/zone
"LF 1 heal, 1 tank, 1 DD for 5 (6) key pledges/normal/etc"
It worked for the first few years of the game before dungeon finder. It still works today to get what you want out of a run.
it's what actually got me into the group content in this game... as I played it as a single player game for the first several months. First dungeons, then trials, then veteran raids/achievements/etc...
Funny that I posted a solution to this problem and several people commented that it's "not even a problem so no solution is needed." Yet it continues to dominate the forums as it has for years. LOL.
The basic problem is that normal dungeons are extremely trivial for better players but the rewards are attractive enough that these players still want (need) to run them.
So the solution should address THAT. Instead of obscure, completely unnecessary skill checks (Does that guy who flagged tank have a taunt?) or game mechanics, give that player an option to run the dungeon WITHOUT having to flag tank.
Give players the option to form random groups without requiring a tank and healer. Problem solved.
Note, this does not FORCE these players into non-optimized groups, it will simply put them in a non-optimized group if an optimized group is not immediately available. If a group with a tank and healer needs DPS, the next two DPS in the queue will get placed in that group even if they flagged as not needing optimization.
- The queue is greatly reduced, if not eliminated.
- High-skilled DPS can tear through dungeons at full speed (which is VERY fun, by they way)
- Lower skilled/geared players get their optimized groups.
Win. Win. Win.
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.https://youtu.be/Fn_eCR5gfzE
Naked vDLC dunguan run.
Just as example.
Player can stand and have all gear and skills and just do not use it the same time.
Once i get such party !
It is not a requirment !
Just thingth you want others to have - just your own tastes.
If you start make standartizations - skilled players even will not play it. Play like you want - that is what good players of this game want i think.
Some games are so simple, that skilled players do not play it ! They just cant ! It is such boring !
You want teso be such game ?
KhajiitLivesMatter wrote: »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.
the use for the random queue is to fill up spefic queues for dungoens no one else want to run - so if 1 player queues for something like blood root forge and no one else queues for it he doesnt have to wait forever and instead just gains 3 people who dont care and clicked random
and btw sounds like u didnt know u already can select which dungoen u wanna go in if u dont wanna go for random
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.
You can see how many people succeeded? I dont get how and where, could you explain it in more detail?Now. I did just for a test on my healers and at the time I did it you get actual procent of player´s, who entered the arena 0.2% succeeded (when you get the trophy you see the number), 0.3 % for vMA.
Grandchamp1989 wrote: »I do agree with you OP that normal anything is a pretty bad place to learn how to play support.
You're not really needed, often overlooked and people ignore you and rush ahead. You don't learn much of anything.
Even most of base game vet can often skip one of the supports if the team is decent.
What we truely need is a solo arena for supports.
As it stands now:
Normal + base game vet = Teaches you nothing as support
DLC vet = Pain and wipes
It goes from 0-100 too quick. It's a painful way to learn how to Tank.
I suspect in the long run this may be a problem for tank retention. As older tanks leave new ones must come along to fill the role.
It can and does change regularly. Every few seconds, there is an ability that gets cast called Priority Target. No one, not a single person to date, has been able to pinpoint exactly how the aggro works in this game, as in how threat is generated, or how a priority target is picked if the tank has lost aggro (lost taunt, died, etc.). Various people have suggested various things, many different theories, between HPS, DPS, CMP, last hit by as the Priority Target ability is cast (either before or directly after), etc., etc., but there's nothing solid. You might be able to toss down Caltrops or Blockade and get aggro on one pack, but then one or two enemies might completely ignore you on the next pack.I fail to see how that trick can be effective on a boss. Without a taunt, I have seen boss agro change frequently. It seems as though their aggro table, if there actually is one, resets every few seconds.
My suggestion is specific to bosses.
From what I have seen, yes aoe DoTs don't grab the attention of all mobs that well. Direct damage seems to work better in this regard. Light attacks seems to always get their attention. (this unfortunately means that one light attack spamming dude in the back always get some mob on them and proceeds to flee for their lives)Somewhat off-topic, but...It can and does change regularly. Every few seconds, there is an ability that gets cast called Priority Target. No one, not a single person to date, has been able to pinpoint exactly how the aggro works in this game, as in how threat is generated, or how a priority target is picked if the tank has lost aggro (lost taunt, died, etc.). Various people have suggested various things, many different theories, between HPS, DPS, CMP, last hit by as the Priority Target ability is cast (either before or directly after), etc., etc., but there's nothing solid. You might be able to toss down Caltrops or Blockade and get aggro on one pack, but then one or two enemies might completely ignore you on the next pack.I fail to see how that trick can be effective on a boss. Without a taunt, I have seen boss agro change frequently. It seems as though their aggro table, if there actually is one, resets every few seconds.
