overall experience than 'fake' dds while carrying the extra baggage of engaging in a practice that I personally find objectionable.
A character that can taunt and inflict major/minor breach using a single skill every 15 seconds and another one that can throw combat prayer and a couple of orbs because who doesn't like sustain[*] bring much more - for me - to the dungeon than whatever fake tanks/healers think they bring along with them, with 1/10th of the aggro and the drama.
[*] That's not all support characters can or indeed do, that is just the extent of my expectations.
I play tank or healer mostly I don’t really run dd’s through that much as I like to cover at least one of the problem roles properly
My biggest gripe is runners in normal or vet dungeons can’t stand them specially in vet or if I see a quester in either, they run pull all the adds and start the boss fight while I’m burning stamina trying to keep up, once I see a runner I leave and would rather wait the penalty out before trying again for a group. Zos please reduce the penalty time 5 minutes should be fine
What these super runners don’t get that if everyone starts the fights together then the adds or boss will be controlled, debuffed and depending on which tank I’m on group will be buffed too, the dungeon will go smoother and faster than what a runner will get done
What needs to be done is circle zone barriers need to be in place and that do not drop until all adds are dealt with in the area and all members of the group are stood in the proceed circle (circle not near a quest marker) and then the barrier is dropped at that point. Then you all move on to the next bunch of adds or boss with no adds or bosses being able to be skipped! looking at you fungal grotto
Hell make the proceed circle do a group check at each checkpoint for tank to have taunts, one hand and shield/ice staff, healer has multiple heals single/aoe and restro staff, dds have damage weapons and single/aoe/dots damage skills force the weapon types to the roles and yes I am fully aware you can heal without a restro staff!
If you want to solve roles and responsibilities you force the locks into place and maybe then more people will give dlc dungeons a try
If everyone is kitted properly then it will not slow down the dungeon run at all, will not matter if you pug or manually create group everyone is forced into system checks and zone blocks in dungeons
Stop the fake roles and stop the runners campaign!
Franchise408 wrote: »I play tank or healer mostly I don’t really run dd’s through that much as I like to cover at least one of the problem roles properly
My biggest gripe is runners in normal or vet dungeons can’t stand them specially in vet or if I see a quester in either, they run pull all the adds and start the boss fight while I’m burning stamina trying to keep up, once I see a runner I leave and would rather wait the penalty out before trying again for a group. Zos please reduce the penalty time 5 minutes should be fine
What these super runners don’t get that if everyone starts the fights together then the adds or boss will be controlled, debuffed and depending on which tank I’m on group will be buffed too, the dungeon will go smoother and faster than what a runner will get done
What needs to be done is circle zone barriers need to be in place and that do not drop until all adds are dealt with in the area and all members of the group are stood in the proceed circle (circle not near a quest marker) and then the barrier is dropped at that point. Then you all move on to the next bunch of adds or boss with no adds or bosses being able to be skipped! looking at you fungal grotto
Hell make the proceed circle do a group check at each checkpoint for tank to have taunts, one hand and shield/ice staff, healer has multiple heals single/aoe and restro staff, dds have damage weapons and single/aoe/dots damage skills force the weapon types to the roles and yes I am fully aware you can heal without a restro staff!
If you want to solve roles and responsibilities you force the locks into place and maybe then more people will give dlc dungeons a try
If everyone is kitted properly then it will not slow down the dungeon run at all, will not matter if you pug or manually create group everyone is forced into system checks and zone blocks in dungeons
Stop the fake roles and stop the runners campaign!
The bolded would be absolutely awful
If we step back and look at all of this, I'd say that it's circular problem:
-> New player comes in game, no sets colected and no experience playing. Game tells them "come try this thing called dungeons" at lvl 10 and they do. They pick DD role since that's the thing most on the nose (game asked them to kill stuff since lvl 1, not to tank / heal) and also predefined option in dungeonfinder when first opened.
-> In any dungeon done at this stage there is no healing, no tanking. They seldomly get to do any damage to anything, since high CP players (often fake tank and / or healer, since these players are the ones in most hurry, having already jumped the queue) rushed and killed everything before they got there (characters are so slow without CP + low stamina means they're lucky if they even see boss from distance, let alone touch it).
-> Since dungeons obviously require only one thing - run through as fast as possible to be close enough to get credit for boss kills, that's the only thing they learned to do. Rotation? What's that? Right DD sets? Why? Go attack stuff? Nah, I rather stand here over to the side and LA with bow once in a while (so boss or adds won't notice me, since there's no healing, or tank getting heavy hitters off me and low levels are squishy).
