Will make wild uneducated guess here:
1) people saying "fake roles in normal dungeons are not a problem and we don't understand why there's n-th thread about it" have 1000+ cp, bunch of fully leveled characters, at least 1 year experience in game and (possibly) previous experience from other mmo games.
2) people making these threads / writing in these threads have much less cp (if any), are still leveling their characters, are newer to game, (possibly) ESO being their first mmo ever.
It's easy to say it isn't a problem if it doesn't impact you since you can solo all of the mentioned content and rest of group is just icing on the cake to make it faster. It will continue to be problem for less experienced players and players with low level characters who simply can't keep up no matter how much they try. It will keep poping up on the forums as long as ZOS will encourage high-end players to run low-end content like a treadmill.
Some ideas:
- make normal base game dungeons no cp zone (like BGs)
- gradually scale the reward down in normal dungeons based on how much character outleveles them starting at lvl 50 / 160 cp
- put better reward in harder content (run 1x hard dungeon vs run 5x easy dungeon = same number of crystals)
- make PvP alternative for getting gear / transmutes, so PvP players aren't forced to do content they detest over and over
These threads add nothing new to the table and also dont bring any actual solutions with it that dont have huge sideffects.
As a tank player i can tell you that many of the healers i get are fake healers and a good number of them are actual low level players having 200 or 500CP or PvP players. Half of them dont deal any damage and just want to be carried, but they all believe that healers are not needed. As a tank i got used to it. I have to get used to it because the one who gets the blame is me, not the fake guy because ppl dont have any level of perception.
If you suggets ppl strugling with fakers to use group kick or leave and requeue or premake groups they dont like it or dont use it.
All ppl do here is posting "ideas" how to solve it.
Ive seen role locks and gear limitations that would also effect real healers and real tanks, but since DDs are selfcentered they never recognize it.
Ive seen suggestions reducing normal random or normal dungeon rewards without ppl realizing that these rewards are the major reason pug groups even come into existence.
Ive seen suggestions on increasing vet rewards without realizing that inexperienced players will start jumping into vet for the better reards. Something you can already see on pledges.
In the end everyone in these threads complains about fake tanks and healers, but noone wants to fill the roles and noone cares about the roles. Everyone just wants a real tank and real healer coupled with low queue times and noone cares how it could be done because everyone is selfcentered around their "problem" and these threads will not change anything about it. Thats also visible when talking about bad/fake dds that are a reason fewer tanks queue, which gets instantly shut down and denied.
Bottom line is that many players only care about themselves.
Mostly agree, now an group with low cp inexperienced players in normal moon hunter keep or other of the harder DLC would get problems. Places like march of sacrifice and moonhunter keep is interesting with fake tank.DMuehlhausen wrote: »There really is no reason for a tank or healer in basically any Normal dungeon. Vet obviously is another story, but even most of those can probably be done without one or the other.
There are some trials that can be solo'd. People do vDSA with no healer all the time.
100% agree. I've made this point as well at various times. It's all well and good saying that a full group of 1000+ CP players in full meta gear can blow through a random normal and not need a tank or healer, and that's largely true. But I still remember when I started, before I had CP, all those years ago [insert "it's been 84 years" meme], when normal dungeons were "hard" because of a lack of (1) experience/knowledge, (2) lack of CP/damage/mitigation, and, (3) high-DPS players.Now it depend a lot on the group.
BornDownUnder wrote: »Why not help improve the newer players with constructive criticism and passing on knowledge you have gained instead of just trying to rush through the content as you have done multiple times prior? The greatest gift you can give is knowledge.
Will make wild uneducated guess here:
1) people saying "fake roles in normal dungeons are not a problem and we don't understand why there's n-th thread about it" have 1000+ cp, bunch of fully leveled characters, at least 1 year experience in game and (possibly) previous experience from other mmo games.
2) people making these threads / writing in these threads have much less cp (if any), are still leveling their characters, are newer to game, (possibly) ESO being their first mmo ever.
It's easy to say it isn't a problem if it doesn't impact you since you can solo all of the mentioned content and rest of group is just icing on the cake to make it faster. It will continue to be problem for less experienced players and players with low level characters who simply can't keep up no matter how much they try. It will keep poping up on the forums as long as ZOS will encourage high-end players to run low-end content like a treadmill.
Some ideas:
- make normal base game dungeons no cp zone (like BGs)
- gradually scale the reward down in normal dungeons based on how much character outleveles them starting at lvl 50 / 160 cp
- put better reward in harder content (run 1x hard dungeon vs run 5x easy dungeon = same number of crystals)
- make PvP alternative for getting gear / transmutes, so PvP players aren't forced to do content they detest over and over
These threads add nothing new to the table and also dont bring any actual solutions with it that dont have huge sideffects.
As a tank player i can tell you that many of the healers i get are fake healers and a good number of them are actual low level players having 200 or 500CP or PvP players. Half of them dont deal any damage and just want to be carried, but they all believe that healers are not needed. As a tank i got used to it. I have to get used to it because the one who gets the blame is me, not the fake guy because ppl dont have any level of perception.