My suggestion is specific to bosses.
Sure, people will tell you how they perceive it to work, but even after all these years the aggro system is still largely guesswork from the perspective of players. Opinions are formed mostly based on anecdotal evidence created from coincidence.
HiveMind3006 wrote: »Okay this is one issue with the game that is becoming so frequent that I think most players seem to just accept it. There are many who believe you don't need a tank or healer in a normal dungeon and this is just not the case for more than the obvious reason. New Tanks and Healers may wish to practice their skills and are being substituted by impatient DPS classes, woe betide anyone who is grouped with 'Zippy' (who just wants to storm through the dungeon and collect his crystals and experience) if you want to learn the dungeon, do the quest or even loot some mats on the way round.
I understand the need they feel as I have 8 characters who all do their Daily Dungeon Randoms but for the love of the Gods please guys show some consideration for others. The arrogance and impatience is quite frankly disgusting.
Back to the Tanks and Healer aren't required discussion, yea you can do the majority of the non DLC's without them but that doesn't mean you should try and get round the queuing system by marking yourself as a healer or tank. A balanced group makes for a faster smoother run without a doubt. Just try some of the DLC instances with an inexperienced group and no heals and it can be a total waste of everyone's time, same applies with a fake tank or even worse but quite common at the minute both tank & heals missing.
The majority of players aren't nasty and don't want to kick people but until ZOS do something about it that's the only option we have to try and combat these players.
And that leads us to what exactly could ZOS do about this problem? I don't know if this is doable but isn't there a way to determine when a player switches class if your have the relevant skills to play as that class, i.e a Sword and Shield and at least one taunt skills on your bar for tanks and a Resto staff and heals slotted for healers? It would certainly make for a better experience for all concerned ...well except for Zippy, coz' unfortunately she/he is going to have to queue a little longer.
Your thoughts please.
simple solution for prevent fake tanking
make like in pvp but for role system based on undaunted lore
Undaunted Slayer (dd): +10 % critical chance and critical damage, offensive buff applied on yourself and ally stay 50 % more, all healing done is reduced by 90 %.
Undaunted mender (healer): increase healing done by 20 %, (major mending) and all regeneration buff stay 50 % more, all damage done is reduced by 95 %(except funnel health because heal are based on damage done).
Undaunted Ironclad (tank):increase armor and max hp by 10 %, all defensive buff stay 50 % more, all heal (except self heal) are reduced by 90 %, all damage done are reduced by 95 %.
this buff/debuff not apply if you enter in the dungeon without using group finder system so if you want make a group of friend 3 dd 1 tank or anything else you still can.
With this system you prevent fake tanking issue by just overnerfing damage of other role for insist DD and speedrunner to not cut the line. that's not fun for everyone but dumb problem ask dumb solution.
KilianDermoth wrote: »Off-Topic:
Didnt have read everything but:You can see how many people succeeded? I dont get how and where, could you explain it in more detail?Now. I did just for a test on my healers and at the time I did it you get actual procent of player´s, who entered the arena 0.2% succeeded (when you get the trophy you see the number), 0.3 % for vMA.
KilianDermoth wrote: »Off-Topic:
Didnt have read everything but:You can see how many people succeeded? I dont get how and where, could you explain it in more detail?Now. I did just for a test on my healers and at the time I did it you get actual procent of player´s, who entered the arena 0.2% succeeded (when you get the trophy you see the number), 0.3 % for vMA.
Im on consol so on that platform you go to trophies Orsinium chapter and scroll down to Maelstrom. When I did the arena it was 0.2%. That have changed to 2.0%.
The Conguer Titke is at 0.6%. So a little change over all
Cheers
Play like you want - that means i can effectivly use any skills i want.
simple solution for prevent fake tanking
make like in pvp but for role system based on undaunted lore
Undaunted Slayer (dd): +10 % critical chance and critical damage, offensive buff applied on yourself and ally stay 50 % more, all healing done is reduced by 90 %.
Undaunted mender (healer): increase healing done by 20 %, (major mending) and all regeneration buff stay 50 % more, all damage done is reduced by 95 %(except funnel health because heal are based on damage done).
Undaunted Ironclad (tank):increase armor and max hp by 10 %, all defensive buff stay 50 % more, all heal (except self heal) are reduced by 90 %, all damage done are reduced by 95 %.
this buff/debuff not apply if you enter in the dungeon without using group finder system so if you want make a group of friend 3 dd 1 tank or anything else you still can.