-> DDs hit lvl 50, then CP 160 and still know nothing about doing damage. They rush bosses and LA from distance with a bow, their DPS is worth pile of bovine dropings. Real tanks and healers (understandably) hate them and don't want to play with random people anymore.
-> Portion of DDs eventually figgure how to bring damage up (or google it), farm sets, practise on dummy, head back in dungeons ... and there is not enough tanks and healers (whaaat?!) and queues are so long. Got to get those transmutes somehow, though, so they go with option A) fake tank / fake heal easy dungeons, running through as fast as possible since it's boooring at their level. Or option B ) - create healer / tank of their own.
-> Player with no experience with playing support role takes newly created tank / healer in dungeons at lvl 10. If tank there's no healing, if healer there's no tanking. They seldomly get to do any healing or (especially) tanking, since high CP players (often fake tank or healer, since these players are the ones in most hurry, having already jumped the queue) rushed and killed everything before they got there (characters are so slow without CP + low stamina means they're lucky if they even see boss from distance, let alone touch it, tanks are double slow in heavy armor).
-> Tanks / healers hit lvl 50, then CP 160 and still know nothing about tanking and healing. When they get into any lvl appropriate content they have very hard time + get all these awful, AWFUL low-damage dealing DDs who stand in red and can't interrupt. Also if tanking, healer is kinda really bad at their job, if healing, tank is kinda bad at theirs.
-> Players don't want to tank / heal anymore (or only for trusted friends). There is not enough tanks / healers to come around. Queues for DDs are so long, that people don't even care if tank / healer (or both) are fake. They are high CP now, can easily solo normal dungeons, so who needs tanks and healers anyway? Or that lvl 10 trying to get credit for their first FG 1 clear? If anything, the lvl 10 should be grateful - getting carried and (if fast enough) getting loot from what group didn't skip (/s).
Majority of people, being people, will reach for the lowest hanging fruit available, I get it. What I don't get is why ZOS doesn't realize this and if they do why aren't they doing anything? The power creap? The fact, that they are rewarding high level players for selfish inconsiderate behavior? That doing low level content on low level character is miserable? That learning to play support roles is so unpleasant / difficult by games design, that majority of player base doesn't bother?
Dear ZOS: Stop rewarding DDs for doing poor damage, stop rewarding tanks for not tanking and healers for not healing. And - most importantly - stop rewarding players for ditching group and waltzing away doing their own thing in group content. Thank you!
Franchise408 wrote: »I play tank or healer mostly I don’t really run dd’s through that much as I like to cover at least one of the problem roles properly
My biggest gripe is runners in normal or vet dungeons can’t stand them specially in vet or if I see a quester in either, they run pull all the adds and start the boss fight while I’m burning stamina trying to keep up, once I see a runner I leave and would rather wait the penalty out before trying again for a group. Zos please reduce the penalty time 5 minutes should be fine
What these super runners don’t get that if everyone starts the fights together then the adds or boss will be controlled, debuffed and depending on which tank I’m on group will be buffed too, the dungeon will go smoother and faster than what a runner will get done
What needs to be done is circle zone barriers need to be in place and that do not drop until all adds are dealt with in the area and all members of the group are stood in the proceed circle (circle not near a quest marker) and then the barrier is dropped at that point. Then you all move on to the next bunch of adds or boss with no adds or bosses being able to be skipped! looking at you fungal grotto
Hell make the proceed circle do a group check at each checkpoint for tank to have taunts, one hand and shield/ice staff, healer has multiple heals single/aoe and restro staff, dds have damage weapons and single/aoe/dots damage skills force the weapon types to the roles and yes I am fully aware you can heal without a restro staff!
If you want to solve roles and responsibilities you force the locks into place and maybe then more people will give dlc dungeons a try
If everyone is kitted properly then it will not slow down the dungeon run at all, will not matter if you pug or manually create group everyone is forced into system checks and zone blocks in dungeons
Stop the fake roles and stop the runners campaign!