If you suggets ppl strugling with fakers to use group kick or leave and requeue or premake groups they dont like it or dont use it.
All ppl do here is posting "ideas" how to solve it.
Ive seen role locks and gear limitations that would also effect real healers and real tanks, but since DDs are selfcentered they never recognize it.
Ive seen suggestions reducing normal random or normal dungeon rewards without ppl realizing that these rewards are the major reason pug groups even come into existence.
Ive seen suggestions on increasing vet rewards without realizing that inexperienced players will start jumping into vet for the better reards. Something you can already see on pledges.
In the end everyone in these threads complains about fake tanks and healers, but noone wants to fill the roles and noone cares about the roles. Everyone just wants a real tank and real healer coupled with low queue times and noone cares how it could be done because everyone is selfcentered around their "problem" and these threads will not change anything about it. Thats also visible when talking about bad/fake dds that are a reason fewer tanks queue, which gets instantly shut down and denied.
Made tank last week and high cp players make dungeons just miserable. Can't do pledges yet, so need only 2 things in dungeons at this point - do quest for skill point + learn tanking in content where me making mistake won't wipe group. As it is, have to do each dungeon 2 - 3 times to get quest done and got to tank bosses in maybe three runs even while running several dungeons every day. There is always that one high cp player in the group soloing the whole thing and running at speed my low level tank can't match. Forgot how bad base game normals are, to be honest. If wanting to tank, probably will have to go directly to vet and figgure things out in there.
If the player can solo normal dungeon, they shouldn't have problem running vet and there should be something motivating them to go there instead. Or something to even the playing-field with low level characters. Right now new players get carried (or rather dragged through the dungeon) by one overpowered speedunner. No one has chance to try out playing support roles (high cp doesn't need tanking / healing in base game normals) and dd won't learn to do damage (never needed to, fake tank / healer killed everything before they got there). Easy dungeons should be for low level characters and players unable to do vet. Likely more casuals would give dungeons chance, or even try support roles, if there was place for them to start.
There will keep being posts until ZoS does something to make people queue for roles they are at least attempting to fill.
Having a tank that at least holds taunt in the big stuff makes it much more efficient to clear. Newer players who can’t solo the dungeon need a tank and some heals to clear without a horrible experience.
Having the option when queuing to say you will run without a real tank or healer would help.
If I’ve waited much longer queued as a dps, even if I can solo the dungeon, why should I also be self healing and tanking the boss for selfish people not doing the job they signed up for? It is much faster to clear with a real tank holding the boss in AOEs and not killing the inexperienced players, or me if I miss blocking/dodging because I’m concentrating on doing damage.
El_Borracho wrote: »Finally, the best way to learn how to tank or heal is running with friends who have tanked or healed. Not in group finder.
I honestly think that the group finder being random is honestly the source of all these problems and I genuinely think that it cannot exist by itself anymore. A UI that has people post what dungeons they are farming, what role composition they want, and what classes they want a la Guild Finder would be a decent way to go.
As a healer, I like nothing better than 3 dd’s. Goes way faster and smoother.
There are plenty of guilds around where tanks etc can group up and learn the mechanics of a specific dungeon. YouTube too. Joining a random group and going “Hmm, what should I do here ?” Is not a good idea.
If you always have problem with fake tanks - you can always take tanks sets with you to be real tank yourself.
You do not ! You have a solution !
Do not want to tank ? Why ? Is not it to comfortable and lovely gameplay ?
(It is not, tank is nerfed to state where not a lot of players want to play it)
So why you against fake tanks - you will not get real any way, they will not go with you. And not enough of players who play tanks !
Helpless gameplay with no DPS !
If you always have problem with fake tanks - you can always take tanks sets with you to be real tank yourself.
You do not ! You have a solution !
Do not want to tank ? Why ? Is not it to comfortable and lovely gameplay ?
(It is not, tank is nerfed to state where not a lot of players want to play it)
So why you against fake tanks - you will not get real any way, they will not go with you. And not enough of players who play tanks !
Helpless gameplay with no DPS !
Fake tanks make bad dds, bad healers and no tanks. In 98% of the time fake tanks have low to non resist and low dps, running around the dungeon. Fake roles are bad for ESO and it´s community.
Cheers
An idea came to mind that would work but is not a simple program job, neither is what is suggested in this thread.
Since a taunt is the only real requirement for tanking, all else is subjective and most of that is to the player's skill, boss fights can be designed where the boss will one-shot whoever has agro if it goes more than 5 seconds without a taunt. The group will wipe fast if no one is taunting. Since this will cause groups to wipe if they do not have a tank or have a DPS/taunt who cannot handle the agro those types of players will cease queueing as a tank. Theoretically speaking ofc.
Pre-made groups and those that walk into the dungeon will not be held to this requirement to allow them to decide their group makeup for themselves, as should always be the case.
It is the only thing I can see that Zenimax can do that could force a player queueing as a tank to have a taunt and actually use it.
An idea came to mind that would work but is not a simple program job, neither is what is suggested in this thread.