With this system you prevent fake tanking issue by just overnerfing damage of other role for insist DD and speedrunner to not cut the line. that's not fun for everyone but dumb problem ask dumb solution.
Iam not so sure how to feel about this. The idea itself has some pitfalls with certain sets that deal damage and heal yourself for example. So you would need alot of exceptions. I think it would be worth it having it as a playtest on PTS to see how it would work out. You have to be aware however that the number of Tanks and Healers will not raise and might even drop for tanks if healers become to bad.
Whiskey_JG wrote: »I'll give a somewhat unorthodox input on this issue.
I am one of those people that occasionally will fake tank/heal while being dps. I do this only on random normal dungeons as I can pretty much solo the content on my own with no need for support. So this makes the RND daily chore quicker. Usually this is not a problem as I compensate with more than enough dps.
This isnt exactly a problem, even for veteran stuff as you can get by keeping basic taunts and roll dodging heavies. (unless you are doing HMs of course).
The role of tank and healer are somewhat diluted in certain content as you can overwhelm the game with dps unless you are doing DLCs and there is some timed mechanic. The problem I personally see is people NOT knowing what they are supposed to do in their role.
I am personally more pissed off seeing a tank using some silly set like "Knightmare" or "Battalion Defender" coz at that point i'd rather slot inner fire and tank everything myself. Same goes for healers that spam only 1 skill - I can get more heals with pale order ring at that point. This applies even further to DDs that can output more than 20k dps.
So the elephant in the dungeon are not people in fake roles but people who dont know how the game operates. All base game content normal & vet, can be done with no tank/healer because all bosses follow the same patterns AND any mechanics can be skipped. Furthermore, when I occasionally queue for dungeons with my REAL warden tank, 7 times out of 10 its a bad experience because group dps does not exceed 30k.
So why should I queue with my real tank and spend 45mins in a dungeon, when I can fake tank with my magdk and drop 100k+ dps on every pack/boss and clear it in 8mins??
simple solution for prevent fake tanking
make like in pvp but for role system based on undaunted lore
Undaunted Slayer (dd): +10 % critical chance and critical damage, offensive buff applied on yourself and ally stay 50 % more, all healing done is reduced by 90 %.
Undaunted mender (healer): increase healing done by 20 %, (major mending) and all regeneration buff stay 50 % more, all damage done is reduced by 95 %(except funnel health because heal are based on damage done).
Undaunted Ironclad (tank):increase armor and max hp by 10 %, all defensive buff stay 50 % more, all heal (except self heal) are reduced by 90 %, all damage done are reduced by 95 %.
this buff/debuff not apply if you enter in the dungeon without using group finder system so if you want make a group of friend 3 dd 1 tank or anything else you still can.
With this system you prevent fake tanking issue by just overnerfing damage of other role for insist DD and speedrunner to not cut the line. that's not fun for everyone but dumb problem ask dumb solution.
Iam not so sure how to feel about this. The idea itself has some pitfalls with certain sets that deal damage and heal yourself for example. So you would need alot of exceptions. I think it would be worth it having it as a playtest on PTS to see how it would work out. You have to be aware however that the number of Tanks and Healers will not raise and might even drop for tanks if healers become to bad.
but fake tank/healer to since it's dd who tag for it they gonna see theyr damage nerfed to oblivion and become useless and fastly kicked.
I understand this. The general problem i have with dungeons are fake/bad dds. Iam a tank so naturally iam not effected by fake tanks and fake healers often have no impact on me as well. Your solution would no doubt reduce fake tanks/healers, but it would not solve the problem tanks and healers are facing when it comes to dds. It has side effects and one could be that the tank population drops further as the average group simply gets worse.
simple solution for prevent fake tanking
make like in pvp but for role system based on undaunted lore
Undaunted Slayer (dd): +10 % critical chance and critical damage, offensive buff applied on yourself and ally stay 50 % more, all healing done is reduced by 90 %.
Undaunted mender (healer): increase healing done by 20 %, (major mending) and all regeneration buff stay 50 % more, all damage done is reduced by 95 %(except funnel health because heal are based on damage done).
Undaunted Ironclad (tank):increase armor and max hp by 10 %, all defensive buff stay 50 % more, all heal (except self heal) are reduced by 90 %, all damage done are reduced by 95 %.
this buff/debuff not apply if you enter in the dungeon without using group finder system so if you want make a group of friend 3 dd 1 tank or anything else you still can.
With this system you prevent fake tanking issue by just overnerfing damage of other role for insist DD and speedrunner to not cut the line. that's not fun for everyone but dumb problem ask dumb solution.