The bolded would be absolutely awful
I agree it would be awful …. At first but when people start learning then it wouldn’t be plus Zos could implement a big red light on their heads so the team could warn them or the team can kick them and there would be no reason why a automatic kick timer of say 60 seconds isn’t set on them to allow them time to change or the game automatically kicks them anyways with a 30 minute queue bad so doesn’t matter if you bring a friend to stop team kicks the checkpoint timer can reduce each time so by the time you kit the last checkpoint they are automatically kicked
Let’s not forget Ghrashorog can visit dungeons just fine, he just allows the one change at each checkpoint
Edit a second thought
Why not have a dungeon finder select screen a Ghrashorog layout selection for the roles with armour and skills to be used ones in the dungeon, so as soon as you get a dungeon your gear and skills are automatically changed to that layout that has been agreed with by Zos and your role choice
There also comes the question of whether these "new" features/limitations would affect premade groups. And even if they don't impact premade groups, even if there's a check to say "If all these people were in the group, no requirements checked," do the requirements go so far as to track sets?The problem is that the idea would, again also target real tanks and healers and reduce their options with the only ppl benefitting being DDs, who ware the ones creating the issue in the first place that this solution is aimed for.
I dont like it having limitations on my tank just because other ppl cause issues.
You already need to be CP300 for veteran DLC dungeons, as far as I am aware. Unfortunately, CP is mostly meaningless as it isn't an indicator of skill or necessarily of time played.TheEndBringer wrote: »Not sure what the solution is. Maybe the level requirements for vet dungeons need to be shifted. If you queue as a DD under CP 160, you shouldn't pop for dlc dungeons. This won't keep people from doing them as you can still travel in with your own group.
Actually the queue is quite good at the moment.
I can remember when all of this just started, we had queue times of 60min and longer. Because there were no fake tanks and we had to wait for a tank. And honestly, i can't think of ONE normal dungeon you cant complete with just 2 dd's.
You already need to be CP300 for veteran DLC dungeons, as far as I am aware. Unfortunately, CP is mostly meaningless as it isn't an indicator of skill or necessarily of time played.TheEndBringer wrote: »Not sure what the solution is. Maybe the level requirements for vet dungeons need to be shifted. If you queue as a DD under CP 160, you shouldn't pop for dlc dungeons. This won't keep people from doing them as you can still travel in with your own group.
Franchise408 wrote: »I play tank or healer mostly I don’t really run dd’s through that much as I like to cover at least one of the problem roles properly
My biggest gripe is runners in normal or vet dungeons can’t stand them specially in vet or if I see a quester in either, they run pull all the adds and start the boss fight while I’m burning stamina trying to keep up, once I see a runner I leave and would rather wait the penalty out before trying again for a group. Zos please reduce the penalty time 5 minutes should be fine
What these super runners don’t get that if everyone starts the fights together then the adds or boss will be controlled, debuffed and depending on which tank I’m on group will be buffed too, the dungeon will go smoother and faster than what a runner will get done
What needs to be done is circle zone barriers need to be in place and that do not drop until all adds are dealt with in the area and all members of the group are stood in the proceed circle (circle not near a quest marker) and then the barrier is dropped at that point. Then you all move on to the next bunch of adds or boss with no adds or bosses being able to be skipped! looking at you fungal grotto
Hell make the proceed circle do a group check at each checkpoint for tank to have taunts, one hand and shield/ice staff, healer has multiple heals single/aoe and restro staff, dds have damage weapons and single/aoe/dots damage skills force the weapon types to the roles and yes I am fully aware you can heal without a restro staff!
If you want to solve roles and responsibilities you force the locks into place and maybe then more people will give dlc dungeons a try
If everyone is kitted properly then it will not slow down the dungeon run at all, will not matter if you pug or manually create group everyone is forced into system checks and zone blocks in dungeons
Stop the fake roles and stop the runners campaign!
The bolded would be absolutely awful
I agree it would be awful …. At first but when people start learning then it wouldn’t be plus Zos could implement a big red light on their heads so the team could warn them or the team can kick them and there would be no reason why a automatic kick timer of say 60 seconds isn’t set on them to allow them time to change or the game automatically kicks them anyways with a 30 minute queue bad so doesn’t matter if you bring a friend to stop team kicks the checkpoint timer can reduce each time so by the time you kit the last checkpoint they are automatically kicked
Let’s not forget Ghrashorog can visit dungeons just fine, he just allows the one change at each checkpoint
Edit a second thought
Why not have a dungeon finder select screen a Ghrashorog layout selection for the roles with armour and skills to be used ones in the dungeon, so as soon as you get a dungeon your gear and skills are automatically changed to that layout that has been agreed with by Zos and your role choice
Which is the problem with any self-policing/moderating system, regardless of role.TheEndBringer wrote: »Either way, relying on a self policing system where 3 players can boot a DD they feel isn't performing well isn't a good solution either.