Since a taunt is the only real requirement for tanking, all else is subjective and most of that is to the player's skill, boss fights can be designed where the boss will one-shot whoever has agro if it goes more than 5 seconds without a taunt. The group will wipe fast if no one is taunting. Since this will cause groups to wipe if they do not have a tank or have a DPS/taunt who cannot handle the agro those types of players will cease queueing as a tank. Theoretically speaking ofc.
Pre-made groups and those that walk into the dungeon will not be held to this requirement to allow them to decide their group makeup for themselves, as should always be the case.
It is the only thing I can see that Zenimax can do that could force a player queueing as a tank to have a taunt and actually use it.
I will like to add, that resist is also good thing to have have. Many fake tanks know they don´t have the resist to make a dungeon run less stressful.
Three requirements for a tank.
1. Resist
2. Taunt
3. Health
Do you have those three requirements the player are free to add whatever they want.
99% offake tanks fail on these basic things.
LilouAndJohn wrote: »How about this?
Problem:
1. Damage dealers queue as healers or tanks because they get into a dungeon quicker.
2. Healers and tanks queue faster because there are few of them.
3. There are few healers and tanks because they are unattractive for different reasons.
Solution:
Fix the shortage of tanks and healers. A suggestion is that at least healers have very low status in ESO and as this thread shows they are basically frowned upon by many. Making healers and tanks more attractive is a much better way of dealing with the problem than reprogramming the selection process for random dungeons.
An idea came to mind that would work but is not a simple program job, neither is what is suggested in this thread.
Since a taunt is the only real requirement for tanking, all else is subjective and most of that is to the player's skill, boss fights can be designed where the boss will one-shot whoever has agro if it goes more than 5 seconds without a taunt. The group will wipe fast if no one is taunting. Since this will cause groups to wipe if they do not have a tank or have a DPS/taunt who cannot handle the agro those types of players will cease queueing as a tank. Theoretically speaking ofc.
Pre-made groups and those that walk into the dungeon will not be held to this requirement to allow them to decide their group makeup for themselves, as should always be the case.
It is the only thing I can see that Zenimax can do that could force a player queueing as a tank to have a taunt and actually use it.
It could work I suppose. Some abilities already have a role included with them, but that ability would need to be frozen into place or if they take it off it starts a timer that'll eventually kick them out of the dungeon. That way it'll always be on one bar and if they don't use it the group will have a much stronger case for kicking them out for not doing their job, or the group finder will do it for them once the timer expires.
But.... I can still see it being a minor hurdle for a truly skilled speed runner, but at least you'll know they have the capacity to do their job, I guess?
Requiring an ability to be on a bar does nothing if the player is not required to use it. That is why I suggested the requirement for its use and if it is not the group is guaranteed to not kill the boss and proceed through the dungeon.
Fake tanks are the topic of this thread, not speed running.Hapexamendios wrote: »An idea came to mind that would work but is not a simple program job, neither is what is suggested in this thread.
Since a taunt is the only real requirement for tanking, all else is subjective and most of that is to the player's skill, boss fights can be designed where the boss will one-shot whoever has agro if it goes more than 5 seconds without a taunt. The group will wipe fast if no one is taunting. Since this will cause groups to wipe if they do not have a tank or have a DPS/taunt who cannot handle the agro those types of players will cease queueing as a tank. Theoretically speaking ofc.
That just penalizes the entire group for one person they have no control over.
The complaint put forward in this thread is suggesting the entire group is penalized when they get a fake tank. My suggestion eliminates fake tanks as they will quickly learn it no longer works.
And how are you planning to force them to use it without being intrusive? Just curious as not every fight needs a taunt for instance as whacking them all with a big AoE can sometimes be enough to do the job then you spend the time chain pulling the ranged NPCs in and immobilizing/stunning them to stay still. When must they use it? Once in the dungeon? Every single time you go into combat?
Sorry for the questions, but these are the things facing that suggestion.
Please forgive me as I have been playing ESO for less than a year so I do not know how wacking a boss with a big AoE is ever enough to get the job done. How does a group kill a boss like that?
Then again, if a group is able to kill a boss with a big AoE then it seems they would beat the timer I suggested. Having a fake tank would not be an issue at all for them. But again, I have not seen a boss die in this manner.
It's a trick on keeping aggro in fights as the NPCs kind of prioritize the first thing that hit them, then focus on the most active opponent. Taunt overrides this aggression prioritization and what I was saying was some tanks never cast a single taunt in some fights of a dungeon (The fights inbetween the boss fights) because where they get all the aggro towards them is with abilities like Unstable Wall of Elements, Talons, Pulsar, and sets that deal AoE stuff like Void Bash that pulls them all in. Taunting is more for beginners, bosses, and high priority enemies that lose aggro on the tank after they've used other methods of crowd control. (Like Lurchers in March of Sacrifices.)
Edit: This is also why there are no AoE taunts in ESO outside a specific set combo some people got crafty with. ESO tanking is not about taunting everything in sight, but instead crowd control by pulling in and holding enemies, while also keeping the couple of lethal foes in the group taunted and focused on you.