I understand this. The general problem i have with dungeons are fake/bad dds. Iam a tank so naturally iam not effected by fake tanks and fake healers often have no impact on me as well. Your solution would no doubt reduce fake tanks/healers, but it would not solve the problem tanks and healers are facing when it comes to dds. It has side effects and one could be that the tank population drops further as the average group simply gets worse.
The bad (or fake) dd problem is caused by big part by novice players getting into groups where no one heals or tanks, but everyone runs while high cp teammate kills everything. They never had to do damage in dungeon, so they don't. And it won't magically change if they get into harder content. Plus they will blame everyone else for failed runs - they were fine in all previous content, so it can't be their fault, but the group's.
The game design should make it so the dds - not the tank, not the healer - have to do damage for the run to be successful. Also should make it so running repeatedly dungeon designed for lvl 10 on 1000 cp character isn't the recipe for getting maximum rewards. That way the op players would move on to sink claws into something harder (also needing decent dps and real tank / healer) and lowbies would learn to play their role from a get-go. For example right now I'm playing "can I block this?" game with my low level tank (since both my dd and healer would roll-dodge everything if it could be helped). I sort of expect to have it sorted out before getting dlc / vet dungeons unlocked. It would be nice if more groups let me tank instead one high cp player running at speed of light and soloing everything, since it's easy for them. Or if they let the lowbie dd get couple attacks in.
In short - getting fake tanks / healers sorted would likely help reduce the low dps dds problem too.
I just realized that faking role is not a problem, but an advantage that majority loves: they can slot a taunt or heal, skip queue and complete the dungeon in 10 minutes. Therefore they will be strongly against anything that removes this advantage.
I just realized that faking role is not a problem, but an advantage that majority loves: they can slot a taunt or heal, skip queue and complete the dungeon in 10 minutes. Therefore they will be strongly against anything that removes this advantage.
Funny that I posted a solution to this problem and several people commented that it's "not even a problem so no solution is needed." Yet it continues to dominate the forums as it has for years. LOL.
The basic problem is that normal dungeons are extremely trivial for better players but the rewards are attractive enough that these players still want (need) to run them.
So the solution should address THAT. Instead of obscure, completely unnecessary skill checks (Does that guy who flagged tank have a taunt?) or game mechanics, give that player an option to run the dungeon WITHOUT having to flag tank.
Give players the option to form random groups without requiring a tank and healer. Problem solved.
Note, this does not FORCE these players into non-optimized groups, it will simply put them in a non-optimized group if an optimized group is not immediately available. If a group with a tank and healer needs DPS, the next two DPS in the queue will get placed in that group even if they flagged as not needing optimization.
- The queue is greatly reduced, if not eliminated.
- High-skilled DPS can tear through dungeons at full speed (which is VERY fun, by they way)
- Lower skilled/geared players get their optimized groups.
Win. Win. Win.
I understand this. The general problem i have with dungeons are fake/bad dds. Iam a tank so naturally iam not effected by fake tanks and fake healers often have no impact on me as well. Your solution would no doubt reduce fake tanks/healers, but it would not solve the problem tanks and healers are facing when it comes to dds. It has side effects and one could be that the tank population drops further as the average group simply gets worse.
The bad (or fake) dd problem is caused by big part by novice players getting into groups where no one heals or tanks, but everyone runs while high cp teammate kills everything. They never had to do damage in dungeon, so they don't. And it won't magically change if they get into harder content. Plus they will blame everyone else for failed runs - they were fine in all previous content, so it can't be their fault, but the group's.
The game design should make it so the dds - not the tank, not the healer - have to do damage for the run to be successful. Also should make it so running repeatedly dungeon designed for lvl 10 on 1000 cp character isn't the recipe for getting maximum rewards. That way the op players would move on to sink claws into something harder (also needing decent dps and real tank / healer) and lowbies would learn to play their role from a get-go. For example right now I'm playing "can I block this?" game with my low level tank (since both my dd and healer would roll-dodge everything if it could be helped). I sort of expect to have it sorted out before getting dlc / vet dungeons unlocked. It would be nice if more groups let me tank instead one high cp player running at speed of light and soloing everything, since it's easy for them. Or if they let the lowbie dd get couple attacks in.
In short - getting fake tanks / healers sorted would likely help reduce the low dps dds problem too.
I just realized that faking role is not a problem, but an advantage that majority loves: they can slot a taunt or heal, skip queue and complete the dungeon in 10 minutes. Therefore they will be strongly against anything that removes this advantage.
I expect a fake tank or healer is one that does not have a taunt or a heal that heals others. That is what makes them fake.
If it is a matter that they are taunting or healing and people just think they should have a different build then that is just personal taste and should be rectified by forming one's own group.