Franchise408 wrote: »Franchise408 wrote: »I play tank or healer mostly I don’t really run dd’s through that much as I like to cover at least one of the problem roles properly
My biggest gripe is runners in normal or vet dungeons can’t stand them specially in vet or if I see a quester in either, they run pull all the adds and start the boss fight while I’m burning stamina trying to keep up, once I see a runner I leave and would rather wait the penalty out before trying again for a group. Zos please reduce the penalty time 5 minutes should be fine
What these super runners don’t get that if everyone starts the fights together then the adds or boss will be controlled, debuffed and depending on which tank I’m on group will be buffed too, the dungeon will go smoother and faster than what a runner will get done
What needs to be done is circle zone barriers need to be in place and that do not drop until all adds are dealt with in the area and all members of the group are stood in the proceed circle (circle not near a quest marker) and then the barrier is dropped at that point. Then you all move on to the next bunch of adds or boss with no adds or bosses being able to be skipped! looking at you fungal grotto
Hell make the proceed circle do a group check at each checkpoint for tank to have taunts, one hand and shield/ice staff, healer has multiple heals single/aoe and restro staff, dds have damage weapons and single/aoe/dots damage skills force the weapon types to the roles and yes I am fully aware you can heal without a restro staff!
If you want to solve roles and responsibilities you force the locks into place and maybe then more people will give dlc dungeons a try
If everyone is kitted properly then it will not slow down the dungeon run at all, will not matter if you pug or manually create group everyone is forced into system checks and zone blocks in dungeons
Stop the fake roles and stop the runners campaign!
The bolded would be absolutely awful
I agree it would be awful …. At first but when people start learning then it wouldn’t be plus Zos could implement a big red light on their heads so the team could warn them or the team can kick them and there would be no reason why a automatic kick timer of say 60 seconds isn’t set on them to allow them time to change or the game automatically kicks them anyways with a 30 minute queue bad so doesn’t matter if you bring a friend to stop team kicks the checkpoint timer can reduce each time so by the time you kit the last checkpoint they are automatically kicked
Let’s not forget Ghrashorog can visit dungeons just fine, he just allows the one change at each checkpoint
Edit a second thought
Why not have a dungeon finder select screen a Ghrashorog layout selection for the roles with armour and skills to be used ones in the dungeon, so as soon as you get a dungeon your gear and skills are automatically changed to that layout that has been agreed with by Zos and your role choice
It is awful because it dictates that everyone must play the same way.
1. My main tank - which is a proper tank, not a fake - doesn't use a destro staff. I back bar a resto staff.
2. My main tank slots only a 1 bar taunt. I use Inner Rage on my front bar, and no other taunt.
3. I have made tank builds that can hold and maintain aggro without a single taunt slotted on either bar.
If the game is going to start dictating builds, then you might as well just remove classes, races, and every form of character building from the game. You just select pre-made "tank", "dps", and "healer" characters that the game has auto built for you.
The3sFinest wrote: »They should lock skills and your equipped gear when you enter a dungeon. That way they can require you to equip a taunt and/or a sword and shield if you want to fake the tank roll. I am more annoyed by fake tanks than healers, because at least some fake healers have heals. All tanks are running all over the place, the boss is running out of mine and everyone else's aoes, this really slows down fights.
The3sFinest wrote: »They should lock skills and your equipped gear when you enter a dungeon. That way they can require you to equip a taunt and/or a sword and shield if you want to fake the tank roll. I am more annoyed by fake tanks than healers, because at least some fake healers have heals. All tanks are running all over the place, the boss is running out of mine and everyone else's aoes, this really slows down fights.
James-Wayne wrote: »As a dedicated tank for awhile now it's more annoying getting fake DPS... Yes I'm talking about you players with SnB as DPS, it isn't a thing....
But hey play how you want right, that's the ESO way.
Fake DD's? Or maybe just new to ESO with no idea about how to do damage or about the correct equipment? And for this only ZOS is to blame, they are leaving newcomers completely alone. Without watching YT videos or checking sites like eso-hub you don't learn anything about the role and behaviour as DD / T / H. Anybody can remember the times when computer games came with a story book, a manual and a real tutorial?
rexagamemnon wrote: »Vet dungeons yes this is an issue, in normal dungeons this is a non-issue